Introduction:
What - The Battle Maison in Pokemon X and Y is a continuation of the in-game competitive battling format that has been a part of most of the Gameboy, GBA and DS Pokemon games since Crystal (only FRLG didin't have a dedicated Battle Tower), and is a different, but still very engaging, challenge for many competitively minded players.
=======================
Where - The Battle Maison is in Kiloude City, so is only accessible after defeating the Elite Four. You can get to Kiloude City easily after becoming Champion - you will be told to go to Lumiose Station, where Sycamore will give you the Pass you need to board the train from Lumiose to Kiloude.
===================
Rules - All Pokemon used in the Battle Maison will be set to Level 50. This means that anything that is Level 51 or higher will be lowered to Level 50. However, all Pokemon used in the Maison must be at least Level 50, because for some reason the flat level function doesn’t work for Pokemon under Lvl 50 (basically, don’t take a level 41 Gardevoir into the Maison and be surprised when it is outsped).
======================
Battle changes from seven battles with no break to one battle at a time.
==============
Differences from typical competitive Smogon play:
Typical Smogon Clauses: Sleep Clause, Evasion Clause, OHKO Clause, Moody Clause, Swagger Clause; When playing Battle Maison, Smogon rules don't apply. The AI has no qualms [thank you DNR :)] about putting everything to sleep, Double Teaming to +6, or using Sheer Cold/Fissure/etc. Therefore, your team needs to be prepared fot this, as all of these hax-based strategies can, have and will beat the most skilled of players.
Item Clause: In the Battle Maison, unlike in typical Smogon competitive matches, Item Clause is enabled. This means that each Pokemon has to hold different items. This can be slightly restrictive sometimes, but mosts teams in singles shouldn't have too much of an issue with this. However, in Multi Battles, this rule does not apply in the same way - you and your partner may give one of their Pokemon the same hold item as the other.
Species Clause: no difference from Smogon's rule here :).
Maison Super Singles are 3 vs 3. This means that teambuilding is much more restrictive than in typical competitive matches, and each Pokemon is worth a lot more. Setup sweepers are much easier to use (and much harder to stop). This also indirectly means that hazards such as Stealth Rock are pretty much worthless, especially as the AI is renowned for not switching (something that can be used to your advantage).
==================
Different Types of Battle Formats:
Singles: The first time you play in the Battle Maison, the Super modes will not be available. To unlock them, you must first win 20 consecutive matches in normal Singles. The 20th match will be against Battle Chatelaine <name goes here>. Once you defeat her, all the Super Battle formats will be unlocked. When you start the Singles Challenge, the Pokemon that the AI sends against you will be weak at first (1st stage Pokemon like Carvanha and Cubone etc), and will progressively get harder the farther you get.
Super Singles: Once you have won 20 matches in the Singles format, you can play Super Singles. This is arguably more of a challenge, as instead of starting off against first-stage evolutions, the AI will send out EV-trained fully evolved Pokemon against you.
Doubles/Super Doubles: Normal Doubles and Super Doubles follow the same format as Singles.
Triples/Super Triples: bla bla etc
Multis/Super Multis: bla bla etc
===================
You are not allowed to enter the following Pokemon:
Mewtwo, Mew, Lugia, Ho-Oh, Celebi, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys (Normal, Attack, Defense and Speed Formes), Dialga, Palkia, Giratina (Origin and Altered Formes), Phione, Manaphy, Darkrai, Shaymin (Land and Sky Formes), Arceus (all Formes), Victini, Reshiram, Zekrom, Kyurem, Keldeo, Meloetta, Genesect, Xerneas, Yveltal, Zygarde, all eggs
by extension, the AI cannot use the above Pokemon either.
=================
-link to comprehensive list of pokemon located in battle tower goes here (if it exists)-
======================
Consistent Strategic Pointers:
1. Substitute
Substitute has to be the best move that you can use in the Battle Maison. In fact, having it on all 3 Pokemon in Super Singles is not a bad idea at all.
Substitute can protect your teammembers from the following: Toxic, Thunder Wave, Will-O-Wisp, Swagger, Confuse Ray, all very common in the Maison. For example, using substitute in front of a Dusclops works wonderfully, as it will try to Confuse Ray/Toxic you. There is an abundance of AI Pokemon in the Maison that have no direct attacking move, and are therefore completely useless once the Rhydon doll is up. Add this to the fact that the AI doesn't like switching and Substitute becomes one of the best ways to insure yourself.
