BDSP Battle Tower Discussion & Records

Level 51

the orchestra plays the prettiest themes
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My problem is mostly just that the game might begin to feel stale much faster. Compare "oh, it's Veteran Xio, I'll be fighting a few Fairy-types, oh haha I hope it's not that Whimsicott with Swagger and I hope it doesn't have Prankster" with "oh, it's Cameraman Barrett, based on what lead it is I know this game will follow one of four flowcharts that I've memorized".

Randomization of teams can also result in a higher peak difficulty for your team, even if the average difficulty isn't much increased. Every team will probably have some selection of Pokemon it really hates facing, such that there's a small chance that you'd be facing 2 or 3 of them on the same team in previous Towers. Now the ground to cover to avoid such a scenario is a much smaller search space since teams are fixed. Even if not, the chance of such an occurrence is either greatly reduced or nullified.

I think the last point depends greatly on the nature of the teams that ILCA has constructed. I'm hoping they will be dynamic enough to not make the game too easy or too stale, but based off browsing sets I feel that a large number of encounters will play out in very same-y ways.
 
I'm interested to see how Chansey and Gliscor, probably the two best returning Pokemon from the last time streaks were counted, adapt to the BDSP 'meta.'

Without Toxic, Gliscor might lose out on its potential to solo as many teams, but in my experience trying it I always felt like the PP stalling it provided (and then the typing synergy where it could come in and activate the Toxic Orb freely against the Fighting or Electric attacks Chansey or Suicune attracted) was the best attribute it brought to the table and that the sweeping potential was somewhat of an afterthought. If you KO something with Gliscor and the right stat booster comes in, you were at the mercy of Toxic's accuracy (still a good weakness to have in the scheme of things, but even if it still had Toxic we now have extra Dragon Dancers and even Shell Smash Cloyster to potentially pull off a counter-sweep). If you still want to go with the tried-and-true combo of Toxic poison and super-effective STAB against most Pokemon immune to poison, there's Fling for a one-time Toxic (that's 100% accurate and undeterred by Taunt and Magic Bounce to boot!).

Substitute and Protect are non-negotiable, and while Earthquake might seem that way to some I've long advocated for Bulldoze in its place. A lot of the time when Gliscor switches in, it's against a Pokemon that either immediately or after the requisite turns of Sub/Protect stalling cannot break its Substitute; therefore if Gliscor must KO something it can often afford to chip down opponents at its leisure. Bulldoze can have 16 more PP than Earthquake, and the power tradeoff seems insignificant when anything with Rest that's not 3HKOed by an uninvested Earthquake is walling standard Gliscor anyway and Gliscor's teammates can take advantage of the speed drop. Going through the rest of its movepool, it can Baton Pass a Substitute to give anything a free switch (maybe there's even a pure BP set that forgoes an attacking move and passes Hone Claws/Agility/Double Team to a sweeper), do some extra PP stalling with Dig, go the full team support route with Sand Attack, use Torment to more easily stall a non-boosting opponent, or fish for OHKOs with Guillotine.

For Chansey, the question is less about its movepool and more about its EVs and item slot; the pink blobs famously haven't needed any additional investment in special bulk to still wall nearly every special attacker regardless of hax (and it should go without saying that in the early going without access to flawlessly IVed Pokemon or PP maxing, they can still do their job) but Chansey's Eviolite offered it more physical bulk at the cost of Blissey's extra Speed and Special Attack. In practice though, the Eviolite functions largely as extra insurance against critical hits and in the context of getting a streak of 'only' 200, one could avoid them enough to run Blissey with a 'free' item slot.

Bright Powder at first glance sounds like a trolling or luck-reliant strategy, but if Blissey doesn't really need any extra help against special attackers and if its main concern is an untimely crit from a physical attacker, that's the only item that most reduces the likelihood of that. Lum Berry is another one that obviously doesn't hurt if nothing else on your team is using it; maybe Leppa can let you stall out even more things for a teammate. Maybe Blissey even has enough special attack to trade Seismic Toss for something that can snipe a 4x weakness, who knows?
 
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Usage stats for the opponents you can face in Master Class, excluding bosses:

