Battle Tree Discussion and Records

Posting a completed streak of 624 wins in Ultra Moon Super Doubles.



Part I: How the Mighty Have Fallen

This run was born from a slump following my previous 1845 streak. I had initially been very eager to jump back into randoms, as it had been months since I'd used the format. Dusting off the ol' RNG website, conveniently still maintaining my preset customs, I'd dived in headfirst. I'd even brought a handful of new alternate flunkies and even the intent to use a number of faster mega evolutions, if I'd rolled them. And briefly, I did taste a bit of success with some of the sweeter fruit to come of the generator. While they weren't a part of something grand, I must give credit where credit is due!



That Snorlax right there is neither my Pulverizing Pancake variant, nor my suicidal variant; it's my previously unused Belly Drum set. Eisen demonstrated exactly what this behemoth is capable of... while our spreads are not wholly identical, it didn't matter, as it was no less tenacious and ferocious. Instead of Psych Up Dusknoir, I had the opportunity to pair it with Oranguru for Instruct abuse. You know how that turned out. Mega Blastoise and Togekiss were left with scraps, but the floor was spic n' span with them around.



It is here that I realise the AI is onto something with its Steelix4. Utilized properly, with frequent helpings of hands and some Gravity shenanigans, Steelix was demolishing everything in sight. If setting sand for itself wasn't feasible, Primarina usually took the helm. I'm given my first taste of Liquid Voice, and it's palatable. Buzzwole had already teamed up with Steelix during my last streak and I liked the way they played together.



Uxie is like a lighter Cress, but that had little sway over me. For the purposes of tree climbing, their differences weren't too staggering and, besides, I didn't even roll Cress. Emboar did almost all of the heavy lifting here, somewhat surprisingly, leading to many bacon-related puns in the discord. Uxie made ample use of Foul Play, one of the only tools unavailable to its superior sister setter. It's not bad when Helping Hand or Ally Switch have little use. For an amusing little side anecdote, I distinctly remember asking Smuckem to quickly run a damage calc for Wishiwashi but can't remember the target (I was playing at work, where the Showdown calc is slow and obnoxious to use on a phone... I use it myself when needed, but in an active discord, I felt both lazy and reckless.) I know I was choosing between Ice Beam and U-turn.

And that's where my enjoyment came to a screeching halt. Twice in a row, actually, because I felt my fourth team failed so rudely and abruptly that I wanted to let those three highly satisfying teams have another go. My mistake was rerunning the same team as the original failed attempt, which included a Mega Metagross (not blamed for either loss, actually, but I didn't think it coincidental, either.) They were first murdered by Sylvia and her makeshift sun team, thanks to a Kantonian Ninetales2 and its liberal Dark Pulse flinching and Drought-boosted Fire Blast crits. I disliked the manner in which a NINETALES steamrolled me (only Alolan Ninetales-1 is supposed to be a cancerous bastard! Come on!!) and so back into the fray. Teams 1-3 did their jobs as expected, and then Team #4 met Benji, the sand specialist who just HAD to lead his oddball Rotom-Mow4. If you don't immediately recall the moveset off the top of your head, it's the Thunder Wave user, and that's the only info you really need. This loss was probably more aggravating than the last, because paralysis has a way of being less abrupt than weather and crits.

But, no! Repto had not hit rock bottom! Two losses in a brief period isn't even enough to warrant more than a disappointed emoji or two from your discord chums.



Enter Vaporeon. Apparently my fucking 3DS contracted something from my friendly neighborhood policeman Benji because Ahem. Specifically, this Vaporeon: 339 Vaporeon-1 Quiet Quick Claw Wish Surf Helping Hand Shadow Ball Def/SpA

Coasting all the way to Battle #4, Vaporeon lead alongside Drizzletoed-1, and while TR was activated uninhibited, it didn't matter one bit. Vappy activated its Quick Claw four consecutive times and pelted me relentlessly with rain-boosted Surfs, critting at least one that I remember, quickly putting me in a hopeless situation. My Sylveon, the only teammate besides my setter who could stand up to the abuse, was soon hit with Confuse Ray by a Milotic and smacked itself on the turn it would have fainted the Vaporeon. There was no mindless HH usage by the AI- just priority damage and tons of it. I was still active in the discord while this was going on, and some of you fellas might remember I had a bit of a meltdown; lots of obscenities and maybe a bit of self loathing. Losing the fourth battle was a personal record, not that I saved any digital memory of it- I can assure you, I was so angry that I shut the 3DS off before my defeat was even finalized, and had the pleasure of being scolded by the uptight Tree Girl. You can keep your Moomoo Milk! For all I know, you just get 'em from that Hex Maniac, and you know she's on some freaky growth hormones!

I know the way Spidey & Friends rolls by heart; they had coasted easily to 50 during the initial 17x run which indicated I was onto something. If I hadn't already been planning to default to these four, henceforth, it was encouraged by turskain to perhaps mitigate some of the bullshit. If nothing else, they were more synergetic and had dealt with plenty of paralysis. And two of my pokes cared little for Vappy1!

While I quickly lost two more times in the 50s and 60s, using Mega Metagross in yet another team which all but condemned it to the Bank for eternity, it had the effect of being much, much less discouraging than losing before 50. I enjoyed using my OG flunkies, and could reach and shove Blue off his high horse in my spare time at work. And being soundly destroyed by damage instead of slowly eaten in an incapacitated state was more of an energizer than another puncture wound. Because of this, little time elapsed between my trouncings. While I may have lost interest in running 110-speed pokes in TR, I sure as hell was not above running everything else.

Araquanid had murdered her third consecutive rhino, winning a five-minute shopping spree in the process. While she indulged herself, I was left to my own devices. My hands were filthy, there was insanity in my eyes, and maybe a bit of blood. To some, I looked like shit. In reality, I was looking at shit, entire boxes of it. And by golly, I was gonna use it, embrace it, become one with it. And maybe if I could retain a smidge of common sense, conquer the tree with it.

Part II: So Much For Common Sense

Battles 51-60:

Talk about your triple dog dares. Had these been among the flunkies rolled for 151, 101, or even 71, a milestone I had not seen in a while, I likely would have opted to build a much safer-looking squad. On the other hand, I had been meaning to try Aurora Veil Glaceon, and here I had rolled my only supplier of Hail. Paperquagsire loves this move, and the AI uses it every chance it gets.

And the fuss is spot on. I quickly ran into Ezra with this squad and, while Heatran was nowhere to be seen, I did meet P-Z, Espeon, Latios and her own Glaceon, resulting in a violent pissing contest with Jellicent quickly destroyed. Glaceon saved the day, setting AV the following turn; it debuffed their onslaught just enough that a SpD drop from P-Z’s Psychic wasn’t enough to allow Latios2 to score a KO with both of them down.

To my dismay, Wally would lead Cloud Nine Altaria. To my delight, it would mega-evolve and dump its nuisance of an ability and grant me free reign to steamroll his team save for Magnezone, conveniently lacking an Assault Vest.

Jellicent doesn’t look like an S- or A-Class setter, but can be EV’d to survive Tyrantrum4 Head Smash, a baseline for respectable physical bulk. Cursed Body, Scald and Night Shade keep it from being too passive, since it doesn’t have access to my other favorite tools in HH, Gravity or Ally Switch. For randoms, you can do a lot worse than Jellicent.

I don’t remember who Ferrothorn was competing with. It would be helpful to log the entire contents of those rolls for reminiscing much later on.

Battles 61-70:

Fake Out, Low Kick, Flare Blitz, and Darkest Lariat with an Assault Vest. No U-turn, because I’m still not sold on the concept of a moveslot spent on the possibility of refreshing its perks.

The most memorable anecdote for this team involved the first encounter with Stein (Drampa3, Rhyperior4, Carbink3, Araquanid4) since my huge loss to his cretins. The battle was fittingly one-sided, but his Unholy Quadrumvirate did not serve as my opponents, making the revenge a little less sweet. For that matter, with two fire types, it wasn’t even served cold. I considered this another loss and swore that next time would be different.

Battles 71-80:

Don’t assume that just because I ran Cofagrigus/Regirock leads that I defaulted to the boring and frequently safe tactic of setting off Weakness Policy on a hulk with more bulk than it knows what to do with, with an exploitable typing, only to commit suicide with relative impunity or, if need be, spamming Ally Switch while the backline is hastily exposed. I actually ran Nasty Plot with two attacks, and Curse/ElemPunch Reggie, okay? I like to exper yeah fuck that noise lol

They did forego the kamikaze tactic in one interesting battle of note. Mimikyu4/Snorlax4 leads put Cofagrigus to bed early, by way of doubling into it and with an untimely crit. Refusing to use Fissure, for some reason, Snorlax opted to set off the WP with an univested Earthquake and was repaid with a Hammer Arm OHKO. It also wrecked Mimi's disguise, who was subsequently placed near death by Sludge Bomb. Another round of survival sees Gengar3 fall, but my abusers are left with 7 and 8 HP, respectively. Now would be a good time for something slower than both of them, wouldn't you say? Wouldn't you know it, Carbink3 joins the party and eats a nice Sludge Bomb before putting Dragalge down (Reggie felled by Shadow Sneak.) Mimikyu didn't have to throw the game from this point, but this is the AI we're talking about. It used Destiny Bond while Golisopod dispatched Carbink, and attempted Destiny Bond again for an automatic failure, leaving Golisopod to win easily and, were it not for that Rocky Helmet, virtually unscathed.

Battles 81-90:

There is no depth I won’t sink to! Violating all laws of decency imparted by the Alola Convention, I’ve finally resorted to unleashing Togedemaru. Perfect timing, as the PN still has its hands full with Eppie’s genocide. Ten battles would squeak right on by!

Lv1 Togedemaru, with the required ability and egg moves, had been a recent addition to the Alternate Flunkies crew; upon rolling it, I was eager to give it a shot. Aside from maybe Aromatisse, the others were probably not something I'd immediately gravitate toward when assembling a serious Feardemaru squad, but out of the entire roll of mooks they looked to be more helpful than the others. Palossand could delete some poison types and under some circumstances could deal with ghosts. Drampa was still a fantastic endgame nuke. I amused myself with the prospect of hitting it with Endeavor just to trigger Berserk, but the only scenario where this could even be entertained as rational would also force Togedemaru to be taunted. Being amusing doesn't also have to sabotage my progress, so it would never see the light.

However, in all seriousness, Feardemaru enlightened me to some disturbing trends in the AI, changes in their behavior from my Aron days. Namely, they’re much more unpredictable, and don’t necessarily gun for Toge with a vengeance. They frequently used weak priority attacks on the partner, doubled into the partner, protected liberally.. all of these even with a 1HP target available. Moltres2 was my wildcard last gen, but this time I couldn’t often take anyone for granted. Toge outlived all four opponents in a number of battles. In one particular replay, Mismagius3 not only wasted Never-Ending Nightmare on Aromatisse; partner Alolan Ninetales chose to Ice Shard it as well, passing two easy opportunities to remove it.

Helping Hand would not be most players’ first choice as a situational fourth move for Togedemaru, but it was both excellent and useful. Between delivering OHKOs to bulky Ghost weaknesses, or bulky anything with Devastating Drake, or cleaning up a frail backline with Hyper Voice, the move had some good mileage.

Battles 91-100:

That’s right, it’s an all-legend team, just like the veterans use! Guzzlord doesn’t look at all out of place, and neither does that Lando-T! Cresselia might as well be Cress4. Using the AI sets against them feels great, just like Smucks on occasion.

Ranking high up as one of the happiest moments of this streak, Guzzlord found itself frozen with yellow HP and giving several cold stares to lastmon Skarmory4. As most of you will know, Skarm cannot do anything of value against a frozen poke by itself, except spend its own PP. There were scant few awake in the discord during this early morning battle, but we mused over the length the RNG would torment me, while simultaneously spiting Skarm. I spent over a dozen turns without thawing, not that I minded that much.

These fellows complemented each other surprisingly well, not caring a whole lot about that shared ice weakness. Though, Bewear can be a real asshole. Helping Hand and Ally Switch suit these 580 mooks just as well as they do the 450s.

While no battle in particular left any unsavory taste in my mouth, by battle 100 I was already ready to move away from the RNG. I had a number of vague ideas bouncing around, and the long-existing intent to rerun a few short-lived teams. Long term success had stopped being a goal at this point, since I was having so much fun by quickly jumping between teams. But which idea to try first? Paper was rocking his Assault Vest Primarina, Fougeta was getting ready to rock his own TR/Tailwind hybrid, involving what I believe was an initial Specs Primarina, and I had my own sorely underutilized Liquid Voice Primarina. I also had a devious little nugget, a weapon created in the grimy, underground labs of one Extendedfreezer and myself. This seemed like a good time to open the containment unit.

Part III: Fiendish Creations New & Old

It didn’t take long to come up with an ideal setter for a lead LV Primarina, as well as a fourth poke to make good use of Ferrothorn. I didn’t have a set milestone in mind, though I did have enough faith in the squad to handle much more than the ten battles I’d normally allot to the randoms mooks. Speaking of random mooks, I noticed that Musharna gets a pretty disproportionate amount of screen time compared to the other setters. Determined to change that, I contemplated not using Musharna for the remainder of the streak. That seemed too unrealistic, so I resolved instead to not use Musharna for at least the next 100 battles.

Battles 101-200:


Musharna @ Lum Berry, Telepathy
Relaxed (236 HP, 252 Def, 20 SpD)
-Trick Room
-Psychic
-After You
-Helping Hand

You will find my willpower is nonexistent. More people are warming up to the prospect of Gravity, especially my fellow TR afficionados. However, After You still raises a few eyebrows. Its function on this team is solely to allow Primarina to break dangerous speed ties (first and foremost Alolan Exeggutor2 at 58) as well as thwart some much slower things that weasel their way onto wider rosters. Musharna still outspeeds the Curse users after one or two drops, so it was handy for that as well. Otherwise, against certain safer Scientist/Breeder lead pairs and especially Hikers, Mush would forego the TR entirely and assist Primarina in killing. Oh, did this team love the Hikers.

I have impressed upon others the fortitude of Musharna's physical bulk, and I shall do so once more:

252 Atk Sniper Drapion Night Slash vs. 236 HP / 252+ Def Musharna on a critical hit: 174-207 (78.7 - 93.6%) -- guaranteed 2HKO

252+ Atk Choice Band Tyrantrum Head Smash vs. 236 HP / 252+ Def Musharna: 160-190 (72.3 - 85.9%) -- guaranteed 2HKO

252+ Atk Choice Band Armaldo X-Scissor vs. 236 HP / 252+ Def Musharna: 176-210 (79.6 - 95%) -- guaranteed 2HKO

252+ Atk Iron Ball Conkeldurr Fling (130 BP) vs. 236 HP / 252+ Def Musharna: 138-164 (62.4 - 74.2%) -- guaranteed 2HKO
The significantly rarer Tyranitar1's Fling caps at 81%.



Primarina @ Life Orb, Liquid Voice
Quiet (252 HP, 252 SpA, 4 SpD)
-Moonblast
-Energy Ball
-Hyper Voice
-Protect

It’s weird to look at my Primarina with Protect instead of a fourth attack. I also have nagging feelings about the spread, but all Def EVs were removed and put back into HP, with the last four going into SpD. Unfortunately, four Defense EVs are all it takes to break a tie between Def/SpD for my two leads, which triggers unwanted Download boosts to SpA. I learned from randoms that Porygon-Z3 inflicts a frightening amount of damage with just Analytic and an Expert Belt; Download provides an even stronger kick and allows it to put Musharna in the red. If both enemies go for Mush or use a spread move, I’m up a creek. I don’t need P2’s Shadow Ball or Z-Tri Attack being powered up, either. Between Colress, Ezra, Tamah, and the Aethers, the ducks are fairly common enemies. Mush needs all the physical bulk it can get, so Prima had to miss out a little bit.

It mattered when facing strong and bulky Steels, and the exploders. You should have immediately thought of Metagross34, and those two were absolutely at the top of my list. If I ran Hydro Pump for anything (thereby mostly ruining the whole point of these leads,) it would have been for Metagross. Magnezone was also a concern but, as I’m getting ahead of myself, I’ll come back to these threats.

Liquid Voice leaves something to be desired but, thankfully, water weaknesses are everywhere, often with poor SpD. The Life Orb compensated nicely for the spread penalty and easily landed OHKOs on most of these. Primarina enjoyed multiple forms of support in Helping Hand and Acid Spray. Moonblast was used just as frequently as Hyper Voice, since one OHKO was almost always going to be preferable to critically injuring both opponents. Energy Ball on a bulky water will probably never be redundant.

While Primarina doesn’t make the best bait, it was at least much thinner than Musharna and drew its share of attacks. Playing without TR due to blitzing was extremely rare, the way it should be.



Ferrothorn @ Iron Ball, Iron Barbs
Brave (252 HP, 252 Atk, 4 SpD)
-Gravity
-Gyro Ball
-Power Whip
-Acid Spray

There are some things that, once unleashed, can never be put back. This joint project between Freezer and myself is probably the most unorthodox yet successful thing I have ever helped produce, arguably even more than my namesake. In fact, since Freezer was the first person to actually use it, my own Ferro was raised from one of his eggs.

Functionally, it was an extremely simple but strongly adhesive glue for the rest of the team. Slower than every enemy, with a guaranteed -2 SpD at its fingertips prongs; Acid Spray was so effective that it was used nearly every battle. Gravity was not used for Power Whip so much as Focus Blast, as well as cancelling the benefits of Double Team for a number of users. OHKOing Cresselia2 at -6 with Thunderbolt has a way of putting a smile on my face. While Steels and their immunity created some issues, I could reliably outmuscle them. Even Musharna benefitted nicely from Acid Spray, delivering OHKOs to some bulkier Poison and Fighting types. Whereas Mawile and Araquanid gambled around their decent odds of debuffs to Stockpile spammers, Ferrothorn’s opponents accepted their fates the moment it appeared.

Iron Ball increases the damage output of Gyro Ball considerably, even reaching 100 against enemies as slow as Shiinotic (HH still required to OHKO Set3.) The item choice is less unorthodox when you consider that offensive Ferrothorns don’t have much variation in their item selection to begin with, but most still wouldn’t gravitate toward it. I’m happy to have such a solid weapon at my disposal when it isn’t running support.



Ampharos @ Ampharosite, Static
Quiet (244 HP, 12 Def, 252 SpA)
-Power Gem
-Thunderbolt
-Dragon Pulse
-Focus Blast

Amphy provides a good dose of specially-based muscle with different coverage, and a means of hitting Metagross and Magnezone a lot harder with or without Helping Hand. Being backline with Ferrothorn made it the more common beneficiary of Acid Spray. That being said, Primarina typically ripped the opponents apart enough that Ampharos usually claimed only one head for itself, if it were even needed. Still, there were no mega evolutions I'd have rather used with this squad.
Surprise Threat:

Lickilicky was a notable pain in the ass for this team. Too much bulk to be slaughtered by Primarina, and because Prima had forsaken all Def investment, even Set3's Body Slam was enough for an easy 2HKO, made all the more likely with Quick Claw procs. If Set4 lead, there was really nothing I could do to prevent it from exploding its first or second turn. Snorlax was dangerous on a similar level, but lack of a QC and the weak offense of Set4 without Fissure spam (no nightmare anecdotes there) made it seem easier to deal with. I even had the pleasure of nailing Snorlax4 with a single-target Hyper Voice, in rain provided by Politoed, after taking an Acid Spray. It almost looked like Snorlax didn't carry an Assault Vest!

