Gen III Battle Frontier Discussion and Records

Is it possible to somewhat reliably get Gold Tower with <550 base stat mons with fairly straightforward sets?

Right now I'm trying with

CB Aero - Adamant - RockSlide/EQ/DoubleEdge/AerialAce - spe/atk evs (edit it's 130hp/252atk/128spe)
Starmie (lum) - Timid - Thunderbolt/Psychic/Surf/IceBeam - spe/spA evs
Snorlax (leftovers) - Adamant - EQ/Return/BrickBreak/Shadowball - hp/def/spd/atk evs

But I cannot seem to get to 70 with these guys. Is team capable of Gold and I need to get good?

It does seem that this team is lacking in any mon capable of taking a big physical hit and that's usually what flattens me. I was thinking about switching to

Gengar - timid - thunderbolt/firepunch/psychic/ice punch
Swampert - defensive, haven't decided on moves but prob EQ/Surf/Protect/something
Snorlax (same as first team)

What you guys reckon? Maybe both are bad hahah. Any feedback welcome especially from anybody who has attempted something similar.
 
Is it possible to somewhat reliably get Gold Tower with <550 base stat mons with fairly straightforward sets?

Right now I'm trying with

CB Aero - Adamant - RockSlide/EQ/DoubleEdge/AerialAce - spe/atk evs (edit it's 130hp/252atk/128spe)
Starmie (lum) - Timid - Thunderbolt/Psychic/Surf/IceBeam - spe/spA evs
Snorlax (leftovers) - Adamant - EQ/Return/BrickBreak/Shadowball - hp/def/spd/atk evs

But I cannot seem to get to 70 with these guys. Is team capable of Gold and I need to get good?

It does seem that this team is lacking in any mon capable of taking a big physical hit and that's usually what flattens me. I was thinking about switching to

Gengar - timid - thunderbolt/firepunch/psychic/ice punch
Swampert - defensive, haven't decided on moves but prob EQ/Surf/Protect/something
Snorlax (same as first team)

What you guys reckon? Maybe both are bad hahah. Any feedback welcome especially from anybody who has attempted something similar.

From experience I can say that getting to ~70 and consistently further is a skill level that takes some time to graduate to, I was stuck around 50/60 wins for ages before my play style improved. Your team is largely fine, it's just how you play it that's important.

A lot of it comes down to team composition. In your case you've got three Pokemon who are all quite good on their own but don't operate particularly well as a group.

As you point out the team is lacking defensive capability. This isn't necessarily a problem if you have a hyper-offensive team that can tear through opponent teams before they've had a chance to set up but very few teams are that powerful. So you need to give yourself a way to deal with bulkier opponents. For instance, rather than running a fully offensive Snorlax you could run Curse or Curse/Rest. I would also swap out Aero for something more defensive and use Starmie as a lead instead, with something that can cover Starmie's weakness in the second slot. Since the vast majority of threats to Starmie are Electric-types (it fears very few Dark-types, and can beat a large amount of Grass- and Bug-types) a Ground-type like Swampert or Flygon can be a good option in tandem with it.

Couple of other general pointers: Starmie should be Modest rather than Timid (+Speed beats nothing significant and the additional power is incredibly helpful) and your Snorlax's EV spread sounds like it might be inefficient. In general for HP you pretty much always want a number that's 1 more than a number divisible by 4, even if you aren't running Substitute (just for the occasional time that you're taking weather damage as it might allow you to survive an additional turn) - use a stat calculator to figure out what numbers you'll hit given your IVs and EVs. You pretty much always want max Attack on Snorlax; if you do run Curse I'd advise investing in SpDef as that way you can set up more easily on stuff like Alakazam and Latios.
 
From experience I can say that getting to ~70 and consistently further is a skill level that takes some time to graduate to, I was stuck around 50/60 wins for ages before my play style improved. Your team is largely fine, it's just how you play it that's important.

A lot of it comes down to team composition. In your case you've got three Pokemon who are all quite good on their own but don't operate particularly well as a group.

As you point out the team is lacking defensive capability. This isn't necessarily a problem if you have a hyper-offensive team that can tear through opponent teams before they've had a chance to set up but very few teams are that powerful. So you need to give yourself a way to deal with bulkier opponents. For instance, rather than running a fully offensive Snorlax you could run Curse or Curse/Rest. I would also swap out Aero for something more defensive and use Starmie as a lead instead, with something that can cover Starmie's weakness in the second slot. Since the vast majority of threats to Starmie are Electric-types (it fears very few Dark-types, and can beat a large amount of Grass- and Bug-types) a Ground-type like Swampert or Flygon can be a good option in tandem with it.

Couple of other general pointers: Starmie should be Modest rather than Timid (+Speed beats nothing significant and the additional power is incredibly helpful) and your Snorlax's EV spread sounds like it might be inefficient. In general for HP you pretty much always want a number that's 1 more than a number divisible by 4, even if you aren't running Substitute (just for the occasional time that you're taking weather damage as it might allow you to survive an additional turn) - use a stat calculator to figure out what numbers you'll hit given your IVs and EVs. You pretty much always want max Attack on Snorlax; if you do run Curse I'd advise investing in SpDef as that way you can set up more easily on stuff like Alakazam and Latios.

Thanks heaps for the tips, I am super keen to get good enough that I can achieve all golds with mons like this. I'll take all this into account and try harder :)

Modest Starmie I guess should still be max spA/spe EV?

Curse Lax should be still Adamant, and I guess drop brick break so EQ/Return/ShadowBall/Curse ? Though maybe don't need two EQ (Swampy going to bring that one) - Brick Break maybe better perhaps.
 
Thanks heaps for the tips, I am super keen to get good enough that I can achieve all golds with mons like this. I'll take all this into account and try harder :)

Modest Starmie I guess should still be max spA/spe EV?

Curse Lax should be still Adamant, and I guess drop brick break so EQ/Return/ShadowBall/Curse ? Though maybe don't need two EQ (Swampy going to bring that one) - Brick Break maybe better perhaps.


Yep, max speed/offense for Modest Starmie - none of the Starmie in the Frontier run a +Speed nature so that way you tie with them and can potentially OHKO with Thunderbolt (though the chance is quite small).

For Curselax, Return/Shadow Ball is a good combination for two moves (you should run Rest alongside Curse) - you don't hit everything super-effectively, but after a few boosts even Skarmory is 2HKOed by Return.
 
The doctor is back in with a new personal best. 1400 floors cleared in the Battle Pyramid, putting me up there with Cody "The Machine" now. Here were my troopers on the last round...

128.gif

"Sir Loin"
Ability: Intimidate
Nature: Adamant
252 Attack / 252 Speed / 4 HP
Item: Choice Band
Return, Hyper Beam, Earthquake, Hidden Power Ghost

350.gif

"Mora"
Ability: Marvel Scale
Nature: Bold
252 HP / 252 Defense / 4 Sp. Attack
Item: Leftovers
Surf, Ice Beam, Mirror Coat, Recover

94.gif

"Reaper Man"
Ability: Levitate
Nature: Timid
252 HP / 252 Speed / 4 Sp. Defense
Perish Song, Protect, Destiny Bond, Night Shade

I took some time to breed for better IVs this time around. First time I've ever done that. I aimed for at least an "impressive" overall potential on them all with an "outstanding" or "flawless" IV in at least one of their most important stats. I even got lucky with Tauros and got one with a 31 IV Attack stat with HP Ghost; I'm not sure of the HP's base power but I know they type. I was originally planning on teaching it Iron Tail as filler if nothing else. Anyway Slaking is powerful and I love it for what it can do in this facility but often gets held up by the several wild 'Mons that carry Protect. The Kantonian scrub bull isn't nearly as powerful but it still makes the substitute for Slaking I've been able to identify if you're starting to grow weary of playing around the great sloth ape's loafing. Intimidate pairs well with Milotic's walling capabilities and cuts down on the wild encounters a bit in the lead slot. I'm torn between Milotic and Swampert for this trio; Milo is a bit faster and has better special bulk and more reliable recovery but Swampy's electric immunity can come in handy. Tauros even one shot all of Brandon's birds with STAB Hyper Beam. Gengar uses the same set but with better IVs and and max HP and Speed for bulk and speed. As mentioned bringing a Perish Singer here is useful for foiling Double Team cheese and getting rid of hard t break walls and tanks like Cradily and Registeel. Proof of record attached.
 

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Hi everyone, I'm so excited to share I just got the Gold Symbol in the Battle Tower for the first time! It took SO many attempts but after slowing down my play, looking at the spreadsheet of trainers/pokemon, and running damage calcs for every situation, it finally happened.

Huge shout out to Churly-Puik, Sh0suk3, average fella, and Alex_Super_Tramp for their insight and for sharing their experiences with Slaking-led teams. Especially Sh0suk3 who I basically ripped this team off word-for-word ^^;

I did this on retail so I didn't have access to FRLG for trades, but I did do ACE (to renable move tutors) and RNG Manipulation for good IV pokemon.

