Yeah but I wanna know what the issue was so we can help people with the same thing in the future!
I don't think anyone has ever had a glitch with their Battle Box before. That was the cause of my problem
Yeah but I wanna know what the issue was so we can help people with the same thing in the future!
I don't think anyone has ever had a glitch with their Battle Box before. That was the cause of my problem
Singles isn't really the ideal format to cheese with one team and then switch to another just to lose and save a replay. You also won't have anything throughout the streak, which people have come to expect.
What is the point of lying about a streak when it requires tangible proof to be credited? Singles isn't really the ideal format to cheese with one team and then switch to another just to lose and save a replay. You also won't have anything throughout the streak, which people have come to expect.
How would you suggest going about exposing such a thing aside from little slip-ups like the one you guys quoted? I would imagine save reloading rerolls the RNG, thereby presenting the opportunity to face a different trainer and different lead?
I think in his case the Durant team is the front, a fake team with an established track record for believability, since they definitely are not suited to quick battles or save reloading, for the amount of time wasted. I used one during my Subway days and some battles easily took ten minutes or more.
Oh, was your Battle Box locked from an online competition? Because yeah you can't use it at all in the Maison if it's locked. I normally just choose from my Party since I always have my Battle Spot team in my Battle Box so I never even thought it could be that
I'm curious as to why you want to drop the topic so badly. If other users want to know your issue, it can't hurt to tell them, can it?I don't do online battles. I have a secondary party that I keep in there though. If the Battle Box is locked you would know by seeing a lock icon right? If there is an icon you're supposed to see then it didn't appear. So now you know my problem and that it was taken care of. I'm now officially dropping this
I'm now at 846 and still going. My team is now definitive. It will be a matter of time until I will get unlucky. I don't have enough knowledge to know which trainers/mons will always Protect/Fake Out first turn. Let's pray to the RNGod. Hopefully I will make it to 1000+.Alright, for Super Singles I've recently figured out a strategy that works literally 99,99% of the time. The flaws in this strat are minimal. It already brought me up to 500 wins, and I'm definitely aiming for 1000+ with it. Here's the battle video:
EAZW-WWWW-WWXQ-7GZS
The Team
Durant @ Focus Sash/Choice Scarf
Ability: Truant
Nature: Jolly
EVs: 252 HP / 4 Def / 252 Spe
- Entrainment (other moves aren't necessarily needed)
- Protect
- X-Scissor
- Iron Head
Blaziken @ Leftovers
Ability: Speed Boost
Nature: Doesn't matter (mine's Jolly)
EVs: Don't matter (mine are 4 HP / 252 Atk / 252 Spe)
- Protect
- Substitute
- Hone Claws/Swords Dance
- Baton Pass
Cloyster @ Life Orb/Choice Band
Ability: Skill Link
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Protect
- Icicle Spear
- Rock Blast
- Razor Shell
Strat explanatory
It's similar to some other strats I've seen on this thread. The strat basically revolves completely around Durant's Truant ability and using Entrainment to pass it onto the opponent. Just watch the battle video, it is pretty much self explanatory. If you're too lazy to download, or just don't have a DS/game, it works as follows:
Durant uses Entrainment on the opponent. Durant will pass its Truant ability onto the opponent, and that's basically Durant's one and only duty. This done, the battle is already decided in your favor in 99,99% of the cases. Your item can be Choice Scarf, just to be sure you outspeed the opponent. I personally am experienced with the good amount of hax that can occur (Quick Claw), hence I go for Focus Sash. This will allow me to get the Entrainment off.
After using Entrainment you immediately switch into Blaziken. Blaziken uses Protect whenever the opponent gets to attack, and uses stat upping moves whenever the opponent is loafing around every other turn. This will allow you to get a sub up, get +6 Attack, +6 Speed, and +6(?) Accuracy. The Speed Boost ability is mandatory here, as you get a free +1 Speed from it after every turn. Leftovers come in really nice, because if you start with putting up your sub, your HP recovers gradually during Protecting/setting up. I first started off with Swords Dance in this set, but I later figured Hone Claws is way safer, as it allows you to let Cloyster use its Rock Blasts/Razor Shells without missing when you Baton Pass into it. Only downside to it is that it significantly stretches out the battle.
