Gen III Battle Frontier Discussion and Records

It's been a while, but I've gotten back into Gen 3 Frontier after a slight hiatus and have finally (finally...) managed to beat my old record at Tower Multis - I'm now sitting on 189 wins! My old account was greentyphlosion (no underscore) but I got locked out.

Team is detailed way back in the thread for anyone who hasn't seen it. Haven't broken the streak yet so I'm hopeful of making it all the way to a nice round 200 but the increasing levels of crap the game throws at you casts a slight pall of doubt on that.

Came very close with battle 185. Tauros and Latias were sent out against Raikou and the dreaded Quick Claw Explosion Regirock.

Turn one, Regirock moves first and blows up before either of us can move, taking down Tauros, Latias, and the enemy partner Raikou. I send out Latios and my partner sends out Aerodactyl. Out come Tyranitar and Zapdos, my heart sinks. Because it's also carrying a Quick Claw, Tyranitar of course moves first but, bafflingly, uses Earthquake which hits… no one. Aero brings it to 10% with EQ, Latios does the same to Zapdos with Ice Beam, Zapdos kills Aero with Thunder. Latios finishes off Tyranitar with Dragon Claw and Zapdos kindly Double Teams instead of attacking which means the sandstorm damage finishes it off for me.

Loving everyone's Arena ideas! I doubt I'm ever going to venture in there again but it's super interesting to read/speculate over.

Outside of my obsession with Multi, I'm also still planning my run at Tower Singles. Tempting as it is to run with a hyper offense team, I want something that can handle the abundance of Quick Claw users and OHKO users (often mutually inclusive). I've been playing around on XD's Orre Colosseum with a Lightningrod team (as it happens, nearly identical to the one used by Cooltrainer Klept in the final round) so am thinking of modifying that for Tower Doubles at some point. And, of course, I need to have another proper go at Factory Doubles...


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I wanted to document some arena strategies that are unique to the arena to hopefully get more people addicted to the feeling of winning on judging when you've calculated your moves.

I've created some videos with commentary that I hope will be enjoyable, so first the classic fake out, protect, dodge:

There are many pokemon that once locked in against fakeout have zero chance of winning. To estimate I filtered the list of 900 frontier pokemon for pokemon faster than shiftry, any set with leftovers, any pokemon with inner focus, and any set with the moves swords dance, dragon dance, double team, calm mind; we're still left with 600 pokemon that this strategy beats. The hard part is calculating how many of those you can tie with or beat otherwise and how it compares to the lists traditional sweepers can beat since traditional sweepers will probably beat all sets of a specific species while this strategy might only beat 3 of 4 of those sets. So it's really about figuring out what you can beat with "double dig" and preparing your other two pokemon to handle everything else.


Next is Yawn:

The video shows yawn as a strategy to win judging and yawn as a way to set up.

Yawn is great because it bypasses accuracy so you get the skill point even against evasive opponents making it the most accurate sleep setter in the game. On top of that, them falling asleep helps you win skill. Any strategy that has you slower than the opponent makes you open to so many hax, but I think that's just where we're at in the arena. I think an attacking snorlax is probably the way to go, but I think rest or yawn is probably better than curse.


Other arena notes:
Latios with Lum berry is the only pokemon I like having as an anchor since it can pull off the most reverse sweeps. Like yeah everyone knows it's good, but I'm saying it's the only pokemon that's good, it's in it's own tier. I like salamance a lot as well but it's 4x weakness to ice means it's less likely to be able to slug it out with a clean up kill as the ancor, probably in the same tier as a lead.
Dragon dance Tyranitar actually impressed me as a lead as well.

I will edit this post with more details this week, I've been working on the videos for awhile so I wanted to post them now.
Thanks for this post, dgice. It's nice that you took the time for explaining this and your voice is really clear.

I've tried Yawn AND Wish with Togetic (I mentioned Chimecho before, but wasn't aware that it's unable to learn Wish), with Encore and (Hustle) Aerial Ace to beat slow Double Teamers like Registeel. Works okay with Snorlax as a follow up since it mainly loses to Ice and Electric moves (of which it survives one at least without crits). Still, the Latias strategy with bulky Lax OR the Memento strategy with 'FastLax' seems more dependable. As the last Pokémon, I still haven't figured out the best sweeper but I think you're right about Latios being in its 'own league' in a sense. Also it makes sense type-wise, but sadly these strategies have no real way to outsmart OHKO abusers without giving up the whole idea.
 
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Inspired by dgice's videos, I want to make a good Yawn + Belly Drum team. I think that really has potential. Currently I'm trying Protect/Yawn/Sub/Thief Kangaskhan over Vigoroth, followed up by either Azumarill or Hariyama. Azumarill KOs more stuff but has to run Adamant, while Hariyama can run Jolly and outspeeds even the fastest Starmie after Salac Berry, leaving only Sceptile, Aero, Dugtrio, Crobat and Jolteon to outspeed me. I don't like Charizard because even after Belly Drum (and Adamant Nature) it fails to OHKO a lot of things (even Slowbro for example). Both Hariyama and Azumarill run BB and HP[Ghost], I think that's quite optimal. Hariyama's natural counters become a really small group; only some bulky Flying-types like Gyarados have a chance to survive HP[Ghost], plus those Pokémon that outspeed me after Salac (and I might have a life-saving Substitute left if the first Pokémon sleeps longer than one turn). So these can be taken care of by a carefully selected 'sweeper'; one Pokémon that reliably kills those really fast Pokémon is Trace Porygon2 (can run Recover, wins pretty many matchups on its own, really). But during the testing of the first two Pokémon I mainly used an all-out Latios, which always does its job of course.

A huge upside of this strategy is that it doesn't auto-lose to bulky OHKO'ers, also because Thief steals Quick Claws.
 
Short update on Battle Arena. Last night I watched dgice play some Arena and we talked a lot about Rain Dance, Sunny Day, Yawn, Wish, Memento and Belly Drum strategies. Here's what's going on in a nutshell, thought it would be insightful to post here:
  • Yawn can be used to setup Belly Drum, in which case Vigoroth and Kangaskhan are good users because of their speed and access to an item-stealing move. IMO Kangaskhan is best (lives two Starmie assaults, which is important because of Lum and its Speed), I still wonder why dgice prefers Vigoroth aside from '%C' karma or something. Maybe to lose Body more easily?They also get Focus Punch, which proves to be more useful than Substitute in many scenarios. Personally I experimented with Icy Wind, Foresight and Swagger as well, but if Aerial Ace Charizard is used the Speed and perfect accuracy are dealt with already. Swagger would increase the chance of them not getting through Zard's sub if they wake up early, but it also creates unwanted ties in the first matchup. Another merit of using Charizard is its Speed; even if Kangaskhan can't stall the Yawn turn, Zard can get a Sub + BD off while they fall asleep, whereas a slower BD'er would become dead weight. Naturally, Trace, Early Bird and Vital Spirit/Insomnia Pokémon are terrible to face (albeit sometimes too weak to 2hko Zard) and Zard misses out on a lot of OHKO's. Very often, if Zard can keep a sub up you win (unless Skarmory is their second), and if it doesn't you need good matchups (no bulk, no CQ, no priority) and/or will need your third. A very good third seems to be Modest Lum Latios with Psychic, IB, Tbolt and either HP[Fire] or Surf.
  • Using Yawn can win judging by itself as dgice explained in his video. A notable user is Snorlax, as Speed is taken out of the equation, kind of, using Yawn, ChestoRest and an attacking move. It's especially good in Sandstorm or Hail, so it would be nice to experiment with that, e.g. Quagsire, and Tyranitar isn't even bad as a DD lead, for example, scoring 3-0 victories with a good lead MU. We should even consider both this strategy AND the BD setup, possibly opening up a last resort Zard sweep (not with Sand Stream ofc), but I think this would become inferior to a powerhouse last.
  • Memento / Twave / Screen opening optimalisation leads to the Fast BellyLax I mentioned earlier, and the Wish opening with Latias or Gardevoir seems better with bulky Leftovers Lax. It can afford not running Lum because of Safeguard and we all know how much more bulky Lax is with its lefties. This kind of team is notably weak to OHKO abusers and critical hits, however, and Snorlax' abysmal Speed opens it up to a lot of hax if Safeguard isn't up anymore.
  • Fake Out + Protect + semi invulnerable status, the classic Arena cheeser, gains another dimension in weather by using Shiftry or Ludicolo. They're much better than the obvious fast users such as Persian and Sneasel, not only because of their highest stats, but also because of (Shiftry) EQ resistance and Explosion and (Ludicolo) non-existence of Dive-immunes outside of Water Absorbers which can be 1v1'ed with Giga Drain. Dgice uses a weather-setting ddmence as a lead and his trustworthy Latios as the third foe both versions.
  • I noted another feature of weather, though: if it's set on the last turn before Shiftry/Ludi is sent out, there will be only one Weather turn left after the 'Fake Out target' is beaten. That means you outspeed most opponents in the first turn and outslow them in the second, so they miss TWO times in a row. Using Protect or another suitable move on turn 3 thus gains another 'free win'. For a dependable lead that guarantees setting up Rain on the very last turn of its existence, it has to be a Pokemon that either wins or goes for this strategy. Since damage beforehand isn't needed, I figured this would be the opportunity to use OHKO users; Substitute Articuno and Nidoking are quite fast, get all the weather moves and can take an unexpected hit, especially Articuno. Basically, if they hit a OHKO move against something unthreatening like Blissey, you win the game already, aside from QC/BP hax or ridiculous matchups like weather changers.
That was just some stuff on my mind! I'll try and compile and update the 'best' teams to use with these strategies and might attempt a big streak sometime!
 
So I ended up resuming my Dome Team again on Gen 3 with 16 tournament wins atm. I guess Arena served as a nice distraction and encouraged me to get back even though I never really had any intention to try it again. Considering that Actaeon has spent significant time on building new creative strategies for it, I am tempted to maybe get into it later.

I'm still using the same team as before but recently I have been testing Aerial Ace on Slaking due to Ludicolo 4. Not the best move but not disappointing either since Hyper Beam's sole purpose was to nuke Umbreon / Lapras which tbh can be handled by Suicune most of the time and with the proper scouting using the Tournament Tree / Sheet database. It's also nice to get a move that won't miss vs DT/Bright Powder spam (?).
 
So I ended up resuming my Dome Team again on Gen 3 with 16 tournament wins atm. I guess Arena served as a nice distraction and encouraged me to get back even though I never really had any intention to try it again. Considering that Actaeon has spent significant time on building new creative strategies for it, I am tempted to maybe get into it later.

I'm still using the same team as before but recently I have been testing Aerial Ace on Slaking due to Ludicolo 4. Not the best move but not disappointing either since Hyper Beam's sole purpose was to nuke Umbreon / Lapras which tbh can be handled by Suicune most of the time and with the proper scouting using the Tournament Tree / Sheet database. It's also nice to get a move that won't miss vs DT/Bright Powder spam (?).