Substitute can also act as a buffer for several other nasty surprises that you may encounter in the Maison: surprise Sashes, Scarves, Quick Claws or Brightpowders can easily end in a dead team member and the end of a streak.
Finally, Substitute guards against the cheapest play in the Maison - OHKO moves. Everyone who played the Tower in DPP remembers the Rhydon with Quick Claw Horn Drill, and this generation it is no different. Substitute can protect from bad luck like this easily. Please use Substitute! :)
2. 100% Accuracy Moves
In the Maison, it is generally better to run members of the 80/85/90/95 Base Power family - Surf, Thunderbolt, Ice Beam, Flamethrower, Dragon Pulse - than to run ones from the 110/120 Base Power Family - Fire Blast, Thunder, Blizzard, Focus Blast etc. Although the second family of moves have significantly higher Base Power, they all have imperfect accuracy. Misses due to low accuracy/Double Team/Brightpowder cost long battle streaks in the Maison. There are exceptions to this however - Some Pokemon have the space to run two STAB moves, such as Mega Charizard Y, who can run Flamethrower and Fire Blast at the same time - using the higher power is useful to get OHKOs, whilst using Flamethrower when the kill is sure, and a miss could be costly. A useful guide would be to not use STAB moves that have less than 85% accuracy, and only use non-100% accurate moves unless you absolutely have to. Missed Fire Blasts cost matches.
3. Slow/Defensive Boosting
Some examples of slow/defensive boosting would be Cosmic Power/Stored Power Clefable, Calm Mind/Rest/Sleep Talk Suicune and Knock Off/Drain Punch/Bulk Up/Rest Scrafty. Whilst these strategies are all legitimate, they are all prone to falling to typical Maison hax - critical hits. It is usually better to go for more offensive boosting in the Maison - Nasty Plot/Dragon Dance/Swords Dance takes less time to set up and helps you break through the opponent more quickly, therefore giving the AI less turns to turn the match around.
4. Mega Evolutions
Mega Evolutions are a major plus point for players challenging the Maison, especially as the opponent does not use them. Almost every team that is successful in the Maison will incorporate a Mega Evolution - the simplest one to use is probably Mega Kangaskhan, which will be explored in detail in [section name goes here].
5. Status
Status is very important in the Maison, both on your side and on theirs. Protecting yourself from status is relatively easy - as mentioned, Substitute can block opponents' attempts to ruin your Pokemon with status. Stray status moves from unexpected sources, eg Thunder Wave Tyranitar, can cripple a teammember completely.
However, status from your side can also swing the match in your favour. defensive Pokemon such as Chansey and Gliscor can take on other defensive Pokemon quite nicely, as well as generally doing well against many opponents - Chansey can Seismic Toss both specially offensive, and even some physically offensive, Pokemon to death, and Gliscor can SubProtect stall [see - insert name of section here -]. Toxic is the most consistent move, as it has huge distribution and cannot be dealt with through recovery, due to its steadily increasing damage - Toxic also works beautifully against the AI's slow boosters, who will allways be lucky enough to not get critted - with Toxic, they are instantly put on a 6 turn timer (7 turns with Leftovers) - and there seems to be a glitch in that, once the AI's Pokemon drop below half health, they will spam a recovery move if they have one, even though Toxic damage keeps doing more and more.
=============================
Individual Analyses of successful Maison teammembers:
1. Mega Kangaskhan
Kangaskhan @ Kangaskhanite
Scrappy --> Parental Bond
Jolly/Adamant, 252 Speed, 252 Attack, 4 Defense
Return
Power-Up Punch
Sucker Punch
Crunch/Earthquake/Fake Out
LustrousPalkia - Mega Kangaskhan is probably the best individual Pokemon to take into the Maison - it's just as broken there as it was in OU. Parental Bond means that Khan hits twice, breaking through Sturdy, Substitute and Focus Sashes, whilst giving Kangaskhan the equivalent of [what is the number, I think it's 239] base Attack. Power-Up Punching lets you raise your Attack to even stupider levels, letting you break even the sturdiest of Steel-Types with boosted Return.
The only major issues it has are against faster Fighting-Types, as it can't take them out with Sucker Punch, slower Fighting-Types when unboosted (it can kill the majority of them with +2 Return), and extremely powerful special attackers that are either faster and can take boosted Sucker Punch, or slower ones when Khan is unboosted. All in all, Mega Kangaskhan can take out all 3 of the opponent's team a significant portion of the time, making it a very viable member of any team. Fake Out can be useful in Singles, but it's probably more suited to Doubles/Triples. Earthquake allows for heavier damage against some Steel-Types, but Crunch will help against Ghost-Types (Mismagius/Gengar etc) who try to Substitute and use other non-attacking moves.
