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Basically your typical trick lead with a funny Mawile Baton Passing instead of the usual Registeel. I specifically chose Togekiss because Mawile even when Calm with maxed out Special Defense and HP can't take Gengar shadow balls or Tinted Lens Bug Buzzes very well. I did think about using Scizor instead of Mawile, but Intimidate was too useful to pass up, and pure steel is slightly better typing in most cases (like resisting rock and flying mainly). Plus, it's Mawile!
I was a bit surprised how often Latios was able to get to +6 SpA/Def/SpDef/Evasion. It's not even needed though. +4 in all 4, or around there, is often unstoppable already. Evasion and Defense boosts just give more assurance. It's cool to see Salamence outrage not breaking Latios' sub sometimes.
There were some cases where Stockpile (instead of Double Team) would have been a lot more comfortable, but meh, whatever.
Anyway, I knew that my team will have trouble with ice types. Mawile can't take ice beams very well either. Almost lost to an ice team once where the Paralyzed Perish Song Lapras Sheer Colded Togekiss, and then it switched to Abomasnow, where Abomasnow outsped Mawile and Sheer Colded Mawile, but fortunately, Sheer Cold "saved" me in that that Abomasnow's only ice move was Sheer Cold, so after stalling it out with sub and recover, Latios was able to get to +6 with sub and finish everything off.
But I still lost to another ice team at 122. ... Um well, actually just one ice pokemon. Just Glalie. I should/could have tricked I guess, but I Twave with Togekiss first turn instead (since after a while I just got into the habit of Twave every ice type lead {except mamoswine obviously} I faced because that often meant Mawile will be able to set up). It used Hail.
Turn 2: Togekiss switches, Mawile comes in and takes Blizzard.
Turn 3: Switch back to Togekiss, OHKO'd by Sheer Cold
Turn 4: Mawile comes in, Sub, Sheer Cold hits
Turn 5: Sub, Sheer Cold misses, mawile had like 4 HP left after hail damage I think.
Turn 6: Baton Pass, Sheer Cold hits. Of course this doesn't look good.
Turn 7: Switch in Mawile, Dark Pulse KOs.
Turn 8: Switch in Latios, Calm Mind, Blizzard hits, Latios at around... 35% after leftovers (o yah hail's gone, obviously).
Turn 9: Recover, Dark Pulse, around 50% after leftovers.
Turn 10: Recover, Blizzard hits, around 35% after leftovers.
Turn 11: Recover, Blizzard Critical Hit, game over.
+1 Dragon Pulse doesn't KO. I possibly could have done differently, but anyway, the team's still weak to ice regardless.
It'll probably be another next long while before I will attempt another streak due to busy schedule. But most likely a Double one next. It's more fun. :)
EDIT: O yeah, I don't have Rest on Latios, because with Mawile Baton Passing Sub, I never had the need for it. Mawile just takes whatever status (Twave or WoW I suppse) and then baton passing sub to Latios. Plus, Latios doesn't mind being burnt all that much anyway. Streak never got high enough for that to even happen though haha.
... Also, I was going to use Sitrus Berry on Mawile, but then my HG didn't have any Sitrus berry and I was too lazy to transfer one over or try to find one lol. Hm, well, ... Sitrus might have turned this lost match around a bit giving two more subs...
Typical Starmie, gets pretty good coverage but usually falls short of KOing when I boost water types by 5 levels forgetting to add in increases in special defense. Otherwise, he sweeps and solos like a champ.
Garchomp @ Focus Sash
Lonely
4 HP/252 Attack/252 Speed
- Earthquake
- Stone Edge
- Fire Blast
- Outrage
I was too lazy to keep breeding until I hit Adamant back in 2007, and he's stuck by me ever since. Surprisingly for me, I've never lost due to Fire Blast missing which is something I anticipated a lot. However, it's not strong enough to get an OHKO on Abomasnow 4, which is frustrating. It takes out Scizor pretty comfortably though. Stone Edge for Super Effective hits, Earthquake for early in the match, Outrage as a finisher. Works every time, I rarely have to heal for PP.
