Battle Tree Discussion and Records

My team for super singles:
Lead:
- Dragonite @ Lum Berry
Adamant 252 Attack 196 Speed the rest in HP
- Dragon Dance
- Outrage
- Earthquake
- Fire Punch

- Scizor @ Scizorite
Adamant 252 atk 252 speed 4 def
- Bullet Punch
- Bug Bite
- Swords Dance
- Roost

Who do you think is a better 3rd pokemon?

- Greninja @ Life Orb/Expert Belt
Protean
Timid 252 speed 252 spatk 4 HP
- Surf
- Ice Beam
- Grass Knot
- Dark Pulse

or...

- Tapu Fini @ Leftovers
Timid 252 Speed 252 spatk 4 HP
- Scald
- Moonblast
- Calm Mind
- Grass Knot

I'm testing out this team, so I'm not really sure what big threats are... the last two pokemon that ended my streaks were an audino that surprisingly knew flamethrower, and primarina who just outbulked me (and killed scizor with a Z-move). Any other suggestions welcome.
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
My team for super singles:
Lead:
- Dragonite @ Lum Berry
Adamant 252 Attack 196 Speed the rest in HP
- Dragon Dance
- Outrage
- Earthquake
- Fire Punch

- Scizor @ Scizorite
Adamant 252 atk 252 speed 4 def
- Bullet Punch
- Bug Bite
- Swords Dance
- Roost

Who do you think is a better 3rd pokemon?

- Greninja @ Life Orb/Expert Belt
Protean
Timid 252 speed 252 spatk 4 HP
- Surf
- Ice Beam
- Grass Knot
- Dark Pulse

or...

- Tapu Fini @ Leftovers
Timid 252 Speed 252 spatk 4 HP
- Scald
- Moonblast
- Calm Mind
- Grass Knot

I'm testing out this team, so I'm not really sure what big threats are... the last two pokemon that ended my streaks were an audino that surprisingly knew flamethrower, and primarina who just outbulked me (and killed scizor with a Z-move). Any other suggestions welcome.
- Fini no question, with no Substitute on the team and only one Lum to 'share', you will need all the status protection for Scizor you can get. Also, bulk is usually favored over immediate power in Singles, and Fini definitely has that over Greninja.

Good to see you back on the saddle, btw.

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Reporting a streak of 107 in Super Doubles on Ultra Moon.

Team:


Gengar @ Gengarite
Ability: Cursed Body
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 10 Atk
- Shadow Ball
- Sludge Bomb
- Icy Wind
- Protect

Non-Mega: 135/67/81/182/95/178
Mega: 135/67/101/222/115/200

One half of the lead pair on this team. Sludge Bomb and Shadow Ball are basic STAB moves that are easily spammable and are the main attacks that Gengar uses. Icy Wind is nice for coverage as well as the Speed drop, creating opportunities for Kommo-o to set up or to just make it easier for someone else to deal with the opponents. Protect is pretty generic, but with someone as frail as Gengar, it's really nice to help bait attacks or just to stall the turn.

The EV spread is incredibly basic, just to maximize Gengar's Speed and max out their Special Attack. Shadow Tag itself isn't that useful, since the AI doesn't switch or anything, but the power and bulk boost is really nice to help Gengar to KO a few more things or survive an extra attack.

Gengar is the Fairy killer and Trick Room stopper for this team. With Battery, Sludge Bomb, and Shadow Ball, almost all Trick Room setters are OHKO'd by Gengar Turn 1, making opposing Trick Room incredibly hard to get put up.

Charjabug @ Eviolite
Ability: Battery
Level: 50
EVs: 244 HP / 4 Atk / 124 Def / 132 SpD / 4 Spe
Impish Nature
IVs: 28 SpA
- String Shot
- Substitute
- X-Scissor
- Protect

163/103/144/66/112/57

The power bank (literally) of the team and the other half of the lead pair. String Shot is insanely useful for slowing down opponents to open up opportunities for Kommo-o to set up or to have Gengar be able to safely attack an opponent. Substitute is nice for blocking status effects, allowing Charjabug to survive at least one attack, and just opening up opportunities for Charjabug to put up a shield. X-Scissor is the attack of choice for this team, just so Charjabug isn't Taunt bait. Protect is pretty generic, to allow Charjabug to survive the turn through baiting or just blocking attacks.

The EV spread is to maximize bulk for surviving as many attacks as possible. Near max HP is pretty generic, with an odd HP value for a Substitute number, and the Defense and Special Defense investment is to survive various attacks from other Pokemon. The remaining EVs are just to avoid any Speed ties with other Pokemon and to not waste EVs.

Charjabug is primarily the crippler for this team. String Shot slows down almost the entire Tree to a speed where Kommo-o can outspeed them to safely set up. With this alongside Battery, Charjabug helps boost the attacks of Gengar and Kommo-o, opening up OHKOs that are otherwise not possible.

Kommo-o @ Kommonium Z
Ability: Bulletproof
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 30 Atk
- Clanging Scales
- Close Combat
- Flamethrower
- Protect

151/117/145/167/125/137

The heavy hitter of this team, as well as the Z-Move user of this team. Clanging Scales is a spammable spread move that works alongside Battery and upgrades to Clangorous Soulblaze with Kommonium Z. Clangorous Soulblaze is a strong one time nuke that also boosts up Kommo-o to allow him to sweep. Close Combat is a secondary STAB move that gives Kommo-o a way to hit bulky Special walls as well as a good single target move. Flamethrower is for coverage, mainly for Steel types like Mawile and Metagross. Protect is good for baiting out moves, primarily Fairy type ones, to keep Kommo-o alive.

Max Special Attack and max Speed allow Kommo-o to hit as hard as possible, as fast as possible. Inspired by Eisenherz, Close Combat has enough power at +1 that a negative nature doesn't greatly impact any important damage rolls. Plus, when boosted, Kommo-o has relatively great bulk, and a negative nature is detrimental to it. Bulletproof is mainly to have Kommo-o be able to safely switch into moves that would otherwise threaten other members of the team.

Kommo-o acts as the main sweeper of the team as well as a large part of the bulk of the team. However, it needs to have the time to get set up, whether it be through String Shot, Fake Out, or just greatly weakened opponents.

Incineroar @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 20 SpA
- Fake Out
- Flare Blitz
- Darkest Lariat
- Low Kick

202/183/110/84/111/80

The other bulky switch in and supporter for the team. Fake Out is really nice to stall out an opponent for the turn, making it easier for the rest of the team to do it's job. Flare Blitz is a strong, solid STAB move, and Darkest Lariat is a good secondary STAB move without recoil, but also a good way to hit any opponents that set up defensively. For around 80 battles, Low Kick used to be U-Turn, which was chosen to allow Incineroar to be cycled out to reset Intimidate and Fake Out. However, a hard switch does the same job and Incineroar is often too slow to survive the turn to use it successfully, so I switched it to Low Kick, which gives Incineroar a solid way to hit heavy Normal, Rock, and Steel types.

The EV spread is pretty generic, max Attack to do the most damage possible and max HP to get good overall bulk. Assault Vest gives Incineroar good Special bulk, and Intimidate cripples opponents and makes Incineroar's overall bulk even better.

Incineroar helps support the team through Fake Out and Intimidate, opening up opportunities for it's teammates to do what they do best.

General Play:

The main idea for this team is to clear out a way for Kommo-o to set up and sweep. That, or just have Gengar run through the opponents with Charjabug support.

Threats:

Carbink3: By itself, it isn't too threatening. However, it's one of the only Trick Room setters that can't get KO'd by a combination of Charjabug and Gengar, which means Trick Room gets put up, something that my team can't deal with too well. In this run, I haven't seen Trick Room set up once though, so I don't know exactly how well the team deals with it.

Primarina34: I haven't faced it too much, but without Gengar, I imagine this being an absolute terror to face. Though, I'd think that Kommo-o can bait it enough to where Incineroar can chip it down to where Kommo-o, assuming boosted, can take it out.

Thunder Wave: Paralysis can greatly cripple this team, with how fast it generally moves. It puts Gengar in danger of being targeted, slows down Komno-o's sweep, and can prevent attacks I otherwise need.

Mawile34: Sucker Punch OHKO's Gengar, and Kommo-o can't safely set up in front of it, nor can it do a lot of damage to it unboosted. Incineroar is the only thing that can really do anything to it, but it needs to get in safely. Once it does though, Incineroar should be able to take it out.

Braviary34: Strong Flying types already hit this team pretty hard, having no resists to them, but I usually deal with them by weakening them or slowing them down to have other members deal with them. However, both of these are stopped with Defiant, making Braviary hurt even more if I try to slow it down. Braviary3 outspeeds my whole team, and Braviary4 opens up the threat of Tailwind. It doesn't help that Gengar doesn't have a guaranteed OHKO on it, so Tailwind can't always be stopped and Gengar can just be OHKO'd by Brave Bird. By themselves, they are alright, but if an opposing team can have both of them, troubles can occur with how to deal with them.

Xio: She's the only trainer, to my knowledge, that has all Fairy types, which means Kommo-o isn't able to set up. Plus, she carries many Pokemon that can threaten the team. Like Primarina with coverage, Mawile with Sucker Punch, and Whimsicott with Tailwind, among other things. She needs heavy reliance on Gengar and Incineroar in order to deal with, as Kommo-o can do nothing but bait attacks.

Team Problems:

Having Charjabug and Incineroar out at the same time is incredibly passive, since Fake Out does little to help out Charjabug and Battery doesn't help Incineroar out in any way. Generally, if Gengar gets taken out early, Kommo-o almost always has to swap in it's place, regardless of the opponents, just because of how little the pair can do.

Gengar is also incredibly frail for what job it needs to do, which makes it difficult to do it's job at the same time. Plus, Icy Wind, if it ever happens, can miss at the worst times possible, and it's usually only used when absolutely needed, so if it misses it could spell disaster.

