Battle Tree Discussion and Records

Hello I'm Kevin I'm quite new to this forum but I'm pretty much a retired Pokemon player. Gen 7 was my last because it gets more and more expensive to keep up with Pokemon on consoles.
So anyway I've been doing Super Double Battle challenge in my Pokemon Moon Battle Tree, currently I'm on my 214th Streak and ongoing.
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To be honest my main motivation is to scout cute female NPCs and collect them all on my NPC trainer list for Multi Battles.
My main target now is Golfer (Female) Susanna. She is available only at 50+ Streaks, according to Bulbapedia her chance of appearing is the same as everyone else, which is about 1%. I haven't had any luck of encountering her so far...
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Now about my team, I had my friend who had USUM to teach some moves from move tutor, but I bred or transferred my own Pokemon.
I will use their species name and not disclose their nicknames.

1. Incineroar
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Nature: Sassy
Item: Iapapa Berry
Ability: Intimidate
- Flare Blitz
- Fake Out
- Knock Off
- U-Turn

2. Cresselia
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Nature: Bold
Item: Sitrus Berry
Ability: Levitate
- Icy Wind
- Skill Swap
- Ally Switch
- Helping Hand

3. Latios
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Nature: Rash (not ideal but this Latios has been my pal since Gen 4 and Nature mints weren't a thing in this game)
Item: Dragonium-Z
Ability: Levitate
- Pyschic
- Dragon Pulse
- Protect
- Draco Meteor

4. Metagross
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Nature: Adamant
Item: Metagrossite
Ability: Clear Body > Tough Claws
- Iron Head
- Protect
- Bullet Punch
- Earthquake

Incineroar and Cresselia literally covers each others weaknesses so Ally Switch works wonders against AI enemies. Its also fun using Skill Swap to not only give Incineroar immunity to ground but also reactivating Intimidate at the same time. Latios is a multi purpose nuker with Dragonium-Z against anything that isn't a Steel or Fairy or the likes of Blissey. Metagross is the main physical DPS that hits hard physically and kills the likes of Heatran with Earthquake. All 3 Pokemon are made to be compatible with Cresselia's support. Though as people probably can guess, I do have trouble against dark types but its possible to navigate safely.
I can only hope to find and scout her soon before I break my streak otherwise starting over from 0 to 50s would be a real pain in the butt. Oh and hopefully she had good Pokemon with her too.


UPDATE: The streak broke at 221 because of Stockpile + Leech Seed + Protect + Leftovers Torterra. The worst way to lose. Time to restart ig. Wasn't able to recruit Susanna neither...

UPDATE 2 : I got her at the 58th Streak on my 2nd attempt. She had a very good Mega Charizard Y as lead but sadly the second one is a useless Tentacruel. I will continue my streak in hopes of meeting her or the other ones in my collection again to hopefully get a better team for them. Currently in 60th streak.
I'm also looking for Youth Athlete Thamina to complete my collection of Battle Tree's cute girls once and for all.
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UPDATE 3: Okay I got Thamina so my collection is complete! I got her on 101st streak but her Pokemon are bad. So I'll continue my streak and see if I can rescout the girls on my collection with better PokemonWhatsApp Image 2026-04-09 at 23.27.14.jpeg
 
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"I was brought up with tender care, and I became a fool with flying colors."

I thought I wouldn't look at the forums again, because it pains me to revisit my arrogant stupidity, but I reconsidered. Here are some newer Tree Doubles teams that have won the Starf Berry (one oldie included, namely Star Wash).

Full disclosure: these mons were all generated (except on Star Wash, which I had played in 2019) and I usually started each streak at battle #40, not least to avoid picking up bad habits from sets that disappear. I'm allowed to do that, I bought the Battle Pass. In all seriousness, these streaks aren't for the leaderboard, nor are these world beater strategies, but I'd be happy if anyone felt inspired by these ideas.

* Kaiju Royalty (Silvally-Ghost / Mega Kangaskhan / Nidoqueen / Celesteela) (696)
* Arc-Light (Naganadel / Mega Kangaskhan / Arcanine / Cresselia) (458)
* Star Wash (Staraptor / Rotom-W / Garchomp / Mega Scizor) (382)
* Gya-Raichu Clinic (Mega Gyarados / Raichu / Celesteela / Comfey) (326)
* Fever Pidge (Mega Pidgeot / Hitmontop / Sylveon / Muk-A) (258)
* Prima Rain (Dragonite / Hariyama / Primarina / Mega Metagross) (246)
* Medi-Tales (Mega Medicham / Ninetales-A / Kecleon / Suicune) (239)
* Shield Dragon (Serperior / Mega Manectric / Kommo-o / Cresselia) (200, streak abandoned)
* High Tension Wire v2 (Greninja-Ash / Xurkitree / Mudsdale / Mega Scizor)

What's more, I have a Multis streak to report with this team (generated as well). It's similar to my previous effort, but Colress now runs the good Porygon2 set (the one that cannot misplay by clicking Thunder Wave) with the best ability for it, while Metagross still has Clear Body. A really lucky scout, even with Colress' small roster.

Mega Gyarados solves a lot of problems that the previous team had, such as the matchup into Steel specialists, Ghosts and opposing Mega Metagross. HP Ground on Tapu Lele is mandatory to check Magnezone (the AV set only takes 58-70%, but allied Metagross can handle it from there) and Heatran, especially the Scarf set. The EV spread makes Lele speed-creep Typhlosion3 and Landorus2; Lele can't outspeed Entei3, but its Eruption is weaker to the point that Metagross4 can survive it on low rolls.

Originally, I had tried Psychium Z Lele with an AV Krookodile in the back, but ultimately found that I had been in error; Lele benefits more from a Choice Scarf to "soft-redirect" Metagross' attacks into desirable targets, either by OHKOing the partner, or by chipping the likely target of a Zen Headbutt into KO range. Protect/Sub are still good moves in Multis, and Mega Gyarados duly sports a Protect plus one-turn setup package.

Playing with Mega Gyarados is almost like having access to Tera in this generation. The typing change makes for an interesting minigame at times.

I took this team for three spins (Krookodile not included: that one lost at 92 wins), no skipping the early Tree in Multis. The first attempt fell at 89 wins to Wally's Magnezone3 lead while I still had Taunt instead of HP Ground on Lele; there was a lot of sacky nonsense on both sides (Zone dodged three hits, then missed T-Wave and got frozen by Tri Attack, but thawed out in time to KO Gyarados, and a weakened Porygon2 lost 1v1 to Gallade iirc).

The second attempt scored zero wins, and I didn't even load up Seviper by accident or anything -- I forgot what exactly happened, but Thunder Wave and a Scary Face Bouffalant were involved. A reminder of how volatile Multis is, I suppose.

The third attempt won 276. The loss happened against Specs Alakazam + Drifblim lead; Zam crit Focus Blast into Metagross T1 for the OHKO; I was forced to Mega Evolve Gyarados because of Drifblim's Thunderbolt, and lost it to Whimsicott's Twinkle Tackle (misplay, should have clicked Protect on that turn, although it may not have mattered since Whims was Prankster and had Tailwind up, Gyarados had taken Tbolt already, and P2 did not have a SpA boost). Porygon2 could not beat Whimsicott + Bastiodon.

Particular shoutouts to zee and eragon, although they don't know me, for their excellent posts and team dumps in the Gen6 DOU thread; to turskain, justintr and Lumari for keeping facilities alive while being great teachers; to Eisenherz for having built up this community with virtue and grace; to Repto for all his help and endurance (congrats on your new record!)

I also like nyankin's artwork a lot.
 
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I made a long overdue update to the leaderboard (it had been a full year, time flies, my apologies! :smogduck:).

I also refreshed the rule regarding the loss battle video for streak submission since the 3DS online network has been permanently shut down by Nintendo - thankfully, everybody has a phone that can easily record and upload these nowadays!

Finally, a more explicit rule regarding emulator has been added. This used to not be really relevant to Gen 7, but things have changed a lot in that department in recent years and many are now playing on emulator, so I'm planning some changes that should help improve accessibility for all players. Stay tuned for that update in the near future (thanks for your patience!!).
It makes me happy some people are still interested in cooking up some ideas for the best facility! :blobwizard:
 
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:

Why is this streak not listed?
 
Finally after all this time I'm able to get the last girl that I always wanted to add onto my collection, Anabel!

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With this, my collection is finally complete!
Here is my complete collection in one image! Sadly we can only have 50 scouted Trainers on our collections so I can only pick my favourites.
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At first, I thought my game is bugged because Anabel never appeared as a Special Trainer.
To put into perspective of how rare Anabel is, according to Bulbapedia:
Special Trainers appear only in the Battle Tree's Super Course challenges, during every ten battles. Like with the other Battle Tree Trainers, their teams are randomly selected from a group of Pokémon specifically preset for each of them. All of these Trainers are equally likely to appear except Anabel, who appears only one-seventh as frequently as everyone else.

Since there are 8 Special trainers in total including Anabel, it means her chance of appearing every 10 battles is about 1/50 or 2%. I know 2% doesn't sound bad because if you're looking for a shiny Pokemon a 2% chance is enormous. But remember that you get an attempt every 10 battles rather than every battle which makes things significantly more tedious and time consuming.

But ofc I got a simple strategy for it.... Anabel can appear regardless of your streak so yes she can definitely appear even on your 10th streak.
So here's how I "farm" Anabel:
- Play Super Single Battle
- Turn off battle animations
- Use a team that can sweep quickly
- Run until 10 or 20th streak, if its not Anabel, forfeit and try again

Ofc this is assuming you don't have an outstanding streak on Super Single in which u might as well just continue your streak. But if your main goal is to scout Anabel, I think this is a good way to do it.
Also the reason why I forfeit every 10 or 20 battles is so that you fight weaker early streak trainers on the way, which speeds up the process.
And ofc even with this method it takes weeks for me actively doing this in my free time until I finally got her.

Now about the "team that can sweep quickly", this is the team that I'm using:

1. Cloyster
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Nature: Jolly
Item: Focus Sash
Ability: Skill Link
- Icicle Spear
- Rock Blast
- Liquidation
- Shell Smash

2. Mega Salamence
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Nature: Hasty
Item: Salamencite
Ability: Intimidate > Aerilate
- Flamethrower
- Draco Meteor
- Double Edge
- Hyper Voice

3. Aegislash
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Nature: Quiet
Item: Weakness Policy
Ability: Stance Change
- Shadow Ball
- Flash Cannon
- King's Shield
- Shadow Sneak


There might be better teams than this but this is what I have atm. Cloyster is quite obvious u just need 1 shell smash and steamroll through everything. This is also why I need to turn off animations as much as I love them cuz waiting for the animations to finish is painful.
Mega Salamence with Flamethrower is needed to take care of the likes of Scizor or Ferrothorn, or whatever steel type that wont die in 1 hit to Cloyster's +2 Liquidation. While Aegislash is there so it can deal with fake out users as well as providing neutral damage to steel and water type, cuz Cloyster cant really touch them.
Still, Cloyster can sweep most of the time unless when the game trolls you. Also status problems suck.

With my collection complete, I'll just mess around in Battle Tree and see if I can re-scout the girls I've collected for better party Pokemon.


As a sidenote, on Super Double Battle I have just beaten my previous PB and got 276 Win Streaks.
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How I lost you ask? Enemy Rhyperior lands 2 Horn Drills back to back. It only used 2 Horn Drills in the entire fight btw and both hits before I can kill it. I'll see if I can reach 300 next time, I'm currently redoing it and barely just reached 50.


For now, I'm just glad I dont have to do that tedious Super Single Battle farm again lmao
 
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Hi! First time posting here, but I want to report in on my Super Singles streak of 118 battles. I started looking into the Battle Tree late last year, with the original objective of getting the stamps for 100% Trainer Passport completion. I also wanted to use my favorite Pokemon, Metagross and Xurkitree in my attempts. Eventually I was able to clear Super Singles, Doubles and Multi, and decided to revisit my Singles streak (which I had left alone after getting the 50) and try to push for 100, and I did! I love this team very much, and part of why I pushed was so I could be eligible for leaderboards and share my team for posterity :)

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I started teambuilding by looking up resources on the Battle Tree, which lead me to this thread. After a lot of browsing and reading teams to get an idea for teambuilding, I decided to build my team around Mega Metagross, and after seeing other Mega Metagross teams, went with a Dragon/Steel/Fairy core.



Ithring (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Dragon Dance
- Fire Punch
- Earthquake

I went with Lead Dragonite, a very simple setup sweeper that just hits DDance a few times and goes to sweep. I valued the flexibility of being able to press coverage options and being able to switch over raw power, which is why I used Dragon Claw over Outrage. It was very effective during the initial climb to 50, being able to handily setup and clear trainers quickly, but as the streak progressed, I found way too many leads able to effectively force Dragonite out, so many matches had me switching to Tapu Fini turn 1. Still, a very useful sweeper, and it had natural synergy with Tapu Fini due to being able to bait moves that Fini could nullify or be resistant to, making problematic leads less of a momentum sink, while also ignoring Misty Terrain for its own Dragon type moves. Lum helped with any status they could throw during setup or during the sweep.



Asimov (Metagross-Mega) @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Earthquake

My beloved Shiny Metagross gets to shine in this run! Hunted via SOS chaining and Hyper Trained to max IVs, they were my brute force wallbreaker, providing immediate offensive power to hammer my way through opponents. Dual STAB, EQ for coverage and Bullet Punch to provide vital 100% accurate STAB priority in scenarios where I couldn't outspeed and needed to finish or chip opponents (invaluable for dealing with Trick Room or while being paralyzed). They were the least used of the team, mainly being used to revenge kill or brought in with a safe switch, but they looked the best doing it and they were fun to click buttons with. Misses weren't too huge a deal during this run (barring a few scares), so I didn't feel the accuracy problems that much. It helped that I relied on Bullet Punch to score kills whenever possible to avoid any unfortunate misses at inopportune moments.



Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Surf
- Moonblast
- Calm Mind
- Protect

Rounding out the team, we have Tapu Fini! Originally, this team ran Sash Mimikyu in the final slot, but Play Rough proved too inaccurate as STAB and Mimikyu's power often felt lacking. I then switched to Scarf Lele, but they were too inflexible, and I often ran into situations where I couldn't break through something and had my streak collapse. Finally, while looking through more Battle Tree teams in this post, I saw this post featuring a Tapu Fini set that caught my eye due to its more defensive nature providing a good defensive backline for my team, and its been fantastically reliable in the later parts of my streak. Misty Terrain was invaluable at nullifying the AI using status moves on Turn 1, baited by Dragonite in the lead, and similarly for Dragon moves headed for Dnite for a free switch. I could then setup up with Calm Mind, alternating Protects as necessary and sweep. In the 2nd half of the streak, Tapu Fini did more setup than Dragonite in matches. It matched well into bulky waters, bulky psychics and special dragons which provided it with ample setup oppurtunities with CM that benefited Lefties regen due to the decreasing damage taken. Protect was also great at scouting sets so I could formulate plans accordingly, and for stalling out turns for field effects like weather and trick room. Truly the glue that bonded the team together through thick and thin. It even 1v1'd Zapdos3 to the point it ran out of Charge Beam PP and was able to pierce Double Team to kill. I guess you could have replaced Tapu Fini with Suicune for similar effect? But I rather liked Misty Terrain being able to blank out status for everyone, not just Fini, so the rest of my team could get in on the status immunity.


Ultimately, the only change I would make to this team would be to make Tapu Fini the lead to save time and damage - it has a far better lead matchup into the Tree than Dragonite (as I have learnt by experience) and can scout sets with Protect easily.

Electric Types - Its pretty clear to see that this team has no real resistances into Electric Types, and suffer from weaknesses from the coverage options that Electric types usually carry. Paralysis is also extremely threatening when Misty Terrain is not online. As such, my general plan against Electric Types is to simply outspeed and kill them with EQ before they can do anything, but this falters when dealing with Flyers/Levitators. Zapdos, Thundurus, and ESPECIALLY Rotom formes were huge hassles to work around, often necessitating convoluted plans to both scout the set and then plan switches accordingly. Rotom having 5 different formes, each packing sets that could hit different members of my team super-effectively made dealing with them a huge obstacle, with each forme and set requiring a new play to be formulated every time.

Mimikyu-3 - Mimikyu-3 is the ideal counter to this team. Between Shadow Claw, Play Rough and Wood Hammer, they have perfect coverage on my entire team and has SD to boost its attacks beyond the capability for any of them to tank and fight back. Disguise also made more passive options like switching feel more punishing as the mon I had to switch in also had to deal with Disguise before my team to deal damage. Thankfully, I only had to deal with it once and was able to grind past it into a much easier team to handle, but still, very threatening mon to fight against.

(These are battles I found interesting enough to record and keep, I can record footage for external viewing on request.)

Battle 50 - Battle Legend Red
The battle that got me my Super Singles stamp was pretty easy, switching out to Metagross vs Venusaur3 lead (revealed protect on the switch), after which Zen Headbutt OHKO'd Venusaur, 2HKO'd Blastoise (with a flinch no less!) and Meteor Mash 2HKO'd Lapras for a clean sweep.

