In the few days I have had between being done with S/M and waiting for the release of US/UM, I decided to go back to the Battle Tree and continue on my unfinished Super Double streaks. Now, the first of them has ended. My Super Double streak on Sun has ended at 274 wins in a row. Time for a proper team and streak writeup.
Kangaskhan (F) @ Kangaskhanite ** Resilience
Ability: Scrappy -> Parental Bond
IVs: 31/31/31/x/31/31
EVs: 252 Att / 6 Sp.def / 252 Spd
Nature: Jolly
- Return
- Sucker Punch
- Power-Up Punch
- Fake Out
Tapu Koko @ Choice Specs ** Intensity
Ability: Electric Surge
IVs: 31/31/31/31/31/31 (Hyper Trained)
EVs: 6 HP / 252 Sp.att / 252 Spd
Nature: Timid
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch
Latios (M) @ Dragonium Z ** Obstinance
Ability: Levitate
IVs: 31/31/31/31/31/31 (Hyper Trained)
EVs: 6 HP / 252 Sp.att / 252 Spd
Nature: Timid
- Draco Meteor
- Psychic
- Surf
- Protect
Excadrill (M) @ Focus Sash ** Vivacity
Ability: Mold Breaker
IVs: 31/31/31/x/31/31
EVs: 6 HP / 252 Att / 252 Spd
Nature: Adamant
- Drill Run
- Iron Head
- Rock Tomb
- Protect
I'm done with this team now, don't feel like trying again because I can't see any reason to, and I need to focus on other things right now. But I'm still happy about this streak and the team since this team got me much farther than I had ever expected. I did honestly not expect to be able to get past Blue after I initially lost three times before Battle #50 on my first attempts. But the team proved to be even better than that and I'm so happy about it. Now I'm in the process of planting a ton of Starf and Lansat Berries which will probably be the last serious thing I do on Sun.
I didn't have time to go into full details for everything here since this loss happened on Monday and I really wanted to get this post done before the release of US/UM. So yeah, sorry about that. But feel free to ask me if there are any questions or if anything is unclear.
Finally, I should give an update regarding other things too. I have continued on my Super Double streak on Moon as well, it is currently ongoing at 300 wins (Battle Video: G4JG-WWWW-WWW9-N3RC). And it will have to stay that way for a while, if not forever. I'm going to get Ultra Moon tomorrow and then I will be busy with that for a long while forward, probably a year if not more. So I'm not sure when I'll get back to this streak, if I ever do. Looking back, I have ongoing streaks at several previous generations as well, all but Gen 2 and 5. Guess I'm pretty good at leaving streaks unfinished, which isn't all too strange since I usually don't play in order to get high streaks in the battle facilities.
I also said earlier that I am going to write a post about my experiences and adventures in the Gen 2-5 Battle Facilities and post that here when I am done. Well, the good news is that I have at least started on writing that post. But it will take quite a while before it is done as I have a lot left to write, and I am quite busy with other things right now (and will probably be for a while forward... but we'll see). To anyone who is looking forward to that post, expect it at some point next year. That's all I can say about it right now.
See you in the "Ultra" Tree!


Kangaskhan (F) @ Kangaskhanite ** Resilience
Ability: Scrappy -> Parental Bond
IVs: 31/31/31/x/31/31
EVs: 252 Att / 6 Sp.def / 252 Spd
Nature: Jolly
- Return
- Sucker Punch
- Power-Up Punch
- Fake Out

Tapu Koko @ Choice Specs ** Intensity
Ability: Electric Surge
IVs: 31/31/31/31/31/31 (Hyper Trained)
EVs: 6 HP / 252 Sp.att / 252 Spd
Nature: Timid
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch

Latios (M) @ Dragonium Z ** Obstinance
Ability: Levitate
IVs: 31/31/31/31/31/31 (Hyper Trained)
EVs: 6 HP / 252 Sp.att / 252 Spd
Nature: Timid
- Draco Meteor
- Psychic
- Surf
- Protect

Excadrill (M) @ Focus Sash ** Vivacity
Ability: Mold Breaker
IVs: 31/31/31/x/31/31
EVs: 6 HP / 252 Att / 252 Spd
Nature: Adamant
- Drill Run
- Iron Head
- Rock Tomb
- Protect
I posted a very short version of this in my previous post, but I want to expand upon it a little more now that I have the chance.
I initially settled for Tapu Koko since I had used Lele in Moon and after looking at the Double leaderboards here in this thread, Koko and Lele seemed to be the two most useful Tapu. They were on the most teams, as well as many of the most successful teams.
Originally, I wanted to have Alolan Raichu as a partner for Koko, but I was having a very hard time coming up with good backups for them. I considered a ton of Pokemon but I wasn't sure which one(s) to use. The ones I had in mind were the following:
Landorus
Thundurus
Mega Salamence
Hydreigon
Rotom
Latios
Celesteela
Hawlucha
Talonflame
Togekiss
Pelipper
(Mega) Gyarados
But neither of them felt like good alternatives, either because I wasn't sure how to use them or because I had used them recently and didn't feel like using them again. Though, Latios was on the list and still ended up on the team as a backup.
In the end, I scrapped Alolan Raichu and went with Mega Kangaskhan as the lead partner alongside Koko instead. I got the idea from some people on the leaderboards, probably MrMarc and lucariojr as they have both used Mega Kangaskhan and Tapu Koko as leads. Mega Kangaskhan might have been nerfed since last Gen but it is still powerful.
As for the backups, I had settled for Latios as one of the backups along the way before scrapping Raichu. I think I got the main idea from turskain and his team. In the last slot, I really wanted a Steel-type to cover some types I couldn't hit for super effective damage and that Latios was weak against. I considered the following:
Kartana
Aegislash
Excadrill
Magnezone
Scizor
I eventually settled on Excadrill since it is Steel and also Ground, giving me extra coverage against Poison-types as well as being immune to Electric. I had also seen this team by lolnub, which had gotten a high streak while featuring an Excadrill.
That was the team building in short. If anyone wants my full notes while I built the team, I have posted them in the spoiler below. Note that it is not very well written or serious (don't take everything in there too seriously!), I'm posting them here mostly just for fun.
I initially settled for Tapu Koko since I had used Lele in Moon and after looking at the Double leaderboards here in this thread, Koko and Lele seemed to be the two most useful Tapu. They were on the most teams, as well as many of the most successful teams.
