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I have 1 quick piece of advice; the level you play at in open level actually matters. Pokemon do more damage to each other if their levels end in ...3, 5, 8, 0. Pokemon do measurably less damage for levels ending in 2 and 7.
It would be a small but significant buff to your team to go to level 83 or 85, as your team is largely built around the idea of "kill the opponent so they die". A more defensive team would rather go to 82. Being at 81 is kind of a no-mans land unless its a specific leftovers number for something or whatever.
You can see what i mean by checking how changing the levels in one of the online damage calculators slightly changes the damage.
"how to beat evasion and hax" doesnt have a satisfying short answer which isnt "just use a better team on the leaderboard lol"; however to point you in a few directions (there are examples of these teams on the leaderboard):
Destiny Bond is one of the few moves/ strategies that completely invalidates "almost all" (quick claw....) bad luck, particularly when combined with substitute or other ways to safely bait the opponent into attacking. Curse (ghost curse) is another one, although the fact that they dont immediately die may be a problem
The safest way to win is generally not to rely on actually hitting the opponent. There is a reason why Suicune (and arguably milotic) is a lot better than swampert; you can just out-live the opponent. It doesnt matter if the opponent gets +6 evasion and starts dodging everything, if you are basically also immortal. Rest Suicune is not "easy" to play well; you have to know what you are doing and what threatens it.
Metagross is never going to stay on very optimal teams if its relying on Meteor Mash. You will inevitably miss multiple times with this move at some point.
Most players underestimate how much agency you have with a team like this. "very strong play" includes things like baiting the AI opponent into going to kill moves instead of setting up, safely baiting hp ranges, locking certain styles out of being chosen, etc. "Learn how the AI works" is a daunting task but there are guides (look up emerald kaizo) and videos to introduce it. Gen 3 factory streamers discuss this stuff a lot on commentary.
If nothing else there are a few easy-to-understand pieces of AI logic such as "dont use Double team at full health" - and yeah this is generally as good as counterplay to double team gets. The key number is 70%, below 70% hp the chance they will use double team drops off dramatically
Thank you for sharing your insights, they’re really interesting. I realize I still have a lot to learn, which is actually quite exciting. I’ve heard a bit about the differences between level 50 and level 100, but I hadn’t considered the damage variations at specific levels. For Metagross, that makes sense. I’m definitely tired of missing MM so often. I’ll make sure to dive deeper into these topics, especially AI logic, as I haven’t explored them yet. I’ll keep you updated! Thank you again for your time
Short update: All streak submissions up to and including Oct 16 have been reviewed and either been added to the leaderboard or we have contacted the person that submitted the streak if we feel that more information is needed. Please reach out if we missed your streak,
all submissions from Oct 17 on are currently under review.
Also, I would like to announce my frontier challenge #5: restricted stabmons, with the following rules:
Every pokemon is only allowed to use moves of its own type.
This also holds for status moves, so for example only Psychic type pokemon can use Calm Mind.
The goal is to get the Gold Symbol in either Tower, Arena or Palace.
EDIT: Small clarification on Hidden Power; it is always treated as a Normal type move for the purpose of this challenge.
No deadline on submissions, but I intend to get Valentino23 to commemorate anyone who completes the challenge somewhere in the opening post of this thread (and if we do that, we should probably also add the people that completed one of the previous challenges).
For reference, these are challengees #1-#4, although so far nobody has completed #3 and #4. #1: NU Arena Challenge #2: Christmas Challenge #3: Pike King Challenge #4: Childhood Challenge
Short update: All streak submissions up to and including Oct 16 have been reviewed and either been added to the leaderboard or we have contacted the person that submitted the streak if we feel that more information is needed. Please reach out if we missed your streak,
all submissions from Oct 17 on are currently under review.
Also, I would like to announce my frontier challenge #5: restricted stabmons, with the following rules:
Every pokemon is only allowed to use moves of its own type.
This also holds for status moves, so for example only Psychic type pokemon can use Calm Mind.
The goal is to get the Gold Symbol in either Tower, Arena or Palace.
EDIT: Small clarification on Hidden Power; it is always treated as a Normal type move for the purpose of this challenge.
No deadline on submissions, but I intend to get Valentino23 to commemorate anyone who completes the challenge somewhere in the opening post of this thread (and if we do that, we should probably also add the people that completed one of the previous challenges).
For reference, these are challengees #1-#4, although so far nobody has completed #3 and #4. #1: NU Arena Challenge #2: Christmas Challenge #3: Pike King Challenge #4: Childhood Challenge
Restricted stab mons is hard. Tower seems like we could get close to a cripple sweeper team that would be take a long time to play and have some heartbreaking weaknesses but inevitably wins. Arena is already hard before removing type coverage I would be impressed by even just 42 Arena wins with this challenge. Palace gold is pretty low at 42, so I thought it would be possible to throw something together and just roll the dice over and over.
I started with Hitmontop-Latias-Ludicolo. Latias is probably the only "good" pokemon here as between it's set up moves and just having higher stats than the low level pokemon it has good odds vs everything. Intimidate is pretty crucial from hitmontop for having something you can control. I suppose I could have tried something like sub-hasty tauros, could even run return since it could be the only attacking move. Hitmontop wins against the normal/rock type physical attackers enough in this context.
Leech seed is a killer move in that you only need it to land once, it also increases the recovery of the other two mons letting them switch back in and more reliably setup. I liked the typing and reliability of dive but after losing to Golbat several times (confusion+Toxic makes it hard for latias to rest when swap stalling intimidates to try and deplete toxics). So I looked for an answer, I tried Venusaur, I'm not sure it actually helps enough vs golbat, but sleep powder is significant. Running toxic would clash with leech seed passing, sludge bomb should cover grass immunity to leech seed.
The trick to playing bold synthesis leech seed users is you want to switch out to reset the nature if you synthesis back to high health but want to use leech seed still.
Losing so often I realized I needed someting that plays faster for the first 14 battles, hence starmie and Fearow, though I didn't even think long enough to consider that dodrio is probably just better. I didn't think it would be good enough for the third round but I ended up using Starmie-Dodrio-Ludicolo for 15-21 as ludicolo has better odds vs Spencer's lapras.
My best run was a single 41, the spencer gold fight is doable, but that suicune gives really bad odds. My next best was 38. I did start reaching 35 more regularly, but out of 30ish runs, it was probably 3 losses before 21, 10 before 28, 12 before 35 and 5 past 35.
I added commentary because it's pretty hard to watch frontier attempts without commentary.
I did realize slowbro as a latias replacement solves ice weaknesses, has confusion immunity, has surf for marowak/charizard. It does solve a lot of the problems you face in the lower rounds. Still didn't feel significantly different.
Short update: All streak submissions up to and including Oct 16 have been reviewed and either been added to the leaderboard or we have contacted the person that submitted the streak if we feel that more information is needed. Please reach out if we missed your streak,
all submissions from Oct 17 on are currently under review.
Also, I would like to announce my frontier challenge #5: restricted stabmons, with the following rules:
Every pokemon is only allowed to use moves of its own type.
This also holds for status moves, so for example only Psychic type pokemon can use Calm Mind.
The goal is to get the Gold Symbol in either Tower, Arena or Palace.
EDIT: Small clarification on Hidden Power; it is always treated as a Normal type move for the purpose of this challenge.
No deadline on submissions, but I intend to get Valentino23 to commemorate anyone who completes the challenge somewhere in the opening post of this thread (and if we do that, we should probably also add the people that completed one of the previous challenges).
For reference, these are challengees #1-#4, although so far nobody has completed #3 and #4. #1: NU Arena Challenge #2: Christmas Challenge #3: Pike King Challenge #4: Childhood Challenge
I hadn't seen the Childhood Challenge until this post--it sounds interesting! I'm basically living that challenge's scenario right now, going for gold on my childhood cartridge with no access to trading (though I did restart so I could make sure I saved TMs and such for cloning in the postgame), so I might try to go for it. I've got a couple clarifying questions, though:
1. The original post doesn't mention TM moves you can get repeatably through Trainer Hill, namely Sunny Day, Giga Drain, and Brick Break. Are those okay, too?
2. I've already built a few Pokemon that should qualify for this challenge after getting rid of non-repeatable TM moves, but I did sort of IV breed for them--I just kept breeding until I got a correctly-natured Pokemon that the stats judge said was at least "quite impressive in ability." Does that disqualify those Pokemon from the challenge? If so, I might just rebuild those from newly caught or hatched Pokemon, but I'd happily just use the ones I've already built if they're okay.
I hadn't seen the Childhood Challenge until this post--it sounds interesting! I'm basically living that challenge's scenario right now, going for gold on my childhood cartridge with no access to trading (though I did restart so I could make sure I saved TMs and such for cloning in the postgame), so I might try to go for it. I've got a couple clarifying questions, though:
1. The original post doesn't mention TM moves you can get repeatably through Trainer Hill, namely Sunny Day, Giga Drain, and Brick Break. Are those okay, too?
2. I've already built a few Pokemon that should qualify for this challenge after getting rid of non-repeatable TM moves, but I did sort of IV breed for them--I just kept breeding until I got a correctly-natured Pokemon that the stats judge said was at least "quite impressive in ability." Does that disqualify those Pokemon from the challenge? If so, I might just rebuild those from newly caught or hatched Pokemon, but I'd happily just use the ones I've already built if they're okay.
Gladto hear that you like the challenge! The TMs from Trainer Hill are definitely legal, and the breeding you've done is imo still in spirit with the challenge. As said in the original post, optimally you'd be able to provide some analysis on why the team / strategy would also work with with bad IVs, but it's not a strict requirement at all.
Gladto hear that you like the challenge! The TMs from Trainer Hill are definitely legal, and the breeding you've done is imo still in spirit with the challenge. As said in the original post, optimally you'd be able to provide some analysis on why the team / strategy would also work with with bad IVs, but it's not a strict requirement at all.
Hi guys,
I'm making my own Pokémon game as part of a school project that is inspired by the gen 3 battle frontier. At the moment, the player will have a set of 3 specific Pokémon to use. The aim of the game is to use this team to get as many streaks as possible against a wide range of opponents(which will all be gen 3 battle frontier sets). Are there any recommendations for entertaining yet very potential teams of 3? I am heavelly considering Snorlax(Return,Shadow ball,Curse, Rest with Chesto berry item), Milotic(Surf,Ice beam, Toxic, Recover with Leftovers Item) and Salamence(Double Edge, Brick break, Aerial ace, Earthquake with Choice band item). Which teams can easily defeat this one?
Hi guys,
I'm making my own Pokémon game as part of a school project that is inspired by the gen 3 battle frontier. At the moment, the player will have a set of 3 specific Pokémon to use. The aim of the game is to use this team to get as many streaks as possible against a wide range of opponents(which will all be gen 3 battle frontier sets). Are there any recommendations for entertaining yet very potential teams of 3? I am heavelly considering Snorlax(Return,Shadow ball,Curse, Rest with Chesto berry item), Milotic(Surf,Ice beam, Toxic, Recover with Leftovers Item) and Salamence(Double Edge, Brick break, Aerial ace, Earthquake with Choice band item). Which teams can easily defeat this one?
It's a great team. It doesn't lose to any one thing in particular, just "hax" which is pretty common. It sounds like your goal is to make it fun, and it will have broader appeal with the team you suggested than a grindier stall team that has better odds. I think lum on milotic is more forgiving to casual players so they can get statused once and then realize they need to change.
It's a great team. It doesn't lose to any one thing in particular, just "hax" which is pretty common. It sounds like your goal is to make it fun, and it will have broader appeal with the team you suggested than a grindier stall team that has better odds. I think lum on milotic is more forgiving to casual players so they can get statused once and then realize they need to change.
