Chronicles of an Endless Ladder: A History of the Battle Maison Singles Leaderboard

By NoCheese, Lumari, and turskain. Art by tiki.
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Gliscor by Tikitik

Introduction

Traditionally, Pokémon play can be split into two categories: competitive play against other humans and in-game play dedicated to completing the games' stories, catching Pokémon, and completing sidequests. But starting with the Battle Tower in Pokémon Crystal, and really coming into its own with the Battle Frontier in Pokémon Emerald, the games introduced a hybrid pursuit: in-game play with a competitive element, where you work to build the longest possible winning streak in a series of battles versus AI controlled trainers at a battle facility. Pokémon in battle facilities have at least reasonable movesets, passable EV spreads, and perfect IVs (beginning fairly early in a streak), while your Pokémon are capped at the same level as your foes, making battles more interesting than typical in-game fights. Of course, since the opposing teams are controlled by a weak AI and are quasi-randomly constructed, they tend to be pretty weak, so winning most fights remains a trivial endeavor. But though winning any individual battle is easy, winning many in a row is remarkably difficult. With small teams, it's hard to cover all threats, and over a long streak, you'll run into specific Pokémon that match up very well against your squad. Similarly, bad luck is bound to happen. 90% accurate attacks will miss twice in a row. Your opponent will land a critical hit at the worst possible time. Walrein will hit with Sheer Cold a couple times in a row, and boom, a hundred-win streak is done. Some competitive players, unable to handle such swings, ragequit and give up on facility play after their first few streaks, writing it off as a luck-based haxfest, or worse, make unsubstantiated claims about cheating AI. But others take streak building more seriously and devote considerable efforts to the unique challenges each generation's battle facility presents.

In facility play, the golden rule is to minimize risk. Competitive players who are used to competing on the ladder usually have an almost opposite mindset, where risk = reward, as you only have to win most games. Here, you have to win every game, and a single miss, critical hit, or status infliction can cost you your entire streak! For this reason, conservative teambuilding is paramount; since a good team should easily win most battles anyway, it should be focused on surviving battles where one's luck turns sour, rather than maximizing expected damage output or the like. While the extra OHKOs that Fire Blast nets may make it a better choice than Flamethrower in most competitive battles, in the battle facilities, relying on such an inaccurate move is asking for trouble. 2.25 percent of the time, you're going to miss twice in a row, and that can easily be streak ending. Beyond moveset choice, players must also learn to play conservatively, anticipating possible disasters and playing around them, even where such plays might slow the battle way down. Good teams typically have a means to handle status and include some protection against OHKO attacks, which many competitive players, accustomed to Smogon's banlist, are not used to facing. Substitute is accordingly an extremely popular move.

In addition to minimizing risk, successful teams also tend to build around the knowledge of the AI. Since the AI draws Pokémon movesets from a limited list, it's often possible to quickly determine the exact set your foe is running and play to counter it. Additionally, with a few exceptions, the AI hardly ever switches out. This means that in a matchup you dominate, you can often set up a Pokémon all the way to +6, making subsequent foes much easier to face. This makes setup moves particularly valuable, and many successful teams will run multiple setup Pokémon. Stallish defensive Pokémon can be extremely useful, as even when they can't break through a foe, if they can stall it out, the enemy will stubbornly Struggle itself to death rather than switch to a more suitable attacker. The AI is also vulnerable to certain gimmicks that would never work against a human player. Have Durant use Entrainment to replace the enemy Pokémon's ability with Truant, for example, and it will stay in and loaf around, buying free setups for Protect-using sweepers.

Smogon began tracking comprehensive records of top teams in battle facilities in generation 4, and this tradition has continued for each subsequent Pokémon game up to today. The battle facility in XY and ORAS is the Battle Maison. The Maison quickly became a hit with players, and records were being shared fairly early in this generation's lifetime. But the question remained: could players hit the same big win totals as in previous generations? Could they do better? A lot better? The competition among Smogon's Maison elite was on! This article documents their progress and the strategies they used. For more detailed information, and to read the top players' writeups of their successful teams, check out Smogon's official Battle Maison Discussion and Records thread. While players can also compete in doubles, triples, rotations, and multi battles with an AI partner in the Maison, this article focuses on singles play, where players use teams of three Pokémon to face an endless series of enemy teams (while getting fully healed after each battle) until the player loses.