But I digress. Starter teams like Reina's also had potential to be hairy, requiring little more than a specific pairing that would threaten one while giving no safe switch to the other. Several of the starters have a relatively one-sided matchup with someone else on my team. Infernape leads with Fake Out also didn't help one bit.

Battles 201-250:

There's a chance someone remembers this motley crew from the original SM, and its surprise in lasting until Battle 131 before meeting its timely demise. This motley crew was formerly rounded out by Guzzlord and not the drastically less shitty Mega Camerupt. Well, coming fresh out of a streak during which you mowed down a large number of Breeders and their camels will do that. My two muscleheads Volt and Crab do not like encounters with enemy Camerupts, especially in the backline where it's far too late to decline setting TR. When planning to re-run this team, the only thing I could think about was how desperately they wanted to avoid encounters with Camerupt. I refused to change Vikavolt or Crabominable, and so Guzzlord unfortunately had to take a snack break. Of course, having my own Megarupt didn't give me a sure checkmate to my enemies', since it still required other things to go my way, but it was a massive improvement. And sure enough, I did in fact have to destroy a number of them, extremely fortunately under mostly optimal conditions; namely, being able to use my own camel immediately. Cooks provided two, while Iniko and Danby provided the others. If Guzzlord had a better stat spread and could OHKO one with Devastating Drake, I wouldn't have changed the team.



Oranguru @ Lum Berry, Inner Focus
Relaxed (212 HP, 164 Def, 132 SpD)
-Trick Room
-Instruct
-Psychic
-Protect

Still enjoys the benefits of a lead partner weak to Rock Slide! Still has to decide if it's better to Instruct a non-guaranteed OHKO, or throw in an attack of its own!



Vikavolt @ Life Orb, Levitate
Quiet (212 HP, 252 SpA, 44 SpD)
-Thunderbolt
-Bug Buzz
-Energy Ball
-Protect

A different kind of nuke compared to my favorite spider, but still hits incredibly hard. All the more impressive is that this thing evolves from an early route insect which, some generations ago, would have been surely condemned to unusable garbage. I still find myself unfairly grouping it with shitmons for that reason, but I love using it regardless.

Unfortunately, being a lead compels it to run Protect, as there are often situations where Flash Cannon would have allowed for more clean OHKOs (particularly Black Belts Iniko and Arnold with their Ice fetishes.) The moveset as is still left little to be desired, with few enemies being able to simply wall it outright. While a number of fire types are nasty, Incineroar4 ranks among the highest for that blasted Quick Claw and a mere 75% cap on LO Thunderbolt, requiring Instruct. Zard X and Camerupt create more hopeless scenarios, having the slimmest of odds for 2HKOs, but don't have as much capacity for bullshit.



Crabominable @ Wide Lens, Iron Fist
Brave (188 HP, 252 Atk, 68 SpD)
-Ice Hammer
-Earthquake
-Stone Edge
-Close Combat

I like this thing more and more as I continue to use it, and even fight against it. I've even ceased my complaining that it wasn't given Knock Off via move tutor, as I still get lots of mileage out of EdgeQuake (no immediate decision as to which one would be dumped for the move.) While being Ice type was its final nail to half its detractors, it's what makes Ice Hammer such a spammable and deadly move. The other half sneer at its lack of priority, but there's no incentive to use such weak moves on a TR-capable powerhouse that wields two 180 BP STABs. Wide Lens even mitigates Ice Hammer's drawback pretty nicely, and made me less wary of using Stone Edge without Gravity (still sparingly, of course.) That said, its frailty isn't really mitigated by EVs into bulk. Allowing its teammates to expose the backline, ensuring it had a clean path to sweep, was imperative to its success. Unlike Vikavolt, I can still lovably call my Crabby a true shitmon.



Camerupt @ Cameruptite, Solid Rock
Quiet (244 HP, 12 Def, 252 SpA)
-Ancientpower
-Earth Power
-Flash Cannon
-Heat Wave

Now we have the opposite of my earlier Primarina; it was very odd to me to be running a Camerupt without Protect, let alone in the backline, but I was glad I did! Flash Cannon was as useful to Camerupt as it would have been to Vikavolt, perhaps even moreso. Foregoing Protect on my backline pokes under most circumstances is the gamble I often take, with the payout being more momentum in having increased coverage. For some pokes the payout isn't quite as high, and Camerupt could be considered among them. Because of the success I had, I'm probably more apt to try it again, but that requires me to use another team without leading it, and the camel usually makes far too good a lead to pass up. As the Magnemite family learned Explosion well into its lifespan, perhaps someday Camerupt can use Energy Ball without needing Nature Power and terrain.

Anyway, being able to pick up Vikavolt's slack made it the perfect pinch hitter. Be it Magnezone or a handful of dangerous fire types, Camerupt easily cleaned up after it. As I mentioned earlier, it was tasked with destroying a handful of opposing Camerupts; it was able to do so by entering battle before they showed their heads, with TR safely activated. While the speed order being determined after evolving did strip it of a handful of choice preemptive OHKOs, they required it to lead, making it a moot point. Having a constant 22 speed and getting the jump on the likes of Trevenant4 and the Escavaliers is still a giant boon.
Surprise Threat:

Punk Guy Dustin obliged me with my first TR-Free Diet Pill in quite a while by leading Staraptor3, who was more than happy to OHKO Oranguru with Giga Impact. At least when Incineroar lead, it needed to crit with Crunch, or at least double into it while simultaneously resisting the urge to Flare Blitz my insect. But between a recharge turn and support from Tauros3, Manectric3 and Gyarados3, the battle was not quite disastrous. Being paired with a Flying type compelled Tauros to use Earthquake a second time and not Giga Impact, inflicting unimpressive damage and ensuring it fell without inflicting another casualty. While Gyarados being Set 3 ensured that Manectric was going to evolve regardless, Manectric was in the #1 slot and would have out-prioritized it, enabling me to use Thunderbolt with no risk of Lightning Rod. Because Overheat is a guaranteed OHKO on Vikavolt, there remained a chance it would target it first; nevertheless, I risked correctly predicted it would go for -1 Crabominable and swapped in Camerupt to eat the hit. No Waterfall from Gyarados, but a harmless DD; with it down and Manectric now at -2, I had Dustin by the balls.

Close, but no Cigar:

Nice try, Stein! I know a Slowking when I see one, and that ain't no Slowking. Your Jellicent isn't even the right gender! This attempt to satisfy my relentless vendetta was as much a failure as the last. Our feud is far from over.

Battles 251-300:

Functionally, the leads were very similar to the 101-200 Primarina team, albeit with more concentrated brute force. Being much faster than a good number of threats to TR would allow Heracross to get the jump on them, and After You would intervene where speed then became a liability. The lack of a spread move was to be compensated by having a wider list of guaranteed OHKOs and, hopefully, the ability to open enough holes for Stakataka to easily clean up. This team underwent a couple significant changes from its conception at the start of UM, not the least of which the replacement of Oranguru as a setter. Oranguru outspeeds Heracross in TR, but is not a good user of After You. Instruct is devastating with Stakataka (as Josh has amply demonstrated) but Helping Hand serves a purpose nonetheless. The fact is, the types of enemies Heracross and Exeggutor destroy so easily are also highly dangerous with a speed advantage (or tie, as is more common with Exeggutor.) To get the most mileage out of Megacross, I'd have to forego the Instruct. The second not-so-massive-yet-not-insignificant change was the removal of Stakataka's Wide Lens. More on that later.



Musharna @ Lum Berry, Telepathy
Relaxed (236 HP, 252 Def, 20 SpD)
-Trick Room
-Psychic
-After You
-Helping Hand

Since this set has not changed, rather than sing another song about Helping Hand, I'd like to point out that this team had the unfortunate coincidence of playing without TR more than any other team involved in the streak. On the other hand, this team also suffered far less, perhaps not coincidentally. Three battles out of fifty may not seem like a lot, but Musharna is noticeably more difficult to kill than a number of setters I use, which makes such instances stand out. ...well, that and, by virtue of cutting many teams off early, most of them didn't even know what this was like.



Heracross @ Heracronite, Moxie
Brave (236 HP, 252 Atk, 20 SpD)
-Protect
-Pin Missile
-Rock Blast
-Close Combat

I can't immediately recall taking advantage of a reliable OHKO for a quick T1 Moxie boost, and I have no replay of it, which is the strongest indicator that it never occurred. I also really would have liked to somehow fit Bullet Seed onto this set. There are many pokes that are easily slain by this move, relevant threats, not the least of which bulky waters like Wishiwashi and Primarina. But, they still weren't as threatening as a number of fliers, Togekiss and Charizard among them, so Rock Blast was here to stay. Losing Protect was also out of the question. HH Skill Linked Rock Blasts or Pin Missile compensated pretty nicely (especially for defensively poor Fairy types) but it also meant forgoing After You. I was actually more impressed by Megacross' handling of Scientists, Breeders and Hikers than Primarina, probably because the ideal scenarios typically meant Primarina slaughtered both targets. Megacross was able to show off its great bulk as well as its ability to just shred almost anything on neutral hits. Now imagine if evolving took a much larger speed cut, similar to Abomasnow's, and the leftover points were used to fluff its defenses even further. Oh, what could have been!

Even during my 1845 streak, I'd contemplated running Heracross in the back, utilizing Bullet Seed but also allowing Stakataka to be used as bait. Going through many mock battles of existing replays (my standard for trying new ideas without ruining streaks) made me strongly reconsider, both for Heracross' better ability to offensively protect Musharna, as well as Stakataka making poorer bait than anticipated. It also lost some useful coverage by running Protect and couldn't snowball as well without Instruct, which was necessary for it to lead. I wasn't going to go back to using Oranguru as a setter, either.

252+ Atk Heracross-Mega Helping Hand Close Combat vs. 252 HP / 0 Def Escavalier: 211-249 (119.2 - 140.6%) -- guaranteed OHKO
This dish is savory, to say the least, my friend.

252+ Atk Heracross-Mega Helping Hand Pin Missile (5 hits) vs. 252 HP / 252+ Def Shiinotic: 195-230 (116.7 - 137.7%) -- guaranteed OHKO after Leftovers recovery
Oh, you brought dessert! You spoil me!

252+ Atk Heracross-Mega Helping Hand Rock Blast (5 hits) vs. 252 HP / 0 Def Primarina: 195-235 (104.2 - 125.6%) -- guaranteed OHKO
252+ Atk Heracross-Mega Helping Hand Rock Blast (4 hits) vs. 0 HP / 0 Def Mimikyu: 148-176 (113.8 - 135.3%) -- guaranteed OHKO

(moaning, unintelligible gibberish)



Alolan Exeggutor @ Grassium Z, Frisk
Quiet (236 HP, 20 Def, 252 SpA)
-Flamethrower
-Sludge Bomb
-Dragon Pulse
-Leaf Storm

With Instruct, this fellow (fellows?) would make fine use of an Expert Belt. Without any such abuse, I opted for a nuke so it could better carry its own weight. Bloom Doom made a HUGE difference in the battles gone to shit, as it made for a reliable OHKO while its partner made a strategic switch or even a controlled death for the team. Frisk was more useful than I'd anticipated, despite being backline. It saw a lot more action than it did on the Oranguru team, as it was almost always more preferable to Stakataka versus a number of bulkier targets. I'll complain about this more with Marowak, but 45 is such a lousy minimum speed to hit. It ties with too much (AY failing because the game decided you were going to win the tie regardless is also annoying.) I also don't believe it's worth running a single point in speed to beat them outside of TR; it forces a loss with the room flipped, and After You is more of a special case than an option I'd want at my fingertips as often as possible.

Sludge Bomb has enough useful OHKOs against problematic pokes (hell, bopping Shiinotic34 alone is a reason to run it) that I wouldn't bother dropping it for something else, Energy Ball or otherwise.



Stakataka @ Assault Vest, Beast Boost
Lonely (252 HP, 252 Atk, 4 SpD)
-Rock Slide
-Earthquake
-Gyro Ball
-Superpower

The loss of accuracy in Wide Lens was made up for by the nice spike in SpD, which not only allowed it to stand on its four legs a bit better, but allowed it to switch into things for both Musharna (immediate anecdote, Thundurus2 Dark Pulse) and Heracross. It made an incredible difference in the few battles played without TR. Speaking of accuracy, Rock Slide had the sweet coincidence of never failing me when I needed it most, so I'm thankful.

No Wide Guard for fairly similar reasons to Araquanid, with even less incentive as a backline, who should be worrying more about ending the battle quickly. Instead of gambling between Rock Slide and Stone Edge, Stakataka was concerned with the many Earthquake users opting to use their Fighting-typed attack, instead. Superpower has a number of select uses, but the biggest one is Snorlax. Normally would run Stomping Tantrum over Earthquake, since the move becomes more than strong enough after some boosts; the special effect is also amusingly easy to trigger with Instruct, as killing both targets with the initial Rock Slide would force a failure and power it up for any remaining opponent. But I digress. Telepathy and Helping Hand make for useful quake applications.

With enough damage inflicted by Heracross, Stakataka had a pretty easy job. Helping Hand mitigated Instruct somewhat, and compensated for the lack of accumulated boosts. I love this thing and look forward to Triples perhaps giving it a better medium for attempting to shine in a setter or mixed role.
Unsurprising Threat:

Kukui ended this original team many moons ago, Oranguru and all, at 130. While the pokes named are only ingredients in the overal poison cocktail that is his roster, they pose the most immediate threats and don't care who they're paired with to carry out their deadly mission. Incineroar4 is the absolute worst on the list, and paired with Primarina3 is the worst possible lead pairing for this team. Thankfully, they never appeared in that formation. Heracross can tank a number of supereffective hits; while STAB Moonblast is among them, Flare Blitz is not, and it was just begging for a Quick Claw activation. On battle 300, the final intended use of this team, that very scenario played out. Two procs twice in a row; fortunately, Incineroar was paired with the crummy Midnight Lycanroc and Fire Fang failed to burn Stakataka on the switch (wanted to get it in ASAP to rack boosts and otherwise assist Heracross with a difficult trainer.) HH EQ destroyed both his leads, and HH RS the following turn cleaned up Primarina and Braviary. That could have gone much worse! Many of Kukui's possible pairings would have forced me to take undesireable trades.

The battles without TR involved Moltres2 Sky Attack crit and flinch, a SpD drop from Raikou's Shadow Ball followed by Greninja4 Dark Pulse (likely would have killed regardless of drop, but lower rolls could have prevented that) and a Fake Out from Kantonian Raichu paired with Mega Glalie, whom I didn't allow to detonate into Musharna (which it would have survived anyway.) The battles were fun and interesting in their own right, on top of giving my three abusers the chance to synergize without it.

Battles 301-380:

Yes, that is who you think it is. The triumphant return of my unorthodox ballbuster and namesake, Iron Ball Gardevoir. That said, like her debut, she is not the star of the show but a critically important offensive support unit in that show. And that show is all about taking the AI's Explosion feitsh and showing them what it's capable of when properly and sinisterly used. While on its head, the team may look built around Golem and, to an extent, that's true; however, the remaining two abusers brought very important utilities and coverage and, owing to suicide being a one-way ticket, had to do just as much fighting themselves. The tagline for this team comes from one of my favorite things to say when people remarked on IBG and if I'd recommend it to other players.



Musharna @ Lum Berry, Telepathy
Relaxed (236 HP, 252 Def, 20 SpD)
-Trick Room
-Gravity
-Psychic
-Helping Hand

Back by popular demand You again! Now with added Gravity Flavor! While giving Stone Edge and Focus Blast accuracy are among its standard perks, rendering most Rotom formes extremely vulnerable to Earthquake is one of the best uses for the move. Nullifying Hi Jump Kick is another, but it was just as helpful to block one, then switch to Marowak and allow the user to kill themselves. In one instance, Medicham was paired with Bisharp4, who would not lay off the Taunt and forced me to resort to this tactic regardless.



Alolan Golem @ Expert Belt, Galvanize
Brave (188 HP, 252 Atk, 68 SpD)
-Protect
-Earthquake
-Stone Edge
-Explosion

For the record, I generally prefer Heavy Slam + Double Edge Golem and lacking Protect/Explosion entirely. But, like Primarina's moveset issues, the team wasn't going to function any other way and necessitated this approach. This also gave it its biggest weakness.

Unsurprisingly, Golem attracts Earthquake like shit attracts flies. It has the bulk to survive most STABless quakes with the spread penalty, but lacks any and all methods to feasibly damage bulky ground types in return. Neither Gardevoir or Marowak have safe switches into these, which meant some sackin' was in order. Luckily, the teams where this was most likely (Hikers and Breeders) had poor matchups against my backline; if Golem could at least cripple or destroy one enemy, the trade was much easier to stomach. There was some respite in users like enemy Alolawaks, who would use Stomping Tantrum into Protect and then be free to eat a Stone Edge the following turn, passing any attempt to Detect. Others like Mega Sceptile were not as safe, failing to OHKO but requiring HH for Stone Edge to deliver one itself. Mega Garchomp and Palossand not only provided no respite at all, but sacking Golem to send in backup wasn't even guaranteed to take me out of hot water.

Barring that highly common and lethal attack, Electric-typed Explosions are... well, pretty dumb. STAB plus HH plus the nice little kick from Galvanize meant that if the targets weren't immune, there were going to be pieces of them everywhere. Some bulky grass types could barely avoid becoming McNuggets, but the damage was still far too severe to come back from. There's a certain, very real satisfaction in offing targets that ordinarily had no business whatsoever being attacked with such a move, among them Heatran and pretty much all Steel and Ghost types. Golem was often able to take something down without blowing up, and then bring the battle to a swift 3v1 the followng turn. Just as often, Golem didn't even bother with that noise and detonated right away. Like Exeggutor, Golem dislikes its 45 speed but, coincidentally, losing speed ties (with bad results) happened extremely rarely for this team.



Alolan Marowak @ Thick Club, Lightning Rod
Brave (252 HP, 252 Atk, 4 Def)
-Low Kick
-Flare Blitz
-Earthquake
-Shadow Bone

Immune to all Explosions except those of Glalie; though, a bigger perk than being able to safely battle alongside Golem is killing Thunder Wave and Charge Beams from the likes of Zapdos, as well as most useful moves by Magnezone. Marowak isn't built for longevity, making the protection from Lightning Rod somewhat more helpful than Rock Head (at least until Instruct is involved.) Turskain will agree that four-attacks Marowak utilizing Low Kick is more helpful than Protect, as it now has a great damage option for Snorlax as well as Tyranitar or Mamoswine, without having to gamble around abilities (sub-50% kill rate for 252 Thick Fat Mamoswine4, in case you mistakenly thought Marowak had enough raw power to plow through that) or use Helping Hand as assurance.

Marowak loves being able to use Earthquake instead of the single target and missable Bonemerang. This thing eats the Rotoms for breakfast, and uses their bodies to store bones. Shadow Bone is also an excellent and much-needed signature move, though is juuuuust soft enough to miss some important targets, with or without HH. Still, I can't complain.



