Posting a completed Super Doubles win streak of 214 wins in Ultra Moon.
This is important for me because not only is this the farthest I've gotten in any non-singles facility, but I used no less than 22 teams over the course of this streak, using a method described below to assemble every team I used.
But first, the Pokemon I used are as follows:
First, I would use random.org's Random Integer Set Generator to generate 6 unique integers in the range [1, 30], each corresponding to a specific slot in the box above (starting at Dusclops and Oranguru and going all the way down to Sylveon and Dhelmise). If none of the random numbers corresponded to a Pokemon that ran Trick Room (top row only), I would re-roll. If I rolled 3 or more setters all at once, I would also be entitled to a re-roll (amusingly, this happened exactly once, before I got to play my first wave of battles). If I rolled exactly one or two setters, I would be stuck with that roll of six, and would have to choose four of those to go into the Tree with. Minor set alterations (such as switching out one or two moves) were permitted, although I never ran different sets for one species that differed drastically. I did allow myself to switch out hold items in the case of item conflicts, although this happened only once over the course of two streaks.
Once I had my team, I would play 10 battles with that team, suspend the streak, and generate a new team for the next round of 10. Additionally, I tried to record all the sets my opponents used in every battle and I saved notes on any difficulties encountered in getting up TR. This took up around the same amount of time as actually playing through the battles, lol.
Battle Videos:
FKHG-WWWW-WWX4-4CQE. #92: vs. Porygon-z3/Glaceon4/Latios2/Volcarona4. Things start to go awry when my own Abomasnow supplies hail for Snow Cloak Glaceon4.
NLQG-WWWW-WWX3-KQ57. #177: vs. Drampa3/Gastrodon4/Golisopod4/Rhyperior3. An early Quick Claw activation and very threatening AI team is negated by the AI's terrible move choices.
7RWG-WWWW-WWX4-XW7N. #215: vs. Medicham4/Lickilicky3/Beartic3/Gardevoir3. An extremely dangerous lead combo causes the battle to spiral out of my control instantly, finishing with a 1v1 between Lickilicky3 and Gastrodon after Trick Room ends.
Thanks for taking the time to read all the way through this! I promise I'll get back to my Singles streak and either hit 3000 or lose before Gen 8 is released.
This is important for me because not only is this the farthest I've gotten in any non-singles facility, but I used no less than 22 teams over the course of this streak, using a method described below to assemble every team I used.
But first, the Pokemon I used are as follows:
First, I would use random.org's Random Integer Set Generator to generate 6 unique integers in the range [1, 30], each corresponding to a specific slot in the box above (starting at Dusclops and Oranguru and going all the way down to Sylveon and Dhelmise). If none of the random numbers corresponded to a Pokemon that ran Trick Room (top row only), I would re-roll. If I rolled 3 or more setters all at once, I would also be entitled to a re-roll (amusingly, this happened exactly once, before I got to play my first wave of battles). If I rolled exactly one or two setters, I would be stuck with that roll of six, and would have to choose four of those to go into the Tree with. Minor set alterations (such as switching out one or two moves) were permitted, although I never ran different sets for one species that differed drastically. I did allow myself to switch out hold items in the case of item conflicts, although this happened only once over the course of two streaks.
Once I had my team, I would play 10 battles with that team, suspend the streak, and generate a new team for the next round of 10. Additionally, I tried to record all the sets my opponents used in every battle and I saved notes on any difficulties encountered in getting up TR. This took up around the same amount of time as actually playing through the battles, lol.
Dusclops (M) @ Eviolite
Ability: Frisk
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Brick Break
- Ally Switch
- Night Shade
One of the first setters I thought of for this run. Frisk is a god-tier ability in the Tree when you're a dedicated support mon like Dusclops. Night Shade let me do consistent damage, Ally Switch was great for screwing with the AI, and Brick Break's screen-removing ability came in clutch several times.
Oranguru (F) @ Lum Berry
Ability: Inner Focus
Level: 50
EVs: 212 HP / 164 Def / 132 SpD
Relaxed Nature
IVs: 17 Atk / 0 Spe
- Trick Room
- Instruct
- Psychic
- Protect
Oranguru is another obvious choice. This set is pretty standard and has nothing worth mentioning.
Aromatisse (F) @ Lum Berry
Ability: Aroma Veil
Level: 50
EVs: 252 HP / 180 Def / 76 SpD
Sassy Nature
IVs: 8 Atk / 0 Spe
- Dazzling Gleam
- Helping Hand
- Trick Room
- Protect
Aromatisse's niche is its Taunt immunity, as well as its Dark + Fighting resistances. Aside from those it has nothing non-standard.
Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 20 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Ally Switch / Gravity
- Trick Room
I got the idea of using Porygon2 as a setter from someone who won a VGC event with it (I don't remember his name or the specific tournament). I knew his EV spread was full physdef and that it had Trick Room, but nothing else, and I kinda improvised from there. My original idea was to have Recover as the third move, but right before I rolled it for the first time, I thought that I might as well give it Ally Switch because I could never realistically see myself using Recover. Ally Switch proved to be immensely useful whenever Porygon2 had no real targets to hit. Aside from that, the idea of a setter that has solid offensive presence is cute, but Porygon2 sacrifices a lot of defensive utility, and that's just not something that a long streak can sustain. It was fun to use the few times I got a team that could work with it, however.
Musharna (M) @ Lum Berry
Ability: Telepathy
Level: 50
EVs: 236 HP / 252 Def / 20 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Protect / Energy Ball
- Helping Hand
Musharna's Telepathy makes it an Explosion lead's best friend. I was lucky enough to get this and Golem in the same draft several times, and they worked together phenomenally well. Musharna isn't as weak offensively as you might expect - its Psychics have the ability to 2HKO frail neutral targets like Leafeon and Energy Ball will at worst 3HKO a lot of important waters (notable exceptions are Slowking4 and Milotic). If I felt like the team could deal with bulky waters on its own, I would run Protect instead for extra insurance setting up TR.
Cofagrigus (F) @ Leftovers
Ability: Mummy
EVs: 252 HP / 40 Def / 216 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ally Switch
- Night Shade
- Protect
Cofagrigus is one of those setters that seems like it would have so much going for it until you realize it's completely outclassed by Dusclops. The reason I ran Cofagrigus was so that I would have 2 Ghost-type setters in the pool, giving me an equal chance to run a Ghost-type, Psychic-type, or other type. Also, while I never had the chance to put this in action, my Cofagrigus had the IVs for Hidden Power Fighting, giving me the potential to trip my Gigalith's weakness policy should I ever happen to draw it alongside Cofagrigus.
Torkoal (F) @ Firium Z
Ability: Drought
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Protect
- Solar Beam
- Earth Power
Torkoal is essentially Camerupt but without the caveat of being a Mega. Its Eruptions are similar in power, especially when boosted by Helping Hand. Firium Z lets me essentially run a stronger, single-use Flamethrower without having to give up a moveslot, letting Torkoal occasionally lead.
Azumarill (M) @ Wide Lens
Ability: Huge Power
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Play Rough
- Knock Off
- Protect
Azumarill is one of those pokes that never gets used in tree because it has to give up its hold item slot just to ensure that one of its STABs doesn't miss at a bad time. Wide Lens isn't just there to patch up Play Rough, however - it gives me extra insurance against evasion item holders like Lati@s1, Landorus1, and Walrein4.
Abomasnow (M) @ Abomasite
Ability: Snow Warning
Level: 50
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 1 Spe
- Wood Hammer
- Blizzard
- Protect
- Earthquake
Abomasnow typically only spammed Blizzard whenever it wasn't protecting itself, and that's perfectly fine - Blizzard is a ridiculously good move whenever it's at perfect accuracy. Even with no investment, Wood Hammer hits the likes of Milotic and Slowking much harder than Energy Ball, and Earthquake is there to smack around Heatran.
Vikavolt (F) @ Life Orb
Ability: Levitate
Level: 50
EVs: 244 HP / 252 SpA / 12 SpD
Quiet Nature
IVs: 4 Atk / 0 Spe
- Bug Buzz
- Thunderbolt
- Protect
- Volt Switch
As one of two non-mega Electrics capable of functioning decently under Trick Room, I couldn't keep Alola's resident bug zapper out of the spotlight. Life Orb gained a tremendous amount of kills, and while I can't remember a single time when Volt Switch was a game-changer, Vikavolt's other options are somewhat limited as the one I owned didn't posses the right IVs for HP Ice.
Magnezone @ Air Balloon
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 1 Atk / 0 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]
- Protect
The other Electric. To separate itself from Vikavolt, Magnezone is decently capable of functioning outside of TR as well. Its typing lets it perform completely different bait roles if used as a lead (I never got the chance to use Magnezone in the front).
Mawile (M) @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 30 SpA / 0 Spe
- Play Rough
- Knock Off
- Iron Head
- Protect
Mawile is really good. I am ashamed to admit that I relied on Play Rough hitting more than I'm comfortable with, but Mawile can't hold Wide Lens so it was unavoidable. At least I had Oranguru giving it two chances to hit most of the time.
Hariyama (M) @ Flame Orb
Ability: Guts
Level: 50
EVs: 32 HP / 252 Atk / 108 Def / 116 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
- Heavy Slam
While Hariyama falters a bit when going after lengthy (500+) streaks, it truly shines in a format like this, since Hariyama is just a great generalist lead. It pairs solidly well with all 6 of my setters, and that's why I used it nearly every time I rolled it.
Araquanid (M) @ Life Orb
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Leech Life
- Liquidation
- Ice Beam
- Protect
Araquanid is probably one of the most horrendously broken mons for TR. The set I used was from Spidey and Friends (which was designed around not needing support most of the time), and that made it work with all of my setters. Araquanid was mostly used as a backup, since attracting Rock Slides would not work very well with my non-Oranguru setters.
Slowbro (F) @ Slowbronite
Ability: Own Tempo
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 2 Atk / 0 Spe
- Psychic
- Scald
- Flamethrower
- Protect / Blizzard
Given Slowbro's high bulk, you'd think it would be used as a setter. Much to ReptoAbysmal's joy, however, I ran an all-out attacking set. Unfortunately, it was only ever used once, and spent most of the time spamming Blizzard.
Incineroar (M) @ Incinium Z
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 30 SpA / 0 Spe
- Flare Blitz
- Fake Out
- Darkest Lariat
- Low Kick
Incineroar's versatility is one of the reasons it is the Landorus-T of Doubles. Unlike everyone else on Discord who insisted on using a 50% berry or AV set, I ran a Z-move set. Running Incinium actually gave me some side-benefits: Darkest Lariat ignores Evasion boosts even when not powered up into its Z move.
Camerupt (F) @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 6 Atk / 0 Spe
- Eruption
- Earth Power
- Ancient Power
- Protect
Is there even anything that needs to be said at this point about Camerupt? It's a behemoth of a mon whose Eruptions will destroy everything not resistant to it (and if backed by Helping Hand or Instruct, even some stuff that is) and its secondary STAB provides near perfect coverage with Eruption. Unlike Torkoal, this was more often used as a lead.
Tapu Bulu @ Power Bracer
Ability: Grassy Surge
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Brave Nature
IVs: 3 Spe
- Wood Hammer
- Protect
- Horn Leech
- Superpower
One of three Power item holders on the roster. An oft-overlooked item, this can result in some surprising TR-viable mons. Tapu Bulu is a one-dimensional mon offensively, but its defensive support is very much appreciated when using Stakataka, Golem-A, or the Eruption users. Superpower saw literally no use.
Gigalith (F) @ Weakness Policy
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 SpA / 12 Spe
- Explosion
- Rock Slide
- Earthquake
- Protect
Gigalith is one of two Explosion users, and was designed with the intention of being used alongside Musharna. Its 12 speed IVs ensure that it will move after Musharna and Cofagrigus under Trick Room, letting them activate its Weakness Policy before it clears the field with its spread move of choice.
Drampa (F) @ Dragonium Z
Ability: Sap Sipper
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Hyper Voice
- Protect
- Flamethrower
Drampa is the only Normal-type TR abuser on this roster, and it has a similar set to the Spidey & Friends version(with Protect over Energy Ball). Lead Drampa poses phenomenal synergy with any setter in the roster aside from Porygon2, thanks to the Ghosts' Ally Switch and the Psychics' support moves.
Ampharos (F) @ Ampharosite
Ability: Static
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 13 Atk / 0 Spe
- Dragon Pulse
- Thunderbolt
- Volt Switch
- Protect
Ampharos is a great lead no matter which way you swing it. It baits EQs, it can Volt Switch out for extra versatility, and its type change can help as well.
