Battle Tree Discussion and Records

You might want to know that you cannot transfer them at level 100 as the nature will be fixed to Hardy.

A mono gen 1 team is quite unrealistic though. Most need egg moves to be relevant or are not good with their HA.

For example, Kangaskhan wants Scrappy to be strong on tree.
Why does Kanga needs Scrappy?
Anyways I trade them over at Level 99 with the correct amount of EXP to fulfill the EXP%Modulo blabla formula
And I level them up with Rare Candies
 
Welcome to the battle tree Wrassle Cat


I plan on running an AV set with Fake Out, Flare Blitz, Darkest Lariat, and Drain Punch. Wanted some sustain in the last set, and chose Drain Punch over Leech Life due to redundant coverage and ability to hit Normal-types and Tyranitar harder. Thought about a Z-set with protect, but I really want him to be fat.

Adamant since I don't really mind being outspeed in TR by a lot of things since he is so bulky (and I can deal with them out of Trick Room first if need be). 44 speed EVs to bring my speed to 86, which creeps the bane of my existence Glaceon at 85. Haven't decided the rest of the spread yet (or his team for that matter), but the day of Spicy Garfield is finally here.
 
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Didn’t think I’d be playing the Tree again for awhile but I got bored and made a new team. This isn’t a serious team and was made purely for fun but it’s been doing surprisingly well. Currently at 63 wins.



Primarina (フィローネ Firone (Faron), M) @ Primarium-Z
Nature: Modest
Ability: Torrent
IVs: 31/0/31/31/31/17(HT)
EVs: 252 HP, 252 Sp. Attack, 6 Speed
Moves:
- Perish Song
- Ice Beam
- Moon Blast
- Sparkling Aria (Oceanic Operetta)

My left hand lead and the main reason I made this team. I enjoy shiny hunting when I’m not playing the Tree and I bred this shiny Primarina about a week ago (right before the HA starters were released). After taking all day to level him to Hyper Train his Speed IV (something I could have done in under an hour in ORAS (seriously screw levelling this generation)) I decided to give him a go in the Tree. Max special attack for maximum power, max HP for increased survivability and 6 speed EVs to outspeed other Primarina. Ice Beam and Moon Blast for coverage and STAB for the latter. Perish Song is very handy for dealing with annoying stally Pokemon the team struggles with like Ferrothorn, and for using against the last 2 Pokemon in case I potentially have a bad matchup that I’d lose against otherwise. A lot of my victories have been due to Perish Song KOs. Sparkling Aria for Z-Nuking stuff and hitting through subs. I could have gone for something else but I really just wanted to use Primarina’s unique Z-Move as I never did it in Moon and I just like watching the animation. Nicknamed after Faron, the water dragon from The Legend of Zelda: Skyward Sword.

Cacturne (ハーリー Harley, M) @ Focus Sash
Nature: Adamant
Ability: Water Absorb
IVs: 31/31/31/X/31/31
EVs: 252 HP, 252 Attack, 6 Defence
Moves:
- Sucker Punch
- Drain Punch
- Spiky Shield
- Seed Bomb

My right hand lead. Cacturne is one of my favourite grass types but he does have several flaws in the Tree. While he has decent power he’s extremely slow and frail so he’s almost always guaranteed to go last and be brought down to his Sash if not KOd, and his coverage isn’t the best with his only good physical STAB moves being Sucker Punch and Seed Bomb. I originally chose him because I needed something that wouldn’t take damage from Primarina’s Sparkling Aria and, thanks to Water Absorb, he was the only Pokemon I had that could do so without having to use Protect. I wasn’t expecting him to do as well as he’s been doing but he’s been pulling his weight and getting a surprising amount of KOs. In the battle against Blue he was the only Pokemon left standing at the end. Spiky Shield for obvious reasons which I use turn 1 99% of the time, and Drain Punch (originally Low Kick) for coverage although I’ve been considering changing it to Brick Break as Screeners have been an issue. Nicknamed after Harley, my favourite character from the Pokemon anime whose signature Pokemon was Cacturne.

Lopunny (バージニア Virginia, F) @ Lopunnite
Nature: Jolly
Ability: Limber > Scrappy
IVs: 31/31/31/X/31/31
EVs: 0/252/6/0/0/252
Moves:
- Low Kick
- Return
- Ice Punch
- Fake Out

The same Lopunny set I used in my Moon 110 win team. Kind of standard Mega Lopunny set with Return and Low Kick for STAB and Ice Punch for coverage. Fake Out for obvious flinching with max attack and speed for maximum killing power. I really didn’t have any other Mega to use for this team so I picked Lopunny as she’s done well for me in the past and she’s been doing well again. Nicknamed Virginia purely because I like the name and use it for all my Lopunny. My old team Lopunny was nicknamed Pleinair however she was actually the second Lopunny I bred on Moon as my first didn’t have Low Kick. That first Lopunny was named Virginia and was on that team for 92 wins. This Lopunny is number 3.

Tapu Koko (カプ・コケコ Kapu Kokeko) @ Choice Specs
Nature: Timid
Ability: Electric Surge
IVs: 31/0/HT/HT/31/31
EVs: 0/0/0/252/6/252
Moves:
- Grass Knot
- Thunderbolt
- Dazzling Gleam
- Volt Switch

Another returning face from my first team. Standard Specs-Koko. Again I don’t really have a lot of Pokemon I can use that don’t require Z-Moves or Trick Room so I picked Tapu Koko. Thunderbolt and Dazzling Gleam for STAB with Volt Switch for switching (which is very rarely used as Koko isn’t a lead this time) and Grass Knot for coverage. I might switch Specs for Life Orb as being locked into a move is what caused me to lose my original streak. No nickname as it’s the shiny event one.

Before Tapu Koko was added to the team I had Sableye in its place.

Oh Arceus, where do I start here? This team has had a lot of problems and has been plagued by bad hax. A lot. This is actually the team’s third attempt at a decent streak. The first ended pretty poorly as a result of 3 Will-O-Wisp misses in a row which resulted in the surviving Pokemon being too strong to take hits from. I can’t remember what it was but I lost at a streak of 37. After this streak I changed Cacturne’s Low Kick to Drain Punch as Low Kick wasn’t KOing a lot from him and Lopunny has it anyway.

The ending to streak 2 was more hilarious than anything else. At battle 40 I faced off against Kukui who IIRC used Magnezone, Incineroar, Primarina and either Lycanroc or Decidueye (I can’t remember which). I brought him down to 2 Pokemon and used Perish Song on them, one of which was Primarina. I had 3 Pokemon left by 2 turns left of Perish Song. Mega Lopunny finished off whatever the other Pokemon was before fainting to Primarina while my Primarina was still on the field at low HP. My last Pokemon was Sableye who wasn’t affected by Perish Song so I though the win was in the bag as I thought Kukui would definitely KO my Primarina. Alas, this was not the case and Kukui’s Primarina OHKOd my Sableye instead. Because of the 6 Speed EVs I have on my Primarina specifically for avoiding speed ties with other Primarina, mine fainted first thus resulting in the loss. I honestly wish I’d saved this one as I still find it pretty hilarious. Anyway, that was the end of that streak and Sableye was subsequently replaced by Tapu Koko.

This streak has been going a lot better. Nothing too horrible has happened so far and Tapu Koko is a lot more useful than Sableye.

During one of the first two streaks I faced off against a Serperior that used Gastro Acid on Cacturne when I used Sparkling Aria with Primarina resulting in Cacturne losing his Sash and being KOd by whatever Serperior’s partner was. This battle was early on and I won but it was pretty funny when it happened.

Lead Leafeon. This is the worst Pokemon to face against as it can OHKO Primarina with Leaf Blade and bring Cacturne down to 1 HP with X-Scissor. I have no choice but to Spiky Shield with Cacturne and hope it goes for him so Primarina can OHKO it with Ice Beam. 90% of the time however I lose Primarina. Eeveelution teams in general are a problem with Espeon being the only one that isn’t a problem in some way as Sucker Punch OHKOs it and the Sashed one only has Dream Eater which Cacturne is immune to.
- Sylveon is too bulky to OHKO even with Oceanic Operetta and Cacturne can’t hit it very hard either.
- Jolteon can hit Primarina hard with electric moves and can’t be OHKOd without Oceanic Operetta.
- Flareon can do the same to Cacturne and doesn’t get OHKOd by Sparkling Aria but can be revenge killed with Sucker Punch.
- Vaporeon is too bulky to OHKO and can threaten Cacturne with Ice Beam.
- Umbreon is less threatening but can have Swagger which is just a pain in the ass.
- Glaceon has Blizzard which has frozen me on a few occasions.
They might not seem threatening on their own but they are when there’s two of them.

Dual grass leads. Primarina is very slow and a lot of grass types outspeed him so he can’t hit them with Ice Beam. Due to lack of STAB a lot of them still survive and can revenge kill him as a result. If one is Leafeon it’s a whole lot worse.

Dual bug type leads. Primarina can’t OHKO many of these outside of Z-nuking them which leaves Cacturne at their mercy.

Rotom. All of them. Except the Oven one who gets immediately Z-Nuked.

These aren’t the only ones that cause problems but they’re the main ones. Most of the issues are because of the slow leads with the only means of outspeeding most of them being Sucker Punch which isn’t guaranteed to work.

