• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Battle Tree Discussion and Records

I've been lurking this thread for awhile (and similarly watched the Battle Subway one when I played Pokemon White, although I never got anywhere close to achieving anything there...) but I finally felt like I needed to post to see if anyone has some insight to help me out here.

I took the following team into super doubles to test the behavior of priority Tailwind, and somehow ended up winning 43 matches:
Talonflame @ Flyinium Z
Ability: Gale Wings
stats: 31/31/31/x/31/31
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
  • Brave Bird
  • Flare Blitz
  • Protect
  • Tailwind
Gyarados @ Sitrus Berry
Ability: Intimidate
Nature: Jolly
stats: 31/31/31/x/31/31EVs: 4 HP / 252 Atk / 252 Spe
  • Crunch
  • Waterfall
  • Dragon Dance
  • Earthquake
Alakazam @ Alakazite
Ability: Magic Guard
Nature: Timid
stats: 31/x/31/31/31/31
EVs: 4 Def / 252 SpA / 252 Spe
  • Protect
  • Focus Blast
  • Psychic
  • Shadow Ball
Dragonite @ Leftovers
Ability: Wonder Scale
Nature: Adamant
stats: 31/31/31/x/31/31
EVs: 4 HP / 252 Atk / 252 Spe
  • ThunderPunch
  • Protect
  • Dragon Dance
  • Outrage

Most of those setups are lifted from the smogon dex, or were originally, and all but the Talonflame were singles builds that I often hastily slapped protect on. I bred Alakazam because I was given the Alakazite, and I bred the Gyarados, Dragonite, and Talonflame because I got mostly-perfect baselines out of wonder trade while breeding other things I was more directly interested in. The team I actually intended to take into doubles is still on lockdown from last month's international, where I did okay but not amazing, mostly due to inexperience. (It's rain hyper offense, basically.)

The way I played the team was also basically hyper offense, in fact rarely using tailwind at all: since the most effective status effect is dead, Talonflame would use a Z attack on something turn 1 while Gyarados set up a dragon dance. Turn 2, I'd usually blast another thing with Brave Bird and start doing damage with Gyarados. I occasionally set up tailwind here if the opponents looked particularly fast, but, honestly, the whole team is so fast that tailwind rarely mattered. Usually around turn 2-3, the AI will have cleaned up Talonflame, and I'd send out either Dragonite (if I wanted to earthquake more) or Alakazam (if I needed a no-setup followup sweeper). I have to admit, I mostly used Dragonite for the electric attack, and only sometimes with Outrage for generic sweeping.

The game I lost, I stopped following all my standard procedures. I was against a Scientist who led Slowking and Rotom-Fridge. I panicked about the electric type (which flying is, of course, not super effective against) and used flare blitz turn 1 against it, rather than seeing if I could get a pick on the Slowking (which I figured was too beefy). My opponent scientist sent out Komala next. Slowking used Trick Room, and I forgot everything about how to play the game. Rather than protecting my Talonflame for Gyarados to crunch, I tried to skystrike something and got wiped away by surf. Then, Komala Z-attacked Gyarados, wiping my entire lead team out in one turn... under trick room. I guessed a little wrong the next turn, but it's not like Alakazam and Dragonite are going to do anything but go last under trick room. Worse yet, Slowking also knew Ice Beam, which Dragonite is x4 weak against. I did manage to do in the Slowking with a lucky two-turn-protect, but I just didn't have the resources to clean up after falling apart with trick room.

Things I need to work on:
Obviously, Gyarados shouldn't have a Sitrus Berry, he should have a mega stone. The raw defense boosts of the mega stone are approximately the same 25% that you get out of a Sitrus Berry. (I didn't have the mega stone because I didn't realize how quickly you get battle points with a decent winning streak, and I'm just starting out at this.) There were also several times that I really wished I could either have a Dark typing to boost Crunch (like, say, against a Slowking) or lose the flying type weaknesses (particularly against rock attacks, but it'd make electric less totally disastrous as well). Earthquake did a huge amount of work, and it would do even more with Mold Breaker, so I'm not inclined to take anything out for protect, however. I know this breaks with "Protect on everything" doubles orthodoxy, but it seemed to be working for me. (I will admit I did get good use out of protect on Dragonite, which often also came in on opponents who would all want to destroy it, though.)

The back line is totally incoherent.
Like, the only thing it has in synergy with the leads is that Dragonite is a flying type. The things that make the front line sad are not actually dealt with anywhere in the back, and the main saving graces right now are that Mega Alakazam comes out swinging, and Dragonite is absurdly tanky as a secondary setup sweeper. It's not clear that the ability to set up was necessarily good, though. I often just needed another attacker, and needed that damage now to be immune to ground or electric typed, so Dragonite would come out and do whatever but not actually use Dragon Dance. At that point, why are we using Dragonite? Similarly, if Gyarados is getting a mega stone, Alakazam can't use his.
That means I ought to replace one of the back line and need to replace the other. I think one of the two needs to be flying (and not levitating because of Mold Breaker) while the other one probably shouldn't be. I've seen suggestions of Togedemaru for rain teams and it seems like it might work here too. What other ideas do people have?

Also, how the heck did this work so well against the tree? I just sort of threw it together without intent to do well.

If you wanna try Mega gyarados, try replacing Alakazam with Tapu Lele holding a choice scarf. I'd also try to get a Pokémon that resists ice and rock, Garchomp maybe?
 
I've been lurking this thread for awhile (and similarly watched the Battle Subway one when I played Pokemon White, although I never got anywhere close to achieving anything there...) but I finally felt like I needed to post to see if anyone has some insight to help me out here.

