Game:
Ultra Sun
Format:
Super Singles
Streak length:
811
In tropical environs far away
It's natural, at some point, you'd expect
The isolation lures the best to play
Amongst themselves, and find who's most correct.
Just one decision carries so much weight
Which team persists through all who interpose?
My trusted three, to you I delegate
The slow, complete subversion of our foes.
At last, collecting steam: we're on a roll
But streaks, like all things, must in time portend
That key unlucky break; upon its toll
Resolve to hold back tears--accept the end.
Imagine if my eyes should never see
A rollercoaster like the Battle Tree.
Now, join me as you may, for this presentation of the team and their adventures. And above all:
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Repentant (Durant) (M) @ Choice Scarf
Ability: Truant
Jolly Nature
EVs: 174 HP / 108 Atk / 228 Spe
- Entrainment
- Iron Head
- X-Scissor
- Superpower
The durable ant with a durable niche. Obviously most of the time you just click the first move and get out of there, assuming you even need to get out of there (because sometimes it gets KO'd on turn 1 in exchange for the Entrainment and you can think of it as a sacrifice for momentum). Other times, it makes sense to stay in for turn 2 when both sides are truant, just to goad them into choosing a particular attack on turn 3 so you have a safer switch. Regigigas is a bit of an unusual case: after replacing one negative ability with another, it almost always leads with Confuse Ray, in which case Repentant stays in not just for turn 2 but for turn 3 as well, so I can see what its set is and know the way to handle it. Even if it hits itself in confusion rather than fail a second Entrainment, that's not so bad.
228 Speed EVs is of course the benchmark for getting to a raw speed to 259, outrunning Scarf Manectric and its Overheat. I could conceivably see a case for dropping as low as 241, and getting 88 EVs to put elsewhere (the three sets where that makes a difference will all predictably lock themselves into Fire moves against a Durant, which is mostly manageable--though switching out on turn 1 against a lead Manectric would become essentially mandatory in that case, and that gets awkward if it turns out to be mega and the Overheat
misses), but matchups in which those points would make a material difference are at least as rare as the benefit from dumping them in speed, so there they stay for now.
108 Attack EVs are the minimum necessary to guarantee the Iron Head OHKO on Mimikyu 1/3/4 (set 2 is bulkier, but pretty harmless) after the disguise is broken; conveniently, the amount left for HP is also enough to guarantee surviving a +2 critical Shadow Claw against set 3. 4 is a bit more annoying between Rocky Helmet, Destiny Bond, and a priority move, but generally I can break the disguise turn 1 and take Helmet + Shadow Claw, switch turn 2, switch back turn 3 to take a Play Rough, and still stay out of Shadow Sneak range to get the KO on turn 4...or hell, Mimikyu4 doesn't actually hit all that hard without a setup move, so after the turn 2 switch I also have the option of going for the setup "raw", with either partner.
X-Scissor is basically just for Espeon leads, if I don't want to risk a failed Entrainment. Against Absol and Sableye leads, it's worth the risk to try Entrainment anyway, even though Sableye 3/4 will
always block a turn 1 Entrainment, either by going mega or using Fake Out--with the partners I use, those two Pokemon are harmless enough that I can treat them like Mimikyu4 if necessary, and just tank whatever they have to offer.
Durant's fourth move has always been an open question; any move you could possibly put there has such vanishingly small utility anyway. I decided to pick Superpower, if only for the possibility to OHKO Komala4 before it can dish out any damage that might weaken the team to whatever's lurking behind it. Incidentally, if you go all the way to 252 Atk, Superpower is a guaranteed OHKO against that set, but that's no help against set 3 which would already get OHKO'd by the current spread as-is if not for its sash. Against that, you're forced to switch and have someone take a Flail, then finish off the last HP with whatever weak move, or I suppose you could fish for a flinch and a 2HKO with Iron Head, in which case you're back to finding something worth spending slot 4 on.
Somewhat unusually for a Durant-based team, I don't even mind daring to entrain lead Darmanitan (!), as even if it's Zen Mode and the move fails, just making sure that it doesn't have Sheer Force also means it's not threatening enough to disrupt a "raw" setup. That doesn't mean it's always worth giving up Repentant as a sack against fire-type leads; with some opponents (Salazzle is notoriously susceptible) I can generally switch-stall them out of all the PP on their fire move, then shoot the Entrainment on turn 7 or 9 when it'll not only stick, but have everyone still alive afterwards, which is a better result in case of unfriendly backups.
