Battle Tree Discussion and Records

Hey guys so im in a pickle. 200 hours in Pokemon Moon and have no chance in the battle tree.
Im am trying to make a team around tapu koko but dont see many options to get to stage 50.
My record is 23

My team is
Tapu Koko Offensive, thunderbolt voltswitch, electrim Z, sky drop, and discharge
Xurtitree, Thunder wave, discharge, thnderbolt and protect no item sadly
Vikavolt, Levitate, sticky web, electroweb, bug buzz, thunderbolt eletric seed
Last slot ive tried electivire and mega metagross
Electivire went to 23
I know 23 isn't a lot. But i'd like to improve a little bit.
Hello
In single combat I am not so good at building teams but in double combat I can suggest two teams with which I have had relatively good success so far

The First Team was
Tapu Lele
Hydreigon
Mega metagross
Garchomp
With this Team i achieved 109 victories.The toughest matchups are bronzong trickroom Teams

The secound Team is
Tapu Koko
Alola raichu
Hydreigon
Kartana
With this Team i archived 69 victories but with this Tram i advise you to use a damage calculator because you have only one Pokemon with more HP and you should therefore Attack as effectively as possible.


If you are interested in one of the Teams i will gladly sende you the complete detailed moveset of the Pokemon.
 
The Most Pokemon of this Team are from Josh.C.

Tapu Koko. (Life orb)
Nature:Timid
Ability:Electric Surge
IVs:31/31/x/31/x/x
4Hp/252SpA/252Spe
-Volt Switch
-Dazzling Gleam
-Thunder
-Protect

Alolan Raichu. (Focus Sash)
Nature:Modset
Ability:Surge Surfer
IVs:x/x/31/x/x/31
4Def/252SpA/252Spe
-Fakr Out
-Thunderbilt
-Psychic
-Grass Knot

Kartana. (Steelium Z)
Nature:Jolly
Ability:Beast Boost
IVs:x/31/31/31/x/x
4HP/252Atk/252Spe
-Leaf Blade
-Smart Strike
-Scared Sword
-Protect

Hydreigon. (Electro Seeds)
Nature:brave(but im Not Sure this ist the best)
Ability:Leviate
IVs:31/31/31/31/31/31
252Spe/252SpA/4HP
-Flamethrower
-Dark Pulse
-Flash Cannon
-Dragon Pulse

In my opinion the thoughest opponents are Bronzong Trick rooms opponents there i recommend using Volt Switch with tapu Koko and Fake Out with Raichu to prevent bronzong to using trickroom so you can defeat him with hydreigon in the next round.

I Hope i translated everything correctly so that you can ready everything.
 
Posting an ongoing streak of 1000 wins in USUM Singles in spite of the epic counterteam from Kukui. JK, he led with non-Defiant Braviary4, which is the best thing he could have led with aside from Snorlax. Surprisingly, I don't feel much of a sense of accomplishment at this milestone. Oh well, that only means I have to keep going until I lose.

March 2019 edit: I have to take some of these BVs down to upload more, so I'm starting with the least important one.

Battle videos:
TBFG WWWW WWWB S8SR - Battle 330. Colress brings the worst possible lineup he can
HQ4G WWWW WWWD NGL5 - Battle 500. Dexio brings Defiant Braviary and Alolan Ninetales
B3FG WWWW WWWF KESA - Battle 794. In the closest battle in the entire run, Rotom-Cut3 Volt Switches out to Moody Glalie3, inducing panic.
N9YW WWWW WWWG LHNW - Battle 854. Reuniclus4.
LFGG WWWW WWWG DJBQ - Battle 900. Colress brings a lineup with a last-mon Metagross4
GE7W WWWW WWWG LH79 - Battle 1,000. An otherwise completely nondescript battle that I wouldn't have even saved if not for the milestone.

This is Team Stalwart. It has not changed since the last time I used it.
373.png
245.png
472.png

Salamence (F) @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 4 Def / 12 SpD / 236 Spe
Jolly Nature
- Return
- Substitute
- Roost
- Dragon Dance

I'm not sure what I can say for this other than a direct quote from GG Unit: "This is not a 'Dragon Dance once or twice then sweep' mon. If you want that or are wondering how this beats Rocks or Steels, use Dragonite instead." Usually when you decide to set Mence up, you're aiming for a sweep, and you want to go all the way, or at least as much as feasible. There is a lot you want to set Salamence up against: Non-Rock type physical attackers, anything with a status-inducing move that can't OHKO you, weak Special attackers, Draco Meteor/Overheat/Leaf Storm users (although they may need to be coaxed into using that move). Half the time I can just stay in and set up on their lead, subbing when necessary. In spite of Mence's sweeping capability, it is the mon you will be sacrificing a lot of the time if you can't avoid losing a mon. The EVs outspeed Haxorus non-mega, Salazzle after mega evolving, and outspeed +1 Tyranitar3 at +0 after Mega evolving, while giving Downloaders an Attack boost.

Suicune @ Leftovers
Ability: Pressure
Level: 50
EVs: 196 HP / 252 Def / 60 Spe
Bold Nature
IVs: 1 Atk / 13 SpA (Hyper Trained)
- Icy Wind
- Calm Mind
- Scald
- Rest

This Suicune may have Calm Mind, but make no mistake: It is a PP staller first and a sweeper second. Scald's burn chance is not something you want to rely on either. It can (and probably will) fail you at the most crucial times. Suicune is my only Ice resist, and is thus the most valuable member of the team. Never leave it in to get killed by a potential Sheer Cold, even if it means that you'll lose Salamence in the process. I say that Suicune is not a sweeper, but at +6 you'll be able to take on the remaining 2 foes. Just don't leave it in to potentially get crit by Thunder and faint with a mystery mon left in the back. The EVs were originally meant to outspeed the Maison's Garchomp4 at -1 while surviving a +2 crit Earthquake from the same Mon, and I left them as is. The speed outspeeds the Tree's Garchomp4, meaning that you won't have to take a Sand-boosted Earthquake for half your health if it comes in as the second mon.

Gliscor (F) @ Toxic Orb
Ability: Poison Heal
Level: 50
EVs: 236 HP / 4 Atk / 4 Def / 252 SpD / 12 Spe
Careful Nature
IVs: 15 SpA
- Earthquake
- Substitute
- Protect
- Toxic

Unlike Suicune, this juggernaut doesn't try to hide what it does. It can PP stall nearly any move by itself. While it is best used in conjunction with Suicune to stall out certain move combos from faster Pokemon (Ice Beam/Thunderbolt from Starmie4, for example), it can usually do the same by itself, which helps with keeping Suicune's health high. Often stalling an Ice move out of all its PP is all Salamence needs to find a setup opportunity. However, should you be in a pinch against the lead, you can attempt a Gliscor sweep(which consists of PP stalling their lead until it gives you an opportunity to finish it off with a sub up, then Toxic stalling their backups). As Gliscor shares a 4x Ice weakness with Salamence, you would think it contributes less to the team's defensive synergy than something like Chansey. However, Gliscor provokes leads into using their Ice moves first, leading to less PP stalling required for Mence to set up, and thus, faster battles.
Threats:
glalie-mega.gif
ninetales-alola.gif
aurorus.gif

Freeze-Dry: Freeze Dry hits my entire team for super-effective damage, often OHKOing Salamence and 2HKOing my reserves. If a Freeze-Dry mon shows up as the lead, Mence is often getting sacced. Against Aurorus2, you’ll have to pray that it uses its weather moves instead. Thankfully the Pokemon that have Freeze-Dry are all rare, with the most common(Ninetales4-Alola) also being the least threatening.

glalie.gif

Glalie3: OHKOes Salamence and is bulky enough to avoid being OHKOed by return? Check. Outspeeds and heavily damages Gliscor? Check. Has an OHKO move preventing me from lowering its speed with Suicune? Check. Moody is just the icing on the cake here. The one time I faced this in 1600 battles, things went horribly right for me and I escaped defeat.

metagross-mega.gif

Metagross4: Still extremely scary to face, but it needs a significant amount of hax in order to blow my team wide open.

salamence-mega.gif

Salamence4: Needs substantially less hax to blow a hole in my team, but I have viable backup strategies in case of crits.

pelipper.gif

Pelipper4: If this comes out and Suicune is not healthy enough, I straight up lose thanks to its bulk, speed investment, and Ice Beam. It also has Hurricane for more hax.

noivern.gif
chandelure.gif
crobat.gif

Infiltrator: This team relies heavily on Substitute, and with Infiltrator nullifying one of my best defensive options, my safe strategies are more limited. Noivern4 is the big threat here thanks to Hurricane.


Certain pokes are not overtly threatening by themselves, but instead they can force me into a position that their backups are capable of exploiting. I call these “threat enablers”.

rotom-heat.gif
rotom-mow.gif

Volt Switch: Often does enough damage to break Salamence’s substitute, leaving me at 75% health with the foe at +0 attack. Some of these pokes also have moves that prevent me from going to Gliscor to block the Volt Switch (for example Rotom-Heat4’s Will-o-Wisp).

metagross.gif
gigalith.gif

Explosion: Gets rid of any debuffs the user has sustained, deals massive damage to Gliscor in all likelihood, and brings in a fresh new poke that could be very nasty. Metagross3 is the biggest threat among Exploders, as it can’t be debuffed and has a very high attack stat (also metagross4 is the bigger threat overall so I have to plan for that instead).

alakazam.gif

Alakazam34: Set 4 has a 5/16 chance to OHKO Salamence with Dazzling Gleam, but I can’t switch Mence out in fear of set 3 running through my team with powerful Psychics. If set 4 gets a high roll I have to improvise based on what the trainer can use.

salazzle.gif
whimsicott.gif

Pokemon that force me to immediately evolve Mence and OHKO without any setup: If something that I need Intimidate for comes out next, that’s a bad spot to be in.
under glalie34 threat. u said on glalie4 just sub up turn 1 but you dont outspeed glalie4. what are you talking about here?
 
Happy New Year's Eve.
Updating my ongoing streak to 2018 wins in Ultra Moon with Team Stalwart. It has not changed since the last time I used it.
373.png
245.png
472.png

Salamence (F) @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 4 Def / 12 SpD / 236 Spe
Jolly Nature
- Return
- Substitute
- Roost
- Dragon Dance

Regardless of what EV spread you run on Salamence, it will always be able to set up on most of the Tree. However, the way you want to handle the sets that Salamence cannot set up on determines what is the best EV spread. If you want to run some sort of bulky set, make sure that Mence's teammates are capable of switching in on and safely winning against all of the following: Latios2/3/4, Salazzle3, Tyranitar2/3, Azelf3, Raichu3-Alola, Haxorus4, Liepard4, Charizard4-MegaX, Mimikyu3, Terrakion3. Of these, Salamence cannot afford to lose even a single point of speed against Tyranitar2/3, Salazzle3, Haxorus4, and, to a lesser extent, Latios4. Going the other way, speed tying Alakazam4, Salamence4 and Sceptile3 is not very useful, so the other "fast" Salamence spread would be 4 HP / 252 Atk / 4 SpD / 244 Spe. This spread wastes 4 EVs so as to keep an odd HP number for Substitute and give Porygons an attack boost from download. All this spread does is avoid the speed tie with Hydreigon3/4 non-mega, which may be useful if you want to stay in without being forced to go mega. However, this use-case is marginal, so it is a matter of opinion whether you want to go 236 speed or 244.


Suicune @ Leftovers
Ability: Pressure
Level: 50
EVs: 196 HP / 252 Def / 60 Spe
Bold Nature
IVs: 1 Atk / 13 SpA (Hyper Trained)
- Icy Wind
- Calm Mind
- Scald
- Rest

Icy wind is the unconventional choice here, as opposed to Substitute. I will say that Substitute would make certain sets easier to deal with (especially glalie3), but that comes of the cost of less utility for the rest of the team. Icy Wind is incredibly useful for slowing down the likes of Crobat4, Salamence4, Kingdra34, and Weavile4. Also helps chipping certain stuff without activating Mirror Coat.

95% accuracy means that this move can miss at the worst of times, and I've come to view it as a luxury. However, being able to bring Taunters down to a speed where Suicune can set up on them is something that no other move does, and I'll stick to my guns on this one.

Gliscor (F) @ Toxic Orb
Ability: Poison Heal
Level: 50
EVs: 236 HP / 4 Atk / 4 Def / 252 SpD / 12 Spe
Careful Nature
IVs: 15 SpA
- Earthquake
- Substitute
- Protect
- Toxic

When discussing SubToxic Gliscor spreads for tree, the debate is always bulk vs speed. (note that I did not specifically mention either defense here, since I believe that physdef Gliscor is better than spdef on certain teams, my team already has 2 physical walls) Indeed, having more speed helps Gliscor get up a sub against a different range of foes. However, there is a big flaw with running full speed EVs on Gliscor: it gives Gliscor a strictly worse matchup against every special attacker outside of the 117-160 speed range. That doesn't even mention the sets within that range that the extra speed doesn't help against. The only *important* matchup that I can think of where the extra speed would help a lot is against Glalie3, and that set is thankfully so rare that it is extremely unlikely to appear in a position where it threatens my team.

On the other hand, look at the important matchups noticeably worsened by running max speed: Alakazam4 (appears fairly often on speed trainers, and has a decent chance of KOing salamence on turn 1), Sylveon3, Jolteon4, Chandelure4 (especially if infiltrator), Porygon-Z4 (especially if adaptability), Kommo-o3, and Gliscor's sweeping capability is hurt by running less bulk, which matters in case Suicune goes down due to repeated crits and Mence is unable to set up.

Also Dexio would be absolutely garbage to fight with max speed Gliscor, since he runs special attackers almost exclusively and occasionally I have to pull off a Gliscor sweep against him.

The strategy for this team revolves around getting something fully set up against their lead, be that a Suicune at +6, Gliscor with a substitute, or Salamence with both. Of these, Salamence with +6 behind a sub is most preferable, followed by Salamence at +2 or higher with sub, then subbed Gliscor, Mence with any number of dances but without sub, and lastly a +6 Suicune. However, getting a setup Mence is rarely straightforward, and sometimes made difficult or impossible by the opposing lead. The below guide tells you how to make the most of problem leads. More dangerous leads are bolded.
Accelgor34: It won't use Final Gambit, but you need to be wary of Unburden. Attack it with non-mega Return first, then roost and set up your sub and DDs. Be wary of set 4's Encore, which is why you need to get rid of Unburden. If you get encored into Roost, go to Gliscor, then back to Mence to both reset Encore and activate Toxic Orb.

Aerodactyl34: Harmless if set 3 (just make sure not to switch Mence into a Thunder Fang paralysis), but if set 4, you must rest on turn 2. Guaranteed KO on Suicune if its first two Stone Edges are both crits, but then Gliscor gets a free Substitute.

Aggron34: Demands Substitute on turn 1, as Salamence has no way to safely get back in to enjoy the free setup set 3 gives. Set 4 is prone to Taunting, and the most likely setup you'll get is Gliscor with a Substitute. Make absolutely sure that Gliscor is NOT taunted on the turn it KOes Aggron, and be wary of switches to Levitators.

Alakazam34: Demands immediate Dragon Dance, but if set 4 you have a 5/16 chance to lose Salamence. If Mence dies to set 4, go to Gliscor and PP stall Gleam, then set up subs. Gliscor can usually sweep speed trainers on its own.

Articuno12, or Articuno1234: NEVER EVER EVER switch Suicune in until you've confirmed beyond a shadow of a doubt it's not set 2. If it leads, sub with Mence. If it did not use Ice Beam or Ice Shard, then you have the OK to switch Suicune in. If there is ANY possibility of it being set 2, LEAVE MENCE IN TO DIE TO IT. Then go to Gliscor and PP stall all its Sheer Colds (it usually uses Ice Beams first though), and set Suicune up to +6.

Aurorus24: If it reveals set 2, just click Return and hope it doesn't grab an AncientPower boost off of Mence. Then go to Gliscor and EQ whenever it gives you a free turn.

Azelf34: Click Mega Return (OHKOes set 4 and prevents set 3 from doing damage to your team). If sets 1 or 2 are possible, click mega Sub instead, to hopefully grab a setup opportunity off of set 2 (it's worth it to be down 25% health against set 3)

Banette4: Set 3 doesn't appear post-40, so respect its prankster Wisp and set up Suicune on this thing instead.

Barbaracle34: If it uses a set 3 move, don't switch Mence back in recklessly if it's Tough Claws (damage calculators are your friend here)

Bastiodon: Set 4 is actually capable of stopping a fully set up Mence in its tracks, so be wary.

Bewear34: Set 3 has Quick Claw and Swords Dance. Suicune can actually beat it in a slugfest with Scald, just be wary if it uses Swords Dance.

Braviary34: If no defiant, set up a sub immediately to act as a buffer. If defiant, turn 1 dance and pray.

Breloom34: If it hasn't revealed Poison Heal, don't tempt fate by Returning it. Instead, if set 4, let it die to its own Toxic Orb. If set 3, go to Gliscor and Toxic it, so that you can set up on it if it has Poison Heal.

Chandelure4: Do NOT switch Gliscor in unless Suicune is already statused. Do NOT set up a substitute on it. Do NOT leave Mence in on it. Do NOT try to set up against it. Spam Scald until it burns Suicune, then switch out to Gliscor. Do not treat that previous sentence as immutable, the strategy for this thing changes drastically depending on what exactly it does. Damage calcs are your best friend here.

Charizard34: Set up a Dragon Dance immediately. Don't get cute and try and set up a Sub or Roost some health back, just go for a +1 OHKO and hope it doesn't crit Mence with Dragon Rush.

Cobalion12 or Cobalion1234: Cobalion1 is one of those mons where you have to keep in mind when the AI will pick Rest (it's generally at 60% health or lower). When setting up, try and hit this thing down to Rest range while it's already asleep to get extra turns of setup.

Cresselia12 or 1234: Same thing as Cobalion1, really.

Crobat34: Set 3 has Razor Claw, and set 4 has Taunt. Don't mix up the strategies for dealing with each set here. Icy Wind set 4 twice so that Suicune can set up on it. Calm Mind on set 3, and don't attack it.

Dragonite34: Set 3 has a weird tendency to lock into Stone Edge against Mence. I mean, I'll gladly take it. Switch to Gliscor and hope it doesn't crit an Outrage.

Drampa34: Immediate switch to Suicune, it's up to you to judge how many Calm Minds you need to safely deal with set 3. Dangerous because it can actually KO Suicune if it gets lucky with Quick Claw and/or crits.

Electivire34: If set 3, PP stall Ice Punch then go to Salamence from Suicune (needs a max roll crit to OHKO mence) and set up Dances on it. If set 4, it's ohko'd by Gliscor after 2 rounds of LO recoil, but you can get a Sub by PP stalling Ice Punch.

Electrode4: If this taunts Gliscor, IMMEDIATELY go back to Mence. It'll either switch out, thus resetting the board, or set up Light Screen/rain dance and give you another shot to give Gliscor a sub.

Espeon34: It's not worth trying to set up against this, just straight up OHKO it.

Exeggutor3: Go to Gliscor to bait Leaf Storms until it's out, then set Mence up.

Exeggutor4-Alola: Cycle between Salamence and Suicune to rack up Intimidates until it's at -5, at which point Salamence's sub can survive a Dragon Hammer (necessary to avoid crits while setting up).

Ferrothorn34: Go to Gliscor to get up a sub before a potential boom, but if it turns out to be set 4 instead, cycle Intimidates until it's down to -2 (it will stop Cursing once it's at -6 speed) and set Mence up. Be very wary of it Seed Bombing when Mence switches out.

Froslass34: Be extremely wary of this thing's Cursed Body and Destiny Bond.

Garchomp34: Go to Gliscor here, don't leave Mence in to get Outraged. Also Gliscor sets up a sub on set 4, which is nice.

Gardevoir34: Be wary if this traces Intimidate. Salamence does live set 3's Dazzling Gleam, but you'll have to Sub against the possibility of set 4. If it's set 3 and Traces, go to Suicune, then back to Mence to reset drops and OHKO.

ALL Gigalith: Just go to Gliscor immediately, and, if set 4, Toxic it. If set 4, be very aggressive and EQ it with Subs up, it will often Curse.

Glalie34: Where do I even start with this thing. I guess you should Sub against it turn 1 because a) it likes to Protect turn 1 regardless of its set and b) Mence actually does pretty well against set 4 in a 1v1. If it's set 3 without moody, keep spamming Sub because there's no penalty for taking too long against it. If it's set 3 WITH moody, on the other hand, say your prayers. Note that I've never faced a moody Glalie3 AS a lead, but I did experience one battle where the lead Rotom-C volt switched into it on turn 1, and won because of accuracy drops. I guess if it's moody set3, click Return to try do do as much damage to it before it gets too many boosts to deal with (and kills mence i guess). Pay ESPECIALLY close attention to its Special Attack boosts, as it may decline to use Frost Breath on Gliscor if it's at +0 or lower. Dealing with Glalie4 in particular will be discussed below.

Glalie4: Sub turn 1. Actually just sub until it either protects or booms, or you get to too low health to sub again. At that point click Return.

Goodra34: Both sets have Thunder, so go to Suicune only as a pivot to ensure Gliscor gets in safely.

Gothitelle34: Substitute is your friend here, especially if it's Shadow Tag. Note that it is possible to determine its ability WITHOUT switching out to test for shadow tag, as either Frisk or Competitive will broadcast itself on turn 1.

Greninja34: Gliscor is EV'd to outspeed a -1 Greninja4 if things get hairy.

Gyarados34: Just dance - +1 OHKOes set 3 and +2 OHKOes set 4. +2 Mence also outspeeds +3 Gyarados, so keep that in mind if you're going for a Substitute. You may have to improvise here though.

Haxorus34: Mence outspeeds this non-mega. Substitute here, lets you absorb set 3's Z-move or scout set 4's Dragon Dance.

ALL Hippowdon: Remember the curse trick here (AI will not curse once they're at -6 speed). You may need to improvise against set 1 (Whirlwind).

Hydreigon34: Salamence speed ties this non-mega, so be sure to Mega Evolve if you want to stay in to absorb set 3's Z-move.

Incineroar34: Don't leave Mence in. It's far more preferable to get Suicune in to set up on set 4, even risking Crunch drops. Set 3, of course, is free +6 Mence.

Kangaskhan34: Run a lot of calcs here. I didn't record many of my fights against this thing, and I don't remember much about it either (most of my encounters with Kangaskhan were from Kiawe, who isn't available on (ultra) moon, and thus i haven't seen him in over a year). Just be very wary of crits, and I think I may have ended up taking it to -2 attack in the past.

Kingdra34: Sub to soak a potential Z move, then Icy Wind to slow it down and check for potential Sniper.

Klinklang34: Set 3 will rarely Gear Grind into you, so don't worry too hard about it.

Latias134: If it turns out to be set 4, then don't think about getting dances off on it. Just try to kill it without Mence getting paralyzed or KO'd in return.

Latios1: Go for a return 2HKO without Subbing. Yes, it has a 10% chance to win the 1v1 against mence, by either two minimum rolls or by dodging one of the Returns.

Latios134: If set 4, has a tendency to DD to +6, at which point a +5 Mence outspeeds it.

Liepard34: Go for non-mega return. Mence escapes paralysis if it's not Prankster set3, and you've set yourself up to 2HKO it while avoiding Unburden if it's set 4.

Magnezone34: Go to Gliscor, and if it uses a set 4 move, EQ immediately. If it uses a set3 move, then sub immediately and PP stall Flash Cannon, while keeping in mind to keep Gliscor alive against backups.

Mandibuzz34: Be wary of Weak Armor set 3.

Mawile34: There are two ways you can treat this lead: you can play it safely (by saccing mence to give Gliscor free entry) or risky (by switching Gliscor in turn 1 and hoping it doesn't get crit). If it's Hyper Cutter, play it safe regardless of what you'd normally do. Either way, once Gliscor's in, PP stall play rough, and, if set 3, EQ it while you're behind a sub (either from sucker punching or swords dancing). If set 4, PP stall stone edge, and then set up either mence or suicune to +6. I have not yet gotten Gliscor crit by this thing, so I don't know what I would do if it happened. Probably i'd try to scald it with Suicune, hoping to beat it in a slugfest.

Metagross34: Cycle switches between Salamence and Suicune until it's at -2 Attack (you will have to sac mence to this if the first meteor mash gets a boost), and then spam Rest while praying Suicune doesn't get haxxed out. Once Zen Headbutt is depleted, Suicune can then set up safely to +6. If it's set 3, press scald immediately in hopes of neutering its explosion.

Milotic34: If set 3, switch Mence back in after Blizzard PP is depleted, to set up Mence on Mirror Coats.

Mimikyu34: Click Return immediately. Set 3 cannot OHKO Salamence even with a Z-move, and is thus prone to Swords Dancing. This is a much bigger threat if it appears in back.

Musharna34: Substitute. If set 3 breaks sub, keep subbing until you're in Psychic range, then Roost. Repeat until it's out of Psychic.

Ninetales4-Alola: Return. If it used Ice Shard, Return again. If it used Freeze-Dry but Mence survived the turn, switch to Suicune and Scald it.

Noivern34: Mega Dragon Dance. Don't get fancy here, Salamence survives a non-crit Dragon Pulse.

Raichu3-Alola: Return 2HKO. It's too unsafe to do anything else.

Regirock2: This gets a special mention for being able to stop a +6 Salamence sweep thanks to its bulk + Custap berry. Thankfully, +5 Return does not put it in Custap range, so if the opponent is capable of using this (check their roster), go to only +5 instead.

Ribombee34: Don't fool around with this thing, just OHKO it immediately.

Rotom-Cut3: Sub turn 1. It has a 50-50 chance to either Volt Switch or Wisp, and you really don't want Gliscor getting wisped.

Rotom-Frost34: Go to Suicune, and make completely sure Suicune is statused before going out to Gliscor to stall Blizzards so Mence can set up.

Rotom-Heat34: Set 4 also has both Wisp and Volt Switch, but set 3 incentivizes Subbing with free setup.

Rotom-Spin34: Don't go to Gliscor, instead just sub with Mence. You may take a Thunder paralysis, but it's a better option than getting tricked a Scarf.

Rotom-Wash34: Sub turn 1, since Mence can set up on both of them.

Salamence34: Go to Suicune immediately, and Icy Wind to slow set 4 down. Then go to Mence on a Double-Edge and finish it with non-mega Return. If set 3, just stall out its Meteors, then switch in Mence to set up on it.

Salazzle34: You should be 2HKOing Sash Nasty Plotters.

Sceptile4: This favors Rock Slide against Salamence, since the AI doesn't understand the multi-hitting property of multi hit moves. Get it to -2, its Rock Slides won't break a sub there.

Shiinotic34: After PP stalling Moonblast with Gliscor, you will want to PP stall its Grass move with Salamence while setting up, and do not touch it at all. Wait for it to switch out and go ham on its backups.

Slowbro34: Set 3 is free setup for Mence after Psychics are gone. However, set 4 poses a threat if it gets crits on Suicune. IIRC you want to get to +2 (+1 if the blizzard freezes Suicune on the switch) and then start Resting.

Snorlax34: Don't switch Mence out. Set 4's Body Slams fail to break sub anyway, while set 3 is prone to Protecting, giving you a free sub.

Spiritomb34: If it's Pressure, great. If Infiltrator, set up Suicune on it instead.

Staraptor34: Keep track of the order of Intimidates so you can check its set. Against Reckless, sub. If it used Z-Feather Dance, use DD from behind sub, while if it brave birded your sub, Mence has a guaranteed KO. If intimidate, you can safely get set 4 to -2 attack while being alerted of set 3 before turn 1.

Starmie34: Go to Suicune. If set 3, great! If set 4, switch stall Ice Beam, and then go to Salamence from Gliscor where you can either try for a 75% OHKO or risk a Dragon Dance if mence got Surfed on the switch.

Sylveon34/134/234: Remember that set 3 has Razor Claw and will crit Suicune at the worst times. I have seen Sylveon3 go on critical hit rampages, and it is not fun to be on the receiving end of one.

Tentacruel34: Salamence's subs can withstand set 4's Venoshocks. If set 3, go to Suicune and aim to deplete its Sludge Bombs and Blizzards. Salamence can then set up as it spams Mirror Coat helplessly.

Terrakion34 or Terrakion1234: Sub, sub, sub. You do not want to be on the wrong end of a boosted Terrakion3, so the strategy around this involves making sure that you can safely kill it if it does decide to boost. However, a Terrakion2 crit Stone Edge will KO mence outright, go to Gliscor and PP stall then toxic on the switch turn if this happens. Anyway, what you want to do if it could be set 3 is to sub until you're in Rock Slide low roll range, then Roost up. After you've either depleted its Rock Slides or it Swords Dances, then you can set up. +1 Mence will OHKO Terrakion3, which is your best recourse if it boosts then destroys the sub while you counter-boost. Note that I prefer a +1 subbed mence to a +2 unsubbed mence, so just straight up attack it if it boosts twice.

Thundurus34 or Thundurus1234: Don't waste Taunt turns by EQing set 4. It will backfire when the AI switches in a Latios against Gliscor. Go to Suicune or Salamence on focus blasts instead.

Togekiss34: Go to Suicune immediately, if it's set 4 remove its Dazzling Gleams with Gliscor then set mence up on it. If set 3, make sure Suicune is statused on the turn you switch back to Mence, then set up on it.

Tornadus34 or Tornadus1234: If it Prankster Taunts mence on turn 1 (you should be subbing against this), go for a Return OHKO.

Turtonator34: Sub immediately. If it used Shell Smash, use Dragon Dance and then OHKO at +1. If it hit a head smash, go to Gliscor and stall until it booms.

Tyranitar34 or Tyranitar1234: Requires different strategies for all 4 sets, but you must start with Mega Sub unless it's being used by an Aether (set4 only)
If set 1: Free setup for mence.
If set 2 or 3 (indistinguishable until set 2 uses Ice Beam): Dragon Dance to +2, then 2HKO with Return. Note that set 2 is liable to attack Mence with Ice Beam for some reason, but can be 2HKOed at +1. Don't chance a freeze here.
If set 4: Go to Suicune and improvise.
Do not take this lightly. The Mega sub on turn 1 is crucial, and against sets 2 or 3, there is no room to deviate from the plan, or else you will lose mence at best.

Tyrantrum34: If set 4, spam Sub until either it misses a Head Smash or Salamence dies. If the former, Roost up and set up, if the latter, have Gliscor immediately sub.

Umbreon34: Use either the same Curse trick from Ferrothorn or Hippowdon or the Rest trick from Cobalion/Cresselia.

Uxie: Set 3 will prefer Psyshock to Thunder against Mence, which is thankful as it not only hits for less damage but lacks the risk of Paralysis.

Vanilluxe34: Don't switch to Suicune until you've determined its set. Don't attack it either, as Weak Armor may trigger.

Vikavolt34: Do NOT switch to Gliscor turn 1. Sub once instead, and only then go to Gliscor.

Volcarona4: It's up to you to judge whether going for +2 or +3 is better here, but don't go any farther.

Weavile34: If this taunts Suicune, Icy Wind it to -2 so you can set up on it anyway.

Whimsicott34: Spam return until it's dead. Actually you're not OHKOing prankster set 3 if it uses Cotton Guard, so set Suicune up on that instead. Set 4 is horrible for being able to potentially set Tailwind for its backups (potentially deadly if Dexio) while having Infiltrator to prevent setup, and also it can OHKO Salamence with Z-Moonblast.

I really did not expect my team to get this far, and it's great that I'll be able to enjoy the (temp) number one spot on leaderboard with this cheeky update. I really wanna know how far GG Unit is at the moment, so that I'll know exactly how little hope I have of passing him permanently. Cheers.
what are you talking about just sub up against glalie4 turn 1? mence is not outspeeding glalie4 turn 1
 
Hello there. I want to share my super doubles team with you since I've recently taken on the tree again and I'm having much fun with this team. Also looking for discussion and suggestions. Currently at 60 Wins.


