I noticed that nobody seems to have achieved a streak with Mega Gengar. Any particular reason for this? Have others tried it with little success? I was thinking of building a team around one.
I noticed that nobody seems to have achieved a streak with Mega Gengar. Any particular reason for this? Have others tried it with little success? I was thinking of building a team around one.
Mega Gengar is pretty underwhelming in my opinion - it's fast, but still outsped by Aerodactyl and Choice Scarfers most of which OHKO it, it can't use Sash making it die in one hit to anything with Earthquake and any number of Pokémon with decent hitting power it can't OHKO, and it loses the useful Levitate. Focus Sash Gengar outclasses it pretty much all of the time, and Life Orb Gengar (if your team's Focus Sash and Mega slot are already taken and you want Gengar anyway) deals more damage and only loses out in Speed.I noticed that nobody seems to have achieved a streak with Mega Gengar. Any particular reason for this? Have others tried it with little success? I was thinking of building a team around one.
Well I'm working toward getting all the trophies, and not too long ago got the Rotation one. As with Singles, Doubles and Triples before it, I've continued on my streak just to get it broken before I think too hard about Multi. That and I'll be doing that with my bud, with whom I don't hang out as often as I should.
Anyway, to my surprise, this Rotation team has been seeing some seriously resounding success. Presently my streak is at 117, and it's proceeding pretty slowly because I usually lie down at the end of the day and get about 2 battles off before I feel like passing out.
Ruby Weapon (Garchomp/M) @ Rocky Helmet
Jolly w/ Rough Skin
IVs: 31/31/31/27/31/31
EVs: 252 HP, 92 Defense, 164 Speed
-Swords Dance
-Dragon Claw
-Rock Slide
-Earthquake
Calamity (Kangaskhan/F) @ Kangaskhanite
Adamant w/ Scrappy
IVs: 31/31/31/08/31/31
EVs: 4 HP, 252 Attack, 252 Speed
-Return
-Earthquake
-Power-Up Punch
-Sucker Punch
Keyblade (Klefki/F) @ Light Clay
Bold w/ Prankster
IVs: 31/03/31/23/31/31
EVs: 252 HP, 152 Defense, 104 SpecDef
-Reflect
-Light Screen
-Thunder Wave
-Foul Play
Quetzalcoatl (Zapdos) @ Leftovers
Calm w/ Pressure
IVs: 31/01/27/23/31/31
EVs: 248 HP, 240 SpecDef, 20 Speed
-Thunderbolt
-Roost
-Toxic
-Substitute
So it's pretty similar to farranpoison's team, really. Lead with two powerful attackers and a Light Clay Klefki. In my case, I've strategically placed Garchomp as the first member, so that I can spin to Klefki and oftentimes take an attack that was directed at 'chomp; Dragon-, Ice- or Fairy-type moves being the intent. Set up my screens on the first turn and then spin to Kangaskhan, Mega and Power-Up Punch or to Garchomp and Swords Dance next. Ghost- or Fighting-type opponents discourage me from setting up with Kanga immediately, while the aforementioned Fairy-, Ice- or Dragon-types discourage me from setting up with Garchomp.
I subbed in Zapdos after a while in place of what was previously there... which was... I have no idea. But a Flying-type seemed like a good idea, because typically if Zapdos or Garchomp gets knocked out by some miracle (fuuucking Walrein, dude), it's usually enough turns down the line that it's almost time to set up my screens again, and Zapdos helps Klefki take a few fewer Earthquakes as it works. Something that resists Ground AND Fire would probably make more sense, but I also wanted something that could abuse Lefties and Subs and Toxic to inevitably break down anything barring Rest users. Also not wanting to have to train anything new, this seemed like the best choice from all the ordinary competitive Pokes I already had trained. And it's served me well, in about the 10 battles in which Zapdos has ever bothered to use a move. It really hasn't been very many more he's been brought out for. At least 9 times out of 10 I don't lose anyone before winning a battle.
