Excellent to see some solid streaks coming about, keep it up dudes. I also am posting to share a Doubles streak with a new team I recently put together, currently at
200 wins.
Speed control is by and large the most important factor to take into account when building any sort of team; considering the slow yet dangerous trend many of our new Alola mons follow, settling for a Trick Room setup wasn't a particularly difficult decision. However, having a team entirely dependent on the twisted dimensions didn't seem like a sound strategy; how would I keep up with the Tree if all hell breaks loose (which should be expected to happen), I'm denied TR and all my mons are subsequently outsped? I was therefore looking for some sort of balance in bulk, power and speed that would allow the team to function well both inside and outside of TR. The main questions at hand were - which setter would give me the most bang for my buck, and which powerhouse(s) should I pair with it?
Oranguru (M) ("Maurice") @ Mental Herb
Nature: Sassy
Ability: Inner Focus
IVs: 31/5/31/31/31/0
- Trick Room
- Instruct
- Psychic
- Protect
252 HP / 140 Def / 20 SpA / 96 SpD
This wise ape certainly fit the bill for the first piece of the puzzle; respectable enough bulk, few weaknesses, unaffected by flinching moves, one-time immunity to Taunt and to a lesser extent Attract grants him very favourable odds of setting up Trick Room when required. The signature move Instruct is arguably his main selling point, enabling my teammates to launch two attacks in the same turn. There's a great deal of strategy involved with this as I soon discovered, since the Instructed move will always target the same Pokemon from the last turn. With Magnezone especially, you can do things like attack something you outspeed Turn 1 while TR goes up, then Instruct Magnezone Turn 2 to finish the mon off thanks to Oranguru's lower Speed. This also offers synergy with Mimikyu; being able to get a double Shadow Sneak or Play Rough off is a huge boon, or even an immediate +4 Attack behind the safety of Disguise. Telepathy is obviously a viable choice for avoiding self-spread damage from the likes of Surf, Earthquake and Discharge, but just so happens to be useless for this particular team. The EV's were taken from the Trainer Tower's VGC '17 sample section, with the SpA investment allowing you to OHKO Salazzle with Psychic. I can't detail specific defensive or other offensive benchmarks at the moment unfortunately, but this monkey doesn't often go down in one hit, that's the important thing.
Magnezone ("Magneto") @ Air Balloon
Nature: Modest
Ability: Sturdy
IVs: 31/0/31/31/31/31
- Thunderbolt
- Flash Cannon
- Volt Switch
- Protect
172 HP / 252 SpA / 84 Spe
A pretty unconventional mon to have in the second slot alongside my TR setter you might think, Magnezone however plays a pivotal role in shaping how battles play out to my favour. I wanted to aim for a middling Speed stat that would allow me to get hits on common slow-ish threats first turn (bulky Waters, Veteran classes with Regirock, Regice etc.), either Instructing right off the bat to eliminate them or taking a more long term approach with TR. 91 Spe gets the jump on stuff like Barbaracle4, Bisharp4, Politoed4 and Breloom4, yet still enabling Magnezone to deal with faster mons in TR. Air Balloon with Sturdy is a fantastic combination as it forces threatening Ground leads to first break the Balloon with a much weaker, often resisted attack; the opponent also has to double up on Magnezone (save for Mold Breaker) if they wish to take it out, relieving pressure on Oranguru if needed. Something I've noticed is you need to be careful with when you choose to Protect; it's a good move to make if you're up against two Fire or Fighting leads for example, but attacking from the beginning and not preserving Sturdy is often a more rewarding play. TR turns won't last forever, and sometimes setting it up twice in one battle is a tough ask, so you need to make the most of it. Yeah, couldn't be bothered breeding for a HP Fire/Ice variant; I realize the former would help out greatly against Ferrothorn, but thankfully it can't do a whole lot back to Magnezone. Volt Switch has proven to be useful a few times anyway, allowing me to pivot with Sturdy and/or the Balloon still intact.
Araquanid (M) ("BubbleO'Bill") @ Waterium Z
Nature: Brave
Ability: Water Bubble
IVs: 31/31/31/4/31/0
- Liquidation {Hydro Vortex}
- Leech Life
- Substitute
- Protect
252 HP / 252 Atk / 4 SpD
The star TR abuser, I'd always wanted try out the Z-move variant of this spider of doom after witnessing it destroy lives in the current VGC '17 metagame. Thankfully he hasn't disappointed in the Tree, either. I don't think much of an explanation is needed here; Hydro Vortex hits like a truck, and is great for annoyances like Double Team Regigigas, Zapdos and Blissey, since Z-moves ignore evasion modifiers. Leech Life is fairly weak coming off Araquanid's modest Attack stat and lack of a boosting item, but still definitely worth running for healing and Water-resists. It often won't take out something weak to Bug if they're reasonably bulky, but Instruct can solve that issue. I didn't feel Wide Guard was necessary since Magnezone has the Balloon, resists Rock Slide and can take on Blizzard users comfortably, plus Heat Wave isn't all that common. Substitute has proven quite useful towards the end game of certain battles, usually to shield/stall against something like Cresselia/Milotic/Toxapex which I can't deal much damage to, but they can't really hurt me behind a Sub, either.
Mimikyu (F) ("Winky") @ Wide Lens
Nature: Jolly
Ability: Disguise
IVs: 31/31/31/11/31/31
- Swords Dance
- Shadow Sneak
- Play Rough
- Taunt
4 HP / 252 Atk / 252 Spe
Last but not least I wanted a decent Dragon answer, and Magnezone doesn't count since it can't hit them super effectively, and many carry Ground/Fire coverage. I guess Mimikyu's often seen as a TR setter itself, but I didn't want another one of those; this max Speed variant often comes out late in the battle after some TR devastation has been dealt, to set up a Swords Dance or two thanks to Disguise and begin the clean-up process. I initially ran Life Orb, but after missing Play Rough on a Salamence twice in one battle and losing as a result in the early 50s, Wide Lens was the fix I wanted. There's probably a couple notable OHKO's/2HKO's that LO grants, but ultimately I'd much rather have near-100% faith that Play Rough will connect when I need it to. I felt Taunt was more useful over Protect to stop status in general from hampering my attempts to wreak havoc, which works well against the aforementioned stallish mons that take a long time to wear down.
So there you go, certainly some interesting dynamics at play here; for example, I often leave Magnezone in against a Fighting type rather than switching to Mimikyu, enabling a safe switch in to Araquanid to start murdering stuff. Admittedly I had my doubts during the teambuilding process if this could even achieve the 50 wins, but as time has passed I've grown more and more confident. There's definitely a bit of a learning curve involved with this team, as I butchered a fair few early streak attempts; it's all about getting the most out of your TR turns and preserving your win condition. Having the Trainer + movesets spreadsheet open for reference is a must, since you'll likely get punished for making a bad move. There's also naturally even less room for error in Doubles, since two Pokemon are often out on the field on each side. I often ask myself: what's the worst possible circumstance that could happen from a combination of two moves this turn? I then obviously do my best to prevent that, which over time provides invaluable experience. Sorry, probably got a bit too carried away with this write-up, but I do plan to post some quality Battle Videos in a future post (provided my streak continues for hopefully a little while longer). Thanks for reading!
Level 51