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Battle Maison Discussion & Records

The main issue with using Octillery is that no matter which coverage move you choose, there will likely be some stat booster that you can't break without a critical hit, like the Calm Mind Latis with Energy Ball or Calm Mind Suicune with Ice Beam.
You're right. What about going mixed with Bullet Seed? It still isn't going to kill Latias, but Bullet Seed has a massive 48 PP, which should be enough to outlast Recover PP. And it has enough power to kill Quagsire, even without Attack investment:
0 Atk Octillery Bullet Seed (3 hits) vs. 252 HP / 0 Def Unaware Quagsire: 144-180 (71.2 - 89.1%) -- guaranteed 2HKO after Leftovers recovery

Bullet Seed also allows you to pray for a small crit if you need to, since with 48 PP and 2-5 crit chances per attack there definitely will be a few of them along the way.
 
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Nice! Just wondering about the triples team, why didn't you use Air Balloon or Dread Plate on Bisharp? Also I recommend you at least try AV on Greninja, it may seem weird but the AI plays terribly around it and makes it into quite the tank.

And Boomburst PZ...*Insert bomb here*...

I was actually running Dread Plate before, but then switched to Iron Plate for the extra power on Iron Head (since it was the move I used most of the time). I never considered running Air Balloon or Assault Vest Greninja, but I'll definitely give them a try at some point!
 
I finally got all the trophies
http://i57.tinypic.com/jpfwjb.jpg
Finished a Super Multi streak in the Battle Maison, hitting 168 wins before losing.
Here are the details: 2Y9W-WWWW-WWW7-K8TB

The Team

Charizard @ Charizardite Y
Nature: Timid
Ability: Solar Power/Drought
EVs: 252 SAtk, 252 Spe, 4 HP
Fire Blast
Solarbeam
Dragon Pulse
Protect

Typhlosion @ Choice Scarf AI
Ability: Flash Fire
Eruption
Focus Blast
Heat Wave
Extrasensory

Garchomp @ Lum Berry
Nature: Jolly
Ability: Rough Skin
EVs: 252 Atk, 252 Spe, 4 HP
Dragon Claw
Earthquake
Rock Slide
Sword Dance

Feraligatr @ Lum Berry
Ability: Sheer Force
Aqua Jet
Waterfall
Earthquake
Ice Punch

Biggest threats to the team are Aerodactyl, Archeops, Choice Scarf Landorus, Fire types and Flash Fire, but Garchomp can take care of them. I plan to use this team in doubles, but I'll have to replace Feraligatr
 
I'm taking a brief hiatus from my Triples streak after 1023 wins to give Doubles a try.

Battle videos:
DTBG-WWWW-WWW7-KA9U - Proof of 1023
WZ7W-WWWW-WWW7-H9ZU - Proof of 1000
Some interesting battles:
H6KW-WWWW-WWW7-H9ZS (836)
GR2G-WWWW-WWW7-H9ZZ (684)
FL5G-WWWW-WWW7-H9MT (626)
N99G-WWWW-WWW7-H9MQ (585)
ZWHG-WWWW-WWW6-MDFG (141)

The team: (Credit to Eppie for most of the team. Original post here.)

talonflame.gif

Talonflame @ Sky Plate
Nature: Adamant
Gale Wings
31/31/31/X/31/31
4 HP/252 Att/252 Spe
-Tailwind
-Protect
-Brave Bird
-Flare Blitz

Gale Wings means that Talonflame always gets Tailwind up barring the rare Prankster Taunt from Tornadus (only experienced it once). After Tailwind is up, Brave Bird everything that moves until it dies. Against Trick Room teams (Hex Maniac Mara, or just Hex Maniacs in general), I don't set up Tailwind turn 1 and instead Brave Bird the most threatening Trick Room user. Priority Brave Bird helps if Trick Room does go up. If something faster shows up, I Protect Blastoise and Tailwind turn 2. Talonflame has just enough bulk to survive the odd attack, while being weak enough to draw attacks, especially electric attacks, away from Blastoise.

blastoise-mega.gif

Blastoise @ Blastoisinite
Nature: Modest
Torrent --> Mega Launcher
31/X/31/31/31/31
4 HP/252 SpA/252 Spe
-Water Spout
-Aura Sphere
-Ice Beam
-Protect

Spread Water Spout 2HKOs most of the Maison. Modest gives it max firepower while still being fast enough to outspeed the entire Maison under Tailwind. I spam Water Spout unless the next turn's Water Spout + attack from Talonflame and Greninja won't KO all the opponents, in which case I use Ice Beam or Aura Sphere. Sometimes Protect is the play against something like a status user (such as Luxray) paired with a Pokemon Blastoise can 1HKO without help or if there's a fast Electric type (better safe than sorry). Blastoise shrugs off most spread attacks without taking too much damage and continues to fire off its powerful Water Spout.

greninja.gif

Frog Al-Ghul (Greninja) @ Focus Sash
Nature: Timid
Protean
0/24/11/31/5/31
4 HP/252 SpA/252 Spe
-Mat Block
-Dark Pulse
-Ice Beam
-Grass Knot

This was a shiny I randomly hatched while trying to breed a flawless Greninja, and it looked so cool I just had to use it in the streak. As a bonus, the terrible bulk makes the AI that much more likely to attack it instead of Blastoise, which due to Focus Sash, is fine by me. Greninja's job is to Mat Block turn 1 so Tailwind goes up, then pick off anything that survives Water Spout. Dark Pulse can hit anyone and provides awesome hax. Ice Beam covers Grass types and is the strongest STAB. Grass Knot is for Water types. Protean makes the AI use psychic attacks on Greninja after Mat Block, so be sure to use Dark Pulse after using Mat Block. Between Greninja and Talonflame I can usually deal enough damage for Water Spout to KO everything turn 2, after which point winning is elementary.

rotom-wash.gif

Rotom-Wash @ Wide Lens
Nature: Timid
Levitate
31/X/31/31/31/31
4 HP/252 SpA/252 Spe
-Thunderbolt
-Dark Pulse
-Hydro Pump
-Protect

STAB electric type for Vaporeons/Suicunes that are immune to Water Spout, Dark Pulse to pick off far opponents, and Hydro Pump if you gotta roll the dice (even with Wide Lens). Levitate lets Garchomp Earthquake with impunity. Props to Eppie for suggesting Wide Lens to deal with random Brightpowder hax. Rotom usually comes in when Talonflame falls since it can always hit a Pokemon on the right. Still, maybe my least favorite team member. Sometimes it just lacks the firepower to weaken something enough for Water Spout to take it the rest of the way. I'm seriously debating swapping it for Thundurus-I with T-bolt/Dark Pulse/Grass Knot/Protect, but I do like its relative bulk and Ice resist. Decisions, decisions.