2. Life Orb Landorus
Landorus @ Life Orb
Sheer Force
Naive/Timid, 252 Speed, 252 Special Attack, 4 Attack / 4 Defense
Earth Power
Sludge Wave
Psychic
Rock Slide / Hidden Power Ice / Knock Off
LustrousPalkia - This set is my own invention, and I've found it to work very well in the Maison. Landorus sits at a useful speed tier, just outspeeding base 100s. Sheer Force gives Landorus a 33% power boost to all of its moves that have secondary effects (e.g. Earth Power's 10% chance to drop Special Defense). However, Sheer Force stacks with Life Orb to give all moves a 70% power boost, and also has the bonus of cancelling out Life Orb recoil when using moves that have said secondary effects.
This Landorus set is also good in that it has very good coverage, and all of its moves except Hidden Power and Knock Off - if you choose them - are Sheer Force boosted and cause no recoil. This set is weak to faster Water/Ice-Types and strong or supereffective (Aqua Jet/Ice Shard) priority.
3. Choice Band Talonflame
Talonflame @ Choice Band
Gale Wings
Adamant, 252 Speed, 252 Attack, 4 Defense
Flare Blitz
Brave Bird
U-Turn
Steel Wing / Will-O-Wisp / Toxic / Tailwind
LustrousPalkia - Gale Wings Brave Bird works really well in the Maison, especially alongside Mega Khan - Talonflame can take out loads of fast frail threats with priority Brave Bird - killing Fighting-Types that scare Mega Kangaskhan is also really useful, as it allows Khan to go on a rampage. Killing things with U-Turn is also great if you can pull it off, as it saves you from being locked into, say, Brave Bird against a Tyranitar. The last slot is customisable - you can run Steel Wing to somewhat deal with Rock-Types, status to screw up an opponent (works well when it's their last Pokemon), or Tailwind to give you a speed advantage.
4. Lifesaver Gliscor
Gliscor @ Toxic Orb
Poison Heal
Impish Nature, 252 HP, 252 Speed, 4 Defense (interchangeable)
Earthquake
Toxic
Substitute
Protect
LustrousPalkia - SubToxic Gliscor works very well in the Maison for several reasons. Poison Heal along with Toxic Orb gives Gliscor several things; an immunity to status, huge amounts of practice recovery and a foolproof way to (albeit slowly) stall out opposing Pokemon.
Earthquake, alongside Toxic, gives Gliscor a way to do damage to the majority of the Pokemon that the AI can throw at you - the only Pokemon in Super Singles that are immune to both Toxic and Earthquake are Skarmory, Weezing and Crobat [are there any more?]. Substitute and Protect allows Gliscor to stall out poisoned opponents easily whilst not losing any HP. It also allows you to stall out certain moves that can harm Gliscor, such as Surf and Ice Beam - using a combination of Substitute and Protect, it's easy to force the opponent to burn all their PP uselessly breaking Substitutes - and then it's time to poison them and set up a Substitute, ready for the next thing that the opponent sends out. Gliscor's Earthquake hits for reasonable damage even without investment, and max HP and Speed is useful to outspeed all positively natured base 80s and below, as well as anything in the 80-95 base speed range that runs a neutral nature. With an Impish nature, Gliscor is still very bulky on the physical side, being able to take even STAB Waterfalls and Ice Punches and survive. You can even change the EV spread to physically defensive or specially defensive, although I personally found that it is better to run max Speed to be able to set up Substitute more often before being hit by Ice Beam/Surf/etc.
[Placeholder - Chansey]
[more sets to be copypasted here, if you have any personal sets/suggestions etc, please post them in the format shown above; set name, EV spread, nature, item, ability, and a description of how your set works; I'll copy them into here and give you credit :)]
=============================
AI Tendencies:
1. Learning and adapting: The AI seems to analyse your team as you battle with it and your streak continues, and gradually learns what Pokemon your team has trouble with - and these Pokemon appear more and more often.
Examples:
⦁ Using SubToxic Gliscor [insert name of section here], the AI learned to send out Weezing/Skarmory more often.
⦁ Using Sashed Spore Breloom, the AI learned to send out multiple faster Pokemon with Lum/Chesto Berry, or Pokemon with multi-hit moves, or ones with Taunt.
⦁ Using Landorus, the AI learnt to send out faster Ice-Types, with Focus Sash a lot of the time.