Gardevoir @ Iron Ball, Telepathy
Quiet (252 HP, 252 SpA, 4 SpD)
-Moonblast
-Energy Ball
-Psychic
-Focus Blast

Not to be underestimated in the least! Falling below 40 speed, she has no fear of tying with negative-natured base 30s, and 125 SpA still has a long way to go before it's as weak as 100 is in modern times. In other words, IBG did plenty of effortless killing, with and without Helping Hand. Given the cleanup she was tasked with, I believe Energy Ball and Focus Blast were statistically used more than anything else. She also took the fewest number of Explosions for the team, though that's to say nothing of the amount of Earthquakes. The original IBG began with Helping Hand before I came to my senses, and the move was not even considered here. Her four attacking slots were too important. Needless to say, I was thrilled with her effectiveness, though constantly wary of the four main users of Bullet Punch making an appearance (which includes both Scizor sets.)
Surprise Threat:

Oh my god. Of all minute details to forget. Of all stupid details to forget until it's too fucking late to prevent your cold, hard rude awakening across the face. I'm talking, of course, about Damp. More importantly, that a handful of things have Damp as their HA. Now, had you asked me to name some things with Damp, I would have told you Swampert, probably Quagsire, maybe even Jellicent. But I wouldn't have thought of Kingdra. Hell, all the times Politoed entered battle without Drizzle, many, many dozens of times during the 1845, I would have assumed it had Water Absorb.

In this particular replay, it gets even better! Golisopod/Kingdra leads, and for reasons that escape me I decided to switch Marowak into the expected First Impression, and detonate Golem immediately to OHKO both leads. Even though Set3's Hydro Pump was a guaranteed OHKO on Golem. Golisopod was in fact Set 3, meaning First Impression was quite a bit weaker and probably worth risking TR, without knowing what Kingdra would do. So, Marowak replaces Mush, takes laughable damage from FI with no LO recoil, and Kingdra Surfs without KOing either target. Everything is going smoothly... ...and my smile is immediately turned upside down as I see that god-awful ability trigger on my screen. I decide to sack both pokes instead of Protect stalling with Golem, which would probably not have accomplished anything. It's now a 2v4, with only negligible damage dealt to Golisopod via resisted Surfs.

Fortunately, sailing was smooth on account of AI stupidity, and plain 'ol bulk. Mush sets TR, tanking two hits, while Gardevoir offs Kingdra and then Golisopod the following turn. Kingdra was replaced by Carbink4, who spent its first turn not exploding, but... ...using Psychic on Gardevoir. Okay. Volcarona3 then replaces Golisopod, and Protect blocks HH + Psychic while Carbink does what it wanted to do originally- detonate. Gardevoir and Musharna are now weak enough to be slain by anything Volcarona can do, regardless of any debuffs it takes from Overheat. And yet, TR is active, prompting Volcarona to Quiver Dance; the following turn, it chose something besides Protect, thereby ensuring that my two Psychics would seal my victory. Only one other battle of this streak was anywhere near as terrible.

Unsurprising Threat:

Closest battle I have had in this entire streak, and so foul tasting that I immediately boxed the team. It began with a misplay and immediately spun out of control.

For whatever reason, instead of sacking Golem and bringing Gardevoir in safely to deal with Garchomp, I switch it in outright. Chomp evolves and Earthquakes, bringing Gardevoir to 37 HP; Milotic Ice Beams, bringing Garde to 5 HP... ...and frozen. That was already a stupid decision on my part, but the trolling from Milotic adds insult to injury, moreso because I've had that exact sort of shit happen repeatedly with Cynthia's Milotic. Without those side effects, it brings so little to her team; so, naturally, it needs to stay relevant in any way it can. Garchomp sets sand instead of killing Gardevoir outright, Musharna uses Psychic for what appears to be little more than 25% (low roll) and Milotic makes a switch to Togekiss. Sand finishes Gardevoir.

Helping Hand Shadow Bone fails to KO Garchomp, which calcs confirm as both attacks rolling extremely low. Garchomp obliges me with another swift death, while Togekiss wastes Musharna's Lum Berry with Thunder Wave. Were it Set 4, Mush would have been easily destroyed here, along with any hope of winning.

Psychic finishes Garchomp, and Golem has no choice but to gamble on connecting Stone Edge. It pays off, and Togekiss is also down. Weakened Milotic and Lucario enter. Luke is going to off Musharna with priority no matter the set, so I use HH to at least do something useful. It Bullet Punches, confirming Set 3, and Earthquake easily delivers a OHKO while critically injuring Milotic. With only two pokes on the field, Surf hits at full power, though weakened somewhat by the small SpD boost from sand. And with TR now deactivated, Golem will have to eat another one.

...and it did, with a single fucking digit of HP remaining. Deserved or not, upon reflection of these 80 battles, I was put into many difficult spots due to Ground types and a moveset that was quite worthless against them. Palossand was every bit as dangerous and Garchomp, with supereffective hits against my entire team. They were much more easily destroyed than Mega Garchomp, but still required sacking and were all too common between Policemen and Breeders. And I was pretty tired of tensing up every time I faced leads like that. The team was an absolute blast at times, but I had seriously had enough of this shit.

Evil Doctor No.1845:

This is unacceptable.

Battles 381-500:

These guys had such a smooth sailing during their ten battles that I wanted to use them again, sooner than later. I didn't waste time by replacing Palossand or Drampa, deciding that reworking the squad to be "more reliable" would only strip it of the quirks that made it stand out all the more. I also didn't want it to resemble Eppie's team in any way.

The problematic trends of the AI semmed to get more and more perverse as I gained more and more experience with the team. Leaving Togedemaru alone, especially with moves the AI otherwise seemed most likely to use on it, was a blessing at times and a vile curse at others. I really valued my predictability. Though, there's something hilarious about Raikou setting Reflect instead of attacking- and finding that the change actually benefitted it. Fake Out, the only physical attack on the team, could no longer reach its cap of 2 damage. Now that's controlling your fate.



Aromatisse @ Lum Berry, Aroma Veil
Sassy (252 HP, 180 Def, 76 SpD)
-Trick Room
-Moonblast
-Thunderbolt
-Odor Sleuth

I miss last gen where megas weren't in the tree, and Relaxed 252/252/4 was quite enough for Aromatisse. Because your Drapions, Kantonian Muks and Metagross are going to be hit with Fake Out regardless, some protection against Mega Gengar's Sludge Bomb seemed the way to go. Heal Pulse was on the original unchanged Aromatisse but didn't serve the kinds of purposes I'd hoped it would, while Thunderbolt actually saw a fair bit of use; Helping Hand was similarly unused, moreso considering Aromatisse frequently fell before Toge or not at all. During the randoms portion, Aromatisse didn't have Odor Sleuth, but relearning it seemed like a no-brainer. It still was not used much at all, but had more purpose than the other two options. I probably would have used Disable if I could have done so without rebreeding. Unfortunately, both my Aromatisse were bred last gen without any egg moves.



Togedemaru @ Berry Juice, Sturdy
Brave (No EVs)
-Helping Hand
-Fake Out
-Spiky Shield
-Endeavor

Togedemaru looks so adorable during its idle animation, where it squeezes its eyes shut, bristles its spines, then opens them and peeks left and right. Maybe that's why the AI often declined to hit it with priority attacks. "Do the thing again! Do the spiky peeking thing again! Awwwwwwwwwwww..!!"



Drampa @ Dragonium Z, Berserk
Quiet (192 HP, 60 Def, 252 SpA)
-Flamethrower
-Energy Ball
-Hyper Voice
-Draco Meteor

While Drampa could have played around with some different coverage moves, particularly Shadow Ball, the set is no less useful as is. Plus, all of these attacks have max PP and because it's a permanent member of Spidey & Friends, I'd rather not change anything between any given point and the next time S&F gets serious.



Palossand @ Expert Belt, Water Compaction
Quiet (244 HP, 12 Def, 252 SpA)
-Shadow Ball
-Energy Ball
-Earth Power
-Destiny Bond

I don't recall using Destiny Bond even once. While I wish Palossand were much stronger, it has the benefit of many of its preferred targets having poor SpD or completely uninvested bulk, like Megagross, which at least allows it to kill things.
Unsurprising Threat:

The one cursed weather Toge couldn't get around, on top of the threat of Ice Shard from a number of these. The scariest battle that went immediately downhill because of a Snow Warning lead involved Vanilluxe. Making matters slightly more challenging, this Vanilluxe would reveal itself as Set 3, much more dangerous to the entire team than 4. Goodra4 was its partner, so in sacrificing Toge to remove Vanilluxe I was likely going to be forced to spend Devastating Drake just to remove Goodra. Thankfully, Dancer Jo's backline was Magnezone and Wishiwashi, which were not too much for Palossand and Drampa to handle (especially with hail damage breaking Zone's possible Sturdy.) Wishiwashi would reveal Set 4, but Palossand had successfully beaten Magnezone and could take one for the team.

Golisopod4 was a frequent enemy for this team and one of the only priority users to happily oblige Toge in its attempts to bait. It even had the gall to open with Rock Slide during battle 400, rapidly setting a 2v4 in motion. It was only due to Golisopod's cooperation that the battle quickly returned to a highly winnable state. Togedemaru even got to inflict a literal KO! I was so proud.

With boredom for Feardemaru setting in heavily, it was time to try something else. I didn't really have any original ideas, old teams I could feasibly rehash (triples would be a different story) or any gimmicks I wanted to borrow from a fellow Smogonite. The only idea that had firmly rooted in my mind was that it'd be worthwhile to begin notarizing the enemies I'd fought, as Coeur had been doing this for some time and it looked interesting to read through. I just needed a team to use. Without any vivid recollection of the thought processes that brought me to this conclusion, I would ultimately settle on running non-randomized, monotype teams.
 
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Part IV: The Thrill of Challenging Oneself

These challenges ended up being far more fun and rewarding than I could have imagined, in no small part due to the rule I had imposed on myself: No repeats whatsoever. If Mega Mawile were used on the Steel team, it could not be used on the Fairy team, and vice versa. This rule applied especially to the setters. The order of typings was loosely decided out of preference, for both my eagerness to use particular Pokemon and the amount of faith I had in the type's ability to succeed. In spite of my interest in prolonging the challenge as long as I could, I also had no desire to use particular types with totally unintuitive, foolishly reckless setters, such as Poison (Nihilego? Gengar? No, no, no no no no.) Naturally, the difficulty ramped up considerably as I began using more unorthodox setters and heavily disadvantaged types (when concentrated in numbers.) And because I wanted to keep track of both the challenges overcome and the luck in avoiding particular enemies, this was the perfect time to begin listing the enemy sets for each battle. While I didn't include anywhere near as much info as Coeur, the sets alone carry a lot of memories and weight.

Battles 501-510:

1- Drapion3/Nidoking3/Infernape3/Dusknoir4
2- Drampa4/Chandelure4/Magnezone4/Porygon-Z34 ***
3- Sceptile4/Ribombee34/Weavile34/Aerodactyl34
4- Ludicolo4/Pelipper4/Shiftry34/Ambipom3
5- Araquanid3/Rotom-Frost4/Rhyperior3/Bronzong4
6- Glaceon4/Leafeon4/Jolteon34/Vaporeon34
7- Salamence3/Slaking4/Typhlosion34/A-Ninetales12
8- K-Muk2/Decidueye3/Rotom-Wash4/Crobat34
9- Bastiodon4/Reuniclus4/Snorlax3/Cofagrigus4 ***
10- Sceptile4/Trevenant4/Lurantis34/Comfey34

Steel, packed with lots of my personal favorites, was a reasonably easy team to use. Escavalier took some opportunities to get Flash Fire boosts for Heatran and wasted others by not wanting to gamble on the sets being their alternates. Thankfully, none of the battles nosedived hard for that. Escavalier's shiniest moment was Battle 9, during which Reuniclus took its Life Orb for naut, failing to prevent it from skewering right through this Breeder's team as if it were butter. Even without the Life Orb, Bastiodon's Curses couldn't prevent the 2HKO from Drill Run.

With such a unique movepool, Empoleon did quite a bit of battling. I've dabbled in a number of useful items for it, but in this iteration it simply used an Expert Belt to good effect. Gravity benefitted it and Escavalier greatly.

Battles 511-520:

1- Raikou2/Dugtrio2/Alakazam3/Sceptile4
2- Registeel3/Uxie1/Azelf1/Regice4
3- Venusaur3/Whimsicott4/Comfey3/Breloom4
4- Ninetales2/Aerodactyl3/Salazzle4/Pyroar4
5- Vaporeon4/Leafeon3/Glaceon34/Umbreon4
6- Hippowdon4/Aggron3/Jellicent3/Terrakion1234 ***
7- Oranguru2/Metagross3/Gardevoir4/Slowking4 ***
8- Shiinotic4/Togekiss3/Florges34/Whimsicott3
9- Hawlucha4/Absol4/Throh4/Barbaracle4
10- Garchomp4/Altaria3/Magnezone34/Gallade34

The perfect time to unironically use Iron Ball Tapu Lele, thwarting any Prankster bullshit and especially Fake Out. Lele and Aromatisse don't cover much by themselves, but this was compensated by the ridiculous damage output of Psychic in terrain, which was boosted by Helping Hand whenever feasible. I had every intention of running Mega Mawile with this squad, but was so afraid of Magnezone that I wanted a quick answer to it, and unfortunately the wafer-thin Granbull was the only TR-worthy Fairy type that could make good use of Earthquake for a guaranteed OHKO. Fire Fang on Mawile has poor odds against the much flimsier Set 3 and caps at 83% against Set 4, so it really had to be Earthquake, unfortunately. If Fire Fang were 80 BP, this wouldn't have been an issue (Fire Punch is also not strong enough, even if Mawile could learn it, which it can't. ...yet it gets the other two.)

Battle 6, VS one of the Hikers, Mega Aggron preferred spreading Thunder Wave around as opposed to easily wiping me out with Heavy Slam, and for that, I was more grateful than amused. All things considered, Mega Aggron was possibly more threatening to the team than Magnezone, at least under these circumstances. During Battle 7, Oranguru Instructed my Togekiss to use Dazzling Gleam a second time. This had the effect of killing Slowking, who was using its turn to reset TR and would have moved before Guru otherwise. I didn't meet up with Magnezone until Battle 10, which was quite simple and anticlimactic. Granbull didn't just dispatch Zone, but had its way with most of Wally's team.

252+ SpA Tapu Lele Moonblast vs. 252 HP / 0 SpD Garchomp-Mega: 186-222 (86.5 - 103.2%) -- 18.8% chance to OHKO
UNACCEPTABLE

Battles 521-530:

1- Crobat4/Dragonite3/Lucario4/Kommo-o1
2- Latias3/Terrakion34/Entei3/Landorus34
3- Cobalion3/Azelf3/Raikou4/Thundurus34
4- Serperior3/Greninja4/Infernape4/Empoleon3
5- Glaceon3/Jolteon3/Leafeon34/Umbreon3 ***
6- Regirock1/Moltres2/Raikou12/Cobalion1
7- Latios123/Azelf1/Articuno2/Zapdos4
8- Tyranitar4/Terrakion1/Slowbro4/Bronzong4 ***
9- Regirock2/Typhlosion4/Rotom-Heat3/Empoleon3
10- Turtonator4/Slowbro4/Whimsicott3/A-Ninetales2

This actually is not the first time I'd run Mono-Water TR, and my leads were Mega Slowbro and Golisopod then, as well (perhaps this memory is part of what made me want to dip my hands into monotyped TR teams again?) Just as previously, Golisopod enjoyed plenty of lucrative damage opportunities with First Impression. Unbelievably, Serperior3 runs enough bulk to very reliably survive it. Golisopod's Assault Vest and extremely solid defense put in plenty of work, as did Slowbro's average but sufficient bulk, nicely tanking a Thunder from Jolteon. Speaking of Slowbro, Battle 8 featured Tyranitar using the single alotted Mega Evolution, depriving Slowbro4 of Shell Armor. Not only did it eat a crit, it was left with so little HP that sand finished it off. Resetting TR accomplished nothing of value, even more satisfyingly, leaving Bronzong in a 4v1.

These battles also featured plenty of intentional selection of my own water moves with Gastrodon present, as many of these battles presented opportunities for it to cleanly sweep, uninhibited. In hindsight, this effectiveness would make me sort of regret using Gastrodon now and not on the Ground team, since they really could have used that kind of protection. But at the time, I really wanted that Electric immunity, and didn't have the courage to run Swampert.

Battles 531-540:

1- Hydreigon3/K-Exeggutor2/Tyrantrum4/Garchomp4
2- Regigigas2/Comfey4/Slaking3/K-Ninetales2
3- Tangrowth4/Walrein4/Gogoat4/Empoleon4
4- Dusknoir4/Mudsdale4/Gigalith4/Hippowdon4 ***
5- Latias2/Azelf4/Heatran4/Cresselia3
6- Weavile34/Alakazam4/Crobat34/Aerodactyl3
7- Blastoise3/Pelipper2/Rotom-Wash4/Carracosta34
8- Regigigas3/Typhlosion4/Entei3/Flygon34
9- Jolteon4/Umbreon3/Espeon34/Flareon34
10- Comfey3/Lurantis3/Trevenant4/Sceptile4 ***

Attempting to take advantage of Defiant simply didn't pan out; there wasn't even a single Intimidator in the entire set. Braviary still made fairly decent use of Instruct as well as bait. Bewear dumped its Rock Slide for Payback, a decision that ended up benefitting me greatly, and is credited with inflicting the most KOs overall. Drampa on a Normal TR team was a no-brainer.

The two most noteworthy battles are easily #4 and #10. Battle 4 took a train to hell and became a 2v4 in the blink of an eye, thanks to a crit immediately followed by a 25% failure to OHKO. Tasked with damage control, Bewear responded to this disadvantage by freezing two opponents. Battle 10 featured Mallow actually managing to do some real damage, quickly exposing my backline. Given how frequently she's been rolled, and how effortlessly I've beaten her so many times, it was refreshing for her to really put up a fight. For a few turns, at least.

Battles 541-550:

1- Kommo-o2/Moltres3/Cresselia4/Latias4
2- Pelipper4/Sawk4/Houndoom4/Lapras4 ***
3- Whimsicott4/Typhlosion4/Chandelure34/A-Exeggutor2
4- Gyarados3/Salamence3/Incineroar3/Arcanine3
5- Hippowdon4/Gigalith2/Terrakion1234/Slowbro4
6- Landorus3/Gigalith3/Cradily3/Probopass34
7- Venusaur4/Decidueye4/Infernape34/Crobat3
8- Bruxish4/Porygon24/Porygon-Z4/Tentacruel4
9- Ludicolo4/Armaldo4/Jolteon34/Glalie3
10- Magnezone3/Primarina3/Lycanroc-N2/Braviary34 ***

So many juicy options for this one. I had thought of using Jellicent or Mimikyu as a setter, since the main draw of Dusclops outside of its bulk was going to be Ally Switch, which I just didn't see doing a whole lot for Mono-Ghost. Bulk prevailed in the end (I would LOVE a Helping Hand Dusclops with Frisk; alas, it is not to be.) I'd also looked tantalizingly at Marowak and Dhelmise before settling on these three. WP Aegislash still doesn't have too many followers, but it was very reliable and heavy on damage output. I also didn't have to remove a valuable move to fit Protect into there. Chandelure is the only special abuser aside from Aegislash and has no terrible speed tie with Slowbro4, which gave it a solid edge over Marowak. Golurk had a hard-hitting moveset without repeating all of the types already covered by the first two.

