Battle Tree Discussion and Records

Eisenherz

50% Berry enthusiast
is a Top Smogon Social Media Contributor
DANCEDANCEJEJUNUM

Submitting a completed streak of 259 in Sun Super Doubles with a team of Oricorio-Pom-Pom / Ribombee / Tapu Fini / Mega Kangaskhan (QR team).

HISTORY & TEAMBUILDING

This team and run hold a special place in my heart, because it's basically a spin-off of the first doubles team I ever ran in Battle Tree. Beside the joy of rediscovering how much I loved the Oricorio-Ribombee combo, it allowed me to see how far I've come as a battler and teambuilder since then. Looking back at the team I had built back then, I can't help but facepalm heavily at the Life Orb Tapu Lele, and the fact I thought it was a good idea to systematically Baton Pass to it, even stating that Tapu Lele's bulk was usually good enough to tank a Poison move on the switch if need be (it's not entirely wrong, but why I would want to ever tank that, especially when I'm just going to KO myself to Life Orb recoil afterwards, is beyond my understanding - I guess I hadn't asked myself that question). Also, Fightinium Z Kartana, really? No wonder I struggled to even reach 50 in the first place (I'm pretty sure I played poorly in general too)! But about 2 years later, here I am, still battling in Tree, and that old post really helps me measure the distance I've crossed since then; this team and streak provide the other end of that measurement.

The idea to rework the team came after Coeur7 talked about making a Dancer team on the Discord server, which was an instant throwback for me. While several options of Quiver Dancers and Oricorio got discussed, I knew I personally wanted to go with these two again, if only because I love them both dearly, but also because I still believe they probably are the best options (at least, I'm convinced about Oricorio Pom-Pom - having not tested other Quiver Dancers, I can't really compare these to be honest). Other than reworking the movesets, the main question was the backline, did I want (Life Orb-less) Lele and Kartana, or some new stuff? There is no doubt on Tapu Lele potency, but after having a quick look at Psych Up options, I decided Tapu Fini was a better choice: what I needed wasn't the hardest hitter, since I'm copying boosts anyway, but rather something that would be both offensively potent and very tanky with the boosts, yet still could function without the boosts, and Fini fit that role perfectly. Of course, Misty Terrain is an immensely welcome addition to most Tree teams, providing a safety layer against so many things. As for the last slot, I didn't spend too much time thinking about it, I just wanted a goodstuffs Pokémon which's typing wouldn't clash with what I already had. Going through my boxes, it immediately clicked when I saw JEJUNUM waiting for her moment in the limelight: YES! Can't go wrong with adding Fake Out, and the Normal typing was a great compliment to the fact all three other team members could murder Fighting-types.

A bit like the DrifLele streak, I went into this not with high streak hopes, but rather with what I thought would be a fun team to stream. In that regard, it certainly delivered! I streamed everything from battle 100, and those were some of the most fun streams I've had thus far.


THE TEAM


@ Flyinium Z

Modest | Dancer
IVs: 31/x/31/30/30/31 [HP Ground] (Hyper trained to 31/x/31/31/31/31)
EVs: 52 HP / 52 Def / 204 SpAtk / 4 SpDef / 196 Spe
Revelation Dance / Air Slash / Hidden Power Ground / Protect

Watching Oricorio Pom-Pom bounce and dance and cheer on the field was probably the very best part about this whole streak! Watching this Pokémon moving around just makes me so happy; I remember loving it from my very first encounter in Melemele Meadow (I'm sorry to all Sensu fans, but nothing can rival this cute little joyful birb, don't @ me), and my love hasn't faded since!

While Sitrus Berry wasn't an awful item to run (how could a berry ever be awful when it matches colors so well?), I remember that it really didn't make that much of a difference to Oricorio's survivals on the last team, so I definitely wanted to find a replacement. Having run Flyinium Z on Oricorio on different teams in the past (yes, I've used several Oricorio teams in other formats, why wouldn't you!), I knew it really helped its potency as a sweeper to break through things it otherwise wouldn't. The problem is that Flyinium Z is usually paired with Hurricane for actual big damage: Z-Air Slash is not that great (140 BP)... but running Hurricane would put me in a terrible situation whenever the Z-move has been used and I want my Flying move. Such a shame that Z-Revelation Dance turns into Breakneck Blitz... I could have gone with both Air Slash and Hurricane, and actually heavily considered that possibility, but I wasn't the biggest fan of using a moveslot just for the Z-move either.

I decided to start with HP Ground as planned and to switch that slot to Hurricane if I felt I didn't use HP Ground enough to justify it. As it turns out HP Ground was actually extremely useful; Electric-types can be a problem to the team in general, and without HP Ground, they can basically wall Oricorio (especially something with Volt Absorb like Jolteon), not to mention Magnezone which both Oricorio and Ribombee would not be able to hit were it not for HP Ground.

Ultimately, I remained stuck with Z-Air Slash as my Z-move and while it was nowhere near the damage I would have gotten from Z-Hurricane, it was better than nothing, and still very useful to break through stuff, or just not miss (don't forget it's usually fired at +1 or +2 SpAtk!).

Revelation Dance is Oricorio's move of choice in about every situation where Air Slash isn't super effective; just a good, reliable STAB move (basically, Thunderbolt without the chance to paralyze, which is unfortunate). Air Slash is the best compromise I could get between accuracy and power, though I don't think there were any costly misses during the streak, while I definitely did get a bunch of helpful flinches!

Since Oricorio isn't the strongest (or bravest) of all birbs, I prioritized damage output over trying to outspeed stuff at all costs; Modest with 196 Spe allows it to outspeed Mega Lopunny and Scarf Tsareena after a QD, both of which are relevant Air Slash targets. I was comfortable with not outspeeding the stuff above since 1. Ribombee outspeeds them after the QD and 2. It was often possible to get multiple QDs. 204 SpA allows it to nuke M-Abomasnow instantly with Supersonic Skystrike and always OHKO (well, if it doesn't Protect, that is), as well as OHKO Rampardos3 (obviously a big threat) at +1 with RevDance. Bonus, 94% chance to OHKO Audino4 at +1 and prevent Trick Room on turn 1; this calc actually mattered a lot, since I did go for that KO several times. The bulk allows it to tank a Garchomp3 Outrage (Garchomp3 unsurprisingly still outspeeds +1 Oricorio) as well as a Flare Blitz from Incineroar (relevant because Quick Claw!), and on the special side, a Fire Blast from Mega Camerupt at +1.

@ Focus Sash

Timid | Shield Dust
IVs: 31/0/31/30/31/30 [HP Fire] (Hyper trained to 31/0/31/31/31/31)
EVs: 4 Def / 252 SpAtk / 252 Spe
Quiver Dance / Moonblast / Pollen Puff / Protect

Ribombee compliments Oricorio perfectly in terms of cuteness, and that in itself is enough of a reason to pair them. But in addition to dazzling my opponents with their charm, the lead's intention is to set up a double Quiver Dance on turn 1; the combination of the Focus Sash, its very high speed tier and Shield Dust allows Ribombee to make that happen reliably, and more often than not, make it through the turn to attack with surprisingly good power right after. And I think this is where I went wrong last time about how I thought of Ribombee: Baton Bassing the boosts, in my opinion, is a waste of a turn where a lot of damage could be dealt. Fairy is a premium offensive typing, and Moonblast is a strong STAB attack; +1 from Ribombee hits hard and, in addition to a reasonable list of OHKOs, can put things in range for Oricorio, which is a lot more productive than taking a turn to pass the boosts and then stay as fodder in the back.

Granted, it's easy to be excited by Ribombee's support movepool: between the healing properties of Pollen Puff, Speed Swap, Tailwind, Struggle Bug, Powder, Ally Switch and After You... Ribombee seems like the ultimate team player. But in practice, after using it quite a bit now, I think Ribombee needs a really good, specific reason to run any of these moves, because it's likely to trade its life to get one of them off. And in truth, as helpful as they are, getting a KO is simply more valuable the majority of the time given the possibility, and Quiver Dance often provides Ribombee with that possibility. I found Bug and Fairy to be a really good combination of STAB offensively; even though Moonblast was undeniably used more frequently, Pollen Puff is a nice help against the several bulky Psychics, some of which happen to be Trick Room setters. Several people asked me if I actually used Pollen Puff to heal my ally much, and the answer is no. I think I used it... once in the entire streak, maybe twice. And it's not because I wasn't thinking of it, it just wasn't worth wasting a turn for that when I could hit the opponent with a +1 Moonblast instead, which comes back to what I was saying of support moves, they look amazing for Ribombee on paper, but unless you have a very clear plan/reason for using them, it's just not optimal. The move would definitely be better on a bulkier Pokémon whose role is to support by sticking around for a long time, which is not Ribombee's case.

In addition to enabling Oricorio and providing good offense, Ribombee also provided a really good lure, thanks to its bad physical defense and the fact it often went down to Sash, making Protect all the more valuable on it for a free turn for Oricorio. Shield Dust is an amazing ability to pair with a Sash lead that's guarantee to be the target of a multitude of Fire hits, since none of them can burn; not having to be scared of freezes was also really nice. I would definitely rank Shield Dust among the top 10 underappreciated abilities in Pokémon, especially in Battle Tree! It felt like almost like having both Inner Focus and a semi-Lum Berry, as well as a semi-White Herb (not being slowed down by stuff like Bulldoze was great). I hadn't realized what a perfect fit for the Battle Tree that ability was until then.

Because of the Focus Sash and the bait aspect, I saw no reason to invest in any bulk (unlike last time) and went with the simplest of EV spreads.

@ Wiki Berry

Modest | Misty Surge
IVs: 31/2/31/22/31/28 (Hyper trained to 31/2/31/31/31/31)
EVs: 252 HP / 28 Def / 68 SpAtk / 4 SpDef / 156 Spe
Moonblast / Scald / Psych Up / Protect

As mentioned previously, Tapu Fini was added as a Psych Up user over Tapu Lele for its bulk and solid presence, with or without the boosts. Because I decided to forego Baton Pass, I wanted to rely less on the "QD Chain", and more on the Oricorio-Ribombee combo, with the option of also sweeping with Tapu Fini after a simple Psych Up. However, the way things went, the majority of battles were an Oricorio-Ribombee sweep, with either Fini or JEJUNUM coming in to clean up with only a hit or 2; no real need to Psych Up. In that sense, I think the team could probably be improved further, it felt like a gimmicky (yet potent) lead that swept most of the time, and a super solid, all-star backup line that I could simply rely on to carry the team when the gimmick failed.

The moveset is very straightforward and I doubt it needs much explanation, double STAB, with Scald over Muddy Water because reliability matters a lot in Tree. Psych Up is what the whole idea of the team was, but I'm not as convinced on its necessity anymore, though I'm also not sure whether Fini has much better options in that moveslot. Due to how the team functions, support moves like Heal Pulse don't feel like they would contribute that much, while Psych Up probably remains a better setup option than Calm Mind in the context of this team.

There might be better options than Fini for this team slot overall, but Fini's reliability and bulk is something I think the team heavily benefitted from. Besides, I'll simply be partial to Tapu Fini in a large number of scenarios; it's one of my very favourite Pokémon and, competitively, probably the one I've used the most in any format overall at this point. Having it on my team is just a pillar of comfort for me, and at that point, it was like a "feel good" team for me overall since it basically featured some of my very favourite Pokémon all grouped together, and having such a team working well just made me really happy!

The EV spread was not tailored for this team, I simply used the spread I've been using and loving on a different team out of laziness. This definitely came back to bite me a few times, since the spread is actually made with a Tailwind option in mind, while this Fini, when boosted, was usually at +1 speed, and 156 Spe EVs really made no sense for these cases. It also sometimes came in after the option of Psyching Up boosts was gone, in which case, with the absence of Calm Mind, the Berry activation a bit less reliable / in my control as I would have liked, but I didn't find that to be too bothersome overall; if I was trying to make a deep run with this team, I would definitely review the spread though.

#BelieveInJEJUNUM
@ Kangaskhanite

Adamant | Scrappy -> Parental Bond
IVs: x/x/x/x/x/x (Hyper trained to 31/31/31/x/31/31)
EVs: 244 HP / 44 Atk / 28 Def / 52 SpDef / 140 Spe
Fake Out / Body Slam / Seismic Toss / Sucker Punch

And here is one of the main stars of the team in her own right, JEJUNUM! If you don't hang out in our Discord server, you may not know about JEJUNUM, in which case, let me tell you her life story...

It all began in July 2018, when esteemed user Level 51 asked for a Seismic Toss Kangaskhan on the server, offering his eternal love and affection in return. This is obviously a deal I wouldn't ever want to miss out on (who in their right mind would?!), so I buckled up and booted my LeafGreen game on my old DS Lite to find out, as I feared, that I had used up the Seismic Toss move tutor already (yup, tutors are single-use only in FRLG!).

Obviously, this is not the kind of hurdle that would ever keep me from a goal, so I left all the memories I had stored on that cartridge behind, took a deep breath, and started a new run, which I was able to accomplish in one evening thanks to following a speedrunning guide (it was quite enjoyable, actually!). Upon entering the Safari Zone on that early August evening, I couldn't anticipate the nightmare that was awaiting me on the other side.

See, as much as providing Level 51 with his dream Pokémon for the Battle Tree run of a lifetime motivated me, I was also very enticed by the idea of using Seismic Toss Kangaskhan myself, and I needed no convincing on how amazing being able to 2HKO the vast majority of Tree, including some of the bulkiest threats, without taking a hint of recoil was. While I would myself have opted for Bold or Careful to take full advantage of the fact S-Toss requires no Attack investment, Level 51 was Adamant on the nature he wanted, with the idea of being able to OHKO Mega Alakazam with Sucker Punch. Because aesthetics matter to me, I saw it as absolutely essential to catch the Kangaskhan in a Safari Ball.
Well then, I only needed to catch a few Kangaskhan until I got an Adamant one, and then it could simply be hyper trained, right? With that thought in mind, my descent into madness and despair began. The first aggravating discovery I made was that Synchronize doesn't work in FRLG, which was unfortunate since I only learned about it after I already soft-reset an Adamant Abra from the Game Corner. Oh well, 1/24 chances to get the right nature is still decent...

The second aggravating discovery was Kangaskhan's 5% encounter rate. My routine quickly became: encountering Pokémon until I ran out of Safari steps, and then soft-resetting to the entrance of the Safari Zone to try again without having wasted the money, until I found a Kangaskhan. On average, in one session of Safari, before I soft-reset, I encountered one Kangaskhan; sometimes, I went several attempts without seeing one, and sometimes, I could see up to three in one go, but it basically averaged to one. And then came the third aggravating discovery, which is by far the worst of all: most of them flee. After a heated discussion on the server (accompanied by much research), it was determined that there is no reason to throw a rock or bait, and that simply throwing balls at it optimized my odds of catching one before it fled.