Old Streaks and Attempts

Early on, many of the successful teams in the Maison were influenced by teams and strategies used by players of the fifth generation's Battle Subway, which was similar enough to the Maison to enable an easy transfer of these teams. Basic goodstuff teams utilizing Subway staples such as Scizor and Dragonite were achieving strong results very early in the Maison's lifetime. These teams would generally involve multiple setup Pokémon, with at least one hard-hitting sweeper and one bulky status absorber, and proved to be reliable.

With its typing, ability to boost, and Multiscale-boosted bulk, Dragonite was one of the first leads to find success in the Maison, just like in the Subway. Even with the addition of Fairy-types making Outrage a more risky proposition, Adamant Lum Berry Dragonite with Outrage / Earthquake / Dragon Dance / X could set up on a ton of foes and often smash through entire teams on its own. Once you were leading with Dragonite, a defensive Water- or Steel-type partner became important to help cover Dragonite's weaknesses, while the third slot was fairly flexible. Many people found early success using variations of this approach. Cardio, for example, reached 363 wins with Assault Vest Azumarill as a bulky and hard-hitting partner for Dragonite, rounding out the team with the incredible power of Mega Kangaskhan, perhaps the most devastating Mega Evolution for singles play. Thanks to Parental Bond, a powerful STAB attack, and access to the potent priority of Sucker Punch, Mega Kangaskhan could usually muscle through the few things that the Dragonite / Azumarill core couldn't handle. VioletPumpkin reached 340 wins by instead using Mega Scizor as a bulky pivot and cleaned up with Life Orb Greninja, which, though incapable of boosting, had the speed and power to outspeed and OHKO many foes and finish off bulky Pokémon wounded by its allies. Artic did even better, accumulating 473 wins by teaming lead Dragonite with Aegislash and Mega Kangaskhan, again benefiting from a Dragonite + bulky Steel-type pairing, with a powerful finisher as backup. This Dragonite + Aegislash pairing, with its exceptional typing synergy, was so effective that it became the backbone of many future teams, particularly since, by switching back and forth, the two could even stall out and then set up on Pokémon with otherwise threatening move combinations like EdgeQuake. While these teams had their differences, their central strategy was the same, and their shared success proved clearly that lead Dragonite was a powerful option in Singles play.

Another Subway team archetype that found early success in the Maison was teams built around Truant Durant, which involved setting up on foes after having Durant use Entrainment to pass them the Truant ability, taking advantage of the AI's refusal to switch out. Equipped with a Choice Scarf, Durant could outrun almost all foes and use Entrainment to overwrite their abilities. Durant could then switch out to a sweeper equipped with a boosting move and Protect, which could then freely boost by alternating between using Protect on the foe's active turn and the boosting move on the foe's loafing turn. The first Durant teams to achieve success in the Maison were relatively simple, pairing lead Durant with two sweepers. lolnub, for example, reached 315 wins with Durant / Garchomp / Mega Gyarados, which took huge advantage of Mold Breaker allowing Mega Gyarados to OHKO through the relatively common Sturdy ability. Somewhat later, NoCheese used his exact same Battle Subway team of Durant / Cloyster / Garchomp in the Maison and achieved similar success, losing his streak at 611 wins. Focus Sash Cloyster was the primary sweeper, which played well with Durant because Shell Smash boosts incredibly quickly, both saving time and maximizing boosts against self destructive foes with a Flame Orb or the like, while Skill Link Icicle Spear hits really hard, avoids contact, and bypasses both Focus Sash and Sturdy. These Durant + two sweeper teams were solid, but all were vulnerable to effects that interfered with a first turn Entrainment, including Protect, Fake Out, Magic Bounce, and Lax Incense. While skillful play could mitigate this weakness, teams relying on an unsupported Durant lacked the rock-solid reliability typically needed for thousand-win streaks. Additional innovation would be required to propel Durant to the true pinnacle of Maison success.