Thanks for the reply, lum berry for milotic sounds like a good idea. I was also considering using Dusclops in the team but wasn't sure what would be the best setup for it, how good is Dusclops as a staller? Say I had it with Will o wisp, Toxic, Protect and Rest with Chesto berry item
Thanks for the reply, lum berry for milotic sounds like a good idea. I was also considering using Dusclops in the team but wasn't sure what would be the best setup for it, how good is Dusclops as a staller? Say I had it with Will o wisp, Toxic, Protect and Rest with Chesto berry item
I think Dusclops is underexplored- but for a good reason, it has fewer strengths and more weaknesses than a pokemon like suicune when stalling. And stalling actually introduces a lot of risks and doesn't combine well with tag teaming with other attackers like milotic can. I don't think it would be fun to use duclsops, you feel like you're winning playing for a lot of turns but it's just not as good.
I am really interested in exploring dusclops. I think having pressure and fighting immunity is super interesting in the context of elemental punches plus cross chop mixed attackers. Cross chop being a pain for the boosted crit chance and high base damage, but interestingly low pp. Special walls like Umbreon/Blissey/Snorlax tend to bait cross chop too. I think it can actually handle the water type with earthquake mixed attackers with a few intimidates from an earthquake immune salamence or gyarados, that way it's only like 4 intimidated-pressured eqs, less odds of a crit.
Going the other way and making dusclops the special wall seems almost doable. I'm thinking calm mind substitute rest wil-o-wisp, but double team for a pure pp staller works too. The one vs all calc for a +6 dusclops isn't too promising. If the opponent is weak to the move it probably OHKOs but against anything with recovery you might actually be praying for the burn chance on fire punch. Of course you could always just have the back up play of switching to another pokemon on a struggling opponent. Therefore I would probably stick with full stall double team or wil-o-wisp for the phys atk halving.
Great analysis! I'm going to do some experimenting with Dusclops, see how well he can serve his team using a range of sets. I think I'll pair him with Breloom as well as I've recently been very interested in the Leech Seed + Spore+ Substitute combo bearing in mind that Leech seed will more or less recover half of substitute's HP cost every turn. I think this could be big if I focus on getting him to max speed. A lot of the peers in my class who will be testing my game play Pokémon competitively and seriously so I'm going to allow some switching between Pokemon for players in my game, kinda like the Battle factory.
Hello, reporting a 268 Win Streak on Level 50 Tower with the following team. I was trying to validate this earlier streak but I made a few changes to the sets.
Metagross @ Choice Band
Ability: Clear Body
Level: 50
EVs: 12 HP / 252 Atk / 244 Spe
Adamant Nature
- Hidden Power [Steel]
- Earthquake
- Aerial Ace
- Explosion
Swampert @ Leftovers
Ability: Torrent
Level: 50
EVs: 252 HP / 4 Atk / 248 SpD
Impish Nature
- Earthquake
- Hidden Power [Rock]
- Curse
- Rest
I recorded the entire streak here:
Stat values/movesets are recorded at the end for verification.
I think most people are quite familiar with how to play with this team. Metagross lead to try to get a quick KO to make it 3v2. If there is an opportunity for Latios/Swampert to come in and setup, then switch; otherwise in a neutral matchup just attack with Metagross.
Metagross - now has 244 Speed EVs giving it 121 Speed and max Attack. This is because Meteor Mash has been replaced with HP Steel. For neutral calculations this functions the same as CB Salamence's HP Flying, which means it can OHKO all Alakazam. The main benefit of HP Steel is the added accuracy, although now it does miss out on an OHKO on Rhydon. With this investment, CB Earthquake now OHKOs Metagross with no Def/HP investment.
HP Steel Calcs:
Armaldo - OHKO all Armaldo
Articuno - OHKO all Articuno except for 2, which has Blizzard/Toxic/Sub/Double Team
Cradily - OHKO Cradily 2,3. Cradily 1 is Giga Drain/Rock Slide/Confuse Ray/Barrier. Cradily 4 is Toxic/Mirror Coat/Giga Drain/Ingrain.
Espeon - OHKO all Espeon
Glalie - OHKO all Glalie
Golem - OHKO all Golem except for 2, which is Sub/Focus Punch/Double Team/Rest
Jynx - OHKO all Jynx
Mr. Mime 4- 252+ Atk Choice Band Metagross Hidden Power Steel vs. 255 HP / 0 Def Mr. Mime: 143-169 (97.2 - 114.9%) -- 87.5% chance to OHKO
Regice - OHKO all Regice except for Regice 4 which is Hail/Ice Beam/Thunder Wave/Double Team
Rhydon - NO OHKO on any Rhydon. 252+ Atk Choice Band Metagross Hidden Power Steel vs. 255 HP / 0 Def Rhydon: 175-206 (82.5 - 97.1%) -- guaranteed 2HKO
Shuckle - 252+ Atk Choice Band Metagross Hidden Power Steel vs. 0 HP / 255 Def Shuckle: 88-104 (92.6 - 109.4%) -- 56.3% chance to OHKO. Not as big of an issue if Shuckle Double Teams on the switch since HP Steel has more PP, better accuracy.
Snorlax - 252+ Atk Choice Band Metagross Hidden Power Steel vs. 0 HP / 255 Def Snorlax: 104-123 (44.2 - 52.3%) -- 17.6% chance to 2HKO. This will generally be a 3HKO. If Snorlax reveals EQ, Swampert may be a good switch since CursePert can beat that CurseLax set. The other CurseLax set with Double Edge will generally keep Cursing on Metagross.
Umbreon - 252+ Atk Choice Band Metagross Hidden Power Steel vs. 170 HP / 170+ Def Umbreon: 73-87 (38.2 - 45.5%) -- guaranteed 3HKO. Given that Umbreon tends to Double Team, I like my chances with HP Steel better than Meteor Mash, even though Meteor Mash would be a 2HKO here.
Walrein 1,2,3 - 252+ Atk Choice Band Metagross Hidden Power Steel vs. 170 HP / 170 Def Walrein: 94-111 (45.6 - 53.8%) -- 43.8% chance to 2HKO. Meteor Mash would have been a 2HKO here, but these Walrein cannot 2HKO with Surf anyways. They only really threaten with OHKO moves.
Walrein 4 (BrightPowder) - 252+ Atk Choice Band Metagross Hidden Power Steel vs. 0 HP / 0 Def Walrein: 110-130 (59.4 - 70.2%) -- guaranteed 2HKO. Meteor Mash here would not be an OHKO anyways, so HP Steel is clearly better against this Walrein.
So for the most part, HP Steel can guarantee the KO on the Pokemon Metagross is meant to counter, and the added accuracy is generally better against neutral matchups as well.
Latios - The EVs are set so that it can survive a +1 Double-Edge from Salamence 4. That way if Salamence DD on a switch from Metagross to Latios, Latios can still OHKO with Ice Beam, barring a Brightpowder activation
Swampert - Rock Slide is replaced with HP Rock. The added accuracy and PP are very helpful.
Threatlist:
Alakazam 1,4 – Fire Punch can be annoying if it burns/crits
Blaziken 2 – Not setup fodder since Scope Lens can be annoying
Blissey 2 – Mainly an issue because my Swampert is Male, but Attract/Sing/Seismic Toss can be very threatening if Metagross is already gone.
Claydol 3,4 – Reminder not to use CM on Latios, better to 2HKO with unboosted Ice Beam
Cradily – Make sure to CM up since Cradily 4 has Mirror Coat
Crobat 3,4 – Both outspeed Latios and can 2HKO with Shadow Ball. Crobat 4 also has Brightpowder.
Dewgong 3 – Metagross HP Steel is a 3HKO, which gives Dewgong 2+ opportunities to OHKO with Sheer Cold/Horn Drill, not to mention the case of it selecting the right move when using Sleep Talk.
Gardevoir – Attack to scout, generally a 2HKO between Metagross and Latios but its coverage is threatening and it has 8 different sets
Heracross – if leading with Metagross, always Aerial Ace. If locked into a bad move with Metagross, switch to Swampert and sack. Latios can also OHKO with Psychic, but there’s always the risk of it being set 3 with Brightpowder or set 4 with Endure/Reversal.
Houndoom – is not setup fodder since one of them has Solarbeam
Kangaskhan – 1 is annoying because of Counter, and 4 is an issue because of Brightpowder and it outspeeds Metagross. For 4, generally its good to Aerial Ace with Metagross and switch to Latios on the second EQ to finish it off
Medicham 2 – Latios can survive max power Reversal but only at full health. If Medicham reveals Fake Out, then generally Swampert is a good switch to setup Curse, since Medicham will only really damage it with Psychic. With enough boosts, even max power Reversal will not damage Swampert too much.
Milotic – if leading, have Metagross EQ, since it is a 2HKO. Latios can also set up on set 1,2,4 since they like to use Mirror Coat but be careful of Ice Beam crit.
Miltank – 1 has Counter, and 3 has Endure/Reversal. It’s generally good to just attack it with Metagross and finish off with Latios in any circumstance.
Rhydon – QC is threatening as well as Horn Drill, and Metagross HP Steel does not guarantee OHKO. Good to just attack it with Metagross and finish it off with Swampert.
Ursaring – Several sets, and never a 1HKO. Generally good to just attack with Metagross/Latios if its out there
Whiscash 4 – Quick Claw, it can 2HKO Latios and Metagross, it also has Fissure
Setup Fodder:
Any CB user locked into Earthquake - Latios
Ampharos - Swampert
Arcanine - Swampert
Blastoise – Latios
Blissey 2,3 – Swampert - needs 4 Curse to OHKO
Charizard – Swampert but be careful of Dragon Dance/Smokescreen
Electabuzz - Swampert
Electrode – Swampert
Entei – Swampert but be careful of set 2 Solarbeam and Double Team wasting EQ PP
Exeggutor 1 – Latios
Flareon – Swampert
Granbull 1,2 – Swampert sets up on both of these quite easily
Jolteon – Swampert
Magmar – Swampert but Smokescreen can be annoying
Manectric – Swampert but be wary of Crunch SpDef drop
Meganium 1 - Latios
Moltres – Swampert (needs at least 1 Curse to OHKO)
Ninetales – Swampert but Grudge is annoying
Quagsire 4 – if Amnesia is revealed, Swampert can easily setup (needs 3 Curse to OHKO)
Raichu - Swampert
Raikou – Swampert
Regirock – Swampert
Registeel – Swampert (you can outstall the Double Team Focus Punch set 5 by resting, be careful of Ice Punch freeze on set 2)
Slaking 4 – Swampert
Swampert – Latios (Swampert will almost always go for Mirror Coat/Curse)
Typhlosion – Swampert
Whiscash 1 – Can PP stall out by switching between Latios/Swampert to get rid of Rock Slide and EQ PP, then Swampert can setup
Zapdos - Swampert (needs 3 Curse to OHKO)
Some Pokemon I always switch for:
Aerodactyl – Swampert – Don’t want Metagross taking Fire Blast if it is the lead
Breloom – Latios – Don’t want it to setup/Effect Spore Metagross
Dusclops – Swampert – Don’t want Metagross to get Will-o-Wisp’d
Espeon – Metagross – Don’t want it to set up CM
Exploud – Swampert – Don’t want Metagross to get hit with Overheat
Forretress – Latios – Latios can 2HKO Forretress if it uses Double Edge on one of the turns
Golduck – Latios – 1 CM with Latios guarantees OHKO with Thunderbolt
Hariyama – Latios
Machamp – Latios
Salamence – Latios – if lead, its better to switch to Latios since it can take any 1 hit and OHKO with Ice Beam. Otherwise, better to just attack with Metagross.