At that point, I was committed, and I was determined to get one, no matter the time investment. I don't know what the exact catch rate is, but after gathering statistics for a while, it seemed relatively consistent for me to successfully catch about 1 in 10 Kangaskhan I encountered (the catch rate was probably lower than 10% though, since some of the encounters featured several balls thrown; they usually fled after turn 1, but not always). So it basically boiled down to a 10% chance to be able to catch a 5% encounter before it flees. I started gathering stats about the project in order to preserve my sanity, and counted the number of encountered Kangaskhan, the number of caught Kangaskhan, and the natures of those caught.

With some luck, I could have gotten the Adamant one pretty quickly. One of the first few was actually Jolly! According to odds, since I needed a 1/24 nature, I should be able to catch an Adamant one within 240 encounters. Shortly after 100, as my sanity slowly vanished, I lost track of the number caught and the precise order of the natures, but I kept my encounter counter updated the whole way through.

I spent dozens of hours soft-resetting, running and throwing balls in that Safari Zone. I had no luck. I got several Jolly ones, a bunch of Impish and Careful as well, Brave too... basically every single viable nature, but not Adamant. By the end of October, about 3 months later, I was agonizing in a dark corner of the Safari Zone, begging Kangaskhan to just finish me off, which she couldn't even do because she lacked the necessary power due to not being Adamant, so she just fled like the others. Around that time, I reached the magical number of 240 encounters, the number that I kept thinking of like the promised land I could cling on to while luck was not cooperating. But no Adamant Kangaskhan had been caught. I kept going... maybe the next one? But the next one was not Adamant... nor was the following one.

After 260 encounters, I decided to discard the dozens of hours I spent doing this, and to settle for subpar aesthetics...
With a mix of regret and relief, I left the Safari Zone, which had basically been my second home for months now, and I headed toward Cinnabar Island with the mission to complete LeafGreen all the way through the Sevii Islands and access the breeding center. It took a few hours, but it certainly felt refreshing to be progressing towards something after being stuck in a loop for so long. After unlocking the breeding center, I went back to the Safari Zone one last time to catch JEJUNUM's mother. And sure enough, less than 20 eggs later, JEJUNUM was born!


(excuse the dead pixels, my DS Lite has gone through a lot)

And shortly after, she knew her signature move.

After officially getting baptized JEJUNUM after Puzzle 1-4 of the SPH, all in caps because this is Gen 3 and its style must be respected so that her origins are never forgotten, her departure towards Alola was imminent. I settled on three other important moves I wanted her to learn along her journey (Double-Edge being one of them since it's usually an egg move), and then documented her great adventure through the ages. Here is the full blog, as posted at the time on the server:

"I shall document her journey through the years and generations
ready for departure"



"Originally from the Sevii Islands, JEJUNUM traveled all across Kanto in the search of the the best move tutors of the land. Now, it's a brand new world we live in, with a brand new attitude, JEJUNUM enters Johto!"



"After a short stay in Johto, JEJUNUM finds herself craving new cultural horizons. She wants to see how things are overseas, in the wild land of Bouffalant and Stoutland... are they so different from us? It's time to investigate in person and cross the pacific ocean!"



"The refreshing stay overseas is over, JEJUNUM got homesick, and flew back to her homeland. after hearing of a region where they exclusively practice the arts of the Power-Up, she decides it's time to give up the Comet and learn new ways of punching, who knows, this might be her only chance to pick up on such obscure techniques!"



"After all this travelling, JEJUNUM is exhausted. she wants to go and settle down for a while... lured by the sun and the sweet malasadas, she decides Alola shall be her final destination for now. she heard a famous Tree, over there, might also respect and nurture her unique gifts, and put them to good use. She is greeted by a cheerful Comfey, who had a surprise gift for her as a recognition of her undeniable potential: an ability capsule! and thus, JEJUNUM's journey around the world ends for now!"


Mega Kangaskhan is pretty much the archetypal goodstuffs Pokémon, offering a perfect balance of offence and bulk, a good speed tier, Fake Out, priority, and so many potent offensive options! It can fit on a wide array of teams without disturbing much of the pre-established synergy, and is usually certain to contribute positively. Because of JEJUNUM's life story, I was very keen on using it in battle, and didn't think twice when I came across it in my boxes when building this team. [Disclaimer for the sake of clarity: the original level 5 JEJUNUM with her 4 transfer moves is and will remained untouched in my boxes; the trained version(s) I use are cloned from that one and trained individually for the freedom of having different movesets.]

As far as the moveset goes, Fake Out and Seismic Toss were no-brainers, those are the two moves I expect every JEJUNUM set to be consistently running no matter the team. In case anyone wasn't aware, Parental Bond doesn't reduce the set damage of Seismic Toss like it does for regular attacks, so both hits do the same 50 HP. A reliable 100 HP per hit, no matter the foe's stats or bulk, is an incredible tool to break through bulky things, put things in range for its partner or finish them off with no guessing games or gambling with rolls.

I decided to add Sucker Punch because I wanted to benefit from this Kangaskhan's Adamant nature which, as carefully planned by Level 51, allowed it to always OHKO Mega Alakazam. In any case, the team heavily benefitted from a priority user since it had no other. But I didn't want Double-Edge; as powerful as it is, I value Kangaskhan's bulk too much to want any recoil. I thought about going with the safe and yet still potent Return, but I was a bit scared of being walled by Ghost-types, some of which were likely to refuse to attack, and would thus entirely wall Kangaskhan as soon as it goes Mega. Since JEJUNUM's role was to finish things off reliably, I wasn't comfortable with the thought of being hard-walled, so initially opted for Crunch as the last move (as displayed in one of the early battles of the replays). However, a nearly fatal encounter with Blissey4 in the 70s forced my hand, as I realized I had absolutely no reliable way of dealing with Blissey4 (which is a Minimize set); as a lead, it was free to setup at will and take very little damage from my own lead, after which Tapu Fini and Kangaskhan would need to rely on sheer luck to break through it. This meant I needed to either try to find a solution within the confines of my team, or change a member just for Blissey. Thankfully, JEJUNUM had brought the answer along with her from Kanto: Body Slam. Like Heavy Slam and a few other moves, Body Slam doesn't miss a target that has used Minimize, and also hits it for double damage; this is the sole reason for this move on the team. It was sort of useful as a decent STAB every once in a while, but JEJUNUM generally spammed Seismic Toss as its damaging move - Body Slam's damage was, in any case, very underwhelming compared to even Return.

The EV spread was collaboratively created by Level 51 and me; it's JEJUNUM's EV spread and I don't think I'll change it unless the team she's on has extremely specific needs. At 138 speed, she notably outspeeds Articuno4, Sawk, Nidoking and Toxicroak. 44 Atk, as previously mentioned, guarantees the OHKO on Mega Alakazam, as well as on Mega Gengar after non-mega Scrappy Fake Out damage. Since this was the only important offensive benchmark, the rest went into bulk, mostly HP to maximize the investment, but 52 SpDef allows her to always live a Specs Focus Blast from Slowking (and 2HKO it with Sucker Punch), as well as a Bewear34 Hammer Arm, an Explosion from Mega Glalie or A-Golem, and a Close Combat from Lucario3 on the physical side.


THE LOSS // 260 vs. CAPTAIN KIAWE (KZGG-WWWW-WWX3-EQH4)

(This is a short compilation of four battles I had during the streak; the first is probably the closest call I had, the second [3:18] is a funny one, the third [5:24] has Encore messing me up, and the fourth [8:30] is the loss.)


For once, I'm actually satisfied of how I played during this loss. I think I made the right plays in the circumstances of a bad match-up, somehow put myself in a winning position, and then got struck by bad luck. If there's one thing I regret, it's doing this battle at all; I had been streaming for several hours and had only planned to go through battles 200-250 during that stream, but I was having such a good time with the team that after 250 I said "alright... just 10 more!". The irony of proceeding to lose at exactly 260 isn't lost on me - this was definitely going to be the last one of that long stream!

TURN 1:
vs.


On turn 1, no matter where Fake Out went, the classic Protect + QD was my best bet thanks to Shield Dust. Double Protecting would have made me have to tank a full-on attack from Kangaskhan on the setup turn, which was definitely not desirable. Arcanine was pretty obviously going for either a Fire move into Ribombee, or maybe for Sunny Day if it was Arcanine3.

TURN 2:
vs.


Fake Out went into Oricorio, best case scenario, and as expected, Arcanine4 Flare Blitzes Ribombee and brings it down to sash. At this point, I know Arcanine will want to Extreme Speed Ribombee, which buys me a turn by going for Protect. Unfortunately, even at +1, Oricorio only had a 20% chance to OHKO M-Kangaskhan with the Z-move, but in this situation it's still worth going for, it's not like I have a switch-in to a potential Double-Edge (which has 94% chance to OHKO Oricorio). I'm also hoping for it to be the much less threatening M-Kangaskhan3, which doesn't hit nearly as hard - or that it simply gets baited by Ribombee like Arcanine, which I think was very likely, the AI loves targeting those low HP Pokémon.

Unfortunately, the worst case scenario happens: Supersonic Skystrike doesn't KO, and M-Kangaskhan4 Double-Edges into Oricorio and gets the OHKO, taking itself out with recoil. As unfortunate as this was, M-Kangaskhan4 is an immense threat and I wasn't entirely unhappy to have simply traded Oricorio for it.


TURN 3:
vs.


With Arcanine there, Tapu Fini was the obvious Pokémon to send out, especially since I knew Arcanine4 had Fightinium Z. Marowak's appearance confirmed Fini as the right choice. Knowing Arcanine would once again Extreme Speed Ribombee, and Marowak was likely to Flare Blitz it as well, I lost nothing from trying to get a double Protect: a 30% chance of a very free turn for Fini was better than none! Unsurprisingly, however, the double Protect fails and Ribombee goes down to Extreme Speed; thankfully, with the Flare Blitz recoil it took, Arcanine was already in range of Scald, so I could get it off the field before JEJUNUM's entrance. Marowak's Flare Blitz does 40% to Fini (it's so strong!), but takes some very helpful recoil in the process, putting itself into guaranteed Scald range as well. Things are looking up!


TURN 4:
vs.


Aaaand things aren't looking up anymore! Salazzle is definitely not the Pokémon Fini likes to see, especially after taking a hefty chunk of damage from Marowak. It could usually tank any hit from Salazzle, but not at this range. However, I felt like I still had the tools to win: Salazzle is frail and can go down to either a Scald or a Body Slam + Sucker Punch, while Marowak is already in range of Scald, but needs a little more chip for Sucker Punch to KO.

Here, I make a call which, I believe was worth: that Salazzle would Fake Out that turn. From my (now pretty extensive) experience facing both Salazzle sets, it's extremely uncommon for it to skip Fake Out, even when it has a guaranteed KO with one of its attacks, the AI seems to simply be programmed to give Fake Out a much higher priority no matter what. Thus, if I Protect Fini this turn from a Sludge Bomb/Wave and it goes for Fake Out, I look like a fool because on the following turn, where it's guaranteed to actually attack, I can't Protect reliably anymore. So I went for Scald into Salazzle and Faked Out Marowak to put it in Sucker Punch range. I figured that no matter where Salazzle's Fake Out went that turn, I wouldn't be in a terrible spot; if it was into Fini, I got the chip I needed on Marowak and Kangaskhan should be able to win, especially since I had Fini as a bait for the following turn, while if Fake Out went into Kangaskhan, Salazzle was either KOd or brought down to sash, while Marowak couldn't OHKO Kangaskhan, making a double KO possible on the next turn with Sucker Punch + Scald.

However, this is one of the very rare cases where the AI skipped Fake Out, and straight up KOd Fini with Sludge Bomb (confirming the Sash set). Not much could be done about that, Protecting definitely wasn't safer, and the odds were on my side. ¯\_(ツ)_/¯

TURN 5:
vs.


Even then, things were not entirely desperate. Marowak was now in Sucker Punch range; as long as it didn't Detect, I could KO it that turn, tank any hit from Salazzle (252 SpA Salazzle Fire Blast vs. 244 HP / 52 SpD Kangaskhan-Mega: 81-96 (38.3 - 45.4%) -- guaranteed 3HKO - JEJUNUM is so blukyyyy :hearteyes:), and then I would only need to tank one more hit to Body Slam it and finish it off with Sucker Punch if it survived Body Slam (that was a roll). Someone I will keep anonymous, in chat (you know who you are!! I swear I receive sabotage attempts sometimes!!! >:( ), tried to convince me I had to target Salazzle on that turn fearing Detect, but if it didn't Detect, it meant I straight up lost unless I got a max roll Body Slam on Salazzle, so my best odds were definitely going for Marowak to force the 1v1.

And what do you know, Marowak doesn't Detect! It falls for the Sucker Punch, and goes down, while Salazzle does exactly the expected amount of damage with Fire Blast! Things are going according to plan, and in a close finish, JEJUNUM should once again (it happened a couple of times already...) clutch it out for us! At this point, chat reaffirms that they #BelieveInJEJUNUM.

TURN 6:
vs.


The only way I can lose, at this point, is if Salazzle gets a Fire Blast crit. And right as I speak those very words, JEJUNUM goes down, to a crit.

CONCLUSION

The loss shows how, when it's not sweeping, the lead can go down very quickly and put a lot of pressure on the shoulders of the backline. However, the lead successfully swept so much that it felt worth having it work that way; maybe the backline could be improved even further? In any case, I honestly didn't think an Oricorio-Ribombee team could get much further past 100, so I'm thrilled to have gone that far with it. On both the teambuilding and playing aspects, I do feel like this streak reflects the journey I had from a Battle Tree Doubles (and doubles in general) newbie to the player I now am. Most importantly, I'm glad I can still have as much fun as I used to, if not more, using teams like these; if ever this joy fades, I think my time will have come to quit battle facilities!


This concludes post #4 of my series! Shout outs and thanks to Level 51, JustinTR and Megamite who were in chat for a lot of that streak, it was a ton of fun!

The next post will be pretty different in content; this has been the last from my backlog of "fun teams with a pretty good streak" I wanted to post.

Until the next one, thanks a lot for reading! :heart:
 
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Eisenherz

50% Berry enthusiast
is a Top Smogon Social Media Contributor
New feature on the Battle Tree Calculator!

Thanks to LegoFigure11's fantastic work, there is now a PP counter for every move (displayed on the far-right of that move's options row). This was suggested by ANTS since a lot of us end up having to PP stall the AI on a regular basis, and keeping track of it can be a pain. This is also why the displayed PP is the default number, without PP Ups/Max (your DS keeps track of your own PP anyway).

Also, neat bonus: if your ability is Pressure, the PP counter will automatically go down by 2 instead of 1!
 