Great Players Standing Up

Haxorus Suicune Mega Scizor

Team Suizorus (Jumpman16)

  • Haxorus Battle Hax (Haxorus) @ Lum Berry
  • Ability: Mold Breaker
  • EVs: 108 HP / 252 Atk / 148 Spe
  • Adamant Nature
  • - Dragon Dance
  • - Outrage
  • - Earthquake
  • - Substitute
  • Suicune Holy Water (Suicune) @ Leftovers
  • Ability: Pressure
  • Bold Nature
  • EVs: 196 HP / 252 Def / 60 Spe
  • - Calm Mind
  • - Scald
  • - Icy Wind
  • - Rest
  • Mega Scizor Scizor @ Scizorite
  • Ability: Technician
  • Adamant Nature
  • EVs: 244 HP / 252 Atk / 12 Spe
  • - Swords Dance
  • - Bullet Punch
  • - Bug Bite
  • - Roost

Veteran player Jumpman16 experimented with new Pokémon before bringing back a team he had originally used in the Battle Subway, consisting of Haxorus, Scizor, and Starmie. Finding Starmie lacking, he replaced Starmie with Suicune to great results—with XY giving Scizor a Mega Evolution and new critical hit mechanics increasing Suicune's reliability, the team outperformed its Subway counterpart and took first place on the leaderboards with a streak of 402 wins.

As a lead holding Lum Berry, Haxorus outspeeds most of the Maison enemy sets after a single Dragon Dance and hits slightly harder than Dragonite. Substitute is used on the set for additional status protection and capitalizing on non-attacking enemy sets, as well as to handle OHKO move users such as Walrein holding Lax Incense. Mold Breaker most importantly allows Haxorus to OHKO Pokémon with the ability Sturdy. Its EV spread maximizes Attack and lets it outspeed Jolteon at +1 and Jolly Tyrantrum prior to using Dragon Dance; the remainder is invested into bulk to hit an HP number that allows it to use Substitute four times. Mega Scizor deals with the Fairy-types introduced in XY that stop Haxorus's Outrage cold; it also is able to wall a much larger number of foes with Roost and its high defenses to set up Swords Dance and sweep at +6.

Suicune running a CroCune set completes the Dragon / Water / Steel core for defensive synergy. Scizor is suspectible to status moves and Fire-type attacks, which CroCune doesn't mind thanks to Rest and its typing and bulk. It can also switch into Ice-type moves threatening Haxorus and thaw out with Scald in case of a freeze—in Battle Maison play, Scald is preferred on Suicune not for its burn chance, but for its property of thawing out the user if it's frozen.

Instead of the more common Ice Beam, Jumpman chose the weaker Icy Wind as the Ice-type coverage move for its Speed drop effect. Suicune's EV spread takes advantage of this by giving it exactly enough Speed to outspeed Garchomp after one Icy Wind, while 196 HP / 252 Defense with a Bold nature allows it to survive a +2 Earthquake critical hit from Garchomp. This particular Garchomp set holds Focus Sash and threatens the whole team with Swords Dance-boosted Earthquake while defeating lead Haxorus, which is why Suicune is EVed specifically to 2HKO it with Icy Wind and outspeed it after the first hit.


Togekiss Mega Kangaskhan Aegislash

Togekiss team (VaporeonIce)

  • Togekiss Sweet Dreams (Togekiss) @ Lum Berry
  • Ability: Serene Grace
  • EVs: 252 HP / 252 SpA / 4 Spe
  • Bold Nature
  • - Yawn
  • - Safeguard
  • - Dazzling Gleam
  • - Air Slash
  • Mega Kangaskhan RockEmSockEm (Kangaskhan) @ Kangaskhanite
  • Ability: Scrappy
  • EVs: 4 HP / 252 Atk / 252 Spe
  • Adamant Nature
  • - Return
  • - Sucker Punch
  • - Earthquake
  • - Power-Up Punch
  • Aegislash TriumphForks (Aegislash) @ Leftovers
  • Ability: Stance Change
  • EVs: 252 HP / 252 Atk / 4 Def
  • Brave Nature
  • - King's Shield
  • - Swords Dance
  • - Shadow Sneak
  • - Sacred Sword

While Jumpman was laddering back up with Suizorus, a new challenger arose in VaporeonIce, who, like many other people, decided to put Mega Kangaskhan to the test. His first order of business was to find teammates that could alleviate its vulnerability to Fighting-type moves and grant it a free turn to set up, after which it would usually be able to close out the game. Aegislash ended up being a straightforward pick, but Togekiss was an unorthodox yet effective choice.