#SinglesDoubles
1Levitate - 7.8788%Levitate - 7.4427%
2Pressure - 7.6364%Pressure - 7.0611%
3Clear Body - 3.8788%Sturdy - 4.4847%
4Sturdy - 3.7576%Clear Body - 4.1985%
5Intimidate - 3.7576%Intimidate - 3.5305%
6Inner Focus - 3.2727%Inner Focus - 3.4351%
7Thick Fat - 2.6667%Flash Fire - 3.0534%
8Flash Fire - 2.5455%Sheer Force - 2.6718%
9Technician - 2.4242%Water Absorb - 2.5763%
10Chlorophyll - 2.1818%Thick Fat - 2.3855%
11Sheer Force - 1.8182%Chlorophyll - 2.2901%
12Sand Stream - 1.8182%Storm Drain - 1.9084%
13Static - 1.8182%Technician - 1.8130%
14Storm Drain - 1.6970%Moxie - 1.8130%
15Moxie - 1.6970%Flame Body - 1.7176%
16Water Absorb - 1.5758%Sand Stream - 1.5267%
17Flame Body - 1.5758%Overgrow - 1.5267%
18Cursed Body - 1.5758%Slow Start - 1.5267%
19Multiscale - 1.5758%Snow Warning - 1.5267%
20Overgrow - Serene Grace - 1.4545%Cloud Nine - Lightning Rod - 1.4313%
#SinglesDoubles
1Leftovers - 9.8182%Leftovers - 9.9237%
2Focus Sash - 8.4848%Focus Sash - 7.5382%
3Bright Powder - 7.1515%Sitrus Berry - 7.2519%
4Sitrus Berry - 7.0303%Bright Powder - 5.9160%
5Lum Berry - 4.3636%Quick Claw - 4.3893%
6Quick Claw - 4.0000%Life Orb - 4.3893%
7Choice Scarf - 3.7576%Choice Scarf - 3.6260%
8Life Orb - 3.5152%Lum Berry - 3.3397%
9Choice Specs - 3.0303%Choice Specs - 2.7672%
10Wise Glasses - 3.0303%Wise Glasses - 2.7672%
11Chesto Berry - 2.5455%Focus Band - 2.7672%
12Focus Band - 2.4242%Muscle Band - 2.2901%
13Muscle Band - 2.3030%Scope Lens - 2.2901%
14Scope Lens - 2.1818%Chesto Berry - 2.1947%
15Shuca Berry - 1.6970%Shuca Berry - 1.8130%
16Salac Berry - 1.6970%King's Rock - 1.7176%
17King's Rock - 1.5758%Choice Band - 1.7176%
18Figy Berry - 1.5758%Salac Berry - 1.6221%
19Choice Band - 1.4545%Black Sludge - 1.5267%
20Expert Belt - 1.4545%White Herb - 1.5267%
#SinglesDoubles
1Earthquake - 20.7273%Earthquake - 19.6565%
2Ice Beam - 12.2424%Ice Beam - 11.1641%
3Thunderbolt - 9.9394%Thunderbolt - 10.4008%
4Shadow Ball - 9.3333%Shadow Ball - 8.7786%
5Stone Edge - 7.6364%Stone Edge - 7.9198%
6Psychic - 7.5152%Psychic - 7.6336%
7Scald - 6.6667%Flamethrower - 6.6794%
8Double Team - 6.3030%Scald - 6.2023%
9Rest - 6.3030%Sludge Bomb - 5.8206%
10Roost - 6.1818%Double Team - 5.7252%
11Calm Mind - 5.9394%Calm Mind - 5.6298%
12Flamethrower - 5.2121%Ice Punch - 5.5344%
13Earth Power - 5.0909%Earth Power - 5.4389%
14Sludge Bomb - 4.9697%Rest - 5.0573%
15Dragon Dance - 4.9697%Roost - 5.0573%
16Crunch - 4.9697%Focus Blast - 5.0573%
17Ice Punch - 4.7273%Protect - 4.3893%
18Outrage - 4.6061%Crunch - 4.1031%
19Focus Blast - 4.3636%Substitute - 4.0076%
20Rock Tomb - 4.3636%Flash Cannon - 3.9122%
#SinglesDoubles
1Jolly - 18.9091%Adamant - 18.7023%
2Adamant - 18.7879%Modest - 17.5573%
3Timid - 17.4545%Jolly - 17.3664%
4Modest - 15.1515%Timid - 15.5534%
5Bold - 11.7576%Bold - 11.4504%
6Brave - 3.6364%Brave - 4.3893%
7Careful - 3.5152%Careful - 3.4351%
8Impish - 3.2727%Calm - 2.8626%
9Calm - 3.1515%Impish - 2.7672%
10Relaxed - 1.0909%Quiet - 1.9084%
Top speeds:
250 - Salamence4, Staraptor-4
234 - Porygon-Z-4 (exclusive to Mira in Rank 2 Master Doubles boss)
231 - Garchomp12 (exclusive to Cynthia in Rank 9 Master Singles boss)
228 - Zapdos12 (exclusive to Volkner in Rank 8 Master Singles boss), Staraptor5 (exclusive to Barry in Rank 10 Master Doubles boss), Charizard4, Typhlosion4
225 - Heracross5 (exclusive to Barry in Rank 10 Master Doubles boss)
222 - Electrode2
207 - Rotom-Wash-4 (exclusive to Volkner in Rank 8 Master Doubles boss), Rotom-Heat-2, Rotom-Heat-3 (these sets are identical but one is used by Flint in Rank 8 Master Doubles, the other by Cyrus in Rank 9 Master Doubles), Electrode1
202 - Electrode3
...and then the usual assortment of sets at 200 for Jolteon, Aerodactyl, and Crobat

Most frequent speeds:
#SinglesDoubles
1178 - 4.6061%167 - 3.9122%
2167 - 4.3636%80 - 3.8168%
3145 - 4.3636%70 - 3.7214%
470 - 3.8788%178 - 3.2443%
580 - 3.3939%145 - 2.9580%
6152 - 2.9091%105 - 2.8626%
7105 - 2.7879%132 - 2.6718%
8132 - 2.7879%85 - 2.6718%
985 - 2.6667%137 - 2.5763%
10106 - 2.6667%120 - 2.4809%
11183 - 2.6667%156 - 2.4809%
12120 - 2.4242%106 - 2.3855%
13156 - 2.4242%183 - 2.2901%
14134 - 2.0606%152 - 2.1947%
15137 - 1.9394%63 - 2.1947%
16150 - 1.9394%134 - 2.0038%
1750 - 1.6970%76 - 2.0038%
1891 - 1.6970%161 - 2.0038%
1976 - 1.5758%50 - 1.9084%
20161 - 1.5758%200 - 1.7176%
The median speed among all opponents is 127 (Singles) or 121 (Doubles). A speed of 179 will outspeed 90% of the opponents you face; 195 outspeeds 95%, and 201 (= scarf 134) outspeeds 98%. For Trick Room teams, 69 will underspeed 90% of opponents, 55 underspeeds 95%, and the traditional 49 tier gives a 2.18% chance of the opponent underspeeding you (plus an extra 0.36% chance of a speed tie).

"Midrange" speeds (between 90 and 130) available that avoid speed-tying anyone in master class: 92, 93, 94, 96, 98, 99, 104, 109, 111, 114, 116, 118 (except that 92 ties Fantina's Shedinja, and 116 ties Byron's Metagross, both exclusive to Singles Master bosses). These speeds are useful for Substitute users or recovery stalling so you at least know whether you're going first or second to keep up the alternation, and (barring the unavoidable Quick Claw) won't get into a position where you win one speed tie then lose the next to take two moves in a row between them.

And of course, The Grand Lookup Sheet in line with the others in my series. Due to the different method of team generation here, I had to rearrange some things, to accommodate the new style. Hopefully it still works the way to want it to.
 
