Gen III Battle Frontier Discussion and Records

Ended up finally winning battle tower gold after so much time. :) Done on emulator, so someone might say it's not legit, but I am satisfied for myself knowing I did it with legal mons and no save-states.

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Nothing original, as I used Jumpan16's team, and I honestly think it's one of the most fun teams to use (with due respect to Dans Macabre, which is a work of genius). Teams like Werster's are too inconsistent. I won with Team Steamroller on my second try, and usually most "normal" teams you die multiple times before getting the run. Quite a few close calls regardless, having to PP stall what I believe was psych up acid armor Vaporeon with my Suicune, and then being boneheaded enough to try to go for a curse war with Anabel's Lax banking on body slam's para chance. Anyway, an incredible gaming experience all around, and reminds me why I got into the more hardcore end of this game.

Shotouts to Ciro's pokemon maker too. Also, anyone who wants a clean save before battle frontier to do these kinds of runs, hit me up.

Team Steamroller courtesy Jumpman16:
Salamence @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 6 Def / 252 Spe
Adamant Nature
- Rock Slide
- Aerial Ace
- Earthquake
- Brick Break

Snorlax @ Chesto Berry
Ability: Thick Fat
EVs: 140 HP / 96 Atk / 56 Def / 216 SpD
Careful Nature
- Rest
- Curse
- Body Slam
- Earthquake

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 132 Def / 126 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Rest
- Substitute
- Calm Mind
 
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Ended up finally winning battle tower gold after so much time. :) Done on emulator, so someone might say it's not legit, but I am satisfied for myself knowing I did it with legal mons and no save-states.

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Nothing original, as I used Jumpan16's team, and I honestly think it's one of the most fun teams to use (with due respect to Dans Macabre, which is a work of genius). Teams like Werster's are too inconsistent. I won with Team Steamroller on my second try, and usually most "normal" teams you die multiple times before getting the run. Quite a few close calls regardless, having to PP stall what I believe was psych up acid armor Vaporeon with my Suicune, and then being boneheaded enough to try to go for a curse war with Anabel's Lax banking on body slam's para chance. Anyway, an incredible gaming experience all around, and reminds me why I got into the more hardcore end of this game.

Shotouts to Ciro's pokemon maker too. Also, anyone who wants a clean save before battle frontier to do these kinds of runs, hit me up.
Nice work on the Gold Symbol asbdsp! An emulator run is just as valid as a cart run, so don't worry about if others think it's legit or not.
Also, if you include an importable for the team you used I can add your name to the leaderboard, even if it's not your original team. You can either edit it into your previous post or as a new post.
 
Workshopping a couple spreads for an emulator playthrough with limited resources would appreciate some input

For a MixGross (Meteor Mash, Psychic, Thunderpunch, Ice Punch (Earthquake on cart))
- Brave, 160 hp, 72 atk, 96, spa, 180 spe
- was going to go 336 hp, 160 hits 341 which survives +1 ddtar eq per smogon, 180 speed hits 198 which clears the 196 speed tier, 96 spa let's tpunch 2hko 252/0 skarm, rest in attack

For a Milotic (Surf, Ice Beam, Recover, Refresh (Toxic on cart))
- Bold, 252 hp, 132 def, 64 spa, 52 Spd
- arbitrary mix of bulk, sdef hits 299, special attack hits the mid 250s, need a bit more power without toxic available, max hp is obvious and rest in defense for best mixed bulk


Lastly, any reason to go more than 136+ on Starmie (330?)
 
Reporting a new record today of 121 wins in Battle Tower Multi. Another long post inbound!



Intro

Multi Mode is my favourite mode of battling, no question. I love the unpredictable nature of it, and the fact that it’s much more of a challenge than other modes because it often feels more like 2v1; if you get a bad partner, you’re screwed and you essentially have to carry the can yourself. Because of this, a lot of people don’t have the patience for it and recorded streaks with an NPC partner I’ve seen on Smogon rarely get much further than 100 wins. The true key to success in this mode comes from playing around your AI partner’s piss-poor tactics and (more often than not) doing twice the work yourself.

It took me two attempts to get to 100 wins, but my second was a lot smoother as I’ll detail below. (As a side note, I was expecting to get the Gold Shield for this, but it turns out Gen 3 is prejudiced and that’s only for Singles).



Basics
As mentioned, the AI plays quite poorly (and seemingly much more so when it’s on your side). However, there’s a reasoning to the decisions it makes. If you’ve read the article on the Battle Subway and in particular the section about AI tendencies, much of it still holds true here. Knowing how the AI operates is essential because if you can reliably intuit how your partner is likely to behave you can work more or less in sync with them to get the most optimum results.

So, the key points to keep in mind:

-The AI will go for a kill when it can. This is the most basic point. If there is a Pokemon with low health they are capable of KOing, then nine times out of ten they will act accordingly.