garchomp-f.gif

Garchomp @ Life Orb
Nature: Jolly
Rough Skin
31/31/31/X/31/31
4 HP/252 Att/252 Spe
-Earthquake
-Dragon Claw
-Iron Head
-Protect
The power back-up. Chomp's role is to hit things hard and fast, even if Tailwind dies down. Every team member bar Blastoise can either resist Earthquake or is immune to it. The two resists are faster anyway. Dragon Claw is a reliable STAB which is just strong enough to KO what it needs to with Life Orb. In my first difference with Eppie's team, I decided to use Iron Head as a coverage move. Steel may not look like the best typing, but hits Fairies and Ice types hard, breaks Sturdy rocks without forcing Blastoise to Protect, and randomly hax the opponent with flinches. Speaking of, Iron Head plus Dark Pulse does a very good poor man's Serene Grace impersonation. Protect is for stalling out Trick Room turns and taking predicted Ice Beams.

heracross-f.gif

Heracross @ Choice Scarf
Nature: Adamant
Guts
31/31/31/X/31/31
4 HP/252 Att/252 Spe
-Close Combat
-Megahorn
-Shadow Claw
-Rock Slide

Heracross' role is to take out the most threatening foe even if Tailwind is down, then usually die because of its nonexistent bulk. I wanted something that could outspeed almost all of the Maison outside of Tailwind, resisted Ground, and was preferably a physical attacker so Blissey wouldn't troll me if Talonflame or Garchomp fell. Close Combat and Megahorn are STABs, although Megahorn is used only rarely. Shadow Claw hits Ghost types and weakened Psychics. Rock Slide is a spread attack, which I only used once and very nearly ended my streak 900 battles early (see the last battle video for some epic justice hax).

Turn 1, I set up Tailwind, Mat Block, and make sure I can win Turn 2 with Blastoise. Sometimes this means not taking KOs with Water Spout. Most fresh Pokemon require Talonflame or Greninja plus Water Spout to be KO'd. If you can KO everything turn 2, you win. If you don't, you still probably win, but there's a chance things can go poorly. I've yet to find a game state where I could lose when up 6-3 with Tailwind and a full health Blastoise.

This team only has a couple of threats, but many annoyances.
Zapdos2 is the only Brightpowder user bad enough to be an actual threat (although a Tangrowth that dodged three straight attacks was a giant pain). Usually I just focus on it until it dies.
Lanturn4 can get very bulky after a Stockpile or three, randomly is immune to Water Spout, resists everything Talonflame can throw at it, and takes little damage from Grass Knot. Luckily it takes so long to set up that ignoring it until everything else is dead then whaling on it does the trick.
Speaking of things which are hard to take out but kill slowly enough for me to ignore, Blissey4 can go die in a fire.
Vaporeon and Suicune can have Water Absorb, but they're cool because Surf randomly takes out an opponent for me.
Muk4 either makes my life miserable with Quick Claw Explosion or makes life awesome by taking out all three Pokemon. Everyone on my team survives a non-critical Explosion, but the loss of Water Spout's power sucks.
Swagger and Thunder Wave users introduce a highly unwelcome bit of hax into things. In particular, Umbreon, Luxray and Regigigas are bulky enough to survive 2 Water Spouts.
Trick Room users are a pain, but especially Slowking, Slowbro, Bronzong on the right, Cresselia2, and Cofagrigrus, each of which survives Brave Bird + Water Spout.
Fake Out is another pain, and the right combination of Protect/hope it targets something else can be tricky. Shiftry is particularly annoying due to Sash, Sucker Punch, and Protect.
Calm Mind Lati@s always survives Water Spout plus another attack, but Mat Block into Dark Pulse gets me the free turn to neutralize that threat.
Sturdy and Sash users force me to use either Talonflame or Greninja, which can be awkward if the other two Pokemon are bulky.
Against Pokemon faster than Greninja, I protect with Blastoise, set up Tailwind, and use Mat Block for Talonflame and Greninja. If it's Crobat, I predict the Taunt and attack with Greninja. Multiple fast electrics can require a switch to Garchomp, although I don't like that I lose the ability to weaken the left most Pokemon with either of my supporting Pokemon.

That's the team. Streak is still ongoing, and will continue once I stop being bored of Triples/someone catches up to me.
 
I finally got around to getting all of the trophies.

Super Singles Streak
Super Doubles Streak
Super Rotation Streak

-----------------------------

Super Triples Streak: 374 wins

For Triples, I decided to try out a rain team that was heavily based on the rain teams that R Inanimate used in the Battle Subway, by which I mean most of my team uses identical Pokemon! I was just curious as to how viable rain was despite the nerfs.

186.png

Politoed @ Choice Scarf
Timid
ivs: 31/x/31/31/31/31
evs: 4/0/0/252/0/252
stats: 166/75/95/142/120/134
Drizzle

Surf
Ice Beam
Psychic
Focus Blast

Only here for Drizzle. Rain didn't gain any new weather setters like sun did, so I have no choice. It's still alright though. It's in an awesome speed tier for Choice Scarf, outspeeding Jolteon and co. by a single point.

It'll use Surf most of the time to deal great damage and activate Absorb Bulb. Ice Beam is for Dragons. Psychic is mostly for Toxicroak. Focus Blast is filler that is mainly useful for Cloud Nine Lickilicky, and possibly Empoleon and Lapras in clutch situations.

272.png

Ludicolo @ Absorb Bulb
Modest
ivs: 31/x/31/31/31/31
evs: 4/0/4/252/4/244
stats: 156/72/91/156/121/121
Swift Swim

Surf
Grass Knot
Ice Beam
Fake Out

Extremely powerful after Absorb Bulb activates, and decent even before then. Unfortunately it's faster than either of my other leads so its first attack will generally be at 0+, but that's a minor problem since rain-boosted Surfs are so strong anyway. Grass Knot deals with Water-types, Ice Beam for Grass- and Dragon-types, and Fake Out to deal with particular threats (e.g. opposing Fake Outs, Trick Room, etc.).

Ludicolo is in the middle for 2 main reasons. Firstly, it is my strongest attacker, so having it in the middle allows me to maximise damage against all of my opponent's Pokemon. Secondly, it allows me to Fake Out any lead regardless of what position they are in.

Speed EVs allow it to outspeed as many opponents as possible in the rain (Scarf Terrakion and everything below).

heliolisk.png

Heliolisk @ Focus Sash
Timid
ivs: 31/x/31/31/31/31
evs: 4/0/0/252/0/252
stats: 138/66/72/161/114/177
Dry Skin

Thunder
Surf
Protect
Rain Dance

Given that Rain teams can struggle against opposing Water-heavy teams, having an Electric-type as a lead made sense. Heliolisk is the obvious choice thanks to Dry Skin, which allows me to Surf as much as I want without consequence. I just wish it had a few more points in Speed...

Heliolisk mostly uses Thunder, to finish stuff off and throw out paralysis. Surf hits reasonably hard in rain despite the lack of STAB, and it also acts as a back-up activator of Absorb Bulb should Politoed be preoccupied with using one of its other moves. I originally had Grass Knot over Protect when I started but I found myself rarely using it. Heliolisk has awful physical bulk and is a tempting target for physical attackers; Protect stops these guys in their tracks. Rain Dance is solely to deal with opposing weather starters efficiently. It's faster and safer than trying to switch Politoed out and in again, and in any case there isn't really anything else in Heliolisk's movepool...