Here Cloyster comes in as a motherfucking beast on steroids. You send him out when your opponent is about to loaf around. This Life Orbed/Choice Banded kid now has +6 Attack, +6 Speed, and +6 Accuracy. The reasoning behind Adamant over Jolly is that you're +6 Speed anyways, so you naturally outspeed any mon. You're basically set to sweep. It can basically OHKO anything except for a few encounters. The reason I'm opting to go for Choice Band is that nothing is immune to Ice. A +6 Choice Banded Adamant Cloyster will OHKO almost anything. And if it doesn't, you have the sub that protects you as well. I'm still hesitating between Life Orb and Choice Band though. I think I'm gonna go with Life Orb, since Choice Band locks you into one move. And since the Battle Maison is the temple of hax, I'd rather avoid 3 critting priority moves by being able to use Protect.
Potential survivors (calcs)
These are calculated with the opponent having a Defense upping nature.
+6 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Empoleon: 130-155 (68 - 81.1%) -- guaranteed 2HKO
+6 252+ Atk Life Orb Cloyster Razor Shell vs. 252 HP / 252+ Def Klinklang: 195-230 (116.7 - 137.7%) -- guaranteed OHKO
+6 252+ Atk Life Orb Cloyster Razor Shell vs. 252 HP / 252+ Def Magnezone: 195-230 (110.1 - 129.9%) -- guaranteed OHKO
+6 252+ Atk Life Orb Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Poliwrath: 190-220 (96.4 - 111.6%) -- approx. 68.8% chance to OHKO
+6 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Forretress: 190-225 (104.3 - 123.6%) -- guaranteed OHKO
+6 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Carracosta: 195-235 (107.7 - 129.8%) -- guaranteed OHKO
+6 252+ Atk Life Orb Cloyster Razor Shell vs. 252 HP / 252+ Def Aegislash-Shield: 160-188 (95.8 - 112.5%) -- 75% chance to OHKO
+6 252+ Atk Life Orb Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Suicune: 220-260 (106.2 - 125.6%) -- guaranteed OHKO
+6 252+ Atk Life Orb Cloyster Razor Shell vs. 252 HP / 252+ Def Registeel: 160-188 (85.5 - 100.5%) -- 12.5% chance to OHKO
+6 252+ Atk Life Orb Cloyster Razor Shell vs. 252 HP / 252+ Def Cobalion: 177-211 (89.3 - 106.5%) -- 37.5% chance to OHKO
+6 252+ Atk Life Orb Cloyster Razor Shell vs. 252 HP / 252+ Def Metagross: 177-211 (94.6 - 112.8%) -- 75% chance to OHKO
+6 252+ Atk Life Orb Cloyster Razor Shell vs. 252 HP / 252+ Def Bronzong: 192-227 (110.3 - 130.4%) -- guaranteed OHKO
Note that some of these could've been possible 2HKO's instead of OHKO's if Cloyster had a Jolly nature.
Flaws
Priority
As I mentioned earlier, opponents with priority moves might by a slight chance throw Cloyster off. Think Prankster T-Wave. Hasn't happened to me yet though.
Quick Claw
If you manage to run into an opponent with Quick Claw you cannot OHKO and that can do serious damage to Cloyster, and the Quick Claw triggers twice in a row, you might lose. The chances of this happening are almost zero, but you know how they roll in the Battle Maison (right, Walrein?)
Protect/Flinches
If you manage to run into a Protect user on turn 1, and you use Entrainment, you're pretty much screwed as you're now loafing around yourself next turn. Not much you can do, unless you have the luck your opponent cannot kill you. Same goes for moves like Fake Out. You might want to opt running Protect on Durant to predict the Fake Out, but then you have to be lucky to outspeed your opponent and not get 2HKO'd. The flinch issue also goes for Cloyster. Perhaps you run into some Fake Out + priority move users that are super effective and crit or whatever. Anything can happen in the Battle Maison.