As I mentioned at the start this isn’t a serious team, it’s just one I made for fun. I don’t expect it to be leaderboard eligible but I thought I’d post what I’ve been doing anyway because I’ve been having a lot of fun with it. And trying to get Cacturne on the leaderboard can be a goal I can work towards until the next games come out. Whenever that is.
 
I’m not sure if this is the area to post this but I need someone high level for the Battle Agency. I’m rank 47 and would love someone close to that.

Posting an updated streak of 69 wins in Super-Multis. I got Wally Scarfchomp/Mega Galade on my Ultra Sun version so I ran Thundurus/Mega Gyarados again. Same team as I used before. Lost to Mega Abomasnow’s Blizzard and Salazzle Fake Out front line. Not going to post a write up because it’s the exact same team I used for my other run.
Shoutout to Eisenherz for his Thundurus and Blueforce for his Gyarados
QU6W-WWWW-WWWY-VC53
 
I’m not sure if this is the area to post this but I need someone high level for the Battle Agency. I’m rank 47 and would love someone close to that.

Posting an updated streak of 69 wins in Super-Multis. I got Wally Scarfchomp/Mega Galade on my Ultra Sun version so I ran Thundurus/Mega Gyarados again. Same team as I used before. Lost to Mega Abomasnow’s Blizzard and Salazzle Fake Out front line. Not going to post a write up because it’s the exact same team I used for my other run.
Shoutout to Eisenherz for his Thundurus and Blueforce for his Gyarados
QU6W-WWWW-WWWY-VC53
Visit the discord intermittently and pester whoever is present for their FC, and since you're both (hopefully) online at the moment, you can arrange your plaza date and VIP right there. It's worked out well for some and it's easier than just adding someone and idling online for a designated time.
 
I'm climbing the Super Multi's tree (58 wins so far), but before I post my write up, how do I format my posts like the previous posts in this thread? That is, Pokemon sprites, collapsible/expandable headers, etc. Sorry for the silly questions - been lurking for a while, but just joined the forums today.
 
I'm climbing the Super Multi's tree (58 wins so far), but before I post my write up, how do I format my posts like the previous posts in this thread? That is, Pokemon sprites, collapsible/expandable headers, etc. Sorry for the silly questions - been lurking for a while, but just joined the forums today.
Hey, nice that you are joining us after lurking around the Battle Facilities!
You can see the seperate / all commands regarding posting right here:
https://www.smogon.com/forums/help/bb-codes/
Good luck with the write-up and with Tree-climbing ;)
 
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Thanks!^

Ok here goes nothing...I got 67 on the Multi Battles with AI partner Wally. Originally I had copied Pav a Nice Day's double team that got him over 350 wins, but I lost on battle 88 twice in a row....sadly both times were easily preventable. If anyone's interested, I can post my experience, but his write up is much better. Only difference is my Kommo-O had flash cannon (generally not too useful because it couldn't take out most fairies).

Anyway - onto the Super Multi's write up.

Kangaskhan@Kangaskhanite
Ability: Scrappy
Nature: Timid
EVs: 4 HP, 252 Atk, 252 Spd
Fake Out
Return
Sucker Punch
Low Kick

Tapu Lele@Choice Scarf
Ability: Psychic Surge
Nature: Timid
EVs: 4 HP, 252 SpA, 252 Spd
Psyshock
Shadow Ball
Moonblast
Psychic

Teammate:
Wally

Gallade@Galladite
Ability: Steadfast/Inner Focus
Close Combat
Psycho Cut
Destiny Bond
Rock Slide

Magnezone@Assault Vest
Ability: Sturdy
Thunderbolt
Volt Switch
Flash Cannon
Tri Attack


Pretty straight forward here. you have to predict who Mega Gallade will attack and then Fake-Out the other opponent with Kangaskhan. If you're lucky, the fake out victim is flinched and the Gallade's target is already down. Sometimes I find it necessary to fake-out who gallade was going to target anyway in case it was something that was faster and could take him out in one shot. But by the time the first round is done, the team already has pretty good momentum. Tapu Lele is good to switch into if there are too many dangerous fighters out there and the usual strategy described above wouldn't take anyone out. And Gallade's frailness is offset by Magnezone's general bulk and Sturdy, allowing him to get at least one good attack most of the time. In general, I hardly used Tapu Lele (I don't even think i used Psyshock at all), but he/she/it was a pretty solid revenge killer when the situation came up. There were generally some hiccups, like Gallade using a move that wasn't optimal for the situation, but the team was robust enough to work around those situations.

On the 50th battle, 5YFG - WWWW - WWWJ - 4AUG, Wally did some some things I would not have expected, but ultimately the strategy still worked well.


Here's the losing battle:

EU4W - WWWW - WWWJ - 4ATR

It was basically just a few things that went wrong (Kangaskhan getting burned from Flame Body and me thinking Gallade would outspeed tornadus (or he missed an attack, I wasn't really watching). That's fine and all, but the problem was that I picked the wrong move once Lele came out...it should've been Moonblast to take out that Mega Latios, not Psychic >_> 50/50 shot and it was the wrong choice.

Other threats? Mainly Ghost types, especially ones like Spiritomb whose only attack is pain split, which doesn't trigger sucker punch working. Gallade is strong enough to do some damage, but I had to be pretty lucky getting Sucker Punch eligible attacks with Kanga. To make matters worse, I can't just switch into Tapu Lele because it is weak to Ghost (but then again, who's attacking Kangaskhan with a Shadow Ball anyway?)

Trick Room users are also problematic. I kind of know who most of them are and prioritize in getting rid of them first, but if I don't pay attention and it happens, then I put myself in a precarious positio.


Closing comments - I probably won't do this mode again in this game as I'm happy I broke 50, but I believe this team could've easily gone longer if I paid more attention. I don't think a partner like Wally is even necessary - you just need something fast that can hit hard, but luckily Wally's roster was pretty compatible with my team.

Hopefully I helped - the strategy is pretty straightforward and shows how great Kangaskhan still is after getting nerfed this generation.

IMG_0866.JPG
 
My streak ended at 79 thanks to turn 1 Tri Attack freeze from Colress’s Porygon-Z. Download from Porygon2 boosting its special attack didn’t help either as Lopunny couldn’t tank a Psychic and went down without really doing anything. I may have won if I’d attacked Muk over P2 but whether or not Koko could tank a hit from +1 P2 I have no idea.

Well, back to the start for me.
 

NoCheese

"Jack, you have debauched my sloth!"
is a member of the Site Staffis a Forum Moderator Alumnusis a Contributor Alumnus
Minor idea: since Sun/US and Moon/UM have different special trainers as opposition - Kiawe, Plumeria, Sina exclusive to Sun, and Dexio, Guzma, Mallow exclusive to Moon, would it be useful to track the game version used on the leaderboards as well? It's a small difference, but possibly more relevant than the difference in opposing trainers/sets between vanilla SM and USUM, and on Discord I heard some players owning both games choosing which game to play on depending on their respective special trainer match-ups.
Going forward, this would be easy to add. I'm not sure if having an extra mark for this on the leaderboard will be super useful, though. I'm also not eager to scan through all the previous teams to add this info. But what certainly is true is that this is a good reason to be very clear about which precise version of the game you are using when you post a streak.
 
Well for the frequent people it's also quite easy (for me, my runs are on Moon and UltraSun specifically).

Also fuck Sina btw.
 

Eisenherz

50% Berry enthusiast
is a Top Smogon Social Media Contributor
Submitting a streak of 279 in Ultra Sun Super Doubles.

The losing battle: BCFG-WWWW-WWWJ-5LM2 vs. Sina. Looking back at it, this was very winnable. I had been playing pretty recklessly for quite some time and rarely looked up the sets since by now, I know a lot of them already. I'm pretty sure this was the first time I ever saw Sandslash go for an Aurora Veil (I must have KOed them before in my previous encounters with that set), and that put me in a very bad spot... but the biggest problem is that I completely forgot about Ice Shard on M-Abomasnow; I thought I was about to win until the last turn! I should simply have double-Flamethrowered Abomasnow in case the 1st didn't KO (I was pretty confident it would KO with the Clanging Scales chip damage, but I was obviously wrong). Oh well! I do have more fun overall when I don't research everything to play optimally, so I'm ok with this streak ending earlier than it could have, there's many other teams I want to test!

The team started as a different one where I had a Mega Gyarados and Togedemaru lead with Comfey in the back to provide Gyarados with healing after setting up. But I quickly realized that most of the time Comfey was on the field, it was the star of the show, being way more useful than just another support Pokémon with priority healing. So I decided to build a team around Comfey; it was put together pretty quickly from what I had in my boxes. A few changes were made to the sets here and there as I progressed, but I discovered the team had a lot more synergy than I originally thought. Let's get into it with more detail!