Thank you to the mods/organizers of this thread for keeping it alive and including a list of great resources, and thanks to everyone who's shared strategies in these posts--seriously it's helped a lot.
Slaking @ Choice Band
Ability: Truant
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 21 SpA
- Double-Edge
- Earthquake
- Shadow Ball
- Hyper Beam

Latios (M) @ Lum Berry
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 11 Atk / 15 Def / 1 SpD
- Psychic
- Surf
- Ice Beam
- Thunderbolt

Metagross @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
IVs: 21 SpA
- Meteor Mash
- Earthquake
- Shadow Ball
- Explosion
Battle Tower Proof.jpg
I used Latios as my lead until battle 35 for quick sweeps, then switched to Slaking as the battles got tougher. I'm going to try and push this streak a bit before I take on the Battle Factory, so if you have any tips or edits you would make please let me know! ^^
 
So happy to see this thread still active. I've been pretty caught up in life at the moment but I finally decided to go back and start playing Emerald seriously again. Just have a couple inquiries as of now

First: I'm EV training a Ninetales and I'm planning for its moveset to be Grudge, Spite, Endure/Charm, and Flamethrower as the sole attacking move. I'm putting 252 in HP and 148 in Speed to crack 300, but unsure what to do with the other 110. Would putting all of it into SpA be worth the extra power on Flamethrower or should I split the remaining EVs into some defenses? Probably going to use this Ninetales for the Palace but might end up using it elsewhere so I'm open to suggestions

Second: Is there a reliable way to RNG manip in FRLG? I made a friend on campus who also owns an SP so I might get their help in trading the legendary birds and some other mons from my LeafGreen cartridge to my Emerald cartridge. Haven't caught the birds yet and would like to get an optimal spread for Moltres especially but sadly the RNG seed on FRLG isn't broken like Emerald's. Should I try for manip or just soft reset until I get some good IVs?

And lastly, I just wanna thank y'all for being cool. I haven't been on this thread lately because of how busy I've been but I'm so glad I'm not the only one this passionate about Emerald. Just awesome to have a place like this where so many cool teams are shared and strategies are exchanged
 
Yep, max speed/offense for Modest Starmie - none of the Starmie in the Frontier run a +Speed nature so that way you tie with them and can potentially OHKO with Thunderbolt (though the chance is quite small).

For Curselax, Return/Shadow Ball is a good combination for two moves (you should run Rest alongside Curse) - you don't hit everything super-effectively, but after a few boosts even Skarmory is 2HKOed by Return.
Alrighty I'll give it a crack. I just realised Curse is an egg move so I think I need to fire up LG and find me a curse slowbro to breed me a curselax \o/
 
The doctor is back in with a new personal best. 1400 floors cleared in the Battle Pyramid, putting me up there with Cody "The Machine" now. Here were my troopers on the last round...

View attachment 603221
"Sir Loin"
Ability: Intimidate
Nature: Adamant
252 Attack / 252 Speed / 4 HP
Item: Choice Band
Return, Hyper Beam, Earthquake, Hidden Power Ghost

View attachment 603222
"Mora"
Ability: Marvel Scale
Nature: Bold
252 HP / 252 Defense / 4 Sp. Attack
Item: Leftovers
Surf, Ice Beam, Mirror Coat, Recover

View attachment 603223
"Reaper Man"
Ability: Levitate
Nature: Timid
252 HP / 252 Speed / 4 Sp. Defense
Perish Song, Protect, Destiny Bond, Night Shade

I took some time to breed for better IVs this time around. First time I've ever done that. I aimed for at least an "impressive" overall potential on them all with an "outstanding" or "flawless" IV in at least one of their most important stats. I even got lucky with Tauros and got one with a 31 IV Attack stat with HP Ghost; I'm not sure of the HP's base power but I know they type. I was originally planning on teaching it Iron Tail as filler if nothing else. Anyway Slaking is powerful and I love it for what it can do in this facility but often gets held up by the several wild 'Mons that carry Protect. The Kantonian scrub bull isn't nearly as powerful but it still makes the substitute for Slaking I've been able to identify if you're starting to grow weary of playing around the great sloth ape's loafing. Intimidate pairs well with Milotic's walling capabilities and cuts down on the wild encounters a bit in the lead slot. I'm torn between Milotic and Swampert for this trio; Milo is a bit faster and has better special bulk and more reliable recovery but Swampy's electric immunity can come in handy. Tauros even one shot all of Brandon's birds with STAB Hyper Beam. Gengar uses the same set but with better IVs and and max HP and Speed for bulk and speed. As mentioned bringing a Perish Singer here is useful for foiling Double Team cheese and getting rid of hard t break walls and tanks like Cradily and Registeel. Proof of record attached.

Sir Loin is possibly the greatest name of all time.
Also congrats, 1400 is nuts!
 
Sir Loin is possibly the greatest name of all time.
Also congrats, 1400 is nuts!
Thanks lol. I've started a new run today and plan on posting the results when/if I complete another 20 rounds. Do you know how to go about officially reporting a world record on here?
 
Thanks lol. I've started a new run today and plan on posting the results when/if I complete another 20 rounds. Do you know how to go about officially reporting a world record on here?
No clue, I am only about a week old up in here. I imagine the authorities will soon notice and get their chisels out.
 
Stoked to report a streak of 105 in the battle palace open level on emulator! I tested a bunch of different teams and strategies, and it seems like the most consistent is to use hasty natured pokemon with substitute. This means that the pokemon will consistently attack or use sub above 50% HP, and will attack very consistently when dropping below 50%. This team was built around Zapdos, who I think is an extremely underrated pokemon in the battle frontier as it has stab thunderbolt giving it great matchups into water types, and its electric flying typing gives it great matchups into threats like Metagross, Scizor, Salamence, Heracross, and many others. Anyways, here's the team I used:

Latios (M) @ Petaya Berry
Ability: Levitate
EVs: 28 HP / 12 Def / 252 SpA / 216 Spe
Hasty Nature
- Psychic
- Thunderbolt
- Ice Beam
- Substitute

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 12 HP / 252 Atk / 244 Spe
Hasty Nature
- Earthquake
- Ancient Power
- Brick Break
- Substitute

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 108 Def / 148 Spe
Hasty Nature
- Thunderbolt
- Shock Wave
- Aerial Ace
- Substitute

Latios lead is excellent for dealing with a wide variety of pokemon, and Tyranitar beats most of the pokemon Latios doesn't like, including Regice, Jynx, Houndoom, and Psychic types. Zapdos also synergizes really well with Tyranitar, as it can beat waters, fighting types, and Metagross. The only pokemon that Zapdos and Tyranitar sometimes struggle against are Swampert Quagsire and Whiscash, as well as Flygon and Claydol. Latios is able to deal with all of these pokemon pretty well. The streak ended to a Tyranitar 5 that set up a dragon dance on my low health, paralyzed Latios. After my Latios fell to rock slide the following turn, my Tyranitar came in and got out sped and one shot by earthquake, which was a 43.8% chance roll. Then my Zapdos came in and got one shot to rock slide. This was unfortunate as my team usually never struggled into Tyranitar, since my Tyranitar can usually out speed them and do major damage or even kill with brick break. Even if I immediately switched out my Latios into my Tyranitar, the same outcome could have occurred. Maybe a bit more bulk on Tyranitar to allow it to live the +1 earthquake could prevent this from happening in the future.

The only proof I have on this steak is a screenshot as I didn't record any videos of it.
 

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Stoked to report a streak of 105 in the battle palace open level on emulator! I tested a bunch of different teams and strategies, and it seems like the most consistent is to use hasty natured pokemon with substitute. This means that the pokemon will consistently attack or use sub above 50% HP, and will attack very consistently when dropping below 50%. This team was built around Zapdos, who I think is an extremely underrated pokemon in the battle frontier as it has stab thunderbolt giving it great matchups into water types, and its electric flying typing gives it great matchups into threats like Metagross, Scizor, Salamence, Heracross, and many others. Anyways, here's the team I used:

Latios (M) @ Petaya Berry
Ability: Levitate
EVs: 28 HP / 12 Def / 252 SpA / 216 Spe
Hasty Nature
- Psychic
- Thunderbolt
- Ice Beam
- Substitute

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 12 HP / 252 Atk / 244 Spe
Hasty Nature
- Earthquake
- Ancient Power
- Brick Break
- Substitute

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 108 Def / 148 Spe
Hasty Nature
- Thunderbolt
- Shock Wave
- Aerial Ace
- Substitute

Latios lead is excellent for dealing with a wide variety of pokemon, and Tyranitar beats most of the pokemon Latios doesn't like, including Regice, Jynx, Houndoom, and Psychic types. Zapdos also synergizes really well with Tyranitar, as it can beat waters, fighting types, and Metagross. The only pokemon that Zapdos and Tyranitar sometimes struggle against are Swampert Quagsire and Whiscash, as well as Flygon and Claydol. Latios is able to deal with all of these pokemon pretty well. The streak ended to a Tyranitar 5 that set up a dragon dance on my low health, paralyzed Latios. After my Latios fell to rock slide the following turn, my Tyranitar came in and got out sped and one shot by earthquake, which was a 43.8% chance roll. Then my Zapdos came in and got one shot to rock slide. This was unfortunate as my team usually never struggled into Tyranitar, since my Tyranitar can usually out speed them and do major damage or even kill with brick break. Even if I immediately switched out my Latios into my Tyranitar, the same outcome could have occurred. Maybe a bit more bulk on Tyranitar to allow it to live the +1 earthquake could prevent this from happening in the future.

The only proof I have on this steak is a screenshot as I didn't record any videos of it.

This is a great team! Did you find that the Petaya Berry on Latios worked well? Or were there any issues with status on Latios at all? Also wondering why the specific Defense/Speed investment in Zapdos.
 
