Battle Tree Discussion and Records

The advantage with scald is that you can switch into ice beam and thaw by using scald :) Surf is better in most cases though, so you can use that instead if you want.
this cannot be understated: with the amount of AI sets running Blizzard in post 40 battles (but even earlier), the threat of swapping into a resist only to get frozen can be a streak killer.
Scald is a default on mons that learn it for consistency :)

Obviously, there's also the extra fancy possibility of getting a burn on a defensive wall. Random but nothing to displease.
 
Blew another randoms streak at 439 wins, losing #440 to Grimsley over a series of sloppy plays. While triples and doubles aren't too comparable, my Personal Best for randoms last gen was 367, then a pretty nice climb over 315 (my maiden post on Smogon) and 439 is another satisfying spike over that.

The streak should have ended a little over 40 battles sooner, due to my eagerness in running a really shitty lineup because "science is fuN!" but RNG gaveth as much as it tooketh away, and on I went (in my defense, the previous team of a comparable makeup had a pretty good run and I thought I could tap into more of the same, neglecting to recall that my frontline unit was nowhere near as disadvantaged.)

Eisenherz had already used Comfey as a TR setter and raved about it, in no small part due to Triage. I looked at a small handful of calcs and decided its defenses were adequate, plus its speed was a complete non-issue as its entire moveset would consist of priority. While set1s don't threaten quite as much, it still lived up to the hype. Props to Eisen for experimenting with it first.




Gothitelle was rolled very little this entire run, surprisingly, but it's not such a bad lead to have in early tree. I've said it elsewhere, Goth's biggest problem is that it just doesn't do anything better than anyone else. None of its good tools are exclusive, and since I always roll two setters...


Micro Selection Gigalith runs Assault Vest and Sand Stream if not paired with a Ghost, and uses Superpower instead of Explosion. As you can imagine it's extremely bulky.


Before this run I had rebred Cofagrigus because my old one didn't have Fake Tears as an egg move. This move was so devastating in this and subsequent runs that it gave Coff a sizeable edge over Dusclops when I rolled special attackers that didn't depend on Gravity. Vikavolt already hits so hard with Life Orb; Fake Tears support jacked its list of guaranteed OHKOs through the roof.




Anabel was the boss of this run!


Contained the first battle of the streak during which I was convinced my run was toast, saved by the fact that the lastmon was Shuckle4 (isn't that always the silver lining to every cloud? You get "That One Poke" that can't possibly kill your lastmon?) and Mega Sableye couldn't be harmed by anything it did except Sand, which could simply be healed.

A male office worker with Bisharp4/Porygon-Z4/Abomasnow3/Shuckle4. As you could probably guess if you pondered the way this team could screw me, Bisharp flinched with Iron Head and thus TR was hopelessly doomed. While Escavalier would kill PZ and waste Snow's sash, it wasn't enough to prolong it with LO recoil and it soon fell along with Abomasnow. Meanwhile, Assault Vest Rhyperior would tank Blizzard and freeze, fainting without doing anything. Which left Mega Sableye, all by itself. Because Bisharp had not taken any damage save for Hail, and I had not yet seen the final poke, I waited with dismay to see who would seal my fate, and of all things it's SHUCKLE.

I Will-O-Wisped Bisharp and stalled out its Iron Heads, recovering, using Nasty Plot, and peppering it with Shadow Ball while the meager damage did its job (only one flinch that I recall, of little consequence.) If you don't immediately recall, Shuckle4 has Wrap and Toxic for damage, and Protect/Sandstorm for defense. Shuckle would sit there and waste Protect PP, repelenishing sand once it faded. By the time Bisharp fainted and I'd healed up, Sableye was at +6 and Shuckle fainted a couple turns afterward. As an aside, I found it interesting that Shuckle never once tried to Toxic Sableye, and Bisharp never tried to Taunt it. They seemed to be aware of Magic Bounce from the getgo.

Using Heal Pulse on Magic Bounce was an effective means of healing Aromatisse. The original roll for this run contained Aromatisse/M-Sableye, Rhyperior/Gigalith/Conkeldurr/Escavalier, Slowbro & M-Aggron. Running offensive Slowbro would have likely been more helpful than Sableye, but like most brand new toys I was really eager to try it. I don't remember my logic for wanting the Nasty Plot set over FO/HH/AS/FP but it was likely because I had no other special attacker without Slowbro there.


This was a really fun team! I finally rolled Zard with Musharna, giving me access to After You (okay, Aroma basically uses After You just as well as Mush, but HH and HP are too good to pass.) While it's not the easiest thing to arrange, Zard is a blast to use.

I hadn't "unlocked" my larger roster yet, but I had rolled Stakataka as a setter (it still sits in that pool despite being wholly unqualified for the job) and because I allow myself to use pokes in any role I please so long as they're legitimately selected, I used what's normally Super Flunky #60, Stakataka, on this team.




Both this run and the last rolled Azumarill. At some point before either one I had decided to replace Aqua Jet with Knock Off, since I was frequently getting really dissatisfied with the numbers, even against frail targets. I also tried Assault Vest and really liked it. Lurantis was phenomenal this run and one such highlight was murdering a Ferrothorn before it could begin to set up (forgoing TR in order to HH Superpower.)






Escavalier outspeeding every setter can be very inconvenient if RNG decides it doesn't like me. No, I will not stop running Megahorn. Or Drill Run.



150 Wins - Super Factory Unlocked


Hilarious battle: Hitting Wishiwashi with Heal Pulse, then OHKOing Alakazam3 with U-turn, getting replaced by Heatran and subsequently targeted by Will-O, to find Scizor entering battle as the lastmon.

Disastrous Battle: Snorlax3/Primarina3/Lapras3/Magnezone4
I was going to post the discord logs for this, but upon rereading it it's mostly foaming at the mouth and insufficient details. Basically, through Baby Doll Eyes spam and consecutive Protects, Primalax wasted TR in the time it took to kill them and Aroma wasn't around to replenish it. Vileplume and Heatran both fell trying to deal with Magnezone and Lapras, and in the ensuing struggle I'd managed to hit Lapras with Waterfall due to retargeting (did not expect Lapras to kill its own Magnezone with Surf.) It didn't have Water Absorb, which would have screwed me. On the turn I won, Wishi had been knocked to 9HP by Lapras and I'd killed it before losing Schooling. Brightpowder never kicked in, either.

Ezra also gave this team a run for its money, but nothing like Tasanee. Faced with Alakazam/Vikavolt leads, I brought Vileplume in to take Thunder/bolt and was hoping Alakazam (turned out to be Specs4) would do anything but target Wishi with Psychic, but it did, and Plume was wasted. PZ and Volcarona made up the backline, and Heatran easily dealt with the four of them.


I remember taking pause at the prospect of running both Vika and Amphy but quickly dismissed it as they share one attack type and by virtue of Bug typing, share no weaknesses.








And I thought Fake Tears spam was delightful! This team was so fun and murderous; even before the run began, Paper summed it up best: "RIP tree." If it's not already obvious from my style, this team involved Iron Ball Fini using Swagger on the backline to overinflate their killing power. Because Cofagrigus didn't really need a Lum Berry, it used Misty Seed for increased special bulk, which worked out well. Relaxed Fini doesn't hit particularly hard or have any notable OHKOs by itself, but it did its share of attacking and appreciated Fake Tears. Swagger can still miss instead of automatically tripping with the terrain up, but it didn't create an issue.


I was encouraged by Discord chums to abuse Psychic Terrain to the fullest, and I obliged, though the modus operandi was still Bellylax sweeping, and most battles played out as such.


Iron Ball Darmanitan is actually pretty good. Try Zen Mode, I think it has serious four-digit potential Sheer Force still gives a nice kick even without the Life Orb other pokes use with it.