The team:

@ Pixie Plate

Modest | Triage
IVs: 31/0/31/30/30/31 [HP Ground] (Hyper trained to 31/0/31/31/31/31)
EVs: 116 HP / 252 SpAtk / 140 Spe
Calm Mind / Draining Kiss / Hidden Power Ground / Floral Healing

The star of the show! Which is pretty difficult to believe given how tiny Comfey is on the screen compared to most Pokémon, especially the other members of the team (the sprite here and on Showdown really don't do it justice, it's much smaller in game!). I was very surprised by how well this Pokémon - and set - did in the Tree. I'm sure most people are familiar with what it does at this point, since it's Comfey's niche in about every tier it's in, but for anyone who doesn't know, thanks to Triage, Comfey gets +3 (!) priority on Draining Kiss. As weak as the attack is, it heals Comfey by 75% of the damage dealt; pair this with Comfey's low base 51 HP, and you're certain to heal by a good amount, making Comfey very hard to take out if it's not through a Z-move or a really powerful hit that OHKOs.

Originally, I was especially appealed by the priority Floral Healing since it's a great pairing with bulky set-up Pokémon. This was the idea behind every teammate I gave Comfey: Mega Salamence's power and bulk needs no introduction anymore, but it gets worn down quickly when using Double-Edge for its insane damage output; Floral Healing can entirely mitigate the recoil. Aegislash's bulk is also famous, in shield forme at least, so I figured having recovery would be beneficial, not to mention Aegislash's legendary synergy with M-Salamence. I added Kommo-o to that core since I wanted something that could set up, and Kommo-o becomes so bulky from using its Z-move, it loves getting healed at the start of a turn too.

However, after running the team for a while, I realized Flower Healing was barely an option that came in handy every once in a while: Comfey's true greatness comes from the Calm Mind-Draining Kiss combo. I usually set up a Calm Mind turn 1, since Comfey can usually tank a couple of hits, and protect Salamence if it's threatened by anything. This usually resulted in Comfey being reasonably low in HP at the start of turn 2, in which I Draining Kissed back to 75%+ HP and finished off one of the targets with M-Salamence. In some occasions, for example against Trick Room or some bulky Special threats, I went full greed and boosted Comfey to +6, using Draining Kiss a couple of times in between to heal back. But generally, the chip damage from a +1 Draining Kiss at the start of every turn is just what the rest of the team needs to score KOs. It's worth noting that unless you need chip damage right away against a big threat, it's important to use Calm Mind as soon as possible, since it can't contribute as much without it.

The last slot of the moveset is really open for debate. I originally had HP Ground on the set, so I just left it there to see if it would come in handy. Tailwind and Leech Seed were appealing options, I also considered Giga Drain for a priority Grass move, and Protect as well. In the end, HP Ground ended up being a lot more useful than I thought it would, I actually used it a lot. Comfey's speed EVs ensure it outspeeds Toxicroak and Nidoking, so it's safe to HP Ground into them if need be, but it's against Magnezone, Togedemaru and Mawile that it came in the most handy. M-Mawile is one of the biggest threats to the team, but a turn 1 Flamethrower + HP Ground has a really high chance to KO instantly. So ultimately, I left HP Ground and was very satisfied with it, but I can't compare to how the other options would fare since I didn't test any of them. The best choice would probably depend on Comfey's partners.

The item was the other piece of the puzzle I was hesitant on. I originally had Leftovers (I left them on until battle 50, which is when I started to be a bit more serious about the team), thinking that an extra bit of healing at the end of each turn would stack well with Draining Kiss recovery and make Comfey really hard to take out. But in practice, the Leftovers were practically useless, that chip recovery barely ever made any difference, and the battles didn't go on long enough to justify them. I considered a 50% berry, which I still think would have been a good choice, and a Life Orb, which's reasoning is basically the opposite of Leftovers (since Draining Kiss heals so much every turn, the chip damage from LO isn't as bad, especially since it helps heal more HP in the first place). But then I realized Pixie Plate was the perfect compromise: added damage to the one move I spam all the time = extra recovery every time as well, without the inconvenience of the Life Orb (HP Ground isn't used enough to be worth boosting anyway). To be honest, I don't think this Comfey set even needs an item at all to function well, but the extra Pixie Plate damage helps with a lot of 2HKOs at +1, so I think it's the optimal choice.

All in all, to my surprise, the set performed really well in the Tree and I believe it could be paired with a wide array of partners and do well, since it basically does its own thing on the side and assists whatever's there. It works really well in Trick Room too because of the +3 priority, which was very handy since my team was pretty Trick Room-weak.

@ Salamencite

Hasty | Intimidate -> Aerilate
IVs: 31/31/31/31/31/31
EVs: 124 Atk / 132 SpAtk / 252 Spe
Hyper Voice / Double-Edge / Flamethrower / Protect

This Pokémon really doesn't need an introduction anymore, everyone here knows what it does and how good it is at it. I simply grabbed the VGC M-Salamence I had in my boxes and rolled with it, I figured it was generally a good moveset and EV spread anyway, and I wasn't disappointed, though I'm sure it could be optimized better for the Tree.

Hyper Voice is wonderfully spammable, while Double-Edge is so powerful, I kept expecting to see the critical hit message after it hit. Flamethrower was originally Tailwind (I changed it after battle 50); the team really doesn't need Tailwind support (it's actually hindering for Aegislash, if anything). I went for Flamethrower since 1. Ice-types scare Salamence and 2. Steel-types scare Comfey = very handy coverage for my lead overall. I ended up using it a lot, so I believe that was the right choice (over a Dragon move, for example).

The synergy with both Aegislash and Kommo-o was really good (I didn't think double Dragon could have such good synergy, but Flying and Fighting really compliment each other well as secondary types), granting a switch-in to any of Salamence's weaknesses.

@ Ghostium Z

Modest | Stance Change
IVs: 31/0/30/31/31/31 [HP Ice] (Hyper trained to 31/0/31/31/31/31)
EVs: 188 HP / 236 SpAtk / 68 SpDef / 12 Spe
Shadow Ball / Flash Cannon / Wide Guard / King's Shield

I tried using Aegislash on so many Tree teams, but I always ended up switching it for something else, so I'm glad I finally found a team where it worked well with all 3 partners. Like Salamence, the moveset is really standard and taken straight from my VGC boxes in game, so there really isn't a lot to explain.

Funnily enough, it seemed so natural to run Ghostium Z that I originally didn't realize I had two Z-moves on my team. I tried to think of item replacements; Leftovers surely would have made a lot of sense, but at the same time, the Ghostium Z saved me a few times, and the more I advanced, the less I was willing to change it. I almost always used Clangorous Soulblaze as my Z-move, but every time I saw Cresselia or Uxie, I just went for a Never-Ending Nightmare into them to OHKO, and that was really satisfying. I also tried to keep it as a winning condition against Pokémon that boosted their evasion so I could pull the trigger when they're just in range. Aegislash really is another of these Pokémon that don't *need* an item, so I was fine with not making use of the item most of the time if it meant it coming in clutch every once in a while.

One of the reasons I really wanted Aegislash on the team to begin with was Wide Guard; after my previous streak featuring Celesteela, I was sold on how amazing Wide Guard is and I try to include it on every team I can have it on. I found Aegislash to be a more awkward Wide Guard user than Celesteela because of Stance Change (there's been plenty of moments where I wanted to Wide Guard but was in Blade Forme, and didn't want to risk getting KOed), but it still was incredibly useful. Double STAB is pretty self-explanatory; Flash Cannon can sometimes be dropped for coverage, but with my team being weak to Fairy and Ice, Flash Cannon was very much needed here.

@ Kommonium Z

Modest | Soundproof
IVs: 31/31/31/31/31/31
EVs: 180 HP / 4 Def / 92 SpAtk / 4 SpDef / 228 Spe
Clanging Scales / Close Combat / Flamethrower / Protect

Kommo-o was originally placed on the team as an afterthought, just an outsider to the core of the team, but it ended up having much better synergy than I anticipated. Having double Dragons, especially with one 4x weak to Fairy, really scared me. But the resistance to Rock and the fact it can tank neutral hits very well made Kommo-o a valuable member when it came to finding switch-ins.

Most of the time, however, the way Kommo-o was used was this: Comfey sets up a Calm Mind turn 1 while Salamence protects (or Hyper Voices if it's not threatened at all). On turn 2, I Draining Kiss + Hyper Voice and pick up a KO, but a crit, Z-move, or just a strong unexpected attack takes one of my lead Pokémon out. Kommo-o comes in, and I either Hyper Voice + Clangorous Soulblaze or Draining Kiss + Clangorous Soulblaze; in both cases, it was almost always possible to score a double-KO with Kommo-o in this situation all the while getting fully boosted. Afterwards, facing down the opponent's remaining Pokémon with a boosted Kommo-o and either Comfey or Salamence made for an easy KO. I believe this way of using Kommo-o (cleaning up the field with the Z-move rather than trying to boost on Pokémon at full HP) is the best way to get the most out of it.

Some might question the Modest nature with Close Combat. For those unfamiliar, this is the most standard way of running Kommo-o in VGC - the sheer base power of Close Combat paired with Kommo-o being at +1 usually makes up for the -Atk nature, since the move is not meant to be spammed but only used when super-effective (it OHKOs M-Kangkashan, Heatran or any Tyranitar for example). Focus Blast is a terrible alternative because of its accuracy, and Kommo-o's bulk being one of its selling points, I prefer not lowering it with the nature.

Once again, the EV spread is taken straight from my VGC boxes and isn't tailored for the Tree, but I really liked its bulk and speed tier and found no reason to change it during the battles.