Moves that ignore sub
Combined with hax such as critical hits, this might be devastating.
Ganlon Berry
Ganlon Berry holders take less damage from physical attacks. The rest is self explanatory.
Feel free to leave any feedback and suggestions. They will be greatly appreciated. I'll post an update when I reach 1000+ or lose in the process.
Maybe I'm completely off-base here; maybe I'm misattributing a general lull in Singles activity to Durant. But it does seem like the appeal of climbing the leaderboards with Durant plays some role in the likely faked streaks we've seen, which is disappointing.
I'm curious as to why you want to drop the topic so badly. If other users want to know your issue, it can't hurt to tell them, can it?
Your loss brings back so many memories of so many things. The Counter, the misplay snowballing due to enemy reinforcements being able to own the shit out your own replacement, and especially being comfortable facing Set4 pokes only to have a reunion much to your dismay with a Set1-3 asshole that knows Swagger (though in my case it was a Furisode Girl's Umbreon, and the Counter was a Zoroark, for that matter..) I guess what made them jump out at me was that your misfortunes all embodied fairly recent battles of mine.Full health Gastrodon facing off against Luxray one-on-one. Should be easy, right? Unless it's this thing:
311 | Luxray1 | Lonely | Magnet | Wild Charge | Crunch | Captivate | Swagger | Atk/SpD
and the RNG gods aren't on your side. Immediate Swagger, can't get a single attack off between two Captivates and two Crunches, and that's all she wrote. Posting a streak of 607 wins in ORAS Super Doubles.
#608: JHRG-WWWW-WW22-2NBF
#351: 24BG-WWWW-WW22-3UX8
Four generally unpleasant foes in Volcarona + Muk + Darmanitan + Gengar (with Weavile dead); this replay basically shows why Gastrodon is great. Additionally:
0 SpA Volcarona Bug Buzz vs. 0 HP / 4 SpD Weavile: 150-176 (103.4 - 121.3%) -- guaranteed OHKO
0 SpA Volcarona Heat Wave vs. 0 HP / 4 SpD Weavile: 116-140 (80 - 96.5%) -- guaranteed 2HKO
yet Volc opens with Heat Wave and even sets up QD on the second turn against a 5 HP Weavile... I also distinctly remember a battle from my 283 streak where Trevenant4 set up TR against my 1 HP Weavile, in spite of Focus Blast OHKOing even a full health Weavile multiple times over, so yeah there's definitely a LOT more to it than 'they go after guaranteed OHKOs.'
#371: K85W-WWWW-WW22-3UWB
A Metagross + Scizor lead, pretty much the next worst thing after Escavalier + Scizor. Houndoom (when you have Scizor + Gastro out) and Walrein as backups isn't too great either.
No picture this time because it obviously doesn't beat my best record - however, it does beat my best record with this team more than two times over, and we do want to have the leaderboard reflect this team's capabilities as accurately as possible, right? Right. The team is Weavile / Mega Gardevoir / Gastrodon / Scizor, and this is that 'second attempt' I already announced right after my first loss with them.