Gastrodon (F) @ Assault Vest
Ability: Storm Drain
Level: 50
EVs: 184 HP / 92 Def / 220 SpA / 12 SpD
Quiet Nature
IVs: 15 Atk / 0 Spe
- Earth Power
- Clear Smog
- Scald
- Ice Beam
Gastrodon is the textbook glue for water-weak teams. This one is also the exact same specimen used by Turskain in the Maison, but re-EV'd for a better spread.
Mudsdale (M) @ Soft Sand
Ability: Stamina
Level: 50
EVs: 132 HP / 252 Atk / 124 SpD
Brave Nature
IVs: 0 Spe
- High Horsepower
- Close Combat
- Heavy Slam
- Protect
Mudsdale is the best non-mega Ground TR poke that gets around the flaw most Grounds have in that they hit their allies. Also it has solid bulk.
Celesteela @ Rocky Helmet
Ability: Beast Boost
Level: 50
EVs: 252 HP / 4 Atk / 100 Def / 4 SpA / 148 SpD
Sassy Nature
IVs: 0 Spe
- Heavy Slam
- Flamethrower / Seed Bomb
- Wide Guard
- Protect
Celesteela is one of the few "defensive" abusers, in that it works more to patch up a gaping hole than to actually sweep on its own. Celesteela also claims the dubious title for fastest set on the roster, sitting at a mediocre 59 raw speed, although it's not uncontested as four sets have 58 speed. The coverage move depended more on what the rest of my team needed.
Gyarados (F) @ Power Band
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Return / Leer
- Leer / Flamethrower
- Protect
When someone mentions the idea of Gyarados being used in Trick Room, you wouldn't be faulted for laughing it off. Nevertheless, here it is, with quite a few appearances on various sets of 10. Perhaps the key here was using Gyarados as a support Pokemon? Intimidate is especially valuable when considering how rare it is on TR mons - only 3 things in my roster have it. Uninvested Flamethrower has a roll to 3HKO Ferrothorn4 (the fully SpDef one). Leer is used more because of the support it can give rather than due to the lack of better options, and Return is good if you don't want to be helpless against bulky waters (especially Gastrodon). Hilariously, there were quite a few battles where Flamethrower happened to be the only reason I won.
Golem-Alola (F) @ Magnet
Ability: Galvanize
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Explosion
- Return
- Rock Slide
- Stomping Tantrum / Protect
Alolan Golem is the cream of the crop for Exploders: It gets STAB and a x1.2 boost from its ability, along with solid coverage. Return is there for when I don't want to go boom. Since this often lead (alongside Musharna), Protect was often necessary to survive the first turn. Plays such as (explode + switch in camerupt) or hh explosion gave Golem a decent amount of versatility and nearly always made the 1-for-2 trade worth it.
Stakataka @ Groundium Z
Ability: Beast Boost
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 17 Def / 0 Spe
- Earthquake
- Protect
- Gyro Ball
- Rock Slide
What Golem has in crowd control, Stakataka brings in precision threat elimination. Even without a speed-lowering nature, Gyro Ball often hits its max power on at least something on the field, letting me get the ball rolling easily. Resists were often meaningless once Staka was at +1. The downfall of Staka is that it very often can't deal with everything at once, so Ally Switch support was instrumental in keeping Staka alive long enough to clean against Fighting-heavy teams. Even with a negative nature and IVs, Stakataka's physical bulk is not to be underestimated: It can survive the strongest Earthquake in the tree in Grassy Terrain.
Tyrantrum (M) @ Power Belt
Ability: Rock Head
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Head Smash / Rock Slide
- Dragon Claw
- Protect
- Superpower
Tyrantrum is one of those abusers that requires major team support to be able to do anything in any fashion that resembles consistency, and even then it's mediocre. I would often get a single Head Smash KO, only to faint to its partner's attack. I avoided using Tyrantrum as much as I could when given the chance, and given how shoddy my teams were the two times I did use it, I'm glad.
Sylveon (M) @ Choice Specs
Ability: Pixilate
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Swift
Specs Sylveon is one of the more consistent cleaners that I would run. I would usually pair it with an Eruption user for massive spread damage, but it could often put in work on its own. Psyshock was useful against Blissey exclusivelly, and even the "set-filler" move Swift saw more usage (for instance, against possible Soundproof pokes like Kommo-o).
Dhelmise @ Wide Lens
Ability: Steelworker
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 23 SpA / 0 Spe
- Anchor Shot
- Power Whip
- Shadow Claw
- Protect
Poor Dhelmise. It had a lot of potential to be a great abuser, and then rolled it exactly twice out of 31 possible rolls. The one time I used it, I thought it was a solid Grass mon, and was super excited for when I would roll it alongside Porygon2... which never happened. The only other time I rolled Dhelmise, I got Tapu Bulu that same draft alongside a ground-weak team. This makes Dhelmise one of two sets in my box that I did not use at all during the 214-win streak, only seeing minor usage in the earlier 81-win streak.
Ability: Frisk
Level: 50
EVs: 252 HP / 100 Def / 156 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Brick Break
- Ally Switch
- Night Shade
One of the first setters I thought of for this run. Frisk is a god-tier ability in the Tree when you're a dedicated support mon like Dusclops. Night Shade let me do consistent damage, Ally Switch was great for screwing with the AI, and Brick Break's screen-removing ability came in clutch several times.
Oranguru (F) @ Lum Berry
Ability: Inner Focus
Level: 50
EVs: 212 HP / 164 Def / 132 SpD
Relaxed Nature
IVs: 17 Atk / 0 Spe
- Trick Room
- Instruct
- Psychic
- Protect
Oranguru is another obvious choice. This set is pretty standard and has nothing worth mentioning.
Aromatisse (F) @ Lum Berry
Ability: Aroma Veil
Level: 50
EVs: 252 HP / 180 Def / 76 SpD
Sassy Nature
IVs: 8 Atk / 0 Spe
- Dazzling Gleam
- Helping Hand
- Trick Room
- Protect
Aromatisse's niche is its Taunt immunity, as well as its Dark + Fighting resistances. Aside from those it has nothing non-standard.
Porygon2 @ Eviolite
Ability: Download
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 20 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Ally Switch / Gravity
- Trick Room
I got the idea of using Porygon2 as a setter from someone who won a VGC event with it (I don't remember his name or the specific tournament). I knew his EV spread was full physdef and that it had Trick Room, but nothing else, and I kinda improvised from there. My original idea was to have Recover as the third move, but right before I rolled it for the first time, I thought that I might as well give it Ally Switch because I could never realistically see myself using Recover. Ally Switch proved to be immensely useful whenever Porygon2 had no real targets to hit. Aside from that, the idea of a setter that has solid offensive presence is cute, but Porygon2 sacrifices a lot of defensive utility, and that's just not something that a long streak can sustain. It was fun to use the few times I got a team that could work with it, however.
Musharna (M) @ Lum Berry
Ability: Telepathy
Level: 50
EVs: 236 HP / 252 Def / 20 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Protect / Energy Ball
- Helping Hand
Musharna's Telepathy makes it an Explosion lead's best friend. I was lucky enough to get this and Golem in the same draft several times, and they worked together phenomenally well. Musharna isn't as weak offensively as you might expect - its Psychics have the ability to 2HKO frail neutral targets like Leafeon and Energy Ball will at worst 3HKO a lot of important waters (notable exceptions are Slowking4 and Milotic). If I felt like the team could deal with bulky waters on its own, I would run Protect instead for extra insurance setting up TR.
Cofagrigus (F) @ Leftovers
Ability: Mummy
EVs: 252 HP / 40 Def / 216 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ally Switch
- Night Shade
- Protect
Cofagrigus is one of those setters that seems like it would have so much going for it until you realize it's completely outclassed by Dusclops. The reason I ran Cofagrigus was so that I would have 2 Ghost-type setters in the pool, giving me an equal chance to run a Ghost-type, Psychic-type, or other type. Also, while I never had the chance to put this in action, my Cofagrigus had the IVs for Hidden Power Fighting, giving me the potential to trip my Gigalith's weakness policy should I ever happen to draw it alongside Cofagrigus.
Torkoal (F) @ Firium Z
Ability: Drought
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Protect
- Solar Beam
- Earth Power
Torkoal is essentially Camerupt but without the caveat of being a Mega. Its Eruptions are similar in power, especially when boosted by Helping Hand. Firium Z lets me essentially run a stronger, single-use Flamethrower without having to give up a moveslot, letting Torkoal occasionally lead.
Azumarill (M) @ Wide Lens
Ability: Huge Power
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Play Rough
- Knock Off
- Protect
Azumarill is one of those pokes that never gets used in tree because it has to give up its hold item slot just to ensure that one of its STABs doesn't miss at a bad time. Wide Lens isn't just there to patch up Play Rough, however - it gives me extra insurance against evasion item holders like Lati@s1, Landorus1, and Walrein4.
Abomasnow (M) @ Abomasite
Ability: Snow Warning
Level: 50
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 1 Spe
- Wood Hammer
- Blizzard
- Protect
- Earthquake
Abomasnow typically only spammed Blizzard whenever it wasn't protecting itself, and that's perfectly fine - Blizzard is a ridiculously good move whenever it's at perfect accuracy. Even with no investment, Wood Hammer hits the likes of Milotic and Slowking much harder than Energy Ball, and Earthquake is there to smack around Heatran.
Vikavolt (F) @ Life Orb
Ability: Levitate
Level: 50
EVs: 244 HP / 252 SpA / 12 SpD
Quiet Nature
IVs: 4 Atk / 0 Spe
- Bug Buzz
- Thunderbolt
- Protect
- Volt Switch
As one of two non-mega Electrics capable of functioning decently under Trick Room, I couldn't keep Alola's resident bug zapper out of the spotlight. Life Orb gained a tremendous amount of kills, and while I can't remember a single time when Volt Switch was a game-changer, Vikavolt's other options are somewhat limited as the one I owned didn't posses the right IVs for HP Ice.
Magnezone @ Air Balloon
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 1 Atk / 0 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]
- Protect
The other Electric. To separate itself from Vikavolt, Magnezone is decently capable of functioning outside of TR as well. Its typing lets it perform completely different bait roles if used as a lead (I never got the chance to use Magnezone in the front).
Mawile (M) @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 30 SpA / 0 Spe
- Play Rough
- Knock Off
- Iron Head
- Protect
Mawile is really good. I am ashamed to admit that I relied on Play Rough hitting more than I'm comfortable with, but Mawile can't hold Wide Lens so it was unavoidable. At least I had Oranguru giving it two chances to hit most of the time.
Hariyama (M) @ Flame Orb
Ability: Guts
Level: 50
EVs: 32 HP / 252 Atk / 108 Def / 116 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
- Heavy Slam
While Hariyama falters a bit when going after lengthy (500+) streaks, it truly shines in a format like this, since Hariyama is just a great generalist lead. It pairs solidly well with all 6 of my setters, and that's why I used it nearly every time I rolled it.
Araquanid (M) @ Life Orb
Ability: Water Bubble
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Leech Life
- Liquidation
- Ice Beam
- Protect
Araquanid is probably one of the most horrendously broken mons for TR. The set I used was from Spidey and Friends (which was designed around not needing support most of the time), and that made it work with all of my setters. Araquanid was mostly used as a backup, since attracting Rock Slides would not work very well with my non-Oranguru setters.
Slowbro (F) @ Slowbronite
Ability: Own Tempo
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 2 Atk / 0 Spe
- Psychic
- Scald
- Flamethrower
- Protect / Blizzard
Given Slowbro's high bulk, you'd think it would be used as a setter. Much to ReptoAbysmal's joy, however, I ran an all-out attacking set. Unfortunately, it was only ever used once, and spent most of the time spamming Blizzard.
Incineroar (M) @ Incinium Z
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 30 SpA / 0 Spe
- Flare Blitz
- Fake Out
- Darkest Lariat
- Low Kick
Incineroar's versatility is one of the reasons it is the Landorus-T of Doubles. Unlike everyone else on Discord who insisted on using a 50% berry or AV set, I ran a Z-move set. Running Incinium actually gave me some side-benefits: Darkest Lariat ignores Evasion boosts even when not powered up into its Z move.