I've often considered Aerial Ace (and no-miss moves in general, though AA is the best one) to be mandatory on most of the teams I've been running with (Arena, Dome, Palace, Pike, and the Tower Singles team I'm currently testing). Evasion abusers (and hax misses in general) are too frequent not to have something to counteract them.
 
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In approx. one hour I will have another attempt at Monotype Single Tower, playing the teams from dependable to independable! I made some adjustments again, hopefully I'll get further. I'll play at the discord server as usual.

EDIT: I played from worst to best teams anyway, and I didn't make it very far: Mono Ghost lost in the fourth battle so the score was 17... The general frailty of Flying, Poison and Ghost, or even the first five teams (including Grass and Steel as well) is beginning to discourage me. Oh well, better luck next time! I hope I can improve the teams by a little more, but I really doubt it.
 
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I made what I think is an improvement to the Mono Ghost team. Remember Misdreavus / Duskull / Dusclops, setting up an Evasion Curse-sweeping Dusclops with some support of Twave, Perish Song and Memento?

Well, the trio stays the same, but now it's Misdreavus who gets a chance to sweep. It's the only Calm Mind user that actually OHKOs many Pokémon, and I've learned from 'sweeping' with low Speed and HP depletion that it's not reliable enough; you never know when they do hit Dusclops. I'm very happy not having to rely on Evasion anymore. Lowering the opponent's Evasion to open up a sweep is another story, but relying on your own Evasion to sweep the last two is just terrible. Here's the team, the bordeaux set details are the one I use in the current version:

Duskull @ Lum Berry / Quick Claw
Ability: Levitate
EVs: 252 HP / 20 Def / 236 SpD
Calm Nature (+SpD, -Atk)
- Protect
- Memento
- Grudge
- Torment / Flash / Destiny Bond


Misdreavus and Duskull have one of the best typing / ability combinations in the game, and specially defensive Duskull is actually really hard to OHKO (but pretty easy to 2HKO because of its low HP); this one in particular is EV-ed to live through Houndoom's Crunch guaranteed, and it also survive non-STAB Shadow Balls (e.g. Snorlax', Metagross'). It usually leads off with Protect, tries to get information about their set and scouts what move it can use best: Memento or Grudge spam. Because Misdreavus can setup against many physical opponents once they lose their 'effective move', Duskull usually Grudges those and Mementoes special foes with more coverage. This works really well against Normal-types (Shadow Ball) in particular. Grudge always steals their best move against Misdreavus because Duskull and Misdreavus have exactly the same type and Levitate!
Duskull does faint against some moves, though, mainly CB Shadow Ball from Granbull and Dusclops' Shadow Ball. These are the moves that can OHKO it:

Absol (Absol-2 [353])Shadow Ball126.7 - 149.6%guaranteed OHKO
Slaking (Slaking-3 [660])Shadow Ball125.1 - 148%guaranteed OHKO
Granbull (Granbull-4 [665])Shadow Ball120.4 - 141.7%guaranteed OHKO
Shedinja (Shedinja-Boss [Greta Silver])Shadow Ball100 - 118.1%guaranteed OHKO
Banette (Banette-2 [343])Shadow Ball96 - 113.3%75% chance to OHKO
Medicham (Medicham-4 [662])Shadow Ball94.4 - 111.8%68.8% chance to OHKO
Slaking (Slaking-Boss [Spenser Gold])Shadow Ball90.5 - 107%43.8% chance to OHKO
Furret (Furret-2 [305])Shadow Ball88.9 - 105.5%37.5% chance to OHKO
Armaldo (Armaldo-4 [706])Rock Slide85.8 - 101.5%12.5% chance to OHKO
Dusclops (Dusclops-4 [667])Shadow Ball85 - 100.7%6.3% chance to OHKO

Lum Berry is handy against sleep-inducers, although they're usually too weak to dent Dusclops anyway. Quick Claw can let Duskull use something against the Pokémon it gets OHKOed by, and might let Destiny Bond kill something you really don't want to see. Those CB Shadow Balls are really hard to get around with this team, that's just something I'll have to accept. Going with a more mixed Defensive set or specially defensive set only opens it up to more OHKOs, e.g. all kinds of Overheats and Crunches.

Dusclops @ Chesto Berry
Ability: Pressure
EVs: 252 HP / 204 Def / 52 SpD
Bold Nature (+SpD, -Atk)
- Protect
- Torment
- Curse / Snatch / Memento
- Rest


Dusclops is used as the defensive backup of the team. It can stall Pokémon down to Struggle after Duskull used Memento, can use Torment to reduce even more their ability to hit Misdreavus or to enable itself of being capable of stalling better with Protect. Curse was mainly for Anabel's Latios, who used to set up on my +6 Psychic/Tbolt Misdreavus and could proceed to sweep my team, although Snatch has more uses: it prevents Dragon Dances, Swords Dances, etc, but is hard to use, because they might just attack you. Also, it doesn't steal Curse, and that's dangerous. Dusclops is defensively oriented to fight against high-attack physicals that have enough coverage to prevent Misdreavus from setting up, i.e. Dodrio and Salamence (Rock Slide / AA / Drill Peck / Steel Wing, etc.), more easily stall out Metagross and eat as many Shadow Balls of the aforementioned threats as possible. The sequence Protect, tank + Rest, Protect, tank + Rest, tank + sleep, get KO'ed eats 12 Shadow Ball PP and Duskull also ate two or more (including Protect turns), so then they have only 1 Shadow Ball left at best against Misdreavus, which can be stalled with a Substitute. After a Memento from Duskull, Dusclops has no problems stalling on the Special side as well, e.g. against all-coverage mons like Slowking, Lapras, Starmie and the 4-attack Latios. These foes will be setup fodder while they use a really underpowered -2 Struggle against Misdreavus.

Using Memento on Dusclops is another option, especially if they still have too much Atk to the point where Struggle is too dangerous. I began using it when I changed Psychic to HP[Ice] on Misdreavus, reducing the necessity of Curse and still kind of working against boosting opponents, although it puts me on a clock to 'outrace' them with Misdreavus. This is usually accomplished by making good use of Torment and the timing to use Memento.

Misdreavus @ Leftovers:
Ability: Levitate
EVs: 76 HP / 100 Def / 132 SpA / 4 SpD / 196 Spe
Timid Nature (+Spe, -Atk)
IVs: 30 Atk / 30 Def
- Calm Mind
- Substitute
- Psychic / Hidden Power [Ice] (in case of HP[Ice], use 104 Def EVs and 0 SpD EVs)
- Thunderbolt


The most obvious setup sweeper set for Misdreavus. Psychic would be natural to consider over HP[Ice] because of its power, but HP[Ice] gives it so much better coverage. With HP[Ice], the only mons that don't get 2HKOed by Misdreavus can't do much in Return either, except Snorlax: think of Blissey, Regice, Umbreon, Swampert, Registeel and such. As a bonus, you can hit Umbreon without activating Synchronize.

If you use the higher-powered Psychic, then you can't reliably beat stuff like Claydol (Shadow Ball is dangerous) and Anabel's Latios. It still has uses though: sometimes it's nice to actually OHKO Poison and- Fighting types when you can't get to +6 in a pinch, such as Blaziken and Weezing.

My thought process on the Misdreavus EVs are as follows:
  • 76 HP EVs bring it to 145 HP, a perfect Leftovers number so it can stall one more move if needed. These HP EVs also make Misdreavus' Sub more sturdy after a few Calm Minds, when facing Special Attackers such as Regice.
  • Combined with 100 (104) Def EVs, this lets it always survive Metagross' Shadow Ball (so its MM and Snorlax' SB as well). This is important because they can have Quick Claw AND I might not always KO them. The extra Def EVs also help its Sub stay intact against the more powerful Struggles, possibly after Memento.
  • 132 SpA give me 122 SpA; at +6 it 2HKOes bulky Snorlax and OHKOs Metagross with around 40% probability, and most other Pokémon it doesn't OHKO are not scary for me.
  • 196 Spe gives it 143 Speed (it's a jump point) outspeeding everything below Pikachu-1. On a more serious note, it outspeeds those 100 base Speed mons that invest 170 in Speed, Alakazam, some Moltres, etc. You could go for the full 252/252 set and tie with other positive-natured base 85's (and outspeed a Houndoom set as a bonus), but I prefer the aforementioned bulk and Houndoom is only dangerous when setting up against it, but then either Grudge or Torment will make sure it has no Crunch.
A sample streak will be uploaded, and I'll finish this writeup with some important threats and how I try to handle them. Also, another thought process involving Haunter will be discussed. Thanks for reading.
 
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Since I’ve made it to 105 wins, I’m sharing the details of my Battle Tower Doubles Team! All comments/questions/suggestions/improvements welcome.

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My inspiration for this team came from the lineup used by Cooltrainer Klept in the Orre Colosseum on Pokemon XD. On the face of it, it’s not a particularly powerful or threatening team (especially since by this point the opponents are routinely using legendaries). But this is the penultimate fight of the game, and it’s obvious why to anyone who’s fought it – it’s a darn effective strategy, which I have shamelessly copied (though tweaked a little to make it more fun).

Sadly, Frontier opponents are smarter than those in the Orre Colosseum: no enemy has ever attempted to use an Electric-type move against me when I’ve got a Lightningrod user on the field, meaning that it’s harder to benefit from any wasted turns.

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Dodrio @ Choice Band **3xTheMagic**

252 Atk/Spe, 6 Sp.Def (Adamant)
IVs: 31/31/31/31/31/30

Hyper Beam
Drill Peck
Double-Edge
Hidden Power Steel

Ability: Early Bird

Thrilled to finally have a chance to incorporate one of my favourite Pokemon into a Frontier team. Dodrio is the sweeper, nuff said. Its job is to get a kill on turn one, and it’s very good at doing this. Doesn’t have a great deal of staying power – however, with its Electric weakness removed, can usually take one non-Ice hit which is enough time for Marowak to get stuff done: EQ if it can kill the other Pokemon, PS if it can’t. Wishes it was just a touch faster (it ties with numerous other fast Pokemon at 319 Speed) but it hasn't cost me a match yet.

Hyper Beam is not ideal in terms of accuracy or for the recovery turn. However, it kills virtually anything that does not resist it; getting an immediate KO is worth the tradeoff and gives Marowak time to act. Double-Edge is rarely used because it’s just so much weaker, but it very, very occasionally comes in useful. Meanwhile Drill Peck murders Grass- and Fighting-types, and Hidden Power Steel is better than Steel Wing. That’s literally it. It KOs Jynx but isn’t good for much else.