Jellicent used with a bit of badgering from Smuckem. First time using Scizor in TR since the Maison (and it was pulled out of Bank to do it, after a lot of Scizor talk in Discord piqued my interest) and for the first several battles I was getting pretty displeased by its frequent shortfalls of KOs, even with its LO. As the run went on its muscle began to do more work than its teammates', which elevated my opinion and saved its seat in the alts box.


Fake Out/Helping Hand/Ally Switch/Foul Play Mega Sableye in all its... notoriety? Splendor? This run featured so many fighting-type leads, including undesireable FO targets in Gallade and Lucario, that Sableye was opening with Ally Switch much of the time. Sableye was a cancerous little troll for this team, between AS mindfucking the AI and HH Explosion doing a lot by itself. As if that weren't bad enough, when my tanks weren't winning the battle by themselves, I had the admittedly extremely unsafe but hilarious Quick Claw Walrein, who uses Super Fang instead of Fissure. Walrein was brought in to deal with stallier nuisances and lastmons. Among successful Sheer Cold recipients were +3/+3 Lanturn4 (QC proc no less) and Tentacruel4. Walrein took a more proactive role in a battle with Atalanta and, while no serious massacre occured, I did note that moves called by Sleep Talk ignore disabling when used. Marowak1 was felled, Cursed Body disabled Sheer Cold, and Sleep Talk attempted to use it with no failure message.

This run featured an encounter with our rare Anabel, whom I jokingly referred to as investigating the existence of an alleged QC Walrein. This run also featured my second personally witnessed instance of the AI making a resist switch that turned out to be Zoroark (Breloom to "Lapras" following a sashed hit from Ice Beam.)






Tasanee once again gave this team a serious run for its money with Golisopod4/Snorlax4/Something not mentioned in Discord/Milotic4. Lax successfully Fissured Incineroar, and upon returning to battle LO First Impression would lay waste to Drampa. I won because Milotic Rested and kept calling Surf with Sleep Talk, which is what allowed Gastrodon to do enough damage to kill it before it could wake up and simply Rest again.






Contrary to what the backline might imply, this Golem did not have Explosion.




Aromatisse and Slowbro get rolled together fairly often in some capacity, and having a slot in both the setter and megas sections increases Bro's chances of being rolled quite a bit. That said, I've yet to run Aroma in an offensive capacity as long as it and Bro are on the same team. For reasons which are hopefully obvious.


The return of semi-monotype! This team had a really good run, save for a rematch with Harding. The battle got off to a good enough start; Aggron3/Gardevoir34 leads, with an easy OHKO for Scizor. Bronzong3 would replace Garde and immediately explode, making Knock Off autotarget Aggron for pathetic damage. Escavalier replaces, which is very bad for the team with Volcarona being unable to enter while Aggron sits there, and none of my pokes outspeeding the snail under TR, at least until Aggron had paralyzed both of them, leaving me in a tough spot.

As it would happen, Escavalier3 would have its LO knocked off and Cress would die to be replaced by Araquanid. Scizor had put Aggron into range for a Hydro Vortex KO with Superpower, and all it needed to do was survive Escavalier's Megahorn to use it, which it did. TR was now off, so Volcarona could safely and easily kill Escavalier.


...the road leading to this destination was a lot more tense than it might look :P


Armaldo gets a ton of credit for delivering many of the KOs during this run, especially amidst the number of Taunts which greeted my leads.


Xenophon managed to give this team an extremely hard time without a Taunt Virizion lead. Grassy Terrain from my Bulu did not help. Mega Venusaur is so bulky that a +0 Rock Slide can't break a substitute. And Dhelmise4 is just an annoying douche between alternating Protect and Phantom Force; what's more, it survives +2 Throat Chop. Thankfully, Bug Buzz ignores Sub and Vikavolt is just a handy unit to have against teams like this. Without it, unless I ran a Fire type I'd have possibly lost.




While Rotom/Ally Switch was meant to mitigate it somewhat, I was getting pretty annoyed with the number of Ice-typed leads, and ran into Regice and Articuno repeatedly. Fortunately Regice doesn't stand up to HHWP-boosted attacks, but sacrifices were usually made. Heal Pulse and Berserk was abused repeatedly.


If I were ever bitten harder in the ass for gung-ho experimenting, I must've blocked it out of my mind. After the thrill and success of semi-mono Ice and Bug, I was excited to try this with Dragon, not considering that my lead choice of Tyrantrum was absolutely terrible, not to mention having no real switch prospects should the need arise. So there would be plenty of sacrfificing. Upon saving and mock battling replays with Tivon, then Aino and Sam, I would lose the first two extremely quickly and realise that I won through strokes of pure luck. Sam's battle would get off to a shitty start like last time but be salvaged in much the same way.

Tivon: Steelix4/RotoFrost34/Conkeldurr4/Crabominable4
Conk would use Superpower to finish off Tyrantrum4 instead of Flinging into Cress, and would be crit OHKOd by its partner Steelix in return. I needed this to happen, as I would miss Hydro Pump on Steelix and the battle would go rapidly downhill from there.

Aino: Metagross4/Gallade3/Uxie2/Oranguru
Winning stemmed from Ally Switching and staving off Meteor Mash in time to KO Metagross, at which point I was able to set TR. The benign-ish backline helped. During the mock battle, Metagross targeted Cress with MM, Tyrantrum was AS into it, and the battle went unsalvageably downhill from there.

Sam: Barbaracle4/Salamence3/Tyrantrum4/Magmortar4
In sacrificing Tyrantrum, Barbara would get a Sniper crit on Cress (non fatal) and set the stage for a difficult game of Kill or Be Killed. It would miss twice, which was necessary for Guzzlord to clean up the rest of the team including Barbaracle itself.

Like I said in the discord, I am never doing Dragon TR again. at least until they make more TR-worthy dragon pokes GF pls


More Misty Swagger fun! Carbink ran an Iapapa Eisenberry because of the protection from Misty Surge, but would not eat it very often; it was usually hit once for small to moderate damage and then obliterated. Five of the teams faced were TR specialists, which amused me at the time. The biggest highlight was facing a Breeder with Cofagrigus, and bringing Fini in to protect Mawile from a Will-O-Wisp, then successfully Swaggering to maintain the doubled attack after gaining Mummy from the ensuing OHKO. Bastiodon would dodge an Iron Head under Gravity from its DT spam, then be hit and crit by Hydro Pump (an earlier IH had connected and dealt over 50%.)

Kukui did not run Magnezone as I feared, but I did have the pleasure of OHKOing Primarina with +2 Hydro Vortex.


Very rare sighting of fully offensive Aromatisse, which is fun to use. This run was also pretty difficult (admittedly this was not the time to use Steelix, though it appeased Eisen.) Empoleon would end up doing quite a lot of work outside TR, and its "high" speed came in quite handy. Breeder Lori would show up twice and lead Escavalier4 both times; in one encounter, Steelix would be Swaggered and do nothing but assist in killing itself the rest of the battle; in another, it would miraculously waken from Spore T2 and OHKO Shiinotic4 with Heavy Slam, then be paralyzed as a result. In both battles, Empoleon would connect two Hydro Pumps and be done with Escavalier. Because the backline didn't play well with Steelix spamming EQ, Stomping Tantrum was used, and generally didn't cause problems as a result (though some prospective double KOs were missed.)


I was getting pretty annoyed by the unwillingness of the AI to bait into Flash Fire, at one point hitting Chandelure with my own Fire Blast just to trigger it. One amusing battle of note was against Tivon, who set to +2 with Mega Audino and was generally being a tanky pain in the ass; I swapped Ferrothorn in to prevent Octillery from being killed by Draining Kiss- and was immediately reminded that it's a rare special contact move, and the ensuing damage from Iron Barbs and Rocky Helmet was severe enough to finish it off. While I had an Octillery for a long time in Bank, credit goes to Eisen for getting it rebred and put back into the alts box.