I honestly can't make an argument for why I'm using a bulky 'chomp instead of a fully offensive one. I'm definitely not at all upset that I'm using Rock Slide instead of Stone Edge. Any time you can actually HIT with a Rock-type move is a good time. And I'm certainly enjoying being able to take the occasional Ice-type move behind a Light Screen, sometimes surviving with more than 50%. I'm also really pleased with the nice, respectable damage I get on an assailant with Rocky Helmet and Rough Skin even when I'm just Swords Dancing. Basically, I'm saying I don't necessarily think the bulky build is the optimal choice for the team, but I also don't see any reason for him to change. He still does proper decent dommage at +2 even with zero investment.
Things I struggle against... Swagger is annoying as always. Bulldoze and Icy Wind definitely suck. Burn and paralyze are problems; obviously Freeze and Sleep always are as well. None of my things are THAT fast, though I have Prankster T-Wave to mitigate that. Theoretically Raikou could be an issue, but my main attackers are immune to Shadow Ball or Thunderbolt and they both pack EQ, so it hasn't really been a thing. ...Things that boost their Defense and have good recovery, I guess? I'm really grasping here. My opposition has felt mostly impotent. I did have that close call against that Walrein that hit 3/4 Sheer Colds, but I was able to keep those at bay with Substitutes with Zapdos...
tl;dr Prankster Light Clay screens with two setup sweepers. Weakness synergy is actually pretty solid, the only repeat being Ice between Garchomp and Zapdos. Toxic stall in the back. Done.
I still need to make my own original team, but i got my ribbons onto my ribbongross thanks to a durant mega pinsir combo. woot! I was lurking around and noticed alot of people are maxing out EV's at 252. I thought for level 50 battles you were supposed to stop at 248 because at level 50 it takes 8 EV's (level 100 takes only 4 EV's) to add a new point to stat and 252/8 there is a remainder of 4. so for example my Pinsir @ pinsirite should be 248 att 248 speed 14 def or something like that. 252 in two stats is wasting 8 points and the remainder of 6 leftover in another stat won't get you a point gain at level 50. did they change the way EV's work?
Chugging along at 300 straight in Super Singles with this team:
Sableye @ Focus Sash
Trait: Prankster
Level: 1
Nature: Calm (+SpD, -Spe)
-Taunt
-Embargo
-Flash
-Trick
Stats: 12/5/6/6/6/6
IVs: ?/31/31/?/31/31
EVs: 0/0/0/0/0/0
Durant @ Choice Scarf
Trait: Truant
Nature: Jolly (+Spe, -Spa)
-Entrainment
-X-Scissor
-Iron Head
-Rock Slide
Stats: 164/129/134/50/68/177
IVs: 31/31/31/7/31/31
EVs: 244/0/12/0/0/252
Glalie @ Leftovers
Trait: Moody
Nature: Timid (+Spe, -Atk)
-Substitute
-Protect
-Taunt
-Frost Breath
Stats: 177/76/111/101/101/143
IVs: 31/0/31/31/31/31
EVs: 176/0/84/4/4/242
Credit to VaporeonIce for the idea of combining level 1 cheese with Entrainment Durant. Haven't had a battle this streak where Glalie wasn't able to set up for 30+ turns against an opponent with Truant - even if a lead uses Explosion early and I don't have great boosts, I've been able to sacrifice Sableye and bring in Durant for another Entrainment. Glalie plays as more of a tank than Moody Smeargle. Even at +6 Special Attack, there's plenty of things Glalie can't OHKO, but it's bulky enough when boosted that it rarely needs to rely on Evasion hax to keep its Substitute up against the 2nd/3rd Pokemon. The battles have been mostly pretty mindless, but there are a few mons that cause me to watch for certain boosts before KOing the Entrained lead in order to minimize the luck I need to power past them.