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Marowak @ Thick Club **SongOfSusannah**

198 HP, 16 Atk, 252 Sp.Def, 44 Spe (Careful)
IVs: 31/31/31/x/31/31
Earthquake
Icy Wind
Perish Song
Protect

Ability: Lightningrod

Running this as a pure sweeper was an early idea, but it would have been such a waste. Actaeon’s Perish Song team reminded me that Wak gets that particular move and the cheap and easy kills it makes possible were too tempting to resist. And in conjunction with Dodrio’s immediate power it works so well; gets troublesome foes out of the way nicely and puts sweepers on a timer which prevents them from gaining momentum. Even when the opponent has three Pokemon left instead of two, Perish Song still works beautifully as the opponent can only switch out one of them and I’m still guaranteed one kill.

Icy Wind is occasionally useful for some speed control and/or chip damage, especially against Dragons, while Earthquake wrecks things even with minimal Attack investment. Careful with full Special Defence is excellent, allowing it to sponge all sorts of attacks that would ordinarily destroy it and survive with a shred of HP remaining, which is useful for baiting attacks with Protect. 16 Attack EVs gets me to 200 (400) Attack while 44 EVs in Speed outruns all Regi variants.


1602097370236.png

Manectric @ Scope Lens **(Th)underdog**

252 SpA/Spe, 6 HP (Timid)
IVs: 31/0/31/31/31/31

Thunderbolt
Crunch
Toxic
Protect

Ability: Lightningrod

My backup Lightningrodder. It’s not terrible offensively and Toxic very occasionally comes in handy but it mostly finds use as a pivot and staller: Protect runs down the clock on any errant Perish timers and more importantly shields from friendly fire ground. Needs a better item so I’m open to ideas.


1602097356018.png

Gyarados @ Lum Berry **Dr Jan Itor**

74 HP, 252 Atk, 40 Def, 20 Sp.Def, 124 Spe (Adamant)
IVs: 31/31/31/30/30/30

Dragon Dance
Double-Edge
Earthquake
Hidden Power Flying

Ability: Intimidate

The cleaner. Usually comes out straight after Dodrio dies. One Dragon Dance is generally enough to put the hurt on everything and it can almost always find the time since it’s bulky enough to live through most attacks with its major weakness nullified. Intimidate is, as ever, great especially in conjunction with Marowak’s decent bulk. It’s EVd to outrun almost the entire Frontier after one boost, with the remainder put towards some extra bulk.

  • As ever, OHKO users, especially those with a QC. Usually any potential OHKO user is first in line to eat a Hyper Beam but beyond that liberal use of Protect is my only defence. Sadly there's not a Sturdy user I can fit onto this team, but at least my flyers are immune to Fissure.
  • Articuno and Zapdos. Moltres isn't so dangerous but the former two can be problematic. Both laugh at Marowak and can survive a Thunderbolt. Articuno's Blizzard can be difficult to deal with (though Dodrio surprised me once by surviving one).
  • Intimidate leads are never pleasant to deal with though at -1 both Dodrio and Marowak still deal decent damage. Salamence in particular can be a pain.
  • Lati@s don't care about Thunderbolt being nullified when they can Psychic, Ice Beam, and Dragon Claw Dodrio and Gyarados to death. Luckily both die to a Hyper Beam.
  • Some Starmie variants are outrun by Dodrio, but others outspeed and blast it with Ice Beam. Same for Aerodactyl and Ancientpower.
 
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Since I’ve made it to 105 wins, I’m sharing the details of my Battle Tower Doubles Team! All comments/questions/suggestions/improvements welcome.

View attachment 280845

My inspiration for this team came from the lineup used by Cooltrainer Klept in the Orre Colosseum on Pokemon XD. On the face of it, it’s not a particularly powerful or threatening team (especially since by this point the opponents are routinely using legendaries). But this is the penultimate fight of the game, and it’s obvious why to anyone who’s fought it – it’s a darn effective strategy, which I have shamelessly copied (though tweaked a little to make it more fun).

Sadly, Frontier opponents are smarter than those in the Orre Colosseum: no enemy has ever attempted to use an Electric-type move against me when I’ve got a Lightningrod user on the field, meaning that it’s harder to benefit from any wasted turns.

View attachment 280834
Dodrio @ Choice Band **3xTheMagic**

252 Atk/Spe, 6 Sp.Def (Adamant)
IVs: 31/31/31/31/31/30

Hyper Beam
Drill Peck
Double-Edge
Hidden Power Steel

Ability: Early Bird

Thrilled to finally have a chance to incorporate one of my favourite Pokemon into a Frontier team. Dodrio is the sweeper, nuff said. Its job is to get a kill on turn one, and it’s very good at doing this. Doesn’t have a great deal of staying power – however, with its Electric weakness removed, can usually take one non-Ice hit which is enough time for Marowak to get stuff done: EQ if it can kill the other Pokemon, PS if it can’t. Wishes it was just a touch faster (it ties with numerous other fast Pokemon at 319 Speed) but it hasn't cost me a match yet.

Hyper Beam is not ideal in terms of accuracy or for the recovery turn. However, it kills virtually anything that does not resist it; getting an immediate KO is worth the tradeoff and gives Marowak time to act. Double-Edge is rarely used because it’s just so much weaker, but it very, very occasionally comes in useful. Meanwhile Drill Peck murders Grass- and Fighting-types, and Hidden Power Steel is better than Steel Wing. That’s literally it. It KOs Jynx but isn’t good for much else.


View attachment 280835
Marowak @ Thick Club **SongOfSusannah**

198 HP, 16 Atk, 252 Sp.Def, 44 Spe (Careful)
IVs: 31/31/31/x/31/31
Earthquake
Icy Wind
Perish Song
Protect

Ability: Lightningrod

Running this as a pure sweeper was an early idea, but it would have been such a waste. Actaeon’s Perish Song team reminded me that Wak gets that particular move and the cheap and easy kills it makes possible were too tempting to resist. And in conjunction with Dodrio’s immediate power it works so well; gets troublesome foes out of the way nicely and puts sweepers on a timer which prevents them from gaining momentum. Even when the opponent has three Pokemon left instead of two, Perish Song still works beautifully as the opponent can only switch out one of them and I’m still guaranteed one kill.

Icy Wind is occasionally useful for some speed control and/or chip damage, especially against Dragons, while Earthquake wrecks things even with minimal Attack investment. Careful with full Special Defence is excellent, allowing it to sponge all sorts of attacks that would ordinarily destroy it and survive with a shred of HP remaining, which is useful for baiting attacks with Protect. 16 Attack EVs gets me to 200 (400) Attack while 44 EVs in Speed outruns all Regi variants.


View attachment 280837
Manectric @ Scope Lens **(Th)underdog**

252 SpA/Spe, 6 HP (Timid)
IVs: 31/0/31/31/31/31

Thunderbolt
Crunch
Toxic
Protect

Ability: Lightningrod

My backup Lightningrodder. It’s not terrible offensively and Toxic very occasionally comes in handy but it mostly finds use as a pivot and staller: Protect runs down the clock on any errant Perish timers and more importantly shields from friendly fire ground. Needs a better item so I’m open to ideas.


View attachment 280836
Gyarados **Dr Jan Itor**

74 HP, 252 Atk, 40 Def, 20 Sdef, 124 Spe (Adamant)
IVs: 31/31/31/30/30/30

Dragon Dance
Double-edge
Earthquake
Hidden Power Flying

Ability: Intimidate

The cleaner. Usually comes out straight after Dodrio dies. One Dragon Dance is generally enough to put the hurt on everything and it can almost always find the time since it’s bulky enough to live through most attacks with its major weakness nullified. Intimidate is, as ever, great especially in conjunction with Marowak’s decent bulk. It’s EVd to outrun almost the entire Frontier after one boost, with the remainder put towards some extra bulk.

  • As ever, OHKO users, especially those with a QC. Usually any potential OHKO user is first in line to eat a Hyper Beam but beyond that liberal use of Protect is my only defence. Sadly there's not a Sturdy user I can fit onto this team, but at least my flyers are immune to Fissure.
  • Articuno and Zapdos. Moltres isn't so dangerous but the former two can be problematic. Both laugh at Marowak and can survive a Thunderbolt. Articuno's Blizzard can be difficult to deal with (though Dodrio surprised me once by surviving one).
  • Intimidate leads are never pleasant to deal with though at -1 both Dodrio and Marowak still deal decent damage. Salamence in particular can be a pain.
  • Lati@s don't care about Thunderbolt being nullified when they can Psychic, Ice Beam, and Dragon Claw Dodrio and Gyarados to death. Luckily both die to a Hyper Beam.
  • Some Starmie variants are outrun by Dodrio, but others outspeed and blast it with Ice Beam. Same for Aerodactyl and Ancientpower.
Nice team man! I'm happy to see someone else's take on Lightningrod. As much as I've wanted to make Dodrio effective, I always got discouraged by the things it can't KO with D-E and never really gave Hyper Beam (as something else than a last-resort filler) a serious chance, but I can see how it works with Perish Song and giving Gyarados an extra chance to setup (because they'll switch one Pokémon for Perish Song anyway, and it's pretty easy to predict which one in most cases).

If you really want a Sturdy EQ resist I guess Skarmory is not even that bad with Lightningrod support, but that would make the team lean towards the defensive side. That's not even bad; on a Perish Song team I can see it pulling some weight. It could even abuse Fly I guess.

On the teams I tried Manectric on I usually added a little Swagger substrategy with a Persim Berry partner; it can pull that off with Gyarados too; then you get +3 Atk and +1 Speed in one turn and it gives Manectric something useful to do if Electric STAB is not needed. I don't know what item you currently have on Gyarados. Swagger + Endure instead of Toxic + Protect would also give it some item use; after a Petaya boost Manectric's attacks become quite scary and let it OHKO the Water-types and Gengar with Crunch. Another possibility is giving the Lum Berry, or at least a Cheri Berry, to Manectric because it will get targeted by Thunder Wave pretty often; it especially helps against Zapdos. Finally, Odor Sleuth is a great filler in the Doubles format because you know how fast a Double Teaming Snorlax, for example, can get out of hand, and Leer might help Dodrio or Marowak KO LOTS of stuff when needed. Manectric outspeeding the other two is a blessing as far this is concerned.

Hope to give you some ideas here!
 
Nice team man! I'm happy to see someone else's take on Lightningrod. As much as I've wanted to make Dodrio effective, I always got discouraged by the things it can't KO with D-E and never really gave Hyper Beam (as something else than a last-resort filler) a serious chance, but I can see how it works with Perish Song and giving Gyarados an extra chance to setup (because they'll switch one Pokémon for Perish Song anyway, and it's pretty easy to predict which one in most cases).

Thank you!

Yeah I was dubious of Dodrio at first but it's really pulled its weight. Hyper Beam's recharge turn often isn't as awful as it sounds as it draws fire away from Marowak, and realistically I never expect it to survive to the end of the battle anyway.