A leftover from my Emerald days, so undoubtably the EVs are probably wrong. It was initially the typical Spikes/Whirlwind combo that I ended up changing after seeing the effectiveness of a Steel type as a third member, and due to no wi-fi and no availability for a second DS, I still haven't evolved my Scyther yet. Pretty self-explanatory set, switch in, tank while Double Teaming, Roost off damage. Toxic after 2nd/3rd Double Team depending on my enemy, and then Drill Peck to add extra damage.
The 55th battle was where I finally lost it. Abomasnow, Dewgong and Glaceon. For not the first time in this run, I stupidly put Dewgong's level up 5, assuming an easy KO from Starmie.
Battle starts, switched Starmie out for Skarmory, who instantly takes a Giga Drain when I was expecting a Wood Hammer. I Double Team instead of Drill Pecking, which probably would have at least got me to Glaceon, and then cop a Grasswhistle. Abomasnow proceeds to destroy Skarmory. No attacks miss. :/
I switch in Garchomp, which is when I learned Fire Blast doesn't KO. But, it leaves a small enough amount of HP that it would have if I used Drill Peck. Between Ice Beam and Snow Warning, Garchomp is down after one attack.
Starmie finishes Abomasnow off with Psychic, leading up to Dewgong surviving two Thunderbolts and destroying me with two Signal Beams.
It was a fun run, and I got the Gold Print, so I'm not too fussed over losing that early, but considering I only skipped one match (Scizor, Garchomp and Espeon, if I had Garchomp as a lead I wouldn't have, but what can ya do), I kind of wish I could have kept going.
Picture evidence is in my Picture Evidence folder!
--------------------------------------------------------------------------------------------------------------------------------- 100 BATTLE SUBWAY TRAINERS and their POKÉMON
---------------------------------------------------------------------------------------------------------------------------------
- I worked with the two lists Team Rocket Elite provided us with:
- subway pokémon
- subway trainers
- I hope that the work I´ve done will make it easier for us to identify the trainers when the English version of the games comes out
Notes:
- the first 6 trainers listed are the two Subway Masters in different battle modes
- trainers 7-12 are probably your multi battle partners
- the actual 100 trainerss start with the ten „All 4 Sets of Legendaries“ trainers
[size=-2]Trainer type 70B (2x) = "All 4 Sets of Legendaries" = 80 movesets total
Trainer type 71B (2x) = "All 4 Sets of Legendaries" = 80 movesets total
Trainer type 75 (2x) = "All 4 Sets of Legendaries" = 80 movesets total
Trainer type 76 (2x) = "All 4 Sets of Legendaries" = 80 movesets total
Trainer type 43 (2x) = "All 4 Sets of Flying Types" = 92 movesets total
Trainer type 27A (1x) = "First Set of Group (A) Pokémon" = 87 movesets total
Trainer type 28A (1x) = "First Set of Group (A) Pokémon" = 87 movesets total
Trainer type 27B (1x) = "First Set of Group (B) Pokémon" = 88 movesets total
Trainer type 28B (1x) = "First Set of Group (B) Pokémon" = 88 movesets total
Trainer type 8A (1x) = "Second Set of Group (A) Pokémon" = 87 movesets total
Trainer type 9A (1x) = "Second Set of Group (A) Pokémon" = 87 movesets total
Trainer type 8B (1x) = "Second Set of Group (B) Pokémon" = 88 movesets total
Trainer type 9B (1x) = "Second Set of Group (B) Pokémon" = 88 movesets total
Trainer type 24A (1x) = "Third Set of Group (A) Pokémon" = 87 movesets total
Trainer type 25A (1x) = "Third Set of Group (A) Pokémon" = 87 movesets total
Trainer type 48 (2x) = "Third Set of Group (A) Pokémon" = 87 movesets total
Trainer type 66 (2x) = "Third Set of Group (A) Pokémon" = 87 movesets total
Trainer type 24B (2x) = "Third Set of Group (B) Pokémon" = 88 movesets total
Trainer type 25B (2x) = "Third Set of Group (B) Pokémon" = 88 movesets total
Trainer type 90 (2x) = "Third Set of Group (B) Pokémon" = 88 movesets total