These battles were quite the adventure. Aegislash had its Weakness Policy activated often, particularly by Earthquakes. I had gone to some lengths to prevent the Landorus in Battle 6 from connecting one, as it probably would have destroyed it; enter Cradily3, who not only outspeeds it under TR but packs one of the weakest EQs in the tree, setting off WP and bringing Landorus to a swift demise. Battle 8 featured obnoxious Thunder Wave spam, brought to an end by Golurk. Battle 9, I made the idiotic realisation that Ludicolo was not in fact the more benign Set 3 but in fact Set 4, who had not critted Aegislash-Blade but used the much stronger Hydro Pump. I had been typing in the discord and glanced back at the screen to see the "critical hit!" message and Aegis fainting. Until then, Ludicolo was freely spreading around Leech Seed, leading me to the false conclusion that it had nothing better to do. I was definitely looking at the screen when Chandelure OHKO'd Glalie and was promptly murdered afterward. Thankfully, Golurk only needed to hit it once to ensure the battle ended in my favor. Golurk saved the day once more in Battle 10, featuring more Thunder Wave spam and a complete waste of a perfectly good Aegislash as a result.

Battles 551-560:

1- Suicune1/Politoed4/Goodra3/Pelipper234
2- Regigigas3/Darmanitan3/Rampardos4/Slaking34
3- Tsareena34/Rotom-Mow4/Whimsicott3/Venusaur4
4- Thundurus2/Gogoat3/Tyranitar3/Tangrowth3
5- Regirock2/Virizion1/Entei2/Zapdos1 ***
6- K-Muk2/Hippowdon4/Snorlax4/Tentacruel3
7- Oranguru3/Turtonator3/Rotom-Frost3/Drampa3 ***
8- Gengar3/Latios4/Espeon34/Alakazam3
9- Zoroark3/Beedrill4/Gengar3/Hydreigon34
10- Decidueye4/Snorlax4/Incineroar34/Braviary4

My options for Psychic based on what I had and what I'd already used were slimmer than anticipated. I decided to try vanilla Metagross for some much needed physical offense and coverage, and ultimately found that it was actually very useful. I spent a while deciding between an Iron Ball and Assault Vest. The IB would allow me to run Protect, at the cost of Earthquake or Explosion. The AV would allow no Protect and worse speed, but provide two potentially very useful attacks. I went with the Assault Vest, and coincidentally made no real use of Earthquake. But boy, were there a lot of detonations. Incredibly productive ones, at that. That Assault Vest also put in a ton of work, tanking both a Gigavolt Havok and Shadow Ball in the same turn. I've been running Choice Specs Regenerator Slowking since prior to Gen VI and it hasn't changed one bit. Reuniclus has also remained unchanged, running a fully offensive set to great effect. Together, they also avoided overlapping coverage aside from STAB.

Battle 5 featured an asshole by the name of Virizion blocking my TR with Taunt and dragging the battle out considerably, won in part due to Entei preferring to use Will-O-Wisp on a low HP target with Magic Guard. Battle 10 featured a particularly tense and important Explosion, taking down Incineroar and missing a 68% chance on Snorlax4. But taking down incineroar without a fuss was more than I could have asked for, so a critically weak Snorlax made for a good trade.

Battles 561-570:

1- Goodra3/Primarina4/Pelipper1/Empoleon4
2- Drampa3/Toxapex3/Palossand34/Camerupt3 ***
3- Florges4/Tyranitar3/Blastoise3/Aggron3
4- Primarina3/Mawile3/Mimikyu3/Shiinotic34 ***
5- Azelf1/Moltres1/Thundurus1/Raikou2
6- Regigigas2/Archeops3/Rhyperior4/Rampardos4
7- Bastiodon3/Vikavolt3/Steelix3/Ampharos3
8- Bewear3/Ambipom4/Gogoat4/Passimian4
9- Infernape4/Charizard3/Chesnaught3/Torterra4 (Reina!)
10- Braviary34/Whimsicott34/Turtonator34/Passimian34

Small shoutout to HeadsILoseTailsYouWin for musing in regard to unused setters and types shortly after I had reported the Ghost run being a success. The first type and setter she thought of was Ground and Claydol, and with Psychic being the last of the types I would have gravitated toward unprompted, it sounded like a good next step.

Yeah, I really could've used that Gastrodon... yeow. My three alternatives had decent enough coverage, but in a game with Primarina as a common enemy, especially Set 4 with its Protect-breaking Hydro Vortex, Camerupt could have made much better use of its bait. Claydol has enough special bulk to survive Hydro Pumps with a significant amount of muscle behind them (without rain) though defense wasn't ignored. Camerupt did indeed draw any non-spread water moves.

Multiple battles were won because the enemy missed at critically important times. Battle 1, Empoleon missed two consecutive Blizzards (Torterra did not have enough Wide Guard to stall out both Blizzard and Surf, let alone the HP to eat Petaya-boosted anything.) Battle 2, the enemy Camerupt missed a Fire Blast. And shortly afterward, during Battle 4, Primarina would miss a Hydro Pump. Luck was absolutely on my side, because this team likely could not have won on its own. Gastrodon would have prevented each of those scenarios from even reaching the point that a miss was even necessary.

Battles 571-580:

1- Raikou2/Manectric3/Zapdos1/Rotom-Heat3
2- Thundurus2/Moltres1/Tornadus12/Regirock1
3- Darmanitan3/Rampardos4/Slaking3/Regigigas4 ***
4- Steelix3/Cofagrigus4/Escavalier34/Shiinotic4
5- Emboar3/Nidoqueen3/Crobat34/Gengar4
6- Aromatisse2/Florges3/Audino3/Musharna2 ***
7- Gyarados3/Kommo-o2/Carbink34/Empoleon34
8- A-Dugtrio2/Alakazam4/Noivern34/Accelgor4
9- Jolteon3/A-Dugtrio2/Noivern4/Sceptile3
10- Golisopod4/Pinsir3/Toxicroak3/Liepard3

Exeggutor is among the riskiest TR setters that is still able to function pretty well under the move. Because of this, I felt I had no choice but to run Ludicolo for Fake Out support. Ludicolo filled that role better than anticipated, and even did a fair amount of killing with Z-Hydro Pump, Ice Beam and Energy Ball. Ferrothorn is of course the Gravity/Acid Spray set, having opportunities to serve the team well with both. This is also the first time I've used Iron Ball Roserade, having bred it years ago, Banked it before it could be used in Triples, and kept holed away without any real incentive to use it. It was surprisingly useful. With Technician (of course) and Grass Knot, Sludge Bomb, Weather Ball and Hidden Power (Ground) it had a fairly versatile set if conditions were kind to it. This team did see rain set in one battle, but nothing compelling the use of Weather Ball was present by the time Roserade entered. No Heatrans got to taste HP Ground, but Rotom-Heat was a worthy substitute.

The Grass run stood out partially because in none of the battles did TR fail to go up, be it by flinching, death, Taunt, etc. The team had an easier time than the Ground types before them. One of the best highlights of these monotype runs was Steelix3 making a resist switch to Escavalier after eating Fake Out, to find that I had targeted its slot with Flamethrower. An extremely one-sided battle against that Breeder, with Cofagrigus very quickly isolated. The Poison/Fighting female Ace whose name escapes me at the moment lead Emboar and Nidoqueen; I had a nagging feeling about Nidoqueen being Set 3 with Ice Beam, and decided to flinch it instead of Emboar. I was very glad I did, because my fear was right on the money. I did sack Exeggutor in order to damage it while killing Emboar, but her backline provided none of the danger of her leads. When Guzma appeared as the boss of the round, I was initially concerned. Then he sent out his leads, and I was mortified. But I played my cards extremely well and pulled through the battle pretty well. Since I inadvertantly passed on the chance to save a replay, like an idiot, allow me to instead retell the battle as best I can here (I was very anxiously narrating the battle on discord, which helps):

Turn 1: Between a potential Golisopod4 and Mega Pinsir, Golisopod is the bigger threat; Pinsir won't see Thrash as its strongest option yet, and has a guaranteed OHKO on Ludicolo. This assessment plays out in my favor, as Pinsir evolves, Pod flinches, Pinsir OHKOs, and TR goes up.

Turn 2: Ferrothorn enters and Acid Sprays Golisopod, who IIRC attacked Ferrothorn. Exeggutor OHKOs Pinsir with Flamethrower. Toxicroak replaces it.

Turn 3: Ferrothorn sets off Focus Sash with Gyro Ball, which unfortunately means someone is more than likely going to die. And indeed, that someone is Ferrothorn. But before it can take one for the team, Exeggutor utilizes that -2 to Golisopod's SpD and destroys it as well. Liepard enters, and because the Focus Sash was spoken for, it can only be the cancerous Sand Attack/Thunder Wave set. I pray for a lack of Prankster.

Turn 4: My prayers are answered, as Roserade attacks first and destroys Toxicroak. Liepard paralyzed someone, but was in checkmate by this point, not to mention I still had another full turn of TR, in addition to two teammates. I hate that set so much and look forward to the news that Liepard was removed from the Gen VIII facilities.

Battles 581-590:

1- Staraptor4/Vanilluxe4/Mamoswine4/Durant4
2- Greninja3/Crobat4/Ribombee3/Jolteon4
3- Conkeldurr4/Sawk4/Tauros3/Lucario4 ***
4- Lycanroc-N2/Pyroar3/Archeops4/Toxapex3
5- Tornadus4/Virizion3/Latios3/Thundurus34
6- Probopass4/Metagross4/Magmortar4/Milotic4 ***
7- Honchkrow4/Dragonite3/Mandibuzz3/Crobat34
8- Tauros4/Hawlucha34/Passimian34/Barbaracle4
9- Metagross4/Togedemaru4/Sharpedo4/Dragonite4
10- Toucannon4/Lurantis4/Tsareena34/Sceptile4

As with my Ghost run, I spent quite a while mulling over my options. But unlike my Ghost-typed abusers, who gave me indecision due to their wide overall value, I struggled to think of three Rock types that could work together with synergy and not be ruthlessly spanked by the same things. Bulk is their strong suit statistically but laughably underwhelming in actual practice. Determined not to make the same mistake with Gastrodon, especially if I were going to encounter dedicated rain teams, I took the time to raise a Storm Drain Cradily before deciding that it would still be mostly deadweight. That was quite a waste of time. It took me a while to remember that I had a 0-speed Tyranitar available, and my experiences destroying many of them in the tree reminded me that, while Mega Tyranitar doesn't have a particularly good TR speed, it IS bulky as fuck. It also has an excellent movepool and was better than nothing. I was additionally planning to use Carracosta before remembering that I also had an Omastar in Bank. My standard Alolan Golem was fun to use and had pretty well rounded coverage alongside the others (no rock move on Omastar in lieu of Protect) and so just like that, my team was kind of assembled for me. Carbink had run Gravity and Power Gem for randoms play, but given the level of difficulty I was facing, I replaced both with Reflect and Light Screen. This ended up being a better decision than I had expected; better than teaching Low Kick to Tyranitar, which was useful but not used often.

I feared Mega Metagross more than the Fairy team did, and this squad encountered not one, but two of the fuckers as leads. My standard procedure was to anticipate the AI finding Carbink too good to resist, skipping Protect on Tyranitar, and critically injuring Metagross with Crunch. This paid out both times, especially since the first encounter at Battle 6 resulted in Carbink fainting without setting TR. You can imagine my reaction when a second one popped up at Battle 9, and again, with a second Steel type alongside it. However, that one went much more smoothly. IIRC both of these trainers were Aether Employees.

Sand plus dual screens made this team actually seem as though they could eat some pretty nasty hits. Carbink even did its share of attacking with Moonblast, picking up some decent little chunks of damage here and there. Omastar was the real MVP with its Expert Belt-boosted Ice Beam, Scald and Earth Power. Usable special attacking TR abusers that are also Rock type are quite rare. The only other one I've got is Aurorus.


Part V: The Chilling Conclusion

I really wanted to use a Mono-Ice team, but my only option as a setter was the extremely distasteful Jynx. Her bulk is extremely similar to Alakazam's but with even less physical defense, which translates to "absolutely not, it's out of the fucking question." However, there are plenty of Ice-typed abusers I enjoy using in randoms. If I could make do with an all-purpose setter, I would likely enjoy running such a team for a while (if you thought it was going to be anything besides Musharna, you are either foolishly optimistic or have skipped most of this writeup. Not that I blame you.)

By this point, I had a very long list of replays from every other team used during this streak, and wanted to test a number of my frozen flunkies to find three that looked like they could function together fairly well. I was immediately drawn to Mega Abomasnow, Crabominable and Regice, to not only take full advantage of Musharna's perks as a setter but also utilize Aurora Veil whenever feasible. In running through dozens of these replays I found that the team was extremely weak to Taunt and Fake Out in conjunction with higher-end Fire and Fighting types, especially the Inferno Overdrive users. I also found that they were too difficult to predict between choosing to flinch Musharna, or taking the opportunity to murder Abomasnow. Taking several attempts to beat these teams in replays, I was convinced that my loss would come to something very similar. In these specific examples, I was having very one-sided matches against a Bisharp4/Medicham4 pair and a Salazzle4 alongside Mimikyu.

I was also having significant problems with a Pokemon Center Lady Perri replay which my Grass types had steamrolled. Between the special bulk, some supereffective moves, and a Musharna eager to reset TR, it took several attempts and different strategies to find something which worked consistently. It was because of this that I put Flash Cannon back onto Regice, in place of Focus Blast (FC had originally been removed for Aurora Veil.) With these difficulties aside, the team was working surprisingly well and was fun to use, getting excellent mileage out of both AVs (veil, plus the Assault Vest equipped to Crabominable.)



Musharna @ Lum Berry, Telepathy
Relaxed (236 HP, 252 Def, 20 SpD)
-Trick Room
-Gravity
-Psychic
-Helping Hand

Helping Hand primarily for Blizzard, and Gravity for Focus Blast and most of Crabby's moveset. You've seen this thing a million times for a reason.



Abomasnow @ Abomasite, Soundproof
Quiet (252 HP, 4 Def, 252 SpA)
-Protect
-Energy Ball
-Focus Blast
-Blizzard

While baiting Fire attacks is what it does best, actually surviving Inferno Overdrive from Flareon is something else entirely. This occurred twice during the team's short stint; the first IO was survived at 1 HP and subsequently picked off by Quick Attack. The second IO was a solid OHKO through Protect. Part of my pleasure in running mixed MegaSnow was packing Earthquake for Heatrans, which kills them pretty easily with Helping Hand. There was none of that here (my mixed set must run backline in order to fit the necessary moves without Protect) so I would instead resort to critically injuring them with Focus Blast while setting the stage for my backline to cleanup. This worked beautifully at times, and poorly at others. Focus Blast is a wonderful move to have on it, not that most of my chums know what using it willingly is like (hehe) and there's a great deal of satisfaction in exploiting most enemy Suicunes running max physical Defense. Even with Calm Mind, Energy Ball does way too much damage to survive two of them, especially with hail going.



Crabominable @ Assault Vest, Iron Fist
Brave (188 HP, 252 Atk, 68 SpD)
-Ice Hammer
-Earthquake
-Stone Edge
-Close Combat

Almost makes you think this guy can take a hit! With Aurora Veil up, this fellow was actually pleasantly bulky for a frail Ice type. Bulky in the sense that easy 1/2HKOs became 2/3HKOs. It's much better than nothing and allows it to get in a number of nasty attacks before fainting. As I mentioned earlier, Gravity was not only helpful, but crucial with the loss of the Wide Lens. Crabby made full use of its moveset here.



Regice @ Weakness Policy, Clear Body
Relaxed (252 HP, 4 Def, 252 SpA)
-Aurora Veil
-Thunderbolt
-Ice Beam
-Flash Cannon

Relaxed plus the four EVs gave it enough bulk to eat plenty of strong supereffective attacks under the veil, and set off the WP. When it wasn't the recipient of STAB Expert Belt Stone Edges (Midnight Lycanroc) and the like, it took much less damage and was a 5-6HKO for the majority of enemies. Ice Body would have given it healing, but Clear Body prevented all of those untimely stat drops with high rates of occurrence, primarily from things like Shadow Ball and Moonblast. With full SpA investment, it could OHKO things weak to Ice Beam and inflict very good neutral damage outside of that. Even still, the active opponents at any given time could mean Crabominable would be sent out first, which it often was.
These Pokemon battled from 591 up until their loss at 625. Because of their myriad weaknesses to fairly common enemies, I saved replays pretty freely and might as well run through them.

Battle 596:

Things already got off to a good start when evolution mechanics tripped Snow Warning second and killing Drought; with Heatran being Set 2, it wasn't going to simply replace it, either. I sacked Abomasnow to badly injure Heatran, allowing Psychic and Stone Edge to destroy these leads the following turn. With Gravity up, Rotom was fucked six ways from Sunday, a similar fate bestowed to Tangrowth with its nonexistent special bulk. For three our of four dangerous Fire types, this went more smoothly than anticipated.

Battle 600:

I was gambling not only on avoiding a flinch, but also on Lycanroc doing enough with Rock Slide the following turn to entice it into picking Abomasnow off with Accelerock. I wanted to destroy Magnezone first because it still inflicted more damage, but I wanted to preserve Abomasnow in case Primarina was in the back, which it was. Lycanroc would leave Abomasnow in the yellow and decline to Accelerock afterward (Primarina replaced Zone and was defeated second) so things worked out in my favor.

Battle 603:

I VERY recklessly assumed Slowking4 and was promptly murdered by Specs Focus Blast because of it. That said, because of Slowking's nature, I was able to set Aurora Veil before it could move again, and it would miss one of its Focus Blasts. Musharna would hit it with a Psychic, not landing a SpD drop but ensuring that +2 Thunderbolt would KO. Luckily for me, Steelix would enter second and evolve, again giving me an extremely exploitable speed advantage with its 50-49. HH Ice Beam destroys it while Cofagrigus resets TR. This had the unintended side effect of ensuring Escavalier's demise, as Regice maintained its speed advantage and nailed it with HH +2 Thunderbolt. Musharna is ripped apart for my trouble, while hail damage and LO recoil push Escavalier to the brink of death. Crabominable effortlessly picks Escavalier off with an Earthquake, but not before Regice finishes Cofagrigus off with its second Ice Beam.

Battle 612:

It is here I get a real taste of the hopelessness of blocking Inferno Overdrives, as I'm no longer inside mock battles where consequences are irrelevant, and my only guniea pig is Salazzle4. I mentioned that the second time this happened, Abomasnow was destroyed instantly; this is the earlier battle, where Flareon calmly picked it off with Quick Attack. Vaporeon4 had used Shadow Ball on Musharna and I knew the second would KO, so I preemptively set Gravity for Crabominable as its final move. Vaporeon, little fuckknuckle troll that it is, took this opportunity to chain Baby-Doll Eyes back to back, choosing Crabominable each time, making my job more difficult. I assure you, the challenge paled in comparison to the rage boiling inside me. In spite of the first BDE, Stone Edge still took Flareon down. A second BDE, and Espeon took much less damage from Ice Hammer, but enough that it and an Ice Beam took it down as well. Leafeon was obviously no match for Ice Beam, and Vappy finally decided to begin attacking; its antics ultimately cost it, however, as Aurora Veil had been up, making its spread-penalized Surfs do extremely little to AV Crab and the somewhat specially bulky Regice (if by somewhat you mean well over 200 with zero investment.)