I had the joy of slaughtering Uxie and Cress with LO Knock Off, and until Grimsley this team was having a great run. Honchkrow3/Scrafty4/Sharpedo4/Houndoom4 gave this team no good switch prospects, but what really doomed me was negligent (more like nonexistent) use of Ally Switch, which would have prolonged Bisharp and especially Dragalge in doing enough damage to them before they fell. As it would stand, I would manage to get Scrafty by itself, and with its max special bulk my badly weakened Rotom was hopelessly checkmated, and Scrafty would prolong things by continuing to Protect and even throw in a Bulk Up before finishing it off.
Who knows; maybe these will provide some insight into my selection processes. Nah, they mostly just show favoritism, frequent defaulting, and leaving some otherwise good pokes woefully underused. ...which in a way is useful and informative to me, so I'll actually go through with this.

Some Pokemon inevitably get rolled twice, but only appear once on the list.

1-10: Comfey*, Kangaskhan, Snorlax*, Gastrodon*, Druddigon, Dhelmise*, Gothitelle, Abomasnow

11-20: Stakataka, Charizard, Golem, Azumarill*, Conkeldurr*, Escavalier*, Audino*, Kangaskhan

21-30: Audino, Slowbro*, Snorlax, Hariyama*, Araquanid, Dhelmise*, Gothitelle*, Mawile

31-40: Aromatisse*, Ampharos, Muk, Gigalith*, Eelektross, Vikavolt*, Comfey, Camerupt*

41-50: Cofagrigus*, Camerupt, Muk, Exeggutor*, Vikavolt*, Crabominable*, Dusclops, Kangaskhan

51-60: Comfey*, Heracross, Exeggutor, Hariyama*, Araquanid, Golisopod*, Slowbro*, Camerupt

61-70: Oranguru*, Camerupt*, Conkeldurr, Ferrothorn*, Araquanid*, Palossand, Bronzong, Abomasnow

71-80: Aromatisse*, Sableye*, Rhyperior*, Gigalith, Conkeldurr, Escavalier*, Slowbro, Aggron

81-90: Stakataka*, Mawile, Golem, Snorlax, Mudsdale, Araquanid*, Musharna*, Charizard*

91-100: Comfey, Steelix, Golem, Marowak*, Azumarill*, Conkeldurr, Cresselia*, Ampharos*

101-110: Cresselia*, Charizard, Azumarill*, Conkeldurr, Lurantis*, Porygon2*

111-120: Aromatisse*, Camerupt*, Golem, Snorlax*, Wishiwashi*, Jellicent, Abomasnow

121-130: Slowbro*, Muk, Rhyperior, Eelektross, Lurantis, Carbink, Aggron

131-140: Dusclops*, Camerupt*, Gastrodon, Escavalier*, Dragalge*, Crabominable, Carbink

141-150: Bronzong*, Mawile, Hariyama, Druddigon*, Dragalge, Crabominable*, Jellicent, Slowbro*

151-160: Porygon2, Heracross, Vileplume*, Heatran*, Carracosta, Tyrantrum, Wishiwashi*, Lurantis, Honchkrow, Aromatisse*, Mawile

161-170: Jellicent, Ampharos*, Exeggutor, Mamoswine, Gigalith*, Dragalge, Vikavolt*, Dhelmise, Gardevoir, Dusclops*, Steelix

171-180: Gothitelle, Kangaskhan, Vileplume, Tangrowth*, Togekiss, Druddigon, Aegislash, Golisopod*, Lapras, Turtonator, Aromatisse*, Camerupt*

181-190: Cresselia, Slowbro, Vaporeon*, Regirock*, Rhyperior, Carracosta, Dhelmise, Landorus, Avalugg, Cofagrigus*, Abomasnow*

191-200: Carbink, Abomasnow, Lickilicky, Rhyperior*, Escavalier*, Araquanid, Bisharp, Braviary, Dusclops*, Slowbro*

201-210: Comfey, Charizard, Ursaring, Hariayama, Armaldo, Carracosta, Mudsdale*, Stakataka, Turtonator, Tapu Fini*, Cofagrigus*, Mawile*

211-220: Oranguru*, Blastoise, Snorlax*, Torterra, Mamoswine, Chesnaught, Aegislash, Dragonite, Tapu Lele*, Slowbro*

221-230: Oranguru, Sableye, Regirock, Regice, Rhyperior, Ferrothorn*, Golurk, Primarina*, Darmanitan*, Tapu Lele, Cofagrigus*

231-240: Jellicent, Slowbro*, Snorlax, Empoleon, Carracosta, Eelektross*, Chesnaught*, Mudsdale*, Feraligatr, Beheeyem, Uxie, Ampharos

241-250: Dusclops, Charizard, Heatran*, Conkeldurr, Ferrothorn, Dragalge*, Clawitzer, Golisopod, Feraligatr, Scizor*, Jellicent*, Camerupt

251-260: Porygon2*, Sableye*, Vileplume, Gigalith, Carracosta, Aegislash, Crabominable, Stakataka, Walrein*, Metagross*, Uxie, Ampharos

261-270: Dusclops*, Charizard, Heatran, Conkeldurr, Ferrothorn*, Dragalge, Clawitzer*, Golisopod, Feraligatr, Scizor, Jellicent, Camerupt*

271-280: Dusclops*, Heracross, Marowak*, Donphan, Armaldo, Wishiwashi*, Palossand, Tyranitar, Beheeyem, Comfey, Abomasnow*

281-290: Carbink*, Heracross, Armaldo, Gastrodon*, Gigalith, Incineroar*, Drampa*, Tyranitar, Buzzwole, Charizard

291-300: Comfey, Sableye, Regirock, Togekiss, Golurk*, Clawitzer*, Primarina, Drampa, Bouffalant, Volcarona*, Oranguru*, Charizard

301-310: Cofagrigus*, Slowbro*, Azumarill, Gastrodon, Sylveon, Primarina*, Drampa*, Gardevoir, Tapu Fini, Dusclops, Kangaskhan

311-320: Oranguru, Charizard, Machamp, Golem*, Mamoswine, Gigalith, Bewear, Golurk, Gardevoir*, Turtonator, Dusclops*, Camerupt*

321-330: Musharna*, Slowbro, Vaporeon, Hariyama, Regirock, Ferrothorn*, Chesnaught, Darmanitan*, Braviary, Cresselia, Ampharos*

331-340: Aromatisse*, Ampharos, Marowak*, Gigalith, Ferrothorn, Golurk, Tyrantrum*, Nidoqueen, Landorus, Slowbro*, Kangaskhan

341-350: Cresselia*, Ampharos, Vaporeon, Hariyama, Mamoswine, Incineroar, Araquanid*, Guzzlord, Scizor*, Volcarona*, Kangaskhan

351-360: Jellicent, Slowbro*, Armaldo*, Tangrowth*, Emboar*, Aegislash, Bewear, Dragonite, Darmanitan, Audino, Ampharos

361-370: Porygon2, Mawile, Machamp, Gigalith*, Incineroar, Vikavolt*, Golisopod, Flareon, Tapu Bulu*, Cofagrigus*, Charizard

371-380: Dusclops*, Heracross, Vaporeon, Escavalier*, Clawitzer, Aurorus, Vikavolt, Wishiwashi*, Darmanitan, Tapu Bulu, Slowbro, Ampharos*

381-390: Audino*, Blastoise, Ursaring, Donphan*, Aurorus, Primarina, Lurantis, Drampa*, Rotom-Wash*, Jellicent, Abomasnow

391-400: Cofagrigus, Kangaskhan, Emboar, Gigalith, Conkeldurr, Dragalge*, Tyrantrum*, Guzzlord*, Scizor, Landorus, Cresselia*, Camerupt

401-410: Carbink*, Mawile*, Machamp, Ursaring, Aurorus, Araquanid*, Tapu Bulu, Tapu Fini*, Uxie, Kangaskhan

411-420: Aromatisse*, Slowbro, Donphan, Hariyama, Regice, Empoleon*, Golurk, Palossand, Volcarona, Landorus, Musharna*, Steelix*

421-430: Dusclops*, Abomasnow, Machamp, Torterra, Ferrothorn*, Eelektross, Chandelure*, Bewear, Dragonite, Octillery*, Jellicent, Mawile

431-439: Slowbro*, Heracross, Muk, Beartic, Chesnaught, Dragalge*, Palossand, Stakataka, Rotom-Wash*, Bisharp*, Steelix, Aromatisse

I had planned to write up some trivia using the various tidbits from those two segments, but this has gone on quite long enough. Anyone who bothers to look through them will inevitably notice some trends or odd things.
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
Reporting a completed streak of 509 wins in Sun Super Doubles.