500px-0786Tapu_Lele.png


Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Nature: Modest
IVs: 31/x/31/31/31/31
EVs: 4 Def / 252 SpA / 252 Spe
-Psychic
-Moonblast
-Dazzling Gleam
-Energy Ball

Choice Scarf over Specs for consistency. Against some opponents, the extra speed really matters, even though Specs grants many OHKOs. Often Tapu Lele finds itself locked into Psychic. Then, whenever a dragon type comes in, it switches out to Celesteela and picks off the KO with Moonblast / Dazzling Gleam later on. Dazzling Gleam is rarely used, and Energy Ball only to remove Swampert, Gastrodon, potentially Slowking and the likes.


220px-0257Blaziken-Mega.png


Mega Blaziken @ Blazikenite
Ability: Blaze -> Speed Boost
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 8 HP / 252 Atk / 68 Def / 68 SpD / 112 Spe
-Flare Blitz
-Superpower
-Baton Pass
-Protect

112 Speed EVs to outspeed 130 base speed tier (without Scarf) after 1 Speed Boost, making it possible to knock out threats like Crobat with Flare Blitz. Against fast fhreats, Blaziken usually goes into mega with Protect during turn 1 or may rarely switch out. Flare Blitz over Superpower is often the preferable choice (when both moves are equally effective, and Mega Blaziken will survive a potential counter attack with its remaining HP), as the stat drops from Superpower may reduce its sweeping capabilities (unless I intend to switch it out afterwards or to clean up weakened foes). Passing speed bonuses with Baton Pass to Landorus/Celesteela is hilarious whenever the situation allows it. Baton Pass after Superpower may be risky because of the defense drop. EVs into its defensive stats let it take few more (neutral) hits.


500px-0645Landorus.png


Landorus @ Life Orb
Ability: Sheer Force
Nature: Timid
IVs: 31/x/31/31/31/31
EVs: 252 SpA / 4 SpD / 252 Spe
-Earth Power
-Sludge Bomb
-Calm Mind
-Protect

A power house on its own. Calm Mind must be used carefully with regards to critical hits and other undesired outcomes. Protect can bait water and ice types, letting its partner remove those during the turn it protects itself.


500px-0797Celesteela.png


Celesteela @ Psychic Seed
Ability: Beast Boost
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 252 HP / 252 Atk / 4 Spe
-Heavy Slam
-Acrobatics
-Flame Charge
-Protect

A tanky attacker that may drive its foes to desperation. Flame Charge is rarely used and can provide some extra speed when needed, and is especially useful when picking off severely weakened foes.


The things my team does well:
-great types and coverage
-strong sweeping capabilities
-fast battles, low margin for hax
-2 physical attackers, 2 special attackers
-good overall bulk
-can nullify electric, ground, dragon and poison type attacks and resist a bunch on switching
-Psychic Surge boosts STAB Psychic and blocks Fake Out and the likes on my lead.

The things it could do better:
-EVs are not optimized against specific threats.
-There are stronger megas than Blaziken. Blaziken's base form has no benefit over its mega.
-Focus Sash holders and abilities like Sturdy are annoying. My team can't finnish them off with weather, and has no priority move for revenge killing.
-No redirection move like Spotlight.
-Water and ice type (leads) need to be handled carefully as they usually deny bringing in Landorus and can threaten freeze status. A few other fast things like Aerodactyl may run Ice Fangs.
-Fast leads like Crobat.
-Leads that resist Psychic, Flare Blitz and Superpower such as Slowking make battles generally more stally and increase chance for hax.
-Slowking also threatens my team with Psychic, Surf, Ice Beam and Trick Room.
-Blaziken's turn 1 Protect gives leads the opportunity to double up on Tapu Lele. This isn't much of a threat when Tapu Lele can remove 1 of their leads first, or when their lead is generally weak or no threat for a switch to Celesteela/Landorus.
-Psychic Surge can boost opponent leads such as Psychic by Alakazam, and affects only half of my team.
-Psychic Seed must be consumed during Psychic Terrain to power up Acrobatics. This may encourage switching in Celesteela (when nothing threatens it), even when Landorus could be the better choice.
-Gambling what the AI may do instead of simply going for the kill can lead to undesired situations that may be tough to come back from.
 
Last edited:
Hello there. I want to share my super doubles team with you since I've recently taken on the tree again and I'm having much fun with this team. Also looking for discussion and suggestions. Currently at 50 Wins.


View attachment 731715

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Nature: Modest
IVs: 31/x/31/31/31/31
EVs: 4 Def / 252 SpA / 252 Spe
-Psychic
-Moonblast
-Dazzling Gleam
-Grass Knot

Choice Scarf over Specs for speed control and consistency. Against some opponents, the extra speed really matters, even though Specs grants many OHKOs. Often Tapu Lele finds itself locked into Psychic. Then, whenever a dragon type comes in, it switches out to Celesteela and picks off the KO with Moonblast later on. Dazzling Gleam is almost never used, and Grass Knot only to remove Swampert, Gastrodon and the likes.


View attachment 731716

Mega Blaziken @ Blazikenite
Ability: Blaze -> Speed Boost
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 8 HP / 252 Atk / 124 Def / 124 SpD
-Flare Blitz
-Superpower
-Baton Pass
-Protect

99% of all times Blaziken goes into mega with Protect during turn 1. Against a few fast key threats it may switch out instead. Flare Blitz over Superpower is often the preferable choice (when both moves are equally effective), as the stat drops from Superpower may reduce its sweeping capabilities (unless I intend to switch it out afterwards). Passing speed bonuses with Baton Pass to Landorus/Celesteela is hilarious whenever the situation allows it. Baton Pass after Superpower may be risky because of the defense drop. EVs into its defensive stats let it take some more (neutral) hits.


View attachment 731717

Landorus @ Life Orb
Ability: Sheer Force
Nature: Timid
IVs: 31/x/31/31/31/31
EVs: 252 SpA / 4 SpD / 252 Spe
-Earth Power
-Sludge Bomb
-U-turn
-Protect

A power house on its own. U-turn is almost never used. Protect can bait water and ice types, letting its partner remove those during the turn it protects itself.


View attachment 731718

Celesteela @ Flying Gem
Ability: Beast Boost
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 236 HP / 252 Atk / 16 SpD / 4 Spe
-Heavy Slam
-Acrobatics
-Flame Charge
-Protect

A tanky attacker that may drive its foes to desperation. Flame Charge is rarely used and can provide some extra speed when needed, and is especially useful when picking off severely weakened foes.


The things my team does well:
-great types and coverage
-strong sweeping capabilities
-fast battles, low margin for hax
-2 physical attackers, 2 special attackers
-good overall bulk
-can nullify electric, ground, dragon and poison type attacks and resist a bunch on switching
-Psychic Surge boosts STAB Psychic and blocks Fake Out and the likes on my lead.

The things it could do better:
-EVs are not optimized against specific threats.
-There are stronger megas than Blaziken. Blaziken's base form has no benefit over its mega.
-Focus Sash holders are annoying. My team can't finnish them off with weather, and has no priority move for revenge killing.
-Water and ice type (leads) need to be handled carefully as they usually deny bringing in Landorus. A few other fast things like Aerodactyl may run Ice Fangs.
-Fast leads like Crobat that can threaten Blaziken in turn 2 after +1 Speed Boost.
-Leads that resist Psychic, Flare Blitz and Superpower such as Slowking make the battle generally more stally and increase chance for hax.
-Blaziken's turn 1 Protect gives leads the opportunity to double up on Tapu Lele. This isn't much of a threat when Tapu Lele can remove 1 of their leads first, or when their lead is generally weak or no threat for a switch to Celesteela/Landorus.
-Psychic Surge can boost opponent leads such as Psychic by Alakazam, and affects only half of my team.
-Gambling what the AI may do instead of simply going for the kill can lead to undesired situations that may be tough to come back from.
flying gem cannot be obtained legitimately in gen 7
 
flying gem cannot be obtained legitimately in gen 7
Oh Thank you, I wasn't aware. Changed it to Flyinium Z + Fly now. I'm not looking for a place on leaderboard anyway. Just having fun, but don't wanna use unobtainable stuff. It shouldn't make much of a difference for my Celesteela.
 
Oh Thank you, I wasn't aware. Changed it to Flyinium Z + Fly now. I'm not looking for a place on leaderboard anyway. Just having fun, but don't wanna use unobtainable stuff. It shouldn't make much of a difference for my Celesteela.
it’s no worries! If you want to stay with Acrobatics, you could always use Psychic Seed as well. It would get consumed when Celesteela hits the field and you’d keep the full powered Acrobatics
 
it’s no worries! If you want to stay with Acrobatics, you could always use Psychic Seed as well. It would get consumed when Celesteela hits the field and you’d keep the full powered Acrobatics
Yeah I like this idea. I changed EVs a bit, mainly just to make Crobat leads and the likes less of a threat. I started a new streak from 1 and updated my post. I really don't like U-Turn on Landorus so far because it doesn't synergize with Baton Pass. Hmm
 
I discovered a sandstorm team for super doubles myself that is smashing the tree. I enjoy gen 7 battle mechanics and its versatile meta game the most from all gens. It all started with facing those Focus Sash holders in the tree with my old team posted above, that made me wanna build an awesome hail or sandstorm team, but I couldn't find a sound team composition for hail. Then I focused on sandstorm. First I had to pick my sandstorm lead mon. Only choices were Hippowdon, Ttar, Mega Ttar and Gigalith. I don't see how Hippowdon could work, and I don't like Ttar's huge fighting weakness. So I gave Gigalith a try and it worked out surprisingly well. I already had great battles with my old Celesteela so I knew that this should be in my sandstorm team too, plus its flying type makes it immune to an Earthquake user next to it. I wanted to make a true sandstorm team that only consists of rock, ground and steel types, and after checking out all sandstorm affected abilities, I picked Excadrill for obvious reasons. The last mon however wasn't so clear to find, and I tried out Mega Aerodactyl at first, which made the team achieve a streak of around 60 wins. It wasn't really bad, but it couldn't give my team what it needed - bulk and certain resistances. Especially against Fake Out threats, fighting type and Air Balloon fire / electric type leads Excadrill might want to switch out into a mon that could comfortably resist attacks from such leads, and Aerodactyl just couldn't take this role. On the other hand, it is so fast that it could easily revenge kill after Excadrill was taken down. Overall a pretty fun team with Mega Aerodactyl, just not ideal. Aerodactyl in its non mega form is rather frail, but Mega Aerodactyl in the sand got some bulk to fight on its own and would most times not go down immediately. Sky Drop was fun, making it a one against one during the turn they were up in the air, as well as increasing Mega Aerodactyl's life span, but it doesn't work on every foe unfortunately. There are also a decent amount of Hydro Pump / Scald users in the tree, so my next try was Gastrodon with Storm Drain ability. It did an amazing job, making those water attack users look dumb, and eventually losing a streak at around 60 wins due to misplay against some Energy Ball Uxie or Mesprit (the real issue that caused me the loss was trading Excadrill one for one at the start of a legis battle, so I didn't have access to X-Scissor later anymore). My team could handle grass types very well and Gastrodon rarely found itself in tough times. The problem with Gastrodon is that it isn't as bulky as other options, so it couldn't fully fulfill the desired role, but to some extent it could. That made me give Mega Swampert a try, which could fulfill the desired role better than Gastrodon overall due to much higher bulk, even though I missed its Storm Drain ability sometimes. There were a few issues with Mega Swampert though, as it would have to take resisted attacks in its non mega form, and didn't resist fighting types as well. Resisting a fire type attack could also result in a burn, reducing its physical attacking capabilities, and running the move Rest was edgy, mainly intended against Toxic stallers. Swift Swim ability turned out to be very useful against rain teams. With Mega Swampert the team made a streak of almost 100 wins, losing due to misplay. I looked for an even bulkier option that could also resist at least both physically and specially ground, fire, water, electric and fighting type attacks, and Mega Latias with EVs invested into bulk is what my team appreciates the most. Other considerations for different team compositions that I didn't try out were Storm Drain Cradily and (Mega) Garchomp, Nihilego...


This is my final sandstorm team, which hates opposing Intimidate leads. Lost at battle 163 due to misplay:

gigalith.gif


Gigalith @ Zoom Lens
Ability: Sand Stream
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 252 HP / 252 Atk / 4 Spe
-Stone Edge
-Rock Slide
-Superpower
-Protect

Zoom Lens fits on Gigalith very well. Gigalith is naturally slow, which lets it make use of Zoom Lens in almost every battle. Few exceptions are against even slower foes, as well as during Trick Room turns. 96 accuracy Stone Edge with maxed out high attack stat hits like a truck, and even has increased critical hit chance on top of that, which can be very useful against foes that use Reflect or spam Curse, Iron Defense and the likes. Perfect accuracy Rock Slide is good when it does enough damage on the desired target and additionally inflicts some chip damage on the other foe. This move is never used to fish for flinches. Superpower is its least favorable move and is used only when it is really needed. Earthquake could be used instead, but Excadrill already has a way stronger Earthquake. Protect has proven itself invaluable, especially often in turn 1. Sand Stream gives Gigalith an extra 50% special defense bonus, while it already has a naturally high defense stat, letting it manage hits from a large pool of foes. Not many foes in the tree can OHKO it, and it may survive after being targeted by both foes. Gigalith usually wants not to fight at start of a battle, but rather stay in the back to set up Sand Stream later on again. It can often switch out comfortably for Celesteela in turn 1 or 2, depending on their lead. Sandstorm breaks opposing Sashes, makes fun of Leftovers and sometimes delivers the knock out after an attack barely failed to get the kill, synergizing with this team nicely. The AI seems to prioritize changing weather, often at the cost for a foe going down. Sand Stream turns should be counted, ideally not switching in Gigalith while Sand Stream is still active. Moltres, Charizard (Y), Talonflame, Zapdos and Thundurus need to be taken out to clear the way for Celesteela.


excadrill.gif


Excadrill @ Choice Band
Ability: Sand Rush
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 4 HP / 252 Atk / 252 Spe
-Earthquake
-Iron Head
-Brick Break
-X-Scissor

Excadrill outspeeds the whole tree, and max EVs in speed are still useful for those occassional times in battles when Sand Stream is not active, most likely because of a weather change by the AI. It is arguably the weak spot of this team because it doesn't have Protect and isn't very bulky. It's shared weakness with Celesteela being weak to fire types doesn't matter too much since Excadrill is supposed to sweep and can remove most fire type foes right away with Earthquake. At first it had a Life Orb with Swords Dance over Brick Break, but then Earthquake couldn't get some critical OHKOs (i. e. against an Entei), so Choice Band is probably a must have. Excadrill can often OHKO at least one foe in turn 1, but trading it one for one is not always worth it. Threats to the team, especially fire and electric types, should be prioritized, and Excadrill shouldn't attack recklessly since it could get killed in return by the other foe or a surviving target, but it is always dependent on their lead. Eartquake is often the used move, as it can also weaken foes for farming Beast Boosts with Celesteela. Iron Head is especially good against certain fairy types that don't get hit hard by Earthquake. Excadrill never tries to fish for flinches. Brick Break is almost never used, but it is still good against Ttar and teams that rely on Reflect and Light Screen. X-Scissor can OHKO Lati@s, Azelf, Slowking and such, and deal huge damage to Cresselia. Excadrill hates leads that can interrupt it with Fake Out, possibly getting taken out when both foes target it. It also hates facing fire and fighting type leads that can't be OHKOed with Earthquake, with Mega Blaziken + a Fake Out user like Infernape being a huge threat. It also hates Air Balloon fire and electric types like Air Balloon Heatran. When facing Walrein and other foes that run OHKO moves like Sheer Cold, Excadrill attacks into them right away.


celesteela.gif


Celesteela @ Assault Vest
Ability: Beast Boost
Nature: Modest
IVs: 31/x/31/31/31/31
EVs: 252 HP / 252 SpA / 4 Spe
-Flash Cannon
-Air Slash
-Giga Drain
-Flamethrower

Celesteela is the backbone of this team due to its resistances and bulk, and it highly appreciates the Assault Vest on top of it. It can deal with a large pool of the tree on its own, including Toxic stallers, and often switches in for Gigalith early on. Farming Beast Boosts is one way for the success of this team. It doesn't like Yawn users and such that can force it out, possibly losing its earned Beast Boosts. Flash Cannon is its strongest move, and Air Slash is used only when it is really needed because it has slightly below perfect accuracy, but so far it almost never missed. Air Slash is never used to fish for flinches. Giga Drain is the team's answer to all pesky water types, and it provides healing capacity too. Flamethrower takes out grass types, steel types such as Mega Scizor, and may appreciate the boost from sun teams after fire types have been dealt with. It hates electric and fire types, but it may be able to survive a strong, very effective hit or two on its specially defensive side.


latias-mega.gif


Mega Latias @ Latiasite
Ability: Levitate
Nature: Modest
IVs: 31/x/31/31/31/31
EVs: 252 HP / 244 Def / 4 SpA / 4 SpD / 4 Spe
-Dragon Pulse
-Psychic
-Helping Hand
-Protect

Mega Latias is the glue that balances out the weaknesses of this team, and maybe it is the only mon that can fulfill this badly desired role. Not only it is immune to Earthquake next to Excadrill, and it resists attacks from those threatening fire, electric, water and fighting types, but it also resists grass types on top of it and its only considerable weakness is ice for the team to deal with (because of undesired freeze threats). Even its non mega form is able to take powerful, resisted hits comfortably, and Mega Latias has equally high bulk in its defense and special defense stats. It doesn't notice sandstorm damage very much during battles due to its general longevity. Dragon Pulse and Psychic are for STAB and it is walled by steel types. It often supports with Helping Hand for a powerful knock out. Protect has been proven most useful over options like Wish, Heal Pulse, Recover, Rest, Calm Mind and Thunder Wave.


Previous members in Mega Latias slot:

swampert-mega.gif


Mega Swampert @ Swampertite
Ability: Torrent -> Swift Swim
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 240 HP / 132 Def / 132 SpD / 4 Spe
-Waterfall
-Ice Punch
-Power-Up Punch
-Rest


gastrodon.gif


Gastrodon @ Leftovers
Ability: Storm Drain
Nature: Modest
IVs: 31/x/31/31/31/31
EVs: 252 HP / 112 Def / 140 SpA / 4 Spe
-Earth Power
-Scald
-Ice Beam
-Recover


aerodactyl-mega.gif


Mega Aerodactyl @ Aerodactylite
Ability: Pressure -> Tough Claws
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 20 HP / 252 Atk / 236 Spe
-Aerial Ace
-Earthquake
-Crunch
-Protect
 
Last edited:
I wanna introduce my new rain team that I enjoy more than my sandstorm team. Currently at an ongoing 200 win streak. For building this team I looked up existing rain teams on the leaderboard, and chose Eisenherz' Pelipper, as well as his Mega Swampert because they seem to fit my team best. Tapu Koko leading with Pelipper, also somewhat similar to already existing teams, but only somewhat. For the first 100 battles I used a rain boosted Tailwind Choice Specs Water Sprout Blastoise for trolling the tree, since even electric types at full health would have to be scared of this water mon lol. From then on I replaced Blastoise with Ferrothorn.


pelipper.gif

Pelipper @ Focus Sash
Ability: Drizzle
Nature: Modest
IVs: 31/x/31/31/31/31
EVs: 4 HP / 252 SpA / 252 Spe
-Hurricane
-Brine
-Tailwind
-Protect

This Pelipper is stronger and bulkier than expected, and often doesn't even need the Sash. I'm considering to let it have Flyinium Z over Sash, especially for huge damage against opposing Ferrothorns. It Is really useful to remove grass types, as well as fire types. It should be kept alive to reset rain during battle. Hurricane will always hit in rain, regardless of evasion and accuracy changes. Brine can be outstandingly powerful in rain. Tailwind was really needed with Water Sprout Blastoise on the team, but with Ferrothorn, it isn't all that useful anymore. I'm unsure about keeping it, but there may be few exceptions when this team greatly appreciates Tailwind. It doesn't wanna stay in against foes that use electric type moves such as Thunder Regigigas even with intact Sash because of the paralysis risk, but it would normally use Protect first before switching into Swampert, giving Tapu Koko momentum to score a OHKO with Thunder against the other foe.


tapu-koko.gif

Tapu Koko @ Life Orb
Ability: Electric Surge
Nature: Timid
IVs: 31/x/31/31/31/31
EVs: 4 HP / 252 SpA / 252 Spe
-Thunder
-Dazzling Gleam
-Volt Switch
-Rain Dance

Tapu Koko in rain is incredible, probably the strongest of all Tapus. It can OHKO many foes with Thunder, even at neutral damage. Life Orb misses out a few OHKOs over Choice Specs, but this team needs Tapu Koko not being locked into 1 move. Rain Dance really helps winning weather wars and keeping the integrity of this team intact, and it relieves a lot of pressure from Pelipper. It rarely wished to have Protect, and so far it never really needed it. Thunder must be used carefully against weather teams, as its accuracy can drop on the weather changing turn, such as from Charizard evolving into Charizard Mega Y. It is especially threatened by fast leads like Cross Poison Crobat, and doesn't synergize with Mega Swampert using Earthquake next to it, but that's alright for the way how this team works. Since Pelipper and Tapu Koko are special attackers, they don't mind opposing Intimidate leads. Dazzling Gleam is niche for dragon and fighting types, as well as for inflicting crucial chip damage when needed. Volt Switch can OHKO Slowbro and other weak specially defensive foes, and is Tapu Koko's usual answer against unfavourable matchups.


swampert-mega.gif

Mega Swampert @ Swampertite
Ability: Damp -> Swift Swim
Nature: Adamant
IVs: 31/31/31/x/31/31
EVs: 252 Atk / 4 SpD / 252 Spe
-Waterfall
-Earthquake
-Ice Punch
-Protect

Mega Swampert is an absolute monster. Both offensively and defensively well rounded, and only having a huge weakness to grass types makes it easy for the team to add the needed support. Waterfall is often the main choice due to rain, as well as Earthquake with Pelipper (and sometimes Ferrothorn) being next to it. Max EVs in speed to be tied with Ludicolo, should Mega Swampert ever find itself in such a situation, without Tailwind being up. Ice Punch is needed to remove grass types, as well as dragon types. Damp is actually useful against those few foes that run Explosion.


ferrothorn.gif

Ferrothorn @ Zoom Lens
Ability: Iron Barbs
Nature: Brave
IVs: 31/31/31/x/31/0
EVs: 252 HP / 88 Atk / 88 Def / 80 SpD
-Gyro Ball
-Power Whip
-Leech Seed
-Protect

Ferrothorn appreciates the rain, reducing its huge fire type weakness and provides the necessary resistances in water, grass, electric, poison and rock for team support. It is somewhat walled by most opposing grass types, and completely walled by (Curse) Ferrothorn, Rotom Mow. Zoom Lens turns Power Whip and Leech Seed into perfectly accurate moves, and can almost always make use of that item, unless while trick room is up. Opposing stall foes, especially Cresselia, are whittled down with Leech Seed + Protect while it also provides recovery for Ferrothorn, Ludicolo and many others can be met with Power Whip, and Gyro Ball can inflict tons of damage against fast foes.


Previous team member:

blastoise.gif

Blastoise @ Choice Specs
Ability: Rain Dish
Nature: Modest
IVs: 31/x/31/31/31/31
EVs: 56 HP / 64 Def / 252 SpA / 24 SpD / 112 Spe
-Water Sprout
-Ice Beam
-Aura Sphere
-Dark Pulse

Not as powerful as sun boosted Choice Specs Typhlosion Eruption, but still Water Sprout outputs ridiculous amounts of damage. Choice Specs Water Sprout Blastoise is stronger than Water Sprout Mega Blastoise. Blastoise adds a burden on the team because it demands Tailwind being up to wreck foes reliably with Water Sprout, which can be tricky when facing certain leads. There's not much that can withstand it, often leading to double OHKOs or leaving them at little health left. Blastoise should come in as soon as possible with full health at best, for not being locked into the same move for the rest of the battle.
 
Last edited:
Hello everyone!!! Today I am happy to post a completed streak of 561 wins in Battle Tree Super Singles! As many are aware, Gardevoir is my favorite pokemon, and so I've taken it upon myself to become one of its best users. In my quest, I set out to build a team which would make this leaderboard. I also added some restrictions to make it more challenging, namely not using any pokemon tiered in Ubers (Aegislash, Mega Salamence, etc.) and following all other Smogon Clauses. Without further ado...

- Teambuilding Process -

First, we have the star of the team

Rhapsodie (Gardevoir-Mega) @ Gardevoirite
Ability: Pixilate
Timid Nature
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 0 Atk
- Psyshock
- Calm Mind
- Hyper Voice
- Destiny Bond

Pretty standard setup but with an interesting move chosen over additional coverage. Psyshock and Hyper Voice are given, while Calm Mind helps to beat some opposing special attackers that cannot be KO'd with one Hyper Voice. It also gives the potential opportunity to sweep in case the main objective of the team fails. Destiny Bond is a move I thought could be good as an emergency measure to remove something problematic, but I've realized it's quite risky because there are scenarios where I cannot predict whether the AI goes for the kill or clicks some status move. Even worse, it could allow a free setup for the opponent. I've also tried Disable, but I think there is room for experimentation. I don't click the last move slot very often so perhaps it can be used for covering edge cases.

So to choose the next pokemon, I really didnt know where to start until I did some research about some of the strongest pokemon in Battle Tree. Enter this beast of a pokemon

Gliscor @ Toxic Orb
Ability: Poison Heal
Impish Nature
EVs: 204 HP / 136 Def / 156 SpD / 14 Spe
- Substitute
- Protect
- Earthquake
- Toxic

When I set eyes upon Gliscor I immediately KNEW what it was capable of. This monster could theoretically solo most of the Battle Tree due to its ability to PP stall from kingdom to come and all my opponent can do is struggle with a look of frustration (if AI trainers were even capable of showing emotions). Substitute puts a barrier between Gliscor and all of the BS the tree can throw at it. But then, the poison heal allows it to regain all of the HP it took to create the sub in exactly 2 turns. That's where the specific HP EVs come in. 204 gives Gliscor an HP of 176 that is perfectly divisible by 8 so that no rounding errors occur for each turn of poison heal. The SpD investment allows Gliscor to survive 2 rounds of psychic from Mega Alakazam from full HP after a round of poison heal barring hax/crits, while the speed creeps a couple of sets I can't remember, with the rest in Def + Impish to maximize its physical bulk at the same time. Protect allows scouting, more stall, and giving HP back freely. EQ is run here because every stall pokemon in tree should have at least one attack to not become completely useless against Taunt. Finally, Toxic allows Gliscor to actually touch flying types (what a concept). This used to be SD but I quickly grew tired of stalling out Every. Single. Rotom in existence. Despite the 90 Accuracy, it's served me well so as to speed up the stall while also working to ensure Gliscor can keep sub against faster foes.

At last but certainly not least

Toxapex @ Black Sludge
Ability: Regenerator
Calm Nature
EVs: 252 HP / 148 Def / 108 SpD
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Stockpile

Smogon's most favorite pokemon on the ladder lol. Jokes aside, I needed a pokemon that could deal with those annoying ice and water types, along with some special attackers that Gliscor hates dealing with. I realized that Toxapex was absolutely amazing when paired with Gliscor because 2 of its weaknesses (which are really common) are immunities for Gliscor, which gives it free opportunities to get HP back for FREE. Not only so, but having Regenerator means that there are cases in which these 2 could swap back and forth until the AI ran out of either its ice, water, ground, or whatever move. Now, for the moves and EVs. 148 Def and 108 SpD with a calm nature does something really special here: balances Toxapex's defense stats BUT also prevents Porygon from getting a special attack boost with Download (SpD > Def). Then we have the standard toxic scald recover, you know, the moves that make this thing a generally annoying presence. But Stockpile is where things get interesting. I opted for this over Haze because I couldnt actually think of a case where getting rid of boosts would be meaningful. See, a lot of boosters come with moves that threaten Pex, like EQ, and even boosted brave bird in the case of Talonflame was doing too much damage for it to survive. One could make the argument that Haze is better, but I also like the option of having a backup win condition in worst case scenarios where it's only Pex vs the world. +3 Pex is ridiculously bulky, able to take on the likes of specs Alakazam barring crits or too many spdef drops.

How does this team play?
For the most part, the strategy is straightforward. Oftentimes the objective is to wall with Gliscor and Toxapex while waiting for toxic to finish them. Sometimes, a move will need to be completely stalled out in order for them to finally get the toxic off, and this can be done by either swapping repeatedly between Gliscor or Toxapex or by getting a sub and alternating between sub and protect with Gliscor. Swapping should be the preferred method for PP stalling since it does not consume your own PP, but sub + protect should be used for pokemon that either deal too much damage for swapping or if the opposing Pokemon has setup moves (with some exceptions I'll mention later). In most cases, if either Toxapex or Gliscor can handle the lead, Garde gets swapped out so that either one of 2 general cases are reached: Gliscor has a Substitute or Toxapex has Stockpile boosts by the time the next pokemon enters the field. In cases where the walls cannot handle the lead, Garde stays in and removes them. It can also stay in and CM for a sweep if doing so poses little risk (Garde not essential due to roster). Keeping both walls healthy is important, so remember that the type synergy between Pex and Gliscor can be used to also gain HP back after using Toxic. It's also important to know what pokemon is being faced and thus what the AI will generally click so that safe switches occur.

Threat list:
This threat list assumes that Gliscor does not have a substitute. If so, then many of these threats can be effectively neutralized (outside of infiltrator of course)
1. Metagross 3/4 -> Set 3 is less of a threat but not knowing which of the 2 is problematic. On lead, this pretty much requires a sack. Given that I like Garde to be alive due to some threat that can be in the back which I need Garde for, it can enable its teammates to wreak all kinds of havoc. you need to either sack Garde or Pex and hope both that you made the right call (pex for if more psychic types in back, like with Veteran Aino) and that it doesnt get the mash boost. I have only lost to this thing once but it is arguably the most common of these threats (Thanks Colress), and so it goes to number 1
2. Alakazam 3/4 -> Either set is bad. Specs is less bad if Garde is alive but fatal otherwise (Gliscor has something like a 30% chance to even get a sub vs Specs from full HP). Mega is bad regardless due to shadow ball, though Garde being in safely means Gliscor won't need as much HP. It is required that Gliscor have enough HP to eat at least one psychic though. Not as common as Metagross, but is still very problematic.
3. Terrakion 2/3 -> These sets can very much spell doom for this team. I have lost most often to SD Terra, though it's mostly my fault for misplaying it. If Terra can have SD, it's best to stay in with Garde and just go for the kill. Sometimes it will even setup on Garde, but otherwise it needs to flinch. Even then, Gliscor can be guaranteed to come in safely and deal with it since it will then see a KO and not go for SD. Teams that feature all 4 Terra sets dont generally require Garde to be alive
4. Salamence 4 -> Double-Edge. That's it, that's what makes it a threat. Thankfully, Gardevoir can trace intimidate if on lead, which massively helps neutralize this thing. Otherwise, pray it doesnt get a crit on Gliscor so sub goes up. If crit, pray Pex doesnt get high/rolled or crit and that stockpile saves you. Havent lost to it but can be scary nonetheless
5. Serperior -> Has the potential to blow this team wide open if it is Contrary and Garde isnt present. This mon is what Dbond is for, though I have had it fail due to leaf storm miss. Even non-specs can be scary due to the presence of Hyper Beam.
6. Delphox 3 -> Hits Gliscor very hard with Overheat/Sun Fire Blast and also has psychic for Pex. On paper, this pokemon is a big threat but the AI for some reason loves to use solar beam in sun over more potent options. Swap immediately into pex and Toxic right away barring crits. White Herb is much safer since you can bait out Overheat for Pex to swap into.
7. Protean Greninja, Starmie 3/4, Slowbro, Slowking, Bruxish (Strong Jaw) -> Lumping these together because they share one thing in common: Water types that also have psychic coverage. Bruxish probably has the most potential to end a streak but it's very uncommon and also must have strong jaw over wonder skin or dazzling


These can be threatening, though more often annoying

Slaking -> Thankfully not many trainers run this with Pokemon that Garde should be alive for. If they do, thankfully this thing gives Gliscor a free sub due to Truant. Still, sacking Garde is safer because Giga Impact scores an OHKO on either wall
Archeops 3 -> Choice Band on lead is easily the scariest. Head Smash just deals absurd damage, though it can be brought down to Defeatist range. Same applies for Scarf Rampardos, which I almost lost to on (Battle 351?). Sacking Garde is often required here :( Again, often Garde won't be essential
Virizion 4 -> On paper, highly threatening but Gliscor just removes all its leaf blades and then Pex can eat up all the +6 Sacred Swords. I had a particular nickname for this mon because of how annoying it is regardless. That aside, not too bad just remember to get Gliscor in right away
Charizard -> Leave Garde in on this always, better to not risk X clicking DD and most likely Garde will get damage on it anyway. X has to win speed tie AND go for KO but I find more often it likes to go for DD. most often found on sun teams so not too problematic
Tyranitar At all -> Yeah, stone edge crits arent nice, but you know whats even more not nice? One set in particular having DD + Ice Beam. The biggest danger is not knowing if it can DD. Generally swapping to Gliscor immediately is the safest bet, but set 2 turns that around.
Decidueye 4 -> Nasty Plot? ok, not so bad. Gliscor can stall it out. What's this? Baton Pass? Now that's scary! Not in this streak, but Kukui once correctly passed boosts to Primarina (very bad if it has psychic) and could have nuked Pex with crit Z. This thing needs to be respected because the game can go south quickly if the wrong thing gets those boosts
Ribombee 3 -> same thing as Decidueye but with Quiver Dance. Though, Garde isnt quite as afraid due to not having ghost coverage

Niche threats
Mismagius 4 -> the dreaded perish trapper set. Garde can eat it up since it can only attack with power gem. But beware, it can trap and remove either of its team mates
Glalie 3 -> Fastest OHKO user other than Scarf Pinsir. It can OHKO Gliscor and outspeed, so Garde is really the only safe option. However, this set is incredibly rare. I've only seen one during the streak

The Loss



And finally, the loss. The thing that finally killed this team. Well, I wish it could be more exciting but here's the VOD (streak from 310 on is all done live on my channel) . Yep, Police Officer Rendor decided he was done playing games and straight up took me to jail. Despite all of the times I offered his rival Lou a promotion should he win, Rendor got it instead. He led with Scarf Pinsir and hit all 3 Guillotine. Now to be fair, I could have protected with Gliscor, swapped to Pex and protected again with Gliscor worst case to maximize my chances, but it seems this was all some sort of divine intervention while my mind was thinking "Get that sub at all costs". Now, the sad thing is that Garde had a 70% chance to KO with Hyper Voice and Gliscor had a 70% chance to get the sub, and still, the AI generally avoids OHKO (25% chance to click IIRC). Oh well. Even though it can technically be said that I misplayed, I couldn't have known if Guillotine would hit or miss, and even if I got every play correct I still had a chance to lose. Regardless, I have no regrets. It's insane this team got so far and I'm a bit relieved because of how long this streak took. Mental fatigue was definitely taking its toll at some 50+ hours in (even with 2x speed I average 10 battles every hour). Anyway, I really think Gliscor + Pex has a ton of potential in Battle Tree and look forward to trying out other Pokemon to go with them. Perhaps I could even improve Garde's moveset by replacing one or 2 of its moves.
 