Battle 614:
-HAFW-WWWW-WWWQ-57TR

Replay uploaded for Eisen, who faced an extremely similar team with fairly similar behavior, and was interested in testing. Anyway, this Aggron4 used almost nothing but Taunt, starting with Musharna. Lots of switching ensued, with Reuniclus3 (which replaced Wishiwashi3 via U-turn) causing a fairly significant amount of damage before being taken down. However, without that powerful blob around, this Scientist's team fell like dominos, and my intact Abomasnow delivered most of the KOs by itself. Regice had quickly fallen, but not before activating that ever-useful veil.

Battle 615:

Unlike Inferno Overdrive, Rhyperior4's Continental Crush doesn't do anything remarkable through Protect. What made this battle so save-worthy was the fact that Abomasnow froze Regigigas, who would not thaw before its demise; Abomasnow would then again freeze Haxorus in spite of its survival due to the Yache Berry. Merry Christmas, guys!

Battle 618:

This battle was both lucky and close. Metagross3 had no OHKO on Abomasnow with Meteor Mash, but would not explode. Vanilluxe was Set 3 and thus could not Taunt, but that was of small comfort due to it possessing Sheer Cold. I prioritized taking Metagross down first in spite of that, and would sack Abomasnow in the process. An Earthquake (Weak Armor on Vanilluxe, pleased to note) took it down, but things barely looked up as Mesprit would enter, survive HHHammer, and not only U-turn Musharna to its demise but send in Gyarados 3 with Intimidate. I probably could have done with prioritizing Gyarados first, since the worst thing Vanilluxe could do at this point is spam Flash Cannon. Instead, I targeted it first and set veil, giving Gyarados free rein to Dragon Dance not once, but twice. Mesprit would enter and be felled by Ice Beam, and Stone Edge would manage to crit Gyarados for a OHKO. Without it, Gyarados would have begun spamming Earthquake and/or Waterfall, which at +2 would have easily negated AV on my already damaged backline.

Battle 625:

This battle was so anticlimactic and unenjoyable, for the simple reason that it involved the shittiest Lake Trio sets, the Set 1s, and a preventable loss incurred mostly due to Thunder Wave and frequent full paralysis.

Youngster Brady's Heatran was the only Set 2 of the bunch, and because it's Heatran, I figured I was obligated to enact my standard protocol of setting it up for an easy kill for something else. This was a big misplay, not only because Crabominable easily OHKOs it and would have to come in, anway... ...but this would allow Uxie to spam its Thunder Wave all the more freely, which it did. It attacked into Protect with Extrasensory, but the moment TR went up, it defaulted to its usual cancer. In the actual losing battle, Heatran would resist switch from Focus Blast into Azelf, preventing me from even scoring the KO. I would also send in Regice too soon and set Veil, which wasted time and prevented better damage from being inflicted. Uxie would dodge a desperate HHHammer outside of Gravity, then heal up with Rest once it was actually damaged enough. In the midst of all this, I suffered six turns of full paralysis. If the battle sounds as though it came to a swift end, it absolutely did not, and these pieces of shit stalled out two full rounds of TR.

When mock battling, I sacrificed Abomasnow to do ~60% to Uxie with Energy Ball (who missed the Thunder Wave into Musharna for good measure.) Crabominable enters, which it should have done the first time, and easily destroys Heatran while critically wounding Uxie. Uxie declines to Rest in lieu of using Thunder Wave again, which means it faints while paralyzing only Crabominable. From here, the battle is heavily weighted against the terrible Mesprit/Azelf1, the latter of whom would not even detonate to put itself out of its misery. This battle was easily winnable had I done that.

...whether you actually want to read this entire writeup or not, it was the result of a few days worth of writing and organizing, beginning while I was at work. I'd like to thank all of my discord pals for chatting with me throughout all of these ordeals, asking questions and offering ideas, which made playing them all the more fun. An especially large thanks to Freezer for that Ferroseed, which has become quite the weapon in my arsenal. I also hope that Fougeta sees my success with Primarina and takes another crack at it again!
 
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NoCheese

"Jack, you have debauched my sloth!"
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
Back after three weeks of travel, and then a fair amount of time catching up on things back at home. I'll get this updated soon!

Edit: And we're up to date. Some really good stuff here!! Was fun catching up. One note: I managed to damage my 3DS while traveling. It freqently turns itself off now if the power button is not being held down. This means that I haven't been able to watch any proof videos, and my Gliscor / Chansey / Mega Slowbro streak, which I was able to grow on the long flight to Europe, is on temporary hiatus, until I either fix or more likely replace my system. (Thankfully, the problem was not revealed while actually battling in the tree, so the streak remains live).

Continued good luck with the streaks, everybody!
 
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I watched the rest of the video and wow there's so little of an attempt made, you can tell that not only is this a crock of shit but it's also a crock of shit where he never even TRIED to do it legitimately or else he would have bothered with damage calcs and checking out the movesets and all that. "Battle Tree is impossible," they say. "I know it's impossible because I tried it - me! - and failed," they say. "I know! I'll cheat. It's impossible, so that's the only way to win," they say.
 
If it wasn't for the fact that he made the recording and then commentated on it, I would have also pegged the fact that he had absolutely nothing to say about being easily screwed by Rotom-Fan and nearly losing to it with his final poke. That entire portion was covered in silence, yet anyone doing a legitimate stream would have been noticeably agitated by the situation. To me, that screams "why waste my breath on this shitty battle when it'll be a forgotten memory once I reload my save?" Alas, the talking was after the fact. But he still had nothing to say, when for anyone else that battle looked dangerously close.
 
If it wasn't for the fact that he made the recording and then commentated on it, I would have also pegged the fact that he had absolutely nothing to say about being easily screwed by Rotom-Fan and nearly losing to it with his final poke. That entire portion was covered in silence, yet anyone doing a legitimate stream would have been noticeably agitated by the situation. To me, that screams "why waste my breath on this shitty battle when it'll be a forgotten memory once I reload my save?" Alas, the talking was after the fact. But he still had nothing to say, when for anyone else that battle looked dangerously close.
It's up to y'all to determine... what's the greatest part of that video? I would like to nominate 2, "not even pp maxed", and "phone filming screen".


There's a dark horse candidate though...
If you look at the comments, he says that Kang doesn't have max spD iv. That seals it for me.
 
You don't even have to see the comments: early on in the video, the camera was focused on the top screen to show Kangaskhan's stats (but none of the others had their stats visible that way). That snapshot is sufficient to determine a spread of 28-29/31/27-28/17-18/28-29/31...and mind you, this is a Kangaskhan that he's supposedly had for about 10 years, and that had to be transferred forward across four generational boundaries in the mean time (it had to have come from FR/LG in order for the Seismic Toss/Scrappy combo to coexist), but is somehow still only level 61 so it's not eligible for bottle caps to patch up those "mediocre" stats.

Other words of wisdom I managed to draw out of the video creator:
-"Against lead Medicham, always switch to Kangaskhan." This is necessary against Medicham4 to avoid having Sturdy broken by Fake Out, then outsped and finished off with HJK before it can accomplish anything except perhaps a +0 Sucker Punch. And fair enough, if Kangaskhan switches in on Medicham's Fake Out, it can properly retaliate with its own Fake Out the following turn and finish off with a DE. But, of course, it won't always be Medicham4. If he switches in Kangaskhan on Medicham3 instead, well...that thing doesn't have Fake Out, so congratulations, Kangaskhan just takes a HJK right away, and without the stat boosts from going mega either. In the case of an ambiguous Medicham34 lead, there's no way around it: he's stuck with a 50% chance of guessing wrong, and outright losing someone without any compensation, a catastrophic deficit when it comes to a team that's based on "forcing 1-for-1 trades where I at least have the iniative in those trades," basically.
-"Against lead Gyarados, go ahead and explode on turn 1." The theory there is that if it's Gyarados4, it can Waterfall for the KO through Sturdy without the explosion actually happening, but in doing so it has forced itself to gain a weakness to Fighting. Lucario can then KO back with CC, but since it's an Adamant Lucario, Gyarados will outspeed it 146-142. He seems convinced that despire already outspeeding in that circumstance, Gyarados will always waste time setting up with DD so that it can be KO'd with Lucario still at full health. On the other hand, if it's Gyarados3, that thing can't break Sturdy, and the Explosion will either OHKO (if Moxie) or at least get close enough to finish off with priority (if Intimidate). Nowhere does he consider the possibility of Gyarados3 picking up a turn-1 flinch, which is again one of those 1-for-0 trades, and of course Gyarados3 will resist CC rather than be weak to it.
 
Dude has backpedaled considerably from saying he used the Golem team for "almost the entire run."

I cycled between guys like Mence, Zapdos, Cress, Kang, Mimikyu, Aegislash, Durant, etc. I used a bunch of other teams throughout the run, but the Golem/Kang/Lucario team was the one I used the most consistently, and I estimate probably like 400-500 wins or so over the course of 7-8 months.
Only recently noticed SM pointed out the Fighting type stuff (was not aware he had a reddit thread when Altissimo posted) but he did not default to this with SM's observations about his crippling weakness to fighters.
 
1532390417455.png


I should be at 1950 in the next week or so, and when I get there I'll stream the battles on YouTube.

edit: on another note about faked streaks, it was good to see SadisticMystic confirm my intuition that Magnezone is one of the most common Pokemon to face. Meanwhile, we have an alleged 1000-0 team in Singles that deals with the more common Magnezone set as a lead by, I suppose, taking it out with Porygon2's Ice Beam that does 6-8% a hit while hoping P2 doesn't get parahaxed and/or Magnezone doesn't Volt Switch out to a bad matchup.
 
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I love how one recurring theme of non-serious players' "complaints" about the battle facilities is that the CPUs have an affinity for OHKO moves (which apparently always go first and always hit)... And this guy goes far enough to point out all the free turns that he gets by avoiding those moves with his Sturdy Golem.
 
I love how one recurring theme of non-serious players' "complaints" about the battle facilities is that the CPUs have an affinity for OHKO moves (which apparently always go first and always hit)... And this guy goes far enough to point out all the free turns that he gets by avoiding those moves with his Sturdy Golem.
Yeah man, it's not like 30% means one out of 4 is very likely to connect, math is hard for the average casual player :P
 
I love how one recurring theme of non-serious players' "complaints" about the battle facilities is that the CPUs have an affinity for OHKO moves (which apparently always go first and always hit)... And this guy goes far enough to point out all the free turns that he gets by avoiding those moves with his Sturdy Golem.
I can’t decide if it greatly amuses or infuriates me when people talk about teams like his as “the point is to just go first and kill stuff LOL!! It’s called offense, stupid! Anyone can do it! Why worry about enemies when you’re too busy killin’ ‘em!!!” But it certainly makes me react with something. Maybe it annoys me because I genuinely do try to use hyper offense, and it seems like it discredits my efforts when someone flaunts bogus HO as though it’s a simple and casual stroll to any milestone.

The fact that this guy mentioned Whimsicott3 (rather, Cotton Guard) and actually knew what Garchomp was capable off only tells me that they were among the most common enemies that forced him to reset and reload.
 
I've finally gotten around to making a list of TR-centric speed tiers, which includes both a long list of AI sets as well as the minimum speeds for Pokemon TR aficionados will use. I've also included the speeds of Pokemon that reckless fanatics such as myself will use, but unless you're curious or similarly lacking in common sense, those particular speeds are not likely to ever be relevant. As a rule of thumb, any enemy set not on the list is either not encountered past 50, or is faster than 106.

One of the first things that'll jump out is the noticeably high number of pokes, namely AI sets, with 100+ speed; this arbitrary beginning threshhold was chosen not only because Rotom-Frost appears on select Scientist teams (regardless of it not suiting the theme) but also for a number of people who have dabbled in much faster setters, such as Cresselia, who still have quite a bit of speed when not using a halving item. Since some numbers are shared with AI, with or without Iron Balls, they were kept on separate lines for better organization (at least in my opinion.)
106 - Pelipper1, Rotom-Fan3, Rotom-Frost34, Rotom-Heat34, Rotom-Mow34, Rotom-Wash34
105 - Suicune123, Cresselia123, Kommo-o34
104 - Gourgeist34
103 (AI) - Magmortar34
103 (Min) - Mega Metagross
102 - Lycanroc-Midnight2
101 - Milotic34
100 - Dragonite3, Meganium34, Shiftry34, Altaria4, Regice2, Mamoswine34, Mesprit1234, Chandelure34, Mandibuzz34, Goodra34
99 - Vanilluxe34
98 - Blastoise34, Feraligatr3
97 - Heatran123
96 - Nidoqueen34, Turtonator4, Drampa4
95 - Heracross4, Scizor4 & Banette34 (Megas) Florges34
94 (AI) - Kommo-o1
94 (Min) - Mega Charizard X/Y, Mega Kangaskhan
93 - Malamar4
92 - Tsareena3
91 - Honchkrow34, Tyrantrum3

90 (AI) - Politoed34, Skarmory4, Swampert3 (Mega) Ludicolo3, Breloom4, Metagross3, Togekiss2, Samurott34, Bisharp4, Decidueye4
90 (Min) - Uxie, Silvally, Mimikyu
88 - Exploud3, Barbaracle34
87 - Lanturn34
85 - K-Sandslash2, Vaporeon34, Flareon4, Umbreon34, Pelipper23, Walrein34, Glaceon34, Emboar3, Gothitelle34, Florges2, Komala34
84 - Chesnaught34, Carracosta34
81 (AI) - Politoed2, Tyranitar4 (Mega)
81 (Min) - Rotom Formes, Cresselia

80 - Weezing34, Lapras3, Porygon[2]34, Swampert4, Wailord34, Empoleon4, Magnezone4, Jellicent4, Sylveon234, Incineroar4, Primarina34, Toucannon34, Bewear24, Oranguru24, Minior4 (Shield)
79 - Gogoat3
78 - Scrafty34, Aurorus34
76 - A-Sandslash1, Flareon3, Scizor3, Torterra34, Trevenant3
75 - Machamp4, K-Exeggutor2, Ampharos3, Ursaring34, Blissey234, Golurk3, Bouffalant34
74 - Mega Blastoise
72 (AI) - Lapras4, Empoleon3, Abomasnow3, Jellicent3, Bewear3, Oranguru3
72 (Min) - Nidoqueen, Mega Heracross, Absol, Claydol, Florges

71 - K-Golem2
70 - K-Muk2, Hariyama4, Aggron3 & Mawile34 (Mega) Sableye4, Regirock123, Regice134, Registeel134, Rampardos4, Lickilicky34, Tangrowth34, Audino234, Eelektross4, Beartic3
68 (AI) - Druddigon34
68 (Min) - Mega Tyranitar, Honchkrow, Tyrantrum

67 (AI) - Hippowdon123
67 (Min) - Cloyster, Ludicolo, Breloom, Metagross, Luxray, Bisharp

66 - Probopass3
65 (AI) - Armaldo34, Conkeldurr3, Throh3, Lurantis34
65 (Min) - Barbaracle, Gogoat

63 (AI) - Hariyama3, Aggron4, Eelektross3, Carbink4, Vikavolt34, Crabominable34
63 (Min) - Vaporeon, Flareon, Scizor, Glaceon, Emboar, Gothitelle, Komala

62 (AI) - Araquanid34
62 (Min) - Chesnaught
60 - Vespiquen3, Hippowdon4, Rhyperior3, Probopass4, Regigigas134 (Slow Start), Golisopod34, Dhelmise3

59 (AI) - Gastrodon4
59 (Min) - Tyranitar, Celesteela

58 (AI) - A-Exeggutor2, Ampharos4 (Mega), Dusknoir34, Throh4
58 (Min) - Porygon2, Empoleon, Magnezone, Jellicent, Aegislash, Sylveon, Incineroar, Primarina, Bewear, Oranguru

57 - Clawitzer
56 (AI) - Cradily34, Turtonator3, Drampa3
56 (Min) - Scrafty, Aurorus

55 - Spiritomb34, Toxapex34, Mudsdale3, Palossand34
54 (AI) - Vespiquen4, Rhyperior4, Regigigas2 (Slow Start), Dhelmise4
54 (Min) - Machamp, Omastar, Ursaring, Blissey, Crawdaunt, Torterra, Golurk, Bouffalant, Chesnaught

53 (AI) - Gastrodon3, Bronzong3
53 (Min) - Gourgeist (Super Size)
50 - Slowbro23, Snorlax34, Slowking23, Steelix4 (Mega), Bastiodon3, Cofagrigus4, Amoonguss4

49 (AI) - Musharna23, Aromatisse3, Mudsdale4
49 (Min) - Vileplume, Alolan Muk, Azumarill, Donphan, Hariyama, Mega Aggron, Mega Mawile, Regirock, Regice, Lickilicky, Tangrowth, Mega Audino, Eelektross, Druddigon, Beartic, Carbink
48 - Avalugg3

47 (AI) - Bronzong4, Cresselia4 (Iron Ball)
47 (Min, Iron Ball) - Salamence, Staraptor, Volcarona, Thundurus-T
46 - Hydreigon (Iron Ball)

45 (AI) - Slowbro4 (Mega), Slowking4, Steelix3, Bastiodon4, Abomasnow4 (Mega), Gigalith123, Cofagrigus3, Reuniclus34, Amoonguss3, Wishiwashi34, Shiinotic34
45 (Min) - Alolan Golem/Exeggutor/Marowak, Mega Ampharos, Granbull, Armaldo, Dusknoir, Conkeldurr, Throh, Lurantis
45 (Min, Iron Ball) - Arcanine, Yanmega, Darmanitan, Haxorus, Mimikyu, Tapu Lele

44 (AI) - Musharna4, Aromatisse4
44 (Min) - Dragalge
43 (Min) - Landorus-T (Iron Ball), Vikavolt, Crabominable, Guzzlord
42 (Min) - Araquanid
42 (Min, Iron Ball) - Roserade, Porygon-Z, Klinklang
41 - Excadrill (Iron Ball)

40 (AI) - Tyranitar1 (Iron Ball), Sableye3 (Mega), Gigalith4, Escavalier4
40 (Min) - Rhyperior, Beheeyem, Golisopod, Dhelmise
40 (Min, Iron Ball) - Cherrim, Rotom Formes, Kommo-o, Tapu Fini

39 - Gastrodon
38 (Min, Iron Ball) - Dragonite, Gardevoir, Medicham, Milotic, Togekiss, Mamoswine, Chandelure, Braviary
37 (Min, Iron Ball) - Feraligatr, Vanilluxe, Buzzwole

36 (AI) - Camerupt34 (Mega), Escavalier3, Ferrothorn34
36 (Min) - Quagsire, Spiritomb, Toxapex, Mudsdale, Palossand, Turtonator, Drampa
36 (Min, Iron Ball) - Nidoqueen, Heatran, Florges, Tapu Bulu
34 (AI) - Trevenant4 (Iron Ball)
34 (Min) - Bronzong, Tyrantrum (Iron Ball)

33 (AI) - Golurk4 (Iron Ball)
33 (Min) - Metagross (Iron Ball), Carracosta

31 (AI) - Carbink3 (Iron Ball)
31 (Min) - Slowbro, Snorlax, Slowking, Mega Steelix, Mega Abomasnow, Cofagrigus, Reuniclus, Amoonguss, Wishiwashi, Shiinotic
30 - Musharna, Aromatisse
29 (AI) - Conkeldurr4 (Iron Ball)
29 (Min) - Tyranitar & Sylveon (Iron Ball), Avalugg

28 - Scrafty (Iron Ball)
27 - Dusclops, Gigalith
22 (AI) - Shuckle34
22 (Min) - Mega Camerupt, Torkoal, Escavalier, Ferrothorn
21 - Avalugg4 (Iron Ball)
18 - Stakataka (Lonely)
11 - Ferrothorn (Iron Ball)
9 - Shuckle, Pyukumuku
5 - Togedemaru (FEAR)
Hopefully that doesn't look too cluttered. There are some pokes that aren't on the list, yet known to be used in TR by particular Smogonites; thinking primarily of Eisen here, with his LC minions and Wormadam. Of course, there can always be edits. Hopefully this will be of some use to someone contemplating a TR team, in order to see the many minimized speeds not otherwise encountered in the facility, and where they fall in line.
 