-In a double battle, the AI generally tries to avoid damaging their partner, but won't hesitate to do so if it would result in a KO against the enemy (even if it also KOs the partner). This includes Explosion and Selfdestruct: I’ve witnessed a Metagross blow up and take down its partner Ursaring while failing to KO either of my side’s Pokemon.

-Conversely, the AI is aware of basic strategies relating to abilities/immunities that play in the partner’s favour. So they will use Toxic on a partner with Guts (even if the partner has very low health), use Teeter Dance if the partner has Own Tempo, or use fire attacks on a partner with Flash Fire.

-The Subway article mentions that the AI seems to prefer using moves that hit both opponents, such as Surf, even if it’s not necessarily the most effective move. I haven’t always found this to be the case. There have been instances where my partner could have used Surf for a double super-effective hit (such as against a Tyranitar with low health and its partner Regirock) but opted to use a similar-powered move that would KO Tyranitar, such as Thunderbolt. Interesting.

-The AI seems to prioritise the usage of status moves. I’m not sure if this is just specific to your partner. From my experience, it seems that whenever I chose a partner who had any status moves they’d just spam them ineffectively. This is especially important with Counter/Mirror Coat: both allies and opponents will often use them even if they have no prospect of surviving a move.


My Team
Since I knew I needed a powerful team that could rapidly KO lots of opponents, I went with a tried-and-tested combination.


1568478276107.png

Tauros@Choice Band (Intimidate)
-Double-edge
-Earthquake
-
-
EVs: 252 Atk / 252 Speed / 6 HP (Adamant)

Because I’m only running two moves, it’s important to have partners who can handle the two Pokemon I can’t – Misdreavus and Gengar. This is also why Tauros always goes up first; sending it out last is begging to be Banded into a useless move. Hidden Power Ghost would have been nice, but I’m not an expert at RNG so I let it go. Besides, it’s too specific; even most Steel-types usually take a reasonable chunk of damage from Double-Edge. Double-Edge is favoured here over Return: the recoil can sting, but the increased base power scores KOs on various bulkier Pokemon Return often doesn’t, or leaves them with a shred of health so that my partner will be baited into picking them off.

Tauros is probably the best lead in this format. Intimidate is a great ability, and allows Tauros to survive most physical attacks; partnering it with another Intimidate user makes any physical attackers the opponent leads with a total joke: Gyarados and Salamence are greatly favoured when I can get them. Machamp and Hariyama can still occasionally be difficult to take down, but they’re much less threatening with -1 or -2 Attack.


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Latios@Lum Berry (Levitate)
-Psychic
-Ice Beam
-Thunderbolt
-Dragon Claw
EVs: 252 Sp.Atk / 252 Speed / 6 HP (Modest)

I debated using Latias, but Latios’ extra power won out in the end. There isn’t much of a better choice for an item: Lum Berry has better utility than Leftovers in Doubles. I initially ran Calm Mind, but multi is not the format to boost; it’s too fast, and most opponents Latios struggles with can be 2KO’d anyway, or simply piled on with my partner.

The objective with my team is always to get at least one KO on turn 1. If this is accomplished the match becomes very hard to lose. If both foes present a challenge to my side, I’ll generally try to KO both Pokemon on one side so it’s 2v1 in my favour. Note that Gen 3 switching mechanics means that it is possible to KO both side’s Pokemon in one turn (if you’re lucky and/or predict well, of course).


Partner Criteria
So here’s the most important bit. Choosing the right partner in the Battle Salon is highly important. Up until around the 35th battle I would typically partner with an apprentice; if you manage to create one, early on they’ll be a decent partner due to having fully-evolved Pokemon – after about 4 rounds, however, they fall behind the NPCs in terms of strength and should be ignored. I have two; a Beauty with Mawile, Lanturn, and Ninetales (Earthquake bait, the lot of them) and a Bug Catcher with Shedinja, Dustox, and Pinsir. All apprentice Pokemon have 85 EVs in each stat and a random nature, and do not usually have great movesets.

After 49 or 56 wins (I’m not sure which), the NPCs start bringing legendaries. This is when it gets really interesting. Generally when picking a partner I’ll go for someone with a strong special attacker as their lead, preferably immune to Earthquake. Zapdos, Aerodactyl, Gengar, Dragonite, Latias, Flygon, Skarmory, Gyarados, and Salamence all make good partners for Tauros (Gyara and Salamence especially for the sweet double-Intimidate): Moltres and Articuno are somewhat more risky but doable in a pinch. For the partner’s backup slot, strong physical attackers are useful to complement Latios, but another powerful special attacker is good too. If a potential partner has two Levitators, it’s practically a done deal. Anything weak to Earthquake is an immediate no-no. In fact, anything that takes damage at all from Earthquake is pretty much undesirable, with some exceptions like Starmie, Suicune, and Regice.