Thanks! Yes the petaya berry on Latios worked well, as I could occasionally use sandstorm to get Latios into petaya range. I wasn't too concerned about status as Latios will use sub a lot and out speeds just about everything. The rational behind the Zapdos spread was to out speed base 100s at 300 speed, and then put the rest into hp and def since zapdos often switches into things like Metagross, Scizor, etc. I figured maxing out spattk might not be optimal since Zapdos is often switching into pokemon that are chipped by sandstorm and/or Latios or Tyranitar, so having the bulk to make switching in and pp stall safer was the route I took. Not sure if the spread is optimal though.
 
Update - Marowak is pretty insane in the battle palace! I was able to reach a streak of 147 at level 100 on emulator using a team that consisted of Tyranitar, Latios, and Marowak. Tyranitar is a fantastic lead as it immediately puts sand on the field to chip away at your opponent. All of my pokemon run hasty nature, which means they either attack or use sub above 50% hp. Sometimes it can be frusturating when your pokemon spams sub when you want them to attack, but with sand you're able to chip away at their hp behind sub, or at least deny leftovers recovery to those who aren't sand immune. Tyranitar pairs extremely well with Latios, as all of the water, grass, fighting, and ground moves Tyranitar doesn't like are easy switch ins for Latios. The only pokemon you hate to see when Tyranitar is out is Heracross, because this team has no great megahorn switch ins. You just have to hope ttar takes out Heracross by choosing smarter moves, and if not, Latios can reliably revenge kill. The idea behind Marowak is that it is a fantastic wall breaker, and it's also nice that he's immune to sand. Latios mainly struggles with slower, bulkier opponents, since it's usually able to out speed and handle most opponents that would be faster than Marowak. Anything that is slower than Marowak, which reaches 207 speed with hasty nature, will likely get blown up by a stab earthquake coming from a massive 518 attack stat with thick club equipped.

Here's the team:

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 12 HP / 252 Atk / 244 Spe
Hasty Nature
- Earthquake
- Ancient Power
- Brick Break
- Substitute

Latios (M) @ Leftovers
Ability: Levitate
EVs: 28 HP / 12 Def / 252 SpA / 216 Spe
Hasty Nature
- Psychic
- Thunderbolt
- Ice Beam
- Substitute

Marowak @ Thick Club
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Ancient Power
- Double-Edge
- Substitute

Again I don't record or stream when I play, so all I have for proof is a screenshot of the results screen. I mainly do this for fun and to share new ideas.
 

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Reporting an Emulator Battle Factory Lv50 Doubles Streak of 128

I’m a new smogon user, been playing battle factory for a couple months now. I actually had a streak of 91 late last year that I believe was the record at the time, but just never bothered to post here. It ended partially due to a quick claw crit earthquake from a Donphan HERE. Being a newer factory player I didn’t realize how lucky it was to get a run going that far and thus I only started recording on round 12 and on. I do remember some of the earlier draft combos I used, including golduck-2/Electabuzz-3 for fast coverage. Dugtrio/Aerodactyl for fast EQ. Gengar4/Electrode4 for explosion plays.

After losing that streak, I now had a couple goals. Reach 100 wins and record the entire thing. With lots of perseverance and some decent rng, I was able to accomplish this* (there were 2 battles that I forgot to hit record for on OBS. Once I realized this, I immediately started recording and took notes on what happened).

Throughout my attempts I learned a few things that helped me push my streak this far. Because of all the rng in factory, it can be exhausting to try and stream every single round of every attempt, as you’ll have to reset alot. Once I started recording, I tried to do this, but then realized I’d be better off just recording the low rounds offline and streaming the high rounds. The low rounds are a little mind-numbing and less enjoyable to watch anyways.

Speaking of low rounds, ideally I tried to swap every battle for the first 2 rounds. This typically meant grabbing 2 good offensive pokemon and continually swapping the 3rd. Round 3 gets a little trickier and I don’t try to force any swaps, but will take them if they seem like a decent 1:1 switch (i.e. a plusle for minun). Round 4, since the smart AI hasn’t kicked in yet, I like to try and grab an EQ combo lead and just power through, with a recovery user in the back since I might be able to bank on the AI letting me heal up.

Round 5-7 since the smart AI kicks in, I try to be more thoughtful about leads. EQ leads are very tempting, but can be troublesome if they are both physical attackers and you run into intimidate. On the flip side, a good opponent EQ lead can commonly end runs, so you have to have a gameplan for them. Especially because many of the users have Quick Claw which is hard to play around. For this reason, I typically like to lead something that can hit ground types hard. Intimidate is also phenomenal. Even though you could put a flying/grass/intimidate in the back to switch into EQ’s, typically the AI will use EQ when it’s next to a flying/levitate mon, which means you could be taking free damage from that pokemon as well as some EQ chip, depending on who they target.

Rounds 8/9 with the buggy IVs. Because round 9 pokemon have random IVs, this means that any elevated pokemon in round 8 draft will also have those random IVs. But any elevated pokemon in round 9 will get the round 10 IVs which are all 31. So if you never made any swaps, you would get 6 perfect IV pokemon to draft in round 8 and 6 random IV pokemon to draft in round 9. Ideally you can balance out these 2 rounds to give yourself a better chance to reach round 10. In my opinion, the best way to do this would be to have 28 swaps at the end of round 7. Then you would get 4 perfect IV pokemon and 2 elevated random IV pokemon to draft in round 8. And because the initial draft gives you a swap, by the end of round 8 you’d have at least 29 swaps. Which would then give you 3 elevated perfect IV pokemon and 3 random IV pokemon in round 9 to draft from. This way you theoretically draft a full team of perfect IV pokemon in both rounds. You could effectively do the same thing by ending round 7 with 35 swaps, but generally more swaps = more risk. Having 29-35 swaps for rounds 8/9 would give you 3 random and 3 perfect iv pokemon in both rounds, which is also fine, but if you happen to structure it so you pass over a swap barrier during round 8 that just replaces 1 more random iv with a perfect iv pokemon which is ideal.

All that to say that I generally discourage forcing swaps. I haven’t played much singles, but at least in doubles it seems that you have to favor offensive strategies over a good core of 3 pokemon, so swapping a perfect IV pokemon for a 3 iv pokemon typically reduces your damage output and I like to stick with my draft for as long as possible. Sometimes it might not seem like an ideal lead/draft, but if it doesn’t have any glaring weaknesses sticking with perfect iv pokemon has seemed to work better in my opinion. In addition, you do get put into very tricky lead matchups every so often. In those cases, I think it’s best to go for a riskier offensive strategy (even if that means ice beam freeze or a crit) rather than try to play a defensive swap positioning game. Too often I have tried to play it safe and lose anyways so I might as well have taken the risk up front.

Here is a description of the rounds/strategies:

Rounds 1-4 Video
Round 1Marshtomp/Anorith lead, Plusle in back. Continually swapped Marshtomp slot. Anorith ancientpower spam. Plusle in case Anorith dies to water move.

Round 2Girafarig/Sealeo lead, Tropius in back. Giragarig nice mixed attacker. Both it and Sealeo have recovery. Sealeo ice ball can sweep quickly. Continually swapped Tropius slot.

Round 3Pidgeot/Sandslash lead, Ivysaur in back. Typical EQ lead with ivysaur as an electric/water/grass switch in if needed. No swaps

Round 4Tauros-1/Aero-1 lead, Miltank-1 in back. Typical EQ lead with thick fat Miltank to be able to recover and win end games if needed. Especially after tauros intimidate. Ended up swapping Miltank for a Slowking as a water/ice/fighting resist and to have a special attacker if needed. Then swapped for Walrein just for an extra swap as I felt it as similar enough and could boost my swaps.

Round 5 Video
Round 5 – Poison slow and steady initial trainer. Gengar-2/Gard-2 lead with Amph-2 in the back. I virtually always take Gengar if I have the option. One of the best factory mons. Gard-2 helps against poison trainer. It’s not super fast, but with calm mind and Gengar’s wisp maybe I could get some setups going. Had the option of magamar-2 in the back. Both it and Amph-2 have fire/electric coverage which I felt I needed for steel/bulky waters. I preferred Amph as it’s a little bulkier, doesn’t have to rely on hitting fire blasts, has thunder wave so the speed of Magmar wasn’t as important, and although both are weak to ground, I’d rather not be weak to water. Ended up swapping Amph-2 for a Kingdra-2 which had better speed, good coverage, recovery and could still deal with steel types. After defeating a scary team of Salamence, Flygon, Walrein I was facing a normal type trainer. I opted to swap out Gengar for Salamence as I felt it paired well with calm mind Gard and rest Kingdra. I also preferred the intimidate on lead rather than swapping it in.

Round 6 Video
Round 6 – No type no phrase initial trainer. Vaporeon-4/Arcanine-3 lead, with Shuckle-3 in the back. Intimidate lead with Vaporeon to take out EQ threats. I figured if I face a scary electric mon or something stally Shuckle might be able to deal with it. But ultimately, planned on swapping Shuckle later. Shuckle toxic came in handy Battle 1 where I had to face the stally Milo-3 with leftovers that would have probably beat my Vaporeon in a 1v1. I didn’t like the pokemon for swaps in most rounds and funny enough I had to face a 2nd Milo-3. But Battle 6 was a water type trainer and since I just beat a Jolteon I took that over Shuckle.