Originally, I wanted to have Alolan Raichu as a partner for Koko, but I was having a very hard time coming up with good backups for them. I considered a ton of Pokemon but I wasn't sure which one(s) to use. The ones I had in mind were the following:
Landorus
Thundurus
Mega Salamence
Hydreigon
Rotom
Latios
Celesteela
Hawlucha
Talonflame
Togekiss
Pelipper
(Mega) Gyarados
But neither of them felt like good alternatives, either because I wasn't sure how to use them or because I had used them recently and didn't feel like using them again. Though, Latios was on the list and still ended up on the team as a backup.
In the end, I scrapped Alolan Raichu and went with Mega Kangaskhan as the lead partner alongside Koko instead. I got the idea from some people on the leaderboards, probably MrMarc and lucariojr as they have both used Mega Kangaskhan and Tapu Koko as leads. Mega Kangaskhan might have been nerfed since last Gen but it is still powerful.
As for the backups, I had settled for Latios as one of the backups along the way before scrapping Raichu. I think I got the main idea from turskain and his team. In the last slot, I really wanted a Steel-type to cover some types I couldn't hit for super effective damage and that Latios was weak against. I considered the following:
Kartana
Aegislash
Excadrill
Magnezone
Scizor
I eventually settled on Excadrill since it is Steel and also Ground, giving me extra coverage against Poison-types as well as being immune to Electric. I had also seen this team by lolnub, which had gotten a high streak while featuring an Excadrill.
That was the team building in short. If anyone wants my full notes while I built the team, I have posted them in the spoiler below. Note that it is not very well written or serious (don't take everything in there too seriously!), I'm posting them here mostly just for fun.
[Note: I repeat myself a lot here so some things are said more than once.]
Tapu Koko + A-Raichu
or Koko + something else entirely? To decide...
Offensive coverage I have with these two:
Water, Flying
Dark, Fighting, Dragon
Ground Rock
Poison
Important to cover:
The Ground-weakness. Something that is immune to Ground is a must.
But what?
Preferably something that isn't weak to Electric.
Alternatives:
Landorus
Thundurus-T? LOL
Mega Salamence
Mega Gyarados
Latios
What does the team need help against?
Grass-types, primarily. Ghost to an extent.
Also Steel and opposing Electric-types.
Not to mention Ground, an immunity is a must.
What to do against them?
Flying+Ground covers three.
Koko+Rai+MegaScizor+Latios?
Could work. I guess...
Something that can switch in on Ground-moves is absolutely necessary.
Preferrably also a Pokemon that can hit Ground-types back for SE damage.
Okay. Let's do this.
Tapu Koko + Alolan Raichu
Needs a Ground immunity. Preferably one that isn't weak to Electric.
Alternatives:
Landorus
Thundurus
Mega Salamence
Hydreigon
Rotom
Latios
Extras:
Celesteela
Hawlucha
Talonflame
Togekiss
Pelipper
(Mega) Gyarados
Okay.
So...
Avoid the extras if possible:
Landorus - Immune to both Ground and Electric, also a Physical attacker. Can potentially hit both Electric- and Grass-types for SE damage.
Weaknesses to Water, Ice, Ghost, Water is offensively covered by the leads
Thundurus - Immune to Ground and possibly Electric too. Can also hit Grass-types super-effectively, potentially.
Weaknesses to Poison, Rock, Ice and Ghost, can only really handle Poison from those thanks to Raichu.
Mega Salamence- Immune to Ground, does not resist Electric. Can be either Special, Physical or Mixed. Can hit Grass and potentially Electric-types for SE damage too.
Poison, Rock, Ice, Fairy and Ghost, can handle Poison and Rock potentially.
Latios - Immune to Ground and resists Electric. A Special attacker though.
Weak to Poison, Ghost, Ice, Fairy. Out of these, it can adress Poison on its own so yay.
Hydreigon - too slow
Rotom - too many Electric-types so nah.
Real talk now.
What would be best?
Landorus - Immune to both Ground and Electric, also a Physical attacker. Could also be special. Can potentially hit both Electric- and Grass-types for SE damage.
Weaknesses to Water, Ice, Ghost, Water is offensively covered by the leads
Mega Salamence- Immune to Ground, does not resist Electric. Can be either Special, Phyiscal or Mixed. Can hit Grass and potentially Electric-types for SE damage too.
Poison, Rock, Ice, Fairy and Ghost, can handle Poison and Rock potentially.
Latios - Immune to Ground and resists Electric. A Special attacker though.
Weak to Poison, Ghost, Ice, Fairy. Out of these, it can adress Poison on its own so yay.
Scrapping Thundurus because three Electric-types feels so weird and wrong.
More in detail:
Landorus - Immune to both Ground and Electric, also a Physical attacker. Could also be special. Can potentially hit both Electric- and Grass-types for SE damage. No good Abilities for a pure Physical one though?
Weaknesses to Water, Ice, Ghost. Water is offensively covered by the leads
Mega Salamence- Immune to Ground, does not resist Electric. Has Intimidate which can be good. Can be either Special, Phyiscal or Mixed. Can hit Grass and potentially Electric-types for SE damage too.
Poison, Rock, Ice, Fairy and Ghost, can handle Poison and Rock potentially.
Latios - Immune to Ground and resists Electric. A Special attacker though. Levitate is never bad to have.
Weak to Poison, Ghost, Ice, Fairy. Out of these, it can address Poison on its own so yay.
Ok. Let's look at offensive coverage:
Landorus: Electric, Rock, Fire, Poison Rock, potentially Grass, Bug, Fighting
Salamence: Grass, Bug, Fighting
Latios: Dragon, Poison, Fighting, Rock, Ground, Fire
Hmm...
Scrapping Salamence because I have used it before and I want to try another Mega.
Okay then.
Landorus VS Latios:
Landorus - Immune to both Ground and Electric, also a Physical attacker. Could also be special. Can potentially hit both Electric- and Grass-types for SE damage. No good Abilities for a pure Physical one though?
Weaknesses to Water, Ice, Ghost. Water is offensively covered by the leads. Ice and Ghost though... again, "4" might have to do. ["4" here refers to the at this point undecided 4th member of the team]
Can hit for SE damage: Electric, Steel, Fire, Poison, Rock
Maybe also Grass, Bug, Fighting
Latios - Immune to Ground and resists Electric. A Special attacker though. Levitate is never bad to have.