428.png

Gastrodon @ Rindo Berry
Quiet
ivs: 31/x/31/31/31/0
evs: 148/0/108/252/0/0
stats: 205/89/102/158/102/39
Storm Drain

Surf
Earth Power
Ice Beam
Protect

A "glue" for this team that helps deal with Trick Room and Electric/Water-heavy teams. Storm Drain is fantastic and makes Gastrodon very powerful very quickly. Sometimes its low Speed works against it, especially if it has to take multiple hits when switching in, but it can still be useful with Protect to absorb obvious incoming-attacks from opponents trying to finish it off.

scizor-mega.png

Scizor @ Scizorite
Adamant
ivs: 31/31/31/x/31/31
evs: 252/252/0/0/0/4
stats: 177/200/120/57/100/86 --> 177/222/160/66/120/96
Technician

Bullet Punch
Bug Bite
Superpower
Protect

Scizor is a great switch-in for Grass-types, gives me some physical coverage, and is just a great Pokemon in general. Not much to say here, other than the fact that Scizorite allows me to use Life Orb on my last Pokemon without the dreaded item clause getting in the way!

230.png

Kingdra @ Life Orb
Mild
ivs: 31/31/31/31/31/31
evs: 0/60/0/252/0/196
stats: 150/123/103/161/115/130
Swift Swim

Surf
Waterfall
Dragon Pulse
Protect

Kingdra is like a back-up Ludicolo. It allows me to play non-conservatively with Ludicolo, and should something go wrong then Kingdra can come in and take its place.

It uses Surf most of the time, with Waterfall being used depending on the Pokemon I'm attacking. I have to be careful when Gastrodon is out though, since Storm Drain will prevent Waterfall from hitting its intended target. Dragon Pulse is an alternative STAB which can also hit across the battlefield, similar to Talonflame's Brave Bird.

Speed EVs outspeed Scarf Manectric in the rain. The only things faster are certain opposing Swift Swim Pokemon. I maximise Special Attack and shove the rest in Attack to buff Waterfall.

Overall, I'd would say that rain is still perfectly viable as long as you are aware of certain threats and how to deal with them. Originally, I thought that the nerf to rain's lasting time would be a problem, but it was barely an issue at all. Most battle finish before the rain stops; only around 5-10% of my battles resulted in the rain effect ending, and by then I was usually too far ahead anyway.

No, the real issue with rain now is all the new trainer specialties that seem to have been designed to "counter" rain somewhat. You have the usual threats like Legendary teams, Rain, Hail, and Water-heavy teams, but now you also have Chefs and Rangers that use lots of Water and Grass types (along with the usual Starter trainers that are basically the same as Chefs). Roller Skaters specialise in Electrics, and Scientists are also tough since they have Electrics PLUS Poison-types (with Muk and Dry Skin Toxicroak being among the more threatening ones) PLUS Wide Guard Bastiondon and Snow Warning Aurorus. And then there's Ace Trainer Bunny, the "high Special Defense" trainer, who can be tough to break depending on what she uses (particularly Goodra).

Looking at Pokemon more specifically, there's all the new hidden abilities to consider. Many of these aren't too bad but you still have to be ready for stuff like Dry Skin Jynx, Storm Drain Cradily, and Swift Swim Poliwrath. Assualt Vest is an interesting threat, although Magnezone is really the only one I cared about. Cloud Nine is also annoying, with Lickilicky being the worst one here. It's hard to kill quickly and Lax Incense + STAB Explosion is scary. Altaria also has Cloud Nine but is easier to deal with thanks to the Ice weakness. All of this is on top of what was already threatening to rain in the Subway.

Regarding weather starters, Politoed, Ninetales, and Aurorus join Abomasnow, Tyranitar and Hippowdon as potential threats. Thankfully, Ninetales and Aurorus aren't too difficult to deal with being Water weak and all, and Politoed starts the weather that I abuse anyway. Abomasnow is still the most dangerous weather starter.

Despite all this, it is still possible to get long streaks with a rain team. My team has options that allow it to deal with most of these situations. Also, the addition of hidden abilities can work in my favour (e.g. against the aforementioned weather starters) and the fact that most trainers use set 4 Pokemon now makes previous threats rarer/non-existant.

Losing Battle: LDHW-WWWW-WWW7-KCPU

I haven't actually watched that battle since I recorded it but I wasn't really concentrating and I remember making a bold play by trying to use Earth Power on Zapdos hoping it would Roost, but it used Heat Wave instead. At the end it was Zapdos vs. Heliolisk, but with Heliolisk's speed already being lowered and it staring to run out of PP there was little chance of victory (would need a paralysis at least but it didn't happen).

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Super Multi Streak (with AI): 57 wins

I've been putting off doing Multi for a while. I had a look at my options a while ago and wasn't excited by what I saw. After finishing my Triples streak, I had another look and upon closer inspection of the actual sets of the Pokemon found some with potential. I went with the following:

AI team:

233.png

Porygon2 @ Choice Specs
Modest
ivs: 31/31/31/31/31/31
evs: 252/0/0/252/0/0
stats: 192/90/110/172/115/80
Trace

Tri Attack
Thunderbolt
Psychic
Ice Beam

Specs Porygon2 has great power, bulk, and coverage. That's all there is to it. It actually managed to survive most of my battles, mostly because of Mat Block and the opponent's preference for attacking the frailer Greninja that was its partner.

Trace is pretty handy too, although Analytic would probably be better most of the time.

257.png

Blaziken @ Choice Band
Hardy
ivs: 31/31/31/31/31/31
evs: 0/252/0/0/0/252
stats: 155/172/90/130/90/132
Blaze

Flare Blitz
Shadow Claw
Thunder Punch
Earthquake

I would prefer something different here but Blaziken is ok even with Blaze over Speed Boost. Band Flare Blitz is powerful and Blaziken is fast enough to get by. However, I don't like having a Choiced Pokemon as a back-up in the hands of the AI. Sometimes you simply can't tell for sure what Blaziken will use against opponents that are on the brink of fainting, which is fairly common when Blaziken comes out. This actually cost be a streak at 46 wins. I was against a near dead Gallade and a Mismagius, with a yet-to-be-revealed Pokemon to come after Mismagius, and I only had Scizor and Blaziken. I Bullet Punch Gallade expecting Blaziken to Flare Blitz Mismagius and... it uses Earthquake. So I was left to beat a 252HP/252Def Mismagius with Protect while my partner continues to hit me with Earthquake. I managed to beat it on the same turn I died, but the last Pokemon was Medicham which barely survives Earthquake and kills Blaziken with Psycho Cut.

Because of this, I'd rather have Blaziken come out AFTER I know all the Pokemon I'm facing...

My team:

greninja.png

Greninja @ Focus Sash
Timid
ivs: 31/x/31/31/31/31
evs: 4/0/0/252/0/252
stats: 148/93/87/155/91/191
Protean

Ice Beam
Grass Knot
Scald
Mat Block

Mat Block is great for protecting Porygon2 against Fighting attacks, and Greninja tends to draw attacks away from Porygon2 simply by being easier to kill. Other than that, it's fast and powerful with great coverage.



scizor-mega.png

Scizor @ Scizorite
Adamant
ivs: 31/31/31/x/31/31
evs: 252/252/0/0/0/4
stats: 177/200/120/57/100/86 --> 177/222/160/66/120/96
Technician

Bullet Punch
Bug Bite
Superpower
Protect

Kinda just threw this here. Don't have much to say other than that it's a great Pokemon.