Posting a streak of 696 wins in Ultra Moon Super Doubles. The 600s remain my kryptonite.

px2G6qZ.jpeg


When I first started working on Ultra Moon's postgame two years ago (first time on any gen 7 game, as a matter of fact), I was gonna grab just the stamps in the Battle Tree for the time being, and due to unfamiliarity with in-depth applications of gen 7 mons (this will be a recurring thing here), I decided to just rebreed two good Maison teams that surely if they were able to put up the scores they did there they'll be good for a few dozen wins here, and I could continue the streaks in question later if at any point I felt like it. For singles, that story is documented here; the team I grabbed was Marathon, which one-shot the trophy and on the "actually how does a team that was so powerful in the Maison handle this place" run that I kinda sorta owed it to give a shot managed to put up a more than decent 638 win for a team that has substantial trouble with Primarina and does not enjoy a bunch of Megas (but fr which team does anyways) and other Alola Pokemon either. Doubles was its own story; the choice was between Greninziken and WeavGarde, where for the latter it seemed like a bad idea to throw something with substantial softness to Steel-types into a place where rather than just Registeel and Scizor and Escavalier it gets to have Mega Mawile as one of its worst nightmares, on top of the rest of the power creep it was obviously not going to be dealing with well at all. Greninziken on the other hand was the better one numberswise anyways and seemed like its better ability to maintain momentum on lead in a broader range of matchups without switching out would make it more suitable for this place, plus the fact that WeavGarde had been my go-to team for casual Maison doubles runs and Greninziken had actually done only two runs ever made for a good excuse to have fun with it elsewhere. After the 1028 run on the Maison board and a nostalgia-induced 530 when I crawled back from my six-year+ hiatus, it one-shot the trophy in the Tree as well, and for a quick recap of the team in question:

:greninja: :blaziken-mega: :thundurus-therian: :scizor:
Greninja @ Focus Sash
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Nature: Timid
- Mat Block
- Ice Beam
- Grass Knot
- Dark Pulse

Blaziken @ Blazikenite
Ability: Blaze -> Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Adamant
- Flare Blitz
- Low Kick
- Rock Slide
- Protect

Thundurus-T @ Choice Specs
Ability: Volt Absorb
EVs: 164 HP / 8 Def / 84 SpA / 252 Spe
Nature: Timid
IVs: 31/8/30/31/31/31
- Thunderbolt
- Grass Knot
- Dark Pulse
- Volt Switch

Scizor @ Life Orb
Ability: Technician
EVs: 212 HP / 252 Atk / 44 Spe
Nature: Adamant
- Bullet Punch
- Bug Bite
- Superpower
- Protect

Please read the initial writeup if you're interested, but in a nutshell the team is built around the straightforward Greninja + Mega Blaziken pairing, where Greninja's Mat Block gives Blaziken a free turn for both a free Speed boost and a round of major damage, at which point the resulting momentum tends to be enough to win games outright with Blaziken's power + their combined coverage. This team had several runs that crashed between Lansat and Starf while I was still figuring out the backups, but once I got those right, it immediately went (barely) past 1k. The thing was that the gaps in Greninziken's offensive coverage were actually nasty and did not need a lot to snatch enough momentum to win games right back from me, but at the same time they were also limited enough that a surgical response was possible; the threats that needed a counter were Gyarados4, Tentacruel4, Gale Wings Talonflame4, and to a lesser extent Moltres and Charizard if Rock Slide let me down, so the thing I was looking for was an Electric-type, with at least moderately good Speed plus an Earthquake immunity to fit in the team properly. This became Thundurus-T, specifically turskain's "Thundurus that thinks it's a Zapdos that gets the jump on base 100s" Specs set, in part for its ability to switch into faster Electric attacks aimed at Greninja as well, at which point Scizor rounded things out as a general-purpose glue that provided fallback against nasty threats like Aerodactyl and improved the team's manoeuvrability in Trick Room.

After the Marathon run, I wanted to see how far Greninziken could go as I learned this mode properly, but the run got snapped by sleeping at the wheel against an admittedly major new threat in Trick Room Jellicent at battle like 66 or so, which I mean okay lol no harm done I do have my loser moments sometimes and there is no rush at all on trying again later at some point when I had so many new formats and ideas to go through and/or wrap up. I tried again a few times this year when I had just Subway Doubles and Tree Doubles to work on, and, well, let's keep it short, the number above is not by them. They have made it to Lansat but that kinda is all there is to be said about that run, and it was actually the only time they got to triple digits out of like six-seven attempts altogether. The truth of the matter is that, while they didn't see any direct nerfs to speak of individually, certain things that worked well for them in the Maison did not carry over to the Tree and were replaced with some very hostile dynamics.

While there's a few newly added individual threats that put up roadblocks for this team, they're kind of secondary to larger design changes to the Tree outright. First things first, to get the obvious out of the way, this is a team that is extremely reliant on offensive momentum to keep going and in the Maison is also actually good at keeping this up; this is because of its ability to respond to just about "every" individual threat effectively with the lead pairs alone, and thanks to the Maison limiting most post-40 Trainers to set 4s exclusively, we do in fact know exactly what we're up against most of the time. However, by (its hyper offensive) nature it also does not deal well with forced midground plays, which the Tree preys on hardcore by making the vast majority of Trainers run set 3 and 4 alike. While I can still deal fine with the known sets 3 and 4 individually, in the pretty common event that the two sets require different counterplay I'm basically forced to take gambles when e.g. the backline's switch synergy is easily overexerted. It does not stop there, too, think the ability to make preemptive plays around hax items; it does not in fact matter anymore that Emboar4 is a safe one to hit with Low Kick on turn 1 when there's always the odds of Emboar3's Quick Claw lurking around the corner, even if proc odds are only an effective 10%, forcing you to either Protect scout and possibly let Emboar4 get up a free Sub that never would have been a thing or (sadly more realistically...) just actually take the proc chances anyways. Sooo annoying and yes I have played into enough Maison Donphan4 to know that "ignoring it will get you punished sooner rather than later."

"Every Tree Trainer is a specialty Trainer" does not stop there either though; enemy Trick Room is naturally extremely dangerous for a hyper offense lineup like this, where the fact that I'm not running Fake Out makes it even worse, and in Maison you get to commonly deal with that from Mara, as well as Psychics who have a higher chance than usual to roll at least one setter but are pretty free wins when they do not. Tree on the other hand has no fewer than four Scientists to take Mara's place, as well as the Breeders and the sand specialists or at least the Hikers who might as well be TR Trainers as well (seriously what else are those Slowkings and Orangurus doing on their rosters...), and you can see how statistics are a lot less friendly on here. That's not all though, with e.g. rain specialists not only being much more common here but also, well, actually having Drizzle Pokemon their rosters lol, and speed Trainers also being an actual class here where Greninja goes from a reliable sniper to a potential liability and the team in general being questionable at best in this area if Blaziken gets forced out early or goes down. New threats are a thing here in particular as well, think Jellicent on Trick Room and Mega Swapmert on rain, as well as the drunk Tree Doubles AI; e.g. I had an especially pleasant run-in with the latter even before Blue at one point when it was paired with a (chipped) Jolteon when rain was already up and Greninja's Sash was already broken, and my out of trading Blaziken for the two of them via Flare Blitz + Grass Knot was foiled by a random Protect keeping Jolteon alive. And it went all downhill from there.

In general the way you can see it is that Greninziken (of course) does fine at playing around one major threat, but the massive increase in specialty Trainers also ramps up the odds of running into multiple of them on the same team, unlike in Maison where things were spread out much more evenly and clusters were a lot less common. Add the constant set ambiguity to this as well, and you just have a really inhospitable place for a squad this reliant on momentum management.

More than that, though, and I hate myself for saying this, other teams that I've put together and played have kinda ruined Greninziken for me apparently. The thing I loved most about WeavGarde was the enormous flexibility it had on lead and the depth of the backups allowing me to explore many lines out of tricky situations, the same thing shows even more strongly in Hitmonlee/Latios/Heatran/Gastrodon I used in Subway, and while rain of course tends to be more linear than this, the fact that I used it in BDSP meant by default that I could go all-out in terms of finding unique plays. Even the battering ram that was KangaLati had some nice and thoughtful positioning dynamics going on. Comparatively, Greninziken usually has some pretty constricted decisionmaking, which a) makes it less engaging to pilot and b) makes the "what could I have done better" reviews post-losses much more hopeless and frustrating. Of course there were still piloting issues involved and things to learn about the team, but in practice what ended up happening was not too unlike people stealing leaderboard teams hoping they can phone in a Starf Berry or otherwise good record only to end up struggling: optimism swiftly turned into "this team did two Maison runs and they made it to 1028 and 530, sure Tree is harder but it should Not struggle to reach even Lansat consistently" frustration. And when that sort of mindset kicks in your playing turns into a blind grind where you don't actually learn anything anymore as you go along, throw every close call ever to clicking too hard, and even more importantly, simply hate yourself for playing this game. I'm not ruling out that this team can pull off Starf Berry after all when I'm in a less stressed and frustrated state of mind, but the way things were going my prospects were starting to look like the Platinum Battle Factory, where even if realistically doable the mode just sucks too much to play for me to bring myself to get the needed volume of attempts in to get it done before the heat death of the universe. So, something was gonna have to change.

Porting over another Maison doubles team was not going to work, with WeavGarde thoroughly failing the vibe check as mentioned before and the new contender that the past year's runs added to the mix in KangaLati not looking good either thanks to the Parental Bond nerf, with its significant reliance on neutral Double-Edge OHKOs that it would be losing out on now. Looking over the leaderboard, it was clear there was gonna be no avoiding using gen 7 elements, too; to put this into perspective a little bit, for what's by far the most fleshed-out and competitive leaderboard this community has seen, Greninziken would still have been literally the first Maison-legal team to reach even Starf Berry, and even if we exclude Z-Crystals as a metric here, the best-performing teams without any Alola species were a couple hovering around the 400 mark, all but one of which were FEAR teams on top of that anyways. I considered making some edits to Greninziken to hopefully give it a better shot (specifically retooling Thundurus-T into a Z-Move set for better evasion counterplay and positioning possibilities and making Scizor into a faster Lum set to get the jump on Rotom formes and not be immediately destroyed by any status), but I had gotten jaded enough with the team that it felt better to just skip that step and focus on one of the Pokemon that at least for non-Trick Room this mode seemed hypercentralised around, namely the Tapu. Out of the four of them, Bulu was not real apparently, Fini was a glue i.e. something that slots into an existent core and not one you build around directly, and Lele was gonna stop me from running Fake Out which no thank you I am not brave enough for that yet, so Koko was gonna have to be the one.

This is where the Tree's extremely expansive leaderboard makes for kind of a disadvantage, because it turns "build something on your own" into an outright minefield with so many things having been done before, but upon asking around with gen 7 DOU friends for good Tapu Koko cores the thing that was brought up was Thunder Punch Mega Metagross, which sounded fun enough and was in fact one of the functionally new Pokemon I had been wanting to try anyways. The first draft became Hitmonlee / Tapu Koko / Mega Metagross / Hydreigon for some common sense positioning support and offensive synergy, but when I floated it on Discord weaknesses to Earthquake and Mega Gengar were rightfully flagged to the point of making me hesitate on these four altogether. Still, I did want to pair up Tapu Koko with a Fake Out user, but with Hitmonlee (and at this point of course Incineroar as well lol) out of the running, there was just one real candidate left that I saw, which in turn also locked me out of using Metagross. I will say right away that the four I arrived at make the whole "has this been done before" question nuanced and relevant, but I'll get to that later, and at the very least it did pass the "new contribution to the leaderboard in the most literal sense of the word" bar. Let's get into it.

:sm/kangaskhan-mega:
Kangaskhan @ Kangaskhanite
Ability: Scrappy -> Parental Bond
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
IVs: 31/31/31/x/31/31
- Fake Out
- Double-Edge
- Low Kick
- Sucker Punch
Mega Kangaskhan, where of course we know exactly what Fake Out and Sucker Punch do, and Double-Edge was a natural option to gravitate towards for me here thanks to the Parental Bond nerf. Other points are of course where this set may be more malleable, and I should preface this by saying I just chucked on the same Kangaskhan I used in Multis to see how it'd go. The main alternative I considered was (of course...) (can I find an opportunity to use it already...) JEJUNUM, but the one I have ready to train whenever is Adamant, and it was pretty clear pretty quickly that my instinct on sticking with Jolly was right, mostly because of the range of enemies in between those tiers where I do not want to lose momentum if Celesteela is the other partner on the field or Koko or Latios is occupied with the other enemy. In practice, Low Kick also kept better vibes over Seismic Toss for the more effective hit on the likes of Snorlax and Mamoswine, and even on "real" Seismic Toss target it would be a wash because either Kangaskhan had a 2HKO on them with its current set or Celesteela had the boosters handled as is. The only one where Seismic Toss would have been a genuine advantage that I identified was Curse-boosted Ferrothorn, but oh well be like that and I always managed to play around it properly. As much as I would love to use a JEJUNUM at some point (and am grumbly I don't have a good default spread to at least make the one I have battle ready), seems like this team as well confirmed my intuition that it's better suited as a backliner, where it performs as a cleaner and OHKO vs 2HKO calcs are less relevant and certain enemies might have boosted up before it comes in. Yet another reason for me to go back to Emerald and breed a Jolly JEJUNUM though in case I might actually need it in the future...

:sm/tapu-koko:
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Nature: Timid
IVs: 31/18/28/30/31/31
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch
Yet another set we all know and love, soft reset by myself which explains the IVs which in turn explain the ever so slightly wonky EV spread, and no do not tell me to hyper train it when the time investment for the facility runs alone is enough of a stressor as is and a whopping two stat points are not at all relevant enough to add yet another major grind to level 100 to that. The Hidden Power is Water fwiw, but it's not the kind of thing that really has any targets other than like Mega Camerupt (which it doesn't even reliably KO lol) unfortunately.

Volt Switch is the reason why I wanted to run this set as a fantastic positioning and momentum tool both in theory and in practice. You know how it goes, if there's a matchup Tapu Koko does not like, Fake Out one target and hit Volt Switch on the other to move to a more favourable board while landing significant chip damage on top of it, yay! It also has good synergy with Choice Specs by doubling as a STAB move that bypasses the lock-in effect in case one enemy required Electric STAB and the other one requires Koko to gtfo of the field, but in practice Koko could afford to stay in a lot of the time, because Thunderbolt is, well, uh, something. A reference calc to compare power on neutral equivalent-bulk targets can speak louder than a thousand words.

252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 0 HP / 0 Def Arcanine: 150-178 (90.9 - 107.9%); recoil damage: 50-55 (27.8 - 30.6%) -- 45.3% chance to OHKO
248 SpA Choice Specs Tapu Koko Thunderbolt vs. 0 HP / 0 SpD Arcanine in Electric Terrain: 168-198 (101.8 - 120%) -- guaranteed OHKO

So yes congrats Koko and suck failure Kanga because you do not in fact have the strongest neutral hit on this team, and unless the enemy has brought a direct answer to Koko Thunderbolt really does just mow through entire teams without breaking a sweat. Even if the matchup gets semi-sketchy a lock-in is still extremely hard to punish without anything other than hard immunities when you still 3HKO the likes of Latias anyways lol (and quite comfortably at that), which overall makes it a pretty safe one to click when in doubt, especially knowing that from a raw power angle Kangaskhan + Tapu Koko is the best board state anyways. Dazzling Gleam is another common sense move, but it's worth mentioning that overall it's best avoided early-game and even in matchups where it seems like the obvious click it's worth thinking things through and looking for a line that allows you to lock into Electric STAB instead; it's really just as simple as Thunderbolt being so ridiculous that Volt Switching out initially and keeping the option accessible of locking into Thunderbolt later tends to be better for future positioning. Still, it also doubles as a good mid-game cleaning option, it's the best neutral click against Electric- or Dragon-heavy matchups, not to mention it shreds Grimsley to tiny bits of course; things are not so simple as a blanket "avoid using your spread STAB move", just, be cognisant of the ridiculous Thunderbolt you always have ready to deploy and don't want to lock yourself out of if you don't need to.

Grass Knot is the one that might stand out a bit because it's actually kind of disappointing in practice, missing the guaranteed KO on threats you'd really want it to cover like Mudsdale and Gastrodon and suffering from the same issues as Dazzling Gleam from Thunderbolt outclassing everything that moves from a damage output pov, which I'm sure is why Electroweb and Hidden Power Fire are moves that exist on real sets. I mostly ran it because of Mega Swapmert PTSD from an old Greninziken battle because quite obviously you don't wanna give that one a millimetre of space to set up Swift Swim versus this team (not an OHKO on set 4 but yes it's even worth the risk of tanking +0 Earthquake from that one), but Rhyperior with its Lightningrod also exists of course, it's also the only guaranteed OHKO on Terrakion and may be the optimal turn 1 click there sometimes, and of course it may still come into play in late-game states when some of the aforementioned failed OHKOs have been chipped into range. Overall even with its more disappointing than expected range of targets it's still unilaterally the best option from a wallbreaking pov, so if it does have valuable targets and there's no obvious point in utility moves then like sure let's (still) go for it.

Electric Surge does deserve another couple words to close this out, because the sleep blocking effect is relevant beyond the niche luxury of blocking Crobat's Hypnosis and Altaria's Sing, since it also blocks enemy Rest, which actually is enough to neuter a pretty substantial range of potential threats. It's hard to appreciate properly, but when e.g. Curse + Rest users and the likes of Musharna are in that awkward category where they're weak enough that it makes sense to focus on more threatening enemies at first but at the same time can become insane headaches if left alone too long, Electric Terrain makes sure that any chip damage left on them actually sticks, which in practice causes them to use their screentime on just boosting two or three times before going down without accomplishing anything at all. Airborne Rest users after battle 40 are also genuinely rare, so yea possibly underappreciated asset of Tapu Koko here that is actually significant.

:sm/latios:
Latios @ Dragonium Z
Ability: Levitate
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Nature: Timid
IVs: 31/23/31/30/30/31
- Draco Meteor -> Devastating Drake
- Psychic
- Hidden Power Ground
- Protect
As always with lead Kangaskhan and its lack of room for Protect, I needed a backline response to Fighting-types in addition to the other lead; I considered a Ghost-type, but with Aegislash and to a lesser extent Gengar stacking Earthquake weaknesses with Tapu Koko, Latios was the one I gravitated to. I had been wanting to fit a Z-Move user on the team as well for the panic button against bulky enemies and any threats that I could not stop from getting an evasion boost up, and Latios made a natural fit here as well with Z-Draco Meteor, not in the least for massively mitigating the threat of a major headache to many teams as well as all of its alternate formes:

248 SpA Latios Devastating Drake (195 BP) vs. 252 HP / 0 SpD Rotom-Wash: 157-186 (100 - 118.5%) -- guaranteed OHKO

At this point the lack of a boosting item also meant the choice of Psychic-type STAB move made itself because of some calcs turskain unearthed once while messing around in Subway:

248 SpA Latios Psychic vs. 0 HP / 0 SpD Terrakion: 168-200 (101.2 - 120.5%) -- guaranteed OHKO
248 SpA Latios Psyshock vs. 0 HP / 0 Def Terrakion: 150-176 (90.4 - 106%) -- 37.5% chance to OHKO

and yes of course with Life Orb Dragon Pulse not being around as a neutral move this time and Blissey covered in other ways the extra handful of Base Power actually matters again. For the final non-Protect move Latios does have a bit of 4MSS here, since having the option of Tailwind is absolutely never a bad thing with Kangaskhan, and Surf's ability to chip two Pokemon at the same time was something I was positive would still have value even without a Gastrodon; however, this is one way in which this run could have happened only after Subway for me, because as I was working on my Black 2 Dex and rounding up all the legendaries there, I RNGed Latios with HP Ground so as not to waste the capture when I already had a regular pentaperfect Timid one from HGSS, and... yea it's kind of a really important move here for the additional insurance against Heatran and Magnezone, not to mention blasting the rat off the screen, which while very rare is actually a significant annoyance with potential Lightningrod and very limited Low Kick damage. Always still a rarely used move of course, but practice did give a couple battles that I would have lost without it especially with Kukui and Wally having Magnezone on their rosters, so I guess that validates it by default no matter any other theoretical arguments.

But, yea, so, backline Latios, which is actually another thing that both validates this set and actually makes it viable to run in the Tree at all, since it makes sense to consider this team the (loose) Tree adaptation of Maison KangaLati. As I said earlier, the reason why I was not comfy porting that team directly was the Parental Bond nerf taking a bunch of Double-Edge OHKOs off the table, and what better way to address this than... chip damage from Volt Switch! There is really nothing majorly wrong with the Kangaskhan + Latios synergy, and now that I have the ability to pick and choose matchups for them, I can capitalise on that to the fullest. The Z-Move also synergises with this nicely, since a) Latios not being a lead means I don't have to habitually spend it early, b) the Volt Switch chip damage means Psychic suffices nicely in a bunch of cases where otherwise I would have to use Z-Draco. I was a bit worried about running the Z-Move when functionally it meant I was running a single good attacking move minus just one turn, but the team has clicked together so as for it to work perfectly.

If Tapu Koko is Volt Switching out, in addition to obvious type matchup stuff, Latios tends to be the better switch-in if Volt Switch is actually taking out an enemy therefore you're making a blind switch; it's the better option for actually taking enemies out directly, and its speed is very important for limiting odds of the enemy stealing momentum right back via a threatening offensive Pokemon. Basically the go-to recipient when you're focused on maintaining offensive momentum.

:sm/celesteela:
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 244 HP / 28 Atk / 108 Def / 124 SpD / 4 Spe
Nature: Careful
IVs: 31/30/31/3/31/31
- Heavy Slam
- Leech Seed
- Substitute
- Protect
Quick Claw Gunk Shot Muk exists and Crobat exists so I was always going to need a Steel-type as Koko's backup, but the obvious resulting stacking of Earthquake weaknesses makes that tricker than it would seem and was also what threw Aegislash out of the running again. Latios's existence was only gonna go so far in helping with this, since odds of it being a bad Volt Switch recipient in the practical matchups at hand would not make it a good blanket answer. Enter Celesteela, which not only gave me a second floater with a massively different profile than Latios but also brought a great matchup into sand teams to the table, all but hard countering them while I'd been very worried about those with Koko and Latios so far. Most importantly though, it also gave me the defensive anchor I'd been missing so far, and I ended up basing the rest of the moveset off of that, as common sense as it is of course. Heavy Slam is the only choice for a mono-STAB move, and SubSeed fits Celesteela's profile as a Pokemon perfectly by helping it just... never die ever outside of very bad matchups. It's also a great safeguard against stall Pokemon that my matchup so far was sketchy against but now I can just hit once and they're dead slots walking, like Cresselia (and Blissey... though att I didn't know yet Heavy Slam is part of the Stomp club which certainly speeds that one up).

Substitute itself deserves a couple more words of its own though and is very much its own thing outside of SubSeed as well, to the point that I've had even fleeting thoughts of replacing Leech Seed with Flamethrower for Ferrothorn (not that that was ever a good tradeoff with Leech Seed's utility into general bulky matchups but yea). To explain this one properly, we need to take another look at Black 2 again, namely the Heatran from my Hitmonlee/Latios/Heatran/Gastrodon team, where the defensive place in the team should be about as obvious as the susceptibility to momentum swings in the enemy's favour if something preying on its nasty weaknesses is among the backups, which for this team I was immediately worried about with the possibility of enemy Electric-types hijacking Koko's Electric Terrain. A preemptive Substitute is a great way to mitigate this though; just get one up /before/ blasting the enemy off the field that you still have good matchups against but might be keeping a threat to Celesteela locked in the wings, and suddenly momentum is still on your side even if they do come out, and in some extreme cases Celesteela can stall them out by itself with help from Leech Seed. Obvious general applications of Substitute apply as well here, but one that is worth highlighting is how it helps out in the Trick Room matchup as well, effortlessly keeping Celesteela safe just like how it would ensure Heatran's survival whenever it went up. Really, this Celesteela plays kind of as if it thinks it's this Heatran, except with a greater focus on staying alive while its ally takes down anything that could threaten it rather than on immediately taking things out itself.

The main thing that could still need explaining at this point is the EV spread, but tbh there is not really anything to do there; I kind of just lifted the one from Eisenrain, where he in turn just used his VGC Celesteela under the assumption that "one way or another it's a Celesteela lol", and that was also how it played out here. It does need a mixed defensive spread to perform best in the SubSeed role and for the best odds of actually tanking super effective hits in a pinch but otherwise the constant chip and recovery make for way too many variables for any actual benchmark calcs to make sense in practice, so I just went with this and saw no need to waste any mental energy on it. The IVs are once again "I soft reset this myself", and there is no way to avoid the four wasted EVs with the Attack IVs. But yea in general Celesteela really holds this team together when momentum is not on its side by simply refusing to die to anything that can't hit it super effectively (seriously I probably can count on one hand the number of times it went down the entire run) while chipping enemies in range for the others or just taking them down itself over time. Such a good Pokemon.

Celesteela tends to be the team's Volt Switch recipient in the face of potential Trick Room trainers, any Explosion user (seems higher priority than ever in this facility), sand specialists, and certain bulky rosters where the initial focus of the battle will be on chip damage rather than on instantaneous KOs; basically, if the momentum war is realistically gonna be taking a defensive angle.

And of course a handful of threats as well; this is inevitably missing out on a bunch but I hope it at least gives some insight in various ranges of enemies I try to pay extra attention to.
Super fast Pokemon are one of the first things that come to mind here. As much as Tapu Koko's Speed is the best countermeasure to the power creep, there is of course a tipping point at base 130 where that no longer works reliably, and the fact that there's a few major threats around there does Not help. Mega Gengar might be the biggest threat for Tapu Koko teams in general, and with Shadow Ball and Terrain-boosted Thunderbolt also in its toolkit I guess one could say I'm not making my matchup any easier here lmao, but thankfully Scrappy Fake Out + Mega Sucker Punch is a safe KO; it's very bad news if it comes out into a Latios + Tapu Koko board, but I guess it can only target one of them at a time and they do have a guaranteed KO on it if it doesn't kill them first. Base 130 in general is a nasty tier, with Aerodactyl being a sledgehammer that one-shots a lot of my team on sight and forces Fake Out + Thunderbolt (or prayers if it shows up on not-lead), while Crobat always forces Tapu Koko out thanks to Inner Focus taking even Fake Out plays off the table but thankfully is flattened pretty easily by the others. Bonus points for also preferring Taunt over Hypnosis, since that also could have been an issue. Choice Scarf users can be similarly nasty. The one I hate most right now is Heatran4, which is not too bad if I put it into Sucker Punch range with Fake Out + either Thunderbolt or Volt Switch but forces Koko out frame 1 and becomes a nightmare sledgehammer if its partner requires any attention at all; others like Garchomp and Pinsir are not necessarily too bad since they fall to Fake Out + relevant Tapu Koko attack and can also be walled by my dual floaters if they lock into Earthquake but are still pretty restrictive to play around. The Scarf Eruption duo are in a similar category, which at least can't OHKO any of my Pokemon without crits but also are potentially more threatening if they show up as backups when my Pokemon are chipped. Immediately nerfing their damage output with Sucker Punch or resetting Fake Out tends to be a good idea.

Electric-types and Terrain hijacking in general is the elephant in the room here, but I should say upfront that they're not too bad for the most part, on account of just being... not too good in general? Electric is one of those types that most of the time just tend to fold to generalised offensive pressure, and the fact that a ton of the actually threatening ones (Zapdos, Thundurus, Rotom formes) are coincidentally airborne and by extension don't actually benefit from the Terrain is a significant silver lining as well. Even some of the faster ones (Jolteon and Manectric4) can die to Fake Out + Sucker Punch if there's room for that or are just wait too preoccupied with support moves to get around to attacking before dying (Electrode), leaving the list of actually dangerous and existent ones mostly at Raikou and Magnezone (and kind of the rat if it were more common)... which are valid but also susceptible enough to brute force that they just don't transcend general sledgehammer category. Oh and of course there's always still Celesteela's preemptive Substitute to mitigate the momentum they might snatch upon entry from backline.

Faster Fake Out users are always tricky, but when neither lead runs Protect they go from potentially awkward to actively disruptive at best and seriously dangerous at worst. The normal counterplay tends to involve either something like simply double targeting the other enemy with Fake Out + Tapu Koko attack to cover for all possibilities no matter which one of mine the enemy's Fake Out goes for, or a defensive switch to Celesteela, but yea for the most part it comes down to clicking moves or switches so as to mitigate damage from the most disruptive choice the AI could make. It should come as no surprise that this makes Salazzle the worst of the bunch since obviously Celesteela does not really work here, Koko does not want to risk tanking a STAB move either, and the set variety is pretty heinous here as well between one that both outspeeds Latios and can't even be one-shot thanks to Sash and another that is more benign to take down but has Z-Overheat to make up for it. I've had struggles to some extent or another though with all of Weavile, enemy Mega Kangaskhan, and even Ambipom lol though; the unavoidable disruption really is that big of a deal. If you make it through turn 1 positioning okay then these aren't too bad for the most part thankfully (yes not even Kangaskhan). Sometimes it's a bigger if than you'd wish for though.