Trainer type 91 (2x) = "Third Set of Group (B) Pokémon" = 88 movesets total
Trainer type 17 (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 18 (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 46A (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 52A (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 71A (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 49A (1x) = "Fourth Set of Group (A) Pokémon with 17 less Pokémon" = 70 movesets total
Trainer type 50A (1x) = "Fourth Set of Group (A) Pokémon with 17 less Pokémon" = 70 movesets total
Trainer type 70A (2x) = "Fourth Set of Group (A) Pokémon with 17 less Pokémon" = 70 movesets total
Trainer type 46B (1x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 52B (1x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 61 (2x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 62 (2x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 67 (2x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 49B (1x) = "Fourth Set of Group (B) Pokémon with 43 less Pokémon" = 45 movesets total
Trainer type 50B (1x) = "Fourth Set of Group (B) Pokémon with 43 less Pokémon" = 45 movesets total
Trainer type 35 (3x) = "Fourth Set of Psychic and Ghost Types" = 26 movesets total
Trainer type 36 (3x) = "Fourth Set of Psychic and Ghost Types" = 26 movesets total
Trainer type 51 (3x) = "Fourth Set of Fire, Fighting and Steel Types" = 45 movesets total
Trainer type 64 (3x) = "Fourth Set of Fire, Fighting and Steel Types" = 45 movesets total
Trainer type 49C (1x) = "Cover My Weakness, Intimidate and Sweep", Various Sets = 18 movesets total
Trainer type 50C (1x) = "Cover My Weakness, Intimidate and Sweep", Various Sets = 18 movesets total
Trainer type 74A (1x) = "All 4 Sets of Ground Types" = 92 movesets total
Trainer type 74B (1x) = "All 4 Sets of Rock Types" = 56 movesets total
Trainer type 29A (1x) = "Two Sets of Water Types and a stray Baivanilla", Set 1&2 = 56 movesets total
Trainer type 29B (1x) = "Two Sets of Water Types and a stray Baivanilla", Set 3&4 = 56 movesets total
Trainer type 65 (2x) = "Some Water Types, Some Electric Types and a stray Weezing", Various Sets = 46 movesets total
Trainer type 57 (2x) = "OHKO spam and a stray Gliscor", Various Sets = 12 movesets total
Trainer type 72 (2x) = "High BST, some fast Pokémon and some Walls???", All 4 Sets = 72 movesets total
Trainer type 32 (2x) = "Trick Room", Various Sets = 26 movesets total
Trainer type 34 (2x) = "Sunny Day", Various Sets = 33 movesets total
Trainer type 87 (2x) = "Starters", All 4 Sets = 60 movesets total
Trainer type 33 (2x) = "some Steel, Ghost, Normal & Psychic Types", All 4 Sets = 48 moveset total
Trainer type 13 (2x) = "Eeveelutions", All 4 Sets = 28 movesets total
Trainer type 44 (2x) = "Hailstorm", Various Sets = 32 movesets total
Trainer type 26A (1x) = "Sandstorm", Various Sets = 29 movesets total
Trainer type 26B (1x) = "Sandstorm with 6 less Pokémon", Various Sets = 23 movesets total
Trainer type 58 (2x) = "Double Battle Specialist", Various Sets = 59 movesets total
Trainer type 83 (2x) = "Some Electric & Steel Types", Various Sets = 36 movesets total
Trainer type 86 (2x) = "Annoyers", Various Sets = 55 movesets total
6. Trainer type 88D = "Multi Battle # 49" = Doryuuzu 4, Ononokusu 4 Trainer type 102D = Multi Battle # 49" = Shibirudon 1, Archaeos 4
---------------------------------------------------------------------------------------------------------------------------------
7. Trainer type 0A (1x) = "Black & White Only", Various Sets = 37 movesets total
8. Trainer type 1A (1x) = "Black & White Only", Various Sets = 37 movesets total
9. Trainer type 0B (1x) = "Black & White Only", Various Sets = 33 movesets total
10. Trainer type 1B (1x) = "Black & White Only", Various Sets = 33 movesets total
11. Trainer type 0C (1x) = "Black & White Only", Various Sets = 70 movesets total
12. Trainer type 1C (1x) = "Black & White Only", Various Sets = 70 movesets total
Trainer type 70B (2x) = "All 4 Sets of Legendaries" = 80 movesets total