Battle 90 - Grimsley
This battle was honestly the biggest moments of luck working in my favor this run, saving it from a terrible misplay. Grimsley leads with Drapion4, which i setup twice on with Dragonite and OHKO. Bisharp4 is next, which I only find out when its Focus Sash triggers and Metal Burst kills Dragonite. Not a big deal, since Metagross revenge kills with Bullet Punch. However, the last mon is Mega Houndoom, and instead of switching to Fini immediately, I assumed I could take a hit/outspeed with Mega Metagross and kill it outright. Unfortunately, Fire Blast OHKO'd Metagross turn 1, leaving with me Fini. Very comfortable position still. Unfortunately I wildly overestimated how much damage Surf could deal and I clicked Surf instead of Calm Mind this turn. Mega Houndoom obviously outspeeds Fini, and setup Sun, greatly reducing the damage of the Surf (dealt about 33%). Immediately, I panicked and checked the numbers on Surf to see what went wrong. Turns out, I had my damage calculator open and had Fini still set to +2 SpA from the previous battle. I protect the Solar Beam next turn in an attempt to stall out the Sun and burn through Solar Power. I then clicked Surf in a last-ditch effort(not trusting the double protect and seeing there was a chance for Solar Beam to not kill) and Fini lives the Solar Power Solar Beam at 1 HP, from which point Surf puts it just in the exact range for Solar Power recoil to kill Houndoom.

The relevant damage calculation -
252 SpA Solar Power Mega Houndoom-4 Solar Beam vs. 252 HP / 0 SpD Tapu Fini in Sun: 174-206 (98.3 - 116.4%) -- 87.5% chance to OHKO
(Houndoom dealt 176/177 damage)

Yup, this streak was saved by having my final pokemon hang on at 1 HP by living a near guaranteed OHKO. Truly godlike luck to make up for my generational fumble. God bless Fini.

Battle 100 - Mallow
This was a rather tricky one as well, which made it all the more suitable for the 100th battle. She leads with Toucannon3, so I switch to Metagross and try and break through with Meteor Mash. Unfortunately, Sitrus Berry and the burn made Metagross too weak, so I switched back to Dragonite to setup instead. At +1, Dragon Claw takes Toucannon to the red and Dragonite dies, so I revenge kill with Metagross. Trevanant comes in, and fortunately its move of choice to kill Metagross with was Shadow Claw, revealing itself to be Trevenant3 (Band). With Fini's safety now confirmed, I was able to come in and start boosting with CM/Protect, although not without eating a crit Shadow Claw on the 1st turn. Cutting the boost short, I was able to 2HKO with +1 Moonblast, but I'm left at a pretty low HP. However, her final mon is Talonflame, which gave me hope that I could still clutch this. I hit Surf, revealing the Sash of Talonflame3, and Fini's defense investment proves its worth when she handily tanks the Acrobatics headed her way. After a Protect to heal up further, Acrobatics puts Fini in the red but the followup Surf kills, giving me my 100th victory!

Battle 102 - Larry
This battle really shows how much this team struggled with Electric types and how convoluted the process was at finding ways to take them out. Larry lead with Heat-Rotom, so I switch to Fini to deny status and reveal its set (Heat-Rotom3). Unfortunately, TBolt deals 75% before I can setup a Calm Mind, so I Protect then switch to Metagross who takes over 50% on the switch. I then miss Zen Headbutt (ha!), and Metagross dies to Overheat. The SpA drop however means that I could try switching in Fini again, and I start Protect/CM again. But from 40%, Fini isn't able to do much and dies in a few turns. Dragonite is now the last mon standing and has to sweep a completely healthy team. I DDance twice to guarantee the kill on Rotom, and get paralyzed due to a double TWave that ate through the Lum Berry. Dragon Claw OHKOs Rotom, and I'm able to outspeed the Darmanitan on the next turn and OHKO with EQ through the Paralysis. The final mon is Hariyama3, which luckily rolls Sheer Force to deny the flinch from its own Fake Out (Dnite was still at full health, so Multiscale gave me some measure of safety). Dragon Claw then 2HKOs Hariyama and I'm able to move ahead.

Battle 118 - Abel
Probably the longest match in here at 36 turns. Leads with Electivire, so I switch to Metagross hedge my bets against Electivire4's Ice Punch. I was right too, it was Ice Punch, but it FREEZES Metagross. I try to break through with Metagross but it eats 2 Wild Charges and dies. Dragonite revenge kills it with Earthquake. Regigigas3 comes out next, so I switch to Fini to deny Confuse Ray (shared by all Regigigas sets). The battle then turns into an attrition war, where I setup with CM under Misty Terrain and try to kill it before it wears off, but this is unsuccessful and I get paralysed and confused multiple times. I mainly went for Protect while under confusing to provide extra healing, but eventually I was able to land enough Moonblasts to kill, but not before the AI finally hits a singular Knock Off to take out my Leftovers.
On Turn 17, Registeel1 comes out and starts Cursing immediately. Since Fini had boosts ready, I try to whittle it down with Surf, but Rest+Amnesia made me feel that this was a losing war. I switch to Dragonite on Turn 24 and start setting up with Dragon Dance. Due to the sleep, I was able to setup safely and EQ once to trigger Rest again, allowing for more setup. This repeats a few times, with me setting up when its asleep, while using EQ to keep the AI going for Rest when it wakes up. Luckily, I was able to reach +6 before the AI finished setting up with Curse, and I was able to 2HKO with EQ through sleep turns. It never attacked once ever, even at +6.

Battle video proof

Lost to Hiker Vivek due to underestimating TTar3 - I let it setup to +2, at which point Tapu Fini couldn't handle it and the rest of my team got swept. Rather underwhelming, but I'd rather have this be my loss over some nonsense hax.
 
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Completed streak of 146 wins in Super Doubles (Ultra Moon)

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In 2018 Eisenherz created Team LC. I became interested in the specific composition of the team and started wondering how it would work if you kept the same core but removed the self-imposed restriction. I asked for some quick advice on Discord and bred the team later that week. I took it for a test run (no lookups or calcs) and died somewhere in the 30s. Then I didn't play Ultra Moon for another 8 years. But recently I was in a rut from my other video games and got the idea that I should come back to do what I wanted to do.

Team:
(Apologies in advance for the move orders, I have no idea what I was thinking in 2018, but since this was a "continuation" of an old project I didn't want to make any new changes)

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:Togedemaru: @ Berry Juice
Ability: Sturdy
Level: 1
- Spiky Shield
- Endeavor
- Fake Out
- Toxic

I was gonna write more about this but then I realized that there are a bunch of Togedemaru teams on the leaderboard already so everyone knows how it works. Togedemaru learns Fake Out which Aron doesn't learn. The main goal is to Fake Out a threat which could prevent Aromatisse from setting TR. I only do Spiky Shield on turn 1 if Fake Out is dangerous to use or if I specifically need to know both opponents' movesets to know how to proceed. Once TR is up the goal changes to taking out Togedemaru's own threats. Spiky Shield also sometimes serves the purpose of finishing off a 1 HP opponent in case you didn't double target them on the previous turn.

:Aromatisse: @ Lum Berry
Ability: Aroma Veil
Sassy Nature, EVs: 244 HP / 188 Def / 76 SpD
- Trick Room
- Moonblast
- Odor Sleuth
- Helping Hand

Evolving Spritzee gives it more Special Attack, which notably helps against a bunch of Sitrus Berry holders if you can do 25%. Lum Berry means that status users (or secondary effects) move down on the tier list of turn 1 threats (especially Electric attacks since Togedemaru is also immune to paralysis). The EVs were designed (at Discord's suggestion) to survive Mega Gengar's Sludge Bomb. During the run I kept thinking that a lot of the close calls were physical attackers and wondered if more defense would be better, but then when I finally fought a Mega Gengar I saved it for last because there was no safe time to Odor Sleuth, so I probably did actually benefit from the 1 additional turn of surviving the first attack.

:Clamperl: @ Deep Sea Tooth
Ability: Shell Armor
Quiet Nature, EVs: 252 HP / 252 SpA / 4 SpD
- Scald
- Ice Beam
- Hidden Power Grass
- Protect

Due to its signature item Clamperl is entirely unchanged from Eisen's team. As mentioned in his post Clamperl is one of the strongest attackers in the entire game. Pokemon weak to Water or Ice (and sometimes Grass) get deleted, and Helping Hand assists in a lot of neutral KOs as well. After one of my leads dies, Clamperl is usually first choice to go in next, since Mudsdale technically has better defenses to handle the back if Trick Room is down.

:Mudsdale: @ Groundium Z
Ability: Stamina
Brave Nature, EVs: 252 HP / 252 Atk / 4 Def
- High Horsepower
- Close Combat
- Heavy Slam
- Protect

Evolving Mudbray gives a boost in all 7 stats, the last one being weight. Heavy Slam is a consistent, 100% accurate move which almost always at 120 power, and was my most clicked moved. I tried to never click High Horsepower unless it was the only possible option for a KO, because it's the only move on my team that has less than perfect accuracy. On the other hand, Tectonic Rage was my second most used move, because it has insane power (with a possibility of boosting with Helping Hand), and serves as a comforting safety net knowing that it bypasses accuracy checks.

Strats:

Since this is an established gimmick archetype, you're playing by the flowchart and the difficulty rating of any given battle is how much they are able to derail you. Turn 1 you identify which Pokemon could disrupt Aromatisse. If they both can't prevent TR then you focus on whichever one might disrupt Togedemaru (priority moves, sleep/confuse/burn, etc). Pokemon with non-threatening non-attacks, low accuracy attacks, or Explosion are usually kept alive in the hopes that they'll waste their turn and give you an extra turn of Endeavor. The backline can pair well with either lead depending on who faints first. If Aromatisse still has high HP when Trick Room comes out, Clamperl or Mudsdale can Protect (especially if they are at lower HP) in order to get a second TR for more safety at the end of the battle.

Videos:
The only battle where I was not able to set Trick Room, and I had to play the whole thing with normal speed. Ironically I only won because Reddit's favorite Pokemon kept spamming OHKO moves.


I fought Mallow a few times before this, but this was the most threatening lead combination.
1779862855144.png
-Talonflame has Quick Attack
-Talonflame might have a Sitrus Berry
-If it has a Sitrus Berry, Moonblast might KO
1779863004934.png
-Toucannon might have a Rocky Helmet
-Toucannon might be able to one-turn Togedemaru with a multi-hit move

I couldn't come up with a way to safely cover every option so I just went for something and hoped that the game state would be more playable on turn 2. Luckily everything worked out but this really racked my brain for a couple minutes and was one of the hardest battles in the first 100.
Vs. Mallow, and my first time reaching triple digits in a gen 7 game.


Battle 100 was echoing in my head when this started, because it was the exact same 2 possible Talonflame sets alongside a coin flip Rocky Helmet. Unfortunately I did not stop to consider what I actually did in this situation previously. In the heat of the moment my two thoughts were "don't Fake Out into Rocky Helmet" and "Talonflame has a priority move". I knew I was risking Spore on Togedemaru but I figured if that happened at least Trick Room is up and I can work for there. But when I saw that Flame Body pop up I got mad that I had overlooked that option. If I had thought about Flame Body and took the calculated risk to attack it and it backfired, that would have been different, but in this case I straight up forgot about it. That specific thing got me so flustered that I lost all my composure and made bad decision after bad decision. I believe that this battle should have been winnable even with a flubbed first turn, but I was too far gone to make any good plays.
580781281156136960.webp
 
Not that it's necessarily much consolation (it's still a yikes position), but Flare Blitz is one of the moves that thaws the user.
 
Not that it's necessarily much consolation (it's still a yikes position), but Flare Blitz is one of the moves that thaws the user.
yep it does, but didn't really help much cuz Cresselia has speed control via Icy Wind and she fell early into the fight because of the freeze. I should be able to Ally Switch enemy Shadow Balls but with her frozen she'd have to take one to the face and died. the Glaceon had Detect btw
 
Hello! Finally got around to completing this, as I wanted to share these teams that I used for the Monotype Stamps for ANTS' Ultra Stamps. I looked in the Battle Facilities Discord and saw that a couple of people did all the types for Monotype Stamps for the Ultra Stamps, including Eisenherz. However, the ones I saw were completed in Super Doubles. I managed to get all of the Monotype Stamps in Super Singles and will be sharing the teams I used for each type. Keep in mind most of these teams were made to get at least 50 wins, not really made for super long streaks. For reference, I started each team at 0 to make it easier to keep track of their streaks. Of the types I have that are leaderboard eligible, I would only like to submit the Mono Flying team to the leaderboard, as it was the type that I got the highest streak with, and I believe it can go further. Also, I'd like to note for the Megas, I personally went with the way the format Monotype deals with Mega Evolution on types where the Mega has to be the same type on the type it's on both pre and post Mega Evolution (i.e I can't use Mega Altaria on Fairy), though it is up to you whether you go by that rule and allow yourself to use Megas that have the type you're using post Evolution (i.e being able to use Mega Lopunny on Mono Fighting) Also, I did all of these Monotype team runs on Ultra Sun. The types are divided into two posts, click here for the second half of the Monotype runs. I also have all of the teams on this Pokepaste.

Mono Normal (55)
:ss/lopunny-mega: :ss/chansey: :ss/bewear:

:staraptor: :kangaskhan-mega: :porygon-z: The three Pokemon below the Mono Normal title wasn't the original team I ended up using. I had used Scarf Staraptor as a way for more speed and to use Final Gambit to get rid of opposing Pokemon. I also tried Mega Kangaskhan since I had one with Power-Up Punch. I also tried Z-Conversion Ghost Porygon-Z to have a Ghost immunity. However, I decided to switch to a team that was less offensive and had a bit more defensive utility since Mega Kangaskhan was slow to outspeed fast Fighting Megas such as Mega Gallade, Mega Lucario, and Mega Lopunny. Dealing with those Fighting-types required either Porygon-Z to have already used Z-Conversion or have Staraptor alive.

:ss/lopunny-mega: :lopunnite:
Lopunny @ Lopunnite
Ability: Limber
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch

I decided to go with Mega Lopunny due to its higher speed than Mega Kangaskhan, and it has Scrappy when it Mega Evolves, being useful to hit Ghost-types. Basically the standard 4 attacks set it uses in Gen 7 OU, with Ice Punch being useful to hit Flying-types like Gliscor, Landorus, and Mega Salamence. I had used High Jump Kick during the run for its power, though Low Kick can do just fine for a 100% accurate Fighting move.

:ss/chansey: :eviolite:
Chansey (F) @ Eviolite
Ability: Natural Cure
Level: 50
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
- Seismic Toss
- Substitute
- Minimize
- Soft-Boiled

I decided to go with Chansey due to its bulk with Eviolite and high special defense allowing it to stall out Pokemon and beat entire teams once it sets up Substitute and evasion boosts with Minimize. When with the EV spread of max Defense max Speed to have fast Substitutes to setup on slower Pokemon in the Battle Tree, with the Defense giving Chansey some physical bulk.

:ss/bewear: :leftovers:
Bewear @ Leftovers
Ability: Fluffy
Level: 50
EVs: 252 HP / 68 Def / 188 Spe
Jolly Nature
- Substitute
- Bulk Up
- Drain Punch
- Shadow Claw

Despite the fact it gives me another Normal/Fighting type, I went with Bewear last since Fluffy lets it help take (physical) contact moves. Went with a Substitute + Bulk Up set to give me a wincon. Drain Punch is used to give Bewear HP recovery, and I ended up picking Shadow Claw for the move to hit Ghost types since nothing resists both Fighting and Ghost moves. The speed EVs put Bewear at 114 speed, letting it avoid speedties while outspeeding slower Pokemon such as Excadrill, Porygon-Z 3, and Incineroar-3.

Threats: Fighting-types can be problematic, especially Mega Gallade, as it can't get flinched by Mega Lopunny's Fake Out. Vs Mega Gallade, you'd have to sac a Pokemon to Close Combat to be able to have Mega Lopunny's Return OHKO Mega Gallade when you bring in Mega Lopunny after switching out to another Pokemon to take the Close Combat.

Mono Fire (66)
:ss/blaziken: :ss/charizard-mega-x: :ss/volcarona:

For Fire, I wasn't sure the direction I wanted to take with it, as I did not have Heatran yet when I did Mono Fire. I was deciding between Mega Charizard X and Mega Blaziken, and utlimately decided on Mega Charizard X thanks to the Water neutrality upon Mega Evolving. Since I still wanted a Fire/Fighting type, I decided to use Blaziken and create a Baton Pass team.

:ss/blaziken: :focus sash:

Blaziken @ Focus Sash
Ability: Speed Boost
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brick Break
- Bulk Up
- Protect
- Baton Pass

Lead of the team. Basically, it uses Bulk Up and to rack up Attack and Defense boosts for Mega Charizard X, with the Defense boosts being useful for Volcarona. Protect to help get speed boosts, with Brick Break to attack opposing Pokemon if needed. Focus Sash is used to survive an attack if needed, which can help you get stat boosts to be able to Baton Pass to a teammate.

:ss/charizard-mega-x: :charizardite x:
Charizard @ Charizardite X
Ability: Blaze
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Punch

Went with Mega Charizard X as the Mega since it serves as a ground immunity pre Mega evolution and a Water neutrality post Mega evolution. Mega Charizard X can setup even further if you Baton Pass Attack, Defense, and Speed stats to it, and it can setup if you don't Baton Pass into it. Went with Fire Punch over Flare Blitz since Blaziken can Baton Pass attack boosts to Mega Charizard X, and for situations I need to use a Fire move without taking recoil damage.