Chandelure, Incineroar, and Volcarona have this thing in common where they can mess up Kangaskhan with their abilities, are hard to OHKO, have the brute force to yeet Tapu Koko, and of course potentially eat Latios + Celesteela alive. The vast majority of the time Volcarona is thankfully the least bad of the bunch, since it "always" Quiver Dances turn 1 and is still outsped and cleanly 2HKOed by Thunderbolt right through it but oh dear if it gets up a boost without Tapu Koko in the picture, and the other two have just. the most awkward defensive presence in the world lol. Seriously even the optically more benign sets 3 that should be wallbreaker fodder are rolls for Thunderbolt and will just one-shot something right back if said roll is missed therefore mandate Fake Out anyways, Incineroar4's Quick Claw and bulk investment are obvious, and both Intimidate and Flame Body are yucky when they also force Kangaskhan's attention. Of course they're not exactly the kind of enemies you lose to individually but the amount of attention they force opens up holes for partners, and their matchup into the backline always makes them into high-prio targets when they show up. Charizard is one that perpetually fits here as well with that heinous case of set ambiguity, but on lead Fake Out + Volt Switch to Latios covers both sets, and even as a backliner it's all but impossible for Charizard X to safely get up a Dragon Dance.

Ferrothorn deserves a few words for not really taking damage from anything at all other than Kangaskhan's Low Kick (and still punishing it with Iron Barbs), on account of resisting all of Tapu Koko and Latios's moves and unlike all other Curse boosters being immune to Leech Seed. It, uh, has been fine in practice I guess? It's still susceptible enough to brute force overall, just yea you really want to make sure you Low Kick it at least once before it gets a boost up.

Mudsdale is probably the biggest offender of Ground-types that can't be removed easily without putting myself in a compromising position (yes double targeting it when one of those moves is Grass Knot is a compromising position) and also have the strength to threaten several non-Koko members of my team as well. Set ambiguity is doubly obnoxious here, with Latios being an okay switch-in to Close Combat targeted at Kangaskhan from set 4 but a horrible one to Payback from set 3, and more often than not turn 1 board states kind of do force you into leaving it alive for a bit. Thankfully Celesteela owns the heck out of it so it's never been unreasonably threatening, but it very much does force tiptoeing around. Other Ground-types such as Rhyperior (thank you Lightningrod) are in a same category where Koko gets at the very least put on a leash on preview and have the power and/or disruption (Protect is not any less annoying than the unfavourable Grass Knot roll) to be obnoxious to the team overall, but Mudsdale is the one I've felt most threatened by I think.

Lastly, the loss and other replays:
8DJdTDL.jpeg

#697: vs. Youth Athlete Thamina
The loss, and one of those typical "oh guess that just happened" moments. Salazzle's threat level is documented earlier, and after it goes for Fake Out on Kangaskhan and as a result Koko safely removes Greninja, Alolan Dugtrio comes in. This one normally calls for a reflexive switch to Celesteela on the telegraphed Earthquake, even more so this time when Salazzle is also gonna get a shot at Koko with a Poison STAB move of choice, except this time Dugtrio locks into Iron Head instead while Salazzle destroys Kangaskhan with Inferno Overdrive. No harm done, since this also confirms Salazzle as a set that will be outsped and one-shot by Latios, but very much harm done when Dugtrio both wins the Speed tie and gets an Iron Head flinch, giving Salazzle room to blast Celesteela off the field and force me to switch in a Choice Specs Tapu Koko that will have to lock into a move for good with a Ground-type on the field. It's pretty much unwinnable from this point; Latios does win the Speed tie the second time, and Koko can defeat Dugtrio with two Grass Knots, but I need a really benign lastmon in this position, where Raikou is kind of benign but not benign enough.

The main losing play here was failing to call not-Earthquake from Dugtrio when it was next to a Salazzle, and clicking Protect on Celesteela on the fateful turn for worst case avoidance probably wouldn't have hurt either. I'm not fully convinced Earthquake was entirely ruled out here (especially since Salazzle didn't click Sludge Wave with a Steel-type next to it lol), but yea ig it was much less likely and a Tree school of hard knocks moment. Sucky loss but I could/arguably should have lost earlier anyways so be like that sometimes.


sJsnc0Q.jpeg

#666: vs. Golfer Susanna
Extremely close battle and a case in point that playing by instinct is probably still outright better than calcing everything and as a result losing sight of the actual worst-case scenario to anticipate. Basically this is a Salamence + Entei lead where my first hunch is to Fake Out Salamence to put even the Mega set in Thunderbolt range + chunk Entei with Thunderbolt to put it in range for whatever, before I run the calcs and see that set 4's Sacred Fire has a small chance to OHKO Koko and as a result pivot to double targeting Salamence (which turned out to not even be Mega anyways) to rule out the extremely yikes scenario of having to fight Salamence without Koko alive. You know how it goes, it's actually Entei1 getting a Flame Charge boost while staying at full health, and the followup Pokemon is lol Mega Charizard Y that gives Entei a sun boost as it takes out Koko then also wins the Speed tie vs Kangaskhan plus gets a Heat Wave burn (KangaLati curse I guess), suddenly leaving me 2v3 in a matchup where Celesteela is also kind of dead weight. I still pull through thanks to Celesteela actually tanking sun-boosted Fire Fang plus getting a double Protect and the lastmon being a Zapdos that firsthand experiences that Thunder in sun is in fact kind of a sucky move, but yea this could have been soooo much easier if I just made turn 1 Fake Out Salamence + Thunderbolt Entei and turn 2 Thunderbolt + Sucker Punch rather than allowing misguided thoroughness to make me lose sight of the forest for the trees.

QuvjvsR.jpeg

#398: vs. Preschooler Victor
The other extremely close call, where potential Heatran4 and Mega Salamence both scare me, since Koko "has to" get out of the former but I also can't really handle the latter without Koko on the field, and it also has Earthquake to negate Koko as a factor if I stay in to focus on Heatran first. Since this Salamence is not Intimidate, I end up chancing it on a Volt Switch + Sucker Punch KO while bringing in Celesteela in on the predicted Earthquake or rogue Double-Edge (no I have not actually seen pre-Aerilate Salamence use this one ftr) and immediately switching to Latios turn 2 to get my secondary Heatran check on the field rather than leaving Celesteela a sitting duck after using Protect. I properly call both the dangerous sets, but with a Heatran next to it Salamence ends up skipping Earthquake (hey there is a pattern here lol) for Dragon Rush into Kangaskhan while Heatran actually misses a Magma Storm into the Kangaskhan slot. Followup Latios is bad news for my Latios, but I figure I can chip it into Tapu Koko range with Sucker Punch and take a double KO the turn after thanks to Koko tanking Magma Storm unlike Earth Power, but my heart sinks when this is non-Mega Latios4 using Dragon Dance to dodge Sucker Punch and flip the matchup on its head while Heatran takes down Kangaskhan. I still win because Celesteela actually tanks Magma Storm quite decently, contributing to PP stalling the move outright, and last Pokemon Kommo-o is benign enough, but I honestly did think it was over for a second there. At the time I thought the lead matchup was so heinous that there was really no unilaterally right play here, but with the context of the loss I now fully believe I should really get better at calling not-Earthquake from sets like this lmao, because yea honestly Dragon Rush into the Kangaskhan slot was all but guaranteed if this was Mega Salamence, and Fake Out + Thunderbolt into the Heatran slot would have covered the set ambiguities here fine enough.


QNwHsnC.jpeg

#373: vs. Pokemon Breeder Danby
Quick sample of how this team plays on a good day, replay of showing off Celesteela's absurd matchup into certain slow and bulky teams by pretty much singlehandedly neutralising Bronzong/Mudsdale/Rhyperior/Gastrodon, with several major threats to Koko that Kangaskhan does not like either.

pJPNWy3.jpeg

#214: vs. Preschooler Victor
To make this an even 5, have one of the better "this is how the team plays ig" replays that aren't too absurdly straightforward; the opening turns against Mesprit and Latios are business as usual, and while surprise backline Garchomp3 would normally be a significant threat versus a Koko team (let alone with an unknown set of course) my own backline shrugs it off really easily. Baited Choice Earthquake into dual floaters never stops being funny.

That's it... and even if this team probably is a legit contribution to the boards I probably did end up sharing a braincell with early gen 7 players, with KangaKoko being pretty well represented in regions of the board that I had not looked at closely yet before I started climbing apparently but clearly teambuilding over here having moved on without it at some point. And like, I get it, it really is an intuitive pairing of two straightforward Pokemon capable of actually brutal things (reiterating that Tapu Koko is a stronger neutral attacker than literally Kangaskhan...), which does make it surprising that until now it had never reached past the low 500s. Maybe this submission is still kind of a culmination or continuation from earlier teams, since some combination of Dragon / Ground / Steel at least has been a pattern here; I did very much feel weird when oops these same four species had in fact been used on a partial prior run before (ironically until hard rejecting Latios for Garchomp), but the sets and in particular the Celesteela were pretty different, so I guess that shows people can converge on the same species via independent thought processes? When skimming earlier submissions, I also did come across a comment from the one and only Josh C. that KangaKoko still obviously had more in the tank than it had put up so far, and I hope this can at least kind of a contribution towards proving that for real. I'm still not at all convinced this is actually the optimised version of this core, since there's really no two ways about it that "Celesteela in Electric Terrain" is still kind of a gaping hole in this team's synergy when it gets down to it--but Celesteela itself in turn was essential for responding to Earthquakes and sand teams, where most other Steels would have actually exacerbated those weaknesses. Whether that means the truly optimal backline is still out there or if this core is doomed to always leave one final hole unplugged, that's for someone else to discover I think.

So that is Tree Doubles, and I'm finally here as well. My experiences here with Singles were kind of ruined by the power creep lol, and in Doubles it's... kind of there and kind of not, but in the end probably definitely there? Poor Greninziken will absolutely vouch for that, and while this team has been much more consistent about it, building it around Tapu Koko has not exactly been an original choice. Like, really really really not an original choice. Like I said, Starf Greninziken would have been the first Maison-legal team to reach 200, but even with gen 7 options actually added into the mix, there's not a whole lot of options out there, and a Tapu, Ultra Beast, or USM Z-Move user (kind of coded language for Z-Kommo-o but Z-Mimikyu on Tree Sharknado is also there...) seems mandatory. Which I mean without a shred of hyperbole; every single non-Trick Room team but one that reached Starf is using at least one of these, and I'm still amazed how a leaderboard can be so varied and so hypercentralised at the same time. I'm not entirely sure if/when I'll be doing another run here, but I suppose it does make finding a starting point easier when I want to try building something else? At least power to this community for more than making the most of, just like Maison, this mode not putting us and the AI on a level playing field either.

This team is fun enough to consider running back at some point maybe, and (while I'm not at all confident about this) odds are that it can improve on the score it's set here. In the end, though, I'm just glad that even with the building restrictions I managed to make this team fun; it really ties so many things together, between KangaLati, the Volt Switch from my old Mega Manectric triples team, the proactive momentum management I've learned elsewhere, the Substitute backliner where my Subway Heatran reincarnated as a Celesteela. It's actually really fitting, because this run was also the final piece of a larger whole, which is...
 
THE STARF BERRY CHALLENGE

Simple: reach 200 (or 203) straight wins in every single-player format in Battle Subway, Battle Maison, Battle Tree, and BDSP Battle Tower, namely Super/Master Class Singles and Doubles in all four of them as well as Super Triples and Super Rotations in Battle Maison. Your teams must be contributions to the leaderboards in question, and every format must use a different team.

So this one is kind of the culmination of my attempts at branching out into non-Maison facilities when I started playing again last year. It first crossed my mind when I was playing BDSP Doubles and getting a good run going after a couple prior attempts failed in the 100s but (thanks to prior struggles) I was of course not remotely expecting to get even close to four digits; with 200+ in singles at least going off the lack of documented runs in our community actually being a high bar and me having that one under my belt already at that point, I was kind of glad that at least "200+ in both formats" in that game was gonna be a pretty unique achievement even if the team or the run would end up being not that standout in the end (to the point that I even grinded to 203 in regular doubles just for the sake of completing that bingo sheet on my Trainer card lmao). Then, after Subway Singles also went well, I suddenly realised I had only two formats in all these games left where I didn't have Starf Berry yet, and in the interest of continuing to branch out while actually shooting for attainable goals I figured I'd shoot for getting them all. I'm not quite sure if it worked out as I had in mind lmao but more on that later. First let's get into the parameters of this Extremely Prestigious Challenge a bit more.

Why these generations specifically?
Technicality answer: because gen 5 was when the games started tying Starf Berry to the 200-win achievement (gen 3 required all gold Frontier prints instead, and gen 4 outright doesn't have it in the game outside of transfers).

Serious answer: these are what I see, and I think we are supposed to see, as the "modern" generations of facilities, with gen 5 in particular opening up a massive range of options for us to work with interactive teams in particular and pivoting the AI sets away from hard cheese as well. This is also reflected by the games starting to officially acknowledge non-Singles formats from here on out, which is easy to argue was not the case in earlier gens, see e.g. doubles formats not having boss Trainers; so, it makes sense to consider this validation of a gen 5 cutoff.

Pragmatic answer: I wanted to be able to complete this challenge on my own terms as well and did not see the point in going through gen 3 and gen 4 Towers in ways that I would not at all enjoy (i.e. crippler teams) just for the sake of hitting a number benchmark in a made-up challenge no one but me cares about, and with the aforementioned factors I felt like they weren't needed for making this a coherent and worthwhile challenge anyways. Furthermore, I guess idk how people feel about this in gen 3, but gen 4 in particular seems to have a very strong notion that TrickScarf teams are the only legitimate way to play and more interactive teams are by defintion awful; while of course TrickScarf teams are in a league of their own here something this sweeping feels uhhhh dogmatic and not really believable to me when I /did/ reach 116 on just my second attempt with a non-crippler team during my noob days on top of that, and I'm just kind of not really interested in making myself part of that sort of dynamic. For a slightly less jaded argument, if people feel like hitting 200+ with an interactive team would be a world-class performance then that is probably more reasonable, but the point of this challenge was to prove baseline competence in every mode, not deliver world-class performances.

What does "a contribution to the leaderboard" mean anyways?
Basically just a roundabout phrasing for "no team stealing/use your own teams" while acknowledging the pragmatic limitations that come with a lot of these boards having been solved to some extent or another and creativity for the sake of creativity being a misguided way to play, especially when, on account of not having a Starf Berry yet, these are formats you're new to by default. In general what's not allowed is grabbing a team higher off the board so that the challenge gets reduced to simply pressing the right buttons, but arriving at similar or very similar teams that (especially) someone lower on the boards happened to submit at some point is a thing that just kind of happens sometimes, and even porting teams from different boards at least threads the uncharted waters of how a team would function in this new context. A lot of this may still sound like forcing creativity for the sake of creativity or rationalising an arbitrary line, but that's not true and it helps to think about it like this: putting together a team that can deliver a good performance in a facility is an essential component of showing proper understanding of how things work, and a lot of people including myself would argue it's even more important than the actual battles, so you shouldn't get to skip out on it for a challenge like this. Taking a team that categorically and very provably is capable of making it to goals far beyond 200 would mean someone else has done this part of the challenge for you, but in the other scenarios you're still covering this base yourself (I think).

Where is Multis?
One-liner answer: I am not a lunatic.

Proper time of day answer: Once again, the point of this challenge was to get the "good job for sure!" in-game achievements, not break world records. Which would be entirely literally for Tree and almost literally for Maison, and Subway in particular is outright not built for even Lansat performances, with unknown partner Pokemon that are rerolled for every set of 7 on top of that. I not-hate Multis enough that I'll actually still be playing it on and off sometimes and in Maison in particular there might theoretically be a timeline where I improve on my 145 PB with Wally, but to put it in Celeste terms, that can be part of a 114% achievement. No one including me should ever willingly grind for even a single Multis Starf Berry, let alone the entire pie, and let it be known that I don't shy away from Multi challenges outright anyways (though even this one needs a 114% clause lol...)

Why not do Multis with friend/multiple DSes then?
That would just be adding modes for the sake of it and borderline busywork. While it's not entirely true to say that Multis with friend is just Doubles with an asterisk, I don't feel like it's a mode distinct enough to warrant bothering with here.

Anyways, that is that, and this is the natural point where we get to the teams that got me here. It's honestly more awkward than I thought it would be to dump all of these here again, but either I do put them here or this post has no reason to exist of course so...

Battle Maison Super Rotations: 214 straight wins
:lucario-mega: :meowstic: :dragonite: :clefable:
Anubis (Lucario) @ Lucarionite
Ability: Inner Focus
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Dark Pulse

Mittens (Meowstic) (M) @ Light Clay
Ability: Prankster
Nature: Bold
EVs: 252 HP / 196 Def / 60 SpD
- Reflect
- Light Screen
- Safeguard
- Thunder Wave

Glaedr (Dragonite) @ Lum Berry
Ability: Multiscale
Nature: Adamant
EVs: 24 HP / 252 Atk / 232 Spe
- Dragon Dance
- Dragon Claw
- Extreme Speed
- Earthquake

Tingle (Clefable) @ Leftovers
Ability: Unaware
Nature: Bold
EVs: 252 HP / 244 Def / 12 Spe
- Moonblast
- Flamethrower
- Calm Mind
- Moonlight
This one is (thankfully) more special than it would normally be; I remember trying really hard to get to Starf in Triples in XY but failing repeatedly with a wacky pseudo-Tailwind team with a Greninja/Zapdos/Mamoswine lead and backups that I don't recall but I'm sure are logged on the Maison leaderboard, until eventually actually giving up on it to just wrap up my other ongoing streaks and call it after (or at least so I was telling myself but yea). I absolutely did not expect Rotations of all formats to be the one where I would actually break 200, which makes for a very good memory of what's still kind of a crapshoot of a format lol. The team itself is a decently standard dual screens + setup sweepers team where the choice for Meowstic-M was kind of entirely fuelled by personal hatred of Klefki lol, but it did open up a slot for Mega Lucario, which I guess compressed a good unboosted attacker into the same slot? The most deliberate pick was Clefable though, where I wanted to use Unaware + Calm Mind to take advantage of the fact that enemies would probably be boosting all over me early-game at least a few times, which very much worked as intended when I specifically remember Clefable actually never dying at all until the loss. For ORAS I updated the team in a few ways:

- Mega Lucario ran Protect over Dark Pulse, because coverage moves are conceptually stupid in Rotations especially for a STAB juggernaut like this, and utility like the safe Mega Evolution, stalling out Trick Room, and (the shot at) scouting Choice attackers seemed better;
- Meowstic was given Heal Bell from the move tutors as a massive upgrade over Safeguard that mitigated the need to play proactively to a very aggressive extent, as well as Psyshock over Thunder Wave to avoid being complete Taunt fodder and for the ability to contribute with chip damage on turns where I'm scared of rotating in something else;
- Dragonite was changed to SubRoost, because best move in the game in this mode in particular, and again boosted STAB attacks > coverage moves here;
- Clefable got Stored Power over Flamethrower to stop Heatran from being a loser and because it might as well be an extremely funny all-out destruction button after a handful of boosts.

but even with the (imo) objective improvements it fell before Starf when I continued the trophy run there, and I uh kind of have not tried again since. It's been quite a while since the XY streak obviously, where from what I remember I played alright by new player standards instinctwise but also was not fully familiar with all the sets yet, and of course the sets were unoptimised in ways that should have been implied via the ORAS changes. All that to say that in an ideal world I still should be trying to set a new PB even if it's just the high 200s this time or so, but that also loops back to an inherent flaw of dual screens teams that makes them unfun and anxiety-inducing to play and where the fact that I named these guys "Team Crit Me Please" should speak louder than all the paragraphs and warstories I could put here. Two runs is a low sample size, but signs so far do point towards the 214 run having been at least a little lucky, and I don't actually know how reliably I can expect the ORAS version to make it to Starf again--which, combined with me never having built another, comfier team for this mode and any the fact that new attempts would have involved, well, playing Rotations, means I would have had quite a job cut out for me if I'd missed out on this Starf during current generation to the point that I might have just failed this challenge outright. Well I guess more realistically I probably would have just limited it to singles and doubles formats instead; see my earlier mention of forcing myself to play a mode I dislike just for hitting a benchmark for a challenge only I care about not being a sane use of my time.

Battle Maison Super Triples: 1420 straight wins
:talonflame: :manectric-mega: :greninja: :blaziken: :hydreigon: :azumarill:
Bob (Talonflame) @ Sharp Beak
Ability: Gale Wings
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 SpD
- Brave Bird
- Taunt
- Tailwind
- Protect

The Snow Dog (Manectric) @ Manectite
Ability: Lightning Rod -> Intimidate
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
- Thunderbolt
- Flamethrower
- Volt Switch
- Protect

By-Tor (Greninja) @ Focus Sash
Ability: Protean
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
- Mat Block
- Dark Pulse
- Ice Beam
- Grass Knot

Galbatorix (Azumarill) @ Wide Lens
Ability: Huge Power
Nature: Adamant
EVs: 236 HP / 252 Atk / 4 Def / 12 SpD / 4 Spe
- Waterfall
- Play Rough
- Aqua Jet
- Protect

Flashheart (Blaziken) @ Expert Belt
Ability: Speed Boost
Nature: Adamant
EVs: 252 Atk / 4 SpD / 252 Spe
- Flare Blitz
- Low Kick
- Rock Slide
- Protect

Eddie (Hydreigon) @ Life Orb
Ability: Levitate
Nature: Modest
EVs: 252 SpA / 4 SpD / 252 Spe
- Dragon Pulse
- Dark Pulse
- Earth Power
- Protect
I'm not quite sure how well this team has aged either but I was super proud of it at the time. It morphed out of the Greninja/Zapdos/Mamoswine team when I wanted Talonflame's more unpreventable Tailwind/STAB moves and at the same time realised that Lightningrod would do a good job mitigating the weakness to Thunder Wave and fast Electrics that Greninja hates so much. This was also roughly at the same time that turskain posted Triples LukeNinja, with the Mat Block + Volt Switch combo to open up many more turn 2 board states at the cost of little to no momentum at all. With Lightningrod specifically, I realised Mega Manectric made a great candidate that additionally brought obscene Speed to the table as well as Fire coverage that later would free up a moveslot for Talonflame as well. The backline was three good wallbreakers that allowed for several flavours to rotate in depending on what would match up best, with Hydreigon's cross-field moves and Azumarill's Trick Room matchup making for helpful additional arrows in the quiver; this was not the initial version and in fact not even the initial Starf version, since I got to 232 with Nidoking (of all things--he's cool though!) in Hydreigon's slot earlier, before making the swap for something performing a similar role except with a Ground immunity and cross-field coverage. Don't look up my posts from around the time, since even with a "nobody likes losing" caveat they're not pretty, but I will say it took a second to learn properly, from when I first started using it and every first turn ever was Mat Block + Mega Volt Switch + (a totally not redundant with half this lineup) Tailwind and I always lost to Trick Room; however, once I did it was an absolute joy to play. Scorewise, after a near-miss on 300 this actually is the root of my curse with the 600s after my game crashed on me at 606 in my last-ever streak on my X cart, after which the following ORAS run gave me my first ever 1k. In the end it lost in a very tense and haxy battle versus Zapdos2 that I don't remember well after I'd started setting my sights on 2k, which is still kind of painful when "technically" 606+1420 with only hardware failure between them.

Missing out on 2k with this team is still kind of an empty box on my goals bingo card, but I doubt it'll happen at this point, mostly because I'm just kind of over Triples as a mode outright. It's actually the first culprit where I started feeling like the required timesink in order to contribute just isn't worth it anymore, and the state of the board was not helping either, when a lot of it was variants of Mat Block + spread move spam + Tailwind with shaky backlines or otherwise just, and I'm not seeing a way to put this tactfully, the mode people would flock to that wanted to get a high score for the sake of it, as seen from a lot of inflated scores that most of the time ended up being abandoned on top of it. Just for a case in point of how broken this mode is, this is a format where people can submit outrageous claims with dysfunctional teams and receive praise for it, making us look like a bunch of gullible Redditors. Another major factor is that, due to the whole "go here if you want a high score" thing, Triples's existence ended up splitting the non-Singles playerbase and leaves Doubles as a mode seriously undercooked; while I still think the mode has a lot of potential for funny teams, you kind of have to not really take it seriously with the aforementioned issues with the leaderboard and the massively inaccurate "bring your shitmons and have fun" reputation that it's developed, and for the sake of letting Doubles grow properly I think Tree removing the mode outright has been a unilateral good thing. Best if I just cherish the (genuinely) good memories and how it taught me the ins and outs of the Maison that I could take to different formats.

Battle Maison Super Singles: 1476 straight wins
(later 1k report)
(format PB: 3668 with Mega Gyarados/Aegislash/Gliscor)
:greninja: :scizor-mega: :gliscor:
Rael (Greninja) @ Life Orb
Ability: Protean
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
- Surf
- Ice Beam
- Grass Knot
- Dark Pulse

Harlequin (Scizor) @ Scizorite
Ability: Technician
Nature: Adamant
EVs: 212 HP / 252 Atk / 44 Spe
- Bullet Punch
- Bug Bite
- Swords Dance
- Roost

Little Nicky (Gliscor) @ Toxic Orb
Ability: Poison Heal
Nature: Careful
EVs: 212 HP / 4 Atk / 36 Def / 252 SpD / 4 Spe
- Substitute
- Protect
- Earthquake
- Toxic
One of the teams most dear to me, this was the one I built for ORAS when the move tutors would allow me to run Bug Bite Mega Scizor without headaches and, with this one happening before the Triples 1k, it was also the first team that gave me a score that felt genuinely great in context of the boards. Basically it came together when I had a list of like five or six Pokemon I'd really wanted to try in Singles, and these three materialised as the one with the best synergy. Gliscor was of course brought to the limelight by Jumpman's Kangliscune, but overall this team actually ended up being pretty unique, with the lack of a Dragon-type on the team and even more so the absence of a setup sweeper lead, where the Maison had not seen a "lead Starmie" team yet at that time getting past the low 300s. This team ended up smashing that benchmark though; while the team was instantaneously super fun to play, it clicked together in ways I did not expect at all those days and made it all the way to 810 on its first run before losing to a choke against backline Volcarona. In practice, counterintuitively Greninja ended up supporting the backliners more than the other way around; Scizor and Gliscor had a fantastic ability to switch in on a lot of threats via type synergy and set up on them, which in fact ended up being plan A because of the whole "better ability to take on backups" thing of course, and so Greninja's role actually ended up being sniping threats to the backliners before they could get out of control.

After the 810 run, I did some subsequent attempts in hopes of getting it to 1k, but thanks to skill issues, a few deep-seated bad habits in my playstyle, and one specific threat in Gyarados4 that I had not properly solved yet (or maybe I had but forgot how to do it because of said deep-seated habits), it failed to get back to 810, with a 499 being the best score I remember in that timeframe. This was the point where Marathon happened instead which of course did give me my singles 1k and so much more, but I returned to this team a few months after that run ended when I was writing a Battle Maison Flying Press article and needed to re-familiarise myself with this team. In the process things clicked on how to handle Gyarados4 for real, and of course I got to bring a lot of lessons from Marathon to this team as well, so I kind of had to take it seriously and this was when this team's PB happened. The end of that run was more or less the last Maison battles I did during the current generation before I got burned out of it for real and my Omega Ruby cart died and I faded out of things for several years, but it also was the team I picked up when I got my Maison Pokemon out of my Omega Ruby cart and wanted to go on a few nostalgia rushes, at which point it made it back to the 1400s on its first try and fell just short of its old PB. I have alluded to that run before and I have complicated feelings about this whole thing that are best and most tactfully summed up with "good thing it's a super fun team I guess", but yea more to the whole team showcase point of this post, it also was a good way to assuage some feelings I had on the attempts between the 810 run and Marathon. Back then, I felt the 810 was a very lucky break, but with back-to-back runs to the 1400s we can now say that this team is not only actually consistent but simply absolutely bonkers, and that with a Greninja lead of all things in a format heavily favouring bulky setup. While I don't think I would go on another serious run with this team because if it's really this good lol blink and another 100 hours of my life gone, it's still by far the most fun team I've used in singles, and I would recommend it to anyone who wants a team that can get Starf Berry on cue and is highly interactive on top of that.

Battle Maison Super Doubles: 617 straight wins
(format PB: 1028 with Greninja/Mega Blaziken/Thundurus-T/Scizor)
:weavile: :gardevoir-mega: :gastrodon-east: :scizor:
Catweazle (Weavile) @ Focus Sash
Ability: Pressure
Nature: Jolly
EVs: 252 Atk / 4 SpD / 252 Spe
- Fake Out
- Knock Off
- Ice Punch
- Protect

Siren (Gardevoir) @ Gardevoirite
Ability: Trace
Nature: Timid
IVs: 30 SpA / 30 SpD
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
- Hyper Voice
- Psyshock
- Hidden Power Ground
- Protect

Membrane (Gastrodon) @ Assault Vest
Ability: Storm Drain
Nature: Quiet
IVs: 4 Spe
EVs: 164 HP / 108 Def / 220 SpA / 12 SpD
Stats: 41 Spe
- Scald
- Earth Power
- Icy Wind
- Clear Smog

Pinwheel (Scizor) @ Life Orb
Ability: Technician
Nature: Adamant
EVs: 212 HP / 252 Atk / 44 Spe
- Bullet Punch
- Bug Bite
- Superpower
- Protect
No it's not Greninziken... I spent all of XY trying to learn Doubles using those after I stole that lead pairing from a YouTuber, but as mentioned in the above post I never could quite get the backline right, and once I did figure it out I still had to play through White 1 entirely to RNG a Thundurus. Since ain't nobody got time to wait for that when the ORAS Maison is fresh out and I had a bunch of mons with tutor moves I wanted to try out as well, I opted to get the trophy with this team instead, and the 283 score they got when I finished the run was the first time I broke 200 in Doubles for real. This one is more based on overall synergistic Pokemon with deep toolkits than the more constricted Greninziken, but that's why I love it anyways, and the leads in particular were always super fun; they have absolutely fantastic offensive synergy and thanks to Weavile's bait qualities tend to make it through matchups they have absolutely no business to, and any enemy bringing a Fighting-type might as well throw. The backliners respond to some obvious weaknesses of the leads like Poison, Steel (definitely needed dual checks here...), Fire, and uh Aerodactyl I guess lol, and additional positioning and utility tools like Icy Wind, Clear Smog, and priority synergise very well with the leads as well and only make it more fun to play.

After Greninziken got its 1k, this was the team I ended up using on and off in that mode, both for levels of fun but also because I felt I had more to win here, but the vulnerabilities to Steel- and bulky Fire-types always caught up to it in the end. After the Marathon runs I actually did serious attempts at 1k, but after the team crashed out at 617 and 606 after its older 607 PB I ended up taking the hint. I think it's still a really good score for a team that does not use Greninja, Mega Kangaskhan, or FEAR, and this is also the way I'd recommend using Mega Gardevoir to everyone; this team was in fact what first started ruining Mat Block for me, when I actually did run the same team with Greninja over Weavile a few times but it was helpless in the face of the likes of Muk's Quick Claw, and after being used to dual Protect on leads the lessened flexibility and positioning just made it frustrating to play. But yea this is probably the doubles team that I learned most from out of all the ones I've played, so it's nice to get to plug it here one last time.

BDSP Master Class Singles: 253 straight wins
:salamence: :suicune: :scizor:
Salamence @ Lum Berry
Ability: Intimidate
Nature: Adamant
EVs: 28 HP / 252 Atk / 4 Def / 12 SpD / 212 Spe
- Outrage
- Earthquake
- Dragon Dance
- Substitute

Suicune @ Leftovers
Ability: Pressure
Nature: Bold
EVs: 188 HP / 252 Def / 68 Spe
- Scald
- Rest
- Calm Mind
- Ice Beam

Scizor @ Iron Plate
Ability: Technician
Nature: Adamant
EVs: 188 HP / 252 Atk / 4 Def / 4 SpD / 60 Spe
- Bullet Punch
- X-Scissor
- Swords Dance
- Roost
Timeskip seven years... If there was any game that would drag me back to actually playing facilities it was always going to BDSP, both since I like the region so much that it's not even a thing I bring up anymore because genwars seem to be so ingrained in this fandom's DNA that if you say anything positive about Sinnoh at all you might as well just have told people you've repeatedly tried to kill their mothers and it gets rly old rly quick, but also because it also gave me the opportunity to revisit a very old facility adventure. I got my 100 wins in Platinum's Tower and also beat the Castle and the Arcade back when I was still just starting out in the Maison, and the team I used was one from the Maison thread that I really liked but did not wanna just use in the Maison, namely Jumpman's Suizorus, except ported here as Suizomence for self-explanatory dex limitation-induced reasons. It met my goals in Platinum, and although actually using it in BDSP got significantly delayed for reasons, it did turn out to be still viable there, currently holding a high ranking on the board and having several 100+ streaks under its belt which by BDSP Singles standards is actually good. Unfortunately it's not a fully direct port from Platinum, having to deal with nerfed Suicune and Scizor movesets thanks to them losing Icy Wind and Bug Bite to the single worst decision GF ever made from a competitive pov, but at least the replacements do an okay job; and while especially from an overall synergy pov the team is too obvious to really go into in a mini-blurb like this one, the necessity of Ice coverage over Substitute on Suicune is worth mentioning, with this team otherwise being way too susceptible to getting counterswept to the likes of Dragonite coming out an an awkward time when this team often isn't capable of getting Suicune set up fully.