If you really want a Sturdy EQ resist I guess Skarmory is not even that bad with Lightningrod support, but that would make the team lean towards the defensive side. That's not even bad; on a Perish Song team I can see it pulling some weight. It could even abuse Fly I guess.

Yeah I suppose Skarmory would fit, but you're right in that it would push me a little too much towards defensive play. If I switched it for Gyarados I feel like I'd lose momentum at the end of matches since Gyarados cleans up so well. Whereas Manectric provides the chance for Gyarados to set up and often picks off irritating Waters and Flyers. It's a possible though, especially with the Swagger strategy you mentioned.

On the teams I tried Manectric on I usually added a little Swagger substrategy with a Persim Berry partner; it can pull that off with Gyarados too; then you get +3 Atk and +1 Speed in one turn and it gives Manectric something useful to do if Electric STAB is not needed. I don't know what item you currently have on Gyarados. Swagger + Endure instead of Toxic + Protect would also give it some item use; after a Petaya boost Manectric's attacks become quite scary and let it OHKO the Water-types and Gengar with Crunch. Another possibility is giving the Lum Berry, or at least a Cheri Berry, to Manectric because it will get targeted by Thunder Wave pretty often; it especially helps against Zapdos. Finally, Odor Sleuth is a great filler in the Doubles format because you know how fast a Double Teaming Snorlax, for example, can get out of hand, and Leer might help Dodrio or Marowak KO LOTS of stuff when needed. Manectric outspeeding the other two is a blessing as far this is concerned.

Bugger, I forgot Gyarados' item. Added (it's a Lum Berry).

Swagger is a VERY nice idea! (And works with the Lum Berry perfectly) Definitely going to give that a try.

I actually don't think Manectric has ever been TWave'd, but I Protect with it a lot so it's probably moot. Odor Sleuth is a very good shout. Though Perish Song cuts through evasion boosts so it's not been an issue too often, and Marowak often survives to the end of battles.

Thanks for your ideas!
 
This post is to summarize the Monotype teams in one place and keep all of them up-to-date by editing this post, because sometimes I make adjustments. Any streaks attempted will be done using the following teams, optimized as far as possible. They are in order of increasing effectiveness, i.e. my estimated probability of failure, so the teams are ordered from "bad" to "good".

THE LAST EDIT WAS ON MARCH 8, 2021

Every team has a 'problem' documentation that is kept up to date as well. These are not losses that require lead hax (CQ OHKO or Explosion + bad matchup for example), but problems I've lost to without making suboptimal/impatient play and the AI didn't need that much hax either. They are consistent problems, although in some cases unlikely to happen.

The last streak attempt is MARCH 8/9, 2021

The next big streak attempt is not yet planned.


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Xatu (M) @ Salac Berry
Ability: Synchronize
EVs: 204 HP / 108 SpD / 196 Spe
Timid Nature (+Spe, -Atk)
- Thief
- Thunder Wave
- Endure
- Flash

Gligar (F) @ Leftovers
Ability: Sand Veil
EVs: 36 HP / 60 Atk / 172 Def / 4 SpD / 236 Spe
Jolly Nature (+Atk, -SpA)
- Protect
- Substitute
- Sand-Attack
- Dig

Gyarados (M) @ Liechi Berry / Sharp Beak
Ability: Intimidate
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature (+Atk, -SpA)
IVs: 30 SpA / 30 SpD / 30 Spe
- Substitute
- Dragon Dance
- Earthquake
- Hidden Power [Flying]
1) Not being able to get any crippling off with Xatu against many opponents (e.g. QC Ursaring or Lum Starmie Tbolt paralyses/freezes on the first Twave)
2) Clear Body (most notably the ones capable of exploding, although Dig minimizes the probability of getting hurt)
3) Just about anything


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Gengar (M) @ Cheri Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 68 SpD / 180 Spe
Jolly Nature (+Spe, -Atk)
- Torment
- Skill Swap
- Grudge
- Protect

Weezing (M) @ Lum Berry
Ability: Levitate
EVs: 252 HP / 252 SpD / 4 Spe
Bold Nature (+Def, -Atk)
- Protect
- Smokescreen
- Memento
- Rest

Muk (M) @ Leftovers
Ability: Sticky Hold
EVs: 220 HP / 4 Atk / 88 Def / 196 SpD
Careful Nature (+SpD, -SpA)
- Curse
- Substitute
- Sludge Bomb
- Brick Break
1) Metagross critical hit on turn 1, or the 1/16 Psychic kill
2) Psychics, STAB EQs or OHKO moves critting/hitting through Muk when its Sub gets broken before
3) Espeon flinching Weezing and Muk (nearly) to death with CM + Bite
4) QC Curselax with Double-Edge, Earthquake and Shadow Ball is dangerous even if I Torment and Grudge away Shadow Ball.


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Duskull (F) @ Quick Claw
Ability: Levitate
EVs: 252 HP / 20 Def / 236 SpD
Calm Nature (+SpD, -Atk)
- Protect
- Icy Wind
- Grudge
- Destiny Bond

Dusclops (M) @ Chesto Berry
Ability: Pressure
EVs: 252 HP / 204 Def / 52 SpD
Bold Nature (+SpD, -Atk)
- Protect
- Torment
- Memento
- Rest

Misdreavus (F) @ Leftovers
Ability: Levitate
EVs: 76 HP / 104 Def / 132 SpA / 196 Spe
Timid Nature (+Spe, -Atk)
IVs: 30 Atk / 30 Def
- Calm Mind
- Substitute
- Hidden Power [Ice]
- Thunderbolt
1) CB Absol is pretty much an autoloss unless I CQ Destiny Bond it; after Torment Struggle is a roll on Dusclops iirc
2) Misdreavus is such a bad sweeper; it can get counterswept or outstalled by other boosters even when it's at +6
3) Cosmic Power / Double Team Claydol outstalling me even when it Struggles (setup Misdreavus ASAP and try to maximize hit/crit chance with HP[Ice])


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Poliwrath (F) @ [No Item]
Ability: Damp
EVs: 252 HP / 4 Def / 4 SpA / 44 SpD / 204 Spe
Calm Nature (+SpD, -Atk)
- Thief
- Icy Wind
- Mud-Slap
- Counter

Breloom @ Leftovers
Ability: Effect Spore
EVs: 76 HP / 180 SpD / 252 Spe
Jolly Nature (+Spe, -SpA)
- Spore
- Substitute
- Flash
- Brick Break

Medicham @ Salac Berry
Ability: Pure Power
EVs: 12 HP / 252 Atk / 244 Spe
Adamant Nature (+Atk, -SpA)
- Substitute
- Bulk Up
- Reversal
- Shadow Ball
1) Quick Claw on second or third Pokemon can be devastating without many Bulk Ups and when Reversal is still underpowered;
2) Clear Body users that outspeed Breloom (Tentacruel can't OHKO Breloom though, but what are you going to do?);
3) Crits on lead Poliwrath by fast Pokemon (like Zapdos) are autolosses unless Medicham pulls off a miracle;
4) Breloom having to kill the setup bait for some reason and then something like Lum Gengar/Espeon/Starmie/etc appears.


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Registeel @ Sitrus Berry
Ability: Clear Body
EVs: 164 HP / 12 Atk / 20 Def / 228 SpD / 84 Spe
Careful Nature (+SpD, -SpA)
- Protect
- Thunder Wave
- Mud-Slap
- Rock Tomb

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 164 HP / 4 Atk / 76 Def / 12 SpD / 252 Spe
Jolly Nature (+Spe, -Atk)
- Protect
- Substitute
- Sand-Attack
- Toxic

Scizor @ Salac Berry ** Thanks to Kommo-o for finding the best Morning Sun / HP[Bug] IVs legally available
Ability: Swarm
EVs: 4 HP / 244 Atk / 4 Def / 8 SpD / 248 Spe
Adamant Nature (+Atk, -SpA)
IVs: 29 HP / 29 Atk / 29 Def / 11 SpA / 30 SpD / 30 Spe
- Swords Dance
- Substitute
- Morning Sun
- Hidden Power [Bug, 65]
1) Charizard scoring the 2HKO on Registeel, although this only has around 21% chance factoring in crits, burns and Sitrus Berry.
2) Scizor having to face Moltres / Charizard after the setup and without a Sub, e.g. because of second Pokemon Quick Claw.


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Mightyena (M) @ Lum Berry
Ability: Intimidate
EVs: 252 HP / 148 Def / 24 SpD / 84 Spe
Bold Nature (+Def, -Atk)
- Yawn
- Sand-Attack
- Torment
- Protect / Roar / Thief

Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 236 HP / 12 Atk / 4 Def / 252 SpD / 4 Spe
Careful Nature (+SpD, -SpA)
- Curse (1 PP UP)
- Substitute
- Moonlight
- Baton Pass (No PP UPs)

Sneasel (M) @ White Herb
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+Spe, -Atk)
IVs: 30 SpA / 30 SpD
- Double-Edge
- Shadow Ball
- Hidden Power [Ground]
- Aerial Ace
1) Heracross wins almost guaranteed if it crits Mightyena, but even if it doesn't it can give me a really hard time. Unboosted Sneasel doesn't KO all sets and might even trigger the Salac set. Best strategy without Roar is Torment, activate Salac, then Protect, then Yawn to try and keep Heracross from using Megahorn against Umbreon.
2) Curse Skarmory
3) Metagross with Attack raise(s); Roar is a decent alternative to Protect
4) Other Fighting-types to an extent
5) Critical hit Cross Chops, although only the Fighting-types will actually OHKO Umbreon.