:ss/volcarona: :leftovers:

Volcarona @ Leftovers
Ability: Swarm
EVs: 132 HP / 188 SpA / 188 Spe
Timid Nature
- Substitute
- Quiver Dance
- Bug Buzz
- Flamethrower

I decided on Volcarona last since it provides a Ground neutrality. I could also use a Sub Quiver Dance, which is nice so one of my sweepers can have Sub to help setup easier. The EV spread is essentially the Gen 7 OU Sub Swarm EV spread but adjusted to level 50. You can do an EV spread of 120 HP / 180 SpA / 204 Spe, which puts Volcarona's speed at 160, allowing it to avoid speedties with other Pokemon.

Threats: There wasn't really any one specific Pokemon, but in general Pokemon with Rock and Ground coverage can be problematic. Rain based trainers can be a pain to deal with, though I find that you need to play well with Mega Charizard X (and Blaziken to an extent) to be able to beat rain based teams.

Mono Water (64)
:ss/clawitzer: :ss/gyarados-mega: :ss/gastrodon:

This was actually the first monotype team I ever did. I for some reason wanted to use Clawitzer in the battle tree, and ended up giving in to my intrusive thoughts on using Clawitzer in the Battle Tree. I looked at Clawitzer's body style and decided: What if I do both a Mono Water team AND a Mono Serpentine Body team? Therefore, this team was created.

:ss/clawitzer: :choice specs:
Clawitzer @ Choice Specs
Ability: Mega Launcher
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Pulse
- Aura Sphere
- Dark Pulse
- Ice Beam

Basically the Pokemon that made me go a Mono Water Mono Serpentine Body team. Went greedy and decided to do a Choice Specs set to stack with Mega Launcher, though Specs + Mega Launcher is needed in order to get some OHKOs on things on Pokemon such as Abomasnow-4 (Mega Abomasnow). Basically 3 moves that get boosted by Mega Launcher + Ice Beam to hit Flying-, Dragon, and Grass-types like Salamence/Mega Salamence, Gliscor, Shiinotic, and Kommo-o. Aura Sphere is useful to hit Pokemon such as Ferrothorn, the Regis, and Scrafty. Dark Pulse targets Pokemon such as Jellicent, the Lati twins, Bruxish, and Dhelmise. Decided to do a Max Speed set to get as much speed as possible with Modest Nature, though you can use a bulkier EV spread.

:ss/gyarados-mega: :gyaradosite:

Gyarados @ Gyaradosite
Ability: Intimidate
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Crunch
- Substitute


Mega Gyarados is the mega of the team since it also fits the Serpentine Body category. The Water/Flying type pre Mega evolution can be useful as a switch-in to Ground moves as well as being neutral to Grass moves. Went with Earthquake as a coverage move to target Electric-types as well as Pokemon such as Alolan-Muk, Tyranitar/Mega Tyranitar, and Terrakion. I went with Substitute for the last slot to avoid status to help me setup Dragon Dance, though you can do Waterfall in the slot instead lol.

:ss/gastrodon: :leftovers:
Gastrodon @ Leftovers
Ability: Storm Drain
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Earth Power
- Toxic
- Recover

Gastrodon serves as the Electric immunity since it also fits the Serpentine body category. Went with a specially defensive EV spread since Gyarados has Intimidate to lower the Attack of opposing Pokemon as well as Gastrodon being able to burn opposing Pokemon with Scald.

Threats: Grass-types are a huge problem for this team, especially Venusaur. Venusaur-3 in particular is problematic since it outspeeds and OHKOs Clawitzer with the EV spread I used. If I were to try this team again, I would use at least 188 HP EVs to allow Clawitzer to live an (non Overgrow boosted) Energy Ball from Venusaur-3 so Clawitzer can OHKO with Ice Beam.

Like I said, of the Monotype teams I had, the Water team is the least optimized since I also did a Mono Serpentine Body team at the same time with this team. You can do Greninja over Clawitzer, though at that point you'd probably want to change up the team, and it means you don't do Mono Serpentine Body. I'll probably try to make another Mono Water team that is more optimal if I decide to get around to doing it.

Mono Grass (94)
:ss/breloom: :ss/kartana: :ss/venusaur-mega:
:

:ferrothorn: :cradily:

Figuring out which Pokemon to use for Mono Grass was a bit tough in Singles since I only had 3 slots to work with. At first, I tried a bulkier Grass team that consisted of Ferrothorn, Cradily, and Mega Venusaur. However, the team couldn't really do much against Volcarona-3/4. I even went as far as using a SpDef Curse Cradily set with Rockium Z and Rock Slide to OHKO Volcarona-3/4 after a +1 attack boost. After failed attempts with the bulky grass team angle, I decided to go for a more offensive approach with Mega Venusaur being the defensive Pokemon to fall back on while I have two offensive Grass-types.

:ss/breloom: :focus sash:
Breloom @ Focus Sash
Ability: Technician
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

Breloom is the lead of the team. I decided to go with Focus Sash to be able to Spore a Pokemon and either attack or switch out to another Pokemon. Rock Tomb targets Fire- and Flying-types like Volcarona, Charizard, Moltres, and Chandelure. Keep in mind that this is a sort of a emergency "check" to Fire- and Flying-types, so if the trainer has Fire and Flying-types in their roster, you should preserve Breloom for later to deal with them.

:ss/Kartana: :choice scarf:
Kartana @ Choice Scarf
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Smart Strike
- Sacred Sword

Decided to go with Choice Scarf Kartana for speed control and as a potential snowballing wincon with Beast Boost. Knock Off lets Kartana hits Ghost-types such as Chandelure, Trevenant, Gengar, and Dhelmise super effectively. Sacred Sword is used to hit Steel-types such as Ferrothorn, Magnezone, and Bisharp.

:ss/venusaur-mega: :venusaurite:
Venusaur @ Venusaurite
Ability: Thick Fat
Level: 50
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Synthesis

Went with Mega Venusaur as the Mega for the team due to Thick Fat giving it a Fire and Ice neutrality as well as a bulky Pokemon to fall back on. I decided to use the Gen 7 BSS Bulky Offensive set to have a special attacker that can deal out some damage since my other two Pokemon are physical attackers. Hidden Power Fire targets Steel-types such as Ferrothorn, Durant, and Scizor. The 4 Speed EVs lets Mega Venusaur outspeed opposing Mega Venusaur (aka Venusaur-4 lol).

Threats: Fire- and Flying-types are problematic for the team. Like I said earlier, Breloom acts as an emergency check for Fire and Flying-types, though you need to preserve it for them. I'd highly recommend playing with this team(and other teams in general) with a Trainer Lookup tool, as that is useful to know what decisions you need to make and has been a huge help with my runs, especially for a type like Mono Grass. I'd also like to mention there is a bit of luck factor considering Breloom uses Spore.

Also, this was the first Monotype team I did for Super Singles that got to 90+ wins lol

Mono Electric (66)
:ss/tapu koko: :ss/raichu-alola: :ss/rotom-wash:
For mono electric, I had an idea on how I would do it. I decided to do an offensive angle with Tapu Koko to set Terrain, Alolan Raichu to take advantage of Electric Terrain via Surge Surfer, and then a Ground immunity. I did not have Zapdos EV trained at the time, and I decided I wanted to use Rotom-Wash as the ground immunity. However, finding out what set to use on Rotom-Wash was a bit of a challenge for me. At first, I went with a defensive set with Hydro Pump/Volt Switch/Will-o-Wisp/Thunderbolt. However, I found Grass-types, especially Exeggutor-2 to be problematic. I decided to add Signal Beam to the set while still having a defensive EV spread. However, Signal Beam wouldn't OHKO Exeggutor-2. I decided to do a Bulky Offensive set with 4 attacks with Signal Beam to be able to OHKO Exeggutor-2.

:ss/tapu koko: :choice specs:
Tapu Koko @ Choice Specs
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch

Went with Tapu Koko to setup Electric Terrain. Decided to use Choice Specs for immediate breaking power, though I'm wondering if I should've gone with Terrain Extender to extend the turns of Electric Terrain. Tapu Koko is also useful for being able to deal with Dragon-types such as Kommo-o, Salamence/Mega Salamence, and Hydreigon. I went with Grass Knot to deal with Ground-types such as Rhyperior, and Swampert/Mega Swampert.

:ss/raichu-alola: :psychium z:
Raichu-Alola @ Psychium Z
Ability: Surge Surfer
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Psyshock
- Grass Knot

Alolan Raichu takes advantage of Electric Terrain to be able to outspeed anything that doesn't have too much speed boosts. Went with Psyshock over Psychic to be able to hit Blissey and Goodra harder. Decided to go with Psychium Z to allow Alolan Raichu to be able to OHKO Venusaur-4. Grass Knot is used to hit Ground-types such as Swampert/Mega Swampert, Golurk, Rhyperior, and Mamoswine.

:ss/rotom-wash: :wiki berry:
Rotom-Wash @ Wiki Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 212 SpA / 44 Spe
Modest Nature
- Hydro Pump
- Thunderbolt
- Volt Switch
- Signal Beam

This is the finalized set I came up with for Rotom-Wash. Signal Beam is used to hit Grass-types such as Exeggutor, Lilligant, Leafeon, and Tangrowth super effectively. The spread I have gives Rotom-Wash bulk and a bit of power to hit opposing Pokemon hard. I went with Wiki Berry as the item to have a good amount of HP recovery when put into range for Rotom-Wash to consume Wiki Berry. I went with 44 Speed EVs to be able to outspeed Pokemon such as Excadrill and Clawitzer-4. Even though the EV spread I used was with 252 HP / 212 SpA / 44 Spe, If you use this team, I'd recommend using this EV spread instead with Modest Nature: 236 HP / 4 Def / 212 SpA / 12 SpD / 44 Spe
The speed on that EV spread is still the same, the thing that this spread does differently than my original EV spread is make it where Download Porygon2/Porygon-Z get an Attack boost instead of a Special Attack boost.

Threats: Grass-types can be a bit of an issue for the team. You have to play carefully with the team to deal with them. Also, because Rotom-Wash relies on Levitate to have a Ground immunity, Mold Breaker Earthquake is a problem for this team, as it means you can't switch in Pokemon safely since Zapdos isn't on the team.

Mono Bug (60)
:ss/golisopod: :ss/pinsir-mega: :ss/volcarona:

:pheromosa:

Mono Bug was actually the second Monotype team I did for the Monotype Ultra Stamps runs. Just like with my Mono Water team, this one is more on the suboptimal side of teams, but it still ended up making it to 50 wins. I tried Pheromosa at first, but I ended up swapping it for Golisopod since Pheromosa doesn't have the best defenses, and I wasn't a big fan of having to rely on Hi Jump Kick for its most powerful STAB.

:ss/golisopod: :sitrus berry:
Golisopod @ Sitrus Berry
Ability: Emergency Exit
Level: 50
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- First Impression
- Liquidation
- Leech Life
- Aqua Jet

I went with Golisopod for a Fire neutrality and to be able to utilize Emergency Exit to switch into one of my teammates. Golisopod also helps Basically the Gen 7 RU set but with the EVs adjusted for level 50. Went with Sitrus Berry for some HP recovery in case I wasn't ready for Emergency Exit to activate.

:ss/pinsir-mega: :pinsirite:

Pinsir @ Pinsirite
Ability: Hyper Cutter
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Even though Scizor would likely be the better Mega choice for this team, I decided to go with Pinsir as my Mega because I wanted to use its Ability Aerilate. Basically the Swords Dance 3 Attacks set, with Close Combat being useful to hit Rock- and Steel-types such as Magnezone, Ferrothorn, Aggron, Tyranitar, and Tyrantrum. Quick Attack is useful to allow Mega Pinsir to revenge kill Pokemon faster than it.

:ss/volcarona: :leftovers:
Volcarona @ Leftovers
Ability: Swarm
Level: 50
EVs: 132 HP / 188 SpA / 188 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Quiver Dance
- Bug Buzz
- Flamethrower

Decided to use Volcarona for my special attacker thanks to its Fire neutrality and access to Quiver Dance. This is the same SubSwarm set I used on my Fire team. (I used this on Mono Bug first before Mono fire lol). I'll repeat what I said about the EV spread from the Mono Fire team: The EV spread is essentially the Gen 7 OU Sub Swarm EV spread but adjusted to level 50. You can do an EV spread of 120 HP / 180 SpA / 204 Spe, which puts Volcarona's speed at 160, allowing it to avoid speedties with other Pokemon.

Threats: Because the team isn't using a Bug/Fighting and or a Bug/Steel type, the team doesn't have a Pokemon that can take Rock moves. You can consider going Mega Scizor instead of Mega Pinsir to help with that since it has Roost and Bullet Punch for priority while taking advantage of Mega Scizor's Ability Technician.
Mono Flying (111)
:ss/salamence-mega: :ss/gliscor: :ss/celesteela:
Mono Flying was honestly my favorite type to use for this Monotype runs due to it having one of my favorite Pokemon, Mega Salamence. I already knew I wanted to use Mega Salamence and Gliscor due to them being quite good in the Battle Tree, and ended up going Celesteela last for the Ice neutrality since both Mega Salamence and Gliscor both have a x4 Ice weakness. Also, I would like to submit this Mono Flying team streak for the Battle Tree Leaderboard.

:ss/salamence-mega: :salamencite:
Salamence @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 4 Def / 12 SpD / 236 Spe
Jolly Nature
- Return
- Substitute
- Dragon Dance
- Roost

Basically the standard Sub DD set Mega Salamence uses in the Battle Tree. When setting up with Mega Salamence, you typically want to set up to +6 or as much as you can so it can sweep teams easily, with Substitute and Roost helping Mega Salamence have more setup opportunities. EV spread lets Mega Salamence outspeed Salazzle-3 after Mega Evolving and makes Porygon-2 and Porygon-Z get an Attack boost from Download.

:ss/gliscor: :toxic orb:
Gliscor @ Toxic Orb
Ability: Poison Heal
Level: 50
EVs: 236 HP / 4 Atk / 4 Def / 252 SpD / 12 Spe
Careful Nature
- Earthquake
- Substitute
- Toxic
- Protect

Went with Gliscor since it provides an Electric immunity for the team. Despite both Gliscor and Mega Salamence having a x4 Ice weakness, Gliscor can PP stall out Ice moves for Mega Salamence with Substitute and Protect. Gliscor can also deal with entire teams on its own thanks to the combination of Substitute, Toxic, Protect, and Poison Heal. EV spread is the same one used on this team, with the 12 Speed EVs being useful to outspeed Electivire-3/4.

:ss/celesteela: :leftovers:
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 168 Def / 88 SpD
Impish Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect

I went Celesteela for the last Pokemon due to its Ice neutrality, which is useful to take Ice moves should Gliscor not be in a position to PP stall out Ice moves. Celesteela can wear down opposing Pokemon with Leech Seed, which can also help heal Mega Salamence and Gliscor to have a little extra HP recovery. Basically the set Celesteela uses in Gen 7 Monotype. I originally had Toxic on this set, but I ended up going with Flamethrower to hit Steel-types such as Ferrothorn and Scizor/Mega Scizor. The EV spread is basically the one it uses in Gen 7 Monotype but adjusted to not waste EVs at level 50. I had Impish Nature because I intended to have Toxic on this set only to change it to Flamethrower, so you can go with Relaxed Nature if you don't want to have Flamethrower deal less damage.

How the team plays out is that Mega Salamence is the setup wincon, with Gliscor serving as an alternative wincon with its SubToxic set. Celesteela and Gliscor also serve as a defensive backbone for Mega Salamence that can help pave the way for Mega Salamence to win.

Threats: Electivire-3/4: Electivire 3 (in Ultra Sun/Moon only) / Electivire-4 can pose a problem due to having both Ice Punch and Wild Charge. Dealing with it requires switch stalling. Electivire-4 has Life Orb, so it can chip itself with the Life Orb recoil.
Tyrantrum-4: Tyrantrum-4 is problematic due to Band Head Smash hitting like a freight train. Mega Salamence can Sub and fish for Head Smash misses to help PP stall it out of Head Smashes. Gliscor and Celesteela can also use Protect to help waste Head Smash PP.

The Loss:

To summarize the loss: I got greedy trying to go for a Leech Seed against Thundurus-4, only for its Discharge to crit and OHKO my Celesteela. Losing Celesteela made it tough to deal with Latias-4, ultimately leading to my loss. I should've played it safe and continued to switch stall between Gliscor and Celesteela against Thundurus-4.

Mono Ground (52)
:ss/garchomp: :ss/gastrodon: :ss/camerupt-mega:

:flygon:
For Mono Ground, I wasn't sure for the direction I wanted to go with. I knew already I wasn't going to try Sand Ground, as unlike the actual Monotype format on Showdown, I only had 3 slots to work with, so I couldn't really end up making a Sand team I would feel comfortable with. I ended up going with Gastrodon for my Water immunity and Mega Camerupt due to its neutrality to Ice and Grass moves. I tried Flygon with a Bulky Sub DD set but ended up going with Garchomp instead.

:ss/garchomp: :focus sash:
Garchomp @ Focus Sash
Ability: Rough Skin
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage
- Earthquake
- Rock Tomb

Chose Garchomp and decided to go with a lead set that can potentially break through or sweep teams thanks to Focus Sash helping provide a setup opportunity. Went with Rock Tomb for the rock move since it's more accurate than Stone Edge as well as being useful to outspeed faster Pokemon with the speed drop.