Getting it to work in BDSP's Tower was quite a journey but also a very rewarding one; the preset teams take this far beyond simply trying to cover Salamence properly with the backups and instead allow me use the teams' entire toolkits top to bottom with no worries of getting sniped by a backup that I cannot afford after setting up the "wrong" Pokemon or having to make tough decisions between setting up more boosts at the cost of possible hax when I can plan ahead exactly which boosts from whom I need. This team also has some actually insane depth over the likes of linear crippler teams and even ones focused around more standalone sweepers like Dragonite, which inherently gives it an advantage in a Tower like this when you have many more lines to explore to solve a certain enemy team and also can identify the exact one needed. Yes this is also why Salamence is better than Dragonite, despite what people championing noob-friendly juggernaut sweepers would tell you; Intimidate is so much better than Multiscale by virtue of also giving you the option of supporting other teammates instead, and while I would make this claim for any facility, this is where it shines even more than usual. Initially I didn't even one-shot unlocking Master Class, but it's been such a good team for learning me how to think through BDSP matchups that it was some really good experience for building the other team that I used and surely will be helpful for anything else I may use in the future.

With the team's weakness to Natalia's Damp Rock Pelipper / Relicanth / Zapdos rain and certain lead Scizor variants, I do think it's probably peaked with its current record and have no plans on doing any serious attempts at improving this; still, it is the team I would realistically pick up when I need to refamiliarise myself with BDSP, so thankfully I don't think it has seen its last battle ever just yet.

Battle Tree Super Singles: 638 straight wins
:gyarados-mega: :aegislash: :gliscor:
Jormungand (Gyarados) @ Gyaradosite
Ability: Intimidate -> Mold Breaker
Nature: Adamant
EVs: 84 HP / 212 Atk / 36 Def / 4 SpD / 172 Spe
- Dragon Dance
- Substitute
- Waterfall
- Crunch

Naegling (Aegislash) @ Leftovers
Ability: Stance Change
Nature: Brave
IVs: 29 Spe
EVs: 252 HP / 252 Atk / 4 SpD
- Swords Dance
- King's Shield
- Shadow Sneak
- Iron Head

Little Nicky (Gliscor) @ Toxic Orb
Ability: Poison Heal
Nature: Careful
EVs: 212 HP / 4 Atk / 36 Def / 252 SpD / 4 Spe
- Substitute
- Protect
- Earthquake
- Toxic
Speaking of teams with insane depth, and speaking of Intimidate... mari yap about Marathon for less than 65k characters for a change challenge, go. If I do have a legacy in this game at all then it's this team, where for a more detailed breakdown of how it works I'll gladly refer you to prior yap sessions but in a nutshell it combines the insane PP stalling and Attack dropping potential from Intimidate and King's Shield + Gliscor's Substitute + the three members' defensive synergy with Gyarados's typing change on Mega Evolution to get Gyarados to +6 on an insane range of enemies while also being able to cover enemies more proactively like Volcarona, Froslass, and Suicune that Aegislash + Gliscor can't handle effectively. I put this team together for the Maison when I'd lost faith in the Greninja team's ability to reach 1k, but as I learned to fully harness its potential it turned out to be absolutely insane, reaching 3668 before losing to me missing the Mega Evolution button against a moderate threat in Noivern, which was a (basically tied) no.1 ranking that it held for years; on top of that, fellow patient play enthusiast tobiuo is currently using an edited version of this team to set a record that surely will never be broken again.

That is not Tree though; here I first used it to get the trophy since porting over a team that I knew was good seemed wise for a facility I was unfamiliar with and I had much less faith in the Greninja team's ability to handle the power creep, and a year after I ended up doing a real attempt at seeing how it had survived the generation shift. This was realistically seven-eight years late, since of course the "responsibility" for an attempt like this would fall on me but I was absent during the current generation due to a combination of increased site responsibilities + entry barrier into Tree play from a combination of power creep and internalised pressure, but yea better late than never I guess. The team handled notable changes to the AI (read: them switching out after being stalled out of attacking PP rather than letting me set up on their status moves) much better than I thought they would and also had the defensive potency to most of the time shrug off set ambiguity, but it did struggle with a handful of newly added threats, by far most notably Primarina. A poorly timed crit from this one was what ended the run in question, and while I definitely do think another couple runs could have boosted this number via brute forcing some luck I did not at all like the vibe of turning this from a "for Science" run to gauge a Maison team's gen 7 performance into an actual leaderboard run and still stand by that, so oh well no quad digits in two generations for you Marathon I guess. There is a slight chance that I'll play with it again if I feel like playing Tree Singles or this team again; the power creep from Megas in particular makes this a pretty heinous mode that is really brutal to build teams in that won't have to rely on at least a moderate amount of matchup luck which means that this is still the only singles team I have here, and of course it has a lot more to win here than in Maison. Right now, though, it has put up a decent performance where, more importantly, it remained viable and kept its identity almost entirely intact over the generation shift despite being ported over with 0 changes. Cool team, cool stuff.

BDSP Master Class Doubles: 2897 straight wins
:pelipper: :ludicolo: :gastrodon-east: :scizor:
Pelipper @ Focus Sash
Ability: Drizzle
Nature: Modest
EVs: 20 HP / 4 Def / 252 SpA / 12 SpD / 220 Spe
- Surf
- Hurricane
- Tailwind
- Wide Guard

Ludicolo @ Splash Plate
Ability: Swift Swim
Nature: Modest
EVs: 60 HP / 252 SpA / 196 Spe
- Fake Out
- Surf
- Energy Ball
- Ice Beam

Gastrodon @ Sitrus Berry
Ability: Storm Drain
Nature: Modest
EVs: 164 HP / 108 Def / 220 SpA / 16 SpD
- Scald
- Earth Power
- Clear Smog
- Protect

Scizor @ Lum Berry
Ability: Technician
Nature: Adamant
EVs: 76 HP / 252 Atk / 4 Def / 4 SpD / 172 Spe
- Bullet Punch
- X-Scissor
- Swords Dance
- Protect
So this team was primarily meant as a brainless-enough build to familiarise myself with the format altogether before trying more stuff later, and since I'd never run a serious rain team plus the one long rain streak on this board was using Kingdra over Ludicolo, this made sense. Basic defensive synergy brought me to what was basically an adaptation of R Inanimate rain from Subway, which at the time notably stood out for having Gastrodon to pair an absurdly powerful "setup sweeper" with Surf spam, and with Pelipper's toolkit and typing over Politoed this was at the very least going to be interesting. Another Gastrodon + Scizor backline was always going to be fun as well of course. In any case, rather than just getting a handful of battles in, I also wanted to see what it had in the tank, which went so-so at first due to skill issues and not fully optimised lines, bringing me to a couple runs in the 100s but failing to break 200 for the time being; it was kind of awkward, because it was one of those teams that played like they "obviously" had potential for more than that but I also got worried it was just gonna miss out on the critical mass of consistency needed to really go the distance and genuinely couldn't tell which way that pendulum was going to swing. As I learned to play the team better and broke 200 I got my answer though, because that run just ended up going on... and on... and on... until it met with the very specific scenario of Palmer + Freddie's Dragonite + Heracross lead not only getting a Close Combat crit on Ludicolo turn 1 but also a Thunder Punch paralysis on Pelipper the turn after; coming back from that Close Combat crit was an insane line that I had figured out earlier, but with the additional hax on top of that I had long since identified this possibility as a guaranteed loss should it ever come to pass. To think that, if we want to get petty, it actually ended up happening kind of early for when it did, lol.

From a ""competitor"" angle, this did give me all I could have hoped for, giving me a second four-digit team in doubles after already having two in singles under my belt and even being one of the two best-performing teams in the format. I really do wish I had broken the record in a different way rather than just by a few sets lol because this is just kinda awkward, but maybe that's just how it be for me with these things, and at the very least there really was no way to keep it going any longer. Plus, well, proof positive that rain can hold its own against Trick Room in this facility even with justin's prior insane streak is surely a decent contribution to this board. I like this team because even for a "straightforward" playstyle it had potential for a lot of very involved lines (the true Fun BDSP experience) as well as some enjoyable techs, with Wide Guard Pelipper in particular being a very effective and helpful one that I have not really seen around on the board here.

Battle Subway Super Singles: 652 straight wins
:cloyster: :gliscor: :chansey:
Davy Jones (Cloyster) @ Focus Sash
Ability: Skill Link
Nature: Naughty
EVs: 252 Atk / 12 SpA / 244 Spe
- Icicle Spear
- Surf
- Shell Smash
- Rock Blast

Nemo (Gliscor) @ Toxic Orb
Ability: Poison Heal
Nature: Impish
EVs: 212 HP / 4 Atk / 36 Def / 164 SpD / 92 Spe
IVs: 10 SpA
- Earthquake
- Toxic
- Protect
- Substitute

Symphony (Chansey) @ Eviolite
Ability: Natural Cure
Nature: Bold
EVs: 252 HP / 252 Def / 4 Spe
IVs: 0 Atk / 30 Def / 24 SpA / 30 SpD
- Seismic Toss
- Toxic
- Soft-Boiled
- Growl
So what do you do if you run a Cloyster team in BDSP Tower but are disappointed with the inability to pair it up with Gliscor then find a different take to run in the Maison and after losing to an extremely rare hard counter realise you'd accidentally built a Subway team all along? This took a more defensive approach at neutralising Cloyster's threats, with Gliscor as the counter to Electrics and Chansey in the anti-bulky Water / special attacker slot, with also a good chance to run Growl Chansey, which has been pushed/forced out of the limelight in favour of Minimise but is still the set on the Chansey team with the longest streak under its belt in VaporeonIce's scoop on Mega Salamence / Aegislash / Chansey. Growl is a cool move that allows Chansey to neutralise physical attackers alongside special ones and also gives it quasi-infinite PP to stall out pretty much whatever it wants, which was a good way to finally get some Chansey experience under my belt as well. Up to this point, I truly had never seriously planned to take on the Subway beyond Ingo/Emmet, so uhhhh I guess it changed my life? lol

I wasn't at all sure how it would do in Subway thanks to the Medicham set I lost the Maison run to being actually semi-real there and the difficulty level and set ambiguity being higher here too, and I may or may not have actually lost hope for a second there too, needing a couple attempts to reach even Lansat and having several runs killed off brutally by the wrong enemy showing up at the wrong time, a nasty crit blowing a hole through my team, or general misplays getting punished on the spot. While the Maison had not challenged me properly with this team to the point of actually making my skill level regress, I had to step it up several notches here and also reinvent my playstyle to minimise odds of getting caught off guard by the likes of revenge killers of the Medicham persuasion (read: go to absurd lengths to avoid having Chansey be the one to take out enemies), but when I got it down properly, it paid off heavily. Subway's "illusion of fairness" and the absurd nature of old crits made this one of the more punishing runs to get going properly, but in the end it turned into a dream run to the point that ever doing another attempt in Subway is just setting myself up for failure, lol. It does still have things to win in the Maison, with the loss matchup being apparently insanely unlucky and the Maison run in retrospect being played extremely poorly anyways, but the goal there would be mask-off 1k and while it's been certainly a fun team to figure out how to optimise it can also be excruciatingly slow and repetitive to play--in a brain-melting way, not a Marathon way, at least that one was above Growl spam. Not necessarily the kind of team where intentionally buckling down for that sort of number would make for a good time.

Battle Subway Super Doubles: 452 straight wins
:hitmonlee: :latios: :heatran: :gastrodon-east:
Hitmonlee @ Focus Sash
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant
- Fake Out
- Close Combat
- Sucker Punch
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
- Dragon Pulse
- Psyshock
- Surf
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Nature: Modest
IVs: 17 Atk / 30 Def / 30 SpA
- Flamethrower
- Earth Power
- Substitute
- Protect

Gastrodon @ Sitrus Berry
Ability: Storm Drain
EVs: 164 HP / 108 Def / 220 SpA / 16 SpD
Nature: Quiet
IVs: 4 Spe
- Scald
- Earth Power
- Clear Smog
- Icy Wind
Aaaand we have reached the point where my non-Maison teams are no longer ports of Maison teams or accidental adaptations of older teams by goats. For Subway Doubles, I was always going to have to build something from scratch and unable to port a Maison team, and thankfully it didn't take too long to arrive at something that both was a good contribution and ticked properly. The teambuilding process is fever dreamy so I won't be repeating it here, but basically it involved splicing a few failed or backlogged ideas from other facilities together to arrive at a lineup where powerhouse Latios was paired with a Fake Out user with good complementary offensive synergy and a backline for proper defensive coverage, where both of them kind of contribute to a goodstuff pile by Heatran running the Substitute set for better independent positioning and Gastrodon bringing the usual cascade of utility with Clear Smog and Icy Wind as well as the ability to function as a setup sweeper via Storm Drain + Latios's Surf. I got the Fake Out user wrong at first, since Weavile's coverage on offensive answers to Latios turned out to be much less important than Hitmonlee's ability to respond to defensive answers plus select scary Trainer classes, but there is a Lot going on here on a more advanced level that I can only recommend reading the original report for.

In general, I'm really happy with this because I expected I'd just be playing a knockoff of Peterko's Hitmonlee / Latios teams but in fact ended up contributing something way different, and also because this probably ended up dethroning WeavGarde as the team I've had most fun with, with a ton of possible lines of play and lots of outs out of scary situations as well as posing a genuine challenge to learn to pilot properly. The loss was sucky because it was unneeded and I ended up punished for normally-benign misplays, and in fact I have since figured out yet another way in which it was winnable even as we got even closer to disaster; so, while I do think 452 is a genuinely good score for Subway Doubles, I hope I'll still find time and energy to pick this team up again whenever in the future.

Battle Tree Super Doubles: 696 straight wins
:kangaskhan-mega: :tapu-koko: :latios: :celesteela:
Kangaskhan @ Kangaskhanite
Ability: Scrappy -> Parental Bond
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
IVs: 31/31/31/x/31/31
- Fake Out
- Double-Edge
- Low Kick
- Sucker Punch

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Nature: Timid
IVs: 31/18/28/30/31/31
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch

Latios @ Dragonium Z
Ability: Levitate
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Nature: Timid
IVs: 31/23/31/30/30/31
- Draco Meteor -> Devastating Drake
- Psychic
- Hidden Power Ground
- Protect

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 244 HP / 28 Atk / 108 Def / 124 SpD / 4 Spe
Nature: Careful
IVs: 31/30/31/3/31/31
- Heavy Slam
- Leech Seed
- Substitute
- Protect
i JUST wrote a billion words about this team get off my back losers

Would I recommend this "challenge" to anyone else? Probably not; even though I only formalised it when I had just a couple of them left, I still ended up cursing myself repeatedly for making myself do this when I was still struggling with to get there before I got my teams right, because as much as a Starf Berry is by all accounts a pretty sane target to shoot for, it's also of a number where a single attempt takes at the very least an entire long weekend, which is a lot of time that can add up very quickly, let alone when there's multiple of them on the todo, and, well, I hope to have more hobbies than just this. Once you do have a team that can get there consistently it's not at all bad, but cooking up one of those first try is not at all a given when by default these are facilities we're not familiar with, and if we relax the requirements to allow team stealing for real then it turns into all the wrong kinds of busywork. Using other people's teams to get trophies is one thing, but putting in four times the amount of time (assuming first try success) with teams that everyone already knows can pull this off is the kind of thing that stops feeling like an accomplishment very quickly, especially if there's not even an in-game achievement tied to it.

I'm still happy that I got it done though; not from a, like, self-validation sort of way, because I've brought up my brain worms before that make me think my teambuilding sucks and that the wins I get with the teams I use tend to be common sense, but thankfully I was aware in advance that clearing this challenge was probably not gonna be fixing anything in that area anyways. What I am glad about is that the list of teams above really is a very enjoyable one covering a huge range of styles, and that is one way to show I did make this a good time at least.

I'm also looking forward to just being able to play without hard benchmarks to shoot for, lol, because the sanity of this goal was actually a double-edged sword in that it added internalised pressure and also made for this Sisyphus-like dynamic sometimes where, if you're still using the wrong teams, something that "should be within reach fine" can suddenly take, well, yea. Oh well. I still have several ideas I wanna try in some of these facilities, and I also wanna mess around some more with some of the more fun teams in this post and see if they actually can do better than the numbers I've given them here. But yea for now I do think with this challenge my "mission" of branching out into non-Maison facilities is also completed, and I plan to make full use of the absence of actual achievement-related goals in the facilities area. See you around at some point!
 
Posting a streak of 696 wins in Ultra Moon Super Doubles. The 600s remain my kryptonite.

px2G6qZ.jpeg


When I first started working on Ultra Moon's postgame two years ago (first time on any gen 7 game, as a matter of fact), I was gonna grab just the stamps in the Battle Tree for the time being, and due to unfamiliarity with in-depth applications of gen 7 mons (this will be a recurring thing here), I decided to just rebreed two good Maison teams that surely if they were able to put up the scores they did there they'll be good for a few dozen wins here, and I could continue the streaks in question later if at any point I felt like it. For singles, that story is documented here; the team I grabbed was Marathon, which one-shot the trophy and on the "actually how does a team that was so powerful in the Maison handle this place" run that I kinda sorta owed it to give a shot managed to put up a more than decent 638 win for a team that has substantial trouble with Primarina and does not enjoy a bunch of Megas (but fr which team does anyways) and other Alola Pokemon either. Doubles was its own story; the choice was between Greninziken and WeavGarde, where for the latter it seemed like a bad idea to throw something with substantial softness to Steel-types into a place where rather than just Registeel and Scizor and Escavalier it gets to have Mega Mawile as one of its worst nightmares, on top of the rest of the power creep it was obviously not going to be dealing with well at all. Greninziken on the other hand was the better one numberswise anyways and seemed like its better ability to maintain momentum on lead in a broader range of matchups without switching out would make it more suitable for this place, plus the fact that WeavGarde had been my go-to team for casual Maison doubles runs and Greninziken had actually done only two runs ever made for a good excuse to have fun with it elsewhere. After the 1028 run on the Maison board and a nostalgia-induced 530 when I crawled back from my six-year+ hiatus, it one-shot the trophy in the Tree as well, and for a quick recap of the team in question:

:greninja: :blaziken-mega: :thundurus-therian: :scizor:
Greninja @ Focus Sash
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Nature: Timid
- Mat Block
- Ice Beam
- Grass Knot
- Dark Pulse

Blaziken @ Blazikenite
Ability: Blaze -> Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Adamant
- Flare Blitz
- Low Kick
- Rock Slide
- Protect

Thundurus-T @ Choice Specs
Ability: Volt Absorb
EVs: 164 HP / 8 Def / 84 SpA / 252 Spe
Nature: Timid
IVs: 31/8/30/31/31/31
- Thunderbolt
- Grass Knot
- Dark Pulse
- Volt Switch

Scizor @ Life Orb
Ability: Technician
EVs: 212 HP / 252 Atk / 44 Spe
Nature: Adamant
- Bullet Punch
- Bug Bite
- Superpower
- Protect

Please read the initial writeup if you're interested, but in a nutshell the team is built around the straightforward Greninja + Mega Blaziken pairing, where Greninja's Mat Block gives Blaziken a free turn for both a free Speed boost and a round of major damage, at which point the resulting momentum tends to be enough to win games outright with Blaziken's power + their combined coverage. This team had several runs that crashed between Lansat and Starf while I was still figuring out the backups, but once I got those right, it immediately went (barely) past 1k. The thing was that the gaps in Greninziken's offensive coverage were actually nasty and did not need a lot to snatch enough momentum to win games right back from me, but at the same time they were also limited enough that a surgical response was possible; the threats that needed a counter were Gyarados4, Tentacruel4, Gale Wings Talonflame4, and to a lesser extent Moltres and Charizard if Rock Slide let me down, so the thing I was looking for was an Electric-type, with at least moderately good Speed plus an Earthquake immunity to fit in the team properly. This became Thundurus-T, specifically turskain's "Thundurus that thinks it's a Zapdos that gets the jump on base 100s" Specs set, in part for its ability to switch into faster Electric attacks aimed at Greninja as well, at which point Scizor rounded things out as a general-purpose glue that provided fallback against nasty threats like Aerodactyl and improved the team's manoeuvrability in Trick Room.

After the Marathon run, I wanted to see how far Greninziken could go as I learned this mode properly, but the run got snapped by sleeping at the wheel against an admittedly major new threat in Trick Room Jellicent at battle like 66 or so, which I mean okay lol no harm done I do have my loser moments sometimes and there is no rush at all on trying again later at some point when I had so many new formats and ideas to go through and/or wrap up. I tried again a few times this year when I had just Subway Doubles and Tree Doubles to work on, and, well, let's keep it short, the number above is not by them. They have made it to Lansat but that kinda is all there is to be said about that run, and it was actually the only time they got to triple digits out of like six-seven attempts altogether. The truth of the matter is that, while they didn't see any direct nerfs to speak of individually, certain things that worked well for them in the Maison did not carry over to the Tree and were replaced with some very hostile dynamics.

While there's a few newly added individual threats that put up roadblocks for this team, they're kind of secondary to larger design changes to the Tree outright. First things first, to get the obvious out of the way, this is a team that is extremely reliant on offensive momentum to keep going and in the Maison is also actually good at keeping this up; this is because of its ability to respond to just about "every" individual threat effectively with the lead pairs alone, and thanks to the Maison limiting most post-40 Trainers to set 4s exclusively, we do in fact know exactly what we're up against most of the time. However, by (its hyper offensive) nature it also does not deal well with forced midground plays, which the Tree preys on hardcore by making the vast majority of Trainers run set 3 and 4 alike. While I can still deal fine with the known sets 3 and 4 individually, in the pretty common event that the two sets require different counterplay I'm basically forced to take gambles when e.g. the backline's switch synergy is easily overexerted. It does not stop there, too, think the ability to make preemptive plays around hax items; it does not in fact matter anymore that Emboar4 is a safe one to hit with Low Kick on turn 1 when there's always the odds of Emboar3's Quick Claw lurking around the corner, even if proc odds are only an effective 10%, forcing you to either Protect scout and possibly let Emboar4 get up a free Sub that never would have been a thing or (sadly more realistically...) just actually take the proc chances anyways. Sooo annoying and yes I have played into enough Maison Donphan4 to know that "ignoring it will get you punished sooner rather than later."

"Every Tree Trainer is a specialty Trainer" does not stop there either though; enemy Trick Room is naturally extremely dangerous for a hyper offense lineup like this, where the fact that I'm not running Fake Out makes it even worse, and in Maison you get to commonly deal with that from Mara, as well as Psychics who have a higher chance than usual to roll at least one setter but are pretty free wins when they do not. Tree on the other hand has no fewer than four Scientists to take Mara's place, as well as the Breeders and the sand specialists or at least the Hikers who might as well be TR Trainers as well (seriously what else are those Slowkings and Orangurus doing on their rosters...), and you can see how statistics are a lot less friendly on here. That's not all though, with e.g. rain specialists not only being much more common here but also, well, actually having Drizzle Pokemon their rosters lol, and speed Trainers also being an actual class here where Greninja goes from a reliable sniper to a potential liability and the team in general being questionable at best in this area if Blaziken gets forced out early or goes down. New threats are a thing here in particular as well, think Jellicent on Trick Room and Mega Swapmert on rain, as well as the drunk Tree Doubles AI; e.g. I had an especially pleasant run-in with the latter even before Blue at one point when it was paired with a (chipped) Jolteon when rain was already up and Greninja's Sash was already broken, and my out of trading Blaziken for the two of them via Flare Blitz + Grass Knot was foiled by a random Protect keeping Jolteon alive. And it went all downhill from there.

In general the way you can see it is that Greninziken (of course) does fine at playing around one major threat, but the massive increase in specialty Trainers also ramps up the odds of running into multiple of them on the same team, unlike in Maison where things were spread out much more evenly and clusters were a lot less common. Add the constant set ambiguity to this as well, and you just have a really inhospitable place for a squad this reliant on momentum management.

More than that, though, and I hate myself for saying this, other teams that I've put together and played have kinda ruined Greninziken for me apparently. The thing I loved most about WeavGarde was the enormous flexibility it had on lead and the depth of the backups allowing me to explore many lines out of tricky situations, the same thing shows even more strongly in Hitmonlee/Latios/Heatran/Gastrodon I used in Subway, and while rain of course tends to be more linear than this, the fact that I used it in BDSP meant by default that I could go all-out in terms of finding unique plays. Even the battering ram that was KangaLati had some nice and thoughtful positioning dynamics going on. Comparatively, Greninziken usually has some pretty constricted decisionmaking, which a) makes it less engaging to pilot and b) makes the "what could I have done better" reviews post-losses much more hopeless and frustrating. Of course there were still piloting issues involved and things to learn about the team, but in practice what ended up happening was not too unlike people stealing leaderboard teams hoping they can phone in a Starf Berry or otherwise good record only to end up struggling: optimism swiftly turned into "this team did two Maison runs and they made it to 1028 and 530, sure Tree is harder but it should Not struggle to reach even Lansat consistently" frustration. And when that sort of mindset kicks in your playing turns into a blind grind where you don't actually learn anything anymore as you go along, throw every close call ever to clicking too hard, and even more importantly, simply hate yourself for playing this game. I'm not ruling out that this team can pull off Starf Berry after all when I'm in a less stressed and frustrated state of mind, but the way things were going my prospects were starting to look like the Platinum Battle Factory, where even if realistically doable the mode just sucks too much to play for me to bring myself to get the needed volume of attempts in to get it done before the heat death of the universe. So, something was gonna have to change.

Porting over another Maison doubles team was not going to work, with WeavGarde thoroughly failing the vibe check as mentioned before and the new contender that the past year's runs added to the mix in KangaLati not looking good either thanks to the Parental Bond nerf, with its significant reliance on neutral Double-Edge OHKOs that it would be losing out on now. Looking over the leaderboard, it was clear there was gonna be no avoiding using gen 7 elements, too; to put this into perspective a little bit, for what's by far the most fleshed-out and competitive leaderboard this community has seen, Greninziken would still have been literally the first Maison-legal team to reach even Starf Berry, and even if we exclude Z-Crystals as a metric here, the best-performing teams without any Alola species were a couple hovering around the 400 mark, all but one of which were FEAR teams on top of that anyways. I considered making some edits to Greninziken to hopefully give it a better shot (specifically retooling Thundurus-T into a Z-Move set for better evasion counterplay and positioning possibilities and making Scizor into a faster Lum set to get the jump on Rotom formes and not be immediately destroyed by any status), but I had gotten jaded enough with the team that it felt better to just skip that step and focus on one of the Pokemon that at least for non-Trick Room this mode seemed hypercentralised around, namely the Tapu. Out of the four of them, Bulu was not real apparently, Fini was a glue i.e. something that slots into an existent core and not one you build around directly, and Lele was gonna stop me from running Fake Out which no thank you I am not brave enough for that yet, so Koko was gonna have to be the one.

This is where the Tree's extremely expansive leaderboard makes for kind of a disadvantage, because it turns "build something on your own" into an outright minefield with so many things having been done before, but upon asking around with gen 7 DOU friends for good Tapu Koko cores the thing that was brought up was Thunder Punch Mega Metagross, which sounded fun enough and was in fact one of the functionally new Pokemon I had been wanting to try anyways. The first draft became Hitmonlee / Tapu Koko / Mega Metagross / Hydreigon for some common sense positioning support and offensive synergy, but when I floated it on Discord weaknesses to Earthquake and Mega Gengar were rightfully flagged to the point of making me hesitate on these four altogether. Still, I did want to pair up Tapu Koko with a Fake Out user, but with Hitmonlee (and at this point of course Incineroar as well lol) out of the running, there was just one real candidate left that I saw, which in turn also locked me out of using Metagross. I will say right away that the four I arrived at make the whole "has this been done before" question nuanced and relevant, but I'll get to that later, and at the very least it did pass the "new contribution to the leaderboard in the most literal sense of the word" bar. Let's get into it.

:sm/kangaskhan-mega:
Kangaskhan @ Kangaskhanite
Ability: Scrappy -> Parental Bond
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
IVs: 31/31/31/x/31/31
- Fake Out
- Double-Edge
- Low Kick
- Sucker Punch
Mega Kangaskhan, where of course we know exactly what Fake Out and Sucker Punch do, and Double-Edge was a natural option to gravitate towards for me here thanks to the Parental Bond nerf. Other points are of course where this set may be more malleable, and I should preface this by saying I just chucked on the same Kangaskhan I used in Multis to see how it'd go. The main alternative I considered was (of course...) (can I find an opportunity to use it already...) JEJUNUM, but the one I have ready to train whenever is Adamant, and it was pretty clear pretty quickly that my instinct on sticking with Jolly was right, mostly because of the range of enemies in between those tiers where I do not want to lose momentum if Celesteela is the other partner on the field or Koko or Latios is occupied with the other enemy. In practice, Low Kick also kept better vibes over Seismic Toss for the more effective hit on the likes of Snorlax and Mamoswine, and even on "real" Seismic Toss target it would be a wash because either Kangaskhan had a 2HKO on them with its current set or Celesteela had the boosters handled as is. The only one where Seismic Toss would have been a genuine advantage that I identified was Curse-boosted Ferrothorn, but oh well be like that and I always managed to play around it properly. As much as I would love to use a JEJUNUM at some point (and am grumbly I don't have a good default spread to at least make the one I have battle ready), seems like this team as well confirmed my intuition that it's better suited as a backliner, where it performs as a cleaner and OHKO vs 2HKO calcs are less relevant and certain enemies might have boosted up before it comes in. Yet another reason for me to go back to Emerald and breed a Jolly JEJUNUM though in case I might actually need it in the future...

:sm/tapu-koko:
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Nature: Timid
IVs: 31/18/28/30/31/31
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch
Yet another set we all know and love, soft reset by myself which explains the IVs which in turn explain the ever so slightly wonky EV spread, and no do not tell me to hyper train it when the time investment for the facility runs alone is enough of a stressor as is and a whopping two stat points are not at all relevant enough to add yet another major grind to level 100 to that. The Hidden Power is Water fwiw, but it's not the kind of thing that really has any targets other than like Mega Camerupt (which it doesn't even reliably KO lol) unfortunately.

Volt Switch is the reason why I wanted to run this set as a fantastic positioning and momentum tool both in theory and in practice. You know how it goes, if there's a matchup Tapu Koko does not like, Fake Out one target and hit Volt Switch on the other to move to a more favourable board while landing significant chip damage on top of it, yay! It also has good synergy with Choice Specs by doubling as a STAB move that bypasses the lock-in effect in case one enemy required Electric STAB and the other one requires Koko to gtfo of the field, but in practice Koko could afford to stay in a lot of the time, because Thunderbolt is, well, uh, something. A reference calc to compare power on neutral equivalent-bulk targets can speak louder than a thousand words.