Round 7 Video
Round 7 – Poison High Risk initial trainer. Xatu-4/Tauros-2 lead, with Hariyama in the back. This was a tricky draft. I really wanted fake out on lead as well as intimidate as well as the option to EQ. I favored Xatu up front facing the poison trainer so I chose Tauros to be able to have fast EQ and intimidate to let Xatu live hits. Opposing lead is Gengar/Vileplume which is terrifying because gengar has psychic for Hariyama and Tauros can’t touch it. So I need to get rid of it with Xatu. Luckily it barely doesn’t kill with ice punch and no freeze. I swap Gengar for Xatu which makes my team kind of weak to psychic but I figure I can always destiny bond with Gengar if needed. Which I did have to use in battle 6 when I faced an Aero/Lapras lead. I could not guarantee a KO on Lapras with a double up and an intimidated aero was not super threatening. So I figured I would trade Gengar with Lapras and get chip into aero with Tauros since Lapras always saw the kill on Gengar Tentacruel in the back made it an easy clean up with fake out.

Round 8 Video
Round 8 – 25 swaps. No type High Risk initial trainer. Latias-1 (random ivs)/Salamence-5 lead, with Ninetales-4 in the back. Pretty solid lead with special coverage, EQ and intimidate. Just worried about ice moves which is why I took Ninetales. A scary battle 2 lead with Milotic and Kingdra came. I opted to stay aggressive and EQ dragon claw the Kingdra. Thankfully it was Milo-3 which didn’t see a kill with blizzard and just used attract on Latias. Afterwards I swapped Ninetales for Milotic for the bulky recovery. The next lead was also terrifying, Starmie, Flygon. I swapped to Milo and ice beamed the Flygon. It was Starmie 7 which started to boost up but thankfully Latias hit a couple tbolts through brightpowder. I then swapped Starmie for milo to have more consistent damage moves. It came in handy eating an ice punch from Gengar a couple rounds later. I should note that the video is spliced around the 18:52 mark. Once I saw the Flygon/Starmie lead I couldn’t remember the trainer type/phrase so I paused OBS to double check and hit record again.

Round 9 Video
Round 9 – 28 swaps. Water, no phrase initial trainer. Salamence-3 (random ivs)/Gard-4 (random ivs) lead, with Porygon2-3 in the back. Idea is just to intimidate and let Gard live hits while it smacks things. Endure can also act as “Follow-Me” if Mence gets low. Porygon2 as a ghost switch in that can also maybe win with stall thanks to intimidate mence. Terrfying Starmie/Suicune lead. I tbolt Starmie and swap Mence to Porygon2. Starmie ice beams Porygon2 and freezes but luckily I have lum berry. Tbolt takes out Starmie. Then Suicune ice beams Porygon2 and FREEZES again! Aero comes out in the back. The only Aero that can KO Gardevoir is Aero-2 with choice band and if it goes for Hyper Beam. It could also target Porygon2. I don’t’ want to risk that so I swap Mence for Porygon2 and tbolt Aero. It is indeed Aero2 and Hyper Beams gardevoir but I live in the red. Thankfully Suicune just goes for Rain Dance. I double the Suicune and win. Although Suicune is very tempting to take, I like Gard’s coverage and the intimidate next to it. Porygon2 is a great switch in for Gardevoir and has access to recovery. Plus Porygon2 has perfect ivs while Suicune has 3 ivs. Next trainer is Normal, High Risk which Suicune also doesn’t really help with. So I don’t swap. The lead is Snorlax/Exploud and since White Herb activates I know it’s either Exploud3 or 4. One has shadow ball and the other has ice beam. Both are scary so I opt to double it. Snorlax curses and Dewgong comes out.I tbolt Dewgong and keep doubling the Snorlax to take it out. I swap Porygon2 for Lax for the extra bulk and potential thick fat as a Mence switch in. The 7th battle was extremely scary with a Walrein/Heracross lead. Even after intimidate, Heracross-2 would outspeed and KO Gardevoir. And Hera-1 has Focus Band, while Hera-3 has Brightpowder. So I just had to psychic and hope it’s either not Hera-2 or he misses megahorn. Thankfully I hit and KO while Mence swaps to Lax. Walrein goes for Sheer Cold and misses. Venusaur is in the back. I opt to target down Walrein so I don’t lose to OHKO moves and Venu isn’t threatening to Mence in back. It goes for Surf and I am able to clean up.

Round 10 Video
Round 10 – No Type High Risk initial Trainer. Milotic-2/Granbull-1 lead with Miltank-3 in back. This was a weird draft, the general idea was that milo hits decently hard and I prefer to have ice beam on something if I can once I hit round 8 and the Latis are in play. With intimidate Milo should live plenty of hits and Granbull can annoy stuff with twave + get speed control. Miltank has shadow ball to hit ghost types that Granbull can’t touch. Also with endure reversal I should hopefully be able to 1v1 a good amount of pokemon if needed. Being in the back I have to worry less about intimidate. Some notable matches include facing a Gengar, but luckily it was Gengar-1 and missed 3 Hypnosis. I also had to face a Raikou that immediately set up double team and Granbull still hit a Mega Kick for the one shot. A lot of the battles I just spammed surf with Milo and chipped stuff down while Granbull paralyzed things. I got lucky in battle 7 when a Blaziken/Ludicolo lead used sunny day then rain dance.

Round 11 Video
Round 11 – No type, High Risk initial trainer. Metagross-1/Salamence-3 lead with Feraligatr-4 in back. This is a solid core up front with Metagross to hit ice types or light screen up front next to intimidate. While Feraligatr can switch in for ice or fire moves against Mence or Meta. After battle 2 I decided to swap Feraligatr for Gyarados-4. Not an ice resist, but another intim and ground immunity for Metagross. Also, I can for for earthquakes with Gyarados or Salamence freely if they’re both on the field. Battle 4 was an extremely scary Magmar/Latios lead. I decide to Swap Meta to Gyara and go for endure since it is very likely to target Mence. Latios does Dragon Claw Mence and Magmar goes for Barrier which is awful because now Mence can’t one shot it. This is very bad because both Magmar and Latios are almost guaranteed to target Mence although Latios could also see a kill with thunderbolt on Gyarados if it has it, which it likely does. If they both target Mence, then Magmar will likely flamethrower an incoming Metagross. I decide to dragon dance Gyarados and Crunch Latios because if I double edge I will die and Metagross will take 2 hits and likely die as well. With a dragon dance I can outspeed and KO any Latios the next turn. However, Latios goes for shadow ball, indicating it’s latios-6 which means it actually doesn’t have thunderbolt. Metagross takes a flamethrower putting it at 30% health. Now Latios is likely to thunderwave Gyarados because it can’t kill Metagross but Magmar will kill. So I have 4 options, 1. Frustration Latios preventing twave and attack the incoming pokemon with either meteor mash, aerial ace or façade. 2. Frustration Latios and light screen giving Gyarados a better chance to 1v2. 3. Dragon dance and KO Latios with metagross. 4. Dragon dance and light screen. With 1 dragon dance already and access to rest I figure gyarados should be able to 1v2 a good amount of pokemon, besides fast electric types or gengar. With 2 dragon dances I will outspeed every single electric besides Jolteon-4. Option 1 doesn’t save me from electric types because I won’t KO them, though it would save me from gengar. Option 2 or 3 doesn’t save me from electric types either. I figured of all the threats I could lose to, an electric type in the back was probably the most likely and option 4 gave me the best chance to beat that. So I dragon dance accepting the twave and light screen. I am risking multiple para’s in a row on Gyarados but I thought it was worth it. Magmar barriers a 2nd time and Latios dragon claws. Thankfully I am able to get the rest off. I can’t risk paralysis and rest turns without chesto versus Latios so I take it out with frustration. Heracross is in the back which is slightly terrifying. It could reasonably be any set. Heracross-1 does not die to +2 frustration and it has counter. +3 has a chance to KO and + 4 guarantees it. However rock tomb and megahorn are 3HKOs so I can’t spend time boosting up. Heracross-2 has both attract and bulk up and is the opposite gender of gyarados which could get bad fast if I don’t KO quickly. I have an 81% chance to KO heracross-3 with frustration, but it has brightpowder and single target rock slide does around 60% to gyarados. I also have an 81% chance to KO Heracross-4, but it has Salac Berry and Reversal. After chip from magmar, I will likely die to megahorn and low health reversal if I don’t hit the frustration roll. Not to mention the longer I take to KO heracross the more I risk getting burned by magmar and having to rest, Which likely means I lose unless I dodge megahorns. Ultimately, I chose to go with the EQ, then frustration route. I felt it gave me better odds against heracross-1 and 4, along with the small chance to crit magmar which would KO. Heracross rock tombs indicating it is Hera-1 and Magmar goes for the smokescreen…I never thought a magmar would be so threatening. After 1 more rock tomb heracross will outspeed me. So I need to hit a frustration through smokescreen and dodge heracross’s focus band or else I almost guaranteed lose. Gyarados connects. But Magmar burns with flamethrower. At 40% health I don’t want to risk a crit flamethrower and burn damage. I’ll need to rest anyways because it will take 2 healthy EQ’s to KO magmar. With Flamethrower doing 15-18 and hitting on the turn I rest. Once I wake up I’m down to about 48% health. I dragon dance and another flamethrower puts me within crit range. It looks to be a roll to KO at this point so I rest up to be safe. Next time I wake up I EQ which barely doesn’t kill. I’m in high roll crit range at this point, but I go for the EQ anyways. It misses and Magmar gets the roll, but doesn’t crit thankfully. Stupid to risk that, but I didn’t get punished. I rest up and hit the EQ when I wake. I pass up on Latios as I don’t feel like it fits with the core I have now. I’m able to clean up the rest of the battles fairly easily.