Weak to Poison, Ghost, Ice, Fairy. Out of these, it can address Poison on its own so yay. The others are a problem though, none of the leads can adress them so "4" needs to cover a lot.
Can hit for SE damage: Dragon, Poison, Fighting, Rock, Ground, Fire
I can live without hitting Grass-types as "4" might be able to handle them... Scizor maybe? xD
Okay. More tomorrow.
Standing right here:
Landorus: 4
Latios: 2
Stats:
Landorus has higher Attack, HP and Def
Latios has higher SA, SD and Spd
Latios has higher Attacking stat and Speed, so 1 point for it.
Latios also doesn't have a 4x weak, 1 point for that
Landorus on the other hand only has 2 weaknesses, Latios has 6. point for Landorus
Landorus also is Physical while Latios is special. 1 point for that.
Latios is immune to Ground and resists Electric
Landorus is immune to both. 1 point for it.
With Landorus, team is weak to 3 types, one which is 4x
With Latios, team is weak to 4 types, one which has 2 weak members.
Point for Landorus.
Okay, nevermind.
New idea. Mega Kanga instead of Raichu. Yes, good.
What in the last slot, though?
Offensive coverage I have:
T-bolt, Grass Knot, Dazzle, Surf, Draco Meteor, Psychic, Sucker Punch
Water, Flying, Ground, Rock, Fighting, Poison, Dragon, Dark, Fire, Psychic, Ghost
What types might give me trouble?
Poison - one weakness I have covered
Ice
Fairy
A steel-type... le sigh. Oh well.
Covers Ice, Fairy
Alternatives:
Kartana - can't switch in at all but is ridiculously fast and strong, unresisted against Ice
Aegislash - could work, also as glue against Trick Room I guess.
Excadrill - Ground helps, also good STABs. Unresisted against Ice again though.
Magnezone - is special though, and probably wants HP whatever. so bleh
Scizor - Maybe... a bit slow, and no Mega, but otherwise perhaps?
Scizor too weak, scrapping.
Magnezone too complicated, scrapping.
The others though.
Aegislash is kinda boring, no matter how well it works.
Kartana with Sash, Exca with either Sash or maybe Scarf?
One of them. With Sash.
What do they help with, coverage-wise?
Already have these covered:
Water, Flying, Ground, Rock, Fighting, Poison, Dragon, Dark, (Fire), Psychic, Ghost
Kartana: Ice, Fairy, Normal, Grass, Steel
Exca: Ice, Fairy, Electric, Steel, Fire
Points once more:
Ex: 3
Ka: 1
Let's go with Excadrill.
More planning tomorrow.
Damage calcs with Drill Run Vs EQ
Drill Run does more damage at the cost of only hitting one enemy in Double.
So yay.
Latios:
Works as well. So yeah, let's go.
Okay. Final thing. Type coverage:
Kanga: Perfect
SE against: Ghost, Psychic (Dark, Ice, Normal, Rock, Steel)
Koko: Misses out on Grass/Poison, Grass/Steel, Electric/Steel and Rotom-Heat
SE against: Flying, Water, Rock, Ground, Dark, Dragon, Fighting
Latios:
SE against: Dragon, Fighting, Poison
Exca: Perfect
SE against: Electric, Fire, Rock, Poison, Steel, Fairy, Ice, Bug, Flying
Types I am missing coverage against: Grass
(Normal)
Last move for Latios?
Alternatives: Surf, Ice Beam, Thunderbolt (no Terrain boost!), Energy Ball, Shadow Ball, Psyshock, Dragon Pulse
A support move? Since I have to send it over from Gen 6 anyway.
Alternatives: Tailwind, Icy Wind
Tapu Koko + A-Raichu
or Koko + something else entirely? To decide...
Offensive coverage I have with these two:
Water, Flying
Dark, Fighting, Dragon
Ground Rock
Poison
Important to cover:
The Ground-weakness. Something that is immune to Ground is a must.
But what?
Preferably something that isn't weak to Electric.
Alternatives:
Landorus
Thundurus-T? LOL
Mega Salamence
Mega Gyarados
Latios
What does the team need help against?
Grass-types, primarily. Ghost to an extent.
Also Steel and opposing Electric-types.
Not to mention Ground, an immunity is a must.
What to do against them?
Flying+Ground covers three.
Koko+Rai+MegaScizor+Latios?
Could work. I guess...
Something that can switch in on Ground-moves is absolutely necessary.
Preferrably also a Pokemon that can hit Ground-types back for SE damage.
Okay. Let's do this.
Tapu Koko + Alolan Raichu
Needs a Ground immunity. Preferably one that isn't weak to Electric.
Alternatives:
Landorus
Thundurus
Mega Salamence
Hydreigon
Rotom
Latios
Extras:
Celesteela
Hawlucha
Talonflame
Togekiss
Pelipper
(Mega) Gyarados
Okay.
So...
Avoid the extras if possible:
Landorus - Immune to both Ground and Electric, also a Physical attacker. Can potentially hit both Electric- and Grass-types for SE damage.
Weaknesses to Water, Ice, Ghost, Water is offensively covered by the leads
Thundurus - Immune to Ground and possibly Electric too. Can also hit Grass-types super-effectively, potentially.
Weaknesses to Poison, Rock, Ice and Ghost, can only really handle Poison from those thanks to Raichu.
Mega Salamence- Immune to Ground, does not resist Electric. Can be either Special, Physical or Mixed. Can hit Grass and potentially Electric-types for SE damage too.
Poison, Rock, Ice, Fairy and Ghost, can handle Poison and Rock potentially.
Latios - Immune to Ground and resists Electric. A Special attacker though.
Weak to Poison, Ghost, Ice, Fairy. Out of these, it can adress Poison on its own so yay.
Hydreigon - too slow
Rotom - too many Electric-types so nah.
Real talk now.
What would be best?
Landorus - Immune to both Ground and Electric, also a Physical attacker. Could also be special. Can potentially hit both Electric- and Grass-types for SE damage.
Weaknesses to Water, Ice, Ghost, Water is offensively covered by the leads
Mega Salamence- Immune to Ground, does not resist Electric. Can be either Special, Phyiscal or Mixed. Can hit Grass and potentially Electric-types for SE damage too.
Poison, Rock, Ice, Fairy and Ghost, can handle Poison and Rock potentially.
Latios - Immune to Ground and resists Electric. A Special attacker though.
