• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Battle Tree Discussion and Records

You can optimize your evs. I assume full iv 31 in all needed stats of course.

Dragonite @ Leftovers
Ability: Multiscale
Lv. 50 | Shiny: No
EVs: 252 HP / 60 Atk / 100 Def / 0 Spa / 92 SpD / 4 Spe
Adamant Nature
- Roost
- Iron Head
- Dragon Claw
- Thunder Wave

You are playing at level 50, so 96 evs is the same that using 92 evs. You can use 92 def/100 sdef, is just an example. 64 evs is the same than 60, so 4 evs in speed for outpace paralysed Aerodactyl and crobat jolly and all the mons that have 100 speed.


See that post.


Incineroar don't have the optimal nature unless you invest more in special defense. You can achieve better results with impish nature.
16 evs in speed is the same that 12, so you can put 4 evs in sdef. But see this set:

Incineroar @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 44 Atk / 100 Def / 100 SpD / 12 Spe
Impish Nature

- Fake Out
- Flare Blitz
- U-turn
- Darkest Lariat

You gain 1 extra point in special defense. (123 points in special defense).
With your evs correctly used is:

Incineroar @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 44 Atk / 196 Def / 4 SpD / 12 Spe
Careful Nature
- Fake Out
- Flare Blitz
- U-turn
- Darkest Lariat

122 sdef. Rest of numbers are the same.

But in this case you can think about giving other ev spread with more evs in special defense because in this case your nature is optimal.
This means that you have less physical defense so don't hate me if you lose a battle because of this.:pika::smogthink:
1 point probably don't make a diference, so no need to bread other incineroar, ha ha.
Use second ev spread in this case but is outclassed by the first posted.

Zapdos is fine.


Blastoise maybe should run little more speed but otherwise is fine. With 101 speed outpaces jolteon and aerodactyl under tailwind and the 100 speed list. But is bad having speed ties with your dragonite. Better this:

Blastoise @ Blastoisinite
Ability: Rain Dish --> Mega Launcher
Lv. 50 | Shiny: No
EVs: 220 HP / 0 Atk / 4 Def / 244 SpA / 4 SpD / 36 Spe
Modest Nature
- Dark Pulse
- Aura Sphere
- Water Pulse
- Dragon Pulse

Now outpaces mega manectric and mega lopunny in Tailwind. 212 HP and 252 stak is ok too.
Ok, thank you, i will try with this EVs distribution.
 
Completed doubles streak of 970.

As mentioned in my previous post, have been playing a bit again after an absense of a few years. Have been using mostly the same team, but have switched up the movesets and EVs a bit over time.

Kangaskhan @ Kangaskhanite
Ability: Scrappy
Careful Nature
EVs: 252 HP / 4 Atk / 12 Def / 236 SpD / 4 Spe
- Seismic Toss
- Sucker Punch
- Fake Out
- Protect

Landorus-T @ Flyinium Z
Ability: Intimidate
Adamant Nature
EVs: 52 HP / 196 Atk / 4 Def / 4 SpD / 252 Spe
- Earthquake
- Fly
- U-turn
- Protect

Zapdos @ Misty Seed
Ability: Pressure
Calm Nature
EVs: 244 HP / 172 Def / 4 SpA / 76 SpD / 12 Spe
- Thunderbolt
- Sky Drop
- Tailwind
- Roost

Tapu Fini @ Mago Berry
Ability: Misty Surge
Modest Nature
EVs: 212 HP / 84 Def / 196 SpA / 4 SpD / 12 Spe
IVs: 0 Atk
- Moonblast
- Scald
- Calm Mind
- Protect

Originally was running max offenses Kanghaskhan with Double-Edge and Low Kick. I experimented with different Fighting-type moves over Low Kick like Drain Punch and Seismic Toss, and ended up liking Seismic Toss a lot. Considering I also had a Therian Landorus lead, I wanted to cut a move to fit Protect instead of needing to switch to Zapdos / hit the teammate if I wanted to Earthquake with Landorus. I liked Fake Out and Sucker Punch, so ended up cutting Double-Edge (which I was using increasingly less with Seismic Toss available) and moved EVs to bulk.

It's not like switching to primarily Seismic Toss doesn't have drawbacks; Double-Edge picked up OHKOs on plenty of frail Pokémon and Low Kick was great for not needing to ever worry about Tyranitar or Bisharp. The lack of strong physical move also means not much damage can be done to Blissey, and the lack of Attack EVs mean Sucker Punch misses some OHKOs that the offensive variant could get like Mega Alakazam. Still, this ended up being a very bulky, very reliable damage dealer that could muscle through a huge amount of enemies and support with Fake Out.

There are a couple of other options I considered but haven't tried. Inner Focus is an interesting ability for opposing faster Fake Out leads, but I am not sure if it is legal with Seismic Toss (my knowledge of in-game mechanics is a bit rusty). Kangaskhan has a massive movepool but in terms of damage-output I don't think the options trump what I haven't already listed, and am usually better off attacking than using something like Helping Hand. Icy Wind and Disable are funny options I guess. I see Smogon has Wish as a legal move but to my understanding this is from some real-life event from 20 years ago in a different continent to me.