⦁ Using Rain in triples, the AI learned to send out: Storm Drain Pokemon, Lightningrod Pokemon, Volt Absorb Pokemon, Water Absorb Pokemon. It also learned to send out multiple weather inducers such as Abomasnow and Tyranitar, and (even better) weather setters that would use their weather move on the same turn as Klefki's Rain Dance. It also learnt to use Taunt on Klefki+ their own weather setter on the same turn.
2. predictable patterns [sourced from the BW Subway Guide]; there are certain tendencies that the AI seems to have when picking its moves. these are:
⦁ the AI prefers attacks that will KO one of your Pokemon
⦁ An exception to the above, the AI doesn't use the following moves properly: Gyro Ball, Grass Knot, Low Kick, Return, Frustration. They may not use the move even if it would result in a KO.
⦁ the AI doesn't use Sucker Punch properly. They may use it to KO your Pokemon if none of their other attacks can or if it's their only attack. They tend to use it more often if a Pokemon has been Taunted. Otherwise, they tend to be reluctant to use Sucker Punch.
⦁ the AI does not recognize Storm Drain or Dry Skin on the first turn; they will continue to use Water attacks if it would normally be their strongest move against the Pokemon. Not sure about this one, does anybody know if it works after the first turn?
⦁ the AI does not recognize Flash Fire initially, but will stop using Fire attacks entirely once Flash Fire has been activated. In a double battle, however, the AI will still target your other, non-Flash Fire Pokemon with Fire moves.
⦁ the AI will not continue to use a boosting move if one of the stats being boosted is already maxed.
⦁ The AI avoids using Trick against a Pokemon that holds one of the following items: Choice Band, Choice Specs, Choice Scarf, Flame Orb, Toxic Orb, or Black Sludge.
⦁ the AI tends to avoid using moves that lower their stats unless it results in a KO or they are holding White Herb (eg Draco Meteor).
⦁ the AI tends to only use recovery moves when they are below half health. They sometimes, however, seem to "predict" when they will go below half health when their Pokemon is slower than yours.
⦁ the AI tends to only use Destiny Bond when they are below half health.
⦁ the AI may switch if their Pokemon is locked into a move that does not deal damage (either immune or status move) due to a Choice item.
⦁ If the opponent is hit with an attack and they have a Pokemon that is immune to that attack's type, they may switch to the Pokemon that has that immunity. Strangely, they still have a chance to switch even if the Pokemon that performed that attack has already fainted.
⦁ the AI considers multi-hit moves based on the power of a single hit (e.g. they see Icicle Spear as a 25 Base Power Ice-type attack).
are all of these still the same in X and Y?
=================
Example Teams
Entrainment/Protect (I personally have no experience with these kinds of teams so if someone could write this that'd be great!)
Mega Khan team (Khan, Landorus/Greninja, Talonflame/Gliscor)
Breloom lead team (Breloom, Khan/Mega Blaze/Mega Mawile, Gliscor/Chansey)
=================
Battle Points:
Items from the left counter:
Protein, Calcium, Iron, Zinc, Carbos, HP Up - 2 BP
Power Bracer, Power Belt, Power Lens, Power Band, Power Anklet, Power Weight, Toxic Orb, Flame Orb - 16 BP
White Herb, Power Herb, Absorb Bulb, Cell Battery, Red Card, Eject Button, Weakness Policy, Ring Target, Protector, Whipped Dream, Sachet, Electirizer, Magmarizer, Reaper Cloth, Up-Grade, Dubious Disc - 32 BP
Wise Glasses, Choice Specs, Scope Lens, Zoom Lens, Wide Lens, Muscle Band, Focus Band, Choice Band, Choice Scarf, Assault Vest, Focus Sash, Razor Claw, Razor Fang, Bright Powder, Life Orb, Iron Ball, Air Balloon, Binding Band, Safety Goggles, Rare Candy - 48 BP
Ability Capsule - 200 BP
########
TMs from the right counter:
TM48 (Round) - 16 BP
TM59 (Incinerate) - 16 BP
TM87 (Swagger) - 24 BP
TM60 (Quash) - 24 BP
TM05 (Roar) - 24 BP
TM23 (Smack Down) - 32 BP
TM34 (Sludge Wave) - 32 BP
TM51 (Steel Wing) - 32 BP
TM64 (Explosion) - 48 BP
TM67 (Retaliate) - 48 BP
TM72 (Volt Switch) - 48 BP
TM85 (Dream Eater) - 48 BP
================
There are certain sections that I've pretty much finished, If you have any input whatsoever, from sets to AI behavior to teams, anything at all, post it in the thread and I'll be sure to put it in here under your name :)
What - The Battle Maison in Pokemon X and Y is a continuation of the in-game competitive battling format that has been a part of most of the Gameboy, GBA and DS Pokemon games since Crystal (only FRLG didin't have a dedicated Battle Tower), and is a different, but still very engaging, challenge for many competitively minded players.