Shuckle – Metagross – can OHKO with HP Steel, don’t want it to Double Team up
Umbreon – Metagross – Don’t want it to Double Team up, although Swampert can also set up alongside it
Loss: I made a pretty big mistake, and forgot that Whiscash 1 could be setup on once you waste its PP. Instead I tried to setup with Swampert right away and I got hit with a crit EQ. Unfortunate because I was about to break my PR -_-
Hello everyone!
As always, wtset challenges are able to bring me back to pleasant memories and great time shared with the friends I made due to this hobby through the years, so I immediately accepted the latest crazy idea.
A little disclaimer has to be done at this point. This is my propic on Discord:
and I must admit I earned it fair and square.
Keeping that in mind, I obviously misread the challenge as a MONOTYPE STABmons Gold run.
Exactly, I have understood I could only use just a single Type for my whole team's Pokemon and moves.
An already hard task has then been made close to impossible with such harsh restricition, but brainstorming on severely self-limited teams has always been extremely entertaining to me (and I strongly suggest everyone to check out Actaeon Monotype runs, if that is your cup of tea).
That said, my job and IRL projects are luckily but sadly taking away every bit of free time from this amazing game, so after some reasoning I have decided not to join the challen…
The following paragraph will be by far the shortest and easiest: no other single Type than NORMAL could get the job done.
MonoType STABmons are severely weakened in every aspect of the game:
“Goodstuff” Pokemons with 3-4 attacking moves will have very poor coverage and synergies. While it is true that there are some good dual Types (Psychic benefits from that the most), sharing a Type with every other Pokemon of your team is a nightmare both offensively and defensively for more straightforward strategies;
Defensive Pokemons require a huge plethora of Normal recovery / stats lowering moves, while not being then able to use valuable status / damaging ones.
“Unfair” strategies require Substitute. Not only: Protect, Roar, Charm / Growl, Flash, 50% recovery moves; every single best not-attacking move is Normal Type.
It is easy to see a pattern.
If we add Hidden Power being the only real coverage available in the challenge while listed as “Normal”, our pick becomes almost forced.
So, Normal it is!
Now that we know what is by far the best Type for the challenge, the job is still far from over.
There are some different routes we can take, but given how hard the task is, I strongly believe we have to maximize our chances with the most reliable strategy we have:
PP stalling is a solid plan in Emerald Tower, but it requires a lot of pretty little things done right, if we don’t want it to end in a slow, painful disaster (“at least with Werster’s team I live fast I die fast”, a wise man once said).
The lead must act as a “pseudo-Skarmory”, helping Blissey (the staller) specifically in her bad matchups, as much as a same-Type lead could.
Yeah, of course we run Blissey, I guess that’s not even a spoiler.
So, our lead should help vs. Quick Claw with item removal, since we don’t have the luxury of Sturdy vs. QC OHKO moves. We have not Thief, but Covet does the trick for us.
Then, it must run a phazing move: with a Blissey set able to PP stall alone the majority of the Frontier, shuffling away the few dangerous leads is crucial. Moreover, Metagross already is scary for a Skarmory lead; now imagine running Mono Normal…
Physical attackers and setup sweepers might be really threatening from T1, so an Atk lowering move (better if Charm) is highly appreciated.
Lastly, Protect / Substitute to scout sets are both valuable 4th moves.
Luckily for us, there is a Normal Pokemon with this perfect leading movepool paired with a decent Speed Stat too: Linoone!
By far the best lead of the whole STABmons MonoType challenge, I have opted for a set with Covet / Charm / Protect / Roar, of course itemless.
I have then made it fast enough to outspeed Jolly Heracross at 151 Spe, but 154 to outspeed base 100 Spe makes sense too.
Max Def, the rest into HP given the infinite better rolls it gets vs. what it must soft-check for the team (Marowak, Salamence, Armaldo and the list goes on): every Physical lead.
After that, the accurately selected and crippled setup bait has to face our announced MVP which coincidentially happens to be the best Frontier Pokemon, by a large margin too: Blissey!
Same IRIDESCENCE set (Substitute / Protect / Growl / Soft-Boiled @ Leftovers), for some reasons:
We can lower Atk to ease the setup process for our Recover-less sweeper (remember: Physical sweepers always need 2 attacking moves, so no room for Recovery whatsoever);
Growl is uber spammable in endless PP stalling processes while preserving our other useful moves;
This set, that maximizes at her best Blissey stalling potential, also was already valid for STABmons!
Given how much Blissey-reliant this team is to just work, I have preferred to jump to 116 Spe, outspeeding the 115 big pool too (…JYNX!).
Leftovers is a no-brainer, same for max Def; Jolly Nature with 31 IVs Atk might be a less obvious pick, but we will discuss that later.
Now, it is time for the sweeper.
Normal has a few interesting options, but Swords Dance (able to setup in just 2-3 turns) and a decent speedtier are possesed just by Zangoose, that is also wtset’s propic!
Swords Dance / Substitute / Return are obvious picks, but then we have to choose the HP Type.
Everyone and their mothers will just splash HP Ghost for perfect neutral coverage and call it a day, but I was scared by how “bad” this team actually is.
Physical trainers, QC Rock Types, Physical Clear Body (mostly Metagross of course, but also Regirock) are too dangerous for such team composition, and they are too frequent to just hope to avoid every instance of hax during every sweep.
I chose HP Ground, with zero regrets.
The set is pretty straightforward: Adamant with max Atk gives us the best rolls at +6 vs. a lot of threats (like Armaldo!), while hitting 134 Spe to outspeed everything after Salac Berry boost. The rest into HP, making sure to be able to Sub 4 times for extra stalling potential if things go south.
I'll also add a detailed essay for the ones asking if we should consider Hidden Power as a Normal move:
It's grey, it's Normal, go cry about it.
Now, the most focused of y’all might have noticed we have a huge issue: with Mono Normal and HP Ground, we can’t touch Levitate Ghosts… or can we?
We actually have a secret move able to defeat every Levitate Ghost Type: Struggle!
Here of course, as in every other team sport, the best player has to carry us: if we run Leftovers Jolly 31 Atk IVs Blissey, she wins Struggle wars vs. every Gengar / Misdreavus (but watch out for Lefties Bold Missy2 though; if you lower its Atk before the Struggle war, it becomes almost infinite).
It is obviously painful, but we simply lose in too many other spots with HP Ghost over Ground.
So, managing Blissey PPs during first stalling process vs. trainers with potential Ghost Levitaters as follow ups should be an important part of our plan.
…AND WHAT ABOUT THE ANABEL FIGHTS?
Well, Anabel is notoriously a tough opponent for bad teams, with no exceptions here.
The Silver match is very trivial: Blissey can stall Alakazam all day long.
The Gold one instead is very tricky: we can safely stall out only Snorlax, while Raikou and mostly Latios with Calm Mind are scary, and we can’t help our team with Torment / Thunder Wave or other support tricks.
We can’t afford to click Roar with Linoone on T1 to try and get Snorlax, since calling in Latios would be a disaster (he is the only Calm Minder in the game with 2 STAB Special attacks, impossible to PP stall for Blissey).
We must handle the lead, stalling all Raikou’s 15 Thunderbolt PPs!
To do so, a few adjustments need to be done: Zangoose has to run more speed in order to Substitute up against Kou (148 Spe), with a Jolly Nature over Adamant then. I decided to go up from 134 to 154 Spe, outspeeding 100 base Speed pool too, with max Attack and 151 HP for the 4th Sub.
After that, Blissey must live a +1 Thunderbolt in order to allow us to reliably set up a Substitute on T2 after switching in on a potential Calm Mind on T1.
To do so, she needs Careful Nature (once again, not Calm because of potential Struggle wars) and 12 SpD EVs, lowering her Speed to 106.
With such spread, our Subs eat +1 TB 15/16 times, that is more than acceptable.
If Blissey manages to stall at least 10 TB PPs, we can then try and sweep with a +6 Zangoose behind a Substitute (necessary due to Brightpowder on Latios that -spoiler- triggered in my Gold match!).
On Discord, Seriously Ceelee also suggested to run Substitute over Protect on Linoone in order to drain extra TB PPs, since it already outspeeds Raikou.
It is a viable option, but I felt I already damaged my team too much (especially slowing Blissey down), so I preferred to keep Protect to better scout without sacrificing Linoone's HPs and also to drain extra PP(s) from scary sets / QCs, but that’s a totally reasonable change and I can’t honestly tell for sure which one is better.
We have a team that respects requirements, we have a solid and proven overall strategy to try and apply, we have an Anabel plan.
First things first, a quick note on why going into “PP stall mode” for a Gold challenge.
When building a reliable winrate, the most important aspect to me is to expand as much as possible the list of opponents we can blindly setup against, while also trying to reduce the single hax event losses.
Our list of “dead” setup baits is pretty long with such a team structure, but being stuck into Sturdy-less Mono Normal makes us really really weak to single hax instances.
Statistically, also given how short this challenge is, it is not the worst spot possible tough.
Nonetheless, I have always strongly advocated for the importance of absorbing hax events as much as we could.
Mono Normal could also go for some Smeargle shenanigans with triumphant setups and such, but being glass cannons to every single little Brightpowder / QC / CH trigger without the possibility to ever recover from that spot is atrocious.
We have not the perfect team, but after some T1-T2 luck, the opponent still has to beat a “fast” bulky Lefties SubTect staller with recovery and Atk reduction, we are still in the game with some odds.
That said, the main plan is pretty simple:
Protect to scout sets if there is no risk of opponent unmanageable setup;
Charm spam vs. Physical attackers that otherwise threaten Blissey, always paired with Protect to PP stall;
Covet away from the lead scary items (Quick Claw, but also Scope Lens from high PPs Physical attackers like Machamp5, if possible after Charms / Tects sequence);
Roar away things you can’t exploit, like Metagross.
Stall with Blissey once Linoone has done its minimum required job, always saving resources (like Linoone HPs) as much as possible!
There are a lot of intricacies: setup sweepers could sometimes be fully stalled due to Charm, Double-Edge must always be dealt cautiously, Linoone HPs are a vital resource, Zangoose must only pop out when totally safe, and so on.
Full stall-mode Blissey paired with Charm and item removal is a beast most of the times, she opens up so many possibilities while gameplanning a match… all of that while saving Soft-Boiled PPs when a trainer might carry Gengar / Misdreavus in their roster.
Also, I often leave Zangoose at high health and behind a Sub without Salac trigger, due to a potential Struggle CH being dangerous on my last Sub, while also having then higher HP if I have to switch it out during the sweep.
If the 2nd Pokemon is faster, I then slow-Sub down to safely trigger Salac with a Substitute up to face last opponent.
Now, let's jump into the unpleasant part.
This team might lose to everything, so much that it doesn’t even make sense to write down a precise threatlist.
On the lead, every QC OHKO trigger on not-Protect turns makes us simply lose Linoone for almost free.
Same speech for faster foes that simply land a CH, but they are usually better handled by Blissey (at least almost all of them are Specialists).
If Linoone can't manage to remove Quick Claw or to properly cripple problematic Physical leads, Blissey might have a really hard time successfully stalling.
If we try to Roar away a threat like Metagross (worse if sets 5/8 of course) and it CHs us, we are totally screwed, even if HP Ground gives us that tiny glimmer of hope vs. Metagross lead hax overall.
If a Struggling -6 Atk bait CHs Zangoose Subs a couple times in a bad moment, we have to sweep Sub-less (it happened).
If Brightpowder or QC triggers on the 2nd foe, I risk to face last opponent naked and maybe even slower (it happened too).
Moreover, Return + HP Ground at +6 Atk don’t OHKO the whole Tower, so we don’t even need an hax item to lose our Substitute.
