I don't really like how the levels go up to be honest, there's no real reason to do it and it makes getting a good team super annoying.
The main use is that you get tons of FP and some Rare Candies. One RC per set early and 2 RC per set after 20.
I don't really like how the levels go up to be honest, there's no real reason to do it and it makes getting a good team super annoying.
The main use is that you get tons of FP and some Rare Candies. One RC per set early and 2 RC per set after 20.
So after I got to the Battle Tree in Ultra Sun, I started putting a revised form of the Aron team I used a while back to work:
(M) @
, Relaxed, Pressure![]()
EVs: 252|0|4|0|252|0 / IVs: 31/30/31/31/31/0
Night Shade | Brick Break | Pain Split | Trick Room
(F) @
, Bold, Sturdy![]()
Lv.1 Stats: 12|5|7|5|5|5
Endeavor | Protect | Toxic | Iron Head
(M) @
, Quiet, Pixilate![]()
EVs: 252|0|4|252|0|0 / IVs: 31|0|31|31|31|0
Hyper Voice | Psyshock | Shadow Ball | Swift
(M) @
, Brave, Intimidate![]()
EVs: 252|252|0|0|4|0 / IVs: 31|31|31|xx|31|0
Fake Out | High Jump Kick | Crunch | Detect
The main edits I made were changing the Trick Room setter and Scrafty's held item. Hitmontop was used briefly on a separate run in Pokemon Sun, but wasn't as good as I had hoped; it did help with my old team's Fighting-type weakness, but introduced a new issue in the form of being just a bit too fast. Needless to say, it was out. I went ahead and started breeding for a Dusclops to use in place of Porygon2 to rectify the Fighting-type weakness, while putting Scrafty back on the team carrying Darkinium Z instead. Dusclops helped quite a bit, mainly in the form of being extremely slow and, much like P2, extremely bulky. Darkinium Z Scrafty is a major help for lots ofBullshit PowderBright Powder carriers/Double Team users like Latias and Cresselia; those two used to be real pains given the resistance to All-Out Pummeling (and, in Cresselia's case, barely taking anything from Sylveon's Swift). Dusclops EVs are best explained by laziness.
Problems that definitely still exist: Z-moves and Scizor (also Skarmory to a lesser extent; mainly have a hard time handling Steels that don't have a Fighting weakness). Not a whole lot to do about Z-moves; those nerfed Aron hard and there's really not anything that Aron teams can do about that. I'm currently considering replacing either Sylveon or Scrafty with something with either Fire-type STAB or a decently powered Fire-type attack that would better equip the team against Pokemon like Scizor and Skarmory, as I currently depend a little too much on Endeavor to deal with those. Alternatively, breeding a Hidden Power Fire Sylveon would help, although HP Fire is a bit on the side of "really really weak." I might just do that, especially seeing as Shadow Ball hasn't seen any use as of yet.
I already got this team to 50 wins in Super Doubles and am now trying to bring it past my old record.
Anyway, I can get more replays later; I'm filtering through all of my saved battles to see which ones are worth sharing (most of them are standard Aron stuff, but I remember saving some good stuff... And some goofs. I just have to go through them. I'll edit this post when I find stuff worth sharing.) For now, here's a link for the QR Rental Team for this team, in case any of you wanted to try it out: https://3ds.pokemon-gl.com/rentalteam/usum/BT-491B-AC71
I think the automatic failure happens if no other Pokémon on the field moves after the user's Protect (it's the last move on the turn and can no longer potentially block anything) - it'll also happen if a slow Pokémon gets Encored into Protect and uses it last with no priority, and on the last Pokémon moving if all four Pokémon on the field use Protect or a higher-priority move in Doubles.TIL that when two pokes both use Protect, the slower one automatically fails and gets to use it again. I'm sure most singles players knew this, but I just did not find myself in that situation before. This nuance ended up being my lifeline because it was the only way I could defeat a Medicham4 unscathed with my Scrafty4, as otherwise it'd easily steamroll anything I had.
For reasons I don't understand M-Medicham would alternate between Detect and HJK, and the auto failures of my own Protects enabled me to keep mine fresh and force it to kill itself. It took me a failed battle to attempt this, and the AI behavior never changed, which is why it worked.
Got a team:
Salazzle @ Focus Sash
Timid Nature
Corrosion
252 Spa/ 252 Spe. / 4 Sp. Def
Sludge Bomb
Flamethrower
Nasty Plot
Dragon Pulse
Slapamence @ Slapamencite
Jolly Nature
Intimidate
252 Attack / 252 Spe. / 4 Def
Return
Earthquake
Dragon Dance
Shadow Claw
Toxapex @ Black Sludge
Bold Nature
Regenerator
252 Def. / 252 HP / 4 SpA.
Scald
Protect
Toxic
Recover
Plz provide ideas for this (Slapamence for the LoLs)
While I also don't recommend using it in doubles, either as a supporter or an attacker, I did have a really fun and interesting little stint with Weakness Policy Toxapex.Toxapex is *extremely* passive.
I do not recommend using it in doubles at all to begin with, unless you REALLY REALLY need the role compression it offers. This coming from me using Toxapex for my first 100+ streak.
There's better stallers, and far better bulky waters and poison types for tree purpose that aren't complete deadweight outside of being tanky.
You can do a little trick to sync sos, you get your sync KOd *before* battle so its still in first place. Level 1 abras/ralts are quite good for this purpose.One more thing: you guys know if Synchronize affects an SOS pokemon's ability? I think it might only be the turn it comes in
Whoa, that actually works?! All this time I just took it at face value... geez. I did a considerable amount of Ditto farming last christmas, because that's how I got the tools to make a small number of pokes (namely Drampa and Alolan Marowak) before Bank was updated. Wish I knew that back then...
Anyway, could someone keep an eye out for something I'm looking to corroborate? I very recently witnessed a Walrein4 attempt to Sheer Cold an Ice type (Crabominable4 in this case) when both of them lead. Walrein had no reason not to use Fissure, as it wasn't movelocked. I'm wondering if maybe they didn't program the AI's knowledge of this change to the type effectiveness, because it's been the same for so long. Hell, our pal fatty has kept that fucking set for three gens and I fully expect Walrein4 to return in VIII.