The team ended up being a hybrid between goodstuffs and crippler teams, with lead Togekiss ideally enabling Kangaskhan or Aegislash to set up fully and sweep the opposing team. In addition to its Fighting resistance, Togekiss was mainly chosen for its access to Yawn, not only allowing it to put a foe to sleep without fail but even delaying the sleep by one turn to give Kangaskhan or Aegislash the maximum number of turns h setup possible. Togekiss could provide further support with Safeguard, not only blocking status moves but also preventing secondary effects on the switch from throwing a wrench into Kangaskhan or Aegislash's setup. Lastly, its STAB moves allowed it to immediately threaten and eliminate select troublesome foes like Life Orb Honchkrow, with its access to Insomnia to block Yawn, Swagger + Punishment Absol, and a notorious threat in general in bulky Volcarona, making it excellent at paving the way for a Kangaskhan setup.

This team was also one of the first ones to highlight Aegislash's amazing potential in singles. Though a laughingstock in competitive play, Aegislash's StanceDance set could use King's Shield to shut down most physical attackers and proceed set up on them while being sustained by an outrageous amount of Leftovers recovery; then, Aegislash usually could sweep thanks to its great bulk, power, and two-move coverage in Sacred Sword and priority Shadow Sneak. Aegislash also notably provided additional synergy with Togekiss by virtue of its Rock resistance and the latter's Ground immunity, which allowed the two of them to stall out move pairs like EdgeQuake. This was the first team to bring that tactic to prominence, and it would be a centerpiece of many more Aegislash teams, usually featuring Dragonite rather than Togekiss.

VaporeonIce's team ended up netting a streak of 543 wins, which briefly put him on top of the leaderboard, until Jumpman's Suizorus reclaimed the #1 spot with a 602-win streak. This was definitely not the last we'd see of VaporeonIce, though, but first, Jumpman's throne was attacked by yet another new challenger.


Dragonite Suicune Mega Kangaskhan

Team Dragsuikhan (StarKO)

  • Dragonite Dragonite @ Lum Berry
  • Ability: Multiscale
  • EVs: 4 HP / 252 Atk / 252 Spe
  • Adamant Nature
  • - Dragon Dance
  • - Outrage
  • - Earthquake
  • - Roost
  • Suicune Suicune @ Leftovers
  • Ability: Pressure
  • EVs: 204 HP / 252 Def / 52 Spe
  • Bold Nature
  • - Calm Mind
  • - Scald
  • - Icy Wind
  • - Rest
  • Mega Kangaskhan Kangaskhan @ Kangaskhanite
  • Ability: Scrappy
  • EVs: 12 HP / 252 Atk / 4 Def / 12 SpD / 228 Spe
  • Adamant Nature
  • - Fake Out
  • - Return
  • - Earthquake
  • - Sucker Punch

Following Suizorus's success, StarKO experimented with a similar team consisting of Dragonite / Mega Lucario / Suicune. He reached a streak of 336 wins utilizing a bulky Swords Dance set on Mega Lucario, before replacing it with Mega Kangaskhan to better handle threats such as Babiri Berry Gardevoir, which survives Bullet Punch and threatens Suicune with Thunderbolt.