Losing battle: EAGW-WWWW-WWW7-KCPH

Overall this set up is a bit soft against Electric-types, especially those that are faster than Greninja that I can't stop with Mat Block. I ultimately lost to a Jolteon+Cobalion lead combo, with Flareon and Suicune as back-ups. There wasn't much I could do.

-------------------------

There are some things I've been thinking of trying in the other modes but I'll probably wait until the 3rd gen remakes come out and see what's in those before I try any more battle facilities again. I actually have a feeling that the Emerald Frontier WON'T be back but who knows?
 
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I theorymon'd Whimsicott/Drapion/Gyarados a bit further, most notably changing Gyarados:

547.png

Whimsicott @ Focus Sash
Nature: Jolly
EVs: 220 Spe, 252 HP, 36 Def
- Taunt
- Charm
- Switcheroo
- Memento

452.png

Drapion @ Leftovers
Nature: Careful
EVs: 252 HP, 196 SDef, 56 Def
- Crunch
- Acupressure
- Substitute
- Rest

130.png

Gyarados @ Lum Berry
Nature: Adamant
EVs: 180 HP, 148 Atk, 156 Spe, 20 SDef, 4 Def
- Waterfall
- Dragon Dance
- Thunder Wave
- Confide

The changes from the initial very rough initial idea are dropping Gyaradosite, since Gyarados doesn't actually need to be able to KO Quagsire, as between Intimidate and stalling out EQ PP with switches, it can be stalled out of PP safely. Since Gyarados only needs to kill Volcarona and Cobalion at this point, I EV'd it to outspeed Volcarona, have enough attack to OHKO it at +1, and dumped the rest in HP/SDef for a Leftovers number that didn't end up being useful since Lum Berry was clearly more important, as noted later.

The strategy is setting up Drapion. Between Charm, Intimidate, Thunder Wave, switch stalling/Intimidate spamming on EdgeQuake with Drapion/Gyarados, and a Fairy lead screwing any Garchomp4/Haxorus4/Latios4 setup, no physical attacker should be much of a threat to the team so I haven't considered them yet.

Taunt is very rare after Battle 40, and no Pokémon with Taunt has set-up moves, so it should be mostly an annoyance.

Calm Mind and Quiver Dance are more of a concern, and the theorymon for how to handle them is as follows (in no particular order):
  • Volcarona4: Gyarados is EV'd to outspeed it by one point, and OHKO with Waterfall at +1; it also has Lum, allowing it to switch in on Heat Wave without risking a burn, and have a chance to avoid the Flame Body burn after getting the kill. The bad part is that Whimsicott needs to stay in on it to Taunt to prevent Quiver Dance and may die to a lucky burn.
  • Suicune1/3: After Taunt, bring in Gyarados to Thunder Wave and spam Confide on it, with Lum as the mandatory anti-freeze. I tested the strategy twice in Vs. Recorder (with battle 527 of my singles streak, incidentally), and Suicune consistently goes down to -5/-6 on Gyarados, after which Drapion is brought in for set-up. Curiously enough, the AI doesn't seems to boost back to +6 in this state, instead opting to boost to -2 or -1 and waste all its PP on 10-damage Surfs.
  • Virizion2: The plan is to stall out most of its Focus Miss PP with Whimsicott's new Fairy typing. Taunt, steal its Sitrus Berry for regeneration, and let it lay down the misses; after they're run out, Energy Ball will never scratch Drapion.
  • Chandelure4: Switch in Gyarados right away to preserve Whimsicott at full HP - if it uses Will-O-Wisp or gets a Heat Wave burn, Lum heals it and it needs to attack right away. Even if it burns again on the next turn, +0 Waterfall followed by Burn Waterfall should be enough to kill it most of the time after Leftovers. If Gyarados isn't burnt on the switch-in, you can DD and OHKO it afterwards.
  • Cobalion4: Gyarados resists all its attacks, so the plan is to bring in Gyarados (after Taunt) to T-Wave and spam Confide.
  • Cofagrigus4: Hex is its only attacking move, with just 10 PP, so the plan is to Taunt it, steal its Leftovers, and let Whimsicott stall the PP out, or alternatively it could be possible to switch to Drapion and back after Taunt to preserve Whimsicott's HP.
  • Cresselia1: Drapion is immune to Psychic and resists Shadow Ball, so it should be able to set up on Cresselia straight up.
  • Latios1/Latias1: Their attacking moves are Psychic/Dragon - both types the team has immunities to. The plan is to just switch between Drapion and Whimsicott, not caring if it Calm Minds, until it begins attacking and throws all its attack PP on immunities.
  • Entei2: The most dangerous one yet, it can kill Whimsicott and worse, burn Gyarados, which isn't an option since Gyarados needs to be healthy to take down Cobalion later in the battle. The best plan I've got is Taunt into Memento into T-Wave from Gyarados, and setting up with Drapion from there, hoping it wastes its turns on Will-O-Wisp and doesn't set up to +6 too soon.
  • Florges3: Only on Ace Trainer Bunny. Setting up on it is probably impossible as it's Max SpA+. Gyarados's Waterfall is a guaranteed 2HKO without setup, so that's probably the best option.
  • Gardevoir2: Another Ace Trainer Bunny exclusive. Drapion is immune to Stored Power, but it has max SpA and outspeeds and OHKOes Gyarados with Thunderbolt, neutering it completely. There doesn't seem to be any surefire option - Taunt/Memento into Drapion set-up and hoping it wastes turns on Double Team and attacking before getting scary amounts of boosts seems like the best option.
  • Musharna4: same as Cresselia1
  • Ninetales4: killing it with Gyarados is probably the best option.
  • Raikou2: its attacks are puny, but it's another highly unpleasant booster that Gyarados can do nothing against. It could be possible to try and stall out its Charge Beam PP by stealing its Leftovers and then Taunt -> Switch Drapion on Shadow Ball -> Switch Whimsicott on Charge Beam.
  • Reuniclus3: Only on Ace Trainer Jai and Hex Maniac Anastasia. Very nasty - Gyarados needs +1 just to 2HKO, it has Focus Blast with max SpA to 2HKO Drapion, and enough Def for Drapion's +0 Crunch to only be a 3HKO most of the time, with a Colbur Berry on top just to be sure. Since neither trainer can run Quagsire, saccing Gyarados is an option, though not a very effective one with the Colbur Berry preventing Drapion from finishing it off. It could be possible to switch in Drapion on Psychic for free after Taunt, and back to Gyarados/Whimsicott to stall out its Focus Blast PP. That's probably the best option.
A few very rare Calm Minders aren't covered, but this should be most of them. Theorymoning it out, I really think this team has a lot of potential, but it is damn slow for sure (<15 battles per hour from the first 15 battles I did last night) and still largery theoretical.

In other news I've been shooting for 500 in Doubles with a new, improved team. It should definitely be possible, look forward to it in a few days if I don't lose the streak (currently at 260 wins).
 