Landorus has the most up-front offensive presence, with high Attack, a strong spread move, and my Z-move along with Intimidate and an excellent typing.

Fake Out + Z-move, Fake Out/Seismic Toss + U-turn/hard switch, Protect + Earthquake all pretty solid turn 1 options depending on what the opposing leads are. My old team had Groundium Z and Rock Slide over Fly, but I appreciate the dual STABs, and Flyinium Z has the nice perk of nothing being immune to it. I initially switched when I kept running into Mallow and her Grass-types every 10th battle since, although I don't think I ever lost to her, the Fly-less Landorus, Zapdos and Tapu Fini all didn't do too well into Grass-types for one reason or another. Fly is unfortunately a bit janky outside of the Z-move and I rarely use it. I don't even mind the charge-up turn usually, but 95 base accuracy does invite risk.

Landorus has a bit of an awkard amount of bulk/speed and an awkard movepool overall, lacking some good, draw-back free physical attacks, but I was overall pretty happy with its performance. I have considered Choice Scarf and might try it one day. Could also experiment with other Ground-types or Intimidate users. I have tried a set with more HP investment but didn't like it too much and preferred max speed.

Zapdos provides a bulky Ground immunity, Fighting resist, and Grass resist. Tailwind is fantastic in Battle Tree.

I have tried a few different moves in the second slot, as I couldn't find a second attacking move next to Thunderbolt that I liked enough. I tried Hidden Power (both Ice and Flying) and Heat Wave, as well as Protect and Substitute. I ran Sky Drop this attempt and it's a funny move, but I'm not sure it was ever too important for a victory. Thunderbolt being the only serious attacking move does mean there's quite a few Pokémon Zapdos does zero damage to, but I didn't find this much of an issue.

I tried a more offensive spread before, but I found without defense investment Zapdos' longevity wasn't fantastic and it wasn't getting Roost off. Keeping Zapdos below Landorus speed is important to Roost + Earthquake on the same turn. Zapdos is the member of the team that I am least confident about and have considered other Tailwind users (like Latias or Latios) or other speed controllers (like Cresselia).

Tapu Fini has fantastic type synergy with Landorus, and they will often swap in for each other. Misty Surge is a great ability that lets me stall out opponents that rely on Toxic if I need to (Blissey/Cresselia/Dusknoir), prevents Kangaskhan from getting Paralysed by Thunder Wave or Static or Frozen by Blizzard, and is a very reliable switch in for nearly any Dragon-type. Water + Fairy is a great type both offensively and defensively.

I'd like to consider a spread move on Tapu Fini but slotting in any of Dazzling Gleam, Muddy Water or Surf has some drawbacks. Scald is reasonably important as the strongest drawback-free single-target Water-type move, even if the power can be disappointing sometimes (+1 Scald fails to KO Heatran). I think Calm Mind is pretty important for this set as Tapu Fini's damage output unboosted is underwhelming, but Heal Pulse could be interesting to play with.

My initial set had Leftovers and more defense investment, but I was happier with the damage increase from special attack investment and could rely on Intimidate + natural bulk and typing for defenses. Speed EVs outpseed every Rotom except Scarf Fan which, although for the most part I have not bothered much with Speed investment with these sets, is a pretty big speed tier. Tapu Fini can activate Mago Berry pretty consistently when it doesn't get critial hit and it will usually give more healing in a battle than Leftovers.



Unfortunate string of bad luck.
Think I could have won if I played a little better, but I don't make the correct choice 100% of the time which is on me I guess. I have been improving the more I play.

Disappointing to not make 4-digits but not much I can do about that.
 
Hello, this is my first time posting on this thread, and I'd like to submit a streak of 104 wins for Super Singles in Ultra Sun.
IMG_20251124_000630.jpg
IMG_20251124_000808.jpg

:ss/togekiss:
Togekiss @ Choice Scarf
Ability: Serene Grace
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Dazzling Gleam
- Flamethrower
- Trick
The lead for this team. Originally, the set for Togekiss was basically the one featured on BlindNinja's Super Singles team that had Togekiss on it with Air Slash, Thunder Wave, Nasty Plot, and Roost. However, I only got to 29 wins when I had this set, losing battle 30 to Cynthia. I decided to try another run with a Scarf set, and it was waay more successful than the Nasty Plot Twave set. Scarf Togekiss means I can outspeed faster Pokemon to flinch them down without having to rely on Thunder Wave. I honestly feel like if I was Scarf Togekiss on the first run instead of the Nasty Plot set, I could've won as I would've been able to Trick Cynthia's Togekiss3 and make it lock into a move so I can bring in one of my sweepers. Plus, Trick was useful to cripple my opponent's lead Pokemon, which allowed me to bring in one of my two SD users to setup and sweep. Trick also meant Togekiss can actually do something vs Electric types and Ground types like Mamoswine. I decided on Flamethrower as my coverage move to target certain Steels such as Scizor and Ferrothorn, and Alolan Sandslash, as well as dealing more damage to Abomasnow, though this slot could also be something like Heatran.