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Sooo... Do you maybe have a "foolproof" team suggestion for me? In the past facilities, I went with Toxic Gliscor, Eviolite Chansey and Kangaskhan-M but ILCA shook things up pretty much. For doubles I went with a Level 1 Sturdy Endeavor Aron + Trick Room Dusclops as leads but I had Conkeldurr as sweeper and that's out of the picture. I have the feeling we have been spoiled with all the nice shenanigans you could pull of.
 

Adamant Zoroark

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Sooo... Do you maybe have a "foolproof" team suggestion for me? In the past facilities, I went with Toxic Gliscor, Eviolite Chansey and Kangaskhan-M but ILCA shook things up pretty much. For doubles I went with a Level 1 Sturdy Endeavor Aron + Trick Room Dusclops as leads but I had Conkeldurr as sweeper and that's out of the picture. I have the feeling we have been spoiled with all the nice shenanigans you could pull of.
I wouldn't call any team "foolproof", but Gliscor in Singles should still do alright without Toxic and Blissey should work in Chansey's place. You may have to do a lot more PP stalling, so probably look into something like Suicune as a third.

As for Doubles, I'm using level 1 Smeargle with Dusknoir right now and it's working as level 1 Aron with Dusclops did. Regarding slow damage-dealers to have in the back, Machamp, Tyranitar, Snorlax, and Clefable are all things to consider.
 
Anyone got a good team for fast BP farming in battle tower? I got this team: https://pokepast.es/b89409357a174277 from someone on showdown and it looks pretty nice. Ideally I'd like to use a BT team that fits the following requirements:
  • only uses pokemon from the cartridge (aka no trades evos or mystery gifts) - the reason for this is I want to see if I can be successful in battle tower without any external "help"
  • doesn't use any pokemon from ramanas park (or legendaries like uxie/mesprit/azelf/heatran in general) - for this one the only reason is I don't want to either SR for good IVs or grind extra bottle caps for the legendaries
An obviously good candidate for the team would be something like SD Garchomp that was posted earlier in this thread:

Garchomp @ Lum Berry
Jolly, Sand Veil (Rough Skin ideally but that requires AP which needs 200 BP)
EVs: 8 HP/250 Atk/252 Speed
-Outrage
-Earthquake
-Iron Head
-Swords Dance

One thing I don't know how to account for is which teammates to use to complement him well. I know chomp has the weaknesses of ice/dragon/fairy so getting something that resists or is neutral like Metagross could work, so something like:

Metagross @ Life Orb
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Agility

but then I'm not sure what to do for the last team member. I'd ideally like it to be either a wall or a special sweeper, but I don't think there are any good ones that fit the bill. Maybe Rotom-W?

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Shadow Ball
- Nasty Plot

I think there's probably a more optimal solution within these bounds, but I'm not sure what. Let me know what you guys think.

edit: my paste of this team: https://pokepast.es/16b31c0901a7b163
 
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Eisenherz

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The OP has been updated with newer information, and SadisticMystic's excellent new sheet has been added to the resources in there!

Leaderboards will be added later, but I think it's safe to say that our Master Class leaderboard will be the main one now that we found out Classic loops and thus features a lot of free rounds the whole way through. (Side-note for anyone who hasn't noticed, the Race to 200 is now set for Master Class only!).

Many are disappointed that the teams are now fully pre-set, which gives the player a huge advantage compared to previous facilities. For the first time, this facility may actually be fully "solvable" with a team that literally cannot lose, even in doubles. The double battles having multi-battles mechanics also factors in the disappointment, as they allow us to make battles 2v1s, which is an incredible advantage.

However, from my own experience and that of others so far in Master Class, focusing on these negatives underestimates heavily the impact of the quality of the sets we're now facing, as well as the strategies that were put into the teambuilding of the preset teams. It is absolutely possible that these facilities can be solved, but with a plethora of focus sashes, focus bands, bright powders, quick claws, double teams, etc., solving it is unlikely to be a quick or easy task, especially before Home release.
I've seen a lot of people looking for team ideas for unlocking Master Class quickly. Most are interested in singles, but I figured I'd share the team that got me to Master Class on its first attempt in doubles, currently at Master Class rank 6. Don't get the wrong idea, it's not a great team, but it's relatively quick to assemble and easy to play with if you use the lookup. Jolteon should 100% be a Raikou if you have access to one; I'm missing too many mysterious shards to access mine. (also note that mine has a lot of bad IVs and had some unoptimal natures even for a while until I could afford the mints)

@

Modest (should consider Timid imo) | Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Brine / Hurricane / Tailwind / Protect

I wanted Scald over Brine but didn't have enough TMs. Brine has actually been really nice to double up on things though, so I'm not sure it's even suboptimal.

@

Modest | Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe

Scald / Dragon Pulse / Ice Beam / Protect

I so wish Ice Beam could be Hurricane...

@

Timid | Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe

Thunder / Volt Switch / Shadow Ball / Helping Hand

I started with Rain Dance over Helping Hand, but it never saw any use. HH can allow it to help Scizor sweep after a SD sometimes which is nice, but I'd consider Thunderbolt as well tbh (it often comes out too close to rain expiring for comfort). This should just be a Raikou though if possible.

@

Adamant | Technician
EVs: 76 HP / 252 Atk / 4 Def / 4 SpD / 172 Spe

Bullet Punch / X-Scissor / Swords Dance / Protect

Thanks to Jinrou for sending me a breedject for this! EVd to outspeed the no speed Rotom-Wash, Suicune and Cresselia. I used to have less speed but re-EVd after realizing how much outspeeding that Rotom and Suicune mattered. I really wish X-Scissor could be Bug Bite...

The closest battles have been against Trick Room, there's a bunch of Abomasnow/Bronzong leads that are really bad to face, these need to be stalled out with lots of protecting and a couple resist switches, probably a tactical sacrifice somewhere in there to set you up to deny the second trick room and sweep from there.
But there's a ton of other threats, it's just a simple rain team to get started and farm some BP really!

Good luck to everyone starting their journey in the Tower!
 