So many good looking teams, so little time. Good show, all! As I hinted in my last post, I'm giving Durant - Cloyster - Garchomp a go, and so far, so good through 100. Cloyster still sets up fast and muscles through a lot. Garchomp I'm a little less certain about this generation, and it is completely unable to hit Togekiss, but it covers Volt Switchers wonderfully, and they're a big threat to the team. I'll certainly post more as the streak develops.
 
I finally got all the trophies
http://i57.tinypic.com/jpfwjb.jpg
Finished a Super Multi streak in the Battle Maison, hitting 168 wins before losing.
Here are the details: 2Y9W-WWWW-WWW7-K8TB

The Team

Charizard @ Charizardite Y
Nature: Timid
Ability: Solar Power/Drought
EVs: 252 SAtk, 252 Spe, 4 HP
Fire Blast
Solarbeam
Dragon Pulse
Protect

Typhlosion @ Choice Scarf AI
Ability: Flash Fire
Eruption
Focus Blast
Heat Wave
Extrasensory

Garchomp @ Lum Berry
Nature: Jolly
Ability: Rough Skin
EVs: 252 Atk, 252 Spe, 4 HP
Dragon Claw
Earthquake
Rock Slide
Sword Dance

Feraligatr @ Lum Berry
Ability: Sheer Force
Aqua Jet
Waterfall
Earthquake
Ice Punch

Biggest threats to the team are Aerodactyl, Archeops, Choice Scarf Landorus, Fire types and Flash Fire, but Garchomp can take care of them. I plan to use this team in doubles, but I'll have to replace Feraligatr

How do you use Earthquake with Garchomp? I mean, I had exactly the same team as you except for him because I always thought it could kill or cripple Typh.
 
10175035_10152049506927484_796914543503308316_n.jpg


Battle Maison is a tinderbox and I will burn it to the -ground-.

I didn't feel bad at ALL for abusing Durant for the Super Singles 200 streak. I could keep that going continuously, except for the aforementioned burning. It is straight cheating, hahaha.

I propose that Cloyster is the best Durant abuse sweeper. 3x Shell Smash is quicker than 6x Dragon Dance, and it only needs one move (Icicle Spear) that OHKOs everything other than five guys: Suicune, Heatran, Forretress, Bastiodon, and Walrein. These five are hideously weakened by it, though, allowing your third to clean up, assuming you fight two in a row to get through your sub (never happened to me). It's also NON-CONTACT, which is huge (lolRaichu).

Another point in Cloyster's favor: +Atk Conkabonk cannot kill it with Mach Punch at -3 Def. You'll want Adamant, full HP/Atk, with Leftovers, and use Substitute before Shell Smashing. I can't think of a stronger priority move! (That exists. lolvacuumwave). Max damage by my math: 126. Cloyster's HP will be 157.

Your third guy can then be dedicated to taking out Choice Scarf Durant's only counters- Espeon, first turn Protect/Fake Out guys, and Whirlwind (never saw Roar in my 350+ battles; apparently it's only on 1 and 2 set guys). Anybody who can switch in, possibly break a sub, then Prankster Taunt can fill this role. (Whimsicott's always good to have around, or Thundurus/Tornadus's fighting moves can clear out weakened fatties.) If you get whirlwinded into Cloyster, immediately switch. (You'll have a Truant turn anyway.) You could lead with the Taunter if you wanted, but you're more likely to not need it to get Truant down, and you want to keep a healthy backup for emergencies, not that there should be many.
~Uiru
 
I propose that Cloyster is the best Durant abuse sweeper. 3x Shell Smash is quicker than 6x Dragon Dance, and it only needs one move (Icicle Spear) that OHKOs everything other than five guys: Suicune, Heatran, Forretress, Bastiodon, and Walrein. These five are hideously weakened by it, though, allowing your third to clean up, assuming you fight two in a row to get through your sub (never happened to me). It's also NON-CONTACT, which is huge (lolRaichu).
~Uiru

While I certainly love me some Cloysterage, (indeed, as I note a few posts up, I'm currently playing one) you overstate what Icicle Spear OHKOes slightly.

Off the top of my head, Metagross, Lapras, Registeel, Dewgong, and Volcarona can all at least sometimes survive a +6 Icicle Spear, though a single crit can often get you the KO.

EDIT: To be clear, there's definitely a number of others too, as pretty much anything with a 4x resistance and a number of bulky waters/steels can survive, especially those with a Sitrus Berry or the like. But your basic point still holds; Cloyster sets up ridiculously quickly and safely covers a large fraction of the Maison at +6.
 
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Hi all,

wow, so many people who got 5 trophies since I wrote my message 10 days ago, congrats to you all!

I am still in my first super triple streak, but haven't reached yet 200 battles. Actually, I was going to truly start hoping I could make it - because since battle 30 or so, I never went under 3 pokemon left - until I had this:
WXWW-WWWW-WWW7-KJB5

this brought me back to reality. I only owed my victory to the fact that I was not too much unlucky at the beginning. I mean, this almost gives the illusion that walrein4 is a reliable strategy.
Enough whining though, I am now at 180 victories, and this is the last straight line!

One last thing, could one of you add the "job" of the trainers on the "battle maison trainers" sheet? I don't use an english version and the names aren't the same (and I think they are all mixed up for these which correspond anyway). This would help me out to try finding some of the translations. Well, only if you have time for it of course, but thanks in that case.
 
One last thing, could one of you add the "job" of the trainers on the "battle maison trainers" sheet? I don't use an english version and the names aren't the same (and I think they are all mixed up for these which correspond anyway). This would help me out to try finding some of the translations. Well, only if you have time for it of course, but thanks in that case.

Here's a quick-reference list, alphabetized by trainer job type. It only covers only the trainers you'll see after battle 30, and just provides a summary of what Pokemon you'll face. For full set details, you'll need to reference the detailed list, but the quick-reference does link each trainer name to his or her "job," so hopefully that will help you on the translations.
 
I'm taking a brief hiatus from my Triples streak after 1023 wins to give Doubles a try.

That's the team. Streak is still ongoing, and will continue once I stop being bored of Triples/someone catches up to me.

Hey, nice job. You beat me to it!
Started a new job, haven't had much time or motivation to play. But I will be catching up soon. Currently sitting at 920.
 
Just ran into Magnezone2 with Charge Beam, which is equivalent to Magnezone3 for the purposes of this team. And I see I managed to completely forget about Charge Beam when considering threats! That pretty much buries the gimmicky offensive crippler Gyarados altogether, unless you somehow could fit an Electric immune Pokémon in the team. Almost every Pokémon learns Confide, though, so the possibility of an alternate gimmicky Intimidate/Confide crippler to pair with Drapion is not out of the question. Salamence comes to mind as the immediate option, and it could double as a real Dragon sweeper while at it. Howewer, that's still not going to beat Charge Beam Regice, so I suppose the Whimiscott/Gimmickrados crippling pair is done for.