=======================
Where - The Battle Maison is in Kiloude City, so is only accessible after defeating the Elite Four. You can get to Kiloude City easily after becoming Champion - you will be told to go to Lumiose Station, where Sycamore will give you the Pass you need to board the train from Lumiose to Kiloude.
===================
Rules - All Pokemon used in the Battle Maison will be set to Level 50. This means that anything that is Level 51 or higher will be lowered to Level 50. However, all Pokemon used in the Maison must be at least Level 50, because for some reason the flat level function doesn’t work for Pokemon under Lvl 50 (basically, don’t take a level 41 Gardevoir into the Maison and be surprised when it is outsped).
======================
Battle changes from seven battles with no break to one battle at a time.
==============
Differences from typical competitive Smogon play:
Typical Smogon Clauses: Sleep Clause, Evasion Clause, OHKO Clause, Moody Clause, Swagger Clause; When playing Battle Maison, Smogon rules don't apply. The AI has no qualms [thank you DNR :)] about putting everything to sleep, Double Teaming to +6, or using Sheer Cold/Fissure/etc. Therefore, your team needs to be prepared fot this, as all of these hax-based strategies can, have and will beat the most skilled of players.
Item Clause: In the Battle Maison, unlike in typical Smogon competitive matches, Item Clause is enabled. This means that each Pokemon has to hold different items. This can be slightly restrictive sometimes, but mosts teams in singles shouldn't have too much of an issue with this. However, in Multi Battles, this rule does not apply in the same way - you and your partner may give one of their Pokemon the same hold item as the other.
Species Clause: no difference from Smogon's rule here :).
Maison Super Singles are 3 vs 3. This means that teambuilding is much more restrictive than in typical competitive matches, and each Pokemon is worth a lot more. Setup sweepers are much easier to use (and much harder to stop). This also indirectly means that hazards such as Stealth Rock are pretty much worthless, especially as the AI is renowned for not switching (something that can be used to your advantage).
==================
Different Types of Battle Formats:
Singles: The first time you play in the Battle Maison, the Super modes will not be available. To unlock them, you must first win 20 consecutive matches in normal Singles. The 20th match will be against Battle Chatelaine <name goes here>. Once you defeat her, all the Super Battle formats will be unlocked. When you start the Singles Challenge, the Pokemon that the AI sends against you will be weak at first (1st stage Pokemon like Carvanha and Cubone etc), and will progressively get harder the farther you get.
Super Singles: Once you have won 20 matches in the Singles format, you can play Super Singles. This is arguably more of a challenge, as instead of starting off against first-stage evolutions, the AI will send out EV-trained fully evolved Pokemon against you.
Doubles/Super Doubles: Normal Doubles and Super Doubles follow the same format as Singles.
Triples/Super Triples: bla bla etc
Multis/Super Multis: bla bla etc
===================
You are not allowed to enter the following Pokemon:
Mewtwo, Mew, Lugia, Ho-Oh, Celebi, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys (Normal, Attack, Defense and Speed Formes), Dialga, Palkia, Giratina (Origin and Altered Formes), Phione, Manaphy, Darkrai, Shaymin (Land and Sky Formes), Arceus (all Formes), Victini, Reshiram, Zekrom, Kyurem, Keldeo, Meloetta, Genesect, Xerneas, Yveltal, Zygarde, all eggs
by extension, the AI cannot use the above Pokemon either.
=================
-link to comprehensive list of pokemon located in battle tower goes here (if it exists)-
======================
Consistent Strategic Pointers:
1. Substitute
Substitute has to be the best move that you can use in the Battle Maison. In fact, having it on all 3 Pokemon in Super Singles is not a bad idea at all.
Substitute can protect your teammembers from the following: Toxic, Thunder Wave, Will-O-Wisp, Swagger, Confuse Ray, all very common in the Maison. For example, using substitute in front of a Dusclops works wonderfully, as it will try to Confuse Ray/Toxic you. There is an abundance of AI Pokemon in the Maison that have no direct attacking move, and are therefore completely useless once the Rhydon doll is up. Add this to the fact that the AI doesn't like switching and Substitute becomes one of the best ways to insure yourself.