There may be more threats than what I list here since the team was created without much research and I'll only be listing what actually gave me trouble during the streak. A longer streak would have allowed for a more exhaustive list, but the basics should be there!

  • Not a common encounter, but with its coverage, it can take on the entire team. Nidoqueen-3 is way more threatening than Nidoqueen-4, but not knowing which one you're against makes it hard to play around. Having Protect on Comfey would help scout and play around it, but without that, if you ever choose to attack it with a Pokémon, you're basically sacrificing a team member for that damage. Depending on what it's paired with, finding switch-ins can be very difficult. Ideally, if you can Double-Edge + HP Ground it right away for the KO, do it.

  • Like Nidoqueen, Mega Mawile can just KO the entire team. My last few encounters with it went pretty well since I went for Flamethrower + HP Ground into it immediately for the KO; there's a very slight chance it survives, but if that happens, it can only pick up 1 KO and is in range of any of your attacks next turn. It's especially threatening on all-Fairy teams, because the partners will be putting pressure on half of your team at the same time.

  • Magnezone-4, in particular, is the big threat here. With the Assault Vest, it tanks Flamethrower and HP Ground really well, and you can't just ignore it because it does such big damage to the entire team. With no way of KOing it in a single turn even by doubling into it (with the lead, at least), and with no Protect on Comfey, it's really difficult to play around, and I usually had to accept to trade something for it.

  • Not a very common occurrence, though having Kukui among the boss battles gives it more showtime. Its Fairy STAB destroys half of the team, and the other half is severely damaged by its Water moves (the biggest threat being Hydro Vortex since it OHKOs Comfey without a Calm Mind and deals a good 75% to Aegislash). Add Blizzard to the mix, and it's guaranteed to be a nightmare to deal with. Thankfully, Double-Edge does a ton (a near OHKO), so as long as you're in a position to use it it's not as bad.
  • Paralysis: A large amount of the games where I got close to losing were due to getting para-haxed. There's plenty of Pokémon that love just spamming Thunder Wave, and the team has no immunity to it, and 2 Pokémon that can't even protect at all in front of it, so para-hax is bound to happen at some point. I really thought this would be what I would end up losing to. I wish I could use Tapu Fini on every single team ever!
  • Evasion: This is the first "long" (100+) streak where I found myself struggling against the evasion-boosters of the Tree. My rain team had so many tools for them that I didn't give it much thought when putting this together. I believe I've had 3 close finishes, vs Cresselia, Zapdos and Bastiodon. Thankfully, Aegislash's Z-move usually handles Cresselia without a problem, but the other 2 could be really bad, especially Zapdos.


  • Battle #75 vs. Veteran Xio: GCHG-WWWW-WWWJ-8CDD. Very close battle, where I really thought I would lose. Mono-Fairy teams are the most threatening, and I still can't believe these damage rolls at the end (really wasn't expecting that much damage!).
  • Battle #106 vs. Sightseer Ezra: 7NGW-WWWW-WWWJ-8EQT. This battle is a pretty good reflection of the average battle.
  • Battle #124 vs. Worker Omar: SEMG-WWWW-WWWJ-89VD. This is where I learned how much of a threat Nidoqueen is to the team. The worst part, however, is Togedemaru, which's Red Card I didn't see coming, and activated at the very worst moment. On that day, lessons were learnt the hard way!
  • Battle #136 vs. Scientist Robyn: M5BG-WWWW-WWWJ-8EZC. Trick Room + Rotom-Frost is a scary matchup in itself, but this battle highlights how the team generally handled Trick Room (and shows how good Comfey is at dealing with it!).
  • Battle #147 vs. Golfer Patrick: KPZG-WWWW-WWWJ-8FXP. UGH. This Zapdos... we all know it, we all hate it. When I saw the direction the battle was going to take after the first Double Team, I decided my plan would be to go full greed with Comfey, +6 +6, heal off Zapdos' partners (funnily enough, a Charizard that I walled with Wide Guard) and then bank on connecting a Draining Kiss at some point. Thankfully, enough of my attacks connected in time for things to work out, though I was keeping the Z-move in bank to be safe.
  • Battle #167 vs. Office Worker Harding: HR8W-WWWW-WWWJ-8EKT. The Kommo-o showcase...! What I liked most about this team is how every member seemed to equally pull its weight. They all at some point carried the rest of the team.
  • Battle #235 vs. Veteran Candy: 52DW-WWWW-WWWJ-5N64. Wow, what a crazy game. That one gave me my portion of hax for the week. I was absolutely certain I had lost at the end, but banked on my only winning condition: having 2 Thunders miss. What do you know... they did! Which is even funnier considering the hax that happened beforehand... that Raikou should have been LONG gone...!
  • Battle #280 vs. Sina: BCFG-WWWW-WWWJ-5LM2. The losing battle; I discuss it at the beginning of this post!

This was a fun streak, and I'm a little sad I got too impatient to play the team as optimally as I could have. Though I really believe this team could have gone much further, I also think its lack of answer for paralysis would hold it back at one point or the other. There's a lot of different things I want to try at the moment (currently working on an Eevee revival!), but I'm hoping to give Comfey another try at some point on a more carefully crafted team, because if anything, this streak convinced me it has high potential in the Tree!

Thank you for reading! :heart:
 
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Any chance I could get some advice on a potential Battle Maison team I'm working on? I know this is the thread for the Battle Tree, but I was directed here to ask for some help. My team can be found in the "Hide" tab.


RMT Carry my Beloved Espeon to 2 More Ribbons From the Battle Maison

I have built this team in order to carry my Espeon to a 50 win streak to get those last two ribbons in this generation. I have every other obtainable ribbon, but am lacking a sufficient team to get me through the Battle Maison. I have selected five competent teammates for Espeon that will hopefully be enough to get me that 50 win streak. I chose Triples because it's easiest to carry a pokemon with 5 others than any other amount.


Ares (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 140 HP / 172 Atk / 16 Def / 60 SpD / 116 Spe
Quirky Nature
IVs: 0 Def
- Dragon Claw
- Substitute
- Dragon Dance
- Thunder Punch
Currently, I am working on if I should have Kangaskhan or Dragonite in the first three, but I settled on Dragonite due to its Marvel Scale ability. Dragonite (or Kangaskhan) will be the main sweeper of the team, with support from Talonflame and Greninja.


Poseidon (Greninja) (M) @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mat Block
- Grass Knot
- Dark Pulse
- Ice Beam
Greninja's role in the first few turns of battle is to allow the rest of the team to get set up. On the first turn, Greninja uses Mat Block to protect its teammates while Dragonite either uses substitute or Dragon Dance. Talonflame will use tailwind to boost the team. Once the first turn has finished, Greninja will become a sweeper along with Dragonite.


Hermes (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpD
- Tailwind
- Brave Bird
- Flare Blitz
- Steel Wing
Talonflame's purpose is to be the speed demon for the team. On the first turn, it will use Tailwind, which, along with Gale Wings, will allow is to move first nearly every turn. Once Tailwind has been used, it becomes a sweeper with Dragonite and Greninja.


Artemis (Togekiss) (F) @ Leftovers
Ability: Super Luck
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Air Slash
- Hyper Voice
- Dazzling Gleam
Togekiss is here to cover the deficiencies that are present in the above three, while also being a bulkier pokemon who can take a few more hits.


Hera (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Return
- Power-Up Punch
- Sucker Punch
- Substitute
Kangaskhan is my other choice for the main sweeper but I can also use it to rotate in on the scenario.


Apollo (Espeon) (M) @ Expert Belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Shadow Ball
- Dazzling Gleam
Espeon is here really only to get the two ribbons. It can do some damage, but It's not equipped like it should be.

Conclusion

Like I have said, this team is built so that Espeon can get the last 2 ribbons in GEN 6. The style that I am going for is to out-speed my opponent and clean up from there.

Ares (Dragonite) (M) @ Lum Berry
Ability: Multiscale
Level: 50
EVs: 140 HP / 172 Atk / 16 Def / 60 SpD / 116 Spe
Quirky Nature
IVs: 0 Def
- Dragon Claw
- Substitute
- Dragon Dance
- Thunder Punch

Poseidon (Greninja) (M) @ Focus Sash
Ability: Protean
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mat Block
- Grass Knot
- Dark Pulse
- Ice Beam

Hermes (Talonflame) @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpD
- Tailwind
- Brave Bird
- Flare Blitz
- Steel Wing

Artemis (Togekiss) (F) @ Leftovers
Ability: Super Luck
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Air Slash
- Hyper Voice
- Dazzling Gleam

Hera (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Return
- Power-Up Punch
- Sucker Punch
- Substitute

Apollo (Espeon) (M) @ Expert Belt
Ability: Synchronize
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Shadow Ball
- Dazzling Gleam
 
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Cool to see some Comfey-action!
Since NZtechfreak wrote about a similar Comfey some time ago i really got stuck with the idea. Conincidentally 2 days ago i thought some minutes about a team consisting of Mega-Gyarados + Raichu, Comfey and Aegislash, which seems to resemble your first idea with Gyara and Togedemaru, assuming you chose this because of Lightningrod+Fake Out support for Gyara.
Anyways, cool that a Comfey gets its place on the leaderboard! For sure it would be interesting to see on which different ways its special niche could be exploited beyond
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
Any chance I could get some advice on a potential Battle Maison team I'm working on? I know this is the thread for the Battle Tree, but I was directed here to ask for some help. My team can be found in the "Hide" tab.