Weak to Poison, Ghost, Ice, Fairy. Out of these, it can adress Poison on its own so yay.
Scrapping Thundurus because three Electric-types feels so weird and wrong.
More in detail:
Landorus - Immune to both Ground and Electric, also a Physical attacker. Could also be special. Can potentially hit both Electric- and Grass-types for SE damage. No good Abilities for a pure Physical one though?
Weaknesses to Water, Ice, Ghost. Water is offensively covered by the leads
Mega Salamence- Immune to Ground, does not resist Electric. Has Intimidate which can be good. Can be either Special, Phyiscal or Mixed. Can hit Grass and potentially Electric-types for SE damage too.
Poison, Rock, Ice, Fairy and Ghost, can handle Poison and Rock potentially.
Latios - Immune to Ground and resists Electric. A Special attacker though. Levitate is never bad to have.
Weak to Poison, Ghost, Ice, Fairy. Out of these, it can address Poison on its own so yay.
Ok. Let's look at offensive coverage:
Landorus: Electric, Rock, Fire, Poison Rock, potentially Grass, Bug, Fighting
Salamence: Grass, Bug, Fighting
Latios: Dragon, Poison, Fighting, Rock, Ground, Fire
Hmm...
Scrapping Salamence because I have used it before and I want to try another Mega.
Okay then.
Landorus VS Latios:
Landorus - Immune to both Ground and Electric, also a Physical attacker. Could also be special. Can potentially hit both Electric- and Grass-types for SE damage. No good Abilities for a pure Physical one though?
Weaknesses to Water, Ice, Ghost. Water is offensively covered by the leads. Ice and Ghost though... again, "4" might have to do. ["4" here refers to the at this point undecided 4th member of the team]
Can hit for SE damage: Electric, Steel, Fire, Poison, Rock
Maybe also Grass, Bug, Fighting
Latios - Immune to Ground and resists Electric. A Special attacker though. Levitate is never bad to have.
Weak to Poison, Ghost, Ice, Fairy. Out of these, it can address Poison on its own so yay. The others are a problem though, none of the leads can adress them so "4" needs to cover a lot.
Can hit for SE damage: Dragon, Poison, Fighting, Rock, Ground, Fire
I can live without hitting Grass-types as "4" might be able to handle them... Scizor maybe? xD
Okay. More tomorrow.
Standing right here:
Landorus: 4
Latios: 2
Stats:
Landorus has higher Attack, HP and Def
Latios has higher SA, SD and Spd
Latios has higher Attacking stat and Speed, so 1 point for it.
Latios also doesn't have a 4x weak, 1 point for that
Landorus on the other hand only has 2 weaknesses, Latios has 6. point for Landorus
Landorus also is Physical while Latios is special. 1 point for that.
Latios is immune to Ground and resists Electric
Landorus is immune to both. 1 point for it.
With Landorus, team is weak to 3 types, one which is 4x
With Latios, team is weak to 4 types, one which has 2 weak members.
Point for Landorus.
Okay, nevermind.
New idea. Mega Kanga instead of Raichu. Yes, good.
What in the last slot, though?
Offensive coverage I have:
T-bolt, Grass Knot, Dazzle, Surf, Draco Meteor, Psychic, Sucker Punch
Water, Flying, Ground, Rock, Fighting, Poison, Dragon, Dark, Fire, Psychic, Ghost
What types might give me trouble?
Poison - one weakness I have covered
Ice
Fairy
A steel-type... le sigh. Oh well.
Covers Ice, Fairy
Alternatives:
Kartana - can't switch in at all but is ridiculously fast and strong, unresisted against Ice
Aegislash - could work, also as glue against Trick Room I guess.
Excadrill - Ground helps, also good STABs. Unresisted against Ice again though.
Magnezone - is special though, and probably wants HP whatever. so bleh
Scizor - Maybe... a bit slow, and no Mega, but otherwise perhaps?
Scizor too weak, scrapping.
Magnezone too complicated, scrapping.
The others though.
Aegislash is kinda boring, no matter how well it works.
Kartana with Sash, Exca with either Sash or maybe Scarf?
One of them. With Sash.
What do they help with, coverage-wise?
Already have these covered:
Water, Flying, Ground, Rock, Fighting, Poison, Dragon, Dark, (Fire), Psychic, Ghost
Kartana: Ice, Fairy, Normal, Grass, Steel
Exca: Ice, Fairy, Electric, Steel, Fire
Points once more:
Ex: 3
Ka: 1
Let's go with Excadrill.
More planning tomorrow.
Damage calcs with Drill Run Vs EQ
Drill Run does more damage at the cost of only hitting one enemy in Double.
So yay.
Latios:
Works as well. So yeah, let's go.
Okay. Final thing. Type coverage:
Kanga: Perfect
SE against: Ghost, Psychic (Dark, Ice, Normal, Rock, Steel)
Koko: Misses out on Grass/Poison, Grass/Steel, Electric/Steel and Rotom-Heat
SE against: Flying, Water, Rock, Ground, Dark, Dragon, Fighting
Latios:
SE against: Dragon, Fighting, Poison
Exca: Perfect
SE against: Electric, Fire, Rock, Poison, Steel, Fairy, Ice, Bug, Flying
Types I am missing coverage against: Grass
(Normal)
Last move for Latios?
Alternatives: Surf, Ice Beam, Thunderbolt (no Terrain boost!), Energy Ball, Shadow Ball, Psyshock, Dragon Pulse
A support move? Since I have to send it over from Gen 6 anyway.
Alternatives: Tailwind, Icy Wind
The general strategy with the team was to start by using Fake Out on one opponent while dealing damage and often also defeating the other. From then on, I went on and attacked, sometimes setting up Kangaskhan, also using Protect with Latios and Excadrill if that was needed.
As everyone knows, Mega Kangaskhan is incredibly powerful. High Attack, good enough Speed and decent bulk makes for a great Pokemon. Parental Bond gives every move a 25% power boost and lets it hit twice which can be useful to break Sturdy and Focus Sashes. Return is the main move, I didn't go with Double-Edge because I don't like the nasty recoil. Fake Out was the move I often used on the first turn to flinch one opponent and sometimes deal heavy damage too. Sucker Punch for priority and coverage against Ghost-types. Power-Up Punch was chosen because as we all know, both Parental Bond and Sucker Punch got nerfed this generation, so Kanga really appreciates having a bit more power which it can get from a +2 boost. I usually tried to set up whenever possible but it was not always without risk and attacking right away was often a better alternative.