:ss/gastrodon: :leftovers:
Gastrodon @ Leftovers
Ability: Storm Drain
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Earth Power
- Toxic
- Recover

Went Gastrodon as my Water immunity. The moves are the same that I used as the Gastrodon I used on my Mono Water team, but unlike the Mono Water version, I went with a physically defensive EV spread to tank physical attacks since I wanted Mega Camerupt to serve as the Pokemon to take special attacks. I originally had Rocky Helmet on Gastrodon to chip physical attackers, but ended up going with Leftovers for a little HP recovery.

:ss/camerupt-mega: :cameruptite:
Camerupt @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Earth Power
- Rest
- Sleep Talk

Went with Mega Camerupt as my Mega since it is neutral to Ice moves and Grass moves. I could've done Gastrodon as the specially defensive Pokemon, but Gastrodon wouldn't be able to reliably deal with certain special attackers like Gengar-3 (Energy Ball moment), while Mega Camerupt could. Basically went with the Gen 7 RU RestTalk set but changed Fire Blast for Flamethrower for a 100% accurate Fire STAB. I liked RestTalk since it allowed me to have recovery and attack while I asleep, though the Sleep Talk turns can end up going against your favor if you don't pull the move you need, which ultimately lead to this team's loss against Youngster Brady's Azelf-2 when I needed Sleep Talk to pull Flamethrower in order for me to have won the battle. I originally had the Gen 7 RU EV spread that had some speed. However, I realized that I needed max Special Defense for it to take special ice attacks better.

How this team works is with a lead Pokemon that can sweep teams or break through them as much as you can, with two defensive Pokemon that can take attacks and have ways to make progress against opposing Pokemon.

Threats: Despite having two Pokemon neutral to Ice moves, I found the Ice-type specialists to be annoying for me to deal with, even Brandi, which lead me to not liking to see the quote: "Ahh... I feel sluggish in this heat... Let's get this started..." Whenever I did runs with the team, as this Mono Ground took me multiple attempts to get to at least 50 wins. The biggest culprit for me not liking the Ice-type specialists is because of Glaceon, whose Blizzards hit hard. Glaceon-3 makes me not like having to face Sina (aka the devil) due to Glaceon-3 having Focus Sash and Hail, meaning not only is there the possibility of my moves missing when Hail is up, Hail also makes Glaceon-3's Blizzard a 2HKO against Mega Camerupt since it can't hold Leftovers. (Without Hail Blizzard is a 3HKO against Mega Camerupt) Rain based teams can also be an issue if Gastrodon is down or Ludicolo is one of the Pokemon I'm facing and I don't have Garchomp alive to deal with it.

Mono Rock (69)
:ss/crustle: :ss/barbaracle: :ss/aerodactyl-mega:

:minior: :tyrantrum: :carracosta: :archeops: :omastar: :rhyperior:

Oh boy, Mono Rock. This type was one of the types that took a bit of trial and error to figure out the final team I would end up going with. Rock was rough to work with, as not only is it not exactly the greatest type defensively, Rock STAB isn't that great in the Battle Tree. I had to basically rely on coverage moves and secondary STABs for it if I feel like Rock STAB wasn't worth it on certain Pokemon. I tried some different options for Mono rock. I tried to go for a Mono Fossil run for some of the runs, only for the Mono Fossil teams to end up being Ice weak. I experimented with which Rock/Flying to use, having tried out Minior and Archeops. I tried out Tyrantrum with a Sub DD set for a Water neutrality but ended up not using it after coming up to the conclusion I need a Rock/Flying Pokemon, and having Tyrantrum makes Ice-types a problem. I experimented with different Water/Rock Pokemon to figure out which one I wanted to use. I liked Omastar and Carracosta, but ended up not using them in the final version of the team since I found myself liking Barbaracle after coming up with a weird EV spread for it. I messed with Rhyperior since Solid Rock + Weakness Policy means it can tank a super effective move and retaliate, but if I have to switch out Rhyperior, I won't have the attack boost from Weakness Policy if Rhyperior used its Weakness Policy earlier. After different attempts, I ended up going with the 3 of Crustle, Barbarcle, and Mega Aerodactyl, basically making the team a physical spam overload type of team.

:ss/crustle: :lum berry:
Crustle @ Lum Berry
Ability: Sturdy
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Rock Blast
- Earthquake
- Shell Smash

I ended up going with Crustle since it being Bug/Rock means Crustle takes neutral damage to Grass, Ground, and Fighting moves. I also wanted to have another Shell Smash Pokemon, and Crustle was the one where it didn't feel awkward to run 2 Shell Smash Pokemon since I can't have two Pokemon hold White Herb. It also had the Ability Sturdy, meaning I could use it as a lead Pokemon to break through teams or potentially sweep with Crustle depending on the opposing trainer's team. It was also a Pokemon I felt I could afford using a Rock STAB on it, as it ended up being the only Pokemon on the final version of my Mono Rock team with a Rock STAB. I went with Rock Blast for the Rock STAB since it hitting multiple times allows me to break past Focus Sash, being useful against Salazzle-3 and Abomasnow-3. I went with Earthquake to hit Steel-, and Rock-types such as Magnezone, Aggron, and Bastiodon, Rampardos, and Tyrantrum super effectively. I originally had Custap Berry as the item, but ended up changing to Lum Berry since Crustle most of the time wouldn't be bought down to Custap Berry range. Lum Berry was also useful to heal off status conditions that can ruin Crustle's attempt to sweep or break through teams.

:ss/barbaracle: :white herb:
Barbaracle @ White Herb
Ability: Tough Claws
Level: 50
EVs: 252 HP / 56 Atk / 4 Def / 196 Spe
Jolly Nature
- Substitute
- Shell Smash
- Liquidation
- Earthquake

I decided on Barbaracle as my Water/Rock Pokemon after coming up with a weird EV spread for it. I also decided on a Substitute + Shell Smash set to give Barbaracle more setup opportunities and is useful to dodge status that can cripple it. Maybe it's just me, but I found the Barbaracle set I made and used to give off Barbaracle-1 vibes just because of Substitute on this set acting as a way to have more opportunities to setup. I went with Earthquake as the coverage move to hit Magnezone and Metagross super effectively. As for the EV spread, I went with 252 HP and 4 Defense EVs to help survive Brick Break from Metagross-4 to hopefully not get put into range of Bullet Punch being able to pick off Barbarcle after taking a Break Break. 56 Attack EVs alongside 196 Speed EVs allow Barbaracle to outspeed and OHKO Magnezone-3 without needing to use Shell Smash. (provided Sturdy is broken if that is its ability, Magnezone didn't click Magnet Rise, and/or Earthquake doesn't end up missing due to Bright Powder)

:ss/aerodactyl-mega: :aerodactylite:
Aerodactyl @ Aerodactylite
Ability: Pressure
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Crunch
- Fire Fang
- Ice Fang

I decided to go with Mega Aerodactyl as my Rock/Flying since it gives me a Mega as well as having the highest base speed stat of the Rock/Flying types. I decided to go with a four attacks set to take advantage of Tough Claws. Aerial Ace is nice to hit Grass- and Fighting-types such as Leafeon, Lilligant, Infernape, and Gallade. Aerial Ace is also nice to ignore evasion boosts. Crunch is useful to hit Psychic-and Ghost-types such as Bronzong, Gengar, and Chandelure super effectively. Fire Fang is used to deal super effective damage to Steel-types such as Scizor, Magnezone, and Ferrothorn. Ice Fang is useful to hit Ground- and Dragon-types such as Gliscor, Salamence, Garchomp, and Flygon. I have Pressure as the base Ability since I didn't have an HA Aerodactyl to have Unnerve.

Threats: Steel-types: I did not like facing Steel-types during these runs, especially Magnezone and Metagross-4 in particular. This ended up making me not looking forward to fighting Colress since he has Magnezone, Metagross-4, as well as Klinklang-3 which can be annoying to deal with it lead with.
Rain based teams: Rain based teams are also tough to deal with since I don't have Storm Drain Cradily on the team to have a Water immunity. You basically need to have Crustle boost with Shell Smash to be able to break past them. Rotom-Wash is also an annoying Pokemon since I don't have a move that hits it super effectively.
 
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Apologies for the double post, but this is the second half of the teams I used for the Monotype Stamp runs for the Ultra Stamps. Click here for the first half. I also have all of the teams on this Pokepaste.


Mono Ice (56)
:ss/cloyster: :ss/mamoswine: :ss/glalie:

:piloswine:

Mono Ice lol... Mono Ice, I already knew I wasn't going to run a Hail team with Alolan Sandslash. I ended up going with the three of Cloyster, Mamoswine, and Glalie. However, the run ended up taking multiple attempts since the team was weak to specific Pokemon such as Mega Lucario and Infernape. I ended up trying out Physically Defense Piloswine over Mamoswine to have a Pokemon that can survive Lucario-3's(Mega Lucario) Close Combat (if it doesn't crit) and KO with Earthquake. However, I ended up changing back to Mamoswine after I realized I preferred Mamoswine's speed. Therefore, I decided the best approach was to simply not encounter Lucario-3 until after 50 wins, which eventually happened. Funnily enough, the loss for the Mono Ice team was because of a lead Lucario-3 lol.

:ss/cloyster: :focus sash:
Cloyster @ Focus Sash
Ability: Skill Link
Level: 50
EVs: 252 Atk / 12 SpA / 244 Spe
Naughty Nature
- Shell Smash
- Icicle Spear
- Surf
- Smart Strike

I decided to make Cloyster the lead for this team. Focus Sash helps Cloyster be able to setup and sweep. I went with Surf as the Water STAB to have a move to hit physically Pokemon such as Avalugg. I went with Smart Strike to hit Ice-types such as Abomasnow, Aurorus, Glalie, and Glaceon since it ignores evasion boosts. You can consider Rock Blast to be able to bypass Salazzle-3's Focus Sash. Naughty Nature lets Cloyster have more power. 244 Speed EVs allows Cloyster to outspeed Terrakion-2 after a +2 Speed boost from Shell Smash. Since this set uses Naughty Nature, you can't have less than 244 Speed EVs if you want Cloyster to have the ability to outspeed Terrakion-2 after a Shell Smash.

:ss/mamoswine: :assault vest:
Mamoswine @ Assault Vest
Ability: Thick Fat
Level: 50
EVs: 44 HP / 108 Atk / 4 Def / 252 SpD / 100 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Spear
- Knock Off

I decided to use Mamoswine on the team thanks to Thick Fat making it take less damage from Fire moves. Basically went with the Gen 7 Battle Stadium Singles Assault Vest set but ended up changing Fissure for Knock Off as well as changing the EV spread. Icicle Spear is used over Icicle Crash since it is 100% accurate, and it can be useful to break past Focus Sash and Sturdy. Ice Shard is useful to pick off faster Pokemon, being useful to pick off Pokemon such as Salazzle-3. Knock Off lets Mamoswine hit Pokemon such as Jellicent and Levitate Bronzong super effectively. I kept the 44 HP and 252 Special Defense EVs the same as the Gen 7 BSS Assault Vest Mamoswine set. I decided to give Mamoswine 100 Speed EVs to outspeed Pokemon such as Incineroar-3 and Garchomp-4. I decided to give most of the EVs to Attack to give Mamoswine more power, putting the last 4 EVs in defense to not waste them.

:ss/glalie: :leftovers:
Glalie @ Leftovers
Ability: Moody
Level: 50
EVs: 172 HP / 148 SpA / 8 SpD / 180 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Substitute
- Taunt
- Frost Breath

I went with Glalie on the team since Moody enables Glalie to have the ability to sweep teams once it is setup. Not really sure what to add that's different than what people have already on this thread said about Glalie. The EV spread is the one from the Durant/Glalie/Mimkyu team made by GG Unit, so here is the EV spread explanation from that post: "Different EVs this time around. The old ones had some Defense for Glalie's Sub at +5 Defense to survive a non-crit Stone Edge from Donphan or Technician Bullet Punch from Scizor in the Maison. There's no more Donphan, and the Scizor sets hit a little harder than before, so I'm putting them into making Frost Breath more powerful now. The HP EVs maximize the number of turns Glalie can PP stall a move while fishing for the right boosts or a miss against a non-Truant opponent, and there's a little bit more Speed than before for +1 Glalie to beat a few of the things that sit just ahead of the base 130 crowd." Even though I wasn't using Glalie on a Truant Durant team, it still ended up putting work on this Mono Ice team once it got the opportunity to setup and get the boosts it needs to sweep.

How the team plays out is Cloyster is used as the lead Pokemon that can sweep teams depending on the trainer and Pokemon you're facing, with Mamoswine being useful to take Fire moves if needed. Glalie serves as an alternative wincon thanks to being able to use Substitute and Protect to stall out the turns it needs to be able to sweep teams with the stat boosts gained from Moody.

Threats: Steel-types are a huge problem for this team, specifically Metagross-4 and Lucario-3. As a matter of fact, those two are Pokemon I did not enjoy facing, especially if they are lead with. If Lucario-3 is lead with, Cloyster can't setup Shell Smash since it will just get hit by Bullet Punch after being bought down to Focus Sash. Surf at +2 2HKOes Metagross-4. These two Pokemon made me afraid to face Cynthia and Colress due to them having Lucario-3 and Metagross-4 respectively. I basically had to hope I get a run where I wouldn't run into them, or Colress at least. Cynthia was manageable as long as Lucario-3 isn't the lead Pokemon. I also had to hope I just didn't run into any trainer that could have Lucario-3 as a lead until after Battle 50. Another Pokemon that gave me pain (and part of why I experimented with Physically Defensive Piloswine) is Infernape-3/4 if they are the lead Pokemon. Infernape-3/4 having Fake Out means I would have to switch out and sac a Pokemon to be able to get Cloyster back in to not have its Focus Sash broken. Infernape-4 having Focus Sash means I have to switch out a Pokemon and have Infernape use either Close Combat or Flare Blitz depending on the Pokemon I decide to sac. Flare Blitz recoil means Infernape can't use its Sash, while Infernape can get OHKOed by +2 Cloyster Icicle Spear if Infernape is at -2 Defense. Infernape-3/4 ended up making me somewhat paranoid about facing Sun based trainers since lead Infernape-3/4 can put me in a bad position depending on the other two Pokemon and Pokemon I ended up saccing. Non sun-based trainers with lead Infernape-3/4 such as Haley were scarier to deal with due to the variety of Pokemon they can have.

Mono Dragon (53)
:ss/salamence-mega: :ss/kommo-o: :ss/turtonator:

:altaria-mega:

Mono Dragon was a type I wanted to get around to using because of Kommo-o. At first, I tried the team with Mega Altaria instead of Mega Salamence because I wanted the type change to have a Dragon immunity to bait Dragon moves. However, I decided to switch to Mega Salamence since I wasn't liking how slower Mega Altaria was than Mega Salamence as well as missing the Ground immunity. Mega Altaria also couldn't OHKO Alakazam-3 with an unboosted Return since I was running a bulky Sub DD set and Mega Altaria couldn't use Dragon Dance to outspeed Alakazam-3, making it a huge threat to the team.

:ss/salamence-mega: :salamencite:
Salamence @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 4 Def / 12 SpD / 236 Spe
Jolly Nature
- Return
- Substitute
- Dragon Dance
- Roost

Even though I tried Mega Altaria at first, I ended up preferring to use Mega Salamence. Unlike Mega Altaria, Mega Salamence keeps its Ground immunity and has a useful base Ability in Intimidate to help have more setup opportunities. Mega Salamence also has better speed, which I find extremely useful. This is the same set I used on Mono Flying. Set still works the same, when setting up with Mega Salamence, you want to get to +6 or setup as much as you can so you can sweep teams. EV spread lets Mega Salamence outspeed Salazzle-3/ after Mega Evolving and makes Porygon-2 and Porygon-Z get an Attack boost from Download.

:ss/kommo-o: :kommonium z:
Kommo-o @ Kommonium Z
Ability: Soundproof
Level: 50
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Clanging Scales
- Drain Punch
- Flamethrower
- Taunt

I decided to go with Kommo-o as a Pokemon that can deal with Steel- and Rock-types for Mega Salamence as well as being able to use its Z move Clangorous Soulblaze for an omniboost to be able to break through or sweep teams. I went with Drain Punch to let Kommo-o have some HP recovery. You can consider going Close Combat for a stronger Fighting STAB. Flamethrower is used to hit Steel-types such as Ferrothorn and Scizor. I went with Taunt to stop Kommo-o from getting statused, though you can probably do Substitute on this slot instead or a coverage move to hit Fairy-types such as Poison Jab or Flash Cannon.

:ss/turtonator: :chesto berry:
Turtonator @ Chesto Berry
Ability: Shell Armor
Level: 50
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Dragon Pulse
- Toxic
- Rest

As someone who plays Gen 9 National Dex Monotype, not having a Steel/Dragon to use on this Mono Dragon team was sad. I wanted to have an Ice neutrality, so I ended up going with a Specially Defensive Turtonator set as a cope switch-in to Ice moves. Shell Armor is nice to not worry about crits. I used Toxic to wear down things such as Jellicent, though you can use Flash Cannon instead to hit Carbink super effectively. I went with Rest with Chesto Berry to allow Turtonator to recover HP.

Basically, the team has two offensive wincons with Turtonator as the defensive Pokemon to use to switch-in to Ice moves.