252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 0 HP / 0 Def Arcanine: 150-178 (90.9 - 107.9%); recoil damage: 50-55 (27.8 - 30.6%) -- 45.3% chance to OHKO
248 SpA Choice Specs Tapu Koko Thunderbolt vs. 0 HP / 0 SpD Arcanine in Electric Terrain: 168-198 (101.8 - 120%) -- guaranteed OHKO

So yes congrats Koko and suck failure Kanga because you do not in fact have the strongest neutral hit on this team, and unless the enemy has brought a direct answer to Koko Thunderbolt really does just mow through entire teams without breaking a sweat. Even if the matchup gets semi-sketchy a lock-in is still extremely hard to punish without anything other than hard immunities when you still 3HKO the likes of Latias anyways lol (and quite comfortably at that), which overall makes it a pretty safe one to click when in doubt, especially knowing that from a raw power angle Kangaskhan + Tapu Koko is the best board state anyways. Dazzling Gleam is another common sense move, but it's worth mentioning that overall it's best avoided early-game and even in matchups where it seems like the obvious click it's worth thinking things through and looking for a line that allows you to lock into Electric STAB instead; it's really just as simple as Thunderbolt being so ridiculous that Volt Switching out initially and keeping the option accessible of locking into Thunderbolt later tends to be better for future positioning. Still, it also doubles as a good mid-game cleaning option, it's the best neutral click against Electric- or Dragon-heavy matchups, not to mention it shreds Grimsley to tiny bits of course; things are not so simple as a blanket "avoid using your spread STAB move", just, be cognisant of the ridiculous Thunderbolt you always have ready to deploy and don't want to lock yourself out of if you don't need to.

Grass Knot is the one that might stand out a bit because it's actually kind of disappointing in practice, missing the guaranteed KO on threats you'd really want it to cover like Mudsdale and Gastrodon and suffering from the same issues as Dazzling Gleam from Thunderbolt outclassing everything that moves from a damage output pov, which I'm sure is why Electroweb and Hidden Power Fire are moves that exist on real sets. I mostly ran it because of Mega Swapmert PTSD from an old Greninziken battle because quite obviously you don't wanna give that one a millimetre of space to set up Swift Swim versus this team (not an OHKO on set 4 but yes it's even worth the risk of tanking +0 Earthquake from that one), but Rhyperior with its Lightningrod also exists of course, it's also the only guaranteed OHKO on Terrakion and may be the optimal turn 1 click there sometimes, and of course it may still come into play in late-game states when some of the aforementioned failed OHKOs have been chipped into range. Overall even with its more disappointing than expected range of targets it's still unilaterally the best option from a wallbreaking pov, so if it does have valuable targets and there's no obvious point in utility moves then like sure let's (still) go for it.

Electric Surge does deserve another couple words to close this out, because the sleep blocking effect is relevant beyond the niche luxury of blocking Crobat's Hypnosis and Altaria's Sing, since it also blocks enemy Rest, which actually is enough to neuter a pretty substantial range of potential threats. It's hard to appreciate properly, but when e.g. Curse + Rest users and the likes of Musharna are in that awkward category where they're weak enough that it makes sense to focus on more threatening enemies at first but at the same time can become insane headaches if left alone too long, Electric Terrain makes sure that any chip damage left on them actually sticks, which in practice causes them to use their screentime on just boosting two or three times before going down without accomplishing anything at all. Airborne Rest users after battle 40 are also genuinely rare, so yea possibly underappreciated asset of Tapu Koko here that is actually significant.

:sm/latios:
Latios @ Dragonium Z
Ability: Levitate
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Nature: Timid
IVs: 31/23/31/30/30/31
- Draco Meteor -> Devastating Drake
- Psychic
- Hidden Power Ground
- Protect
As always with lead Kangaskhan and its lack of room for Protect, I needed a backline response to Fighting-types in addition to the other lead; I considered a Ghost-type, but with Aegislash and to a lesser extent Gengar stacking Earthquake weaknesses with Tapu Koko, Latios was the one I gravitated to. I had been wanting to fit a Z-Move user on the team as well for the panic button against bulky enemies and any threats that I could not stop from getting an evasion boost up, and Latios made a natural fit here as well with Z-Draco Meteor, not in the least for massively mitigating the threat of a major headache to many teams as well as all of its alternate formes:

248 SpA Latios Devastating Drake (195 BP) vs. 252 HP / 0 SpD Rotom-Wash: 157-186 (100 - 118.5%) -- guaranteed OHKO

At this point the lack of a boosting item also meant the choice of Psychic-type STAB move made itself because of some calcs turskain unearthed once while messing around in Subway:

248 SpA Latios Psychic vs. 0 HP / 0 SpD Terrakion: 168-200 (101.2 - 120.5%) -- guaranteed OHKO
248 SpA Latios Psyshock vs. 0 HP / 0 Def Terrakion: 150-176 (90.4 - 106%) -- 37.5% chance to OHKO

and yes of course with Life Orb Dragon Pulse not being around as a neutral move this time and Blissey covered in other ways the extra handful of Base Power actually matters again. For the final non-Protect move Latios does have a bit of 4MSS here, since having the option of Tailwind is absolutely never a bad thing with Kangaskhan, and Surf's ability to chip two Pokemon at the same time was something I was positive would still have value even without a Gastrodon; however, this is one way in which this run could have happened only after Subway for me, because as I was working on my Black 2 Dex and rounding up all the legendaries there, I RNGed Latios with HP Ground so as not to waste the capture when I already had a regular pentaperfect Timid one from HGSS, and... yea it's kind of a really important move here for the additional insurance against Heatran and Magnezone, not to mention blasting the rat off the screen, which while very rare is actually a significant annoyance with potential Lightningrod and very limited Low Kick damage. Always still a rarely used move of course, but practice did give a couple battles that I would have lost without it especially with Kukui and Wally having Magnezone on their rosters, so I guess that validates it by default no matter any other theoretical arguments.

But, yea, so, backline Latios, which is actually another thing that both validates this set and actually makes it viable to run in the Tree at all, since it makes sense to consider this team the (loose) Tree adaptation of Maison KangaLati. As I said earlier, the reason why I was not comfy porting that team directly was the Parental Bond nerf taking a bunch of Double-Edge OHKOs off the table, and what better way to address this than... chip damage from Volt Switch! There is really nothing majorly wrong with the Kangaskhan + Latios synergy, and now that I have the ability to pick and choose matchups for them, I can capitalise on that to the fullest. The Z-Move also synergises with this nicely, since a) Latios not being a lead means I don't have to habitually spend it early, b) the Volt Switch chip damage means Psychic suffices nicely in a bunch of cases where otherwise I would have to use Z-Draco. I was a bit worried about running the Z-Move when functionally it meant I was running a single good attacking move minus just one turn, but the team has clicked together so as for it to work perfectly.

If Tapu Koko is Volt Switching out, in addition to obvious type matchup stuff, Latios tends to be the better switch-in if Volt Switch is actually taking out an enemy therefore you're making a blind switch; it's the better option for actually taking enemies out directly, and its speed is very important for limiting odds of the enemy stealing momentum right back via a threatening offensive Pokemon. Basically the go-to recipient when you're focused on maintaining offensive momentum.

:sm/celesteela:
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 244 HP / 28 Atk / 108 Def / 124 SpD / 4 Spe
Nature: Careful
IVs: 31/30/31/3/31/31
- Heavy Slam
- Leech Seed
- Substitute
- Protect
Quick Claw Gunk Shot Muk exists and Crobat exists so I was always going to need a Steel-type as Koko's backup, but the obvious resulting stacking of Earthquake weaknesses makes that tricker than it would seem and was also what threw Aegislash out of the running again. Latios's existence was only gonna go so far in helping with this, since odds of it being a bad Volt Switch recipient in the practical matchups at hand would not make it a good blanket answer. Enter Celesteela, which not only gave me a second floater with a massively different profile than Latios but also brought a great matchup into sand teams to the table, all but hard countering them while I'd been very worried about those with Koko and Latios so far. Most importantly though, it also gave me the defensive anchor I'd been missing so far, and I ended up basing the rest of the moveset off of that, as common sense as it is of course. Heavy Slam is the only choice for a mono-STAB move, and SubSeed fits Celesteela's profile as a Pokemon perfectly by helping it just... never die ever outside of very bad matchups. It's also a great safeguard against stall Pokemon that my matchup so far was sketchy against but now I can just hit once and they're dead slots walking, like Cresselia (and Blissey... though att I didn't know yet Heavy Slam is part of the Stomp club which certainly speeds that one up).

Substitute itself deserves a couple more words of its own though and is very much its own thing outside of SubSeed as well, to the point that I've had even fleeting thoughts of replacing Leech Seed with Flamethrower for Ferrothorn (not that that was ever a good tradeoff with Leech Seed's utility into general bulky matchups but yea). To explain this one properly, we need to take another look at Black 2 again, namely the Heatran from my Hitmonlee/Latios/Heatran/Gastrodon team, where the defensive place in the team should be about as obvious as the susceptibility to momentum swings in the enemy's favour if something preying on its nasty weaknesses is among the backups, which for this team I was immediately worried about with the possibility of enemy Electric-types hijacking Koko's Electric Terrain. A preemptive Substitute is a great way to mitigate this though; just get one up /before/ blasting the enemy off the field that you still have good matchups against but might be keeping a threat to Celesteela locked in the wings, and suddenly momentum is still on your side even if they do come out, and in some extreme cases Celesteela can stall them out by itself with help from Leech Seed. Obvious general applications of Substitute apply as well here, but one that is worth highlighting is how it helps out in the Trick Room matchup as well, effortlessly keeping Celesteela safe just like how it would ensure Heatran's survival whenever it went up. Really, this Celesteela plays kind of as if it thinks it's this Heatran, except with a greater focus on staying alive while its ally takes down anything that could threaten it rather than on immediately taking things out itself.

The main thing that could still need explaining at this point is the EV spread, but tbh there is not really anything to do there; I kind of just lifted the one from Eisenrain, where he in turn just used his VGC Celesteela under the assumption that "one way or another it's a Celesteela lol", and that was also how it played out here. It does need a mixed defensive spread to perform best in the SubSeed role and for the best odds of actually tanking super effective hits in a pinch but otherwise the constant chip and recovery make for way too many variables for any actual benchmark calcs to make sense in practice, so I just went with this and saw no need to waste any mental energy on it. The IVs are once again "I soft reset this myself", and there is no way to avoid the four wasted EVs with the Attack IVs. But yea in general Celesteela really holds this team together when momentum is not on its side by simply refusing to die to anything that can't hit it super effectively (seriously I probably can count on one hand the number of times it went down the entire run) while chipping enemies in range for the others or just taking them down itself over time. Such a good Pokemon.

Celesteela tends to be the team's Volt Switch recipient in the face of potential Trick Room trainers, any Explosion user (seems higher priority than ever in this facility), sand specialists, and certain bulky rosters where the initial focus of the battle will be on chip damage rather than on instantaneous KOs; basically, if the momentum war is realistically gonna be taking a defensive angle.

And of course a handful of threats as well; this is inevitably missing out on a bunch but I hope it at least gives some insight in various ranges of enemies I try to pay extra attention to.
Super fast Pokemon are one of the first things that come to mind here. As much as Tapu Koko's Speed is the best countermeasure to the power creep, there is of course a tipping point at base 130 where that no longer works reliably, and the fact that there's a few major threats around there does Not help. Mega Gengar might be the biggest threat for Tapu Koko teams in general, and with Shadow Ball and Terrain-boosted Thunderbolt also in its toolkit I guess one could say I'm not making my matchup any easier here lmao, but thankfully Scrappy Fake Out + Mega Sucker Punch is a safe KO; it's very bad news if it comes out into a Latios + Tapu Koko board, but I guess it can only target one of them at a time and they do have a guaranteed KO on it if it doesn't kill them first. Base 130 in general is a nasty tier, with Aerodactyl being a sledgehammer that one-shots a lot of my team on sight and forces Fake Out + Thunderbolt (or prayers if it shows up on not-lead), while Crobat always forces Tapu Koko out thanks to Inner Focus taking even Fake Out plays off the table but thankfully is flattened pretty easily by the others. Bonus points for also preferring Taunt over Hypnosis, since that also could have been an issue. Choice Scarf users can be similarly nasty. The one I hate most right now is Heatran4, which is not too bad if I put it into Sucker Punch range with Fake Out + either Thunderbolt or Volt Switch but forces Koko out frame 1 and becomes a nightmare sledgehammer if its partner requires any attention at all; others like Garchomp and Pinsir are not necessarily too bad since they fall to Fake Out + relevant Tapu Koko attack and can also be walled by my dual floaters if they lock into Earthquake but are still pretty restrictive to play around. The Scarf Eruption duo are in a similar category, which at least can't OHKO any of my Pokemon without crits but also are potentially more threatening if they show up as backups when my Pokemon are chipped. Immediately nerfing their damage output with Sucker Punch or resetting Fake Out tends to be a good idea.

Electric-types and Terrain hijacking in general is the elephant in the room here, but I should say upfront that they're not too bad for the most part, on account of just being... not too good in general? Electric is one of those types that most of the time just tend to fold to generalised offensive pressure, and the fact that a ton of the actually threatening ones (Zapdos, Thundurus, Rotom formes) are coincidentally airborne and by extension don't actually benefit from the Terrain is a significant silver lining as well. Even some of the faster ones (Jolteon and Manectric4) can die to Fake Out + Sucker Punch if there's room for that or are just wait too preoccupied with support moves to get around to attacking before dying (Electrode), leaving the list of actually dangerous and existent ones mostly at Raikou and Magnezone (and kind of the rat if it were more common)... which are valid but also susceptible enough to brute force that they just don't transcend general sledgehammer category. Oh and of course there's always still Celesteela's preemptive Substitute to mitigate the momentum they might snatch upon entry from backline.

Faster Fake Out users are always tricky, but when neither lead runs Protect they go from potentially awkward to actively disruptive at best and seriously dangerous at worst. The normal counterplay tends to involve either something like simply double targeting the other enemy with Fake Out + Tapu Koko attack to cover for all possibilities no matter which one of mine the enemy's Fake Out goes for, or a defensive switch to Celesteela, but yea for the most part it comes down to clicking moves or switches so as to mitigate damage from the most disruptive choice the AI could make. It should come as no surprise that this makes Salazzle the worst of the bunch since obviously Celesteela does not really work here, Koko does not want to risk tanking a STAB move either, and the set variety is pretty heinous here as well between one that both outspeeds Latios and can't even be one-shot thanks to Sash and another that is more benign to take down but has Z-Overheat to make up for it. I've had struggles to some extent or another though with all of Weavile, enemy Mega Kangaskhan, and even Ambipom lol though; the unavoidable disruption really is that big of a deal. If you make it through turn 1 positioning okay then these aren't too bad for the most part thankfully (yes not even Kangaskhan). Sometimes it's a bigger if than you'd wish for though.

Chandelure, Incineroar, and Volcarona have this thing in common where they can mess up Kangaskhan with their abilities, are hard to OHKO, have the brute force to yeet Tapu Koko, and of course potentially eat Latios + Celesteela alive. The vast majority of the time Volcarona is thankfully the least bad of the bunch, since it "always" Quiver Dances turn 1 and is still outsped and cleanly 2HKOed by Thunderbolt right through it but oh dear if it gets up a boost without Tapu Koko in the picture, and the other two have just. the most awkward defensive presence in the world lol. Seriously even the optically more benign sets 3 that should be wallbreaker fodder are rolls for Thunderbolt and will just one-shot something right back if said roll is missed therefore mandate Fake Out anyways, Incineroar4's Quick Claw and bulk investment are obvious, and both Intimidate and Flame Body are yucky when they also force Kangaskhan's attention. Of course they're not exactly the kind of enemies you lose to individually but the amount of attention they force opens up holes for partners, and their matchup into the backline always makes them into high-prio targets when they show up. Charizard is one that perpetually fits here as well with that heinous case of set ambiguity, but on lead Fake Out + Volt Switch to Latios covers both sets, and even as a backliner it's all but impossible for Charizard X to safely get up a Dragon Dance.

Ferrothorn deserves a few words for not really taking damage from anything at all other than Kangaskhan's Low Kick (and still punishing it with Iron Barbs), on account of resisting all of Tapu Koko and Latios's moves and unlike all other Curse boosters being immune to Leech Seed. It, uh, has been fine in practice I guess? It's still susceptible enough to brute force overall, just yea you really want to make sure you Low Kick it at least once before it gets a boost up.

Mudsdale is probably the biggest offender of Ground-types that can't be removed easily without putting myself in a compromising position (yes double targeting it when one of those moves is Grass Knot is a compromising position) and also have the strength to threaten several non-Koko members of my team as well. Set ambiguity is doubly obnoxious here, with Latios being an okay switch-in to Close Combat targeted at Kangaskhan from set 4 but a horrible one to Payback from set 3, and more often than not turn 1 board states kind of do force you into leaving it alive for a bit. Thankfully Celesteela owns the heck out of it so it's never been unreasonably threatening, but it very much does force tiptoeing around. Other Ground-types such as Rhyperior (thank you Lightningrod) are in a same category where Koko gets at the very least put on a leash on preview and have the power and/or disruption (Protect is not any less annoying than the unfavourable Grass Knot roll) to be obnoxious to the team overall, but Mudsdale is the one I've felt most threatened by I think.

Lastly, the loss and other replays:
8DJdTDL.jpeg

#697: vs. Youth Athlete Thamina
The loss, and one of those typical "oh guess that just happened" moments. Salazzle's threat level is documented earlier, and after it goes for Fake Out on Kangaskhan and as a result Koko safely removes Greninja, Alolan Dugtrio comes in. This one normally calls for a reflexive switch to Celesteela on the telegraphed Earthquake, even more so this time when Salazzle is also gonna get a shot at Koko with a Poison STAB move of choice, except this time Dugtrio locks into Iron Head instead while Salazzle destroys Kangaskhan with Inferno Overdrive. No harm done, since this also confirms Salazzle as a set that will be outsped and one-shot by Latios, but very much harm done when Dugtrio both wins the Speed tie and gets an Iron Head flinch, giving Salazzle room to blast Celesteela off the field and force me to switch in a Choice Specs Tapu Koko that will have to lock into a move for good with a Ground-type on the field. It's pretty much unwinnable from this point; Latios does win the Speed tie the second time, and Koko can defeat Dugtrio with two Grass Knots, but I need a really benign lastmon in this position, where Raikou is kind of benign but not benign enough.

The main losing play here was failing to call not-Earthquake from Dugtrio when it was next to a Salazzle, and clicking Protect on Celesteela on the fateful turn for worst case avoidance probably wouldn't have hurt either. I'm not fully convinced Earthquake was entirely ruled out here (especially since Salazzle didn't click Sludge Wave with a Steel-type next to it lol), but yea ig it was much less likely and a Tree school of hard knocks moment. Sucky loss but I could/arguably should have lost earlier anyways so be like that sometimes.


sJsnc0Q.jpeg

#666: vs. Golfer Susanna
Extremely close battle and a case in point that playing by instinct is probably still outright better than calcing everything and as a result losing sight of the actual worst-case scenario to anticipate. Basically this is a Salamence + Entei lead where my first hunch is to Fake Out Salamence to put even the Mega set in Thunderbolt range + chunk Entei with Thunderbolt to put it in range for whatever, before I run the calcs and see that set 4's Sacred Fire has a small chance to OHKO Koko and as a result pivot to double targeting Salamence (which turned out to not even be Mega anyways) to rule out the extremely yikes scenario of having to fight Salamence without Koko alive. You know how it goes, it's actually Entei1 getting a Flame Charge boost while staying at full health, and the followup Pokemon is lol Mega Charizard Y that gives Entei a sun boost as it takes out Koko then also wins the Speed tie vs Kangaskhan plus gets a Heat Wave burn (KangaLati curse I guess), suddenly leaving me 2v3 in a matchup where Celesteela is also kind of dead weight. I still pull through thanks to Celesteela actually tanking sun-boosted Fire Fang plus getting a double Protect and the lastmon being a Zapdos that firsthand experiences that Thunder in sun is in fact kind of a sucky move, but yea this could have been soooo much easier if I just made turn 1 Fake Out Salamence + Thunderbolt Entei and turn 2 Thunderbolt + Sucker Punch rather than allowing misguided thoroughness to make me lose sight of the forest for the trees.

QuvjvsR.jpeg

#398: vs. Preschooler Victor
The other extremely close call, where potential Heatran4 and Mega Salamence both scare me, since Koko "has to" get out of the former but I also can't really handle the latter without Koko on the field, and it also has Earthquake to negate Koko as a factor if I stay in to focus on Heatran first. Since this Salamence is not Intimidate, I end up chancing it on a Volt Switch + Sucker Punch KO while bringing in Celesteela in on the predicted Earthquake or rogue Double-Edge (no I have not actually seen pre-Aerilate Salamence use this one ftr) and immediately switching to Latios turn 2 to get my secondary Heatran check on the field rather than leaving Celesteela a sitting duck after using Protect. I properly call both the dangerous sets, but with a Heatran next to it Salamence ends up skipping Earthquake (hey there is a pattern here lol) for Dragon Rush into Kangaskhan while Heatran actually misses a Magma Storm into the Kangaskhan slot. Followup Latios is bad news for my Latios, but I figure I can chip it into Tapu Koko range with Sucker Punch and take a double KO the turn after thanks to Koko tanking Magma Storm unlike Earth Power, but my heart sinks when this is non-Mega Latios4 using Dragon Dance to dodge Sucker Punch and flip the matchup on its head while Heatran takes down Kangaskhan. I still win because Celesteela actually tanks Magma Storm quite decently, contributing to PP stalling the move outright, and last Pokemon Kommo-o is benign enough, but I honestly did think it was over for a second there. At the time I thought the lead matchup was so heinous that there was really no unilaterally right play here, but with the context of the loss I now fully believe I should really get better at calling not-Earthquake from sets like this lmao, because yea honestly Dragon Rush into the Kangaskhan slot was all but guaranteed if this was Mega Salamence, and Fake Out + Thunderbolt into the Heatran slot would have covered the set ambiguities here fine enough.


QNwHsnC.jpeg

#373: vs. Pokemon Breeder Danby
Quick sample of how this team plays on a good day, replay of showing off Celesteela's absurd matchup into certain slow and bulky teams by pretty much singlehandedly neutralising Bronzong/Mudsdale/Rhyperior/Gastrodon, with several major threats to Koko that Kangaskhan does not like either.

pJPNWy3.jpeg

#214: vs. Preschooler Victor
To make this an even 5, have one of the better "this is how the team plays ig" replays that aren't too absurdly straightforward; the opening turns against Mesprit and Latios are business as usual, and while surprise backline Garchomp3 would normally be a significant threat versus a Koko team (let alone with an unknown set of course) my own backline shrugs it off really easily. Baited Choice Earthquake into dual floaters never stops being funny.

That's it... and even if this team probably is a legit contribution to the boards I probably did end up sharing a braincell with early gen 7 players, with KangaKoko being pretty well represented in regions of the board that I had not looked at closely yet before I started climbing apparently but clearly teambuilding over here having moved on without it at some point. And like, I get it, it really is an intuitive pairing of two straightforward Pokemon capable of actually brutal things (reiterating that Tapu Koko is a stronger neutral attacker than literally Kangaskhan...), which does make it surprising that until now it had never reached past the low 500s. Maybe this submission is still kind of a culmination or continuation from earlier teams, since some combination of Dragon / Ground / Steel at least has been a pattern here; I did very much feel weird when oops these same four species had in fact been used on a partial prior run before (ironically until hard rejecting Latios for Garchomp), but the sets and in particular the Celesteela were pretty different, so I guess that shows people can converge on the same species via independent thought processes? When skimming earlier submissions, I also did come across a comment from the one and only Josh C. that KangaKoko still obviously had more in the tank than it had put up so far, and I hope this can at least kind of a contribution towards proving that for real. I'm still not at all convinced this is actually the optimised version of this core, since there's really no two ways about it that "Celesteela in Electric Terrain" is still kind of a gaping hole in this team's synergy when it gets down to it--but Celesteela itself in turn was essential for responding to Earthquakes and sand teams, where most other Steels would have actually exacerbated those weaknesses. Whether that means the truly optimal backline is still out there or if this core is doomed to always leave one final hole unplugged, that's for someone else to discover I think.

So that is Tree Doubles, and I'm finally here as well. My experiences here with Singles were kind of ruined by the power creep lol, and in Doubles it's... kind of there and kind of not, but in the end probably definitely there? Poor Greninziken will absolutely vouch for that, and while this team has been much more consistent about it, building it around Tapu Koko has not exactly been an original choice. Like, really really really not an original choice. Like I said, Starf Greninziken would have been the first Maison-legal team to reach 200, but even with gen 7 options actually added into the mix, there's not a whole lot of options out there, and a Tapu, Ultra Beast, or USM Z-Move user (kind of coded language for Z-Kommo-o but Z-Mimikyu on Tree Sharknado is also there...) seems mandatory. Which I mean without a shred of hyperbole; every single non-Trick Room team but one that reached Starf is using at least one of these, and I'm still amazed how a leaderboard can be so varied and so hypercentralised at the same time. I'm not entirely sure if/when I'll be doing another run here, but I suppose it does make finding a starting point easier when I want to try building something else? At least power to this community for more than making the most of, just like Maison, this mode not putting us and the AI on a level playing field either.

This team is fun enough to consider running back at some point maybe, and (while I'm not at all confident about this) odds are that it can improve on the score it's set here. In the end, though, I'm just glad that even with the building restrictions I managed to make this team fun; it really ties so many things together, between KangaLati, the Volt Switch from my old Mega Manectric triples team, the proactive momentum management I've learned elsewhere, the Substitute backliner where my Subway Heatran reincarnated as a Celesteela. It's actually really fitting, because this run was also the final piece of a larger whole, which is...
Congratz for your achievements!

Lately I've been spending a lot of time with teambuilding for super doubles in the tree. I wanna point out a few things that I observed. Timid Tapu Koko is incredibly strong in rain teams, as it can often score a OHKO with Thunder leading next with Drizzle Pelipper and may solo through many teams. They seem to fit perfectly together, as Pelipper can add further support with Tailwind, and also Thunder and Hurricane can't miss in the rain, making Lax Incence and Bright Powder foes one less worry. Tapu Koko has some shortcomings though, even in the rain, and that is mainly its unreliable damage output. Yes, it often can score OHKOs with Thunder, but it requires usually at least a Life Orb, but then Dazzling Gleam may or may not get the OHKO on both dragon type leads. Even with Choice Specs, it still doesn't get all the Thunder and Dazzling Gleam OHKOs reliably, as low rolls still mess up Koko's momentum, possibly going from hit to miss against certain leads instantly. The electric terrain is nice and all, but blocking only sleep doesn't help much, when freeze and confusion status could mess up your team equally (and burns may suck). The thing about Koko I feel is, the matchup either goes really well, or quickly can go downhill, but not so much inbetween. Maybe I'd give a modest Life Orb Koko with Protect in last slot a try, while setting up Tailwind with Focus Sash Pelipper? Not sure. Now without rain, Thunderbolt is preferable, but it is a 2HKO at best utmost times, providing further reduced sweeping capabilities, and locking into a move through Choice Specs feels like, well... it feels like Koko can't make use of all its tools, and... Grass Knot on Koko is just bad. Arguably HP Fire against Ferrothorns is something instead. Naturally, Koko should stay away from ground types, which could be nerfed with an Intimidate user (except for those running Earth Power). Btw, Celesteela not only doesn't benefit from the electric terrain, but also struggles more against electric types, but I feel like it should never have to deal with electric or fire types anyway. May make it a rather suboptimal fit for a Koko team. I should also add that Celesteela doesn't like being hit by Hydro Pump and such, and in the rain those water attacks can deal massive damage, even on my 252 HP Assault Vest Celesteela.

After coming to conclusion that Tapu Koko's short comings are a real thing for me, I am currently building a super doubles team around lead Tapu Fini, and I am very satisfied with misty terrain so far, as it blocks EVERY status condition, as long as my team members stay on ground (making an Intimidate user like Arcanine a solid choice, but Incen, Scrafty and Hitmontop additionally provide Fake Out!). It really is such an amazing ability that Fini provides, maybe even by far the best one for taking on the tree, and Fini can use a Calm Mind boost against many leads right away (and often actually needs to, because its damage output may be too low otherwise, especially against further foes coming in it may not be able to keep up then). The only downside I feel is that I need to reset the misty terrain every 5 turns, and then I may lose all Calm Mind boosts on it, but that's not a big thing, just an annoyance (and foes mostly try to Toxic or inflict paralysis as soon as the terrain vanishes right away, just luring and waiting for that one moment lol). Also I can't make effective use of moves like Toxic myself as long as the terrain is up, but adding Leech Seed Ferrothorn gets the job done anyway, and Celesteela can't benefit from misty terrain, and shares an electric weakness with Fini, which is yucky... Those 2 steel types are the only ones that have worked for me as a backbone. I like perfectly accurate moves, so I put Zoom Lens on Ferro any day. I guess it's fine to risk missing Leech Seed with a Celesteela a couple of turns? May feel scary though, as even Air Slash on it has failed me twice in a row at least once. With misty terrain, I don't even mind faster foes, as they can't pose actual threats to my team when I have well balanced options to deal with them. Ferro can always switch into anything that threatens Fini, and Fini into anything that threatens Ferro. The only other threat for Fini teams are foes that run moves like Sheer Cold, as it is important to address those (by interrupting or outspeeding those). So far I'm getting consistent results with Fini, but I haven't figured out an optimal team yet, as the other 2 members still vary.

Just my 2 cents.
 
It’s been a while since I’ve been on this thread, but I managed not only to beat my previous streak, but absolutely shatter it in the process. My previous personal best for the Battle Tree was 145 wins, but with my new team I have officially achieved a streak of 231 wins in Super Doubles! I’m glad to see that this leaderboard is still updated, and I’m even happier to know that I’m not the only one who still enjoys firing up my 3DS to see how well I can do with a team of my own creation. Believe it or not, I was inspired to attempt this again after managing to finally defeat Mysterial in Set 8 of the Masters Battle in Pokemon Battle Revolution. The team I used to defeat him was actually my inspiration for this team. If that sounds like something you’d watch, you can find it on YouTube under the “Squinkledinxx” channel that I share with my fiance. I know, shameless self promotion, but I actually had a lot of fun filming it and it could be an interesting watch if you’d like to relive some nostalgia.
Alright, that’s enough talking about myself. Let’s get into the team that got me this far!
Proof of Run:
AD_4nXeoSfgtM2dkLMrgWWfAffkmirmV9dU5KR4-3mzhbq-fhO7bJ-2HGBlTsIQDExrHhyuxi1QemQO9E3Cc5x11rZDT_SxSL_v3_8XO0wUdOJHQFiYWis0KCMbKtzAlnwIob8ejI4H_oQ


Replays, including the loss, are included at the end of the report.

The Team:

AD_4nXfJazIFjYwDb7Y8GDDqe2R4OsdNWIh6cyLN_f3uo2pULdpTK21mH7w8IlCSH_fWA1sB9nHoYri1oErWGzGPOXrRJkBZ6ETQP_beDhLXQBfsAmwEI6AjWVi5Jj-MWuvXmM-nKUTgxQ
AD_4nXdxcW-l6ja53sD4gUQqK0CA0X0m67KMXFDrr4kLgAI2n4DCU8Twhpmlmf-DxI3sIuk1GlP68qcrkk4n01vuf1JHhVOBOw4e89OJA9qIbzqxGmPZs0zmgOLq5F-Mcnym1KwiQVzjAQ
AD_4nXfD8gTCqfkVQuOVlacz2ulRFMvvv8hUn753hSzwdG97amuALHW7osu3G_uzQtcE0n2HVPSKkC93Yd0h6EDkAFCoKPpQvXSUd8REsHBSq-dAxuqyXWIOcUMnOAdUbbrgocwW2cCz
AD_4nXeat0AeCtYgHhcEk0ukxVZZnuNFr9RaGMi8ObwOJFLikllA3YXJwUlSR8CZ_psKgzPCVBcqtGBTfcGW5Y0B6EgRnQ70HvXy4llpeLsDL5JP3oOVYzEhyjVnrKpy7SDtZylfS8PG8Q

Pete (Pelipper) (M) @ Damp Rock
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 20 Atk
- Surf
- Hurricane
- Tailwind
- Protect

The undisputed king of rain teams, Pelipper was absolutely essential to the functioning of this team. It’s likely not a surprise that anyone who looked at the picture of the team could discern it was a rain team. While the team certainly benefited tremendously from the rain, it did not have to be up for the team to succeed. Even so, it was a huge factor in buffing the team in almost every capacity. This Pelipper set leaned heavily into offense with a dash of support in the mix to become the biggest reason for this team going as far as it did. Usually, the plan was to have it set up Tailwind on the first turn of the battle, unless it was a Trick Room team, then batter away at the opposition with Hurricanes and spread damage with Surf. Protect was necessary to buy turns to burn Trick Room turns when I couldn’t prevent it from going up, or just to stall while Pelipper’s teammate took care of something that would threaten to knock it out. Damp Rock was the item of choice to make it so the rain would be downpouring for as long as possible. Focus Sash would certainly have been nice to have on Pelipper at times, but that item absolutely needed to go on Toxicroak, whom we will talk about in a moment here. Really, there isn’t much that needs to be said, as anyone who has had the pleasure of using Pelipper on a team knows how awesome he is at supporting the team. Also, while not as relevant, I am an avid birder in real life. As an avid birder and a huge fan of Pokemon I must admit, Pelipper’s beak is magnificent.