I went with a Jolly Nature for Kangaskhan in order to get a bit more speed which I found more necessary than Attack, 100 Base speed is good but not quite enough for the Tree without a boosting Nature. Scrappy was the chosen Ability in order to use Fake Out against opposing Ghost-types on turn 1 if it should turn out to be necessary.
Tapu Koko is more or less standard. Thunderbolt is the main move that was used most of the time, it hits like a truck after being boosted by STAB, Choice Specs and Electric Terrain. Dazzling Gleam for coverage and secondary STAB with the ability to hit both opponents on the field which could be very useful at times. Grass Knot was mainly for Ground-types but I rarely used it as it felt more safe to simply switch out Koko most of the time.
Volt Switch was the last move. As for how to use it... I'll say like Elesa in Pokemon Adventures: "You can attack and switch out your Pokemon in a single move. That's one of my favorite strategies!" If you ever battled Elesa without a Ground-type on your team, you should know how annoying it can be. Anyway, with Koko I used the move if I wanted to switch to one of the backups but also deal damage at the same time, which could be useful. Choice Specs was the chosen hold item in order to raise it's Sp.att, base 95 is very low so it needs all the power it can get.
Latios is the third member of the team. Draco Meteor and Dragonium Z gives it a Devastating Drake with 195 base power which is extremely powerful. Psychic as a secondary STAB and extra coverage, it helps against Fighting- and Poison-types which Kanga and Koko doesn't like. I used Surf in the third slot but it is the only move on the team which I have considered changing because I rarely used it. The only times I could use it without problems was if I had Latios and Excadrill out, and let Excadrill use Protect while Latios surfed. I considered several other options instead of Surf but went with it in the end anyway since I couldn't think of anything better. Protect in the last slot because it is a very useful move in Doubles in order to scout or not take any damage while the partner can do something to the opponents. The Dragon/Psychic-typing and Levitate was very useful for Latios since it could switch in on Fighting-type moves for Kanga or Ground-type moves for Koko or Excadrill. It also appreciated Kangaskhan's immunity to Ghost and Koko's immunity to Dragon.
Excadrill was surprisingly useful in many ways. I only wish that it had a bit more Speed but I guess that it would be broken if it was much faster than it is. Excadrill did get banned to Ubers in Gen 5 IIRC thanks to Sand Rush and Tyranitar being very common. Anyway, it has a place on this team too. Drill Run might seem odd but I chose it over Earthquake because I couldn't find any good situations where Earthquake would be more useful. Kangaskhan doesn't resist Ground, Koko is weak to it and Latios will still take damage thanks to Excadrill's Mold Breaker. Drill Run also does more damage to one opponent in Doubles compared to Earthquake, the downside being that it only hits one opponent. Then it is also a contact move which could be annoying at times. But I had to go with it anyway.
Iron Head in the second slot for secondary STAB, also allowing me to hit Fairy-, Ice- and Rock-types for super effective damage. I went with Rock Tomb in the last slot, mostly because lolnub had used the same move on his Excadrill. It was mostly used for hitting Flying-types, which didn't happen often but once in a great while. Protect in the last slot, same reason as on Latios. Focus Sash felt like the most useful item in order to guarantee Excadrill would survive at least one hit, it was extremely helpful in many situations. Having a Ground-type was also very useful since it was immune to the Electric-moves from grounded opponents that also got a boost from Electric Terrain. Being immune to both Thunder Wave and Toxic was also amazing, a Steel-type in general is a good thing because you can stall and auto-win against annoying foes like Cresselia-2. Mold Breaker is an amazing ability which allows me to override annoyances such as Sturdy and Levitate, being able to hit most Rotom forms with Drill Run is a lot of fun!
I really dislike having to use inaccurate moves but I had no choice here. Drill Run and Rock Tomb both have 95% accuracy which meant they at least hit most of the time when they needed to, but not always (such as in my losing battle... more about that later). The same goes for Draco Meteor but I mostly used Devastating Drake so it wasn't that bad.
The EVs for the entire team was as standard as it could be, I just maxed Speed and their attacking stat with the rest put either in HP, or Sp.def for Kanga in order to raise the Attack of opposing Download users. Didn't really feel like trying with any more specific EV spreads because I'm honestly not very good at them.
There was one main change I considered for the team. I wanted to change to a different Latios which would have Hidden Power Fire instead of Surf, but I never made the change. Mostly because I don't have such a Latios and I'm too lazy to try to trade for one or try to get one on my own, not to mention I don't want to restart any of my games to get a new Latios. It would have been helpful against Steel- and Ice-types which Latios doesn't like too much, as well as allowing me to hit Grass-types for super effective damage as it is was the only type I didn't hit super effectively with the team's moves. It would also give me an easier time against Ferrothorn. But in the end, I never made the change and it never ended up mattering either.
There's also one thing I should say about my playstyle. I don't look up opposing movesets and such while I'm playing, nor do I know every possible opposing set by heart. I do try to remember some of the more important/dangerous ones though. Just in case anyone was wondering about that.
---
I'm not done yet. For once, I'm going to write about my nicknames as well because I usually don't do that and because why not? For fun, anyway. If you don't care, you can skip this.
Resilience was named after a song by Princewhateverer. If you want to listen, here's a link:
(apparently it posts the video and not just the link, guess that's how it works when posting Youtube videos on this forum lol, never done it before)
Perhaps the word doesn't fit Mega Kangaskhan very well but I liked the song so much that I had to use it somewhere and it ended up being used at the first possible opportunity.
For Tapu Koko, I initially wanted to nickname it Lightning Fury (taken from a skill in Diablo 2, I game I used to play a lot when I was younger). But it was too long. Instead, I went with Intensity since that describes Tapu Koko quite well.
I wanted to continue with the pattern of having the team members named after describing nouns (if that even if the right word to use, I'm not really sure). I wanted something like "coolness" for Latios (because it is really cool) and I somehow arrived at Obstinance. It sounded cool and complicated so I went with it.
As for Vivacity, I looked at other video games to get inspiration. I eventually got it from one of Riki's skill trees in Xenoblade Chronicles. Maybe not the best word for Excadrill but whatever.
