Has anyone tried something like a FEAR mon + focus sashed shedinja w/ protect, shadow sneak? Seems kinda dumb but also workable at the same time.
Inkblot Why scarfed Gardevoir and not Gardevoirite? You'll lose a bit of speed but gain a great deal of muscle and some slightly improved defenses. Hyper Voice is available now and it's one of the best drawback-less spread moves available. The Choice Scarf is almost gimping it. Protect, Hyper Voice, Shadow Ball and Psyshock is all you need.
Instead of dual STAB on Zapdos, you'd be better off running Tailwind. Landorus-T would get more mileage out of Groundium-Z than an Earth Plate, as it not only gives you a nuke, you can use that nuke when you need a solid ground attack and don't want to hit Gardevoir or force Aegislash to put its shield up. If you have access to it, Sheer Force Landorus is also a valuable partner to the other three. Earth Power hits extremely hard, Grass Knot will easily dispatch bulky grounds, and it has access to a number of situational but decent coverage moves; Psychic and Sludge Wave among them. Otherwise, definitely go with Groundium-Z on Therian.
Goodstuffs are more than capable of reaching at least 50 with some luck, but if you have any big issue it's that you're not using them optimally. I'm not the best consultant on those EV spreads as my mindset is stuck inside a very specific kind of playstyle.
Pretty much same advice here too. Mega-gardevoir would definitely be good there. I'd run some speed control, Tailwind on Zapdos being an obvious choice. Lando and Gardevoir both appreciate it, and allows Gardevoir to run a fast Encore which is a big asset. Tailwind can also allow reallocation of some EVs to add bulk. I'd always have Wide Guard on Aegislash, but particularly in your team comp alongside a Lando that wants to be spamming EQ and Discharge Zapdos. Would also want to run Ground-Z on the Lando, although Ghost-Z on Aegislash is also worth a thought.
Inkblot Tailwind is such a straightforward move that it's almost ridiculous for the effect it has. And Gardevoir will appreciate it most of all, especially if not lead, because many pokemon outspeed it that it could otherwise easily OHKO. Don't give it Focus Blast or Thunderbolt, though- the only damaging moves besides HV with any value to it are Shadow Ball and Psyshock.
Wide Guard on Aegislash will also provide some protection against anticipated Blizzards, another move that usually brings bad luck with it. You may also want Flash Cannon over Sacred Sword on Aegislash, especially if it's running max special offense. It'll do much more damage to rock or ice types, and it will make the inevitable Scientist teams between 30-49 easier to handle (murders two Aromatisse/Shiinotic sets and easily inflicts over 80% to the specially bulky versions.)
Speaking of Scientists, Landorus-T is a good user of Knock Off and can OHKO particular Ghost/Psychics by itself. It'll at least do you more good than Explosion, and is your best answer to the psychics with Levitate. I use Stone Edge extremely sparingly and usually not unless I'll also be using Gravity, so at the very least change it out for Rock Slide. You won't be using Rock Slide, anyway, save for a random Volcarona or Charizard before seeing which form it takes. Lastly, if you're not getting any mileage out of U-Turn, perhaps Protect for some really basic utility, or Superpower for a last turn OHKO on something weak to it?
Edit: average fella your fucking Bush Did 9/11 Gligar just got me my first master ball from the tourist lotto. If that isn't my game trying to tell me something I dunno what is
Aegislash doubles setup is often pretty standard, King Shield, Wide Guard, generally fill with double special stabs, flash cannon + shadow sneak, or you can go shadow sneak + sacred sword if you rather hit phisical side and defensive setuppers but that really leaves you open to intimidaters and burns.
No, that was intended as a second option, if he for some reason rather have the priority than the special stab.Flash Cannon and Shadow *Ball*, I think you mean?
