It's now somewhat easier to RNG (on gen 6 and 7) for perfect legendaries and shiny eggs if necessary if anyone is willing to learn. (Eggs are way easier)
Im sad no one made a Lopunny team yet. I sadly died on the 47th battle, so its not noteworthy to put my team here yet, but Ive been working on something and it worked for a quick run up to 40. I just didnt calc mega blazikens speed with +1 after the fake out and was sadly outsped which lead to stupid decisions and in the end a loss for my team. But once I'm back and over 50 wins Ill put my team here. I'll make a replay every 10 battles, to show how the team goes against the special trainers (which usually put up more of a fight. At least they usually gave me more trouble than the other trainers aside from that 47th....) Only trouble my team had was against Blaziken and Shuckle. So Im gonna get more priority into my team. Expect an update with a Bunny soon
Only problem with that is that you'd be playing roulette with Discharge paralysis by using Whimsicott.I actually did try Noivern at some point in past, I guarantee you Boomburst without having a ghost or soundproof partner in doubles causes troubles, and Noivern unfortunately as mentioned does not have that impressive power without running specs. Even a Z-Draco meteor isn't particularly impressive. (I was running a specs set myself, and Boomburst non-stab was nearly deleting my own partner)
So no, i'd not recommend that.
You could however run something like Whimsicott (who gets Prankster Tailwind and resists electric), or Gliscor which also gets Tailwind and is immune to Discharge (also providing ground coverage for opposer electric types, status immunity if poison heal, and works expecially well if you run Zapdos with him. Plus, he's pink, what else would you want? ;)
I actually run HJK and during the 47 battles only missed when the opponent went for protect... Not even Pidgeot with its sand-attack made Lopunny miss it. But maybe I was just suuuuper lucky in that run and will rip my hair out the next time. But I like to run HJK over any other fighting type move Lopunny can learn. If it hits it does enough damage to defeat most opponents after fake out damage. And if it misses it misses. I still have 2 more pokemon to get the momentum back that was lost with Lopunnys KO, if it gets KOed. In all the Duel Tower facilities throughout the Pokemon series I usually went for more RNG based approaches. Sure it can suck, but if it hits its amazing. And its not Focus Miss, it hasn't let me down as much as Focus Miss....
I've got the same pairing as you with wally, did you find that m-gallade preferred psycho cut over other moves due to it being on psychic terrain or do u not think the ai took much notice of the terrain?Hey all! First time poster, long time lurker here.
Update: Decided to play a bit more Super Multi today and got up to 60 on my latest run. I've edit my post to avoid double posting.
I'm here to report a 51-win (stamp) run in Battle Tree Super Multi to help give others a better idea on tackling this format.
Videos (Run #2):
Battle 61 (loss) vs. Ace Trainer Hashim and Pokemon Breeder Danby: TZYG-WWWW-WWW6-AB72
Battle 60 vs. Pokemon Trainers Grimsley and Dexio: U7ZW-WWWW-WWW6-AB6R
Battle 53 vs. Pokemon Breeder Lori and Veteran Demiathema (feat. Slowbro-3): A9AG-WWWW-WWW6-AB65
Battle 50 vs. Battle Legends Red and Blue: ND8W-WWWW-WWW6-AB5S
Videos (Run #1):
Battle 52 (loss) vs. Youth Athlete Leena and Black Belt Boris: SAVW-WWWW-WWW6-9N4P
Battle 50 vs. Battle Legends Red and Blue: QULG-WWWW-WWW6-93ND
Battle 43 vs. Veteran Priya and Scientist Tivon (feat. Cresselia-2): VTQG-WWWW-WWW6-9N62
Team:
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Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 31/4/31/HT/31/HT
Modest Nature
- Psychic
- Moonblast
- Psyshock
-Hidden Power [Fire]Shadow Ball
Sets up Psychic Terrain for herself and Mega Gallade while hitting hard and fast. First two moves are standard while Psyshock is invaluable against specially defensive sets. It OHKOs the likes of Jolteon, Sylveon and Florges for example. The last move was a toss up between HP Fire and Shadow Ball for Steel-Bugs and Psychics respectively.I didn't think too much into it but I went with HP Fire if only because it has more potential for OHKOs and many frailer Psychics are still 2HKOed with either Moonblast or Shadow Ball.Switched to Shadow Ball from second run onward because it's safer to lock into.