Camerupt (F) @ Cameruptite
Ability: Solid Rock
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 6 Atk / 0 Spe
- Eruption
- Earth Power
- Ancient Power
- Protect
Is there even anything that needs to be said at this point about Camerupt? It's a behemoth of a mon whose Eruptions will destroy everything not resistant to it (and if backed by Helping Hand or Instruct, even some stuff that is) and its secondary STAB provides near perfect coverage with Eruption. Unlike Torkoal, this was more often used as a lead.
Tapu Bulu @ Power Bracer
Ability: Grassy Surge
Level: 50
EVs: 244 HP / 252 Atk / 12 SpD
Brave Nature
IVs: 3 Spe
- Wood Hammer
- Protect
- Horn Leech
- Superpower
One of three Power item holders on the roster. An oft-overlooked item, this can result in some surprising TR-viable mons. Tapu Bulu is a one-dimensional mon offensively, but its defensive support is very much appreciated when using Stakataka, Golem-A, or the Eruption users. Superpower saw literally no use.
Gigalith (F) @ Weakness Policy
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 SpA / 12 Spe
- Explosion
- Rock Slide
- Earthquake
- Protect
Gigalith is one of two Explosion users, and was designed with the intention of being used alongside Musharna. Its 12 speed IVs ensure that it will move after Musharna and Cofagrigus under Trick Room, letting them activate its Weakness Policy before it clears the field with its spread move of choice.
Drampa (F) @ Dragonium Z
Ability: Sap Sipper
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draco Meteor
- Hyper Voice
- Protect
- Flamethrower
Drampa is the only Normal-type TR abuser on this roster, and it has a similar set to the Spidey & Friends version(with Protect over Energy Ball). Lead Drampa poses phenomenal synergy with any setter in the roster aside from Porygon2, thanks to the Ghosts' Ally Switch and the Psychics' support moves.
Ampharos (F) @ Ampharosite
Ability: Static
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 13 Atk / 0 Spe
- Dragon Pulse
- Thunderbolt
- Volt Switch
- Protect
Ampharos is a great lead no matter which way you swing it. It baits EQs, it can Volt Switch out for extra versatility, and its type change can help as well.
Gastrodon (F) @ Assault Vest
Ability: Storm Drain
Level: 50
EVs: 184 HP / 92 Def / 220 SpA / 12 SpD
Quiet Nature
IVs: 15 Atk / 0 Spe
- Earth Power
- Clear Smog
- Scald
- Ice Beam
Gastrodon is the textbook glue for water-weak teams. This one is also the exact same specimen used by Turskain in the Maison, but re-EV'd for a better spread.
Mudsdale (M) @ Soft Sand
Ability: Stamina
Level: 50
EVs: 132 HP / 252 Atk / 124 SpD
Brave Nature
IVs: 0 Spe
- High Horsepower
- Close Combat
- Heavy Slam
- Protect
Mudsdale is the best non-mega Ground TR poke that gets around the flaw most Grounds have in that they hit their allies. Also it has solid bulk.
Celesteela @ Rocky Helmet
Ability: Beast Boost
Level: 50
EVs: 252 HP / 4 Atk / 100 Def / 4 SpA / 148 SpD
Sassy Nature
IVs: 0 Spe
- Heavy Slam
- Flamethrower / Seed Bomb
- Wide Guard
- Protect
Celesteela is one of the few "defensive" abusers, in that it works more to patch up a gaping hole than to actually sweep on its own. Celesteela also claims the dubious title for fastest set on the roster, sitting at a mediocre 59 raw speed, although it's not uncontested as four sets have 58 speed. The coverage move depended more on what the rest of my team needed.
Gyarados (F) @ Power Band
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Return / Leer
- Leer / Flamethrower
- Protect
When someone mentions the idea of Gyarados being used in Trick Room, you wouldn't be faulted for laughing it off. Nevertheless, here it is, with quite a few appearances on various sets of 10. Perhaps the key here was using Gyarados as a support Pokemon? Intimidate is especially valuable when considering how rare it is on TR mons - only 3 things in my roster have it. Uninvested Flamethrower has a roll to 3HKO Ferrothorn4 (the fully SpDef one). Leer is used more because of the support it can give rather than due to the lack of better options, and Return is good if you don't want to be helpless against bulky waters (especially Gastrodon). Hilariously, there were quite a few battles where Flamethrower happened to be the only reason I won.
Golem-Alola (F) @ Magnet
Ability: Galvanize
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Explosion
- Return
- Rock Slide
- Stomping Tantrum / Protect
Alolan Golem is the cream of the crop for Exploders: It gets STAB and a x1.2 boost from its ability, along with solid coverage. Return is there for when I don't want to go boom. Since this often lead (alongside Musharna), Protect was often necessary to survive the first turn. Plays such as (explode + switch in camerupt) or hh explosion gave Golem a decent amount of versatility and nearly always made the 1-for-2 trade worth it.
Stakataka @ Groundium Z
Ability: Beast Boost
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 17 Def / 0 Spe
- Earthquake
- Protect
- Gyro Ball
- Rock Slide
What Golem has in crowd control, Stakataka brings in precision threat elimination. Even without a speed-lowering nature, Gyro Ball often hits its max power on at least something on the field, letting me get the ball rolling easily. Resists were often meaningless once Staka was at +1. The downfall of Staka is that it very often can't deal with everything at once, so Ally Switch support was instrumental in keeping Staka alive long enough to clean against Fighting-heavy teams. Even with a negative nature and IVs, Stakataka's physical bulk is not to be underestimated: It can survive the strongest Earthquake in the tree in Grassy Terrain.
Tyrantrum (M) @ Power Belt
Ability: Rock Head
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Head Smash / Rock Slide
- Dragon Claw
- Protect
- Superpower
Tyrantrum is one of those abusers that requires major team support to be able to do anything in any fashion that resembles consistency, and even then it's mediocre. I would often get a single Head Smash KO, only to faint to its partner's attack. I avoided using Tyrantrum as much as I could when given the chance, and given how shoddy my teams were the two times I did use it, I'm glad.
Sylveon (M) @ Choice Specs
Ability: Pixilate
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Swift
Specs Sylveon is one of the more consistent cleaners that I would run. I would usually pair it with an Eruption user for massive spread damage, but it could often put in work on its own. Psyshock was useful against Blissey exclusivelly, and even the "set-filler" move Swift saw more usage (for instance, against possible Soundproof pokes like Kommo-o).
Dhelmise @ Wide Lens
Ability: Steelworker
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 23 SpA / 0 Spe
- Anchor Shot
- Power Whip
- Shadow Claw
- Protect
Poor Dhelmise. It had a lot of potential to be a great abuser, and then rolled it exactly twice out of 31 possible rolls. The one time I used it, I thought it was a solid Grass mon, and was super excited for when I would roll it alongside Porygon2... which never happened. The only other time I rolled Dhelmise, I got Tapu Bulu that same draft alongside a ground-weak team. This makes Dhelmise one of two sets in my box that I did not use at all during the 214-win streak, only seeing minor usage in the earlier 81-win streak.
1-10:bulu, zone, gastro, torkoal, mush, vika
went with mush/torkoal/bulu/gastro for an FWG core, musharna should help torkoal's eruptions, with gravity helping provide extra targets for gastrodon's earth power
1: accelgor/aerodactyl/marowak/froslass (set 1) aero flinches mush with rock slide and survives inferno overdrive. TR goes up turn 2.
2: comfey/abomasnow/lopunny/vanilluxe (set 1)
3: vaporeon/wishiwashi/dhelmise/audino (set 1)
4: togekiss/tauros/noivern/ludicolo (set 1)
5: gardevoir/pelipper/blissey/aromatisse (set 1)
6: heracross/carbink/swampert/accelgor (set 1)
7: musharna/ludicolo/pelipper/florges (set 1) musharna1 targets hypnosis at my torkoal slot, hits a switchin bulu. torkoal gets back in to hit musharna1 with an IO. TR runs out, but is re-set and the battle is won.
8: gogoat/slowbro/whimsicott/dusknoir (set 1)
9: crabominable/golisopod/swampert/klinklang (set 1)
10: klinklang4/magnezone4/porygon-z/electrode4: T1 overload with eruption + TR. torkoal takes a thunderbolt knocking it down to 63 HP, but T2 psychic into klinklang + EP into zone finishes the job.
11-20: zone, cofa, mudsdale, dhelmise, ince, celes
went with cofa/ince/muds/dhelmise, every combo of flunkies i could run shares massive stacked weaknesses, and this was the 3 mons i felt most comfortable running. ince/cofa should have great synergy, as ince can fake out stuff and cofa can ally switch in front of fighting leads
11: crabominable/glalie(moody)/porygon2/abomasnow (set 1) 19 IV crab underspeeds ince, so T1 flare blitz is necessary
12: lanturn1/medicham2/rhyperior/mudsdale2(stamina)
13: sylveon1/jolteon2/hariyama2/glaceon1
14: jellicent2/slowbro1/slowking/primarina2. Cofa uses nothing but Ally Switch. TR never goes up, Dhelmise eventually comes in to deal with primarina.
15: rotom-w2/gliscor1/sawk2/aromatisse2. Gliscor flings its razor claw into cofa. TR goes up turn 2.
16: crobat/noivern/tyranitar/nidoking(poison point) (set 1) Crobat lands a 3 turn sleep on cofagrigus turn 1, and TR goes up on turn 7? 8? almost all of the battle is played without TR
17: samurott/greninja/conkeldurr/politoed (set 1)
18: braviary(defiant)/gallade/machamp/lucario (set 1)
19: weavile1/vanilluxe1/crabominable1/rotom-frost1
20: bisharp3/toxicroak4/golisopod4/pinsir4. Ally switch helps avoid damage while chipping the leads, cofa gets taunted on turn 4. TR never goes up.
21-30: camel, zone, staka, snow, gyara, clops
flunkies do not mesh at all with clops. clops/staka/abomasnow/gyarados, after several failed attempts to construct a decent team with camerupt, ally switch dusclops and staka should make a better lead pair.
21: wailord2/jellicent1/toxicroak/swampert2
22: vanilluxe2/mismagius3/gourgeist3/glalie. dusclops survives avalanche + NeN, sets TR, and faints to hail.
23: jolteon2/vaporeon2/umbreon3/sylveon
24: heracross2/altaria2/druddigon/malamar
25: shiinotic2/amoonguss3/exeggutor2-alola/lopunny3
26: leafeon3/glaceon3/espeon/umbreon
27: breloom1/toucannon2/hawlucha2/beedrill2. turn 1 ally switch + gyro into toucannon. TR goes up on turn 2.
28: raichu3-alola/porygon2-3/exploud3/rotom-frost
29: lurantis3/turtonator2/blaziken3/delphox
30: whimsicott3/espeon3/braviary/ninetales4-alola
31-40: golem, cofa, tyrantrum, gastro, ince, guru
given the choice of setters, cofa works better here. ince/cofa is a proven lead combo, and gastrodon helps alleviate the water weakness the rest of the draft has. golem is better than tyrantrum since cofa does not learn gravity.
31: aggron4/conkeldurr3/audino4/bronzong4. t1, faked out aggron to prevent potential taunt, audino came in on turn 3 and reversed trick room. played the rest of the battle outside of TR.
32: amoonguss3/turtonator2/sharpedo2/shiinotic3
33: staraptor/sableye3/banette3/mimikyu2
34: exploud/beartic/hydreigon/crobat (set 4)
35: exploud(scrappy)/blissey/kangaskhan/mandibuzz (set 4) in which exploud reminds me that exploud gets scrappy. kangaskhan fortunately fakes out cofagrigus when it enters, letting me 2HKO it with low kick.
36: gigalith4/hippowdon24/rotom-c/garchomp3
37: incineroar3(blaze)/tauros3 (sheer force)/gyarados(moxie)/greninja. comical lineup. if even one thing had intimidate, fight gets much harder.
38: kangaskhan/rotom-w4/weavile/aurorus (set 4)
39: tauros3(intimidate)/gyarados2(intimidate)/staraptor/salamence2
40: decidueye3/lycanroc4-night/incineroar3(intimidate)/magnezone4
41-50: tisse, zone, gastro, cofa, drampa, celes
at first thought, the roll looks like shit. however it features cofa and a fighting-weak lead, so maybe it's better than first impressions lead to believe. cofa/drampa/gastro/celes
41: swampert4/tangrowth4/feraligatr/slaking4
42: avalugg/rotom-f34/dragonite/exploud (set 4)
43: azelf2/thundurus1/virizion2/latios
44: azelf3/kommo-o3/raikou4/latias3
45: lucario4/blaziken3/magmortar3/crobat
46: cofagrigus4/rotom-f/reuniclus3/aggron4
47: charizard3/shiftry3/venusaur4/rotom-h4
48: chandelure/gothitelle4 (competitive)/reuniclus4/slowbro4. TR was delayed in order to prioritize KOing chandelure, and later reuniclus. TR eventually set.