Soliloqueen (Drapion) (F) @ Black Sludge
Ability: Battle Armor
Adamant Nature
EVs: 252 HP / 252 Atk / 6 SpD
- Protect
- Acupressure
- Substitute
- Throat Chop
When given a suitably passive opponent, most commonly via Truant, this set is of course designed to do one thing: cram the most thorough setup we can possibly fit into 4 moves while still having room to do something afterwards. Some rules of thumb to keep in mind when you use this:
-On the offensive, being at +6 is equivalent to turning a resisted hit at +0 into a weakness, or a normal hit into a double weakness.
-Defensively, being at +6 is equivalent to a two-step move in the opposite direction on the type chart.
-The only way an attack can one-shot your sub when you're at +6 is if it would have been a straight-up OHKO at +0. (Unless it's Sacred Sword. Screw Sacred Sword.)
-Often if you're faster than the opponent (either naturally or after you finally pulled out that key speed boost), and the opponent has a status move like Thunder Wave, and they don't have anything like Quick Claw that could possibly counteract that, it's better to go without a sub until you put it up right before their move, on the attacking turn, rather than resetting your sub on their truant turn. Given the CPU propensity for spamming such moves whenever they appear to do something, you can often get the opponent to waste turns on useless moves that way while you're setting up. So instead of the traditional P-S-A-A move order, in these situations you can use S-A-P-A instead; given the order the moves are positioned, this conveniently corresponds to the button inputs A-up-A, A-up-A, A-down-A, A-down-A, repeat (because as everyone knows, gathering up boosts with Drapion is a real slog--anything to ease the trek). Although if it succeeds in tricking them into picking a wasted their move, it'll really be at least S-A-P-A-A-A.
-The same can be true, to a lesser extent, when it comes to drawing out weaker moves that may have side effects that can only do something when you don't have a sub. For example, if you're up against an opponent like Nidoqueen4, and you have +4 Defense so that EQ will immediately break the sub but Bulldoze doesn't, you might nonetheless be able to convince them to go for Bulldoze (or better yet, Dragon Tail) with the "delayed sub" move order.
-Against opponents who love to spam Taunt, like Weavile4 and Electrode4, if you're really in a pinch and want to set up with Soliloqueen anyway, you can force through at least 15 out of the 21 boosts by using the move order P-S-P-A-P-A-P...and in all likelihood a 16th as well, unless somehow none of those boosts were in speed. With that many boosts, they have to go
somewhere, and in particular between attack, evasion, and whichever defense they're hitting on, you're guaranteed to have some of those boosts filled. If you have at least a halfway serviceable boost set already, you might even be willing to risk going for multiple A's in a row to conserve some Protect PP, in the hope that they either pick a move other than Taunt that turn or (if that boost set includes some in evasion) simply miss, because Taunt thankfully doesn't ignore evasion modifiers. Since this does limit your flexibility afterwards, try not to go for that if you can reliably handle the opponent some other way, such as Crobat4, whose weak attacks mean it can be easily (but tediously) stalled out of everything just by repeated switches.
With the new move tutors in USUM, I went with Throat Chop as the attacking move, rather than Knock Off or Crunch. Being able to block random moves like Roar (which otherwise goes through Substitute and even Protect) is always nice; while the prospect of facing second-mon Sturdy Skarmory2 isn't something that persists very long into a streak, and Skarmory4 has learned well enough to use Whirlwind instead, it can even buy some free turns in desperation scenarios like Drampa3, assuming I decide to react to a turn-1 Quick Claw by trying to go directly on the offensive against it, as opposed to settling on a plan of merely wasting as many Hyper Voice PP as possible (usually 4, so in its remaining three shots it would have to get two criticals). It's just too bad Taunt isn't one of the moves Throat Chop blocks--what are they doing, spitting in your face?