:mad:
In other news, looks like I jinxed the doubles streak by posting, losing to a dumb misplay a dozen battles later. Well, the team is still a lot better than the 399 one thus far, so it's only a matter of time until I get that 500. The new team is the same Greninja/Mega Charizard Y/Garchomp combo as before, but with Rotom-W replaced with a different Pokémon to form a proper Sun team:

392.png

Infernape @ Air Balloon
Ability: Blaze
Jolly / 252 Atk / 252 Spe
- Flare Blitz
- Close Combat
- Fake Out
- Protect

Fake Out to give space for Megazard Y when it comes in after Greninja falls, Air Balloon to be able to Fake Out for Chomp while it delivers an Earthquake, and a massive Flare Blitz in the sun. It's also very fragile, inviting attacks directed at its Protect.

The addition opens a big weakness to Rain Dance, which for the most part is solved by the sniping power of Greninja/Megazard Y and delayed Mega-Evolution if you know Rain Dance will be used on Turn 1. Beauty Claire is the biggest threat to the team, with multiple Rain Dance users practically guaranteed. Rain will eventually go up when playing against her, but usually by the time it comes up and you can't stop it the enemy will only have 1-2 Pokémon left.

Against everything except Rain Dance and lots of Water types, Infernape is generally an improvement over Rotom-W. Protect and Fake Out provide more options to cope with Trick Room, allowing the team to consistently win the losing battle of the 399 streak and generally fear TR less than the previous one.

The one thing that's lost with the change is the option to switch in, but Infernape makes up for it with Fake Out to distrupt faster enemies that would previously have forced switches. Being able to Fake Out Scarfed Rock Slides when they're running out of control with flinches is also a godsend.
 
Drapion
- Crunch

How about running knock off instead of crunch? I am specifically referring to a durant team (someone had a streak posted using this before. Don't remember where it is located in here now). My current team is at 65 using durant, drapion, and megakangaskhan. Knock off is very handy but this strategy ( I guess you can call it that) takes so very long.

Just like in Doubles, I go for Protect on turn 1...
Mat Block is unnecessary ...because I would rather attack than draw out the length of already-long triple battles.

Hey, nice job! But, while mat block is certainly not necessary to be successful (looking at you ~Mercury~ ), using protect first turn is essentially the same thing.

Still, kudos for using some fresh blood in triples.
 
turskain , I don't see stat-reduction crippling as particularly reliable as a full-team strategy this gen. Your team had a big weakness to Clear Body Regirock, and any team that focuses on stat reduction has to deal with all Clear Body/Contrary users (Regirock/steel/ice, Metagross, Klinklang, Tentacruel, Carbink, Serperior, Shuckle). And while many of those aren't very threatening, your team does have to have an answer to all of them, which can be challenging when the Regis and Serperior can all have all four sets (Shuckle can too with Bunny, but Shuckle isn't an offensive threat). Combine that with the fact that few Pokemon have Battle Armor (and Drapion is probably the only good one) and you're facing an uphill battle if your team is built around stat reduction. I think it's possible to have a stray Memento somewhere on your team and to be successful, but it would be an additional strategy rather than what your completely team relies on (somewhat similar to Togekiss's role in my Singles team; Yawn was awesome and commonly used, but it was only one of many ways for my team to approach a battle).

Uiru , not every Bright Powder/Lax Incense user can OHKO Cloyster when it has -3 defenses, but most can. If we pretend that they all can, you have a 1% chance of losing any battle where an evasion item user comes in (two 10% misses) unless your back-up beats them. I'd be worried about Durant missing its Entrainment due to Bright Powder/Lax Incense as well. In my experience, the AI isn't super predictable with Protect (sometimes it will use it, sometimes it won't), and I'd worry about that too, though I think they're less likely to Protect if they can easily OHKO Durant (e.g. Entei 4, Moltres 4), so that works in your favor. But it's entirely possible that Cloyster and whoever else you use are reliable enough that you can recuperate from that sort of thing. Plus, where it matters depends on your goals. If you just wanted to break 200 and not worry about making it further than that, then congrats! You did it!
 
VaporeonIce, I have to agree after considering it more. Clear Body, Defiant, Contrary and Competitive are not as much of a problem, since Whimsicott can run Worry Seed to remove them; the deal breaker for Whimsicott/Gyarados/Drapion is Charge Beam, especially Regice3 and Magnezone3. Between those two, the main two Gimmickrados options in Gyarados and Salamence are both useless against them, leaving Drapion alone against Charge Beams from Modest max SpA, which is not going to go well.

A solo crippler lead with options like Togekiss is probably the best fit, as you say. I considered Salamence with Outrage/EQ/DD/Confide and Intimidate for a Dragon lead that could also reduce stats for Drapion. But Drapion's nigh-impossible to fit in with a Dragon lead, with it not being able to provide anything to the team outside opportunistic set-up when stat reduction crippling is applicable. It'd basically be a terrible version of Suicune.
 
Soo... I hit the 100 victories in doubles. Still ongoing but thought I'd share the team:

Hydreigon @ Life Orb
Ability: Levitate
Modest 6 Hp / 252 Sp. Atk / 252 Spe
- Draco Meteor
- Flamethrower
- Dark Power
- Dark Pulse

Greninja @ Expert Belt
Ability: Protean
Timid 6 Hp / 252 Sp. Atk / 252 Spe
- Hydro Pump / Scald
- Ice Beam
- Extrasensory
- Grass Knot

Gardevoir @ Gardevoirite
Ability: Trace -> Pixelate
Timid 6 Hp / 252 Sp. Atk / 252 Spe
- Moonblast (Would reeeally like to use Hyper Voice if there was a tutor)
- Psyshock
- Thunderbolt
- Shadow Ball

Scizor @ Leftovers
Ability: Technician
Adamant 252 Hp / 252 Atk / 6 Spe
- Bullet Punch
- X-Scissor
- Brick Break
- Swords Dance

The strategy is pretty simple attack a lot and switch a lot. Between Hydr and Ninja they cover almost everything that shows up in the first round. Greninja tries to take down anything faster than Hydreigon with Protean coverage. Hydreigon has a little less coverage and goes with more neutral hits, reason why it gets the Life Orb, he's not slow, but thought that 98 base Speed wasn't good enough to be worth a Nature investment. Hydreigon has lots of weaknesses, so Gardevoir and Scizor are backups for him. If a fighting type shows up that can't be taken down or has a partner that must also be taken down, switch to Gardevoir who despite her horrible Def can take Fighting type moves incredebly well. Same for Fairies, if one shows up it WILL target Hydreigon so go for Scizor. Since Gardevoir also goes for coverage I figured to give her the Mega Stone to hurt hard what Hydreigon and Greninja can't. Good thing is that Hydreigon can take Scizors fire weakness and Gardevoir's Ghost and to an extent Steel (he IS kinda sturdy) weakness so he can switch back in if one of those shows up after the first switch.

I know Scald is a lot weaker than Hydro Pump btw, but it's not for the burn chance. It's simply the accuracy and also avoid the spread damage of Surf. Brick Break is nice for Screeners, I've come across a surprising lot of them, as well as I don't have anything to hit Normal pokes really hard.

I haven't come across a hard counter for this team yet unlike my Multi Run with Landorus, Aerodactyl and Archeops. But we'll see. Gonna try to aim for 200 battles for the berry.
 