I took the following team into super doubles to test the behavior of priority Tailwind, and somehow ended up winning 43 matches:
Talonflame @ Flyinium Z
Ability: Gale Wings
stats: 31/31/31/x/31/31
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
  • Brave Bird
  • Flare Blitz
  • Protect
  • Tailwind
Gyarados @ Sitrus Berry
Ability: Intimidate
Nature: Jolly
stats: 31/31/31/x/31/31EVs: 4 HP / 252 Atk / 252 Spe
  • Crunch
  • Waterfall
  • Dragon Dance
  • Earthquake
Alakazam @ Alakazite
Ability: Magic Guard
Nature: Timid
stats: 31/x/31/31/31/31
EVs: 4 Def / 252 SpA / 252 Spe
  • Protect
  • Focus Blast
  • Psychic
  • Shadow Ball
Dragonite @ Leftovers
Ability: Wonder Scale
Nature: Adamant
stats: 31/31/31/x/31/31
EVs: 4 HP / 252 Atk / 252 Spe
  • ThunderPunch
  • Protect
  • Dragon Dance
  • Outrage

Most of those setups are lifted from the smogon dex, or were originally, and all but the Talonflame were singles builds that I often hastily slapped protect on. I bred Alakazam because I was given the Alakazite, and I bred the Gyarados, Dragonite, and Talonflame because I got mostly-perfect baselines out of wonder trade while breeding other things I was more directly interested in. The team I actually intended to take into doubles is still on lockdown from last month's international, where I did okay but not amazing, mostly due to inexperience. (It's rain hyper offense, basically.)

The way I played the team was also basically hyper offense, in fact rarely using tailwind at all: since the most effective status effect is dead, Talonflame would use a Z attack on something turn 1 while Gyarados set up a dragon dance. Turn 2, I'd usually blast another thing with Brave Bird and start doing damage with Gyarados. I occasionally set up tailwind here if the opponents looked particularly fast, but, honestly, the whole team is so fast that tailwind rarely mattered. Usually around turn 2-3, the AI will have cleaned up Talonflame, and I'd send out either Dragonite (if I wanted to earthquake more) or Alakazam (if I needed a no-setup followup sweeper). I have to admit, I mostly used Dragonite for the electric attack, and only sometimes with Outrage for generic sweeping.

The game I lost, I stopped following all my standard procedures. I was against a Scientist who led Slowking and Rotom-Fridge. I panicked about the electric type (which flying is, of course, not super effective against) and used flare blitz turn 1 against it, rather than seeing if I could get a pick on the Slowking (which I figured was too beefy). My opponent scientist sent out Komala next. Slowking used Trick Room, and I forgot everything about how to play the game. Rather than protecting my Talonflame for Gyarados to crunch, I tried to skystrike something and got wiped away by surf. Then, Komala Z-attacked Gyarados, wiping my entire lead team out in one turn... under trick room. I guessed a little wrong the next turn, but it's not like Alakazam and Dragonite are going to do anything but go last under trick room. Worse yet, Slowking also knew Ice Beam, which Dragonite is x4 weak against. I did manage to do in the Slowking with a lucky two-turn-protect, but I just didn't have the resources to clean up after falling apart with trick room.

Things I need to work on:
Obviously, Gyarados shouldn't have a Sitrus Berry, he should have a mega stone. The raw defense boosts of the mega stone are approximately the same 25% that you get out of a Sitrus Berry. (I didn't have the mega stone because I didn't realize how quickly you get battle points with a decent winning streak, and I'm just starting out at this.) There were also several times that I really wished I could either have a Dark typing to boost Crunch (like, say, against a Slowking) or lose the flying type weaknesses (particularly against rock attacks, but it'd make electric less totally disastrous as well). Earthquake did a huge amount of work, and it would do even more with Mold Breaker, so I'm not inclined to take anything out for protect, however. I know this breaks with "Protect on everything" doubles orthodoxy, but it seemed to be working for me. (I will admit I did get good use out of protect on Dragonite, which often also came in on opponents who would all want to destroy it, though.)

The back line is totally incoherent.
Like, the only thing it has in synergy with the leads is that Dragonite is a flying type. The things that make the front line sad are not actually dealt with anywhere in the back, and the main saving graces right now are that Mega Alakazam comes out swinging, and Dragonite is absurdly tanky as a secondary setup sweeper. It's not clear that the ability to set up was necessarily good, though. I often just needed another attacker, and needed that damage now to be immune to ground or electric typed, so Dragonite would come out and do whatever but not actually use Dragon Dance. At that point, why are we using Dragonite? Similarly, if Gyarados is getting a mega stone, Alakazam can't use his.
That means I ought to replace one of the back line and need to replace the other. I think one of the two needs to be flying (and not levitating because of Mold Breaker) while the other one probably shouldn't be. I've seen suggestions of Togedemaru for rain teams and it seems like it might work here too. What other ideas do people have?

Also, how the heck did this work so well against the tree? I just sort of threw it together without intent to do well.

Which pokemon are you willing to keep and which are you willing to swap out?

I actually do have a suggestion for an alternative Talonflame spread, it's from one of my Doubles theorymon set:

Talonflame @ Flyinium Z
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 204 SpA / 52 Spe
Naughty Nature
- Brave Bird
- Overheat
- Tailwind
- Protect

Idea kinda comes from Sejun Park's Talonflame set in worlds '14. Since Talonflame doesn't live long enough anyway to suffer the aftereffects of the SpA drop of Overheat, it's quite a nice option to do huge Fire-type damage without taking any recoil damage. Gale Wings also stays intact assuming you don't take any damage that same turn. The speed EVs put you at 153 which is an empty speed tier and also lets you outspeed everything after Tailwind, the rest of the EVs go into Atk/SpA. But it's really up to you to decide the speed tier, this is just my suggestion!

Have you tested if taking damage the same turn you click a Gale Wings-boosted flying move will still give it priority for the turn? I'm not very sure on this, but if it immediately cancels the ability effect you might need something to deal with T1 Fake Out on Talonflame?

If Trick Room is really hard for you to deal with perhaps you can add Taunt on one of the leads.
 
Okay, here we go. Originally, when I made the ongoing streak post, I didn't think I would end up doing around another 300 battles over the entire weekend, but god dammit, I did. This is a completed streak of 514 wins in Super Doubles. Here is a quick recap of the team. Proof photo as well.