Obviously I never should have let the battle come down to that in the first place. Jensen leads with unknown Gyarados and Staraptor. Since both can OHKO both Weavile and Gardevoir multiple times over, I figure Fake Out is pointless and click Ice Punch Staraptor + Hyper Voice – the Scarf set is basically guaranteed to target Weavile anyway. It is the Scarf set, using Close Combat to knock Weavile down to its Sash, Weavile OHKOes in return, Gardevoir deals ~85% damage to Gyarados, and Gyarados uses Bulldoze to KO Weavile and deal damage to Gardevoir. I send out Scizor because Bullet Punch is cool and can KO a 15% Gyarados, out comes Arcanine. I click Protect on Scizor to preserve it one more turn and attack Arcanine with Psyshock, not anticipating anything Gyarados might do and probably valuing Scizor more than a -1 Spe Gardevoir – Arcanine even opts for Sunny Day over attacking Scizor, and Gyarados KOes Gardevoir with Giga Impact. I send out Gastrodon, KO Gyarados with Bullet Punch, Arcanine fortunately opts for KOing Scizor over Sunnybeaming the shit out of Gastrodon and sealing the loss even sooner, Gastrodon KOes Arcanine, and out comes Luxray, which will proceed to bs its way through Gastrodon. Switching out Gardevoir for Gastrodon on that turn would have prevented Gastro vs Luxray from occurring – Gastro doesn't like taking that Giga Impact at all, but it would have preserved Gardevoir (unless 'lol crit' and my only solid Fire-type check dies or Arcanine prefers finishing off Gastro over KOing Scizor, so not sure if that would have been a right play). Straight Bullet Punch and sacking Scizor (assuming Arcanine would attack) would have caused Gardevoir + Gastrodon to face off against Arcanine + Luxray – which is a guaranteed win, unless... Swagger bullshit rofl. I'm not at all confident either skipping Fake Out was the right play, but neutering Staraptor as Gyarados3 DDs / Gyarados1 TWaves and neutering Gyarados as (Reckless) Staraptor OHKOes Gardevoir before it can move aren't too great either, so urrrgh.. I wanted to lose heroically against a Scizor + Escavalier lead, I already lost my 283 streak to idiocy + bullshit, that gets old really fast. I obviously would have preferred a less infuriating loss, although I do admit I shouldn't have let it get this far in the first place.
The big, 300+ wins, improvement was putting Weavile in the lead position so as not to inadvertently select the forfeit button while Mega Evolving Gardevoir (don't judge, I almost lost my singles streak to that at some point, why the hell would you put those two buttons at the exact same place) and giving it a proper nickname... no really, apart from a couple highly subconscious feel things those things are of course completely inconsequential, and the team hasn't changed at all otherwise. What really made the difference was actually committing to this streak rather than playing it alongside other formats (which does work wonders for your focus, obviously) and waiting way longer before blacking out I guess.
This team essentially originated from playing AI multi: I wanted to use Mega Gardevoir because 'muh tutor moves', and when considering what weaknesses a partner would have to cover - Poison, Steel, Fire, Trick Room - I figured Gastrodon would make an excellent backup, while also being able to absorb stray Water-type moves for Steven's Aerodactyl. This tandem did what it was supposed to do, but it still struggled in multi because Gastrodon required support in the removal of Grass-types, which you naturally can't count on an AI partner to provide. I then set out to incorporate them on a Doubles team. I figured Mega Gardevoir would best be paired with Fake Out support, and the Fake Out user that I figured would pair best with it was Weavile. Specifically, Weavile beats the Ghost-types that trouble Mega Gardevoir, and due to its frailty and horrendous defensive typing it's likely to draw in a lot of attacks, especially after getting knocked down to its Sash, and thus buy MGarde a bunch of free turns with Protect to fire off even more Hyper Voices. Additionally, its STAB Knock Off is pretty much the best move any Fake Out user could ask for, as it covers the Ghost-types that are immune to Fake Out (and OHKOes Inner Focus Alakazam lol) and in tandem with Fake Out is brutally efficient at preventing Trick Room; lastly, Weavile is faster than all the Maison's Fake Out users (except opposing Weavile obviously), preventing their Fake Out if necessary, and its Ice typing allows it not to give a fuck about hail breaking its Sash. turskain successfully pairing up Mega Garde with Weavile in triples didn't exactly dampen my spirits either of course. As for the fourth mon, Scizor was an easy addition just because it's so damn good and provided bulk, power, priority, and another switch-in to Poison- and Steel-types, while also having excellent switch synergy with Gastrodon.
Catweazle (Weavile) @ Focus Sash
Ability: Pressure
Nature: Jolly
IVs: 31/31/31/27/31/31
EVs: 252 Atk / 4 SpD / 252 Spe
-Fake Out
-Knock Off
-Ice Punch
-Protect
Standard moves are standard; there are a couple other moves Weavile would like to run such as Ice Shard and Low Kick, but all four of these are integral to its success - Fake Out for being Fake Out, Knock Off + Ice Punch for STAB moves with good coverage, and Protect for making the most of its baiting capabilities - replacing any of these would be extremely team-dependent.