If I can’t find a strong offensive partner (which happens fairly regularly) then I’ll go with someone with bulky Pokemon that can draw fire from my guys and act as a meatshield whilst I try and wreck the opponent’s team. Suicune is particularly excellent at this, since it’s so bulky it can soak up a ton of hits and generally get at least one kill.

However, solely defensive partners are a BIG no-no. Doubles is not the format for defensive play and chances are your partner won’t achieve anything useful before being KO’d. Obviously, if both of my Pokemon faint, the match becomes 2v1 against the partner; in that instance, I generally just turn my game off because the chances of them winning alone are close to zero. A team with anything less than 8 offensive moves is sub-par; this can make choosing someone with any of the legendary birds dangerous because of their abysmal movesets. I used a spreadsheet of Frontier Pokemon to help determine what my prospective partners were carrying but this wasn’t always useful because many trainers in the later rounds carry multiple versions of the same Pokemon (being told your partner has a Dragonite with Earthquake, for instance, doesn’t really help).

Picking a good partner means that you’ll generally have an easier time of things, but even with the best partner possible they’ll still trip you up a lot of the time. While it’s dangerous to assume you can predict what your partner will do, keeping the AI tendencies I mentioned earlier in mind means that it’s possible to at least make an informed guess. All the usual standards of CPU behaviour seem to apply for your partner, though I have often wondered if there’s extra coding in place to make your partner play like an idiot. Obviously, if your partner has a Starmie with Ice Beam up against a Flygon and Altaria, the odds of them playing badly are much less, but it’s still dangerous to assume they’ll take care of things for you.

Even with the relatively good spread of partners available once I hit 70 wins, it’s still not guaranteed that you’ll get a good partner, and several times I found myself in a room full of NPCs with EQ-weak leads. To that end, I mixed records with myself so that I’d always have at least one solid option.


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School Kid Orienne


1568478472118.png

Latias@Lum Berry (Levitate)
Psychic
Ice Beam
Thunderbolt
Surf
252 SA/Speed, 6 HP (Modest)


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Aerodactyl@Choice Band (Pressure)
Double-edge
Rock Slide
Earthquake
Aerial Ace
252 Att/Speed, 6 HP (Adamant)


“If it ain’t broke…” was the thinking here. While this team is solid, there’s still some variance. Ideally Latias will be in position 1, as this combos well with Tauros; Aerodactyl tends to avoid using Earthquake when partnered with Tauros and this can sometimes be a hindrance. Additionally, since Latias and Tauros have the same Speed stat I have to keep this in mind when attacking, but this hasn’t cost me a match yet.

Also, it’s amusing that the game tries very ineptly to pretend that they both have the same original Trainer when they don’t (note the different Trainer IDs in the attached pics).

Threats
Quick Claw users are still majorly threatening, particularly those with OHKO moves or Selfdestruct/Explosion; random Focus Band activations are also grating. I’ve learned to avoid attacking Swampert and Blastoise at full health due to the likelihood of them carrying Counter.

Pokemon that boost can be hard to stop if they manage to get going, particularly bulky titans like Snorlax, Metagross, and Registeel. Registeel has an annoying tendency to come out second when Tauros has already selected Double-Edge. I largely try to avoid switching, so it’s rare that I can pivot Tauros back in; I have to rely on my partners ganging up once everything else is dead. There's very little you can do to stop boosters short of taking them down as quickly as possible: simply knocking out all of the other Pokemon on the field and ganging up on the remainer works well, too.


Losses
My first loss

My first loss at 108 wins (this was prior to mixing records) would have been totally avoidable if I’d just played more carefully. I’d teamed up with Cooltrainer Gillian, who was using Zapdos (Thunderbolt, Drill Peck, Substitute, Thunder Wave) and Dragonite (Double-Edge, Aerial Ace, Earthquake, Dragon Dance) which I’d been pretty impressed with so far.

Battle starts against Xatu and Forretress. Tauros took down Xatu with Double-Edge, Zapdos used Thunderbolt on the Mr Mime that came out to replace it, taking it to about 60%. Forretress used Double-Edge on Tauros and got it down to around 45%. Next turn, Tauros dropped Mr Mime, Zapdos Thunder Waved Forretress, and Forretress Double-Edged Tauros again and killed it. Latias comes out, and Forretress uses Explosion to kill Latias and Zapdos, getting a critical hit on the latter. One Pokemon left on each side, but the opponent’s last Pokemon… was Glalie. Carrie’s Dragonite, of course, had no chance. Not my finest hour at all, and I’m gutted to have screwed up what was looking like a good streak.