Earlier this year, one of the Discord regulars threw around, and eventually experimented with, the idea of Tailwind Suicune in Tree Doubles. This was followed by another user catching onto and trying the same thing, with a tweak or two thrown in. While both kind of got bored with the idea pretty quickly, and one of them got horrifically screwed by one of the Tree's most malevolent forces, which drove him from the team forever, I attached to the idea almost instantly. I found that:
- in the middle of my Ultra Moon in-game run, I was reaching for ideas to keep me busy in Sun in the meantime, until such time that I could make it to the Ultra Tree and get started on that
- I have become convinced by one or two people, indirectly, that Suicune is the best overall Pokemon for battle facilities--any evidence I can produce to support that argument is a task I am happy to undertake
- at the time the idea was floating around, I had drained a decent chunk of my BP away to work on my usual endless project, and was struggling to land on a team that could help me regain those expenditures
While the team that one of these precursors had made requires a lot of assistance from Legendaries, I was shocked to find that I had the proper Natures for the team members by sheer chance, through captures I have made across three Generations of games, and thus could replicate his team exactly. And so came to be:

FREEZER & JOSH SAVE THE WORLD
I can't speak as to whether either Hiddenfreezer or Josh C. have ever played/heard of Sam & Max Save the World; it's possible that neither of them have heard of Sam & Max (Freelance Police); hell, I'm not entirely certain that either of them even know what Bosco's is. Irrespective of that, I see them as an inseparable pair, at least in terms of this concept, and since the start of this project I often wonder how they would be if they ever met in person. Would they also be two wildly divergent personalities that would nonetheless form an unshakable bond? Would they be more like Suzak & Fenix, incredibly similar people, the classic "brothers from different mothers" phenomenon at work? Or would they be that pair of dudes who share a common acquaintance and awkwardly sit there when the acquaintance leaves the room and they suddenly find their shoes fascinating?
Whatever the case may be, I will forever link them in my mind, as thanks to them, I managed to build something pretty fucking satisfying. This run was for me to a degree, but it was a lot more for their sakes, to demonstrate what their skills & input can produce. In a way, they did save my world: they gave me a way to close the book on my SuMo Tree-climbing with peace of mind, gave me the confidence that I can keep up with the best climbers in an environment outside of Triples, and encouraged me to keep my mind open to every idea we can throw at the Tree, as they both were trying other concepts out during the entirety of my streak, to varying levels of success.

Thank you both for being the foundation holding this team up.


The template for this run is: KangKoko (possibly #5439)
The idea looks to be pretty straightfoward here: a powerful lead pair who can smash through things from both ends of the offensive spectrum, with some Volt Switch/Fake Out finesse thrown in so as to allow relatively safe entry for the bulky backline. Said secondary pair is there to provide Intimidate/Tailwind support for the team, as well as a tucked-away nuke in case I need to quickly eliminate certain threats.

In trying to replicate this, I came up with:

Tapu-Riki (Tapu Koko) (Lvl.100) @ Choice Specs
Ability: Electric Surge
EVs: 252 SAtk / 4 SDef / 252 Spe
IVs: 31/HT/31/31/HT/31
Timid Nature
- Grass Knot
- Dazzling Gleam
- Volt Switch
- Thunderbolt

Specs Koko is Specs Koko, y'all know what the deal is with this thing by now. I was unable to secure HP Fire on mine, since I hadn't even considered the idea and generally am leery of Hidden Power in its current form. Grass Knot ended up being invaluable regardless, as I got a feel with time as to what things could be safely OHKO'ed by it. Whereas my previous runs with Koko had been divided almost evenly between Thunderbolt and Dazzling Gleam, here I got a lot better with Volt Switch and the doors that opened for the rest of the team. So, my usage of Thunderbolt wasn't nearly as mindless as before. Thank you to whoever may have gifted me this thing as part of a Giveaway, though I've long forgotten who it was now--it may have been Christian it may have been PSIana, it may have been Eisenherz (if anyone knows who has distributed a German Koko from OT 'Phil' on these forums in the past, let me know--I really want to give them credit for this boon!).


WhatTheFuss2 (Kangaskhan) (F) (Lvl.54) @ Kangaskhanite
Ability: Scrappy (Parental Bond)
EVs: 252 Atk / 4 SDef / 252 Spe
IVs: 31/31/31/11-12/19/31
Adamant Nature
- Fake Out
- Drain Punch
- Sucker Punch
- Double-Edge

The daughter of my Maison MegaKhan, it fulfilled the tank role here and, much like her mom, is lacking somewhere in the bluk department. It didn't seem to affect her efficiency much, though--still hit like, well, a tank, and still absorbed quite a bit of damage despite the recoil issues and the ridiculous amount of Fighting attacks in the Tree. I also didn't use Scrappy nearly as much as I have with her mom, as most of the things it could be used to target are better served left alone until later in the battle, can be destroyed by Parental Sucker Punch anyway, or can be ganged up on by teammates easily. She was also my go-to weapon against boosting opponents, as Parental Double-Edge could cut through most of them like real kangaroos can cut through humans before they could get too out of control.


DetectCave (Landorus-Therian) (M) (Lvl.100) @ Groundium-Z
Ability: Intimidate
EVs: 100 HP / 228 Atk / 4 Def / 20 SDef / 156 Spe
IVs: HT/HT/31/31/31/HT
Adamant Nature
- Protect
- Rock Slide
- Knock Off
- Earthquake (Tectonic Rage)

My original Dream World capture from my DSLite, brought up from my White 2 cartridge to originally serve as my Incarnate Imperfect for the Maison's Landorus4. My previous best Tree streak heavily featured Groundium-Z Therian, and he became an acquired taste I really wanted to try some more, this time on a fairly different recipe. What he ended up doing was a mix of that, Knock Off duty (it still comes up more often than one would think given the proliferation of Mega Stones & Z-Stones), and general EQ spamming with the boosted Suicune by its side. It survived a ton of things I did not think it would due to the elaborate EV spread, and was probably the biggest contribution Josh indirectly made to this streak. Nicknamed after the Earth Faith spell in Lords of Magic: Special Edition.