Gardevoir @ Gardevoirite
Ability: Trace -> Pixilate
Nature: Timid
IVs: 31/14-15/31/30/30/31
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
-Hyper Voice
-Psyshock
-Hidden Power Ground
-Protect
Hyper Voice and Protect are obvious. Psyshock is preferred over Psychic because lol who needs a secondary STAB move if you've got Pixilate Hyper Voice, so might as well pick the option that covers special walls. Hidden Power Ground is the best coverage option for this lead pair, as it hits the Steel-types that trouble them super effectively. Unfortunately, it's incredibly weak when not 4x SE (and even then it doesn't OHKO stuff like Bastiodon4, Probopass4, and non-Scarf Heatran) and is a bit redundant with Gastrodon's Earth Power, but it's really useful just in order not to give up a ton of momentum against every opposing Steel-type ever, and whatever move you put in that slot, you won't be clicking it often anyway. Alternate options include Shadow Ball (absolutely redundant with Weavile), Taunt (largely redundant with Fake Out, Gastrodon's Clear Smog, and huge offensive pressure), Substitute (used to great success by Biosci in tandem with Follow Me Blastoise in an as far as we know still ongoing 500+ streak; I don't see it working too well with Weavile because it obviously pairs better with redirection, but it's there), and Focus Blast (mentioning this solely to point out how much it sucks and that I won't feel sorry for you if you expect to reach three-digit streaks with it and fail, but since it has the same targets as HP Ground I guess it's usable if you like this team and just want to reach 50 yet are unable to breed HP Ground).
Gary (Gastrodon) @ Assault Vest
Ability: Storm Drain
Nature: Quiet
IVs: 31/23/31/31/31/0
EVs: 164 HP / 108 Def / 220 SpA / 12 SpD
-Scald
-Earth Power
-Icy Wind
-Clear Smog
turskain's Assault Vest Gastrodon set, with Icy Wind over Ice Beam. STAB attacks are obvious. The choice between Ice Beam and Icy Wind is team-dependent, but Ice Beam is largely redundant with Weavile while Icy Wind is not redundant at all with Gardevoir and Scizor. Lastly, Clear Smog is pretty cool on Gastrodon and allows it to hard check annoying targets such as Volcarona, Gyarados, and Zapdos2. The EV spread iirc is intended to survive some weaker Grass-type attacks; afaik those attacks are less relevant for my team, but it works well enough and I'm complete garbage with complex defensive EV spreads anyway, so yea :> 0 Spe Quiet is preferred over 31 Spe Modest to maximise Gastrodon's performance under Trick Room, while it doesn't care if 90% or 95% of the maison outspeeds it outside of it. (However, I guess it would be an option to go for a Speed stat of 41 in order to outspeed Escavalier..)
Gene (Scizor) @ Life Orb
Ability: Technician
Nature: Adamant
IVs: 31/31/31/6/31/31
EVs: 212 HP / 252 Atk / 44 Spe
-Bullet Punch
-Bug Bite
-Superpower
-Protect
Another largely standard set; Bullet Punch and Bug Bite are mandatory, and Superpower is Scizor's best coverage option and is mostly required on this team anyway because it generally has issues with Steel-types. 44 Spe EVs put Scizor at 91 Spe, creeping a rather large amount of nasty or annoying targets such as Lanturn4. Life Orb provides Scizor with a much-needed power boost, e.g. nearly guaranteeing the OHKO on Terrakion.