Second loss

Was partnered with Orienne and went up against Tyranitar and Swampert. Tyranitar got a Quick Claw’d critical hit Crunch on Tauros, dropping it, while Latias used Ice Beam on Tyranitar and Swampert Curse’d. I had a feeling it was already over at this point, but I duly sent out Latios and used Dragon Claw to get Tyranitar to about 30%. Latias used Psychic on Swampert for about 50%; it Cursed again, but Tyranitar used Crunch on Latios again for about 90%. Figuring I may as well get in one kill, I finished off Swampert with Psychic; Steelix came out to replace it and got frozen by Latias’ Ice Beam. Tyranitar promptly KO’d Latios and Latias in turn. Aerodactyl EQ’d for a double KO, but the PokeManiac I was facing sent out… Meganium, which got a boost off the Ancientpower it dropped Aero with (adding insult to injury). Can’t fault the AI here, it played about as well as I would have. Still, I’m quite proud of this run and I think I’ll be trying again in due course.


If you read all that, thanks and I hope you enjoyed it. Any feedback/comments welcome!
 

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Workshopping a couple spreads for an emulator playthrough with limited resources would appreciate some input

For a MixGross (Meteor Mash, Psychic, Thunderpunch, Ice Punch (Earthquake on cart))
- Brave, 160 hp, 72 atk, 96, spa, 180 spe
- was going to go 336 hp, 160 hits 341 which survives +1 ddtar eq per smogon, 180 speed hits 198 which clears the 196 speed tier, 96 spa let's tpunch 2hko 252/0 skarm, rest in attack

For a Milotic (Surf, Ice Beam, Recover, Refresh (Toxic on cart))
- Bold, 252 hp, 132 def, 64 spa, 52 Spd
- arbitrary mix of bulk, sdef hits 299, special attack hits the mid 250s, need a bit more power without toxic available, max hp is obvious and rest in defense for best mixed bulk


Lastly, any reason to go more than 136+ on Starmie (330?)
Metagross set looks pretty solid overall. I think Ice Punch or Earthquake should replace Psychic though since it's only merit is being able to hit Weezing significantly than its other moves. The coverage gained from Earthquake or Ice Punch would be more beneficial since Earthquake let's you deal with opposing Metagross sets while Ice Punch destroys anything x4 weak (Salamence, Gligar, Flygon) to it.

On Milotic, I'm not a big fan of splitting its EV mostly because of this:
+1 255+ Atk Salamence Double-Edge vs. 252 HP / 132+ Def Milotic: 209-247 (53 - 62.6%) -- guaranteed 2HKO after Leftovers recovery

I'm not sure what is the purpose of investing so much in SpA and SpD, so if there are any specific benchmarks you might have done with that purpose, I would like to know!
 
Metagross set looks pretty solid overall. I think Ice Punch or Earthquake should replace Psychic though since it's only merit is being able to hit Weezing significantly than its other moves. The coverage gained from Earthquake or Ice Punch would be more beneficial since Earthquake let's you deal with opposing Metagross sets while Ice Punch destroys anything x4 weak (Salamence, Gligar, Flygon) to it.

On Milotic, I'm not a big fan of splitting its EV mostly because of this:
+1 255+ Atk Salamence Double-Edge vs. 252 HP / 132+ Def Milotic: 209-247 (53 - 62.6%) -- guaranteed 2HKO after Leftovers recovery

I'm not sure what is the purpose of investing so much in SpA and SpD, so if there are any specific benchmarks you might have done with that purpose, I would like to know!
Unfortunately Earthquake would only be accessible on cartridge, not on the emulator run. Psychic also works well as a secondary STAB against things that resist steel, speaking from adv ou experience

milotic evs are pretty arbitrary like i mentioned, completely open to changing them. mostly looking to use it as a balanced tank which very well could mean investing more in defense and not at all in sdef, i'm mostly concerned about damage dealing on emulator since i wont have access to toxic and min spa might not be enough to get the job done. probably need enough special attack to guarantee OHKOs on things like marowak and 2HKOs on things like ursaring if at all possible
 
Hello, im trying to beat emerald battle frontier, all gold símbols currently im on my psp emerald so no cheats or trade pokemons, my team Will be swampert, metacross and latios, any suggestion on natures? Ill be IV breeding
 
Unfortunately Earthquake would only be accessible on cartridge, not on the emulator run. Psychic also works well as a secondary STAB against things that resist steel, speaking from adv ou experience

milotic evs are pretty arbitrary like i mentioned, completely open to changing them. mostly looking to use it as a balanced tank which very well could mean investing more in defense and not at all in sdef, i'm mostly concerned about damage dealing on emulator since i wont have access to toxic and min spa might not be enough to get the job done. probably need enough special attack to guarantee OHKOs on things like marowak and 2HKOs on things like ursaring if at all possible
Milotic @ Leftovers
Ability: Marvel Scale
Level: 100
EVs: 204 HP / 252 Def / 52 SpA
Bold Nature
- Surf
- Ice Beam
- Recover
- Toxic

This is probably the best spread I could come up with, while meeting your requirements. You only need 52 SpA EVs at Lv.100 to OHKO Marowak. I doubt it might be an issue since most of the time, it will be picking Swords Dance. The defensive EVs are not a guarantee for Salamence 4, but it should do the job:

+1 255+ Atk Salamence Double-Edge vs. 204 HP / 252+ Def Milotic: 185-218 (48.4 - 57%) -- 44.1% chance to 2HKO after Leftovers recovery

Ursaring won't be 2HKO'd unless you use Modest and/or add a signifcant amount of SpA. I don't think Milotic should be used to handle Ursaring and you'll probably want a teammate that can provide a resistance to its STAB and switch into it.
 