As everyone knows, Mega Kangaskhan is incredibly powerful. High Attack, good enough Speed and decent bulk makes for a great Pokemon. Parental Bond gives every move a 25% power boost and lets it hit twice which can be useful to break Sturdy and Focus Sashes. Return is the main move, I didn't go with Double-Edge because I don't like the nasty recoil. Fake Out was the move I often used on the first turn to flinch one opponent and sometimes deal heavy damage too. Sucker Punch for priority and coverage against Ghost-types. Power-Up Punch was chosen because as we all know, both Parental Bond and Sucker Punch got nerfed this generation, so Kanga really appreciates having a bit more power which it can get from a +2 boost. I usually tried to set up whenever possible but it was not always without risk and attacking right away was often a better alternative.
I went with a Jolly Nature for Kangaskhan in order to get a bit more speed which I found more necessary than Attack, 100 Base speed is good but not quite enough for the Tree without a boosting Nature. Scrappy was the chosen Ability in order to use Fake Out against opposing Ghost-types on turn 1 if it should turn out to be necessary.
Tapu Koko is more or less standard. Thunderbolt is the main move that was used most of the time, it hits like a truck after being boosted by STAB, Choice Specs and Electric Terrain. Dazzling Gleam for coverage and secondary STAB with the ability to hit both opponents on the field which could be very useful at times. Grass Knot was mainly for Ground-types but I rarely used it as it felt more safe to simply switch out Koko most of the time.
Volt Switch was the last move. As for how to use it... I'll say like Elesa in Pokemon Adventures: "You can attack and switch out your Pokemon in a single move. That's one of my favorite strategies!" If you ever battled Elesa without a Ground-type on your team, you should know how annoying it can be. Anyway, with Koko I used the move if I wanted to switch to one of the backups but also deal damage at the same time, which could be useful. Choice Specs was the chosen hold item in order to raise it's Sp.att, base 95 is very low so it needs all the power it can get.
Latios is the third member of the team. Draco Meteor and Dragonium Z gives it a Devastating Drake with 195 base power which is extremely powerful. Psychic as a secondary STAB and extra coverage, it helps against Fighting- and Poison-types which Kanga and Koko doesn't like. I used Surf in the third slot but it is the only move on the team which I have considered changing because I rarely used it. The only times I could use it without problems was if I had Latios and Excadrill out, and let Excadrill use Protect while Latios surfed. I considered several other options instead of Surf but went with it in the end anyway since I couldn't think of anything better. Protect in the last slot because it is a very useful move in Doubles in order to scout or not take any damage while the partner can do something to the opponents. The Dragon/Psychic-typing and Levitate was very useful for Latios since it could switch in on Fighting-type moves for Kanga or Ground-type moves for Koko or Excadrill. It also appreciated Kangaskhan's immunity to Ghost and Koko's immunity to Dragon.
Excadrill was surprisingly useful in many ways. I only wish that it had a bit more Speed but I guess that it would be broken if it was much faster than it is. Excadrill did get banned to Ubers in Gen 5 IIRC thanks to Sand Rush and Tyranitar being very common. Anyway, it has a place on this team too. Drill Run might seem odd but I chose it over Earthquake because I couldn't find any good situations where Earthquake would be more useful. Kangaskhan doesn't resist Ground, Koko is weak to it and Latios will still take damage thanks to Excadrill's Mold Breaker. Drill Run also does more damage to one opponent in Doubles compared to Earthquake, the downside being that it only hits one opponent. Then it is also a contact move which could be annoying at times. But I had to go with it anyway.
Iron Head in the second slot for secondary STAB, also allowing me to hit Fairy-, Ice- and Rock-types for super effective damage. I went with Rock Tomb in the last slot, mostly because lolnub had used the same move on his Excadrill. It was mostly used for hitting Flying-types, which didn't happen often but once in a great while. Protect in the last slot, same reason as on Latios. Focus Sash felt like the most useful item in order to guarantee Excadrill would survive at least one hit, it was extremely helpful in many situations. Having a Ground-type was also very useful since it was immune to the Electric-moves from grounded opponents that also got a boost from Electric Terrain. Being immune to both Thunder Wave and Toxic was also amazing, a Steel-type in general is a good thing because you can stall and auto-win against annoying foes like Cresselia-2. Mold Breaker is an amazing ability which allows me to override annoyances such as Sturdy and Levitate, being able to hit most Rotom forms with Drill Run is a lot of fun!
I really dislike having to use inaccurate moves but I had no choice here. Drill Run and Rock Tomb both have 95% accuracy which meant they at least hit most of the time when they needed to, but not always (such as in my losing battle... more about that later). The same goes for Draco Meteor but I mostly used Devastating Drake so it wasn't that bad.
The EVs for the entire team was as standard as it could be, I just maxed Speed and their attacking stat with the rest put either in HP, or Sp.def for Kanga in order to raise the Attack of opposing Download users. Didn't really feel like trying with any more specific EV spreads because I'm honestly not very good at them.
There was one main change I considered for the team. I wanted to change to a different Latios which would have Hidden Power Fire instead of Surf, but I never made the change. Mostly because I don't have such a Latios and I'm too lazy to try to trade for one or try to get one on my own, not to mention I don't want to restart any of my games to get a new Latios. It would have been helpful against Steel- and Ice-types which Latios doesn't like too much, as well as allowing me to hit Grass-types for super effective damage as it is was the only type I didn't hit super effectively with the team's moves. It would also give me an easier time against Ferrothorn. But in the end, I never made the change and it never ended up mattering either.
There's also one thing I should say about my playstyle. I don't look up opposing movesets and such while I'm playing, nor do I know every possible opposing set by heart. I do try to remember some of the more important/dangerous ones though. Just in case anyone was wondering about that.
---
I'm not done yet. For once, I'm going to write about my nicknames as well because I usually don't do that and because why not? For fun, anyway. If you don't care, you can skip this.
Resilience was named after a song by Princewhateverer. If you want to listen, here's a link:
Perhaps the word doesn't fit Mega Kangaskhan very well but I liked the song so much that I had to use it somewhere and it ended up being used at the first possible opportunity.
For Tapu Koko, I initially wanted to nickname it Lightning Fury (taken from a skill in Diablo 2, I game I used to play a lot when I was younger). But it was too long. Instead, I went with Intensity since that describes Tapu Koko quite well.
I wanted to continue with the pattern of having the team members named after describing nouns (if that even if the right word to use, I'm not really sure). I wanted something like "coolness" for Latios (because it is really cool) and I somehow arrived at Obstinance. It sounded cool and complicated so I went with it.