Anyway, this post is mostly just going to contain some Battle Videos. I chose these videos simply because they were the only ones I ended up saving, lmao. I don't really save a whole lot of battles but I tried saving some of the closer ones that I remembered to save. I only did the write-up for the loss, sorry in advance. Anyway here goes:

Battle 515 vs Scientest Cal (loss): 5BFW-WWWW-WWW7-BQYW
- Dusknoir-? / Wishiwashi-4 / Slowking-4 / Cofagrigus-3
I end up doubling into the Dusknoir with Swampert's Waterfall and Pelipper's Scald, as I always fear Trick Room with this team. I end up taking out the Dusknoir, and Wishiwashi uses Endeavor but it fails. Next, Slowking-4 comes out, and I knew I was going to be unable to take this thing out. I use EQ and Hurricane to, at least, get some damage on it, and possibly confuse it with said Hurricane. Wishiwashi uses Hydro Pump into Swampert and it ends up surviving with 23HP. Trick Room goes off. Now, this is where the stupidity starts. Instead of trying to switch out Swampert, I protect with it, expecting Slowking to just use Surf, but it activates its Hydro Vortex and finishes off Swampert. Wishiwashi uses Hydro Pump into Pelipper, and Pelipper is able to get a Hurricane off and finish off the Slowking. Xurkitree ends up coming out, and the opponent sends out Cofagrigus-3, I believe. I protect with Pelipper, thinking Wishiwashi would end up targeting it because it was low HP, but it ends up using Hydro Pump into Xurkitree and takes it out. Now, I'm in panic mode as Kartana comes out. I go for the double Protect, and it fails, of course. Wishiwashi finishes off my Pelipper and Kartana uses Leaf Blade into the Rindo Berry Wishiwashi. Cofag uses Shadow Ball on Kartana. Cofag then uses WoW, lands it, and Wishiwashi uses Hydro Pump into Cofag. Now, instead of using Leaf Blade into Wishiwashi, I end up using it on COFAGRIGUS, and lose my Beast Boost. I don't know what came over me with that, but it ends up doing nothing, and the next turn, I take out Wishiwashi, and Cofagrigus finishes the battle with Shadow Ball.

Battle 454 vs Madame Gracie: YUGG-WWWW-WWW7-BQYM
Articuno-4
/ Latias-4 / Latios-3 / Zapdos-3

- Really close battle, paralyzed Kartana ends up getting a lucky 2HKO on Zapdos-3 for the win.

Battle 400 vs Pokemon Trainer Anabel: Z72G-WWWW-WWW7-BQYR
Raikou-?
/ Entei-4 / Alakazam-3 / Snorlax-4

- Nothing too special in this one. I just never run into Anabel, so I decided to save it and share.

Battle 260 vs Pokemon Trainer Wally: Q5UG-WWWW-WWW7-BQJ6
Gallade-?
/ Altaria-3 / Garchomp-4 / Magnezone-4

- This battle was frustrating only because I missed two attacks on Garchomp because of Sand Veil. Again, nothing too special.

Also, here's the QR Code for the team: Enter the BRUH
 

Attachments

  • 514 wins.jpg
    514 wins.jpg
    80.5 KB · Views: 625
Last edited:
Which pokemon are you willing to keep and which are you willing to swap out?

I actually do have a suggestion for an alternative Talonflame spread, it's from one of my Doubles theorymon set:

Talonflame @ Flyinium Z
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 204 SpA / 52 Spe
Naughty Nature
- Brave Bird
- Overheat
- Tailwind
- Protect

Idea kinda comes from Sejun Park's Talonflame set in worlds '14. Since Talonflame doesn't live long enough anyway to suffer the aftereffects of the SpA drop of Overheat, it's quite a nice option to do huge Fire-type damage without taking any recoil damage. Gale Wings also stays intact assuming you don't take any damage that same turn. The speed EVs put you at 153 which is an empty speed tier and also lets you outspeed everything after Tailwind, the rest of the EVs go into Atk/SpA. But it's really up to you to decide the speed tier, this is just my suggestion!

Have you tested if taking damage the same turn you click a Gale Wings-boosted flying move will still give it priority for the turn? I'm not very sure on this, but if it immediately cancels the ability effect you might need something to deal with T1 Fake Out on Talonflame?

If Trick Room is really hard for you to deal with perhaps you can add Taunt on one of the leads.

For the next go-round I fully intend to swap out both Alakazam and Dragonite. I have a HA Snivy (thanks again, wonder trade!) in breeding right now, so I was going to try using that to see if it works, but I wasn't certain what to do on the other slot. Garchomp, as you mentioned, is certainly solid. I was also looking at a few fliers and was thinking about Life Orb Sigiliph, admittedly partly because the LO/Magic Guard interaction amuses me. (For reference, aside from wonder trading, I have VC Red and White 1 to get mons from.)

That Talonflame build is really interesting, and I'll have to think about it. If not for this, then maybe for something similar with a lead that doesn't speed boost.

I haven't tested what happens if Talonflame gets hit with one of the quick attacks (Fake Out doesn't matter: I'd get a flinch anyway) because, well, I haven't actually run into any. However, everything else I've seen suggests that speed ordering is determined for the turn immediately after activating mega stones, and speed changes mid-round do not change that. (Functionally, it also looks like Tailwind only starts ticking down on the next turn, which may be why it is on a 4 turn timer instead of a 5 turn timer like weather.)
 
Hey guys, not that it's any more informative than what we have here, but I made a Battle Tree guide on Bulbapedia. What they lack in completeness, they make up for in visuals.
https://bulbapedia.bulbagarden.net/wiki/List_of_Battle_Tree_Trainers

Also, another question:

Does anyone know the IVs for the NPCs battled?

I think when I scout any of them, they will have 31 IVs as Multi Battle partners, but I'm wondering if they're always 31 IVs when battled. Historically, NPCs have IVs that scale towards 31 after the streak has gone on far enough. I used to Pain-Split test them for the Battle Subway, but currently don't have Pain Splitters trained in my Sun.
 
From some brief testing I did a while ago, IVs of the opponents should be very similar to how they were in the Maison, starting at 19 and gradually increasing up to 31, with a rough correlation between when the trainers are encountered during the streak and what their IVs are (i.e. low IV trainers appear first and are gradually replaced by the high IV ones). Based off the Bulbapedia data:

Trainers 001-050 should have IVs=19
Trainers 051-070 should have IVs=23
Trainers 071-090 should have IVs=27
Trainers 091-190 should have IVs=31

Battle Legends and other special trainers have IVs=31 no matter when they appear, so unlike the Maison, you WILL encounter 31 IV trainers prior to battle 31.

Also, I think that the Normal modes use the same trainers as the ones used in the first 20 battles of the Super modes, right down to their IVs (unlike the Maison, which had unique trainers/Pokemon with lower IVs in their Normal modes). The Battle Legends of the Normal modes also have IVs=31.