RMT Carry my Beloved Espeon to 2 More Ribbons From the Battle Maison

I have built this team in order to carry my Espeon to a 50 win streak to get those last two ribbons in this generation. I have every other obtainable ribbon, but am lacking a sufficient team to get me through the Battle Maison. I have selected five competent teammates for Espeon that will hopefully be enough to get me that 50 win streak. I chose Triples because it's easiest to carry a pokemon with 5 others than any other amount.


Ares (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 140 HP / 172 Atk / 16 Def / 60 SpD / 116 Spe
Quirky Nature
IVs: 0 Def
- Dragon Claw
- Substitute
- Dragon Dance
- Thunder Punch
Currently, I am working on if I should have Kangaskhan or Dragonite in the first three, but I settled on Dragonite due to its Marvel Scale ability. Dragonite (or Kangaskhan) will be the main sweeper of the team, with support from Talonflame and Greninja.


Poseidon (Greninja) (M) @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mat Block
- Grass Knot
- Dark Pulse
- Ice Beam
Greninja's role in the first few turns of battle is to allow the rest of the team to get set up. On the first turn, Greninja uses Mat Block to protect its teammates while Dragonite either uses substitute or Dragon Dance. Talonflame will use tailwind to boost the team. Once the first turn has finished, Greninja will become a sweeper along with Dragonite.


Hermes (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpD
- Tailwind
- Brave Bird
- Flare Blitz
- Steel Wing
Talonflame's purpose is to be the speed demon for the team. On the first turn, it will use Tailwind, which, along with Gale Wings, will allow is to move first nearly every turn. Once Tailwind has been used, it becomes a sweeper with Dragonite and Greninja.


Artemis (Togekiss) (F) @ Leftovers
Ability: Super Luck
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Air Slash
- Hyper Voice
- Dazzling Gleam
Togekiss is here to cover the deficiencies that are present in the above three, while also being a bulkier pokemon who can take a few more hits.


Hera (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 244 HP / 252 Atk / 12 SpD
Adamant Nature
- Return
- Power-Up Punch
- Sucker Punch
- Substitute
Kangaskhan is my other choice for the main sweeper but I can also use it to rotate in on the scenario.


Apollo (Espeon) (M) @ Expert Belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Shadow Ball
- Dazzling Gleam
Espeon is here really only to get the two ribbons. It can do some damage, but It's not equipped like it should be.

Conclusion

Like I have said, this team is built so that Espeon can get the last 2 ribbons in GEN 6. The style that I am going for is to out-speed my opponent and clean up from there.
- While bringing a neutral-Natured Pokemon into any battle facility is never good, I would be inclined to let that slide for Dragonite if it wasn't a lead, since in Triples you have more opportunities to throw a unoptimized backup after creating some breathing room for it to support or setup. But, since you are leading with it, you pretty much have to get yourself an Adamant Dragonite to fully exploit the power Dragon Dance affords it. Besides, you never know when you'll find yourself in situations where simply attacking straightaway to score a 2HKO on something can be the best play. That extra power that the +Atk Nature brings will be needed then
- Along those lines, in formats other than Singles & Rotations, you will find it difficult to fit setup 'mons on the team; the risk of opponents doubling or tripling up on you before you get the chance are high. It's more forgivable in Triples since, again, your teammates can go and set the table for it. Problem is, having more than one setup 'mon on the team is taking away offensive pressure you could be putting on the opponent, as fast-paced as Triples is. For that reason, I would say that Espeon can ditch Calm Mind and go for some more offense. It's an Expert Belt set, so you should be giving it another attack to maximize Belt usage. Signal Beam and Psyshock are options, Protect is there if you're stumped for ideas (because it's Triples and having Protect almost never hurts). Check which Hidden Power it has too, that might come in handy every once in a while
- You will be disappointed by the lack of damage output on Steel Wing, consider changing that to Protect (in case of Fake Out shenanigans) or U-turn. Also, because the majority of what Talonflame does is Gale Wings-boosted, and because it''s plenty fast even without Speed investment, consider diverting at least some EVs over to HP, lets you absorb more recoil from its STABs. If you check out the Maison thread, you'll notice several Talonflame Trainers went 252 HP /252 Atk for their spreads
- While Togekiss serves you fine in its present role, it's missing out on providing valuable support to its teammates by keeping non-STAB, spread, non-boosted Hyper Voice. Explore backup Tailwind, Heal Bell, Morning Sun for additional bulk, Follow Me, Thunder Wave, ,Yawn, etc.
- MegaKhan can buy itself or teammates an extra turn to do something or just survive with Fake Out, with half a team of Flyers Earthquake can be used farily freely and be devastating after a boost or two, even spread and not enjoying the Parental Bond boost. Try using one of those over Substitute. Also, any particular reason for that EV spread?
- Having so many Electric- and Rock-weak members means that some Ground support would be welcomed, if you decide to change any team members up. While everyone and their mom uses Garchomp for this purpose, if Tailwind is a part of the team's equation, there are several Ground-types one can throw in there to suit the role (I'll let others recommend those).

I'm sure there's more I could think of, I just need to, well, not be at work to think of it...
 
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- While bringing a neutral-Natured Pokemon into any battle facility is never good, I would be inclined to let that slide for Dragonite if it wasn't a lead, since in Triples you have more opportunities to throw a unoptimized backup after creating some breathing room for it to support or setup. But, since you are leading with it, you pretty much have to get yourself an Adamant Dragonite to fully exploit the power Dragon Dance affords it. Besides, you never know when you'll find yourself in situations where simply attacking straightaway to score a 2HKO on something can be the best play. That extra power that the +Atk Nature brings will be needed then
- Along those lines, in formats other than Singles & Rotations, you will find it difficult to fit setup 'mons on the team; the risk of opponents doubling or tripling up on you before you get the chance are high. It's more forgivable in Triples since, again, your teammates can go and set the table for it. Problem is, having more than one setup 'mon on the team is taking away offensive pressure you could be putting on the opponent, as fast-paced as Triples is. For that reason, I would say that Espeon can ditch Calm Mind and go for some more offense. It's an Expert Belt set, so you should be giving it another attack to maximize Belt usage. Signal Beam and Psyshock are options, Protect is there if you're stumped for ideas (because it's Triples and having Protect almost never hurts). Check which Hidden Power it has too, that might come in handy every once in a while
- You will be disappointed by the lack of damage output on Steel Wing, consider changing that to Protect (in case of Fake Out shenanigans) or U-turn. Also, because the majority of what Talonflame does is Gale Wings-boosted, and because it''s plenty fast even without Speed investment, consider diverting at least some EVs over to HP, lets you absorb more recoil from its STABs. If you check out the Maison thread, you'll notice several Talonflame Trainers went 252 HP /252 Atk for their spreads
- While Togekiss serves you fine in its present role, it's missing out on providing valuable support to its teammates by keeping non-STAB, spread, non-boosted Hyper Voice. Explore backup Tailwind, Heal Bell, Morning Sun for additional bulk, Follow Me, Thunder Wave, ,Yawn, etc.
- MegaKhan can buy itself or teammates an extra turn to do something or just survive with Fake Out, with half a team of Flyers Earthquake can be used farily freely and be devastating after a boost or two, even spread and not enjoying the Parental Bond boost. Try using one of those over Substitute. Also, any particular reason for that EV spread?
- Having so many Electric- and Rock-weak members means that some Ground support would be welcomed, if you decide to change any team members up. While everyone and their mom uses Garchomp for this purpose, if Tailwind is a part of the team's equation, there are several Ground-types one can throw in there to suit the role (I'll let others recommend those).

I'm sure there's more I could think of, I just need to, well, not be at work to think of it...

Thank you for the advice, I will certainly take it all into consideration. Four questions for you:

1. Which 'mon would you recommend trading out a Ground-type for?

2. Would Dragonite or MegaKang be more beneficial to start in the center spot?

3. Is it beneficial enough to settle for 4 IVs instead of 5 or 6?

4. What Ground-types would you recommend(besides Garchomp)?
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
1.) Actually, I would give the current team a whirl, just with the movesets changed as recommended. Since you're just going for the ribbon and not some high number streak, the team may be solid enough to get you by with a little RNG help (i.e., you don't run into Black Belts, Scientists, or Battle Girls much from that Battle 31-49 stretch). If you fall a few times with it, then we start toying around with replacements.
2.) Depends on whether you place Fake Out on MegaKang or not: if you do, she leads; otherwise, Dragonite does (admittedly, I'm curious to see how often you're "allowed" to get that first DD boost off). Those who have used MegaKang with success in Triples tend to use it as a backup, as a general offensive presence, but I can't definitively speak on it, since I've only use it in short spurts
3.) No need to settle for 4 IVs when you're surrounded by people who can breed 5IV or 6IV hatchlings for you here. Gen VI games aren't played as much these days, sure, but plenty still do. Whatever you might need, just ask! (If not here, then on the Wi-Fi subforum.) Better safe than sorry, or however that saying goes...
4.) See Note 1
 
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WHOA. NEW SINGLES TEAM.
AND THIS ONE IS UNIQUE.
Well, actually not really. The team I use is another Dragon/Fairy/Steel core, but it's a damn good one, bringing me up to a high streak of 138.
149.gif


Bill (Dragonite) @ Lum Berry
Ability: Multiscale
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Dragon Dance
- Roost
- Earthquake / Fire Punch (?)