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Adamant Zoroark

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On the topic of Doubles, I was able to unlock Master Class in one attempt using this:

@
, Relaxed, Pressure

EVs: 252/0/148/0/108/0 | IVs: 31/31/31/xx/31/0
Trick Room | Shadow Punch | Brick Break | Pain Split

@
, Bashful, Own Tempo
Level 1 Stats: 12/5/6/5/6/6
Endeavor | Protect | Destiny Bond | Fake Out

@
, Quirky, Pressure
EVs: 252/252/0/0/4/0 | IVs: 31/31/31/xx/31/0
Night Slash | Sucker Punch | Play Rough | Protect

@
, Relaxed, Magic Guard
EVs: 252/0/156/0/100/0 | IVs: 31/xx/31/31/31/0

Moonblast | Flamethrower | Thunderbolt | Grass Knot

This was quite suboptimal, if only just because of Absol; the original idea behind it was to have Super Luck and Scope Lens in order to always get critical hits with Night Slash. The problem with that was that the one I hatched with decent IVs had Pressure. Also, I couldn't get a Brave nature. I decided to just go with it because Clefable would be the main thing being selected after Smeargle faints. I think Absol could work better if it had access to transfer-only moves (like Close Combat from Sword and Shield Technical Records) but, in any case, there are better Pokemon to be using.

The rest of the team was fairly straightforward; Smeargle protects on turn 1 as Dusknoir sets up Trick Room and then you double target with Endeavor and one of Dusknoir's attacks. Destiny Bond was used for some situations after the Focus Sash was used, particularly against some Pokemon with typical Battle Tower shenanigans like Bright Powder and Double Team and I didn't want to risk missing Endeavor. Fake Out was used exactly one time and only because Dusknoir was paralyzed and Trick Room ended; something like Spore would be more optimal in that slot.

EV explanations, where applicable:
  • Dusknoir always survives Gengar's Shadow Ball, barring a critical hit; rest is dumped into Defense
  • Clefable always survives Metagross's Meteor Mash, barring a critical hit; rest is dumped into Special Defense
Some other thoughts:
  • Dusknoir seems to work okay as a Dusclops substitute; Foresight being absent from this game isn't fun, especially against Double Team, but it's still bulky enough and the extra Attack helps Brick Break do more damage where it's needed. Night Shade is still preferable over Shadow Punch, though, if only because of basically anything with Sitrus Berry
  • Life Orb isn't quite optimal on Clefable; I had plenty of battles that were too close for comfort thanks to Clefable getting paralyzed. I'll be using Toxic Orb on my runs in Master Class (and finding room for Protect; ideally, any Absol replacement would make Thunderbolt redundant)
  • Dusknoir items: I was initially looking into Colbur Berry, in particular for OHKO protection against Drapion-3. I used Sitrus Berry to unlock Master Class because it turns out, Colbur Berry is really hard to obtain in this game. Lum Berry would likely be the most optimal item to protect against confusion and sleep while trying to set Trick Room.
  • Machamp seems really solid to help get around Double Team, which would help to fill the void left by Foresight's absence. In addition, Dynamic Punch is really nice for inflicting confusion on enemies. Of course, you have to accept the consequence of OHKO moves always hitting it, but in any case, it would be more optimal over Absol here.
 
Managed to unlock Masters Singles without breeding yet. Caught Gible in the underground and used Nursery for egg moves. Suicune and Heatran were SR'd...
I followed in your footsteps SRing for Suicune and Heatran and had to breed for a Garchomp. Thanks for the team, was pretty good. I used Life Orb on Heatran instead of Scarf (didn't have the BP for scarf yet)

Was walled by Water types but usually just setup 6x calm minds with Suicune (really wish we had Pressure)

Palmer 2 did the same thing against me, I just spammed Outrage to win after I knocked out Heatran anyway, so it wasn't a problem.

Now to farm BP in Master Singles...Thanks again!
 
I've mostly slapped some of my earliest bred 'Mons together in what's had some decent synergy so far. Got through Normal Singles on the first try, and I'm starting to feel my way through the ins and outs of Master Singles with it (Rank 5 with 14 wins so far). Feel free to make some suggestions:

Chelnov (Magnezone) @ Lum Berry
Modest, Sturdy
4 HP / 252 SpAtk / 252 Spd
Thunderbolt
Flash Cannon
Volt Switch
Thunder Wave

I was using Staraptor to lead initially, but have found that Magnezone lead has been more consistent due to Lum Berry and Sturdy all but guaranteeing I get to do something worthwhile on the first turn, especially since we get so much insight on enemy teams now. Sturdy and Mag's general power helps it handle the vast majority of OHKO users with ease. Helps with Sashes and gets a surprising amount done in a lot of matchups. Just a well-rounded 'Mon that forms the basis of some good VoltTurn stuff when necessary. Provides a 4x Steel resist and Poison immunity for Gardevoir. Thunder Wave is useful if something especially fast gets out of hand, but 90% accuracy is always a bit scary, and there are some fast Electric targets that are troublesome, too (Raikou, Jolteon). I was thinking about replacing it with Explosion as a hyper-situational pick, but I need to do some calcs to see if the nature would need changing in that case. Also considering Analytic for the power boost, but the benefits of Sturdy have also shined well so far. Could consider Leftovers for help in slow-paced matchups as well as VoltTurn longevity, since Earthquake immunity -> resisted hit adds up despite Mag's natural bulk, but I've fought enough lead Breloom to appreciate the utility of Lum Berry.

Birdcore (Staraptor) @ Choice Band
Jolly, Reckless
4 HP / 252 Atk / 252 Spd
Brave Bird
Double-Edge
Close Combat
U-Turn

Gets some free switch-ins when I know an Earthquake is coming and rips giant holes in most anything that doesn't resist its STAB. I think it's probably the weakest link on the team (there's probably a better duo with Mag for free damage via VoltTurn and it doesn't have much bulk without Intimidate backing it up), but it's dumb fun when you go first. Simple, strong physical coverage. Need to do some calcs to compare the merits of Life Orb vs. Choice Band, but the extra power and slight bit of longevity really helps to secure 2HKOs against the thickest walls and to often OHKO bulky attackers, and switching hasn't been too costly so far. 100 base Speed is a bit iffy, but the only comparable 'Mons (fast U-Turn, good physical attacker, immune to Ground) are the same speed or slower (Flygon, Gliscor). Much to consider.