Battles:

Battle 70: 3DZG-WWWW-WWWK-N2PY
Pokemon Trainer Dexio (Passimian4/Braviary4/Whimsicott34/Ninetales-A2)

God, a terrifying battle. I spent maybe 20 minutes just thinking of how Turn 1 could work out for me. Braviary34 is scary enough as it is, having double Defiant leads, as well as the threat of one of them having a Choice Scarf. Braviary34 easily OHKOs Gengar with Brave Bird, but ignoring it can mean Tailwind comes up. I decide to have Gengar use Protect as Charjabug attacks Braviary, putting it in range of a Sludge Bomb next turn. However, Passimian ends up flinching Charjabug, and Braviary attacks into Protect, which, based on speeds, reveals the pair to both be Set 4. Without the chip damage, I don't have a guaranteed OHKO on Braviary to stop Tailwind, but I end up going for it out of hope, as Passimian4 is not a major threat to the team, while String Shot covers any potential Tailwind. I miss the OHKO and Braviary sets Tailwind, and Gengar gets taken out by a Passimian4 Fling, but thanks to String Shot (which also activated Defiant from both targets), Kommo-o is able to take both out at once with a Battery Clangorous Soulblaze. Tailwind is still up and the two things that can threaten Kommo-o come up, Whimsicott34 and Ninetales-A2. Thankfully, neither Z-Move from them can KO Kommo-o through Protect, so String Shot can come out and neuter Tailwind that was still up. From this point, it's an easy Flamethrower while a single one of them can't threaten Kommo-o too badly, plus I still have Incineroar in the back.

Odd to note that a Ninetales-A2 spread Dazzling Gleam does more to Kommo-o than a single target Z-Extrasensory. The battle itself wasn't too bad once Braviary went down, but the flinch was unfortunate, as it would have made the battle a bit easier due to Tailwind not going up at all. This battle revealed the threat of Braviary34 to this team, and I even joked on Discord that I may actually have a team that does not like Dexio one bit, which honestly could be true.

Battle 75: N7DG-WWWW-WWWK-N2ZT
Veteran Xio (Mawile4/Florges2/Togekiss34/Aromatisee4)

I feel like I only won because Florges2 was next to Mawile, just because anything else could potentially be a big problem to have Gengar deal with the team. Thankfully, Fake Out and Shadow Ball is enough to chip Mawile down enough to where another attack can take it out. Kommo-o, with nothing better to do, is the one that takes out Mawile, but goes down to a surprise attack from Florges2, something I honestly should have expected. However, with Florges2 doning nothing otherwise, I am able to focus on the other side with Battery powered Sludge Bombs to take the rest of the team down.

Xio is likely this team's worst matchup, if not one of its worst, needing heavy reliance on Gengar to do it's job and Kommo-o being completely unable to do anything due to being unable to boost up.

Battle 98: 52JG-WWWW-WWWK-N2ZN
Golfer Patrick (Charizard3/Flygon34/Salamence3/Staraptor34)

A relatively clean battle, demonstrating how the team generally plays as well as how it deals with Charizard34, but especially Charizard4. This battle also shows how valuable Icy Wind can be, as well as the surprising bulk of Gengar, surviving a Charizard3 Heat Wave in the sun while Charjabug couldn't.

Battle 108: XF4G-WWWW-WWWK-N2ZF
Rising Star Dolly (Swampert3/Suicune3/Politoed234/Electrode4)

I don't think I should have lost this battle, I got more unlucky than anything. My aim was to stall out the opponents long enough, to the point where Kommo-o can come in and boost up on the two leads. In hindsight, I should have just sacrificed either Gengar or Charjabug to the leads, so Kommo-o can get in safely, but I end up switching Gengar out for Kommo-o into a Blizzard, doing far too much damage and freezing it on top of everything else. Kommo-o ends up going down doing absolutely nothing, and Incineroar can't do anything against a Rain team, ending my streak.

I don't think I played wrong, exactly, but more like I didn't play safe enough. Like I mentioned, I should have just let Gengar go down to have Kommo-o come in at full health and be able to safely boost up in front of the two leads, but I played too recklessly and opened up an opportunity.

Final Notes:

I personally love how this team worked out, and the team definitely has potential to go higher on the leaderboard. I've considered Modest Gengar over Timid, since I've been in several battles where I just have Gengar use Protect while Charjabug slows down the opponents. However, the higher speed that Gengar provides seems more important as I've gone through battles. I've also considered going with HP Ice over Icy Wind, but the extra utility that Icy Wind provides is almost too good to pass up on. Plus, with Battery, Icy Wind does get some notable KOs, the only issue with it being its accuracy.

There's also probably a better EV spread I could use for Incineroar and Kommo-o, but I like the power that this Kommo-o has and I don't know what kind of bulk I exactly need for it. As for Incineroar, there's likely some physical attacks I could aim to survive for, but I haven't seen anything too scary as of right now.
 
Nice team, PikaCuber. Very original.
I'm not quite as creative - the streak I'm reporting is based off Level 51's excellent PheroLele QR Team. Still, I'm satisfied, as I got my longest streak this generation- reporting a streak of 392 wins in Ultra Sun Super Doubles.

Proof photo (click to enlarge)-
IMG_2161.JPG
Level's 51's PheroLele team
Link to QR Team

There is not so much to say that hasn't already been said. PheroLele is amazing and relatively easy to play. It's funny, Level 51 himself put it as "Click buttons. Try not to lose to Zapdos2." I eventually lost to a Trick Room team, not Zapdos2, but trust me, every time I saw a Zapdos I nuked the hell out of it just in case.
About the "click buttons" part. The team is indeed pretty easy and straightforward to play - that's why I picked it, as I wanted an ideal team to get my starf berry with. However, there are still some key threats that need to be played carefully around.
This team is pretty unique in that Tapu Lele isn't scarfed. Instead, it's a bulky variant and is holding the Psychium Z. Even with no sp attack, investment, shattered psyche in the terrain is a real nuke. It ohko's pretty much any neutrally hit targets that aren't packing serious sp def investment.
But yeah, because Lele isn't scarfed, threats like Mega Beedrill, Salazzle and Mega Gengar become a lot more dangerous. With Mega Beedrill, I switch out immediately to Aegislash, who walls it. It's important not to overestimate this Lele's bulk, despite the significant investment. The whole time, I thought I would lose to either Sina or Plumeria. Sina simply because of the hax, and Plumeria because of her fast poisons like Salazzle and Mega Gengar that outspeed Lele and who Pheromosa can't really touch. Instead, I lost to a random scientist in Trick Room.

Anyway, here are some videos-
9TYW-WWWW-WWWK-ZVYJ - No.159, A battle against a trick room team that I almost lost thanks to a significant amount of flinchhax as well as me neglecting to use wide guard to prevent Bronzong's annoying rock slide flinch strategy from working. At the end I needed a double protect to ensure victory.

YBAG-WWWW-WWWK-ZVD6 - No. 230, A close battle vs Sina, made closer by my neglecting to nuke the hell out of the Glaceon right away. To punish me, it used Blizzard and scored a DOUBLE FREEZE on Phero and Lele, much to my horror. I barely escaped this battle as a result.

2Z7G-WWWW-WWWK-ZV47 - No. 393, The loss. I got spooked by Steelix and switched out Lele, fearing the Mega. Turns out I should've stayed in and nuked Cofragrigus, as it set trick room and made the match much harder for me to win. But the play that really sunk me was allowing Salamence to get burned by the ghost, as this completely neutered Salamence. I ended up losing a 1v1 with Lele versus Amnesia Slowbro. I desperately needed a crit to bypass amnesia boosts but never got it.

This was a fun team and a pretty easy one to get my starf berry with, so I recommend it for others to try.
 
Last edited:

turskain

activated its Quick Claw!
is a Community Contributor
I realized that this thread did not yet have a trainer look-up cheatsheet, like there used to be in the past. Let's fix that!

Following traditions I try to summarize the roster of every trainer that appears past battle 40. As an added bit of information, I've marked duplicate rosters between trainers by underlining the first character of the trainer class and putting duplicate trainers on adjacent lines - if the descriptions for two adjacent trainers are the same, but not underlined then their rosters are not identical. This is not a replacement for looking up full rosters, but rather a cheatsheet for quick checks and learning overall trainer patterns.

Note that I didn't double check everything, if there's anything wrong or additional brief words could better describe a particular trainer's roster I'm all ears. Also I broke the whole post pasting it in and out of my text editor lol. Arbitrary spacing intentional, for grouping together "related" trainers within a trainer class and separating archetypes within them.

Edit: new details and corrections added with input from Smuckem, paperquagsire and ReptoAbysmal, much appreciated! Also a new edit, the relations and (lack of) overlap between the various speedmon trainers were figured out. April 10 2018: Possibly the last edit for now, adding descriptions for a few more trainers and fixing minor errors. September 2018: a set of corrections and additions. December 2018: New details thanks to HeadsILoseTailsYouWin. January 2019: New details & trainer list reordered and categorized by general trainer types: type specialists, Weather, legendaries, neutral, etc






True Neutral: trainers with no bias towards a specific type or theme, note that all of these are primarily Set4 only.

These seven have some things in common: none of them run a single Trick Room setter. Most non-legendary species in Tree are among these seven's rosters, but the Pokémon on the Scientist Cal/Robyn roster are absent. Further investigation is being done on what exactly defines these rosters, which are the largest and most varied in the Tree.