Substitute can also act as a buffer for several other nasty surprises that you may encounter in the Maison: surprise Sashes, Scarves, Quick Claws or Brightpowders can easily end in a dead team member and the end of a streak.
Finally, Substitute guards against the cheapest play in the Maison - OHKO moves. Everyone who played the Tower in DPP remembers the Rhydon with Quick Claw Horn Drill, and this generation it is no different. Substitute can protect from bad luck like this easily. Please use Substitute! :)
2. 100% Accuracy Moves
In the Maison, it is generally better to run members of the 80/85/90/95 Base Power family - Surf, Thunderbolt, Ice Beam, Flamethrower, Dragon Pulse - than to run ones from the 110/120 Base Power Family - Fire Blast, Thunder, Blizzard, Focus Blast etc. Although the second family of moves have significantly higher Base Power, they all have imperfect accuracy. Misses due to low accuracy/Double Team/Brightpowder cost long battle streaks in the Maison. There are exceptions to this however - Some Pokemon have the space to run two STAB moves, such as Mega Charizard Y, who can run Flamethrower and Fire Blast at the same time - using the higher power is useful to get OHKOs, whilst using Flamethrower when the kill is sure, and a miss could be costly. A useful guide would be to not use STAB moves that have less than 85% accuracy, and only use non-100% accurate moves unless you absolutely have to. Missed Fire Blasts cost matches.
3. Slow/Defensive Boosting
Some examples of slow/defensive boosting would be Cosmic Power/Stored Power Clefable, Calm Mind/Rest/Sleep Talk Suicune and Knock Off/Drain Punch/Bulk Up/Rest Scrafty. Whilst these strategies are all legitimate, they are all prone to falling to typical Maison hax - critical hits. It is usually better to go for more offensive boosting in the Maison - Nasty Plot/Dragon Dance/Swords Dance takes less time to set up and helps you break through the opponent more quickly, therefore giving the AI less turns to turn the match around.
4. Mega Evolutions
Mega Evolutions are a major plus point for players challenging the Maison, especially as the opponent does not use them. Almost every team that is successful in the Maison will incorporate a Mega Evolution - the simplest one to use is probably Mega Kangaskhan, which will be explored in detail in [section name goes here].
5. Status
Status is very important in the Maison, both on your side and on theirs. Protecting yourself from status is relatively easy - as mentioned, Substitute can block opponents' attempts to ruin your Pokemon with status. Stray status moves from unexpected sources, eg Thunder Wave Tyranitar, can cripple a teammember completely.
However, status from your side can also swing the match in your favour. defensive Pokemon such as Chansey and Gliscor can take on other defensive Pokemon quite nicely, as well as generally doing well against many opponents - Chansey can Seismic Toss both specially offensive, and even some physically offensive, Pokemon to death, and Gliscor can SubProtect stall [see - insert name of section here -]. Toxic is the most consistent move, as it has huge distribution and cannot be dealt with through recovery, due to its steadily increasing damage - Toxic also works beautifully against the AI's slow boosters, who will allways be lucky enough to not get critted - with Toxic, they are instantly put on a 6 turn timer (7 turns with Leftovers) - and there seems to be a glitch in that, once the AI's Pokemon drop below half health, they will spam a recovery move if they have one, even though Toxic damage keeps doing more and more.
=============================
Individual Analyses of successful Maison teammembers:
1. Mega Kangaskhan
Kangaskhan @ Kangaskhanite
Scrappy --> Parental Bond
Jolly/Adamant, 252 Speed, 252 Attack, 4 Defense
Return
Power-Up Punch
Sucker Punch
Crunch/Earthquake/Fake Out
LustrousPalkia - Mega Kangaskhan is probably the best individual Pokemon to take into the Maison - it's just as broken there as it was in OU. Parental Bond means that Khan hits twice, breaking through Sturdy, Substitute and Focus Sashes, whilst giving Kangaskhan the equivalent of [what is the number, I think it's 239] base Attack. Power-Up Punching lets you raise your Attack to even stupider levels, letting you break even the sturdiest of Steel-Types with boosted Return.
The only major issues it has are against faster Fighting-Types, as it can't take them out with Sucker Punch, slower Fighting-Types when unboosted (it can kill the majority of them with +2 Return), and extremely powerful special attackers that are either faster and can take boosted Sucker Punch, or slower ones when Khan is unboosted. All in all, Mega Kangaskhan can take out all 3 of the opponent's team a significant portion of the time, making it a very viable member of any team. Fake Out can be useful in Singles, but it's probably more suited to Doubles/Triples. Earthquake allows for heavier damage against some Steel-Types, but Crunch will help against Ghost-Types (Mismagius/Gengar etc) who try to Substitute and use other non-attacking moves.