Haman Karn (Gardevoir) @ Choice Scarf
Modest, Trace
4 HP / 252 SpAtk / 252 Spd
Moonblast
Psychic
Destiny Bond
Healing Wish

This provides a surprising amount of stability to matchups that can otherwise get out of hand. I've found there hasn't really been a third attacking move that I've been satisfied with, but Destiny Bond has come in clutch when I really need to remove something by any means necessary. Healing Wish allows Magnezone's Sturdy to kick in a second time, and it can sometimes take Staraptor out of priority move KO range if he's been active. Moonblast and Psychic hit most things well enough, and stat change procs come in clutch sometimes, with Psychic turning 3HKOs into 2HKOs and Moonblast letting me live a bit longer. High enough SpDef to be a good switch-in in a lot of cases, and Trace helps when grabbing certain immunities or Intimidate. Provides a 4x Fighting resist for Magnezone and Fairy typing stops Dragon spam. Will likely switch to Timid nature once a base 130 Speed 'Mon or comparable Scarfer ruins my day.
 
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>Endeavor strats are back
Literally the most stale part of the gen 4 Battle Tower
I mean, nothing is forcing you to use them, and they're likely significantly worse than before due to better AI, more optimized sets to threaten TR setters, and a large about of bright powder or evasion set. Additionally, foresight got removed, so I can't really see Aron and friends being incredibly overpowered this time around.
 

Adamant Zoroark

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is a Contributor Alumnus
>Endeavor strats are back
Literally the most stale part of the gen 4 Battle Tower
Battle Subway took away our FEAR strats, but we no longer had anything to FEAR, for Truant Durant was on its way

... Okay, on a serious note, FEAR strats are nowhere near as braindead as they used to be; no Foresight hurts the strategy a lot, the AI doesn't target the level 1 bait as reliably (though from my experience, it still goes for it more often than not) and Bright Powder is as annoying as ever. Also, compared to Generation 6 and 7, a lack of Eviolite Trick Room setters makes it harder to EV train for critical hits (though it does also free up an item slot for something like Lum Berry)
 
I just put something of a team since I still haven't bred enough stuff. Also, not much time to play these couple days from the load of uni assingments T_T

IMG_7282.jpg


Garchomp @ Lum Berry
Jolly Nature
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
- Swords Dance
- Substitute
- Outrage
- Earthquake

Suicune @ Leftovers
Bold Nature
Ability: Inner Focus :)
EVs: 252 HP / 212 Def / 44 Spe
- Rest
- Ice Beam
- Calm Mind
- Scald

Latios @ Life Orb
Modest Nature
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
- Psychic
- Ice Beam
- Thunderbolt
- Surf

First I wasn't so sure about sub on Garchomp, but it has come in handy vs Sheer Cold users.
Second, Suicune was max HP and Def so later I thought of giving Suicune some speed to be atleast above 106 since 106 threshold is somewhat common and only needed 8 EVs to outspeed it. But also added some more speed EVs later (111 speed) to outspeed Ramparados2 I guess.
Ability patch or capsule doesn't work on Suicune :(
Latios has done well, but still needs to be replaced. I'm thinking of Metagross or Gengar but I don't have those bred yet.

Another thing to note, one time Latios was the last remaining pokémon and it killed the final AI pokémon and dying in the process from Life Orb and that resulted in a win (I was so happy and confused). Not sure if it's because the opposing pokémon fainted before Latios in this case, or if any draw outcome would result in a win.

Please feel free to suggest any improvements ^_^
And good luck everyone
 
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Another thing to note, one time Latios was the last remaining pokémon and it killed the final AI pokémon and dying in the process from Life Orb and that resulted in a win (I was so happy and confused). Not sure if it's because the opposing pokémon fainted before Latios in this case, or if any draw outcome would result in a win.
The rules are such that whichever 'Mon faints first loses. Recoil from Life Orb, Double-Edge, etc. causes the attacker to die second. Moves such as Destiny Bond or Explosion cause the user to die first.
 

Eisenherz

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I just beat Master rank 10 for the 1st time, and since many were curious about the rewards, it was 50 BP (presumably only for the first time edit: nope, it's every time) and a ribbon for the Pokémon, which turns out to be the exact same ribbon handed in the SwSh Tower. No other cool prizes, but a lot of of those were amassed along the rank climbing, including 2 gold bottle caps, a ton of mints and more than 300 BP total (probably above 400 actually).

(yeah, there's no sound, my Switch has an issue with audio sadly...)

Now looking forward to seeing the way it loops in regards to prizes and boss battles!
 
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@

Modest | Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe

Scald / Dragon Pulse / Ice Beam / Protect

I so wish Ice Beam could be Hurricane...
Funny enough, I was using your team when I faced an opposing Kingdra that HAD Hurricane :pikuh:

Thanks to this team I had an easy ride to Master Class Rank 10. It was way more enjoyable than playing singles master class. Appreciate your informative write up!
 