Hello, im trying to beat emerald battle frontier, all gold símbols currently im on my psp emerald so no cheats or trade pokemons, my team Will be swampert, metacross and latios, any suggestion on natures? Ill be IV breeding
Adamant metagross unless your running mix, latios timid ofc and swampert has so many viable natures, although they should all be -speed.

Hello, I have emerald on my 2ds xl and after nuzlocking it I realized how fun gen III was. I am still browsing ebay for a good legit emerald w/ battery since when I am playing more serious I prefer to use authentic games + simpler to RNG abuse on cart. Anyways, my main question revoves around the viability of this milotic set I have theorized for this team:

Team One:
128.png

Tauros @ Choice Band
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Earthquake
- Hidden Power [Ghost]
- Double-Edge

Normal and ghost work well together, normal perhaps benefitting more. If gengar manages to score a KO, then D.Bonds chances are the last mon will lose to tauros, or at the least, suffer -1 attack and enough damage where milo kills. In reverse, if tauros manages to get one kill all gengar must do is get a kill of its own and the last mon is toast to d bond. I theorize these two alone will win most games.

094.png

Gengar @ Lum Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Punch
- Fire Punch
- Destiny Bond

350.png

Milotic @ Leftovers
Ability: Marvel Scale
Level: 50
EVs: 252 HP / 228 Def / 4 SpA / 20 SpD / 4 Spe
Bold Nature
- Surf
- Toxic
- Substitute
- Recover

So, Milotic... Basically this team uses 2 highly offensive pokemon, either gengar or tauros can lead. Now I wanted a defensive backbone to make use of intimidate and to deal with opposing offense and in general 3 attacks can have trouble VS haxy mons w/ double team or bright powder. Milotic came to mind, I like her a lot and never got to use one in gen 4 tower. My team though, was weak to OHKO mons, and standard 2 attack toxic recover milo is prone to lose to them. The idea here is that surf OHKO's rhydon, and sub + recover lets me evade or stall sheercold / slower bulkier ohko users at the cost of ice beam. Intimidate lets milo survive deadly attack the ice beam set normally can deal with such as Double edge mence, and gengar switches in on strong normal moves. What do you think of this?

Team 2:

121.png

Starmie @ Bright Powder / Lum Berry
Ability: Natural Cure
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Psychic
- Ice Beam
- Thunderbolt

I started this team with the tried and true and one of my favorites- offensive starmie. No expert belt or life orb is lamesauce and natural cure makes lum not as useful so I went with bright powder to perhaps cheese a little and maybe dodge an essential quick claw which could easily cause a loss if say, a QC EQ were to crit me.

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Venusaur @ Leftovers
Ability: Overgrow
Level: 50
EVs: 236 HP / 252 Def / 4 SpA / 4 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain / HP grass / Sludge Bomb [Sadly need grass for rhydon. Why does giga have 8 pp max???]
- Leech Seed
- Substitute
- Protect

A niche choice, and I did so in purpose. I actually think he may have potential, my only concern being 90 acc on leech seed. I realized the only two major weakness type wise that starmie suffers from is to grass and electric- electric being the more urgent. Venu deal well with all electrics bar zapdos w/ drill peck but even then leech and protect requires a miss or crit to lose. On the reverse side, starmie resists fire, ice, psychic and does well against flying. Venu biggest trait is its ability to PP stall moves that could otherwise deal with it and OHKO moves. Base 80 speed is underrated. Still I realize it needs support due to its weakness, and w/o sludge bomb opposing grass is a annoying, even with venus 0.25 reisist.

Lastmon @ ???
Ability: Heres where I need your help!


I am considering moltres for a last member on team 2 but you can't / its near impossible to RNG on FRLG for perfect IV's or even good ones. Pressure and its typing completes not only a FWG core but compliments leech seed stall aswell. Zapdos is a threat tho. Arcanine is also an option, and of course steel types could work aswell if not for overlap in weakness. [Banded steelix] W/O sludge bomb I lack a special attacker and choice band would be a welcome addition. Slaking or tauros maybe?If you guys have any suggestion on team 2 please tell me, and of course I need to know if that milotic is a dud or not
 

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Adamant metagross unless your running mix, latios timid ofc and swampert has so many viable natures, although they should all be -speed.