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Celesteela @ Leftovers
Ability: Beast Boost [Atk]
EVs: 228 HP / 44 Atk / 116 Def / 116 SpD / 4 Spe
IVs: HT/31/HT/31/HT/31
Adamant Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect
Mixed wall with attack-raising Beast Boost. I used a common VGC spread but it worked well here. This thing is incredible and can stall out most non-Fire/Electric-types by itself. It's the go-to for bulky Psychics which can stall out Wally by themselves. Cresselia-2 especially needed to be PP or Leech stalled. It use all its stats well and Flamethrower still does what it needs to even with a negative SpA nature.
Partner (Pokemon Trainer Wally):
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Gallade-4 (M) @ Galladite
Ability: Steadfast -> Inner Focus
EVs: 252 Atk / 252 Spe
Jolly Nature
- Psycho Cut
- Close Combat
- Rock Slide
- Destiny Bond
Mega Gallade is an excellent partner when paired with Tapu Lele. Psychic Terrain lets Psycho Cut do passable damage and Close Combat destroys many Steel-types that threatens Lele. It use the first two moves predictably enough which often leaves Lele/Celesteela free to target Sableye, Spiritomb, Psychics and the like. It does use Rock Slide against quad-weak Fire-types or if only Fighting/Psychic-resistant 'mons are left. It will begin to spam Destiny Bond if its health or defense if low enough or during late game where it can't OHKO something. It's not very useful but it did clean up Blue's Mega Pidgeot so there's that at least.
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Garchomp-3 (M) @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Fire Fang
- Crunch
This guy works brilliantly as Celesteela's partner by handling the Fire/Electric-types it dreads. Tapu Lele will die if she gets hit by Earthquake at around half HP so you'd have be careful if you want to preserve her. Not much to say really, it's Scarf Chomp and can make or break your run depending on what moves it's locked into and when.
Threats:
Psychic, Fairy and Ghost-types in general. Psychic teams are really obnoxious. More so if they carry Trick Room. Don't let Fire/Electric-types live before Celesteela comes out.
Loss (Run #2):
I was greedy and misread the AI. Having Lele on full HP vs. 2 'mons left was too good to resist. I expected Wally's Garchomp to finish off both weakened Wishiwashi (Schooling with ~26% HP) and Mega-Camerupt with Earthquake when he was sent out so I switched out Lele for Celesteela. It used Outrage on Camerupt and got OHKOed by Wishi's Ice Beam. All went down from here because both my 'mons can't survive Dhelmise and Primarina's combined assault.
Loss (Run #1):
Okay, I played really dumb after having got the stamp and didn't bother using a lookup sheet or damage calculator. I clearly should have attacked Florges-3 with Psyshock, which would have knocked it out, because it threatens both of Wally's Pokemon but I really wanted Weavile dead for some reason (and because I didn't think Psyshock would kill). Turns out this one was Weavile-3 and Protected first turn. I should've just left it alone as both the 3 and 4 variant had Focus Sash and Gallade would just spam Close Combat against it. My last hope was on Celesteela against 4 Pokemon. Talonflame came out, spammed Flare Blitz and bam.
252+ SpA Tapu Lele Psyshock vs. 0 HP / 0 Def Florges in Psychic Terrain: 156-184 (101.9 - 120.2%) -- guaranteed OHKO
After 2 runs I'm surprised how stable this team is though a bit of luck is needed to avoid encountering Fairy/Psychic-centric teams. I'll probably play Super Multi more because it's somewhat enjoyable but I'll refrain from posting unless I extend my streak by a greater amount haha.
Sure, If HJK hits every time then it's amazing. However, in reality eventually you'll miss and there's a good chance it'll cost you a run. Battle Tree differs a lot from traditional battles in that consistency is much more important. In a laddering format, some risk is acceptable because extra power will usually get you more wins than you lose due to misses (E.G. Fire Blast over Flamethrower). In Battle Tree, however, you need to win a bunch of times in a row, so 100% accuracy is much more important since one loss means you have to start all over. Inaccurate moves/RNG strats can only get you so far in the tree because statistically, you'll get screwed and lose eventually.
To talk about something else, has anyone else found success with Alolan Marowak in singles? I've been running it in a few different teams alongside Mega Salamence or Mega Gyarados. It covers their weaknesses -excepting Rock for 'Mence and pre-Mega Gyara -pretty well (and has super unique resists -Ice, Electric Fire, and Grass all in one), and immunity to Thunder Wave is always a plus. The AI is stupid enough to spam Electric moves into it too, giving it a free kill against most Electric types. And of course, it hits like a fucking truck. I see some HoF teams have used it in doubles, but I wasn't so sure what the consensus was for Singles.