The other thing about Throat Chop is it has consistent damage even against megas and Z-users, and Pokemon that take multiple hits to go down. All in all, basically the same number of Pokemon take guaranteed OHKOs from either move, just distributed differently, but in particular a +6 Throat Chop gets the drop on Mega Swampert, Mega Salamence, and a pretty good chance against Mega Garchomp. But equivalently, that +6 hit can break down into two +2 hits, for example if you're trying to set up on something with a 10-PP choice lock and only manage to get one boost in Attack before they run out of PP: hitting it once on the switch and a second time on the following turn before it can move is just as good (or even better, since one of those hits comes against the non-mega form which usually has lower defense). It's not as though Knock Off actually stops a Focus Sash from working, and Drapion is still looking for that elusive physical, non-contact Dark move (not counting the comically useless Fling, of course), so for now it's a matter of choice, and this the the choice that works for us.
I actually thought about
dropping a point in speed, because speed ties are awkward to use Substitute around and the 114 slot is empty. Even knowing that I'd consistently go second against the 115 crowd at least lets me know what sequence of moves to try against them. But speed ties, just like Quick Claws, can mostly be mitigated if necessary by adopting a different strategy that puts all the subs up on Truant turns, and besides 114 suddenly means that going to +2 speed actually
creates a speed tie with scarf Typhlosion (not that Soliloqueen would ever be called upon to fight that thing). More relevantly, it means Landorus2 would outspeed until we get a second speed boost, and that set really puts a timer on how long we have to find that boost.
One change that might actually make sense is to use a male Drapion. There are very few factors in which it makes a difference, let alone that aren't simply symmetric around a 50/50 roll, but in the specific case of a second-mon Sylveon, a female attacker with a contact move has a 17.6% chance to trip Cute Charm and possibly be subject to attraction turns against whomever's up third, whereas for a male that chance is just 2.4%. Clefable, Wigglytuff, Delcatty, and Cinccino are all Cute Charmers that are biased toward female, which would appear to more than compensate, but none of those species actually appear in the Tree pool. There's also Attract, which has five holders, none of which are in the set 3-4 range. Three of them are an even 50/50 split, and the other two are Serperior1 and Blissey1 with their biases in opposite directions (and an early disappearance from the rosters). Captivate likewise appears only on early sets, including Serperior, Tsareena, and Vespiquen, but no Drapion is going to be using special attacks anyway, so even if an opponent can be convinced to use Captivate, they're just wasting time (in effect, it says "reroll one Acupressure"). Finally, there's Rivalry, where the biased holders are Pyroar, Nidoking, and Nidoqueen. Nidoking has three sets with Protect, while none of the others have any (and two of those sets also include fire moves), but Soliloqueen certainly isn't going to dare try a "raw" setup in front of Nidoking, and if they successfully gain Truant then it means they don't have Rivalry anyway. After setting up, all Rivalry users that come out second or third take a clean OHKO, so it doesn't really matter what the incoming damage rolls would be. If and when that theoretical Sylveon nuisance ever proves a problem, I guess I can go hunt for another Drapion from the wormhole or something. Otherwise it hasn't been worth the effort to do so thus far.
Charithmia (Suicune) @ Leftovers
Ability: Pressure
Bold Nature
EVs: 242 HP / 252 Def / 4 SpD / 12 Spe
IVs: 18 Atk
- Substitute
- Calm Mind
- Rest
- Scald
Charithmia...cute...lovely...smart...plus...amazing...you think so?...Oh yes...it...stunning...kindly...love it! Hug it...when...sleeping...warm and cuddly...spectacular...ravishing...Oops! Look at your PP, I guess it all ran out! Too bad, no refunds.
My so-called "Miracle in Blue" is a bit of an unconventional partner for Durant, not least of all due to a lack of Protect. But as you get used to it, Substitute's role as a pseudo-Protect in its own right often shows through well enough. Even against a move that breaks the substitute every time, it costs 27 HP per truant cycle, which is more than 0 but plenty low enough to be an effective "cap" at wasting away most dangerous moves that generally only have to be used 5 or 8 times before they're out of PP. And if they ever use a move that fails to break the substitute, then that usually means gaining 3 CMs at the cost of just 3 HP over two cycles.
The main benefits to having this as one of the sweepers, besides being able to "cheat" and effectively use Leftovers twice, are that I know how exactly how fast the stats are going to get boosted (and this is less time than Soliloqueen needs), I have at least a bit of resilience to getting hit by status like paralysis and burn, and that a lot of the Fire-types that threaten Repentant are utterly helpless in Charithmia's presence.