Oh, Bill. How I missed you. Dragonite is super bulky with its Multiscale ability, being able to eat up even an Outrage or Dragon Claw from Garchomp or its Mega counterpart. It also had a nice typing in Dragon and Flying, being able to avoid Earthquake or Earth Power from different Pokemon and checking them effectively, like Nidoking and Heatran.

SET DETAILS: An Adamant Nature and 252 Attack EVs are given to Dragonite to allow it to do huge amounts of damage to its foes, while 252 Speed EVs allow it to be super quick after just one Dragon Dance. A Lum Berry is given to Dragonite to allow it to avoid status for one turn, as it can usually sweep with Outrage anyways.

MOVES: Outrage is the main STAB move to focus on, as it can effectively dent anything that isn't a Fairy, like Florges. Outrage, being boosted by a Dragon Dance is even more threatening to face and I'm guessing it's not the same as Swords Dance from Garchomp, as Garchomp does not get to boost its Speed in anyway, or at least I think. Roost is there to give Dragonite some longevity, allowing it to stall out if necessary. Earthquake is a good option, because one, it's Earthquake, two, it can check some Pokemon that would usually be able to counter Dragonite, like Alolan Golem or Terrakion. And although, I haven't used it, I was also considering Fire Punch as another good option for Dragonite, because it can be better suited to deal with Ice-types a lot better, like Alolan Sandslash or Articuno but considering you would not want to stay in on an Ice-type anyway, I didn't really consider it. And even if I did, it would leave Dragonite walled against Rock-types. So, that's the reason why I chose Earthquake over Fire Punch.

COUNTERS:
Ice-types: Speaking of Ice-types, some Ice-types cause trouble against Dragonite, like Regice if locked into an unboosted Outrage, Mamoswine because of priority Ice Shard or Articuno because it is also somewhat bulky, allowing them to KO Dragonite easily.

Ice-type coverage: Suicune is probably the biggest offender here. Of course they had to give Suicune massive bulk, Ice-type moves like Ice Beam and Blizzard, and give it a ChestoRest set to heal it back up. I'm just glad that CrocCune does not exist. And at least no Pokemon here use Hidden Power Ice. cough cough Raikou, Zapdos cough cough

Dragon-types: Before Dragonite sets up is when it is at its weakest, with Mega Salamence being able to KO with Dragon Rush if it does not miss and if Dragonite is not at full HP. However, Mega Salamence, would not want to take an Outrage in return, bar Intimidated but even so, it would still take high damage back from it. Mega Altaria is another good counter to Dragonite as it removes one of Dragonite's options in Outrage, forcing Dragonite to go for the less powerful Earthquake.

Stealth Rocks and Rock-types: Though uncommon, Stealth Rocks do make appearances in the Tree. And even if they don't, Pokemon like Terrakion and Tyrantrum can hit Dragonite with super effective Rock-type moves like Stone Edge, Rock Slide or the very dangerous Head Smash.

Fairy-types: Funny enough, Fairies don't actually end Dragonite's life here. But if Dragonite is the only one left, then go for Earthquake. Florges can't really take an Earthquake and Sylveon can take loads of damage from Earthquake as well. But their Fairy-type moves hurt.

Togekiss: Leave it to Togekiss to be one of the most annoying Pokemon to face in the Battle Tree. And it even brought its ParaFlinch set along with it. Dragonite cannot do anything against Togekiss, so just wait there or switch.

tapukoko.gif

Life Orb Special Attacking Lead (Tapu Koko) @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Grass Knot
- Volt Switch
- Thunderbolt

Tapu Koko is one of the coolest Pokemon to come out of the seventh generation and it is a darn good one too. Its typing allows it to deal with a myriad of Flying-types and Water-types as well as those pesky Dragons and Fighting-types as well. Electric Surge only boosts those Electric-type moves as well, and prevents the opponent from Resting or Tapu Koko and its teammates fall asleep.

SET DETAILS: 252 Special Attack EVs and 252 Speed EVs along with being a Timid Nature, allow Tapu Koko to be as speedy as a good threat has to be. A Life Orb is given to Tapu Koko as it is very nice to not be Choice-locked into something that you have a bad match up against, as well as giving Tapu Koko a bit of extra power.

MOVES: Dazzling Gleam is taken for STAB damage and is used to deal with Salamence and other Dragons but mainly Salamence and its Mega. Along with maybe Garchomp but ok. Grass Knot is used to deal with the heavy Ground-types that exist like Mudsdale, Hippowdon, and Rhyperior, although, it is very risky using Grass Knot as if Tapu Koko does not KO with Grass Knot, it might just get hit by an Earthquake. Thunderbolt is used for primary STAB damage, being boosted by Electric Terrain, defeating the many Flying-types that exist in the Tree, namely Sheer Cold Articuno, Moltres, Tornadus, Thundurus, Staraptor, and Togekiss as well as many of the Water-types like Politoed, Suicune, Jellicent, Pelipper, Mega Gyarados, and Greninja. Volt Switch, while not as powerful as Thunderbolt, still really FREAKING HURTS.

COUNTERS:
Mega Tyranitar: Tapu Koko cannot even 2HKO Mega Tyranitar with any of its moves, with Dazzling Gleam (its best move in this case), doing a maximum damage output of 47.8%. Mostly thanks to the Special Defense that Mega Tyranitar receives not just from Mega Evolving but also from the sandstorm as well.

Heatran: Tapu Koko only has the option to Volt Switch out on Heatran as it cannot be hit by an Earth Power from Heatran mostly because of its frail Special Defense stat.

Ground-types: Ground-types in general like Nidoking and Nidoqueen are good counters to Tapu Koko because they can hit back with an Earthquake or Earth Power.


212-mega.gif

Scizor-Mega @ Scizorite
Ability: Technician (Pre-Mega Ability: Light Metal)
Level: 50
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Roost
- Bug Bite / Superpower (?)
- Swords Dance

Here is my Mega! Mega Scizor, being a good sweeper in Wifi is also not that bad of a choice here either. Sure, its Fire-type weakness might make you look down on it for a bit but otherwise, it's got an amazing defensive typing. Technician alongside Bullet Punch is amazing, because of the fact that it is STAB and gets boosts from Swords Dance. Mega Scizor is also great at shutting down users of setting up Trick Room.

SET DETAILS: 248 HP EVs make Mega Scizor very bulky in HP, while 252 Attack EVs allow Mega Scizor to hit very hard. A Scizorite is given to Scizor to Mega Evolve. Before Mega Evolving, Scizor's ability is Light Metal, allowing it to take less damage from attacks that are based on weight like Low Kick. Once Mega Evolving, Technician will be gained, allowing Mega Scizor to do its job.

MOVES: Bullet Punch was pretty obvious on this set, as Scizor would never have been able to take advantage of using it without Technician. Bullet Punch can, well, "punch" through the Fairies and Icicles that would otherwise hurt Tapu Koko and Dragonite, like for instance, Mamoswine, Mega Gardevoir, and Articuno. Roost allows Mega Scizor, your only Mega, to get some longevity. Swords Dance can be used to boost Bullet Punch to high levels. Bug Bite is used to handle Psychic-types, namely those that can set up Trick Room, like Cresselia, Oranguru, and Slowking. I was also debating Superpower over Bug Bite because if so, then Mega Scizor can deal with Magnezone and other Steel-types but then that leaves me with no super-effective option against Psychic-types so.. yeah Bug Bite. Also, stealing and eating a berry is pretty noice.

COUNTERS:
Fire-types: Well, of course it is. It's Mega Scizor's only weakness. Pokemon like Alolan Marowak that does not use Special Attacks, Magmortar, and Salazzle can easily OHKO Mega Scizor with their Fire-type move options.

Intimidate and Burns: Although Intimidate is a lot easier to handle, it still hinders Mega Scizor a tiny bit. On the other hand, burning Mega Scizor is the equivalent of having bitter medicine go down your throat. Basically, you can't really recover from burns.

Steel-types: Skarmory can easily wall Mega Scizor to no end, while Magnezone can easily eliminate Mega Scizor even without Hidden Power Fire.

Electric-types: Thundurus and Mega Manectric can beat Mega Scizor one on one because of how overwhelmingly powerful they are against Mega Scizor. Mega Menectric, being able to Overheat itself is not easy to handle.

Zapdos: Zapdos gets a special mention as it can resist all of Mega Scizor's options (unless you want to run Hidden Power Ice Mega Scizor, be my guest), and hit back with a Heat Wave.

Bulky Water-types: Jellicent can prove to be problematic for Mega Scizor as it has an amazingly good typing, being able to resist all of Mega Scizor's moves, and attempt to burn Mega Scizor with Scald or Will-O-Wisp. Toxapex having the same problems as well.

WHEW! That was a long one.
But hey, there's that.
And here are some replays that I have kept to myself.