49: rotom-h3/manectric3/raichu4/raikou2. Turn 1 double protect to scout movesets. Turn 2, Cofagrigus takes a Thunderbolt and FPs on turns 2 and 3. TR is never set, but Gastrodon and Drampa carry the team.
50: pidgeot4/tyranitar3(unnerve)/alakazam/machamp3. lineup was not changed, but using Aromatisse would have made this battle much less stressful. Turn 1 TTar3 dragon dances as Hurriane goes into Cofagrigus, Turn 2 pidgeot trips Berserk with Hyper Beam.
51-60: P2, Mudsdale, vikavolt, golem, azu, gastro
I hate this draft. Porygon2 with no fake out support is horrendous to build a team against, especially considering it and vikavolt are the only things that aren't weak to grass. If lead Virizion or Breloom ever shows up, I will likely have a very rough time.
P2/Azu/Vika/Muds.
51: latias4/entei3/tornadus3/terrakion (set 34)
52: froslass4/tangrowth4/hariyama4/gyarados3
53: bewear3/togekiss4/lilligant4/gardevoir3 (set 234)
54: bronzong2/kingdra4/armaldo/swampert3
55: alakazam4/magnezone4(non-sturdy)/chandelure3(flame body)/drampa4
56: bastiodon4/metagross4/klinklang4/scizor3
57: zapdos1 (static)/raikou1/regice2/latios2
58: darmanitan3/bisharp/lanturn4/wishiwashi3
59: togekiss4/gogoat3/hydreigon3/feraligatr
60: lucario4/milotic3/togekiss4/garchomp4
61-70: aboma, bulu, camel, aroma, araquanid, azu
lots of good abusers, but nothing really stands out as being good to lead here. aroma/camel/bulu/araquanid
61: manectric3/medicham4/steelix/alakazam. double protected turn 1 in fear of medicham4 faking out aromatisse, which happened in the battle. TR went up turn 2.
62: arcanine3(intimidate)/lilligant3/lurantis/houndoom4
63: uxie1/azelf4/moltres/cresselia2
64: typhlosion4/blastoise4/charizard3/samurott
65: crobat/ribombee/alakazam/jolteon (set 34) - crobat hit aroma with non-crit CP turn 1, and evreything died to HH eruption turns 2-3.
66: gyarados4/rotom-s3/mawile(no intimidate)/scrafty (no intimidate). t1 switch camel out for bulu, which dies to air slash + waterfall. araquanid replaces and focuses gyarados with leech + gleam. rotom faints to chip + liquidation, and the backups pose no threat to araquanid + camel.
67: slowking3/shuckle4/musharna3/reuniclus4
68: amoonguss3/avalugg4/slowking/slowbro4
69: goodra/vanilluxe(snow warning)/glaceon/rotom-w4 (set 4)
70: toxicroak4/golisopod3/toxapex/bisharp4
71-80: aroma, celes, mush, zone, gigalith, incineroar
Musharna is taught Energy Ball instead of Gravity. This lets the team have a reliable option against bulky waters, and it also lets me trip Gigalith's weakness policy on command. In battle 79, the former of these mattered especially, against Hashim's mono-water lineup I would have had a nasty time without Energy Ball. mush/ince/giga/celes. I lack any confidence in this team's ability to last 10 battles with numerous stacked weaknesses, coverage overlap, etc.
71: palossand/gastrodon3/rotom-mow/hippowdon. Leads are OHKOed without setting TR, and upon seeing the backups, TR is not set.
72: virizion/latios3/azelf4/latias4 (set 3/4)
73: metagross4(clear body)/mesprit3/garchomp3/dragonite3
74: thundurus1/suicune2/azelf/zapdos1 (set 1/2)
75: ampharos4/manectric4/thundurus2/rotom-h3
76: regirock1(clear body)/thundurus2/tornadus/regice (set 1/2)
77: vaporeon4/salazzle4/aerodactyl4/conkeldurr3 (guts)
78: salamence4(intimidate)/entei3/garchomp4/metagross4
79: feraligatr/swampert3/greninja4/kingdra
80: garchomp4/gallade4/altaria3/magnezone
81, 82: mawile, azu, sylv, torkoal, mudsdale, oranguru
these flunkies are among the best to abuse Instruct with. mawile, mudsdale, and torkoal were a given, but the question was which one to I lead with. I decided on torkoal for eruption spam and baiting lead Rock Slides. The team may have issues with bulky waters, but not to the extent of the previous team.
81: bisharp/manectric/zoroark(undisguised)/meganium (set 4). bisharp and manectric double into oranguru's protect turn 1. oranguru is switched out turn 2 and TR never goes up.
82: electrode4/primarina4/kindgra3/empoleon - loss.
went with mush/torkoal/bulu/gastro for an FWG core, musharna should help torkoal's eruptions, with gravity helping provide extra targets for gastrodon's earth power
1: accelgor/aerodactyl/marowak/froslass (set 1) aero flinches mush with rock slide and survives inferno overdrive. TR goes up turn 2.
2: comfey/abomasnow/lopunny/vanilluxe (set 1)
3: vaporeon/wishiwashi/dhelmise/audino (set 1)
4: togekiss/tauros/noivern/ludicolo (set 1)
5: gardevoir/pelipper/blissey/aromatisse (set 1)
6: heracross/carbink/swampert/accelgor (set 1)
7: musharna/ludicolo/pelipper/florges (set 1) musharna1 targets hypnosis at my torkoal slot, hits a switchin bulu. torkoal gets back in to hit musharna1 with an IO. TR runs out, but is re-set and the battle is won.
8: gogoat/slowbro/whimsicott/dusknoir (set 1)
9: crabominable/golisopod/swampert/klinklang (set 1)
10: klinklang4/magnezone4/porygon-z/electrode4: T1 overload with eruption + TR. torkoal takes a thunderbolt knocking it down to 63 HP, but T2 psychic into klinklang + EP into zone finishes the job.
11-20: zone, cofa, mudsdale, dhelmise, ince, celes
went with cofa/ince/muds/dhelmise, every combo of flunkies i could run shares massive stacked weaknesses, and this was the 3 mons i felt most comfortable running. ince/cofa should have great synergy, as ince can fake out stuff and cofa can ally switch in front of fighting leads
11: crabominable/glalie(moody)/porygon2/abomasnow (set 1) 19 IV crab underspeeds ince, so T1 flare blitz is necessary
12: lanturn1/medicham2/rhyperior/mudsdale2(stamina)
13: sylveon1/jolteon2/hariyama2/glaceon1
14: jellicent2/slowbro1/slowking/primarina2. Cofa uses nothing but Ally Switch. TR never goes up, Dhelmise eventually comes in to deal with primarina.
15: rotom-w2/gliscor1/sawk2/aromatisse2. Gliscor flings its razor claw into cofa. TR goes up turn 2.
16: crobat/noivern/tyranitar/nidoking(poison point) (set 1) Crobat lands a 3 turn sleep on cofagrigus turn 1, and TR goes up on turn 7? 8? almost all of the battle is played without TR
17: samurott/greninja/conkeldurr/politoed (set 1)
18: braviary(defiant)/gallade/machamp/lucario (set 1)
19: weavile1/vanilluxe1/crabominable1/rotom-frost1
20: bisharp3/toxicroak4/golisopod4/pinsir4. Ally switch helps avoid damage while chipping the leads, cofa gets taunted on turn 4. TR never goes up.
21-30: camel, zone, staka, snow, gyara, clops
flunkies do not mesh at all with clops. clops/staka/abomasnow/gyarados, after several failed attempts to construct a decent team with camerupt, ally switch dusclops and staka should make a better lead pair.
21: wailord2/jellicent1/toxicroak/swampert2
22: vanilluxe2/mismagius3/gourgeist3/glalie. dusclops survives avalanche + NeN, sets TR, and faints to hail.
23: jolteon2/vaporeon2/umbreon3/sylveon
24: heracross2/altaria2/druddigon/malamar
25: shiinotic2/amoonguss3/exeggutor2-alola/lopunny3
26: leafeon3/glaceon3/espeon/umbreon
27: breloom1/toucannon2/hawlucha2/beedrill2. turn 1 ally switch + gyro into toucannon. TR goes up on turn 2.
28: raichu3-alola/porygon2-3/exploud3/rotom-frost
29: lurantis3/turtonator2/blaziken3/delphox
30: whimsicott3/espeon3/braviary/ninetales4-alola
31-40: golem, cofa, tyrantrum, gastro, ince, guru
given the choice of setters, cofa works better here. ince/cofa is a proven lead combo, and gastrodon helps alleviate the water weakness the rest of the draft has. golem is better than tyrantrum since cofa does not learn gravity.
31: aggron4/conkeldurr3/audino4/bronzong4. t1, faked out aggron to prevent potential taunt, audino came in on turn 3 and reversed trick room. played the rest of the battle outside of TR.
32: amoonguss3/turtonator2/sharpedo2/shiinotic3
33: staraptor/sableye3/banette3/mimikyu2
34: exploud/beartic/hydreigon/crobat (set 4)
35: exploud(scrappy)/blissey/kangaskhan/mandibuzz (set 4) in which exploud reminds me that exploud gets scrappy. kangaskhan fortunately fakes out cofagrigus when it enters, letting me 2HKO it with low kick.
36: gigalith4/hippowdon24/rotom-c/garchomp3
37: incineroar3(blaze)/tauros3 (sheer force)/gyarados(moxie)/greninja. comical lineup. if even one thing had intimidate, fight gets much harder.
38: kangaskhan/rotom-w4/weavile/aurorus (set 4)
39: tauros3(intimidate)/gyarados2(intimidate)/staraptor/salamence2
40: decidueye3/lycanroc4-night/incineroar3(intimidate)/magnezone4
41-50: tisse, zone, gastro, cofa, drampa, celes
at first thought, the roll looks like shit. however it features cofa and a fighting-weak lead, so maybe it's better than first impressions lead to believe. cofa/drampa/gastro/celes
41: swampert4/tangrowth4/feraligatr/slaking4
42: avalugg/rotom-f34/dragonite/exploud (set 4)
43: azelf2/thundurus1/virizion2/latios
44: azelf3/kommo-o3/raikou4/latias3
45: lucario4/blaziken3/magmortar3/crobat
46: cofagrigus4/rotom-f/reuniclus3/aggron4
47: charizard3/shiftry3/venusaur4/rotom-h4
48: chandelure/gothitelle4 (competitive)/reuniclus4/slowbro4. TR was delayed in order to prioritize KOing chandelure, and later reuniclus. TR eventually set.
49: rotom-h3/manectric3/raichu4/raikou2. Turn 1 double protect to scout movesets. Turn 2, Cofagrigus takes a Thunderbolt and FPs on turns 2 and 3. TR is never set, but Gastrodon and Drampa carry the team.
50: pidgeot4/tyranitar3(unnerve)/alakazam/machamp3. lineup was not changed, but using Aromatisse would have made this battle much less stressful. Turn 1 TTar3 dragon dances as Hurriane goes into Cofagrigus, Turn 2 pidgeot trips Berserk with Hyper Beam.
51-60: P2, Mudsdale, vikavolt, golem, azu, gastro
I hate this draft. Porygon2 with no fake out support is horrendous to build a team against, especially considering it and vikavolt are the only things that aren't weak to grass. If lead Virizion or Breloom ever shows up, I will likely have a very rough time.
P2/Azu/Vika/Muds.
51: latias4/entei3/tornadus3/terrakion (set 34)
52: froslass4/tangrowth4/hariyama4/gyarados3
53: bewear3/togekiss4/lilligant4/gardevoir3 (set 234)
54: bronzong2/kingdra4/armaldo/swampert3
55: alakazam4/magnezone4(non-sturdy)/chandelure3(flame body)/drampa4
56: bastiodon4/metagross4/klinklang4/scizor3
57: zapdos1 (static)/raikou1/regice2/latios2
58: darmanitan3/bisharp/lanturn4/wishiwashi3
59: togekiss4/gogoat3/hydreigon3/feraligatr
60: lucario4/milotic3/togekiss4/garchomp4
61-70: aboma, bulu, camel, aroma, araquanid, azu
lots of good abusers, but nothing really stands out as being good to lead here. aroma/camel/bulu/araquanid
61: manectric3/medicham4/steelix/alakazam. double protected turn 1 in fear of medicham4 faking out aromatisse, which happened in the battle. TR went up turn 2.