2. Life Orb Landorus
Landorus @ Life Orb
Sheer Force
Naive/Timid, 252 Speed, 252 Special Attack, 4 Attack / 4 Defense
Earth Power
Sludge Wave
Psychic
Rock Slide / Hidden Power Ice / Knock Off
LustrousPalkia - This set is my own invention, and I've found it to work very well in the Maison. Landorus sits at a useful speed tier, just outspeeding base 100s. Sheer Force gives Landorus a 33% power boost to all of its moves that have secondary effects (e.g. Earth Power's 10% chance to drop Special Defense). However, Sheer Force stacks with Life Orb to give all moves a 70% power boost, and also has the bonus of cancelling out Life Orb recoil when using moves that have said secondary effects.
This Landorus set is also good in that it has very good coverage, and all of its moves except Hidden Power and Knock Off - if you choose them - are Sheer Force boosted and cause no recoil. This set is weak to faster Water/Ice-Types and strong or supereffective (Aqua Jet/Ice Shard) priority.
3. Choice Band Talonflame
Talonflame @ Choice Band
Gale Wings
Adamant, 252 Speed, 252 Attack, 4 Defense
Flare Blitz
Brave Bird
U-Turn
Steel Wing / Will-O-Wisp / Toxic / Tailwind
LustrousPalkia - Gale Wings Brave Bird works really well in the Maison, especially alongside Mega Khan - Talonflame can take out loads of fast frail threats with priority Brave Bird - killing Fighting-Types that scare Mega Kangaskhan is also really useful, as it allows Khan to go on a rampage. Killing things with U-Turn is also great if you can pull it off, as it saves you from being locked into, say, Brave Bird against a Tyranitar. The last slot is customisable - you can run Steel Wing to somewhat deal with Rock-Types, status to screw up an opponent (works well when it's their last Pokemon), or Tailwind to give you a speed advantage.
4. Lifesaver Gliscor
Gliscor @ Toxic Orb
Poison Heal
Impish Nature, 252 HP, 252 Speed, 4 Defense (interchangeable)
Earthquake
Toxic
Substitute
Protect
LustrousPalkia - SubToxic Gliscor works very well in the Maison for several reasons. Poison Heal along with Toxic Orb gives Gliscor several things; an immunity to status, huge amounts of practice recovery and a foolproof way to (albeit slowly) stall out opposing Pokemon.
Earthquake, alongside Toxic, gives Gliscor a way to do damage to the majority of the Pokemon that the AI can throw at you - the only Pokemon in Super Singles that are immune to both Toxic and Earthquake are Skarmory, Weezing and Crobat [are there any more?]. Substitute and Protect allows Gliscor to stall out poisoned opponents easily whilst not losing any HP. It also allows you to stall out certain moves that can harm Gliscor, such as Surf and Ice Beam - using a combination of Substitute and Protect, it's easy to force the opponent to burn all their PP uselessly breaking Substitutes - and then it's time to poison them and set up a Substitute, ready for the next thing that the opponent sends out. Gliscor's Earthquake hits for reasonable damage even without investment, and max HP and Speed is useful to outspeed all positively natured base 80s and below, as well as anything in the 80-95 base speed range that runs a neutral nature. With an Impish nature, Gliscor is still very bulky on the physical side, being able to take even STAB Waterfalls and Ice Punches and survive. You can even change the EV spread to physically defensive or specially defensive, although I personally found that it is better to run max Speed to be able to set up Substitute more often before being hit by Ice Beam/Surf/etc.
[Placeholder - Chansey]
[more sets to be copypasted here, if you have any personal sets/suggestions etc, please post them in the format shown above; set name, EV spread, nature, item, ability, and a description of how your set works; I'll copy them into here and give you credit :)]
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AI Tendencies:
1. Learning and adapting: The AI seems to analyse your team as you battle with it and your streak continues, and gradually learns what Pokemon your team has trouble with - and these Pokemon appear more and more often.
Examples:
⦁ Using SubToxic Gliscor [insert name of section here], the AI learned to send out Weezing/Skarmory more often.
⦁ Using Sashed Spore Breloom, the AI learned to send out multiple faster Pokemon with Lum/Chesto Berry, or Pokemon with multi-hit moves, or ones with Taunt.
⦁ Using Landorus, the AI learnt to send out faster Ice-Types, with Focus Sash a lot of the time.