Kushi (Toxicroak) (M) @ Focus Sash
Ability: Dry Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brick Break
- Poison Jab
- Sucker Punch
- Fake Out

I love Toxicroak. Well before I even completed the Masters Battle sets in Battle Revolution, I thought it had one of the coolest designs and types in all of Pokemon. Toxicroak is such a unique Pokemon with a special bag of tricks that make it a go-to staple on rain teams I use. There’s a lot to talk about with this guy, and I could seriously go on forever about how much I love his design or how I managed to nab a Shiny in only six eggs, but I’ll try to keep it brief for the sake of anyone reading this. Toxicroak was always led alongside Pelipper. This was to ensure Tailwind almost assuredly went up, as Toxicroak could use Fake Out on whatever posed the biggest threat to Pelipper and take it out of commission for a turn. If I was sure something would attack Toxicroak, such as a strong Psychic-Type like Espeon or Alakazam, I would Fake Out the other Pokemon. Thanks to Focus Sash, Toxicroak could take any one hit, no matter how devastating, and it wouldn’t necessarily be dead weight after the fact. Thanks to the rainfall from Pelipper and the Surf attacks from all of its teammates, Toxicroak could actually replenish HP after being on the precipice of being knocked out. This is due to its incredible ability Dry Skin. Rain gives Toxicroak passive recovery at the end of each turn, and any Water-Type attacks aimed at it restore 25% of its HP, as both nourish its Dry Skin better than any bottle of Aveeno ever could. This meant I never had any reservations about spamming Surf with Toxicroak on the field because it would only ever heal it and improve its longevity. The rain also offset the Fire-Type weakness Toxicroak gains as a side effect of having this ability, so it fits like a glove next to Pelipper. Aside from being a huge beneficiary of all the water splashing around on this team, Toxicroak wasn’t just there to assist Pelipper. Its offensive capabilities are great. Poison Jab can dispatch any Fairy-Type Pokemon that could annoy Kingdra, and could reliably inflict the Poison status onto almost any of the stall-oriented Pokemon that populate the Battle Tree. I thought I would have a hard time deciding between Brick Break or Drain Punch for Toxicroak, but seeing as it was already having its HP constantly topped off by its teammates, Brick Break easily became the move of choice to get rid of any screens that would hamper the team’s progress. Finally, Sucker Punch was there for a strong priority option to take care of Psychic-Types that were eyeing Toxicroak, or just to bypass faster Pokemon. The Jolly nature was chosen to make its Fake Outs and Sucker Punches as high priority as possible. While Pelipper may have enabled the entire team to perform to their fullest, it couldn’t have done so without his bestie Toxicroak there to help him out.

Plessie (Lapras) (F) @ Assault Vest
Ability: Water Absorb
EVs: 60 HP / 252 Def / 196 SpA
Quiet Nature
- Hydro Pump
- Freeze-Dry
- Surf
- Icy Wind

Lapras is more famous for its role in Generation VIII doubles with its insane Gigantamax form that set up Aurora Veil while nuking an opponent. However, that doesn’t exist here in Gen VII, so what good is it? Turns out, it has a lot of amazing qualities! I’ve always liked Lapras and really wanted to make a team that could help it succeed in the Battle Tree, and now I’ve done it! Just like Toxicroak, Lapras has a lot of unique traits that help it synergize perfectly with the other members of this team. For a start, unlike the other members, Lapras actually has some bulk thanks to its decent Defense and Special Defense and its enormous HP stat. While the Assault Vest did take away its ability to use Protect, Lapras more than makes up for it by having both powerful moves and great utility. The EV spread shown here allows it to take a handful of strong attacks, such as a Thunder from Jolteon and Raikou and most attacks from strong Megas like Mawile or Metagross. Water Absorb provides the same healing from Surf that Toxicroak got from Dry Skin, meaning these specific EV investments to survive big hits weren’t just a one-time opportunity. Hydro Pump gave Lapras the option to avoid hitting Kingdra or Pelipper if it was needed, but the risk of it missing was often a turn-off from the idea of clicking it. Still, it was an important move to have when extra power was needed to deal with an opponent. Surf was there to have good spread damage and to heal Toxicroak when the two were on the field together. Icy Wind was there to provide more permanent speed control than Tailwind, especially when there was only one or two Pokemon left on the opposing side. Finally, Lapras has access to the incredible move Freeze-Dry, which basically nullifies the need to run Thunderbolt. Freeze-Dry was just a direct upgrade from Ice Beam or Thunderbolt, as it made it possible to hit so many more threats super effectively. It made Pokemon like Ludicolo, opposing Kingdra, Gyarados, Gastrodon, Lanturn, and other rain team checks basically nonexistent. I say “basically” because I lost to a team with a Kingdra of their own, but it was entirely my fault. Either way, Freeze-Dry was essential to the functioning of the team, and it alongside Water Absorb and its utility and bulk made Lapras an extremely useful member on the team.

Kingda Ka (Kingdra) (F) @ Dragonium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 23 Atk
- Draco Meteor
- Surf
- Ice Beam
- Protect

The requisite Swift Swim sweeper of the rain team, Kingdra’s role was as simple as it was effective. Under the deluge of Pelipper’s rain and backed by Pelipper’s Tailwind, Kingdra was unmatched in terms of speed. Kingdra blew past everything by a mile, and barring a priority move, I literally never had to worry about something outpacing it. Its moveset was incredibly standard, but I didn’t exactly need to reinvent the wheel when it comes to any Swift Swim sweeper. While I tend to prefer Ludicolo as my speedy rain sweeper, Kingdra was chosen simply because of Draco Meteor. Both Ludicolo and Kingdra are quadruply resistant to Water-Type moves, so either could take a Surf from a teammate if needed. Ludicolo could also top itself off with Giga Drain to remain healthy just like other members of the team. Finally, Ludicolo could have given the team another measure to deal with opposing Water-Types that gave the team trouble to take some pressure off of Lapras. However, even with all of these positive traits, Ludicolo simply didn’t have a non-Water-Type move I could use that was compatible with a Z-crystal. Kingdra, on the other hand, could use a Draco Meteor turned Devastating Drake with Dragonium Z, which gave the team a stupefyingly powerful nuke against almost any opponent. The Dragon-Type has great neutral coverage across the board, only being resisted by Steel- and Fairy-Type Pokemon, both of which couldn’t handle repeated hits from rain-boosted Water-Type moves. This set also allowed Kingdra to bypass both shortcomings of Draco Meteor - its 90% accuracy and halving of Kingdra’s Special Attack stat - at least once. I almost never needed to rely on Draco Meteor after popping a Z-Move from it, but if needed it was still a super nice move to have. Really though, that’s about all I have to say regarding Kingdra. Despite the fact that seahorses are actually pathetically slow swimmers in the real world, Kingdra was the blazing fast powerhouse that helped the team mow over the opposition. There were legitimate games where Kingdra mounted a comeback from an otherwise unwinnable position for almost any other Pokemon, which simply demonstrates how useful it was on a game-to-game basis.

Threats:

This team’s members synergized so well together that the threats this time around were more based on bad positioning than anything else. To be fair, that’s a pretty standard observation for any well-designed team, but it was especially prevalent here. If the opponent had a double Electric-Type lead, it could be difficult to choose a Fake Out target as it was almost always paramount to get the Tailwind set. To keep it even simpler, any time both opposing Pokemon threatened an OHKO on Pelipper faster than it could Tailwind was tricky. Pokemon immune to flinching were not generally too much of an issue, but if both opposing Pokemon blocked Fake Out it could make getting the Tailwind set tricky at best. Most Inner Focus and Shield Dust Pokemon don’t threaten Pelipper, but Raikou is a different story. Basically, anytime Raikou was led, I had to hope Pressure activated at the beginning, otherwise I just had to accept that Tailwind was not going up that game.

The team was not overly reliant on Tailwind, though, as Kingdra could easily come in with rain up and still wreak havoc. However, if the opponent had weather setters in the back that could lead to a different problem. If the opposing team changed the weather at the beginning of the fight, it was not difficult at all to swap out Pelipper for a teammate, as this team was very comfortable switching around. Switching was made even easier on the first turn with Toxicroak’s Fake Out minimizing the damage on whatever came in. Nonetheless, if the weather was changed late in the battle and Pelipper was knocked out, those teams generally caused some problems, as the Water-Type attacks from the team were only average in power from the three Surf users. Pelipper and Kingdra only have base 95 Special Attack, and Lapras clocks in at base 85. These are serviceable without rain, but it’s obvious that this team really appreciated the boost in damage rain provided.

The last consistently annoying threats were specially bulky Water-Type Pokemon, particularly if they had a setup move that boosted their defensive stats. Tentacruel and Toxapex were annoying because in addition to walling the Water-Type attacks my team spammed, they also didn’t care about anything Toxicroak could do to them. However, Tentacruel could be taken care of easily enough as its Defense stat is relatively unimpressive and still couldn’t handle Freeze-Dry well. Tentacruel was a bit more annoying though in the sense that, with Acid Downpour and Swords Dance, it could actually chunk just about anything on the team if it had the opportunity to do so. Toxapex shared a lot of similarities with Tentacruel, except instead of being a threat offensively, it just took forever to whittle down. Truthfully though, Toxapex was just a threat if it somehow got down to just Toxicroak, which never happened against it.

Due to the team’s heavy reliance on their abilities, Pokemon that could turn their abilities against the team were also infuriating. Alakazam was annoying because, if it didn’t Mega Evolve, it could potentially have Inner Focus to block Fake Out. If it did Mega Evolve, though, it could potentially Trace one of the abilities on our side that granted a Water-Type immunity or have its speed doubled from Swift Swim. Anything with Trace, such as Gardevoir or Porygon2, presented this exact problem as well. Opposing Pokemon who naturally possessed these abilities were usually not as threatening as they could be taken care of by basically every non-Pelipper member of the team.

The one Pokemon that annoyed me constantly during this run was Lanturn. The set with Stockpile, Charge Beam, and Rest with Chesto Berry could be problematic if it began to steamroll with Charge Beam boosts. Not even Toxicroak could reliably Poison it since it could just Rest it off. Additionally, if Lanturn accrued some Stockpile boosts, not even Freeze-Dry could dent it very much. Lastly, if Lanturn rolled Water Absorb as its randomly chosen ability, I would be left unable to heal my Pokemon without also healing it in kind. Yeah, writing this all out made me realize Lanturn had basically everything it needed to annoy the crap out of me.

Replays:

With the 3DS Wifi service shutting down, I can no longer upload the replays directly to the servers like before. If there is some way to get my 3DS connected to the servers again similar to what some people have done for the WiiU, that’d be cool if someone could drop some info regarding that. Regardless, without the means of doing so, I’m stuck recording the screen from my camera like a 2008 YouTuber aspiring to become a Let’s Player. Actually, if anyone has any info on how to get a 3DS Capture Card for the original 3DS this late in the game, that would be appreciated as well! Long story short, sorry for the grainy quality these videos have, but I absolutely want to submit this streak for just how far I made it with some of my favorite Pokemon.

The Loss:

I lost to Black Belt Boris. The loss was 1,000,000,000,000% my fault. I can’t tell if I was tired or wasn’t thinking straight or what, but even as the match ended I just said to myself “Yeah, I shoulda played that better.” With that, it’s at least a relief to know I didn’t lose to some cheese that was out of my control, but it’s also a bit frustrating to know the streak didn’t have to end at 231. Either way, this guy did me in so I’ll give a brief breakdown in case you don’t wanna watch the replay.

Boris led with Rhyperior and Kingdra. I opted to Fake Out Rhyperior to break Sturdy/Focus Sash. Immediately, his Kingdra nukes Pelipper with a Devastating Drake. I send out my Kindgra in kind and try to take his Kingdra out with my own Devastating Drake, but he uses Protect and I barely get half of its health. Rhyperior Earthquakes after taking minimal damage from Brick Break. I have Kingdra use Surf to knock out Rhyperior and heal up Toxicroak. However, his Kingdra fires a Draco Meteor and takes out my Kingdra. I then take out his Kingdra with a Poison Jab from Toxicroak. I send out Lapras and he sends out Typhlosion and Cobalion. Typhlosion is able to wipe out Toxicroak with an Extrasensory, and Cobalion chunks Lapras with a Sacred Sword. Both Typhlosion and Cobalion survive the Surf from Lapras, and they take it out the following turn with a Solarbeam + Sacred Sword combo.

Ugh, see what I mean by this being entirely my fault? Why in the world I sent out Kingdra against his leads is beyond me. Lapras absolutely destroys Kingdra and Rhyperior, so what in the world came over me to switch to Kingdra instead?! I really have no clue what I was thinking at that moment. I don’t necessarily think the Fake Out on Rhyperior was a bad decision, as I didn’t want to get cheesed by a Metal Burst + Focus Sash on a later turn. However, if I were to encounter that scenario again, it would have likely been smarter to just ignore it since everything on my team was faster than it was and threatened massive damage onto it. It’s not even like I had to double target it, since Surf would do that job passively. Without the Tailwind going up, I had no shot against the final two Pokemon once they were sent out, mirroring what I mentioned about positioning of the threats being the biggest factor for any struggles this team faced. Nonetheless, the loss was my fault and I can’t complain because of it. Though, to be real, I have no intention of complaining, as I’m incredibly proud to have made it so far in the Battle Tree with any team whatsoever. Managing to do so on a team filled with Pokemon I love for both their designs and playstyle was just the icing on the cake!

Extra Match #1:

Extra Match #2:

I won’t be doing any play-by-plays for the supplemental replays, but they can show you some more ways the team functioned. Extra Match #1 shows just how annoying Water Absorb Rest Lanturn was for the team. It’s a slower-paced match because of how much attention was required to properly take care of it. Lanturn also featured alongside two other annoying checks, Tentacruel and Toxapex. Man, just rewatching this match gives me a headache. Extra Match #2 was a nail-biter that nearly ended my streak about 80 games earlier. However, it shows the utility of the Lapras EVs and item choice why they’re seemingly all over the place.

Alright, I’ve been typing for 8 pages now, I think the time is ripe to close off this entry. Thanks so much to anyone who actually read this colossal wall of text. A lot of my friends aren’t nearly as into Pokemon as I am, so I always feel like I annoy them when talking extensively about Pokemon to them. This leaderboard gives me a fun way to engage in my hobby and write to people who are generally interested to a degree that I am, so I’m really glad I found this niche community. Thanks again for reading or for commenting! I hope you’re having a fantastic day and are able to enjoy the nice weather that summer is bringing!

- Spaku​
 
Last edited:
AD_4nXejz0AWyzZ0fxGW-y88BrnKLbx7XRmOb30ZnLMDdEEO8WXv7tOGtUILnmlc7njO3_DMOzxRRhQppH9dLK_uJDphRlGeUGA4AlU4vsOwo8_YhPUoWRCkbVNAYNpdRNDTL77Ol5Pj

(drawing by me)

Hello!

Reporting a streak of 388 wins in Ultra Sun Super Doubles with Mega Gardevoir, Illumise, Kommo-o, Magnezone. The name of the team can go for “Ketchup stain”!

This team was made especially around Magnezone, since it's my favorite pokémon. Really big thanks to Repto and Eisenherz for, basically, build 99% of the team! Repto suggested that running a fake tears (or acid spray), paired with zone, could be fun to play and, after that, Eisen suggested I could use Mega-Gardevoir. In the end, we decided that M-Garde and Illumise lead would be the best choice!

I did some runs before reaching 388 and also runned different sets. Right now, i believe the team is in its best form, and what didn’t made me go further was my lack of ability on how to play the team. So i will definitely keep playing!

1748983151140.jpeg


The team

AD_4nXc1KhTIw_fScVqaaaheTvl4b7jtm1J8uvtFJ2XJJW2vDMZpzerEogdkBvyWx2ZE-d__7nw91Qhlmf0ypc9u7vDZUeW8s-e9BpaL-hp3WhNm1Zcj6DBrp-8FK8jqbfhhLpjpVXey
@Gardevoirite
Modest - Trace > Pixilate
IVs: 31/31/31/HT/HT/31 (HP Ground) (Hyper trained)
EVs: 228 HP/ Atk 0/ Def 4/ Spatk 116/ Spdef 4/ Spe 148
Hyper Voice / Psychic / HP Ground / Protect

First, M-Garde was initially Disable instead of HP Ground, which was fun… but not really really useful. I remember there was chances to use it, but usually i would waste 1 turn of Tailwind and, most of the times, it was necessary to have tailwind up to actually use it, since this Garde isn't really fast. At first i was lazy to make a new HP ground Garde just for this change, but, in the end, it's definitely necessary to have! (... thank you everyone who suggested this change)

M-Gardevoir as a lead is pretty strong! Garde, together with Illumise, can do tons of damage, and make some clean 1hko against some neutral damage. (Note that Hyper Voice, as a spread damage, does not always 1hko super-effective targets, like Goodra, M-Garchomp, and even regular garchomp doesn't have a really good 1hko range). So, in my experience, 99% of the time is good to double target Garchomp, or things in general that can do alot of physical damage (which Garde doesn't enjoy, even with the bulk investment).

HP-Ground is a big move! You can deal more comfortably with other magnezones (which can be problematic regardless of the set), heatrans (that you cant really 1hko most of the times, except for the scarf one), and potentially do some damage to Registeel and Regirock (which isn't really worth, depending on the situation, i will talk about this in the Magnezone part!). One extra mon that i found useful against was Mawile! Tears + HP Ground is always a 1hko on M-Mawile, which is a huge problem since it can deal with both Garde and Kommo-o.
For the next run, I'm changing the Evs to 228 HP, 132 SPatk, 148 Spe, for two good reasons: guaranteed 1hko on m-metagross4 (with HP-Ground + Fake Tears) and slowbro4 (with Hyper Voice + Fake tears). I will put some notable calcs in the end!

Psychic is especially useful against Fire-type mons! Fake tears + Psychic usually is enough to take away any of those (except, for like, Darmanitan-3, which was a problematic experience). And, of course, as a psychic-move it will take most of the poison mons. The most problematic of those are any Crobat, any Salazzle, and Gengar (note that, if Gengar isnt mega, its probably holding a Payapa berry (Gengar-3), and it WILL need to combo with fake tears, in order to 1hko! If Gengar-3, it can't 1hko you, unless it crits. You can also switch to Kommo-o to avoid Shadow Ball and Sludge Bomb, but it’s never worth it, since 99% of the time it’s easy to deal with those mons.

Protect is always necessary when turn-1 is really dangerous for Garde, so Illumise can set Tailwind. One really important thing i learned about this is that: dont be afraid to attack turn-1 with Garde, when also setting Tailwind. Sometimes i was scared of taking a possible physical move crit, but if its not 100% 1hko on Garde, there is a good chance they will double up on Illumise and you will waste a turn protecting Garde, when she could already fired a powerful Hyper Voice! (I will talk about Fake out in the Illumise section!) I feel like being a little reckless by attacking with Garde turn 1 does have alot of positive results, if that means you can set Tailwind up and do alot of damage, so Kommo-o can just wipe out the battle, while also having magnezone in the back. (Note that magnezone does have good type coverage to help kommo-o, hitting ice, flying, fairy-types very well!)

AD_4nXecr2ZpjqF0mqGToJbc2OT0aLV0dxqaKnTIKKYbwmTKyzWBfa43ik-cqxG4vt2amOsAwmf7uvC5YXDc5qwScHzBE3Kf0Z0CekdGHW4uSmhzAfEpNHK1jFSqCoFAphRpNMDAHJCaoQ
@Focus Sash
Bold - Prankster
IVs: 31/22-23/31/31/31/31
EVs: 244 HP/ Atk 0/ Def 124/ Spatk 0/ Spdef 140/ Spe 0
Fake Tears / Tailwind / Encore / Protect

So, this is exactly Couer’s Illumise (thank you!)

The idea came from Repto that suggested Acid Spray or Fake Tears! We thought about Whimsicott (since getting a HA Illumise would be a little troublesome, but after they convinced me, I went to my ORAS copy to search for one through radar… and it was really worth it!)

Like Coeur said in his report, Illumise is better for its typing, and, especially in this team, having a 50/50 super-effective poison and steel moves would be really annoying. Illumise is amazing! It's unexpectedly bulk and can stay in the field for long, if its not hit by a super strong super-effective move.

Fake Tears + Hyper Voice can do really big damage to neutral mons. Usually you can just choose which one you want to 1hko, targeting it with the spdef debuff, and still cause massive damage to the other mon. You only need to be careful of the abilities: Clear body (*big noises of rage over this one), Dazzling, Queen Majesty. To be honest, the last two aren't really a problem, since they are easily taken out by two Hyper Voices and does not offer any big threat to Gardevoir. Now, All regis and metagross-3 can run Clear Body, which makes life so difficult! Regis (especially steel) are one of the biggest reasons for losing the streak, and metagross-3 is really hard to defeat, and can also do massive damage to Garde (Note that HP-Ground and a possibly Fake tears isn't a reliable way to 1hko). There are also Dark-type mons, but those doesn't really threaten that much. (also don’t fake tears in to… contrary…)

Encore is fantastic! You can lock any pokémon that decides to do any fun moves (like Protect, Reflect, Light screen, Curse, etc.). It's also your only way to deal with Trick Room! There are some cases it wont work tho: First, when the TR user does have a mental herb, or Aromatisse-4 with Aroma Veil. In the end, i will put some calcs that can be used to 1hko some TR users, like Jellicent-3 and Slowbro-4.

And Protect! Me and Repto had struggles (haha) on deciding if struggle bug would be better, but in the end, I strongly prefer protect! Struggle Bug is really useful to break sashes and having a more easy going battle against strong spatk mons that garde can't really nuke easily, especially in a Trick room battle. But i choose protect for the following reasons: First, fake out from any Salazzle, paired with a threat for Illumise (usually appears on Kiawe, with Talonflame, or any other of his mon, really). Going for double protect and being safe from fake out is really good, and then proceeding to attack with garde, but most importantly set up Tailwind for kommo-o. There is another really important reason: when Garde and Illumise are still in the middle of the battle, and tailwind turns are in 2/4 or 1/4, you really need to think about how kommo-o will enter this battle. If Illumise dies in turn 2/4 of Tailwind, then its fine! But if Illumise dies in turn 1/4, Kommo-o can possibly enter in a bad situation, where it gets outsped. So, stalling the last turn of Tailwind with protect, to then set a prankster tailwind to kommo-o, and possibly magnezone, is extremely useful!

Protect can also bait for some stone edge and fire moves, but its not reliable. The enemy can Rock slide, and if the move can also 1hko Garde, then its really a gamble.

AD_4nXf018ObGX3mQP-fIf3U2jU8khCvvkSZgn6AYOWqntgtDqZq1hCpfY_zXbR0FiI1bDu4jy-jaRPyYprbTJhMWz6Phcgmdt-TgaI0EktsLfa-raZhRZt-40kFplHMX0YCSIOtEDMiTw
@ Kommonium Z
Modest - Bulletproof
IVs: 31/31/31/31/31/31
EVs: 6 HP/ Atk 0/ Def / Spatk 252/ Spdef 0/ Spe 252
Clanging Scales / Close Combat / Flamethrower / Protect

Kommo-o is just really good! I think it's what made the team reach this number. I know the focus on the team was magnezone, but Garde and Kommo-o screaming at my enemies is what usually happens 99% of the time!

After Illumise or Garde being knocked-out, Kommo-o enters, preferably under tailwind. If it comes paired with Garde, they both can just scream at the enemies, with z-Clangorous Soul and Hyper Voices. With those Evs, Kommo-o will be outspeed by just a little from M-Garde, which means Hyper Voice will land first. If Hyper Voice and a regular Clanging Scales will knock out both of the mons, and there is another turn of Tailwind, then i usually don't use my z-move! If it's necessary to use, them use! 99% of the time it is good to already use the z-move and be boosted for the next round of mons.

Close Combat is especially useful to KO heatrans, after the omni-boost. and Flamethrower is also good to deal with Registeels and similar mons. Usually, to be honest, just like any other kommo-o, i was almost always spamming Clanging Scales. When its boosted, paired with M-Garde’s Hyper Voice, its really big damage, that usually only highly resisted mons, or big bulky mons (like Cresselia, which isn't a really problem for this team) survives!

Protect is usually used when things aren't really going well, and you need to stall a turn for, magnezone, do something.

From experience, Kommo-o shouldnt come in a hard switch from the leads, i always regretted doing this. It needs to be healthy and under tailwind safely…

AD_4nXdpVftiZxPCzArFnOdA80o9YoTSKmK_zpRomhtsK2_0VSgSK3tHNNIb4Alj_Iw39_Slzucga9fF7jYEB2G26VhwpARlTaJIfb2f4j1UnHmDqc4SDB7XaEYFo9xMpuZx-Zd3ZPyGZw
@Aguav Berry

Modest - Sturdy
IVs: 31/24/31/31/31/31
EVs: 152 HP/ Atk 0/ Def 0 / Spatk 252/ Spdef 0/ Spe 100
Thunderbolt / Flash Cannon / Magnet Rise / Protect

Zone!!!!!!!!! My beloved!!!!! I really wish i didn't transfered my shiny zone (which took like 3k eggs) to nintendo switch… but well… Im not sure if there is a better option for this team, but i will be using magnezone regardless!

Magnezone set was really hard to come up, but after some discussions, we came up with Aguav Berry on Sturdy Zone! Its really good! First, if you get burned or stuck in a magma storm, you won't die right away! Second, 50% healing is just really strong, being able to deal with 1v1s really well (well, if it came to an 1v1 with zone, that was really problematic at least…)

Thunderbolt and Flash Cannon are pretty obvious, as its the primary damage source from magnezone, but for the Magnet Rise, it was kinda difficult to come up with the best move, which i do believe it's the right choice now! After getting hit by a Earthquake, with full HP, you can recover back to 50% and magnet rise right after! I tried air balloon too, but it felt awkward since magnezone isnt lead, and can come on a hard switch sometimes, which means it will lose the balloon alot. Zone will be really useful against some key matchups (Registeel…), so i will talk about that in the threats part!

Threats

The biggest threats comes from steel-types! Garde is really hard countered by Metagross-(3/4), any Heatran, any Registeel, any Magnezone. As i said before, Zone and Heatran are more manageable with Tears + HP-Ground. But Registeels and Metagross-3 are really something.

About Registeel: So, switching Garde out to Zone is a strategy that came from suffering… the notable losses i had with this team was against a lead Registeel, and in both battles, switching Zone in turn 1 was the best option…

Garde, even with HP-Ground, won't be able to do much against Registeel, and if its Regi-4, then Garde won't be able to defeat it before it gets to set up alot of mean things (double team). Registeel can target Garde with a steel-type move, or start setting up depending on the set. If Garde is switched out to Zone, it won't take much damage, and if Regi is locked in to an steel-type by Illumise’s encore, Zone is pretty much comfortable! If it's locked in to Double team, or protect, it will switch right next turn, or after the next turn. Also, if the partner is faster and threaten Zone, but can also be managed by Zone (like Moltres), its ideal to have tailwind up, before switching to Zone… You can also take a super-effective move on zone, and recover with aguav berry, and also tank a steel-move from Registeel, while setting tailwind in the same turn…but it's unlikely to Garde be targeted by a Fire-move from Moltres (exemple), since Illumise is there. This is one of the most difficult matchups!

Metagross-3 is really hard… Since it can roll Clear Body most of the time, you cant really do a reliable HP-Ground + Tears. The best option is to switch Zone in as well, and with tailwind set up, you can magnet rise safely, since it does have EQ. The same goes for Regirock (except, for this case, your flash cannon will do like 90% of its health).

Lax-4 is another hard mon, that after losing to it and discussing about it, i learned how to deal with it! The answer is most always to Hyper Voice + Fake Tears, even if Garde gets nuked by Fissure, Kommo-o can come in with a following Fake Tears and do tons of damage and already setting up.

Also a really weird threat is Suicune! Be careful to not Z-clangerous soul in to a magic coat (like i did, and lost the battle)... its not something you can predict easily…


Calcs

Note that some calcs are with more Spatk than what Garde have currently, so for the next runs, switch to 134, instead of 116. Also sorry that there arent many. Most of those are with -2 spdef from Fake Tears.

132+ SpA Mega Gardevoir Hidden Power Ground vs. -2 0 HP / 0 SpD Mega Metagross-4: 156-184 (100.6 - 118.7%) -- guaranteed OHKO

124+ SpA Pixilate Mega Gardevoir Hyper Voice (spread) vs. -2 252 HP / 0 SpD Mega Slowbro-4: 202-238 (100 - 117.8%) -- guaranteed OHKO

116+ SpA Mega Gardevoir Psychic vs. -2 0 HP / 0 SpD Jellicent-3: 180-213 (102.9 - 121.7%) -- guaranteed OHKO

116+ SpA Mega Gardevoir Hidden Power Ground vs. -2 168 HP / 168 SpD Metagross-3: 154-182 (87.5 - 103.4%) -- 25% chance to OHKO

252+ SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD Moltres-4: 194-230 (117.6 - 139.4%) -- guaranteed OHKO

132+ SpA Pixilate Mega Gardevoir Hyper Voice (spread) vs. 252 HP / 0 SpD Mega Garchomp-4: 176-210 (81.9 - 97.7%) -- guaranteed 2HKO

132+ SpA Mega Gardevoir Hidden Power Ground vs. -2 252 HP / 0 SpD Mega Mawile-4: 176-208 (112.1 - 132.5%) -- guaranteed OHKO

116+ SpA Pixilate Mega Gardevoir Hyper Voice (spread) vs. -2 252 HP / 0 SpD Azelf-1: 222-262 (122 - 144%) -- guaranteed OHKO

The Loss


Ok, so i played SO BAD and its totally my fault: first Garde traces Registeel Clear Body and i Fake tears it in turn 1???? I only saw that after rewatching the record… I also protected on Garde expecting a possible Explosion, but it didnt happened, but instead Regirock went for Thunder waves and Registeel started to set up. Turn 2 was a clear switch to zone, but for some mysterious reason i tried to insist on Garde and chipping Regirock with HP-Ground, when the switch in to Zone would clearly ate that Thunder wave and potentially save this battle from its disaster… After that i had the amazing idea to try a 50/50 Fake Tears on Regirock and it obviously failed (also check that the other ability is Sturdy, so it wouldnt be 1hko anyway… oh…)

Then it was full instant karma, with Garde being outsped by Regirock and Illumise getting full para’d and not being able to Tears Heatran (i know… i deserved that for playing like that in the first turns, and it was also better to set tailwind i guess…). After that i thought i could have saved the game with Zone and Kommo-o, but in the last turns, Moltres instead of going for a fire-move on halved zone, it goes for a Air Slash on normal defenses Kommo-o, and Registeel finishes with EQ. Even with the OPness of Kommo-o, it still couldnt save my lack of ability… But it had to happen, so i could learn! (after losing two streaks to Registeel…).

Also a BIG thanks to everyone who participated in the discussion of the progress with this team! (thank you Chloe, Devans, Eisenherz, Justin, Mari, Repto, Turskain! - in alphabetical order!)

And also… “"YAY I DID IT!!!! I HATE YOU METAGROSS (registeel)!!! :totocheer: :totocheer:”!!!
 
Last edited:
Everyone is always talking about how good Mega Salamence and Aegislash are in Super Singles, and yeah, I'd certainly agree. Or the tried and Tru(Ant) strategy that aims to turn the AI off long enough for a setup + sweep, which is also incredible in its own right. But here, I'd like to explore a core that I believed had a lot of potential to shine, using Pokemon below Ubers and without evasion, etc.