In the meantime, here's some videos if you're into 50+ turn Moody funfests
XYUW-WWWW-WWW7-ZFLE (lead Espeon not a problem + Taunt shuts down Blissey)
2T8W-WWWW-WWW7-RHVK (Flash>Toxic on Sableye makes setup against Swords of Justice much easier)
H5GK-WWWW-WWW7-ZFTU (Heatran 3 coming in 2nd/3rd doesn't trouble Glalie too much thanks to dumb AI)
Ferrothorn @ Rocky Helmet
Iron Barbs, Brave
-Gravity
-Knock Off
-Power Whip
-Gyro Ball
I have presently 80 Pokemon with a Speed IV of 0 and a nature that hinders the stat. About two thirds of them were brought over from Bank and altered if necessary. I use a detailed RNG website to roll a team of six of these Pokemon; two rolls are reserved exclusively for a TR setter and a mega evolution, though I allow the possibility of setters to come up in the four "TR Abuser" rolls as well.
Note, however, that if you are using pokes generated or altered by an outside device, the streak is not eligible for listing. I don't think that's what you meant, but just confirming what "altered" and the RNG website mean. I assume you just used the RNG site to draw numbers to pick your team, and "altered" pokes via proper in-game training and breeding. Really cool either way though, especially with the random selection element.
Apart from assuredly baiting attacks at lv1 which allows you to Taunt and block the opponent from Protecting the turn Durant uses Entrainment, I'm having a hard time seeing what exactly you gain from being lv1.
Of course, I haven't gotten my feet wet with the Durant strategy this gen; after the Fairy type was introduced, my Haxorus became worthless as an all-purpose sweeper and I didn't have the drive to breed something to take its place. I also used a Cloyster alongside it, but it was nowhere near as versatile.
Congrats on your streak. I dunno about you, but I always felt a certain sense of disgust when losing a battle that was extremely winnable, not so much to hax, but a generally crappy poke. I lump Pyroar in with the junk, but then this is coming from someone who raised and kept a Dragalge knowing it was a thousand times less useful without Adaptability, so perhaps I shouldn't be bashing it? =P
The original intent was to sacrifice Sableye and Durant to prevent Roar/Whirlwind from messing me up. It turns out that those moves are incredibly rare, but against a back-up Skarmory 4, it's still very valuable to have a Sableye that faints easily. Against Workers (who have more Steel types and therefore are more likely to have Skarmory), I typically try to sacrifice both Sableye and Durant, which is easy to doApart from assuredly baiting attacks at lv1 which allows you to Taunt and block the opponent from Protecting the turn Durant uses Entrainment, I'm having a hard time seeing what exactly you gain from being lv1.
You're right, I've made that mistake too many times! Still, Pyroar is Fire-type, so if it comes in after you've set up and Glalie is not +6 252+, Frost Breath is not a secure OHKO and it could Rivalry Hyper Voice crit it down afterwards:EDIT turskain , it's nice to know that someone besides me forgets that Pokemon lose their original abilities when you use Entrainment to give them Truant. You won't believe how many times I've thought "uh oh, I don't want Durant to get stuck against Gothitelle because of Shadow Tag" or "How will I handle setting up against an Infiltrator Pokemon?" Also, I theorymon'd Blaziken 4; it's actually still slower than Jolly Choice Scarf Durant, even at +2. You just use Trick on turn 1 to let it KO you; even if it gets the Speed Boost AND uses Flame Charge, you can still hit it with Entrainment before it KOs Durant.
I'm pretty confident Pyroar won't use Hyper Voice against Glalie; it should choose the super-effective Overheat instead (fortunately). Even with a Moody team, utilizing the AI's idiocy (and not just their refusal to switch!) is still important. I actually did a bunch of mock battles against Volcarona to plan out my strategy against it. In all of my trials, it used up all of its Heat Wave PP before even attempting to use Bug Buzz once against Smeargle (because the extra 10 base power is Very Important), so now my strategy against it involves just using Sub (and Miracle Eye) until it runs out of Heat Wave PP, then using Protect every other turn once it runs out of Heat Wave PP. It's worked really well; Smeargle losing too much HP has never been a problem (I force a lot of misses with Flash + Heat Wave's 90% accuracy + possible evasion boosts), and the extra Protect turns buy me the time I need to undo any SpAtk drops so I can run over its Quiver Dance boosted SpDef. But it wouldn't work if the AI weren't extremely reliable in using the most powerful move. They seem to be less reliable if the most powerful move has drawbacks (like Overheat's SpAtk drop), but they don't seem to pass up a super-effective hit very often, especially if the alternative move (in this case, Hyper Voice) needs a crit to OHKO and the White Herb is still intact.You're right, I've made that mistake too many times! Still, Pyroar is Fire-type, so if it comes in after you've set up and Glalie is not +6 252+, Frost Breath is not a secure OHKO and it could Rivalry Hyper Voice crit it down afterwards:
+6 252+ SpA Glalie Frost Breath vs. 0 HP / 0 SpD Pyroar on a critical hit: 171-202 (106.2 - 125.4%) -- guaranteed OHKO
Hello, everyone. I've been lurking this topic for a long time, though admittedly much of the reading I've done that amounted to more than mere skimming was saved for Triples teams, or teams that involved less common tactics.