Police Officer Rendor - Set4 - large roster, Set34 Electivire + Rotom-Wash
Dancer Carrie - Set4 - large roster
Black Belt Chucky - Set4 - large roster, Set34 Lickilicky + Magmortar + Rotom-Fan + Probopass

Aether Foundation Haley - Set4 - large roster, Set34 Magmortar + Rotom-Wash + Probopass
Aether Foundation Heidi - Set4 - large roster, Set34 Lickilicky + Rotom-Wash + Electivire
Aether Foundation Harvey - Set4 - large roster, Set34 Lickilicky + Rotom-Frost + Electivire
Aether Foundation Luke - Set4 - large roster, Set34 Magmortar + Rotom-Frost + Probopass

---

Type Specialists: various levels of preference into particular types of Pokémon

Ace Trainer Bette - BST500+ Set34 mons, Fighting/Poison/Ghost preference + Rotom-Wash, Magmortar - large roster
Ace Trainer Poppy - BST500+ Set34 mons, Flying/Dark/Steel preference + Kommo-12, Rotom-Fan - large roster
Ace Trainer Tamah - BST500+ Set34 mons, Normal/Ground/Fairy preference + Rotom-Fan - large roster

Ace Trainer Hashim - BST500+ Set34 mons, Water/Bug/Rock preference + Kommo-o12, Rotom-Fan - large roster
Ace Trainer Levi - BST500+ Set34 mons, Fire/Psychic preference + Mamoswine, Rotom-Wash, Starmie, Walrein, Exeggutor (both Formes)
Ace Trainer Munin - BST500+ Set34 mons, Electric/Grass/Dragon preference - large roster

Bellhop Donna - Set34, soft Fighting & physical attacker preference with plenty of other types and some special attackers - large roster
Bellhop Gilroy - Set34, soft Fighting & physical attacker preference with plenty of other types and some special attackers - large roster

Cook Larry - Set34 mons, soft Fire/Water/Grass/Ice preference - large roster
Cook Tony - Set34 mons, soft Fire/Water/Grass/Ice preference - large roster

Firefighter Calder - Set34, soft Water-type preference with slight amounts of other types - large roster
Firefighter Presta - Set34, soft Water-type preference with slight amounts of other types - large roster

Janitor Paulo - Set34 Poison + Water/Rock/Ghost/Ground soft preference, Janitor themed - large roster
Janitor Sika - Set34 Poison + Water/Rock/Ghost/Ground soft preference, Janitor themed - large roster

Office Worker Darrel - Set34, soft Fairy/Normal preference with slight amounts of other types, Set3 Pidgeot & Toucannon - large roster, no overlap with the Punk Girl roster (opposite archetypes)
Office Worker Jana - Set34, soft Fairy/Normal preference with slight amounts of other types, Set3 Pidgeot & Toucannon - large roster, no overlap with the Punk Girl roster (opposite archetypes)

Punk Girl Edda - Set34, soft Poison/Dark preference with slight amounts of other types - large roster, no overlap with the Office Worker roster (opposite archetypes)
Punk Girl Zed - Set34, soft Poison/Dark preference with slight amounts of other types - large roster, no overlap with the Office Worker roster (opposite archetypes)

Office Worker Harding - Set34, Steel/Electric/Psychic preference + Druddigon3, Abomasnow3, Porygon2&Z, Shuckle - large roster - same as Savir minus Mawile
Office Worker Savir - Set34, Steel/Electric/Psychic preference + Druddigon3, Abomasnow3, Porygon2&Z, Shuckle - large roster - same as Harding plus Mawile

Worker Dan - Set34, Rock/Ground/Steel/Electric exclusively - large roster
Worker Omar - Set34, Rock/Ground/Steel/Electric exclusively - large roster

Pokémon Center Lady Perri - Set234, Normal/Fairy/Psychics that are Pink or White + Togedemaru, Lilligant, focused roster

The Terrain Quartet: 4 veterans which specialize in a particular Terrain move, and by extension its associated type and have legendaries of that type

Veteran Kikujiro - Set34, Electric exclusively + Set12 Electric Legendaries, Togedemaru2 (only set2!) - small roster
Veteran Aino - Set34, Psychic preference + Rotom-Wash, Uxie12, Oranguru2 (only Set2!) - small roster
Veteran Xio - Set34, Fairy exclusively + Florges234 + Sylveon134 - small roster
Veteran Xenophon - Set34, Grass preference + Virizion12, Comfey3, Florges2

---

Themed Trainers: Eeveelutions, Starters, Specific Stats, "trainer archetypes that aren't Type Specialty"

Golfer Bruce - Set34 Eeveelutions, excluding Sylveon
Golfer Moe - Set34 Eeveelutions, excluding Sylveon

Preschooler Reina - Set34 Starters (all 7 generations)
Preschooler Niara - Set34 Starters (all 7 generations)

Punk Guy Dustin - Set34, Intimidate users + Rotom-Fan34 - small roster
Punk Guy Etta - Set34, Intimidate users + Rotom-Fan34 - small roster

Collector Dennis - Set34, Collector-themed species: think in-game Collector trainers, fossils, horned Pokémon, Safari Zone regulars, pseudo-legendaries, one-off/hard to catch Pokémon - large roster
Collector Sam - Set34, Collector-themed species: think in-game Collector trainers, fossils, horned Pokémon, Safari Zone regulars, pseudo-legendaries, one-off/hard to catch Pokémon - large roster

Sightseer Alice - Set34, 140+ Base Atk Pokémon + Regigigas1234
Sightseer Chen - Set34, 140+ Base Atk Pokémon + Regigigas1234

Sightseer Christian - Set34, 130+ Base SpA Pokémon + Latios1234, Heatran1234
Sightseer Ezra - Set34, 130+ Base SpA Pokémon + Latios1234, Heatran1234

Golfer Susanna - Set1234 Zapdos, Regigigas & Entei + Set34 100 Base Speed mons, Ninetales-Alola (no Comfey)
Golfer Patrick - Set1234 Zapdos, Regigigas & Entei + Set34 100 Base Speed mons, Ninetales-Alola + Comfey

Youth Athlete Buddy - Set34, 122+ Base Speed mons - small roster
Youth Athlete Leena - Set34, 122+ Base Speed mons - small roster

Ace Trainer Granville - Set34, 120+ Base Speed mons - a superset of Buddy/Leena with Sceptile, Alakazam, Rotom-Heat4, Dugtrio2 (both formes) added
Ace Trainer Raz - Set34, 120+ Base Speed mons - a superset of Buddy/Leena with Sceptile, Alakazam, Rotom-Heat4, Dugtrio2 (both formes) added

Youth Athlete Hilario - Set34, 112-122 Base Speed mons + Raikou1234 - overlaps Sceptile/Alakazam/Greninja with Granville/Raz, includes slower (down to base 112) Pokémon
Youth Athlete Thamina - Set34, 112-122 Base Speed mons + Raikou1234 - overlaps Sceptile/Alakazam/Greninja with Granville/Raz, includes slower (down to base 112) Pokémon

---

Weather trainers - 4 for each of Sand/Sun/Rain, two soft Hail users

Hiker Stellan - Steel/Rock/Ground preference, Gigalith234 + Tyranitar234, Terrakion1234 + Regirock1234 + Cresselia4, TR setters running only the set with TR - large roster - Garchomp4, Excadrill3, Steelix4 Landorus3 notable Sand-boosted threats
Hiker Vivek - Steel/Rock/Ground preference, Gigalith234 + Tyranitar234, Terrakion1234 + Regirock1234 + Cresselia4, TR setters running only the set with TR - large roster - Garchomp4, Excadrill3, Steelix4, Landorus3 notable Sand-boosted threats

Police Officer Benji - Sand specialist, all sets of Sand Stream mons, rest either 1 or 2 possible sets, focused roster - Garchomp34, Excadrill34, Steelix4 notable Sand-boosted threats
Police Officer Lou - Sand specialist, all sets of Sand Stream mons, rest either 1 or 2 possible sets, focused roster - Garchomp34, Excadrill34, Steelix4 notable Sand-boosted threats

Dancer Atalanta - Rain specialist, focused roster with Swift Swim/Rain Dance/Drizzle, all sets of Pelipper and Politoed
Dancer Variel - Rain specialist, focused roster with Swift Swim/Rain Dance/Drizzle, all sets of Pelipper and Politoed

Rising Star Joaquin - Rain specialist, Set34 Swift Swim users, Set234 Politoed + Pelipper, Suicune1234, Tornadus4, Zapdos3, Magmortar34 - of Pokémon with Rain Dance, only the set with Rain Dance is included
Rising Star Dolly - Rain specialist, Set34 Swift Swim users, Set234 Politoed + Pelipper, Suicune1234, Tornadus4, Zapdos3, Magmortar34 - of Pokémon with Rain Dance, only the set with Rain Dance is included

Ace Trainer Lea - Set34, Sun specialist with large roster, Chlorophyll users, Ninetales12, Charizard34, Houndoom4, Arcanine3, Lurantis4, Darmanitan4, Typhlosion4
Ace Trainer Sylvia - Set34, Sun specialist with large roster, Chlorophyll users, Ninetales12, Charizard34, Houndoom4, Arcanine3, Lurantis4, Darmanitan4, Typhlosion4

Rising Star Marianne - Sun specialist with focused roster, Set34 Chlorophyll users, Ninetales12, Charizard3, Moltres1234, Heatran123, Houndoom4, Arcanine3, Lurantis4, Delphox3, Darmanitan34, Rotom-Heat34
Rising Star Erix - Sun specialist with focused roster, Set34 Chlorophyll users, Ninetales12, Charizard3, Moltres1234, Heatran123, Houndoom4, Arcanine3, Lurantis4, Delphox3, Darmanitan34, Rotom-Heat34

Black Belt Arnold - Set4 - large roster, Set24 Snow Cloak & Snow Warning species + Rotom-Fan34, Beartic2
Black Belt Iniko - Set4 - large roster, Set24 Snow Cloak & Snow Warning species + Rotom-Fan34, Beartic2