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Steelix @ Sitrus Berry
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Torment
- Protect
- Mud-Slap
- Roar

Quagsire @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 SpD / 44 Spe
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Yawn
- Protect
- Substitute
- Flash

Sandslash @ Salac Berry
Ability: Sand Veil
EVs: 20 HP / 184 Atk / 88 SpD / 216 Spe
Jolly Nature (+Spe, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Swords Dance
- Substitute
- Earthquake
- Hidden Power [Rock]
1) Curse Skarm is annoying if it has Keen Eye
2) Curse Regice is outstalled by Quagsire, but prevents setting up Sandslash; it doesn't always save Counter for last
3) Power special attackers with lots of coverage: Starmie, Latios, (Magical Leaf) Gardevoir, Alakazam. Especially dangerous if they crit Steelix on Turn 1; Sandslash is EV-ed to live through a Gardevoir Ice Punch, SD up, and KO it at least.
4) Claydol even when fully setup (requires switching back to Quagsire in the worst case)


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Ludicolo (F) @ [No Item]
Ability: Swift Swim
EVs: 212 HP / 204 Def / 92 Spe
Bold Nature (+Def, -Atk)
- Icy Wind
- Thief
- Sweet Scent
- Flash

Jumpluff (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 Def / 36 SpD / 220 Spe
Jolly Nature (+Spe, -SpA)
IVs: 20 HP
- Substitute
- Leech Seed
- Double Team
- Sleep Powder

Breloom (F) @ Salac Berry
Ability: Effect Spore
EVs: 8 HP / 128 Atk / 120 Def / 252 Spe
Jolly Nature (+Spe, -SpA)
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Spore
- Substitute
- Leech Seed
- Hidden Power [Flying]
1) Early Bird (especially the ones capable of using Aerial Ace, but Sludge Bomb Houndoom is a bitch too). At least Icy Wind 2HKOes Dodrio if you're willing to go that route.
2) QC Ice Beamers, e.g. Slowking, Slowbro and other bulky waters, because they get too many opportunities to attack a naked Pokemon.
3) QC Vileplume when sent out against Jumpluff


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Omastar (F) @ [No Item]
Ability: Shell Armor
EVs: 252 HP / 56 Def / 24 SpA / 176 Spe
Calm Nature (+Def, -Atk)
IVs: 0 Atk
- Thief
- Surf
- Haze / Spikes
- Protect

Aerodactyl (F) @ Leftovers
Ability: Pressure
EVs: 208 HP / 84 Def / 160 SpD / 56 Spe
Timid Nature (+Spe, -Atk)
IVs: 0 Atk
- Protect
- Substitute
- Rest
- Sleep Talk

Tyranitar (M) @ Lum Berry
Ability: Sand Stream
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature (+Atk, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Dragon Dance
- Substitute
- Hidden Power [Rock]
- Earthquake
1) All-out special attackers with lots of PP, i.e. 4-atk Starmie, Lapras and Latios if I get unlucky with Sleep Talk
2) The fast Jolteon if it crits TTar
3) Encountering Flygon, Claydol or Breloom with only 2 or 3 Dragon Dances and/or without a Sub up.

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Omastar (M)
Ability: Shell Armor
EVs: 252 HP / 212 SpD / 44 Spe
Bold Nature (+Def, -Atk)
- Thief
- Icy Wind
- Spikes / Haze
- Protect

Aerodactyl (F) @ Leftovers
Ability: Pressure
EVs: 172 HP / 4 Atk / 132 Def / 68 SpD / 132 Spe
Jolly Nature (+Spe, -SpA)
- Protect
- Substitute
- Rest
- Sleep Talk

Kabutops (M) @ Salac Berry
Ability: Battle Armor
EVs: 12 HP / 240 Atk / 72 Def / 184 Spe
Adamant Nature (+Atk, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Swords Dance
- Substitute
- Flail
- Hidden Power [Rock]
1) All-out special attackers with lots of PP, i.e. 4-atk Starmie, Lapras and Latios if I get unlucky with Sleep Talk and/or Protect Omastar
2) Sceptile
3) Scizor, especially the Baton Pass version
4) Aggron as 2nd or 3rd if I don't have Spikes or don't have a Substitute up anymore.


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Jynx (F) @ [No Item]
Ability: Oblivious
EVs: 60 HP / 252 Def / 196 Spe
Timid Nature (+Atk, -Spe)
- Icy Wind
- Thief
- Protect
- Torment

Articuno @ Chesto Berry
Ability: Pressure
EVs: 252 HP / 100 Def / 4 SpA / 20 SpD / 132 Spe
Calm Nature (+SpD, -Atk)
- Protect
- Substitute
- Haze
- Rest

Lapras (F) @ Leftovers
Ability: Shell Armor
EVs: 244 HP / 188 Atk / 68 Def / 8 SpD
Careful Nature (+SpD, -Atk)
IVs: 30 SpD
- Curse
- Substitute
- Return
- Hidden Power [Steel]
1) OHKO moves when Lapras' sub gets broken by the second Pokémon
2) Gengar or Electric types that somehow avoid to get Icy Winded, e.g. by Jynx missing or getting crit
3) SD Steel Wing Scizor


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Volbeat (M) @ Choice Band
Ability: Swarm
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature (+Spe, -Atk)
- Trick
- Substitute
- Baton Pass
- Thunder Wave

Ninjask (F) @ Leftovers
Ability: Speed Boost
EVs: 196 HP / 252 Def / 60 SpD
Bold Nature (+Def, -Atk)
- Protect
- Substitute
- Baton Pass
- Double Team

Armaldo (M) @ Liechi Berry
Ability: Battle Armor
EVs: 244 HP / 16 Atk / 248 Def
Adamant Nature (+Atk, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Swords Dance
- Substitute
- Hidden Power [Rock]
- Earthquake
1) Strong Aerial Aces
2) Fire-types that outspeed Volbeat, although Ninjask can stall out their Fire-move (but they won't have to use Struggle against Armaldo) they sometimes tend to use other finishing moves when Ninjask is around 25% (e.g. Entei starting to use Bite while it still has 3 Flamethrowers left).
3) 252 Spe Zapdos; Armaldo depends solely on Liechi Berry in the worst case scenario
4) Drill Peck Skarmory (use Thunder Wave against it)
5) Steel Wing Scizor


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Stantler @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 228 Def / 20 SpD / 4 Spe
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Thunder Wave
- Sand-Attack
- Thief
- Skill Swap

Blissey @ Leppa Berry
Ability: Natural Cure
EVs: 8 HP / 252 Def / 68 SpD / 180 Spe
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Growl
- Substitute
- Softboiled
- Flash

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 164 HP / 100 Atk / 92 Def / 152 SpD
Careful Nature (+SpD, -SpA)
IVs: 30 SpD
- Curse
- Substitute
- Return
- Hidden Power [Steel]
1) Metagross raising Attack, not letting me steal Quick Claw, or simply critting Blissey on a Softboiled turn
2) Strong Double-Edge users KOing themselves against Blissey
3) Crit + crit, as is always the problem when sweeping with Curse/Substitute
4) Fissure Dugtrio and Horn Drill Nidoking if they get lucky enough to KO Blissey and have OHKO PP left.


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Linoone @ Choice Band
Ability: Pickup
EVs: 204 HP / 4 Atk / 68 Def / 232 Spe
Jolly Nature (+Spe, -Atk)
IVs: 30 SpA / 30 SpD / 30 Spe
- Trick
- Charm
- Thunder Wave
- Hidden Power [Flying]

Porygon2 @ Salac Berry
Ability: Trace
EVs: 252 HP / 236 Def / 4 SpA / 4 SpD / 12 Spe
Bold Nature (+Def, -Atk)
- Substitute
- Conversion 2
- Recover
- Psychic

Vigoroth @ Leftovers
Ability: Vital Spirit
EVs: 44 HP / 228 Atk / 236 Spe
Jolly Nature (+Spe, -SpA)
- Substitute
- Bulk Up
- Double-Edge
- Hidden Power [Steel]
1) A bad matchup after I am forced to Struggle-stall Metagross to death with Porygon2
2) The usual problems with Trick: Explosion, QC crits on turn 1, a Trick miss vs DDMence, etc.


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Arcanine @ [No Item]
Ability: Intimidate
EVs: 236 HP / 188 Atk / 80 SpD / 4 Spe
Adamant Nature (+Atk, -SpA)
IVs: 30 Def / 30 SpD
- Thief
- Hidden Power [Ghost]
- Extremespeed
- Charm

Moltres @ Leftovers
Ability: Pressure
EVs: 92 HP / 56 Def / 4 SpA 124 SpD / 236 Spe
Timid Nature (+Spe, -Atk)
- Protect
- Substitute
- Will-O-Wisp / Toxic
- Morning Sun

Entei @ Lum Berry
Ability: Pressure
EVs: 84 HP / 196 SpD / 228 Spe
Timid Nature (+Spe, -Atk)
- Calm Mind
- Substitute
- Flamethrower
- Rest
1) Guts, CQ Quakesliders NOT in the lead
2) CM/Lum Raikou in the lead (requires hax though)


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Jolteon (M) @ Quick Claw
Ability: Volt Absorb
EVs: 36 HP / 108 Def / 184 SpA / 180 Spe
Modest Nature (+Spe, -Atk)
IVs: 30 Atk / 30 SpA
- Charm
- Thunder Wave
- Sand-Attack
- Hidden Power [Water]

Zapdos @ Leftovers
Ability: Pressure
EVs: 92 HP / 252 Def / 4 SpA / 4 SpD / 156 Spe
Timid Nature (+Spe, -Atk)
- Protect
- Substitute
- Double Team
- Baton Pass

Raikou @ Sitrus Berry
Ability: Pressure
EVs: 92 HP / 56 Def / 180 SpA / 180 Spe
Timid Nature (+Spe, -Atk)
IVs: 30 Atk / 30 Def
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Ice]
1) QC (Ground) leads, even though Jolteon is specifically designed to simply OHKO Rhydon and Golem
2) Regirock/Metagross lead, exploding on Zapdos (don't use HP Water with Jolteon, it seemingly triggers early use of Explosion)


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Latios (M) @ Lum Berry
Ability: Levitate
EVs: 188 HP / 244 Def / 76 Spe
Timid Nature (+Spe, -Atk)
- Thunder Wave
- Memento
- Roar
- Ice Beam

Kingdra (F) @ Chesto Berry
Ability: Swift Swim
EVs: 252 HP / 20 Def / 236 SpD
Calm Nature (+SpD, -Atk)
- Smokescreen
- Surf
- Substitute
- Rest

Salamence (M) @ Leftovers
Ability: Intimidate
EVs: 52 HP / 236 Atk / 196 Def / 8 SpD / 16 Spe
Adamant Nature (+Atk, -SpA)
IVs: 30 SpA / 30 SpD / 30 Spe
- Dragon Dance
- Substitute
- Hidden Power [Flying]
- Earthquake
1) Regice if it crits through Latios and also Kingdra after the second Rest loop
2) Metagross lead critting Latios on the Roar, although it needs a roll if it's not Shadow Ball
3) Curse Skarmory if it can start a Curse + Restloop. This is very unlikely in the first place and landing one crit ends the game.