Aquarii (Suicune) (Lvl.100) @ Electric Seed
Ability: Pressure
EVs: 210 HP / 4 Def / 150 SAtk / 60 SDef / 84 Spe
IVs: 31/1/31/HT/31/HT
Modest Nature
- Protect
- Tailwind
- Ice Beam
- Scald

My original Omega Ruby capture, living an interesting double life. By day, it is my Imperfect Suicune2, the Subway/Maison/Tree's most harmless opposing Suicune (though as some of my comrades will attest, still dangerous in its own right); by night, it is the bulwark of this team, giving its physical teammates the nudge needed to deal with some threats and Koko the oomph necessary to edge past the speediest foes the Tree has to offer. Despite Intimidate's function, the Electric Seed and the sometimes-urgency of Tailwind setting meant that it was the primary incoming post for Volt Switch--its bulk and, occasionally, Pressure meant that it served better as something for opponents to tire themsleves out punching while buying time for teammates to mount the pressure. Scald burns ended up coming into play a TON and saved me a number of times in tighter situations. When comparing mine to Josh's, you'll notice that I slightly screwed up the EV spread while raising it and kept it, finding that Suicune would have to immediately attack more often than anticipated. This nickname was provided by someone I was originally going to trade this to--it may have been hiddenfreezer, it may have been Fougeta, I sure don't remember now. It has something to do with the Eucharist, I guess?

I won't pretend to know what the EV spreads on the backline are meant to do; Josh came up with those spreads, I don't do calcs by and large, and I trusted his judgement that they would do whatever it is they're intended to do. Hopefully, he will elaborate sometime. As time went on, though obviously this team has all kinds of synergy between everyone and is incredibly flexible in how it deals with everything other than Ferrothorn, I came to think as a team of two distinct halves; the bulk of the effort was specifically done by KangKoko, as a pair, and CuneDorus, also as a pair. It often streamlined my decision-making when going for stretches of this team.
Threats included:
- Cresselia2: my Nemesis, the only stall-based opponent who I simultaneously could and couldn't leave alone, and who dragged battles out into nail-bitters on two different occasions
- Crobat34: Like with all Koko users, this piece of shit tended to necessitate an immediate Koko switch, Set 4 could Taunt Suicune right out of Tailwind (and appears with several Trainers for whom Tailwind is a necessity), and Set 3 could hit everyone on the team hard. Often times, MegaKhan had to drop everything and Double-Edge it just to give the rest of the team some breathing room (Lando-T can hit it but not reliably)
- Ferrothorn: without the hidden weapon Josh had for it, I had to go after it with everyone before possible Set 4 got out of hand, which would give its teammates time to do whatever. Thankfully, I ran into it very rarely, and Set 3 blew up pretty much every time I found it
- Charizard34: another piece of shit who I had to double-down on every time I found it, and like Crobat it appeared often. Unlike Crobat, though, I could Fake it Out and try to erase it from play more easily
- every Alolamon: while the Alolan Formes are sets I mostly have committed to memory, the actual new Pokemon are sets I am not totally familiar with yet, so if I didn't have the set listings accessible during play, there would be some guesswork involved there. Togedemaru, in particular, was a hell of a Gordian knot to unravel

Once again, silver_angel 's website was a powerful ally in giving me knowledge about the opponents faced; on this streak, it was incredibly useful for Vivek/Stellan, Scientists, and just about every Legendary-filled Trainer in particular. Once again, found here: http://the.silver.angel.free.fr/btree/

In addition to all those Trainers previously mentioned, big ups to everyone on the Tree Discord, both the regulars and the silent majority; you were witness to something special, and I'm glad that, in some small way, you were along for the ride. With this run completed, Doubles Suicune proving its worth, me setting a new battles facilities Doubles personal best, and kneeshoeshoe's streak definitively hemmed in by a bunch of our stupid little Discord clique, I now can line up several new goals:
- focus more on the Agency, at least for the near future (more on that elsewhere, later...)
- hone in on repeating this level of success for Ultra Moon, where my Tree-climbing is still in its toddler stages, so to speak
- badger Level 51 & Adamant Zoroark , whom I officially passed on the Doubles leaderboard with this streak, with "when are you getting back to it?" while they try to regroup and counterstrike
- keep up the pressure on others to try the KokoKang core out; Josh pointed out to me that he managed 320-330 wins with this team and feels like the KokoKang core is easily capable of much more. While I and two-three others have demonstrated this on this thread, more can always be done
- Colress was the Trainer to end this streak, and though I made one or two miscalculations in the loss to facilitate that, there's no denying that he is usually a tough opponent to face. ON the bright side, he has inadvertently given me a god-awful idea to try in the future...


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IMG_1455.JPG


Replays!
M7AG-WWWW-WWWU-MYMX (Battle 100, an example of how Kiawe, who has probably ended more of my streaks than any other special Trainer, is fairly average against this team)
R4SG-WWWW-WWWU-MYRC (my first Perri Pa'u encounter in a lllllllloooooonnnnnnnggggggg time. Fortunately, it didn't cause too much trouble)
GG6W-WWWW-WWWU-MYTX (I forgot to save my Battle 300 and made up for it by drafting this instead, an insane opposing lead pair for those who have been playing battle facilities long enough)
MTKG-WWWW-WWWU-MJWR (I also forgot to save my commemorative Battle 426 and decided to save this instead, an example of how this team deals with Sina)
PS8W-WWWW-WWWU-MJ38 (the closest battle of the streak, MegaKhan basically saves this streak by being MegaKhan; the Tree Elite Four (Xenophon/Kikujiro/Aino/Xio) (T.E.F.) will always present challenging matchups, no matter the team)
R2KW-WWWW-WWWU-MJ9X (a surprisingly close battle, what happens when you disparage Office Workers Jana/Darrel too much)
D6LG-WWWW-WWWU-MJBW (the loss, what happened when I forgot to preserve Lando-T, my best weapon against Colress, at all costs)
YSTG-WWWW-WWWU-MJDJ (bonus material shared because I like beating up on psuedo-Legendaries, to further hammer down on Repto that he made a mistake going semi-MonoDragon recently, and a warning to everyone: "if you're gonna attempt Monotype around here, for fuck's sake don't pick Dragon")
 
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YSTG-WWWW-WWWU-MJDJ (bonus material shared because I like beating up on psuedo-Legendaries, to further hammer down on Repto that he made a mistake going semi-MonoDragon recently, and a warning to everyone: "if you're gonna attempt Monotype around here, for fuck's sake don't pick Dragon")
At least not when your options are limited to Guzzlord and Tyrantrum for which I have yet to produce a believable excuse
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
Congratulations for your streak! I haven't come on smogon for months, and saw this notification today about the Battle Tree page :) I'm glad it's actually useful to someone!
Well, Josh uses it too, so that makes two...and yes, the schilling will continue until it's on the OP.

EDIT: I've blanked on this until now, but I will be adding this team to the QR3 and removing 'Fight Club (Remix)' at some point today.
 
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So I've decided to have another crack at Super Doubles, focusing again around the Ribombee-Oricorio combination. Only made it to 46 battles with this so far so any tips would be greatly appreciated.


1540207789142.png


Ribombee (F) @ Focus Sash (Shield Dust)
Quiver Dance
Struggle Bug
Reflect
Safeguard
252 HP/Speed, 6 Def (Timid)
31/x/31/31/31/31

Ribombee pulls her weight and then some. Her insane speed, immunity to Fake Out, and Focus Sash ensures that she can always get at least one QD off, and usually 2. I've been surprised at how long she tends to last and how easy it's been to get a third or even fourth QD in. The general strategy is to Protect with Ori while Bee Quiver Dances and attempt a sweep from there; the objective is not to sweep with Bee, but boosted Struggle Bug does a respectable amount of damage even against foes who resist it, and the fact that it hits both foes is extremely useful. It also makes Oricorio even more able to shrug off Special attacks. There's rarely time to use Reflect unless Oricorio has fainted, and even then Struggle Bug is generally more useful in conjunction with Gyarados' Intimidate. Safeguard is literally never used.