Furthermore, passive Water-types like other Suicune, Milotic, and Toxapex (plus the obviously-unentrainable Wishiwashi) are just as harmless, if not more so, and in those cases I don't even
want to use Entrainment: by simply switching on turn 1, I deny them the ability to waste half their turns by loafing around instead of using PP, so it costs fewer of our own PP to bide time while they run themselves out. Then by keeping track of all the moves they've used, once they're rid of the last attack, I know the turn on which they'll be switching for lack of PP, and can get a free +6 hit on whatever they decide to bring in. Sometimes they'll have stuff like Grass-types in the back, in which case that free hit can make a big difference between them being able to strike back just once instead of twice on a 3HKO, or sometimes even zero times instead of once on a 2HKO. Even if the switch goes to one of the sets that this can't realistically beat even with a full head start and a free move, like Exeggutor-A2, by going down this path I still have Repentant at full health for a working backup plan.
The speed EVs get to 107 and creep past most Rotom sets, which is really important. Just like with Soliloqueen, it's usually better to present yourself without a sub against slower opponents with status moves to psych them out, and the Rotoms are the supreme example of this, with their propensity for spamming Thunder Wave and Will-O-Wisp proving to be the downfall that allows them to be played like a fiddle (or a Rotom-Synthesizer form?) in spite of the nominal Electric weakness.
Suicune has, of course, always been notoriously bulky, and can often thus serve as a raw switch without necessarily having the idea of a sacrifice in mind; on the physical side, Hippowdon4's Earthquake, Carracosta34's Rock Slide, most Psyshocks, and even Lopunny2's Thunderpunch (not that you're likely to see much of that last one) all fail to break a substitute. The EVs are devoted more to the physical side because Calm Mind can buff up the special stats over time; here's a sampling of special moves that the sub begins to hold against as we get more and more set up:
+0 - Houndoom3 Sludge Bomb, Vanilluxe3 Blizzard, Lanturn4 +0 Charge Beam
+1 - Salazzle3 +0 Sludge Bomb, Regice2 Thunderbolt, Ninetales-A2 Freeze-Dry
+2 - Glaceon3 Hyper Beam, Tornadus4 Hurricane, Ludicolo3 Giga Drain
+3 - Drampa4 -0 Draco Meteor, Latias2 Thunder, Lilligant3 Energy Ball
+4 - Pidgeot3 Hyper Beam, Espeon4 Grass Knot, Thundurus4 Discharge
+5 - Charizard3 Solarbeam, Manectric3 -0 Thunderbolt
+6 - Zapdos3 Thunder, Vikavolt3 Thunderbolt
Given the benefit of that first substitute, even stuff like Gengar4 isn't all that scary to try setting up on. Pokemon with timed-duration status moves like weather or Tailwind are especially passive, since they can't seem to help setting up these moves at every chance, even when those chances account for a third to half of the turns they actually get to move. That just means more Calm Minds and leftovers recovery for free. If you do get worn down over time and have to rest up, at least if the opponent is faster, it's generally better to click Rest on the attacking turn instead of the truant turn--assuming they can break the sub on the rest turn, they'll get one chance at a subless opponent no matter what, but this way you wake up on their truant turn and can react properly to whatever happened, instead of being surprised by "Whoops, they got a critical for 80%, so putting up the sub failed." And while it generally doesn't matter what move you click on sleeping turns, don't be silly enough to go for Scald on those turns against the few opponents who pack Sucker Punch.
When I've elected to go this route in a battle, the goal is to hopefully take whatever hits may come while you mow down 3 opponents at your own pace (where, as mentioned earlier, that "pace" is 107). A lack of offensive prowess and even the occasional Brightpowder miss is generally tolerable at that point. Still, it's worth noting that +6 Scald will be a OHKO on any Raikou (at least if it hasn't used its own Calm Mind or Z-Thunder Wave), Gallade, and anything failer than those.