Got through classic and am now at Master rank 10/Streak 41 (rip streak died because I didn't bother calcing +6 Moonblast vs Cynthia's Gastrodon and died to mirror coat oops) with the following teams - may be some ideas useful for people:

1638053769319.png


(Lead)
Tyranitar @ Lum Berry
Jolly Nature
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
- Dragon Dance
- Rock Slide
- Crunch
- Earthquake

Garchomp @ Life Orb
Jolly Nature
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
- Earthquake
- Outrage
- Swords Dance
- Poison Jab

Clefable @ Leftovers
Bold Nature
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 SpA (sorta arbitrarily allocated, I wasn't bothered to spend too much calcing but the overall bulk feel is good)
- Moonblast
- Calm Mind
- Thunderbolt
- Protect

However, the above team has some gaps - Tyranitar honestly feels like it has a lot of bad matchups, DD rarely sweeps, etc. Also LOrb SD Garchomp was good but rarely got >1 kill anyways, and Clef's lack of recovery really hurt it (SoftBoiled plz come home), so I made the following changes for Masters and it worked a lot better

(Lead)
Garchomp @ Choice Band
Jolly Nature
Ability: Sand Veil (Rough Skin once I get 200 BP for Ability Patch)
EVs: 252 Atk / 4 SpD / 252 Spe
- Earthquake
- Outrage
- Poison Jab
- (No 4th slot, should probably be Edge or Claw but haven't been bothered since I'm still testing things out so it's still SD lol)

Clefable @ Leftovers
Bold Nature
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 SpA
- Moonblast
- Calm Mind
- Wish
- Protect
(Wish is a gamechanger, Clef solo-wins like half my games with just wish-tect stalling and boosting to +4-6 and blasting)

Heatran @ Choice Scarf
Timid Nature
Ability: Flash Fire (the AI throws a surprising number of fire moves at Heatran and it's hilarious every time)
EVs: 252 SpA / 4 SpD / 252 Spe
- Flamethrower
- Earth Power
- Flash Cannon
- Overheat (possibly a flex slot but the extra power has been useful from time to time)
(had IVs of 13Spe/3Def when I first started, but got enough bottlecaps climbing the ranks).

While this team isn't perfect and definitely isn't an amazing streak team (can lose to hax, sorta weak vs dumb OHKO move sets), it's fairly accessible in a regular solo save (no trading or BP-purchased TMs needed, just some egg moves - Outrage for Chomp, Wish for Clef, and some findable TMs - Jab, EQ, CM, Overheat, Flash Cannon). Wish/Protect/CM Clef is sorta ridiculous with how much it successfully switches into and checks when the AI will happily sit there and let it go +6, and Heatran really filled a lot of gaps w/ the team that Tar didn't. Overall took ~1 day to get the team bred and ready to go.

Garchomp sometimes doesn't feel great - its great-but-not-amazing speed gets it outsped and taken out by a worrying number of Ice Beam users, speed ties against opposing Garchomps suck, and somehow CB EQ always falls 2% short of killing, so It's possible that the Sub-SD-Lum Chomp I saw above, or swapping out Chomp for something like Gliscor would be good as a better switch-in on EQs and handling OHKOs, but, well, it feels wrong to play Gen4 without Chomp :)


Above is my fight vs Palmer, which is pretty illustrative of how the team plays, with Clef casually out-tanking a CB DNite EQ, setting up and crushing a bulky Milo 1v1 by just pressing CM 6 times. Also only got 35BP for beating Rank 10 :(
 
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Theorymon

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I got to rank 10 masters (and have a current streak of 35) with this pretty simple team. It isn't the best, EVs aren't optimized at all for Scizor and Suicune (Scizor could use more bulk, and Suicune could use some more Speed). That being said, it got me some very quick BP so I could get mints and ability patches.

Garchomp @ Lum Berry
Ability: Rough Skin (was Sand Veil before I got ability patch)
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Rock Tomb

Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- X-Scissor
- Roost

Suicune @ Chesto Berry
Ability: Inner Focus
EVs: 252 HP / 252 Atk / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Ice Beam
- Rest

The basic concept of this team is: look at Sadistic Mystics's spreadsheet or Serebii's Battle Tower index, and set up with the appropriate mon to kick butt. Nothing complicated. I will say that Rock Tomb should probably be Iron Head for less hax, but I stuck with Rock Tomb because I didn't want to get locked into Outrage vs Zapdos and I like the Speed drop against resist switches (it let me own Cynthia for example lol).

Also, I think for good stuff teams, Lum Berry leads are super useful. I swear to god Garchomp has been statused a million times, and Lum has saved me from certain doom. Scizor is a great partner because it resists Dragon Fairy and Ice, and the recovery is KILLER even when I should have more bulk invested. Suicune gives me an extra Fire resist, and is a good win condition vs weaker Special Attackers that Scizor might have trouble with.

To be clear, if you want quick BP, I think this team is fine, but I WOULD NOT use this if you want a high streak. I had two previous streaks ended to Bright Powder + OHKO stuff (I hate you Walrein!). In general, I think the simple good stuff teams are gonna struggle against all the bright powders, focus band, and OHKO stuff roaming around the tower.

Currently I'm thinking about two things I want to try to get a high streak.

1. Cripplers. The classic "cripple the lead so Drapion can set up Accupresure" nonsense that was in vogue in gen 4. The issue is that I think the AI is now smart enough to not fall for Trick into status moves stuff, and Trick has pretty limited distribution. I might try Uxie or Smeargle first for the crippling and see how that goes though.

2. Sturdy set up. OK this is gonna sound beyond stupid, but I'm legit considering something like Swords Dance Skarmory, just so I can at least force a switch out from these OHKO mons. I think if you're using a more simple good stuffs team, Sturdy or some very serious OHKO prep is gonna be required. Magnezone seems cool to me, but Skarmory has my interest just because recovery is REALLY useful in this format imo. Scizor's Roost has saved me a bazillion times, and I'd like for a Sturdy Steel-type to be able to pull similar stunts!
 
A little late to the party but we made it to Master Rank 10.


Dusknoir (F) @ Lum Berry
Ability: Frisk
Level: 50
EVs: 252 HP / 120 Def / 136 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Night Shade
- Brick Break
- Gravity



Aron (M) @ Berry Juice
Ability: Sturdy
Level: 1
Mild Nature
- Protect
- Endeavor
- Rain Dance
- Iron Head



Crawdaunt (F) @ Focus Sash
Ability: Adaptability
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Waterfall
- Knock Off
- Aqua Jet
- Protect



Machamp (M) @ Life Orb
Ability: No Guard
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Knock Off
- Ice Punch
- Bullet Punch

Initially I ran Dusknoir/Aron/Crawdaunt/Bronzong because I felt (and still feel) like a second Trick Room setter is mandatory now Foresight is absent and Dusknoir being far inferior to (Eviolite) Dusclops, which is 1HKO'd by quite some Pokémon. For Bronzong however, I didn't obtain the right TR's and it's movepool isn't great so to speak which made it a bit of dead weight outside of being able to set up Trick Room if Dusknoir fell short.