Round 12 Video
Round 12 – Normal type, no phrase initial trainer. Zapdos-2/Gengar-4 lead with Scizor-2 in back. Generally I don’t like Zapdos-2 but I felt like it synergized well with Scizor by having access to rain dance. Scizor could also switch in for ice moves. Additionally scizor could resist and kill psychic types for gengar and eat ghost/dark moves. The first trainer being a normal type also lended itself to an extra normal resist. The first battle went well, but the 2nd battle lead was Glalie/Ampharos. I couldn’t remember the type/phrase which could influence my decisions greatly so I paused OBS to check and forgot to hit record for the remainder of the battle as well as battle 3. Once I realized this I started recording again and took notes. Here is how the battles played out – Turn 1: I double the glalie with fire punch drill peck to not risk ice beams. Fire punch crits and vileplume in back takes 80% from drill peck. Ampharos tbolts zapdos doing a little less than half but paralyzes me. Turn 2: Gengar finishes vileplume and ampharos crits a tbolt into gengar to KO while zapdos sets up rain in case amph has fire punch. Turn 3: Scizor does 60% with silver wind, Ampharos tbolts zapdos and barely doesn’t kill while zapdos thunders to finish off Ampharos. Next battle is dragon high risk. Swapping for glalie is tempting but just for this battle, it makes me very weak to fire and gengar already has ice punch. I opt for no swaps. Lead is Ninetales/Flygon. Turn 1: I drill peck ninetales and ice punch flygon. Ice punch misses, but drill peck crits to KO ninetales. Flygon uses façade into zapdos. Latias in the back. Turn 2: Scizor should be able to handle it so I double the flygon. Ice punch lands this time and drill peck does about 60% to latias. Latias ice beams zapdos which barely doesn’t kill indicating it’s likely latias-3. Turn 3: Gengar finishes with ice punch. Latias-3 is also tempting, but I have ice coverage with gengar and electric coverage with zapdos. I also favor the 31iv bulk and speed from zapdos which allows for easy double ups with drill peck and gengar. Therefore, I don’t swap. On the 5th battle I beat a team with dugtrio. The 6th battle was a steel type trainer, no phrase. As much as I like this core, I felt I needed better answers to metagross so I swapped scizor with dugtrio. Lead is Sceptile/Registeel. Sceptile Crunches Gengar to do 80%, Zap drill pecks Sceptile to KO and Gengar Fire punches Registeel which does a little less than half. Registeel sets up Curse and Metagross is in the back. I really don’t want to risk registeel resting as it will make it extremely hard for zapdos and dugtrio to KO. So I opt to Drill peck and Fire punch which barely picks up the KO. Metagross rock slides to take out Gengar and misses Zapdos. This means it has quick claw. I decide to set up rain dance and EQ. That way I can guarantee Thunder KO next turn as Meta EQ will take out Dugtrio. This does risk double rock slide QC with flinch or QC rock slide crit. But I figured I’d rather do that than try to hit 1 / 2 thunders (I know technically you have a better chance to hit 1 / 2 thunders than miss both, but I didn’t want to take those chances). I swap dugtrio for metagross. Final battle is Victribel/Dewgong lead which is slightly scary as Dewgong could have sheer cold or ice beam. I Psychic victribel and figure the upside of a raw thunder hit are better than going for rain dance as I could get crit or frozen by an ice beam. Psychic Kos and Granbull comes out. Thunder misses and Dewgong goes for sheer cold which also misses. I’ve already committed to no rain dance and my chance to hit thunder is better than sheer cold so I decide to keep playing the odds and go for a raw thunder again. I Psychic Granbull and crit which barely doesn’t KO. Thunder connects thankfully and KOs Dewgong. Granbull overheats Zapdos and I clean up next turn.

Rounds 13+ - I decided to stream these live now that it was getting close to WR, all vods are posted. Since they have live commentary I didn’t feel the need to do write-ups of the thought process behind drafts or decisions.

Round 13 Video
Round 13 - Regice-1/Glalie-3 lead with Weezing-4 in back

Round 14 Video
Round 14 - Metagross-6/Entei-4 lead with Raichu-2 in back

Round 15 Video
Round 15 - Shiftry-1/Arcanine-4 lead with Snorlax-1 in back

Round 16 Video
Round 16 - Crobat-4/Espeon-3 lead with Blissey-2 in back

Rounds 17 & 18 Video
Round 17 - Electabuzz-4/Starmie-7 lead with Umbreon-4 in back
Round 18 - Aggron-2/Salamence-5 lead with Snorlax-5 in back


Round 19 Video (youtube link was incorrect, fixed to twitch highlight)
Round 19 - Sceptile-3/Metagross-2 lead with Altaria-4 in back
I was able to swap Sceptile for a Gengar and Lax for Altaria, but the last battle ended with a menacing Latios/Entei lead. Unfortunately Metagross-2 doesn't KO any Entei sets with Earthquake so I'd have to double up with Gengar to KO, but Gengar is likely dying to Latios which means Meta EQ will hit my Snorlax in the back. I opted to Destiny Bond to at least take out the Latios and try to Meteor Mash something in the back. This ends up being Tauros, but it misses. Entei sets up double teams and although I hit a shadow ball for chip with Snorlax to put it into EQ range, I'm not able to hit either of my 2 earthquakes and Entei takes me out with a +1 Flamethrower.

There's honestly a decent amount of luck in Battle Factory that you need to go your way. From decent drafts, to hitting those 90% acc moves, dodging bad focus band/quick claw activations, hitting through brightpowders and just general status hax. Trying to figure out the plays that give you the best outs is key and can take some time. The trickiest part is analyzing the situation and determining if you have to play risky or go for the mid-ground play. A perfect example is all of those rain dance/thunder users. Do you set up rain to get a guaranteed thunder hit turn 2 or do you just go for the raw thunder KO? It's a tough cost/benefit analysis and you need to consider the magnitudes of the upside of getting the "hax" or the downside of missing. Since you need some luck to go your way anyways to get higher streaks, I've tended to lean towards riskier plays. Especially when those plays involve attacking rather than switching. Although switching is a big advantage for the player since the AI almost never switches in doubles, the fact that targeting is somewhat random if the AI doesn't see a kill makes switching a little tricky to do effectively. Speed and double ups to take KOs is the name of the game in doubles. However, I've found that certain bulky pokemon seem to do well in doubles. Because it's so offensive heavy, when you have leads that cause the AI to not see kills immediately, it can improve your odds, because they'll likely go for a status move or a sub-optimal attacking move and that gives you an opportunity to double up. Some examples of this are Claydol, Swampert, Lapras, Walrein, Milotic, Zapdos, Slaking, Snorlax, Miltank, the Regis. From the other runners doing factory doubles that I've seen, everyone seems to have their preferences for certain Pokemon, specific sets, and gameplan. It's awesome to see all the variety and hard to say which is best. I think there's still some optimization in strategy to be done in Doubles Factory. I certainly haven't figure it all out.

Overall, this was a crazy streak with plenty of fun moments. I enjoy the chaos and randomness of Factory. I'm not sure when I'll return to Lv50 Doubles Factory. Right now I plan on either tackling Open Level Doubles, Palace Doubles, or figuring out Singles Factory.
 
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Reporting an Emulator Battle Factory Lv50 Doubles Streak of 128

I’m a new smogon user, been playing battle factory for a couple months now. I actually had a streak of 91 late last year that I believe was the record at the time, but just never bothered to post here. It ended partially due to a quick claw crit earthquake from a Donphan HERE. Being a newer factory player I didn’t realize how lucky it was to get a run going that far and thus I only started recording on round 12 and on. I do remember some of the earlier draft combos I used, including golduck-2/Electabuzz-3 for fast coverage. Dugtrio/Aerodactyl for fast EQ. Gengar4/Electrode4 for explosion plays.

After losing that streak, I now had a couple goals. Reach 100 wins and record the entire thing. With lots of perseverance and some decent rng, I was able to accomplish this* (there were 2 battles that I forgot to hit record for on OBS. Once I realized this, I immediately started recording and took notes on what happened).

Throughout my attempts I learned a few things that helped me push my streak this far. Because of all the rng in factory, it can be exhausting to try and stream every single round of every attempt, as you’ll have to reset alot. Once I started recording, I tried to do this, but then realized I’d be better off just recording the low rounds offline and streaming the high rounds. The low rounds are a little mind-numbing and less enjoyable to watch anyways.

Speaking of low rounds, ideally I tried to swap every battle for the first 2 rounds. This typically meant grabbing 2 good offensive pokemon and continually swapping the 3rd. Round 3 gets a little trickier and I don’t try to force any swaps, but will take them if they seem like a decent 1:1 switch (i.e. a plusle for minun). Round 4, since the smart AI hasn’t kicked in yet, I like to try and grab an EQ combo lead and just power through, with a recovery user in the back since I might be able to bank on the AI letting me heal up.