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So while trying to get higher on the leaderboard, fixing up my Charjabug team, I decided to try out some new ideas that I had come up with while playing with my other team. None of these are leaderboard streaks, with only one team making it close to that point. One of them didn't even break past the stamp requirement, but at the same time I only did play it once. Oh well, here they are.

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This team came about shortly after another attempt with my Charjabug team, deciding on having a break from that team for a little bit while I breed up some new components for it. I was messing around with the idea of a color-themed team, and I wanted to try out Naganadel, so purple is where I went to. While the team isn't all purple, I couldn't think of another Pokemon that could fill the role that I needed. So, here's the team.

Crying Naganadel:
(Streak: 46)


Naganadel @ Dragonium Z
Ability: Beast Boost
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 18 HP / 2 Atk / 22 Def
- Sludge Bomb
- Dragon Pulse
- Flamethrower
- Protect

142/71/89/179/94/190

One half of the lead pair of this team as well as the main sweeper, at least in theory. Sludge Bomb is the main STAB move of choice in most situations, while Dragon Pulse is a secondary STAB that gives a decently powerful Z-Dragon Pulse as well as an accurate option outside of the Z-Crystal. Flamethrower rounds out the coverage so that Naganadel can hit the entire Tree for at least neutral damage apart from Heatproof Bronzong and Flash Fire Heatran. Protect is near mandatory on a lead, especially one as frail as Naganadel.

The EV spread is really generic, max Speed and max Special Attack to hit as hard as possible as fast as possible. A Timid nature allows Naganadel to boost it's Speed with Beast Boost, which I felt was fine since Fake Tears would compensate for the slight lack of damage. When I soft reset'ed for the Poipole, my main goals were HP Ice and a low Attack, and this IV spread came up. Optimally speaking, it should be Hyper Trained, but I was too lazy to get it up to Level 100, and I don't feel that the slight lack in stats affected the streak, especially since it already has relatively poor bulk.

Naganadel's main job was to get an early Beast Boost, then be able to outspeed most of the Tree, enough to where it can run through teams with support from it's teammates through Fake Tears or just secondary attacks.

Liepard @ Focus Sash
Ability: Prankster
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 3 SpA
- Fake Out
- Fake Tears
- Knock Off
- Encore

139/140/70/84/71/173

The other lead for this team and the general supporter for the team. Fake Out opens up opportunities for it's teammates to get some kind of setup going, as well as negate an opponent for a turn. Fake Tears acts as a pseudo-Nasty Plot for Naganadel and Aegislash, and helps fix the lower damage output of Naganadel and make some more guaranteed KOs. Knock Off is great for removing annoying items like Quick Claw and Bright Powder, and makes it so that Liepard isn't complete Taunt bait. Encore helps shut down some opponents temporarily and open up more opportunities for it's teammates to ruin the rest of the team.

The EV spread is incredibly generic, again, to hit as hard as possible as fast as possible. With a Focus Sash, bulk investment isn't really needed. Prankster makes it so that any support move can almost always go before Naganadel and the opponents, so Liepard can either weaken or cripple them without putting itself at risk.

Liepard's role was to help set up for a Naganadel sweep and help mitigate its overall poor damage output without a Z-Crystal or Beast Boost, and help ease the role of its teammates in the back, should it be needed.

Aegislash @ Life Orb
Ability: Stance Change
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Flash Cannon
- King's Shield
- Wide Guard

167/55/170/112/171/58

The bulky attacker of the team and general switch-in for most situations, as well as being the best way I have to deal with Trick Room. Shadow Ball and Flash Cannon are strong STABs that give relatively good coverage and power. King's Shield is necessary to keep Aegislash as safe as possible and give nice debuffs, and Wide Guard is covers spread moves that could otherwise threaten the rest of the team. Relatively standard moveset, one that most people run for Aegislash in Doubles.

The EV spread is really basic, made to hit as hard as possible while being as bulky as possible. The minimum Speed isn't necessarily a requirement, but it helps in dealing with Trick Room if it ever comes up. Normally, I would run a Z-Crystal with this set, but with it taken by Naganadel, I went with Life Orb to help get some more damage out of one of my attackers.

Aegislash functions as the bulky pivot of the team, being a reliable switch-in to most things that threaten the leads, while being able to take advantage of the openings they create, or further extend their usage.

Gyarados @ Gyaradosite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 6 SpA
- Waterfall
- Crunch
- Earthquake
- Dragon Dance

Non-Mega: 171/177/99/61/120/146
Mega: 171/207/129/70/150/146

The only physical attacker of the team and back up plan for when things don't go completely right. Waterfall is the main STAB move of choice, being relatively strong with or without a boost, in Mega form or not. Crunch is a secondary STAB, mainly used when Gyarados has Mega Evolved. Earthquake rounds out the coverage, hitting opponents like Magnezone, which otherwise pose a minor problem to the team. Dragon Dance gives a way for Gyarados to fix its Speed problem and take advantage of any openings that its teammates can create for Gyarados to sweep.

The EV spread aims to max out the damage possible while doing it's best to try and fix the slight Speed issue. This team is fast enough as it is, and I didn't really feel like having two slower attackers in the back would be great for this team's momentum. Having the possibility of Mega Evolving also helps improve Gyarados's bulk immensely, not only through stats but through typing, and Intimidate further enhances this bulk.

Gyarados helps fix the problem this team has with Fire and Ground types as well as a way to break past bulky Special walls like Blissey and Snorlax, both of which would be relatively troublesome for my other attackers.

General Play:

The plan for this team was for Naganadel to get a quick KO, preferably Turn 1, so that it can attack with effectively +2 attacks. If not, just have enough raw power to break through the opponent's team.

Threats:

Paralysis: This team, especially Naganadel, relies heavily on how fast it is to get damage off before the opponent can do the same. Being paralyzed removes the speed advantage that I would otherwise have as well as open up opportunities for me to not be able to attack for the turn, something that is extremely detrimental to frail Pokemon like Naganadel.

Sandstorm and Rock types: With the Special Defense boost that Rock types get under Sand, Naganadel has huge problems trying to get past them, being forced to use its weaker STAB move. Plus, the Sand breaks Liepard's Focus Sash, reducing its survivability, making it susceptible to a KO Turn 1, without a double target. However, Aegislash can deal with most opposing Sand users, resisting Rock type moves and having Wide Guard for moves like Earthquake.

Tyranitar: Can set up the Sand as soon as it comes onto the field, takes Naganadel's attacks for relatively little damage, and does heavy damage to the team. All the sets pose different kinds of problems as well. Set 1 can paralyze the team, while Set 2 and 3 can outpace Gyarados in setting up, as it is usually too risky to set up Gyarados in front of Tyranitar. Set 4 does massive damage and can set up Sand again, if it wasn't up due to Unnerve.

Team Problems:

The team is relatively reliant on getting something set up in some way, and there isn't a super reliable way to get that done. Naganadel is relatively weak on it's own and often doesn't do enough damage without support from Fake Tears or other prior damage.

I was also building this team around the time when I wanted an all purple team. While this team isn't quite all purple, I called it as such because I couldn't think of something could deal with the problems that I was facing when building the team. This restricted the things I could use and probably hurt this team's viability more than anything. If I really wanted to keep the core concept of this team, while being more viable, I'd probably have to break this restriction.

Replays:

Battle 47: HPDG-WWWW-WWWQ-NZRH
Police Officer Lou (Lycanroc-Midnight2/Rotom-Mow4/Tyranitar4/Garchomp4)

This might have been a bad luck loss, maybe not, I dunno. Either way, Turn 1 goes as most of them went, Fake Out into Rotom-Mow out of fear of Thunder Wave, and Z-Dragon Pulse Lycanroc-Midnight, and hope for a KO. None this time, except the Fake Out into Rotom-Mow cause it to swap into Tyranitar. Yikes. Sand takes out Liepard after it finishes off Lycanroc, and I thankfully get a Poison onto Tyranitar. Without it, I probably had no chance of winning. Garchomp comes in as I bring in Aegislash and steals the Mega Evolution from Tyranitar, as I double Protect to scout the sets. At this point, I still don't know the exact Tyranitar set, being either Set 3 or 4, so I expect it to go for the same play as last time, Earthquake, and I Wide Guard, while I Dragon Pulse the Garchomp. Even after the Earthquake chip damage, Garchomp lives and KOs Naganadel, while Tyranitar hits Aegislash for most of its health with Payback. With only what seemed like one option left, I try to get a double KO with Earthquake, and just miss the roll, it seems, to KO Tyranitar, who in turn takes out Aegislash. At this point, Gyarados only beats Rotom-Mow with flinches or misses, but I didn't get enough of it.

This battle really highlights this team's weakness to Tyranitar, as well as it's low damage output. Naganadel being unable to KO Garchomp at around 80-85% health, and Gyarados missing the KO on Tyranitar by about 1 HP. However, I would have never even had the opening to KO Tyranitar had the Poison not occurred, so I got lucky in that regard.


Final Thoughts:

While I liked trying to make an all-purple team based around Naganadel, I feel as though it is just a tad too weak, being forced to either miss out on power or speed simply because of its stats. The concept of this team might be feasible with another backline, maybe not going for the all-purple theme, but it was relatively fun to try out. However, I'm probably not gonna come back to this team for quite a while.

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While playing with the last team, I really liked the idea of seeing more underrated, unused Pokemon on the leaderboard. With this in mind, my thoughts went straight to Pikachu, one of my favorites. While it did see a tiny bit of usage in the Maison, it was in the back of a Triples and otherwise unseen, from what I can tell.

Pika Rain:
/
(Streak: 67/80)


Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 4 Atk
- Scald
- Hurricane
- Tailwind
- Protect

136/51/120/161/90/117

The rain setter and one of the leads of the team. Scald is a generally strong STAB move, and under Rain, has some really decent power behind it. Hurricane is 100% accurate in Rain and is a good option against opposing Grass types. Tailwind is necessary to help Pikachu outspeed the rest of the Tree, as well as give Swampert the speed it wants to face opposing weather. Protect is mandatory as always, to help bait attacks once its Focus Sash is activated.

With the Focus Sash, Pelipper doesn't need an overly complicated EV spread, with the aim to max out its potential damage output, while taking the best advantage it can from Tailwind.

Pelipper is the most important member to the team, simply because it sets Rain for the rest of the team to take advantage of, as well as provide the speed control.

Pikachu @ Light Ball
Ability: Lightning Rod
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 30 HP / 30 Def
- Fake Out
- Thunder
- Hidden Power [Ice]
- Protect

110/67/60/112/71/142

One of the special attackers of the team as well as a lead of the team. Fake Out gives a free turn for its teammates to work with, whether that be a free attack or setting up speed control. Thunder takes the best advantage of the rain and does heavy amounts of damage to anything that doesn't resist it. Hidden Power Ice rounds out the coverage, hitting Ground and Dragon types for heavy damage, otherwise an issue for the leads, mainly the Dragon types. Protect is again necessary in case Pikachu survives any attacks, allowing it to bait out attacks so its teammates can take advantage of the opening, as well as keep itself safe from Swampert's Earthquake, if necessary.

The EV spread makes the most Pikachu can out of Light Ball, as being able to do as much damage as possible for something as frail as Pikachu. I opted to not go for a Timid nature simply because the extra Speed provides very little for Pikachu, as it shouldn't be used too much outside of Tailwind. Plus, a max Speed Modest Pikachu is enough to outspeed the entire Tree under Tailwind, so I found that sufficient. Lightning Rod, paired along with Pelipper, is an extremely easy way for Pikachu to get free boosts, from things like Thunder Wave or other Electric type moves.

Plus, with this spread, Pikachu hits as hard as Tapu Koko...
252+ SpA Light Ball Pikachu Thunder vs. 0 HP / 0 SpD Arcanine: 139-165 (84.2 - 100%) -- 6.3% chance to OHKO
+1 252+ SpA Light Ball Pikachu Thunder vs. 0 HP / 0 SpD Arcanine: 208-246 (126 - 149%) -- guaranteed OHKO

252 SpA Tapu Koko Thunder vs. 0 HP / 0 SpD Arcanine in Electric Terrain: 138-163 (83.6 - 98.7%) -- guaranteed 2HKO
252 SpA Choice Specs Tapu Koko Thunder vs. 0 HP / 0 SpD Arcanine in Electric Terrain: 205-243 (124.2 - 147.2%) -- guaranteed OHKO

The lack of a Focus Sash and general frailness is actually somewhat of a benefit for this team in particular. If Pikachu gets KO'd really early, it means there are more turns of Tailwind to take advantage of for the rest of the team. And if Pikachu sticks around, it can run through teams by itself. Plus, Pelipper's ability to set the Rain is far more important than getting another attack off from Pikachu.

It's also important to have Pikachu in the second because the AI generally doesn't swap in something with Volt Absorb/Lightning Rod if it comes from the second slot. Behavior observed mostly from turskain I believe, and I haven't seen anything myself that neither confirms nor disproves this, but I may as well play it safe.

Pikachu's job on the team is to support Pelipper long enough to get Tailwind up, then take advantage of its newfound speed to run through as much of the opposing team as possible.

Swampert @ Swampertite
Ability: Damp
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 14 SpA
- Waterfall
- Earthquake
- Ice Punch
- Protect

Non-Mega: 175/178/110/87/111/112
Mega: 175/207/129/70/150/146

The main physical attacker of the team as well as the biggest Rain abuser. Waterfall is extremely deadly under Rain, combined with STAB and Swampert's immense power. Earthquake is a good secondary STAB that hits primarily Electric and Steel types that the lead struggles to deal with. Being a spread move is somewhat unfortunate, but the rest of the team have ways around it. Ice Punch rounds out the coverage, hitting Dragon and Grass types for decent damage when needed. Protect is needed to help stall out turns and bait out attacks, mainly Grass type ones.

The EV spread is really generic, max Attack and an Adamant nature to do as much damage as possible, and max Speed to outspeed the entire Tree under either Rain, Tailwind, or both. While the amount of Speed it has isn't needed for Swampert to outspeed the entire Tree, it is nice in cases where I can't or don't have Rain or Tailwind up for the team. Damp is used simply because it at least has a use on the turn Swampert comes into battle, as Swampert shouldn't be in range for Torrent to activate while not having Mega Evolved.

Swampert acts as the Rain abuser and hardest hitter of the team, as well as being the main win condition for most games.

Scizor @ Life Orb
Ability: Technician
Level: 50
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
IVs: 8 SpA
- Bullet Punch
- Bug Bite
- Superpower
- Protect

172/200/120/57/100/91

The secondary physical attacker of the team and main Trick Room counter through the use of priority moves. Bullet Punch and Bug Bite are practically mandatory STAB moves for any Scizor, taking advantage of Technician as well as having priority, at least for the former. Superpower provides coverage against opposing Steel types. Despite the debuffs, having coverage against the likes of Heatran, as well as a solid way to chunk bulky Normal types is too important to give up on. Protect helps keep Scizor around any opposing Fire types, as well as preventing friendly-fire from Swampert's Earthquake whenever needed.

The EV spread, while slightly more unusual, is still really basic. Max Attack and an Adamant nature to help maximize Scizor's damage output, and enough Speed to get out of the relatively crowded 85-90 Speed tier, then the rest dumped into HP for general bulk. Life Orb further increases the damage output, alongside Technician. A slightly faster spread might be viable, but this team already has very little bulk on it, and having a bulkier Pokemon in the back for switch-ins is probably a little bit more useful.

Scizor's role on the team is to deal with any opposing Grass types that threaten the rest of the team whenever Pelipper isn't around to take care of them.

General Play:

The team's goal was to safely get Tailwind up, then have the sweepers use their speed advantage to go through the opposing team, preferably with boosted attacks from Rain or Lightning Rod.

Threats:

Storm Drain: Like any other Rain team, this ability is the worst to see. This ability redirects some of this team's best moves away from the intended target, absorbs it, and boosts the opponent with the ability, allowing them to hit back much harder. Generally just painful to play around.

Opposing Weather: Primarily Sun, but anything that stops Rain from coming up is an issue. Pikachu loses its best attacking move, and Swampert loses its speed. Ability-based weather is the worst, as I can do nothing to do to stop them, especially if it involves Mega Evolution. At least manual weather can be stalled for a turn for me to prepare for it.

Rotom-Wash: Resists almost every move on the team. Pikachu and Scizor are the only ones that can hit it for decent damage, but both can get easily wiped out my a Rain-boosted Hydro Pump, or crippled by a Thunder Wave if Pikachu isn't out.

Gastrodon: Combine the nuisance of Storm Drain with immense bulk and an immunity to one of the strongest moves on my team. Add a Curse or Amnesia and it becomes incredibly difficult to break past this Pokemon, almost always requiring at least 3 hits to KO it. Arguably the worst opponent this team can face.

Team Problems:

If it wasn't clear enough already, this team has a pretty big issue against bulky Water types, especially those that either resist or are immune to Electric. Pikachu's Thunder is the best move for most bulky Water types, but it is too frail to survive for long, and thus isn't there when I need it sometimes.

This team is also relatively frail, able to be KO'd relatively easily. Pikachu has basically no defenses, Pelipper only lives because it has a Focus Sash, and Scizor eventually chips away its own health because of the Life Orb. Having the bulkiest member of the team also be the main attacker of the team, in this case Swampert, puts a lot of priority on keeping it safe and healthy enough to deal damage.

Replays:

Battle 68: AUCG-WWWW-WWWQ-NZRU
Scientist Stein (Oranguru3/Shiinotic3/Gastrodon4/Rhyperior3)

Just a bad lead right from the beginning. Oranguru can have Inner Focus, so I can't have Fake Out to stop Trick Room from coming up. Yet, if I ignore the Shiinotic, it can Spore something in the lead rendering that Pokemon useless. With no other option in mind, I decide to try to take on the worst of two evils, Trick Room. Deciding not to risk the possibility of Inner Focus, I double target Oranguru with a Thunder and a Hurricane, to try and maximize the chance for hax as much as possible to stop Trick Room from coming up. However, I think that this move choice costed me dearly, as Oranguru barely lived and set up Trick Room, while Shiinotic put Pelipper to sleep. With Trick Room up, I try to stall out turns with Protect and stalling, and am mostly successful, taking out Shiinotic with a Bullet Punch from Scizor and sacrificing Pikachu in the progress. I don't remember why I brought Pelipper in, maybe just to stall out a turn, but I manage to take out Oranguru on the last turn of Trick Room, leaving me against Gastrodon, who had already set up a few times, and a Rhyperior, who just went on the field. Unfortunately, with the potential of Storm Drain, I can't really hit Rhyperior as hard as I'd like, and I end up losing Swampert in an effort to take out a boosted Gastrodon. Pelipper remains asleep throughout the whole game, and Rhyperior adds insult to injury, ending the game by connecting a Horn Drill.