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Politoed @ [No Item]
Ability: Damp
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature (+SpD, -Atk)
- Thief
- Icy Wind
- Perish Song
- Mud-Slap

Suicune @ Leftovers
Ability: Pressure
EVs: 140 HP / 220 Def / 4 SpA / 4 SpD / 140 Spe
Bold Nature (+Def, -Atk)
- Protect
- Substitute
- Calm Mind
- Surf

Milotic @ Lum Berry
Ability: Marvel Scale
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature (+SpD, -Atk)
- Icy Wind
- Mud-Slap
- Toxic
- Recover
1)


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Grumpig (F) @ Choice Band
Ability: Thick Fat
EVs: 212 HP / 204 Def / 92 Spe
Jolly Nature (+Spe, -SpA)
IVs: 0 Atk / 0 SpA
- Trick
- Icy Wind
- Torment
- Skill Swap

Espeon (M) @ Leftovers
Ability: Synchronize
EVs: 36 HP / 252 Def / 220 Spe
Timid Nature (+Spe, -Atk)
- Protect
- Substitute
- Charm
- Sand-Attack

Latias (F) @ Dragon Fang
Ability: Levitate
EVs: 76 HP / 252 Def / 180 Spe
Bold Nature (+Spe, -Atk)
- Calm Mind
- Substitute
- Recover
- Dragon Claw
1) Metagross lead getting too many Attack boosts or finishing Grumpig before I can get off Skill Swap (only possible if it crits on turn 1)
2) Ironically, Shedinja is quite a problem if Espeon is gone. When Espeon is still around, I can reduce Attack, outstall and force it to use Struggle. Note that Shedinja's Shadow Ball actually fails to OHKO this Latias even with a critical hit, so usually Recoverstall does the job.
3) Strong Double-Edges
4) Crobat lead; use Icy Wind (that's what the SpA reduction is for)
 

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Currently I'm playing with Salamence > Gligar to try and improve mono Flying. For that, the very reliable Mono Dragon swaps Mence for its pre-evolution Shelgon, which has access to Rock Head Double Edge, isn't 4x Ice weak and makes up for loss of Intimidate with a little more base Def (although this means almost nothing when you factor in Mence's higher HP as well).

Next streak attempt will be Tuesday October 13th (I will update that in the big post above)
 
Short update on Battle Arena. Last night I watched dgice play some Arena and we talked a lot about Rain Dance, Sunny Day, Yawn, Wish, Memento and Belly Drum strategies. Here's what's going on in a nutshell, thought it would be insightful to post here:
  • Yawn can be used to setup Belly Drum, in which case Vigoroth and Kangaskhan are good users because of their speed and access to an item-stealing move. IMO Kangaskhan is best (lives two Starmie assaults, which is important because of Lum and its Speed), I still wonder why dgice prefers Vigoroth aside from '%C' karma or something. Maybe to lose Body more easily?They also get Focus Punch, which proves to be more useful than Substitute in many scenarios. Personally I experimented with Icy Wind, Foresight and Swagger as well, but if Aerial Ace Charizard is used the Speed and perfect accuracy are dealt with already. Swagger would increase the chance of them not getting through Zard's sub if they wake up early, but it also creates unwanted ties in the first matchup. Another merit of using Charizard is its Speed; even if Kangaskhan can't stall the Yawn turn, Zard can get a Sub + BD off while they fall asleep, whereas a slower BD'er would become dead weight. Naturally, Trace, Early Bird and Vital Spirit/Insomnia Pokémon are terrible to face (albeit sometimes too weak to 2hko Zard) and Zard misses out on a lot of OHKO's. Very often, if Zard can keep a sub up you win (unless Skarmory is their second), and if it doesn't you need good matchups (no bulk, no CQ, no priority) and/or will need your third. A very good third seems to be Modest Lum Latios with Psychic, IB, Tbolt and either HP[Fire] or Surf.
  • Using Yawn can win judging by itself as dgice explained in his video. A notable user is Snorlax, as Speed is taken out of the equation, kind of, using Yawn, ChestoRest and an attacking move. It's especially good in Sandstorm or Hail, so it would be nice to experiment with that, e.g. Quagsire, and Tyranitar isn't even bad as a DD lead, for example, scoring 3-0 victories with a good lead MU. We should even consider both this strategy AND the BD setup, possibly opening up a last resort Zard sweep (not with Sand Stream ofc), but I think this would become inferior to a powerhouse last.
  • Memento / Twave / Screen opening optimalisation leads to the Fast BellyLax I mentioned earlier, and the Wish opening with Latias or Gardevoir seems better with bulky Leftovers Lax. It can afford not running Lum because of Safeguard and we all know how much more bulky Lax is with its lefties. This kind of team is notably weak to OHKO abusers and critical hits, however, and Snorlax' abysmal Speed opens it up to a lot of hax if Safeguard isn't up anymore.
  • Fake Out + Protect + semi invulnerable status, the classic Arena cheeser, gains another dimension in weather by using Shiftry or Ludicolo. They're much better than the obvious fast users such as Persian and Sneasel, not only because of their highest stats, but also because of (Shiftry) EQ resistance and Explosion and (Ludicolo) non-existence of Dive-immunes outside of Water Absorbers which can be 1v1'ed with Giga Drain. Dgice uses a weather-setting ddmence as a lead and his trustworthy Latios as the third foe both versions.
  • I noted another feature of weather, though: if it's set on the last turn before Shiftry/Ludi is sent out, there will be only one Weather turn left after the 'Fake Out target' is beaten. That means you outspeed most opponents in the first turn and outslow them in the second, so they miss TWO times in a row. Using Protect or another suitable move on turn 3 thus gains another 'free win'. For a dependable lead that guarantees setting up Rain on the very last turn of its existence, it has to be a Pokemon that either wins or goes for this strategy. Since damage beforehand isn't needed, I figured this would be the opportunity to use OHKO users; Substitute Articuno and Nidoking are quite fast, get all the weather moves and can take an unexpected hit, especially Articuno. Basically, if they hit a OHKO move against something unthreatening like Blissey, you win the game already, aside from QC/BP hax or ridiculous matchups like weather changers.
That was just some stuff on my mind! I'll try and compile and update the 'best' teams to use with these strategies and might attempt a big streak sometime!


BD Zard is really cool to use. I've been theorymoning a Raichu lead running Twave, Sweet Kiss/Protect, Encore, Tbolt/Protect. Twave and Sweet Kiss help imobilize the opponent, while using protect to scout then encore will lock some opponents into a ground move, giving Zard time to set up. Raichu also covers Zard's water type weaknesses.
Not as guarenteed a set up as yawn, screens, memento, etc but the Raichu-Zard core has 100 base speed and mixed offenses which will help if the strat fell through.
Hope this helps for your BD strats!
 
BD Zard is really cool to use. I've been theorymoning a Raichu lead running Twave, Sweet Kiss/Protect, Encore, Tbolt/Protect. Twave and Sweet Kiss help imobilize the opponent, while using protect to scout then encore will lock some opponents into a ground move, giving Zard time to set up. Raichu also covers Zard's water type weaknesses.
Not as guarenteed a set up as yawn, screens, memento, etc but the Raichu-Zard core has 100 base speed and mixed offenses which will help if the strat fell through.
Hope this helps for your BD strats!
That's a nice idea to play around with, although I can see any decently offensive non-Ground types becoming a problem, such as Normal STAB, Rock Slide and Psychic. I'll definitely try it out!

EDIT: Here's a sample streak with Pikachu! (not a serious team at all, but it's still funny to see it OHKO Suicune and Alakazam and Encoring Earthquakes)
 
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While making 'funny' video's, I thought I might as well post a few battles with the adorable TECHNOLOGY Porygon2; a set I came up with during the construction of Mono Normal.


Holy hell, any thoughts I had of using Starf Recycle Porygon2 just vanished. There is no way I would have the patience for that.

(You know the cyclist near the Battle Pyramid? When you talk to her she says "I'm fast on my bike - and that's how I am with Pokemon, too! I win battles in the blink of an eye!" I can relate, girl...)

On that note, I'm pleased to say that last night I managed to extend my Multi streak to 210 wins! This is the longest straight-battling streak I've gotten in the gen 3 Frontier (my 500-odd streak in the Pike doesn't count as there was hardly any battling involved) and I'm genuinely quite proud of it. It's taken dozens of attempts.


1602351917390.png
 
Holy hell, any thoughts I had of using Starf Recycle Porygon2 just vanished. There is no way I would have the patience for that.

(You know the cyclist near the Battle Pyramid? When you talk to her she says "I'm fast on my bike - and that's how I am with Pokemon, too! I win battles in the blink of an eye!" I can relate, girl...)

On that note, I'm pleased to say that last night I managed to extend my Multi streak to 210 wins! This is the longest straight-battling streak I've gotten in the gen 3 Frontier (my 500-odd streak in the Pike doesn't count as there was hardly any battling involved) and I'm genuinely quite proud of it. It's taken dozens of attempts.


View attachment 281410
Wow that's a great streak, especially in that format. Don't have experience with it, but it sounds difficult because you get an AI ally.

Using Recycle Porygon2 doesn't have to be this tedious if you're willing to use an attacking move instead of Conversion2. In that case, you do run PP Ups on all four moves. Good candidates for the attacking move are Ice Beam (actually KOs the most things), Tri Attack (STAB and 20% side effect probability is good against Pokémon that tend to stall it out) and Aerial Ace or Swift for evasion and PP reasons (latter gets STAB, first hits everything at least).

Struggling is pretty good though; hits everything neutrally with a "third" power of Return, and it's the only recoil move with merely 1/4 recoil proportion.

But with Conversion2, you always have a move to spam while they Struggle you in the right range without killing them, and it also helps setting up against stronger moves the opponent might use, such as special moves.
 
Wow that's a great streak, especially in that format. Don't have experience with it, but it sounds difficult because you get an AI ally.

That's the big draw for me - the challenge is much more stark than in other sets. I'm often tempted to watch TV or browse the internet while I do streaks and I inevitably end up making a stupid error, but Multi really forces you to think in a way that other formats don't because you have to factor in your idiot computer partner.

I'd be interested to see you try it, actually (or anyone else - it'd be great to see it catch on); I'm sure you'd think up something cleverer than my wham-bam "try to win in as few turns as possible" team. But, having said that, I think offense really is the way to go with this format (another reason I like it so much).

Using Recycle Porygon2 doesn't have to be this tedious if you're willing to use an attacking move instead of Conversion2. In that case, you do run PP Ups on all four moves. Good candidates for the attacking move are Ice Beam (actually KOs the most things), Tri Attack (STAB and 20% side effect probability is good against Pokémon that tend to stall it out) and Aerial Ace or Swift for evasion and PP reasons (latter gets STAB, first hits everything at least).

Struggling is pretty good though; hits everything neutrally with a "third" power of Return, and it's the only recoil move with merely 1/4 recoil proportion.

But with Conversion2, you always have a move to spam while they Struggle you in the right range without killing them, and it also helps setting up against stronger moves the opponent might use, such as special moves.

My initial idea for it did actually have Aerial Ace as the attacking move, as nothing's immune to it; not going to do calcs this moment but I reckon against most Steel-types it's probably a 3 or 4HKO. Ice Beam could be good though. I'd be so much more tempted to design a crippler+sweep team if there was a reliable crippler in gen 3 - the classic Latias/Cresselia + Registeel + [other sweeper] combo is just so good in gen 4, and I've been meaning to give it a go for ages.

Perhaps it's worth a try. I'm still designing my BT singles team, so who knows?
 
That's the big draw for me - the challenge is much more stark than in other sets. I'm often tempted to watch TV or browse the internet while I do streaks and I inevitably end up making a stupid error, but Multi really forces you to think in a way that other formats don't because you have to factor in your idiot computer partner.