When I posted my first streak with this team, I wrote that Crobat was the greatest threat to this team, due to >125 base Speed + Poison typing + likely Inner Focus. It's... how do I put this... not. Obviously it's annoying, especially with stupid past me's plan being 'hope Cross Poison doesn't crit Garde and OHKO it in return, but Scizor and Gastrodon essentially give negative fucks about anything it does and can easily 2HKO it / finish it off after an Ice Punch and slow it down for Weavile / Gardevoir to OHKO it easily, respectively, and no matter Crobat's partner it's always possible for at least one of them to switch in safely. No, the more troublesome foes are Steel-types, specifically:
957 | Cobalion3 | Jolly | Lax Incense | Swagger | Substitute | Psych Up | Iron Head | Atk/Spd
977 | Cobalion4 | Jolly | Life Orb | Iron Head | Close Combat | Quick Guard | Protect | Atk/Spd
It's not like sets 1 and 2 are foes that Weavile + Gardevoir like facing, but at least those are slower and are 2HKOed by Hyper Voice / not too threatening because not physical and no initial power, so while you have to Fake Out them they're easily dealt with if their partner isn't too threatening. These on the other hand do outrun MGarde and therefore require a bunch of switching – even though they're just as likely to target Weavile, making it all the more hilarious.
815 | Escavalier4 | Adamant | Custap Berry | Megahorn | Iron Head | Swagger | Reversal | HP/Atk
827 | Scizor4 | Adamant | Occa Berry | Bug Bite | Aerial Ace | Roost | Bullet Punch | HP/Atk
Probably the two most dangerous non-legendary Steel-types, with Scizor taking the cake due to Bullet Punch, always forcing out Gardevoir turn 1 and Weavile later at some point. Gastrodon and my own Scizor can muscle through it, but with Roost making it even harder to take down, that's easier said than done when unable to gang up on it. Escavalier is KOed by Fake Out + Knock Off + two Hyper Voices, but that requires its partner being not too threatening lol; if given free turns it hits unpleasantly hard and remains just as hard to take down. Again, though, Gastrodon (except Swagger lol) and Scizor can beat it one-on-one, especially if they can gang up on it. I never ran into these two together as a lead, and I'm quite happy about that, lol. I /assume/ Scizor and Gastrodon would be able to take them down, but it wouldn't be pretty and I'm not sure how the battle would end up if the backups are anything decent.
904 | Metagross4 | Careful | Toxic Orb | Trick | Meteor Mash | Protect | Earthquake | HP/SpD
No Attack investment yet easily OHKOes Gardevoir and bulky as all holy fuck. Knock Off does a chunk and Gastro handles it quite easily, but it forces out Gardevoir and has Protect for additional trollage.
902 | Tyranitar4 | Brave | Focus Sash | Rock Slide | Earthquake | Superpower | Dragon Tail | HP/Atk
...and sand in general, but this one is extraordinarily annoying in that it'll always OHKO Weavile through its Sash and can't be OHKOed in return. Obviously Fake Out remedies this, but in this case that only rarely helps in practice, as it's usually paired up with something that should be Faked Out too – not surprising considering it features on the teams of Punk Guys / Girls, Hikers, and Black Belts / Battle Girls. Ironically, fast Fighting-types really aren't something I usually mind seeing because they'll just take Weavile down to its Sash and turn it into terrific bait, but when they're paired up with Tyranitar – lol sand. Something similar applies to Hippowdon, but that one is considerably less threatening by itself because it can only chip away a bit at Gardevoir / Weavile.
...and just strong / fast Poison- and Fire-types and physical attackers in general obviously... Most of those are situational threats and can be dealt with quite easily by themselves (think Darmanitan4, which gets its Scarf removed with Knock Off or just outright KOed after Superpower's Defense drops while Gardevoir Protects; Aerodactyl4, which is dealth wit via Fake Out + switch in Scizor or can be slowed down by Gastrodon; Gengar4, which is easily removed by Weavile but is a nightmare for Gardevoir; Muk4, which mandates an immediate removal via Fake Out + Psyshock because lol Quick Claw Gunk Shot + Explosion + Brick Break) but can be threatening when showing up together; however, obviously those situations are wayyy too diverse and complex to cover in detail. This team has the right anti-counter game, defensive synergy, and utility moves to play its way through a LOT of potentially threatening matchups. As for field conditions, as stated sand is annoying, but Trick Room is really manageable with Weavile preventing it and Gastrodon + Scizor checking it, rain is hard checked by Gastrodon (not to mention the most dangerous Swift Swimmer in Kingdra gets destroyed by Gardevoir), sun is a bit dangerous but Sun + Chlorophyll is pretty rare and Weavile + Gardevoir destroy most Chlorophyll users, and as for hail, I'm glad Weavile is part Ice-type haha (and Scizor destroys them).