62: arcanine3(intimidate)/lilligant3/lurantis/houndoom4
63: uxie1/azelf4/moltres/cresselia2
64: typhlosion4/blastoise4/charizard3/samurott
65: crobat/ribombee/alakazam/jolteon (set 34) - crobat hit aroma with non-crit CP turn 1, and evreything died to HH eruption turns 2-3.
66: gyarados4/rotom-s3/mawile(no intimidate)/scrafty (no intimidate). t1 switch camel out for bulu, which dies to air slash + waterfall. araquanid replaces and focuses gyarados with leech + gleam. rotom faints to chip + liquidation, and the backups pose no threat to araquanid + camel.
67: slowking3/shuckle4/musharna3/reuniclus4
68: amoonguss3/avalugg4/slowking/slowbro4
69: goodra/vanilluxe(snow warning)/glaceon/rotom-w4 (set 4)
70: toxicroak4/golisopod3/toxapex/bisharp4
71-80: aroma, celes, mush, zone, gigalith, incineroar
Musharna is taught Energy Ball instead of Gravity. This lets the team have a reliable option against bulky waters, and it also lets me trip Gigalith's weakness policy on command. In battle 79, the former of these mattered especially, against Hashim's mono-water lineup I would have had a nasty time without Energy Ball. mush/ince/giga/celes. I lack any confidence in this team's ability to last 10 battles with numerous stacked weaknesses, coverage overlap, etc.
71: palossand/gastrodon3/rotom-mow/hippowdon. Leads are OHKOed without setting TR, and upon seeing the backups, TR is not set.
72: virizion/latios3/azelf4/latias4 (set 3/4)
73: metagross4(clear body)/mesprit3/garchomp3/dragonite3
74: thundurus1/suicune2/azelf/zapdos1 (set 1/2)
75: ampharos4/manectric4/thundurus2/rotom-h3
76: regirock1(clear body)/thundurus2/tornadus/regice (set 1/2)
77: vaporeon4/salazzle4/aerodactyl4/conkeldurr3 (guts)
78: salamence4(intimidate)/entei3/garchomp4/metagross4
79: feraligatr/swampert3/greninja4/kingdra
80: garchomp4/gallade4/altaria3/magnezone
81, 82: mawile, azu, sylv, torkoal, mudsdale, oranguru
these flunkies are among the best to abuse Instruct with. mawile, mudsdale, and torkoal were a given, but the question was which one to I lead with. I decided on torkoal for eruption spam and baiting lead Rock Slides. The team may have issues with bulky waters, but not to the extent of the previous team.
81: bisharp/manectric/zoroark(undisguised)/meganium (set 4). bisharp and manectric double into oranguru's protect turn 1. oranguru is switched out turn 2 and TR never goes up.
82: electrode4/primarina4/kindgra3/empoleon - loss.
1-10: aboma, hariyama, mawile, ince, mush, bulu. mush/yama/bulu/mawile seems like a straightforward squad, with mush taught Protect over energy ball. Team was solid, only trouble was during battle 3 when I neglected to look up infernape1's moves.
1: typhlosion/ludicolo/froslass/hariyama
2: darmanitan/gothitelle/infernape/conkeldurr
3: infernape/bewear/dragonite/umbreon
4: arcanine/steelix/beedrill/politoed
5: eelektross/infernape/mawile/gardevoir
6: wailord/minior/porygon-z/hippowdon
7: rhyperior/ferrothorn/armaldo/rampardos
8: dugtrio-alola/jolteon/togekiss/pyroar
9: slaking/cofagrigus/gourgeist/gyarados
10: garchomp4/togekiss/milotic3/spiritomb3
11-20: drampa, ince, vika, mush, p2, aboma
let's run mush + ince with drampa and aboma in back. aboma covers bulky waters. one downside is that all of the flunkies are fighting-weak, but incineroar's intimidate + fake out as well as Musharna's psychic helps with that.
11: sharpedo2/barbaracle2/pelipper/starmie2
12: vaporeon/gastrodon/tentacruel/toxicroak (set 1)
13: shiftry2/manectric2/reuniclus/typhlosion
14: tentacruel/gothitelle(competitive)/sableye (set 1)
15: glaceon1/glalie/abomasnow/froslass
16: glalie/nidoking/rhyperior/bisharp (set 1)
17: milotic/toxicroak/kingdra/lapras (set 1)
18: froslass/blaziken/accelgor/salazzle (set 1)
19: turtonator2/typhlosion/charizard/exeggutor1
20: toucannon3/comfey3/lurantis/sceptile4
21-30: aroma, azu, guru, yama, amph, araquanid
amazing lead pair in hariyama/oranguru is available. araquanid and ampharos are chosen as back line to avoid type redundancies (araquanid has been proven with oranguru, azumarill hasn't yet)
21: weavile1/incineroar2/oricorio1-sensu/vespiquen1
22: rhyperior3/marowak2-alola/amoonguss3(effect spore)/escavalier3
23: politoed2/swampert3/goodra/ludicolo2
24: tauros1/metagross/espeon2/lickilicky2
25: beedrill2/weezing1/goodra/mimikyu2
26: torterra2/barbaracle3/dragonite3/bewear
27: vikavolt3/ursaring3/aerodactyl2/lopunny3
28: vanilluxe1/crabominable/ninetales2-a/glaceon
29: lapras2/armaldo/starmie2/feraligatr2 (set 23)
30: magnezone/lycanroc3-day/braviary/incineroar(blaze)
31-40: maw, aboma, mush, zone, gastro, ince
incineroar and musharna are the obvious choice to lead with, while backup gastro complements incineroar well. last mon abomasnow to prevent stacked ground weaknesses.
31: accelgor/aerodactyl3/electrode3/alakazam4
32: ludicolo3/jolteon3/toxicroak2/armaldo3
33: yanmega3/komala2/tsareena2/dusknoir3
34: cradily3/lycanroc4-night/mudsdale4/hippowdon2
35: reuniclus2/sharpedo2/torterra2/incineroar2 (intimidate)
36: bruxish2/yanmega2/salazzle3/incineroar2
37: rampardos/altaria/togekiss/florges (set 4)
38: golurk3/mienshao3/samurott2/sableye3. mienshao fake out + golurk NeN both went into musharna, ince MM'd golurk. TR went up on turn 3.
39: golurk(klutz)/kangaskhan/probopass3/heracross (set 4)
40: sceptile3/tsareena/trevenant/comfey
41-50: celes, cofa, golem, sylv, aroma, ince
decent lead pair available in ince/cofa, problem is the backups are all sketchy. golem is the slowest flunky available, but it horribly stacks weaknesses with incineroar (shared weak to ground, water, fighting). so that leaves me with little choice for my team. this'll be the first run of specs sylveon, and Blue should be interesting.
41: lickilicky4/jellicent3/rotom-f4/shiinotic4. jellicent3 ohkoes incineroar with water spout (1/16 roll) and reverses trick room on turn 2. TR is not set after that.
42: braviary(defiant)/lickilicky3/wailord/salamence (set 4)
43: togekiss4/gardevoir3/whimsicott4(prankster)/sylveon
44: minior/mandibuzz/glalie/slaking (set 4)
45: musharna/spiritomb/rotom-s4/aurorus (hail set2 + set4)
46: greninja/lucario3/togekiss4/kommo-o2
47: lickilicky3/slowbro4/wishiwashi3/carbink3. I opted to not set TR.
48: golisopod/exeggutor4-alola/decidueye/gyarados3 (intimidate)
49: serperior (overgrow)/sceptile3/rotom-c/noivern
50: gyarados3 (intimidate)/machamp4 (guts) exeggutor3/arcanine3(intimidate)
51-60: aboma, sylve, azu, aroma, hariyama, vika
hariyama/aroma is the only real choice i have for a lead, and while I could run sylveon and abomasnow in back for spread move spam, I went with abomasnow and azumarill to not stack weaknesses unnecessarily.
51: heatran4/regirock/moltres(pressure)/articuno (set34)
52: blissey/golisopod/talonflame (flame body)/drifblim (set 4)
53: articuno4/latias3/zapdos2/latios4
54: rotom-h/houndoom4/clawitzer3/gourgeist
55: chandelure4/charizard4/shiftry3/lurantis4
56: blissey2/togedemaru4/gardevoir4/musharna4
57: articuno2/tornadus1/regirock2/zapdos1
58: drampa3 (no cloud nine)/vikavolt3/magnezone3/chandelure4. TR goes up with no problem, but the team is nearly too much for me to handle, culminating in a fresh chandelure and half HP vikavolt against my abomasnow and 2/3 Aromatisse, with one turn of TR left.
59: magmortar/blissey/ursaring/venusaur (set 4)
60: scrafty4/liepard3/sharpedo4/drapion
61-70: zone, staka, cofa, vika, bulu, araquanid
staka/cofa make a solid lead pair, with bulu to switch into EQs in the back and araquanid as the only remaining option without a fire weakness. staka goes in slot 1 so that I can immediately test for magnet pull probopass/magnezone. staka/cofa/bulu/araquanid
61: goodra/clawitzer4/carbink3/crobat4
62: latias2/entei2/regice/terrakion (set 12)
63: marowak2-alola/rotom-w3/politoed/jolteon2
64: terrakion/suicune3/regirock4/landorus (set 1234)
65: staraptor3(intimidate)/gyarados4(intimidate)/mawile(intimidate)/tauros4
66: darmanitan3/moltres4/exeggutor3/delphox
67: suicune2/pelipper4/politoed/swampert3
68: samurott/bewear/magmortar/tauros (set 4)
69: landorus3/terrakion/moltres/registeel (set 34)
70: braviary/slowbro3/passimian/whimsicott
71-81: mush, vika, bro, hariyama, aboma, sylveon
hariyama/musharna leads make a solid frontline, with abomasnow to round out the team nicely. tough to choose a fourth member, since both vikavolt and sylveon stack weaknesses. Settled on vikavolt, since having a fire-weak and rock-weak backline isn't too big of a problem when abomasnow can hit the rocks anyway and most fires don't like CC or HH eq too well. mush/hariyama/aboma/vika
71: garchomp4/dragonite3/kommo-o2/cresselia3. dragonite3 outrage goes into musharna turn 1, and the frontline dies on turn 2. backline cleans up very well.
72: gardevoir/sylveon4/aromatisse/togedemaru4 (set 234). misty terrain is set turn 1, hariyama doesn't activate flame orb until last mon togedemaru is isolated.
73: slowking3/slowbro4/snorlax4/cofagrigus3
74: infernape4/incineroar3/typhlosion/serperior3
75: heatran2/whimsicott/shiftry3/ninetales1
76: torterra3/ampharos4/hydreigon/magnezone
77: togekiss/kingdra3/delphox4/slaking
78: articuno/uxie2/heatran1/landorus2 (set 12)
79: slaking/tentacruel4/flygon/charizard4
80: liepard3/toxapex4/toxicroak4/honchkrow
81: shiftry4/lilligant3/houndoom4/charizard. An extra battle was played with this team by accident. Next round will only be 9 battles long to compensate.
82-90: hariyama, torkoal, aromatisse, gyarados, cofagrigus, azumarill
This is one of the worst rolls I've gotten. Flunkies offer no synergy (to the point that their presence hurts one another). Decided to use torkoal, but in the back so that I can choose whether to have sun or no sun. Aroma/Hariyama/Torkoal/Azumarill.
82: empoleon3/charizard4/blaziken/haxorus
83: uxie2/mesprit1/heatran2/cresselia1 (set 12)
84: dusknoir4/oranguru4/torterra4/wishiwashi. Dusknoir4 reverts TR turn 2, and a decent portion of the battle is played without TR.
85: articuno3/moltres/registeel3/latias4 (set 34)
86: steelix3/turtonator3/muk3-alola/tentacruel3
87: walrein/gallade/gardevoir/rotom-w3 (set 4)
88: porygon-z4/aggron4/manectric3/raichu3-alola
89: articuno/moltres2 (flame body)/cobalion/azelf (set 12)
90: toxicroak4/golisopod3/bisharp3/honchkrow
91-100: dusclops, aboma, torkoal, sylve, gyara, zone
Terrible roll. No synergy offered between the setter and flunkies, and none of the flunkies are comfortable leading alongside dusclops (abomasnow attracts rock slides, but it lacks a way to get in safely). Gyara is the only thing on this draft that addresses my alarming weaknesses to Fire-types and Ferrothorn. clops/aboma/gyarados/sylve. Gyarados is taught Flamethrower over Leer.