I'd be interested to see you try it, actually (or anyone else - it'd be great to see it catch on); I'm sure you'd think up something cleverer than my wham-bam "try to win in as few turns as possible" team. But, having said that, I think offense really is the way to go with this format (another reason I like it so much).



My initial idea for it did actually have Aerial Ace as the attacking move, as nothing's immune to it; not going to do calcs this moment but I reckon against most Steel-types it's probably a 3 or 4HKO. Ice Beam could be good though. I'd be so much more tempted to design a crippler+sweep team if there was a reliable crippler in gen 3 - the classic Latias/Cresselia + Registeel + [other sweeper] combo is just so good in gen 4, and I've been meaning to give it a go for ages.

Perhaps it's worth a try. I'm still designing my BT singles team, so who knows?
I think Kommo-o's Latias/Registeel/Gyarados team, the various Trick teams and Adedede's SkarmBliss stall + Latios setup are the best ways to approach crippling strategies we currently know of. Of these, Trick is definitely the fastest because it decides the game on turn 1 most of the time, but the other strategies are probably more reliable because they have less bad matchups.
 
I think Kommo-o's Latias/Registeel/Gyarados team, the various Trick teams and Adedede's SkarmBliss stall + Latios setup are the best ways to approach crippling strategies we currently know of. Of these, Trick is definitely the fastest because it decides the game on turn 1 most of the time, but the other strategies are probably more reliable because they have less bad matchups.

I was actually quite inspired by the Mightyena lead on your Dark mono team. Has Intimidate so immediately nerfs physical leads (or burns off White Herbs) and learns all sorts of great crippling moves. Not terribly slow by Frontier standards either.

The only thing I know for sure that I absolutely must have is a Sturdy Pokemon. Without one, OHKO moves will get you eventually no matter how good your team is. It's how about 50% of my streaks have ended.
 
I was actually quite inspired by the Mightyena lead on your Dark mono team. Has Intimidate so immediately nerfs physical leads (or burns off White Herbs) and learns all sorts of great crippling moves. Not terribly slow by Frontier standards either.

The only thing I know for sure that I absolutely must have is a Sturdy Pokemon. Without one, OHKO moves will get you eventually no matter how good your team is. It's how about 50% of my streaks have ended.
Yeah it's not bad at all, but the only reason it works so well is that it has no special weaknesses, preventing it from getting OHKOed by many things. Also, the extremely specially bulky Umbreon that gets physically bulky as well because of Intimidate helps. In fact, Umbreon is the real star of the team, not Sneasel or Mightyena.

The Heracross problem is real though, despite Mightyena being able to survive a Megahorn. Also, Clear Body Pokémon are hard to deal with.
 
This post is to summarize the Monotype teams in one place and keep all of them up-to-date by editing this post, because sometimes I make adjustments. Any streaks attempted will be done using the following teams, optimized as far as possible. They are in order of increasing effectiveness, i.e. my estimated probability of failure, so the teams are ordered from "bad" to "good".

Every team has a 'problem' documentation that is kept up to date as well. These are not losses that require lead hax (CQ OHKO or Explosion + bad matchup for example), but problems I've lost to without making suboptimal/impatient play and the AI didn't need that much hax either. They are consistent problems, although in some cases unlikely to happen.

The following serious streak attempt will be Tuesday, October 13th on the Discord server.


View attachment 280975 View attachment 280976View attachment 280977
Crobat (F) @ [No Item] ** CORONABAT
Ability: Inner Focus
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly Nature (+Spe, -SpA)
- Torment
- Thief
- Haze
- Sludge Bomb

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 180 HP / 68 Atk / 4 Def / 248 SpD / 8 Spe
Careful Nature (+SpD, -SpA)
IVs: 30 SpA / 30 SpD / 30 Spe
- Protect
- Dragon Dance
- Substitute
- Hidden Power [Flying]

Gligar (F) @ Salac Berry
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 20 Def / 232 Spe
Adamant Nature (+Atk, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Swords Dance
- Substitute
- Earthquake
- Hidden Power [Rock]
1) Mixed or special sweepers with good enough coverage to break Gyara's sub with suboptimal moves, e.g. Metagross 6 and 7
2) Curse Regirock, even when having a fully setup Gyarados


View attachment 280950
Gengar (M) @ Cheri Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 68 SpD / 180 Spe
Jolly Nature (+Spe, -Atk)
- Torment
- Skill Swap
- Grudge
- Protect

Weezing (M) @ Lum Berry
Ability: Levitate
EVs: 252 HP / 252 SpD / 4 Spe
Bold Nature (+Def, -Atk)
- Protect
- Smokescreen
- Memento
- Rest

Muk (M) @ Leftovers
Ability: Sticky Hold
EVs: 220 HP / 4 Atk / 88 Def / 196 SpD
Careful Nature (+SpD, -SpA)
- Curse
- Substitute
- Sludge Bomb
- Focus Punch
1) Metagross critical hit on turn 1, or the 1/16 Psychic kill
2) Psychic or STAB EQs critting through Muk when its Sub gets broken before
3) Espeon flinching Weezing and Muk (nearly) to death with CM + Bite


View attachment 280978View attachment 280979View attachment 280980
Duskull (F) @ Quick Claw
Ability: Levitate
EVs: 252 HP / 20 Def / 236 SpD
Calm Nature (+SpD, -Atk)
- Protect
- Memento
- Grudge
- Destiny Bond

Dusclops (M) @ Chesto Berry
Ability: Pressure
EVs: 252 HP / 204 Def / 52 SpD
Bold Nature (+SpD, -Atk)
- Protect
- Torment
- Memento
- Rest

Misdreavus (F) @ Leftovers
Ability: Levitate
EVs: 76 HP / 104 Def / 132 SpA / 196 Spe
Timid Nature (+Spe, -Atk)
IVs: 30 Atk / 30 Def
- Calm Mind
- Substitute
- Hidden Power [Ice]
- Thunderbolt
1) CB Absol is pretty much an autoloss unless I CQ Destiny Bond it; after Torment Struggle is a roll on Dusclops iirc


View attachment 280960
Poliwrath (F) @ [No Item]
Ability: Damp
EVs: 252 HP / 4 Def / 4 SpA / 44 SpD / 204 Spe
Calm Nature (+SpD, -Atk)
- Thief
- Icy Wind
- Mud-Slap
- Haze

Hariyama (F) @ Lum Berry
Ability: Guts
EVs: 44 HP / 244 Def / 168 SpD / 52 Spe
Careful Nature
- Counter
- Sand-Attack
- Foresight
- Body Slam

Medicham @ Salac Berry
Ability: Pure Power
EVs: 12 HP / 252 Atk / 244 Spe
Adamant Nature (+Atk, -SpA)
- Substitute
- Bulk Up
- Reversal
- Shadow Ball
1) Quick Claw on second or third Pokemon can be devastating without many Bulk Ups and when Reversal is still underpowered
2) Strong Aerial Ace users have to be Countered by Hariyama, opening up the possibility of a bad matchup after


View attachment 280952View attachment 280953View attachment 280954
Aggron (F) @ Lum Berry
Ability: Sturdy
EVs: 252 HP / 212 SpD / 44 Spe
Careful Nature (+SpD, -Atk)
- Thunder Wave
- Counter
- Protect
- Mud-Slap

Skarmory (F) @ Chesto Berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 20 Def / 228 SpD / 4 Spe
Careful Nature (+SpD, -Atk)
- Sand-Attack
- Toxic
- Drill Peck
- Rest

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 188 Atk / 4 Def / 64 SpD
Adamant Nature (+Atk, -SpA)
IVs: 30 SpD / 30 Spe
- Substitute
- Curse
- Amnesia
- Hidden Power [Steel]
1) Blaziken
2) Something bad coming out after Aggron has to use Counter or Roar
3) Curse Swampert if Skarmory is gone (even defeats Registeel when setup)


View attachment 280958
Mightyena (M) @ Lum Berry
Ability: Intimidate
EVs: 252 HP / 148 Def / 24 SpD / 84 Spe
Bold Nature (+Def, -Atk)
- Yawn
- Sand-Attack
- Scary Face
- Roar

Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 236 HP / 12 Atk / 4 Def / 252 SpD / 4 Spe
Careful Nature (+SpD, -SpA)
- Curse (1 PP UP)
- Substitute
- Moonlight
- Baton Pass (No PP UPs)

Sneasel (M) @ White Herb
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+Spe, -Atk)
IVs: 30 SpA / 30 SpD
- Double-Edge
- Shadow Ball
- Hidden Power [Ground]
- Aerial Ace
1) Heracross wins almost guaranteed if it crits Mightyena, but even if it doesn't it gives me a really hard time. Unboosted Sneasel doesn't KO all sets and might even trigger the Salac set.
2) Curse Skarmory
3) Metagross; I usually Roar it out while tanking a MM but might get a bad matchup. Risking crits and/or Atk raises is even more dangerous.


View attachment 280959
Flygon @ Choice Band
Ability: Levitate
EVs: 36 HP / 252 Atk / 228 Spe
Jolly Nature (+Spe, -SpA)
IVs: 30 Def / 30 SpD
- Sand-Attack
- Rock Tomb
- Earthquake
- Hidden Power [Ghost]

Quagsire @ Leftovers
Ability: Water Absorb
EVs: 172 HP / 4 Def / 100 SpD / 232 Spe
Timid Nature (+Spe, -Atk)
- Yawn
- Protect
- Substitute
- Flash

Sandslash @ Salac Berry
Ability: Sand Veil
EVs: 196 HP / 96 Atk / 216 Spe
Jolly Nature (+Spe, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Swords Dance
- Substitute
- Earthquake
- Hidden Power [Rock]
1) Curse Skarm is annoying if it has Keen Eye
2) Curse Regice is outstalled by Quagsire, but prevents setting up Sandslash; it doesn't always save Counter for last



View attachment 280956View attachment 280955View attachment 280957
Ludicolo (F) @ [No Item]
Ability: Swift Swim
EVs: 212 HP / 204 Def / 92 Spe
Bold Nature (+Def, -Atk)
- Icy Wind
- Thief
- Sweet Scent
- Leech Seed

Jumpluff (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 Def / 36 SpD / 220 Spe
Jolly Nature (+Spe, -SpA)
IVs: 20 HP
- Substitute
- Leech Seed
- Double Team
- Sleep Powder

Breloom (F) @ Salac Berry
Ability: Effect Spore
EVs: 8 HP / 128 Atk / 120 Def / 252 Spe
Jolly Nature (+Spe, -SpA)
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Spore
- Substitute
- Leech Seed
- Hidden Power [Flying]
1) Early Bird (especially the ones capable of using Aerial Ace, but Sludge Bomb Houndoom is a bitch too). A reason to consider Flash over Leech Seed.
2) QC Ice Beamers, e.g. Slowking, Slowbro and other bulky waters, because they get too many opportunities
3) QC Vileplume when sent out against Jumpluff