While I don't have a record (an acceptable one at least) for the rankings, I did just end a Super Triples streak at 316 with a method that has never, ever carried me this far in all of my battle facility play: random team selection. I know very few people that like to play through the Maison in this fashion.
I have presently 80 Pokemon with a Speed IV of 0 and a nature that hinders the stat. About two thirds of them were brought over from Bank and altered if necessary. I use a detailed RNG website to roll a team of six of these Pokemon; two rolls are reserved exclusively for a TR setter and a mega evolution, though I allow the possibility of setters to come up in the four "TR Abuser" rolls as well.
To resolve some of the more difficult held item conflicts and/or assist with dysfunctional teams, I do have multiple movesets for several pokes, particularly Mega Abomasnow, whose dominance on a team has varied wildly. For some, I had alternate sets in case I wanted less redundancy, while others had two sets because they worked well both as support or entirely offensively (Namely Porygon2. If I had an excellent and reliable setter, I sometimes opted for a four attacks set.) Alternate sets are kept separate from the eighty.
The team then battles until they get destroyed, or I get bored, though until recently I did try to reach Dana with every team. I normally would have interrupted each streak after ten battles to change teams, though I allowed two of them to go for 100 wins apiece, as I believed they could earn me the Lansat and Starf berries. Battles 201-316 were fought with teams that changed every ten battles regardless of how much I enjoyed them.
I have a small handful of youtube vids covering various runs, including many battles from the two hundred-long streaks that were part of the 316, as well as some replays of battles much further on; since I can't expect people to watch those just to see the teams displayed at the end, I'll quickly gloss over the two teams that won 100 battles apiece.
It's worth reminding any reader that because synergy occurs by luck, my EV spreads are far less refined than most players would use. Unless an Assault Vest is involved, the overwhelming majority of pokes have 252/252/4 spreads. Only the Trick Room users and the odd poke here or there like Wigglytuff had a specific, refined spread. Hell if I can recall some numbers off the top of my head, though >___>
BATTLES 1-100
Carbink @ Weakness Policy
Sturdy, Relaxed
-Trick Room
-Reflect
-Power Gem
-Moonblast
Carbink gets a lot of hate, and while it's generally on the lower end as far as setters go, it served me well. Weakness Policy prevented it from being deadweight in some battles, though because I pumped its physical defense, its SpA only hit 204 after activation. In other words, if the target wasn't weak to the move, it probably wasn't fainting.
Hariyama @ Flame Orb
Guts, Brave
-Fake Out
-Knock Off
-Heavy Slam
-Close Combat
Fake Out was really the only kind of support that could have helped Carbink without giving it an all-purpose hold item like Mental Herb or Lum Berry. I freaking love Fake Out.
You're probably looking at Heavy Slam and thinking I'm an idiot. While it had Ice Punch when it migrated from W2, and then briefly toyed with Poison Jab, Heavy Slam ended up being the most applicable and reliable choice. Hariyama's Heavy Slam hits every single Fairy that appears in Supers for max power and OHKOs them, while even Guts Ice Punch or Poison Jab can't destroy every Togekiss build. Type coverage is otherwise meaningless with Close Combat around, while nearly all teams carry excessive amounts of flying control. Ice Punch is not remotely missed.