Round 5-7 since the smart AI kicks in, I try to be more thoughtful about leads. EQ leads are very tempting, but can be troublesome if they are both physical attackers and you run into intimidate. On the flip side, a good opponent EQ lead can commonly end runs, so you have to have a gameplan for them. Especially because many of the users have Quick Claw which is hard to play around. For this reason, I typically like to lead something that can hit ground types hard. Intimidate is also phenomenal. Even though you could put a flying/grass/intimidate in the back to switch into EQ’s, typically the AI will use EQ when it’s next to a flying/levitate mon, which means you could be taking free damage from that pokemon as well as some EQ chip, depending on who they target.

Rounds 8/9 with the buggy IVs. Because round 9 pokemon have random IVs, this means that any elevated pokemon in round 8 draft will also have those random IVs. But any elevated pokemon in round 9 will get the round 10 IVs which are all 31. So if you never made any swaps, you would get 6 perfect IV pokemon to draft in round 8 and 6 random IV pokemon to draft in round 9. Ideally you can balance out these 2 rounds to give yourself a better chance to reach round 10. In my opinion, the best way to do this would be to have 28 swaps at the end of round 7. Then you would get 4 perfect IV pokemon and 2 elevated random IV pokemon to draft in round 8. And because the initial draft gives you a swap, by the end of round 8 you’d have at least 29 swaps. Which would then give you 3 elevated perfect IV pokemon and 3 random IV pokemon in round 9 to draft from. This way you theoretically draft a full team of perfect IV pokemon in both rounds. You could effectively do the same thing by ending round 7 with 35 swaps, but generally more swaps = more risk. Having 29-35 swaps for rounds 8/9 would give you 3 random and 3 perfect iv pokemon in both rounds, which is also fine, but if you happen to structure it so you pass over a swap barrier during round 8 that just replaces 1 more random iv with a perfect iv pokemon which is ideal.

All that to say that I generally discourage forcing swaps. I haven’t played much singles, but at least in doubles it seems that you have to favor offensive strategies over a good core of 3 pokemon, so swapping a perfect IV pokemon for a 3 iv pokemon typically reduces your damage output and I like to stick with my draft for as long as possible. Sometimes it might not seem like an ideal lead/draft, but if it doesn’t have any glaring weaknesses sticking with perfect iv pokemon has seemed to work better in my opinion. In addition, you do get put into very tricky lead matchups every so often. In those cases, I think it’s best to go for a riskier offensive strategy (even if that means ice beam freeze or a crit) rather than try to play a defensive swap positioning game. Too often I have tried to play it safe and lose anyways so I might as well have taken the risk up front.

Here is a description of the rounds/strategies:

Rounds 1-4 Video
Round 1Marshtomp/Anorith lead, Plusle in back. Continually swapped Marshtomp slot. Anorith ancientpower spam. Plusle in case Anorith dies to water move.

Round 2Girafarig/Sealeo lead, Tropius in back. Giragarig nice mixed attacker. Both it and Sealeo have recovery. Sealeo ice ball can sweep quickly. Continually swapped Tropius slot.

Round 3Pidgeot/Sandslash lead, Ivysaur in back. Typical EQ lead with ivysaur as an electric/water/grass switch in if needed. No swaps

Round 4Tauros-1/Aero-1 lead, Miltank-1 in back. Typical EQ lead with thick fat Miltank to be able to recover and win end games if needed. Especially after tauros intimidate. Ended up swapping Miltank for a Slowking as a water/ice/fighting resist and to have a special attacker if needed. Then swapped for Walrein just for an extra swap as I felt it as similar enough and could boost my swaps.

Round 5 Video
Round 5 – Poison slow and steady initial trainer. Gengar-2/Gard-2 lead with Amph-2 in the back. I virtually always take Gengar if I have the option. One of the best factory mons. Gard-2 helps against poison trainer. It’s not super fast, but with calm mind and Gengar’s wisp maybe I could get some setups going. Had the option of magamar-2 in the back. Both it and Amph-2 have fire/electric coverage which I felt I needed for steel/bulky waters. I preferred Amph as it’s a little bulkier, doesn’t have to rely on hitting fire blasts, has thunder wave so the speed of Magmar wasn’t as important, and although both are weak to ground, I’d rather not be weak to water. Ended up swapping Amph-2 for a Kingdra-2 which had better speed, good coverage, recovery and could still deal with steel types. After defeating a scary team of Salamence, Flygon, Walrein I was facing a normal type trainer. I opted to swap out Gengar for Salamence as I felt it paired well with calm mind Gard and rest Kingdra. I also preferred the intimidate on lead rather than swapping it in.

Round 6 Video
Round 6 – No type no phrase initial trainer. Vaporeon-4/Arcanine-3 lead, with Shuckle-3 in the back. Intimidate lead with Vaporeon to take out EQ threats. I figured if I face a scary electric mon or something stally Shuckle might be able to deal with it. But ultimately, planned on swapping Shuckle later. Shuckle toxic came in handy Battle 1 where I had to face the stally Milo-3 with leftovers that would have probably beat my Vaporeon in a 1v1. I didn’t like the pokemon for swaps in most rounds and funny enough I had to face a 2nd Milo-3. But Battle 6 was a water type trainer and since I just beat a Jolteon I took that over Shuckle.

Round 7 Video
Round 7 – Poison High Risk initial trainer. Xatu-4/Tauros-2 lead, with Hariyama in the back. This was a tricky draft. I really wanted fake out on lead as well as intimidate as well as the option to EQ. I favored Xatu up front facing the poison trainer so I chose Tauros to be able to have fast EQ and intimidate to let Xatu live hits. Opposing lead is Gengar/Vileplume which is terrifying because gengar has psychic for Hariyama and Tauros can’t touch it. So I need to get rid of it with Xatu. Luckily it barely doesn’t kill with ice punch and no freeze. I swap Gengar for Xatu which makes my team kind of weak to psychic but I figure I can always destiny bond with Gengar if needed. Which I did have to use in battle 6 when I faced an Aero/Lapras lead. I could not guarantee a KO on Lapras with a double up and an intimidated aero was not super threatening. So I figured I would trade Gengar with Lapras and get chip into aero with Tauros since Lapras always saw the kill on Gengar Tentacruel in the back made it an easy clean up with fake out.

Round 8 Video
Round 8 – 25 swaps. No type High Risk initial trainer. Latias-1 (random ivs)/Salamence-5 lead, with Ninetales-4 in the back. Pretty solid lead with special coverage, EQ and intimidate. Just worried about ice moves which is why I took Ninetales. A scary battle 2 lead with Milotic and Kingdra came. I opted to stay aggressive and EQ dragon claw the Kingdra. Thankfully it was Milo-3 which didn’t see a kill with blizzard and just used attract on Latias. Afterwards I swapped Ninetales for Milotic for the bulky recovery. The next lead was also terrifying, Starmie, Flygon. I swapped to Milo and ice beamed the Flygon. It was Starmie 7 which started to boost up but thankfully Latias hit a couple tbolts through brightpowder. I then swapped Starmie for milo to have more consistent damage moves. It came in handy eating an ice punch from Gengar a couple rounds later. I should note that the video is spliced around the 18:52 mark. Once I saw the Flygon/Starmie lead I couldn’t remember the trainer type/phrase so I paused OBS to double check and hit record again.

Round 9 Video
Round 9 – 28 swaps. Water, no phrase initial trainer. Salamence-3 (random ivs)/Gard-4 (random ivs) lead, with Porygon2-3 in the back. Idea is just to intimidate and let Gard live hits while it smacks things. Endure can also act as “Follow-Me” if Mence gets low. Porygon2 as a ghost switch in that can also maybe win with stall thanks to intimidate mence. Terrfying Starmie/Suicune lead. I tbolt Starmie and swap Mence to Porygon2. Starmie ice beams Porygon2 and freezes but luckily I have lum berry. Tbolt takes out Starmie. Then Suicune ice beams Porygon2 and FREEZES again! Aero comes out in the back. The only Aero that can KO Gardevoir is Aero-2 with choice band and if it goes for Hyper Beam. It could also target Porygon2. I don’t’ want to risk that so I swap Mence for Porygon2 and tbolt Aero. It is indeed Aero2 and Hyper Beams gardevoir but I live in the red. Thankfully Suicune just goes for Rain Dance. I double the Suicune and win. Although Suicune is very tempting to take, I like Gard’s coverage and the intimidate next to it. Porygon2 is a great switch in for Gardevoir and has access to recovery. Plus Porygon2 has perfect ivs while Suicune has 3 ivs. Next trainer is Normal, High Risk which Suicune also doesn’t really help with. So I don’t swap. The lead is Snorlax/Exploud and since White Herb activates I know it’s either Exploud3 or 4. One has shadow ball and the other has ice beam. Both are scary so I opt to double it. Snorlax curses and Dewgong comes out.I tbolt Dewgong and keep doubling the Snorlax to take it out. I swap Porygon2 for Lax for the extra bulk and potential thick fat as a Mence switch in. The 7th battle was extremely scary with a Walrein/Heracross lead. Even after intimidate, Heracross-2 would outspeed and KO Gardevoir. And Hera-1 has Focus Band, while Hera-3 has Brightpowder. So I just had to psychic and hope it’s either not Hera-2 or he misses megahorn. Thankfully I hit and KO while Mence swaps to Lax. Walrein goes for Sheer Cold and misses. Venusaur is in the back. I opt to target down Walrein so I don’t lose to OHKO moves and Venu isn’t threatening to Mence in back. It goes for Surf and I am able to clean up.