Trainer type 71B (2x) = "All 4 Sets of Legendaries" = 80 movesets total
Trainer type 75 (2x) = "All 4 Sets of Legendaries" = 80 movesets total
Trainer type 76 (2x) = "All 4 Sets of Legendaries" = 80 movesets total
Trainer type 27A (1x) = "First Set of Group (A) Pokémon" = 87 movesets total
Trainer type 28A (1x) = "First Set of Group (A) Pokémon" = 87 movesets total
Trainer type 27B (1x) = "First Set of Group (B) Pokémon" = 88 movesets total
Trainer type 28B (1x) = "First Set of Group (B) Pokémon" = 88 movesets total
Trainer type 8A (1x) = "Second Set of Group (A) Pokémon" = 87 movesets total
Trainer type 9A (1x) = "Second Set of Group (A) Pokémon" = 87 movesets total
Trainer type 8B (1x) = "Second Set of Group (B) Pokémon" = 88 movesets total
Trainer type 9B (1x) = "Second Set of Group (B) Pokémon" = 88 movesets total
Trainer type 24A (1x) = "Third Set of Group (A) Pokémon" = 87 movesets total
Trainer type 25A (1x) = "Third Set of Group (A) Pokémon" = 87 movesets total
Trainer type 48 (2x) = "Third Set of Group (A) Pokémon" = 87 movesets total
Trainer type 66 (2x) = "Third Set of Group (A) Pokémon" = 87 movesets total
Trainer type 24B (2x) = "Third Set of Group (B) Pokémon" = 88 movesets total
Trainer type 25B (2x) = "Third Set of Group (B) Pokémon" = 88 movesets total
Trainer type 90 (2x) = "Third Set of Group (B) Pokémon" = 88 movesets total
Trainer type 91 (2x) = "Third Set of Group (B) Pokémon" = 88 movesets total
Trainer type 17 (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 18 (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 46A (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 52A (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 71A (2x) = "Fourth Set of Group (A) Pokémon" = 87 movesets total
Trainer type 49A (1x) = "Fourth Set of Group (A) Pokémon with 17 less Pokémon" = 70 movesets total
Trainer type 50A (1x) = "Fourth Set of Group (A) Pokémon with 17 less Pokémon" = 70 movesets total
Trainer type 70A (2x) = "Fourth Set of Group (A) Pokémon with 17 less Pokémon" = 70 movesets total
Trainer type 46B (1x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 52B (1x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 61 (2x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 62 (2x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 67 (2x) = "Fourth Set of Group (B) Pokémon" = 88 movesets total
Trainer type 49B (1x) = "Fourth Set of Group (B) Pokémon with 43 less Pokémon" = 45 movesets total
Trainer type 50B (1x) = "Fourth Set of Group (B) Pokémon with 43 less Pokémon" = 45 movesets total
Trainer type 35 (3x) = "Fourth Set of Psychic and Ghost Types" = 26 movesets total
Trainer type 36 (3x) = "Fourth Set of Psychic and Ghost Types" = 26 movesets total
Trainer type 51 (3x) = "Fourth Set of Fire, Fighting and Steel Types" = 45 movesets total
Trainer type 64 (3x) = "Fourth Set of Fire, Fighting and Steel Types" = 45 movesets total
Trainer type 49C (1x) = "Cover My Weakness, Intimidate and Sweep", Various Sets = 18 movesets total
Trainer type 50C (1x) = "Cover My Weakness, Intimidate and Sweep", Various Sets = 18 movesets total
Peterko, that double battles loss was insane. The Fake Out miss in the lead combined with the Surf miss (I mean, hit by Brightpowder AND Lax Incense?) and just the timing of everything was absurd. It wasn't the "haxiest" lost we've seen on here by a long shot, but the timing of the hax, combined with how damn close you got, was ridiculous.
I was actually hoping to post this before you started doing anything big with the data. The changes are fairly minor, though. Some of the new Pokemon names were incorrect so I fixed them. I also changed Icicle Polish to Icicle Fall since I liked that name more.
Here's some more Battle Subway information. Some of it is probably old:
-All Pokemon are scaled to Lv50. If you are below 50, you get scaled up. If you are above 50, you get scaled down. This effectively kills my old Double Battle strategy.