A teaser for my Doubles team, currently at over 100:
252+ Atk Sheer Force Darmanitan Flare Blitz vs. 0 HP / 0 Def Aerodactyl in Sun: 164-193 (105.8 - 124.5%) -- guaranteed OHKO

It's a fun team.
 
Sounds fun indeed. What's less fun is the first loss I just had to Cresselia2 in Doubles after 1000+ battles with various teams that have no counter to it, with the AI leading with it and having 3 other Pokémon that needed to be KO'd immediately instead of it, letting it get 2 Double Teams and one Toxic in the meantime. As expected, 2 evasion increases and flawless dodges against Dark Pulse/Sun Flamethrower/Sun Flare Blitz/+4 Dragon Claw (all six missed, in retrospect +6 would've been better but with a 100% miss rate it didn't really matter) were all it needed to reverse all-kill the whole team.

It was pretty maddening, so I'm in the process of breeding a new hilarious team I thought up a while back to put the Maison in its place before getting back to grinding another serious streak. No calc teasers are available, as calcs do not apply to it.
 
Ok, guess I'll pitch in a Super Doubles streak of 169 wins. 3 team members stayed consistent, I kind swapped out #4 now and then for the lulz / testing stupid shit like AssVest Granbull, so idk if this disqualifies me or not.

The final battle video is a loss at #170: GCLG-WWWW-WWW7-LHZ8
I very foolishly attempted to try a Roserade over my Chlorosaur; not my best idea. But yes I know I'm Heatran weak; understand this is a VGC 2014 team and built around "hahahaha Heatran is banned". Fucking toad.

Its a rather basic team, just with my crazy EV sets.

Charizard @ Charizardite-Y
Timid, 140 HP, 4 Def, 164 Sp. Atk, 4 Sp. Def, 196 Speed.
Ability: Blaze -> Drought

- Heat Wave
- Protect
- Solarbeam
- Ancientpower
----------------------------
Venusaur @ Coba Berry
Modest, 164 HP, 4 Def, 244 Sp. Atk, 4 Sp. Def, 92 Speed
Ability: Chlorophyll

- Giga Drain
- Protect
- Sleeep Powder
- Sludge Bomb
----------------------------
Garchomp @ Rocky Helmet
Jolly, 4 HP, 252 Atk, 252 Speed
Ability: Rough Skin

- Dragon Claw
- Protect
- Rock Slide
- Earthquake

----------------------------
Aegislash @ Leftovers
Quiet, 252 HP, 252 Sp. Atk, 4 Sp. Def
Ability: Stance Change

- Shadow Ball
- King's Shield
- Wide Guard
- Flash Cannon
----------------------------

Those were the constants. I lack Venusaur in the vid, obviously.
The Roserade if anyone cares:
Roserade @ Assault Vest
Modest, 4 HP, 252 Sp. Atk, 252 Speed

- Giga Drain
- Shadow Ball
- Dazzling Gleam
- Sludge Bomb

Don't use this btw.

I guess I'll explain everything here:
The team is actually my May International team, and that Roserade for nothing more than the battle I lost. Venusaur was there for well over 120 battles at least.
In terms of EV spreads, I'm sure Garchomp is the most obvious standard thing ever, Aegislash is very standard, and then we have Megazard-Y and Venusaur. Megazard-Y outruns +92's (Krookodile) and neutral 105's like Rapidash and Manectric. The Sp. Atk hits a good 200 Sp. Atk stat, and the rest allows it to take hits pretty well (designed to tank Mega-Manectric Thunderbolt). Venusaur can tank a CB 252+ Talonflame's Brave Bird and by extension, a very wide slew of Flying moves. Speed outruns +150's like Mega Alakazam and by extension, every non-scarfed Pokémon in the Maison bar... Ninjask? Remainder in Sp. Atk.
The leading duo is always Megazard-Y and Garchomp. The plan is very literally spamming the fuck out of Heat Wave + Earthquake (HeatQuake, for remainder of post) and for those that resist (ie Gyarados, Talonflame, Charizard, Aerodactyl), Rock Slide it to death. Wide Guard is hardly used (Throh and Bastiodon, occassionally Machamp) and I can typically beat the pulp out of the Wide Guard user's partner while it uses Wide Guard 4 times in a row. Zard and Garchomp typically pounded everything, or almost everything, to death before both going down, while Aegislash provides a switchin for Rock and Ice moves as needed. Wide Guard blocks Blizzard users from Garchomp (lol, Glaceon and Chatelaine's Suicune) while also blocking Chompy's own EQ from hitting it while in Shield Stance the whole time.
Aegislash was occasionally switched with other things at random battles like AssVest Granbull (which.. surprisingly works...), a Florges, and something else I'm forgetting.
Venusaur acts as a fast chipper, revenge killer, Water/Fairy/Electric/Leech Seed/Toxic/Troll Powder switchin, and of course has the ever useful "When in doubt, spam Sleep Powder and god-like Speed!". But really he just trolls Florges and spams Sleep Powder.
Aegislash is a great backup for its killer typing, great defenses, and is rarely useless. Ghost is stupidly useful, so spamming Shadow Ball with little to no regard of your foes is fine, and if they have a Normal type.. well, Aegislash walls it to hell and has Flash Cannon. Dark types are a problem but most get curbstomped before Aegislash even comes out.

That was the team at the time; video happened a few weeks ago. I've changed things since then but its not relevant here.

What's really funny about this is 1) it was not really designed for the Maison, 2) I swapped out Aegislash with stupid shit and still won, 3) I could try to up this record on another streak, just haven't gotten to it yet.
This literally happened while being bored and trying out my Internationals stuff, doing a few battles a day over weeks for the lulz.

tl;dr HeatQuake + Rock moves > everything and Megazard-Y + Garchomp are a good offensive pairing :P

If there's further proof required / the somewhat inconsistent team is a factor, lemme know and I'll see what I can do. Zard and Garchomp were in EVERY battle, period. Venusaur was present for the vast majority as well.
 
You know what's awesome? Hubris and dumb misplays killing a streak. Time for another one I guess.

116 in Doubles

charizard.gif

Charizard @ Charizardite Y
Nature: Timid
Blaze --> Drought
31/X/31/31/31/31
6 HP/252 SpA/252 Spe
-Flamethrower
-Dragon Pulse
-Solar Beam
-Protect

Sets up sun, and deals heavy damage to most of the Maison. Flamethrower is for STAB and because I'm a) paranoid about Heat Wave missing and b) Darmanitan 1HKOs everything anyway so I'm looking for max damage. Solarbeam covers Rock and Water types which aren't 1HKO'd by Darm, and Dragon Pulse completes the coverage. Protect if there's a fast electric or rock type plus another very pressing threat.

darmanitan.gif

Darminatan @ Choice Scarf
Nature: Adamant
Sheer Force
31/31/31/X/31/31
6 HP/252 Att/252 Spe
-Flare Blitz
-U-Turn
-Superpower
-Rock Slide