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The Pressure implementation is a bit off: with a 15-PP move like Thunderbolt, setting the opponent's ability to Pressure immediately causes a red box to form around that PP total, just like the one for "your EVs aren't divisible by 4". From there, clicking the down button causes it to drop to 14 (not 13), and it goes by 2s from there, and clicking up from 12 goes back to 14 but clicking it from 14 does nothing at all, as though the emergence of Pressure makes it suddenly become deathly allergic to odd numbers.
 

Smuckem

Resident Facility Bot Wannabe
is a Community Contributor
The QR-UNO has gone through a couple of major changes:
- Eisenherz is working on new projects for QR teams to share but needs some space for them; therefore, we sadly have had to say goodbye to 'Floral Kisses'...if you are interested in continuing the glory that Comfey has achieved on this thread, you are encouraged to check out the Floral Kisses writeup and just rip the damn team off
- Our first Singles entry on the list is now available, as HeadsILoseTailsYouWin has generously provided a Dragonite/Aegislash/Tapu Fini comp to help out those who want to do Singles right but the lack the patience to run with some of our "slow" top teams. CHECK IT~!

02/25 EDIT: Er, I missed a few things in the recent updates--Eisen's three new QR teams, 'W A T E R S P O U T', 'B L I Z Z S P O U T', and 'DanceDanceJEJUNUM' have also been added. I think we're back up to 20 entries on the overall list...I think.
 
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Eyyy, nice to see Comfey get some more love. Was the star of my first team to get past 50, similar team composition to this one paired with a DD Intimidate partner (Gyarados, Z), steel type in the back (Mega-Metagross, before move tutors so inaccurate moves, before a lot of megastones were available too), and Dragon in the back (Garchomp). Had been pondering rebuilding for Comfey recently as I still haven't got my badges in USUM (tiring of shiny hunting in Let's Go, so appetite for Battle Tree rising), and may just do that. I used a very different Comfey though, Bold nature, heavy HP and defence investment, Leftovers - paired with Intimidate sat on the field the whole time almost every match when it wasn't switching out to a poison immunity. Needed a lot of boosts to do meaningful damage though, so had been wondering if Pixie Plate may be better, so will take a look at it.
 
I guess all good things must come to an end, huh? Reporting an Ultra Moon Super Doubles streak of 1470. The team has remained unchanged since my 1000 update. I’m not sure what else there is to say except that this team has performed much better than I originally anticipated, and I’m really happy with the final number. Let’s begin...

#1471 vs Scientist Tivon (Rotom-Frost-4 / Lickilicky-4 / Reuniclus-3 / Steelix-4): 2RUG-WWWW-WWX3-MQ29

Alright, so this one was played poorly, as most losses can be. I feel like I misplayed multiple times during this battle, and I dragged it on a little too long.

Turn 1 – Tivon leads with Rotom-Frost and Lickilicky. I start off with a Low Kick into Lickilicky, and a Taunt to Rotom. I was afraid of a lot here, and I feel this may have been the wrong move. I should have probably just OHKO’d the Rotom with Shattered Psyche. Can’t really think of a good reason why I did taunt it. However, it did end up going for Will-o-Wisp, so it wasn’t all bad, I think. Lickilicky then goes for something I’ve never seen it do vs Hawlucha/Lele: Brutal Swing. What? That was weird.

Turn 2 – Lickilicky resist-switches to Reuniclus. I have both Hawlucha and Lele use Protect as I was kinda hoping Lickilicky would use Explosion or Breakneck Blitz here since it was low. But it ended up switching to Reuniclus because of the Low Kick from last turn. Rotom then uses Thunder into the Lele slot. Expected Blizzard, but nothing lost here.

Turn 3 – I go for the double-up onto Rotom with Acrobatics and Psychic, and take it out thanks to the earlier damage from Lickilicky’s Brutal Swing. Rotom faints. Reuniclus uses Psychic to take out Hawlucha. I wanted to save my Z-Move as I still didn’t know what Tivon’s last Pokemon was. The better play was to obviously just double up on Reuniclus with Acrobatics and Moonblast. I basically threw Hawlucha away stupidly here.

Turn 4 – I send out Hydreigon, Tivon sends out Lickilicky. Alright, so here I have both Lele and Hydreigon use Protect, anticipating Explosion or Breakneck Blitz into one of them. As for Reuniclus, I was expecting a Focus Blast going to the Hydreigon slot. Lickilicky did indeed use Breakneck Blitz into the Protecting Lele. But Reuniclus goes for Calm Mind! Oh no.

Turn 5 – Alright. Reuniclus has a Calm Mind set up. This is very bad. I end up using Dark Pulse into Reuniclus, hoping for a flinch or a crit. The Colbur Berry, along with the +1 in Special Defence make the attack do pitiful damage. Lele uses Psychic into Lickilicky, finishing it off. Reuniclus, unfortunately, does not flinch, and goes for the Focus Blast into Hydreigon, knocking it out.

Turn 6 – Psychic Terrain expires. Tivon sends out his final Pokemon, Steelix. I send out Metagross. Knowing that this could have potentially been set 3 with the Explosion, I could have gone for Protect with both Metagross and Lele. Mega Steelix would also be a problem as Earthquake does a lot of damage, even without the Sand Force boost. Protect was the play. It was very much was.... except I didn’t do that. Stupid, stupid, stupid. Instead, I go for the Stomping Tantrum and Shattered Psyche into Steelix, and it ended up surviving with just a little bit of HP. Steelix goes for the Earthquake, heavily damaging Mega Metagross, and finishing off Lele. Reuniclus then goes for the Shadow Ball to finish the battle.

Something inside me was telling me to just use Protect. Scout the Steelix set. Hope it was set 3. I mean, the damage from Steelix-4’s Earthquake did some nice damage to Reuniclus. I could have potentially taken it out the next turn, and hope that Steelix went for Sandstorm. Taking out Reuniclus should have been the priority here, but I played poorly and let it destroy me. Oh well. Great run.


Alright I have 3 more battles to share, so here we go.

#1448 vs Backpacker Gwenny (Azelf-2 / Mesprit-2 / Articuno-1 / Cresselia-?): 7BVW-WWWW-WWX3-MQ2L

Turn 1 – Gwenny leads with Azelf and Mesprit. I was already not feeling good about this lead. An Explosion from Azelf-1 can hurt, and Z-Thunder Wave can go into either of my two leads (although it has a preference to paralyze Hawlucha). Mesprit, on the other hand, is either the harmless set 1, or the annoyingly dangerous set 2 with its Bright Powder. I have Lele use Protect, while Hawlucha sets Tailwind. At least with that, Hawlucha will still out-speed everything. Azelf reveals set 2, and goes for the very much expected Z-Thunder Wave into Hawlucha and gains a +1 in Special Defence, while Mesprit also uses its Thunder Wave into Hawlucha. Y’know, in case the first one misses.

Turn 2 – I start the turn off with Lele using Taunt on Mesprit. I tried to have Hawlucha use Acrobatics into the Azelf, but the poor thing ends up fully paralyzed. Azelf then uses Thunder Wave into Lele, and now I have both of my Pokemon paralyzed. Yikes. And of course, Mesprit also tries to use Thunder Wave into Lele, but not only is it taunted, but Lele is also already paralyzed. Since Mesprit might be here a while, I wanted to stop its paralyzing spree for a bit.

Turn 3 – I switch out Hawlucha and send in Hydreigon. Azelf uses Extrasensory but Hydreigon is immune, so she doesn’t care. I try to have Lele use Moonblast into Azelf, but now Lele is fully paralyzed! Ugh. Mesprit then uses Future Sight into the Lele slot. The switch to Hydreigon was mainly so I can take Azelf out with Dark Pulse on the next turn after the chip from Moonblast. But since Lele was fully paralyzed, Azelf does not take any damage. Again.

Turn 4 – One thing I did find out this battle, however, was that Hydreigon takes out Azelf with the Dark Pulse, even if Azelf has a +1 Special Defence boost (244+ SpA Life Orb Hydreigon Dark Pulse vs. +1 0 HP / 0- SpD Azelf: 190-226 (126.6 - 150.6%) -- guaranteed OHKO). Anyway, I end up doing that and take the Azelf out, finally. Lele does not get fully paralyzed and uses Moonblast into Mesprit. Mesprit then uses Future Sight, but it fails. Probably because it was using it into Lele again, since Hydreigon is a Dark-type.

Turn 5 – Mesprit’s Taunt expires, and Tailwind also expires. Gwenny sends out Articuno. This could have been bad if Articuno was set 2. Sheer Cold can be a streak ender if I’m not careful. I switch out Lele to Metagross, and have Hydreigon use Protect, since I didn’t want to take a potential Blizzard or Ice Beam. Articuno uses Blizzard, revealing set 1, but it misses Metagross and Hydreigon doesn’t take any damage, thanks to Protect. Mesprit then goes for Thunder Wave into Hydreigon, which also does nothing, thanks to Protect. Heh.

Turn 6 – Metagross takes the Future Sight that Mesprit used earlier. Psychic Terrain expires. I have Metagross mega evolve and use Iron Head into Articuno, which goes down. Hydreigon uses Dark Pulse into Mesprit, as it also goes down. Thank god that didn’t miss. Stupid Bright Powder.

Turn 7 – Gwenny sends out her final Pokemon, Cresselia. Iron Head and Dark Pulse make quick work of it as it goes down, and the battle is over.

#1353 vs Ace Trainer Raz (Accelgor-4 / Crobat-3 / Sceptile-? / Alakazam-3): WP2G-WWWW-WWX3-MQ3K

Turn 1 – Raz starts off with Accelgor and Crobat. Speed trainers are normally very easy to deal with, as my turn 1 is usually Protect with Lele, and set up Tailwind. Since Crobat was one of the leads, a switch to Metagross didn’t seem so bad since it can potentially go for that into Lele. So, I did that. Hawlucha sets up Tailwind, and Accelgor uses Encore onto Hawlucha. What? I expected a Bug Buzz into the former Lele slot (since it usually does that), but Encore was a new one. Better yet, I hadn’t used a single move yet so it made this turn a little more confusing. Crobat ends the turn off with Cross Poison going into Metagross, who takes no damage thanks to the Steel-typing.

Turn 2 – With Hawlucha encored into Tailwind, obviously I had to switch. So I switched Hawlucha back into Lele. Metagross mega evolves and uses Ice Punch into Crobat. Accelgor then uses Bug Buzz into Metagross, who gets a Special Defence drop. Ugh. Crobat then goes for Brave Bird into the former Hawlucha slot, and Lele takes a bunch of damage. Crobat faints to recoil.

Turn 3 – Raz sends out Alakazam, which then mega evolves. Metagross uses Iron Head into Alakazam and takes it out. Lele then uses Psychic into Accelgor, bringing it down to its Focus Sash. Accelgor then takes Lele out with the Bug Buzz. This turn wasn’t so bad. Alakazam dishes out a lot of damage, so having Metagross take it out immediately is kind of a no-brainer. Bringing Accelgor down to its Sash can be scary, since if it rolls Unburden, it will out-speed the team even under Tailwind. Yikes. Anyway, I was prepared to lose one of my Pokemon here to the Bug Buzz, so I wasn’t too bothered by that.

Turn 4 – Raz sends out his final Pokemon, Sceptile. I send out Hydreigon. So this could have been bad. Accelgor possibly has an Unburden boost up, meaning it can finish off Metagross or severely damage Hydreigon with Bug Buzz. Meanwhile, Sceptile could be set 3 and have Detect. Of course, Accelgor also has Protect, which can be an issue too if it decides to do that. I end up risking it, and have Metagross take Sceptile out with the Ice Punch, and Hydreigon finishes the battle with a Flamethrower into Accelgor. Of course, even if the worst happened, I still had Hawlucha in the back who can deal with both of these sets.

#1280 vs Pokemon Trainer Colress (Alolan Muk-1 / Magnezone-4 / Metagross-4 / Klinklang-3): 8YYG-WWWW-WWX3-MQ4W

Turn 1 – Colress leads with Alolan Muk and Magnezone. Muk’s set is revealed immediately thanks to the Air Balloon. Colress decided to be a problem trainer this battle thanks to this lead though. Magnezone is a pretty threatening Pokemon since it can OHKO Lele with Flash Cannon, or cripple both of my leads with Thunder Wave. A paralysis from Thunderbolt or Thunder is also potentially dangerous. Anyway, I start the battle off with a Low Kick to Magnezone, and a Taunt to Muk. I did this so I can prevent Muk from setting up Minimize and becoming a giant pain later. Magnezone then goes for Thunderbolt into Hawlucha, bringing it down to 3 HP. Muk tries to use Minimize, but fails.

Turn 2 – I double up on Muk with Acrobatics and Moonblast, but it ends up surviving. Magnezone then goes for Flash Cannon into Lele, bringing it down to 2 HP! Muk then uses Snarl to finish off both Hawlucha and Lele. I really should have taken out Magnezone. I did think about doing that, but I fully expected Magnezone to finish off Hawlucha since he was at 3 HP. The Flash Cannon was honestly, unexpected, but maybe I should have figured that was a possibility.

Turn 3 – I send out Metagross and Hydreigon. Metagross mega evolves and uses Stomping Tantrum to finish off Magnezone, while Hydreigon finishes Muk off with a Dragon Pulse. Pretty straight-forward turn.

Turn 4 – Colress sends out his last two Pokemon, Metagross and Klinklang. Alright, this was bad. Metagross-4 can straight up destroy me if I don’t play this right. Klinklang-3 can use Shift Gear and out-speed me and also dish out a lot of damage as well. Opposing Metagross then mega evolves. Hydreigon uses Protect, as enemy Metagross uses Brick Break into that slot. My own Metagross uses Stomping Tantrum into enemy Metagross. Klinklang then uses Z-Shift Gear and boosts its Speed and Attack. I expected the Brick Break into Hydreigon, so that’s why I used Protect. I needed to weaken the enemy Metagross as well. If the Metagross ended up being set 3, this obviously wouldn’t be as bad since set 3 can’t really touch my Metagross (Earthquake is a 3HKO, so I wasn’t too bothered by that either).

Turn 5 – Klinklang uses Giga Impact into Hydreigon, who survives with 6 HP. My Metagross wins the speed-tie with opposing Metagross and finishes it off with Stomping Tantrum. Hydreigon then finishes the battle with Flamethrower into Klinklang. Even if opposing Metagross won the speed-tie and finished off my Hydreigon with Brick Break, I still would have won this battle with Metagross since Klinklang would have to recharge next turn.


And that’s it! Overall, a fun streak and a very fun team. However, since I’ve been working on Lucha-Lele for such a long time, I’m definitely taking a break from it. I’m going to miss this team, and maybe one day I will return to it. I would also like to thank everyone on the Discord for always being so awesome. Great place to hang out and lurk, ha. Anyway, until next time. See ya.
 