1540207815176.png

Oricorio (F) @ Lum Berry
Revelation Dance
Hidden Power (Ice)
Air Cutter
Protect
252 SpA/Speed, 6 HP (Timid)
Unsure of precise IVs but close as possible to max to allow for an Ice-type Hidden Power, SpA IV is 30 iirc

The star of the show. I chose the Baile Form purely on aesthetics - I have been contemplating switching to the Ghost-type form but for now I'm happy with the coverage afforded by Fire/Ice/Flying. Oricorio is a borderline monster with Dancer, able to score KOs after a single boost. I almost always Protect on turn 1 even if one of the foes is an easy kill such as Scizor to be able to scope opponent's sets and because Oricorio has a tendency to get targeted by both foes. Also, it mitigates any stray Z-moves. Air Cutter is weak but the spread damage and high crit rate is incredibly useful, bringing numerous foes into KO range for whoever comes in next. Lum acts as a shield against status which would otherwise ruin her. After a couple of QDs Oricorio is generally able to tank a special Water or Electric move from most foes. She's still far from bulky though and needs to sweep quickly to survive.

Physical rock-types are a problem. The nightmare scenario is coming up against two Rock-types. In that instance, Oricorio will usually Protect whilst Ribombee is swapped with Gyarados, who can generally survive the switch and KO one of them with Waterfall. Gyarados being Rock-weak is an issue, but I'll get onto that.

1540207758017.png

Gyarados (F) @ Gyaradosite
Waterfall
Crunch
Ice Fang
Dragon Dance
252 Att, 216 Spd, 42 Hp (Adamant)
31/31/30/x/28/31

Gyara is hella bulky once it Mega Evolves. I've wondered about keeping Dragon Dance, but it has proven useful against bulkier foes (and obviously benefits Oricorio if she's still alive). The other moves are fairly standard. Gyara almost - almost - fits every criteria I needed for a third team member: physically bulky, strong against Rock-types, and supports the rest of the team. It's just a shame she's weak to Rock. The only other candidate I can think to replace her would be Hitmontop (who keeps Intimidate and has a grab-bag of priority moves whilst helpfully resisting Rock) but Hitmontop is much slower and doesn't have the immediate offensive presence Gyara does.

1540207835663.png


Silvally @ Choice Band
Double-Edge
Thunder Fang
Zen Headbutt
Explosion
252 Att/Spd, 6 HP (Jolly)
31/31/31/x/29/31

Having used Silvally in Singles with not much luck, I decided to try him on this team. I've toyed with the idea of making him Ground or Fighting type, but the power loss from Choice Band is just too great. 99% of the time it's a choice between Double-Edge and Thunder Fang: DE is tremendously strong, and can take a sizeable chunk out of most Rock-types. Explosion is very rarely used in conjunction with Oricorio's Protect. I would actually peg Silvally as the most consistent team member: it's excellent at finishing weakened foes, and outspeeds a surprising amount.

Thoughts please?
 

Attachments

So I've decided to have another crack at Super Doubles, focusing again around the Ribombee-Oricorio combination. Only made it to 46 battles with this so far so any tips would be greatly appreciated.


View attachment 142351

Ribombee (F) @ Focus Sash (Shield Dust)
Quiver Dance
Struggle Bug
Reflect
Safeguard
252 HP/Speed, 6 Def (Timid)
31/x/31/31/31/31

Ribombee pulls her weight and then some. Her insane speed, immunity to Fake Out, and Focus Sash ensures that she can always get at least one QD off, and usually 2. I've been surprised at how long she tends to last and how easy it's been to get a third or even fourth QD in. The general strategy is to Protect with Ori while Bee Quiver Dances and attempt a sweep from there; the objective is not to sweep with Bee, but boosted Struggle Bug does a respectable amount of damage even against foes who resist it, and the fact that it hits both foes is extremely useful. It also makes Oricorio even more able to shrug off Special attacks. There's rarely time to use Reflect unless Oricorio has fainted, and even then Struggle Bug is generally more useful in conjunction with Gyarados' Intimidate. Safeguard is literally never used.

View attachment 142352
Oricorio (F) @ Lum Berry
Revelation Dance
Hidden Power (Ice)
Air Cutter
Protect
252 SpA/Speed, 6 HP (Timid)
Unsure of precise IVs but close as possible to max to allow for an Ice-type Hidden Power, SpA IV is 30 iirc

The star of the show. I chose the Baile Form purely on aesthetics - I have been contemplating switching to the Ghost-type form but for now I'm happy with the coverage afforded by Fire/Ice/Flying. Oricorio is a borderline monster with Dancer, able to score KOs after a single boost. I almost always Protect on turn 1 even if one of the foes is an easy kill such as Scizor to be able to scope opponent's sets and because Oricorio has a tendency to get targeted by both foes. Also, it mitigates any stray Z-moves. Air Cutter is weak but the spread damage and high crit rate is incredibly useful, bringing numerous foes into KO range for whoever comes in next. Lum acts as a shield against status which would otherwise ruin her. After a couple of QDs Oricorio is generally able to tank a special Water or Electric move from most foes. She's still far from bulky though and needs to sweep quickly to survive.

Physical rock-types are a problem. The nightmare scenario is coming up against two Rock-types. In that instance, Oricorio will usually Protect whilst Ribombee is swapped with Gyarados, who can generally survive the switch and KO one of them with Waterfall. Gyarados being Rock-weak is an issue, but I'll get onto that.

View attachment 142350
Gyarados (F) @ Gyaradosite
Waterfall
Crunch
Ice Fang
Dragon Dance
252 Att, 216 Spd, 42 Hp (Adamant)
31/31/30/x/28/31

Gyara is hella bulky once it Mega Evolves. I've wondered about keeping Dragon Dance, but it has proven useful against bulkier foes (and obviously benefits Oricorio if she's still alive). The other moves are fairly standard. Gyara almost - almost - fits every criteria I needed for a third team member: physically bulky, strong against Rock-types, and supports the rest of the team. It's just a shame she's weak to Rock. The only other candidate I can think to replace her would be Hitmontop (who keeps Intimidate and has a grab-bag of priority moves whilst helpfully resisting Rock) but Hitmontop is much slower and doesn't have the immediate offensive presence Gyara does.

View attachment 142353

Silvally @ Choice Band
Double-Edge
Thunder Fang
Zen Headbutt
Explosion
252 Att/Spd, 6 HP (Jolly)
31/31/31/x/29/31

Having used Silvally in Singles with not much luck, I decided to try him on this team. I've toyed with the idea of making him Ground or Fighting type, but the power loss from Choice Band is just too great. 99% of the time it's a choice between Double-Edge and Thunder Fang: DE is tremendously strong, and can take a sizeable chunk out of most Rock-types. Explosion is very rarely used in conjunction with Oricorio's Protect. I would actually peg Silvally as the most consistent team member: it's excellent at finishing weakened foes, and outspeeds a surprising amount.

Thoughts please?
Have you considered Tailwind and Pollen Puff over Reflect and Safeguard? If you pretty much never use them, I'd think that a speed boost and a healing move would be a far better fit for the team. Tailwind especially would help Silvally get attacks off since it sits at a mediocre 95 speed unboosted, and Pollen Puff could keep it healthy while it spams Double Edge.
 
Have you considered Tailwind and Pollen Puff over Reflect and Safeguard? If you pretty much never use them, I'd think that a speed boost and a healing move would be a far better fit for the team. Tailwind especially would help Silvally get attacks off since it sits at a mediocre 95 speed unboosted, and Pollen Puff could keep it healthy while it spams Double Edge.
Yeah, I'm thinking Pollen Puff is probably a better option than Safeguard - it's probably more productive to heal Ori (and the others).

I see your point about Tailwind but since 3 of the 4 Pokemon on the team have a way of boosting their Speed I feel like it might be redundant. I've not found Silvally's speed to be an issue (yet, at least).
 