---

Slow Pokémon: exclusively species with low base Speed, often with Trick Room setters

Scientist Robyn - Set34 + Set4 Slow Pokémon, around 50/50 Set34/Set4 split across species
Scientist Tivon - Set34 + Set4 Slow Pokémon, around 50/50 Set34/Set4 split across species
Scientist Cal - Set34 + Set4 Slow Pokémon, around 50/50 Set34/Set4 split across his species - similar to Robyn and Tivon, but missing Lickilicky

Scientist Stein - Set34 + Set4 Slow Pokémon, around 50/50 Set34/Set4 split across species, TR setter species ONLY run the set with TR excluding Bronzong34, rest of them Set34
Scientist Cadel - Set34 + Set4 Slow Pokémon, around 50/50 Set34/Set4 split across species, TR setter species ONLY run the set with TR excluding Bronzong34, rest of them Set34

Pokémon Breeder Izel - Set34, Slow Pokémon, incl. Drampa - only 1 TR setter, Bronzong34
Pokémon Breeder Danby - Set34, Slow Pokémon, incl. Drampa - only 1 TR setter, Bronzong34

Pokémon Breeder Lori - Set34, Slow Pokémon, incl. Amoonguss and Shiinotic, multiple TR setters
Pokémon Breeder Colby - Set34, Slow Pokémon, incl. Amoonguss and Shiinotic, multiple TR setters

---

Legendary Pokémon trainers: rosters with many Legendary Pokémon, and sometimes pseudo-legendaries and other high-BST species. Split by which sets of legendaries they run.


Set12 Legendaries

Veteran Priya - Set12 Legendaries - small roster - both Cresselia12 and Zapdos12, the most common trainer to bring either
Veteran Placido - Set12 Legendaries - small roster
Lass Inez - Set12 Legendaries - large roster
Backpacker Gwenny - Set12 Legendaries, includes Cresselia12 - small roster - same roster as Youngster Brady
Youngster Brady - Set12 Legendaries, includes Cresselia2 - small roster - same roster as Backpacker Gwenny
Youngster Napoleon - Set12 Legendaries, includes Zapdos2 - large roster

Black Belt Boris - Set34 BST530+ Black Belt pool + Set12 Musketeers, Regigigas, Heatran - large roster
Black Belt Bryson - Set34 BST530+ Black Belt pool + Set12 Genies & Regi Trio - large roster

Dancer Jo - Set34 BST530+ Dancer Pool + Set12 Kanto birds, Lati@s, Uxie - large roster
Dancer Tasanee - Set34 BST530+ Dancer Pool + Set12 Johto dogs, Cresselia, Mesprit - large roster

Boris, Bryson, Jo, and Tasanee have a unique connection - they run regular species with BST equal or greater than 530, divided into two sets, and the two pools though similarly BST-themed have no overlap between them. The full lists of Pokémon this encompasses are as follows:

BST530+ Black Belt Pool = Aggron, Blastoise, Blaziken, Charizard, Chesnaught, Delphox, Empoleon, Feraligatr, Florges, Gogoat, Greninja, Haxorus, Hydreigon, Infernape, Kingdra, Magmortar, Mamoswine, Noivern, Rhyperior, Rotom (Heat Rotom), Sceptile, Slaking, Swampert, Tangrowth, Togekiss, Typhlosion, Tyranitar, Volcarona, Walrein
BST530+ Dancer pool = Arcanine, Archeops, Blissey, Crobat, Decidueye, Dragonite, Exeggutor (Alola Form), Exeggutor, Garchomp, Golisopod, Goodra, Gyarados, Incineroar, Lapras, Magnezone, Metagross, Milotic, Porygon-Z, Primarina, Rotom (Mow Rotom), Salamence, Snorlax, Vanilluxe, Wishiwashi (School Form)


Set34 Legendaries

Backpacker Fernanda - Set34 Legendaries - small roster
Veteran Candy - Set34 Legendaries + Kommo-o34 - small roster
Veteran Ignacio - Set34 Legendaries + Kommo-o34 - small roster
Veteran Demiathena - Set34 Legendaries - small roster
Lass Samantha - Set34 Legendaries - smaller roster

Veteran Dooley - Set34 Legendaries + Set34 pseudo-legendaries, strong Megas, and the odd Sylveon - large roster
Preschooler Naya - Set34 Pseudo-Legendaries + Set34 Legendaries + Kommo-o1234
Preschooler Victor - Set34 Pseudo-Legendaries + Set34 Legendaries + Kommo-o1234


Set1234 Legendaries

Gentleman Mechabob - Set1234 Musketeers, Genies, Johto Dogs & Regis incl. Gigas + Electivire
Gentleman Abel - Set1234 Musketeers, Genies, Johto Dogs & Regis incl. Gigas + Electivire

Madame Donny - Set1234 Kanto birds, Lake trio, Cresselia, Heatran & Latis + Kommo-o
Madame Gracie - Set1234 Kanto birds, Lake trio, Cresselia, Heatran & Latis + Kommo-o

Ace Trainer Horace - Set1234 Regi Trio (NOT Regigigas) & Lake Trio + Kommo-o1234 - small roster

---

Special Trainers: the story characters who appear every 10 battles

Pokémon Trainer Anabel - Set34 Lucario, Snorlax, Alakazam + Set1234 Entei, Latios, Raikou
Pokémon Trainer Cynthia - Set34 Garchomp, Togekiss, Lucario, Milotic, Spiritomb
Pokémon Trainer Grimsley - Set34 Absol, Bisharp, Drapion, Houndoom, Liepard, Scrafty, Sharpedo, Tyranitar + Honchkrow3 (Set3 only)
Pokémon Trainer Wally - Set34 Altaria, Gallade, Garchomp, Magnezone

(Only in USUM)
Pokémon Trainer Kukui - Set34 Decidueye, Incineroar, Primarina, Braviary, Magnezone, Snorlax + Ninetales-Alola12, both Lycanroc2-Midday and Midnight

(Only in Sun/US)
Pokémon Trainer Kiawe - Set34 Arcanine, Kangaskhan, Salazzle, Talonflame + Marowak-Alola2
Pokémon Trainer Plumeria - Set34 Crobat, Gengar, Lurantis, Salazzle, Toxapex
Pokémon Trainer Sina - Set34 Abomasnow, Drampa, Glaceon, Lilligant, Mandibuzz, Oranguru, Sandslash-Alola2

(Only in Moon/UM)
Pokémon Trainer Dexio - Set34 Braviary, Espeon, Passimian, Slowbro, Turtonator, Whimsicott + Ninetales-Alola2
Pokémon Trainer Guzma - Set34 Bisharp, Golisopod, Honchkrow, Liepard, Pinsir, Toxapex, Toxicroak
Pokémon Trainer Mallow - Set34 Sceptile, Toucannon, Talonflame, Tsareena, Trevenant, Comfey, Lurantis
 
Last edited:
Scizor-Mega @ Scizorite
Ability: Technician
Level: 50
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Roost
- Bug Bite
- Swords Dance

Toxapex @ Black Sludge
Ability: Regenerator
Level: 50
EVs: 252 HP / 248 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic

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

I need to know if there are any additional threats for this team, with Bill leading in the front.

(Correct me if I am wrong about the following)
Some things I do get are
-Mega Scizor probably should run something that isn't Bug Bite, like Superpower or Brutal Swing.
-Toxapex is not the best Pokemon to use
-Tapu Fini is a much better bulky Water-type
-Toxapex should not even be here in general

So. yeah.
Just something I need help with.
 
I’ve been having the best and worst luck in the Tree lately. I bred myself some new Pokemon to use and they seemed to be doing well up until the last minute when everything came crashing down. At 86 wins. So close...



The first 2 Pokémon are pretty much the same as last time while the other 2 are brand new.
Details on Primarina and Cacturne here.

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)

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
- Brick Break
- Spiky Shield
- Seed Bomb

Cacturne now has Brick Break instead of Drain Punch. Other than that he hasn’t changed.

Garchomp (ニルバリーズ Nirvalieze, F) @ Groundium-Z
Nature: Jolly
Ability: Rough Skin
IVs: 31/31/31/X/31/31
EVs: 252 Attack, 6 Defence, 252 Speed
Moves:
- Protect
- Earthquake (Tectonic Rage)
- Iron Head
- Dragon Claw

The first of the 2 newcomers. After Primarina took too many electric moves to the face I decided I needed a ground type and chose Garchomp because it’s one of the best in the game. Protect should be obvious, Earthquake and Dragon Claw for STAB and Iron Head to hit both Fairy and Ice types for super effective damage. I chose Dragon Claw over Outrage so I’m not locked into the move and so I have control over which Pokémon I hit. 2 Z-Moves might not seem like a good idea but I’ve had several battles where Primarina goes down without using his, I need to hit something with a physical Z-Nuke or I need to hit something with Earthquake but don’t have a safe switch for Pidgeot or Protect available. Nicknamed after this enemy from Phantasy Star Online 2. I really couldn’t think of anything else.

Its full name is Nirvalieze Drago (ニルバリーズ・ドラゴ) or at least that’s what the fan translation is. PSO2 doesn’t have an official English release.

Pidgeot (リーバル Ribaru (Revali), M) @ Pidgeotite
Nature: Timid
Ability: Big Pecks > No Guard
IVs: 31/1/31/HT/HT/31
EVs: 252 Special Attack, 6 Defence, 252 Speed
Moves:
- Heat Wave
- Protect
- Hurricane
- Hidden Power (Ground)

The other replacement. I wanted to use a Mega and needed something that was immune to Earthquake but also resisted Bug type moves to switch in to save Cacturne. At least that was the original idea. Heat Wave and HP Ground for coverage and Hurricane as it’s Pidgeot’s strongest STAB move. I chose HP Ground so Pidgeot wouldn’t end up walled by Heatran and other Pokémon that resist both other moves. Nicknamed after Revali, the Rito Champion from Legend of Zelda: Breath of the Wild.