As always, may add more if I remember more
I called this the 'second run' with this team, but it's really not, it's the sixth iirc. I've been playing this team on and off after losing in triples, and I actually already beat 283 a few streaks ago, but I lost that one at like 307 so that would've been waay to inconsequential to post about; otherwise I lost a couple of streaks in the 100s, mostly because of somewhat sloppy play in somewhat awkward matchups and just a general lack of focus/form. The 307 streak was mainly due to luck anyway (I distinctly remember a battle that I only won because of Dragonite missing Dragon Rush in a last-mon situation against Gastrodon; actually hilarious was Gastrodon + Scizor being up against an unknown Delphox set + a Torterra with Seed Bomb. I knew I was pretty much fucked, but I clicked Earth Power on Delphox + Bug Bite on Torterra anyway... as I saw Delphox charge for Solar Beam. I've definitely had some lucky breaks on this streak, but no similar for all intents and purposes lost battles once every 100 battles). After finally finally finally hitting 325 I guess that strange phenomenon called 'form' kicked back in. Even now though I'm still figuring out new optimal plays in specific scenarios, and that's probably just because this team is pretty hard to use when compared to my other teams (while it does have a standard opening in Fake Out + Hyper Voice, that one is much more easily foiled than e.g. Greninziken's and Clockwork Angels' standard plays and obviously also involves the decision which target to Fake Out - and with Weavile + Gardevoir having more flaws than my other lead pairing/trios yet Gastrodon + Scizor also being able to switch in on a pretty huge amount of stuff, the amount of situations where I have to pick between multiple 'workable but certainly not optimal' plays is pretty high.) which is probably also the reason why I lost at 'only' 607 (as opposed to 1028) due to choking in a non-straightforward situation. It sort of reminds me of how turskain mentioned at some point that Suizorus was distinctly harder to play properly than Dragonite/Aegislash/Greninja and therefore was way more prone to losing because of something like this and way less grind-friendly; I took considerably more time for this streak than for the Greninziken one, but apparently it still was too much to keep my brain functioning properly at all times. Anyway, I'm pretty much done with figuring out which one of these teams is 'better' when played to their full potential because I'm pretty sure this team still has a lot of untapped potential that I haven't figured out yet, but if anyone ever stumbles upon my two doubles teams and just wants the Starf Berry or w/e, Greninziken is the easier pick, lol. (And if you don't have a Thundurus, Zapdos (252/252 Timid Specs, TBolt/Heat Wave/HP Ice/Volt Switch) should be good enough too.)
I would have liked to get further and lose in a less infuriating manner, but I'm not sure how reasonable a goal that would be for a hypothetical new streak because 'hard to play properly' and stuff. Moreover, my main goal was to show that this team is a lot better than a 283 streak would suggest, and for that I think 607 is sufficient. I may try again at a later point just because it's fun, but w/e. In any case, supposedly 500 in doubles is respectable, so I can't be unhappy hitting it twice with two pretty different teams.
Good luck, everyone!
(fwiw I'll also finally finally be editing a near-comprehensive what-to-do-against-lead-X list into my singles streak writeup tomorrow, it's almost done but it's late here now)
Hey everyone,
first of all, I want to start by stating that I'm an absolute battle maison noob and barely scratched the surface of competitve in X/Y & ORAS. So everything I've written is either something I suspect or have read somewhere else/here. I'd also like to thank a lot of the 'veterans' for the detailed write ups in this thread, awesome and inspiring guys! It's great to read how complex the maison is, even more then I expected.