Long time no post! I didn't come to post a streak, because I have nothing to show yet, but to ask for some advice. I'm working on the super singles format in the tree, and I want to be able to earn a respectable streak (100 or so) on my Ultra Sun cart before the new games drop, and this is what I'm working with right now:


Greninja (M) @ Life Orb
Nature: Timid
Ability: Protean
IVs: 31/x/31/31/31/31
EVs: 4 HP / 252 SpA / 252 Spe
- Surf
- Ice Beam
- Grass Knot
- Dark Pulse

In many ways, I regard Greninja as the spiritual successor of the Starmie that carried me far into the Battle Subway in gen five, and even back then it was paired with the same team mates as this Greninja. There isn't much to be said about the set itself, it's very self-explanatory.


Scizor (M) @ Scizorite
Nature: Adamant
Ability: Technician -> Technician
IVs: 31/31/31/x/31/31
EVs: 252 HP / 252 Atk / 4 SDef
- Bullet Punch
- Superpower
- Swords Dance
- Roost

Scizor switches in on many ice types and dragon types as well as grass attacks aimed at Greninja. I used to run Bug Bite over Superpower but reconsidered after reading a lot of posts in this thread, using Superpower provides better coverage against stuff like Ferrothorn and the plethora of bulky normal types in the tree (Snorlax, M-Kangaskhan, etc.). Otherwise it's all standard stuff.



Garchomp (M) @ Dragonium-Z
Nature: Jolly
Ability: Rough Skin
IVs: 31/31/31/x/31/31
EVs: 4 HP / 252 Atk / 252 Spd
- Earthquake
- Outrage
- Swords Dance
- Substitute

Sub-Chomp rounds out the team well and switches in on some things neither of the other two want to touch with a ten-foot pole. I used to run a team of DD-Dragonite/Suicune/M-Scizor, but I lost to random things like Magnezone (admittedly with some hax), and Rotom-Frost of all things. I needed an electric immunity it seemed, and it made me reconsider the team in its entirety. I've seen some others use Dragon Claw on Garchomp, but I think the immediate power of Outrage is needed with Jolly, though I hate locking into it without a sub up. Thankfully, it doens't happen very often.

I lost my streak at 59 hilariously to Sina who used Glaceon-3, in a loss involving both getting my Scizor frozen and her getting Snow Cloak hax. :( I know that the team is capable of a longer streak, at least to my goal of 100 wins, since others have cleared 100+ wins with the same team (more or less), so I'm back at it and I just beat Red.

Before proceeding though, I wanted to ask the experts here on whether or not I could fix something with my team before I keep going? My main questions are:

- I've only PP-Up:ed Scizor's Roost; are there any other moves you think I need to PP-Up? None of my mons are going to stall anything out, bar Scizor stalling out some 5 PP moves, most notably Stone Edges and Focus Blasts. Is there any use using any PP-Ups?

- The EV-spreads are super simple, and while both Garchomp and Greninja are pretty self-explanatory, I don't think Scizor's EV:s are optimal. Should I spend more in SDef for example? Are there any useful speed tiers I could hit with some investment?
 
Hello again. Here's another.. ahh screw it, you know by now.
If it seems like I'm a little irritated, that's because I am. I not going to go to much detail into it, but I do not feel like having my streaks being on the board anymore.
Anyways, let's get to this streak.

This team is hacked. Do not put this on the leaderboard, or any of my teams in general. And since people do not like irrelevant detail, I will make the explanations on why I used the Pokemon simple.
lele.PNG

Envy [Choice Scarf] (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
Level: 50
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Moonblast
- Hidden Power [Fire]

Yea. Shiny Tapu Lele. Great. With a Choice Scarf, a Timid nature, 252 Speed EVs and its great 130 Special Attack and 252 Special Attack EVs along with Psychic Terrain it summons thanks to Psychic Surge, it can abuse its Psychic-type move, Psychic, allowing it to run wild. Dazzling Gleam simply breaks Sturdy, Focus Sashes, and hits Dragons hard. Moonblast, while it hits only one target, it is also more powerful and breaks Dragons like Garchomp, Mega Latios, and Dark-types like Tyranitar. Lastly, the choice of Hidden Power went to Fire. Otherwise, this team has no possible way to deal with Ferrothorn other than directing all attacks to it. It does not like dealing with Steel-types like Mega Aggron and Ferrothorn. And since it somewhat does not do well against Ghost-types, I considered putting Shadow Ball over Hidden Power Fire. But then again, I need someone to deal with Ferrothorn.
landorus.PNG

LandMaster (Landorus) @ Life Orb
Ability: Sheer Force
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Landorus-I with Sheer Force is a ridiculously powerful Pokemon with its trademark Earth Power and other secondary effect attacks. A Timid nature and 252 Speed EVs makes Landorus-I super fast as well as super powerful with 252 Special Attack EVs. With a Life Orb, it can gain extra damage ignoring the Life Orb recoil damage that it would usually get. (But it still gets recoil from HP Ice) Earth Power is its main tool and dents through Rhyperior and Suicune. Sludge Bomb hits Fairy-types and Grass-types such as Whimsicott and Lurantis, while also hitting Virizion and Florges. Hidden Power Ice hits Dragons like Mega Garchomp and other Landorus. Protect because Doubles. Landorus does not have the best bulk though, and Water- and Ice-types usually always carry Ice-type coverage. So, Vaporeon, Vanilluxe, and Glaceon would be able to easily deal with Landorus.


aegislash.PNG

Deception [Doubles Set] (Aegislash) @ Leftovers
Ability: Stance Change
Level: 50
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Flash Cannon
- Shadow Ball
- Wide Guard
- King's Shield

Aegislash is one of the best Pokemon to use in the game and it also does very well in the Battle Tree. Its typing defensively is amazing and also has one of the more interesting abilities as well in Stance Change. Flash Cannon and Shadow Ball are its only attacks, being STAB Attacks with the same BP. Wide Guard blocks Heat Wave from Mega Charizard Y, Rock Slide from Mega Swampert or Tyranitar, Blizzard from Abomasnow and Articuno, and Earthquake from a lot of different Pokemon. Lastly, King's Shield. I do not even have to explain. But I'm going to. As a protecting move, it not only buys Aegislash a turn of Leftovers recovery, but it also lowers the attacks of physical threats if their attack was gonna make contact. Aegislash's 0 Speed IVs and Quiet nature making it super slow is, no pun intended, a double edged sword. It might keep Aegislash in shield forme until it attacks but it also means, well, it's slow so that means a lot of Pokemon could potentially try to KO it. But it is very hard to kill, which is why Aegislash is something to consider.


gyarados.PNG

Rampage [Doubles] (Gyarados-Mega) @ Gyaradosite
Ability: Intimidate
Level: 50
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Protect

Mega Gyarados is one of my favorite Mega Pokemon to use, even if it was unconventional. It's just fun. A Jolly nature and 252 Attack EVs and 252 Speed EVs makes Mega Gyarados super fast, especially after setting up with a Dragon Dance, which is the main niche of this set. Intimidate as usual, is a great ability to use in Doubles, which lowers the physical prowess of certain physical threats like Slaking and other Gyarados. Mold Breakser does not do much for Mega Gyarados but it does shut down Storm Drain and Water Absorb and other abilities. Waterfall and Crunch are Mega Gyarados' main STAB choices, with decent coverage alongside each other. Protect because yadda yadda yadda. Also, a Gyaradosite is required to make Gyarados Mega Evolve. It does not like Electric-types like Raikou especially, and Grass-types aren't usually the friendliest either. Also, Mega Alakazam outspeeds Mega Gyarados even after a Dragon Dance.

This team broke through 100 wins so, I guess that's cool.

On the Singles side, I'm not gonna lie, the Pokemon I am using are not genned, or at least I don't think they are, but I'm still not going to have them on the leaderboard. Sure, it might put me in the Top 5, but meh. It's just a game.

See you.
 

Attachments

Hello again. Here's another.. ahh screw it, you know by now.
If it seems like I'm a little irritated, that's because I am. I not going to go to much detail into it, but I do not feel like having my streaks being on the board anymore.
Anyways, let's get to this streak.

This team is hacked. Do not put this on the leaderboard, or any of my teams in general. And since people do not like irrelevant detail, I will make the explanations on why I used the Pokemon simple.
lele.PNG

Envy [Choice Scarf] (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
Level: 50
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Moonblast
- Hidden Power [Fire]

Yea. Shiny Tapu Lele. Great. With a Choice Scarf, a Timid nature, 252 Speed EVs and its great 130 Special Attack and 252 Special Attack EVs along with Psychic Terrain it summons thanks to Psychic Surge, it can abuse its Psychic-type move, Psychic, allowing it to run wild. Dazzling Gleam simply breaks Sturdy, Focus Sashes, and hits Dragons hard. Moonblast, while it hits only one target, it is also more powerful and breaks Dragons like Garchomp, Mega Latios, and Dark-types like Tyranitar. Lastly, the choice of Hidden Power went to Fire. Otherwise, this team has no possible way to deal with Ferrothorn other than directing all attacks to it. It does not like dealing with Steel-types like Mega Aggron and Ferrothorn. And since it somewhat does not do well against Ghost-types, I considered putting Shadow Ball over Hidden Power Fire. But then again, I need someone to deal with Ferrothorn.
landorus.PNG

LandMaster (Landorus) @ Life Orb
Ability: Sheer Force
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Landorus-I with Sheer Force is a ridiculously powerful Pokemon with its trademark Earth Power and other secondary effect attacks. A Timid nature and 252 Speed EVs makes Landorus-I super fast as well as super powerful with 252 Special Attack EVs. With a Life Orb, it can gain extra damage ignoring the Life Orb recoil damage that it would usually get. (But it still gets recoil from HP Ice) Earth Power is its main tool and dents through Rhyperior and Suicune. Sludge Bomb hits Fairy-types and Grass-types such as Whimsicott and Lurantis, while also hitting Virizion and Florges. Hidden Power Ice hits Dragons like Mega Garchomp and other Landorus. Protect because Doubles. Landorus does not have the best bulk though, and Water- and Ice-types usually always carry Ice-type coverage. So, Vaporeon, Vanilluxe, and Glaceon would be able to easily deal with Landorus.


aegislash.PNG

Deception [Doubles Set] (Aegislash) @ Leftovers
Ability: Stance Change
Level: 50
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Flash Cannon
- Shadow Ball
- Wide Guard
- King's Shield

Aegislash is one of the best Pokemon to use in the game and it also does very well in the Battle Tree. Its typing defensively is amazing and also has one of the more interesting abilities as well in Stance Change. Flash Cannon and Shadow Ball are its only attacks, being STAB Attacks with the same BP. Wide Guard blocks Heat Wave from Mega Charizard Y, Rock Slide from Mega Swampert or Tyranitar, Blizzard from Abomasnow and Articuno, and Earthquake from a lot of different Pokemon. Lastly, King's Shield. I do not even have to explain. But I'm going to. As a protecting move, it not only buys Aegislash a turn of Leftovers recovery, but it also lowers the attacks of physical threats if their attack was gonna make contact. Aegislash's 0 Speed IVs and Quiet nature making it super slow is, no pun intended, a double edged sword. It might keep Aegislash in shield forme until it attacks but it also means, well, it's slow so that means a lot of Pokemon could potentially try to KO it. But it is very hard to kill, which is why Aegislash is something to consider.


gyarados.PNG

Rampage [Doubles] (Gyarados-Mega) @ Gyaradosite
Ability: Intimidate
Level: 50
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Protect

Mega Gyarados is one of my favorite Mega Pokemon to use, even if it was unconventional. It's just fun. A Jolly nature and 252 Attack EVs and 252 Speed EVs makes Mega Gyarados super fast, especially after setting up with a Dragon Dance, which is the main niche of this set. Intimidate as usual, is a great ability to use in Doubles, which lowers the physical prowess of certain physical threats like Slaking and other Gyarados. Mold Breakser does not do much for Mega Gyarados but it does shut down Storm Drain and Water Absorb and other abilities. Waterfall and Crunch are Mega Gyarados' main STAB choices, with decent coverage alongside each other. Protect because yadda yadda yadda. Also, a Gyaradosite is required to make Gyarados Mega Evolve. It does not like Electric-types like Raikou especially, and Grass-types aren't usually the friendliest either. Also, Mega Alakazam outspeeds Mega Gyarados even after a Dragon Dance.

This team broke through 100 wins so, I guess that's cool.

On the Singles side, I'm not gonna lie, the Pokemon I am using are not genned, or at least I don't think they are, but I'm still not going to have them on the leaderboard. Sure, it might put me in the Top 5, but meh. It's just a game.

See you.
252 SpA Tapu Lele Hidden Power Fire vs. 252 HP / 252+ SpD Ferrothorn: 92-112 (50.8 - 61.8%) -- 96.5% chance to 2HKO after Leftovers recovery

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Tapu Lele: 204-242 (140.6 - 166.8%) -- guaranteed OHKO


It was strongly recommended against running that set by multiple people for a reason.

I hope this is the last time I'll say this. Using genned pokemon is the least of the reasons your credibility on a 1k streak will not be accepted. Be upset, sure, but no unnecessary drama, please. You are laying in the very bed you made. Dismissiveness and passive aggression isn't going to alleviate any of that.
 
252 SpA Tapu Lele Hidden Power Fire vs. 252 HP / 252+ SpD Ferrothorn: 92-112 (50.8 - 61.8%) -- 96.5% chance to 2HKO after Leftovers recovery

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Tapu Lele: 204-242 (140.6 - 166.8%) -- guaranteed OHKO


It was strongly recommended against running that set by multiple people for a reason.

I hope this is the last time I'll say this. Using genned pokemon is the least of the reasons your credibility on a 1k streak will not be accepted. Be upset, sure, but no unnecessary drama, please. You are laying in the very bed you made. Dismissiveness and passive aggression isn't going to alleviate any of that.
"This team is hacked. Do not put this on the leaderboard, or any of my teams in general. And since people do not like irrelevant detail, I will make the explanations on why I used the Pokemon simple. "

Do you honestly think I put this down for no reason?
 
Completely irrelevant. The point I was making is that you lack the knowledge and/or ability to use a team to legitimately reach 1000 wins, and then discuss it in such a way that readers are convinced you legitimately reached 1000 wins.

To elaborate on those damage calcs, Tapu Lele has a roll, not a guarantee but a ROLL to 2HKO Ferrothorn4, the bad one that won't immediately commit sucide. Ferro4 has a guaranteed OHKO on you in return without a single Curse. You still must repeatedly double into it, and failing to KO within two hits will more than likely be the end of Lele. You handle Ferrothorn with that Lele in the same manner paper's Scizor handles Primarina.