The issue with Talonflame in B-tree is that outside of using *one* priority move, it tends to istadie the turn after. Expecially for doubles with the very common rock slide coverage. It's overally not a good plan to bother with outside of for the guaranteed Z-move turn 1, if you want a prankster tailwind user, Tornadus is probably a better option.
Im sad no one made a Lopunny team yet. I sadly died on the 47th battle, so its not noteworthy to put my team here yet, but Ive been working on something and it worked for a quick run up to 40. I just didnt calc mega blazikens speed with +1 after the fake out and was sadly outsped which lead to stupid decisions and in the end a loss for my team. But once I'm back and over 50 wins Ill put my team here. I'll make a replay every 10 battles, to show how the team goes against the special trainers (which usually put up more of a fight. At least they usually gave me more trouble than the other trainers aside from that 47th....) Only trouble my team had was against Blaziken and Shuckle. So Im gonna get more priority into my team. Expect an update with a Bunny soon
I've got the same pairing as you with wally, did you find that m-gallade preferred psycho cut over other moves due to it being on psychic terrain or do u not think the ai took much notice of the terrain?
PlatinumLord : essentially, the issue is probably in the Milotic. When paired with AI, you should look to scout a version of the trainer with a pure offensive moveset.
If a poke has utility/defensive tools, there's a pretty decent chance the AI will use them in wrong moments because they are coded in a certain way, or even kill your own pokes with spread moves.
It's general consensus that if you are playing multi with AI (and well, even with another person), the best idea is to run 2 hyperaggressive sets and just aim at nuking down the 2 pokes of a trainer istantly, making the match 2v1 and way easier.
This is even more important when paired with AI, because with another player or yourself you can sort out tactics, while you can't 100% predict what the AI will go for.
So TLDR: try to look for a different Cynthia version, or just another trainer at all. The best Cynthia version you can find is possibly a combination of Scarfchomp (will require you to have Flying pokemon, Telepathy or Levitate user to not die to Earthquake), Expert Belt Togekiss and MegaLucario.
Thessbmzocker : I recommend you to give a read to the AI tendencies and recommended movesets posts. It's common consensus you want to avoid non-100% moves at all costs, unless you want to use them for one time Z-moves. Non-100% moves can with a bit of luck get you to 30-40 wins, but once you start stacking games the RNG *will* eventually come into play, a miss or unpredicted swap will happen and you will regret it. Moreso considering there's enemy pokemon who run Lax Incense/Bright Powder, Sand/Snow Veil or Double Team/Minimize which will just amplify that miss chance further.
CTNC : If you are looking for Trick Room users, Oranguru/Hariyama is the most common and easiest to use lead, since it packs damage, coverage and Inner Focus + Lum Berry or Mental Herb makes Oranguru extremely hard to prevent from setting up. Porygon2 and Mimikyu also work well as setters, but Pory2 is vulnerable to status, flinch and taunt, while Mimikyu is immune to Fake out and is essentially impossible to 1hko in turn 1 if you run fake out support, and provides decent options for offensive threat on top of it.
Besides, I'm known on the Discord for... *INTERESTING* Trick Room approaches, including my current iteration of "Scrafty's Trick Room", featuring Scrafty, Aromatisse, M-Mawile and Arcanine, currently closing onto 70 wins. We'll see how that one goes.
The main thing to keep in mind with S/M Trick Room is that a lot of the new enemies/megas that appear on these Scientist/Breeder teams run negative natures and dip to 45 speed or below, which matters because this is slower than some otherwise high-end sweepers can get, such as 49 for Hariyama and Mawile. For this reason I wouldn't use Jellicent, as it'll be checked too easily by surprises once TR is up.Worldie and Darth_Scorpion - Thanks for the advice, but I'm not thinking about Trick Room/Tailwind Discharge Spam, I guess I should have made that more clear. I was asking about Trick Room and Tail Wind in general because Sun and Rain have way more Nuclear options than Electric Terrain. Tailwind Sun would be hilarious with Choice Specs Typhlosion or Trick Room Sun with Torkal, Mega Camerupt, and Solar Power Sunflora. What interests me most though is Trick Room Rain with Water Spout Jellicent and Wishiwashi... Wait, after abusing Drought last generation, if I go with Rain this one, does that make me a more successful version of Teams Aqua and Magma?