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Battle Maison Discussion & Records

Well, I haven't finished yet, but I'm going strong in my current ongoing streak of 500 in Super Triples! Never thought I'd make it this far.

After my starter team, I theorymonned another team and it was beautiful, so beautiful. It revolved around Ninetales, Venusaur, and Mega Camerupt. Everything was perfect until I realized that Drought + Endure Ninetales was illegal. This was absolutely central to my strategy, and it was impossible. *single teardrop falls from face*

However, I ended up making another team that I love just as much. While it isn't as deadly as the one I originally had in mind, Chesnaught is surprisingly efficient, Exeggutor is super lovable, and Mega Glalie turned out to be an absolute wrecking ball. Once I lose/hit 1,000, I'll reveal my full team ;)
 
Durant / Mega Salamence / Doublade over at 169 wins.
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How I lost: YJTW-WWWW-WW2Q-XB85

It's Klinklang4 leading. I guess I didn't feel threatened enough by it because I didn't seem to have a problem with it using Drabsol (I've named Durant / Dragonite / Mega Absol Drabsol) but I guess I should have been a bit more careful. I figured Durant would be able to take the Thunderbolt, then Klinklang would Thunderbolt again and just kill it, except it paralyzes. Which, a paralyzed Durant when you haven't even given something Truant is what tennis players would call "Game, set, match." In retrospect, it might not have been so bad had their last not been Magnezone. In retrospect, it would have been best to switch out to Doublade almost immediately as it would take the Thunderbolts better and a paralyzed Doublade is less crippling to the team than a paralyzed Durant. Maybe I could have chanced trying to go for Entrainment with Durant on Swampert? I wasn't sure if it would be faster, let alone live an Earthquake.

Concluding remarks:

I'm going for another run with this team. I know Durbladence can get higher than this - this loss was pretty much because I'm a dumbass and didn't think of having Doublade take on Klinklang4. However, a couple of things note-worthy:

EVs on Doublade and Durant not optimal

For one, Doublade really did not need near-maximum Special Defense investment. I found that the minimal investment into Attack was turning OHKOs into 2HKOs and so on. It would probably be best to invest only in enough Special Defense to hit a certain benchmark; for instance, 252 HP / 164 Atk / 92 SpD with my current Careful Doublade is never 4HKOed by Klinklang4's Thunderbolt, but 252 HP / 100 Atk / 156 SpD Adamant hits the same benchmark and has six more points in Attack than 252 HP / 164 Atk / 92 SpD Careful. Luckily, I already have a nearly perfect IV'd Adamant Honedge (everything but Speed, which Doublade really doesn't need) so I can get to EV training that right away.

EVs on Durant are definitely not optimal. In particular, it could be a good idea to drop some EVs out of HP such that more Protect users get guaranteed 2HKOes on Durant, which would prevent them from going Protect the second time I try to hit them with Entrainment. Not sure where the other EVs should go, though.... Attack or Defense...

Mega Gyarados?

+6 Mega Salamence OHKOes or 2HKOes almost everything in the Maison, save for Bastiodon (which it wins against anyway) and I think two Aggron sets (Aggron3 being one.) However, +6 Mega Gyarados OHKOes or 2HKOes literally everything in the Battle Maison (even Kingdra and Ludicolo, and Mold Breaker ignores abilities like Water Absorb and Dry Skin) and still has decent synergy with Doublade. I think Mega Salamence would still be preferable, though, since the things that it doesn't 2HKO are handled just fine by Doublade and Mega Salamence's higher initial Speed and power would come in handy in certain situations (like if you need to revenge kill)

Do expect v2 of this team soon. Doublade's coming back better than ever.
 
Durant / Mega Salamence / Doublade over at 169 wins.
dzpKd6f.jpg

How I lost: YJTW-WWWW-WW2Q-XB85

It's Klinklang4 leading. I guess I didn't feel threatened enough by it because I didn't seem to have a problem with it using Drabsol (I've named Durant / Dragonite / Mega Absol Drabsol) but I guess I should have been a bit more careful. I figured Durant would be able to take the Thunderbolt, then Klinklang would Thunderbolt again and just kill it, except it paralyzes. Which, a paralyzed Durant when you haven't even given something Truant is what tennis players would call "Game, set, match." In retrospect, it might not have been so bad had their last not been Magnezone. In retrospect, it would have been best to switch out to Doublade almost immediately as it would take the Thunderbolts better and a paralyzed Doublade is less crippling to the team than a paralyzed Durant. Maybe I could have chanced trying to go for Entrainment with Durant on Swampert? I wasn't sure if it would be faster, let alone live an Earthquake.

Concluding remarks:

I'm going for another run with this team. I know Durbladence can get higher than this - this loss was pretty much because I'm a dumbass and didn't think of having Doublade take on Klinklang4. However, a couple of things note-worthy:

EVs on Doublade and Durant not optimal

For one, Doublade really did not need near-maximum Special Defense investment. I found that the minimal investment into Attack was turning OHKOs into 2HKOs and so on. It would probably be best to invest only in enough Special Defense to hit a certain benchmark; for instance, 252 HP / 164 Atk / 92 SpD with my current Careful Doublade is never 4HKOed by Klinklang4's Thunderbolt, but 252 HP / 100 Atk / 156 SpD Adamant hits the same benchmark and has six more points in Attack than 252 HP / 164 Atk / 92 SpD Careful. Luckily, I already have a nearly perfect IV'd Adamant Honedge (everything but Speed, which Doublade really doesn't need) so I can get to EV training that right away.

EVs on Durant are definitely not optimal. In particular, it could be a good idea to drop some EVs out of HP such that more Protect users get guaranteed 2HKOes on Durant, which would prevent them from going Protect the second time I try to hit them with Entrainment. Not sure where the other EVs should go, though.... Attack or Defense...

Mega Gyarados?

+6 Mega Salamence OHKOes or 2HKOes almost everything in the Maison, save for Bastiodon (which it wins against anyway) and I think two Aggron sets (Aggron3 being one.) However, +6 Mega Gyarados OHKOes or 2HKOes literally everything in the Battle Maison (even Kingdra and Ludicolo, and Mold Breaker ignores abilities like Water Absorb and Dry Skin) and still has decent synergy with Doublade. I think Mega Salamence would still be preferable, though, since the things that it doesn't 2HKO are handled just fine by Doublade and Mega Salamence's higher initial Speed and power would come in handy in certain situations (like if you need to revenge kill)

Do expect v2 of this team soon. Doublade's coming back better than ever.