After all of these posts you repeatedly pretend that the grand issue is using "someone else's" genned pokes and, while it still invalidates the streaks, it speaks nothing of the much more glaring red flag that you do not display the sort of skill, to say nothing of consistency, to honestly reach high milestones.

You will see a pattern of this if you look over past phony streaks; while I am the only person presently speaking up, that will change if you have the wherewithal to post a 1000-win singles streak here, no matter what kind of disclaimer you use. I respond to you now because I can't stand the shameless dishonesty. ...or the victim playing. Note it was only now, after no less than three prior posts involving unnoted hacks, that you admitted upfront to using them without requiring your nose to be rubbed in it by an asshole like myself. Says a ton about your character.
 
Alright, Repto. Who cares if I do not have the knowledge to even get to a thousand wins? You know I'm never gonna get to a thousand and why the hell do you think I try to convince people that I reached it? I keep on saying this now, "I am not putting my streaks up because I want to get onto the leaderboard." I just wanted to have fun here. It takes an asshole like you like you said, to make that fun turn into nothing.

I do not care if the team is flawed. At least Lele has a weapon, what do you want, no weapon? Surely that will fucking solve it of dealing with Ferrothorn. And who cares if I have to double target it? I don't. And you do not have to either.

Well, duh, using other people's genned Pokemon is going to invalidate the streaks, I get it. That red flag you were talking about? I'll give you one then. I guess you do not know whether to shut your mouth or not. And if you respond to any of my posts again, that will only prove my point. Again, who cares if I can't reach high milestones? In fact, I've already DMed NoCheese to remove my streaks solely because you keep bothering me about my illegitimate streaks, which they are. Is that enough to keep you quiet?

Now I want to not talk about this issue anymore once this post goes up. Okay? Enough is enough. I do not want to keep arguing about it. You win, haha. Now do me a favor and keep your mouth shut.
 
Alright, Repto. Who cares if I do not have the knowledge to even get to a thousand wins? You know I'm never gonna get to a thousand and why the hell do you think I try to convince people that I reached it?
I care because there was nothing dissuading you from passing off a 500+ win streak as genuine. You then spoke casually of going for 1000 wins in singles. It's pretty reasonable to expect this from you in the near future.

I do not care if the team is flawed. At least Lele has a weapon, what do you want, no weapon? Surely that will fucking solve it of dealing with Ferrothorn. And who cares if I have to double target it? I don't. And you do not have to either.
You advertised something as having a purpose which multiple discord posters informed you it *does not* fulfill that purpose, advice you clearly ignored. Pretending a move provides coverage is not the same as having real coverage. Possibly 2HKOing a wall you hard counter is one thing, but Lele is swatted away and your remaining teammates lack the muscle to finish Ferrothorn off before that can happen.

252 SpA Life Orb Landorus Earth Power vs. 252 HP / 252+ SpD Ferrothorn: 60-71 (33.1 - 39.2%) -- 15.2% chance to 3HKO after Leftovers recovery

You need absolute max rolls from both Lele and Lando to kill Ferro4. Fat chance.

252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Ferrothorn: 55-66 (30.3 - 36.4%) -- guaranteed 4HKO after Leftovers recovery

Your team does not handle Ferrothorn the way you claim it does. "So what?" It's called disingenuous, that's what. It's called total lack of credibility.

Again, who cares if I can't reach high milestones? In fact, I've already DMed NoCheese to remove my streaks solely because you keep bothering me about my illegitimate streaks, which they are. Is that enough to keep you quiet?
I care because it obviously was not stopping you from posting them. You had been admonished more than once by your peers for continuing to post streaks involving genned pokemon without bringing attention to that fact, which clearly shows intent to be credited for the streaks, not to mention disregard for the rules. Again your use of hacks is not the biggest problem here; it is your writeups containing buckets of bogus info which portray scenarios that could not have happened and are among the clearest indicators of phony streaks. ie save restoration.

Now do me a favor and keep your mouth shut.
One particularly effective way to ensure this is to cease and desist posting illegitimate streaks at all. Continuing to post them while hiding behind a shield of "it's okay because I don't want credit and it's just a game" is not the same, and will not stop your posts from being questioned.
 
Interesting piece of data I uncovered while trying to find where things are stored in the save file: When you scout a teammate for AI multis, their Pokemon always become male if that is at all possible for the species. Sorry if you distinctly remember scouting a team with a female that you hoped to use for Cute Charm/Rivalry shenanigans, but the game won't preserve that unless it's Nidoqueen.
 
Posting a completed Super Doubles win streak of 214 wins in Ultra Moon.

This is important for me because not only is this the farthest I've gotten in any non-singles facility, but I used no less than 22 teams over the course of this streak, using a method described below to assemble every team I used.

But first, the Pokemon I used are as follows:






First, I would use random.org's Random Integer Set Generator to generate 6 unique integers in the range [1, 30], each corresponding to a specific slot in the box above (starting at Dusclops and Oranguru and going all the way down to Sylveon and Dhelmise). If none of the random numbers corresponded to a Pokemon that ran Trick Room (top row only), I would re-roll. If I rolled 3 or more setters all at once, I would also be entitled to a re-roll (amusingly, this happened exactly once, before I got to play my first wave of battles). If I rolled exactly one or two setters, I would be stuck with that roll of six, and would have to choose four of those to go into the Tree with. Minor set alterations (such as switching out one or two moves) were permitted, although I never ran different sets for one species that differed drastically. I did allow myself to switch out hold items in the case of item conflicts, although this happened only once over the course of two streaks.

Once I had my team, I would play 10 battles with that team, suspend the streak, and generate a new team for the next round of 10. Additionally, I tried to record all the sets my opponents used in every battle and I saved notes on any difficulties encountered in getting up TR. This took up around the same amount of time as actually playing through the battles, lol.

Dusclops (M) @ Eviolite
Ability: Frisk
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Brick Break
- Ally Switch
- Night Shade

One of the first setters I thought of for this run. Frisk is a god-tier ability in the Tree when you're a dedicated support mon like Dusclops. Night Shade let me do consistent damage, Ally Switch was great for screwing with the AI, and Brick Break's screen-removing ability came in clutch several times.


Oranguru (F) @ Lum Berry
Ability: Inner Focus
Level: 50
EVs: 212 HP / 164 Def / 132 SpD
Relaxed Nature
IVs: 17 Atk / 0 Spe
- Trick Room
- Instruct
- Psychic
- Protect

Oranguru is another obvious choice. This set is pretty standard and has nothing worth mentioning.


Aromatisse (F) @ Lum Berry
Ability: Aroma Veil
Level: 50
EVs: 252 HP / 180 Def / 76 SpD
Sassy Nature
IVs: 8 Atk / 0 Spe
- Dazzling Gleam
- Helping Hand
- Trick Room
- Protect

Aromatisse's niche is its Taunt immunity, as well as its Dark + Fighting resistances. Aside from those it has nothing non-standard.


Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 20 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Ally Switch / Gravity
- Trick Room

I got the idea of using Porygon2 as a setter from someone who won a VGC event with it (I don't remember his name or the specific tournament). I knew his EV spread was full physdef and that it had Trick Room, but nothing else, and I kinda improvised from there. My original idea was to have Recover as the third move, but right before I rolled it for the first time, I thought that I might as well give it Ally Switch because I could never realistically see myself using Recover. Ally Switch proved to be immensely useful whenever Porygon2 had no real targets to hit. Aside from that, the idea of a setter that has solid offensive presence is cute, but Porygon2 sacrifices a lot of defensive utility, and that's just not something that a long streak can sustain. It was fun to use the few times I got a team that could work with it, however.


Musharna (M) @ Lum Berry
Ability: Telepathy
Level: 50
EVs: 236 HP / 252 Def / 20 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Protect / Energy Ball
- Helping Hand

Musharna's Telepathy makes it an Explosion lead's best friend. I was lucky enough to get this and Golem in the same draft several times, and they worked together phenomenally well. Musharna isn't as weak offensively as you might expect - its Psychics have the ability to 2HKO frail neutral targets like Leafeon and Energy Ball will at worst 3HKO a lot of important waters (notable exceptions are Slowking4 and Milotic). If I felt like the team could deal with bulky waters on its own, I would run Protect instead for extra insurance setting up TR.


Cofagrigus (F) @ Leftovers
Ability: Mummy
EVs: 252 HP / 40 Def / 216 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ally Switch
- Night Shade
- Protect

Cofagrigus is one of those setters that seems like it would have so much going for it until you realize it's completely outclassed by Dusclops. The reason I ran Cofagrigus was so that I would have 2 Ghost-type setters in the pool, giving me an equal chance to run a Ghost-type, Psychic-type, or other type. Also, while I never had the chance to put this in action, my Cofagrigus had the IVs for Hidden Power Fighting, giving me the potential to trip my Gigalith's weakness policy should I ever happen to draw it alongside Cofagrigus.


Torkoal (F) @ Firium Z
Ability: Drought
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Protect
- Solar Beam
- Earth Power

Torkoal is essentially Camerupt but without the caveat of being a Mega. Its Eruptions are similar in power, especially when boosted by Helping Hand. Firium Z lets me essentially run a stronger, single-use Flamethrower without having to give up a moveslot, letting Torkoal occasionally lead.


Azumarill (M) @ Wide Lens
Ability: Huge Power
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Play Rough
- Knock Off
- Protect

Azumarill is one of those pokes that never gets used in tree because it has to give up its hold item slot just to ensure that one of its STABs doesn't miss at a bad time. Wide Lens isn't just there to patch up Play Rough, however - it gives me extra insurance against evasion item holders like Lati@s1, Landorus1, and Walrein4.


Abomasnow (M) @ Abomasite
Ability: Snow Warning
Level: 50
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 1 Spe
- Wood Hammer
- Blizzard
- Protect
- Earthquake

Abomasnow typically only spammed Blizzard whenever it wasn't protecting itself, and that's perfectly fine - Blizzard is a ridiculously good move whenever it's at perfect accuracy. Even with no investment, Wood Hammer hits the likes of Milotic and Slowking much harder than Energy Ball, and Earthquake is there to smack around Heatran.


Vikavolt (F) @ Life Orb
Ability: Levitate
Level: 50
EVs: 244 HP / 252 SpA / 12 SpD
Quiet Nature
IVs: 4 Atk / 0 Spe
- Bug Buzz
- Thunderbolt
- Protect
- Volt Switch

As one of two non-mega Electrics capable of functioning decently under Trick Room, I couldn't keep Alola's resident bug zapper out of the spotlight. Life Orb gained a tremendous amount of kills, and while I can't remember a single time when Volt Switch was a game-changer, Vikavolt's other options are somewhat limited as the one I owned didn't posses the right IVs for HP Ice.


Magnezone @ Air Balloon
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 1 Atk / 0 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]
- Protect

The other Electric. To separate itself from Vikavolt, Magnezone is decently capable of functioning outside of TR as well. Its typing lets it perform completely different bait roles if used as a lead (I never got the chance to use Magnezone in the front).


Mawile (M) @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 30 SpA / 0 Spe
- Play Rough
- Knock Off
- Iron Head
- Protect

Mawile is really good. I am ashamed to admit that I relied on Play Rough hitting more than I'm comfortable with, but Mawile can't hold Wide Lens so it was unavoidable. At least I had Oranguru giving it two chances to hit most of the time.


Hariyama (M) @ Flame Orb
Ability: Guts
Level: 50
EVs: 32 HP / 252 Atk / 108 Def / 116 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
- Heavy Slam

While Hariyama falters a bit when going after lengthy (500+) streaks, it truly shines in a format like this, since Hariyama is just a great generalist lead. It pairs solidly well with all 6 of my setters, and that's why I used it nearly every time I rolled it.


Araquanid (M) @ Life Orb
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Leech Life
- Liquidation
- Ice Beam
- Protect

Araquanid is probably one of the most horrendously broken mons for TR. The set I used was from Spidey and Friends (which was designed around not needing support most of the time), and that made it work with all of my setters. Araquanid was mostly used as a backup, since attracting Rock Slides would not work very well with my non-Oranguru setters.


Slowbro (F) @ Slowbronite
Ability: Own Tempo
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 2 Atk / 0 Spe
- Psychic
- Scald
- Flamethrower
- Protect / Blizzard

Given Slowbro's high bulk, you'd think it would be used as a setter. Much to ReptoAbysmal's joy, however, I ran an all-out attacking set. Unfortunately, it was only ever used once, and spent most of the time spamming Blizzard.


Incineroar (M) @ Incinium Z
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 30 SpA / 0 Spe
- Flare Blitz
- Fake Out
- Darkest Lariat
- Low Kick

Incineroar's versatility is one of the reasons it is the Landorus-T of Doubles. Unlike everyone else on Discord who insisted on using a 50% berry or AV set, I ran a Z-move set. Running Incinium actually gave me some side-benefits: Darkest Lariat ignores Evasion boosts even when not powered up into its Z move.


Camerupt (F) @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 6 Atk / 0 Spe
- Eruption
- Earth Power
- Ancient Power
- Protect

Is there even anything that needs to be said at this point about Camerupt? It's a behemoth of a mon whose Eruptions will destroy everything not resistant to it (and if backed by Helping Hand or Instruct, even some stuff that is) and its secondary STAB provides near perfect coverage with Eruption. Unlike Torkoal, this was more often used as a lead.


Tapu Bulu @ Power Bracer
Ability: Grassy Surge
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Brave Nature
IVs: 3 Spe
- Wood Hammer
- Protect
- Horn Leech
- Superpower

One of three Power item holders on the roster. An oft-overlooked item, this can result in some surprising TR-viable mons. Tapu Bulu is a one-dimensional mon offensively, but its defensive support is very much appreciated when using Stakataka, Golem-A, or the Eruption users. Superpower saw literally no use.


Gigalith (F) @ Weakness Policy
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 SpA / 12 Spe
- Explosion
- Rock Slide
- Earthquake
- Protect

Gigalith is one of two Explosion users, and was designed with the intention of being used alongside Musharna. Its 12 speed IVs ensure that it will move after Musharna and Cofagrigus under Trick Room, letting them activate its Weakness Policy before it clears the field with its spread move of choice.


Drampa (F) @ Dragonium Z
Ability: Sap Sipper
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Hyper Voice
- Protect
- Flamethrower

Drampa is the only Normal-type TR abuser on this roster, and it has a similar set to the Spidey & Friends version(with Protect over Energy Ball). Lead Drampa poses phenomenal synergy with any setter in the roster aside from Porygon2, thanks to the Ghosts' Ally Switch and the Psychics' support moves.


Ampharos (F) @ Ampharosite
Ability: Static
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 13 Atk / 0 Spe
- Dragon Pulse
- Thunderbolt
- Volt Switch
- Protect

Ampharos is a great lead no matter which way you swing it. It baits EQs, it can Volt Switch out for extra versatility, and its type change can help as well.