With Heal Pulse spam, Hariyama was able to scribble out its death warrant in many battles of a prior 100-long streak, mitigating burn damage and the frequent def drops to its spongy tush. This time around, my sumo pal died frequently.
Ferrothorn @ Rocky Helmet
Iron Barbs, Brave
-Gravity
-Knock Off
-Power Whip
-Gyro Ball
No Rock Slide for largely the same reason I decided flying/fire coverage wasn't all that necessary on a lot of pokes; the overwhelming majority of teams carry STAB that murders those types. I really like offensively-oriented Ferrothorn, though its SDef did take a massive hit as a result, but Gravity allowed its teammates to function a thousand times better.
Heatran @ Power Anklet
Flash Fire, Quiet
-Flash Cannon
-Dragon Pulse
-Earth Power
-Eruption
Power Items are FUCKING AWESOME FOR TRICK ROOM TEAMS. They turn base 80 pokes, normally well above the cutoff point for TR-applicable speeds (in battle facilities at least) into frighteningly potent and quick machines. I liken them to reverse Choice Scarves; you get all of the speed, while still allowing them to distribute EVs entirely into bulk and offense, and none of the movelocking.
But I digress. There's otherwise nothing I can say about Heatran that no one already thinks. It's still one of the best fire types in the game, and Eruption never failed me.
Reuniclus @ Life Orb
Magic Guard, Quiet
-Shadow Ball
-Thunder
-Psyshock
-Focus Blast
Occasionally I miss Grass Knot, especially when the team this is on has no Gravity support, but there were no regrets here. I've always preferred using Reuniclus strictly for offense and this guy has no alternate set with Trick Room.
I still toy with dumping Thunder for Grass Knot, because when it doesn't kill, that 30% paralysis rate can and has bitten me in the ass. I once set off a Carracosta's WP and it cleared the room with an Earthquake; the only reason I won that battle is because TR wore off at the end of the turn, and being paralyzed sealed its fate. That battle permanently changed the way I handle Carracostas.
Ampharos @ Ampharosite
Static, Quiet
-Power Gem
-Thunderbolt
-Dragon Pulse
-Focus Blast
Mega Amphy has made a pretty decent lead on other teams. With Gravity support happening upon me, I tried to wait until it could be set up. Its Focus Blast being weaker than Reuniclus' was slightly problematic considering that Reuniclus could just barely OHKO several threats with it. Reuniclus nearly always took precedence when sending in reinforcements, though base speed was also part of those decisions.
BATTLES 101-200
Musharna @ Safety Goggles
Telepathy, Quiet
-Trick Room
-Helping Hand
-Psychic
-Energy Ball
Musharna, one of few setters to be a little more offensively oriented, exists for my Earthquake spammers, Sludge Wave Nidoqueen, Explosion Lickilicky, and so on. I also envisioned her being a big help to Tyranitar and Abomasnow, hence the goggles, though actually she and Tyranitar have yet to be on a team together. Heh.
Energy Ball actually came in handy quite often. Musharna was my go-to Carracosta slayer (more on that bastard later.) When the set was originally coined, I envisioned it as more of a support move for my Sap Sippers, and didn't really want Shadow Ball or Thunderbolt. EB was used often enough that I decided I wouldn't lose it for Dazzling Gleam.
Abomasnow @ Abomasite
Soundproof, Quiet
-Protect
-Grass Knot
-Earthquake
-Blizzard
One of three Abomasnow. This one was selected because of Musharna; Helping Hand Earthquake OHKOs all Heatran builds (Sash variant resolved via Hail damage) and a lot of lesser fire types. Grass Knot saw a lot of use, since Veterans and bulky waters were not shy.
Azumarill @ Expert Belt
Huge Power, Brave
-Aqua Jet
-Waterfall
-Play Rough
-Superpower
This bugger along with Abomasnow made me immediately think of Kappaten's Triples streak once they both came up in the roll, though these two are the only similarities my team bears to his. An excellent lead next to Abomasnow and more often than not mitigated the need for Earthquake. The shared Poison weakness did lead to some misassumptions and misplays as a result. Normally holds a Splash Plate, but no one else held an Expert Belt, so I opted for a little upgrade.