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Omastar (F) @ [No Item]
Ability: Shell Armor
EVs: 252 HP / 56 Def / 24 SpA / 176 Spe
Calm Nature (+Def, -Atk)
IVs: 0 Atk
- Thief
- Surf
- Haze
- Protect

Aerodactyl (F) @ Leftovers
Ability: Pressure
EVs: 208 HP / 84 Def / 160 SpD / 56 Spe
Timid Nature (+Spe, -Atk)
IVs: 0 Atk
- Protect
- Substitute
- Rest
- Sleep Talk

Tyranitar (M) @ Lum Berry
Ability: Sand Stream
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature (+Atk, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Dragon Dance
- Substitute
- Hidden Power [Rock]
- Earthquake
1) All-out special attackers with lots of PP, i.e. 4-atk Starmie, Lapras and Latios if I get unlucky with Sleep Talk
2) The fast Jolteon if it crits TTar


View attachment 280963View attachment 280962View attachment 280964
Jynx (F) @ [No Item]
Ability: Oblivious
EVs: 60 HP / 252 Def / 196 Spe
Timid Nature (+Atk, -Spe)
- Icy Wind
- Thief
- Protect
- Torment

Articuno @ Chesto Berry
Ability: Pressure
EVs: 252 HP / 100 Def / 4 SpA / 20 SpD / 132 Spe
Calm Nature (+SpD, -Atk)
- Protect
- Substitute
- Haze
- Rest

Lapras (F) @ Leftovers
Ability: Shell Armor
EVs: 244 HP / 188 Atk / 68 Def / 8 SpD
Careful Nature (+SpD, -Atk)
IVs: 30 SpD
- Curse
- Substitute
- Return
- Hidden Power [Steel]
1) OHKO moves when Lapras' sub gets broken by the second Pokémon
2) Gengar or Electric types that somehow avoid to get Icy Winded, e.g. by Jynx missing or getting crit


View attachment 280969View attachment 280970View attachment 280971
Volbeat (M) @ Choice Band
Ability: Swarm
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature (+Spe, -Atk)
- Trick
- Substitute
- Baton Pass
- Seismic Toss

Ninjask (F) @ Leftovers
Ability: Speed Boost
EVs: 196 HP / 252 Atk / 60 SpD
Adamant Nature (+Atk, -SpA)
- Protect
- Substitute
- Baton Pass
- Silver Wind

Armaldo (M) @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 16 Atk / 232 Def / 8 SpD
Adamant Nature (+Atk, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Swords Dance
- Substitute
- Hidden Power [Rock]
- Earthquake
1) Strong Aerial Aces
2) Fire-types that outspeed Volbeat, although Ninjask can stall out their Fire-move (but they won't have to use Struggle against Armaldo)


View attachment 280972View attachment 280973View attachment 280974
Linoone (M) @ Choice Band
Ability: Pickup
EVs: 204 HP / 4 Atk / 68 Def / 232 Spe
Jolly Nature (+Spe, -Atk)
IVs: 30 SpA / 30 SpD / 30 Spe
- Trick
- Charm
- Thunder Wave
- Hidden Power [Flying]

Porygon2 (F) @ Salac Berry
Ability: Trace
EVs: 252 HP / 236 Def / 4 SpA / 4 SpD / 12 Spe
Bold Nature (+Def, -Atk)
- Substitute
- Conversion 2
- Recover
- Psychic

Vigoroth (M) @ Leftovers
Ability: Vital Spirit
EVs: 44 HP / 228 Atk / 236 Spe
Jolly Nature (+Spe, -SpA)
- Bulk Up
- Substitute
- Return
- Earthquake
1) Metagross, even though Porygon2 beats it with Salac Berry and Struggle damage, ruins the setup
2) Gengar/Misdreavus interrupting the sweep AND haxing through Porygon2
3) Sticky Hold Muk, although if Porygon2 gets Ghost in time with Conversion2 it's fine


View attachment 280983View attachment 280984View attachment 280985
Arcanine @ [No Item]
Ability: Intimidate
EVs: 236 HP / 188 Atk / 80 SpD / 4 Spe
Adamant Nature (+Atk, -SpA)
IVs: 30 Def / 30 SpD
- Thief
- Hidden Power [Ghost]
- Extremespeed
- Charm

Moltres @ Leftovers
Ability: Pressure
EVs: 92 HP / 56 Def / 4 SpA 124 SpD / 236 Spe
Timid Nature (+Spe, -Atk)
- Protect
- Substitute
- Will-O-Wisp
- Morning Sun

Entei @ Lum Berry
Ability: Pressure
EVs: 84 HP / 196 SpD / 228 Spe
Timid Nature (+Spe, -Atk)
- Calm Mind
- Substitute
- Flamethrower
- Rest
1) Guts, CQ Quakesliders NOT in the lead
2) CM/Lum Raikou in the lead (requires hax though)

View attachment 280987View attachment 280986View attachment 280988
Jolteon (M) @ Quick Claw
Ability: Volt Absorb
EVs: 192 HP / 252 Def / 64 Spe
Timid Nature (+Spe, -Atk)
IVs: 30 SpA / 30 Spe
- Charm
- Thunder Wave
- Sand-Attack
- Hidden Power [Water]

Zapdos @ Ganlon Berry
Ability: Pressure
EVs: 252 HP / 100 Def / 156 Spe
Timid Nature (+Spe, -Atk)
- Protect
- Substitute
- Double Team
- Baton Pass

Raikou @ Leftovers
Ability: Pressure
EVs: 92 HP / 28 Def / 240 SpA / 4 SpD / 144 Spe
Timid Nature (+Spe, -Atk)
IVs: 30 Atk / 30 SpA
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Grass]
1) QC Ground leads, even though Jolteon survives a bunch of EQs
2) Pokémon Roaring away Zapdos, but usually they only do so when low on PP anyway


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Latios (M) @ Lum Berry
Ability: Levitate
EVs: 252 HP / 36 Def / 220 Spe
Timid Nature (+Spe, -Atk)
- Thunder Wave
- Memento
- Roar
- Reflect

Kingdra (F) @ Chesto Berry
Ability: Swift Swim
EVs: 252 HP / 84 Def / 92 SpA / 76 SpD / 4 Spe
Bold Nature (+Def, -Atk)
- Smokescreen
- Surf
- Toxic
- Rest

Salamence (M) @ Leftovers
Ability: Intimidate
EVs: 180 HP / 252 Atk / 4 Def / 60 SpD / 12 Spe
Adamant Nature (+Atk, -SpA)
- Dragon Dance
- Substitute
- Aerial Ace
- Earthquake
1) Regice lead if it crits Latios on turn 1 when I try to Roar it out
2) Metagross lead Exploding on Kingdra
3) Curse Skarmory when Mence is setup but the only one left (although it only has (15/16)^30, or approx 15% chance, to prevent getting crit by AA, and might run out of Fly PP before I run out of Substitute PP). This is the main reason to consider HP[Flying] over AA.


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Politoed @ [No Item]
Ability: Damp
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature (+SpD, -Atk)
- Thief
- Icy Wind
- Perish Song
- Mud-Slap

Suicune @ Leftovers
Ability: Pressure
EVs: 140 HP / 220 Def / 4 SpA / 4 SpD / 140 Spe
Bold Nature (+Def, -Atk)
- Protect
- Substitute
- Calm Mind
- Surf

Swampert @ Chesto Berry
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature (+SpD, -SpA)
IVs: 30 Def / 30 SpD / 30 Spe
- Curse
- Earthquake
- Hidden Power [Rock]
- Rest
1)


View attachment 280995
Grumpig @ Choice Band
Ability: Thick Fat
EVs: 196 HP / 220 Def / 92 Spe
Timid Nature (+Spe, -Atk)
- Trick
- Icy Wind
- Flash
- Skill Swap

Xatu @ Salac Berry
Ability: Synchronize
EVs: 60 HP / 252 Def / 196 Spe
Timid Nature (+Spe, -Atk)
- Featherdance
- Thunder Wave
- Endure
- Reflect

Latias @ Lum Berry
Ability: Levitate
EVs: 36 HP / 252 Def / 220 Spe
Timid Nature (+Spe, -Atk)
- Calm Mind
- Substitute
- Recover
- Dragon Claw
1)


Really cool teams, great hax minimisation. The leads and their movesets are really helpful for teambuilding. I can see why Thief is used often, QC is such a pain.
Quagsire and Grumpig have helped me beat many pbs.
I like your Lapras set, I have one very similar and find it is one of my better sweepers thanks to the blessed ability Shell Armour. I bred for HP steel too, but run curse, perish song/rest, confuse ray/sing, body slam/HP steel and use it as a evasion counter and sweeper. DD, sub can also be used. I am theorymoning a similar sweeper set for Kingler, making use of shell armour and high defense stat, salac and moves like SD, Amnesia, haze, rock tomb. I've been meaning to use jumpluff for a while. I like the idea of sleep powder, swagger, psych up, aerial ace and think it will have many set up opportunities.
I haven't tried a mono type team for while but now I think I'll give it a go with something like tauros, dodrio, snorlax.
 
Really cool teams, great hax minimisation. The leads and their movesets are really helpful for teambuilding. I can see why Thief is used often, QC is such a pain.
Quagsire and Grumpig have helped me beat many pbs.
I like your Lapras set, I have one very similar and find it is one of my better sweepers thanks to the blessed ability Shell Armour. I bred for HP steel too, but run curse, perish song/rest, confuse ray/sing, body slam/HP steel and use it as a evasion counter and sweeper. DD, sub can also be used. I am theorymoning a similar sweeper set for Kingler, making use of shell armour and high defense stat, salac and moves like SD, Amnesia, haze, rock tomb. I've been meaning to use jumpluff for a while. I like the idea of sleep powder, swagger, psych up, aerial ace and think it will have many set up opportunities.
I haven't tried a mono type team for while but now I think I'll give it a go with something like tauros, dodrio, snorlax.
Glad you like them! Iron Tail can be used over HP Steel. Steel/ Normal coverage is great, but you need the +6 Def with Shell Armor against other Steel types mainly. This is way better than DD'ing Lapras on the Ice team, as it can help Articuno with stalling too and prevents strong Struggles from ruining the fun.

I've used Kingler alongside Follow Me Clefable in Doubles; after three Amnesias, 6 Hardens and full SpD investment it can't be 3HKO'd by unboosted moves. I ran Rest and Guillotine and had a Smeargle Transforming into it with Leppa Berry. Lots of fun.

In order to setup with Jumpluff, I think all sets need Leech Seed and Substitute. Jumpluff on Mono Grass used to run DT/AA/LS/Sub before Breloom changed. It doesnt need much attacking power; AA is just for Grass types. With SD or Swagger/Psych Up it'll still be far too weak to sweep with a Flying move.
 
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