Take all of this as an educated guess rather than 100% absolutely confirmed fact - my testing wasn't as thorough as it was in the Maison and more testing from other users who are interested in doing so might be helpful :)
 
Two somewhat unrelated things (to each other) that I wanted to ask:

1. NoCheese, What's the stance on Multi Battles with both human players played by me, on two systems? They good for leaderboard?
2. turskain, A lot more specific, but is there any possibility of Battery-boosted attacks being included in the damage calculator? I don't expect this to happen though, as I think I'm the only known Battery user at the moment.
 
Not quite, because setting it up as a multi allows a potential two megas and two Z-moves, plus if one system loses both of its Pokemon first, it will be 1-on-2 for the rest of the battle--the other system doesn't get to put its backup into the vacant slot.
 
Another gimmicky team I've been playing around with recently; currently at 115 wins. This is more of a "for fun" team and not something I'm expecting to get a high streak on.

greninja-ash.gif
decidueye.gif
blaziken-mega.gif
thundurus-therian.gif


greninja-ash.gif

Greninja @ Focus Sash
Ability: Battle Bond
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Water Pledge
- Ice Beam
- Dark Pulse
- Mat Block

Protean vs Battle Bond is a real dilemma for me. They both have their pros and cons; Protean giving Ice Beam more power and being rather useful in manipulating the AI into wasting a Psychic attack. That said, Greninja is a pretty weak Pokemon that doesn't do much damage anyway, so I used Battle Bond for a situational power boost whenever it gets to immediately KO a 4x water/ice weak Pokemon.

decidueye.gif

Decidueye @ Grassium Z
Ability: Overgrow
Level: 50
EVs: 252 HP / 68 Def / 188 SpA
Modest Nature
IVs: 0 Atk
- Grass Pledge
- Shadow Ball
- Nasty Plot
- Protect

Decidueye's EVs allow it to survive every single Sucker Punch from the tree if I'm not mistaken. Speed investment is mostly unnecessary since it outspeeds everything under swamp, and its mediocre speed tier doesn't make any speed investment worthwhile either. Despite all the bulk it still feels like Decidueye dies too easily...

blaziken-mega.gif

Blaziken-Mega @ Blazikenite
Ability: Speed Boost
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Low Kick
- Flare Blitz
- Fire Pledge
- Protect

thundurus-therian.gif

Thundurus-Therian @ Choice Specs
Ability: Volt Absorb
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Grass Knot
- Hidden Power [Ice]

Will be doing a more detailed writeup if I manage to achieve more success with this team!

Idea of the team is to abuse the Pledge moves to sweep. Grass+Water pledge creates a swamp for 4 turns that cuts opposing Pokemon speed to 1/4 of its original amount, which means the entire team outspeeds the entire tree for the next 3 turns given that you only need a raw speed stat of 75 to outrun the fastest tree mon (Aerodactyl1). Since I can't rely on such a risky setup 100% of the time, Blaziken is there to function as a "Helping Hand + After You" utility in the form of Fire Pledge, which allows either Decidueye or Greninja to immediately use their respective pledge move after Blaziken. It's also an excellent sweeper on its own.

Finally for the last slot - since Mat Block doesn't stop users faster than Greninja, I need a switch-in that can take Electric-type moves directed at that slot, which is why I used Thundurus. I've tried Raichu (better ability in Lightning Rod) but it feels very lacking in offensive presence.

This team isn't easy to play; considering the Grass+Water pledge setup requires Greninja to not attack for the turn. Sometimes on turn 1 it feels very hard to decide between using Mat Block + Nasty Plot, or immediately going for the double pledge; especially when the opposing leads both could potentially outspeed Greninja.
 
Idea of the team is to abuse the Pledge moves to sweep. Grass+Water pledge creates a swamp for 4 turns that cuts opposing Pokemon speed to 1/4 of its original amount, which means the entire team outspeeds the entire tree for the next 3 turns given that you only need a raw speed stat of 75 to outrun the fastest tree mon (Aerodactyl1). Since I can't rely on such a risky setup 100% of the time, Blaziken is there to function as a "Helping Hand + After You" utility in the form of Fire Pledge, which allows either Decidueye or Greninja to immediately use their respective pledge move after Blaziken. It's also an excellent sweeper on its own.

Finally for the last slot - since Mat Block doesn't stop users faster than Greninja, I need a switch-in that can take Electric-type moves directed at that slot, which is why I used Thundurus. I've tried Raichu (better ability in Lightning Rod) but it feels very lacking in offensive presence.

This team isn't easy to play; considering the Grass+Water pledge setup requires Greninja to not attack for the turn. Sometimes on turn 1 it feels very hard to decide between using Mat Block + Nasty Plot, or immediately going for the double pledge; especially when the opposing leads both could potentially outspeed Greninja.

Did they change Swamp from last gen? Last gen it cut speed in half, not 1/4th. I crushed BSD and the Maison with it last gen so I'm quite familiar with Pledges. :P

Protean Greninja interacts very interestingly with Pledges; so that also helps with the Protean / Battle Bond moments.

1. NoCheese, What's the stance on Multi Battles with both human players played by me, on two systems? They good for leaderboard?

Pretty sure that's allowed, iirc there's one or two such records on the Maison thread.
 
Did they change Swamp from last gen? Last gen it cut speed in half, not 1/4th. I crushed BSD and the Maison with it last gen so I'm quite familiar with Pledges. :P

Protean Greninja interacts very interestingly with Pledges; so that also helps with the Protean / Battle Bond moments.

Yeah, the info icon on the bottom screen specifically states 1/4. It definitely isn't 1/2, as I recall my paralyzed Greninja was still fast enough to outrun anything.
 
Last edited:
2. turskain, A lot more specific, but is there any possibility of Battery-boosted attacks being included in the damage calculator? I don't expect this to happen though, as I think I'm the only known Battery user at the moment.
I work by using copy-paste mainly, and adding new features even if minor is above my nonexistent programming ability. As posted above, adjusting the Pokemon's Special Attack base stat and EVs to make the Special Attack 30% higher, or increasing move base power by 30% to simulate the effect should work.