Gastrodon (F) @ Assault Vest
Ability: Storm Drain
Level: 50
EVs: 184 HP / 92 Def / 220 SpA / 12 SpD
Quiet Nature
IVs: 15 Atk / 0 Spe
- Earth Power
- Clear Smog
- Scald
- Ice Beam

Gastrodon is the textbook glue for water-weak teams. This one is also the exact same specimen used by Turskain in the Maison, but re-EV'd for a better spread.


Mudsdale (M) @ Soft Sand
Ability: Stamina
Level: 50
EVs: 132 HP / 252 Atk / 124 SpD
Brave Nature
IVs: 0 Spe
- High Horsepower
- Close Combat
- Heavy Slam
- Protect

Mudsdale is the best non-mega Ground TR poke that gets around the flaw most Grounds have in that they hit their allies. Also it has solid bulk.


Celesteela @ Rocky Helmet
Ability: Beast Boost
Level: 50
EVs: 252 HP / 4 Atk / 100 Def / 4 SpA / 148 SpD
Sassy Nature
IVs: 0 Spe
- Heavy Slam
- Flamethrower / Seed Bomb
- Wide Guard
- Protect

Celesteela is one of the few "defensive" abusers, in that it works more to patch up a gaping hole than to actually sweep on its own. Celesteela also claims the dubious title for fastest set on the roster, sitting at a mediocre 59 raw speed, although it's not uncontested as four sets have 58 speed. The coverage move depended more on what the rest of my team needed.


Gyarados (F) @ Power Band
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Return / Leer
- Leer / Flamethrower
- Protect

When someone mentions the idea of Gyarados being used in Trick Room, you wouldn't be faulted for laughing it off. Nevertheless, here it is, with quite a few appearances on various sets of 10. Perhaps the key here was using Gyarados as a support Pokemon? Intimidate is especially valuable when considering how rare it is on TR mons - only 3 things in my roster have it. Uninvested Flamethrower has a roll to 3HKO Ferrothorn4 (the fully SpDef one). Leer is used more because of the support it can give rather than due to the lack of better options, and Return is good if you don't want to be helpless against bulky waters (especially Gastrodon). Hilariously, there were quite a few battles where Flamethrower happened to be the only reason I won.


Golem-Alola (F) @ Magnet
Ability: Galvanize
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Explosion
- Return
- Rock Slide
- Stomping Tantrum / Protect

Alolan Golem is the cream of the crop for Exploders: It gets STAB and a x1.2 boost from its ability, along with solid coverage. Return is there for when I don't want to go boom. Since this often lead (alongside Musharna), Protect was often necessary to survive the first turn. Plays such as (explode + switch in camerupt) or hh explosion gave Golem a decent amount of versatility and nearly always made the 1-for-2 trade worth it.


Stakataka @ Groundium Z
Ability: Beast Boost
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 17 Def / 0 Spe
- Earthquake
- Protect
- Gyro Ball
- Rock Slide

What Golem has in crowd control, Stakataka brings in precision threat elimination. Even without a speed-lowering nature, Gyro Ball often hits its max power on at least something on the field, letting me get the ball rolling easily. Resists were often meaningless once Staka was at +1. The downfall of Staka is that it very often can't deal with everything at once, so Ally Switch support was instrumental in keeping Staka alive long enough to clean against Fighting-heavy teams. Even with a negative nature and IVs, Stakataka's physical bulk is not to be underestimated: It can survive the strongest Earthquake in the tree in Grassy Terrain.


Tyrantrum (M) @ Power Belt
Ability: Rock Head
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Head Smash / Rock Slide
- Dragon Claw
- Protect
- Superpower

Tyrantrum is one of those abusers that requires major team support to be able to do anything in any fashion that resembles consistency, and even then it's mediocre. I would often get a single Head Smash KO, only to faint to its partner's attack. I avoided using Tyrantrum as much as I could when given the chance, and given how shoddy my teams were the two times I did use it, I'm glad.


Sylveon (M) @ Choice Specs
Ability: Pixilate
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Swift

Specs Sylveon is one of the more consistent cleaners that I would run. I would usually pair it with an Eruption user for massive spread damage, but it could often put in work on its own. Psyshock was useful against Blissey exclusivelly, and even the "set-filler" move Swift saw more usage (for instance, against possible Soundproof pokes like Kommo-o).


Dhelmise @ Wide Lens
Ability: Steelworker
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 23 SpA / 0 Spe
- Anchor Shot
- Power Whip
- Shadow Claw
- Protect

Poor Dhelmise. It had a lot of potential to be a great abuser, and then rolled it exactly twice out of 31 possible rolls. The one time I used it, I thought it was a solid Grass mon, and was super excited for when I would roll it alongside Porygon2... which never happened. The only other time I rolled Dhelmise, I got Tapu Bulu that same draft alongside a ground-weak team. This makes Dhelmise one of two sets in my box that I did not use at all during the 214-win streak, only seeing minor usage in the earlier 81-win streak.

1-10:bulu, zone, gastro, torkoal, mush, vika
went with mush/torkoal/bulu/gastro for an FWG core, musharna should help torkoal's eruptions, with gravity helping provide extra targets for gastrodon's earth power

1: accelgor/aerodactyl/marowak/froslass (set 1) aero flinches mush with rock slide and survives inferno overdrive. TR goes up turn 2.
2: comfey/abomasnow/lopunny/vanilluxe (set 1)
3: vaporeon/wishiwashi/dhelmise/audino (set 1)
4: togekiss/tauros/noivern/ludicolo (set 1)
5: gardevoir/pelipper/blissey/aromatisse (set 1)
6: heracross/carbink/swampert/accelgor (set 1)
7: musharna/ludicolo/pelipper/florges (set 1) musharna1 targets hypnosis at my torkoal slot, hits a switchin bulu. torkoal gets back in to hit musharna1 with an IO. TR runs out, but is re-set and the battle is won.
8: gogoat/slowbro/whimsicott/dusknoir (set 1)
9: crabominable/golisopod/swampert/klinklang (set 1)
10: klinklang4/magnezone4/porygon-z/electrode4: T1 overload with eruption + TR. torkoal takes a thunderbolt knocking it down to 63 HP, but T2 psychic into klinklang + EP into zone finishes the job.

11-20: zone, cofa, mudsdale, dhelmise, ince, celes
went with cofa/ince/muds/dhelmise, every combo of flunkies i could run shares massive stacked weaknesses, and this was the 3 mons i felt most comfortable running. ince/cofa should have great synergy, as ince can fake out stuff and cofa can ally switch in front of fighting leads

11: crabominable/glalie(moody)/porygon2/abomasnow (set 1) 19 IV crab underspeeds ince, so T1 flare blitz is necessary
12: lanturn1/medicham2/rhyperior/mudsdale2(stamina)
13: sylveon1/jolteon2/hariyama2/glaceon1
14: jellicent2/slowbro1/slowking/primarina2. Cofa uses nothing but Ally Switch. TR never goes up, Dhelmise eventually comes in to deal with primarina.
15: rotom-w2/gliscor1/sawk2/aromatisse2. Gliscor flings its razor claw into cofa. TR goes up turn 2.
16: crobat/noivern/tyranitar/nidoking(poison point) (set 1) Crobat lands a 3 turn sleep on cofagrigus turn 1, and TR goes up on turn 7? 8? almost all of the battle is played without TR
17: samurott/greninja/conkeldurr/politoed (set 1)
18: braviary(defiant)/gallade/machamp/lucario (set 1)
19: weavile1/vanilluxe1/crabominable1/rotom-frost1
20: bisharp3/toxicroak4/golisopod4/pinsir4. Ally switch helps avoid damage while chipping the leads, cofa gets taunted on turn 4. TR never goes up.

21-30: camel, zone, staka, snow, gyara, clops
flunkies do not mesh at all with clops. clops/staka/abomasnow/gyarados, after several failed attempts to construct a decent team with camerupt, ally switch dusclops and staka should make a better lead pair.

21: wailord2/jellicent1/toxicroak/swampert2
22: vanilluxe2/mismagius3/gourgeist3/glalie. dusclops survives avalanche + NeN, sets TR, and faints to hail.
23: jolteon2/vaporeon2/umbreon3/sylveon
24: heracross2/altaria2/druddigon/malamar
25: shiinotic2/amoonguss3/exeggutor2-alola/lopunny3
26: leafeon3/glaceon3/espeon/umbreon
27: breloom1/toucannon2/hawlucha2/beedrill2. turn 1 ally switch + gyro into toucannon. TR goes up on turn 2.
28: raichu3-alola/porygon2-3/exploud3/rotom-frost
29: lurantis3/turtonator2/blaziken3/delphox
30: whimsicott3/espeon3/braviary/ninetales4-alola

31-40: golem, cofa, tyrantrum, gastro, ince, guru
given the choice of setters, cofa works better here. ince/cofa is a proven lead combo, and gastrodon helps alleviate the water weakness the rest of the draft has. golem is better than tyrantrum since cofa does not learn gravity.

31: aggron4/conkeldurr3/audino4/bronzong4. t1, faked out aggron to prevent potential taunt, audino came in on turn 3 and reversed trick room. played the rest of the battle outside of TR.
32: amoonguss3/turtonator2/sharpedo2/shiinotic3
33: staraptor/sableye3/banette3/mimikyu2
34: exploud/beartic/hydreigon/crobat (set 4)
35: exploud(scrappy)/blissey/kangaskhan/mandibuzz (set 4) in which exploud reminds me that exploud gets scrappy. kangaskhan fortunately fakes out cofagrigus when it enters, letting me 2HKO it with low kick.
36: gigalith4/hippowdon24/rotom-c/garchomp3
37: incineroar3(blaze)/tauros3 (sheer force)/gyarados(moxie)/greninja. comical lineup. if even one thing had intimidate, fight gets much harder.
38: kangaskhan/rotom-w4/weavile/aurorus (set 4)
39: tauros3(intimidate)/gyarados2(intimidate)/staraptor/salamence2
40: decidueye3/lycanroc4-night/incineroar3(intimidate)/magnezone4

41-50: tisse, zone, gastro, cofa, drampa, celes
at first thought, the roll looks like shit. however it features cofa and a fighting-weak lead, so maybe it's better than first impressions lead to believe. cofa/drampa/gastro/celes

41: swampert4/tangrowth4/feraligatr/slaking4
42: avalugg/rotom-f34/dragonite/exploud (set 4)
43: azelf2/thundurus1/virizion2/latios
44: azelf3/kommo-o3/raikou4/latias3
45: lucario4/blaziken3/magmortar3/crobat
46: cofagrigus4/rotom-f/reuniclus3/aggron4
47: charizard3/shiftry3/venusaur4/rotom-h4
48: chandelure/gothitelle4 (competitive)/reuniclus4/slowbro4. TR was delayed in order to prioritize KOing chandelure, and later reuniclus. TR eventually set.
49: rotom-h3/manectric3/raichu4/raikou2. Turn 1 double protect to scout movesets. Turn 2, Cofagrigus takes a Thunderbolt and FPs on turns 2 and 3. TR is never set, but Gastrodon and Drampa carry the team.
50: pidgeot4/tyranitar3(unnerve)/alakazam/machamp3. lineup was not changed, but using Aromatisse would have made this battle much less stressful. Turn 1 TTar3 dragon dances as Hurriane goes into Cofagrigus, Turn 2 pidgeot trips Berserk with Hyper Beam.

51-60: P2, Mudsdale, vikavolt, golem, azu, gastro
I hate this draft. Porygon2 with no fake out support is horrendous to build a team against, especially considering it and vikavolt are the only things that aren't weak to grass. If lead Virizion or Breloom ever shows up, I will likely have a very rough time.
P2/Azu/Vika/Muds.

51: latias4/entei3/tornadus3/terrakion (set 34)
52: froslass4/tangrowth4/hariyama4/gyarados3
53: bewear3/togekiss4/lilligant4/gardevoir3 (set 234)
54: bronzong2/kingdra4/armaldo/swampert3
55: alakazam4/magnezone4(non-sturdy)/chandelure3(flame body)/drampa4
56: bastiodon4/metagross4/klinklang4/scizor3
57: zapdos1 (static)/raikou1/regice2/latios2
58: darmanitan3/bisharp/lanturn4/wishiwashi3
59: togekiss4/gogoat3/hydreigon3/feraligatr
60: lucario4/milotic3/togekiss4/garchomp4

61-70: aboma, bulu, camel, aroma, araquanid, azu
lots of good abusers, but nothing really stands out as being good to lead here. aroma/camel/bulu/araquanid

61: manectric3/medicham4/steelix/alakazam. double protected turn 1 in fear of medicham4 faking out aromatisse, which happened in the battle. TR went up turn 2.
62: arcanine3(intimidate)/lilligant3/lurantis/houndoom4
63: uxie1/azelf4/moltres/cresselia2
64: typhlosion4/blastoise4/charizard3/samurott
65: crobat/ribombee/alakazam/jolteon (set 34) - crobat hit aroma with non-crit CP turn 1, and evreything died to HH eruption turns 2-3.
66: gyarados4/rotom-s3/mawile(no intimidate)/scrafty (no intimidate). t1 switch camel out for bulu, which dies to air slash + waterfall. araquanid replaces and focuses gyarados with leech + gleam. rotom faints to chip + liquidation, and the backups pose no threat to araquanid + camel.
67: slowking3/shuckle4/musharna3/reuniclus4
68: amoonguss3/avalugg4/slowking/slowbro4
69: goodra/vanilluxe(snow warning)/glaceon/rotom-w4 (set 4)
70: toxicroak4/golisopod3/toxapex/bisharp4

71-80: aroma, celes, mush, zone, gigalith, incineroar
Musharna is taught Energy Ball instead of Gravity. This lets the team have a reliable option against bulky waters, and it also lets me trip Gigalith's weakness policy on command. In battle 79, the former of these mattered especially, against Hashim's mono-water lineup I would have had a nasty time without Energy Ball. mush/ince/giga/celes. I lack any confidence in this team's ability to last 10 battles with numerous stacked weaknesses, coverage overlap, etc.

71: palossand/gastrodon3/rotom-mow/hippowdon. Leads are OHKOed without setting TR, and upon seeing the backups, TR is not set.
72: virizion/latios3/azelf4/latias4 (set 3/4)
73: metagross4(clear body)/mesprit3/garchomp3/dragonite3
74: thundurus1/suicune2/azelf/zapdos1 (set 1/2)
75: ampharos4/manectric4/thundurus2/rotom-h3
76: regirock1(clear body)/thundurus2/tornadus/regice (set 1/2)
77: vaporeon4/salazzle4/aerodactyl4/conkeldurr3 (guts)
78: salamence4(intimidate)/entei3/garchomp4/metagross4
79: feraligatr/swampert3/greninja4/kingdra
80: garchomp4/gallade4/altaria3/magnezone

81, 82: mawile, azu, sylv, torkoal, mudsdale, oranguru
these flunkies are among the best to abuse Instruct with. mawile, mudsdale, and torkoal were a given, but the question was which one to I lead with. I decided on torkoal for eruption spam and baiting lead Rock Slides. The team may have issues with bulky waters, but not to the extent of the previous team.