LOSS VIDEO:
Battle No. 139: SD3W-WWWW-WWWJ-B6HW

SOME REALLY SCARY SITUATIONS I WAS IN:
Battle No. 123: Q6FG-WWWW-WWWJ-B6HK
Battle No. 47: HA4W-WWWW-WWWJ-B6YV

Ok. That's it. I'm really tired now, so I'm going to go to sleep now.
 

Eisenherz

50% Berry enthusiast
is a Top Smogon Social Media Contributor
Cool to see some Comfey-action!
Since NZtechfreak wrote about a similar Comfey some time ago i really got stuck with the idea. Conincidentally 2 days ago i thought some minutes about a team consisting of Mega-Gyarados + Raichu, Comfey and Aegislash, which seems to resemble your first idea with Gyara and Togedemaru, assuming you chose this because of Lightningrod+Fake Out support for Gyara.
Anyways, cool that a Comfey gets its place on the leaderboard! For sure it would be interesting to see on which different ways its special niche could be exploited beyond
Haha, that's quite the coincidence! Yeah, it's basically the same idea, Togedemaru was there for Fake Out + Lightning Rod support. The combo is nice and might be even better with Raichu due to its higher speed, I had just thrown that together very quickly...! In a proper build I'm sure this could work out for a decent streak; I lost to a mono-Fairy matchup, but my 4th wasn't Aegislash, it would have helped a lot (also, I had Zing Zap over Iron Head on Togedemaru, the latter would have helped more for that matchup).

But in any case, your post reminded me that before the streak I posted about, I actually tried the strategy you mentioned several pages ago! I bred a new Raichu for it, but used my HP Fire Koko and Careful Celesteela. Unfortunately, I lost at Battle 20 vs. Kiawe. I'm sure the team could've climbed higher, but it's kind of funny I lost to that matchup in particular so quickly, since it's probably the only one we knew in advance would be a real problem to deal with, and the particular Pokémon were the very worst case scenario: he led A-Marowak-2 and Salazzle-3 (which could've been 4 too).
After taking a little time to review my options, I decided to gamble on Marowak potentially not having Lightning Rod and tried Discharging as I normally would. I knew Salazzle would probably Fake Out, but I couldn't Protect anything, and couldn't predict what attack Marowak would target at which Pokémon, everything seemed just as likely, and I really had no switch-in to any of them (especially a Flare Blitz). Salazzle Faked Out Raichu (so even if I attempted to Fake Out I would have failed, and my sash was getting broken regardless), Koko brought Salazzle down to sash, and sure enough, Marowak did have Lightning Rod and didn't take a bit of damage, other than Flare Blitz recoil from OHKOing Koko... so I sent in Landorus, to Earth Power the Marowak and hopefully finish off Salazzle with Raichu, but Marowak Detected and Salazzle Fire Blasted Landorus, bringing it pretty low, after which I KOed with Discharge. Guess what he sends in? M-Kangaskhan, and its wonderful Fake Out pressure. I couldn't really guess where Fake Out would go, but figured if he Faked Out Landorus and I didn't Protect it, he could also Flare Blitz into it as well and then I lost Landorus which is my only way of getting rid of Marowak, so I protected, and I Discharged with Raichu hoping for a paralysis on Kangkashan. But Kangaskhan Faked Out Raichu and Marowak Flare Blitzed it, so I got nothing out of the turn (Discharge didn't paralyze), and was down to Landorus + Celesteela. I went for Earth Power into Marowak and Leech Seed into Kangaskhan, but Marowak Detected again, and Kangaskhan Double-Edged Landorus for the KO. I tried to think of all the other plays I could have made there, like protecting Celesteela and targetting Kangaskhan with Earth Power instead, but I don't see any way I don't lose Landorus to Double-Edge or Flare Blitz on that turn anyway. Marowak asserted dominance and picked up the last KO on Celesteela.

So I think no game could better prove your point of Marowak-A being the biggest threat to the team as that one, it's pretty funny it happened so early on...! At first, I figured that having HP Water/Ground Koko was indeed a necessity for this team, but looking back at it, I'm not sure that would have been enough. Salazzle Faked Out Raichu, but could very well have gone into Koko; if I Helping Hand + HP Water turn 1, Salazzle can Fake Out Koko and Marowak just KOs it. I think it's awkward to have a lead that cannot Protect at all, because it makes any Fake Out pressure that much bigger, especially if there are no good switch-ins (neither Lando or Celesteela can switch into a potential Flare Blitz). Considering Marowak's potential to Detect whenever I target it and how threatening Kiawe's other Pokémon are to the team, I think this may actually be a matchup where the team could come up short no matter how it's played, even with HP Water on Koko.

Kiawe aside, the other 19 battles were really fun, and the lead combo does get very powerful, very quickly. However, one thing that I found to be really awkward was that after a couple of Lightning Rod boosts, Raichu's Discharge does a ton to Koko, so I can't just spam Discharge with both of them; I need to either switch to Landorus, which is often scary (Raichu's Discharge alone needs to be powered up 2+ times to hope for OHKOs at neutral) given the attacks that may be going into that slot, or I just let Koko go down to my own Raichu in exchange for a KO on 2 of their Pokémon, which is usually the option I went for. It still worked out in these battles obviously, but I'm pretty sure in the higher battles against very bulky teams, like most Trick Room ones, this would have been a real problem. It doesn't help that Celesteela isn't an option to switch in next to either Koko locked into Discharge, or next to Raichu if HP Ice is not going to be helpful. Relying on Landorus so much doesn't feel safe since it's pretty frail. All in all, it was very fun to play since it's very aggro and offensive, but I'm not convinced of the viability of Double-Discharge for a long streak, at least without both partners immune to it and at least one carrying Protect.

I might give the team another whirl and pray for no Lightning Rod A-Marowak, we'll see, thanks for sharing! :)

For anyone curious, this is the team I've been referring to: https://www.smogon.com/forums/threads/battle-tree-discussion-and-records.3587215/post-7678290
 
Sad to hear that it came to such a quick end, but thank you for trying it and i'm glad you had some fun with it! I thought the downfall would be some misplay or bad matchup against a Ground type or EQ user, but spotted the second big weakness definitely as Fire types and especially these both ones you encountered (near Scarf Darmanitan, Camerupt-M and Rotom-H, but Salazzle probably still is the worst).
If you somehow managed to get some SE Hidden Power off on Marowak, he only can kill one Pokemon before he dies to the recoil. But of course we saw how 'smart' he used Detect so yeah.. Or maybe directly sacrifice Celesteela when facing Kiawe since it does nothing against Fires anyways, and then hope to get some situation of healthy Koko and Landorus on the field. If Salazzles Fake Out is gone, perhaps they could make it alone against Kiawe.
Yes, as you said the huge reliance on Lando probably is a big weakness, especially against these Fires and in such situations i guess it's hard to preserve it to pick up crucial KOs. Your notes in the end also show that no matter how much one theorizes, the only thing that finally counts is what happens at playing. Seems to be unconvenient to switch at times, because you want the back at full health, but often one has to since the offensive and defensive coverage of Koko and Raichu are not that manifold. So in hindsight there seem to be many dilemmas to come, such as in your losing battle.
But again, cool that you tried it, and perhaps you find some usage for this Raichu in the Comfey team, so your effort on breeding may still be payed out!
 
WHOA. NEW SINGLES TEAM.
AND THIS ONE IS UNIQUE.
Well, actually not really. The team I use is another Dragon/Fairy/Steel core, but it's a damn good one, bringing me up to a high streak of 138.
View attachment 105652

Bill (Dragonite) @ Lum Berry
Ability: Multiscale
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Dragon Dance
- Roost
- Earthquake / Fire Punch (?)

Oh, Bill. How I missed you. Dragonite is super bulky with its Multiscale ability, being able to eat up even an Outrage or Dragon Claw from Garchomp or its Mega counterpart. It also had a nice typing in Dragon and Flying, being able to avoid Earthquake or Earth Power from different Pokemon and checking them effectively, like Nidoking and Heatran.

SET DETAILS: An Adamant Nature and 252 Attack EVs are given to Dragonite to allow it to do huge amounts of damage to its foes, while 252 Speed EVs allow it to be super quick after just one Dragon Dance. A Lum Berry is given to Dragonite to allow it to avoid status for one turn, as it can usually sweep with Outrage anyways.

MOVES: Outrage is the main STAB move to focus on, as it can effectively dent anything that isn't a Fairy, like Florges. Outrage, being boosted by a Dragon Dance is even more threatening to face and I'm guessing it's not the same as Swords Dance from Garchomp, as Garchomp does not get to boost its Speed in anyway, or at least I think. Roost is there to give Dragonite some longevity, allowing it to stall out if necessary. Earthquake is a good option, because one, it's Earthquake, two, it can check some Pokemon that would usually be able to counter Dragonite, like Alolan Golem or Terrakion. And although, I haven't used it, I was also considering Fire Punch as another good option for Dragonite, because it can be better suited to deal with Ice-types a lot better, like Alolan Sandslash or Articuno but considering you would not want to stay in on an Ice-type anyway, I didn't really consider it. And even if I did, it would leave Dragonite walled against Rock-types. So, that's the reason why I chose Earthquake over Fire Punch.