This streak was my SIXTH attempt at trying to get Cacturne on the leaderboard. It’s the closest I’ve gotten and losing so close is really unfortunate but I’m determined to reach 90 wins. Been a rough ride with this team anyway.

Attempt 1: 37. Lost because of 3 Will-O-Wisp misses in a row. Can’t remember who the trainer was.

Attempt 2: 39 Kukui. Lost because of my Primarina being faster than his resulting in Perish Song KOing mine first.

Attempt 3: 79 Colress. Lost due to misplays on my part.

Attempt 4: 69 Cynthia. Scarf-Chomp. The bane of my existence. I’m still pissed at this loss purely because it’s Scarf-Chomp. Had it been Mega-Chomp, I wouldn’t have been so annoyed.

Attempt 5: 25. Some random trainer with (lol) Dig Excadrill. Don’t know how I screwed up this badly but I did. It was admittedly pretty hilarious and also when I realised my team needed an overhaul.

And finally...

Attempt 6. Lost to another Preschooler. I lost my 110 streak to a Preschooler (Naya) so losing to another one (Reina this time) is pretty annoying. And probably avoidable if I actually started looking up sets.

She leads with Mega Sceptile and Delphox and had DD Feraligatr and Incineroar in the back. I Spiky Shield with Cacturne hoping for an X-Scissor from Sceptile but instead Sceptile OHKOs Primarina while Delphox uses Psychic clearly targeting him too. Pidgeot finishes Sceptile and Cacturne finishes Delphox and they’re replaced by Feraligatr and Incineroar. I double Protect fearing Fake Out which I think was my downfall as Feraligatr gets a free DD. It gets up a second DD and its Liechi Berry boost as Hurricane fails to KO (but does confuse it) while Cacturne goes down to Incineroar. Feraligatr then breaks through the confusion and OHKOs Garchomp before going down to a second Hurricane while Incineroar knocks Pidgeot down to 2 HP, sponges the next Hurricane and finally KOs Pidgeot.

This Team has gone through a lot of changes since I first made it. Primarina hasn’t changed but Cacturne had Low Kick then Drain Punch and now Brick Break so he’s changed a bit. Sableye and Mega Lopunny were on the team for the first 2 streaks after which Sableye was replaced with Tapu Koko until my latest attempt where both it and Mega Lopunny were replaced with Garchomp and Mega Pidgeot.

I took a long break after losing to Dig Excadrill (who loses to this, seriously) but was playing around with some alternatives in my head on what to replace Koko and Lopunny with. Needing a ground type because of all the electric types that like to ruin my day I picked Garchomp because it’s one of the better ground types. It took awhile to pick an item to give her, even considering Scarfing my own, but I settled for Groundium-Z for a powerful single target Ground move which cane in handy a lot more than I thought it would. After picking Chomp I looked for a Mega immune to Ground moves and settled on Pidgeot as I’d never used one before (or any Pidgeot for that matter).

Not gonna lie, this team works better on paper than in practice as neither Garchomp or Pidgeot hit as hard as I initially thought they would nor can they take the hits I wanted them to. Still, they get the job done.

Ice Types. All of them. 3 of my team are weak to ice. I was aware of this when I made the team but didn’t think they’d be as much of a problem as I thought both Pidgeot and Garchomp would hit harder than they do. Honestly anything with an Ice Type move is threatening to this team especially if Primarina is down. Suicune is the biggest one as I can’t OHKO it at all.

Trick Room teams. I had 2 battles either back to back or with one battle between them where I faced off against Trick Room teams. One of them I definitely only won because of AI stupidity (having Aromatisse Moon Blasting into my Protecting Pidgeot instead of my unprotected Garchomp on the final turn of TR). Garchomp and Pidgeot are obviously crippled by TR while Primarina and Cacturne are better equipped to deal with it but are still faster than some of the TR threats because of their 31 Speed IVs and speed neutral natures.

Lead Whimsicott. Cacturne can’t even hit it for neutral damage while Primarina can only 2HKO it at best with Ice Beam. Pidgeot on the other hand can rip it apart which makes it less threatening.

The other threats from my previous post still apply for the most part.

Hopefully seventh time’s the charm with this team. I can’t help but feel like my recent loss could have been avoided if I’d looked up the sets. I looked them up during this write-up and Mega Sceptile does not have X-Scissor and neither of Reina’s Incineroar sets carry Fake Out. Had I known that at the time I would have played the battle much differently. I’ll need to make sure I pay attention to the sets from now on but on the plus side I’m learning some of the trainers’ Japanese names which is a plus for me as I haven’t been able to find them anywhere else.

Despite 6 failed attempts I refuse to give up. I don’t care if it takes 10 or 100 tries, I will get Cacturne on the leaderboard. But whether it happens in this generation or the next, I have no idea.

On an unrelated note I honestly have to question the name choices for some of the trainers in both English and Japanese. I was watching PikaCuber’s recent loss video to a Rising Star named Dolly and was pretty confused to see that this trainer was actually male. I would never have said he was male with that name. Turskain’s list above highlighted a few more silly ones I didn’t know about like Madame Donny and (female) Golfer Bruce. I swear those are men’s names, they definitely are where I live. The Japanese names aren’t as bad but there are some that I question like Ace Trainer プープー (Pupu or Poopoo, yes this is a thing). My favourite one though is a collector named デッドマン (Deadman) in Japanese. I can’t help but giggle whenever he shows up.
 
Scizor-Mega @ Scizorite
Ability: Technician
Level: 50
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Roost
- Bug Bite
- Swords Dance

Toxapex @ Black Sludge
Ability: Regenerator
Level: 50
EVs: 252 HP / 248 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic

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

I need to know if there are any additional threats for this team, with Bill leading in the front.

(Correct me if I am wrong about the following)
Some things I do get are
-Mega Scizor probably should run something that isn't Bug Bite, like Superpower or Brutal Swing.
-Toxapex is not the best Pokemon to use
-Tapu Fini is a much better bulky Water-type
-Toxapex should not even be here in general

So. yeah.
Just something I need help with.
I run a pretty similar team (see a few posts up). I found it to be very helpful to raise Dragonite's HP a bit. I think my spread is 196 speed and the rest in HP. Also, I haven't found Roost on Dragonite to be that useful, surprisingly. I use Fire Punch for coverage.

Conversely I used to use a bulky scizor like yours but I found that letting him outspeed things was more useful, so now I run 252 speed 252+ attack, same moveset.
 
I'm just wondering, do you really need Sparkling aria, have you considered using HA Hyper voice or in general HA primarina (note that your Cacturne will be immune to its Perish Song)?
 
On an unrelated note I honestly have to question the name choices for some of the trainers in both English and Japanese. I was watching PikaCuber’s recent loss video to a Rising Star named Dolly and was pretty confused to see that this trainer was actually male. I would never have said he was male with that name. Turskain’s list above highlighted a few more silly ones I didn’t know about like Madame Donny and (female) Golfer Bruce. I swear those are men’s names, they definitely are where I live. The Japanese names aren’t as bad but there are some that I question like Ace Trainer プープー (Pupu or Poopoo, yes this is a thing). My favourite one though is a collector named デッドマン (Deadman) in Japanese. I can’t help but giggle whenever he shows up.
There's also Sightseers Alice and Christian, a male and female, respectively. I don't know more than a couple people named Christian, but I do know a lot of Alices, and all are girls.

At least they're actual names and not the kind of silly drivel we got from the GC games, like "Kleef" and "Furgy." Very few of those characters have actual names, and not every main character has a name that appears deliberate and not randomly conjured.
 
I'm just wondering, do you really need Sparkling aria, have you considered using HA Hyper voice or in general HA primarina (note that your Cacturne will be immune to its Perish Song)?
I did not know Liquid Voice Perish Song wouldn’t affect Cacturne which is something I can look into but, as paperquagsire said, I’d lose my STAB Z-Move. Cacturne rarely lasts long enough for Perish Song to KO him anyway so he doesn’t really need immunity to it and Sparkling Aria has the same BP and ability to hit through Subs as HV but can also benefit from Torrent. It does mean I need to use Protect to prevent my other 2 Pokémon bring hit but it’s a small price to pay for the Z-Nuke and free healing on Cacturne which has saved him on several occasions.
There's also Sightseers Alice and Christian, a male and female, respectively. I don't know more than a couple people named Christian, but I do know a lot of Alices, and all are girls.

At least they're actual names and not the kind of silly drivel we got from the GC games, like "Kleef" and "Furgy." Very few of those characters have actual names, and not every main character has a name that appears deliberate and not randomly conjured.
The GC games had the best names purely because most of them were so stupid. “Weeg” was my personal favourite. The developers must have had the time of their lives coming up with some of those names.
 
My best explanation for the weird names is what i call the "Vietnamese crystal move theory". You see, in the bootleg vietnamese Pokemon Crystal, somewhere in there they must have missed a name, throwing off the index numbers of names compared to moves, leading to weird stuff like Growl having Bite's name, which had Leer's name(Stare), which had Pin Missile's name (S-Pin), and so on. Later, the names were thrown off by two, which meant Surf had Water Gun's name, which had Flamethrower's name.

My guess is that something similar happened with trainer names for battle tree. Somewhere in there, they skipped an index number, throwing everything off by one.
 