List of thing's I've seen survive a neutral Sun-boosted Flare Blitz: Umbreon, Shuckle, Mandibuzz. That's it. A surprising number of resists are also 1HKO'd, including Archeops, Aerodactyl, Starmie (most of the time), Charizard, and so forth. Strategy is simple and hilariously straightforward. Click "Flare Blitz" and watch something die. U-turn is used in case of sturdy Pokemon, and worst case, I generally double up with Charizard to take out sash/sturdy. Superpower is for Tyranitar mostly, and Rock Slide is rarely used. Resisted Sheer Force Sun Flare Blitz (175.5 bp) is stronger than super effective spread Rock Slide (117 bp) anyway. Has the bulk to survive most non-STAB Rock Slides after a Sheer Force. If Darmanitan is able to get two kills, that's usually enough for the rest of the squad to finish things off.

garchomp.gif

Garchomp @ Yache Berry
Nature: Jolly
Rough Skin
31\31\31\X\31\31
6 HP/252 Att/ 252 Spe
-Earthquake
-Dragon Claw
-Iron Head
-Protect

With my massive Rock weakness, the back two need to be able to eat a Rock Slide or three. Chomp serves that role admirably, also covering fire types with spread Earthquake. I have one immunity and one resist, and if Chomp is using Earthquake with Darmanitan, that means its been able to Flare Blitz two things so it's already done its job. Dragon Claw is alternate STAB, and Iron Head for Fairies, especially since my whole back line is Fairy weak. Good thing they're all slow. This used to be Assault Vest with Fire Fang over Protect, but I figured I would much rather have Chomp Protect against an incoming Draco Meteor or Ice Beam than be KO'd by it anyway.

breloom.gif

Breloom @ Life Orb
Nature: Adamant
Technician
31/31/X/31/31/31
6 HP/252 Att/252 Spe
-Spore
-Mach Punch
-Bullet Seed
-Rock Tomb

When searching around for the final team member, I wanted something that resisted Rock, resisted or was immune to Earthquake, had priority for dealing with things Charizard or Darmanitan almost killed, and who could beat Sturdy users. Breloom fits all those criteria. Mach Punch lets me pick stuff off, Bullet Seed is a powerful STAB assuming it hits more than twice, and Spore helps me beat anything slower. I chose max speed adamant so I could outspeed Zapdos2 and Spore as yet another anti-hax measure. Rock Tomb over protect because it really needs the extra coverage for Fire, Flying, and Lati@s. Rock Tomb triggers Technician and ensures Breloom will outspeed it the second time. I might change the item to Focus Sash the next time around. Maybe even move the Life Orb to Garchomp.

My loss:
8HHW-WWWW-WWW7-LY8R
I wasn't paying attention and failed to notice the trainer was a Roller Skater. He led with Intimidate Staraptor and Aerodactyl. Due to intimidate, Aerodactyl isn't 1HKO'd by Flare Blitz. If I was paying attention, what I should've done was Protect with CharizardY, Flare Blitz Aerodactyl, and hope it was either Choice Band (always attacks Charizard) or the Rock Slide misses. Worst case, Breloom would come in and revenge. Instead, I killed Staraptor, Darmanitan was KO'd by Rock Slide, and Breloom couldn't 1HKO Aerodactyl. The Charizard waiting in the wings still would've presented a problem, but had I played optimally it was very winnable.

I still think this team has more potential so I'll be doing a little bit of tweaking and I'm pretty sure I can get a longer streak out of this. Any feedback would be appreciated.
 
Hi all,

I finally completed my streak to 200 battles:
893233200victories.jpg


I know it's far from a feat -- I'm so admirative with the 2000 wins streak by the way --, but I'm happy with this right now. In fact, it was very intense emotionnally, especially at battle 194 where I almost lost:
HDMG-WWWW-WWW7-KSB3 (I misestimated Jynx4 speed, but fortunately, AI trick roomers do not always use bold moves)

Now I'm gonna concentrate on rotation battles. I gave a shot at super multi, yet not only are the computer pokemon weak, but they also act with non-sense (e.g. paralyze a slower pokemon they OHKO on next turn, use EQ on a physical bulk resistant to it while it kills my Aegislash, and there are so many examples...).

Btw, thanks NoCheese for the link, it actually helped me in the 200th battle.
 
SimicCombine, that lead pair deals too much damage. I'm a bit concerned about how fast EdgeQuake users behave against them with the leads having weaknesses to both Rock and Ground. Aerodactyl4 goes for STAB Stone Edge on Charizard as you say, which is good. I presume Terrakion2 (Adamant Choice Scarf) also goes for Stone Edge on Charizard. Quick Claw Donphan4 with Sturdy worries me most, since it could plausibly go for either STAB EQ to kill Darmanitan or Stone Edge to kill Charizard.

I'm also worried slightly about Fire types, especially Entei1 with possible Flash Fire and Stone Edge to threaten both leads, and Entei3 with Timid Scarf Eruption in the Sun, which nothing wants to take.

Some Dragon-types also worry me, especially Salamence4 with Intimidate to stop Darmanitan, and Latis on Veterans.

Froslass4 is also very nasty - it has Focus Sash and outspeeds Charizard, so it can't be sniped before it moves, and it uses Icy Wind, which cripples both your leads and hits your back-ups hard. Mat Block Greninja handles it on my team, but without that it's going to be trouble for almost any team.

Another worrisome enemy is Carracosta4, with STAB Rock Slide powered by Sturdy and Weakness Policy. It can be sniped on its own, but it's ran by Scientists which have quite narrow Pokémon lists, so having it paired with Jolteon, Aerodactyl or Manectric is not uncommon.

Gale Wings Talonflame also worries me, since neither lead is going to enjoy Brave Bird.

Scarf Pinsir4 is also nasty, as it outspeeds Darmanitan and can EQ or Guillotine. I misgrouped it with Scarf Rock attackers in my 399 streak write-up for some reason, but it doesn't have Stone Edge and might go for either EQ or Guillotine, none of which will be pleasant. Against my team it X-Scissors Greninja most of the time (which is good since it has Focus Sash) and occasionally Guillotines Charizard, which uses Protect, but for your team there's no expendable Sash lead to take the hit.

Another fun threat I forgot in my write-up is Skarmory3 (Choice Scarf, Rock Slide) - its damage is unimpressive, but what it has over its fellow ScarfSliders is the potential to have Sturdy, which is not fun in the least when getting flinchhaxed all day long. Thankfully, your back-ups are both Rock resistant, so you should be fine against it.

Good luck on your streak.



Yonanoveau, I see a complete absence of Protect as the first thing that strikes out. If TR goes up, against Mara's double TR leads or Aromatisse which you can't snipe or just an otherwise unpleasant lead pair, you have nothing against it aside from Scizor, which isn't that impressive, especially without Mega or Life Orb to give it some power. There's also little that can be done against faster threats - none of your Pokémon will enjoy a date with CB Aerodactyl or Paralysis-inducing Thunder(bolt) from Jolteon and Manectric. I'd recommend dropping the inaccurate Draco Meteor for Protect, finding room for Mat Block on Greninja (it really is that good), considering Timid on Hydreigon (just look at the speed tiers for all the bad things you outspeed with it, including many dangeorus Veteran Pokémon), and possibly dropping Scizor for something different if you can't afford to give it Life Orb or Mega Evolution. Without either of those it's going to be a bit underwhelming in every aspect.
 
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