-There are 4 modes, Single, Double, Multi, and Wi-Fi. No Triple or Rotation battles.
-There are two trains types for each mode, Normal, and Super train. Normal train only goes up to 21 battles where you fight the Subway Master, and afterwards it resets back to the first battle, you need to go through the Normal train once before it allows you to go to the Super Train.
-Battle Records are stored in the Battle Recorder, instead of a computer screen beside a counter
-Opponent Abilities seem to still be random.
-I've yet to run into any Dream World abilities
-On the Super Single Platform after the 3rd run, there is a person on the far left that will give you a PP Up, he will give you one everytime you reach this point in the Battle Subway.
-You fight the first 110 trainers on the Normal Train. More specifically:
Battle 1-6: #1-50
Battle 7: #51-70
Battle 8-13: #1-70
Battle 14: #71-110
Battle 15-20: #51-110
Battle 21 - Subway Master 1st Team
You get BP in this order for each run on the normal train: 3BP, 3BP, 10BP
-On Super Trains it starts with fully evolved Pokemon being used, the first trainers use Pokemon 209-383, with the 7th using Pokemon from the next set as usual.
You get BP in this order for each run on the Super train: 5BP, 6BP, 7BP, 8BP, 9BP, 10BP, 30BP, 10BP
Trainers 201-300 seem to have IV31. I'll probably need to test more to make sure, though.
Finally, double KO's don't necessarily mean you lose anymore. I defintely don't have the details on this but here are the two Double KO situations I've been in and I won both:
My Doryuuzu vs Honchcrow 2
My damaged Doryuuzu uses Rock Slide on CPU Honchcrow.
Honchcrow uses Pursuit and knocks Doryuuzu to 0HP.
Doryuuzu's Rugged Helmet activates and sends Honchcrow to 0HP.
Honchcrow's faint animation is shown before Doryuuzu's.
I win the match.
My Blissey vs Mismagius 4
Last turn of Perish Song.
Blissey and Mismagius are both KO'd by Perish Song.
Mismagius's faint animation is shown first than my Blissey faint.
I win the match.
Defo sub is one the most important moves in the tower, blocks status, 1hko, critical hits etc defo needs to be there
_________________________________________________________ 210!!!!!!!! Battle tower doubles
O MY DAYS!! broke my personal best and got myself onto the leader bored today, with my doubles team, so happy to finally get onto a leader bored :) so heres my team -
Leads
Name: Zapdos
Nature: Modest
Evs: (not sure when got more time will try work them out for anyone interested)
Item: Life Orb
Moves:
1. Discharge
2. Heatwave
3. Thunderbolt
4. Hidden Power Grass
Description
one my fav pokes from 1st gen then join this with fact it has fantastic double hitting moves was easy choice into team specially since works so well with its partner. on my last atempt i used bold but after advice here swapped it for a modest one and boy did i reep the benifits. Thunderbolt for when discharge isnt enough or to ensure the KO, and hidden power grass to get rid of ground types, mainly the ground/water combo. really enjoyed using zap league of its own in doubles!
Name: Garchomp
Nature: Jolly
Evs: 252A/252/speed/4hp
Item: Focus Sash
Moves:
1. Rock Slide
2. Earthquake
3. Dragon Claw
4. Protect
Description
ideal partner for zappy, i no its not original but it works, never liked garchomp in truth but i dont think any over poke can fill this whole, he's just to good. normal plan was to spam quake/slide and have discharge or heatwave finish off, if i was unsure or a ice team was out i would protect, but unless it was froslass i would normaly just rock slide + discharge and relie on the kill/sash, sash and protect were the most important parts to this chomp, the amount of teams i comtinued to sweep still on sash was unreal. dragon claws only use was really on other dragons or latis -
insite to how i delt with dragons -
Dragonite - just dragon claw no probs
latis - again just dragon claw and relie on sash if they end up being faster
kingdra - DC follwed by discharge
salamance - intimidate really pisses me off stoping the OHKO but just DC followed by discharge
garchomp/flygon - just DC and relie on sash
as you can c i relie on my sash to take on the dragons (do have revenge killer tho) but if a dragon comes in 3rd or 4th did give me problems but my other members can handle them, so other all this lead was fall proof in truth both rarely fainted and if they did who ever was left on the other side the field was badly damaged.