Reporting streak: 497, Sun, Doubles

The ascension kit:

Tapu Koko @ Choice Specs
4 HP | 252 SAtk | 252 Spd
Timid (+Spd -Atk)
Electric Surge
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Grass Knot

Kangaskhan @ Kangaskhanite
4 HP | 252 Atk | 4 Def | 28 SDef | 220 Spd
Adamant (+Atk -SAtk)
Scrappy
- Fake Out
- Double-Edge
- Sucker Punch
- Brick Break [Drain Punch if you're not tutor-starved like me]

Landorus-T @ Life Orb
4 HP | 252 SAtk | 252 Spd
Timid (+Spd -Atk)
Intimidate
- Earth Power
- Sludge Bomb
- Grass Knot [HP Ice if available]
- Protect

Aegislash @ Ghostium Z
252 HP | 252 SAtk | 4 SDef
Quiet (+SAtk -Spd)
IVs: 0 Spd
Stance Change
- King's Shield
- Wide Guard
- Shadow Ball
- Flash Cannon

Team building process

I started with Kang, which I wanted to try; it distinguishes itself by (1) Fake Out, (2) a huge physical move that hits most things neutrally and breaks Focus Sash, (3) enough natural bulk to survive a neutral attack uninvested (and typing to ensure that it'll hit neutrally), (4) Sucker Punch. Fake Out has wonderful synergy not only with setup moves, but also with fast and hard-hitting 1v1 threats that can pick the better of two targets for itself. Enter Koko, which not only boasts another huge move hitting most things neutrally, and from the special side (from my memory, Electric/Normal as a combination is only resisted by the following Tree species: Exca, Zone, Steelix, Dugtrio-A, Golem-A, Decidueye, Trevenant, Gourgeist, Marowak-A (LRod), Rhyperior (LRod), Tyrantrum, Palossand, Togedemaru, Ferrothorn, and any I've inevitably overlooked -- edit: Dhelmise), but can also vault from the field with a KO or relevant chip (i.e. pushing things into KO range for the next hit) thanks to its peerless Volt Switch. "Free" (no turn investment) sleep immunity is certainly nice; the effect is somewhat rare, but when it occurs, it can shut down your game (Effect Spore, Crobat, Ninetales).

Both leads benefit from preservation (a second Fake Out nearly always seals games, a late Koko usually does). Both also offer very few resistances (only Electric), although that also makes the opponent's moves rather predictable (STAB moves, Ground, Fighting, Poison), and one immunity each. Ideally, the back row will get opportunities to switch into Electric/Normal resistances, offer immunities to the leads' Ground, Poison and Fighting weaknesses, offer an Electric immunity to deal with terrain-boosted Volt Absorb/Lightningrod users (many of the more dangerous Electrics float, but Manectric/Jolteon/Raichu/Raikou (Inner Focus) demand respect).

That's what Aegi/Lando support. The Life Orb Lando-T set is explained below as well, but the decision to use special Landorus followed this thought process:

(1) Landorus answers Sand teams (which tend to sit in the way of both leads) better than any other Ground mon, as well as Electrics and Steels.
(2) Groundium Z hampers Aegi, whose best (maybe even: only good) Doubles set is Ghostium Z; and if you ever need to fire two Ground moves in a match, EQ screws with Kang (essentially negating its bulk) and Koko alike, neither of which can Protect. Even with Aegi as the partner, unboosted EQ + King's Shield tends to be a weak turn. Coverage on Ground-types tends to be Rock, which is terrible for the Tree, or the secondary STAB. Also, you don't actually want a spread move since neutral targets take 90% from every other pokemon on this team; you want to focus-fire the Ground move against threats.
(3) The distribution of Earth Power is terrible (and Grounds don't tend to come both speedy and special). The only good Ground-type user is Landorus.
(4) Landorus has impressive base stats and defensive typing; even a 252/252 offensive spread will have enough bulk to survive a neutral hit. This fits with the theme, so to speak: get an early advantage, secure T2 with a key switch, control the midgame, and bring the preserved lead back in to finish. Of course, getting too rigid about this strategy is as bad as not having any, but it's notably different from e.g. Trick Room where I'd imagine T1 is often more dangerous to you than T2; the reverse applies to Koko/Kang due to Fake Out, choice-locking, and getting 2HKOd by most things.

Having looked at the leaderboard now, the team is quite similar to turskain's higher-performing Brexit line-up, but I didn't notice that during the run -- I had kept Smuckem's (or D34N's) team (and record) in mind instead, which led with a physical Lando-T alongside Kang (and had Zapdos / Fini in the back). Also, I remember from months ago that he asked the Discord channel at large to finally break his Doubles record, and I owe him or wanted to show him. Kind of both. Rite of passage.

I can only recall a single battle that ended 1-0, but several more that ended in close calls (although I'd say none of them couldn't have been played better). This might testify how well these guys all support each other, or perhaps just how well Fake Out does that.

Set comments

148 speed on Kang outruns Sharpedo4 and knocks through its Focus Sash with Double-Edge. I haven't touched the EV spreads otherwise, as I didn't yet know what threats to fine-tune against (and didn't trust I wouldn't overlook one, overcommitting to bulk); in any case, Landorus needs full speed investment to remove a weakened Porygon-Z4, which doesn't always get OHKOed by T-Bolt and may not be available for double-targetting if it's next to e.g. Metagross. Much depends on mon/move 1 putting a wide variety of things into range for mon/move 2 later for equal trades after securing 1-2 KOs for material.

The only set of interest is Life Orb special Lando-T. Born of necessity (no HA Lando-I for me), it turned out to perform very well; Intimidate softens the impact of non-STAB EQs that Kang frequently has to take, synergizes with Volt Switch, can check a prospective DDer which will often dance a second time (because something compelled the computer to pursue +1 Atk last turn already, and it's "forgetful"), and turns switching into a controlling move against physical threats (good odds that there's one on the field). The great weakness (aside from opportunity cost vs. special threats) are critical hits arising from overreliance.

Orb is a straight necessity (I tried Expert Belt for the first 5 battles or so before switching; verdict: unusable; whereas Scarf seriously hinders Lando's "glue" role and gives a disincentive towards Earth Power since so many opponents are immune, Ground is a double-edged weapon, and Lando isn't meant to switch back into the leads), but recoil was never an issue iirc -- with Sucker Punch and all these neutrally-hitting powerful moves, you'd rather put threats into range for others or pick up from the damage they dealt; and Lando-T is exactly meant to remove threats to allow the other three to sweep. In fact, if Lando-T faints on recoil, it can pseudo-redirect a non-STAB move that ends up hitting Aegi instead of something worse; this happened once during the entire streak (Ice Fang from Tyranitar3 edit: having actually looked it up, that must have been a Tyra4 which couldn't mega-evolve; this shows how few non-STAB moves I have seen with the run (and that I was dangerously lazy with lookups, cough), since I thought it belonged to the DDer), in which case it didn't matter, but it's still useful to keep in mind.

Sludge Bomb over Psychic is a natural fit to remove Grass-types; the poison chance is high enough that it's impactful, yielding 2HKOs on occasion and easing the stress of late games that hinge on an opposing evasion staller (more so if it lacks recovery) if you can hit them early (and it's not Registeel4, which cannot touch Aegi at any rate). Grass Knot over HP Ice (if available; it's Bug for me) is something I'm less sure about; it deals better damage to Hippowdon / Mudsdale / Palossand, but these are the only relevant Grounds that it hits super-effectively (and Palossand4 survives to trigger Weakness Policy), and losing the OHKO on Flygon / Landorus / Gliscor hurts in turn (Garchomp3 can actually survive on occasion).

The other sets are staples. I feel obliged to mention that Volt Switch is used far more often than Dazzling Gleam, and Grass Knot is strictly for lead Swampert outside of rain (lest a Drizzler comes in on a Bolt KO) or late-game, when the enemy team is known and trading Koko for a Ground will seal the victory.

Brick Break makes me yearn for Drain Punch, but on the rare occasion that something sets up Light Screen (usually Zapdos drawing the respective set and not announcing Pressure while sitting next to something scarier), for what it's worth, I'm always glad to have it, because Snorlax4 forces Kang to address it immediately and Light Screen turns a number of threats into Snorlax4.

Selected threats

Not exhaustive. Pay attention. Threats' values rise and fall with the damage they take, the damage your mons take, the state of Kang's Fake Out, and whatever is beside them. Reassess every turn. And other universal rubies.

Snorlax4/Blissey3: Obviously. Bolt does 28% max to the former, but at least you can still KO it with SDef drops or Wide Guard loop it (unreliably); CM Blissey is the ultimate bane of Koko/Lando/Aegi. Against trainers that potentially use these, preserve Kang as well as you can.

Entei3: Watch for Entei announcing Pressure. Sucker Punch TBolt if it doesn't. Fake Out if it does.

Landorus: Amusingly, not much of a threat once you do know the set, even without HP Ice, but the first turn is a hassle (even with HP Ice): EQ, Earth Power, Hammer Arm and Focus Blast are all in the cards. No switch is advantageous against all of them. Silver lining, you'll spot the Scarf set by turn order if you Fake Out, and Kang deals with an isolated non-Scarf (or Earth Power-locked) Lando quite well (Koko landing an OHKO against a slow partner is isolation for 1t). Still hogs your Fake Out, and becomes more dangerous if it comes in after the leads (even carries a risk of Explosion or Fissure). Garchomp3 isn't as dire (switch Lando for Koko) because whatever move it locks into, it'll make itself helpless against some configuration of actives, but even influencing that makes it noteworthy as well.

CharizardXY: You know what's going on. If you just aim Bolt at it and it's ZardX dancing up, you'll have to Sucker Punch it next turn so that it'll kill itself on the "guaranteed" Flare Blitz. If you Fake Out + Bolt, it's ZardY wasting your Fake Out. If you Fake Out planning to DE next turn for the KO, you'll lose Kang to a crit. If this comes in mid-game, target it with all you have and do at least consider gambling that it's one or the other if everything else just won't work without extreme losses (but hopefully the partner isn't another top-tier threat). A Lando switch-in can help vs ZardX as it might provoke another DD (but it's risky) but does little against ZardY. Y also sets up sun (no prevention possible), which can be dire.