⦁ Using Rain in triples, the AI learned to send out: Storm Drain Pokemon, Lightningrod Pokemon, Volt Absorb Pokemon, Water Absorb Pokemon. It also learned to send out multiple weather inducers such as Abomasnow and Tyranitar, and (even better) weather setters that would use their weather move on the same turn as Klefki's Rain Dance. It also learnt to use Taunt on Klefki+ their own weather setter on the same turn.
2. predictable patterns [sourced from the BW Subway Guide]; there are certain tendencies that the AI seems to have when picking its moves. these are:
⦁ the AI prefers attacks that will KO one of your Pokemon
⦁ An exception to the above, the AI doesn't use the following moves properly: Gyro Ball, Grass Knot, Low Kick, Return, Frustration. They may not use the move even if it would result in a KO.
⦁ the AI doesn't use Sucker Punch properly. They may use it to KO your Pokemon if none of their other attacks can or if it's their only attack. They tend to use it more often if a Pokemon has been Taunted. Otherwise, they tend to be reluctant to use Sucker Punch.
⦁ the AI does not recognize Storm Drain or Dry Skin on the first turn; they will continue to use Water attacks if it would normally be their strongest move against the Pokemon. Not sure about this one, does anybody know if it works after the first turn?
⦁ the AI does not recognize Flash Fire initially, but will stop using Fire attacks entirely once Flash Fire has been activated. In a double battle, however, the AI will still target your other, non-Flash Fire Pokemon with Fire moves.
⦁ the AI will not continue to use a boosting move if one of the stats being boosted is already maxed.
⦁ The AI avoids using Trick against a Pokemon that holds one of the following items: Choice Band, Choice Specs, Choice Scarf, Flame Orb, Toxic Orb, or Black Sludge.
⦁ the AI tends to avoid using moves that lower their stats unless it results in a KO or they are holding White Herb (eg Draco Meteor).
⦁ the AI tends to only use recovery moves when they are below half health. They sometimes, however, seem to "predict" when they will go below half health when their Pokemon is slower than yours.
⦁ the AI tends to only use Destiny Bond when they are below half health.
⦁ the AI may switch if their Pokemon is locked into a move that does not deal damage (either immune or status move) due to a Choice item.
⦁ If the opponent is hit with an attack and they have a Pokemon that is immune to that attack's type, they may switch to the Pokemon that has that immunity. Strangely, they still have a chance to switch even if the Pokemon that performed that attack has already fainted.
⦁ the AI considers multi-hit moves based on the power of a single hit (e.g. they see Icicle Spear as a 25 Base Power Ice-type attack).
are all of these still the same in X and Y?
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Example Teams
Entrainment/Protect (I personally have no experience with these kinds of teams so if someone could write this that'd be great!)
Mega Khan team (Khan, Landorus/Greninja, Talonflame/Gliscor)
Breloom lead team (Breloom, Khan/Mega Blaze/Mega Mawile, Gliscor/Chansey)
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Battle Points:
Items from the left counter:
Protein, Calcium, Iron, Zinc, Carbos, HP Up - 2 BP
Power Bracer, Power Belt, Power Lens, Power Band, Power Anklet, Power Weight, Toxic Orb, Flame Orb - 16 BP
White Herb, Power Herb, Absorb Bulb, Cell Battery, Red Card, Eject Button, Weakness Policy, Ring Target, Protector, Whipped Dream, Sachet, Electirizer, Magmarizer, Reaper Cloth, Up-Grade, Dubious Disc - 32 BP
Wise Glasses, Choice Specs, Scope Lens, Zoom Lens, Wide Lens, Muscle Band, Focus Band, Choice Band, Choice Scarf, Assault Vest, Focus Sash, Razor Claw, Razor Fang, Bright Powder, Life Orb, Iron Ball, Air Balloon, Binding Band, Safety Goggles, Rare Candy - 48 BP
Ability Capsule - 200 BP
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TMs from the right counter:
TM48 (Round) - 16 BP
TM59 (Incinerate) - 16 BP
TM87 (Swagger) - 24 BP
TM60 (Quash) - 24 BP
TM05 (Roar) - 24 BP
TM23 (Smack Down) - 32 BP
TM34 (Sludge Wave) - 32 BP
TM51 (Steel Wing) - 32 BP
TM64 (Explosion) - 48 BP
TM67 (Retaliate) - 48 BP
TM72 (Volt Switch) - 48 BP
TM85 (Dream Eater) - 48 BP
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There are certain sections that I've pretty much finished, If you have any input whatsoever, from sets to AI behavior to teams, anything at all, post it in the thread and I'll be sure to put it in here under your name :)
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