Once again, the team is far from good, but Blissey + a somewhat usable lead + a Substitute sweeper make it the best MonoType STABmons build by far IMO.
Let’s see how it went!
After timidly whispering on Discord to wtset and Valentino that the idea seemed to work, I decided to record and stream on Discord from around Silver medal match.
It was my first run with it, but the architecture was very similar to a team I am very used too (just infinitely worse), so I immediately felt really comfortable playing it.
And the squad actually did its job and got Gold!
A lot of pretty close calls:
fully stalling out a SD Marowak, setting then up on the very last Swords Dance PPs when it was at +6 Atk;
a lot of Sub-less sweeping;
Blissey without PPs left stalling a Starmie;
on Anabel Gold match, Zangoose missed the first Return allowing Latios to break Substitute, another Brightpowder trigger on our following attack and we would have lost (as we could have vs. every other similar hax items sequence during the streak of course).
The list goes on and it's quite long, but I have to admit it was a lucky run mostly in appearances %:
no Gengar at all, just one Misdreavus (and it ended up being Perish Song set!), no leading irreparable disasters vs. Metagross / Breloom / OHKO.
I would even say it went pretty smoothly, considering the squad.
The stream has been done in two moments (from 22 to 56, and from 56 to 70), both live attended by a few very brave people, because I have to admit that watching Blissey sequencing Growl / Protect / Subsitute 90+% of the total screen time is not the most entertaining gaming experience to witness.
I misclicked a few times on Emulator (mostly a Return slip vs. a Poison Point opponent lead - unpunished, no Poison - and a misclick on a previously selected attack instead of Subbing down to trigger Salac vs. a faster 2nd foe), while overall playing “acceptably focused”: no Frontier Assistant for trainer deep scouting, just checked Gengar / Misdreavus list, while every lead / follow ups were of course properly scouted.
I am cutting togheter, speeding up and uploading on Youtube the 2 streamed sessions in a full video, will link it below once done!
“Never gonna give you up” imaginary video link until the recording is ready and uploaded
I want to clarify that I used genned Pokemon on my old PC's 2nd Emerald cartridge save in this “for fun” run.
I am also taking this occasion to thank again my dear childhood friend Daniel (a.k.a. Trainer “ROSSO”) for gifting me his Emerald cartridge years ago when I started playing Frontier competitively on retail, making all of this then possible.
Last but not least, a huge thanks to wtset with their immense creativity, being it in building unique teams or crafting fantastic contests, for always reviving interest and sparking enthusiasm and joy of playing in a videogame I am actually tired of since 2019/20.
It was a fun one indeed and I am definitey looking forward for such challenges in the future.
It has been a while since something videogame related caught up my attention and I must admit I have spent a really good time working on this project.
Thanks for reading, hope y'all enjoyed!
Hello I have a question: In the so called Emerald Legacy Rom Hack, some restricted Pokemon like Jirachi are allowed. Do you guys have advice for these Pokemon being allowed?
Hello! I've been getting back into the gen 3 frontier thanks to all the new energy in this community on YouTube lately. I came back to this thread, and realized that it looks like streaks on emulators are legal now. Would it be appropriate to put this Lvl 50 Tower Doubles streak I posted about a few years ago on the leaderboard at this time? I understand there's a high bar for proof on emulator, but I don't have any recordings since at the time I didn't expect it would ever be leaderboard-eligible :')
Just ended a streak of 378 on Level 50 Battle Tower Doubles! I used pkhex to get the mons so not leaderboard eligible (I don't have the patience haha), but figured I'd document it. This team is heavily inspired by Ab2658's successful doubles team.
I was immediately drawn to Ab2658's team because I love Latias and this seemed like a great format for her to shine. I can't imagine what more you'd want out of a screen setter—she's fast, tanky, and has a nontrivial offensive presence. Toxic is an absolute lifesaver against most double team cheese. Calm nature can be pretty great, but I did occasionally find myself wishing it were Timid to get the edge on Gengar (Psychic is a OHKO on the 7/8 Gengar sets, and Gengar1 is not threatening). The Cheri Berry came in handy a few times, but Latias defnintely wishes she had the Lum berry or perhaps even the Leftovers a lot of the time since she tends to take so many hits.
Tauros (M) @ Choice Band
Ability: Intimidate
Level: 50
EVs: 68 HP / 244 Atk / 8 SpD / 180 Spe
Jolly Nature
- Double-Edge
- Return
- Earthquake
- Hidden Power [Ghost]
Really fun to use. Initmidate + screens makes Tauros actually able to sponge some hits. Tauros reaches the coveted 168 speed stat to outspeed Starmie and Raikou, and threatens most varinats with OHKOs. Only ever used HP Ghost a couple times for a clean kill on Gengars. I didn't realize until like battle 50 that Earthquake's damage is not nerfed in double battles in gen III, and was very confused why the damage calcs I was doing weren't lining up lol. After I realized that, I started clicking it a lot more frequently. With the weird gen III instant swaps in doubles, it's important to manage your sacks so you don't end up in a spot where Tauros is not locked into Earthquake and have Metagross enter the field.
No surprise here. I was sceptical about stacking weaknesses with Latias at first, but both are so good that it never really seemed to matter. I followed Ab2658 and went for Modest (with lower speed EVs to hit 159), but I think if I were to try again I would use Timid so I just didn't have to worry about Gengar/Starmie as much. The OHKO on Salamence and friends is nice, though. I kept forgetting that I had Protect and as a result didn't use it very often, but I can see it's utility. I ended up not pivoting with Latios very ovten since it's pretty frail, and a crit on the switch in can be a big problem. One exception is when there's a mon that knows Earthquake with an immune partner, since the AI loves to spam it, even occasionally if you have two levitators out.
Metagross has great type synergy with the Latis. With screens and lefties it shrugs off so many attacks. I was accidentally using a Jolly Metagross at a similar speed tier that had straight up inferior stats until like battle 200 when I realized that Adamant would let me squeeze out a couple extra stat points, oops lol. A strong steel stab is nice on a team with many ice weaknesses. Earthquake is pretty standard. Shadow Ball is nice for opposing Lati@s and the ghosts that Tauros can't well. Aerial Ace gives me peace of mind against double team spam if Latias isn't able to toxic them.
The Regis are all pretty awkard to deal with. They're all immune to intimidate, could have Counter or Explosion, can't be OHKO'd by any of my mons. Regice threatens the Latis with STAB Ice moves & freezes. Registeel likes Double Team spam, but unlike most evaision hax mons can't be Toxic'd. 3/6 Regirock sets have Explosion, which KOs Latias & Tauros through Reflect, but switching in Metagross could mean eating an Earthquake.
As is often the case, I don't have great counterplay to Quick Claw/Brightpowder OHKO users. Some can be downed turn 1 by a double-up with Latias + Tauros, but obviously this can go awry if their item procs. Usually I opted for attack with Tauros + Screen to make sure I had some insurance against their partner. Lapras/Walrein also threaten big damage and freeze with ice type moves.
If Tauros goes down, fast threats like Starmie are not fun to deal with. If Latias is down (which didn't happen very often), then some double team spammers can snowball quickly.
In the end, I lost in a pretty lame way. Sailor Peter sent out a Lapras and Slowking. I used Double Edge on Lapras and Light Screen Turn 1 since Lapras could carry an OHKO move, but it turned out to be Lapras1 and Slowking2. They spread Attract, Confusion, Sleep, and Paralysis everywhere. Medicham and Machamp were in the back, and scored some crits while my team burned turns with self-hits and full paralysis.
This is the farthest streak I've ever gotten in any gen, and I had a lot of luck carry me through some tight situations. Kind of relieved it's over now though so I can try new teams with less standard pokmeon :)
Hello! I've been getting back into the gen 3 frontier thanks to all the new energy in this community on YouTube lately. I came back to this thread, and realized that it looks like streaks on emulators are legal now. Would it be appropriate to put this Lvl 50 Tower Doubles streak I posted about a few years ago on the leaderboard at this time? I understand there's a high bar for proof on emulator, but I don't have any recordings since at the time I didn't expect it would ever be leaderboard-eligible :')
Hello!
Emulator has been legal for a long time, even before your old submission; runs made on it are just differently marked on the leaderboard.
The issue that makes your streak not eligible is your team using PkHex’d Pokemon, them being then used on retail or on Emu makes no difference.
At the moment, the rules are the same: no submission with genned Pokemon is valid for the board.
Considering how much times have changed, we as the thread leaders’ council are recently discussing the subject in depths.
It would not be retroactive tough: at the time when you submitted your streak, everyone had to legally RNG their team, so that one would never be valid.
Moreover, I have to add that even if we were to end up allowing generated Pokemons, they would definitely have legal IVs and be in-game obtainable (see as: no Shiny Will-O’-Wisp Moltres, no 0 Atk perfect Timid Latios).
Given that, I have not RNG Reporter available right now to check, but I’m not sure if flawless 0 Atk Calm / Modest Latis are legal spread and it would be something we will definitely always require.
We are all well aware that old rulings might seem shady today (your streak - outside of Latis maybe having a bit less Atk than legal - is not considered valid just because of your honesty about your Pokemons origin), but it worked back then; times have evolved really fast.
For this reason, we are also working on setting new stricter standards for submissions, especially from Emulator.
Oh god, I read the "Leaderboard Requirements" section yet failed to see the bold red text in the section above it haha
I do hope you're able to incorporate legal genned Pokemon at some point! I have to think there is significant Venn diagram overlap for "loves playing frontier" and "does not want to spend hours learning/performing RNG manips in order to play the part of the game they actually find enjoyable". It would be nice to support that population as well!
Recorded up to Battle 275ish before my OBS crashed:
Team and Streak Verification:
The optimal play for this team is to find an opportunity for Snorlax to set up. Always look for this first, because the 2nd/3rd Pokemon may not be optimal matchups for the entire team. Otherwise, get the quick 3v2 with Slaking OHKO. Gengar for Fighting types/switch in on Truant turns, Snorlax for Special type switch in on Truant turns/setup opportunities. Destiny Bond to ensure win when 2v1.
Set Details
Slaking – Has Hyper Beam replaced with Rock Slide. It’s my personal preference to hit lead Aerodactyl and Armaldo effectively rather than guarantee an OHKO on the few Pokemon that survive Double-Edge. Lead Armaldo was always an issue because Slaking Earthquake -> Gengar Thunderbolt does not guarantee KO (59.8 - 70.8% + 34 - 40.6%), which would ultimately force Slaking to stay in and 2HKO with EQ or switch to Gengar and Destiny Bond.
Rock Slide calcs:
252+ Atk Choice Band Slaking Rock Slide vs. 255 HP / 0 Def Armaldo: 164-194 (90.1 - 106.5%) -- 43.8% chance to OHKO
252+ Atk Choice Band Slaking Rock Slide vs. 170 HP / 0 Def Aerodactyl: 232-274 (131.8 - 155.6%) -- guaranteed OHKO
Rock Slide can OHKO any Aerodactyl (Slaking doesn’t have to take 2 hits/switch to Gengar – which saves approx. 40% health on Slaking or Gengar) and will guarantee that Gengar can finish off any Armaldo. This is especially useful for Armaldo 3 with Brick Break, so Gengar can easily come in on the second turn. Even better than Rock Slide would be Hidden Power Steel since the accuracy is better and it preserves 31 Speed IVs, but I didn’t want to take the time to breed another Slaking.
Key Pokemon for Hyper Beam vs Double Edge Calcs
252+ Atk Choice Band Slaking Double-Edge vs. 255 HP / 255+ Def Dewgong: 164-193 (83.2 - 97.9%) -- guaranteed 2HKO
252+ Atk Choice Band Slaking Hyper Beam vs. 255 HP / 255+ Def Dewgong: 204-240 (103.5 - 121.8%) -- guaranteed OHKO
Without Hyper Beam, you lose the OHKO to this Dewgong but even if it lands OHKO with Horn Drill or Sheer Cold, Gengar can usually finish it off. It will also Rest if it missed the first one, which allows Slaking to attack it again.