Hi, I'm back at it again to report an ongoing streak with an incredible 1600 Wins in Battle Tree Super Singles. The team I am using revolves around the same core of Gliscor and Toxapex as before, with some tweaks that I'll get to in a bit and a new member I think might even be underexplored. Some might be familiar with these, but I'll share the sets I used below:

Gliscor @ Toxic Orb
Ability: Poison Heal
Impish Nature
EVs: 204 HP / 4 Atk / 148 Def / 84 SpD / 68 Spe
- Protect
- Substitute
- Earthquake
- Toxic

Toxapex @ Black Sludge
Ability: Regenerator
Calm Nature
EVs: 252 HP / 148 Def / 108 SpD
IVs: 0 Atk
- Toxic
- Recover
- Scald
- Stockpile

For those unfamiliar, this core revolves around using the incredible typing synergy between Gliscor's Ground/Flying, which is immune to the ground and electric moves that Toxapex's Poison/Water draws out. At the same time, Toxapex not only strongly resists Gliscor's weaknesses of Ice and Water, but can easily shrug off even boosted attacks of these types thanks to Regenerator or Recover. Using their strong sources of passive recovery, there are not many pokemon in Battle Tree which are capable of breaking through these 2 alone. Many Pokemon which are even capable of boosting their offensive capabilities can find themselves stonewalled by Gliscor's combination of Substitute, Protect, and the Poison Heal recovery that allows Gliscor to continuously perform this combination of moves without losing overall HP. Not only so, but it also prevents annoying status like Paralysis, Burn, and Sleep.

Even though this core is already very strong, there are still some Pokemon capable of either outright breaking through this core or heavily denting one or the other. Some examples of these can include:
Latios/Latias -> Even with SpAtk drops from Draco Meteor, these just hurt. Even moreso if Latios has Choice Specs. The only saving grace against these monsters is that against Gliscor they'll want to Draco, which can make them easier to deal with barring crits. But if Latios ever locks into Specs Psychic, then it's pretty much game over. Mega Latios with DD can also be dangerous in its own right due to the potential to boost and flinch Gliscor, preventing a sub. Mega Latias also just hits really hard with Psychic but at least barring a crit, Gliscor could handle it.

Alakazam -> Just cooks this team with psychic. Gliscor would at least have a chance to sub vs mega but specs is very likely to just blow these 2 to smithereens with boosted Psychic

Serperior -> We all know what this snake is capable of. If Gliscor doesnt have a sub and this thing has Contrary, it's likely over. The more threatening set is set 4, since Gliscor can at least sub vs set 3.

Greninja-4 -> If it's protean, Extrasensory threatens to heavily damage Pex and flinch, preventing Toxic. It also has coverage for Gliscor, so PP stalling it isnt possible either.

Other Water/Psychics like Bruxish, Slow twins, and Starmie have Psychic moves that Gliscor just cannot heal off from Poison Heal recovery enough to stall them out.

From these, it's pretty clear what these 2 needed was a psychic resist. There are 3 types to choose from: Dark, Psychic, or Steel. Immediately, Psychic isnt a really a consideration because it would open my team up to scary Dark and Ghost types, which this team doesnt have a resist for. Previously, as an exception, I used Mega Gardevoir and it was at least reasonable in dealing with these special attackers (while not being weak to Dark), though I had to play with much more vigilance due to it being frail, aiming to preserve it whenever possible so that it could take these threats on. Dark type might at least have some interesting options, but there were other bases I needed to cover that I didnt quite feel they handled. They either don't have enough damage output against the remainder of types I don't resist or don't have enough bulk to withstand them. That leaves Steel type. With its many resistances I had not yet covered, I was now ready to experiment or theorycraft which ones would do the job. Below are the ones I've at least considered using:

Celesteela -> Actually attempted this one, but the main issue with it is susceptibility to the electric moves Psychic types often carry. Latios, Azelf, and a few others carry Tbolt or Thunder, and while Celesteela resists Psychic, it would be heavily dented from attempting to PP stall these moves. The other issue is that Celesteela is especially vulnerable to Magnezone trapping via Magnet Pull. Having my only psychic resist destroyed this way would surely open my team up to other nasty special attackers.

Mega Mawile -> Gives the team some offensive presence and useful priority in Sucker Punch. Its steel fairy typing would be quite solid too especially with the useful lead intimidate, but is also weak to zone trapping. To make matters worse, the magnet rise set can just Thunder Wave on the turn I click Sucker, so dealing with it is no guarantee. Finally, I basically need to mega evolve turn 1 or else it has subpar bulk and even resisted hits are dealing significant damage

Mega Scizor -> This Pokemon would have had potential if not for being weak to any Gyarados with Intimidate. Though Gyara-4 can be heavily chipped with U-Turn, set 3 would get a DD with little impunity. SpDef investment would also be a must for the likes of Greninja but at least it isn't weak to the other coverage options that Psychic types tend to run. Still, it faces an issue with Magnezone trapping, who can freely click twave before Scizor is capable of using U-Turn to escape. Despite these shortcomings, Mega Scizor would make many of the annoying Pokemon less so, especially with its ability to potentially win with a SD sweep. Priority Bullet Punch would be quite useful too, so Scizor would be worth at least trying out

Mega Aggron -> This was a more interesting option presented to me by someone else. It could utilize a setup set like Curse + Rest, and with Spdef investment could be used to break even special attackers with coverage via Filter plus having boosts to OHKO them back. However, I'd be risking crits against opposing setup pokemon like Gyarados and Haxorus (Mold Breaker hurts) just to name a couple. Also, I think you can guess what Pokemon this is weak to (depending on its chosen attacking moves) by this point. It really doesnt help that Magnezone is one of the MOST common pokemon, especially thanks to that damned Colress. Lacking reliable recovery doesnt help its case either since every time Rest is used, it gives 3 chances for the opponent to crit.

Aegislash -> Finally a good steel type that is never afraid of being trapped. It also helps that it has immunity against 2 of the OHKO moves (Guillotine, Horn Drill), while also having a ridiculous number of resists. There are still a couple issues though, namely Greninja-4 (who would have to be Protean) and Gyara-4. The former is significantly easier to deal with. Even if it's Protean, Gren would have to crit Pex to prevent it from having multiple attempts to hit Toxic through the chance for Extrasensory to flinch. Gyarados, on the other hand, is much more problematic since it has super-effective Crunch while having DD, making King's Shield a risk to use. It doesn't help that Gyara has intimidate, limiting Aegislash's options to deal with it offensively.

I had only one Steel type left to consider. The thorniest, prickliest of the steels, in fact. Enter the legend, and probably what could be the greatest pokemon to pair with Gliscor and Toxapex: Ferrothorn.

Ferrothorn @ Leftovers
Ability: Iron Barbs
Impish Nature
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe
- Leech Seed
- Substitute
- Protect
- Gyro Ball

So this set was a bit experimental but I thought it was a solid place to begin. But let's start with the bread and butter of this team, Leech Seed. I know folks are going to call out the 90 Accuracy, BUT it was made that way for a reason by GameFreak, and after using it myself I understand why. Not only does it restore your own HP with what is in many cases roughly equal to a Poison Heal recovery, but also wears down the opponent AT THE SAME TIME. This is truly powerful when you can have enough bulk to make slow subbing a non issue in most cases (which is like a second protect) and using Protect in tandem to pull off some truly amazing passive recovery. Not only so, but it also takes advantage of the fact that the AI rarely switches. I would say that overall, Leech Seed is a low risk high reward move to use, in light of these traits.

Ferrothorn might well be the best user of this move, and the reason is because not only does it have enough bulk to attempt to land multiple times, but when it does hit, its teammates can allow it to quickly gain its HP back through the combination of baiting out resisted moves and using Protect, and this is in the worst case. To demonstrate what I mean, take this calc:

252 Atk Tough Claws Mega Metagross-4 Brick Break vs. 252 HP / 4+ Def Ferrothorn: 88-104 (48.6 - 57.5%) -- 45.3% chance to 2HKO after Leftovers recovery

Metagross needs 2 consecutive high rolls (about a 1/64 chance) after 2 lefties AND leech has to miss twice (barring crits of course). The gist here is that even though Metagross threatens Ferrothorn, there is still a well over 90 percent chance that it's getting the Leech Seed, and this assumes that I HAVE to stay in vs this thing and that Ferro doesnt already have a sub. If Ferro does get the leech, then even if it is at low HP you can protect, then suddenly it's able to recover a significant portion back by going Pex on Brick Break then back to Ferro on resisted Zen Headbutt, rinse and repeat.

Here's another calc from a Pokemon that I considered to be a threat to the other steel type options:
252 Atk Mega Gyarados-4 Crunch vs. 252 HP / 4+ Def Ferrothorn: 57-67 (31.5 - 37%) -- guaranteed 4HKO after Leftovers recovery

Here, Ferrothorn would have to miss 3 consecutive Leech Seeds for this to become scary (0.1% chance). The point here is that the 90 percent accuracy is more than mitigated, especially because even against low HP pokemon like Alakazam, Ferrothorn still ends up with an HP SURPLUS after spending for Sub when leech is combined with lefties.
Oh, and the slow sub is the icing on the cake. Yeah, you heard that right. If there's something Ferro is able to sub on, it definitely CAN and can still gain most of its HP back from taking the first hit. You also guarantee having a sub into the next pokemon save for Iron Ball Avalugg (cant underspeed it lmao). Having Ferro pre-subbed is also really powerful because you can even choose to sub tect stall low PP moves that are either fighting or fire (hilariously beating some Heatran and both Delphox 3/4 since they cannot threaten Ferro once these are gone) or getting another attempt to hit leech.

This Ferrothorn set synergizes really well with the other teammates, especially with having leech recovery to further amp up Toxapex's ability to Regen stall or giving Gliscor essentially a second poison heal. The steel grass typing also gives Ferro a resist to 2 types that threaten Pex, and an additional water resist for Gliscor. Iron Barbs isnt used too often but really helps secure a KO against Metagross in exchange for some chip damage for example. It can also come in clutch vs something like a gyara-4 if Gliscor is in, absorbing the waterfall and inflicting chip in return. Ironically, Ferro's dual fire weakness can also be a strength. I know that sounds backwards, but crucially against Pokemon like ZardX or Tflame-4, those Pokemon almost never boost in front of Ferro because they love double weaknesses and see a kill. Only ever seen zardX DD once in all the roughly 2800 games I've played and that's when Ferro had a sub. All of these traits combined help address many of the shortcomings of this team, at least more than any of the other Steel types I'd considered. Even foes like Greninja and Sharpedo-3, the former of which can flinch and the latter of which does absurd damage thanks to strong jaw, can be dealt with by Ferrothorn in the vast majority of cases.

Overall, the strategy of this team is to wear threats down with the combination of Leech Seed, Toxic, or both, while using the combination of solid defensive type synergy, strong passive recovery, and protect to stall out problematic moves. The game states which are best to achieve are having a sub on Ferro or Gliscor when the next Pokemon enters the field, but having +3 on Toxapex can be useful (though I rarely use the boosts, more on this later). Exploiting the AI tendencies is the name of the game, while also having reliable ways to remove most of the variance throughout a match.

Now it's time to talk about some threats to this team. I'd say there are 3 levels of threats

Threat level DANGER:
Pokemon that are likely to become game ending

1. Bewear-3: Beware of the Bewear set 3... Coverage against every Pokemon on my team? Check. A way to boost its attack sky high, making even resisted Hammer Arm unmanageable? Double check. The icing on the cake? A stupid quick claw to thwart Gliscor's attempt to neutralize it via PP stalling. Triple check. Seriously, do not mess with this bear. I've got pretty lucky the 3 times I fought it in this streak because if care isnt taken or it clicks the wrong move, this Pokemon can take this team to the cleaners. It's best to attempt Toxic ASAP, even if it means risking crit or paralysis, though the set ambiguity of it possibly being nuclear normalium Z giga impact is also makes it scary. This pokemon singlehandedly made me consider using Baneful Bunker on Toxapex over Stockpile. The one saving grace is that Bewear-3 is one of the least common Pokemon to face.

Threat level
WARNING:
These are Pokemon that have a decent chance to remove at least one Pokemon from play, or would require substantial hax to win


1. Salamence-4: Easily most threatening on lead. It forces Ferrothorn to Protect on turn 1 since this can also be mence-3 with Fire Blast. Most likely, Ferrothorn will end up on low HP without a sub because unresisted double-edge does too much damage for Ferrothorn to end up with enough HP to sub (fairly small chance that it could sub). If leech hits, Ferro is guaranteed to at least survive barring crits. Otherwise, Ferrothorn is getting sacked so that Gliscor can attempt a sub. Thankfully in this case, Mence will likely end up KO'ing itself to recoil while Gliscor is safe behind sub. Overall, if this appears on lead, there's about a 1/240 chance for this to become game-ending.

2. Vikavolt-4: If this thing appears, I go for leech seed immediately. Gliscor cannot be sent in due to the risk of Guillotine. I've rarely lost a Pokemon to it but it can definitely remove at least one of my Pokemon, and comes in second here because (at least on paper) has a decent chance to do so. It really doesnt help that Bug Buzz goes around Gliscor's sub and deals good damage. Should Ferro go down, my only hope is to get a sub and hit toxic asap, pray it doesnt get spdef drops or crits.

3. Talonflame-4: This bird is pretty dangerous thanks to having high base power STAB moves and SD. Brave bird hits especially hard since I've no resist. Thankfully it never uses SD on Ferrothorn unless it is Acrobatics (no Flare Blitz, set 3 is actually laughable) because, as mentioned before, it wants to click the double SE FBlitz. Go Toxapex first and immediately Toxic. There is still a good chance for this to SD twice, in which case Ferrothorn is likely getting sacked, depending on what the trainer can use. I've contemplated on whether or not it would be better to simply click Scald from Pex over Toxic. This was actually one of the reasons I decided against Gliscor lead. It can burn with FBlitz or SD on protect.

4. Tornadus-1/4: Easily the most dangerous thing about this Pokemon is the z move. It needs to be played around with care because there is no flying resist, so Z Hurricane is dealing massive damage to anyone. Pex has a good chance to get KO'd after eating a hurricane, for instance. If it's on lead, I click leech seed with Ferro since focus blast won't get a KO. Worst case, I can sack Ferro on the Z move if needed. Luckily it can also be damage scouted since set 2 is modest. Tornadus-4 is a different beast altogether. Because it has Taunt, PP stalling really isnt an option. The best thing to do is simply attack. It loves to click Rain Dance or Taunt over attacking, but the worst case is that it uses Rain Dance first since if it goes for Taunt first, Rain Dance is a free turn and now you're only Taunted for 1 more. Scald from Pex is a 3 hit KO, but Gyro Ball is 2 hits. I generally just ignore Focus Blast if Ferro is out and it is Torn-4.

5. All other OHKO Pokemon: These are only problematic if a sub doesnt exist, easily most threatening on lead. Of these, Glalie-3 can easily be the scariest, especially if it has Moody. These will likely result in Ferrothorn being sacked, but the saving grace is that the AI doesnt like OHKO moves that much. The biggest enabler Pokemon would be Arena Trap Dugtrio-2 with Fissure, but should it hit Ferro then Gliscor is guaranteed a sub

6. Terrakion: The worst part about this thing is set ambiguity. If I know it can't be set 3, then this is not at all a problem. There are 2 trainer types, however, that can have all 4: Gentlemen and Hiker. Generally, I leave Ferrothorn in on it to OHKO with Gyro since the risk of it using Swords Dance is greater than the risk of losing Ferrothorn to a crit or Expert Belt Close Combat. The only exception to this might be the Veteran trainers who have this on set 3/4 where Latios/Latias can appear. Even if Ferro goes down, I can often end up with a sub on Gliscor, which can be instrumental to winning in this case.

7. Decidueye-4: Paired with the correct Pokemon, this can bring a streak to an end. It's worth pointing out that this is really rare since it would have to be a special attacker, and if so, faster than Gliscor. Also, if I can reliably resist the Pokemon, it would need at least +4. In all the games I've played, I had Decidueye-4 become a problem twice. Once against Kukui where it set up 2 NP and passed to Primarina-3 (Gliscor PP stalled) and the other where it passed a +2 to Charizard-Y. The correct move is to go Gliscor immediately and maintain a Substitute

Threat level
CAUTION:
Pokemon that are fairly well accounted for, but can remove one or more pokemon with substantial hax OR setup unfavorable situations that other Pokemon can exploit

1. Drampa-4: With access to Glare, Gliscor cannot come in safely and Focus Blast means that Ferro is taking a lot of damage. If on lead, then at least Pex or Ferro are getting paralyzed, which can make for some pretty annoying situations. Once out of Dracos, can swap from the paralyzed Pokemon into Gliscor safely, who gets a sub

2. Volcarona-4: Hurricane has the 30% chance to confuse Toxapex, though if Pex comes in immediately to Toxic it isnt too threatening. Paying close attention to crit ranges and confusion is paramount to dealing with this without losing anything. Ferrothorn can eat a hurricane if needed, which baits heat wave for Pex to reset confusion


3. Chandelure: Due to the risk of Infiltrator, Toxapex should immediately switch in to get Toxic ASAP. Set 4 is most dangerous, but similar to volc-4, Ferro can eat a shadow ball if needed, protect, then swap back to Pex on heat wave. Havent lost anything to this, but it can get out of hand if it boosts too much. Worst case, Gliscor can EQ it and get the KO after a few turns of Toxic

4. Gengar-4: Mega Gengar hits Ferro pretty hard and can score SpDef drops. Pretty sure that hitting Gyro first is the better play since Gengar will want to Destiny Bond at low HP. I've also leech stalled it, which is more risky due to potential drops and/or crits but haven't yet had Ferro outright removed by it. If Pex is in, always go Gliscor since EQ will get the KO and if Gengar-4, it will Tbolt, giving safe entry to Gliscor who can EQ it.

Other Pokemon which require specific plays:
Mamoswine-3: On lead, just stay in. AI can go for Avalanche at random, and so it's better to risk Ferro. I tend to go for Sub first in case of Fissure. Even if it turns out to be set 4, leech seed can help Ferro get some HP back
Ribombee (lead): Just. Gyro Ball. It. If allowed to get even one Quiver Dance, it can baton pass into something threatening and Gliscor would be less likely to save it because of the speed boost.


I think that about wraps it up for threats. Below are some notable battles I had from the current streak. A disclaimer though, I did not record the first 500 games live, which already makes this streak suspicious. To make matters worse, I did the games over the span of 2 days using a combination of no-life for those days and 600% emulator speed. Though I regret this decision, I have a few battles that I saved from those first 500 that are worth mentioning.
Another quick disclaimer, I used PkHex to create the team and modify the Effort Values on Gliscor, whose changes will be explained at the end. The team was validated using both the functionality on PS (under Gen 7 Battle Spot Singles) and validation within PkHex.

The proof of my streak can be found on my channel here, some 1100 battles with all livestreams for the current streak denoted as "Attempt #2". Without further ado, here are some of the most memorable games!

1. Battle 79. Lead Shiinotic was no big deal, as I'd go Pex and Toxic. It spored, so when Pex woke up I went Ferrothorn for the easy sub. Next comes the dreaded Walrein-4 but with Ferro's sub I wasnt afraid. I stalled it out of OHKO moves and Sleep Talk then swap to Gliscor for some reason (maybe to preserve PP?). The AI then switches into... Mismagius-4! This was quite a problem because thanks to Walrein being unable to attack and the AI switching on the last turn of perish, it could have multiple attempts to remove a Pokemon. I went through 2 cycles of this with Gliscor, never allowing it to break the sub. After the first Perish with Gliscor I went Pex and immediately back to Glis, which I realize now was risky since it opened up the opportunity for Mean Look (AI swaps back to Mismagius immediately on the turn Glis comes back in). Luckily it clicks Protect instead as Gliscor subs. I end up going Ferrothorn to sub on the harmless Walrein after the second Perish since Mismagius' power gem never breaks Ferro's sub in one hit. After that, I leeched Walrein before it ran out of Rest (should not have done since Ferro already used a good number of moves stalling walrein) and it struggled to death eventually. Mismagius then KO's itself with Perish Song. Scary combo that would show up later...

2. Battle 317, this Mismagius-4 shows up again, this time on lead. I immediately sub as it protects (thank god it didnt mean look). Mega Pidgeot with Tailwind comes out as I go Gliscor from Ferro on last turn of Perish. Pex comes in and stalls it down with Toxic, and Lax 4 comes in next. Easy Gliscor win vs Lax4, but then Mismagius comes back in after Gliscor's sub goes down to Lax Body Slam on the turn I clicked Protect! Then Mismagius clicks Mean Look.... I thought this one would be over, but I immediately go for Toxic as it uses Power Gem. It does eventually go for Perish Song but it was 1 turn too late due to Toxic. Had Gliscor perished, Lax could have won with Fissure. Another AI quirk I hadn't realized is that if EQ is used and there is a Levitate Pokemon on the team, the AI can switch it in randomly. Oops.

3. Battle 486, with lead Mamoswine-3. I learned from last time and just immediately sub with Ferro as it used Hail. Once Hail ran out, I used leech seed and stalled it down. Garde-3 comes out next, which is easy leech for Ferro. Bisharp with Taunt was annoying but Gliscor beat it with Sub for metal burst + EQ. Nothing notable, just applying my learnings on that Mamoswine that ended a run.

4. Battle 610 against Kiawe. Lead Talonflame-4 (big scary). I immediately go Pex for the Toxic as it Flare Blitz. All according to plan. I click Toxic and it clicks Swords Dance. Okay, not the worst thing in the world. I go back to Ferrothorn to eat the +2 Brave Bird without risking Pex to a crit (losing Pex would be a disaster if this guy has Salazzle) but it clicks SD again. Kiawe was done messing around. Well, I protect with Ferro for more toxic and back to Pex on the +4 Flare Blitz. Ouch that hurts. At this point, I had no choice but to sack Ferro on +4 BB. I go Gliscor next (why did I do this, Pex would have been better due to not being full from Regen!). Next comes out the Salazzle (Nasty Plot) and it uses Fake Out as I go Pex. Scald is a 2hko, so I go for it as it sets up one Nasty Plot. After that, the scariest thing Kiawe could have comes out, and it's an angry Kangaskhan-4, who luckily caught Gliscor's first Toxic. Swap stall with Pex + Protect on Gliscor was enough to bring it down

5. Battle 697 against Punk Girl. She leads with Zoroark disguised as a Glalie. Uh-oh, if this is Glalie-3 that could be very bad. Well, as I protect on the potential Glalie-4 clicking Explosion, it reveals itself to be Zoroark instead. I do my best to get that sub + leech but the next thing that comes in is Contrary Malamar, after the Zoroark uses U-Turn. I stayed in with Ferro, clicking Leech. This was a mistake because it granted Malamar the opportunity to get +2, which it did. I go Gliscor on the second Superpower and then forgot about Z move. In my defense, the base move Foul Play would have done less than Psycho Cut, so I wasn't worried about Z. As I attempt to go for sub, it clicks the Z move! Gliscor goes down and I had to stall out the rest of the Superpower. At that point it was +3, but even then not a threat to Ferrothorn due to lacking Night Slash. I got the sub, then stalled it down with leech. Zoroark goes down too, making sure sub stayed on my side. Glalie-3 then comes in and at this point I doubted that thanks to Glalie using Protect, Ferro wouldnt have enough PP to stall out all the Sheer Cold. I go for Gyro Ball (good chance to OHKO) but miss the KO, second one finishes it off after it fails to break the sub. This was a risk for sure, and had Glalie been Moody, things could have gone very wrong (foreshadowing....)

6. Battle 815 against a lead Charizard X. As usual, I went Pex right away to get the Toxic. It clicks DD on that turn, so not risking crit, I go Ferro to eat the Dragon Rush, which connects. I then Protect then go back to Pex as it goes Flare Blitz. Back to Ferro on Dragon Rush, but after eating 2 from +1 ZardX, Ferro isnt doing so well. Mamoswine comes in after Toxic finishes the Zard. Unfortunately I had no choice but to stay in Ferro, sacking it to Mamo in fear that going Glis on a potential Avalanche from set-3 would end the run. Gliscor stalls it down with sub tect, LO recoil puts it in range of KO with EQ. It would have been impossible for Gliscor to end up with a sub thanks to LO. Next comes in probably one of the worst things I could see: Starmie. Could have been even worse, this one didnt have ice beam so no King's Rock. Phew, only had to dodge a crit now. Pex gets Toxic and with swap stall + Protect I was able to beat it.

7. Battle 1092 against Hiker. He led Terrakion with Expert Belt Close Combat. Again, I stay in Ferro since risking SD when Gliscor is already very good into Hiker was the worse play. Gliscor + Pex stalled it out of Stone Edge, after which I end up with sub on Glis. Aggron-3 comes in next. However, I get greedy and try to PP stall it, not realizing that Pex isn't really that necessary and despite Twave could pretty much beat it instead, which would save Gliscor's resources. It eventually goes down to EQ and out comes Curse Rest Hippowdon. Yikes. I had to manage Gliscor's PP well, but I forgot that I could bait out EQs with Pex until it already had a bunch of Curse up. Additionally, I didnt count the number of EQs it used, so when it ran out of Crunch, it began to click its 4 remaining Curse, which I used as an opportunity to freely stall some EQ. Well, Hippowdon used Rest once, signaling that it was potentially out of EQ but I didnt confirm it and instead go Pex. It clicks EQ and Pex goes down. Whoops. Gliscor at this point didnt have enough non attacking moves to stall out the Rest. What I had to do at this point was use Toxic only on the turns it slept to avoid doing damage. This would allow Hippowdon to waste 1 rest when it woke up. Eventually, I was able to get the toxic off and luckily Hippo ran out of moves. Had Toxic not hit the turn it did, I probably would have lost the battle, as I was one struggle away from dying. At least I learned a better way of dealing with this thing...

8. Battle 1221, lead was Shadow Ball Raikou. Pretty standard, go Gliscor and hit Toxic, then swap stall with Pex, coming back to Gliscor on Tbolt to end up at full, then on the last turn of Toxic, sub. Tornadus-4 comes in next. That's pretty scary, because rather than immediately taunt, it clicks Rain Dance. Not good. I go Ferro on the Taunt to bait Focus Blast so Pex can come in safely. I go for the 3hko with scald from Pex in the rain but Pex gets confused and hits itself. Luckily, taunt had just run out, giving Ferro a free turn to reset. Pex comes back and burns Tornadus with scald, and at this point I knew it wasnt a threat anymore. While Pex was out, Azelf-3 comes in and goes for Nasty Plot as I go into Ferrothorn. It goes for another on the first Gyro, so I knew after that I didnt need to worry about crits, etc.

9. Battle 1323. Lead Salazzle, so going Pex first was standard. It was Z, so I was able to get 3 stockpile no problem. Next comes in Noivern who immediately crits with Psychic as I go for toxic, so I couldnt stay in. I had to swap stall between Pex + Ferro. When Noivern went down, Pex was still on the field and in next came in GLALIE-3!!! Big Uh-Oh!! if it had been Glalie-4 I am sure it would have come out next before noivern due to SE Freeze Dry. With no other choice, I had to try to beat it with Pex, as swapping in my only answer (Ferrothorn) could have lost me the game if it hit Sheer Cold. To make matters worse, this thing was Moody and it didnt take long for its special attack to get to +6. Somehow, Pex was able to break its sub (didnt get spdef boosts) before it got KO'd by Sheer Cold. Crap. At this point, I really had to pray that Glalie neither KO'd with Sheer Cold nor went for the Frost Breath, because at +6, it'd prevent Ferro from getting the sub it needed, and even if it did get sub due to low roll, Ferro's HP would likely be too low to get another. It thankfully went for Protect first as Ferro got the sub, which stalled it down to struggle for the win. I thought my streak was over at this point, but ended up winning due to some crazy luck.

10. Battle 1594, lead Walrein-4... already off to a great start, eh? well it hits the OHKO move on Ferro before it can sub, RIP. Gliscor stalls it down to get the guaranteed sub when Mismagius-4 comes in. That unholy duo. I had to maintain Gliscor's sub but when it reached perish count 2, I had to go Pex. The reason for this was that Mismagius could swap back into Walrein and I'd need a way to get Gliscor's sub asap. Instead the AI switches into Hydreigon-4. Thank goodness it wasnt that taunt set... I used Toxic from Glis immediately (though I realize now stalling out of Dragon Rush would have been better to not risk flinching) and went Pex on dragon rush, Glis comes back in on EQ. At this point I realized I had to get that sub because Mismagius was coming back in. After another Perish cycle, going Pex on perish 2 so it could go back into Gliscor on perish 1 before Mismagius could come back in, I went for Toxic (risking crit, but had to since Glis wouldnt have enough moves) and it hit. Missy eventually goes down and I stall Walrein to struggle by doing no damage to it.

Battle 1598. This battle was probably the closest I'd come to losing since 1092 and it was insane. The lead was the devil bear itself, beware of the Bewear-3. I'd prepared a strategy for this monster, so I open up with a Protect on Ferro as it clicks SD. I thought "awesome you fell into my trap", because I had thought that after reaching +2 it would see a KO and therefore wouldnt go for seconds. In fact, if I went Pex on +2 Hammer Arm it'd see a guaranteed kill with Tpunch and so I could go back to Ferro on Tpunch (which didnt do so much even at +2). I thought I had a decent chance to stall it out of Hammer Arm before it got too threatening. Well my entire strategy broke when Office Worker Jana proved me wrong by clicking a second Swords Dance as I go Pex. At this point, I thought the game was lost. I was up against probably the closest thing to a Dark Souls boss (cue Vordt's theme) for this team, +4 Bewear with coverage moves for everyone. My only hope at this point was to get rid of as many Hammer Arm as I could before Ferro inevitably goes down to +4 tpunch. What I had to do was swap Ferro into +4 Tpunch to bait out Hammer Arm, then use Protect. Pex comes in on Hammer Arm but is too chipped to do it again safely, so I swap stall between Gliscor and Pex for Regen until Pex is healthy enough, then back go Ferrothorn on Tpunch. Unfortunately I was so panicked that I forgot to count Thunderpunch PP. I swapped between Gliscor and Pex to stall them and when it ran out of Tpunch, by some crazy luck it clicked Hammer Arm instead of Ice punch. Ok, maybe this is winnable after all. Well now all Pex had to do was to avoid crits and Quick Claw after coming on ice punch. Thankfully no activations, random Ice Punch freezes or crits. Had that bear setup another SD, got quick claw at the wrong time, frozen or crit at the wrong time, I would have lost on the spot because the next pokemon were CM stored power rest Musharna, and CM boltbeam blissey. Yeah.... this battle ended up taking 118 turns to win, probably my longest fight. Really wish I didnt have to risk everything due to not counting PP... AGAIN.

Changes I've either made or considered making:
1. Gliscor's EV spread was changed at some point to include more speed to outrun any Decidueye, though I went a little further for Magnezone because of how common it is. The main reason for this was that if my play is to go Glis immediately on Decidueye, it could either be fast LO or the baton pass set. What I did not want to happen was for Glis to be locked in via Spirit Shackle and then crit with LO Leaf Blade before getting a sub.
2. Another change to Gliscor's spread was made to include slightly more Defense so that it could (barring a crit) sub against +2 Talonflame-4. As a result of these changes, its spread went from 204 HP/136+ Def/156 SpD/12 Spe to 204 HP/4 Atk (leftover EVs)/148+ Def/84 SpD/68 Spe
3. A change under consideration is to change Stockpile on Toxapex to Baneful Bunker. Having additional Protection allows for another turn of sludge recovery, which can crucially get Pex out of some damage ranges, while also making Pokemon like Bewear-3 less threatening (poison procs on Tpunch, after which Pex + Gliscor swap stall). While it could be risky to use on setup Pokemon, if they already have been inflicted with Toxic, then Baneful Bunker is still a good way to stall another turn. The only downside would be PP stalling Pokemon like CM Suicune, whose strategy could be reworked anyway. It could even help vs Salamence-4 making finishing it off more reliable since Pex can just click Recover while Poison + recoil wears it down.

Anyway, it's been an amazing run to 1600. I plan on taking a break for some time but I'll be back for more to push for even greater heights!
 
Last edited:
Back
Top