81: bisharp/manectric/zoroark(undisguised)/meganium (set 4). bisharp and manectric double into oranguru's protect turn 1. oranguru is switched out turn 2 and TR never goes up.
82: electrode4/primarina4/kindgra3/empoleon - loss.

1-10: aboma, hariyama, mawile, ince, mush, bulu. mush/yama/bulu/mawile seems like a straightforward squad, with mush taught Protect over energy ball. Team was solid, only trouble was during battle 3 when I neglected to look up infernape1's moves.

1: typhlosion/ludicolo/froslass/hariyama
2: darmanitan/gothitelle/infernape/conkeldurr
3: infernape/bewear/dragonite/umbreon
4: arcanine/steelix/beedrill/politoed
5: eelektross/infernape/mawile/gardevoir
6: wailord/minior/porygon-z/hippowdon
7: rhyperior/ferrothorn/armaldo/rampardos
8: dugtrio-alola/jolteon/togekiss/pyroar
9: slaking/cofagrigus/gourgeist/gyarados
10: garchomp4/togekiss/milotic3/spiritomb3

11-20: drampa, ince, vika, mush, p2, aboma
let's run mush + ince with drampa and aboma in back. aboma covers bulky waters. one downside is that all of the flunkies are fighting-weak, but incineroar's intimidate + fake out as well as Musharna's psychic helps with that.

11: sharpedo2/barbaracle2/pelipper/starmie2
12: vaporeon/gastrodon/tentacruel/toxicroak (set 1)
13: shiftry2/manectric2/reuniclus/typhlosion
14: tentacruel/gothitelle(competitive)/sableye (set 1)
15: glaceon1/glalie/abomasnow/froslass
16: glalie/nidoking/rhyperior/bisharp (set 1)
17: milotic/toxicroak/kingdra/lapras (set 1)
18: froslass/blaziken/accelgor/salazzle (set 1)
19: turtonator2/typhlosion/charizard/exeggutor1
20: toucannon3/comfey3/lurantis/sceptile4

21-30: aroma, azu, guru, yama, amph, araquanid
amazing lead pair in hariyama/oranguru is available. araquanid and ampharos are chosen as back line to avoid type redundancies (araquanid has been proven with oranguru, azumarill hasn't yet)

21: weavile1/incineroar2/oricorio1-sensu/vespiquen1
22: rhyperior3/marowak2-alola/amoonguss3(effect spore)/escavalier3
23: politoed2/swampert3/goodra/ludicolo2
24: tauros1/metagross/espeon2/lickilicky2
25: beedrill2/weezing1/goodra/mimikyu2
26: torterra2/barbaracle3/dragonite3/bewear
27: vikavolt3/ursaring3/aerodactyl2/lopunny3
28: vanilluxe1/crabominable/ninetales2-a/glaceon
29: lapras2/armaldo/starmie2/feraligatr2 (set 23)
30: magnezone/lycanroc3-day/braviary/incineroar(blaze)

31-40: maw, aboma, mush, zone, gastro, ince
incineroar and musharna are the obvious choice to lead with, while backup gastro complements incineroar well. last mon abomasnow to prevent stacked ground weaknesses.

31: accelgor/aerodactyl3/electrode3/alakazam4
32: ludicolo3/jolteon3/toxicroak2/armaldo3
33: yanmega3/komala2/tsareena2/dusknoir3
34: cradily3/lycanroc4-night/mudsdale4/hippowdon2
35: reuniclus2/sharpedo2/torterra2/incineroar2 (intimidate)
36: bruxish2/yanmega2/salazzle3/incineroar2
37: rampardos/altaria/togekiss/florges (set 4)
38: golurk3/mienshao3/samurott2/sableye3. mienshao fake out + golurk NeN both went into musharna, ince MM'd golurk. TR went up on turn 3.
39: golurk(klutz)/kangaskhan/probopass3/heracross (set 4)
40: sceptile3/tsareena/trevenant/comfey

41-50: celes, cofa, golem, sylv, aroma, ince
decent lead pair available in ince/cofa, problem is the backups are all sketchy. golem is the slowest flunky available, but it horribly stacks weaknesses with incineroar (shared weak to ground, water, fighting). so that leaves me with little choice for my team. this'll be the first run of specs sylveon, and Blue should be interesting.

41: lickilicky4/jellicent3/rotom-f4/shiinotic4. jellicent3 ohkoes incineroar with water spout (1/16 roll) and reverses trick room on turn 2. TR is not set after that.
42: braviary(defiant)/lickilicky3/wailord/salamence (set 4)
43: togekiss4/gardevoir3/whimsicott4(prankster)/sylveon
44: minior/mandibuzz/glalie/slaking (set 4)
45: musharna/spiritomb/rotom-s4/aurorus (hail set2 + set4)
46: greninja/lucario3/togekiss4/kommo-o2
47: lickilicky3/slowbro4/wishiwashi3/carbink3. I opted to not set TR.
48: golisopod/exeggutor4-alola/decidueye/gyarados3 (intimidate)
49: serperior (overgrow)/sceptile3/rotom-c/noivern
50: gyarados3 (intimidate)/machamp4 (guts) exeggutor3/arcanine3(intimidate)

51-60: aboma, sylve, azu, aroma, hariyama, vika
hariyama/aroma is the only real choice i have for a lead, and while I could run sylveon and abomasnow in back for spread move spam, I went with abomasnow and azumarill to not stack weaknesses unnecessarily.

51: heatran4/regirock/moltres(pressure)/articuno (set34)
52: blissey/golisopod/talonflame (flame body)/drifblim (set 4)
53: articuno4/latias3/zapdos2/latios4
54: rotom-h/houndoom4/clawitzer3/gourgeist
55: chandelure4/charizard4/shiftry3/lurantis4
56: blissey2/togedemaru4/gardevoir4/musharna4
57: articuno2/tornadus1/regirock2/zapdos1
58: drampa3 (no cloud nine)/vikavolt3/magnezone3/chandelure4. TR goes up with no problem, but the team is nearly too much for me to handle, culminating in a fresh chandelure and half HP vikavolt against my abomasnow and 2/3 Aromatisse, with one turn of TR left.
59: magmortar/blissey/ursaring/venusaur (set 4)
60: scrafty4/liepard3/sharpedo4/drapion

61-70: zone, staka, cofa, vika, bulu, araquanid
staka/cofa make a solid lead pair, with bulu to switch into EQs in the back and araquanid as the only remaining option without a fire weakness. staka goes in slot 1 so that I can immediately test for magnet pull probopass/magnezone. staka/cofa/bulu/araquanid

61: goodra/clawitzer4/carbink3/crobat4
62: latias2/entei2/regice/terrakion (set 12)
63: marowak2-alola/rotom-w3/politoed/jolteon2
64: terrakion/suicune3/regirock4/landorus (set 1234)
65: staraptor3(intimidate)/gyarados4(intimidate)/mawile(intimidate)/tauros4
66: darmanitan3/moltres4/exeggutor3/delphox
67: suicune2/pelipper4/politoed/swampert3
68: samurott/bewear/magmortar/tauros (set 4)
69: landorus3/terrakion/moltres/registeel (set 34)
70: braviary/slowbro3/passimian/whimsicott

71-81: mush, vika, bro, hariyama, aboma, sylveon
hariyama/musharna leads make a solid frontline, with abomasnow to round out the team nicely. tough to choose a fourth member, since both vikavolt and sylveon stack weaknesses. Settled on vikavolt, since having a fire-weak and rock-weak backline isn't too big of a problem when abomasnow can hit the rocks anyway and most fires don't like CC or HH eq too well. mush/hariyama/aboma/vika

71: garchomp4/dragonite3/kommo-o2/cresselia3. dragonite3 outrage goes into musharna turn 1, and the frontline dies on turn 2. backline cleans up very well.
72: gardevoir/sylveon4/aromatisse/togedemaru4 (set 234). misty terrain is set turn 1, hariyama doesn't activate flame orb until last mon togedemaru is isolated.
73: slowking3/slowbro4/snorlax4/cofagrigus3
74: infernape4/incineroar3/typhlosion/serperior3
75: heatran2/whimsicott/shiftry3/ninetales1
76: torterra3/ampharos4/hydreigon/magnezone
77: togekiss/kingdra3/delphox4/slaking
78: articuno/uxie2/heatran1/landorus2 (set 12)
79: slaking/tentacruel4/flygon/charizard4
80: liepard3/toxapex4/toxicroak4/honchkrow
81: shiftry4/lilligant3/houndoom4/charizard. An extra battle was played with this team by accident. Next round will only be 9 battles long to compensate.


82-90: hariyama, torkoal, aromatisse, gyarados, cofagrigus, azumarill
This is one of the worst rolls I've gotten. Flunkies offer no synergy (to the point that their presence hurts one another). Decided to use torkoal, but in the back so that I can choose whether to have sun or no sun. Aroma/Hariyama/Torkoal/Azumarill.

82: empoleon3/charizard4/blaziken/haxorus
83: uxie2/mesprit1/heatran2/cresselia1 (set 12)
84: dusknoir4/oranguru4/torterra4/wishiwashi. Dusknoir4 reverts TR turn 2, and a decent portion of the battle is played without TR.
85: articuno3/moltres/registeel3/latias4 (set 34)
86: steelix3/turtonator3/muk3-alola/tentacruel3
87: walrein/gallade/gardevoir/rotom-w3 (set 4)
88: porygon-z4/aggron4/manectric3/raichu3-alola
89: articuno/moltres2 (flame body)/cobalion/azelf (set 12)
90: toxicroak4/golisopod3/bisharp3/honchkrow

91-100: dusclops, aboma, torkoal, sylve, gyara, zone
Terrible roll. No synergy offered between the setter and flunkies, and none of the flunkies are comfortable leading alongside dusclops (abomasnow attracts rock slides, but it lacks a way to get in safely). Gyara is the only thing on this draft that addresses my alarming weaknesses to Fire-types and Ferrothorn. clops/aboma/gyarados/sylve. Gyarados is taught Flamethrower over Leer.

91: charizard3/exeggutor4-alola/incineroar3/rotom-w4
92: porygon-z3/glaceon4/volcarona4(flame body)/latios2
93: mandibuzz/blastoise/archeops/medicham (set 4)
94: milotic4/ninetales4-alola/togekiss/komala4
95: dugtrio4-alola/nidoqueen3/palossand/ampharos3
96: articuno2/thundurus1/regirock2/registeel (set 12)
97: skarmory/blissey/sableye/minior (set 4)
98: togedemaru4/magnezone4/conkeldurr3/machamp3
99: noivern4/ribombee3/jolteon/weavile3
100: toxicroak3/pinsir4/bisharp3/toxapex4

101-110: aroma, vika, celes, bro, mawile, camerupt
no matter what mega I use, the team will have problems with waters or rocks. I chose to go with the lesser evil and have problems with Waters, since Celesteela can learn Energy ball. Aromatisse/Camerupt/Vikavolt/Celesteela. Celesteela is taught Energy Ball over Flamethrower.

101: sharpedo3/goodra4/ninetales4-alola/aerodactyl3
102: kommo-o2/articuno14/heatran24/cresselia1
103: kommo-o2/uxie3/regirock4/registeel
104: raikou4/cobalion3/terrakion3/latias3. (set 34)Aromatisse is switched out for Vikavolt turn 1 in fear of Cobalion4. It comes back in after Terrakion is sent out, and is flinched to death without setting up TR.
105: greninja4/noivern3/electrode4/accelgor
106: chesnaught4/meganium3/infernape3/incineroar
107: zapdos3/mesprit2/cresselia4/azelf
108: porygon-z3/gyarados3/milotic/rotom-c
109: houndoom4/whimsicott3/venusaur/charizard
110: talonflame3/toucannon4/trevenant/comfey

111-120: sylve, torkoal, aroma, gyarados, slowbro, ampharos
This draft has problems with grounds, regardless of what I run (Slowbro creates mega conflicts and I have to run Torkoal to deal with Ferrothorn). Aroma/Ampharos/Torkoal/Sylveon. Teaching Ampharos HP Ice over Volt Switch should also help with the ground weakness.

111: gardevoir4/whimsicott4/florges2/aromatisse4. Gardevoir4 OHKOes Aromatisse with Hyper Beam on turn 1. TR is not set, but the battle is won thanks to the harmless florges2/aromatisse4 backline.
112: flareon3/vaporeon4/espeon/leafeon
113: kommo-o1/noivern3/tyranitar4/umbreon4. Turn 1, Hidden power goes into Noivern, who takes 30%? Whoops, this Ampharos actually has HP Psychic.
114: pinsir3/kangaskhan3/aurorus3/blissey4
115: weavile/greninja4/talonflame/aerodactyl4
116: latios3/glaceon3/espeon/volcarona3
117: registeel2/uxie1/entei1/zapdos1 (set 12)
118: palossand4/sharpedo4/conkeldurr3/machamp4
119: pelipper4/tornadus4/suicune/beartic
120: toxicroak4/bisharp4/pinsir4/toxapex4. These leads scare Aromatisse. It switches out, and TR is never set.

121-130: aroma, hariyama, magnezone, clops, torkoal, vikavolt
Aromatisse/hariyama/magnezone/torkoal is the only team configuration that has both a solid frontline and decent backups, as Hariyama's potential is wasted in the back. Magnezone is taught HP Ice and holds Air Balloon to alleviate the team's problems with Grounds.

121: exeggutor3/rotom-c4/venusaur4/tsareena3
122: beartic4/politoed1/bruxish3/marowak2-alola
123: landorus4/regigigas/terrakion4/tornadus3 (set 1234)
124: drampa/gengar4/heatran/chandelure4
125: moltres(pressure)/landorus4/tornadus/entei3 (set 34)
126: sylveon3/porygon2-3/gardevoir4/slaking
127: zapdos4/staraptor3/entei1/tentacruel4
128: latios3/cobalion/kommo-o3/raikou3 (set 34)
129: dhelmise4/avalugg4/lickilicky/turtonator4
130: houndoom3/absol4/bisharp4/tyranitar3

131-140: guru, gyarados, torkoal, ampharos, clops, sylveon
While Torkoal/Guru sounds like a good lead pair in theory, it happened to let me down the last time I used it. Hopefully, Ampharos can help counter bulky waters. oranguru/torkoal/ampharos/sylveon.