Hey guys, first post here but thought I'd share a team I've had some good success with. (I've been lurking in this thread for a while, it's great to read, I've shamelessly stolen some of the sets posted here and they've been really awesome to use). I'm a novice compared to a lot of folks here, I only really got into the Battle Tree when I started playing USUM, prior to that I'd partake in some Wi-Fi battles and such but Battle Tree feels like a whole different game.
So here, it is, Team Kangtana Finiwak (I guess...? ¯\_(ツ)_/¯). Currently at an ongoing doubles streak of 150 wins.
Team Details
So I've really enjoyed some of the new mons they added in SM, namely the three I'm using here, Kartana, Fini and A-Marowak. Combined with the trusty Mega-Momma (despite her nerfs this gen), they've provided a fun team that's got me to 150 wins and climbing, despite some close battles due to my own inexperience in Battle Tree and the usual hax shenanigans. Who doesn't love Bright Powder?
View attachment 95482
Kangaskhan @ Kangaskhanite
Ability: Scrappy -> Parental Bond
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Fake Out
- Return
- Crunch
- Protect
Absolutely standard Mega-Kang I bred back sometime in ORAS. Return over Double-Edge because... I never gave her that egg move. It still hits decently hard despite the nerfs and the lack of power compared to DE. I'm running Crunch over Sucker Punch mostly because I'm not confident enough in my own knowledge of sets to predict the AI yet, and it's come in handy to not be walled by certain Ghost types. I'm going to try running Sucker Punch and see how it pans out in comparison, I'm almost positive it will be better but I just kept winning games so haven't wanted to change things up too much! Could probably investigate into a better EV spread, perhaps even change out to Adamant for the added power. Anyway, most of the time she just comes in Turn 1 and hits Fake Out, which gives the next member of the team some room...
View attachment 95483
Kartana @ Focus Sash
Ability: Beast Boost
EVs: 4 SpD / 252 Atk / 252 Spe
Nature: Jolly
- Leaf Blade
- Sacred Sword
- Smart Strike
- Protect
Ah Kartana, absolutely my favourite Ultra Beast. With Kangaskhan providing Fake Out support, this allows Kartana to just go in, choose a target, more often than not, pick up a KO, and get that beautiful Beast Boost, which quickly steamrolls into it becoming an almost unstoppable force.
There's not much to say about him! Smart Strike is amazing because it can't miss too. Focus Sash is the obvious choice due to it's frailty, and hanging on with 1 HP is great for Protect baiting. Of course, fire types are a threat, burns are a threat, and he really doesn't appreciate being paralysed or confused. That's where the next two team members come in.
View attachment 95484
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 244 HP / 12 Def / 188 SpA / 52 SpD / 12 Spe
Nature: Modest
- Scald
- Moonblast
- Ice Beam
- Protect
This is literally the same Fini from Josh C's Lopunny team, shamelessly stolen... Only difference is I'm running Ice Beam over Taunt. I just went with Ice Beam for more coverage, but I guess I could have Taunt or another more useful move on here, I'm open to suggestions. Misty Surge is amazing and prevention of all kinds of hax is wonderful in the Battle Tree which seems to love throwing Confuse Ray and Thunder Wave at you. She is partnered excellently by the last team member.
View attachment 95485
A-Marowak @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 180 Atk / 4 Def / 68 SpD / 4 Spe
Nature: Adamant
- Earthquake
- Shadow Bone
- Flare Blitz
- Protect
EV spread just stolen from the Smogon VGC set page, I'm not exactly sure what the EVs do but the added bulk is nice and she's surprised me a few times by living hits I thought she wouldn't. EQ is just super strong and I needed some Ground coverage, Shadow Bone for Ghost STAB, and Flare Blitz as the Fire STAB move for its immense power. Lightning Rod is a great ability to support Fini, as long as Marowak is on the field, Fini isn't taking Electric attacks which is a huge boost to her. Without Fini around, she absorbs T-Waves which is also great. Adamant nature just for the power, but I'm sure with her low speed there could be a better one. I'm running a max speed IV on this gal, just because that's how she was bred, she's still slow as heck but I really need to investigate just how much speed is required, what she can outspeed and what she can't. She's useful in Trick Room (although most TR teams I've encountered don't get to set it up thankfully) thanks to Shadow Bone being strong against a lot of TR mons, along with her low speed. With the two leads being weak to Fighting, she's also a great switch in for either.