Threats: Ice-types are problematic for the team, especially Glaceon and Mamoswine. Glaceon-3/4 can 2HKO Turtonator with Blizzard, and Mamoswine has Earthquake to hit Turtonator, which is problematic should Mega Salamence be knocked out since it means you lose the Ground immunity to be able to come in on Earthquake. Certain Fairy-types can be problematic for the team such as Primarina. Alakazam-3/4 can be a nuisance if a trainer can have either set 3 or 4. Alakazam-4 has a small chance to OHKO Mega Salamence with Dazzling Gleam. Turtonator can switch into Dazzling Gleam from Alakazam-4, but it isn't always reliable against trainers who can have either Alakazam-3 or Alakazam-4, as Alakazam-3 can mega and 2HKO Turtonator with Psychic. Salamence-4 is also another threat, especially if Intimidate is its base Ability. My loss for the Mono Dragon team was against Salamence-4, but that was because I ended up misplaying the sequence. If Salamence-4 is the lead, you would have to sac a Pokemon, preferrably Turtonator to get Salamence-4 to use Dragon Rush to make it use more Dragon Rush PP. After getting Salamence back in to make Salamence-4 have -2 Attack, get off a Dragon Dance as long as Dragon Rush doesn't crit or flinch (-2 Dragon Rush from Salamence-4 has a small chance to 2HKO Mega Salamence), then use Substitute and Roost to hopefully get the opportunity to get off a second Dragon Dance to be able to OHKO Salamence-4 with a +2 Return. When it came to specific trainers, Sina (Sun/Ultra Sun) and Xio are problematic. Sina has Glaceon-3/4 (and is literally the spawn of the devil), and Xio uses Mono fairy. Your best bet against Xio is to hope Xio leads with Florges-2, as it tends to switch between using Grassy Terrain and Misty Terrain and is unable to recognize Nature Power turns into Moonblast when Misty Terrain is up.

Mono Fighting (59)
:ss/kommo-o: :ss/scrafty: :ss/lucario-mega:
For Mono Fighting, this one was simple for me to figure out which Pokemon I wanted to use. I decided to go with Kommo-o because of its signature Z move, Scrafty for the Psychic immunity, and Mega Lucario due to it being Fighting/Steel type to be able to deal with Fairy-types.

:ss/kommo-o: :kommonium z:
Kommo-o @ Kommonium Z
Ability: Bulletproof
Level: 50
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Clanging Scales
- Close Combat
- Flamethrower
- Poison Jab

Went with Kommo-o since its signature Z move gives it an omniboost. Went with Close Combat for a powerful Fighting STAB. Flamethrower is used to hit Ferrothorn and Scizor super effectively. Went with Posion Jab to have a move that hits Fairy-types such as Shiinotic, Florges, and Primarina. Went with Bulletproof on this team to have another way to deal with Gengar-4 should I be in a situation I had to sac Scrafty before Gengar-4 came out.

:ss/scrafty: :leftovers:
Scrafty @ Leftovers
Ability: Shed Skin
Level: 50
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Rest

I went with Scrafty since it provides a Psychic immunity. I went with a Specially Defensive Bulk Up set to serve as a wincon who doesn't really have to worry about status thanks to Shed Skin. I went with Rest to get back to full HP and can be able to wake up earlier thanks to Shed Skin. You could do Substitute there to have protection against crits, though I preferred Rest on Scrafty for my runs with this team. I used to have max Special Defense on this set, but I ended up adding 20 Speed EVs to be able to outspeed Primarina for the scenario I get Primarina low enough for Scrafty to finish it off.

:ss/lucario-mega: :lucarionite:
Lucario @ Lucarionite
Ability: Justified
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Meteor Mash
- Extreme Speed
- Swords Dance

I chose Mega Lucario as my Mega for this team due to it being a Fighting/Steel type to be able to deal with Fairy-types. Adaptability makes Mega Lucario's STABs hit hard. Extreme Speed is used to pick off Pokemon faster Pokemon. I went with Swords Dance to boost Mega Lucario's attack stat to allow it to break past bulky Pokemon, though you can do Substitute to allow Mega Lucario to fish for moves missing and dodging status.

Threats: Fairy-types pose a huge threat to this team, as two Pokemon on this team have a 4x weakness to Fairy moves. That means Xio is a trainer you ideally don't want to encounter when using this team. If you do run into Xio, Mega Lucario will have to be the Pokemon to get you through. Gallade-4 can also be an issue for this team if it's the lead Pokemon. You can run Naive instead of Hasty Nature on Kommo-o since Hasty Nature allows Gallade-4's Psycho Cut to have a chance to OHKO Kommo-o (252 Atk Mega Gallade-4 Psycho Cut vs. 0 HP / 0- Def Kommo-o: 134-158 (89.3 - 105.3%) -- 37.5% chance to OHKO) You can also go the route of switching in Scrafty vs Psycho Cut and then staying in on Close Combat to allow Gallade-4 to be OHKOed by Meteor Mash from Mega Lucario.

Mono Poison (57)

:ss/venusaur-mega: :ss/crobat: :ss/muk-alola:

Ah yes, Mono Poison. The type in the Monotype format known for having bulky Pokemon such as Mega Venusaur and Toxapex. Because this was one of those "Singles moment" where I couldn't fit what all I would want in three slots, I ended up going with Mega Venusaur, Crobat for the Ground immunity, and Alolan Muk for the Psychic immunity. I probably could've done Drapion for the Psychic immunity considering I got Glalie to work on Mono ice without the use of the TruANT strat, but I went with Alolan Muk since it had the highest Special Defense (and HP) stat of the Posion/Dark types.

:ss/venusaur-mega: :venusaurite:
Venusaur @ Venusaurite
Ability: Overgrow
Level: 50
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Leech Seed
- Synthesis

Went with Mega Venusaur as the Mega since it provides a Ground neutrality for the team as well as a neutrality to Ice and Fire moves thanks to Thick Fat. I used the physically defensive set it uses in Gen 7 Monotype and Gen 7 Battle Stadium Singles, though you could pull a Venusuar-4 and use Substitute instead of Leech Seed if you want to have another Sub user on the team. I have 4 Speed EVs to outspeed Venusaur-4 to avoid having to deal with speedties with it.

:ss/crobat: :flyinium z:
Crobat @ Flyinium Z
Ability: Infiltrator
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Super Fang
- Substitute
- Roost

Went with Crobat as my Ground immunity since it also provided me with a fast Pokemon. Took the Gen 7 UU set but replaced Taunt with Substitute to fish for moves missing as well as having protection from status. Super Fang is useful to wear down Pokemon who resist Brave Bird. Flyinium Z with Brave Bird is nice to have a one-time nuke without taking recoil damage from Brave Bird. Infiltrator as the Ability is useful to ignore screens and Substitute.

:ss/muk-alola: :iapapa berry:
Muk-Alola @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 244 HP / 12 Def / 244 SpD
Careful Nature
- Curse
- Knock Off
- Poison Jab
- Recycle

I chose Alolan Muk as the Psychic immunity since it had the highest HP and Special Defense stat of the Poison/Dark types. I went with the Gen 7 Monotype Curse Recycle set to have a setup wincon. You can consider using a move like Minimize over Poison Jab to have evasion boosts to help set up. Gluttony is nice to allow Alolan Muk to consume Iapapa Berry earlier. The EV spread is basically the Gen 7 Monotype Recycle EV spread but adjusted for Level 50, though the EV spread to use is 244 HP / 20 Def / 244 SpD because I forgot to add the extra 8 EVs xd.

Threats: Steel-types: Steel-types are annoying for my team to deal with. You have to utilize Leech Seed, Super Fang, and Knock Off to be able to wear down Steel-types.
Garchomp-4: Garchomp-4 is another threat to the team, as Sand Force boosted Earthquake 2HKOs Mega Venusaur, and Sandstorm cuts down on how much recovery Mega Venusaur can get from Synthesis.

Mono Psychic (51)
:ss/tapu lele: :ss/slowbro: :ss/gallade-mega:
For Mono Psychic, I already knew two Pokemon I wanted to use, being Tapu Lele and a Psychic/Fighting type. I decided to use Mega Gallade for the Mega since it is faster than Mega Medicham, and Tapu Lele's Psychic Surge means I wouldn't be able to use moves like Fake Out or Bullet Punch on Mega Medicham if Psychic Terrain is up. I wasn't sure on the last slot until I realized Metagross-4 was an issue for the team. I decided to go with Rocky Helmet Physically Defensive Slowbro to take physical attackers from Pokemon such as Metagross-4.

:ss/tapu lele: :choice scarf:
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Psyshock
- Shadow Ball

I decided to use Tapu Lele since its Fairy typing means it takes neutral damage from Dark moves and deals with Spiritomb and Sableye, Dark-types Mega Gallade wouldn't be able to deal with effectively. Psychic Surge is also nice to power up Tapu Lele's and Mega Gallade's Psychic moves. Went with a Choice Scarf set for some speed control to be able to outspeed faster Pokemon such as Gengar-4 and Lopunny-3/4. I have both Psychic and Psyshock so I can have a move to hit Blissey and Goodra harder with Psyshock. Shadow Ball was the coverage move I went with to hit opposing Psychic-types such as Slowbro, Reuniclus, Musharna, and Bronzong super effectively. I didn't want to use Focus Blast because of its accuracy, and I didn't have the IVs needed to use Hidden Power Fire.

:ss/slowbro: :rocky helmet:
Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Flamethrower
- Ice Beam
- Slack Off

I went with a Physically Defensive Slowbro set so I can have a Pokemon that can deal with Metagross-4 and is useful to switch-in to physical attackers. I ended up using a 3 attacks Slack Off set. Scald is used for the STAB to be able to inflict burns as well as being able to unthaw Slowbro in the case it gets frozen. Flamethrower is used to hit Steel-types such as Ferrothorn and Scizor super effectively. I decided to use Ice Beam to hit Dragon-types like Salamence, Dragonite, and Haxorus super effectively. Rocky Helmet is the item to force chip damage against Pokemon who make contact with Slowbro.

:ss/gallade-mega: :galladite:
Gallade @ Galladite
Ability: Steadfast
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut
- Knock Off
- Substitute

Went with Gallade as the Mega Psychic/Fighting type due to it being faster than Mega Medicham. I used Psycho Cut over Zen Headbutt to have a 100% accurate Psychic move, plus the high crit chance is neat. Knock Off is used to hit Psychic- and Ghost-types such as Bronzong, Slowking, Mismagius, and Chandelure. I went with Substitute for the last move to fish for moves missing and allow Mega Gallade to avoid being statused. I have Steadfast for the Base Ability since I didn't have an HA Ralts (or any of its evos) to breed to get Justified, though if you have the means to, you can have Justified as the base ability to get an attack boost if you take damage from Dark moves.

Threats: Ghost-types/Ghost moves are a threat to this team as I don't have a Pokemon that can switch into Ghost moves on this team. Gengar-4 in particular is threatening as it requires me to have Choice Scarf Tapu Lele alive and not locked into Moonblast or Shadow Ball, as Shadow Ball doesn't OHKO Gengar-4.

Mono Ghost (53)
:ss/sableye-mega: :ss/blacephalon: :ss/mimikyu:
For Ghost, I already knew the direction I wanted to go with for the team. I already knew I wanted to run both Mega Sableye and Mimikyu, both having a neutrality to Dark moves, with Mimikyu being able to deal with Dark types. I decided on Blacephalon last as a Choice Scarf Pokemon to provide speed control and have a potential snowballing wincon option.

:ss/sableye-mega: :sablenite:
Sableye @ Sablenite
Ability: Prankster
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature
IVs: 16 Atk
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Went with Mega Sableye as the Mega since its Ghost/Dark typing only leaves it being weak to Fairy, and it provides me with a bulky Pokemon tho use to take attacks. Magic Bounce can also be useful at times to help with not getting statused. I went with both Knock Off and Foul Play for STABs, Knock Off being useful to remove items while Foul Play to deal damage to physical attackers that can boost their attack further such as Gyarados-3. I went with Will-O-Wisp to burn physical attackers Mega Sableye can't do much damage to such as Tyranitar and Bisharp. The EV spread is a slight adjustment from the EV spread it uses on Ghost teams in Gen 7 Monotype while also preventing Porygon-Z and Porygon2 from getting a Special Attack boost from Download. The 16 IVs in Attack was what I had when I did the Mono Ghost run, though you could either opt for going 0 IVs with Calm Nature instead of Careful to have Foul Play do more damage or just not care about having specific IVs for the attack stat.

:ss/blacephalon: :choice scarf:
Blacephalon @ Choice Scarf
Ability: Beast Boost
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flamethrower
- Shadow Ball
- Psyshock
- Trick

I decided to use Blacephalon with a Choice Scarf set for speed control and a potential snowballing wincon. I went with Psyshock to hit Specially Defensive Pokemon such as Goodra a bit harder. Trick is nice to cripple passive Pokemon, which can be useful to help Mimikyu with setup opportunities. I have Modest Nature since it was the one I ended up catching since I didn't use a Synchronize Pokemon when I caught it, and I didn't have the other Blacephalon in Ultra Sun since my brother used my game to shiny hunt two Blacephalon. If you use this team, PLEASE use Timid Nature instead.

:ss/mimikyu: :mimikium z:
Mimikyu @ Mimikium Z
Ability: Disguise
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Play Rough
- Shadow Sneak

Went with Mimikyu since it was able to deal with Dark-types, and Disguise helps to allow Mimikyu to get off a Swords Dance. Not really much to explain here, just a simple Swords Dance 3 Attacks set. Since I played with this team on Ultra Sun, I used Mimikium Z as the item to provide a one-time nuke for a Fairy move without having to worry about Play Rough's 90% accuracy.

Threats: Even though I have two Pokemon neutral to Dark moves, Dark-types can be problematic, as it means you need to keep Mimikyu alive to deal with them. I didn't find any specific Dark-types to be too big of a problem during my run, though some that can be dangerous are Bisharp and Tyranitar.

Mono Dark (69)
:ss/greninja: :ss/krookodile: :ss/sableye-mega:
:scrafty: :muk-alola:

Of the types that I felt a "Singles" moment where only having 3 slots is tough to work with, Dark was the one I had trouble with the most. Dark has the Pokemon to create a nice defensive core in the Monotype format, but in the Battle Tree, only having 3 slots to work with proved to be a challenge. I went with a bulky team angle with Mega Sableye and Alolan Muk, messing around with the 3rd slot, including using Scrafty. I used a physically defensive Mega Sableye EV spread at first but ended up deciding to use the same one as my Mono Ghost team. My problem with my bulky approach was the team was too slow(making Lopunny-3/4 a huge threat), I even went as far as trying Sub Dragon Dance Scrafty. I also lacked a special attacker on the team. Mono Dark took me multiple runs before I was able to come up with a team that could reach 50 wins. I eventually decided to do the approach I did with Mono Grass and go for a more offensive approach and have one bulky Pokemon to fall back on. I decided to use Greninja as the Special Attacker thanks to its ability Protean, Krookodile with a Scarf set so I can have a Pokemon that can outspeed and OHKO Lopunny-3/4, and Mega Sableye as the bulky Pokemon to fall back on since its Ghost typing gives it a Fighting immunity (for the most part). Once again, I'd like to point out for the Mega rule, I went with how the Monotype format on Showdown/Smogon does it where the Pokemon has to have the same type on the type it's on both pre and post Mega Evolution. If I had allowed myself to use Megas that gain the type post Mega Evolution, I would've gone with Mega Gyarados as the Mega xd.

:ss/greninja: :focus sash:
Greninja @ Focus Sash
Ability: Protean
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Dark Pulse
- Extrasensory
- Water Shuriken

I decided to go with a Sash lead Greninja set for a Special Attacker than can change its typing via Protean (I find Protean Greninja fair game on Mono Dark since it starts off as a Dark-type). Ice Beam is useful to hit Dragon- and Flying-types Salamence, Gliscor, Garchomp, and Landorus. Extrasensory is useful to change into a type that lets you resist Fighting moves while providing coverage for Fighting-types such as Blaziken and Infernape. I went with Water Shuriken as the last slot to have a priority move that is also useful against Focus Sash/Sturdy Pokemon such as Salazzle-3.

:ss/krookodile: :choice scarf:
Krookodile @ Choice Scarf
Ability: Moxie
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Rock Slide
- Superpower

I went with a Scarf Krookodile set to provide speed control to outspeed Pokemon such as Lopunny-3/4 and for a Pokemon immune to Thunder Wave. I decided to use Moxie for the ability to have snowballing potential. Rock Slide is used for coverage against Fire- and Flying-types such as Volcarona and Moltres, and is useful as a midground option for Charizard. Superpower is used for the high chance it has to OHKO Lopunny-3/4.

:ss/sableye-mega: :sablenite:
Sableye @ Sablenite
Ability: Prankster
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature
IVs: 16 Atk
- Foul Play
- Knock Off
- Will-O-Wisp
- Recover

This is the same set I used on my Mono Ghost Stamp run. The same things I said about it on the Mono Ghost team still applies. Having a Fighting immunity (for the most part) is really nice for a Mono Dark team. Prankster is nice as the base Ability if I need to burn a physical attacker before I can afford to Mega Evolve Sableye.

Threats: (I already mentioned it a few times here prior to the threat list lol) Lopunny-3/4 is a huge threat to this team since Scrappy means Mega Sableye can't serve as a switch-in to take a High Jump Kick. You basically need to have Scarf Krookodile alive and have chipped Lopunny-3/4 enough (preferrably with Greninja) to put it into range of Superpower being able to OHKO Lopunny-3/4. If I had allowed myself to use Megas that gain the type I'm using post Mega Evolution, Gyarados would've been my Mega of choice since I could use Intimidate to lower Lopunny-3/4's attack stat and utilize its Water/Flying type pre Mega Evolution to be able to resist High Jump Kick. Fairy-types are also an issue for the team since I don't have a Poison/Dark or Bisharp on the team to take neutral damage from Fairy moves. This means that Xio is not a trainer you want to face when using this team.