On a similar note, I ditched the trainer list feature since I ran into merge conflicts with upstream showdown changes that were too difficult to resolve with just copy-paste - the trainer list is still in yournamehere's calculator if you used this feature.
 
I work by using copy-paste mainly, and adding new features even if minor is above my nonexistent programming ability. As posted above, adjusting the Pokemon's Special Attack base stat and EVs to make the Special Attack 30% higher, or increasing move base power by 30% to simulate the effect should work.

On a similar note, I ditched the trainer list feature since I ran into merge conflicts with upstream showdown changes that were too difficult to resolve with just copy-paste - the trainer list is still in yournamehere's calculator if you used this feature.
Fair enough there. I don't know anything about programming either, so I get it. I guess I'll try out the increasing other stats by 30% and see what happens.
 
just call me yung ma$ter sl42

completed streak of 92 wins in singles with nihilego / kartana / mega gyarados. probably should have lost before then but oh well

nihilego.gif

Nihilego @ Focus Sash **Ultra Beats
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
Stats at L50: 180/64/74/179/152/146
- Power Gem
- Hidden Power [Ice]
- Stealth Rock
- Sludge Bomb

the sash lead. basically nihilego aims to get a ko or two in most battles, and it can usually take two special hits (pretty sure salamence hydro pump is a 3hko). sludge bomb is actually really good vs. defensive stuff because that extra 12% can make a big difference.

kartana.gif

Kartana @ Choice Scarf **Katagami
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Rash Nature (+SpA -SpD, thanks GTS)
Stats at L50: 134/233/143/83/45/149
- Leaf Blade
- Smart Strike
- Sacred Sword
- Aerial Ace

this thing did ok i guess but i would not use it again considering how much i despise scarf kartana as a set. it never cleans because of its awful offensive coverage, it can't switch in on special attacks at all, etc. beating waters is ok tho. actually the only reason i used this thing was because i was too lazy to breed a garchomp lol so in the next attempt i will use that.

gyarados-mega.gif

Gyarados (F) @ Gyaradosite **Orochi
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
Stats at L50: 170/194/100/68/120/133 | 170/227/130/77/150/133
- Substitute
- Waterfall
- Crunch
- Dragon Dance

man oh man this thing is so good. dragon dance is amazing, substitute is the best move in the game. even without bulk investment it lives everything, like i 1v1'd a zapdos with it one time. the type change is really cool as well. gyarados won about two-thirds of the games by just setting up and winning.

i lost to a lead mega mawile that i just played horribly against, i kept predicting it to sucker punch and making bad plays. kartana also let me down. where is my garchomp?????

to change this team i plan on acquiring an hp fire nihilego to smack guys like ferrothorn. garchomp makes my team slightly weaker to water types so thunderbolt on nihilego might also work. after that i'm gonna build around an ice type like mega glalie or maybe cryogonal.

battle videos:
KS6W-WWWW-WWW7-D8H6
52CW-WWWW-WWW7-D8H4
N3CG-WWWW-WWW7-D8GV
VS5W-WWWW-WWW7-D8GU

shoutouts to my man RNGIsFatal for getting so many wins the tree glitched, and shoutouts to everyone from the battle tree discord Giratina93 Smuckem Josh C. HeadsILoseTailsYouWin and some other people i'm forgetting (sorry, haven't been on discord in a while). it's honestly such a good place to get feedback on an aspiring team or just chat with fellow tree traversers and i recommend it for anyone who has the time for discord.

see you later everyone o/
 
Last edited:
Small update:

233.png
681.png
373.png
→ 550*

I lost at 364 but was angry about a misplay or two, so I rebuilt the streak with the same team (available here) up to where it is now. That said, the fact that this team has me in second place on the leaderboard is far beyond what I was expecting to accomplish. I'll write more when the streak ends.

Also, I'm driven to keep going with this team because I want to scout Anabel, being the only "special" Trainer I haven't yet scouted. And across more than nine hundred battles with this team, I have never faced her once. On this current run, I ran into Grimsley on 460, 470, 480, and 490. I seem to run into him and Sina the most, then maybe Cynthia or Kiawe, then Wally, then Colress, then Plumeria. But never Anabel. If I somehow reach one thousand with this team, maybe she'll be waiting for me like it's the Battle Tower back in Hoenn and she's the actual Tree Brain but you only get the symbol after winning a thousand in a row. And with Ultra Sun and Ultra Moon on the way, there's really only five months and a day that I'm probably going to have to focus on getting to a thousand. Only time will tell.
 
After many battles at the Battle Tree. The Double Battle streak on Pokemon Sun ended with a total of 110 wins. I gotta say, it was quite an achievement.

The team used were 4 Pokemon team members who were originally used for the Tiny Tourney competition. It's pretty much an offensive Trick Room team altogether.

Here's the team:

Charol (Torkoal) (F)
Item: Charcoal
Ability: Drought
EVs: 252 HP / 252 SpA / 4 SpD
Nature: Quiet
IVs: Fantastic/Decent/Best/Best/Fantastic/No good
Flamethrower
Eruption
Solar Beam
Protect

The main engine of this team. When Trick Room is up and running, it'll be like using Typhlosion back in Diamond and Pearl. With her slow Speed and the Drought ability. This Pokemon can leave many opponents shell shocked! The first turn usually consists of protecting itself or try to OHKO or do as much damage to Pokemon.

Little Ghost (Mimikyu) (M)
Item: Mental Herb
Ability: Disguise
EVs: 240 HP / 252 Atk / 8 SpA / 3 Spe (Need to do some quick EV fixes.)
Nature: Brave
IVs: Very good/Best/Best/Pretty good/Best/No good
Shadow Claw
Play Rough
Protect
Trick Room

Every slow Pokemon must always rely on a Trick Roomer to become speedy Gonzales. That's when Mimikyu comes in. It's sad to see such a Pokemon left alone without any friends. That all changed because it's one of the best Pokemon to use with it's sweet moves. On the first turn, it's important for this team to set up Trick Room and sweep. However, if it faces Pokemon that are considered slower than it, it would just attack or protect.

Seashore (Gastrodon) (F)
Item: Leftovers
Ability: Storm Drain
EVs: 100 HP / 80 Def / 252 SpA / 76 SpD
Nature: Quiet
IVs: Best/Decent/Best/Best/Best/No good
Earth Power
Scald
Ice Beam
Recover

This Pokemon from ORAS is used for backup in case the team faces any Water type Pokemon with the Storm Drain ability. Plus, she has great coverage against Dragon, Flying, Rock, Ground, Fire, Steel and Grass types.