Yeah, I'm thinking Pollen Puff is probably a better option than Safeguard - it's probably more productive to heal Ori (and the others).

I see your point about Tailwind but since 3 of the 4 Pokemon on the team have a way of boosting their Speed I feel like it might be redundant. I've not found Silvally's speed to be an issue (yet, at least).
Helping Hand and Ally Switch can also be options if you're unsure of Tailwind. Ally Switch would let Silvally and already Mega'd Gyarados face fighting types better since Ribombee can just take the fighting type moves for them, and it has other uses too
 
In addition to this, you could probably consider going Wide Lens for accurate Air Slash (really, ditch Air Cutter, the lowered spread damage is so low on an already low BP move you're better off hitting something with Air Slash) or even a Power Item / Z-crystal over Lum on Oricorio.

Also, I'd recommend Salamence over Gyarados. You keep Intimidate and access to Ddance, and get better typing, more immediate speed and power (both Return and Double Edge have strong damage coming off Mega-Salamence) while having access to a stronger Earthquake if you please.
 
In addition to this, you could probably consider going Wide Lens for accurate Air Slash (really, ditch Air Cutter, the lowered spread damage is so low on an already low BP move you're better off hitting something with Air Slash) or even a Power Item / Z-crystal over Lum on Oricorio.

Also, I'd recommend Salamence over Gyarados. You keep Intimidate and access to Ddance, and get better typing, more immediate speed and power (both Return and Double Edge have strong damage coming off Mega-Salamence) while having access to a stronger Earthquake if you please.
Air Cutter is weak but the crit rate and the fact I'm always attacking at at least +1 compensates. If I'm not able to get a kill with it I can at least bring foes down to ~50%. It's also incredibly useful when it comes to picking off weakened foes. Honestly, it's saved me a lot of times. I just don't think Air Slash would improve on it.

Random question - what do you reckon to Scizor instead of Gyarados? I have a bulky HP/Attack Adamant Scizor with Swords Dance and since Scizor resists Rock I was thinking it might synergise well. No idea re item choice, perhaps Occa Berry.
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
Would be quite fine, given the rest of your team--lately we have been arguing that the main items to stick on Scizor that seem to work are Life Orb and Scizorite. Mega Scizor is hella powerful and has sufficient bulk to suit your needs, and the LO set gives you more immediate power through -further-boosted Bullet Punch alone.

The big negative there, of course, would be no Intimidate support...you also add more of a Fire weakness to the team, though given what Ribombee's role is I'm sure that's not much of a concern for you.
 
I actually disagree with Mega Salamence in this scenario because it gives him no really good STAB to hit Rock types, while having three Pokemon weak to them. Gyarados at least has a super effective STAB on them while being able to take neutral hits from Rock types when Mega Evolved.

Perhaps the weak point in this is Silvally. If you were thinking about making it a Fighting or Ground type, presumably to deal with Rock types, you're probably better off using a different Pokemon. A Ground type like Garchomp or Excadrill probably wouldn't be too bad of a choice. Can switch into Electric moves for Gyarados, Rock moves for the whole team, and can bring in a potential Z-Move user on the team.
 
I actually disagree with Mega Salamence in this scenario because it gives him no really good STAB to hit Rock types, while having three Pokemon weak to them. Gyarados at least has a super effective STAB on them while being able to take neutral hits from Rock types when Mega Evolved.

Perhaps the weak point in this is Silvally. If you were thinking about making it a Fighting or Ground type, presumably to deal with Rock types, you're probably better off using a different Pokemon. A Ground type like Garchomp or Excadrill probably wouldn't be too bad of a choice. Can switch into Electric moves for Gyarados, Rock moves for the whole team, and can bring in a potential Z-Move user on the team.
You make a good point about Silvally. If it only learned a Ground move... I did actually initially consider Garchomp in place of Gyarados. I think I'm going to try out Scizor and if it doesn't pull its weight I'll swap it out for a Garchomp. Perhaps something like:

Garchomp @ Rockium-Z (Rough Skin)
Outrage
Earthquake
Iron Head
Rock Slide
252 Att/Speed, 6 HP (Adamant)
 
I think you are better with Groundium-Z on Garchomp, because you want to fight your rock weakness iirc. Also it gives you one turn where you can hit a strong Ground Move without hurting your team mates, in contrast to EQ where you always want to protect with non immune team mates.
(Another thing: Outrage in doubles is risky since you cant decide which pokemon you want to attack. You could bypass this problem also a little by giving it dragonium-Z, or dragon claw. But outrage alone is really unreliable in doubles)
 
I think you are better with Groundium-Z on Garchomp, because you want to fight your rock weakness iirc. Also it gives you one turn where you can hit a strong Ground Move without hurting your team mates, in contrast to EQ where you always want to protect with non immune team mates.
(Another thing: Outrage in doubles is risky since you cant decide which pokemon you want to attack. You could bypass this problem also a little by giving it dragonium-Z, or dragon claw. But outrage alone is really unreliable in doubles)
Also, absolutely
1) use Protect in place of one of the moves, potentially ditch Rock Slide
2) Do not use Adamant. Use Jolly. You'll drop below 100 speed tier which is a extremely crowded tier expecially when it comes to tree.
 
Thanks for the tips everyone. I think I'm going to go with Garchomp over Scizor, as below -

Garchomp (M) @ Groundium Z (Rough Skin)
Outrage
Earthquake
Iron Head
Protect
6 HP, 252 Att/Speed (Jolly)
30/31/31/x/31/31
 
Believe us, don't use Outrage. You can't pick which target it will hit in doubles. It's not worth it :)

Rest is good tho, it's basically a standard tree Garchomp set
Agh, forgot that - I'll swap it out for Dragon Claw. Will make a couple of attempts later on and report back with how far I get!
 
If that was my team and the leads must stay intact, I'd replace Garchomp's Iron Head with Swords Dance or Substitute, run Tailwind on Ribombee (strongly agreeing with paper's suggestions; I would keep Garchomp Jolly because Ribombee, by itself, is an unreliable setter and prefers to use QD anyway, but would otherwise switch to Adamant), and perhaps Mega Kangaskhan instead of Silvally (largely because of Fake Out). If you keep Silvally, I would absolutely axe Zen Headbutt and Thunder Fang; even neutral Return surpasses either of these hitting a x2 weakness when normalized for accuracy (160 * .9 == 144 < 153; alternatively go with the "oh no 90% accurate move" reasoning which isn't always applicable in Doubles, but I think it would be here since the added power over alternatives is far from justifying the risk), to say nothing of Double-Edge. I would consider Normal Gem (and Protect) vs. Choice Band, as the former avoids being forced into immediate Explosion as a comeback move when Silvally itself would live, but the rest of the team is in danger, or being restricted with having to Protect allies against the Explosion at inopportune times (e.g. having already used a Protect), or using Explosion into allies when those allies must immediately act to ensure Silvally will get to fire.

Assuming that you have sufficient ways to deal with Whimsicott and Shiinotic, the only relevant fairy that you need to hit with a non-Ground move is Togekiss (in which case one of two post-50 sets lacks Fairy moves, not that two attacks Chomp could touch it), which is why I don't see much value in Iron Head or Poison Jab (if anything, I'd run the latter since it hits Grasses that resist your superior STAB)

e: suggestions remain as such if the team has taken the shape of M-Gyara / Garchomp backline too
 
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Though the streak's not over yet, I'm liking this Doubles team that I crafted recently. It's reached 90 wins just now so I think it's pretty good.

It's a team based around Kartana, a very interesting Pokemon, in fact all of the UBs are very amazing.
As I said in one of my videos: "U B amazing unless your nature sucks.", Ultra Beasts have been Pokemon that I've loved using, mainly because they got me to some of my highest streaks, such as Nihilego in Singles, Pheromosa and Celesteela both used on the same team in Doubles, and Naganadel in Doubles as well.

