@fluffyflyingpig:
You forgot to replace my team members with yours when copying my layout^^
Anyway, Congratulations to this great streak.
I didn't play Subway last time, but in Pt Frontier, where I achieved this record:
Battle Arcade Doubles
Streak: 290
Team: Tauros, Latias, Metagross
Tauros(@Life Orb)
Jolly 4/252/0/0/0/252
Intimidate
- Return
- Earthquake
- Rock Slide
- Protect
Latias(@Lum Berry)
Timid 4/0/0/252/0/252
Levitate
- Psychic
- Thunderbolt
- Draco Meteor
- Protect
Metagross(@Occa Berry)
Adamant 252/252/0/0/0/4
Clear Body
- Meteor Mash
- Earthquake
- Bullet Punch
- Explosion
Basically the same team I used in the Battle Tower (see
this post for detailed information), but as you can use only 3 pokemon instead of 4 in Arcade Doubles I had to remove one. I didn't want to remove Tauros and Latias because the team was based on the great synergy of those two and I needed Metagross because of its resistances (especially Ice), the always useful Explosion, its bulk (so it doesn't depend on an item so much like Gengar does on Focus Sash), its ability to deal with Ice and Trick Room Teams well, and so on.
Although Tauros has much less power without Life Orb, it works relatively well without the item, Latias also works without Lum Berry (though it loses a safety net against random freezes, annoying paralysis etc.) and Meta almost never needed the Occa Berry anyway.
So I gave this team a try and it worked really well. The strategy is explained in the link above, so I will only write about the things that are different in the Arcade:
Firstly, you know the opponents team members, which means, you can plan the battle to some extent and sometimes save an important pokemon and sacrifice another one, which cannot do much against the opponent anyway.
Secondly, what is even more important, is the roulette panel before every battle.
If you hit the right square, you can win the next battle easier, which is usually not needed because my team beats most opposing teams without problems under neutral conditions.
If you hit a problematic square, even normally easy battles can be hard and might result in a loss.
Due to this, I always tried to target a "safe" square on the roulette. This means, the square itself has no negative effect on my team (but also not neccessarily a positive one), and the square directly right and left to the targeted one are also not dangerous for my team. If I could target a square with positive effects without high risk, I targeted this one, of course.
In most battles, there was a neutral or positive square I could target under this conditions, if not, I had to target one, that only had a relatively harmless negative square next to it.
Therefore, I ranked the squares in terms of dangerousness:
---
Switch teams: This is the worst you can get, as you have almost lost because most opponents' teams are inferior to mine and have lots of weaknesses. I always tried to completely avoid this square (with success).
Random Roulette: Losing the control over the roulette is obviously problematic, as you cannot avoid "Switch teams" and other dangerous squares.
--
Fast Roulette: Same reasons as above, but a bit less problematic, as you can at least approximately target and avoid the most dangerous squares that way.
Paralysis: I don't have an immunity and two of my pokemon depend on their high speed relatively much, so this is quite problematic. Meta often helped in such situations, but still there were a few close battles with paralysis, and finally I also lost because of this.
Freeze and Sleep: Both put me in a problematic 2:3 situation (at least temporarily), which can be fatal against dangerous teams, but is usually unimportant against weaker ones, as I can beat those even with only two of my team members.
Trick Room: Similar to paralysis, but without annoying fully paras and Meta even could outspeed some foes because of this. But still dangerous, as it cripples Tauros and Latias to some extent.
Fog: It's obviously problematic to have to hope that your attacks will hit...
-
Reducing my pokemons' HP: Those 20 % usually don't make a difference, but against dangerous foes they might possibly do.
Poison: Similar to above, but Latias and Tauros might take more damage over the time; Meta is immune
Foe level up: Similar to the two above
Items/Berries for the opponent: Usually completely unimportant, but sometimes they get really useful items like Focus Sash or Life Orb. But even then I usually don't have a real problem and most of the time they get something useless anyway.
Items for my pokemon: It may first seem odd to see this here, but there is a reason: You can get Choice Items, which make Protect useless and you can also get things like Black Sludge or Iron Ball (I'm not absolutely sure, if you can get those two after 49, but I think so; though, I never got one in all those battles, but a Choice Band and Scarf once), and I didn't want to risk this.
0
Nothing happens: obvious
Weather effects: Usually unimportant, as my team is not really influenced by any of them. If the opponent has an Ice team or pokemon with Blizzard, Hail should be avoided. Same with other weather abusers and the appropriate weather, but Hail is the most problematic for my team.
BP and 3 BP: Only looking at the battle (what I did, as I wanted to get a long streak and had enough BP anyway), this is the same as the "Nothing happens" square.
+
Berries for my team: Usually useless, but I would have lost one battle without a Sitrus Berry on Meta. (because a Levitate-Bronzong put Meta to sleep with Hypnosis for four turns and got 3 crits with Signal Beam)
Level-Up for my team: Usually doesn't make a difference, as I beat most opponents easily anyway, but it's a bit easier with this. Oh, and it protects me from OHKO users. Once I faced Lapras and Dewgong and was suprised that their OHKO moves failed becaused I didn't think of that before, that made this battle much easier.
Poison on foe/Reduces foe's HP: Also doesn't make a difference most of the time, but can be really helpful against bulkier foes.
++
Paralysis and burn on foe: Both conditions make weak teams useless and dangerous teams much less dangerous, so it's usually a safe win even against problematic foes if I hit one of those squares.
Freeze and sleep on foe: Basically a 3:2 situation (if the opponent does not thaw out immediately), which means an easy win for me.
+++
Skip Battle: Obviously great.
Slow down Roulette: This is really helpful to avoid fatal misclicks on the roulette. If I already had hit it once (in one of the 7 battles), it's usefulness is downgraded to + as I can control the roulette then anyway.
As mentioned above, I primarily try to avoid negative effects instead of getting the best effects possible with the risk of misclicking on a dangerous square.
In my last battle (the one I lost, obviously), the roulette didn't have a "save" target and so I had to risk something and targeted a square next to one that paralyses my team and accidentially hit this one.
As my opponents Magmortar and Scizor (and something I forgot) were relatively problematic anyway, I knew I had lost even before the battle had begun. Magmortar killed Tauros with Focus Blast, Scizor killed Latias with X-Scissor Crit and Meta was OHKO'd by Overheat.
Without the paralysis I would have had good chances of winning this (as I could KO Magmortar with EQ+Psychic and weaken Scizor a bit, so I'm still in a good 2-2 position even if Scizor gets the crit), but those speculations don't help, the streak is over.
Here's the video of the last battle: 63-77567-28937
And a photo: