I just put together a very nice Super Singles
611 win streak with
Durant - Cloyster - Garchomp, and though, as is so often the case, poor (horrid!) play led to my downfall, I've still gotta be pretty satisfied.
Moves and EV spreads are identical to my Subway team with the same members:
Durant @_Choice Scarf
Trait: Truant
Nature: Jolly (+Spd, - Spa)
-Entrainment
-X-Scissor
-Iron Head
-Protect
Stats: 165/129/132/61/69/177 (265 speed with Scarf)
IVs: 31/31/31/31/31/31
EVs: 252/0/0/0/4/252
Cloyster @_Focus Sash
Trait: Skill Link
Nature: Adamant (+Att, -Spa)
-Protect
-Shell Smash
-Icicle Spear
-Rock Blast
Stats: 126/161/200/81/65/122
IVs: 31/31/31/1/31/31
EVs: 4/252/0/0/0/252
Garchomp @_Lum Berry
Trait: Rough Skin
Nature: Jolly (+Spd, -Spa)
-Protect
-Swords Dance
-Outrage
-Earthquake
Stats: 184/182/115/90/105/169
IVs: 31/31/31/31/31/31
EVs: 4/252/0/0/0/252
The basic strategy and responses to threats are the same as in my writeup of my Subway streak, available
HERE. Pay careful attention to the discussion of playing around Protect, Fake Out, and Volt Switch, as my tactics remain the same. Note that I had Volt Switch used against me FAR less often in the Maison than in the Subway, and never by a lead Magnet Pull Magnezone, but it's still one of the most threatening moves on an opponents' lead.
However, there are some additional notes relevant to this generation. First is that because auto sandstorm now has a limited duration, it's easy to protect Cloyster's Focus Sash against lead Tyranitar and Hippowdon. Use Entrainment as normal, then switch in Garchomp and alternate Protect and Swords Dance as if you were setting up. When the Sandstorm fades, switch to Cloyster on the loaf turn, and set up fully. It's much better in most cases to have a fully set-up Cloyster than a fully-set up Chomp, and the Chomp detour keeps Cloyster's Sash fully intact.
Second is to be very, very careful against Espeon. If Espeon has magic bounce, it's a real threat, since it can 2HKO both Cloyster and Garchomp and is immune to Entrainment. The correct play is to attempt Entrainment on the first turn, and if it is Magic Bounced, keep Durant in until it dies. Then bring in Cloyster, Shell Smash once (surviving even a crit thanks to your Sash) and KO Espeon with Icicle Spear. Although not ideal, a +2 Cloyster and a fully healthy Chomp are favored against most opponents, particularly given that no trainer who leads with Espeon can follow with a legendary (except for Aces with the Lati twins, which +2 Cloyster destroys).
Third, note that the Fairy Type complicates things slightly. There aren't that many Fairies in the Maison, but there are enough to make me very careful about using Outrage when I don't have to. Of particular concern is Togekiss, because Garchomp is unable to hurt it at all. Try to avoid playing to any situation where you are down to a last Pokemon Garchomp if your opponent uses the "B" list of possible Pokemon.
Fourth, remember that you can sometimes take advantage of your immunities to give yourself unlimited "free" chances to slip an Entrainment past a Protect user. The classic example is Thundurus1, whose only offensive moves are Thunderbolt and Toxic. Against Durant, it will either Protect or Thunderbolt. Entrainment, and if it Protects, switch to Garchomp on the next turn and laugh at the incoming Thunderbolt. The only options against Garchomp are Protect and Toxic, so switch back, and Durant won't take damage either way, and is free to try to Entrainment again. After a rotation or two, the AI won't Protect at the right time and you'll be off to the races.
Fifth, don't get greedy on Protect + Perish Song Pokemon like Mismagius4 and Lapras4. Switch in Garchomp immediately, lest the foe use Block and trap your Durant. I had been doing this quite nicely for most of my streak, but didn't think about this risk late and lost to it.
Sixth, remember that you can in fact switch out a fully set-up Cloyster. Certain very bulky foes may be able to survive even a +6 attack and then break Cloyster's sash or worse, status it. (They'll usually go for the kill rather than a status move, especically with Cloyster's defenses at -3, but status moves are still used sometimes, and things like Thunderbolt can paralyze as an additional effect). These bulky foes often lack the means to OHKO a reasonably healthy Durant. So if Durant survived its initial Entrainment with high health, it can be correct to switch out your Cloyster for Durant and have Durant Entrainment again. Yes, Cloyster will then have to take the time to re-set up, but it will be able to keep its Sash intact and avoid being statused as it KOs the bulky second Pokemon. Alternatively, a switch to Garchomp against an expected Electric-type attack can also work well, and allow you to re-set up Cloyster on the third foe if needed. It's easy to get caught up in the basic set-up-then-spam-Icicle-Spear play and miss little things like this, but over long streaks, even small misplays will eventually bite you.