The Back Up
Name: Jolteon
Nature: Timid
Evs: 252spa/252speed/4d
Item: Expert Belt
Moves:
1. Shadow Ball
2. Protect
3. Thunderbolt
4. Hidden Power Ice
Description
great revenge killer, normally came in wen chomp dies or on a blind switch, great at revenage killing and takes care of so problematic quick pokes like areo etc, HP ice is for dragons and grounds, shadow ball was for ghost and psychics which the team isnt keen on, works great with zap and protect so it can work with chomp, unsure if i should swap jolt for starmie tho with psychic/ice beam/grass knot/protect i no there no surf but surf bad for my team and that move set would make it a great revange killer and not make me worry so much agaisnt grounds if zap faints so any ideas?
Name: Scizor
Nature: Jolly
Evs: 252a/252speed/4hp
Item: Metal Coat
Moves:
1. Protect
2. Bug Bite
3. Bullet Punch
4. Brick Break
Description
great at doing the job i needed him for taking out problem pokes like latis/froslass/gengar/aero etc and giving me a ice resistance, probly used the lease but when called on he was a complete machine, protect is so he can work with either lead. BP for priority and super effective on weak ice types etc, bug bite for the latis and brick break is kinda filler hardly used only once used importantly so unsure if i should swap it.
so thats my team, any questions i'd be glad to answer...now how i lost, was partly my fault and partly hax so here we go....
turn 1 -
zap + chomp vs Tyranitar + Rampardos
Ty ice punches chomp to sash
chomp quakes ty to 1/4 and rampardos to a sliver of health
zap HP to ty fainted
rampardos stone edge zap faints
(if only i chose discharge with zap :@)
i switch in scizor, they switch in Rhyperior
scizor protects
chomp quakes ram to faint and rhy to about 3/4
rhy paybacks chomp to death
i switch jolt in they switch armaldo
jolt tbolts arma to about 3/4
scizor brick breaks rhy to half
arma stone edges jolteon and it crits so faints
rhy counters scizor to around half
scizor BP rhy to around 1/4
arama get another crit stone edge
game over.
so i was unlucky and misplayed at the start but o well, i have such a problem with ground types once zap gone if i had starmie i coulda won but guess question is would i have got that far lol
photo proof can be given if needed, i no its not as good as recent posts in doubles but i'm proud to be on the leader board when i started this i never thought it would be possible lol
so anythoughts or ideas are welcome and thank you to everyone here who helped develop this team :)
Empoleon, I got to about 79 with a team using a (non-Trick) Metagross lead. You'll want a Ground immunity BADLY, since it will be annoying as hell when the following situation keeps happening:
Opponent's lead (faster Pokemon) used Surf/Thunderbolt/Shadow Ball/some other move that does neutral damage!
Metagross used Earthquake/Meteor Mash!
Metagross used Bullet Punch! Opponent's lead fainted!
Opponent sent in Pinsir/Garchomp/Gyarados/one of a million other Pokemon that are faster than Metagross and carry Earthquake.
Opponent's Pokemon used Earthquake! Metagross fainted!
Starmie and Garchomp are fantastic backup, but at some point, you'll run into a situation where the opponent can take both of them out without a full team. I don't think that team will get too far past battle 49 (maybe somewhere in the 60s?) because there are some Pokemon that just manage to annoy the hell out of all-out attacking teams. Some examples are the Latis (too fast, and generally too bulky to take out with a single Ice Beam, Aerodactyl (you'll come to hate the one carrying Thunder Fang and Ice Fang, and the Choice Band set hits really hard too), and teams of Water-types. Water-types in particular are a problem, since all Metagross can do against a lot of them is explode, and the Water/Grounds (and Lanturn) are generally bulky enough to take a hit from Starmie and mess it up with Earthquake.
I figured my team of a Scarfed P-Z, CB Metagross, and SubChomp was a bit slow. I'm thinking of replacing Porygon-Z with a Twave/Surf/Boltbeam Starmie @ Expert Belt, and Meta with a Bullet Punch/SD/Bug Bite/Brick Break Scizor. Should I do that, or is my team good as-is?