Round 10 Video
Round 10 – No Type High Risk initial Trainer. Milotic-2/Granbull-1 lead with Miltank-3 in back. This was a weird draft, the general idea was that milo hits decently hard and I prefer to have ice beam on something if I can once I hit round 8 and the Latis are in play. With intimidate Milo should live plenty of hits and Granbull can annoy stuff with twave + get speed control. Miltank has shadow ball to hit ghost types that Granbull can’t touch. Also with endure reversal I should hopefully be able to 1v1 a good amount of pokemon if needed. Being in the back I have to worry less about intimidate. Some notable matches include facing a Gengar, but luckily it was Gengar-1 and missed 3 Hypnosis. I also had to face a Raikou that immediately set up double team and Granbull still hit a Mega Kick for the one shot. A lot of the battles I just spammed surf with Milo and chipped stuff down while Granbull paralyzed things. I got lucky in battle 7 when a Blaziken/Ludicolo lead used sunny day then rain dance.

Round 11 Video
Round 11 – No type, High Risk initial trainer. Metagross-1/Salamence-3 lead with Feraligatr-4 in back. This is a solid core up front with Metagross to hit ice types or light screen up front next to intimidate. While Feraligatr can switch in for ice or fire moves against Mence or Meta. After battle 2 I decided to swap Feraligatr for Gyarados-4. Not an ice resist, but another intim and ground immunity for Metagross. Also, I can for for earthquakes with Gyarados or Salamence freely if they’re both on the field. Battle 4 was an extremely scary Magmar/Latios lead. I decide to Swap Meta to Gyara and go for endure since it is very likely to target Mence. Latios does Dragon Claw Mence and Magmar goes for Barrier which is awful because now Mence can’t one shot it. This is very bad because both Magmar and Latios are almost guaranteed to target Mence although Latios could also see a kill with thunderbolt on Gyarados if it has it, which it likely does. If they both target Mence, then Magmar will likely flamethrower an incoming Metagross. I decide to dragon dance Gyarados and Crunch Latios because if I double edge I will die and Metagross will take 2 hits and likely die as well. With a dragon dance I can outspeed and KO any Latios the next turn. However, Latios goes for shadow ball, indicating it’s latios-6 which means it actually doesn’t have thunderbolt. Metagross takes a flamethrower putting it at 30% health. Now Latios is likely to thunderwave Gyarados because it can’t kill Metagross but Magmar will kill. So I have 4 options, 1. Frustration Latios preventing twave and attack the incoming pokemon with either meteor mash, aerial ace or façade. 2. Frustration Latios and light screen giving Gyarados a better chance to 1v2. 3. Dragon dance and KO Latios with metagross. 4. Dragon dance and light screen. With 1 dragon dance already and access to rest I figure gyarados should be able to 1v2 a good amount of pokemon, besides fast electric types or gengar. With 2 dragon dances I will outspeed every single electric besides Jolteon-4. Option 1 doesn’t save me from electric types because I won’t KO them, though it would save me from gengar. Option 2 or 3 doesn’t save me from electric types either. I figured of all the threats I could lose to, an electric type in the back was probably the most likely and option 4 gave me the best chance to beat that. So I dragon dance accepting the twave and light screen. I am risking multiple para’s in a row on Gyarados but I thought it was worth it. Magmar barriers a 2nd time and Latios dragon claws. Thankfully I am able to get the rest off. I can’t risk paralysis and rest turns without chesto versus Latios so I take it out with frustration. Heracross is in the back which is slightly terrifying. It could reasonably be any set. Heracross-1 does not die to +2 frustration and it has counter. +3 has a chance to KO and + 4 guarantees it. However rock tomb and megahorn are 3HKOs so I can’t spend time boosting up. Heracross-2 has both attract and bulk up and is the opposite gender of gyarados which could get bad fast if I don’t KO quickly. I have an 81% chance to KO heracross-3 with frustration, but it has brightpowder and single target rock slide does around 60% to gyarados. I also have an 81% chance to KO Heracross-4, but it has Salac Berry and Reversal. After chip from magmar, I will likely die to megahorn and low health reversal if I don’t hit the frustration roll. Not to mention the longer I take to KO heracross the more I risk getting burned by magmar and having to rest, Which likely means I lose unless I dodge megahorns. Ultimately, I chose to go with the EQ, then frustration route. I felt it gave me better odds against heracross-1 and 4, along with the small chance to crit magmar which would KO. Heracross rock tombs indicating it is Hera-1 and Magmar goes for the smokescreen…I never thought a magmar would be so threatening. After 1 more rock tomb heracross will outspeed me. So I need to hit a frustration through smokescreen and dodge heracross’s focus band or else I almost guaranteed lose. Gyarados connects. But Magmar burns with flamethrower. At 40% health I don’t want to risk a crit flamethrower and burn damage. I’ll need to rest anyways because it will take 2 healthy EQ’s to KO magmar. With Flamethrower doing 15-18 and hitting on the turn I rest. Once I wake up I’m down to about 48% health. I dragon dance and another flamethrower puts me within crit range. It looks to be a roll to KO at this point so I rest up to be safe. Next time I wake up I EQ which barely doesn’t kill. I’m in high roll crit range at this point, but I go for the EQ anyways. It misses and Magmar gets the roll, but doesn’t crit thankfully. Stupid to risk that, but I didn’t get punished. I rest up and hit the EQ when I wake. I pass up on Latios as I don’t feel like it fits with the core I have now. I’m able to clean up the rest of the battles fairly easily.

Round 12 Video
Round 12 – Normal type, no phrase initial trainer. Zapdos-2/Gengar-4 lead with Scizor-2 in back. Generally I don’t like Zapdos-2 but I felt like it synergized well with Scizor by having access to rain dance. Scizor could also switch in for ice moves. Additionally scizor could resist and kill psychic types for gengar and eat ghost/dark moves. The first trainer being a normal type also lended itself to an extra normal resist. The first battle went well, but the 2nd battle lead was Glalie/Ampharos. I couldn’t remember the type/phrase which could influence my decisions greatly so I paused OBS to check and forgot to hit record for the remainder of the battle as well as battle 3. Once I realized this I started recording again and took notes. Here is how the battles played out – Turn 1: I double the glalie with fire punch drill peck to not risk ice beams. Fire punch crits and vileplume in back takes 80% from drill peck. Ampharos tbolts zapdos doing a little less than half but paralyzes me. Turn 2: Gengar finishes vileplume and ampharos crits a tbolt into gengar to KO while zapdos sets up rain in case amph has fire punch. Turn 3: Scizor does 60% with silver wind, Ampharos tbolts zapdos and barely doesn’t kill while zapdos thunders to finish off Ampharos. Next battle is dragon high risk. Swapping for glalie is tempting but just for this battle, it makes me very weak to fire and gengar already has ice punch. I opt for no swaps. Lead is Ninetales/Flygon. Turn 1: I drill peck ninetales and ice punch flygon. Ice punch misses, but drill peck crits to KO ninetales. Flygon uses façade into zapdos. Latias in the back. Turn 2: Scizor should be able to handle it so I double the flygon. Ice punch lands this time and drill peck does about 60% to latias. Latias ice beams zapdos which barely doesn’t kill indicating it’s likely latias-3. Turn 3: Gengar finishes with ice punch. Latias-3 is also tempting, but I have ice coverage with gengar and electric coverage with zapdos. I also favor the 31iv bulk and speed from zapdos which allows for easy double ups with drill peck and gengar. Therefore, I don’t swap. On the 5th battle I beat a team with dugtrio. The 6th battle was a steel type trainer, no phrase. As much as I like this core, I felt I needed better answers to metagross so I swapped scizor with dugtrio. Lead is Sceptile/Registeel. Sceptile Crunches Gengar to do 80%, Zap drill pecks Sceptile to KO and Gengar Fire punches Registeel which does a little less than half. Registeel sets up Curse and Metagross is in the back. I really don’t want to risk registeel resting as it will make it extremely hard for zapdos and dugtrio to KO. So I opt to Drill peck and Fire punch which barely picks up the KO. Metagross rock slides to take out Gengar and misses Zapdos. This means it has quick claw. I decide to set up rain dance and EQ. That way I can guarantee Thunder KO next turn as Meta EQ will take out Dugtrio. This does risk double rock slide QC with flinch or QC rock slide crit. But I figured I’d rather do that than try to hit 1 / 2 thunders (I know technically you have a better chance to hit 1 / 2 thunders than miss both, but I didn’t want to take those chances). I swap dugtrio for metagross. Final battle is Victribel/Dewgong lead which is slightly scary as Dewgong could have sheer cold or ice beam. I Psychic victribel and figure the upside of a raw thunder hit are better than going for rain dance as I could get crit or frozen by an ice beam. Psychic Kos and Granbull comes out. Thunder misses and Dewgong goes for sheer cold which also misses. I’ve already committed to no rain dance and my chance to hit thunder is better than sheer cold so I decide to keep playing the odds and go for a raw thunder again. I Psychic Granbull and crit which barely doesn’t KO. Thunder connects thankfully and KOs Dewgong. Granbull overheats Zapdos and I clean up next turn.