This team was just a good base to start with, so some adjustments to EVs and moves are definitely in my mind, I just got carried away with the streak, was surprised it seemed to work so well.
Battle Videos, playing on Ultra Sun (didn't particularly think of saving them so here's some random ones, hopefully I can get some better ones if the streak continues.)
Battle 150 vs Wally
WPJW-WWWW-WWWD-96VK
Wally gets 4-0'd, not really much of a challenging battle, went for the Smart Strike into Altaria because it was possible Mega, turned out it was and Kartana gets the OHKO, while Kang uses Fake Out on Magnezone to break potential Sturdy. From there it's just an easy win, beast boost coming through.
Battle 96 vs Scientist Robyn
KLQW-WWWW-WWWD-99PA
Potential trick room team getting shutdown in 4 turns, Slowking is the easiest TR setter to face 'cause it just dies to Leaf Blade!
Battle 64 vs Lass Samantha
U3LG-WWWW-WWWD-9M2X
Just an example of how effective Lightning Rod can be, absorbing Zapdos' Thunder. Kartana just sweeps after getting the boost from KOing Regice. Regigigas is powerless and Cobalion just gets OHKO by Sacred Sword.
Not the greatest videos but hopefully if the streak continues I can get some better ones.
So yeah as a relative newbie to the Tree I'm quite pleased with this streak, I'll keep going and see how far it can go! I'm sure there's a lot of things I can change to make things better so would love to hear some.
Yes the 20 Spe is definetly to be faster than someone, the 36 Atk is definetly to KO some foes with an attack which it would have not before. But again: What are these 4 Def ? I mean it's a sweeper, if you have additional 1 Stat Point to share then why this random +1 for Def ?
No, if a stat such as hp, speed, etc. is untouched by EVs, then you would only need 4 EVs to raise the stat of your choice by one. After that, you will always need 8 EVs to raise that stat. And yes, this is connected to the fact that the level of the Pkm are on 50.If you need 8 EVs to change a stat by 1 at lvl 50, then only 4 EVs in Def are also a waste ... I mean there you would also have required 8 EVs, wouldnt it ? Oô
Yes, it has already been like that in Gen IV[...]Ok as I was never used to the mechanics at level 50 I am asking myself if this has already been in the last generations (Gen IV Battle Tower / Gen V Battle Subway) like this (that you get +1 with 4 EVs at the start), because I never saw anything like this ... it was always used to do 4 + 252 + 252 or something like that and it was also Level-50-Combatting
Are you sure the person opted for min defense? Min speed would make more sense as we're dealing with a Trick Room Team.Normally I had TR Teams in the battle challenges which were totally opted for min defense. But his Team members kind of slow outside of TR and even kind of slow inside of TR. Magnezone is completely not down to its minimum Speed and therefore slow in TR, being slow in TR nevertheless as it is not too slow outside of it. Also Mimigma is fully opted for Init, wouldn't that be bad in TR? I can understand that Mimigma is a little bit outstanding here, but why is Magnezone so medium slow? I mean you could say *to kill special enemies outside of TR* but with that argumentation ANY TR team would have had only medium-speed members in the past. But in my eyes you do the complete slow way or the complete fast O: Can anyone tell why its like that?
The thing is, the first turn is so important that the less you leave to chance, the better.Well yeah I read it but I simply cannot imagine that killing a few mons in the first turn is better than overall speed in TR and as it is a TR team he will use TR all the time. Yeah ok - he got so far with that team so it MUST be the right tactic or at least not wrong, but when I did my TR Teams in GEN V and IV they are all completely down to min Speed.