Summer (Leafeon) (M)
Item: Grassium Z
Ability: Chlorophyll
EVs: 172 HP / 252 Atk / 80 Spe
Nature: Adamant
IVs: Hyper trained!/Hyper trained!/Hyper trained!/Pretty Good/Hyper trained!/Hyper trained!
(As an Eevee, this Pokemon was caught in ORAS with a random number of IVs before hyper trained.)
Leaf Blade
Knock Off
Swords Dance
Protect

Ah, Leafeon. One of the least used Eeveelutions...Now thanks to Torkoal with her Drought ability, this Pokemon is a credit to the team! Leafeon with his Chlorophyll ability is there in case Mimikyu goes down before Trick Room is set up so there's still a chance to out speed Pokemon. Knock Off is there on Leafeon for more type coverage against Psychic and Ghost types and Swords Dance is to make sure it can OHKO certain Pokemon with Leaf Blade and Bloom Doom. Plus, it's great to get rid of opposing held items.

Battle 42:
B4QG-WWWW-WWW7-FXPS

Battle 50 (vs Blue):
ESKW-WWWW-WWW7-FXQ2

Battle 57:
D7PW-WWWW-WWW7-FXQA

Battle 70 (vs Colress):
8NZG-WWWW-WWW7-FXQM

Battle 73:
GFJW-WWWW-WWW7-FXRW

Battle 90 (vx Kiawe): (You will not believe the comeback here!)
PDCW-WWWW-WWW7-FXR5

Battle 100 (100-win milestone/vs Grimsley):
2ADW-WWWW-WWW7-FXRA

Battle 111 (Defeat):
QMXW-WWWW-WWW7-FXRD

All in all, a great achievement and the Pokemon are definitely ready for the Tiny Tourney! The Trainer name in Pokemon Sun is Twilight by the way.

HNI_0037.JPG
 
Last edited:
Hey guys! I've been lurking around on this thread for about two years now (doesn't feel that long to be frank, time flies) and I recently completed Super Singles with Giratina93's Sal/Lele/Aegi team. Im extremely grateful for his contribution as I used the QR code- I don't really have the time anymore to breed competitive pokemon, so the new feature is a godsend. I doubt I'll lodge many streaks on the leaderboard, I don't even know if QR teams are allowed on it, but I made a few interesting observations over my brief run so far that may be worth sharing.

-Salamence, a god during the first 40 or so matches, really dropped off in usefulness (in relative terms) and I was relying more and more on the back two. This isn't saying that he didn't achieve anything, and it may change as I forge ahead, but it was just interesting to see the change in usefulness

- I faced 5 veterans in battles 41-49. They are obviously not as scary as they were in ORAS, I guess, but 4 of them were running legendaries, and were therefore still a pain in the ass. I don't know if thats inherently common, but it was an interesting phenomenon I suppose.

-I actually got very lucky during my run, especially due to matchups. In recent memory, this is mostly for my Lele, as when it was my last pokemon and on low health I was forced to lock it into Moonblast due to its choice scarf, and prayed for the best. Both times the last pokemon was weak to fairy (terrakion and drampa) and I breathed a huge sigh of relief. I know that the Tree and Maison before it have been riddled with hax, but it's nice to have a bit of luck every once in a while.
 
It's probably about time I wrote up my 112 streak in Doubles with my Trick Room team of Oranguru/Hariyama/Sylveon/Torkoal.


oranguru.gif

Oranguru @ Mental Herb
Ability: Inner Focus
Level: 50
EVs: 252 HP / 164 Def / 84 SpD / 8 Spe
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Instruct
- Psychic
- Protect

When SM came out I straight away wanted to have a shot at running a this with the intention of spamming Instruct on spread moves under trick room. Having Inner Focus was a huge bonus too and made a big difference against both rock slide and fake out. But that is about where the list of pros ends for Oranguru. Without intimidate support, it goes down in one shot to a long list of bug and dark types (and some HJK users) on top of being susceptible to thunder wave, swagger and OHKO moves. Too often I was unable to set trick room (at least 1/15-20 battles) and this team cannot survive without it. The 8 Speed EVs allow it to underspeed Sylveon in trick room to allow for better use of instruct while thee rest are taken off other spreads in this thread.

hariyama.gif

Hariyama @ Flame Orb
Ability: Guts
Level: 50
EVs: 28 HP / 252 Atk / 108 Def / 116 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Heavy Slam
- Close Combat

Hariyama is both what made this team so great (3 turn wins everywhere with instruct CC) but also one of the biggest problems. Very often I was forced to choose between sacking Hariyama on turn 1 or risk not getting TR off (either to crit or para/fusion). Even if Hariyama lived, once one or two Close Combats came out it dropped to virtually anything. EV Spread is also poached of other teams.

torkoal.gif

Torkoal @ Grassium Z
Ability: Drought
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Solar Beam
- Flamethrower
- Earth Power

One of the first eyecatchers at the releese of SM was drought Torkoal and I had a lot of success in VGC with him alongside Hariyama and Oranguru but when I moved to the Tree I swapped specs out for a Z crystal and the loss of power leaves a lot of moves underwhelming. The biggest problem with Torkoal is that its always a toss-up between bringing it out early and risking losing the sun to another weather setter or bringing it later when TR is ending and risking it being dead weight if the game reaches turn 6. Earth Power was to ease Tyranitar and Heatran matchups.

sylveon.gif

Sylveon @ Choice Specs
Ability: Pixilate
Level: 50
Quiet Nature
IVs: 0 Spe
- Swift
- Hyper Voice
- Shadow Ball
- Psyshock

This was the last addition to the team and the one I was least confident in but really turned out to be the strongest. While I have doubts about the bulk of Hariyama and Oranguru and the offensive power of Torkoal, Sylveon delivered on all fronts. The set is standard with Swift to deal with Soundproof and Brightpowder.