:ss/garchomp:
Garchomp @ Dragonium Z
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Substitute
- Swords Dance
I decided on Garchomp as my Ground-type to pair with Togekiss, as they pair nicely with each other. Garchomp offers an electric immunity to swap into Electric moves, and Garchomp likes Scarf Togekiss using its Choice Scarf to lock a Pokemon into a move to create setup opportunities for Garchomp. I have Substitute to help avoid status and to fish for misses, meaning this set is hard walled by Togekiss.I chose Dragonium Z for the item to have a strong one-time nuke I can use if I don't want to Outrage lock just yet or to get an OHKO Outrage can't.

:ss/scizor-mega:
Scizor @ Scizorite
Ability: Technician
Level: 50
EVs: 244 HP / 12 Def / 252 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost
Since two of my mons are weak to ice moves, I decided on a bulky Mega Scizor set last. Also offers a poison immunity should I need to use it as a switch-in to Toxic. Basically took the Gen 7 OU set but adjusted the EVs to make the spread not waste EVs at level 50.
Gameplan is simple. I lead off with Togekiss and do one of the following things: 1. Use Air Slash and (hopefully) flinch my opponent's Pokemon down 2. Use Trick to cripple opponent's lead and switch to one of my setup sweepers. 3. Use either Dazzling Gleam or Flamethrower depending on opponent's lead. 4. Switch to one of my other Pokemon depending on opponent's lead. Either one of the SD sweepers is used as the wincon for the battles, or you can use Scarf Togekiss to cheese its way with Air Slash flinches. I found myself going the setup with one of my SD users instead of going for Air Slash flinches more often since Air Slash wouldn't always flinch, and Air Slash's 95% accuracy can screw me over.
Ice-types: Two of my members are weak to Ice moves, so Ice-types are problematic is Mega Scizor goes down.
Dragon Dance users: To be more specific, I found myself not enjoying facing Gyarados3 or Gyarados 4. I end up using Dazzling Gleam if a trainer can use either Gyarados3 or Gyarados4 to deal more damage to Mega Gyarados, but I could probably try and cheese them down with Air Slash flinches if I try this team again. Charizard4 is one I should mention even if I was lucky to not face it, as if it gets off a Dragon Dance, it can run my team down.
Fire-types: Fire-types are the mons I did not really like facing during this run. To be more specific, the Fire-types that I found to be threats are Rotom-Heat, Heatran, Moltres, Entei, (all four of them especially if Garchomp is fainted) Salazzle4(If Garchomp is in Dragon Pulse range and loses speedtie vs it) If one of Heatran or Rotom-Heat is out as the lead of my opponent, I have Togekiss Trick its Scarf to lock the Fire-type into one move so I can go into one of my setup mons afterwards. Entei being able to have Inner Focus means Togekiss can't flinch it down, and that was part of what lead to my loss on battle 105.
Loss was against Veteran Placido
:togekiss: vs :terrakion:
Turn 1: Placido leads Terrakion and I lead Togekiss. I switch to Garchomp to take a Stone Edge out of fear of Scarf Terrakion, and Dazzling Gleam had a low roll to OHKO Terrakion.
:garchomp: vs :terrakion:
Turn 2: Basically the turn that made the match go downhill. Terrakion's Stone Edge left my Garchomp at 135 HP, meaning I lived Close Combat if it wasn't the Scarf set, but Terrakion ended up getting a crit. Unfortunate crit there, though I probably should've calced the Stone Edge damage to confirm if it was Terrakion1 or Terrakion2 so I could switch Togekiss in on Close Combat since I calced the damage after the battle happened and realized too late it was Terrakion1.
:togekiss: vs :terrakion:
Turn 3: Sent out Togekiss to pick off Terrakion with Dazzling Gleam.
:togekiss: vs :entei:
Turn 4: Entei was sent out. Swapped Scizor in since I was locked into Dazzling Gleam. Scizor unfortunately gets burned by Will-O-Wisp
:togekiss: vs :entei:
Turns 5-10: I used Air Slash for damage vs Entei and forgot about it having Inner Focus to prevent flinches. Probably should've Tricked first in case Entei locked into Calm Mind or Will-O-Wisp, though I ended up doing a mock battle after the loss and saw that Placido had Scarf Landorus as his last slot, so not sure how much Tricking there would actually matter.
:scizor: vs :entei:
Turn 11: Scizor is OHKOed by Flamethrower.

Had a fun (and lucky) run with this team. Unfortunate that my Garchomp crit on the loss battle, though I should've calced to confirm the Terrakion set I was facing to prevent that situation from happening in the first place. Might try again with this team later to get a higher streak, though I wonder if I should experiment with a different Steel-type for the last slot.
 
Back
Top