As for Vivacity, I looked at other video games to get inspiration. I eventually got it from one of Riki's skill trees in Xenoblade Chronicles. Maybe not the best word for Excadrill but whatever.
I don't have a real threatlist. Guess what? I'm terrible at identifying threats to my teams and I'm terrible at writing threatlists too. Though there are three major things that stand out which I touched on in my previous post, will repost them here with a bit more explanation.
The first and most obvious one is Trick Room. All four members of my team are quite fast and will get outrun by things during Trick Room. That said, Trick Room teams were usually not that problematic. If I could either defeat one of the opponents on the first turn (the most threatening opponent or the most threatening TR setter) or prevent the opponent from using Trick Room by using Fake Out, I could continue from there and win.
During the streak, I was afraid of running into a team where the leads would be two bulky Trick Room users where I would be unable to defeat either of them on the first turn. Fortunately, that never happened and I'm not even sure if such a duo even exists.
If the opponent managed to set up Trick Room, it was usually not that bad either since I could switch to stall and bait moves, use Protect or just attack them anyway if they weren't strong enough to defeat my Pokemon. Kangaskhan's Sucker Punch was very useful in such situations, both for priority and the typing.
Ice-types and Freeze were another big threat, at least it felt so early on. Latios has a weakness to Ice but I have no resistance on the team, and getting Frozen is never fun. But it felt like I never ran into that many Ice-types during the latter parts of the streak, which is a bit weird but I guess that's' how it is.
Ferrothorn. This is one Pokemon I cannot beat very reliably since it is very bulky and resists many of my moves. The only Super Effective move I can hit it with is Kanga's PuP which isn't completely reliable. If Ferrothorn has Iron Barbs, it gets even worse since that means Kanga will be taking damage as well when it attacks. From what I remember, I ran into Ferrothorn twice during the streak, managed to beat it without major problems both times.
Status can be annoying as well. Kangaskhan and Excadrill did not enjoy being burned as that lowered their offensive power quite a bit. Paralysis could be problematic for Kangaskhan and Latios, thankfully Excadrill and Koko were immune or semi-immune to it. Confusion was just generally annoying as always. The Electric Terrain meant that everything except Latios was immune to Sleep, which is never bad.
Other than that, there's not much I can think of. Each team member has weaknesses but the rest of the team could cover them. There aren't a whole lot of Pokemon that can handle Fake Out combined with the offensive pressure the team is capable of putting on most opponents. The only Pokemon I could expect to survive two hits apart from Ferrothorn would be Cresselia, most other things just aren't bulky enough to survive, or have the wrong typing which allows me to pick on their weaknesses. Bulky Pokemon can still be dealt with by leaving them until last, I can't think of any Pokemon that is both bulky enough to survive two hits multiple times as well as be strong enough offensively to deal serious damage to my team.
In the end, I guess the biggest threat for the team was not anything related to the team itself but rather mistakes and bad playing from my own side.
The first and most obvious one is Trick Room. All four members of my team are quite fast and will get outrun by things during Trick Room. That said, Trick Room teams were usually not that problematic. If I could either defeat one of the opponents on the first turn (the most threatening opponent or the most threatening TR setter) or prevent the opponent from using Trick Room by using Fake Out, I could continue from there and win.
During the streak, I was afraid of running into a team where the leads would be two bulky Trick Room users where I would be unable to defeat either of them on the first turn. Fortunately, that never happened and I'm not even sure if such a duo even exists.
If the opponent managed to set up Trick Room, it was usually not that bad either since I could switch to stall and bait moves, use Protect or just attack them anyway if they weren't strong enough to defeat my Pokemon. Kangaskhan's Sucker Punch was very useful in such situations, both for priority and the typing.
Ice-types and Freeze were another big threat, at least it felt so early on. Latios has a weakness to Ice but I have no resistance on the team, and getting Frozen is never fun. But it felt like I never ran into that many Ice-types during the latter parts of the streak, which is a bit weird but I guess that's' how it is.
Ferrothorn. This is one Pokemon I cannot beat very reliably since it is very bulky and resists many of my moves. The only Super Effective move I can hit it with is Kanga's PuP which isn't completely reliable. If Ferrothorn has Iron Barbs, it gets even worse since that means Kanga will be taking damage as well when it attacks. From what I remember, I ran into Ferrothorn twice during the streak, managed to beat it without major problems both times.
Status can be annoying as well. Kangaskhan and Excadrill did not enjoy being burned as that lowered their offensive power quite a bit. Paralysis could be problematic for Kangaskhan and Latios, thankfully Excadrill and Koko were immune or semi-immune to it. Confusion was just generally annoying as always. The Electric Terrain meant that everything except Latios was immune to Sleep, which is never bad.
Other than that, there's not much I can think of. Each team member has weaknesses but the rest of the team could cover them. There aren't a whole lot of Pokemon that can handle Fake Out combined with the offensive pressure the team is capable of putting on most opponents. The only Pokemon I could expect to survive two hits apart from Ferrothorn would be Cresselia, most other things just aren't bulky enough to survive, or have the wrong typing which allows me to pick on their weaknesses. Bulky Pokemon can still be dealt with by leaving them until last, I can't think of any Pokemon that is both bulky enough to survive two hits multiple times as well as be strong enough offensively to deal serious damage to my team.
In the end, I guess the biggest threat for the team was not anything related to the team itself but rather mistakes and bad playing from my own side.
I removed some of my old Battle Videos and uploaded some new ones from the battles past battle #200. Didn't save very many though, but a few at least. I don't have any descriptions for the videos this time because I simply didn't have time to write them.
Battle #213: EG5G-WWWW-WWW9-N439
Battle #263: QUNW-WWWW-WWW9-N43N
Battle #268: A9BW-WWWW-WWW9-N444
Those are all from battles that were tough to win in some way. Watch them if you want to see how the team handles tough situations and how badly I can play sometimes.