This is just begging to use Aegislash over Doublade every time, and Aegislash isn't even that good on a Truant team. The evasion users you mentioned before can't do any damage to Aegislash, and in your example with Machamp where you said Aegislash would have failed to KO with +3 Shadow Sneak, Aegislash is faster and would've KOed with Sacred Sword. So the big con against Aegislash is that it dies to Sturdy, but you could give Aegislash a Focus Sash to allow it to take the same number of hits as Doublade would while keeping the ability to hit much harder (or regardless of which one you have, you should be switching back and forth with Salamence until something can safely set up. Or you should just always be setting up with Salamence); trading that much offense for defense when the defense isn't enough to allow an easy set-up against non-STAB Thunderbolt can't be worth it. Aegislash would probably even be better at switching in immediately against Klinklang because it would be able to get the pseudo OHKO with Sacred Sword followed by priority.

The risk factor of evasion items against your sweepers is so small relative to everything else when you consider that a No Guard Pokemon doesn't prevent the lead from screwing over Entrainment beforehand and if Entrainment does happen, you can surely count on hitting something once before you run out of Protect PP.
 
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Is there a list of just the post battle 40 pokemon as i've started a doubles run (with malamar and cottonee :/ ) and fake out users are the only thing that can stop my set-up (other then both leads having priority moves) I know the 37 sets that have fake out but not sure which ones I won't see later on?
 
Is there a list of just the post battle 40 pokemon as i've started a doubles run (with malamar and cottonee :/ ) and fake out users are the only thing that can stop my set-up (other then both leads having priority moves) I know the 37 sets that have fake out but not sure which ones I won't see later on?

Hardly perfect, but obviously, first check all set4s and legends. Then scan through this quick reference, and check the specific Pokemon listed for the "specialized" trainers with more than set 4 Pokes in their arsenals.
 
Just want to post my Triple Battle streak that I completed a few months ago (sorry I don't have any Battle Videos recorded, I turned my DS off in frustration when I lost XD):

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Yes, I know 518 isn't that impressive but it's my first streak over 100 since Gen IV (using one of TRE's teams lol) that isn't a cheap Whimsicott/Durant/Mega Gyarados Singles run.

The (Final) Team:

Greninja @ Life Orb
Timid Nature
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
- Mat Block
- Surf
- Dark Pulse
- Ice Beam
Standard Triples Greninja, everyone should know what this does by now. I chose Dark Pulse over Grass Knot for its ability to hit across the field.

Aron (Lv. 1) @ Berry Juice
Brave Nature
Ability: Sturdy
No EVs
- Endeavour
- Protect
- Toxic
- Aerial Ace
Pseudo-Redirection. Opponents try to attack this because (being Lv. 1) the AI treats this as the easiest thing to kill. Between Sturdy and Berry Juice, however, it actually takes three attacks to KO. Not going to explain this one in any more detail as it's pretty standard for a triples run and I'm sure someone else has explained it somewhere.

Garchomp @ Focus Sash
Jolly Nature
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
- Dragon Claw
- Earthquake
- Swords Dance
- Protect
Standard SD Sash Garchomp. This thing is a monster at +2, and is positioned on the right of the field because that's where the opponent will always send in a new poke if they have only one remaining. The amount of times that Rough Skin has got a kill is (well, actually only 4 or 5) certainly useful too.

Lopunny @ Loppunite
Jolly Nature
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
- Return
- High Jump Kick
- Fake Out
- Quick Attack
Yes, a Mega Lopunny with Quick Attack. Deal with it.
As soon as ORAS came out I knew that I wanted to try and use one of the new Megas, and Lopunny seemed to fit this team perfectly. Return and Fake Out are standard, with HJK chosen over Drain Punch for the added power (I'm running Jolly, remember) and Quick Attack for priority.

Aegislash @ Weakness Policy
Brave Nature
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpA
- Shadow Sneak
- Sacred Sword
- Flash Cannon
- King's Shield
Standard-ish WP Aegislash. Sacred Sword and Flash Cannon for powerful coverage, and Shadow Sneak for priority. 252 HP EVs and WP for switching in on my own Garchomp's Earthquake and getting +2 from it.

Tyranitar @ Choice Scarf
Jolly Nature
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
- Rock Slide
- Assurance
- Ice Punch
- Thunder Punch
Rock Slide for spread damage and flinch fishing, Assurance for BIG DAMAGE when used in conjunction with one of my priority users, Ice Punch for coverage. Thunder Punch, the only unusual choice here, is for helping me to KO Bulky Waters not named Slowbro (which I use Assurance for). Sand Stream is also great for picking up KOs on Pokemon that Aron has Endeavoured.


So that's the team, sorry I don't have any videos of how it plays. I will add in a written account of how it plays, as well as members that I have swapped in or out throughout the run, and an recount of how I lost when I have more time. Thanks for reading!

Also, I finished my 50 Streak in Super Rotation the other day, so now I've got all the trophies!

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Question: so I decided to do this thing where, because I got bored of using the same team, I switch teams every 250 battles (except the beginning where it was a little funky). So right now, I have up to battle 176 with the starter team, battle 500 with my Mega Glalie team, 750 with a Ninetales team, and I'm working my way up to 1000 with a new team. Is that okay? I'll post the details of each team I use but I'm scared of perhaps taking up too much space under my name when you have just one streak including 24+ Pokemon names.
 
Question: so I decided to do this thing where, because I got bored of using the same team, I switch teams every 250 battles (except the beginning where it was a little funky). So right now, I have up to battle 176 with the starter team, battle 500 with my Mega Glalie team, 750 with a Ninetales team, and I'm working my way up to 1000 with a new team. Is that okay? I'll post the details of each team I use but I'm scared of perhaps taking up too much space under my name when you have just one streak including 24+ Pokemon names.

No worries, such a streak definitely still counts. With a lot of different member switches, I may have the leaderboard link not list all the Pokemon names individually though, and leave that for the writeup itself. ReptoAbysmal got a pretty good streak by rotating randomly determined trick room teams, so I listed it as: Semi-random Trick Room team (read for details). I can do something similar for you if needed, though I'll see how listing all the Pokemon in the leaderboard entry looks first.
 
So I recently finished breeding + training a team I've had in the works for Battle Spot but needed some BP to get all the items + tutors I needed to finish it off, and figured I would use a team of mons from my 6 that actually had finished movesets. I really wanted to use Serperior as my lead but I ended up using the coveted M-Slowbro / Chansey / Gliscor core that has been working here and is notorious in Battle Spot. The team is far from optimised for Maison streaks, but the fact that it glided me to 50 wins without barely a single KO against me makes me wonder how well these guys could do when properly set up for the Maison specifically! I may have to come up with more specialised movesets / EVs later.. Anyway, this is what I've been rolling with:

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Sheldon (Slowbro) @ Slowbronite
Ability: Regenerator
Level: 50
EVs: 244 HP / 156 Def / 4 SpA / 100 SpD / 4 Spe
Bold Nature
- Scald
- Thunder Wave
- Slack Off
- Iron Defense

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Hardboiled (Chansey) @ Eviolite
Ability: Natural Cure
Level: 50
EVs: 76 HP / 252 Def / 180 SpD
Bold Nature
- Thunder Wave
- Toxic
- Seismic Toss
- Soft-Boiled

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gliscor.gif
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ブルーサソリ (Gliscor) @ Toxic Orb
Ability: Poison Heal
Level: 50
Shiny: Yes
EVs: 212 HP / 132 Atk / 12 Def / 84 SpD / 68 Spe
Impish Nature
- Protect
- Substitute
- Earthquake
- Guillotine

These guys have crazy synergy together. The only real problem I've had is with Rest users like Cresselia and Lapras since I don't have enough firepower to kill them so they can just keep sleeping off Toxic and any damage I can get on them, which pretty much requires that I either paralyse them and hope to get a paralysis proc on the turn they want to use Rest, or use Gliscor and hope for a Guillotine hit. Other than that, this team has been super bulky and done a good job of just weathering hits and slowly but surely winning games. I have Slowbro in the lead spot so that I can evolve him ASAP so that he doesn't have to risk switching into an attack in non-mega form when he's less bulky and susceptible to crits. He handles all physical attackers himself (even ones who hit super effectively), meaning that Chansey is just there for the special ones. Gliscor has great type synergy with these two, but he pretty much just SubProtects, which is fine if I have Toxic on something from Chansey or I can whittle them down with Earthquake (I save Guillotine PP for when I really need it), but other than that he's been a little subpar so I was thinking of bringing in Serperior for some firepower, I'm just worried about the 8 PP on Leaf Storm since it'd be his only attacking move...

Anyway, I'm in the 50s so I kinda wanna see how far these guys can go. I forgot to save the Chatelaine battle so I can't share that, but it went something like:

  1. Slowbro vs Landorus.
    • I switch to Chansey to take what I thought would be a Grass Knot
    • Chansey gets hit with Earth Power
  2. Chansey vs Landorus.
    • I Toxic Lando and tank another Earth Power (coz Choice-locked ofc)
  3. I take another Earth Power and use Soft-boiled to go back to full
  4. Switch to Gliscor for free
  5. Gliscor vs Lando
    • Set up a Sub on the predicted switch. Tornadus comes in.
  6. Gliscor vs Tornadus
    • Torn uses Hurricane (thank god it wasn't Substitute) and breaks my Sub
    • I hit with Guillotine
    • Lando comes in
  7. Gliscor vs Lando
    • I switch to Chansey to tank whatever special move he uses
    • Lando uses Extrasensory
  8. Chansey vs Lando
    • Tank Extrasensory
    • Use Toxic
  9. Tank another hit while Soft-boiling off the damage
  10. I switch in Slowbro
  11. Slowbro vs Lando
    • I set up Iron Defence while tanking Extrasensory
  12. Repeat 11
  13. Use Slack Off as Lando faints
  14. Slowbro vs Thundurus
    • Wild Charge does laughable damage
    • I use Scald
  15. Same ^
  16. Same, I think it was a 3HKO
    • win :pimp:
So yeah like I said, I'm sure with tailored EVs and movesets, these three could be potent in the Maison! I'll probably see how far I can luck my way along but now that I have enough BP it's time for some Battle Spot!
 
Well, I'm happy to announce that I've reached 1,000 wins! I used four different teams overall and the first, my full starter team, got me to 176 wins. I wrote about it somewhere on page 162 (NoCheese edit: the team is described here). The other teams will each be detailed here. I'm really proud because of how I was able to get this far with different teams and strategies, especially the last one.

Team 1: Greninja / Exeggutor / Chesnaught / Heatran / Mega Glalie / Staraptor
Noui (Greninja) @ Focus Sash
Timid / Protean
IVs: 31/xx/31/31/31/31
EVs: 4 HP / 252 SpAtk / 252 Spe
- Grass Knot
- Dark Pulse
- Protect
- Water Pledge

Coco (Exeggutor level 1) @ Black Sludge
Relaxed / Chlorophyll
Random IVs, No EVs
- Endure
- Reflect
- Light Screen
- Hypnosis

Calyx (Chesnaught) @ Coba Berry
Brave / Bulletproof
IVs: all 31
EVs: 252 HP / 252 Atk / 4 Def
- Grass Pledge
- Feint
- Drain Punch
- Wood Hammer

Inferrum (Heatran) @ Choice Specs
Quiet / Flash Fire
IVs: 31/xx/31/31/31/31
EVs: 252 HP / 4 Def / 252 SpAtk
- Eruption
- Heat Wave
- Earth Power
- Dragon Pulse

Carneige (Glalie) @ Glalilite
Adamant / Moody -> Refrigerate
IVs: 31/31/31/xx/31/31
EVs: 4 HP / 252 Atk / 252 Spe
- Explosion
- Return
- Earthquake
- Ice Shard

Skylar (Staraptor) @ Choice Scarf
Jolly / Reckless
Ivs: 31/31/31/xx/31/31
EVs: 252 Atk / 4 Def / 252 Spe
- Brave Bird
- Double-Edge
- Close Combat
- U-turn

First, let me start off by saying that apparently it is legal to nickname the Oblivia Heatran. If you RNG your game to have the same ID info, you can nickname it. Now, this guy on GameFAQs traded me one with the nickname of my choice, and I was pretty sure it was hacked but couldn't find any evidence to prove so, therefore I guess I have to consider it legal (although I still doubt that he went through all that effort to RNG his game).

Anyway, if you'd read an earlier post, you would've noticed that I ranted about Drought + Endure Ninetales being illegal. I decided to use the Endure combo here anyway with Exeggutor. I chose Exeggutor because it has the largest amount of weaknesses for a level 1 Pokemon, tied with Exeggcute and Snover and I wanted to use a fully evolved mon. The idea is that everyone targets Exeggutor to try and kill it, but it endures all attacks at one HP while my teammates set up speed control. Then, in order to not waste those speed control turns, it kills itself with Black Sludge. A huge bonus is that at level 1, almost all opponents try to attack it, which means that opposing Trick Room setters tend to use an attack instead.

The method of speed control used here is Water Pledge + Grass Pledge. How it works: the faster Pokemon selects either pledge move and "waits." Then the other Pokemon immediately moves afterward, and the attack becomes one Grass-type move at 160 base power with an additional effect. Unfortunately, since Greninja is the faster Pokemon, Chesnaught (who is weaker in Special Attack) executes the move. But the damage isn't why I selected it. The effect is that opponents' Speeds are quartered. In other words, any of my Pokemon with 65+ Speed now outspeed the whole Maison. This allows slower sweepers to take the lead in the battle. (Greninja and Chesnaught usually just attack on the sidelines after setting up.)

The first of these sweepers is Heatran. Choice Specs Heatran pretty much kills or badly dents everything with Eruption. However, if I feel that Heatran will be weakened and that the 90% accuracy risk is worth it, I can select Heat Wave. Earth Power and Dragon Pulse are coverage moves.

The other main sweeper, Mega Glalie, is a lot more unique (kind of). Refrigerate-boosted Return is a STAB Ice-type attack KOs a lot of things, while Earthquake is coverage and Ice Shard is for priority. The real gem here is Explosion, which is an absolute wrecking ball of a move when boosted by Refrigerate. When there are two or three opponents that are Dragon-type or resist Fire + are Flying/Levitators, Glalie comes in and finishes them off. Or, if I'm impatient, I'll just set it off on the last three Pokemon. While it uses Explosion, Greninja Protects and Chesnaught uses Feint to break a potential opposing Protect as well as Wide Guard.

The final Pokemon, Staraptor, is my go-to killing machine for when I don't have the Pledges set up. Even with a Jolly nature, Reckless ensures that Brave Bird and Double-Edge deal sufficient damage to the target.

Thanks to Exeggutor discouraging Trick Room on turn 1, the main threats to this team are those ignoring any form of speed control. One of them, Gale Wings + Brave Bird Talonflame, can't kill any of my leads (this is the reason for Coba Berry on Chesnaught). This leaves Quick Claw Donphan, who can weaken my team significantly with Earthquake; luckily, this is a one-turn thing as it dies afterward.

Battle Videos
Battle #250: 7XMG-WWWW-WW2Q-NNHW
Battle #500: 885W-WWWW-WW2Q-NNHH

Team 2: Greninja / Ninetales / Venusaur / Mega Camerupt / Machamp / Staraptor
Noui (Greninja) @ Focus Sash
Timid / Protean
IVs: 31/xx/31/31/31/31
EVs: 4 HP / 252 SpAtk / 252 Spe
- Grass Knot
- Ice Beam
- Dark Pulse
- Water Pledge

Hot Stuff (Ninetales level 1) @ Heat Rock
Relaxed / Drought
Random IVs, No EVs
- Incinerate
- Pain Split
- Safeguard
- Quick Attack

Calyx (Venusaur) @ Coba Berry
Timid / Chlorophyll
IVs: 31/xx/31/31/31/31
EVs: 252 HP / 4 SpAtk / 252 Spe
- Grass Pledge
- Sludge Bomb
- Solar Beam
- Sunny Day

Charles (Camerupt) @ Cameruptite
Modest / Solid Rock -> Sheer Force
IVs: 31/xx/31/31/31/31
EVs: 60 HP / 252 SpAtk / 196 Spe
- Eruption
- Heat Wave
- Earth Power
- Solar Beam

Champion (Machamp) @ Life Orb
Adamant / No Guard
IVs: 31/31/31/xx/31/31
Evs: 252 HP / 252 Atk / 4 Def
- Dynamic Punch
- Knock Off
- Stone Edge
- Rock Slide

Skylar (Staraptor) @ Choice Scarf
Jolly / Reckless
Ivs: 31/31/31/xx/31/31
EVs: 252 Atk / 4 Def / 252 Spe
- Brave Bird
- Double-Edge
- Close Combat
- U-turn

This was the main team that I originally planned out, except Ninetales had Endure (the strategy is explained in Team 1). In actuality, I didn't need it, I only needed sunlight from turn 1 for Venusaur's Chlorophyll; having Endure would've just been an extra luxury. Anyway, Ninetales starts off by using Quick Attack to disable someone that might have Sturdy or Focus Sash; the other moves are filled and I don't think I ever selected them. Like Team 1, a level 1 Pokemon usually provokes attacks from all opposing Pokemon rather than uses of Trick Room.

Another similarity to Team 1 is that this team utilizes Grass Pledge + Water Pledge for speed control. The main advantage is that with Chlorophyll, Venusaur outspeeds almost everything. It proceeds to set up Pledges with Greninja; Greninja pulls off the attack and also transforms to Grass-type thanks to Protean, giving it STAB and helping it resist opposing Grass- and Electric attacks that might've been aimed its way. The only things that outspeed it are faster Chlorophyll Pokemon (Leafeon, who can't KO Greninja through Sash) and Gale Wings + Brave Bird Talonflame (hence Coba Berry). Only one other thing is dangerous , and that's opposing Gardevoir who Trace my Chlorophyll and have the potential to KO Venusaur with Psychic; my Venusaur has max Speed EVs and nature to ensure a Speed tie and reduce this risk.

From there, Camerupt comes in. After Mega Evolution kicks in, Camerupt becomes slower but still stays at the golden Speed of 65 to outspeed the Maison. Eruption is the obvious attack choice, with Heat Wave as a spread attack when health gets low, while still utilizing sunlight and also making use of Sheer Force. Earth Power is a STAB boosted by Sheer Force and takes care of most Fire-types, while Solar Beam is for Water-types.

Machamp is great at attacking, but I included it for one purpose: to dispose of troubling opposing Charizard, Moltres, and Dragon-/Flying-types as well as the Lati twins. I tried Darmanitan at first but I required Machamp because No Guard guarantees the hit. I usually use Stone Edge for extra power, but sometimes resort to Rock Slide if both adjacent opponents meet the type requirement. Dynamic Punch is a powerful attack that confuses opponents and needs no explanation, while Knock Off takes good care of annoying Pokemon with potential Bright Powder and also hits Musharna, Slowbro, and the like hard.

Staraptor serves the exact same purpose: to function outside of Pledge field and seriously punch holes in things with Reckless Brave Bird and Double-Edge.

Battle Videos
Battle #750: VLLG-WWWW-WW2Q-NNY5

Team 3: Mega Charizard Y / Probopass / Torkoal / Flareon / Pikachu / Talonflame
Charles (Charizard) @ Charizardite Y
Modest / Blaze -> Drought
IVs: 31/xx/31/31/31/31
EVs: 4 HP / 252 SpAtk / 252 Spe
- Tailwind
- Flamethrower
- Air Slash
- Solar Beam

Polaris (Probopass level 2) @ Rocky Helmet
Relaxed / Sturdy
Random IVs, no EVs
- Wide Guard
- Pain Split
- Stealth Rock
- Thunder Wave

Feu Rouge (Torkoal) @ Mental Herb
Modest / Shell Armor
IVs: 31/xx/31/31/31/31
EVs: 56 HP / 252 SpAtk / 200 Spe
- Shell Smash
- Eruption
- Earth Power
- Solar Beam

Soleil (Flareon) @ Ganlon Berry
Adamant / Guts
IVs: 31/31/31/xx/31/31
EVs: 252 Atk / 4 SpDef / 252 Spe
- Flare Blitz
- Superpower
- Natural Gift
- Helping Hand

Penelope (Pikachu) @ Light Ball
Modest / Lightning Rod
IVs: 31/xx/31/31/31/31
EVs: 100 HP / 252 SpAtk / 156 Spe
- Thunderbolt
- Grass Knot
- Disarming Voice
- Nasty Plot

Hot Stuff (Talonflame) @ Life Orb
Adamant / Gale Wings
IVs: 31/31/31/xx/31/31
EVs: 252 HP / 252 Atk / 4 Spe
- Brave Bird
- Flare Blitz
- Tailwind
- Sunny Day

Yes, you read this team right. I am incredibly proud of this team because I used these totally random Pokemon that apparently suck, and turned them into absolute monsters.

Probopass does the same job that my level 1 Pokemon do in my other teams, and that is divert attacks. You'll notice that unlike most other Sturdymons used in the Triples Maison, Probopass does not hold Berry Juice; this is because I really don't care if Probopass dies after the second attack. In fact, it usually doesn't because of one move that is incredibly vital to this team: Wide Guard. With it, I can protect my teammates from spread attacks. This is great, considering that opponents often use these to try killing my low level Pokemon as well as damage the others; it prevents death and serious weakening from Surf, Earthquake, Rock Slide, and (if I'm really lucky) Explosion.

Meanwhile, Charizard Mega Evolves to set up sunlight while using Tailwind at the same time. From there, it has Flamethrower (used to be Heat Wave, but I needed the accuracy) as well as Air Slash (STAB and a move that can hit the non-adjacent opponent) and Solar Beam. Charizard usually outspeeds at least 1 opponent, which is great because if two are faster, they will be focusing on Probopass. However, for some reason there usually is a spread move involved anyway, so I'm safe; if there isn't, for some reason Charizard is targeted next, which is fine by me as long as everything is set up.

Torkoal is my nuke. While everyone is distracted with Probopass, Charizard (on occasion), and Wide Guard, Torkoal uses Shell Smash on turn 1. The EVs give it 65 Speed, which means that with Shell Smash and Tailwind it reaches the golden Speed stat of 260. Its Special Attack also equals that of Specs Heatran. From there, Eruption is usually enough to kill off everything, with Earth Power and Solar Beam for coverage. In fact, it is so dangerous that Eruption kills many things even at about 65% health. Compared to Specs Heatran, the disadvantage is that it must be on the right side to function well because it needs Shell Smash turn 1; however, the freedom to switch moves is amazingly useful. In addition, unlike the forced Quiet nature Heatran, Torkoal really does outspeed everything. Mental Herb is because once I was randomly Taunted turn 1; however, that was once in 250 battles so I feel as though it isn't necessary, I might switch to Air Balloon or Flame Plate/Charcoal, but if anyone has a better item suggestion, tell me!

Now, you might be surprised at the backup Pokemon as well. While Talonflame is a standard for priority Tailwind, priority Brave Bird, and Sunny Day, the other two have purposes that may not be as clear. I'll explain Pikachu first: with Light Ball, it has spectacular Special Attack. The EVs give it 130 Speed, so it outspeeds and kills any troublesome Water-types. Disarming Voice has a unique purpose, and that is to break Sturdy and Focus Sash for ALL opposing Pokemon if there may be more than one; it only doesn't work on Soundproof + Focus Sash opponents. Nasty Plot I only use if I am confident that every opponent is dying this turn, but that's rare. I still chose it over Fake Out because Fake Out is a dead move after the first entry turn, and unlike opening Fake Out and Mat Block at any time, Fake Out at this point usually isn't necessary.

Flareon is a great Pokemon as well. I was deciding what Pokemon to use and I decided to fulfill Altissimo's dream by using Flareon and making it an important part of this team. The roles it plays varies. In general, it is the main physical attacker of the team, decimating things with Flare Blitz. Superpower is for bulky Normal-types out of sunlight and Air Balloon Heatran (I think I saw it once in the Maison). Helping Hand is to boost power if I don't feel like suffering any drawbacks and I know that a boosted Eruption will ensure a kill. Natural Gift is what may confuse you, but I needed a way to take out Dragon-types (even though Eruption still heavily dents them). I wanted a Dragon-type or Fairy-type Natural Gift so I could hurt Kingdra (who also conveniently boasts a x4 resistance to Fire-type moves), but I got a Ganlon Berry before a Kee or Jaboca Berry, so I settled for Ice-type.

The things that threat other teams of mine aren't as dangerous here. Chlorophyll Pokemon won't use Grass-type attacks to target my lead Fire-types; Talonflame usually goes for Probopass on turn 1; Quick Claw Donphan is unique. Not only does Wide Guard block Earthquake, Donphan is usually found on a team with other Earthquakes and Rock Slides as well, which will all be blocked by Wide Guard, which means Probopass will live and continue using Wide Guard to block these attacks.

Now, as I neared my goal of 1,000 (and by neared I mean I got to 990), I thought about how amazing this team is but also how skeptical people would be about these Pokemon being used successfully, so I saved two extra videos in addition to Battle #1,000.

Battle Videos
Battle #991: WBQW-WWWW-WW2Q-NNL7
Battle #994: 5RRG-WWWW-WW2Q-NNLR
Battle #1,000: 25EG-WWWW-WW2Q-NNM9

As a note to NoCheese, yeah I'm pretty sure that you won't want to put all of these Pokemon's names individually under one streak. I guess like with the semi-random Trick Room teams, you could label it something that encompasses what each of the teams try and do, although I really can't think of anything they share besides speed control (which most Triples teams do), a level 1 or level 2, and Eruption. Also, perhaps when you do add this team, you could put on the side "ft. various level 1 Pokemon" or "including Torkoal and Flareon" or something, anything that would make people click and see these teams. I really want to inspire people to think outside the box and use Pokemon that others wouldn't think about, because random, seemingly crappy Pokemon do have potential to be used in the Maison!
 
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Flareon is a great Pokemon as well. I was deciding what Pokemon to use and I decided to fulfill Altissimo's dream by using Flareon and making it an important part of this team.
AAAAAAAAAAAAAAA

Props man that's fantastic. I saw this and even before I saw that you had referenced me specifically I was already drafting a post that was like "you did it, you actually managed to use Flareon in the battle maison" and then I saw that and it just made my damn day.

But absolute props. Creativity normally only gets you so far when you're up against the odds like you are in the Maison but I think you have proved that pretty much anything is possible with the right support.

Now excuse me while I steal that team and try to hit 200 wins with it myself.
 
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Haha people always bag on Flareon for being a useless piece of crap and I decided to change that. Good luck with the team!
By the way, if you wanna play it safe, it might be better to lead with Talonflame instead of Charizard. While it usually lives, a stray Thunderbolt once managed to kill Charizard off before Tailwind and I had to set it up NEXT turn. Not the best situation. By guaranteeing Tailwind, you can also set up sun for sure the next turn from Talonflame if it's still alive, and Charizard if it's not. Sun isn't really necessary on turn 1 anyway.
 
Excellent job getting such an insane streak! I couldn't even do that with my own garbage-tier teams. I also am a big fan of Flareon (though moreso because I opted to get one my original run of Blue, and so it has sentimental value) and while I think it's fun to use, I acknowledge it has a big problem with moves and a bigger problem with stayling alive in spite of what few helpful moves it gets. The tradeoffs for Flare Blitz and Superpower are not menial on a furball like Flareon.

As for your first team, I find it surprising that your leads didn't have more problems, and not even with TR setters. While it's true that Lv1 pokes draw attacks, it's because they're OHKOs and not so much because they're the weakest target on the field. Greninja and Chesnaught should have been targeted very often themselves, I would've thought.
 
As for your first team, I find it surprising that your leads didn't have more problems, and not even with TR setters. While it's true that Lv1 pokes draw attacks, it's because they're OHKOs and not so much because they're the weakest target on the field. Greninja and Chesnaught should have been targeted very often themselves, I would've thought.

It is true that the OHKO is often the reason for targeting and I understand why you would see an issue. There is another part to it, though. I noticed that if possible, the AI tends to use priority attacks and spread moves to KO. That's why most of the time, something might prefer using Bullet Punch on Exeggutor rather than Close Combat on Greninja. Or, it might use Dazzling Gleam on my whole team rather than just Psychic on Chesnaught (Dazzling Gleam doesn't KO as a spread move). I ensured safety with Coba Berry and Focus Sash for the few exceptions (and Greninja outspeeds all relevant users of Blizzard, I think, so Chesnaught is safe there).
 
Not really, at least not when facing Chefs or Beauty (Claire or Lana, I forget) who runs all water/ice types. There are a number of threats that just throw too many wrenches into your opening turn, especially if they run in tandem:

Froslass4 carries Sash and must be flinched to prevent Blizzard.
Abomasnow4 can't be KOed by 252+ Drain Punch and must be hit by Dark Pulse to ensure a KO. Its Blizzard will do so much damage to Chesnaught that Hail may kill it, or a weak hit from something else will.
Dark Pulse has only a 31.3% chance to OHKO Jynx; while Fake Out is present, Jynx will just as likely use Blizzard.

I could run through the list, but what's done is done. You are galactically lucky to have gotten so many wins with that setup IMO.
 
Oh, I understand the confusion, I wasn't as specific as I could've or should've been.

I only need to keep Chesnaught safe for the first turn. Sure, those things you listed can kill Chesnaught off, but by then, Greninja will have outsped and used Water Pledge, which means Chesnaught would have already used Grass Pledge. When the swamp that lowers opponents' Speed is already set up, I don't exactly need to keep them safe anymore. Sure, Greninja is a nice Pokemon to have around, but they aren't exactly necessary, except for maybe Chesnaught on the rare occasion that Feint is needed to clear any Wide Guards that show up. So yeah, what I listed mainly protects against things that would outspeed Greninja AND target a starter over Exeggutor, which includes a handful of things for Greninja (Focus Sash) and Talonflame for Chesnaught (Coba Berry).
 
Hey guys,

I'm new in the maison (only had gen 5 until now) and want to try Super Singles with a Team of krookodile floatzel and mega scizor(going later into detail).

Would this Team work?

Thanks
 
Hey guys,

I'm new in the maison (only had gen 5 until now) and want to try Super Singles with a Team of krookodile floatzel and mega scizor(going later into detail).

Would this Team work?

Thanks

Welcome to the Smogon and the Maison thread, ziguzis!

The biggest difficulty there is Floatzel's frailty. You're going to want to be able to switch out Krookodile when facing powerful Water- and Ice-type attacks, but Floatzel is fragile enough that sometimes, especially with crits or the like, not-very-effective hits will still be able to muscle through it. Bulkier Water-types like Suicune and Milotic are popular because they can switch into a lot more attacks more reliably. This problem is heightened by the fact that unlike Starmie or Greninja, Floatzel has very limited coverage, so even if it can successfully switch into an attacking Water-type, it doesn't have great ways to hit back hard. It can theoretically at least set up with Bulk Up, so that it can take advantage of things it dominates to make subsequent foes easier, but again, Floatzel's frailty limits the list of things that it can set up on. For a more offensive-minded Water-type that can set up on more things, Gyarados is another readily available option.

In short, if you want to keep a pretty similar team, I'd strongly advise looking for an alternative Water-type to use in place of Floatzel, and thankfully, there are a fair number of choices available.
 
Hi, first time poster. Came agonizingly close to the Super Singles trophy, but was stopped at 47 wins.
Team was a Choice Band Weavile, M-Scizor, and LO Greninja. Did surprisingly well for something that was sort of slapped together.
I really enjoyed the Weavile and am investigating other teammates I might use with it.
 
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Thanks for the advice nocheese!

Well thats how the Team would look Like:

Krookodile choice scarf
Jolly ability:moxie
252atk 252speed 4hp
-crunch
-Rock slide
-Eq
-???

the lead would ko anything it can and get the moxie boost if Not he would switch out

floatzel Life orb
jolly ability swift swim
252atk 252speed 4hp

-waterfall
-aqua Jet
-ice punch
-low kick

Or azumarill
CB adamant
252atk 252hp 4speed

-aqua Jet
-waterfall
-play rough
-superpower

would switch in water and ice atacks or revenge with aqua Jet

Scizor scizorite
adamant 252atk 252hp 4 def

-swords dance
-bullet punch
-bug bite
-superpower

a second revenge Killer and finisher witch resists Grass witch threatens floatzel/azumarill.would setup in any non fire attack pokemon


Well i've already trained scizor and floatzel so krookodile is next.what the Team needs is a bulky special attacker but i dont have Access to a Good suicune yet.so im problaly gonna try the Team out and Report my loss here.

thanks for reading

P.s. sorry for my Bad english i'm from Germany
 
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Thanks for the advice nocheese!