The fact that Scald can cause burns is a mixed blessing: sometimes it puts the opponent on a timer I'd rather not force, such as KO'ing them on the wrong turn instead of waiting for exactly the turn where sun or Trick Room runs out. Then again, the ability to fish for "Your physical attacks are only half as strong now" can come in handy in an emergency. For example, there was a match where I misclicked Protect on the wrong turn with Soliloqueen against a Mega Latios that had already set up to +6; the ensuing double Protect failed and forced an Earthquake OHKO. But by adopting a loop of "Sub-Scald" instead of the usual "Sub-CM", I was able to get the burn down in time before the depleting health forced a Rest, so that the one hit we had to take while asleep without a sub was effectively +2 instead of +6, and that's at least survivable for long enough to hold out and win.
Yes, I know that in level 50 contexts, 242 HP EV is no different than 238 or 236. Still, this beautiful miracle has developed a history with me, and the Battle Tree isn't the only place we perform together. Some of that even involves battling in level 100 contexts such as No Holds Barred, in which case the same HP corresponds to 401. If you want to move that 4 HP elsewhere, the only sensible place to put in is SpA, in which case the main practical effect is to eliminate the 1/16 chances for Rotom-Fan 3, Rotom-Heat 3, Rotom-Frost 3/4, and Unfezant 4 to survive a +6 hit. Most of those, again, aren't problematic even if they do fluke the survival.
Another variation you could make is to drop the HP further, to 193 or 195 instead of 205. At that level, each Substitute/Truant cycle will cost only 24 HP instead of 27, and in particular you can fit seven of those cycles in (assuming no prior damage) before being forced to rest, instead of just six. Having the sub hold on attacks that deal 48, 49, or 50 damage also has its benefits, though, so you have to choose between the two. Seismic Toss and Night Shade aren't really a thing, appearing a total of three times in the entire pool, all on pre-40 sets, but those benchmarks I cited above will have to be scaled down to the next weaker options, since those particular guarantees are lost at 48.
The 18 Attack IV is what it is; the incarnation of this character who appeared to me in Gold originally had a 0/D/7/5 spread, but in order to have Pressure (or indeed make the trip with me to Alola at all), a different snapshot (caught in Omega Ruby later the same day) was necessary. As it turns out, 18 means that a regular STAB Foul Play has a 90% chance to 2HKO a substitute, as opposed to 60% (at 15 or less) or 9% (at 7 or less). Still, even that isn't all bad: it means the CPU may promote its importance and choose Foul Play instead of a move that can cause stat drops, such as Sableye3 from early on (against whom I won't have the benefit of Truant), or Oranguru4 late into the setup after it's run out of Thunders.
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A sampling of notable battles along the way:
RL4W-WWWW-WWWG-HPDQ
#114: vs. Mechabob (Raikou3, Regigigas4, Virizion2)
Protect users, of course, are trouble spots, especially Raikou3 who threatens a Z-move that I have no resists for and can OHKO anyone on the team (which eliminates the benefit of having a tank to switch in), along with the potential to Volt Switch out of trouble if it ever finds itself being too lazy. Soliloqueen at least has a chance, slim as it is, of surviving the Z-move so after the first Protect, I make that switch in the hope that maybe it'll buy a few extra turns. Instead it takes a regular Thunderbolt; the Z-move comes the following turn, into Protect, so even there it gets some damage, and the KO on turn 4. Turn 5 is another successful Protect, at which point I get the sense that the streak might be over. I can't really switch out again, so I have to stay in and take the attack on turn 6. Thankfully it doesn't get a critical or paralyze, and even more thankfully, Raikou smells blood and finally accepts the Entrainment on turn 7 in exchange for a sack. This leaves Charithmia vs. Raikou3 plus two unknowns from Mechabob's roster, with the sole saving grace being that Raikou is at least truant with a loafing turn coming immediately ahead.
The setup goes without a hitch, except that I lost track of the fact that the final sub had already taken a hit, plus Raikou's final turn was a critical anyway ahead of a +6 Scald on the non-truant turn. Out comes...Virizion when we have 172 HP and no sub. If this is set 1 or 3, the only way to win at this point is by getting a burn on the first try; set 4 offers a bit more leeway at first but can rapidly spiral out of control with Swords Dance. However, it turns out to be the special-based set 2, which is at least manageable with the help of a +6 head start, and the final Regigigas is completely uneventful. Not that there's anything bad about being uneventful.