There are also a bunch of videos from my previous post, battles #50 - #200. Reposting them here as well if anyone wants to see more of the team in action:
Battle #50: 62EW-WWWW-WWW8-H6Z4
Battle #52: HNHG-WWWW-WWW8-H6ZY
Battle #130: XGJG-WWWW-WWW8-H6P5
Battle #144: F4MG-WWWW-WWW8-H6PG
Battle #171: TX8G-WWWW-WWW8-H6PQ
Battle #200: G6F6-WWWW-WWW8-H6Q6
Battle #213: EG5G-WWWW-WWW9-N439
Battle #263: QUNW-WWWW-WWW9-N43N
Battle #268: A9BW-WWWW-WWW9-N444
Those are all from battles that were tough to win in some way. Watch them if you want to see how the team handles tough situations and how badly I can play sometimes.
There are also a bunch of videos from my previous post, battles #50 - #200. Reposting them here as well if anyone wants to see more of the team in action:
Battle #50: 62EW-WWWW-WWW8-H6Z4
Battle #52: HNHG-WWWW-WWW8-H6ZY
Battle #130: XGJG-WWWW-WWW8-H6P5
Battle #144: F4MG-WWWW-WWW8-H6PG
Battle #171: TX8G-WWWW-WWW8-H6PQ
Battle #200: G6F6-WWWW-WWW8-H6Q6
Battle #275: 4TEW-WWWW-WWW9-NH44
I lost against a legendary team consisting of Heatran, Landorus, Articuno and Tornadus.
The main problem here was the Heatran. And the reason I lost was because I didn't get rid of it as fast as possible, and ultimately, I failed to get rid of it at all. The others weren't that problematic, though the Landorus and Tornadus each defeated a member of my team. Articuno did practically not exist since it did nothing but die.
I had many opportunities to get rid of the Heatran, but I failed at taking advantage of them. I should have known that Scarf Landorus would target Kangaskhan with Focus Blast, I was optimistic and tried a PuP against Heatran but I should have switched out for Koko to tank the hit instead. Using Sucker Punch could have been an alternative but in retrospect, it wouldn't have worked since the Heatran used WoW on that turn. Then I got rid of Articuno too quickly, I should have used Protect on Latios and targeted Heatran with Thunderbolt instead to get rid of it since I should have been able to beat Articuno with ease as long as I had both Koko and Excadrill left alive. I also used Draco Meteor too early, shouldn't have used it since not having Latios at -2 for the rest of the battle would have made it considerably stronger. The Heatran using Protect and then Drill Run missing against it at the worst possible moment didn't exactly help either. Guess I should have used Iron Head instead.
252+ Atk Excadrill Iron Head vs. 252 HP / 0 Def Heatran: 18-22 (9 - 11.1%)
Though I'm not sure if that would have been enough. I should also have attacked with Latios instead of using Protect, might also have been able to win if Psychic hadn't missed once against the Tornadus due to Double Team. Finally, I might have been able to win on the last turn if I had let Latios use Surf instead of Psychic.
-2 252 SpA Latios Surf vs. 252 HP / 0 SpD Tornadus: 23-28 (12.3 - 15%)
-2 252 SpA Latios Surf vs. 252 HP / 0 SpD Heatran: 36-44 (18.1 - 22.2%)
I'm quite sure it would have KO'd both of them if it had just hit. I just didn't think about it at that point, I blame it on being in such a tight spot that I couldn't think correctly.
Ultimately, there was a lot I could have done to win this battle but it is too late for that now.
I lost against a legendary team consisting of Heatran, Landorus, Articuno and Tornadus.
The main problem here was the Heatran. And the reason I lost was because I didn't get rid of it as fast as possible, and ultimately, I failed to get rid of it at all. The others weren't that problematic, though the Landorus and Tornadus each defeated a member of my team. Articuno did practically not exist since it did nothing but die.
I had many opportunities to get rid of the Heatran, but I failed at taking advantage of them. I should have known that Scarf Landorus would target Kangaskhan with Focus Blast, I was optimistic and tried a PuP against Heatran but I should have switched out for Koko to tank the hit instead. Using Sucker Punch could have been an alternative but in retrospect, it wouldn't have worked since the Heatran used WoW on that turn. Then I got rid of Articuno too quickly, I should have used Protect on Latios and targeted Heatran with Thunderbolt instead to get rid of it since I should have been able to beat Articuno with ease as long as I had both Koko and Excadrill left alive. I also used Draco Meteor too early, shouldn't have used it since not having Latios at -2 for the rest of the battle would have made it considerably stronger. The Heatran using Protect and then Drill Run missing against it at the worst possible moment didn't exactly help either. Guess I should have used Iron Head instead.
252+ Atk Excadrill Iron Head vs. 252 HP / 0 Def Heatran: 18-22 (9 - 11.1%)
Though I'm not sure if that would have been enough. I should also have attacked with Latios instead of using Protect, might also have been able to win if Psychic hadn't missed once against the Tornadus due to Double Team. Finally, I might have been able to win on the last turn if I had let Latios use Surf instead of Psychic.
-2 252 SpA Latios Surf vs. 252 HP / 0 SpD Tornadus: 23-28 (12.3 - 15%)
-2 252 SpA Latios Surf vs. 252 HP / 0 SpD Heatran: 36-44 (18.1 - 22.2%)
I'm quite sure it would have KO'd both of them if it had just hit. I just didn't think about it at that point, I blame it on being in such a tight spot that I couldn't think correctly.
Ultimately, there was a lot I could have done to win this battle but it is too late for that now.
I didn't have time to go into full details for everything here since this loss happened on Monday and I really wanted to get this post done before the release of US/UM. So yeah, sorry about that. But feel free to ask me if there are any questions or if anything is unclear.
Finally, I should give an update regarding other things too. I have continued on my Super Double streak on Moon as well, it is currently ongoing at 300 wins (Battle Video: G4JG-WWWW-WWW9-N3RC). And it will have to stay that way for a while, if not forever. I'm going to get Ultra Moon tomorrow and then I will be busy with that for a long while forward, probably a year if not more. So I'm not sure when I'll get back to this streak, if I ever do. Looking back, I have ongoing streaks at several previous generations as well, all but Gen 2 and 5. Guess I'm pretty good at leaving streaks unfinished, which isn't all too strange since I usually don't play in order to get high streaks in the battle facilities.
I also said earlier that I am going to write a post about my experiences and adventures in the Gen 2-5 Battle Facilities and post that here when I am done. Well, the good news is that I have at least started on writing that post. But it will take quite a while before it is done as I have a lot left to write, and I am quite busy with other things right now (and will probably be for a while forward... but we'll see). To anyone who is looking forward to that post, expect it at some point next year. That's all I can say about it right now.
See you in the "Ultra" Tree!