Now, I ended up here because of the...unexpected difficulty I had beating even the normal streak. I did manage it with my ORAS team, mainly because of the prowess of mega's and the added ease of EV training(Having a favorable natured Mega-Altaria with good EV's was taste for the E4 as well). I've played and completed most games since gen I, but I never really had the time/will/understanding to get into serious battling or the end game content(the subway, PWT, etc.). I did play around with it a bit, and lost interest quite quick.
But now, after beating ORAS a while back, I decided to pick up the game again to look into completing my pokedexes and explore the options for end-game a bit. I immediately loved the maison's idea of smaller team set ups streaking versus computer teams. Small, fun-sized chunks of challenging battles, with the potential to grow indefinitely in(in theory) in knowledge and skill. However, the maison decided to make it even more fun by punching me in the weedle for thinking I could best it with mere intuition and experience.
So, after two days of reading, breeding, and drafting teams, I came to some conclusions: A) there isn't that much well documented information on the maison outside this tread. B) I'm really interested in getting better in this. C) If I wanted to get better, I'd need insights, feedback and more practice.
And thus, I ended up making an account, decided to write a wall of text to introduce myself a little and come here with a team(well, a team and a half) and the hope you guys can help me understand this stuff better!
I decided to focus myself on super doubles with a team of 4. This is what I've been using with moderate succes:
Starters:
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 180HP / 12Atk/ 132Def/ 4SpD/ 180Spe
Jolly Nature
- Crunch
- Rock Slide
- Dragon Dance
- Protect
Amoonguss @ Rocky Helmet
Ability: Effect Spore(haven't been able to get a Regenerator one yet, and effect spore works well for spreading the occasional condition)
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rage Powder
- Spore
- Giga Drain
- Protect
A bulky Tyranitar with Amoonguss to help him set up and scout moves. Rage Powder to prevent the enemy from focussing tyranitar with 2 pokemons, giving me time to dragondance or clear one-hit-ko's and Amoonguss usually can survive a double hit on turn one, allowing me to either set up another DD or start taking out targets. Spore is there in case the enemy clearly wants to set up itself, protect is to scout things out and dodge obvious moves, Giga Drain helps me with bulky water types that tyranitar can't take down. I feel like the biggest problem with these two are grass pokemon that can ignore Amoonguss and wreck Tyranitar. Also some fighting types give me a hard times if they manage to knock out tyranitar before he did his job or gets to critical mass. Sandstorm and the mega evolution give me weather control to a certain degree. It also helps to give Tyranitar more Special bulk.
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Mat Block
- Ice Beam
- Dark Pulse
- Protect
If Amoonguss goes down, Greninja allows me to(usually) set up another DD with Mat Block. This usually gives me a really fast, really hard hitting Tyranitar with decent coverage, with back up from Greninja.
Aegislash @ Weakness Policy
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- King's Shield
- Sacred Sword
- Shadow Ball
- Flash Cannon
And another back up for the weaknesses Tyranitar has, Weakness Policy will turn super effect attacks into +2 boosted attacks, with Kings Shield being a great way to cripple physical attackers.
Sooo? Am I even doing something right?
EDIT:
After some more testing, I start to dislike the whole Amoonguss/Tyranitar duo in this mode more and more. Might swap to Togekiss/Tyranitar with 252Atk/252Spe jollyTar with EQ and Rockslide with a Followme+helping hand Togekiss, see how that works out.
Looks like a good start. I'm not the biggest doubles expert but Togekiss would definitely help Tyranitar get a boost or two. The next thing is to remember that allowing Tyranitar to do a lot of damage is the means to the end, not the end itself. I'm not going to do the specific calcs, but there are going to be quite a few Pokemon Tyranitar easily handles without any support and some that Tyranitar would need to be at +6 to have a shot at beating. Since each additional boost has less of an effect, it's going to be better to think "What does really well against the stuff that a +1 Tyranitar has trouble with?" rather than "How can Tyranitar get to +2 or +3 more easily?" especially because Rock Slide can miss.