Hello, I have emerald on my 2ds xl and after nuzlocking it I realized how fun gen III was. I am still browsing ebay for a good legit emerald w/ battery since when I am playing more serious I prefer to use authentic games + simpler to RNG abuse on cart. Anyways, my main question revoves around the viability of this milotic set I have theorized for this team:

Team One:
View attachment 195091
Tauros @ Choice Band
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Earthquake
- Hidden Power [Ghost]
- Double-Edge

Normal and ghost work well together, normal perhaps benefitting more. If gengar manages to score a KO, then D.Bonds chances are the last mon will lose to tauros, or at the least, suffer -1 attack and enough damage where milo kills. In reverse, if tauros manages to get one kill all gengar must do is get a kill of its own and the last mon is toast to d bond. I theorize these two alone will win most games.

094.png

Gengar @ Lum Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Punch
- Fire Punch
- Destiny Bond

View attachment 195094
Milotic @ Leftovers
Ability: Marvel Scale
Level: 50
EVs: 252 HP / 228 Def / 4 SpA / 20 SpD / 4 Spe
Bold Nature
- Surf
- Toxic
- Substitute
- Recover

So, Milotic... Basically this team uses 2 highly offensive pokemon, either gengar or tauros can lead. Now I wanted a defensive backbone to make use of intimidate and to deal with opposing offense and in general 3 attacks can have trouble VS haxy mons w/ double team or bright powder. Milotic came to mind, I like her a lot and never got to use one in gen 4 tower. My team though, was weak to OHKO mons, and standard 2 attack toxic recover milo is prone to lose to them. The idea here is that surf OHKO's rhydon, and sub + recover lets me evade or stall sheercold / slower bulkier ohko users at the cost of ice beam. Intimidate lets milo survive deadly attack the ice beam set normally can deal with such as Double edge mence, and gengar switches in on strong normal moves. What do you think of this?

Team 2:

View attachment 195095
Starmie @ Bright Powder / Lum Berry
Ability: Natural Cure
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Psychic
- Ice Beam
- Thunderbolt

I started this team with the tried and true and one of my favorites- offensive starmie. No expert belt or life orb is lamesauce and natural cure makes lum not as useful so I went with bright powder to perhaps cheese a little and maybe dodge an essential quick claw which could easily cause a loss if say, a QC EQ were to crit me.

View attachment 195097
Venusaur @ Leftovers
Ability: Overgrow
Level: 50
EVs: 236 HP / 252 Def / 4 SpA / 4 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain / HP grass / Sludge Bomb [Sadly need grass for rhydon. Why does giga have 8 pp max???]
- Leech Seed
- Substitute
- Protect

A niche choice, and I did so in purpose. I actually think he may have potential, my only concern being 90 acc on leech seed. I realized the only two major weakness type wise that starmie suffers from is to grass and electric- electric being the more urgent. Venu deal well with all electrics bar zapdos w/ drill peck but even then leech and protect requires a miss or crit to lose. On the reverse side, starmie resists fire, ice, psychic and does well against flying. Venu biggest trait is its ability to PP stall moves that could otherwise deal with it and OHKO moves. Base 80 speed is underrated. Still I realize it needs support due to its weakness, and w/o sludge bomb opposing grass is a annoying, even with venus 0.25 reisist.

Lastmon @ ???
Ability: Heres where I need your help!


I am considering moltres for a last member on team 2 but you can't / its near impossible to RNG on FRLG for perfect IV's or even good ones. Pressure and its typing completes not only a FWG core but compliments leech seed stall aswell. Zapdos is a threat tho. Arcanine is also an option, and of course steel types could work aswell if not for overlap in weakness. [Banded steelix] W/O sludge bomb I lack a special attacker and choice band would be a welcome addition. Slaking or tauros maybe?If you guys have any suggestion on team 2 please tell me, and of course I need to know if that milotic is a dud or not
Regarding the Milotic set, I think it's perfectly viable. Sub + Toxic looks like something fun to try. I'm not sure if you have access to Colosseum, but if you do, I would rather use Suicune on this team.

On your first team, it is a decent pick on paper, but the biggest issue you will face is Jolteon 4 which runs +252 Spe. It also has King's Rock and since he is faster than both Tauros / Gengar he will easily blow through this team with a bit of hax. I'm not a big fan of offensive Gengar on this generation due to its lack of STAB, so I would say that he is the weakest link on this team. I would recommend replacing Gengar with Latias:

Latias @ Lum Berry
Modest Nature
Ability: Levitate
Level: 50
EVs: 124 HP / 4 Def / 156 SpA / 4 SpD / 220 Spe
- Psychic
- Ice Beam / Dragon Claw
- Thunderbolt
- Calm Mind

Latias resists Fighting attacks while contributing with an Electric / Grass resistance and it eases up your matchup with Jolteon 4 while adding a Pokemon with sweeping potential on your team. The SpA EVs are enough to OHKO Muk at +1. The bulk EVs makes even strong STAB Ice attacks from the likes Lapras 4 unable to 2HKO it at +1 and you can easily punish Water types with Thunderbolt. The choice between Dragon Claw and Ice Beam depends on what your team needs. Ice Beam OHKOs Salamence 4 in cold blood and it still gives you coverage vs opposing Dragons. You don't have to worry about Kingdra since it does pathetic damage to this Latias set once she has a Calm Mind boost under her belt. Dragon Claw has its own merit of being able to be used vs opposing Psychic Calm Mind users. It basically eases up your matchup against Gardevoir 4 and Espeon 2/4, just to give you an idea.
 