Well thats how the Team would look Like:

Krookodile choice scarf
Jolly ability:moxie
252atk 252speed 4hp
-crunch
-Rock slide
-Eq
-???

the lead would ko anything it can and get the moxie boost if Not he would switch out

floatzel Life orb
jolly ability swift swim
252atk 252speed 4hp

-waterfall
-aqua Jet
-ice punch
-low kick

Or azumarill
CB adamant
252atk 252hp 4speed

-aqua Jet
-waterfall
-play rough
-superpower

would switch in water and ice atacks or revenge with aqua Jet

Scizor scizorite
adamant 252atk 252hp 4 def

-swords dance
-bullet punch
-bug bite
-superpower

a second revenge Killer and finisher witch resists Grass witch threatens floatzel/azumarill.would setup in any non fire attack pokemon


Well i've already trained scizor and floatzel so krookodile is next.what the Team needs is a bulky special attacker but i dont have Access to a Good suicune yet.so im problaly gonna try the Team out and Report my loss here.

thanks for reading

P.s. sorry for my Bad english i'm from Germany

Nocheese is right in that a bulkier water type would serve you better and Azumarill does fit that bill and works well with Scizor..(i got some spitbacks in the thread in my signature if you need a help to start the breeding process) I personally use knock off over superpower on Azumarill but not everyone would agree with that >.< clawitzer is another option who is a bulky water and has good special atk but you usually see him on trick room teams. good luck in the maison!
 
I have managed a 103 wins streak on Super Doubles. My team are these fellows right here:Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 124 Attack / 132 Special Attack / 252 Speed
Nature: Naive
~ Blizzard
~ Wood Hammer
~ Grass Knot
~ Earthquake
Chandelure @ Air Balloon
Ability: Flash Fire
EVs: 252 Special Attack / 252 Speed / 4 Defense
Nature: Timid
~ Heat Wave
~ Shadow Ball
~ Energy Ball
~ Protect
Mamoswine @ Focus Sash
Ability: Snow Cloak
EVs: 252 Attack / 252 Speed / 4 Defense
Nature: Adamant
~ Earthquake
~ Ice Shard
~ Icicle Crash
~ Protect

Azumarill @ Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Attack / 4 Speed
Nature: Adamant
~ Waterfall
~ Aqua Jet
~ Play Rough
~ Protect
I've always wanted to try a Hail team and Ice is one of my favorite types. There are a few similar teams in the old Subway thread, which is where I got the ideas.Basic strategy is to lead with Abomasnow and Chandelure. Hail activates Mamoswine's Snow Cloak and negates most Sturdy, Focus Sash and Leftovers recovery. Choice Scarf is needed because Abomasnow is relatively frail and it needs to attack first. STAB Blizzard is quite powerful, Ice is really an amazing offensive type. All the dangerous Dragon types are never a problem. It often freezes one (or two!) Pokémon which is really funny. 124 Attack EVs are needed to OHKO Starmie4 and Slowking with Wood Hammer guaranteed (Grass Knot won't do). Wood Hammer is also the best option against Tyranitar, Vaporeon Weavile and Froslass.The other Pokémon have needed resistances, hit hard and/or have valuable priority moves. Chandelure specifically has a lot of useful resistances/immunities. With the Air Balloon it is immune to enemy or Mamoswine's Earthquake, which is important. Because many things in the Maison can OHKO Abomasnow, the AI often targets only him and leaves Chandelure alone. This often leads to good switch-in opportunities and sometimes I can destroy an entire team with Chandelure alone. I like Focus Sash on Mamoswine, with it I can survive any Fire or Fighting attack and OHKO back with Earthquake. Life Orb on Azumarill because I like the extra power.With this team, careful switching and knowledge of the AI movesets is important. Threats include:~ Any Glaceon, which benefits from Hail (Snow Cloak) and is hard to take down without a Fire-move.~ Avalugg4 isn't hit hard by any of my moves and carries Stone Edge to hit Abomasnow and Chandelure.~ Crobat outspeeds my entire team, can OHKO Abomasnow and deal serious damage to Azumarill. Taunt versions always Taunt me for some reason though.~ Latios, Latias, Tornadus and Thundurus can survive a Blizzard and OHKO back, though Hail + priority takes care of them.~ Drought Ninetales, Drizzle Politoed and Tyranitar because they take my Hail away.~ Slowbro4, if I can't kill this immediately it always goes for Trick Room which can be dangerous.~ Gyarados4 is bulky, my moves can only 3HKO and it has Dragon Dance.
I eventually lost to a Veteran. She lead with Landorus and Heatran, the Heatran OHKO'ed my Chandelure with Dark Pulse, didn't see that coming. It then started to burn my whole team and Thundurus swept what was remaining. If I killed that Heatran immediately, I probably would have won. I wasn't paying attention really, I should have seen that Dark Pulse coming but oh well. I've had fun.
DSC_0278.JPG
 
Say, I decided to make a Triples Sand team and been testing, so far so good (25 straight wins, little but hey I started today). Still many things feel could be improved, so I was wondering what should I fix. Anyways here it is:

Garchomp @ Garchompite
Ability: Rough Skin -> Sand Force
Level: 50
EVs: 6 HP / 252 ATK / 252 SPD
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Iron Head

Tyranitar@ Smooth Rock
Ability: Sand Stream
Level: 50
EVs: 6 HP / 252 ATK / 252 SPD
Adamant Nature
- Rock Slide
- Crunch
- Ice Punch
- Protect

Talonflame @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 6 HP / 252 ATK / 252 SPD
Adamant Nature
- Flare Blitz
- Brave Bird
- Tailwind
- Quick Guard

Hippodown @ Leftovers
Ability: Sand Stream
Level: 50
EVs: 252 HP / 144 DEF / 112 SP. DEF
Impish Nature
- Earthquake
- Slack Off
- Superpower
- Fire Fang

(I really feel I should rework the moveset here for something more assist-ey)

Excadrill @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 6 HP / 252 ATK / 252 SPD
Adamant Nature
- Drill Run
- Iron Head
- Rock Slide
- X-Scissor

Rotom Wash @ Assault Vest
Ability: Levitate
Level: 50
EVs: 6 HP / 252 SP. ATK / 252 SPD
Modest Nature
- Discharge
- Hydro Pump
- Shadow Ball
- Volt Switch

The strategy is mostly: Tyranitar summons Sandstorm, Talonflame uses priority Tailwind to speed party up and MGarchomp destroys things with its crazy powerful Earthquake while Tyranitar uses Protect or switches to Rotom. If Earthquake doesn't defeat the opponent then I with the coverage moves from the first line. Tyranitar mostly is there to cover whatever Garchomp couldn't KO, though I really don't use that much Crunch, mostly Rock Slide and sometimes Ice Punch when a Grass Type pops up ( curiously in this run I encounter mostly Rock, Ground, Steel and Grass types, rarely something else.)