Mono Steel (74)
:ss/kartana: :ss/heatran: :ss/aegislash:

Ah yes, Mono steel. In Gens 8 and 9 Monotype (and NatDex Mono and Gen 8 NatDex Mono), Steel teams can utilize an immunity core of consisting of (Flash Fire) Heatran, a Steel/Flying-type, and a Steel/Ghost-type(Aegislash or Gholdengo depending on the Gen). HOWEVER, while I could get away with running an immunity core for this run, I can't exactly fit all of the things that Steel teams like to use, meaning Mono Steel is one of those types where I had a "Singles" moment since I can only use 3 Pokemon. I had other options that I can't fit onto one team such as Mega Scizor or even something like Excadrill for an Electric immunity. I decided for sure I was going to use Heatran for the Fire immunity and Aegislash for a Fighting immunity. I decided to do Kartana for my last slot for a Ground neutrality and a for a Pokemon to hit Water-types super effectively. I ended up having to make Heatran use Air Balloon to have a temporary Ground immunity to cope with not having a Steel/Flying on the team.

:ss/kartana: :choice scarf:
Kartana @ Choice Scarf
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Smart Strike
- Sacred Sword

Went with Kartana as the lead Pokemon that has snowballing potential thanks to Beast Boost while also providing speed control with Choice Scarf. Same set I used as my Mono Grass team. Knock Off is useful against Ghost-types such as Gengar, Dhelmise, Trevenant, and Chandelure. Sacred Sword targets Steel-types such as Ferrothorn and Magnezone.

:ss/heatran: :air balloon:
Heatran @ Air Balloon
Ability: Flash Fire
Level: 50
EVs: 244 HP / 60 Atk / 76 SpA / 12 SpD / 116 Spe
Modest Nature
- Lava Plume
- Flash Cannon
- Earth Power
- Rock Tomb

Went with Heatran for a Fire immunity and decided to use an Air Balloon to have a temporary Ground immunity. I went with Lava Plume for the Fire STAB since it doesn't miss like Magma Storm and is useful to spread burns to opposing Pokemon. Earth Power is useful to hit Fire-types such as Houndoom, Chandelure, and Delphox. I used Rock Tomb to hit Volcarona super effectively and to use as a mid-ground move for Charizard-3/4. 116 Speed EVs are used to outspeed Charizard-3 after using Rock Tomb. 12 Special Defense EVs is used to make Porygon2 and Porygon-Z get an Attack boost if they have Download. I went with 76 Special Attack EVs to hit a jump point for its Special Attack and invested in attack for a little more power for Rock Tomb, though honestly, you can just invest the rest in Special Attack and have an EV spread of 244 HP / 4 Def / 132 SpA / 12 SpD / 116 Spe.

:ss/aegislash: :leftovers:
Aegislash @ Leftovers
Ability: Stance Change
Level: 50
EVs: 204 HP / 164 SpA / 140 Spe
Modest Nature
- Substitute
- Toxic
- Shadow Ball
- King's Shield

I chose Aegislash since its Steel/Ghost typing allows it to have a Fighting immunity. I decided to use a SubToxic set for Aegislash to have another bulky Pokemon that can wear down opposing Pokemon with Toxic. You probably could do a StanceDance set instead, but I liked having SubToxic Aegislash during the run. I just used the EV spread from the Gen 7 Battle Stadium Singles, though you can adjust the EV spread and I would recommend making the spread prevent Download Porygon2 and Porygon-Z from getting a Special Attack boost.

Threats: Lopunny-3/4 is rough because Scrappy makes Aegislash's Ghost typing irrelevant. Sacred Sword Kartana has a high chance to OHKO Lopunny-3/4, which is useful if Lopunny-3/4 is the lead. You can also utilize Aegislash's King's Shield to lower Lopunny-3/4's attack and make it take 50% recoil damage. Fire/Fighting-types such as Infernape are an issue if you don't have both Heatran and Aegislash alive to be able to switch stall to stall out the PP of the Fire and Fighting STABs.

Mono Fairy (98)
:ss/togekiss: :ss/tapu fini: :ss/mawile-mega:
To finish off the types, we have Mono Fairy! This one I found rather straightforward to come up with a team. I already knew I wanted to use Mega Mawile for a Steel/Fairy and Tapu Fini to utilize Misty Surge to have protection from status. I decided to use Togekiss for the third team member to have a Ground immunity, which is useful into Pokemon such as Garchomp-3.

:ss/togekiss: :choice scarf:
Togekiss @ Choice Scarf
Ability: Serene Grace
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Dazzling Gleam
- Flamethrower
- Trick

I used Togekiss with a Scarf set as the lead Pokemon. Set is the same one I used on my Togekiss/Garchomp/Mega Scizor team. Serene Grace Air Slash is nice to cheese your way past opposing Pokemon. Flamethrower targets Steel-types such as Ferrothorn and Scizor. Trick is nice to lock the opposing Pokemon into a move that can help Tapu Fini or Mega Mawile have room to setup depending on the move the opposing Pokemon is locked into.

:ss/tapu fini: :waterium z:
Tapu Fini @ Waterium Z
Ability: Misty Surge
Level: 50
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
- Nature's Madness
- Surf
- Moonblast
- Calm Mind

I used Tapu Fini since it provides Misty Terrain, which is useful for protection against status. I went with the Gen 7 Battle Stadium Singles Offensive set and used Surf instead of Hydro Pump, though honestly you can change the EVs, item, and nature. While Nature's Madness is nice to wear down resist, I didn't end up clicking it on my run with this team and only ended up clicking it once because of a misclick xd, so feel free to replace the moveslot with something like Protect or Hidden Power Fire if you get the IVs for it.

:ss/mawile-mega: :mawilite:
Mawile @ Mawilite
Ability: Intimidate
Level: 50
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Knock Off
- Sucker Punch

Went with Mawile as the Mega since its Steel/Fairy typing grants it an immunity to Poison moves as well as having the Ability Huge Power to make it hit hard. Went with a Swords Dance 3 attacks set to have more power, though you can get away with doing 4 attacks instead. Intimidate is used for the base ability to create room to be able to setup Swords Dance. The EV spread is from when I decided to give it the Gen 7 OU EV spread when I trained up the Mawile set a while ago. If you like having a speedy Mega Mawile, you can adjust the speed to a more optimal benchmark. If you prefer bulk, a Max HP / Max Attack spread would work wine if you don't want to have some speed EVs on Mega Mawile. I just didn't change my spread because I was too excited at the thought of completing getting all types to at least 50 wins in Super Singles and was eager to tackle the Battle Tree with Mono Fairy lol.

Threats: Of the threats to the team, I found Electric-types to be the most problematic for the team since 2/3 of the team is weak to Electric moves. I realized that during the run with this team and recognized that Kikujiro would not be a fun trainer to face. I did end up fighting him and winning a battle against him, but the next time I faced him, I lost to him since he had Raichu-Alola-2, so I wasn't able setup Swords Dance with Mega Mawile to be able to OHKO his last Pokemon, Raikou-1 with Sucker Punch, leading to this team's loss. Using Tapu Bulu over Togekiss can help with the Electric problem and can halve the power of Earthquake with Grassy Surge to help out Mega Mawile as well as provide a little HP recovery, though it does mean you have to deal with constantly changing your own terrain and would have to use something like Substitute on Tapu Bulu to help protect it from status.

And there you have it! That's all of the teams I used for the Monotype Stamp Runs for the Ultra Stamps challenges. While there were a few types that were annoying to work with or get to 50 wins with, overall, I had fun doing these Monotype team runs in Super Singles. I enjoy the Ultra Stamps challenges as new ways to build teams for the Battle Tree. I'm working on completing more of these Ultra Stamps challenges, including doing Mono Regional teams. Hope you enjoyed these posts!
 
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I'm happy to report a streak of 696 in Tree Doubles (not eligible for the leaderboard: PKHeX etc. were used, first 39 battles skipped) with Team Kaiju Royalty (Tailwind bulky offense).

:ss/silvally-ghost: :ss/kangaskhan-mega: :ss/nidoqueen: :ss/celesteela:

The team has strategic ancestors in turskain's Team Brexit (Mega Kangaskhan / Golisopod / Landorus / Aegislash) and the Cottonee / Meloetta (Z-Celebrate) / Zygarde (Band) / Mega Mawile team I played in EisenTree v1.x.

Disc Cmdr. (Silvally) @ Ghost Memory
Ability: RKS System
EVs: 244 HP / 252 Atk / 4 Def / 4 SpD / 4 Spe
Adamant Nature
- Multi-Attack
- Parting Shot
- Tailwind
- Rest

Aphel Aura (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 164 HP / 252 Atk / 4 Def / 12 SpD / 76 Spe
Adamant Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch

Moonshake (Nidoqueen) (F) @ Life Orb
Ability: Sheer Force
Level: 50
Shiny: Yes
EVs: 188 HP / 4 Def / 252 SpA / 28 SpD / 36 Spe
Modest Nature
- Earth Power
- Sludge Bomb
- Ice Beam
- Protect

Up Goer Five (Celesteela) @ Flyinium Z
Ability: Beast Boost
EVs: 148 HP / 252 Atk / 4 Def / 28 SpD / 76 Spe
Adamant Nature
- Heavy Slam
- Fly
- Leech Seed
- Protect

Nidoqueen is a mon that I've yearned to make work for the last decade, but only after dreaming about it (really) I succeeded in combining it with some other ideas I've had previously. Its synergy with Celesteela is obvious, and the Attack-boosting Flyinium Z set had already carried Gyarados/Raichu (for comparison, attempts with Flyinium Lando-T had fallen way before 200 three times). To enable these two, a Tailwind + Fake Out lead would be necessary, so I was drawn to Mega Kangaskhan, which has "Ursaluna coverage" next to Nidoqueen and benefits from Flyinium Z removing Fighting-types. I gave it Power-Up Punch to serve as the team's primary (offensive) wincon. That just left me with the setter slot to puzzle out.

I still unhappily remember slandering Silvally in 2018 (before its showing on Eisenherz's MimiLax) as a do-nothing mon. This is not true. Parting Shot gives you a basic strategy of T1 PuP + TW, T2 KO one opponent and "lemonize" the other. You are now effectively 4-2 by tempo and were able to switch out the relatively passive setter for whatever backliner fits the situation better. Best of all, the move is also strong in endgames; I gave Silvally Rest in accordance, to have an all-else-fails game plan of nerfing and stalling, although this was certainly the least-clicked move on the team (but still saved the streak). You might also have noticed that I'm heavily pushing my agenda on the viability of Rest in Tree Doubles.

Anyhow -- Silvally is also a Ghost here. I briefly tested Silvally-Fairy, but the Fake Out immunity and matchup into Psychics that Nidoqueen isn't very good against sold me on Ghost pretty quickly, aside from Fairy being a non-starter into Sun, which is already a problem. Ghost Memory gives the leads ADV-chic Normal/Ghost neutral coverage, and even 90BP Multi-Attack is notably strong for a Gen7 Ghost move. There's a reason they don't just hand those out to any mon (incidentally, Expert Belt Golurk might almost have been a decent Nidoqueen replacement, but missing Horsepower with Iron Fist is terrible, while No Guard runs into the problem of not having a good Ghost move -- although perhaps you don't need that when you have Horse/Edge/Ice Punch?).

The loss occurred against Rotom-Heat + friends in Sun; the team doesn't have a Fire resistance, nor weather control -- you have to outrace Sun and lead Rotom-Heat can make this very difficult (Will-o-Wisp, man) when T1 PuP is unviable due to the partner. I had already dodged three battles I very much shouldn't have won, but did anyway because of a critmiss, and iirc two of these also involved Rotom (one Heat, one Wash) and the last one Mega Houndoom in Sun. This particular battle could even have been won, but I made a mistake in assuming Nidoqueen would outspeed Emboar without Tailwind and then misjudged the damage it would do to Silvally (no lookup tool was used on this streak, which I think speaks volumes on how simple the team is to pilot; the main decision is whether to FO or PuP -- or switch, sometimes -- with Kangaskhan on T1).

If I were to change one thing about this team, I would make Celes a bit faster still -- unlike with the other three, I don't recall any crucial single-digit HP survivals, whereas Mega Houndoom could have been safely outsped in that aforementioned nailbiter.

I've edited the team into my previous post seeing as that got linked in the OP, and will do the same for a few other ideas I still have if they turn out to work.
 
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Reporting in to log my Super Doubles streak of 120 for the leaderboard. I had already made a Super Doubles team for the trainer stamp, which utterly demolished everyone upto 50 in its 1st run (lost around 55), so I was confident that it could do 100+ handily. However, it took me a few tries due to bad luck and choices (one attempt hit 86 before losing), but it gave me enough battle experience with this team to breeze into 100+ on this try. Really proud of this one, since it features my namesake, my favorite pokemon Xurkitree!

1781438273957.png

Once upon a time, I played Gen 7 Doubles OU very casually. All I wanted to do was make a doubles team that ran Tapu Koko and Discharge Xurkitree to nuke people with, and I ended up with Tapu Koko/Xurkitree/Pelipper/Garchomp/Celesteela/Arcanine as my team. I don't know how good it was because I wasn't really a good pilot - I just made this one for my favorites looking at Smogondex and thinking what could fit. I had fun, and its been a pleasant memory since.

This time for Super Doubles, I knew I wanted to use Koko/Xurk again, so I looked back down memory lane to this team for inspiration. Unfortunately, since I can only bring 4 instead of 6, I couldn't just remake this team again, so I tried looking for things did the same things the others on that team could, but better/compressing multiple roles, eventually settling on the following.

tapukoko.gif

Tapu Koko @ Life Orb
Ability: Electric Surge
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Protect
- Volt Switch

The Gen 7 Event Shiny Tapu Koko, waiting in my box for years for this moment. I EV trained it long ago, and it serves as my Terrain setter lead, alongside Xurkitree. Life Orb is used for general power output without sacrificing flexibility. Thunderbolt for really strong STAB with STAB Volt Switch for racking up damage on bad lead matchups while switching out. Dazzling Gleam serves as vital Fairy STAB coverage while crucially being my only special spread move - this allows me to either chip both sides while Xurkitree targets one down, break through Focus Sash/Sturdy sets alongside Xurkitree, or just nuking lead Dragons without having to lock Xurkitree into HP Ice. Its slower than Xurkitree and as such it has a tendency to steal kills (and consequently boosts) from Xurkitree, but this can be played around if other considerations aren't pressing. Protect is generally useful in a doubles format and serves to protect Koko from LandoT's EQ whenever they're forced to fight together, letting it stay on the field longer. I love Electric Terrain :)

xurkitree.gif

Xurkitree @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Energy Ball
- Hidden Power [Ice]
- Volt Switch

My beloved Shiny Xurkitree (2059 SRs) very fortuitously came with HP Ice, so I Hyper Trained it up for the Tree and let it loose. After running Xurkitree in Gen 8 RU, I knew I wanted Scarf over any other option, and was the primary wincon of the team. I went with Thunderbolt over Discharge due to the smaller team size and wanting to avoid killing allies. Energy Ball for coverage, and HP Ice for really vital coverage. Beast Boost snowballs are really really fun, honestly my favorite wincon, and seeing Xurkitree nuke targets was delightful. I love my bundle of wires.

landorus-therian.gif

Landorus-Therian (M) @ Groundium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 24 Spe
- Earthquake
- Rock Tomb
- Protect
- U-turn

My original idea for the last 2 members was some variation of Pelipper/Garchomp to control weather, counter Ground-types and freely use EQ on my end, but I didn't really like having only 1 mon immune to EQ, since I really liked the synergy between Pelipper/Celesteela back in the day. I gave this a bunch of thought and realized I could just compress the EQ user into my flyer and pick the perennial OU genie, Lando-T. It also very helpfully comes with Intimidate, which combined with Gyarados made physical attacks much easier to handle. Groundium Z was vital for turning a spread EQ into a single-targete Tectonic Rage, useful for both breaking bulky checks and for not targeting my team when paired up with Xurkitree or Tapu Koko. I originally ran Rock Tomb, but switched to Stone Edge for breaking Ice-types easier (more on that later) and Protect for general utility (baiting Ice moves into itself for example). U-Turn is general filler tbh, but occassionally got use against psychics or as a pivot.

gyarados.gif

Rayse (Gyarados) @ Lum Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Ice Fang
- Protect

To complete the Pelipper/Garchomp idea from earlier, I wanted a Water/Flying type, and I saw someone running KokoXurk with Gyarados so I went with Gyarados myself. I originally ran Mega Gyarados to fill the Mega slot, and while it handily cleared 50, I felt there was anti-synergy between it and Lando-T, since it lost the EQ immunity on Mega Evolving, so I couldn't do it while Lando-T was up. I tried Waterium Z in future attempts, but eventually settled on Lum Berry at the discord's suggestion (thanks Eisen!), which proved its worth against the occasional status. Double Intimidate always good, and it worked to hit Grounds hard between Waterfall/Ice Fang. Crunch was STAB for MGyara, and I kept it for Psychics/Ghosts, while Protect was handy for baiting Electric types into targeting it while Lando clears them with Earthquake.