Regarding the Milotic set, I think it's perfectly viable. Sub + Toxic looks like something fun to try. I'm not sure if you have access to Colosseum, but if you do, I would rather use Suicune on this team.

On your first team, it is a decent pick on paper, but the biggest issue you will face is Jolteon 4 which runs +252 Spe. It also has King's Rock and since he is faster than both Tauros / Gengar he will easily blow through this team with a bit of hax. I'm not a big fan of offensive Gengar on this generation due to its lack of STAB, so I would say that he is the weakest link on this team. I would recommend replacing Gengar with Latias:

Latias @ Lum Berry
Modest Nature
Ability: Levitate
Level: 50
EVs: 124 HP / 4 Def / 156 SpA / 4 SpD / 220 Spe
- Psychic
- Ice Beam / Dragon Claw
- Thunderbolt
- Calm Mind

Latias resists Fighting attacks while contributing with an Electric / Grass resistance and it eases up your matchup with Jolteon 4 while adding a Pokemon with sweeping potential on your team. The SpA EVs are enough to OHKO Muk at +1. The bulk EVs makes even strong STAB Ice attacks from the likes Lapras 4 unable to 2HKO it at +1 and you can easily punish Water types with Thunderbolt. The choice between Dragon Claw and Ice Beam depends on what your team needs. Ice Beam OHKOs Salamence 4 in cold blood and it still gives you coverage vs opposing Dragons. You don't have to worry about Kingdra since it does pathetic damage to this Latias set once she has a Calm Mind boost under her belt. Dragon Claw has its own merit of being able to be used vs opposing Psychic Calm Mind users. It basically eases up your matchup against Gardevoir 4 and Espeon 2/4, just to give you an idea.
That sounds solid, I don't have colloseum but If I did and could rng a good suicune I would use protect, sub toxic surf. As for latias, I really like that idea but how do I get one with good IV'S. RNG reporter puts it at over 20 days of frames past for 31/x/31/31/31/31 and then you gotta be 1/60th of a second on point o.o
 
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650 wins Azure.png


Initially, I didn't wanted to re-take Team Azure since I wanted to do it on retail once my GBA cartridge arrives, however, during the 2 month spree I was away from the city, I Towered out of boredom. Updated Team Azure with a finished 650 wins on Pokemon Emerald. Sorry if I can't provide a much more detailed write up this time since due to time constraints, I am not able to do so. There isn't any significant changes other than using Leftovers after the 300 wins benchmark on Suicune and using a slightly updated spread of 236 HP / 142 Def / 132 Spe in order to outspeed Gardevoir 5.

Would like to give my thanks to my brother Thomaz for the great job he did on updating a custom Emerald Frontier sheet and atsync for his extensive research on the Gen III mechanics which helped a lot on this 2nd run.
 
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Just wanted to share my 53 streak in Battle Palace Singles, Open Level:
Proof

This team was put together specifically to wreck Spenser Gold after my previous team lost to him. Spenser is the most dangerous opponent in the Battle Palace because his team is the only one with natures specifically chosen to have good attack/defense/support ratios. He also has both Slaking and Suicune, two very hard pokemon to counter effectively in the palace. My goal was to develop a team that could consistently beat Spenser while also being reasonably effective against other opponents.

All pokemon are at level 70 (I used a 10 ANNIV Raikou)
Plenty of room for improvement since I didn't even breed for IVs, just used the first pokemon with the correct natures.

MENSA - ♂ Salamence with Lum Berry
Hasty Nature - 248 Atk, 240 Speed, 22 HP
IVs: 25, 11, 17, 24, 29, 18
- Earthquake
- Aerial Ace
- Brick Break
- Dragon Dance

ROSE - ♀ Skarmory with Chesto Berry
Impish Nature - 252 HP, 252 SpD, 6 Atk
IVs: 15, 5, 30, 20, 20, 1
- Drill Peck
- Steel Wing
- Toxic
- Rest

Raikou with Leftovers
Hasty Nature - 252 SpA, 248 Speed, 10 HP
IVs: 14, 28, 1, 20, 23, 3
- Thunderbolt
- Crunch
- Hidden Power Grass (56)
- Calm Mind

Discussion:
Salamence is the lead. In the early rounds and when facing opponents that don't threaten Salamence too much, your goal is to get a dragon dance sweep going. If you're facing something that Salamence can't deal with, switch to the appropriate teammate. It has a hasty nature, which is the best palace nature in my opinion. At full health a hasty pokemon has a 58% chance to attack, a 37% chance to use a defensive move, and a 5% chance to use a support move. Once below half health, the ratios change to 88% attack, 6% defense, and 5% support. This all means that Salamence will attack while dragon dancing when at high health, but will basically only attack when below half. It's important that the attacking ratio is still pretty high at full health because you don't want to be a sitting duck while the opponent uses their own boosting moves, and there are a lot of opponents that you'll want Salamence to just KO immediately. The support ratio being super low is great because it minimizes wasted turns. (It is more effective to have 3 move coverage than to shoehorn a support move into the moveset) Intimidate works well to counteract the defense drop caused by the hasty nature, and also makes switching a more valuable play. In the palace switching is the only thing you can control directly, so you want to make it as useful as possible.