---
JDLG-WWWW-WWWM-RSKU
#342: vs. Thamina (Alakazam4, Raikou1, Greninja3)
Repentant at least manages to get the lead Entrainment only to get OHKO'd by Specs Focus Blast, and while this is a "might as well" moment to bring out Soliloqueen, I know Alakazam will be switching out in just 8 more turns. During that time I manage to get a sub and 3 boosts, but two of those boosts are in Attack, which isn't the worst thing in the world. Sure enough, Raikou1 switches in and takes a Throat Chop to the face for the KO without getting a chance to pick any moves (which is possible at +2, but guaranteed at +4). Alakazam comes back and obviously gets KO'd as well, but not before getting off a Trick, forcing Soliloqueen to suffer the tunnel vision of Choice Specs!
Greninja then manages to get four Rock Slide flinches in a row, but it would have needed a lot more than that to become any kind of threat.
---
BLUW-WWWW-WWWM-RSL8
#485: vs. Arnold (Breloom4, Aurorus4, Tyrantrum4)
Ugh, Breloom. After the lead Protect confirmed set 4 along with Toxic Orb, I figured the best shot at that point was to hope it went for Leech Seed on turn 2, but instead it put up its own Substitute to preemptively cut off any further attempts, and right away I knew this was bad. Repentant is the only team member who can OHKO the sub, but right now it's locked into Entrainment, and even if I did have the freedom to use some other move, Breloom can just put it back on the truant turn. That means Breloom gets to start spamming Focus Punches with impunity, and those hit pretty hard. Furthermore, with 20 PP, even Pressure doesn't do much to stem the tide of Focus Punch.
The one piece of good news was that the end-of-turn message popped up with Breloom taking poison damage, instead of getting Poison Heal (it actually turned out to be Technician). This gave me an out: Charithmia would try to stall for time as long as she could, followed by a switch back to Repentant on the turn the poison is slated to be fatal, and hopefully entrain whomever's up next. Those turns took a pretty harsh toll, forcing a rest with only one sleep turn consumed before getting hit deep into the red, but the next turn went as planned with the switch and toxic damage ending Breloom's rampage.
...Then Tyrantrum4 came out. The Entrainment was successful, but obviously Repentant takes a big Head Smash in return, and once again it's up to Soliloqueen to scramble for boosts in what little time we have. This time the boosts are less favorable: Special Defense, Defense, Special Attack. And Tyrantrum switches out to...Aurorus. Let's think here. No Snow Warning broadcast, so it must be Refrigerate. Then Set 4's best move would be Hyper Beam, which is tolerable: I can sub up in front of that, treat it like it's truant for a while, and hopefully grab a few more key boosts (because it's not safe to KO Aurorus unless and until we're also equipped for the Tyrantrum behind it which will now be free to lock into CB Earthquake). Meanwhile, set 3...nope, can't win a race with that, unless I get really lucky at mising an evasion boost right now and having it pay off. If Charithmia had more than 52 HP left, we could burn off the last sleep turn and Rest to safety, but Breloom denied us even that luxury, so it's a 50/50 that's decided right now, right?
Hold on, Arnold doesn't even
have Aurorus3 as a possibility, only 2 and 4 for some reason! Set 2 is obviously a big joke, so it looks like we can pull through regardless. It turned out to be set 4, we got the evasion boost early on anyway, and everything after that was much less stressful.
This battle did force me to reconsider my approach to lead Breloom, as this one was just a Poison Heal roll away from total domination. Any setup sweeper will have its match somewhere, and this is evidently ours. Cloyster-based teams, for instance, don't really care about Breloom4 since they can break both its sub and its focus effortlessly in the same turn. But evidently in exchange for patching up matchups against stuff like Milotic, Lapras, and Salazzle, we have to suffer a bad matchup against this particular foe, and that's fine.