The gameplan was dead simple, lead with Tapu Koko/Xurkitree and select targets such that Xurkitree knocks out one and snowball from there. If any suspected fast EQ users or Ground types show up, double switch (you can Volt Switch targets that aren't Ground) to Lando/Gyara and play from there. You can even use Protect on Tapu Koko to scout first while Xurkitree switches. If any of Lando/Gyara get taken out 1st, then I generally switch in Xurk for Lando and Koko for Gyara - this lets Gyara take advantage of Xurk's power while Koko can Protect against Lando's Earthquake. This team was so effective I stopped actively looking up trainer sets after a while and relied on memory for matchup knowledge and played by ear - they nuked everybody, so why waste time?

I love this team to bits. I totally think it can get 200 with more practice and luck.

While this was able to make short work of most teams, there were some team archetypes that gave me more of an uphill battle.

Grass-types: Resisting your team's primary wincon is a sure-fire way to even the odds. Relying on 2 bits of Ice-coverage isn't exactly ideal for taking on Grass-teams, but its doable with attrition and targeting other weaknesses. These are battles where I lock Xurkitree into HP Ice from the start - I lost my 1st 50+ attempt to a Sceptile that tanked my greedy Thunderbolts and nuked back with Leaf Storm - so trying to target the weakness from the start is the play here, and its made it easier to handle Grass-type teams.

Ice-types: This team only carries 1 move to hit Ice-types, and its on a mon that is countered by Ice. Furthermore, Ice-types tend to be specially bulky and can eat Thunderbolts and live, which makes them ironically harder to snowball against. This is compounded by legendaries such as Regice, and I generally double-target bulky Ice-types down with my lead. Vanilluxe sets also tend to carry speed control with Icy Wind, which chips away at my speed advantage.

Specially-bulky/Electric-resisting Legendaries: Legendaries having a higher stat total meant that they were offensively threatening even when they are specially bulky, making snowballing harder. While I could muscle past them, seeing a trainer lead with legendaries was pretty scary. Its more of a matchup knowledge thing really.

Also Rotom is still a piece of shit. Fuck Rotom btw.

Sylvia got lucky - I didn't know Tapu Koko couldn't KO Typhlosion because I normally OHKOed it with Xurkitree in previous engagements because it was generally the more threatening thing - this time I didn't, got crit by Lava Plume and the battle spiraled out with LandoT getting burned as well. Mediocre decisions with unlucky consequences. It was going so well too.

I'll probably try to do a leaderboard worthy streak for Multi-Doubles next, since this run also got me a Porygon2/MegaMetagross Colress scout, so I have multiple good options for partners now.
 
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Hi Xurkitree10, I like your team. I'm fond of Xurk as well, it got me my personal best streak (with a different set, Air Balloon in Tailwind with Fake Tears support). I played your team with some modifications (Assault Vest on Koko, mixed Flyinium Z Lando-T and E-Seed Cresselia over Gyarados) and found it difficult to play optimally at times, serious kudos for reaching 100+, it shows skill.

I came up with a different hyper offense + snowball effects squad around your chosen centerpiece -- presenting Team High Tension Wire:

:ss/greninja-ash: :ss/xurkitree: :ss/landorus: :ss/scizor-mega:

Poképaste

Greninja (M) @ Waterium Z
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mat Block
- Hydro Cannon
- Ice Beam
- Dark Pulse

Xurkitree @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 4 HP / 4 Def / 252 SpA / 4 SpD / 244 Spe
Modest Nature
IVs: 1 Atk
- Thunderbolt
- Volt Switch
- Grass Knot
- Dazzling Gleam

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Scizor (F) @ Scizorite
Ability: Technician
EVs: 252 HP / 156 Atk / 4 Def / 4 SpD / 92 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Roost

Sun (including the 100 base speed Golfers) is a problem matchup, as so often lately. There were at least two battles where Typhlosion/Entei came out in harsh sunlight during the late game, where I had to shrug and resign to the fact that I'd be losing to Eruption (but it was invariably not Eruption).

I'd be honored if you were to try or tweak this team (there might be a way to slot in a Wide Guard user against Sun, for instance, or Fake Out, or Tailwind). Wish we still had QR codes. I fondly remember the Lusamine/Gladion cosplay and QRTOO teams, as well as clicking Quick Guard with Escavalier thinking that it was Wide Guard and wondering why it didn't take.

Best of luck in any case!

Edit: lost to Mallow, but I most likely could have won if I had Roosted my 40% health Scizor in front of her Toucannon coming in third. If my game plan was to win with Scizor in case of Tailwind going up, I should have done the utmost to keep it healthy; if Toucannon had clicked Overheat instead, I would have won due to Xurkitree coming back in without opposing speed control. Switching out Scizor, as "natural" as it seems under threat of Overheat, was a serious blunder.

Late edit: The team also works with Mudsdale as the Ground-type (mine is @ Wiki Berry, Tantrum / flex / Rest / Protect, 252 Atk / SpD, Brave), which allows Scizor to run Protect instead of Roost. You're very weak to Grass move + a partner that threatens Scizor, though -- I don't know what this does into Mallow's Mega Sceptile / Talonflame4. Of course, that's just one lead pair of many, and Mudsdale improves the matchup against e.g. Garchomp3 and Darmanitan4.

Another change that can be made is Water Shuriken over Dark Pulse, which helps against the Eruption Scarfers. Finally, Xurk should be 4/4/4 bulk-invested to always survive Heatran4 Earth Power (barring crit). I tried Garchomp in Lando-I's stead as well, but unsuccessfully, even though it looks like it should improve the Sun matchup.

:ss/mudsdale:

Even later edit: More like Goodsdale. I think anyone who's curious about this oeuvre ought to try "hors". The flex slot is Heavy Slam for me. Poképaste
 
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Submitting my streak of 76 in Super Multis today, partnered with Colress. Multis is tough and exhausting, I had Eisencalc open all the time to check sets and damage calcs (its very well made!), but after multiple grinds (I had one attempt fail at 48) I was finally able to get past 50.

1781678219039.png

My teambuilding process wasn't really creative, I just looked up all the existing leaderboard teams involving Colress/Mega Metagross and picked the one that would take the least effort to create. Multis is hard enough as is and my previous attempts with MGallade/Magnezone Wally weren't all that great.

My Side
tapulele.gif

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Substitute
- Protect

Using Coeur7's Lele set since a) I already have a trained Tapu Lele from previous Singles attempts and b) I've developed an aversion to Choice Lele sets after said Singles attempts. They're just far too risky for me, working really well until they collapse and lose the run. I started with Salamence as my lead but realized that its not a very good lead so switched to Lele instead. Same as every other Lele, spam STAB till they die, use Sub to block status, Protect for doubles, use calcs to nuke threats with Psychium Z.

salamence-mega.gif

Starling (Salamence-Mega) @ Salamencite
Ability: Intimidate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Draco Meteor
- Flamethrower
- Protect

Bred this girl from Pokemon X for this run (a 6IV ditto makes breeding a breeze and its just faster to move and hatch) and transferred it up. I ran a special set thinking to complement Mega Metagross's physical nature and to abuse spread Hyper Voice with no drawbacks but honestly it was kinda underwhelming. It can't even kill Bearctic-1 properly. I probably should have done a physical set. Guess I just wanted to be a hipster in some way. Worked fine enough, came in lategame if Lele died and cleaned up. Having megas in the backline kinda saves time mega evolving every battle tbh. 2 STABs, Flamethrower for Steels and Protect for filler.

Colress's Side

porygon2.gif

Porygon2-3 @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpA
Modest Nature
- Tri Attack
- Thunderbolt
- Psychic
- Ice Beam

Ridiculously bulky, Download to boost offenses, BoltBeam+Terrain boosted Psychic made Porygon a fantastic lead alongside Lele. Super appreciative of its performance. I had many battles where Lele died first and Porygon kept on trucking. I had a few battles where I died entirely and Porygon cleaned up after. So yeah, Porygon2 good.

metagross-mega.gif

Metagross-Mega-4 @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 252 Spe
Jolly Nature
- Zen Headbutt
- Meteor Mash
- Brick Break
- Bullet Punch

With how bulky Porygon2 was, Metagross rarely came out, but when it did it'd do well. AI handles this well, being the only physical breaker on my team is valuable, and the AI would even switch in Metagross midway through battles very appropriately. Also like I've said previously, its one of my fav mons so I'm happy to see it shine. Colress really is a fantastic partner with the right scout.

Most of the threats would be similar to other Tapu Lele/Mega Salamence teams on the leaderboard, but this team definitely uniquely struggles against Special walls. Turns out having most of your team be special with no setup kinda blanks you out vs fat special blobs when you can't control when Colress will switch in Metagross. Bronzong was both common and a hassle to get past, although not very threatening. Blissey was even fatter and harder to muscle past. Paralysis was also a huge threat, given that the only way to dodge it was Lele's Substitute and hard-reading Protect, while Colress would get paralysed anyways.

A few highlight from previous attempts -
> Mega Salamence not being able to KO Beartic-1 (still in the green) and getting killed by Avalanche
> Losing at 48 due to Mamoswine-3 tanking 2 Hyper Voices (i was trying to clear Rotom-Wash and the 1st one did above 50%) and then having Colress lose to Metagross-3 having Earthquake over Mega Metagross

Battle 2 - vs idk
I forgot to take a battle video in my rush to clear the early stages, but this battle had Colress clutch a 2v3. The lead pair was Togedemaru-1/Houndoom-1 with Minior/Nidoking in the back (if someone wants to reverse engineer the trainers that could potentially have this, let me know). Nuzzle paralyses EVERYONE. I tried to dodge nuzzle by Substituting turn 1 but Flame Charge takes it out and Nuzzle follows through. While Nuzzle spreads para I was able to take out Houndoom with Lele, but Nidoking revenges it. Salamence comes in, gets paralysed before chunking Togedemaru, and the trainer switches out for Minior, who takes out Mence with all the paralysis. Now Colress is left with a para'd Porygon2 and Metagross in the back. Pory takes out Nidoking with Psychic, but is taken out by Minior in turn. Metagross comes in and kills Minior with Meteor Mash when Togedemaru comes on the field. With Brick Break, Metagross is able to take it out, even after getting paralysed by Nuzzle. Definitely hype to see the AI clutch like this.

Battle 41 - vs Luke and Arnold
This one was really scary, due to 1 mon - Blissey-4. Arnold goes down easy due to his side being Gogoat and Glaceon, although I lose Salamence in the process as I switched out Lele to avoid Toxic from Blissey. I bring up Substitute on switching back in but by this point evasion boosts have stacked up and I settle in for the grind. Porygon2 goes down to Toxic, bringing in Metagross. I try spamming Psychic to bring down SpDef and tried to nuke with Shattered Psyche but it just barely lives and heals back up. Eventually by Turn 12, Metagross lands Meteor Mash and Turn 13 has Lele land Moonblast to beat it. The last mon, Klinklang goes down on the last turn. So glad I had Substitute then - it never broke Lele's Sub and kept Lele healthy.

Battle 50 - vs Red and Blue
Fairly easy battle, Alakazam and Lapras take out Porygon2 but Lele crits Alakazam with Moonblast to take it out. Blue sends in MAero next, who gets OHKOed by Meteor Mash. Lele Z-Psychic OHKOs Lapras and Red sends out Charizard-Y, who is promptly OHKOed by Zen Headbutt.

Vs Darrel and Brady
Honestly felt like the game brought out the perfect team to take out mine. Mimikyu severely dents the leads while Articuno beats Lele. Articuno also tanks Salamence and kills both Porygon and Salamence, leaving Metagross to handle a 1v3. Metagross is able to revenge Articuno but the last 2 mons are Goodra and Landorus Incarnate, which cooked the run. Maybe I should have focused down Articuno more? But I didn't know it would be this bad, and there was still LandoI in the back.

Definitely proud of this Multis attempt, and I have leaderboard worthy streaks for all 3 formats! It's a really exhausting and limiting format though, definitely see why not many people have submitted streaks for it. I have a few ideas for some singles/doubles teams, so I don't think I'll be abandoning the Tree anytime soon. Pushing for stamps, finding this thread and then pushing for leaderboard definitely made fall in love with battle facilities, I learned a bunch and had fun teambuilding with my favorites. I hope to return soon!
 
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Hello! Here to report a streak for the leaderboard of 190 wins in Super Singles in Ultra Sun, using a team of Mega Scizor, Suicune, and Blissey!

1. Introduction/Background of the Team


:ss/scizor-mega: :ss/suicune: :ss/blissey:
For context, I made this team for the Gen 2 Regional Stamp since I'm currently tackling the Regional Stamps on the Ultra Stamps challenge after completing the Monotype Stamps in Super Singles. I already completed the Gen 1 Regional Stamp but will be trying the team again to get higher since it reached 97 wins and will want to see if I can make it past 100 wins once I complete the other Regions for Mono Regional teams. I already knew that I wanted to use Mega Scizor and Suicune for the team, it was figuring out the last slot that gave me some issues. I noticed that I would benefit from an Electric resist or immunity, but looking at the Gen 2 options, I didn't find one that really stuck out to me. I was considering using Gligar as a cope option for not being able to use Gliscor since this is a Mono Gen 2 Regional team, but the lack of it being able to have Poison Heal was a big turn off for me. I also wanted a Pokemon to tank Special moves, so I decided to go with Blissey last thanks to its huge special attack stat. However, I needed to figure out what item to give it, which I eventually did (will go over about it more in the movesets section). When I first played with this team, I managed to get to about 124 wins, but my 3DS had an error screen, so I had to start my streak again. Because of that, I wanted to see how far it can go and if the team can make it around 124 wins or higher. HOWEVER, getting there proved to be a challenge, as it took me multiple attempts with this team to be able to reach the streak of 190 wins with the team, having had to make a couple adjustments. Will be going a few things that happened that ended some of my runs in a later part of this writeup.

2. Team Breakdown/Movesets
:ss/scizor-mega:
Scizor @ Scizorite :scizorite:
Ability: Technician
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost

This is the set that I used on Mega Scizor on the run that got 190 wins. Pretty standard Swords Dance set, with the 4 Speed EVs being important to not speedtie with Heracross-4, as that had led me to have an awkward interaction with it before I decided on this finalized set.

Notes: This was not the original set I had on the originally used at first. When I first did this team, I ran the same Defensive Swords Dance set as my Togekiss/Garchomp/Mega Scizor team. While I liked the set, I missed out on some OHKOs that an Offensive variant could grant me. While I liked having Knock Off on it for Jellicent, I went with an Offensive variant set with Bug Bite after one of my previous runs ended due to a lead Gyarados-4 since I was unlucky to not get a burn against it with Suicune, so I wanted Bug Bite to have another plan to deal with Gyarados-4.

Possible Future Changes: After using the offensive spread enough times, I eventually came up with a new EV spread to run on Mega Scizor while still running Adamant Nature on it, being 252 HP / 76 Atk / 172 Def / 4 SpD / 4 Spe. The spread lives a Fire Punch from Electivire-3 so I can stay in and Roost on a lead Electivire if I don't know if it's Set 3 or 4 if I run into a trainer that can have Electivire-3 or 4. However, if you're playing in Sun/Moon, then the EV spread is irrelevant since Electivire-3 in Sun/Moon is special. I didn't end up using this spread since I didn't feel like redoing the EV training and decided if I didn't make it to around 124 on the run I got 190 wins, I would then change the spread to the one I made.
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:ss/suicune:

Suicune @ Leftovers :leftovers:
Ability: Pressure
Level: 50
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: (Hyper Trained Defense, Special Attack, Special Defense)
- Calm Mind
- Scald
- Icy Wind
- Rest

I went with Suicune to serve as a Fire move resist for Mega Scizor, which Mega Scizor really appreciates. Even though Mega Scizor does resist Ice moves, it can't thaw itself instantly unlike Suicune with Scald. Suicune can PP stall out Pokemon thanks to Pressure and Rest while also serving as a secondary wincon with Calm Mind. Icy Wind is used here to serve as speed control for the team.

Notes: The speed on this EV spread allows Suicune to outspeed Excadrill-3/4 and Alolan Marowak-2. I was originally max Defense on Suicune, but ended up adding the Speed EVs to be able to deal with Alolan Marowak-2 and Excadrill-3/4 more effectively.

Possible Future Changes: The change I would make to the EV spread is to give it enough Speed to outspeed Garchomp-4 to make it where it doesn't have to take damage from Earthquake before Suicune makes its move, as that can leave Suicune in a bad position afterwards if it moves after taking hits from Garchomp-4. The EV spread would be 252 HP / 196 Def / 60 Spe with Bold Nature.
-----------------
:ss/blissey:

Blissey (F) @ Safety Goggles :safety goggles:
Ability: Natural Cure
Level: 50
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
IVs: 24 Atk
- Seismic Toss
- Substitute
- Minimize
- Soft-Boiled

I went with Blissey as my last Pokemon for the team to have a Pokemon that can take Special Attacks thanks to its natural high Special Defense. The set I went with is the set I used on Chansey before, just having a different item than Eviolite. And now to address the elephant in the room that is known as Safety Goggles. When picking Blissey, I wasn't sure what to run as the item. I couldn't use Leftovers since I wanted to have it on Suicune. I was considering some items but then decided on Safety Goggles after some thinking about it. Safety Goggles allowed Blissey to have a Spore and powder move immunity, which is useful against Shiinotic and Amoonguss. Not being able to trigger Effect Spore is also nice, allowing Blissey to beat down Shiinotic and Amoonguss without having to worry about that. Being immune to Sandstorm and Hail chip is also another nice benefit, being useful to not worry about being chipped by it, which is useful for a worst-case scenario of Blissey being low on HP where Sandstorm or Hail could otherwise finish it off. I went with Max Speed Timid since it was useful for me to be able to outspeed Electivire-3 and repeatedly Softboiled as it uses Wild Charge in the case Scizor has fainted. My Blissey had like 24 Attack IVs, though this can be 0 if you want to minimize Foul Play and confusion damage.