Skarmory is the most interesting pokemon on this team, acting as a physical wall to counteract the low defense of the other members. It is also the only good answer to Spenser's Slaking. The Impish nature is a bit of an odd one, but it works well. The attack/defense/support ratios are 69/6/25 at full health and 28/55/17 at half or below. So the strategy is that, when you first send Skarmory in, it will mostly do chip damage with Drill peck and Steel wing, and a quarter of the time use Toxic. This strategy is very effective at wearing down opponents, since they tend to waste a lot of turns. When Skarmory is threatened and its health falls below half, it basically spams rest, occasionally using toxic or an attacking move. The first rest is free thanks to the chesto berry, which can really help you out if Skarmory uses rest when it doesn't need to at nearly full HP. Skarmory basically employs a toxic stall strategy, but often the chip damage from its attacking moves can KO opponents as well. It works on most bulky physical attackers... Eventually. Taking Aggron out with Steel Wing isn't pretty, but it works. It's important to note that the ratios change once HP drops below half, and stay that way until the pokemon is switched out, even if HP goes back up. Impish is an especially useful nature because of its defense boost, and because Skarmory will still occasionally attack and use toxic in between Rest when at low health.

Raikou is the best answer to Spenser's Suicune and creates great defensive type synergy with Salamence and Skarmory. Its goal is to set up some Calm Minds and sweep. It uses the Hasty nature in the same way as Salamence. A good answer to the Water and Ice types that Salamence and Skarmory can't deal with.

This team, lacking a strong fighting type move, has a hard time with bulky normal types like Snorlax. Skarmory can often take care of them anyway, but it can get a bit dicey. Losing Skarmory early on is the quickest path to a loss. Rarely Salamence or Raikou will boost instead of attacking and get taken out. They have a harder time after the Spenser Gold battle when the opponents start to become strong, because there is less room for error.
This put a smile on my face. Hasty nature has always been described by HeadsILoseTailsYouWin as the best nature to use in Palace since I was theorymonning a few stuff at the Frontier channel on the Battle Tree Discord. 53 wins is a very solid streak considering that you were using far from perfect Pokemon. I just want to add that the AI does not recognizes Hidden Power's type properly due to it being listed as Normal on the game's coding. So you're pretty much using a wasted slot on a move that the AI will just pick for you randomly without recognizing it properly as a Grass type move. Sadly, Raikou's movepool outside Hidden Power is barren. I guess I would simply remove it from its movepool and stick to Thunderbolt / Crunch / Calm Mind. IIRC Werster only ran two moves on his Metagross in order to increase the odds of its Pokemon choosing the right move. Hope this helps and congrats on the streak :D.
 
I want to share with everyone this Blissey spread I made for the squad I'm using right now -but it's very flexible and could perfectly fit in a lot of teams-


1571347539778.png

Blissey @ Leftovers
Ability: Natural Cure
Level: 50
EVs: 52 HP / 252 Def / 28 SpD / 172 Spe
Timid Nature

IVs: 0 Atk
- Substitute
- Soft-Boiled
- Filler (Seismic Toss)
- Filler (Minimize)


This spread lets Blissey reach 106 Speed benchmark and 337 HP (Leftovers number must be divisible by 16 +1) with 252 mandatory EVs in Def and EVs left put in SpDef.
I use Leftovers, but if it is already assigned, then the best set would be Bold 4 HP / 252+ Def / 4 SpDef / 244 Spe (still reaches 106 Speed, with odd HP for Substitute and better Def).

I'm running different filler moves from the two written above, but I think the one I've reported will probably be the most standard set.

This Blissey sits at 106 speed tier, outspeeding an unexpected group of uninvested enemies in the Tower (and notably Nidoking 3, that otherwise would be a huge issue for my team and for stall in general) and is able to safely PP stall dangerous foes (like in particular Walrein 4) thanks to fast Substitute and Soft-Boiled, without losing crucial bulk.

She's really shining in my ongoing streak and other players (without spoilers) are effectively running fast Blissey too, to the point I can assert without hesitations it's the best route the pink blob can take in Emerald Battle Frontier.


EDIT: I've accidentally deleted this post before while previously editing spread for non-Leftovers set, and I've also corrected its EVs
 
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