But anyways, let's get onto this team.

Origami Cut (Kartana) @ Focus Sash
Ability: Beast Boost
Level: 50
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Protect

Ahh... Kartana. With a ridiculously high Attack stat and good Speed to go along with it, Kartana also happens to be one of my favorite Ultra Beasts around. That Special Defense though, it could definitely work on that a little bit and as well as that HP stat. But I like it. It's exactly what you call a glass cannon. Maybe one that's paper-thin.

252 Attack EVs make it hit super hard on anything that doesn't resist its hit. 252 Speed and a Jolly Nature allow Kartana to move as fast as possible. Leaf Blade is a great spammable STAB move to use when using Kartana. Smart Strike, though lower in power, has a fantastic ability to bypass accuracy-checks. Lastly, Sacred Sword is there to deal with Steel-types and other Pokemon like Turtonator that it otherwise cannot hit as hard. Protect is there to take baited hits when at 1 HP with its Focus Sash.

~
Now Kartana has a lot of problems going into these matches.
Special Attacks: A LOT of Special Attacks bring Kartana down to 1 HP because of how frail it is. However, thanks to it being at 1 HP and assuming it didn't get double-targeted, Kartana can use that to its advantage and Protect against the baited attacks that come along towards Kartana.

Fire-types: Entei can prove to be a problem especially when getting a burn off of one of its attacks. Sacred Fire can prove to be the bane of Kartana's existence, leaving no choice but for Kartana to Protect or switch into someone who might not want to take a burn.

Volcarona: Kartana cannot touch this Pokemon, because every move that Kartana goes for is resisted. Volcarona can "fire" back with an Overheat or Heat Wave.

Zapdos: Though Zapdos can't do much in return, it also happens to be another Pokemon that walls Kartana, unless Kartana is boosted. This goes to Volcarona as well.

Intimidiate: Kartana does NOT like having its Attack stat being dropped.

THE ROCK (Incineroar) @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Flare Blitz
- Knock Off
- Low Kick

You know him, you love him, Incineroar with Intimidate. A fantastic ability to have that raises Kartana's physically defensive capabilities and provides extra defense towards threats like Weavile's Ice Punch and Mega Salamence's and Garchomp's Earthquake. Though not my favorite Alolan Starter, it still is very cool. Anyways, Incineroar is great for this team. It's basically a tank.

252 HP EVs and Assault Vest makes Incineroar super bulky and 252 Attack EVs allows it to hit very hard. Fake Out is used to flinch opponents on the first turn that Incineroar comes in at, neutering the opponent a little. Flare Blitz is Incineroar's best STAB move while Knock Off is also STAB but also provides utility. Low Kick provides good coverage, for example, hitting Pokemon like Heatran, Tyranitar, and Hydreigon.

~
Incineroar, while not having many, still has a few problems:
Water-types: Politoed and Pelipper are notable for being able to change the weather on it, debuffing Flare Blitz entirely. They also hit Incineroar at its Water-type weakness, with some being able to set up, like Kingdra.

Ground-types: Choice Scarf Garchomp and Landorus tend to be Incineroar's worst nightmare when it comes to facing opponents. They're even okay with having their items knocked off, since then it can spam any move to their heart's content.

Rock-types: Chople Berry Tyranitar can get annoying for Incineroar to face. Mega Tyranitar on the other hand, while not being able to take a Low Kick can strike with brute force using Stone Edge and/or Earthquake.

Intimidate: Another Pokemon to does not like having its Attack being lowered, especially in front of Pokemon that it can normally deal with, such as Mega Mawile.

Yoshi (Salamence-Mega) (M) @ Salamencite
Ability: Aerilate
Level: 50
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Double-Edge
- Hyper Voice
- Flamethrower
- Protect

Another Intimidator. But this one ain't weak to Ground, but still afraid of Rocks, which is why Kartana exists. :D

Mega Salamence is one of my favorite Mega Pokemon of all time. It's not hard to see why. This thing is dubbed the "Blood Soaked Crescent" for a reason, you know? With Intimidate, Mega Salamence can tank a ton of hits that are thrown at it bar Ice-type hits. Aerilate is an absolutely incredible ability that Salamence gains upon Mega Evolving.

252 Special Attack EVs are used to buff Hyper Voice and Flamethrower and the 4 Attack EVs are there to make Double-Edge a little bit stronger. 252 Speed with a Naive Nature makes Mega Salamence one of the fastest un-boosted Pokemon to use in the Battle Tree.

Double-Edge does a heck of a lot of damage. Return could fit in this slot, but it does not do the damage needed. Hyper Voice is the spammable attack to use when needing to 2HKO most of the Pokemon in the Battle Tree roster. Flamethrower is thrown into the moveset to hit Steel-types better, but is it also a bad thing that I was considering putting Rock Slide on this thing instead of Flamethrower? Protect is there because Doubles. No explanation needed there.

~
Now for counters: Mega Salamence is notably harder to use in Doubles rather than Singles:
Mono-types (namely Electric, Steel, Ice, etc): Some types Mega Salamence cannot hit while others it straight up dies to. Weavile gets a special mention here for being able to outspeed Mega Salamence and dent it with Ice Punch. Zapdos can tank the Double-Edge and Hyper Voice that Mega Salamence throws its way.

Mega Tyranitar: Mega Salamence cannot touch Mega Tyranitar and it can OHKO back with either Stone Edge or Ice Fang.

Trick Room: Mega Salamence enjoys being able to outspeed many of the Pokemon in the Tree, however, when in Trick Room is when it is at its weakest. It becomes one of the slowest Pokemon with it taking the hits first rather than hitting others.


Pikachu (Mimikyu) @ Mimikium Z
Ability: Disguise
Level: 50
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Claw
- Shadow Sneak
- Play Rough
- Swords Dance

Lastly, Mimikyu. This is a rather interesting set as this one does not use Protect. Instead, it rather uses Swords Dance and has a neat little trick up its.. cloth with wanting to snuggle with someone for eternity. Now that's a reason to fear it. Now there are a few things that people might ask me about. Why Swords Dance? Why Adamant Nature? Why Mimikium Z? Well to answer all of those, Swords Dance and Adamant Nature I can fit together because Mimikyu just doesn't hit hard enough. And Mimikium Z I use because it is stronger than Fairium Z, but it does come with a rather long Z-Move animation so.... ya.

252 Attack EVs and an Adamant Nature allow Mimikyu to hit as hard as possible. 252 Speed EVs make Mimikyu super fast. Shadow Claw and Play Rough are its two basic STABs and Shadow Sneak is used as a form of priority, made even stronger when boosted by Swords Dance.

~
Some problems that Mimikyu face:
Intmidate: Though it has Swords Dance to counteract it, it still hates Intimidate because it means another turn of setting up or not.

Steel-types: It really can't handle Steel-types too well. Magnezone deserves a special mention here for being very physically defensive and taking not much from even a boosted Shadow Claw.

Mega Gengar: When Disguise is down, Mega Gengar becomes a big threat. It can proceed to break Mimikyu with a super effective Shadow Ball, trapping it as well.

Mega Metagross: Mimikyu only has Shadow Claw and a Shadow Sneak to go for but even then, Mega Metagross has Bullet Punch, so who's really losing the fight here?

"Intimidating" Battle: 4W5W-WWWW-WWWU-RU7Y
I'd rather not go into detail on what happened in this Battle Video, but Intmidators were roaming around everywhere this battle. Three of the Four Pokemon leading were all carrying Intmidate, including my own Incineroar.

Welp, that's it for this post, man I am tired. It's 11pm as I am typing this and my god. I want sleep. NOW. Goodnight or morning for those who view the post at whatever time you are viewing it.

See you.
 

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