131: sceptile4/empoleon/blaziken/chesnaught
132: liepard/weezing/mamoswine/togekiss (hail set2 + set4)
133: greninja4(torrent)/talonflame3/crobat/ribombee
134: chesnaught4/noivern3/torterra/gogoat
135: wishiwashi4/aggron4/slowking4/gothitelle
136: mamoswine/flygon/minior/gyarados (set 4)
137: conkeldurr4/jellicent4/audino4/cofagrigus4
138: blastoise3/delphox4/torterra3/infernape4
139: musharna4/oranguru2/rotom-w3/gardevoir3
140: espeon/slowbro4/passimian3/turtonator4

141-150: p2, camel, mush, araquanid, golem-a, vikavolt
mush alongside an exploder is always a solid lead choice, especially with an explosion-immune backup alongside it. The team is a tad weak to ground, so Mush is taught Energy Ball. Golem is taught Protect over Stomping Tantrum so that it can function as a lead. mush/golem/camerupt/araquanid

141: tauros4/beartic4/hawlucha/golisopod3
142: cobalion4/regice4/virizion/uxie (set 34)
143: tentacruel4/trevenant4/muk3-alola/probopass4
144: mudsdale3/scizor4/medicham3/machamp4
145: goodra4/comfey4/togedemaru/mimikyu
146: blissey3/audino4/sylveon/slowbro4 (set 234)
147: cresselia4/uxie3/cobalion/virizion3 (set 34)
148: kommo-o2/azelf4/mesprit/registeel
149: articuno1/latios1/garchomp3/snorlax4
150: muk3-alola/porygon-z4/electrode4/porygon2-4 (analytic)

151-160: mush, drampa, dhelmise, mawile, torkoal, guru
This roll is legitimately horrible. Numerous stacked weaknesses and item conflicts, on top of a choice of two nearly identical TR setters.
After much debating, I settled on Mawile/Oranguru/Torkoal/Drampa. Torkoal is taught Flamethrower over Solarbeam and holds Soft Sand. Drampa is taught Energy Ball over Flamethrower.

151: scizor3/wishiwashi4/samurott3/empoleon4
152: machamp/medicham/spiritomb/carracosta (set 4)
153: rotom-c3/dhelmise3/virizion2/exeggutor4-alola. Out of fear of a Z-move going into Oranguru, Dhelmise is switched in turn 1. TR goes up on turn 3.
154: crobat/accelgor4/aerodactyl4/electrode3. Crobat goes for Cross Poison, it is disposed of and TR is set.
155: spiritomb3/armaldo4/magmortar3/nidoking
156: tentacruel4/politoed4/trevenant3/dhelmise4
157: empoleon4/magnezone3/mandibuzz/umbreon4
158: mudsdale4/lapras3/lopunny4/ludicolo4
159: rotom-w4/pelipper3/blastoise4/goodra3
160: liepard3/bisharp3 (inner focus)/pinsir4/golisopod

161-170: camel, hariyama, p2, golem-a, sylveon, mawile-mega
No confidence in this roll. P2, as a setter, needs a solid lead partner in order for it to function. Sylveon would be the only partner here that fits that job, but is harmed by protect being near mandatory on TR leads. Maybe it can manage to work anyway? Hariyama is another choice for a lead, as it lacks Sylveon's nice type synergy with P2 but makes up for it with Fake Out. Man, I wish I'd rolled Dhelmise here. p2/hariyama/sylveon/camerupt

161: clawitzer4/hippowdon3/pelipper/sharpedo3
162: ludicolo4/pelipper4/beartic/carracosta
163: delphox3/ninetales3/exeggutor3/shiftry4
164: leafeon4/hydreigon/noivern4/salamence3
165: thundurus2/cobalion4/regirock(sturdy)/raikou
166: aggron3/hippowdon3/steelix3/palossand
167: musharna4/snorlax/slowbro4/steelix4
168: magmortar4/beartic4/jolteon/carracosta
169: alakazam4(inner focus)/sceptile3/greninja/serperior
170: milotic3/togekiss/lucario3/garchomp3

171-180: gyara, celes, bro, maw, aroma, tyrantrum
This draft is incredibly awkward to build for. Two megas, a bunch of pokes that need gravity on a setter that lacks access to it, stacked weaknesses, and pokes with relatively high speeds.
mawile/aromatisse/tyrantrum/gyarados. Tyrantrum is taught Rock Slide over Head Smash because Gravity isn't available. Gyarados is taught Leer over Return to better support its teammates. I have no faith in this team, but let's see what it can do.

171: cradily3/skarmory3/pinsir3/magmortar
172: goodra3/magmortar3/kingdra/bruxish
173: glalie4/clawitzer3/gourgeist3/vespiquen3
174: gigalith/bastiodon4/steelix3/snorlax3. TR was opted to not be set, as it was likely that the majority of this Breeder's roster would underspeed my team.
175: palossand4/gastrodon3/sandslash3/gliscor4
176: rotom-w/swampert3/politoed3/goodra3
177: drampa3/gastrodon4/rhyperior3/golisopod4
178: heracross/arcanine/mimikyu/lickilicky3 (set 4)
179: tornadus3/entei1/raikou/virizion2
180: sceptile4/trevenant4/lurantis/toucannon3

181-190: p2, maw, bro, guru, tyrantrum, yama
Weird roll at first glance. However, this gives me all the pieces to use a gravity room team! Porygon2/Hariyama/Slowbro/Tyrantrum. Tyrantrum is re-taught Head Smash. Porygon2 is taught Gravity over Ally Switch. Slowbro is taught Blizzard over Protect.

181: dragonite4/exeggutor3/salamence3/mesprit1
182: snorlax/turtonator4/gigalith4/steelix4
183: tornadus/entei4/landorus/suicune1
184: greninja/politoed1/beartic/carracosta
185: metagross3/gardevoir4/medicham4/rotom-w3
186: charizard3/leafeon4/heatran/whimsicott4
187: umbreon3/incineroar/togekiss/crobat
188: virizion2/tsareena/rotom-c4/florges2
189: landorus4/kommo-o3/cresselia4/uxie4 (legends set 34)
190: primarina/lycanroc4-n/braviary4/magnezone4

191-200: camel, bulu, dhelmise, mush, p2, golem-a
With the effectiveness of Golem-A lead next to Musharna already proven, especially with a Ground-type partner, the last question is which Grass do I want to use. Bulu helps reduce EQ, making it possible for Golem-A to survive weaker STAB EQs.
Musharna/Golem/Camerupt/Tapu Bulu. Musharna is taught Protect over Energy Ball.

191: beartic/ambipom3/mamoswine/passimian
192: carbink4/shuckle3/swampert3/scizor3
193: rampardos3/haxorus3/rhyperior3/regigigas4
194: tornadus1/thundurus1/suicune/regice (set 1234)
195: hippowdon2/gigalith4/dugtrio4-alola/tyranitar4
196: gastrodon3/carracosta/wishiwashi4/mudsdale
197: kommo-o2/registeel4/regice/mesprit2
198: entei2/thundurus4/electivire/terrakion4
199: goodra4/dragonite3/uxie3/hydreigon
200: tsareena4/sceptile4/toucannon/talonflame4

201-210: vika, sylve, hariyama, bro, torkoal, mush
Pretty good draft to work with here. Strategy is "pair flinch-weak setters with lead hariyama and run spread moves in back for big damage". Musharna/Hariyama/Torkoal/Sylveon. Musharna runs Protect here since Hariyama + Torkoal can take care of waters in tandem.

201: rotom-f4/braviary/vaporeon/ursaring (set 4)
202: entei4/registeel3/thundurus1/virizion1
203: lilligant3/moltres2/leafeon4/tangrowth
204: armaldo3/beartic4/rotom-w/greninja
205: aerodactyl4/machamp4/politoed4/lycanroc3-d
206: tornadus3/thundurus4/latios3/raikou4 (set 34)
207: latios2/virizion2/cobalion/cresselia2 (set 12)
208: regigigas1/charizard3/comfey/slaking3
209: porygon-z/toxapex/raichu/mandibuzz (set 4)
210: whimsicott4/turtonator3/braviary/passimian

211-215: p2, ince, staka, vika, araquanid, gastro
Everything I could pair with Porygon2 either stacks a Fighting weakness or is weak to Rock (and thus draws Rock Slide). Incineroar may be both of those, but it does at least bring Fake Out and Intimidate to the table, giving me some way to assist Pory in setting up TR. Porygon2 is re-taught Ally Switch since nothing here can feasibly abuse Gravity. Porygon2/Incineroar/Gastrodon/Vikavolt.

211 was accidentally entered with musharna/incineroar/gastrodon/vikavolt. 212-215 were played with the correct team.

211: kingdra4/electrode4/greninja4/pelipper1
212: crobat3/ribombee/accelgor/electrode4
213: regigigas1/landorus2/heatran2/articuno2 (set 12)
214: gengar4/weavile/exploud/nidoqueen3. Weavile fake out goes into Incineroar, and TR is set on turn 1.
215: medicham4/lickilicky3/beartic3/gardevoir3 - loss


Battle Videos:
FKHG-WWWW-WWX4-4CQE. #92: vs. Porygon-z3/Glaceon4/Latios2/Volcarona4. Things start to go awry when my own Abomasnow supplies hail for Snow Cloak Glaceon4.
NLQG-WWWW-WWX3-KQ57. #177: vs. Drampa3/Gastrodon4/Golisopod4/Rhyperior3. An early Quick Claw activation and very threatening AI team is negated by the AI's terrible move choices.
7RWG-WWWW-WWX4-XW7N. #215: vs. Medicham4/Lickilicky3/Beartic3/Gardevoir3. An extremely dangerous lead combo causes the battle to spiral out of my control instantly, finishing with a 1v1 between Lickilicky3 and Gastrodon after Trick Room ends.

Thanks for taking the time to read all the way through this! I promise I'll get back to my Singles streak and either hit 3000 or lose before Gen 8 is released.
 
Long time no post! I didn't come to post a streak, because I have nothing to show yet, but to ask for some advice. I'm working on the super singles format in the tree, and I want to be able to earn a respectable streak (100 or so) on my Ultra Sun cart before the new games drop, and this is what I'm working with right now:


Greninja (M) @ Life Orb
Nature: Timid
Ability: Protean
IVs: 31/x/31/31/31/31
EVs: 4 HP / 252 SpA / 252 Spe
- Surf
- Ice Beam
- Grass Knot
- Dark Pulse

In many ways, I regard Greninja as the spiritual successor of the Starmie that carried me far into the Battle Subway in gen five, and even back then it was paired with the same team mates as this Greninja. There isn't much to be said about the set itself, it's very self-explanatory.


Scizor (M) @ Scizorite
Nature: Adamant
Ability: Technician -> Technician
IVs: 31/31/31/x/31/31
EVs: 252 HP / 252 Atk / 4 SDef
- Bullet Punch
- Superpower
- Swords Dance
- Roost

Scizor switches in on many ice types and dragon types as well as grass attacks aimed at Greninja. I used to run Bug Bite over Superpower but reconsidered after reading a lot of posts in this thread, using Superpower provides better coverage against stuff like Ferrothorn and the plethora of bulky normal types in the tree (Snorlax, M-Kangaskhan, etc.). Otherwise it's all standard stuff.



Garchomp (M) @ Dragonium-Z
Nature: Jolly
Ability: Rough Skin
IVs: 31/31/31/x/31/31
EVs: 4 HP / 252 Atk / 252 Spd
- Earthquake
- Outrage
- Swords Dance
- Substitute

Sub-Chomp rounds out the team well and switches in on some things neither of the other two want to touch with a ten-foot pole. I used to run a team of DD-Dragonite/Suicune/M-Scizor, but I lost to random things like Magnezone (admittedly with some hax), and Rotom-Frost of all things. I needed an electric immunity it seemed, and it made me reconsider the team in its entirety. I've seen some others use Dragon Claw on Garchomp, but I think the immediate power of Outrage is needed with Jolly, though I hate locking into it without a sub up. Thankfully, it doens't happen very often.

I lost my streak at 59 hilariously to Sina who used Glaceon-3, in a loss involving both getting my Scizor frozen and her getting Snow Cloak hax. :( I know that the team is capable of a longer streak, at least to my goal of 100 wins, since others have cleared 100+ wins with the same team (more or less), so I'm back at it and I just beat Red.

Before proceeding though, I wanted to ask the experts here on whether or not I could fix something with my team before I keep going? My main questions are:

- I've only PP-Up:ed Scizor's Roost; are there any other moves you think I need to PP-Up? None of my mons are going to stall anything out, bar Scizor stalling out some 5 PP moves, most notably Stone Edges and Focus Blasts. Is there any use using any PP-Ups?

- The EV-spreads are super simple, and while both Garchomp and Greninja are pretty self-explanatory, I don't think Scizor's EV:s are optimal. Should I spend more in SDef for example? Are there any useful speed tiers I could hit with some investment?
Here are some quick insights for your Scizor questions. I've been on-and-off attempting a 200-streak singles run through a team ultimately inspired by Echskiry's two teams (Mimikyu, Kartana, Garchomp and Mimikyu, M-Scizor, Garchomp). I tried the first team for a while but M-Scizor's bulky capabilities were more handy than Kartana's offensive prowess. I am currently using the second team with a little variation to M-Scizor. I know that our teams are different but I think that M-Scizor can play a similar role with your team.

Question 1: Really only necessary to max PP for Roost because of the stalling capabilities in a pinch, especially for some 5 PP moves. The kind of low PP moves to sponge leads into my next answer.

Question 2: I would suggest a bulky M-Scizor running 252 HP / 4 Atk / 252 SpDef. The teams we run lean closer to a hyper offensive playstyle that relies on setting up relatively quickly and going instead of slowly setting conditions to win like the moody teams you see on the top the leaderboard. However, M-Scizor serves greatly as a special defense wall that can soak up powerful non-fire low PP special attacks such as Hydro Pump, Blizzard, and Focus Blast. Of course, you may get the unfortunate freeze but having a that special defense investments give you at least one more opportunity to unfreeze. Don't get me wrong, a freeze will happen here and there the longer you play but a bulky M-Scizor is still your best answer.

I have found that no speed investment on M-Scizor is a non-issue because it won't be outspeeding a lot anyway. Plus, you have that priority win button with Bullet Punch.

Regarding the lack of attack investment, your bulk will allow you to set up at least one Sword Dance and you can always Roost off the damage. When the time is right, you can absolutely bop the opposition.

One more note: I would reconsider Superpower because it negatively affects your bulk. If you absolutely must run a fighting attack, Brick Break is safer. Otherwise, I endorse Bug Bite for STAB and Technician Boost. Berry stealing is rare but is funny when it happens. Another option is Brutal Swing.

Sorry about the Sina loss. I've been bopped by not respecting Glaceon as well. Just gotta keep mitigating your risk and keep going. You got a cool team going on there.
 

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