Possible Future Changes: One change I was considering was making Blissey Lum Berry instead of Safety Goggles to have a one-time status cure without having to switch out. I might try this change next time I use the team to see how I like it compared to Safety Goggles. Another option I was thinking about was Air Balloon to have a temporary Ground immunity to somewhat help against some problematic Fissure users.

How The Team Works: Basically, if the trainer leads off with a favorable matchup, you typically want to setup with Mega Scizor as much as you can. If not, you go into either Suicune or Blissey depending on the lead, both being able to serve as wincons as well. Playing with a lookup tool is highly recommended to make sure whether or not you can afford to sac a Pokemon if you need to save the Pokemon for a possible Pokemon the trainer may have.

3. How Some of my Previous Runs Ended
Like I mentioned earlier, this team took multiple attempts to get as far as it did. I should've saved the replays of the losses so I could know which trainers I lost to, though I remember how three of my runs ended, including one into Kukui. One of my runs ended was due to a Police Officer (either Benji or Lou) who led with Excadrill-4. I didn't play correctly into Excadrill-4, and during this run, I was running my previous Mega Scizor set of Swords Dance/Bullet Punch/Knock Off/Roost. I had a brainfart moment since Excadrill-4 was doing quite a bit of damage to me and I didn't think to Knock Off to remove its Life Orb to make it not do as much damage lol! This battle was the one that made me put speed on my Suicune just because of that even though I should've used Knock Off but didn't do that lol. (I also wanted the speed on Suicune because of Alolan Marowak-2)

Another loss of mine was because of a lead Gyarados-4. I switched in Suicune and used Scald to try to get off a burn. I never got the burn, and Gyarados-4 swept my team after getting enough Dragon Dance boosts. This loss made me go the Offensive Variant Mega Scizor with Bug Bite since I wanted another way to deal with Gyarados-4 aside from "Just use Scald and pray for a burn".


The last loss I'll be talking about is against Kukui. This loss shouldn't have been a loss at all. I ended up deciding to sac Blissey to Braviary since I assumed "Yeah I'll be fine", being another brainfart moment since I suddenly remembered that Kukui can have Magnezone as his last Pokemon, and surely enough, Magnezone was his last Pokemon, specifically set 4. If I hadn't sacced Blissey like I did, I could've won that since Blissey is how I deal with Magnezone. However, the Magnezone's ability was Analytic, so it could've have given Blissey trouble since Analytic Thunderbolt from Magnezone-4 would break my Blissey's Sub.

4. Threats
The following Pokemon are Pokemon I found to be threats to this team, some of them being reasons for previous runs ending. Some Pokemon listed are Pokemon that aren't threats when I'm set up but are rather threats if they are lead with.
:ss/electivire: :ss/thundurus: :ss/zapdos: :ss/magnezone: Electric-types: When I played with this team to reach around 124 or higher, I noticed that a huge weakness of the team is the lack of an Electric resist. This made Electric-types an issue. While I could deal with Electric-types without a resist, the ones that gave me the most problems were physical attacking ones or have a physical attacking set. The one exception to this one is Magnezone, as it can be a problem if Magnet Pull is the ability, as it means I lose my Mega Scizor, which could leave me in a bad position if I needed it to deal with another Pokemon in the back. For Electivire, Thundurus, Zapdos, and Magnezone, I have found their Sets 3/4 to be threatening. Electivire-3 is the reason I made the EV spread to live a Fire Punch from it. Thundurus-3 is a physical set while Thundurus-4 is a special set, meaning Blissey isn't necessarily a safe switch-in. Thundurus-4 also has Taunt, meaning Blissey can't setup on it. Zapdos-3 is a mixed set while Zapdos-4 is a full-on physical set that also had Thunder Wave. For Zapdos, I have found that I tend to stay in with Scizor to scout which set it is, though it does leave it vulnerable to being paralyzed by Thunder or Thunder Wave(And I stay in if it's Zapdos-4 and Roost spam).

:ss/conkeldurr: :ss/bewear: :ss/heracross-mega: :ss/medicham-mega: :ss/lucario-mega: Strong physical attacking Fighting-types: I found specific Fighting-types to be problematic if they are led with. Specifically, the powerful Fighting-types I found to be threats are Conkeldurr-3, Bewear-3, Heracross-4, Medicham-4, and Lucario-3. Conkeldurr-3 has Bulk Up, making it harder for Mega Scizor to knock it out. Having Suicune use Scald and fish for a burn isn't a guaranteed solution since Conkeldurr being able to have Guts as its Ablility means I would end up making it more threatening it instead. I'm unsure on what the safest way to deal with lead Conkeldurr-3 is, aside from boosting with Mega Scizor and using Bug Bite at a point to consume its Sitrus Berry.

Bewear-3 I find to be threatening since it can boost its attack with Swords Dance, on top of having Quick Claw. I end up using Swords Dance with Mega Scizor and using Bullet Punch afterwards to put it in range of Suicune's Scald, meaning I sac Scizor in the process, which can lead to me being put in a dangerous position if I needed Mega Scizor alive. Bewear being able to have Fluffy means it can take less damage from Bullet Punch.

Heracross-4 is a strong physical attacker. For this one I usually just Swords Dance and then use Roost to get Heracross to lower its Defense so I can deal with it using a +2 Bullet Punch. Heracross-4 is also the reason I wanted the 4 Speed EVs on my Scizor so I can avoid having to deal with speedties with it.

Medicham-4 is the one of these Fighting-types I rarely encountered(only encountered once), but it can pose a threat as a lead so I'm listing it anyways. Basically, I pray I can get off a Swords Dance to then use Bullet Punch to deal with Medicham-4.

Lucario-3 can put me in a dangerous position if led with. I usually switch to Suicune to scout if it's Lucario-3 or 4. If it's 3, I stay in and Scald and the action I do next depends on whether or not Scald burns. If Scald burns, I can stay in with Suicune and Rest. If Scald doesn't burn, I find myself saccing Blissey to Close Combat, then sending out Scizor to Mega Evolve and use Bullet Punch to pick it off since using Scald when Mega Lucario is at -1 Special Defense leaves it in a range where Mega Scizor can pick it off with a Bullet Punch when Lucario-3 is at -2 Defense.

:ss/dugtrio: :ss/landorus: :ss/snorlax: Specific OHKO move users: During my runs, I found some specific OHKO move users to be threats to the team. Specifically, I found Dugtrio-2(Kanto one), Landorus-1, and Snorlax-4 to be threatening. Dugtrio-2 and Landorus-1 both outspeed my team, meaning Blissey can't use Substitute safely without fearing Fissure landing. I usually deal with lead Dugtrio-2 by just attacking with Mega Scizor and praying I land my attack without Dugtrio landing Fissure. Landorus-1 I've encountered once but it wasn't the lead Pokemon, but it did end up ending one of my previous runs. I tried to use Icy Wind to slow it down so Blissey can get a Sub off vs it, but it ended up missing. As for Snorlax-4, while it isn't slower, Blissey can't go for miss fishes with Minimize because of Body Slam doing double damage and never missing vs a Pokemon that has used Minimize. This means Blissey's Sub can't stay up vs Snorlax's Body Slam even if I burned it. If Snorlax-4 is led with, I find myself staying in with Scizor to scout which set it is and Swords Dance so a +2 Bug Bite can OHKO Snorlax-4. There are some other OHKO users that can pose as threats to the team such as Mamoswine-3, Glalie-3, and Wailord-3 since Blissey is the only Sub user on this team, though I didn't encounter any off those during the runs. Gameplan would probably be the same of pray I land my attacks while they don't land their OHKO move, but that plan isn't always a guarantee, and I haven't encountered them during the runs, so I'm unsure of other safer plans to deal with them as of now.

:ss/breloom: :ss/chesnaught: :ss/virizion: Grass/Fighting-types: I'm going to be honest; I was debating on whether this section should be just Virizion or all of the Grass/Fighting-types. I ended up including all Grass/Fighting-types since it comes down to one thing, you NEED Mega Scizor alive if you want to deal with them efficiently. Breloom-3 is the more threatening one of its 3/4 sets since it actually has STAB moves for both of its typings as well as having Spore, though Blissey having Safety Goggles makes it immune to Breloom-3's Spore, though switching isn't a safe thing since I don't want to risk Blissey getting hit by Focus Punch. I usually end up using Bullet Punch turn 1 if Breloom is led with. However, I mainly ran into Breloom-4 rather than Breloom-3, which isn't as much of a pain to deal with. Chesnaught-3/4 is scary if Mega Scizor is fainted. Burning Chesnaught-4 doesn't help much since it will still do quite a bit of damage vs Suicune and Blissey, and Chesnaught-3 being a Special Attacker with Life Orb isn't good for Suicune, meaning that in the case Mega Scizor being fainted and Chesnaught-3 is out, you need to pray for Focus Blast misses and have Blissey out to potentially setup on it and beat down Chesnaught once it runs out of Focus Blasts. Of the Grass/Fighting-types, Virizion is the most dangerous one if Mega Scizor is knocked out. Virizion's sets 1, 3, and 4 having Sacred Sword and Leaf Blade means it matches well into Suicune and Blissey, with Blissey being unable to fish for misses because of Sacred Sword ignoring evasion boosts. Virizion-2 has Calm Mind and Toxic, meaning its attacks can do more damage while also being able to poison Suicune and Blissey. Yes, Suicune does have Rest, but that can put me in an awkward position against Virizion-2.

:ss/azelf: Azelf-3/4: Azelf is one of those Pokemon I find not to be a threat if it is sent out later, but rather as a lead. This one I find a threat as a lead because of not knowing if it's set 3 or 4, meaning I only really find this to be a threat against trainers who use Legendaries of only sets 3 and 4. Set 3 has Nasty Plot and Psyshock, while Set 4 has Fire Blast. I usually switch to Blissey to scout with Azelf set it is, but that can put me in a bad position if it's Azelf-3 and uses Nasty Plot. I end up saccing Blissey against Azelf-3 since I can't reliably switch-in Scizor against Psyshock, as +2 Psyshock as base Scizor into +2 Thunderbolt as Mega Scizor can lead to Mega Scizor being able to get knocked out depending on the rolls Azelf gets. Saccing Blissey can put me in a bad position if I needed it to deal with another Pokemon in the back.

:ss/volcarona: Volcarona-3/4: Volcarona in the later battles can be a threat to the team and requires Blissey alive to deal with it. Suicune in theory could Calm Mind against it, but I don't really do that because Suicune is vulnerable to crits since I don't have Sub on it. Blissey is the best bet to deal with it, but it can be dangerous since Bug Buzz hits through Substitute, which can be dangerous when Volcarona gets off enough Quiver Dances to pose as a threat to Blissey and it lands its attacks.

:ss/mawile-mega: Mawile-4: Mawile-4 is another one of the Pokemon I find not to be a threat if they are sent out later when I'm setup but is a threat if lead with or I'm not setup. Mawile-4 having Fire Fang is bad for Scizor, and having Huge Power means Suicune needs to get off a burn to be able to deal with it.

:ss/charizard-mega-x: Charizard-4: While using this team, one of the things I was constantly thinking about was "What do I do against a lead Charizard-4?" I had an idea of how I would play it out, I just needed to test my idea out in a battle, so I did a mock battle with the team against Red who had a lead Charizard-4. My idea was to switch to Suicune immediately to take Flare Blitz and throw off Scalds against it while Charizard-4 uses Dragon Dance until it gets to the range of Dragon Rush being a guaranteed OHKO against Suicune, so about 4 Dragon Dances. The idea ended up working in the mock battle. During one of my previous runs, Red did lead off with Charizard-4, so I could see if my plan against it would work. However, using Scald did make Red do a "react" switch and ended up switching into Water Absorb Lapras lol. That was also like the only time I ran into Charizard-4 as a lead during my runs with this team.

:ss/gyarados-mega: Gyarados-4: I find this mon to be a threat to the team and is the reason I switched to an Offensive Mega Scizor set with Bug Bite so I can have another way to deal with Gyarados-4 outside of just praying Suicune gets the Scald burn off. I don't find Gyarados-3 to be as big of an issue, as the thing that makes Gyarados-4 scarier for me is because it has a secondary STAB move that can also lower the defense stat.

:ss/salamence-mega: Salamence-4: This adds yet another powerful physical attacking Mega to the threatlist lol. How I deal with it depends on the trainer and whether they have Set-3/4 Salamence or just Salamence-4 and whether or not I'm already setup. If I'm not setup and Salamence is lead with, I usually either go into Suicune if the trainer can have either set 3 or 4 or stay in with Mega Scizor it they only have set 4. If I stay in with Mega Scizor, I find myself Roost spamming until the recoil from Double-Edge gets Salamence into Bullet Punch range, though it does leave me vulnerable to crits. With Suicune, I usually use Icy Wind, though I probably should consider using Scald to try and get a burn off.


Honorable Mentions: The following Pokemon I find are Pokemon that are rather annoying or can be inconvenient to deal with.

:ss/porygon-z: :ss/latias: :ss/drampa: :ss/cofagrigus: :ss/gourgeist:

Porygon-Z: Set 4 can be annoying if it is the lead Pokemon and Download is it's Ability.
Latias: Sets 3 and 4 have Thunder Wave, and Latias-4 means I have to use a bit of resources with Blissey to be able to deal with it because of Latias-4 having Roost.
Drampa: Drampa-3 can be annoying because of Quick Claw and Roost, meaning I have to use a lot of Seismic Tosses to beat it down with Blissey. Also becomes scary if Berserk is Drampa's Ability.
Cofagrigus: Set 4 is inconvenient for me to deal with, I find myself having to go Blissey to force it to switch out if it isn't the only Pokemon remaining.
Gourgeist: Only its set 3 is the one I find an inconvenience. I only encountered it once, but it made me realize that I need Blissey alive and would have to PP stall it out due to Gourgeist having Energy Ball and Flamethrower.

5. The Loss

Losing Mega Scizor to Specs Latios was bad for me since Mega Scizor is how I deal with Virizion. I had a chance to live Thunder from the range Mega Scizor was at, though the roll was slightly above a 50/50, being a 56.3% chance to OHKO if Thunder lands, which is a fact I didn't realize in the moment until afterwards, probably should've calced that during the battle. I could've switched it out, but I didn't want to risk Latios being Latios-4 and getting off a Dragon Dance. I could've used Suicune as a mid-ground switch-in, but it could've been the Specs set as it ended up being in the video, which would have left me in a bad spot if Candy were to have Cobalion-4 as the last Pokemon instead of Virizion. I also could've gone for Scald against the Virizion after it uses Protect to try and get a burn to give me some sort of chance, though I would have to carefully manage Blissey's HP to make sure it would not be in range of Draco Meteor from Latios-3 being able to finish off Blissey.

6. Thoughts/Conclusion
Overall, I had fun using this team. Even though the team doesn't have a Pokemon to resist Electric moves, the team is still able to manage dealing with Electric-types. Some of my previous runs ended because of bad matchups or me making misplays that eventually cost the runs. I did get lucky during some battles to make it this far as it did. The loss was unfortunate, and I could've won if Mega Scizor was alive. The team was 10 battle away from reaching 200 wins, so I may try to reach that at some point after I do the other regions for Mono Regional teams for the Ultra Stamps.

Hope you enjoyed this post! Thank you for taking the time to read it!
 
Hey folks, I'm currently crafting a team that uses my two favorite Gen 7 Pokémon in Lycanroc-Dusk and Blacephalon.
Right now I have them all ready to go and shiny hunted, and I'm super excited to try to get them to 100 wins!

I'm stuck on a third team member for them because I'm going into this with the goal of it being a full shiny team, and I want them to be able to go all out with attacks for taking quick KOs, but then I'd have a tank in the back they can swap to reliably.
Initially I was leaning towards a Pokémon that resists water and is immune to ground which let me to Mega Latios, however I found the scarf Garchomp on Eisencalc and figured that would be a problem. Now I'm thinking (Mega) Gyarados with sub and DD but could also see Rotom Wash with an AV working.
Since I'll be shiny hunting this third team member I'm hoping to get some insight as I'm newer to the Battle Tree and spend most of my time in the Gen 3 frontier, so I'd hate to go all out on a strategy and have it flop because I didn't know my speed tiers or problem matchups.

Any thoughts would be appreciated.

Here's the team so far:
806s-png.273532
love.png

Voldo
Blacephalon @ Choice Specs
Ability: Beast Boost
Timid Nature
EVs: 252 SpA / 6 SpD / 252 Spe
- Shadow Ball
- Flamethrower
- Hidden Power Grass
- Psychic
745_3s-png.102291
beast.png

Grond
Lycanroc-Dusk @ Lycanium Z
Ability: Tough Claws
Adamant Nature
EVs: 6 HP / 252 Atk / 252 Spe
- Stone Edge
- Accelerock
- Fire Fang
- Drill Run
 
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