This is far from a final form of a perfect Trick Room Endeavor strategy team; I went with Crawdaunt because it was accessible due to having a 0 speed Bibarel which I caught during the playthrough and Adamant Zoroark was kind enough to give me a spitback of a 0 speed Duskull. It would've been nice if I could use my 4K+ ORAS team in this tower but we all need to adapt to this current tower, don't we?

I don't think the team or strategy need any kind of explanation but there are a few things I'd like to say about it:

Dusknoir runs Gravity to give me an easier time against Bright Powder / Double Team abusers which has been working great so far now that we can force 2 vs. 1 situations, given that in doubles we actually face two different trainers.

Crawdaunt runs Focus Sash because I honestly think this item is of much greater value in double battles than it used to be now that we can force 2 vs. 1 situations. Having something in the back that will endure at least 1 hit is key to success in the long run.

That being said I don't think Endeavor strategies will make it to the top in the long run now that competitors can exploit (and will exploit) the fact that we can assume a lot of control over the trainers we face by fainting out one trainer before focusing on the other.

It was fun to write a post again on this forum and being able to compete in a Tower which has gotten me to join Smogon back in 2008.
I wish you all the best of luck and a lot of fun building teams and playing this mode!
 


I got to rank 10 masters (and have a current streak of 35) with this pretty simple team. It isn't the best, EVs aren't optimized at all for Scizor and Suicune (Scizor could use more bulk, and Suicune could use some more Speed). That being said, it got me some very quick BP so I could get mints and ability patches.

Garchomp @ Lum Berry
Ability: Rough Skin (was Sand Veil before I got ability patch)
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Rock Tomb

Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- X-Scissor
- Roost

Suicune @ Chesto Berry
Ability: Inner Focus
EVs: 252 HP / 252 Atk / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Ice Beam
- Rest

The basic concept of this team is: look at Sadistic Mystics's spreadsheet or Serebii's Battle Tower index, and set up with the appropriate mon to kick butt. Nothing complicated. I will say that Rock Tomb should probably be Iron Head for less hax, but I stuck with Rock Tomb because I didn't want to get locked into Outrage vs Zapdos and I like the Speed drop against resist switches (it let me own Cynthia for example lol).

Also, I think for good stuff teams, Lum Berry leads are super useful. I swear to god Garchomp has been statused a million times, and Lum has saved me from certain doom. Scizor is a great partner because it resists Dragon Fairy and Ice, and the recovery is KILLER even when I should have more bulk invested. Suicune gives me an extra Fire resist, and is a good win condition vs weaker Special Attackers that Scizor might have trouble with.

To be clear, if you want quick BP, I think this team is fine, but I WOULD NOT use this if you want a high streak. I had two previous streaks ended to Bright Powder + OHKO stuff (I hate you Walrein!). In general, I think the simple good stuff teams are gonna struggle against all the bright powders, focus band, and OHKO stuff roaming around the tower.

Currently I'm thinking about two things I want to try to get a high streak.

1. Cripplers. The classic "cripple the lead so Drapion can set up Accupresure" nonsense that was in vogue in gen 4. The issue is that I think the AI is now smart enough to not fall for Trick into status moves stuff, and Trick has pretty limited distribution. I might try Uxie or Smeargle first for the crippling and see how that goes though.

2. Sturdy set up. OK this is gonna sound beyond stupid, but I'm legit considering something like Swords Dance Skarmory, just so I can at least force a switch out from these OHKO mons. I think if you're using a more simple good stuffs team, Sturdy or some very serious OHKO prep is gonna be required. Magnezone seems cool to me, but Skarmory has my interest just because recovery is REALLY useful in this format imo. Scizor's Roost has saved me a bazillion times, and I'd like for a Sturdy Steel-type to be able to pull similar stunts!
Yeah I think Sturdy or Sash is going to be necessary for a long streak. I was thinking of Skarmory more for Torment support (just off the top of my head you could run something like Torment/Whirlwind/Roost/x with Blissey and Sub/Protect/DD/Dclaw Lefties Mence in the back). Some more nice anti-OHKO synergy is that Glalie and Gliscor can switch back and forth to wall Walrein. Shuckle with Power Split/Rest/Acupressure/Rollout is maybe the most dangerous Sturdy Pokemon when set up. Depending on the specific team comps later on, you might be able to have a Sturdy Red Card user in back to switch in on whatever can disrupt your lead strategy.

As far as crippling goes, Tricking something into a status move and having whatever switches in next be a stat booster is a problem, but so is Tricking something into a low-PP move and only having 6 or so turns to try boosting. For TrickScarfing to work well, I think it would require more of a standalone goodstuff mon rather than a Trick lead + 2 sweepers or a Tricker + secondary crippler + set-up sweeper; for example, using a Blissey that can switch in on special attackers and preserve Uxie's health/Scarf for later if necessary. Maybe this will be the generation where Shedinja can show up on the leaderboard; it can combine OHKO immunity with Trick or other crippling moves.

Moody is still the best ability in the game, and in most cases speed control in the form of Scary Face (and then item removal for the Quick Claws) is all the support a Moody mon needs; Sableye, Volbeat, or Illumise could Trick a Lagging Tail as well. Glalie with Sub/Protect/Freeze-Dry/Disable should be great, or Smeargle with Sub/Spiky Shield/Spore/Stored Power has everything but special attacking Dark types covered. Actually one of Smeargle's last two moves could even be replaced with Baton Pass with whoever the best dedicated recipient might be (Clefable, Gliscor, Togekiss, Latias, just spitballing).
 
Also would like to add that Focus Sash blocks Endeavor. Already finished Rank 1 with lead Cloyster, Scizor and Specs Latios and a few Staraptors tried to use endeavor on sash cloyster and failed lol.