Heatran4: Hooray for Magma Storms that outspeed everyone and burn the one thing that minds burns, taking the attack reasonably well otherwise. Fake Out and Bolt Heatran if nothing more pressing occurs, because this is ass to play against and it's not like the other Heatrans are harmless, anyway. Unfortunately, Heatran tends to band with other legends. Sash/Shuca lead to Heatran in general needing two hits.

Volcarona: Threatens Quiver Dance and has a 100% chance to burn Kang on contact, which is still preferable to staring down +3 Volcarona (especially without Kang). Two Bolts KO and +1 Volc still gets outsped by Koko, but you'd better make sure this happens.

Metagross: Always respect Metagross3's Explosion, which nearly always occurs. Aegi has a good match-up against either set but will not prevent the Explosion, which also can't be intimidated. It will, however, at least absorb it better than anyone else. Fake Out to identify the set can be necessary. Bringing Lando on a Volt Switch if Gross4 (which allows you to Intimidate it, unlike a dry switch which will only trigger Clear Body) and Aegi if Gross3 is probably the best you can ask for if you choose to flinch its partner instead.

Lati@s: Even Latias, whose joke physical set humiliates the team with dangerous ambiguity (EQ or Draco Meteor). Set4 "always" T-Waves the Kang slot, but if you can't Fake Out Latias T1, you'll more than likely switch Lando into Draco Meteor instead. Latios is the same thing, except if it doesn't Mega-Evolve on the flinch, the Aegi switch is always safe; this makes it easier to handle, ironically enough (lower defenses also help bring it into range for Gleam / Sucker Punch, whatever can be afforded).

Lightningrod: Painful. There's Fake Out + Dazzling Gleam vs. Sceptile (also to prevent Leaf Storm from non-Mega, which gets 2HKOd by Gleam) but it might Detect, and few things get OHKOd by Gleam; assess if you can take the hit from its partner. Rhyperior always carries the danger of Sash + Metal Burst; Togedemaru and Raichu carry a dangerous Fake Out (Raichu is worse because it poses a threat in itself) and get boosted by terrain. Manectric (scarf) locks into Overheat, which can produce dangerous crits -- don't just leave it on the field at -2, unless that's clearly the smallest risk. Alola-Wak takes too little from Sucker Punch; watch for Air Balloon and aim to switch accordingly (Lando if not, Aegi if yes).

Inner Focus: Obviously. Still, don't Fake Out Mudsdale or Mienshao (on that note, I put one battle vs. last mon 60% Chesnaught in unnecessary jeopardy because I completely forgot about Bulletproof and used Sludge Bomb + Shadow Ball; good times). Crobat deserves special mention; it will Cross Poison Koko (crit + speed tie flip will OHKO) guaranteed; switch in Lando or Aegi, but beware Hypnosis if Lando and Kang taking Brave Bird next turn if Aegi.

Fake Out: Slower Fake Out setters aren't bothersome by themselves, but can be if paired with threats. Faster Fake Out is a problem -- focus fire (Bolt + Fake Out) on the other one. If you see Raichu + threat, think carefully (and consider, too, whether you'll have a higher chance of loss if you switch than Raichu has to carry LRod; of course, this already signals a bad state to be in).

Blaziken: Nuke this.

Incineroar/Drampa: QC danger. These two are most the egregious users I've noticed. They also both survive Bolt / Gleam at full health. Fake Out if they lead.

Blizzard: Prevent this move from hitting you whenever it's economical (Glaceon is among the worst offenders; Volt Switch + Fake Out KOs if both hit; if not, at least you won't be sending in Lando-T if that was the plan). If not, at least Volt Switch Koko out of the situation to avoid a freeze; usually Aegi is the correct switch (absorbing Freeze better than anyone else since its mere defensive presence can buy you time, and it brings Wide Guard to reduce further risks), but it can actually be Lando if you know that Wide Guard will win you the game at that point.

Trick Room: Don't let it happen (but if it will, save Koko and control the field with Kang, or save both if possible). If you're staring down dual setters and one knows Focus Blast, take out the other (the Kang Failsafe). If you're looking at Oranguru, assume Inner Focus and double-target. If you're looking at Jellicent, Volt Switch because Koko will trigger Cursed Body and you'll see another setter next turn. If you're looking at Cofagrigus, Scrappy Fake Out and Volt Switch into the partner, to find out if it has Lefties (if not, it's the TR set (3) in which case bring Aegi; if it does, it still pays off to Neverending Nightmare (!) it before it burns Kang). The one exception is Dusknoir, which has absolutely no presence on the field. If you can get 4-2 for the price of Dusknoir setting TR, that's probably the best path to take.

Sun/Rain: No resistances, and one weakness; danger of Swift Swim / Chlorophyll. Best approach is to remove things with these abilities before a KO brings in a Drizzle/Drought setter, but remove potential manual setters first.

Ferrothorn4: Sits there being fat, resists Normal/Electric, curses up, and annoys Kang with Iron Barbs. Not so much a clear-cut immediate threat than a clock making obnoxious cuckoo sounds whenever you hit it; deserves mention as such.

Protect: Just always be aware of what can carry it. This goes for all teams, but getting a Volt Switch intercepted this way can be especially dire.

Videos

Just two. More if requested, I suppose, but I have zero views on all the Pherolele streak videos, wherefore I don't feel it's worth writing warstories here. Extensive post-mortem analysis provided, though (also for critique).

#444: 9LQW-WWWW-WWWL-6KC7, in which iirc I had to maneuver around a possible Protect from Cune at the end. Even I don't watch my battle videos.
#498 (loss): P26W-WWWW-WWWL-6KBK Magmortar34 / Venusaur4 / Charizard3 / Incineroar3
Battle begins catastrophically as I forget to click Mega-Evolve on Kang (only the second misclick during the entire run, I think; the first was mashing A on an Aegi that had used Wide Guard the turn before to aim a Shadow Ball at Lando, but fortunately it didn't even execute; still led me to use the stylus for the rest of the run), leaving Mag alive after the Volt Switch (plan was to have Koko escaping the 100% Sludge Bomb with a KO). I bring Lando rather than Magmortar because I'm concerned about wasting Neverending Nightmare on a Substitute, followed by possibly having to play a 1v1 against Sub/Synthesis with a recovery-less and Z-less Aegi, or taking damage before that match-up; and Aegi would likely have to King's Shield against a Fire switch-in, anyway. I'm not sure if I shouldn't have attempted the Nightmare here after all (switching out Kang -> Aegi T2 as Lando finishes off Magmortar and probably takes Giga Drain), since Lando has good matchups against both Grass- and Fire-types that are to be expected, if kept healthy, with the one exception of Zard, and mega-evolution is already off the table. Aegi could also have pseudo-redirected with King's Shield -- or, in fact, prevented the Heat Wave that's to come, but hindsight...

T2: Kang offs Magmortar with Sucker Punch, Lando hits Venu for slightly less than half with Earth Power (40-48% range; Kang DE: 45-54% range, but want to avoid recoil here and 30-38% is Koko's Bolt range), Lando gets hit, and in comes Charizard.
T3: I decide I need to kill Zard before it potentially dances, as even regular Zard4's +1 Flare Blitz can OHKO Koko. Protect on Landorus looks good at first, but I decide against it in case Heat Wave burns Kang, preventing the DE OHKO, and opt to Sludge Bomb Zard instead (which might still be useful if it goes to Venusaur), hoping that Koko can kill the last mon for Aegi. Heat Wave kills Lando, DE kills Zard, Venu kills Kang. In comes Incineroar, which is definitely not good, but I have 37.5% odds to kill Ince3 with Bolt. Might as well try, because Koko is not killing Venusaur (38% max with Bolt) barring paralysis proc + fp or high-roll crit, which is laughable odds. (Shows how important it is to get damage in. Venu at 30% would be toast and the game sealed after Bolt + Shield putting Ince34, no matter which, at -2.)
T4: What to do with Aegi? Shadow Ball won't kill Venu, so it's Z-move on Venu, Shadow Ball on Ince, or King's Shield. If it's Ince4, Blitz "only" has 25% odds to kill and, depending on Koko's Bolt roll, might yet kill itself from recoil. If it's Ince3, two lowish-roll Darkest Lariats can be survived factoring in the -2. These moves are all but guaranteed, as Blitz misses the OHKO on Koko and Sludge Bomb does not. This also means QC won't matter. Decision time:
* Bolt + Z-move == 18.75% chance of outright win (bolt killing Ince3) plus the slight chance of winning vs Ince4 (high TBolt + Blitz recoil) and the ~12.5% chance of winning vs. Ince3 surviving.
* Bolt + Ball -- kills Ince guaranteed but only helps if it's set3, and loses guaranteed if not. Also don't want Aegi as the blade because if Ball hits Venusaur for 38-45%, it can go Synthesis->Sub (game over) instead of Drain (KS)->Drain or Synthesis->Synthesis or Synthesis->Drain, which will win the 1v1 with 25-38% Aegi (Drain is ~13%). Edited to actually express myself clearly here.
Edit edit: I can't believe I realize this only now, but I calced this for the goddamn blade instead of the shield. This makes Ball the best option for Ince3 but remains the worst for Ince4, since Drain will kill. Still, seems like the best option in retrospect (coinflip odds on the set, but you lose if and only if Venu goes Synthesis -> Sub, and you can risk Z-move instead of King's Shield as the blade to prevent this if Darkest Lariat fortunately rolls low enough, and probably get crit for the KO if you do that).
* Bolt + Shield: -2 on Incineroar. If Ince survives, however, -2 Flare Blitz + Giga Drain is just as devastating -- you won't survive the next Giga Drain or Flare Blitz and can't kill both targets. Slight chance against Darkest Lariat. Changes nothing if Incineroar dies. Edit: False for the same reason -- I calced for the blade because I didn't put 150 for base defenses in the calculator. Although this is dangerous anyway if Venu does choose Synthesis to go back to 100%, also for the same reason (Sub threatening to absorb Nightmare, and you have no recovery while it does) -- probably game over.
I go with door number one. Ince turns out as set3, but does not get OHKO'd; Venu goes down after downing Koko; Darkest Lariat rolls a low one, but I need another 6/16 roll to survive the -2 Lariat and don't. Game over.