252+ Atk Choice Band Slaking Double-Edge vs. 255 HP / 0 Def Donphan: 169-199 (85.7 - 101%) -- 12.5% chance to OHKO
252+ Atk Choice Band Slaking Hyper Beam vs. 255 HP / 0 Def Donphan: 211-249 (107.1 - 126.3%) -- guaranteed OHKO
252+ Atk Choice Band Slaking Earthquake vs. 255 HP / 0 Def Donphan: 94-111 (47.7 - 56.3%) -- 84.8% chance to 2HKO
You lose the OHKO to Donphan, but this should generally be a switch to Gengar anyways. If Gengar is gone, the optimal move is Earthquake rather than Double Edge, since the recoil from Double Edge + Donphan’s Earthquake 2x will likely KO Slaking.
252+ Atk Choice Band Slaking Double-Edge vs. 170 HP / 170 Def Lapras: 196-231 (86.7 - 102.2%) -- 18.8% chance to OHKO
252+ Atk Choice Band Slaking Hyper Beam vs. 170 HP / 170 Def Lapras: 244-288 (107.9 - 127.4%) -- guaranteed OHKO
Handling Lapras is the same as Dewgong.
252+ Atk Choice Band Slaking Double-Edge vs. 170 HP / 170 Def Miltank: 163-192 (85.3 - 100.5%) -- 6.3% chance to OHKO
252+ Atk Choice Band Slaking Hyper Beam vs. 170 HP / 170 Def Miltank: 202-238 (105.7 - 124.6%) -- guaranteed OHKO
You lose the OHKO against Miltank 1,2 but these can be set up on by Snorlax anyways.
252+ Atk Choice Band Slaking Double-Edge vs. 255 HP / 255+ Def Regice: 142-168 (75.9 - 89.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Slaking Hyper Beam vs. 255 HP / 255+ Def Regice: 176-208 (94.1 - 111.2%) -- 68.8% chance to OHKO
You lose the OHKO against this Regice but this can be set up on by Snorlax.
252+ Atk Choice Band Slaking Double-Edge vs. 170 HP / 170 Def Snorlax: 222-262 (86.7 - 102.3%) -- 18.8% chance to OHKO
252+ Atk Choice Band Slaking Hyper Beam vs. 170 HP / 170 Def Snorlax: 278-328 (108.5 - 128.1%) -- guaranteed OHKO
Losing the OHKO against this Snorlax is unfortunate, but it can be dealt with Double Edge + Snorlax switch in + Return.
252+ Atk Choice Band Slaking Double-Edge vs. 170 HP / 170 Def Suicune: 153-180 (78 - 91.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Slaking Hyper Beam vs. 170 HP / 170 Def Suicune: 189-223 (96.4 - 113.7%) -- 81.3% chance to OHKO
Lose the OHKO against this Suicune but it can be set up by Snorlax anyways. Slaking should always attack unknown Suicune set because CM Suicune is threatening to Snorlax as well.
252+ Atk Choice Band Slaking Double-Edge vs. 170 HP / 170 Def Swampert: 181-213 (92.3 - 108.6%) -- 50% chance to OHKO
252+ Atk Choice Band Slaking Hyper Beam vs. 170 HP / 170 Def Swampert: 225-265 (114.7 - 135.2%) -- guaranteed OHKO
Lose the OHKO against this Swampert, which can threaten with Curse, however, this Swampert is completely walled by Gengar.
252+ Atk Choice Band Slaking Double-Edge vs. 170 HP / 170+ Def Umbreon: 143-169 (74.8 - 88.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Slaking Hyper Beam vs. 170 HP / 170+ Def Umbreon: 178-210 (93.1 - 109.9%) -- 62.5% chance to OHKO
Lose the OHKO to Umbreon but this can be set up on Snorlax anyways.
252+ Atk Choice Band Slaking Double-Edge vs. 170 HP / 170 Def Walrein: 181-213 (87.8 - 103.3%) -- 25% chance to OHKO
252+ Atk Choice Band Slaking Hyper Beam vs. 170 HP / 170 Def Walrein: 225-265 (109.2 - 128.6%) -- guaranteed OHKO
252+ Atk Choice Band Slaking Double-Edge vs. 0 HP / 0 Def Walrein: 215-253 (116.2 - 136.7%) -- guaranteed OHKO
Lose the OHKO on Walrein 1,2,3. Set 3 is the most threatening since it has Sheer Cold and also has enough bulk to survive Double Edge. If not set 3, switch out to Gengar to finish it off (case when Hail, Surf, Ice Beam, Double Team or Curse is revealed after surviving a Double Edge). Set 4 is always OHKO by Double Edge anyways.
Overall I believe the trade-off of Hyper Beam for Rock Slide is favorable since most of these Pokemon that require Hyper Beam to OHKO can be handled in other ways.
Gengar – EVs are set so that it can now take a +1 Aerial Ace from Salamence 4 and hit back with Ice Punch.
+1 255+ Atk Salamence Aerial Ace vs. 36 HP / 68 Def Gengar: 118-139 (84.2 - 99.2%) -- guaranteed 2HKO
180 SpA Gengar Ice Punch vs. 255 HP / 0 SpD Salamence: 200-236 (99 - 116.8%) -- 93.8% chance to OHKO
It’s still a roll to kill + Brightpowder activation, but the probability is heavily in Gengar’s favor. Also this Salamence tends to Dragon Dance twice anyways. If Salamence survives, I tend to use Snorlax to finish it off, since Slaking will be vulnerable after attacking.
The added Defense also helps with some additional Pokemon:
255+ Atk Nidoking Shadow Ball vs. 36 HP / 68 Def Gengar: 108-128 (77.1 - 91.4%) -- guaranteed 2HKO
255+ Atk Nidoking Shadow Ball vs. 36 HP / 0 Def Gengar: 120-142 (85.7 - 101.4%) -- 12.5% chance to OHKO
255+ Atk Hariyama Rock Slide vs. 36 HP / 68 Def Gengar: 61-72 (43.5 - 51.4%) -- 7.4% chance to 2HKO
255+ Atk Hariyama Rock Slide vs. 36 HP / 0 Def Gengar: 67-79 (47.8 - 56.4%) -- 84.4% chance to 2HKO
255+ Atk Machamp Rock Slide vs. 36 HP / 68 Def Gengar: 64-76 (45.7 - 54.2%) -- 50.8% chance to 2HKO
255+ Atk Machamp Rock Slide vs. 36 HP / 0 Def Gengar: 71-84 (50.7 - 60%) -- guaranteed 2HKO
255+ Atk Heracross Rock Tomb vs. 36 HP / 68 Def Gengar: 41-49 (29.2 - 35%) -- 14% chance to 3HKO
255+ Atk Heracross Rock Tomb vs. 36 HP / 0 Def Gengar: 46-55 (32.8 - 39.2%) -- 99.8% chance to 3HKO
The added Defense can allow Gengar to absorb some occasional critical hits/Quick Claw hax on the switch, and still get off a Psychic or Destiny Bond.
Snorlax – No changes made since the last run. The ability must be Immunity to take Toxic, and it was EV’ed to absorb hits from Raikou 4.
255+ SpA Raikou Thunderbolt vs. 36 HP / 172+ SpD Snorlax: 59-70 (24.5 - 29.1%) -- possible 5HKO after Leftovers recovery
Snorlax can absorb Thunder Wave and can attempt to stall out Thunderbolts (now requires two critical hits to kill) or Earthquake for damage if Raikou has not set up Reflect.
Threatlist:
Some Pokemon are more dangerous as the second Pokemon on Slaking’s Truant turn rather than the opponent’s lead.
Blaziken – if set is unknown, Snorlax is the switch, since Overheat can OHKO Gengar. Can switch in to Gengar on turn after if sets 2,3,4. If set 1, 2HKO with EQ, don’t want to activate Blaze.
Charizard 1 – if lead, attack with Slaking even if Charizard wins the speed tie. This is because if Charizard Sunny Day on switch to Snorlax, then Fire Blast will 2HKO. Otherwise, switch to Snorlax to scout the set/setup/2HKO if set 1(don’t want to activate Blaze).
Donphan – mentioned above. Donphan 3,4 threaten with Quick Claw Fissure. Gengar can generally handle it, but if it’s gone, the optimal move is Slaking Earthquake. Too risky to keep Snorlax in on.
Jynx – Jynx are dangerous on both turn 1 and 2. Set 1 Fake Out on Slaking requires switch to Snorlax. Set 2 Protect on Slaking requires immediate switch to Gengar. Jynx 3 requires switching and sacking one Pokemon to sleep so Slaking can come back in on a wasted Dream Eater turn. For set 4, Slaking needs to attack immediately/switch back in on a Psychic/Ice Beam and attack.
Metagross – if Metagross is second Pokemon on Slaking’s Truant turn, the switch is Snorlax. No Metagross can 2HKO with Meteor Mash without an attack boost, so attack with Earthquake after switching in. Not good to Rest if Meteor Mash is revealed because of the risk of Attack boost.
Regirock – Dangerous as a lead or second Pokemon. Not really many solutions to Regirock except for switching to Gengar and Destiny Bond. Hopefully you don’t see Regirock too often/it comes in on a Snorlax that has already boosted up.
Skarmory 1,4 – Gengar is always the switch on unknown Skarmory since it can beat the other 2 sets. If Drill Peck is revealed, it’s best to Destiny Bond to guarantee the kill. Still, it can be troublesome since the trainers that have Skarmory can also have Machamp, Salamence, etc.. which Gengar is vital for.
Snorlax – if unknown set and lead, switch to Gengar. This is because set 5,6 both have Counter and are not OHKO with Double Edge. From Gengar, you can generally safely switch into your own Snorlax and setup, except in the case where turn 1 opposing Snorlax used Curse. Then it is better to stay in with Gengar and use Destiny Bond (4,7 both have Curse and Shadow Ball). If it uses Rock Slide on Gengar after Cursing, however, your own Snorlax should be able to Curse alongside it and do more damage with Return and it also outspeeds with the 4 Speed EVs.
Setup Fodder for Snorlax:
Some of these Pokemon need switching to waste PP for dangerous moves, or resting to remove status effects, prior to setting up with Curse.
Any Gardevoir or Porygon2/Porygon that Traced Slaking’s Truant
Aggron 3 – Elemental moves do almost nothing to Snorlax. Even if Blizzard freezes, the AI may use Fire Blast to defrost at a later turn.
Altaria 1,4 – Once Altaria reveals Dragon Claw, Snorlax should be an easy switch to setup.
Arcanine 3,4
Articuno 2,3,4 – Don’t set up on Articuno 1, it may use Roar
Blastoise – All Blastoise are generally quite safe to set up on, even Blastoise 2 with Brick Break
Blissey – it takes 4 to OHKO with Return (make sure to OHKO since set 4 has Counter). Blissey 2 with Seismic Toss and Attract can be annoying but Gengar can waste all it’s PP.
Charizard 4
Clefable – Switch between Gengar and Snorlax to waste PP for Mega Kick on Clefable 4 and setup. Other sets can set up right away.
Cradily – can waste its PP for all moves on set 1 by Cursing and Resting. Other sets can just Curse and attack.
Crobat – Waste Sludge Bomb PP by Resting first, try to get 1 Curse in to reduce Sludge Bomb damage.