Anyway, the plan I eventually settled on was to switch directly to Charithmia on turn 1(!!) without even trying to entrain a lead Breloom. If it's set 3, it'll probably lead with Spore, but that means it won't try to Spore again on turn 2, and also telegraphs that it's safe to entrain after Repentant switches back in on what's probably a harmless Seed Bomb. Meanwhile, if it is set 4, then the turn-1 Protect is wasted, and having more time to set up will make it not so frantic. Instead of escaping at red health, asleep, and with one more sleep turn to burn, Charithmia will generally be awake with at least half health against non-PH variants at the time of the fatal switch, and if it is PH, then the added time gives us the only opportunity to pull through, by hoping to prey on that killer instinct again. The key is to break Breloom's sub, either with two Scald hits or a +2 hit, on exactly the turn when I do not have a sub, but have 128 HP or less. Breloom can Focus Punch down to 70 or less, and
hopefully it notices that's KO range for one more Focus Punch, and goes for it again on a switch back to Repentant, who takes about 60% there. Then I have to hope that it smells blood
again, and tries to KO Repentant rather than using Protect again, so that the Entrainment can go off first. It sounds like a longshot, but it's the best line this team is able to put together against the terror that is a lead Poison Heal Breloom4, and in all the battles afterward I never had to put this plan to the test with any subsequent lead Brelooms.
---
THE END:
MPRG-WWWW-WWWN-BF66
#812 vs. Buddy (Accelgor3, Greninja3, Jolteon4)
I had fought Accelgors before, usually without much fanfare. This one didn't stop the Entrainment, but rather
missed a Focus Blast. If anything, that miss led to a sort of false confidence later on that contributed to the loss. Still, Charithmia normally handles these, and of course we start off with a Calm Mind: there's no point putting up a sub in front of Bug Buzz, and having set 4 put an Encore on Substitute is enormously wasteful (whereas being Encored into CM is tolerable, even if that means trying to boost beyond +6). Accelgor turns out to be set 3 though, and makes the unusual choice of immediately using U-turn on turn 3, bringing in Jolteon.
Jolteon is another foe who hasn't seemed all that threatening; even Charithmia has set up in its face many times. But that's with the benefit of Truant, instead of just a +1 head start. Still, I figured that maybe it would go for Yawn, and being able to set up to +2 and +3 in that time would help weather an oncoming storm of Thunder; if nothing else I still had the other two in reserve. Instead, Jolteon went for a true rarity in Z-Fake Tears, getting a special attack boost.
From +2/+0, I guess I figured that "switching isn't losing anything". Somehow expecting another Fake Tears, I make the fateful switch...to Repentant, thinking it would be a sacrifice in two turns but losing just one would be better than two, and if Jolteon went for a stray Shadow Ball or Hyper Beam (just as Accelgor's U-turn earlier seemed to be "stray", given how much less damage it did than the other options), we would survive that. But instead it went directly for Thunderbolt and the free OHKO.
If that first Focus Blast from Accelgor had hit, I certainly wouldn't have entertained that switch, knowing that the buffer of full health to survive those stray off-type attacks wouldn't be there. In fact, either of the sweepers would have been expendable at this point, as long as it was only one of them: just by getting Repentant back in for free to make the Entrainment before Jolteon can move again, the other one would have had an easy win for the rest of the battle (the unseen third mon turned out to be a Torrent Greninja3, which is once again no big deal). The one thing that just needed to stick around until turn 6 before it could be labeled "expendable"...went away on turn 5. Even a turn-4 switch would have turned out okay, and given Jolteon3's usual move preferences the same is probably true against that too, but somehow having +1 SpD on that turn was something I deemed too much to let go of.
Soliloqueen did at least do rather admirably in an attempt to waste time, getting an evasion boost in the one crack at Acupressure. A speed boost would have been better, guaranteeing the ability to waste a bunch more PP even from -2, but evasion at least had a chance. Nevertheless, it was not to be, and Jolteon hit a Thunderbolt through +2 evasion, with four Hyper Beams and twelve Thunderbolts left.
This time Jolteon did go for the Fake Tears to get Charithmia to -2, which at least enabled a sub to go up, but it was already bleak. All we could do was hope for Jolteon to use Hyper Beam instead of Thunderbolt, so that the recharge would at least buy a free turn to claw back out of that -2 hole. But they wouldn't oblige, and the EV distribution even reared its head in at one point: with 203 HP, we would have been able to put up one extra sub, as opposed to being stuck with 49 out of 205. It was a fait accompli anyway: Jolteon still had four Thunderbolts left after breaking the last sub, all we could play for at that point was a Hyper Beam miss, and it did switch up for the finishing blow...but to Shadow Ball, which likewise lacks a miss chance.
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And the curtain tumbles down. Chased not by a bear, but by a spiky fox thing. Who's pretending to cry for some reason.