Most games played out the same, with Fake Out + TR turn one. I would then just spam Instruct+CC until Hariyama died when I would replace the Instructed CCs with Instructed Hyper Voice or Eruption. Unfortunately the team couldnt stand up to tyranitar if Sylveon was down and any failure to set up TR created a very dicey game. Finally the pokemon that this team struggled most with was actually Palossand (especially set 3) who could tank anything I threw at it and respond by OHKOing Torkoal and Hariyama. Finally, the Slowfam were an issue, being able to tank anything I threw at them (especially Mega-Slowbro taking little from knock off) and dealing serious damage to both torkoal and hariyama.

I finally lost in a very silly way that I don't entirely remember. All I know is I chose to fake out a thunder-waver instead of Vespiqueen on turn one who decided to crit Oranguru and OHKO it with attack order. As soon as sylveon got paralysed on turn two I knew it was over and as predicted, she failed to move three turns in a row and I lost the match. Too pissed off to save it unfortunately.

dwqWgS0.jpg


For the record, I'm binman on discord so those who frequent that chat might recognise the team.
 
Hey guys! I've been lurking around on this thread for about two years now...

That's quite impressive, seeing as it was only created last November!

I get what you mean, though. Welcome to the Battle Whatever threads! While their titles may change, and viable movesets may change, the spirit remains the same, and the gameplay too because Game Freak are lazy with their postgame content!
 
After struggling to find one that could carry its weight in battle, I finally have a battle facility set on the Tree leaderboard! Reporting on ongoing streak of 101 wins in Sun Super Doubles.

I have fought long and hard to avoid the Pheromosa/Tapu Lele core, feeling like it would be kind of boring to adopt the lead pair that I suspect plenty of people will (and have) used to great effect in the Tree. However, after taking a certain QR team that features the pair for a spin and getting 176 wins with it (a streak I sadly have no proof of due to SD card ejection), I couldn't fight the charms of this duo any longer and decided "well, if I have to use it, at least let me use it towards selfish ends." And so, I decided to teambuild around PheroLele, figuring that, if any 'mons could be used to carry a lesser set to Tree success, it could be these two.

FIGHT CLUB (REMIX)

No real reason for the name, I just really like the song:


So, this team is basically built as, "PheroLele with backups that cover their weaknesses", to an extent. This is also my most successful attempt to this point to get a battle facility set (or at least a poor copy of it) onto the leaderboard. One backup is a custom creation made to cover the Fire- and Flying-types that threaten Phero, as well as provide a Z-nuke to simply take out a threat quickly; the other is there to cover the things that Phero covers in case it dies, exploit Psychic Surge via speedy, non-STAB Extrasensory, take out MegaWile, perform cleanup duty with a powerful spread move, and be the facility set being carried to glory.

pheromosa.gif

"Yuhi" (Pheromosa) (Lvl.100)
Focus Sash
Bag_Focus_Sash_Sprite.png
Naughty
Ability: Beast Boost
IVs: 31/31/31/31/2/30 (Bottle Capped)
EVs: 252 Atk / 4 SpAtk / 252 Spe
Low Kick / Lunge / Ice Beam-->Protect / Poison Jab

What used to be a more competitive Phero was given a few shots to perform in the Tree untouched, and after underperforming finally made the change from Ice Beam to Protect. This has been the big reason for the team's subsequent improvement, and now Pheromosa is basically here to do Pheromosa things. Many thx to das_eisenherz for trading me this, my first Pheromosa. "Nicknamed" after the Japanese ex-wrestler.

tapu_lele.gif

ThinkingCap (Tapu Lele) (Lvl.100) @ Life Orb
Ability: Psychic Surge
IVs: 31/xx/xx/31/31/xx (Bottle Capped)
EVs: 12 HP / 4 Def / 252 SpA / 4 SpD / 236 Spe
Nature: Modest
- Psychic
- Moonblast
- Taunt
- Energy Ball

Same Lele from my attempts with a copy of Team Sharkanine, with two MAJOR twists. With the Choice Scarf now being held by the star of the team, Lele has to pick up something else to abuse its ridiculous power with...enter the Life Orb. This allows it to maintain some of its offensive presence, and leads to the second twist; I now can run Taunt in Dazzling Gleam's place to stop most TR setters and streamline battles by immobilizing stall sets, which facilitates double-targeting by the leads. I also have found that I don't miss Dazzling Gleam much at all. Nicknamed after the Unique helmet from Diablo I.

244.gif

"BS953" (Entei) (Lvl.100) @ Choice Scarf
Ability: Pressure
IVs: Not recorded, don't remember (Bottle Capped)
EVs: 6 HP / 252 SpA / 252 Spe
Nature: Naive
- Solar Beam
- Fire Blast
- Extrasensory
- Eruption

That's right cocksuckers, it's Imperfect Entei3! After seeing several people on the Maison thread talk this up as a viable AI partner in XY Multis, my thought process became, "why not just cut out the middleman and make it myself?" I also thought about using this after having several Maison runs with Scarfed Eruption Typhlosion and wanting to compare the two sets in my hands. This thing is really here just to say I used it, but as mentioned earlier it has carved out a nice niche for itself on this team. Also, it's my favorite of the Legendary Canines and figured it should get some love since the other two have been used more often on this thread so far. Many thx to kilcros, who gifted his copy of Pearl to my brother TheChocoboKing, where I originally found this Entei.

567.gif

Flyer (Archeops) (M) (Lvl.50) @ Rockium-Z
Ability: Defeatist
IVs: 11-12/31/31/31/31/31
EVs: 6 HP / 252 Atk / 252 Spe
Nature: Jolly
- Protect
- U-turn
- Aerial Ace
- Head Smash

One of my proudest creations this Gen, he is essentially the brainchild of the Discord Tree channel, as several of us there spent an afternoon or two discussing potential Rockium-Z users and eventually came up with this set. For me, it is more or less taking Archeops3 as a base and tweaking it to be as standard as a competitive Archeops can be in this current environment. This demonstrates the need for the team to have great offensive synergy: it is the job of the rest of the team to take out the things he's weak to, particularly opposing priority (as he is not protected by Psychic Surge), so that he can then come in and take out the things that outspeed Lele and take out Phero. He is also an excellent wallbreaker and has the power to bust some of the Tree's evasive foes (I collectively refer to Double Team users & evasion item holders as the Justy Junta). On top of all that, I get to say I got The Defeatist on the Tree leaderboards. Many thx to my homies on the Tree Discord (especially to SadisticMystic for clarifying Acrobatics mechanics with Z-Stones, and the Admins for not immediately shooting down the idea of Archeops in battle facilities outright) for the creative input. Nicknamed after the Mexican wrestler.