91: charizard3/exeggutor4-alola/incineroar3/rotom-w4
92: porygon-z3/glaceon4/volcarona4(flame body)/latios2
93: mandibuzz/blastoise/archeops/medicham (set 4)
94: milotic4/ninetales4-alola/togekiss/komala4
95: dugtrio4-alola/nidoqueen3/palossand/ampharos3
96: articuno2/thundurus1/regirock2/registeel (set 12)
97: skarmory/blissey/sableye/minior (set 4)
98: togedemaru4/magnezone4/conkeldurr3/machamp3
99: noivern4/ribombee3/jolteon/weavile3
100: toxicroak3/pinsir4/bisharp3/toxapex4
101-110: aroma, vika, celes, bro, mawile, camerupt
no matter what mega I use, the team will have problems with waters or rocks. I chose to go with the lesser evil and have problems with Waters, since Celesteela can learn Energy ball. Aromatisse/Camerupt/Vikavolt/Celesteela. Celesteela is taught Energy Ball over Flamethrower.
101: sharpedo3/goodra4/ninetales4-alola/aerodactyl3
102: kommo-o2/articuno14/heatran24/cresselia1
103: kommo-o2/uxie3/regirock4/registeel
104: raikou4/cobalion3/terrakion3/latias3. (set 34)Aromatisse is switched out for Vikavolt turn 1 in fear of Cobalion4. It comes back in after Terrakion is sent out, and is flinched to death without setting up TR.
105: greninja4/noivern3/electrode4/accelgor
106: chesnaught4/meganium3/infernape3/incineroar
107: zapdos3/mesprit2/cresselia4/azelf
108: porygon-z3/gyarados3/milotic/rotom-c
109: houndoom4/whimsicott3/venusaur/charizard
110: talonflame3/toucannon4/trevenant/comfey
111-120: sylve, torkoal, aroma, gyarados, slowbro, ampharos
This draft has problems with grounds, regardless of what I run (Slowbro creates mega conflicts and I have to run Torkoal to deal with Ferrothorn). Aroma/Ampharos/Torkoal/Sylveon. Teaching Ampharos HP Ice over Volt Switch should also help with the ground weakness.
111: gardevoir4/whimsicott4/florges2/aromatisse4. Gardevoir4 OHKOes Aromatisse with Hyper Beam on turn 1. TR is not set, but the battle is won thanks to the harmless florges2/aromatisse4 backline.
112: flareon3/vaporeon4/espeon/leafeon
113: kommo-o1/noivern3/tyranitar4/umbreon4. Turn 1, Hidden power goes into Noivern, who takes 30%? Whoops, this Ampharos actually has HP Psychic.
114: pinsir3/kangaskhan3/aurorus3/blissey4
115: weavile/greninja4/talonflame/aerodactyl4
116: latios3/glaceon3/espeon/volcarona3
117: registeel2/uxie1/entei1/zapdos1 (set 12)
118: palossand4/sharpedo4/conkeldurr3/machamp4
119: pelipper4/tornadus4/suicune/beartic
120: toxicroak4/bisharp4/pinsir4/toxapex4. These leads scare Aromatisse. It switches out, and TR is never set.
121-130: aroma, hariyama, magnezone, clops, torkoal, vikavolt
Aromatisse/hariyama/magnezone/torkoal is the only team configuration that has both a solid frontline and decent backups, as Hariyama's potential is wasted in the back. Magnezone is taught HP Ice and holds Air Balloon to alleviate the team's problems with Grounds.
121: exeggutor3/rotom-c4/venusaur4/tsareena3
122: beartic4/politoed1/bruxish3/marowak2-alola
123: landorus4/regigigas/terrakion4/tornadus3 (set 1234)
124: drampa/gengar4/heatran/chandelure4
125: moltres(pressure)/landorus4/tornadus/entei3 (set 34)
126: sylveon3/porygon2-3/gardevoir4/slaking
127: zapdos4/staraptor3/entei1/tentacruel4
128: latios3/cobalion/kommo-o3/raikou3 (set 34)
129: dhelmise4/avalugg4/lickilicky/turtonator4
130: houndoom3/absol4/bisharp4/tyranitar3
131-140: guru, gyarados, torkoal, ampharos, clops, sylveon
While Torkoal/Guru sounds like a good lead pair in theory, it happened to let me down the last time I used it. Hopefully, Ampharos can help counter bulky waters. oranguru/torkoal/ampharos/sylveon.
131: sceptile4/empoleon/blaziken/chesnaught
132: liepard/weezing/mamoswine/togekiss (hail set2 + set4)
133: greninja4(torrent)/talonflame3/crobat/ribombee
134: chesnaught4/noivern3/torterra/gogoat
135: wishiwashi4/aggron4/slowking4/gothitelle
136: mamoswine/flygon/minior/gyarados (set 4)
137: conkeldurr4/jellicent4/audino4/cofagrigus4
138: blastoise3/delphox4/torterra3/infernape4
139: musharna4/oranguru2/rotom-w3/gardevoir3
140: espeon/slowbro4/passimian3/turtonator4
141-150: p2, camel, mush, araquanid, golem-a, vikavolt
mush alongside an exploder is always a solid lead choice, especially with an explosion-immune backup alongside it. The team is a tad weak to ground, so Mush is taught Energy Ball. Golem is taught Protect over Stomping Tantrum so that it can function as a lead. mush/golem/camerupt/araquanid
141: tauros4/beartic4/hawlucha/golisopod3
142: cobalion4/regice4/virizion/uxie (set 34)
143: tentacruel4/trevenant4/muk3-alola/probopass4
144: mudsdale3/scizor4/medicham3/machamp4
145: goodra4/comfey4/togedemaru/mimikyu
146: blissey3/audino4/sylveon/slowbro4 (set 234)
147: cresselia4/uxie3/cobalion/virizion3 (set 34)
148: kommo-o2/azelf4/mesprit/registeel
149: articuno1/latios1/garchomp3/snorlax4
150: muk3-alola/porygon-z4/electrode4/porygon2-4 (analytic)
151-160: mush, drampa, dhelmise, mawile, torkoal, guru
This roll is legitimately horrible. Numerous stacked weaknesses and item conflicts, on top of a choice of two nearly identical TR setters.
After much debating, I settled on Mawile/Oranguru/Torkoal/Drampa. Torkoal is taught Flamethrower over Solarbeam and holds Soft Sand. Drampa is taught Energy Ball over Flamethrower.
151: scizor3/wishiwashi4/samurott3/empoleon4
152: machamp/medicham/spiritomb/carracosta (set 4)
153: rotom-c3/dhelmise3/virizion2/exeggutor4-alola. Out of fear of a Z-move going into Oranguru, Dhelmise is switched in turn 1. TR goes up on turn 3.
154: crobat/accelgor4/aerodactyl4/electrode3. Crobat goes for Cross Poison, it is disposed of and TR is set.
155: spiritomb3/armaldo4/magmortar3/nidoking
156: tentacruel4/politoed4/trevenant3/dhelmise4
157: empoleon4/magnezone3/mandibuzz/umbreon4
158: mudsdale4/lapras3/lopunny4/ludicolo4
159: rotom-w4/pelipper3/blastoise4/goodra3
160: liepard3/bisharp3 (inner focus)/pinsir4/golisopod
161-170: camel, hariyama, p2, golem-a, sylveon, mawile-mega
No confidence in this roll. P2, as a setter, needs a solid lead partner in order for it to function. Sylveon would be the only partner here that fits that job, but is harmed by protect being near mandatory on TR leads. Maybe it can manage to work anyway? Hariyama is another choice for a lead, as it lacks Sylveon's nice type synergy with P2 but makes up for it with Fake Out. Man, I wish I'd rolled Dhelmise here. p2/hariyama/sylveon/camerupt
161: clawitzer4/hippowdon3/pelipper/sharpedo3
162: ludicolo4/pelipper4/beartic/carracosta
163: delphox3/ninetales3/exeggutor3/shiftry4
164: leafeon4/hydreigon/noivern4/salamence3
165: thundurus2/cobalion4/regirock(sturdy)/raikou
166: aggron3/hippowdon3/steelix3/palossand
167: musharna4/snorlax/slowbro4/steelix4
168: magmortar4/beartic4/jolteon/carracosta
169: alakazam4(inner focus)/sceptile3/greninja/serperior
170: milotic3/togekiss/lucario3/garchomp3
171-180: gyara, celes, bro, maw, aroma, tyrantrum
This draft is incredibly awkward to build for. Two megas, a bunch of pokes that need gravity on a setter that lacks access to it, stacked weaknesses, and pokes with relatively high speeds.
mawile/aromatisse/tyrantrum/gyarados. Tyrantrum is taught Rock Slide over Head Smash because Gravity isn't available. Gyarados is taught Leer over Return to better support its teammates. I have no faith in this team, but let's see what it can do.
171: cradily3/skarmory3/pinsir3/magmortar
172: goodra3/magmortar3/kingdra/bruxish
173: glalie4/clawitzer3/gourgeist3/vespiquen3
174: gigalith/bastiodon4/steelix3/snorlax3. TR was opted to not be set, as it was likely that the majority of this Breeder's roster would underspeed my team.
175: palossand4/gastrodon3/sandslash3/gliscor4
176: rotom-w/swampert3/politoed3/goodra3
177: drampa3/gastrodon4/rhyperior3/golisopod4
178: heracross/arcanine/mimikyu/lickilicky3 (set 4)
179: tornadus3/entei1/raikou/virizion2
180: sceptile4/trevenant4/lurantis/toucannon3
181-190: p2, maw, bro, guru, tyrantrum, yama
Weird roll at first glance. However, this gives me all the pieces to use a gravity room team! Porygon2/Hariyama/Slowbro/Tyrantrum. Tyrantrum is re-taught Head Smash. Porygon2 is taught Gravity over Ally Switch. Slowbro is taught Blizzard over Protect.
181: dragonite4/exeggutor3/salamence3/mesprit1
182: snorlax/turtonator4/gigalith4/steelix4
183: tornadus/entei4/landorus/suicune1
184: greninja/politoed1/beartic/carracosta
185: metagross3/gardevoir4/medicham4/rotom-w3
186: charizard3/leafeon4/heatran/whimsicott4
187: umbreon3/incineroar/togekiss/crobat
188: virizion2/tsareena/rotom-c4/florges2
189: landorus4/kommo-o3/cresselia4/uxie4 (legends set 34)
190: primarina/lycanroc4-n/braviary4/magnezone4
191-200: camel, bulu, dhelmise, mush, p2, golem-a
With the effectiveness of Golem-A lead next to Musharna already proven, especially with a Ground-type partner, the last question is which Grass do I want to use. Bulu helps reduce EQ, making it possible for Golem-A to survive weaker STAB EQs.
Musharna/Golem/Camerupt/Tapu Bulu. Musharna is taught Protect over Energy Ball.
191: beartic/ambipom3/mamoswine/passimian
192: carbink4/shuckle3/swampert3/scizor3
193: rampardos3/haxorus3/rhyperior3/regigigas4
194: tornadus1/thundurus1/suicune/regice (set 1234)
195: hippowdon2/gigalith4/dugtrio4-alola/tyranitar4
196: gastrodon3/carracosta/wishiwashi4/mudsdale
197: kommo-o2/registeel4/regice/mesprit2
198: entei2/thundurus4/electivire/terrakion4
199: goodra4/dragonite3/uxie3/hydreigon
200: tsareena4/sceptile4/toucannon/talonflame4
201-210: vika, sylve, hariyama, bro, torkoal, mush
Pretty good draft to work with here. Strategy is "pair flinch-weak setters with lead hariyama and run spread moves in back for big damage". Musharna/Hariyama/Torkoal/Sylveon. Musharna runs Protect here since Hariyama + Torkoal can take care of waters in tandem.