Against legendary trainers, this type of play can be particularly important. Consider a situation where Durant survives the Entrainment turn and Cloyster sets up and easily KOs the opponent's lead. What if the opponent then sends out Heatran1? Heatran1 survives Icicle Spear (indeed, it occasionally even fails to 2HKO), and Rock Blast can miss. Worse, against -3 Cloyster, Lava Plume can essentially OHKO, with damage + Burn getting past your Sash. Yes, if this happens, Durant can Entrain (dying in the process) and let you fully set up Garchomp, but Garchomp, even at +6, loses to a third Pokemon like Latias2 or Latios2. Far better to switch out Cloyster for Garchomp. Garchomp beats Heatran without setting up, and in some weird double crit situation (remember, Heatran1 is Sashed) you can still use Durant to allow Cloyster to set up and safely KO Heatran without taking any hits. To repeat: in a one-on-one situation, a fully set up Focus Sash Cloyster is far better than a fully set-up Garchomp, so when you can play to such a situation, do so!
On the subject of Garchomp, she is used far less than the other two Pokemon, and her inability to boost her speed is frustrating, but her combination of immunity to Electric-type attacks, immunity to Sand, Rough Skin, ability to set up even without Entrainment, and ability to get a lot of KOs even without setting up at all make her a hard pokemon to replace. I want a secondary sweeper that's strong in the bad state of the world, more than amazing in the good state, since when everything is going right, I'm already winning, and Garchomp is just better at this, in my mind, then other options like Mega Gyarados and Volcarona. Lolnub's Durant team used Choice Banded Garchomp, which is an interesting alternative. Choice Chomp certainly gets even more quick KOs, but I find the ability to set up Garchomp as a backup sweeper more valuable, even though it's infrequently required. Yes, Choice Chomp would have saved me from losing battle 612, but proper play would have too!
As noted earlier, Magic Bounce Espeon is a particularly big threat to the team since it blocks Entrainment and (since sacing Durant is the only real option) it even prevents you from trying to Entrain the foe's second Pokemon. BrightPowder and Lax Incense Pokemon are similar problems, since untimely misses, particularly on an Entrainment, can be fatal. I never missed twice in a row (except against an already Entrained Pokemon, where it's moot) on this streak, but honestly, I was probably quite lucky that things shook out that way. Volt Switch is the move I fear most on a foe's lead, since with Durant's low Special Defense, STAB Volt Switch can both escape Entrainment and KO Durant, preventing future Entrainment set up attempts. I thought that Whirlwind was going to be a big issue, since Protect no longer blocks it, but it really wasn't. Against Skarmory4, for example, after a first turn Entrainment, I just switch Cloyster into the Spikes or Stealth Rock. Skarmory does not typically Whirlwind right away, so I can usually still set up to +4 without being Whirlwinded out. I attack immediately upon getting to +4 though, and neither try for +6 nor Protect during the foe's attack at +4 like I normally would.
As a general note, I believe that with all of the hidden abilities and the like floating about in the Maison, it's increasingly difficult to build a team around guaranteeing an Entrainment set up of a single sweeper. Unlike in the Subway, I feel that it's much better to use two Durant partners that have a better chance in the situations where full set up fails, and believe this team demonstrates the effectiveness of such a strategy. An additional advantage of this play-style is that this team goes through battles far more quickly than something where there's additional cripple steps taken, or where a full twelve turns of alternating Protect and a +1 / +1 boosting move are required.
I lost to Mismagius - Flareon - Scizor by being an idiot. I tried to Entrainment Mismagius first turn and met Protect, and then switched in Garchomp. Had I switched in Chomp on the first turn, I'd have been able to kill Mismagius, but as it was, Perish Song on the switch, then Mean Look, Protect, Switch to Flareon on last turn of Song killed Chomp with Mismagius staying alive. Worse, Chomp's Outrage killed Flareon, meaning the opponent was free to bring in Mismagius again. I successfully Entrained with Durant, but got Mean Looked on the Entrainment turn, and so ended up losing Durant to Perish Song, with Mismagius switching out again, and being stuck with unboosted Cloyster against Scizor, which used Bug Bite + Bullet Punch for the KO. Bad play strikes again!
Proof video: TE5W - WWWW - WWW7 - ZC7M