COUNTERS:
Ice-types: Speaking of Ice-types, some Ice-types cause trouble against Dragonite, like Regice if locked into an unboosted Outrage, Mamoswine because of priority Ice Shard or Articuno because it is also somewhat bulky, allowing them to KO Dragonite easily.

Ice-type coverage: Suicune is probably the biggest offender here. Of course they had to give Suicune massive bulk, Ice-type moves like Ice Beam and Blizzard, and give it a ChestoRest set to heal it back up. I'm just glad that CrocCune does not exist. And at least no Pokemon here use Hidden Power Ice. cough cough Raikou, Zapdos cough cough

Dragon-types: Before Dragonite sets up is when it is at its weakest, with Mega Salamence being able to KO with Dragon Rush if it does not miss and if Dragonite is not at full HP. However, Mega Salamence, would not want to take an Outrage in return, bar Intimidated but even so, it would still take high damage back from it. Mega Altaria is another good counter to Dragonite as it removes one of Dragonite's options in Outrage, forcing Dragonite to go for the less powerful Earthquake.

Stealth Rocks and Rock-types: Though uncommon, Stealth Rocks do make appearances in the Tree. And even if they don't, Pokemon like Terrakion and Tyrantrum can hit Dragonite with super effective Rock-type moves like Stone Edge, Rock Slide or the very dangerous Head Smash.

Fairy-types: Funny enough, Fairies don't actually end Dragonite's life here. But if Dragonite is the only one left, then go for Earthquake. Florges can't really take an Earthquake and Sylveon can take loads of damage from Earthquake as well. But their Fairy-type moves hurt.

Togekiss: Leave it to Togekiss to be one of the most annoying Pokemon to face in the Battle Tree. And it even brought its ParaFlinch set along with it. Dragonite cannot do anything against Togekiss, so just wait there or switch.

View attachment 105653
Life Orb Special Attacking Lead (Tapu Koko) @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Grass Knot
- Volt Switch
- Thunderbolt

Tapu Koko is one of the coolest Pokemon to come out of the seventh generation and it is a darn good one too. Its typing allows it to deal with a myriad of Flying-types and Water-types as well as those pesky Dragons and Fighting-types as well. Electric Surge only boosts those Electric-type moves as well, and prevents the opponent from Resting or Tapu Koko and its teammates fall asleep.

SET DETAILS: 252 Special Attack EVs and 252 Speed EVs along with being a Timid Nature, allow Tapu Koko to be as speedy as a good threat has to be. A Life Orb is given to Tapu Koko as it is very nice to not be Choice-locked into something that you have a bad match up against, as well as giving Tapu Koko a bit of extra power.

MOVES: Dazzling Gleam is taken for STAB damage and is used to deal with Salamence and other Dragons but mainly Salamence and its Mega. Along with maybe Garchomp but ok. Grass Knot is used to deal with the heavy Ground-types that exist like Mudsdale, Hippowdon, and Rhyperior, although, it is very risky using Grass Knot as if Tapu Koko does not KO with Grass Knot, it might just get hit by an Earthquake. Thunderbolt is used for primary STAB damage, being boosted by Electric Terrain, defeating the many Flying-types that exist in the Tree, namely Sheer Cold Articuno, Moltres, Tornadus, Thundurus, Staraptor, and Togekiss as well as many of the Water-types like Politoed, Suicune, Jellicent, Pelipper, Mega Gyarados, and Greninja. Volt Switch, while not as powerful as Thunderbolt, still really FREAKING HURTS.

COUNTERS:
Mega Tyranitar: Tapu Koko cannot even 2HKO Mega Tyranitar with any of its moves, with Dazzling Gleam (its best move in this case), doing a maximum damage output of 47.8%. Mostly thanks to the Special Defense that Mega Tyranitar receives not just from Mega Evolving but also from the sandstorm as well.

Heatran: Tapu Koko only has the option to Volt Switch out on Heatran as it cannot be hit by an Earth Power from Heatran mostly because of its frail Special Defense stat.

Ground-types: Ground-types in general like Nidoking and Nidoqueen are good counters to Tapu Koko because they can hit back with an Earthquake or Earth Power.


View attachment 105655
Scizor-Mega @ Scizorite
Ability: Technician (Pre-Mega Ability: Light Metal)
Level: 50
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Roost
- Bug Bite / Superpower (?)
- Swords Dance

Here is my Mega! Mega Scizor, being a good sweeper in Wifi is also not that bad of a choice here either. Sure, its Fire-type weakness might make you look down on it for a bit but otherwise, it's got an amazing defensive typing. Technician alongside Bullet Punch is amazing, because of the fact that it is STAB and gets boosts from Swords Dance. Mega Scizor is also great at shutting down users of setting up Trick Room.

SET DETAILS: 248 HP EVs make Mega Scizor very bulky in HP, while 252 Attack EVs allow Mega Scizor to hit very hard. A Scizorite is given to Scizor to Mega Evolve. Before Mega Evolving, Scizor's ability is Light Metal, allowing it to take less damage from attacks that are based on weight like Low Kick. Once Mega Evolving, Technician will be gained, allowing Mega Scizor to do its job.

MOVES: Bullet Punch was pretty obvious on this set, as Scizor would never have been able to take advantage of using it without Technician. Bullet Punch can, well, "punch" through the Fairies and Icicles that would otherwise hurt Tapu Koko and Dragonite, like for instance, Mamoswine, Mega Gardevoir, and Articuno. Roost allows Mega Scizor, your only Mega, to get some longevity. Swords Dance can be used to boost Bullet Punch to high levels. Bug Bite is used to handle Psychic-types, namely those that can set up Trick Room, like Cresselia, Oranguru, and Slowking. I was also debating Superpower over Bug Bite because if so, then Mega Scizor can deal with Magnezone and other Steel-types but then that leaves me with no super-effective option against Psychic-types so.. yeah Bug Bite. Also, stealing and eating a berry is pretty noice.

COUNTERS:
Fire-types: Well, of course it is. It's Mega Scizor's only weakness. Pokemon like Alolan Marowak that does not use Special Attacks, Magmortar, and Salazzle can easily OHKO Mega Scizor with their Fire-type move options.

Intimidate and Burns: Although Intimidate is a lot easier to handle, it still hinders Mega Scizor a tiny bit. On the other hand, burning Mega Scizor is the equivalent of having bitter medicine go down your throat. Basically, you can't really recover from burns.

Steel-types: Skarmory can easily wall Mega Scizor to no end, while Magnezone can easily eliminate Mega Scizor even without Hidden Power Fire.

Electric-types: Thundurus and Mega Manectric can beat Mega Scizor one on one because of how overwhelmingly powerful they are against Mega Scizor. Mega Menectric, being able to Overheat itself is not easy to handle.

Zapdos: Zapdos gets a special mention as it can resist all of Mega Scizor's options (unless you want to run Hidden Power Ice Mega Scizor, be my guest), and hit back with a Heat Wave.

Bulky Water-types: Jellicent can prove to be problematic for Mega Scizor as it has an amazingly good typing, being able to resist all of Mega Scizor's moves, and attempt to burn Mega Scizor with Scald or Will-O-Wisp. Toxapex having the same problems as well.

WHEW! That was a long one.
But hey, there's that.
And here are some replays that I have kept to myself.

LOSS VIDEO:
Battle No. 139: SD3W-WWWW-WWWJ-B6HW

SOME REALLY SCARY SITUATIONS I WAS IN:
Battle No. 123: Q6FG-WWWW-WWWJ-B6HK
Battle No. 47: HA4W-WWWW-WWWJ-B6YV

Ok. That's it. I'm really tired now, so I'm going to go to sleep now.
I found your post interesting because I just ran a very similar team. It was identical except for Tapu Koko- I had the very bulky Suicune instead. I also had Dragonite in the lead.

I’ll give more details on my team (just lost after 147 wins) later.
I looked at your battle videos. I’m guessing you wish you could go back and bullet punch mamoswine with scizor before it fissure’d you. That was a killer.

Some additional points-

None of the Zapdos’s in the tree carry heat wave. They’re still a pain for scizor, given the typing, but they can’t Ohko you most likely.

On mega manectric, I agree with you. That thing was even more threatening for my team because of suicune. Luckily I only ran into it once.
Have you considered extremespeed for Dragonite? It comes in really handy in a pinch. You wouldnt have room for roost though, so i guess it depends on your play style. You’re also not leading with Dragonite, so its role is different.

And yeah, earthquake on Dragonite is a must. Don’t give that up, unless you feel like being walled by empoleons or Heatran. You’ll miss out on Skarmory and levitate bronzong, but your teammates take care of them well anyway.
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
I saved a battle video with Wally leading Garchomp4-Mega (slot 1) and Gallade4-Mega, and did 10-20 mock battles. Garchomp Mega Evolved every single time.
I finally can add to this--I'm currently running one of the many configurations of The Room, in this case Oranguru/Hariyama/Shiinotic/Guzzlord, and in Battle 10 of this streak ran into Wally, leading with Altaria3 (slot 1) and Garchomp4. I ran twenty Mock Battles and got Altaria Mega Evolving every time. Just a little more evidence to add to the pile...
 
At this point I think we'd make better use of our time studying dual Z-move leads, as turskain posted a heap of intriguing info on the subject. Not that it's particularly easy to come by such a pair, either. I do have one saved, though, and presumably turskain still has his to learn from.
 

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