201: rotom-f4/braviary/vaporeon/ursaring (set 4)
202: entei4/registeel3/thundurus1/virizion1
203: lilligant3/moltres2/leafeon4/tangrowth
204: armaldo3/beartic4/rotom-w/greninja
205: aerodactyl4/machamp4/politoed4/lycanroc3-d
206: tornadus3/thundurus4/latios3/raikou4 (set 34)
207: latios2/virizion2/cobalion/cresselia2 (set 12)
208: regigigas1/charizard3/comfey/slaking3
209: porygon-z/toxapex/raichu/mandibuzz (set 4)
210: whimsicott4/turtonator3/braviary/passimian
211-215: p2, ince, staka, vika, araquanid, gastro
Everything I could pair with Porygon2 either stacks a Fighting weakness or is weak to Rock (and thus draws Rock Slide). Incineroar may be both of those, but it does at least bring Fake Out and Intimidate to the table, giving me some way to assist Pory in setting up TR. Porygon2 is re-taught Ally Switch since nothing here can feasibly abuse Gravity. Porygon2/Incineroar/Gastrodon/Vikavolt.
211 was accidentally entered with musharna/incineroar/gastrodon/vikavolt. 212-215 were played with the correct team.
211: kingdra4/electrode4/greninja4/pelipper1
212: crobat3/ribombee/accelgor/electrode4
213: regigigas1/landorus2/heatran2/articuno2 (set 12)
214: gengar4/weavile/exploud/nidoqueen3. Weavile fake out goes into Incineroar, and TR is set on turn 1.
215: medicham4/lickilicky3/beartic3/gardevoir3 - loss
1: typhlosion/ludicolo/froslass/hariyama
2: darmanitan/gothitelle/infernape/conkeldurr
3: infernape/bewear/dragonite/umbreon
4: arcanine/steelix/beedrill/politoed
5: eelektross/infernape/mawile/gardevoir
6: wailord/minior/porygon-z/hippowdon
7: rhyperior/ferrothorn/armaldo/rampardos
8: dugtrio-alola/jolteon/togekiss/pyroar
9: slaking/cofagrigus/gourgeist/gyarados
10: garchomp4/togekiss/milotic3/spiritomb3
11-20: drampa, ince, vika, mush, p2, aboma
let's run mush + ince with drampa and aboma in back. aboma covers bulky waters. one downside is that all of the flunkies are fighting-weak, but incineroar's intimidate + fake out as well as Musharna's psychic helps with that.
11: sharpedo2/barbaracle2/pelipper/starmie2
12: vaporeon/gastrodon/tentacruel/toxicroak (set 1)
13: shiftry2/manectric2/reuniclus/typhlosion
14: tentacruel/gothitelle(competitive)/sableye (set 1)
15: glaceon1/glalie/abomasnow/froslass
16: glalie/nidoking/rhyperior/bisharp (set 1)
17: milotic/toxicroak/kingdra/lapras (set 1)
18: froslass/blaziken/accelgor/salazzle (set 1)
19: turtonator2/typhlosion/charizard/exeggutor1
20: toucannon3/comfey3/lurantis/sceptile4
21-30: aroma, azu, guru, yama, amph, araquanid
amazing lead pair in hariyama/oranguru is available. araquanid and ampharos are chosen as back line to avoid type redundancies (araquanid has been proven with oranguru, azumarill hasn't yet)
21: weavile1/incineroar2/oricorio1-sensu/vespiquen1
22: rhyperior3/marowak2-alola/amoonguss3(effect spore)/escavalier3
23: politoed2/swampert3/goodra/ludicolo2
24: tauros1/metagross/espeon2/lickilicky2
25: beedrill2/weezing1/goodra/mimikyu2
26: torterra2/barbaracle3/dragonite3/bewear
27: vikavolt3/ursaring3/aerodactyl2/lopunny3
28: vanilluxe1/crabominable/ninetales2-a/glaceon
29: lapras2/armaldo/starmie2/feraligatr2 (set 23)
30: magnezone/lycanroc3-day/braviary/incineroar(blaze)
31-40: maw, aboma, mush, zone, gastro, ince
incineroar and musharna are the obvious choice to lead with, while backup gastro complements incineroar well. last mon abomasnow to prevent stacked ground weaknesses.
31: accelgor/aerodactyl3/electrode3/alakazam4
32: ludicolo3/jolteon3/toxicroak2/armaldo3
33: yanmega3/komala2/tsareena2/dusknoir3
34: cradily3/lycanroc4-night/mudsdale4/hippowdon2
35: reuniclus2/sharpedo2/torterra2/incineroar2 (intimidate)
36: bruxish2/yanmega2/salazzle3/incineroar2
37: rampardos/altaria/togekiss/florges (set 4)
38: golurk3/mienshao3/samurott2/sableye3. mienshao fake out + golurk NeN both went into musharna, ince MM'd golurk. TR went up on turn 3.
39: golurk(klutz)/kangaskhan/probopass3/heracross (set 4)
40: sceptile3/tsareena/trevenant/comfey
41-50: celes, cofa, golem, sylv, aroma, ince
decent lead pair available in ince/cofa, problem is the backups are all sketchy. golem is the slowest flunky available, but it horribly stacks weaknesses with incineroar (shared weak to ground, water, fighting). so that leaves me with little choice for my team. this'll be the first run of specs sylveon, and Blue should be interesting.
41: lickilicky4/jellicent3/rotom-f4/shiinotic4. jellicent3 ohkoes incineroar with water spout (1/16 roll) and reverses trick room on turn 2. TR is not set after that.
42: braviary(defiant)/lickilicky3/wailord/salamence (set 4)
43: togekiss4/gardevoir3/whimsicott4(prankster)/sylveon
44: minior/mandibuzz/glalie/slaking (set 4)
45: musharna/spiritomb/rotom-s4/aurorus (hail set2 + set4)
46: greninja/lucario3/togekiss4/kommo-o2
47: lickilicky3/slowbro4/wishiwashi3/carbink3. I opted to not set TR.
48: golisopod/exeggutor4-alola/decidueye/gyarados3 (intimidate)
49: serperior (overgrow)/sceptile3/rotom-c/noivern
50: gyarados3 (intimidate)/machamp4 (guts) exeggutor3/arcanine3(intimidate)
51-60: aboma, sylve, azu, aroma, hariyama, vika
hariyama/aroma is the only real choice i have for a lead, and while I could run sylveon and abomasnow in back for spread move spam, I went with abomasnow and azumarill to not stack weaknesses unnecessarily.
51: heatran4/regirock/moltres(pressure)/articuno (set34)
52: blissey/golisopod/talonflame (flame body)/drifblim (set 4)
53: articuno4/latias3/zapdos2/latios4
54: rotom-h/houndoom4/clawitzer3/gourgeist
55: chandelure4/charizard4/shiftry3/lurantis4
56: blissey2/togedemaru4/gardevoir4/musharna4
57: articuno2/tornadus1/regirock2/zapdos1
58: drampa3 (no cloud nine)/vikavolt3/magnezone3/chandelure4. TR goes up with no problem, but the team is nearly too much for me to handle, culminating in a fresh chandelure and half HP vikavolt against my abomasnow and 2/3 Aromatisse, with one turn of TR left.
59: magmortar/blissey/ursaring/venusaur (set 4)
60: scrafty4/liepard3/sharpedo4/drapion
61-70: zone, staka, cofa, vika, bulu, araquanid
staka/cofa make a solid lead pair, with bulu to switch into EQs in the back and araquanid as the only remaining option without a fire weakness. staka goes in slot 1 so that I can immediately test for magnet pull probopass/magnezone. staka/cofa/bulu/araquanid
61: goodra/clawitzer4/carbink3/crobat4
62: latias2/entei2/regice/terrakion (set 12)
63: marowak2-alola/rotom-w3/politoed/jolteon2
64: terrakion/suicune3/regirock4/landorus (set 1234)
65: staraptor3(intimidate)/gyarados4(intimidate)/mawile(intimidate)/tauros4
66: darmanitan3/moltres4/exeggutor3/delphox
67: suicune2/pelipper4/politoed/swampert3
68: samurott/bewear/magmortar/tauros (set 4)
69: landorus3/terrakion/moltres/registeel (set 34)
70: braviary/slowbro3/passimian/whimsicott
71-81: mush, vika, bro, hariyama, aboma, sylveon
hariyama/musharna leads make a solid frontline, with abomasnow to round out the team nicely. tough to choose a fourth member, since both vikavolt and sylveon stack weaknesses. Settled on vikavolt, since having a fire-weak and rock-weak backline isn't too big of a problem when abomasnow can hit the rocks anyway and most fires don't like CC or HH eq too well. mush/hariyama/aboma/vika
71: garchomp4/dragonite3/kommo-o2/cresselia3. dragonite3 outrage goes into musharna turn 1, and the frontline dies on turn 2. backline cleans up very well.
72: gardevoir/sylveon4/aromatisse/togedemaru4 (set 234). misty terrain is set turn 1, hariyama doesn't activate flame orb until last mon togedemaru is isolated.
73: slowking3/slowbro4/snorlax4/cofagrigus3
74: infernape4/incineroar3/typhlosion/serperior3
75: heatran2/whimsicott/shiftry3/ninetales1
76: torterra3/ampharos4/hydreigon/magnezone
77: togekiss/kingdra3/delphox4/slaking
78: articuno/uxie2/heatran1/landorus2 (set 12)
79: slaking/tentacruel4/flygon/charizard4
80: liepard3/toxapex4/toxicroak4/honchkrow
81: shiftry4/lilligant3/houndoom4/charizard. An extra battle was played with this team by accident. Next round will only be 9 battles long to compensate.
82-90: hariyama, torkoal, aromatisse, gyarados, cofagrigus, azumarill
This is one of the worst rolls I've gotten. Flunkies offer no synergy (to the point that their presence hurts one another). Decided to use torkoal, but in the back so that I can choose whether to have sun or no sun. Aroma/Hariyama/Torkoal/Azumarill.
82: empoleon3/charizard4/blaziken/haxorus
83: uxie2/mesprit1/heatran2/cresselia1 (set 12)
84: dusknoir4/oranguru4/torterra4/wishiwashi. Dusknoir4 reverts TR turn 2, and a decent portion of the battle is played without TR.
85: articuno3/moltres/registeel3/latias4 (set 34)
86: steelix3/turtonator3/muk3-alola/tentacruel3
87: walrein/gallade/gardevoir/rotom-w3 (set 4)
88: porygon-z4/aggron4/manectric3/raichu3-alola
89: articuno/moltres2 (flame body)/cobalion/azelf (set 12)
90: toxicroak4/golisopod3/bisharp3/honchkrow
91-100: dusclops, aboma, torkoal, sylve, gyara, zone
Terrible roll. No synergy offered between the setter and flunkies, and none of the flunkies are comfortable leading alongside dusclops (abomasnow attracts rock slides, but it lacks a way to get in safely). Gyara is the only thing on this draft that addresses my alarming weaknesses to Fire-types and Ferrothorn. clops/aboma/gyarados/sylve. Gyarados is taught Flamethrower over Leer.
91: charizard3/exeggutor4-alola/incineroar3/rotom-w4
92: porygon-z3/glaceon4/volcarona4(flame body)/latios2
93: mandibuzz/blastoise/archeops/medicham (set 4)
94: milotic4/ninetales4-alola/togekiss/komala4
95: dugtrio4-alola/nidoqueen3/palossand/ampharos3
96: articuno2/thundurus1/regirock2/registeel (set 12)
97: skarmory/blissey/sableye/minior (set 4)
98: togedemaru4/magnezone4/conkeldurr3/machamp3
99: noivern4/ribombee3/jolteon/weavile3
100: toxicroak3/pinsir4/bisharp3/toxapex4
101-110: aroma, vika, celes, bro, mawile, camerupt
no matter what mega I use, the team will have problems with waters or rocks. I chose to go with the lesser evil and have problems with Waters, since Celesteela can learn Energy ball. Aromatisse/Camerupt/Vikavolt/Celesteela. Celesteela is taught Energy Ball over Flamethrower.
101: sharpedo3/goodra4/ninetales4-alola/aerodactyl3
102: kommo-o2/articuno14/heatran24/cresselia1
103: kommo-o2/uxie3/regirock4/registeel
104: raikou4/cobalion3/terrakion3/latias3. (set 34)Aromatisse is switched out for Vikavolt turn 1 in fear of Cobalion4. It comes back in after Terrakion is sent out, and is flinched to death without setting up TR.
105: greninja4/noivern3/electrode4/accelgor
106: chesnaught4/meganium3/infernape3/incineroar
107: zapdos3/mesprit2/cresselia4/azelf
108: porygon-z3/gyarados3/milotic/rotom-c
109: houndoom4/whimsicott3/venusaur/charizard
110: talonflame3/toucannon4/trevenant/comfey
111-120: sylve, torkoal, aroma, gyarados, slowbro, ampharos
This draft has problems with grounds, regardless of what I run (Slowbro creates mega conflicts and I have to run Torkoal to deal with Ferrothorn). Aroma/Ampharos/Torkoal/Sylveon. Teaching Ampharos HP Ice over Volt Switch should also help with the ground weakness.