With Smeargle Spore the opponent put up a substitute, dragon dance and baton pass to breloom, then keep using spore and substitute until your opponent’s asleep and you have a substitute up then attack, cresselia is for pokemon that are faster than smeargle, I chose Cresselia because she can switch in on a lot, set up and then take down your opponents whole team.
The baton pass smeargle doesn’t work against all pokemon so sometimes I need to switch to Cresselia: when the first pokemon in the opponents team has a speed higher than 152, if their first pokemon is Tyranitar, Hippowdon or Abomasnow, holding a lum/chesto berry, lax incense, bright powder or quick claw, if any of the opponents pokemon have insomnia, vital spirit, early bird or taunt. Usually when I switch to Cresselia I lower the first pokemon’s level to make sure that she can set up, when I send out Cresselia I start by using double team and moonlight untill her evasiveness is maxed then I use charge beam until her Sp.Att is maxed. I skip trainers that have pokemon that I have to switch to Cresselia that I know she will lose against like anything with crunch, shadow ball, toxic or any move that raises Att or Sp.Att, or that can lower your Def/Sp.Def and Tyranitar will always win against Cresselia even after she’s set up.
When I don’t need to switch, I raise the opponent’s 2nd and 3rd pokemon’s levels for extra points, if they have pokemon with: a base speed of 120 and higher or a nidoking, nidoqueen, claydol, cresselia, dusknoir or hippowdon I use dragon dance twice before I baton pass, and their first pokemon has less than 124 speed I raise its level and if it has between 139 & 152 I lower its level.
Since Breloom's Poison Heal restores 1/8 of his HP every turn, he can keep on using spore and substitute forever without running out of HP, that way if your faster than your opponent (which Dragon Dance does), then your opponent can't hit Breloom. Breloom has wake-up-slap and stone edge because it gives him great type coverage, and I gave him wake-up-slap instead of focus punch because with its lower priority Breloom is sometimes left without a substitute and if the next pokemon sent out has a lum or chesto berry Breloom will be knocked out.
With healing and restoring PP, I usually heal Smeargle once he gets to half HP and if he needs to use Dragon dance twice before Baton Passing. I never need to heal Breloom's HP, Poison Heal does that for me, and I ussualy don't need to restore Cresselia's HP. For PP I restore Breloom and Smeargle's PP when it gets low, or if Breloom needs to face a Dusknoir, and I restore Cresselia's PP after every time she battles just incase something goes wrong.
My points vary a lot, because my strategy depends on luck, whether I battle or skip a trainer all depends on their first Pokemon, so my points varied between 100 and 1100 during my streak.
I lost to a trainer with a Crobat, Zapdos and Moltres, I left Crobat’s level and raised Zapdos and Moltres’ levels. I switched to Cresselia and maxed evasiveness and raised her Sp. Att a few levels before knocking Crobat out, I knocked Zapdos out and he sent out his Moltres, used overheat but missed, I took out about half of its HP, then it hit me with a critical hit overheat and knocked out Cresselia, and used air slash to knock out the rest of my pokemon.
It's actually Explosion/Meteor Mash/Thunderpunch/EQ, but I can change that. I'm also interested in learning why you want a psychic-type TrickScarf lead. I assume it's got something to do with the AI?
Lol, it's not that he wants a Psychic TrickScarf lead. It's more like, most of the pokemon that learn trick are psychic. Psychic isn't that amazing because of the higher possibility of U-Turn ruining Trick and Tinted Lens BugBuzzes.
Latias just has good resistances (I tend to think ... mainly that electric one is what separates it from others). Starmie isn't used nearly as much, but it does have a good ice resist for your dragon to have an easier time setting up. Trick leads are (generally) more about having the right resistances and weaknesses combo with the set up pokemon in the rest of your team.
Okay. I figured I'd use Starmie since it's got an Ice resist and great speed. Now, I'm wondering, when Starmie is the lead with TrickScarf, should I trick as soon as I send it out, or should I attack the AI's lead if it's a type weak to Boltbeam/Surf? Especially if the lead is something fast like Dugtrio/Aerodactyl, where the Scarfed Starmie is likely to outspeed it and kill it with Surf. Then again, my Metagross will have a CB and Bullet Punch, so...