The team is currently at 101 wins, and doing well when not dealing with Metagross, Salazzle, Tentacruel (who thankfully has been virtually non-existent up to this point), or the post-Legend Punk Guys. I hope to break my 130-win streak with this (I harbor no illusions about getting back to 425 or higher) and show everyone why they should try the "PheroLele + two mons they like" approach; the leads are that good together.

----------------------------------------------------------------------------------------
Separate note: the QR3 has been updated through here and now features a couple of new inputs from Worldie.

----------------------------------------------------------------------------------------

EDIT: Well, that dream died fast...reporting a completed streak of 101 wins in Super Doubles.

The very next battle after the above writeup started fairly normal and completely fell apart in a couple of turns.

Battle #102, vs. Stellan (Regirock3/Terrakion4/Cofagrigus3/Slwobro3) -- while TR is always going to be a problem for this team, not much about this battle suggested that it was going to be an issue this round. But, one turn of full paralysis later...
DJUG-WWWW-WWW7-GSWA

Since I would like to demonstrate that this team is not some fluke, here are a couple more Battle Videos of the Fight Club (Remix) in action:
- ECKW-WWWW-WWW7-GSXJ (Battle 86, one of those Legendary Trainers...draws no actual Legendaries. Also, an example of the annoying opposing Metagross)
- WGUW-WWWW-WWW7-GS24 (Battle 91, Bright Powder horseshit strikes, plus an excellent themed AI Multis partner drawn)
- C2WG-WWWW-WWW7-GS2T (Battle 101, the last win of the streak)

There are a few different directions I could take this from here. Josh C. has suggested that I lead with Entei/Phermosa, see if I can nab easy Beast Boosts for Phero and build off of that. I can also try other combinations of leads, see what pushes me past this point. I also have taken an interest in Relicanth's potential in the Tree, and have found a few QR teams that could be fun to try.

There is, however, one other idea that I'm toying around with...The Room is coming...

IMG_0573.JPG
 
Last edited:
That's quite impressive, seeing as it was only created last November!

I get what you mean, though. Welcome to the Battle Whatever threads! While their titles may change, and viable movesets may change, the spirit remains the same, and the gameplay too because Game Freak are lazy with their postgame content!

Yeah that was probably bad wording on my part, haha, as you say I did mean the battle maison thread which I suppose is the spiritual predecessor for the tree.

I kinda like the concept of a battle facility based on streaks, there isn't really much to test the really skilled battlers in the main games, especially with them seeming to become easier (IMO) nevertheless Pokemon could probably do something more ( à la the Pokemon open-word BOTW style rpg that I think could work? I don't know)
 
Working on a little project in my free time:

https://docs.google.com/spreadsheet...kIC2_O455vHMlj4CsNApOk5oU/edit#gid=1036580389

It's basically a Battle Tree opponents simulator. Using a random number generator, it will generate a list of possible Trainers to be battled for the first X battles. And from those Trainers, a team is randomly generated from each Trainer's possible set of Pokemon, fixed so that species and items remain unique. Every 10 battles, a special Trainer's team will be generated. Each time the spreadsheet recalculates, the sheet simulates Trainers for up to 600 battles (can add more but will increase calculation time).

The randomly generated list is on the 'Data' tab. Not all fields are intuitively useful, so I've shaded-out and hidden them. To use, copy the file into your own drive. This is still a work-in-progress, so not all the fields have been populated, and I'm very open to new ideas on how to make this tool useful.

If anyone has any ideas on the types of analysis that can be run with this (type weaknesses, Pokemon appearance frequency, stat tiers, etc) let me know.
 
Hey everyone, love the thread! I picked up Tree a couple of weeks ago after grinding Emerald for the longest time and this is what I got so far. Lost at Battle 134 earlier so I decided I'd post my team and stuff:
0
094.png
373-mega.png
233.png


094.gif
focussash.png

Gengar @ Focus Sash
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 31/x/30/31/31/31
- Dazzling Gleam
- Shadow Ball
- Sludge Bomb
- Destiny Bond

That set is really good at putting its user at an advantage from the very first turn. Because of how strong it is and its Speed, it will usually kill the opponent's lead and then it can use Destiny Bond to get a 2 for 1 trade, which is more than enough to win most games. Main reason why I wanted Gengar, other than Destiny Bond shenanigans, is that it's particularly good at deterring Fairy types which are annoying for Salamence.

mega_salamence_by_pokemon3dsprites-d9jqovd.gif
salamencite.png

Salamence @ Salamencite
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 31/31/31/x/31/31
- Return
- Dragon Dance
- Earthquake
- Roost

There's a reason why so many people use Salamence. It's kind of boring but at the same time there's no real downside to using it. I opted for a more offensive approach than the usual SubDDer because I didn't really feel like taking the long set up route, and so this set seemed perfect for what I was trying to do. Earthquake has great coverage with Return and hits Electric types which can be slightly annoying because of how fast they are and the fact I don't have an Electric resist. Even without bulk, Salamence can take most hits with ease.

233.gif
eviolite.png

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 148 Def / 108 SpD
Bold Nature
IVs: 31/x/31/31/26/31
- Recover
- Thunderbolt
- Ice Beam
- Toxic

Sort of a glue mon that covers a lot of things at once. I don't think Porygon2 is especially good but it does get the job done. Mine has suboptimal IVs but I didn't really feel like breeding more, so apologies for my own laziness. Thunderbolt is especially useful to hit things like Tentacruel1 or 3 that are immune to Poison and resist Ice Beam, but carry an Ice move that threatens Salamence.
U47G-WWWW-WWW7-J84J - My loss. I played sloppily I think. I probably should have saved Gengar and went directly to Salamence to set up on Throh. The freeze was pretty annoying, but what can you do.
TVAG-WWWW-WWW7-J84R - Battle 120 against Cynthia. Salamence is way too powerful after a boost!
MV9G-WWWW-WWW7-J853 - I misclick early but Salamence makes up for my mistakes -_-

Hope to post some more (better) streaks!
 
Back
Top