Porygon2 eviolite
Download, Quiet
-Trick Room
-Thunderbolt
-Ice Beam
-Tri Attack
I spent a lot of time considering leading with it alongside Abomasnow instead of Musharna, but ultimately decided it was better that I didn't, for two reasons:
P2 wrecked some stuff pretty badly in the battles I needed it, and is the only reason I won the battles that went to hell on a handcart, but otherwise it saw the least amount of action.
- While both P2 and Musharna share only one weakness with Abomasnow, Fighting types and moves were much more common, and Bug moves were also more easily predicted. Some of my most aggravating and close battles were so purely because I was forced to guess and guessed wrong.
- Helping Hand + Blizzard was such a deciding factor in the majority of battles that I wanted to be able to abuse it immediately.
Escavalier @ Life Orb
Overcoat, Brave
-Knock Off
-Iron Head
-Drill Run
-Megahorn
Having to wait for Bank to release in NA in order to breed this thing did not make me happy! It held a Quick Claw prior to being drawn for this team. While Quick Claws are made of lingering remnants of hopes and dreams and some of my most undeserved battle facility comebacks were attributed to repeated procs of this item…
…after running a ton of various damage calcs I determined that I was gimping myself by not using a Life Orb, an all-purpose item that never fails to work. It pushed a lot of things into kill range after Hail damage, such as Vaporeon.
Whenever I switched Escavalier in for Azumarill to tank an Electric or Poison move, the opponent usually decided it'd go for Abomasnow. When I didn't, that's when the AI decided to kill my bunny. Fortunately, they never failed to be retarded elsewhere.
Chandelure @ Power Lens
Flash Fire, Quiet
-Protect
-Shadow Ball
-Energy Ball
-Heat Wave
I often chose to switch this in for Abomasnow for the free FF boost, even if Earthquake could have kept momentum going, since Helping Hand + Flash Fire Heat Wave was stronger than Blizzard under the same conditions.
Random tidbits about this team:
- I fought a very disproportionate amount of Wailords, Eelektross and especially Carracostas during these 100 battles. The only one that really mattered was Wailord, as it loved targeting Musharna with Fissure. In one battle, it killed my Chandelure instead, and I immediately encountered an enemy Escavalier with Trick Room active. It was not pretty.
- Musharna was able to get away without a Lum Berry because the overwhelming majority of first-turn attacks were directed at Abomasnow, who opted to attack instead of Protect no more than twice.
- Veterans were among the most enjoyable teams to curb stomp during this streak. Sadly I fought very few Heatrans.
- Given that Musharna had an offensive build you'd have thought I'd be running damage calcs for it, but I didn't, as I expected to be using HH nearly all the time. Which is my way of saying I was surprised by how badly its Psychic was injuring the target when used. Much of its attacking was against either enemy Slowkings or Carracosta, or Fire/Fighting types I didn't care to switch from.
#235 - 8Y7W-WWWW-WWW7-SK2Q
Cofagrigus/Mega Abomasnow/Scrafty/Nidoqueen/Gardevoir/Rhyperior
You won't see it, but that Rhyperior saved my ass during two battles where I would have lost without it. During one of those, it survived two Ice Beams from a Porygon2 after a +SpA Download boost (it holds Assault Vest.)
I've since gotten a second Cofagrigus with Ally Switch, which is a fun and handy move with more applications than you might realise.
#256 - ZH2G-WWWW-WWW7-SK2S
Aromatisse/Emboar/Mega Ampharos/Ursaring/Blissey/Clawitzer
#264 - 9FHG-WWWW-WWW7-SK2U
Aromatisse/Mega Aggron/Tyrantrum/Slowbro/Tyranitar/Bisharp
Mega Aggron may not be as good offensively as other TR-oriented Megas, but it's actually been very helpful. It helps that it's a magnet for abuse but often still too durable for the opponents to kill. I was pleasantly surprised after trying it out and haven't been let down yet.