Dusclops – can use Snorlax staying asleep to waste PP on all the sets. Can opt to Curse and attack or switch to Slaking on struggling Dusclops and hit with Shadow Ball
Electrode – Curse up, sets 3,4 may Explode so Curse functions to take less damage.
Glalie
Gyarados 2 – If Hydro Pump is revealed on a Gengar switch, feel free to switch to Snorlax to set up.
Ludicolo – Although sets 3,4 can be annoying with Leech Seed, can switch between Gengar and Snorlax to waste Leech Seed PP and it becomes easy to setup
Medicham 2 – Snorlax is the chosen counter for this set, Curse up all the way while it attacks with Psychic since it can be dangerous if it happens to Endure-Reversal correctly.
255 Atk Pure Power Medicham Reversal (200 BP) vs. +6 36 HP / 252 Def Snorlax: 112-132 (46.6 - 55%) -- 10.9% chance to 2HKO after Leftovers recovery
Meganium
Miltank 3 – Curse up so Reversal will not do much damage.
Moltres 2,4 – Set 3 cannot be set up on since Sunny Day + Fire Blast can 2HKO Snorlax.
Milotic – for Set 3, Attract can be annoying, it may be better for that specific one if opposite gender to be OHKO’ed with Slaking’s Double Edge
Quagsire 4
Regice – All Regice can be set up on. Set 5 with Curse/Counter/Ice Beam/Earthquake is slightly annoying but once Ice Beams are wasted Gengar switch in and waste PP before switching back to Snorlax when struggling.
Registeel – All Registeel can be set up on. Registeel 5 with Focus Punch/Substitute/Toxic/Double Team can have its PP wasted by Gengar/switching between Gengar/Snorlax. Be careful of Registeel 3, if it has Ancientpower boosts, +6 Earthquake is not an OHKO which makes its Counter dangerous. If set 3 runs out of Ancientpower, Gengar is a safe switch for potential Explosion.
Shuckle – Set up 3 Curses since any more will push Shuckle to too low of an HP and it may use Rest which ultimately wastes Earthquake PP with Shuckle using Double Team.
Slaking 1,4
Snorlax 1 – Façade will do almost nothing to Snorlax, especially with Curse
Suicune 2,4
Tentacruel
Umbreon – takes 6 Curses to OHKO
Vaporeon
Whiscash 1
Zapdos 2, 3, 4 – Waste Thunderbolt/Thunder PP by resting first. Can also waste Substitute PP on set 3 by resting.
Miscellaneous:
All Fighting types (except Blaziken and Medicham) should always be an automatic switch to Gengar. Gengar can OHKO Breloom, and 2HKO Hariyama/Heracross/Machamp. Gengar is also the switch for Scizor. Only Scizor 1, 2 are threatening with Steel type moves, but Gengar can 3HKO with Thunderbolt or Destiny Bond. Not good to attack Scizor 1 with Slaking since it lives Double Edge and can Counter. Gengar can also handle all Forretress and Gyarados sets quite well.
Opposing Gengar can be PP stalled by Snorlax Resting, and then finished off with either Slaking Shadow Ball (if opp Gengar is locked into Shadow Ball) or Gengar’s Psychic (if final moves are non threatening to Gengar). Mainly need to just PP stall out opposing Gengar’s Psychic and Thunderbolts. However, if Gengar is the opponent’s lead, it is best to just attack immediately with Slaking’s Shadow Ball, since Snorlax may be susceptible to critical hit Psychic and SpDef drops.
Misdreavus – Unfortunately, the only means to attack this effectively is Slaking’s Shadow Ball, and Misdreavus loves to use Thunder Wave. It’s good to scout for the set with switches to Snorlax. If Psychic is revealed on Snorlax on turn 3 (where turn 2 was Thunder Wave on the Snorlax switch), it can generally be safe to switch to Slaking since it will not Thunder Wave on a paralyzed Snorlax.
Starmie – if lead Starmie attack immediately with Slaking Shadow Ball. Starmie 1,6 with status moves do not outspeed Slaking anyways. If offensive Starmie, it will generally do about half to Slaking in exchange for the 3v2. If not lead Starmie, Snorlax 2HKO with unboosted Return.
Most Psychic Pokemon in the opponent’s second position should be 2HKO with Snorlax’s unboosted Return rather than setting up Curse because of the risk of SpDef drop from Psychic. These would include Espeon, Gardevoir, Alakazam, Hypno, Mr. Mime.
Loss: CoolTrainer Vince - Machamp 8 triggered Focus Band on Gengar and had the roll to 2HKO. Finished off with Slaking. Next was Salamence which I stayed in the Truant turn as it Dragon Dance. Then Double Edge doesn't KO, it uses Double Edge. Truant turn, it finishes off my Slaking with Double Edge. Snorlax finishes off Salamence. Gardevoir last, crit Psychic KO Snorlax. I wasn't paying attention/checking FrontierAssistant, but actually the optimal move after the Focus Band + Rock Slide reveal was probably to finish it off with Snorlax, since the only Fighting move Machamp 8 has is Revenge which has negative priority.
*If you're wondering why my FrontierAssistant program looks different in the video - I removed the team combinations section so it could run in O(n) time rather than O(n^3), this makes it much faster for recording*
Hello again, hopefully this will be my last post for a while. Reporting a 201 win streak in Battle Tower to verify this streak, although I did fall about 9 wins short:
Recording was split into two videos because it was past midnight by battle 168. I woke up the next morning and recorded the remainder until I lost. You can check the time stamp on my desktop for the time. There are team overviews shown in the end of both videos.
Recording Part I:
Recording Part II:
Inspired by this team for Gen V, which is PP stall + mono-attacking with a Dragon. The purpose of these teams is to waste the opponent's PP so the Dragon can come in, setup and sweep. Calm Mind Latios in this case instead of Dragon Dance Salamence, and PP stall Moltres instead of Gliscor. Compared to the other PP stall + sweep teams with Gyarados/Salamence in Gen III, a major benefit of mono-dragon is that it gives an extra slot for Substitute because there's less resistances (the other teams usually carry both Flying and Earthquake), which provides a bit more protection against Quick Claw hax in the opponent's second/third Pokemon slots. It also makes it easier to set up on resisted Pokemon in the lead slot.
Set Details
Latios – EV’ed for 173 Speed, 116 HP EVs to survive +1 Double Edge from Salamence 4 while gaining HP bulk for 5 Substitutes. Rest in SpAttack. Dragon Claw as a mono-attacking move is very good prior to Gen VI, although it does have the downside of making contact which could trigger Static/Effect Spore.
Dragon Claw Calcs:
It’s optimal to get all the way to +6/+6, but there’s only a few Pokemon that need it. If the opponent does not have these sets you may not need to boost all the way.
+6 172 SpA Latios Dragon Claw vs. 170 HP / 170 SpD Articuno: 187-220 (100.5 - 118.2%) -- guaranteed OHKO
+6 172 SpA Latios Dragon Claw vs. 0 HP / 255 SpD Blissey: 165-195 (50 - 59%) -- 78.5% chance to 2HKO after Leftovers recovery
+6 172 SpA Latios Dragon Claw vs. 0 HP / 255 SpD Forretress: 137-162 (91.3 - 108%) -- 50% chance to OHKO
+6 172 SpA Latios Dragon Claw vs. 170 HP / 170+ SpD Lapras: 207-244 (91.5 - 107.9%) -- 50% chance to OHKO
+6 172 SpA Latios Dragon Claw vs. 170 HP / 0 SpD Metagross: 140-165 (79.5 - 93.7%) -- guaranteed 2HKO
+6 172 SpA Latios Dragon Claw vs. 0 HP / 0 SpD Metagross: 140-165 (90.3 - 106.4%) -- 43.8% chance to OHKO
+6 172 SpA Latios Dragon Claw vs. 255 HP / 0 SpD Regice: 141-166 (75.4 - 88.7%) -- guaranteed 2HKO
+6 172 SpA Latios Dragon Claw vs. 170 HP / 170 SpD Registeel: 81-96 (46 - 54.5%) -- 8.2% chance to 2HKO after Leftovers recovery
+6 172 SpA Latios Dragon Claw vs. 255 HP / 255+ SpD Scizor: 107-126 (60.4 - 71.1%) -- guaranteed 2HKO
+6 172 SpA Latios Dragon Claw vs. 170 HP / 170+ SpD Skarmory: 126-149 (78.2 - 92.5%) -- guaranteed 2HKO
+6 172 SpA Latios Dragon Claw vs. 255 HP / 0 SpD Skarmory: 170-201 (98.8 - 116.8%) -- 93.8% chance to OHKO
+6 172 SpA Latios Dragon Claw vs. 170 HP / 170 SpD Snorlax: 204-241 (79.6 - 94.1%) -- guaranteed 2HKO
+6 172 SpA Latios Dragon Claw vs. 0 HP / 0 SpD Snorlax: 238-280 (101.2 - 119.1%) -- guaranteed OHKO
+6 172 SpA Latios Dragon Claw vs. 0 HP / 255 SpD Steelix: 131-155 (87.3 - 103.3%) -- 25% chance to OHKO
+6 172 SpA Latios Dragon Claw vs. 170 HP / 170 SpD Umbreon: 181-213 (94.7 - 111.5%) -- 68.8% chance to OHKO
With the exception of lead Forretress, Snorlax, and Steelix, most of these Pokemon can be PP stalled out between Registeel and Moltres so it won’t be an issue that Dragon Claw doesn’t OHKO. The bigger issue would be if these Pokemon were the second Pokemon. popped a substitute, and the last was another one of these Pokemon that survive a +6 Dragon Claw. I think that case is quite rare though, and I never encountered it during the streak.
Moltres – Standard Moltres Staller set with 154 Speed, HP to hit a Leftovers/Sub number and rest in Defense.
Registeel – 124 Speed EVs to hit 86 Speed (This will outspeed Vaporeon, Walrein, Dewgong, Blissey, etc). This is nice to get a Sub up to prevent status on slower Pokemon, or to dodge OHKO moves. 172 HP to hit a Leftovers/Sub number (even though I didn’t end up using Leftovers) and remaining in SpDef since this is the special wall. Seismic Toss as an alternative win condition on non-viable stalling candidates. Thunder Wave to reduce speed/paralyze to help both Registeel and Moltres stall PP. Chesto Berry since I couldn’t use Leftovers on 2 Pokemon. If I were to re-do the streak I may change Registeel's HP and SpDef EVs to max out its HP, since the Leftovers number is currently useless.
General Strategy
If Latios has an easy Pokemon to set up on (see below), then Substitute and setup. If the set is totally unknown but could potentially be set up on, then Sub to scout. If it’s very unlikely that there’s a good set for this opposing Pokemon to set up on, then switch and try to stall PP before switching Latios back in on Struggles to setup. There are some strategies I used:
Stalling Rock Slide – Many Ground/Rock Pokemon have Rock Slide as their main coverage option against Latios. Some of these also have Quick Claw so it can be risky to stall with Moltres. My sequence is usually Latios -> Registeel on 1st Rock Slide -> Moltres switch on Earthquake -> Protect on Rock Slide-> Registeel switch on next Rock Slide. Each sequence of Moltres Protect to Registeel should account for 3 Rock Slide PP, and if the first move was Rock Slide this only takes 3 of these sequences to stall out Rock Slide so Moltres can Sub/Protect safely. It’s obvious it will be out of Rock Slide when it starts to use Earthquake or some other move against Moltres.