If you are using a trick strategy, don't use Metagross at all (unless you're using Metagross AS the trick lead, which is ok, but that's a whole different issue). Use pokemon that can stat up attack or special attack. Like Scizor with Swords Dance for example (Just saying that since it's the closest thing to a Metagross). If you want to use Metagross as an attacker, don't use a trick strategy. Just use the standard Battle Tower Surf / Ice Beam / TBolt / Psychic @ Expert Belt/Life Orb one. (EDIT: I mean Starmie of course)
A scarf Starmie (not for Tricking purposes) is a bit overkill in terms of speed, unless you're using Modest with very little speed EVs and more bulk, but in almost all cases, Timid with max speed and Expert Belt or Life Orb is better for the tower, being so much more versatile not choice locked.
Well that 900+ streak was an exceptional long streak. I think they tried to do it twice but they missed. Usually my winstreaks are closer to the 200-400 range. One time I went 5 battles past 49 before getting Turn 1 OHKO'd and couldn't turn the battle back around.
I'm not sure if this was his reason, but I probably wouldn't have used Follow Me on turn 1 of the battle as well. He was facing a Grass Type trainer, so there was no guarantee that the Abomasnow was Abomasnow 2. If it was Abomasnow 4, you'd then run the risk of losing Togekiss and having Bronzong flinched by Rock Slide. Also, Abomasnow 2 usually uses Giga Drain, and not Sheer Cold. I'd say it would use Sheer Cold about 1 in 10 battles at best. Although there is always a risk of Abomasnow going for the OHKO on Bronzong it was a 1/4 chance it was even the right Abomasnow, about a 1/10 it would use Sheer Cold, and about 3/20 that it would actually target and hit Bronzong, which would be about 3/800. So the chances are a bit too low to bother with Follow Me in this case.
I got to 29 in the Level 100 Battle Factory Singles. The first 21 battles were their usual clusterfuck of terrible Pokemon sets and absurd luck. I finally beat Thorton, utterly raped #22-28 with a DD Tyranitar (Garchomp and Gyarados as backup), and lost at #30.
Entei killed my Lucario with Fire Fang (srsly, why is Entei so fast). It then flinched my Gliscor twice with Stone Edge. Stone Motherfucking Edge. My last 'Mon was Articuno, so I was obviously going to lose, but just to put icing on the cake it got a crit with Stone Edge on it too.
congrats to some of the exceptional records that I added, notably FastHippo and Eppie...also to others who still give their best to conquer the frontier facilities
Pikiwyn your 475 castle record seemed reasonable at first glimpse, but you haven´t given proof, so it wasn´t added, because the rules in the first post (in red) are pretty clear when it comes to top 3 records in a facility Pikiwyn(475) - Smeargle, Cresselia, Breloom
oh yeah, note that I also put the Black & White Battle Subway information (trainers/movesets lists) into the first post for those who want to theorymon
Well that 900+ streak was an exceptional long streak. I think they tried to do it twice but they missed. Usually my winstreaks are closer to the 200-400 range. One time I went 5 battles past 49 before getting Turn 1 OHKO'd and couldn't turn the battle back around.
I usually lose between 200 - 300 to a turn 1 1HKO on Bronzong. Turn 1 Rock Slide flinches can be annoying too as I've seen you mentioning a few times, but I've always managed to play around it. Thanks for the info.
congrats to some of the exceptional records that I added, notably FastHippo and Eppie...also to others who still give their best to conquer the frontier facilities
thanks for updating peterko :) was loads impressive updates this time around.
i'm starting another run today, and decided to replace jolteon after the fears he gave me last time, so going to bring in starmie, but which move spread should i use-
each set brings coverage to my weaknesses, my team doesnt like ghost and fighting types so psychic is useful, boltbeam great combo as everyone nos, grass knot stops me being walled by water/grounds, but problem is not being able to use surf so out the possible water moves are they better being used than psychic? looked into hidden power water but the IVs needed for it arent good, need 31 speed and special attack so that idea being removed.