Rounds 13+ - I decided to stream these live now that it was getting close to WR, all vods are posted. Since they have live commentary I didn’t feel the need to do write-ups of the thought process behind drafts or decisions.

Round 13 Video
Round 13 - Regice-1/Glalie-3 lead with Weezing-4 in back

Round 14 Video
Round 14 - Metagross-6/Entei-4 lead with Raichu-2 in back

Round 15 Video
Round 15 - Shiftry-1/Arcanine-4 lead with Snorlax-1 in back

Round 16 Video
Round 16 - Crobat-4/Espeon-3 lead with Blissey-2 in back

Rounds 17 & 18 Video
Round 17 - Electabuzz-4/Starmie-7 lead with Umbreon-4 in back
Round 18 - Aggron-2/Salamence-5 lead with Snorlax-5 in back


Round 19 Video
Round 19 - Sceptile-3/Metagross-2 lead with Altaria-4 in back
I was able to swap Sceptile for a Gengar and Lax for Altaria, but the last battle ended with a menacing Latios/Entei lead. Unfortunately Metagross-2 doesn't KO any Entei sets with Earthquake so I'd have to double up with Gengar to KO, but Gengar is likely dying to Latios which means Meta EQ will hit my Snorlax in the back. I opted to Destiny Bond to at least take out the Latios and try to Meteor Mash something in the back. This ends up being Tauros, but it misses. Entei sets up double teams and although I hit a shadow ball for chip with Snorlax to put it into EQ range, I'm not able to hit either of my 2 earthquakes and Entei takes me out with a +1 Flamethrower.

There's honestly a decent amount of luck in Battle Factory that you need to go your way. From decent drafts, to hitting those 90% acc moves, dodging bad focus band/quick claw activations, hitting through brightpowders and just general status hax. Trying to figure out the plays that give you the best outs is key and can take some time. The trickiest part is analyzing the situation and determining if you have to play risky or go for the mid-ground play. A perfect example is all of those rain dance/thunder users. Do you set up rain to get a guaranteed thunder hit turn 2 or do you just go for the raw thunder KO? It's a tough cost/benefit analysis and you need to consider the magnitudes of the upside of getting the "hax" or the downside of missing. Since you need some luck to go your way anyways to get higher streaks, I've tended to lean towards riskier plays. Especially when those plays involve attacking rather than switching. Although switching is a big advantage for the player since the AI almost never switches in doubles, the fact that targeting is somewhat random if the AI doesn't see a kill makes switching a little tricky to do effectively. Speed and double ups to take KOs is the name of the game in doubles. However, I've found that certain bulky pokemon seem to do well in doubles. Because it's so offensive heavy, when you have leads that cause the AI to not see kills immediately, it can improve your odds, because they'll likely go for a status move or a sub-optimal attacking move and that gives you an opportunity to double up. Some examples of this are Claydol, Swampert, Lapras, Walrein, Milotic, Zapdos, Slaking, Snorlax, Miltank, the Regis. From the other runners doing factory doubles that I've seen, everyone seems to have their preferences for certain Pokemon, specific sets, and gameplan. It's awesome to see all the variety and hard to say which is best. I think there's still some optimization in strategy to be done in Doubles Factory. I certainly haven't figure it all out.

Overall, this was a crazy streak with plenty of fun moments. I enjoy the chaos and randomness of Factory. I'm not sure when I'll return to Lv50 Doubles Factory. Right now I plan on either tackling Open Level Doubles, Palace Doubles, or figuring out Singles Factory.

Congrats Goomer! Awesome run!
 
WORLD RECORD (?)

The doctor is in with a new record for the Battle Pyramid. 1540 floors cleared. Unless he’s posted a new one since this beats Cody “The Machine’s” record of 1400 by a significant margin. I don’t know what I need to do to make this an “official” record but I will at least boast and post the results here. This was done on an authentic cartridge and my team was the same on all 20 rounds, except for the Psychic floor, where I swapped out Tauros for Slaking as it’s the only round where none of the wilds know Protect lol. I have a vid of my last round against Brandon but it’s apparently too large to attach it here. Instead a pic of my streak record.

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“Sir Loin”
Ability: Intimidate
Nature: Adamant
Item: Choice Band
252 Attack / 252 Speed / 4 HP
Return, Hyper Beam, Earthquake, Hidden Power Ghost

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“Mora”
Ability: Marvel Scale
Nature: Bold
Item: Leftovers
252 HP / 252 Defense / 4 Sp. Attack
Surf, Ice Beam, Recover, Mirror Coat

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“Reaper Man”
Ability: Levitate
Nature: Timid
Item: Leftovers
252 HP / 252 Speed / 4 Sp. Defense
Perish Song, Protect, Destiny Bond, Night Shade
 

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Sad news

My Battlequest has finally come to an end. I was on the last floor of the Ice round, with the exit tile in sight even, when I got into an unexpected double battle. My lineup this round was Tauros, Swampert, and Gengar. My Tauros had been KO’d by an earlier opponent’s Regice and I forgot to revive it.

Opposition led with Rhydon and Salamence, I with Swamper and Gengar. To cut it short it was a Dragon Dance ‘Mence who managed to sweep me; it outsped me so I couldn’t even cheese it with Gar’s D Bond. Before I knew my streak was done for. 1588 floors in total; proof attached as usual. On an authentic cartridge. I don’t think I have it in me to go through all that again just to catch back up with my record. This may well be the last post I make here.

Good night. The Doctor is out.
 

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Sad news

My Battlequest has finally come to an end. I was on the last floor of the Ice round, with the exit tile in sight even, when I got into an unexpected double battle. My lineup this round was Tauros, Swampert, and Gengar. My Tauros had been KO’d by an earlier opponent’s Regice and I forgot to revive it.

Opposition led with Rhydon and Salamence, I with Swamper and Gengar. To cut it short it was a Dragon Dance ‘Mence who managed to sweep me; it outsped me so I couldn’t even cheese it with Gar’s D Bond. Before I knew my streak was done for. 1588 floors in total; proof attached as usual. On an authentic cartridge. I don’t think I have it in me to go through all that again just to catch back up with my record. This may well be the last post I make here.

Good night. The Doctor is out.

Very sad to see this run end! Unexpected double battles are a killer in the Pyramid. You did great though and I've really enjoyed seeing you come so far, well done.
 
Sad news

My Battlequest has finally come to an end. I was on the last floor of the Ice round, with the exit tile in sight even, when I got into an unexpected double battle. My lineup this round was Tauros, Swampert, and Gengar. My Tauros had been KO’d by an earlier opponent’s Regice and I forgot to revive it.

Opposition led with Rhydon and Salamence, I with Swamper and Gengar. To cut it short it was a Dragon Dance ‘Mence who managed to sweep me; it outsped me so I couldn’t even cheese it with Gar’s D Bond. Before I knew my streak was done for. 1588 floors in total; proof attached as usual. On an authentic cartridge. I don’t think I have it in me to go through all that again just to catch back up with my record. This may well be the last post I make here.

Good night. The Doctor is out.
As the person who, as far as i am aware, has held the longest streak in this facility since sometime last year, even surpassing Cody's number (which was also my main goal after claiming the top spot here), I have to give you my most sincere congratulations for this run.

Mine was cut short due to hardware issues and coincidentally, it also happened during the ice round. Although it hurt a little bit at the time, the joy of having accomplished such a great journey quickly overpowerd it.

So I encourage you to look at your streak with the pride you deserve for having completed that goal, and be glad that the final battle happened now and not hundreds of floors before. I can relate to the feeling of not wanting to start again, for it can easily start to seem tedious after so many hours of exploration.

And thus I pass you the torch of the Battle Pyramid World Record and hope that you enjoy this honorary position while it lasts, and cherish the memories made even after someone else breaks it.
 
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Is RNG manipulation for the Battle Factory draft against the spirit of this thread? Just rolled through the entire Noland2 round with Starmie/Heracross/Swampert in tow and honestly kind of felt guilty for it.
 
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Just curious... A question for everyone here...

What is your favourite Battle Frontier facility? Why? Do you have any reasons for that? Do you have any stories about that facility? And what is your least favourite?

My favourite is the Battle Pike.

As a child, when I had no idea what I was doing, Lucy was the first Frontier Brain I ever encountered and defeated. For the Silver Symbol, of course. Child me, pre-EV training etc. would never be able to win Gold Symbols.

I just love the music. The way the facility looks. The entire vibe. And Lucy is my favourite Frontier Brain, both because of the anime and because of her characterisation and design. And no, I am not into her that way. ;)

And I just love the concept of picking rooms. Deciding whether you take the hint and pick the room mentioned or not.

I know that the Battle Tower is a clear favourite here, which makes total sense on a competitive forum. But nothing beats the awesomeness of the Battle Pike for me.

One and a half years ago, I became #4 on Smogon's Open Level leaderboard with a nice streak of 247 rooms cleared. Latias, Flygon and Milotic did a great job!

A battle against Lucy:

My ranking, from favourite to least favourite:
1. Battle Pike
2. Battle Dome
3. Battle Tower
4. Battle Pyramid
5. Battle Palace
6. Battle Arena
7. Battle Factory

My least favourite? The Battle Fucktory. I hate it. I hate not being able to use my own Pokemon. I hate using rental Pokemon. That just isn't enjoyable for me.
 
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