Stalling Psychic/Water/Electric Types with threatening coverage – Psychic types with elemental coverage, Water types with Ice Beam, Electric types with Bite/Crunch, etc. The switch is always Registeel first to try to paralyze the opponent for speed control and also give Registeel more opportunities to Rest on paralysis turns. For Psychic types with Fire Punch, after paralyzing, Moltres can be a relatively safe switch on the second Fire Punch and begin stalling. For Water/Electric types, it is better to stay in and stall as much as possible with Registeel before fainting or the opponent loses all its PP, whichever happens first. Against a paralyzed Water type, even if the opponent has Quick Claw, Moltres can do okay at stalling since - 1. Registeel should have been able to stall out a few Surfs already, 2. Paralysis can give Moltres more opportunities to get a free Morning Sun turn, and 3. Even if Quick Claw activates, it has to break through paralysis and also be on a turn where Moltres used Substitute rather than Protect, so the probability is lowered quite a bit.
Saving Substitute/Protect/Rest/Morning Sun PP – This is mainly for Moltres only, but occasionally also for Registeel. If the remaining attacking move being used is not effective enough to break through Moltres’s sub, but you’d still like to keep Moltres in because of Pressure, I like to waste turns by using Will-o-wisp on a paralyzed Pokemon. I also do this by repeating Thunder Wave on a paralyzed Pokemon. Both status moves have a lot of PP so they function well as empty turn moves that help with stalling PP. You don’t want to damage certain Pokemon with Seismic Toss since they have Rest, which would undo paralysis, or because they have some move that causes recoil damage such as Double Edge, which would make them too weak to set up well on (Struggle would make it recoil to death).
Threatlist
Explosion users – Claydol 4, Forretress 3,4, Golem 3,4, Muk 4, Regirock 1,2,6, Steelix 3,4, Weezing 3,4. Hopefully these are not the leads that you see. These Explosion users also have moves that can threaten both Moltres and Registeel. I’m not totally sure what triggers the AI to select Explosion, but it seems like it is more likely to pick Explosion if their Pokemon is not at full HP. Registeel can tank Explosion well but it does not want to get hit by Earthquake. I’m still not sure what the optimal strategy for these are, besides Seismic Toss to push the AI towards Explosion + Rest/Sub/switch to Moltres and see what happens.
Gyarados – specifically Gyarados 4. In general, I like to scout with Sub to see the set. Gyarados 1 likes to Thunder Wave into the sub, which makes it easy to set up on. Gyarados 4 is an issue because it Dragon Dances turn 1 on the sub but a +1 Dragon Claw does not guarantee 2HKO. Still, the best move is to attack twice with a +1 Dragon Claw because it will force it to Rest, which can allow you to get another CM in on the rest turn. Even if it attacks with a +2 Return, it will Rest again the next turn which will allow you to 2HKO with +2 Dragon Claw. I’ve also seen this Gyarados go for Earthquake over Return on Latios occasionally, which gives a free turn.
Manectric – Manectric 4 is the most threatening set, it cannot be set up on immediately by Latios because of Crunch and its not ideal to attack immediately because of risk of paralysis from Thunder Wave/Static. It also outspeeds Moltres, so it cannot PP stall unless Registeel paralyzes it first. Since this Manectric carries a Lum Berry, it requires 2 Thunder Waves. Add to that the chance of paralysis on your own Registeel and it can be a bit tricky. Lastly, it carrying Roar means that Latios will often not get the chance to get more than +2 boost, which may be a risk for the last 2 Pokemon.
Snorlax – switch to Registeel to scout the set. Sub with Registeel can sometimes reveal another move, which is helpful. Generally can be good to try to burn with Moltres and then Seismic Toss if it does not have Rest. The risk is that Quick Claw may trigger/burn may miss. Set 2 with Rock Slide/Curse/Earthquake/Rest can be handled like a Rock type and switch between Moltres and Registeel to burn Rock Slide PP before setting up with Latios.
Slowbro – specifically set 4 with Surf/Ice Beam/Psychic/Earthquake. I try to stall out by paralyzing with Registeel and burning as much PP with Registeel before Registeel faints and Moltres can PP stall. It’s not good to switch predicting Earthquake because sometimes the move selection is a bit random and Surf will OHKO Moltres. I suppose it would be okay to just try to kill it with Seismic Toss too after paralyzing it to try to get a more favorable matchup later.
Slowking – similar to Slowbro but set 4 with Surf/Ice Beam/Psychic/Flamethrower.
Automatic Setup:
Aggron 3
Alakazam 2, 3
Altaria – One DD and Dragon Claw will OHKO
Ampharos 1,2,4
Blastoise 2,3,4 – Set 1 is not immediate setup fodder because of Seismic Toss
Blaziken 3,4
Blissey 1
Breloom
Claydol 2,3
Clefable 1,2
Cradily
Crobat 2
Dusclops 2
Electabuzz 1,2
Electrode
Entei
Exeggutor 1
Exploud 2
Flygon – Just attack it and make it a 3v2, maybe a better setup opportunity on second Pokemon.
Gardevoir 1,2,6,7,8 – all Gardevoir without Ice Punch/Shadow Ball
Gengar 1,3,7 – all Gengar without Ice Punch/Shadow Ball
Golduck 1,2
Golem 2
Gyarados 2
Hypno 2
Jolteon 1,3
Jynx 3
Kingdra 3,4 – CM on DD Kingdra to OHKO
Lanturn 1,2,3
Lapras 1
Ludicolo 1,3,4
Magmar
Manectric 1
Medicham 2
Meganium 1,2,3
Misdreavus 2
Mr. Mime 1,2,3
Ninetales 1
Porygon2 2
Quagsire
Raichu 1,2
Raikou – Sub to scout, even the set with Bite likes to Thunder Wave, which gives opportunity to CM up.
Rapidash 2,3
Registeel 2,3,4,5,6 – all except Curse Metal Claw set. That set can be handled by burn/paralysis and spamming Seismic Toss to waste Rest PP
Salamence – CM and attack, since the Dragon Dance sets are threatening
Sceptile 1,2,3
Shuckle
Slaking
Slowking 1,2
Starmie 1, 2, 5, 6, 8 – all Starmie without Ice Beam
Suicune 1,2
Swampert
Tentacruel 2
Umbreon – even though some sets have Faint Attack, the AI likes to Double Team. With CM Faint Attack will not break sub. Regardless, Registeel walls.
Venusaur 1,2
Victreebel 1
Vileplume 2
Wailord 2,3
Whiscash 2,3
Xatu 2
Loss: Against Forretress 4, I mistimed a switch into Moltres expecting another Earthquake on Registeel but got exploded on. The next was a Heracross which beats both Latios and Registeel. The correct play was probably just staying in with Registeel and attacking it so it would explode by itself in the next turn.
Hello I have a question: In the so called Emerald Legacy Rom Hack, some restricted Pokemon like Jirachi are allowed. Do you guys have advice for these Pokemon being allowed?
I doubt many people here have played this. Assuming movesets and stats/ typing are largely unchanged, the very obvious contender would be the sheer utility and bulk of what mew in particular can do. This is largely cripple/ baton pass/ etc rather than actually using mew directly. If you check the leaderboards for the tower you will see similar teams/ attempts that dip into pokemon like gardevoir, linoone, zapdos, etc. Well Mew can do a better job than almost all of those. When it comes to tricking a choice band, jirachi is also quite tempting as it is pretty simple to have something like DD gyarados to eat up the presumably super common ground/fire moves aimed at jirachi.
Celebi (leech support/ stall) also seems incredibly strong as an option given how well "pokemon worse than celebi" have done with similar sets. (Leech venu in palace, etc)
But I think the first question would be what exactly changes about the romhack. If the frontier sets are different and/or if the pokemon themselves have been edited in various ways then a lot of the "experience" playing real emerald isnt going to be directly applicable. It's also very possible that this romhack changed / fixed / removed various bugs about some facilities or the AI or the game engine that fundamentally change how things work.
Loss: Against Forretress 4, I mistimed a switch into Moltres expecting another Earthquake on Registeel but got exploded on. The next was a Heracross which beats both Latios and Registeel. The correct play was probably just staying in with Registeel and attacking it so it would explode by itself in the next turn.
This isnt how the AI works. Explosion has a flat 20% to stay at a score of +0 and tie with a non-KO EQ while forretress is at full HP (aka there is about a 10% chance it explodes on any turn when in against registeel). There was no guarantee that it would explode next turn. No amount of damage you do or dont do to forretress4 will guarantee it exploding while there is still a viable non-explosion move available. There is one thing that should be done, which is that registeel should be specifically sent to sub-40% or whatever HP to guarantee the EQ OHKO and therefore guarantee the EQ.
This would be a small point in a team not based around resistance switching and stalling but its a big deal for this team and all teams like it. I point this out despite how our last conversation went because this is basically an issue for the entire "general strategy" paragraph due to the sheer number of sets that can threaten moltres/registeel by having a move that behaves in a similarly random way. It's probably the second bullet point in why substitute is so important on "teams like these".
Once again this isn't a problem associated with the team. Read between the lines and you'll see that this is actually me hinting that "teams like this" can get a lot further with correct play but the "correct play" part is almost vital.
Recording was split into two videos because it was past midnight by battle 168. I woke up the next morning and recorded the remainder until I lost. You can check the time stamp on my desktop for the time
I am saying this for your own benefit; it would be a lot, lot easier to just livestream longer runs like this (in smaller chunks) as proof if you dont want to play 6+ hour sessions or force yourself to play almost back to back. It also means that since all footage is provided live, it would be provable the the second exact streak (at least i think this is what you said in discord earlier today) did achieve almost exactly the same as the first, and not that this was actually the 10th attempt after a string of very unflattering performances/ losses (to be clear there is nothing -wrong- with that if it did happen to someone, its just that you seemed to make a point of it and this is how you'd actually "prove" it).
Even if someone was completely willing to play 8 hours non-stop, it would be very understandable if "real life" forced an unavoidable/unforeseen break (either stop in play or stop in the recording like your post above with the OBS crash at 275 or whatever) at some point and if the entire thing is pre-recorded then such a thing could raise questions. For this exact example, someone could claim that the original recording until "midnight" was cut short and between midnight at 8am were more attempts/ losses that was just edited out in the video. If it wasnt super easy to change the clock on a PC this would at least be slightly more silly as an accusation. To be clear, I'm not making the case that you did this or that this happened here. But it's part of a long list of points on why - if someone wants to add more proof - its just a lot better to stream. Again because my words seem to be increasingly intentionally taken out of context, this isnt an accusation and I am very aware that this thread does not actually require video or livestream proof at all.
and not that this was actually the 10th attempt after a string of very unflattering performances/ losses (to be clear there is nothing -wrong- with that if it did happen to someone, its just that you seemed to make a point of it and this is how you'd actually "prove" it).
Even if someone was completely willing to play 8 hours non-stop, it would be very understandable if "real life" forced an unavoidable/unforeseen break (either stop in play or stop in the recording like your post above with the OBS crash at 275 or whatever) at some point and if the entire thing is pre-recorded then such a thing could raise questions. For this exact example, someone could claim that the original recording until "midnight" was cut short and between midnight at 8am were more attempts/ losses that was just edited out in the video. If it wasnt super easy to change the clock on a PC this would at least be slightly more silly as an accusation. To be clear, I'm not making the case that you did this or that this happened here. But it's part of a long list of points on why - if someone wants to add more proof - its just a lot better to stream. Again because my words seem to be increasingly intentionally taken out of context, this isnt an accusation and I am very aware that this thread does not actually require video or livestream proof at all.
I do a good job of uploading the videos immediately after they're done in OBS. It's not difficult to find the exact time stamp when these videos went live and see that it would be right after each streak ended and accounting for Youtube upload time.
I could say the same for the other videos I've posted, it's not difficult to determine that none of these were pre-recorded and they match my desktop times.
With all the available evidence, to suggest that I had stopped at 168 and tried resetting if I had lost after that point would be claiming that I chose not to sleep the night of Dec 25 to reset and buff the streak, which is an accusation in total bad faith.