111: gardevoir4/whimsicott4/florges2/aromatisse4. Gardevoir4 OHKOes Aromatisse with Hyper Beam on turn 1. TR is not set, but the battle is won thanks to the harmless florges2/aromatisse4 backline.
112: flareon3/vaporeon4/espeon/leafeon
113: kommo-o1/noivern3/tyranitar4/umbreon4. Turn 1, Hidden power goes into Noivern, who takes 30%? Whoops, this Ampharos actually has HP Psychic.
114: pinsir3/kangaskhan3/aurorus3/blissey4
115: weavile/greninja4/talonflame/aerodactyl4
116: latios3/glaceon3/espeon/volcarona3
117: registeel2/uxie1/entei1/zapdos1 (set 12)
118: palossand4/sharpedo4/conkeldurr3/machamp4
119: pelipper4/tornadus4/suicune/beartic
120: toxicroak4/bisharp4/pinsir4/toxapex4. These leads scare Aromatisse. It switches out, and TR is never set.
121-130: aroma, hariyama, magnezone, clops, torkoal, vikavolt
Aromatisse/hariyama/magnezone/torkoal is the only team configuration that has both a solid frontline and decent backups, as Hariyama's potential is wasted in the back. Magnezone is taught HP Ice and holds Air Balloon to alleviate the team's problems with Grounds.
121: exeggutor3/rotom-c4/venusaur4/tsareena3
122: beartic4/politoed1/bruxish3/marowak2-alola
123: landorus4/regigigas/terrakion4/tornadus3 (set 1234)
124: drampa/gengar4/heatran/chandelure4
125: moltres(pressure)/landorus4/tornadus/entei3 (set 34)
126: sylveon3/porygon2-3/gardevoir4/slaking
127: zapdos4/staraptor3/entei1/tentacruel4
128: latios3/cobalion/kommo-o3/raikou3 (set 34)
129: dhelmise4/avalugg4/lickilicky/turtonator4
130: houndoom3/absol4/bisharp4/tyranitar3
131-140: guru, gyarados, torkoal, ampharos, clops, sylveon
While Torkoal/Guru sounds like a good lead pair in theory, it happened to let me down the last time I used it. Hopefully, Ampharos can help counter bulky waters. oranguru/torkoal/ampharos/sylveon.
131: sceptile4/empoleon/blaziken/chesnaught
132: liepard/weezing/mamoswine/togekiss (hail set2 + set4)
133: greninja4(torrent)/talonflame3/crobat/ribombee
134: chesnaught4/noivern3/torterra/gogoat
135: wishiwashi4/aggron4/slowking4/gothitelle
136: mamoswine/flygon/minior/gyarados (set 4)
137: conkeldurr4/jellicent4/audino4/cofagrigus4
138: blastoise3/delphox4/torterra3/infernape4
139: musharna4/oranguru2/rotom-w3/gardevoir3
140: espeon/slowbro4/passimian3/turtonator4
141-150: p2, camel, mush, araquanid, golem-a, vikavolt
mush alongside an exploder is always a solid lead choice, especially with an explosion-immune backup alongside it. The team is a tad weak to ground, so Mush is taught Energy Ball. Golem is taught Protect over Stomping Tantrum so that it can function as a lead. mush/golem/camerupt/araquanid
141: tauros4/beartic4/hawlucha/golisopod3
142: cobalion4/regice4/virizion/uxie (set 34)
143: tentacruel4/trevenant4/muk3-alola/probopass4
144: mudsdale3/scizor4/medicham3/machamp4
145: goodra4/comfey4/togedemaru/mimikyu
146: blissey3/audino4/sylveon/slowbro4 (set 234)
147: cresselia4/uxie3/cobalion/virizion3 (set 34)
148: kommo-o2/azelf4/mesprit/registeel
149: articuno1/latios1/garchomp3/snorlax4
150: muk3-alola/porygon-z4/electrode4/porygon2-4 (analytic)
151-160: mush, drampa, dhelmise, mawile, torkoal, guru
This roll is legitimately horrible. Numerous stacked weaknesses and item conflicts, on top of a choice of two nearly identical TR setters.
After much debating, I settled on Mawile/Oranguru/Torkoal/Drampa. Torkoal is taught Flamethrower over Solarbeam and holds Soft Sand. Drampa is taught Energy Ball over Flamethrower.
151: scizor3/wishiwashi4/samurott3/empoleon4
152: machamp/medicham/spiritomb/carracosta (set 4)
153: rotom-c3/dhelmise3/virizion2/exeggutor4-alola. Out of fear of a Z-move going into Oranguru, Dhelmise is switched in turn 1. TR goes up on turn 3.
154: crobat/accelgor4/aerodactyl4/electrode3. Crobat goes for Cross Poison, it is disposed of and TR is set.
155: spiritomb3/armaldo4/magmortar3/nidoking
156: tentacruel4/politoed4/trevenant3/dhelmise4
157: empoleon4/magnezone3/mandibuzz/umbreon4
158: mudsdale4/lapras3/lopunny4/ludicolo4
159: rotom-w4/pelipper3/blastoise4/goodra3
160: liepard3/bisharp3 (inner focus)/pinsir4/golisopod
161-170: camel, hariyama, p2, golem-a, sylveon, mawile-mega
No confidence in this roll. P2, as a setter, needs a solid lead partner in order for it to function. Sylveon would be the only partner here that fits that job, but is harmed by protect being near mandatory on TR leads. Maybe it can manage to work anyway? Hariyama is another choice for a lead, as it lacks Sylveon's nice type synergy with P2 but makes up for it with Fake Out. Man, I wish I'd rolled Dhelmise here. p2/hariyama/sylveon/camerupt
161: clawitzer4/hippowdon3/pelipper/sharpedo3
162: ludicolo4/pelipper4/beartic/carracosta
163: delphox3/ninetales3/exeggutor3/shiftry4
164: leafeon4/hydreigon/noivern4/salamence3
165: thundurus2/cobalion4/regirock(sturdy)/raikou
166: aggron3/hippowdon3/steelix3/palossand
167: musharna4/snorlax/slowbro4/steelix4
168: magmortar4/beartic4/jolteon/carracosta
169: alakazam4(inner focus)/sceptile3/greninja/serperior
170: milotic3/togekiss/lucario3/garchomp3
171-180: gyara, celes, bro, maw, aroma, tyrantrum
This draft is incredibly awkward to build for. Two megas, a bunch of pokes that need gravity on a setter that lacks access to it, stacked weaknesses, and pokes with relatively high speeds.
mawile/aromatisse/tyrantrum/gyarados. Tyrantrum is taught Rock Slide over Head Smash because Gravity isn't available. Gyarados is taught Leer over Return to better support its teammates. I have no faith in this team, but let's see what it can do.
171: cradily3/skarmory3/pinsir3/magmortar
172: goodra3/magmortar3/kingdra/bruxish
173: glalie4/clawitzer3/gourgeist3/vespiquen3
174: gigalith/bastiodon4/steelix3/snorlax3. TR was opted to not be set, as it was likely that the majority of this Breeder's roster would underspeed my team.
175: palossand4/gastrodon3/sandslash3/gliscor4
176: rotom-w/swampert3/politoed3/goodra3
177: drampa3/gastrodon4/rhyperior3/golisopod4
178: heracross/arcanine/mimikyu/lickilicky3 (set 4)
179: tornadus3/entei1/raikou/virizion2
180: sceptile4/trevenant4/lurantis/toucannon3
181-190: p2, maw, bro, guru, tyrantrum, yama
Weird roll at first glance. However, this gives me all the pieces to use a gravity room team! Porygon2/Hariyama/Slowbro/Tyrantrum. Tyrantrum is re-taught Head Smash. Porygon2 is taught Gravity over Ally Switch. Slowbro is taught Blizzard over Protect.
181: dragonite4/exeggutor3/salamence3/mesprit1
182: snorlax/turtonator4/gigalith4/steelix4
183: tornadus/entei4/landorus/suicune1
184: greninja/politoed1/beartic/carracosta
185: metagross3/gardevoir4/medicham4/rotom-w3
186: charizard3/leafeon4/heatran/whimsicott4
187: umbreon3/incineroar/togekiss/crobat
188: virizion2/tsareena/rotom-c4/florges2
189: landorus4/kommo-o3/cresselia4/uxie4 (legends set 34)
190: primarina/lycanroc4-n/braviary4/magnezone4
191-200: camel, bulu, dhelmise, mush, p2, golem-a
With the effectiveness of Golem-A lead next to Musharna already proven, especially with a Ground-type partner, the last question is which Grass do I want to use. Bulu helps reduce EQ, making it possible for Golem-A to survive weaker STAB EQs.
Musharna/Golem/Camerupt/Tapu Bulu. Musharna is taught Protect over Energy Ball.
191: beartic/ambipom3/mamoswine/passimian
192: carbink4/shuckle3/swampert3/scizor3
193: rampardos3/haxorus3/rhyperior3/regigigas4
194: tornadus1/thundurus1/suicune/regice (set 1234)
195: hippowdon2/gigalith4/dugtrio4-alola/tyranitar4
196: gastrodon3/carracosta/wishiwashi4/mudsdale
197: kommo-o2/registeel4/regice/mesprit2
198: entei2/thundurus4/electivire/terrakion4
199: goodra4/dragonite3/uxie3/hydreigon
200: tsareena4/sceptile4/toucannon/talonflame4
201-210: vika, sylve, hariyama, bro, torkoal, mush
Pretty good draft to work with here. Strategy is "pair flinch-weak setters with lead hariyama and run spread moves in back for big damage". Musharna/Hariyama/Torkoal/Sylveon. Musharna runs Protect here since Hariyama + Torkoal can take care of waters in tandem.
201: rotom-f4/braviary/vaporeon/ursaring (set 4)
202: entei4/registeel3/thundurus1/virizion1
203: lilligant3/moltres2/leafeon4/tangrowth
204: armaldo3/beartic4/rotom-w/greninja
205: aerodactyl4/machamp4/politoed4/lycanroc3-d
206: tornadus3/thundurus4/latios3/raikou4 (set 34)
207: latios2/virizion2/cobalion/cresselia2 (set 12)
208: regigigas1/charizard3/comfey/slaking3
209: porygon-z/toxapex/raichu/mandibuzz (set 4)
210: whimsicott4/turtonator3/braviary/passimian
211-215: p2, ince, staka, vika, araquanid, gastro
Everything I could pair with Porygon2 either stacks a Fighting weakness or is weak to Rock (and thus draws Rock Slide). Incineroar may be both of those, but it does at least bring Fake Out and Intimidate to the table, giving me some way to assist Pory in setting up TR. Porygon2 is re-taught Ally Switch since nothing here can feasibly abuse Gravity. Porygon2/Incineroar/Gastrodon/Vikavolt.
211 was accidentally entered with musharna/incineroar/gastrodon/vikavolt. 212-215 were played with the correct team.
211: kingdra4/electrode4/greninja4/pelipper1
212: crobat3/ribombee/accelgor/electrode4
213: regigigas1/landorus2/heatran2/articuno2 (set 12)
214: gengar4/weavile/exploud/nidoqueen3. Weavile fake out goes into Incineroar, and TR is set on turn 1.
215: medicham4/lickilicky3/beartic3/gardevoir3 - loss
Battle Videos:
FKHG-WWWW-WWX4-4CQE. #92: vs. Porygon-z3/Glaceon4/Latios2/Volcarona4. Things start to go awry when my own Abomasnow supplies hail for Snow Cloak Glaceon4.
NLQG-WWWW-WWX3-KQ57. #177: vs. Drampa3/Gastrodon4/Golisopod4/Rhyperior3. An early Quick Claw activation and very threatening AI team is negated by the AI's terrible move choices.
7RWG-WWWW-WWX4-XW7N. #215: vs. Medicham4/Lickilicky3/Beartic3/Gardevoir3. An extremely dangerous lead combo causes the battle to spiral out of my control instantly, finishing with a 1v1 between Lickilicky3 and Gastrodon after Trick Room ends.
Thanks for taking the time to read all the way through this! I promise I'll get back to my Singles streak and either hit 3000 or lose before Gen 8 is released.