With Tailwind my party always outspeeds everything, though Brave Bird is a blessing being able to hit aywhere. My issue with Talonflame is Quick Guard, to be fair it's there just filling a space, priority moves aren't common and I can never predict them well, so I really think I should go with something else... but what?

Excadrill is my backup sweeper than comes to cleanup whatever the front line couldn't take care of. With both Tailwind and Sand Rush Excadrill is absolutely always the fastest thing on the field and Life Orb makes it hit harder than Garchomp for the most parte.

Rotom is a much needed special attacker, Discharge is usually used with Excadrill or Garchomp, given it doesn't affect them and chips away health, making it easier to KO with the heavy hitters. I did consider being more offensive and giving it something like Choice Specs, but I do find myself using coverage moves a lot. The only thing that doesn't convince me is Volt Switch which I never use.

Hippodown is mostly a second Sand Streamer, really not much more than that I rarely use it to do damage to the other team, when it's out it mostly just sits there. I really think I should rethink its moveset and try something else, like Yawn or something

The main weaknesses here are Intimidate users, but for some reason they are rare. Ice types are also bad news since my main offense is murdered by them, this is somewhat solved by taking them out right away instead of setting up. Tyranitar, Talonflame, Rotom and Hippodown need some tweaks in their movesets IMO, esspecially Hippodown. Aside that it works fine for the most part, and for some reason I come across mostly Rock, Ground, Steel and Grass types. I guess it's the Maison setting up against the player
 
Say, I decided to make a Triples Sand team and been testing, so far so good (25 straight wins, little but hey I started today). Still many things feel could be improved, so I was wondering what should I fix. Anyways here it is:

Garchomp @ Garchompite
Ability: Rough Skin -> Sand Force
Level: 50
EVs: 6 HP / 252 ATK / 252 SPD
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Iron Head

Tyranitar@ Smooth Rock
Ability: Sand Stream
Level: 50
EVs: 6 HP / 252 ATK / 252 SPD
Adamant Nature
- Rock Slide
- Crunch
- Ice Punch
- Protect

Talonflame @ Sharp Beak
Ability: Gale Wings
Level: 50
EVs: 6 HP / 252 ATK / 252 SPD
Adamant Nature
- Flare Blitz
- Brave Bird
- Tailwind
- Quick Guard

Hippodown @ Leftovers
Ability: Sand Stream
Level: 50
EVs: 252 HP / 144 DEF / 112 SP. DEF
Impish Nature
- Earthquake
- Slack Off
- Superpower
- Fire Fang

(I really feel I should rework the moveset here for something more assist-ey)

Excadrill @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 6 HP / 252 ATK / 252 SPD
Adamant Nature
- Drill Run
- Iron Head
- Rock Slide
- X-Scissor

Rotom Wash @ Assault Vest
Ability: Levitate
Level: 50
EVs: 6 HP / 252 SP. ATK / 252 SPD
Modest Nature
- Discharge
- Hydro Pump
- Shadow Ball
- Volt Switch

The strategy is mostly: Tyranitar summons Sandstorm, Talonflame uses priority Tailwind to speed party up and MGarchomp destroys things with its crazy powerful Earthquake while Tyranitar uses Protect or switches to Rotom. If Earthquake doesn't defeat the opponent then I with the coverage moves from the first line. Tyranitar mostly is there to cover whatever Garchomp couldn't KO, though I really don't use that much Crunch, mostly Rock Slide and sometimes Ice Punch when a Grass Type pops up ( curiously in this run I encounter mostly Rock, Ground, Steel and Grass types, rarely something else.)

With Tailwind my party always outspeeds everything, though Brave Bird is a blessing being able to hit aywhere. My issue with Talonflame is Quick Guard, to be fair it's there just filling a space, priority moves aren't common and I can never predict them well, so I really think I should go with something else... but what?

Excadrill is my backup sweeper than comes to cleanup whatever the front line couldn't take care of. With both Tailwind and Sand Rush Excadrill is absolutely always the fastest thing on the field and Life Orb makes it hit harder than Garchomp for the most parte.

Rotom is a much needed special attacker, Discharge is usually used with Excadrill or Garchomp, given it doesn't affect them and chips away health, making it easier to KO with the heavy hitters. I did consider being more offensive and giving it something like Choice Specs, but I do find myself using coverage moves a lot. The only thing that doesn't convince me is Volt Switch which I never use.

Hippodown is mostly a second Sand Streamer, really not much more than that I rarely use it to do damage to the other team, when it's out it mostly just sits there. I really think I should rethink its moveset and try something else, like Yawn or something

The main weaknesses here are Intimidate users, but for some reason they are rare. Ice types are also bad news since my main offense is murdered by them, this is somewhat solved by taking them out right away instead of setting up. Tyranitar, Talonflame, Rotom and Hippodown need some tweaks in their movesets IMO, esspecially Hippodown. Aside that it works fine for the most part, and for some reason I come across mostly Rock, Ground, Steel and Grass types. I guess it's the Maison setting up against the player

You could use hippodown as a lvl 1 bait as hippopotas with a focus sash and protect/yawn/toxic because ur just protecting with TTar anyway your wasting a move by not attacking with him so by having a lvl 1 mon on the front row u can give chomp a turn or 2 to set up a couple of swords dance boosts. I'd also give the mega evolution to TTar over chomp or find a way to get M-scizor on ur team
 
Regular Garchomp on a sand team seems kinda pointless imo, Mega Garchomp + Sand Force + Tailwind is kinda the whole point, right?

Why not have Talonflame in the middle next to Garchomp? It let's you spam Earthquake without having to use Wide Guard every other turn (or drop the move entirely for something else like Taunt). Otherwise yeah I agree with replacing Hippowdon with lv. 1 Hippopotas and putting it in the lead to use as bait with Protect (will draw attention for Fake Outs on turn 1 so Talonflame can use Tailwind instead of Quick Guard).

Excadrill with both Tailwind and Sand Rush is pretty overkill, you could maybe get a bit more creative with the speed EVs since max seems a bit redundant (and he's pretty frail so he'd def appreciate some HP). Wide Lens is actually a viable item choice on him if you're gonna be running both Drill Run and Rock Slide, I used it in a doubles team I was trying out and it was pretty good. I'm not sure what X-scissor is hitting so I would drop it for Protect since that's always good.
 
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