I agree with what the moderator said previously, that your claims of others cheating are toxic and almost as bad as cheating itself.
I doubt many people here have played this. Assuming movesets and stats/ typing are largely unchanged, the very obvious contender would be the sheer utility and bulk of what mew in particular can do. This is largely cripple/ baton pass/ etc rather than actually using mew directly. If you check the leaderboards for the tower you will see similar teams/ attempts that dip into pokemon like gardevoir, linoone, zapdos, etc. Well Mew can do a better job than almost all of those. When it comes to tricking a choice band, jirachi is also quite tempting as it is pretty simple to have something like DD gyarados to eat up the presumably super common ground/fire moves aimed at jirachi.
Celebi (leech support/ stall) also seems incredibly strong as an option given how well "pokemon worse than celebi" have done with similar sets. (Leech venu in palace, etc)
But I think the first question would be what exactly changes about the romhack. If the frontier sets are different and/or if the pokemon themselves have been edited in various ways then a lot of the "experience" playing real emerald isnt going to be directly applicable. It's also very possible that this romhack changed / fixed / removed various bugs about some facilities or the AI or the game engine that fundamentally change how things work.
Thank you for responding. What surprised me the most however in your response was how actually good people tackle Frontier. I made a Salamence Jirachi Lapras team and Jirachi with Calm Mind kinda sucks weirdly.
However seeing the teams here and your response I fundamentally misunderstand the Battle Tower/ Battle Facilities strategies...
In case you care the ""new"" mons are: Deoxys Speed. Deoxys Defense. Jirachi. Mew. Celebi. You mentioned ideas for Mew Jirachi and Celebi - could the two Deoxys Forms be good as well?
Thank you for responding. What surprised me the most however in your response was how actually good people tackle Frontier. I made a Salamence Jirachi Lapras team and Jirachi with Calm Mind kinda sucks weirdly.
However seeing the teams here and your response I fundamentally misunderstand the Battle Tower/ Battle Facilities strategies...
In case you care the ""new"" mons are: Deoxys Speed. Deoxys Defense. Jirachi. Mew. Celebi. You mentioned ideas for Mew Jirachi and Celebi - could the two Deoxys Forms be good as well?
Deoxsys-D with pressure, recover and massive bulk does strike me as very good yes. The best part of it is how its actually fast by gen3 frontier standards although you are somewhat forced to invest heavily in HP. The obvious attempt is probably sub/recover/cm/ice beam. go max hp, timid, nearly max speed. Also possible is sub/recover/cosmic power/seismic - this is a lot better than many other "please dont crit me" builds because +ve base 90 speed can proactively sub in response to the sub being crit. But unlike the ice beam variant you dont have universal coverage, although surely most opposing ghosts just lose to pressure stall anyway. There's also a more support heavy stall set with options like torment. I'm not sure this is actually more optimal than skarmbliss though as a complete package.
Deo-S's niche of being very fast isnt as useful in the frontier because of the deadliest opponents, few are actually in that critical speed range it can abuse. Still, it is the fastest pressure pokemon available and isn't screwed over by jolteon/aero in the same way as others.
I will say that the presence of these pokemon specifically probably does not dramatically change many of the best teams in various facilities. This is a nod to skarmbliss being the superior defensive/support backbone and also a nod to the fact that (like you have probably seen in your own attempts); these pokemon need support and are good "on average" but vulnerable to individual pieces of bad luck (simple example; all of these pokemon are somewhat vulnerable to various QC sets)
Thank you for responding. What surprised me the most however in your response was how actually good people tackle Frontier. I made a Salamence Jirachi Lapras team and Jirachi with Calm Mind kinda sucks weirdly.
However seeing the teams here and your response I fundamentally misunderstand the Battle Tower/ Battle Facilities strategies...
In case you care the ""new"" mons are: Deoxys Speed. Deoxys Defense. Jirachi. Mew. Celebi. You mentioned ideas for Mew Jirachi and Celebi - could the two Deoxys Forms be good as well?
I want to say...I think Deoxys-Defence would be quite good in the Battle Palace. Incredible bulk, 90 base speed, instant recovery, boosting moves, seismic toss...I mean what does this thing not get?? (the answer is curse, which I think would make it the premier struggle sweeper if available). My first instinct is to use it the same way I use my milotic currently with recover, toxic, and two attacking moves since I absolutely LOVE how well that milo set does in the palace, but it would also be very interesting to look at a set like recover, cosmic power/calm mind, sub, stoss (probably best) or toxic or psychic or ice beam. It certainly would suffer from 4-moveslot syndrome in the palace and the particular set would be very dependent on the teammates around it.
I also think Celebi could be quite good. Leech seed is something I would like to look into more for future teams and it would be an incredible user of it. Could probably easily go some set like leech seed, sub, calm mind, [ATTACKING MOVE]...I don't have enough experience with this playstyle or what teams around it would look like, but it would be interesting and probably completely broken compared to the power level available in the base format.
Gengar (F) @ Lum Berry
Ability: Levitate
EVs: 252 HP / 36 Def / 220 Spe
IVs: 27-28 HP / 6-7 Atk / 31 Def/ 30-31 SpD / 31 Spe
Stats: 165 HP/ 65 Atk / 85 Def / 95 SpD / 173 Spe
Timid Nature
- Destiny Bond
- Perish Song
- Protect
- Mean Look
Wobbuffet (M) @ Leftovers
Ability: Shadow Tag
EVs: 248 HP / 146 Def / 116 SpD
IVs: 30 HP / 20-21 Atk / 28-29 Def/ 31 SpD / 23 Spe
Stats: 296 HP/ 43 Atk / 104 Def / 93 SpD / 49 Spe
Bold Nature
- Destiny Bond
- Counter
- Encore
- Mirror Coat
My goals were humble with this team. I wanted the 100-win decoration and my offensive teams using my IV bred, EV trained Latias/Metagross/Milotic/Salamence were having a hard time getting past 80-90.
This is my first time posting, but I've lurked on these leaderboards before. I wanted to find a team that I could breed by conventional methods without RNG manipulation. So I looked for teams without pseudo-legendaries. This led me to the Dans Macabre team. It took me probably a month to get Pokemon with the correct natures and good enough stats to accept.
Notes on the team: As Adedede suggested to me (in a Youtube comment), Shadow Ball is the obvious choice for Slaking's 4th move in level 50 (as opposed to Brick Break needed for TTar in Open). I've seen that others have used this team for good reason. I strongly recommend breeding until you get perfect Attack/Speed on Slaking and good enough Gengar speed to get to the tier at 173 Spe. Those stats number are very important as there are many pokemon you just barely outspeed/KO. My other stats are pretty good. Having average speed on Wobbuffet meant that I didn't out speed Snorlax, but that never severely cost me since it is dealt with by Slaking/Gengar so well.
Check out Adedede's post for a lot of great information. However, I must say that the best way to learn this team is to try it out. I love how this team easily quashes trolling Double Teamers and Quick Claw Horn Drill/Fissure users. With this team you spend almost all your time predicting what the AI will use. You get very comfortable switching into hits. Damage calculators are essential since they help you play around critical hits. Generally, I tried to keep Slaking away from unnecessary damage or potential satuses. If I must sacrifice a Pokemon, it is almost always Wobbuffet since Gengar's Destiny Bond is an almost certainty, whereas Wobbuffet can more easily faulter due to no Lum Berry/ no Protect/lower speed.
A few differences from my own perspective:
There were a lot of things I feared would happen that really never did. Examples:
Trying to Destiny Bond with Gengar but getting double statused
Getting quick claw rock slide into flinch on Gengar (happened once I think)
Sheer Cold trolling by Lapras or Walrein. Actually, what sometimes nearly happened was Wobbuffet running out of Destiny Bond PP before the Sheer Colds ran out!
Unlike what Adedede mentioned, I used Gengar's Mean Look pretty often. Since Encore may last until 1, 2, or all 3 perish song turns complete, it can sometimes be useful for Gengar to 1. Perish Song, 2. Mean Look, 3. Protect, 4. Switch to Wobbuffet (or Slaking!). This way you can limit the damage on Wobbuffet in certain situations.
I almost never clicked Hyper Beam, though it certainly saved me on a near loss around win 135 (where Slaking 1 v 1'd Armaldo due to Hyper Beam damage + Double-Edge recoil damage!!)
I agree that playing aggressive with this team pays off. You start to learn that you just always switch into Gengar when certain Pokemon appear for example.
Something I couldn't figure out, but I would love to know is how to predict when the opponent will just spam Counter even if it has reasonable moves. This would happen even with Gengar and Wobbuffet out.
In addition to the Pokemon Adedede mentioned, here are some ones that I didn't like seeing (this particularly as a first Pokemon against Slaking)
Raichu. It's a speed tie with Slaking. I've tried switching into Wobbuffet, but thunderbolt into paralysis made it hard to guarantee Mirror Coat or Destiny Bond. I've also kept in Slaking and KO'd it after getting paralyzed.
Latios/Latias. There are so many different possibilities, but I almost always would go for Slaking - Shadow Ball and hope for no brightpowder/focus band hax. If Latios/Latias comes out second, it is also difficult to deal with. Sometimes I end up Encoring something like Calm Mind which usually means Wobbuffet will need to die.
Heracross. Gengar deals well with Hera. But the problem is that you need to switch out to Wobbuffet for 1 turn. With my Def/HP stats, there was a ~10% chance that Megahorn OHKO's my Wobbuffet! This actually happened, and I then found out that the opponent can then switch out removing the Perish Song! Luckily I saved that battle with Slaking and Gengar, but I'm not sure how to avoid this issue.
The loss may have been avoidable, but I had been getting away with aggressive play with this team for awhile.
Ranger Nelson Regirock - I almost always switch to Gengar since there are 2 with Quick Claw and 1 with Brightpowder Turn 1a - Switch to Gengar Turn 1b - Rock Slide - It does <50% damage, so it is the Brightpowder Regirock with Explosion. Only a critical hit kills so I go for setting up Perish Song Turn 2a - Perish Song Turn 2b - Rock Slide Critical Hit - Gengar faints. Now I am in a bit of trouble. I am afraid of Slaking getting Brightpowder, which is a likely loss. I am also not certain if this will explode on Wobbuffet, but if it does I will survive. Turn 3a - Switch to Wobbuffet - Perish Song Count 3 Turn 3b - Explosion - Wobbuffet is down to low health. Regice - All the Regice will see a KO on Wobbuffet. I have two options, switch in to Slaking now and tank Ice Beam/Thunderbolt (hope against status/critical), or tank the hit on loafing turn for the next Pokemon. I decide to sacrifice Wobbuffet. Turn 4a - Thunder bolt - Wobbuffet faints. I will switch in to Slaking and use Hyper Beam since I can't afford to accept the recoil damage from Double-Edge. Turn 4b - Hyper Beam - Regice faints Latios - I am actually happy. I am faster than all of them. I am thinking if Hyper Beam hits I will win and this fortunate streak will continue! Turn 5a - Loafing around Turn 5b - Psychic Critical Hit - Slaking faints - Game over.
Looking back at the possible Pokemon, tanking the hit on Regice was probably the play. I also think I could have switched to Wobbuffet after the first Rock Slide and then switched back to Gengar on Explosion. However, when the AI chooses Explosion was something I am still a little uncertain on. I believe a Metagross Explosion on Wobbuffet also helped end Adedede's streak. Maybe someone who knows a bit more can let me know.
I would love to know if someone knows what a better what to play out that fight would be.
Final thoughts: The team is really fun to play with. I think the streak could have ended much earlier (~135), but I was also starting to play a little careless (see loss) and so even with these lower IV's this particular team could probably reach ~400 if played more diligently.