Also, playing the long game helps minimize mistakes that might cost your run. Better have a game plan that sees through rather than crashing and burning in just a few turns.
 
Finally beat Rank 10, was pretty smooth sailing aside from when I smoothbrained against Breloom-3, my fault there... Current team:


Dragonite (どらっくん) @ Lum Berry
EVs: 36 HP/4 Def/252 Atk/4 SpDef/212 Spe
Adamant, Multiscale
-Outrage
-Earthquake
-Substitue (formerly Fire Punch but I never use it)
-Dragon Dance

Summary: EVs are just enough speed to outspeed Timid Alakazam after 1 Dragon Dance. Other than that there isn't much else to say about it. You check the opponent's team, and if it's safe to set up then you go ham and end the battle in, like, 4 or 5 turns. Otherwise you switch out. It's a very simple Pokemon as long as you look up your opponent's teams. Just don't get too greedy.

Suicune (スムーズ)@ Leftovers
EVs: 196 HP/252 Def/60 Spe
Bold, Inner Focus (Only legal ability ATM)
-Scald
-Ice Beam
-Calm Mind
-Rest

Summary: EVs are to outspeed Registeel-3 by 1 point because otherwise I'll run into weird shit otherwise. Coincidentally, this is the EV spread that Jumpman came up with, like, a decade ago for an entirely different reason but there's no Icy Wind for Suicune ATM (unless you're the AI...) so it really is just a coincidence but hey, this is like a bootleg version of his team so why not? :P Not having Icy Wind actually really hurts due to there being several Sash Garchomp but it's still a good mon. Suicune's ability to turn threats into non-threats is just awesome, even if it doesn't have its optimal set-up ATM.

Note that due to the lack of Pressure and opponents being PP Maxed, you can't use Suicune against other Suicune if they have Calm Mind unless you like to be frustrated and struggle to death (or get really, really lucky). You need something else for that, which brings us to...

Scizor (ハンサム) @ Silver Powder
EVs: 244 HP/4 Def/76 Atk/12 SpDef/172 Spe
Adamant, Technician
-Bullet Punch
-X-Scissor
-Swords Dance
-Roost

Summary: Speed EVs are to outspeed all relevant Suicune and Cresselia sets by 1 point. Attack EVs 2HKO non-Lefties Suicune after one Swords Dance with X-Scissor and 3HKO at +4 with burn. Defensive EVs make +1 Scald a 2HKO if you're lucky enough to not get burned and +0 Scald a 3HKO without Burn (good luck with that...). It also is a threshold where Adamant gives a bonus stat point.

Suicune is tied for most common Pokemon in Masters Singles and most of them are Crocune variants so that's a big reason I came up with this set. Silver Powder is there because it turns out that the lack of Bug Bite actually really, really hurts.

-----
That's the team I'm using ATM, and I feel like with some practice it could potentially get to 100+; some luck would be needed, but battles are so fast you can probably brute force the luck. 200+, though, I'm not sure about. I feel like it would need some adjustments for that.
 
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Should do my own writeup for my success so far. I've mostly been cookie cutting sets from here and made it through normal singles. Most of my close calls came from me mashing buttons instead of thinking a move ahead. I haven't tried taking battle facilities seriously in the past, but this has been fun so far. This is probably going to get long because I want to talk about my thought process when approaching this.
Anyways, here's the team:

Garchomp @ Lum Berry
Ability: Sand Veil
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Iron Head
- Swords Dance
- Earthquake

I used this as my lead, and pretty simple set. Check opponent sets to make sure their lead doesn't OHKO me and click SD. The only thing I encountered that would be a speed threat was Garchomp 1, but it clicks outrage so Garde is free. It should be capable of sweeping almost everything before masters at +2, but once I hit round 7, I started running calcs on whole teams and I think I did a +4. Overall this is just a solid choice due to its great speed tier and attack.

Gardevoir @ Choice Scarf
Ability: Trace
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Destiny Bond
- Thunderbolt

I picked this set because it looked like good synergy to Garchomp (a free switch in against dragons, and better speed). Even though I have Magnezone, thunderbolt was still helpful at dealing with some waters. Moonblast was usually what I would be clicking because I really didn't encounter many fairy resists. I also didn't need to use d-bond, but I imagine that will change in masters.

Magnezone @ Choice Specs
Ability: Sturdy
Level: 50
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Thunder Wave

Finally Magnezone. I first tried this out as a lead when I had a streak reset, and the game decided to throw 3 ground leads at me during that time. Instead this became my general go to for when Garchomp died since it would be able to revenge kill, or volt switch for Gardevoir. The one OHKO mon that I ran into was gliscor and it had EQ so I couldn't really abuse sturdy there.

Other mons that I tried running:

Gyarados @ Lum Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Waterfall
- Dragon Dance
- Ice Fang
- Earthquake

It worked kinda well, and I don't have a solid reason for switching him out apart from wanting to try what other people had success with. The biggest problem was just that there's a lot of stuff that will easily kill it when I needed to setup. I would consider revisiting, but I would need a better ground type in the back to cover its main weakness.

Roserade @ Choice Specs
Ability: Natural Cure
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Dazzling Gleam
- Magical Leaf

My thought process for this was that I want to hit stuff hard, and also be able to deal with evasion by using magical leaf. I quickly found out that it's not as huge of a problem as I thought when you just prevent them from setting up.
 
Clefable @ Leftovers
Bold Nature
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 SpA
- Moonblast
- Calm Mind
- Wish
- Protect
Are the 60 SpAtk EVs for any specific OHKOs at +6, or did you pull the EV spread from the Sw/Sh Calm Mind set? I wonder the latter because it lists 60 Speed EVs there instead of 60 SpAtk EVs but otherwise looks the same. Over there, the Speed EVs were for outspeeding Corviknight, but that's not a concern with only the original 493 available in BD/SP, but I figure I'd ask in order to get a head start on any specific EV'ing for the Tower.

I was considering messing with an Unaware Calm Mind Clefable somewhere; has Magic Guard been very useful for you on your CM set?
 

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