#288 - BDDG-WWWW-WWW7-SK33
Bouffalant/Cresselia/Mega Mawile/Slowbro/Marowak/Mamoswine
#300 - 8MWG-WWWW-WWW7-SK3B
Cofagrigus/Mega Abomasnow/Barbaracle/Porygon2/Tyranitar/Tyrantrum
The team I was given for battles 291-300 made me very nervous because of its gross overabundance of shared weaknesses. With that working against me, many of those battles were extremely difficult and won by the skin of my teeth, as I was making poor guess after poor guess. Battle #300 was a sigh of relief, as it was a Veteran with an easily murdered team.
#316 - CRNG-WWWW-WWW7-SK3J
Bronzong/Mega Heracross/Carbink/Exploud/Dragalge/Gourgeist
"Cringe" is right! My ill-fated battle 316 was due to two very poor and stupid decisions, as well as an awful stroke of bad luck. First, I wrongly assumed that Scizor would attempt to Bullet Punch Carbink, and thus no Protect. Then, I got screwed over when Bronzong missed both 1HP Bisharp and Scizor with Rock Slide, which might have sealed my fate already; who knows, because I'm left wondering if I'd stood a chance if I used Phantom Force instead against Aerodactyl on the turn TR wore off. Regardless, I consider using Rock Slide to be my second stupid misplay.
Pokemon/Trainers that nearly always give me grief regardless of my lineup:
- Turn One Tyrantrum 4. Protect is nearly always a coin flip against this behemoth. Nearly everything I have that takes neutral damage from it is still reliably OHKOed and there were many times when, much to my dismay, it opted not to charge my defending poke.
- Likewise, Turn One Walrein 4 and Wailord 4. Chef Carlos is like the neighbor that always invites himself into my backyard and brings along his dipshit children to "play" with my kids. Team Carbink fought him easily well over a dozen times.
- Regigigas, for the same reason everyone hates Regigigas. I nearly always killed it first.
- Scientists and Black Belts can either be pieces of cake or extremely dangerous depending on lead positioning. Armaldo 4 easily OHKOs psychic TR users; both can pack Tyrantrum 4, and Scientists usually have an Electric type that can pose a threat to Slowbro should it be ganged upon. Drapion 4 and Toxicroak 4 can also be problems for setters without adequate support. Sniper Night Slash easily slaughters the setters, and Toxicroak usually must be Faked Out, or else it will attempt to Taunt the setter or, in the case of Aromatisse, attack with Gunk Shot.
- Furisode Girls get an honorable mention in case they lead with Umbreon 1 or 3, which attempt to confuse me. For that matter, pre-Dana, there's a lot more confusion spam.
- Golem 4 loves to be Sturdy, outspeeds most of my lineup under TR, inflicts enough damage with Fling to be deadly should the target be wounded, and has haxy Rock Slide. Fortunately, the AI loves using Explosion when it has little to no benefit whatsoever and would generally rather waste their Golem than give me grief.
- Escavalier 4 is durable, strong and also outspeeds nearly everything I've got. I try to target it with prejudice, but it loves to plop down in awkward positions.
- Custap Berry holders not named Escavalier, who goes first regardless. THESE are the guys that prevent me from playing the Maison away from the internet, because I feel much safer running damage calcs if I think there's a chance I can't OHKO them. Some of these, like Claydol/Blastoise 4, are actually pretty harmless under some circumstances, but they have the capacity to be bastards.
Youtube battle compilations:
https://www.youtube.com/playlist?list=PLd66daCW5lNmj-YCpps2vLbV6SXT5kJRw&feature=mh_lolz
Vid 1: Slowbro/Hariyama/Togekiss/Clawitzer/Golurk/Mega Mawile
Vid 2: Gourgeist/Machamp/Regice/Emboar/Togekiss/Mega Mawile
Vid 3: Aromatisse/Mega Heracross/Slowking/Dragonite/Ursaring/Aggron
Vid 4: Carbink/Hariyama/Ferrothorn/Heatran/Reuniclus/Mega Ampharos
Vid 5: Musharna/Mega Abomasnow/Azumarill/Porygon2/Escavalier/Chandelure
Methinks that's enough for now!
Edit: Yeow, did not expect Youtube links to automatically embed themselves. I'll just link the playlist.