----

I'm almost glad the streak is over (well, give or take a few battles for cosmetic grace in the decimal system), because I played entirely too much mons over the past week ("don't quit while you're winning"), and I think I've satiated my leaderboard ambitions now, which means I can get back to using terrible mons like Boldore and Vaporeon without having to worry about the whole Plus Ultra.

Thank you for reading.

PS. Eisenherz' Comfey streak is still missing from the leaderboard. My mistake, I thought it had come before the 861 streak.
 
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Yeah but I think Comfey was before the 861 streak, which is listed.

Edit: It wasn't. It's actually from the day after the list was last updated. My bad.
 

This is mainly for Smuckem. After recording his requested replay, I figured since I had my phone out I might as well get a few more pieces of shit in there. So there's also Crabominable, Guzzlord, and a bit of Lurantis (the last clip is special for a... different reason, though...) Four battles, four of my precious turds.

That first battle is also the last time I was brave enough to use Stakataka as a setter without Ally Switch, if ever again, because of issues that'll become extremely clear. These are also perfect examples of what turskain has told me repeatedly, that using RNG to determine teams is just begging for disaster; though I haven't learned much, as I can't wait to do it again.
 
Long time lurker, figured I would finally make an account to post about this team I threw together a few days ago. Reporting a streak of 103 wins in Ultra Sun Doubles. I'm still pretty inexperienced, and this team is definitely not perfect and could be taken a lot farther with some fine tuning, but like I said this was thrown together pretty lazily. Anyway, here it is:

Kommo-O (Max Legroom, M) @Kommonium Z
Ability: Bulletproof
Modest Nature
4 HP / 252 SpAtk / 252 Spe
- Clanging Scales (Clangorous Soulblaze)
- Close Combat
- Flamethrower
- Protect
Very standard Kommo-O set, not much to say here that everyone doesn't already know. This guy steals souls. As much as I would like to replace Protect with another attack, I think it is too useful to get rid of. Modest because less Attack is pretty negligible after the boost. Bulletproof provides a lot of cool immunities, Overcoat is probably better in the long run but I was too lazy to try and get it.


Clefairy (Big Cleff, M) @ Eviolite
Ability: Friend Guard
Bold Nature
252 HP / 8 SpAtk / 136 Def / 112 SpD
- Moonblast
- Follow Me
- Helping Hand
- Protect
Cleff is here to allow Kommo-O to set up Clangorous Soulblaze, and it is really good at what it does. Friend Guard is awesome and definitely prevents a lot of KOs. Follow Me usually guarantees Kommo-O can set up, and it's usually able to take a few hits before going down. Moonblast is just to prevent it from being Taunt bait, it's not very useful but it can be useful for chip and it has enough EVs to OHKO Hydreigon/Kommo-o/whatever (unless they have a berry.) Helping Hand is a great support move and can guarantee a lot of OHKOs. Protect is standard. Its bulk is more physical than special, I'm not sure if it's the better choice but it has helped and it's not a huge difference. I've considered replacing Moonblast with something like Heal Pulse or Encore, but all in all it's an amazing support as it is.


Metagross (Spider?) @ Metagrossite
Jolly Nature
Ability: Clear Body ---> Tough Claws
252 Atk / 252 Spe / 4 SpDef
-Iron Head
-Thunder Punch
-Ice Punch
-Zen Headbutt
Fairly standard Megagross set, besides the lack of Protect, but I figured I'd see how far he could go with these 4 moves. In the future I would definitely get rid of TP or ZH for Protect, possibly both as Stomping Tantrum is always an option. He covers the major weaknesses of the front line pretty well. I think he does a great job and can definitely be taken higher, but if anyone has a suggestion for a replacement I will definitely try to check it out.


Araquanid (Bugman, F) @ Assault Vest
Ability: Water Bubble
Brave Nature
252 HP / 252 Atk / 4 Def
IVs: 0 Speed
-Liquidation
-Leech Life
-Lunge
-Crunch
The final member of the team, I didn't think too hard about this one and was just looking for something powerful that provided some more coverage. Works as a Trick Room answer and also provides some nice special bulk with the Assault Vest (I initially went in with Waterium Z and was quite confused when it wouldn't work, lol.) Liquidation and Leech Life are standard, Lunge was added for the Attack drop to cover his physical defense, Crunch is there for coverage and because I couldn't think of anything better. Again, feedback is welcome because I honestly don't know if he's the best fit for a fourth slot, although he does a pretty good job.
And here's some replays:
Battle #66 Vs Youth Athlete Hilario
3WPW-WWWW-WWWL-8CFP
Immediate misplay at the beginning by letting Kommo-O get KO'd by Dazzling Gleam, as well as some Rock Slide flinches leading to what I thought was the end. Araquanid comes in with the clutchest of victories at the very end, living with 2(!) HP and displaying it's special bulk.

Battle #86 vs Ace Trainer Munin
DX2W-WWWW-WWWL-8CH7
Shows off how good Helping Hand is, clean two turn sweep.

Losing Battle:
Battle #103 vs Ace Trainer Horace

N34G-WWWW-WWWL-8CKA
Should have used Follow Me instead of Protect to allow Araquanid to come in untouched, instead he gets paralyzed which really messed me up. Clefairy is quickly KO'd, Metagross can't OHKO anything and gets paralyzed too. From then on it's over. Definitely could have won this but a lot of hax and misplays meant this was the end.
Anyway, this team can definitely be taken farther but I'm gonna let it sit for a little while. Feedback is appreciated, and for now I'll be working on putting another team on the board.
 
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Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
I know me and Brucolac have talked about how to utilize Anger Point once or twice before (both here and in other facility threads). Well, someone posted an RMT yesterday of a team dedicated to that, and I figured I should share it here, see what, if anything, the two of us can incorporate from it. It's for OU, but given that the Tree AI is sometimes dumb as a rock, it may be easier to make the Point (heh) in a less competitive environment:

OU Doubles Anger Point Team, by jorgeob93

The strat hasn't worked yet, but maybe with this particular setup we may have something...
 
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For some reason, Pokemon Moon won't allow me to upload the Battle Video, probably due to a server issue.

Anyone who's read my Pokemon solo playthroughs may get a cheap laugh out of this incident. I decided to enter Firestorm the Butterfree in the Battle Tree Singles to see how far he could go, along with two pointless filler Pokemon. It ended in one round after Montañero Julio's Armaldo woke up from Sleep Powder thanks to a berry and used Rock Blast to get around my Focus Sash.

It's a suitably depressing ending to a solo challenge with a PU Pokemon!
 
Eheh unfortunately it would not be possible to do anything in battle tree SM with it.

However, it'd have been pretty fun if you played on USUM, since normal tree doesn't delevel pokemon so your Butterfree if it was level 100 could have maybe made it through normal mode :D
 
What’s funnier is that this is how most casual tree runs begin: “Butterfree coasted through the main game with only moderate difficulty, so why not keep it up? There’s no sleep clause, so I’ll just cheese it!”

And then Chesto Armaldos, Minior, Komala, lots and lots of faster threats... It’s just not fair!
 
What’s funnier is that this is how most casual tree runs begin: “Butterfree coasted through the main game with only moderate difficulty, so why not keep it up? There’s no sleep clause, so I’ll just cheese it!”

And then Chesto Armaldos, Minior, Komala, lots and lots of faster threats... It’s just not fair!
Sleep is overrated even in the story mode, honestly. You could make a drinking game out of how many times Firestorm the Butterfree died when the opponent woke up too early. I'd never recommend Butterfree for a casual playthrough.
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
This post just made my night. Very happy you like my team and are giving it a whirl :) Makes me want to give it another shot too. And beating my old record gives me renewed hope that this team could possibly hit the big 200. I feel so proud.
No need to hope anymore:
IMG_1112.JPGIMG_1113.JPG

While it hasn't made a massive difference, putting Encore on MegaPunny has helped speed up some battles, and certainly made the key in others, where it has allowed Koko time to switch out into a more favorable matchup, Mimikyu time to set up sufficiently, or Salazzle time to Toxic a bulky opponent on those rare occasions where it has switched out after burning its Sash.

Heatran & Rhyperior have been far less of a presence this time around, which I'm grateful for, but it has been balanced by Landorus, Entei, Snorlax, and Regigigas showing up a lot more. Each presents their own problems in terms of when I should double-target them, and if it is safe to switch Koko out to preserve when each of them is around. None can be allowed to live for long, though Snorlax has been able to do just that a few times over. Of all things, Flareon has also been an (albeit minor) nuisance.

NoCheese Hey boss, there is no need to post my 138-win streak on the leaderboard, this run has surpassed and will replace it when the time comes for me to eventually lose.

I'm just grateful that I got to crack 200 wins for only the second time in battle facilities Doubles ever. This is also my second-highest ever legal Doubles streak, and the farthest I've ever gotten in Doubles with a team of my own making (although since the concept was originally Shura's, it can be disputed that this is true). For now, I'll be taking a short break from facilities as a whole and building up my Imperfect Army some more, with some wacky ideas in mind...

EDIT: I owe silver_angel a huge thanks, as once again, her site has proven to be an incredible resource to continue this run. I had it open in some capacity from Battle 130 onward, and thanks to it I was ready for anything the Tree could throw at me. You are a boon to this community!
 
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