I honestly don't know how much I could have done that battle. I could have potentially gotten the KO onto Oranguru with a double target Turn 1 if I had Pelipper use Scald over Hurricane, but even then it's only a chance for that to work out.

252+ SpA Light Ball Pikachu Thunder vs. 0 HP / 252+ SpD Oranguru: 78-93 (47.2 - 56.3%) -- 78.9% chance to 2HKO
252+ SpA Pelipper Scald vs. 0 HP / 252+ SpD Oranguru in Rain: 61-73 (36.9 - 44.2%) -- guaranteed 3HKO
252+ SpA Pelipper Hurricane vs. 0 HP / 252+ SpD Oranguru: 57-67 (34.5 - 40.6%) -- guaranteed 3HKO

However, in choosing Hurricane, I gave up any chance of stopping Trick Room without any form of hax, relying solely on getting a paralysis from Thunder or confusion from Hurricane in my game. However, even if I had gone for the KO and got it, I still don't know how my team could have dealt with Gastrodon, as the best way to deal with it, with what was on the field, was with a Hurricane, assuming Pelipper wasn't targeted with Spore from Shiinotic.

I also misplayed slightly at the end, choosing to go for Superpower as Scizor's last move against Gastrodon instead of Bug Bite, since the latter is stronger, but it likely wouldn't have made a difference in the end, at that state.

Of course, all my plays assumed that the Gastrodon had Storm Drain. Near the end, I should have just risked it and gone for a Waterfall into Gastrodon from Swampert, as I would have already loss if it was Storm Drain, and if it wasn't, I would do the most damage possible while also getting a flinch opportunity.


Team Adjustment:

At this point, it's pretty clear that my team can't deal with Water types well, especially those that have a secondary type resistant or immune to Electric. Not only do they resist many of the moves from my team, they also hit hard with their own Water type moves in the rain. Nothing on the team hits them super effectively other than Thunder from Pikachu, so if Pikachu goes down, I basically have to chip them down slowly with 2, maybe 3 attacks, depending on who is out against it. Plus, there is nothing that hits Rotom-Wash or Gastrodon super effectively, two Pokemon that can cause many problems for the team, especially if the latter has Storm Drain. With this major trouble, I knew I needed something, likely a Grass type, to take care of opposing Water types. However, all the members play important roles on the team. In the end, I decided to replace Scizor with Kartana, as they have a very similar typing, while not giving another weakness to Fire, even if there is Rain to help survive things.

Kartana @ Assault Vest
Ability: Beast Boost
Level: 50
EVs: 116 HP / 4 Atk / 4 Def / 132 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- X-Scissor

149/202/152/57/68/177

Kartana is a strong, physical attacker, one that isn't as reliant on Tailwind or Rain due to its already naturally high Attack and Speed. Leaf Blade is a strong STAB move and the main, almost signature attack of Kartana. Smart Strike is a secondary STAB move that also has the perk of never missing, giving a way to deal with anything with Bright Powder, Double Team, and any other evasion methods. Sacred Sword provides similar things as Smart Strike, but also gives a really good way to take care of bulky Normal types like Snorlax as well as the likes of Heatran and other bulky Steel types. X-Scissor provides a sort of reminiscent of Scizor, providing coverage for opposing Grass types primarily. I may have had Night Slash at the time of this streak, but I don't remember exactly when I changed it. However, Night Slash honestly doesn't provide too much coverage that other moves wouldn't be able to do, besides hitting maybe Bronzong for decent damage, as anything else it could hit decently hard are things that Kartana can't really deal with.

The EV spread isn't my creation, it comes from an old Assault Vest set from VGC 2017. Max Speed to make the most out of the Speed that Kartana has, with the rest of the EVs put into bulk. I have no clue what benchmark it hit in VGC, but the main logic was to fix as much of the Special Defense of Kartana as possible, since its Attack is already so naturally high and its Defense is already pretty good, both not needing any investment.

Kartana functions as a somewhat bulky switch-in for the team, while providing valuable coverage against opposing Water types.

Threats:

Opposing Weather: Much like before with Scizor, this team still doesn't like not having Rain up. Having the Sun up would be the absolute worst for this team, as there no longer something on the team that can handle multiple attacks from strong, potentially Chlorophyll-boosted Grass types. With an Assault Vest, Kartana's special bulk is only slightly worse than Scizor, but doesn't have as strong moves nor priority to help deal with them.

Trick Room: Losing Scizor meant losing something incredibly valuable for dealing with Trick Room: priority. The team is incredibly fast, and having it move last in a turn can be detrimental, as it is also really frail and will probably only able to take one attack before going down to the second. Lots of planning around needed for dealing with it.

Grass Types: With the loss of Scizor, the team no longer has a really good way to hit opposing Grass types. While Pelipper does carry Hurricane, its main purpose is to set up Tailwind, not attack. So, if it goes down early, I have no good, reliable way to hit them for a lot of damage. Rotom-Mow is especially notable because it resists almost all the STAB moves on the team, and can paralyze or just hurt the team badly with Leaf Storm.

Replays:

Battle 69: KELG-WWWW-WWWQ-NPVT
Scientist Stein (Oranguru3/Rotom-Frost3/Lickilicky4/Shiinotic4)

I learned from my previous loss and went straight for the stronger double target this time, Thunder and Scald into Oranguru. However, I miss the KO, and Trick Room goes up, but Rotom-Frost thankfully misses both targets of Blizzard. The next turn, I Protect with Pelipper while sacrificing Pikachu, trying to get one last attack in. Kartana takes its place, taking a Focus Blast the following turn and attacking Rotom-Frost with Sacred Sword while Swampert comes in to take a Thunderbolt from Rotom-Frost. This next turn, I get incredibly lucky, with a low HP Kartana under Trick Room without Protect. Rotom-Frost and Oranguru double targets Kartana with a Blizzard and Focus Blast, respectively, and both miss, with Blizzard missing Swampert as well, getting me a double KO that turn. I stall out the last turn of Trick Room by preserving Swampert and sacrificing Kartana, and as the turn ends, Rain and Trick Room go down, right as Pelipper comes in to reset the Rain. The battle ends cleanly, removing Shiinotic quickly to prevent the threat of Spore and finishing off Lickilicky the following turn.

I'm not completely sure how the game would have gone had the first Blizzard of the game had hit, or if Kartana wasn't able to help get a double KO on the second to last turn of Trick Room. However, I do know that those misses saved me, and made that game much easier than it could have been had those moves connected.


Battle 81: 6ALG-WWWW-WWWQ-NQWW
Veteran Xenophon (Virizion1/Whimsicott34/Rotom-Mow-4/Tsareena3)

Just a relatively bad matchup from the beginning. against a trainer with all Grass types. Whimsicott threatens Tailwind, which removes the speed advantage that I would have, and I found that more valuable to stop at the time, choosing to double into Whimsicott with a Fake Out and Hurricane, in case it has Tailwind, as Pikachu is taken out by Virizion's Leaf Blade. Swampert comes in to try and bait out attacks, as Rotom-Mow replaces Whimsicott. I try to preserve Swampert for as long as possible while I set up Tailwind, getting Pelipper paralyzed by Thunder Wave in the process. The next turn, Kartana comes in to take the Leaf Blade and Leaf Storm aimed at Swampert, in which the latter misses, while Pelipper attempts to attack, but gets a full paralysis, possibly costing me the game. Following that, Kartana goes for some chip damage onto Rotom-Mow with Sacred Sword, eating a Sacred Sword from Virizion as well as being paralyzed by Rotom-Mow, while Pelipper takes out Virizion with a Hurricane. I end up sacrificing Kartana the turn Tsareena comes into play, getting some valuable chip damage onto Tsareena with a Smart Strike while Pelipper hits Rotom-Mow with a Hurricane, but takes a Thunder in the face, going down to 1 HP. At this point, the Rain goes down, as does Tailwind, so I lose the speed advantage I would have had. Expecting Rotom-Mow to target a 1 HP Pelipper, I have it use Protect while Swampert takes out Tsareena with an Ice Punch. However, I instead have Swampert take a super effective Leaf Storm, going straight down leaving me at a 1v1 with a 1 HP paralyzed Pelipper against a low HP Rotom-Mow, my only win condition at this point being a miss from Rotom-Mow and no full paralysis.

I mentioned this briefly in the team analysis involving Kartana, but I'm not sure if I had X-Scissor on Kartana for this streak. I don't think I did though, as I think I would have gone for it into Rotom-Mow instead of a Sacred Sword if I had it. That may have mattered, getting a little more damage onto Rotom-Mow, but I honestly don't know, since that could have resulted in Rotom-Mow going down that turn and changing the endgame entirely. However, what did actually matter was the Leaf Storm from Rotom-Mow missing onto Kartana. I didn't realize it at the time, but because that missed, it left Kartana at enough HP to survive a Sacred Sword from Virizion and do even more damage to the team. Without that, Tsareena would have probably been at full health in the end, at the same time Swampert came in, or Rotom-Mow would have more HP remaining. Another important moment is the full paralysis onto Pelipper. The full paralysis almost definitely mattered, since it delayed a KO or some key damage, as I don't remember which play I went for anymore. Though, paralysis as a whole wasn't actually that crucial this match besides the full paralysis onto Pelipper, as Tailwind was up to compensate the speed loss. What really loss me the game though, was the sudden odd targeting from Rotom-Mow into Swampert. While I understand why it went for a Leaf Storm into Swampert over any attack into Pelipper, since both would be an OHKO, I'm still confused as to why the AI decided to target the full HP Pokemon instead of the one at 1 HP. Maybe there's an explanation that doesn't involve the fact that both Pokemon were potential OHKOs, making it a 50/50, I don't know. If that was the case, I lost the game to a coin flip, in the very end.


Final Thoughts:

This team was really fun to use, though it was kinda disappointing losing both times a little bit before it would be leaderboard eligible. The team has potential, but it needs a better way to deal with both Grass types as well as Water types. I've considered things like a Bug/Grass type on the team in the Scizor/Kartana slot, to take their best qualities for the team, or maybe replacing Swampert with another Swift Swim user like Ludicolo, but I haven't thought too much into it. However, it was really refreshing to go about something new, using a popular team format but with something uncommon.

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

In the middle of one of my attempts with my Pika Rain team, paperquagsire mentioned in Discord his idea of a team consisting of Z-Snatch and Tail Glow. A little bit of discussion in Discord later, and I decided to snatch the idea and take it into a slightly different direction, resulting in the team I have.

Z-Snatch:
(Streak: 60)


Riolu @ Focus Sash
Ability: Prankster
Level: 1
Jolly Nature
IVs: 10 Def
- Swords Dance
- Helping Hand
- Copycat
- Protect

12/6/5/5/6/6

The support Pokemon and bait for the team. Swords Dance is basically only used alongside Snatch to help give boosts to Krookodile, and Prankster ensures that Krookodile will Snatch Swords Dance and not some other move from the AI. Helping Hand helps support the entire team in case something goes wrong or as a last ditch move when Riolu is bound to go down that turn. Copycat is kind of niche, but it was put on Riolu as a safety measure against Trick Room. The theory is that Copycat would copy the last used move, in that case it would be Trick Room, and reverse it, opening up opportunities for the rest of the team to deal with any threats. Protect allows for Riolu to be bait for the AI whenever its Focus Sash gets broken, which is basically every game. It also prevents any Fake Out users to prevent the setup going and potentially ruin the team.

Normally this is when I talk about the EV spread of a Pokemon but...there's not a lot to talk about. There's nothing you can do when you're Level 1 in terms of bulk, everything is an OHKO. So, the Focus Sash is absolutely necessary, otherwise Riolu wouldn't even survive past the first turn. Riolu is also the only Pokemon that has the combination of Prankster and Swords Dance, so it's the only Pokemon that can be in this slot.

Riolu's job is to help get Krookodile get set up and bait attacks away from any of its teammates, while doing the best it can in supporting them at the same time.

Krookodile @ Darkinium Z
Ability: Intimidate
Level: 50
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
IVs: 28 SpA
- Snatch
- Power Trip
- Stomping Tantrum
- Protect

185/185/100/75/90/130

The primary attacker of the team as well as the main setup Pokemon for the team. Snatch, combined with the Darkinium Z, gives Krookodile +2 Speed, allowing it to outspeed the entire Battle Tree after the boost, as well as letting Krookodile take the Swords Dance from Riolu. After the boosts, Power Trip becomes a 100 base power Dark type move, while off of a +2 Attack boost, combined with STAB. Plus, while I never encountered a chance to do this, if needed, with the Darkinium Z, Power Trip becomes a one-time, 160 base power move that I can use if I am not in need of the boosts from Z-Snatch. Stomping Tantrum gives Krookodile another STAB move to use, without being reliant on getting boosts and also not having to risk hurting its teammates in battle. Protect is mandatory to help stall out dangerous moves like Fake Out, help bait attacks when at low HP, and make it more likely for Metagross to obtain the boosts through Psych Up.

The EV spread puts Krookodile at exactly 130 Speed, which, at +2, is just enough to outspeed the entire Battle Tree besides Aerodactyl1, who doesn't even show up after Battle 40. An Adamant nature and max Attack investment lets Krookodile take as much of an advantage as it can of the boosts from Swords Dance, while still hitting hard without it. The rest of the EVs are invested into bulk to help Krookodile survive as many attacks that are aimed at it when the AI isn't properly baited by Riolu. Combined with Intimidate, this makes its bulk on the physical side at least good enough to live some otherwise lethal moves.

When first creating this team, my thoughts had always gone to Incineroar for being the setup Pokemon. Good typing, Intimidate, and the best bulk out of any Pokemon that had the combination of Snatch and Power Trip. However, what led me to use Krookodile instead was two things: typing, and Speed. Being a Fire type, Incineroar was weak to many common spread moves like Earthquake and Rock Slide, which I feared could be used heavily due to Riolu being the other lead. In the end, especially when looking at Garchomp3, the Speed issue really came to light, as it would take far too much investment to try and outspeed Garchomp3 at +2, but it would leave too little bulk if I tried to outspeed it.

Krookodile is the setup Pokemon and tries to get off as many attacks as it can before it can go down, while staying safe enough to pass the boosts off to Metagross.

Metagross @ Metagrossite
Ability: Clear Body
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
IVs: 12 SpA
- Psych Up
- Iron Head
- Stomping Tantrum
- Bullet Punch

Non-Mega: 187/205/150/95/110/91
Mega: 187/216/170/104/130/131

The Mega Pokemon of the team and the stat boost copier, taking the boosts from Krookodile. Psych Up allows Metagross to copy the boosts that Krookodile gets, with the nice perk of being able to copy the stats even through Protect. Iron Head is the STAB move of choice for Metagross, being accurate and decently powerful, with the nice perk of the ability of flinching the opponent. Stomping Tantrum is the coverage move of choice, being boosted by Tough Claws once Metagross Mega Evolves, while providing valuable coverage against opposing Steel and Fire types that resist Iron Head. Bullet Punch gives a priority move in case Metagross can't get the Speed from Krookodile, or it needs to finish something off that would otherwise threaten the team.

The EV spread is still relatively basic, maximizing the HP and Attack to increase Mega Metagross's bulk and damage output as much as possible. Even with an Adamant nature, Mega Metagross has exactly enough Speed to outspeed the entire Battle Tree at +2, so the last 4 EVs went into Speed just so Metagross and Krookodile didn't speed tie, before or after the boosts.

Mega Metagross seemed to be the bulkiest, yet strongest user of Psych Up, being able to survive the turn that it tries to copy the stat boosts. It's job is to copy the boosts from Krookodile, to get a bulkier Pokemon to take advantage of the boosts so I don't have to be protecting Krookodile as closely once the boosts are copied.

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 18 Atk
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Protect

145/116/105/147/96/200

The only special attacker of the team and the Water type counter for the team. Thunderbolt is a generic STAB move, probably the best move of Tapu Koko. Dazzling Gleam is a secondary STAB move that also provides a nice spread move in case I need to attack both opponents in that turn. Grass Knot takes care of the Water and Ground types that otherwise could cause problems for the other members of the team. Tapu Koko is relatively frail, so Protect helps mitigate this issue, at least for a turn.

The EV spread is relatively generic, just to maximize the damage output and make Tapu Koko as fast as possible. A Life Orb increases this damage output even more without the drawback of being unable to switch moves, which I find really important since Tapu Koko is in the back, so there's rarely a chance where it is good to lock into a single move due to an item like a Choice Specs.

Tapu Koko helps deal with any physical walls that I can face and any Water types that would otherwise cause big problems for the other two attackers of the team.

General Play:

Theoretically speaking, Krookodile would safely get itself boosted up while Riolu baits the attacks away from Krookodile, then Metagross can copy the boosts and the duo can run through opposing teams with some help from Tapu Koko if needed. However, if Krookodile can't keep the boosts long enough for Metagross to copy it, Tapu Koko often has to be the one to do a lot of the big damage for the team.

Threats:

Moves that can OHKO Krookodile: Primarily the specially based ones like Focus Blast, Leaf Storm, and Hydro Pump. In my experiences, the AI would opt to attack into Krookodile instead of going after the Level 1 Riolu. Dangerous moves like this can quickly take down Krookodile and have me play without any boosts for Metagross. The main danger of this is the lack of predictability for opponents that can OHKO Krookodile.

Ground types: The two backline Pokemon are both weak to Ground types, and Tapu Koko can't even hit them with its best move. However, I don't think I faced too many of them without Krookodile being boosted, so they weren't too big of an issue this time around. That, or I just don't remember any super dangerous encounters.

Fire types: Nothing on the team resists their moves, and a lot of them have either powerful STAB moves are strong coverage moves like Solar Beam, if from a Sun team. If they're fast, like with Typhlosion3, they can threaten a 2HKO onto Krookodile, which makes it very difficult to give Metagross time to copy the boosts, since it is also weak to those moves.

Replays:

Battle 40: KJBG-WWWW-WWWQ-NQBU
Pokemon Trainer Kukui (Braviary4/Ninetales-A1/Incineroar4/Snorlax3)

I probably should have lost this battle, had I not gotten slightly lucky near the end. The lead Braviary had Defiant, and due to the lead with Intimidate, Krookodile went straight down to a boosted Superpower. Due to the fear of Tailwind, I bring in Tapu Koko to take care of Braviary, as well as make it impossible for Ninetales-A to put anyone to sleep with Hypnosis. The following turn, I take out Braviary with a Thunderbolt and Tapu Koko barely survives a Z-Blizzard. This whole time, Riolu hasn't been touched by an attack, and Incineroar comes in. I try to get Tapu Koko to KO Incineroar with a Helping Hand Thunderbolt, since Metagross can take care of Ninetales-A fairly easily. However, I just miss the KO, so Riolu gets taken down to a double target as Tapu Koko goes down to Life Orb recoil.

252 SpA Life Orb Tapu Koko Helping Hand Thunderbolt vs. 252 HP / 0 SpD Incineroar in Electric Terrain: 199-235 (98.5 - 116.3%) -- 93.8% chance to OHKO

I'm left in a 1v3, with a full HP Metagross against a full HP Ninetales-A1, 1 HP Incineroar4, and an unknown Pokemon in the back, with Electric Terrain up. Incineroar is the biggest threat to Metagross at this time, Quick Claw or not, so I take that out with a Bullet Punch and pray for no freezes. Then in comes the Snorlax.

Snorlax34 carries many dangerous moves for Metagross, from either a Life Orb Crunch/Earthquake from Snorlax3, or a slightly weaker Earthquake or the more devastating Fissure from Snorlax4. I decide to attack into Snorlax this turn, as I knew that a single target Earthquake from either set would be the end of me, so I couldn't take out Ninetales-A yet. Thankfully, Electric Terrain was still up, so it couldn't stop me right then with a Hypnosis. Unfortunately, Snorlax uses Protect that turn, wasting my attack and taking more damage from Blizzard. By now, I definitely could not touch Ninetales-A until Snorlax went down, as a Life Orb Earthquake or Crunch would do far too much damage, especially if the former move was a single target one. I go into Snorlax again with an Iron Head, praying for flinches, crits, or just no crits or freezes onto Metagross. Nothing game-ending happens, except that Snorlax hurts Ninetales-A with an Earthquake while putting Metagross into the red. At this point, Snorlax KOs me with any move, and Electric Terrain is down, so Metagross can get put to sleep with Hypnosis. I decide to go all in with a Bullet Punch into Ninetales-A, and hoping that Snorlax goes for the Protect, wasting its turn. And I get it, taking out Ninetales-A, removing the hax factor, and giving me free reign to take out Snorlax with an Iron Head.

Far too close of a battle. Had it been Snorlax4 in the back, or it didn't use Protect, I would have lost completely. In some ways, you could say I got lucky that Riolu never got targeted that battle, since it gave Tapu Koko chances to OHKO both Braviary4 and Incineroar34, which, without it, I probably would have lost if Tailwind went up or Incineroar got a lucky Quick Claw proc. But, I did get somewhat unlucky with the roll onto Incineroar, getting the one chance to not OHKO Incineroar, resulting in Riolu going down. Had I gotten the overwhelming chance to OHKO Incineroar, I could have had both Riolu and Metagross around for a 2v2 against Ninetales-A1 and Snorlax34, something much better since at that point I think I only lose to a Fissure connection onto Metagross, with my only way out being a Copycat Fissure connecting back the following turn.


Battle 46: KQLG-WWWW-WWWQ-NQUX
Scientist Cal (Reuniclus3/Oranguru34/Slowbro3/Aggron3)

A battle showing how Trick Room can be dealt with, but also how the AI is not consistent at all with targeting the Level 1 Pokemon, much like with the previous battle. Due to Riolu's extremely slow Speed, the AI never sets Trick Room when Riolu is on the field, something that Worldie pointed out to me on Discord and an observation I noticed as well, after putting it into practice on another team. However, since Oranguru doesn't have a need to set Trick Room anymore, if it could even have it, it attacks into Riolu, but Reuniclus decides to take out Krookodile at the same time. Thankfully, the rest of the battle still goes relatively smoothly, with a Helping Hand Iron Head stopping Oranguru from potentially setting up Trick Room, and the pair of Tapu Koko and Metagross taking care of everything else.


Battle 50: NXZG-WWWW-WWWQ-NQU9
Battle Legend Blue (Alakazam3/Arcanine4/Aerodactyl3/Gyarados4)

This battle was just a weird one. The lead is bad, with Alakazam34 threatening OHKOs onto Krookodile, and Arcanine just being potentially annoying with Extreme Speed and strong STAB moves. I decide to go for the boosts, getting the very crucial Speed that I need to take care of Alakazam. I end up going to only +1 Attack since Alakazam Mega Evolves and gets Intimidate through Trace, while Arcanine hits Riolu with an Extreme Speed and Alakazam gets Krookodile with a questionable Grass Knot. This leaves me at an awkward position with two low HP Pokemon against something that has a +2 priority Extreme Speed. For whatever reason, I decide that Riolu is the one worth saving at this point, and that Alakazam is more threatening than Arcanine, which was honestly quite wrong, I think, looking back. I have Riolu use Protect while Krookodile aims a Power Trip at Alakazam. Oddly, I get lucky and get the attack off onto Alakazam, something I didn't expect, since Arcanine went for a Flare Blitz into Riolu. Aerodactyl takes Alakazam's place, and Krookodile finally goes down to an Extreme Speed, while Riolu gets taken away by a Sky Drop. In a temporary 1v1, I bring in Metagross instead of Tapu Koko, I think because Tapu Koko can't get a KO onto Arcanine. Metagross does some slight damage onto Arcanine while losing about half of its health. Tapu Koko comes in to take Riolu's place, and I get a quick KO, now Tapu Koko being able to KO Arcanine due to the chip damage, and Metagross just missing the KO onto Aerodactyl with a Bullet Punch. As soon as the last Pokemon is revealed to be Gyarados, I knew the stressful lead was finally over, as these two would be two easy KOs.

Had I lost Krookodile a turn earlier, I'm not sure what I could have done, as no one really wants to deal with Arcanine, being unable to really deal with it, and Tapu Koko doesn't want to have anything faster than it, in this case in the form of Mega Alakazam. Now that I know the back, Tapu Koko could theoretically deal with the two in the back, but it would need at least someone there to support it, which would be really difficult to get without anything able to survive a lot of attacks from the opposing leads.


Battle 61: RLZW-WWWW-WWWQ-NR3U
Black Belt Bryson (Gogoat3/Typhlosion3/Rotom-Heat34/Haxorus34)

The losing battle, and a really rough one at that. Gogoat threatens pretty big damage onto Krookodile, and if it's Typhlosion3, I can't safely get off a Psych Up from Metagross, since a full-powered Eruption can KO Metagross.

252+ SpA Typhlosion Eruption (150 BP) vs. 252 HP / 0 SpD Metagross-Mega: 170-204 (90.9 - 109%) -- 50% chance to OHKO

I opt to go for the usual Turn 1 setup with the team, and it ends up being Typhlosion3, with Krookodile taking heavy damage from Eruption, as Riolu goes down from a double target. I bring in Metagross to copy the boosts that Krookodile has, and I sacrifice Krookodile in exchange for taking out Typhlosion. Unfortunately, Rotom-Heat comes out, something that the remaining pair of Metagross and Tapu Koko can't hit too hard. I decide to sacrifice Metagross and double target Rotom-Heat to get some chip damage, probably a bad decision, as it leaves me in a 1v3 with Tapu Koko, with Rotom-Heat easily taking out Metagross with an Overheat. Gogoat unfortunately uses Protect on the turn I try to hit both of them with a Dazzling Gleam, honestly a really bad decision because Dazzling Gleam comes nowhere near KOing Rotom-Heat, the biggest threat that's on the field. Instead, Tapu Koko takes an Overheat from Rotom-Heat, taking far too much damage, even at -2 Special Attack. The turn after, I finally manage to take out Rotom-Heat, but Tapu Koko goes down, ending my run.

The hour or two after the battle had happened, I tried to figure out a way to win in this battle, voicing my things out on Discord.

PikaCuber 06/22/2018

And rip at 60. This team really needs a better way to hit Rotoms
Bound to happen eventually honestly. I already had some decent luck in Battle 40 and 50
Surprised I even got the stamp
Have no idea at this moment how I could have won the battle though, facing Gogoat34 and Typhlosion34

paperquagsire 06/22/2018

Yeah those two seem pretty bad for you
Maybe put a dragon somewhere

PikaCuber 06/22/2018

I don't think those two by themselves are that bad, but the fact that Rotom-Heat came in after Krookodile went down made it a big problem
Cause then I had no good way of hitting it, I had to play for a flinch in the end
A Dragon could be nice, but I don't really no what it could replace, plus it doubles the Ice weakness
Could try a different Snatch user, but having the ability to have a strong Z-Move just in case is also nice
A spread move would have also been nice, but there really aren't enough moveslots for it
If I use a different Snatch Pokemon, Mega Altaria might suffice
Though, not many Pokemon have the good combination of speed, attack, and bulk to use Snatch, from what I looked at, Incineroar being the closest other one
Actually, there might have been win potential if I wanted to risk a 50/50 on Metagross surviving Typhlosion3 Eruption
Actually no that's stupid. Typhlosion just takes out Krookodile instead
I guess...flinch Gogoat, KO Typhlosion is my only out, to preserve Krookodile
Then after, Krookodile can KO Rotom, or at least chunk it enough where something easy takes it out, and Psych Up at the same time to preserve boosts. Koko can handle the Haxorus in the back
I think I needed a flinch in that game at some point, regardless of who is still alive, to have any chance
Flinch something to preserve Krookodile, or flinch Rotom to keep Metagross alive
And it's not like bringing Koko in after Riolu goes down is gonna do anything, Koko probably just dies to Eruption and can't really touch Gogoat
252+ SpA Typhlosion Eruption (150 BP) vs. 0 HP / 4 SpD Tapu Koko: 117-138 (80.6 - 95.1%) -- guaranteed 2HKO
No, stop it
Regardless, Krookodile goes down, unless I get a paralysis or something here
Yeah. From what I can tell, assuming Typhlosion locks into Eruption, I have no win potential without a flinch or paralysis, full paralysis or not. The slowdown is enough
Actually, unless the AI does a dumb move and has Gogoat Protect, buying Krookodile another turn
Yeah, that's another out, with no flinches
So that's 3 outs I can see, flinch Rotom-Heat, flinch something instead of Psych Up Turn 2, or Gogoat Protects
None of which I control

So I figured a few potential ways out, but when writing this up, I figured that I may have had a chance to win even at the point of the 1v3 with Tapu Koko, had I just taken out Rotom-Heat before it managed to attack me. Since, Gogoat does relatively little damage with Horn Leech, due to the Intimidate from Krookodile, I can theoretically take on Haxorus with little problem, being able to OHKO it a decent amount of the time. Though, if I miss that KO, I just lose anyways.

-1 252 Atk Gogoat Horn Leech vs. 0 HP / 0 Def Tapu Koko: 42-49 (28.9 - 33.7%) -- 0.9% chance to 3HKO
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 0 HP / 0 SpD Haxorus: 143-172 (94.7 - 113.9%) -- 75% chance to OHKO

So, basically, I can't see the most simple way out right after a battle, with only hax able to guide me out, in my head.


Final Thoughts:

This team was really fun to mess around with, but it has quite a few flaws, especially against opposing Fire types. Like paperquagsire mentioned in the Discord bit, a Dragon type or some other Fire type resist would be really nice, but I have no idea what slot it could go into, as everyone on the team right now plays a really important role, with very different jobs. I may try again with this team though, but I would either play much more cautiously, something I should be doing anyways, or with a little bit of adjustment in what Pokemon I'm using.

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

While these teams are honestly quite interesting and they were very fun to play with, I wish I could have more time, to mess around with some other ideas I have. While a few are some Multis ideas that will probably utterly fail, if I ever get around to doing them, I have a little bit of hope for the ones I have planned for Doubles, if I ever get myself out of the mindset of needing the best possible EV spread for a first try with a team. Probably not though. But, it was fun to take a little break from my Charjabug team, just to get away from some of the upsets I've had with it.
 
I've got a streak of 79 wins, followed by 167 wins in Super Doubles to report from a rain team consisting of lead specs Tapu Koko, Stoked Sparksurfer Raichu-Alola, with sash Pelipper and Mega Swampert as the backline. This is the furthest I've made it in the tree so far in Ultra Sun, but given the second loss was due to a horrendous misplay stemming from me not using a damage calculator against a mon with a custap berry, I'm quite confident the team can make it much further than that.

The Team


Raichu-Alola @ Aloraichium Z
Ability: Surge Surfer
Level: 50
EVs: 172 HP / 84 Def / 252 SpA
IVs: 31/2/(HT)/31/31/31 (HP Ice)
Modest Nature
- Fake Out
- Thunderbolt
- Rain dance
- Psyshock

I chose Raichu for the crazy amount of turn 1 offensive momentum it has to offer with its absurd speed tier under terrain and access to fake out + a powerful Z move nuke that's highly disruptive even against mons that survive it. It hits a blazing 260 speed under terrain, allowing it to outrun the entire tree after 40 battles, which eliminates any concerns of random scarfers outspeeding and OHKOing it or Koko turn 1, since Aerodactyl 1 simply won't appear at this point, and the next fastest mon is scarf manectric4 at 258. Rain dance and psyshock are there to get rain up while preserving pelipper's sash,, and to hit special walls like goodra, virizion, blissey, and such harder than thunderbolt. They are, however, filler moves that I'd be happy to change if need be.

The EVs may seem odd at first glance, as you wouldn't normally expect this much bulk on something as frail as raichu, but because no speed investment is needed, it gives Raichu room to tank a surprising amount of neutral hits, and even some crazy powerful super effective ones like Mega Alakazam's shadow ball.
252 SpA Alakazam-Mega Shadow Ball vs. 172 HP / 0 SpD Raichu-Alola: 132-156 (84 - 99.3%) -- guaranteed 2HKO

That said, I couldn't just max out HP and call it a day, since its horrible base 50 defense ensures that an EV there offers quite a lot more physical bulk than an EV in HP. I found the current spread gives it the best overall bulk when keeping the megazam benchmark into account.


Tapu Koko @ Choice Specs
Ability: Electric Surge
Level: 50
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: (HT)/(even)/(HT)/31/31/31 (HP Ice)
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Grass Knot

Obviously raichu would be worthless without electric terrain, and who better to provide that than Tapu Koko? I'm sure we're all familiar with how this mon plows through large swathes of the tree. Thunder's a no brainer on a rain team, but since I can't use it turn 1 without going hard pelipper or manually setting rain with raichu, I mostly use it for cleaning late game, and volt out or gleam instead.

You'll notice grass knot in place of HP Ice, despite this koko being fully capable of running it. I found it to not hit the relevant grass types hard enough to matter, and a much larger array of ground types are dealt with by grass knot. For instance, grass knot has saved my rear against many a Rhyperior in the past, and quite a few other ground types would completely annihilate my koko and raichu without it. I know the horrors of being locked into specs grass knot first hand, but life orb missed out on too many OHKOs for me to drop the specs, like this one:

252 SpA Choice Specs Tapu Koko Grass Knot (60 BP) vs. 0 HP / 0 SpD Gastrodon4: 196-232 (105.3 - 124.7%) -- guaranteed OHKO
252 SpA Life Orb Tapu Koko Grass Knot (60 BP) vs. 0 HP / 0 SpD Gastrodon4: 177-208 (95.1 - 111.8%) -- 68.8% chance to OHKO


Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 31/X/31/31/31/31
Modest Nature
IVs: 0 Atk
- Hurricane
- Scald
- Rain Dance
- Protect

This mon is just as important and self explanatory as Koko, providing both a second layer of speed control to be exploited by Swampert and my best way of hitting grass types in rain boosted Hurricane. Rain dance is chosen over Tailwind because I don't need to match opposing tailwind due to there being almost no tailwind setters in the tree, let alone ones that can successfully get one off against my leads.

There are however loads of opposing weather setters, in both Drought/Snow warning/Sand stream mons and manual weather setters, so I need to be as aggressive as possible in keeping the rain up against them. The sash is especially handy for that purpose, as it guarantees a free turn for pelipper to do whatever it likes, as long as its not double focused.




Swampert @ Swampertite
Ability: Damp
Level: 50
EVs: 60 HP / 252 Atk / 196 Spe
IVs: 31/(HT)/31/31/31/31
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect

Swampert is naturally the premier rain sweeper for this team, however I prefer not to lead with it since, as we all know, grass types are the bane of its existence. If I led with my rain duo against, say, Ferrothorn, I lose enough momentum to potentially lose the match before it even begins. Pert's here because it can annihilate the many ground types that would threaten koko and raichu and the handful of electric types that give them a hard time, like a potentially volt absorb Lanturn. Not to mention it has a great matchup against most lightning rod users, only being threatened by Mega Sceptile, which gets outsped in the rain and OHKO'd by ice punch regardless.

As for the EVs, it turns out there's only one scarfer that's faster than this pert but slower than 252 speed pert, which is Terrakion2. Since that barely 2HKOs from full, I figured I can get away with that being slower than pert. Meanwhile the next fastest scarfer would be Lando2, which carries Grass Knot, so there is no way in hell I'm letting pert be outsped by that in the rain. Getting down to 1 point above that left a pretty sizable 60 HP EVs, which were crucial in letting it survive one of my recent battles. against a sylveon3, where this happened:

252+ SpA Sylveon Moonblast vs. 60 HP / 0 SpD Swampert-Mega: 75-88 (40.9 - 48%) -- guaranteed 3HKO

I also couldn't care less about Swampert's speed tier outside the rain due to how stubborn this team can be in keeping rain up with 2 manual rain setters, one of which being Pelipper with its auto-rain.


Noteworthy battles:

Losses:
LS9W-WWWW-WWWR-XAT7 - 168

Raichu wasn't surviving this lead regardless, but I don't know why I sacked it by faking torterra out instead of Z moving lickilicky and hard switching koko for pelipper on the earthquake. That 1hp survival into the deadly custap berry is exactly what happens when you forget or don't bother to check a mon's set and/or do damage calcs.

57TG-WWWW-WWWR-XAZ7 - 80

My team was quite a bit different in this Sina matchup, carrying a huge downgrade in power with sash raichu and life orb tbolt koko, and not having a rain boosted thunder against snow cloak and/or brightpowder glaceon was very much a death sentence. Those last few turns are also the reason I ran superpower for a while on pert, only to not find another abomasnow until battle 90, which was a koko/raichu 4-0.

Clutch wins and a steamroll:
46TG-WWWW-WWWR-XASK - 161

I have no idea why I DGleam'd turn 1. I guess I got the battle right before it where the lead was kang + alolan marowak. Either way, the play was obviously to volt switch like I usually do, as then that Sylveon wouldn't have lived on 1 HP. I'm just glad that guy only had set 34 latios, and that it conveniently locked itself into Thunder sealing the 1 HP victory for pert.

AA9G-WWWW WWWR XAP7 - 145

You would never expect me to 3-0 a team with a lead like that under tailwind but it happened. Raichu really carried this one, especially with that well timed Rain Dance at the end. Though admittedly keeping raichu in on a heatran in tailwind could have ended horribly, it managed to work surprisingly well here.

PYXW-WWWW-WWWR-XAP9 - 125 -

My most extreme weather war so far, which showcases just how hard it is to keep rain off against me, even under Trick Room. You can also tell how the AI needs more than just Trick Room to beat this team.

XKAW-WWWW-WWWQ-ACAZ - 115 -

This one went quite nicely until that sceptile revealed unburden... and I got locked into specs grass knot against it... and yet the AI still let me fire off all 5 of the grass knots I needed to KO sceptile with koko. :psyduck:

6SGG-WWWW-WWWR-XAZF - 90 -

Sina rematch. I got my revenge on her with a much more powerful version of this team that won the weather war. Not much else to say about it.


Threatlist:

Grass types
You would think fat grasses are the ones that wreck this team, like ferrothorn and mega venusaur, but the ones that actually screwed me over are the offensive ones, namely unburden White Herb Sceptile and Torterra3 as shown in the battle vids.

Trick room
While there isn't a setter on the tree that survives Stoked Sparkedsurfer into Volt Switch/Dgleam, there are still times I have to target the setter's teammate with koko when the setter won't die to just the Z move. I still dread the day I run into a Rhyperior4 next to a trick room setter from Stein or Cadel...

Lightningrod and Storm Drain
It should go without saying why the abilities that redirect and nullify my team's primary STAB moves are a threat. Special shoutout to Alolan Marowak, who completely walls my entire lead unlike, say, Rhyperior, which still dies to Grass Knot.

Those are the 3 main threats I've run into, with random Quick Claws being a hassle occasionally, although I'm sure there's more I missed and will come across in the future.
 
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