Dragonite is very difficult to OHKO due to Multiscale, allowing it to set up one or more boosts on many foes. With Roost reactivating Multiscale, it can stall many foes out of PP on their strongest move due to AI Pokémon lacking maxed out PP and set up even further. A simple EV spread maximizing Attack and Speed is used to maximize its sweeping potential, with Lum Berry as the item for protection against status and confusion from Outrage. While Dragonite has lower Attack and Speed than Haxorus and lacks Mold Breaker to sweep through Sturdy, the addition of Multiscale allows it to safely set up against a larger number of foes. With Mega Kangaskhan on the team, Dragonite's resistance to Fighting is also valuable.

CroCune functions similarly as with Suizorus, covering Dragonite's Ice-type weakness and stalling with Rest. StarKO utilized the same Suicune set as Jumpman16, with a small tweak to the EV spread. Jumpman's spread was designed to outspeed Garchomp, but this team deals with it differently, preferring to attack with Outrage immediately and then revenge kill Garchomp with Kangaskhan in order to avoid the risk of Icy Wind missing. Instead, Suicune's EV spread aims to outspeed -1 Salamence, which can threaten the team if Outrage lands a critical hit.

With Dragonite and Suicune as setup sweepers with recovery and Dragonite in the lead position, Mega Kangaskhan is relegated to a cleaner role and forgoes Power-Up Punch, opting for Fake Out over it to better close out battles against weakened opposition. Its EV spread is designed to survive a Moonblast critical hit from Modest Gardevoir prior to Mega Evolving, the team's previous version's nemesis, allowing it to switch in safely and KO it with Fake Out and Return. Even without Power-Up Punch, Mega Kangaskhan OHKOes a large number of opponents outright with Parental Bond-boosted attacks, and extra damage from Fake Out allows it to defeat nearly any foe one-on-one.

After initially claiming first place on the leaderboards with a 658-win streak, StarKO later reached 991 wins using the same team.

Two Top Teams Clashing

Up until then, the most notable streaks had been set by goodstuff teams. While crippler teams, specifically the ones centered around Durant, had been moved to their own leaderboard because of their perceived brokenness, the tactic just didn't seem as powerful as in BW; hence, the "goodstuff" and "Durant" leaderboards were merged back. Experimentation with Durant was far from dead, though. Most Durant teams had employed the "Durant + two sweepers" format; however, it was a well-known fact that those teams were far from flawless, as while they're incredibly hard to stop once a sweeper has set up, getting the crucial Entrainment off in the first place can prove unreliable. Common troublemakers include Fake Out, Protect, and hax items like Lax Incense and Bright Powder, and foes that KO themselves through moves like Self-Destruct, Explosion, and High Jump Kick or are running a Choice item can mess with setup as well. Therefore, a different approach was to use only one sweeper and, instead of a second sweeper, employ a disruptive lead meant to cripple whatever problematic opposing leads you might face. It was with a team composition like this that VaporeonIce and GG Unit started experimenting with the Durant strategy, and though VaporeonIce couldn't get a crazy team centered around Moody Smeargle to work, he ended up becoming the first one to break 1000 with his new team, consisting of Whimsicott, Durant, and Drapion.


Whimsicott Durant Drapion

Team Plaguarism (VaporeonIce)

  • Whimsicott Fluffy Bunny (Whimsicott) @ Focus Sash
  • Ability: Prankster
  • EVs: 44 HP / 244 Def / 220 Spe
  • Timid Nature
  • - Memento
  • - Taunt
  • - Encore
  • - Switcheroo
  • Durant The Bug Lyfe (Durant) @ Choice Scarf
  • Ability: Truant
  • EVs: 172 HP / 108 Def / 228 Spe
  • Jolly Nature
  • - Entrainment
  • - X-Scissor
  • - Aerial Ace
  • - Iron Head
  • Drapion Plaguarism (Drapion) @ Black Sludge
  • Ability: Battle Armor
  • EVs: 252 HP / 252 Atk / 4 SpD
  • Adamant Nature
  • - Acupressure
  • - Substitute
  • - Protect
  • - Knock Off

Whimsicott is what sets this team apart from teams utilizing two sweepers—its sole purpose is to pave the way for a smooth Entrainment and setup. Taunt is crucial in this way, blocking moves like Protect and Double Team, and Switcheroo is used to remove troublesome items like Choice items (which make a foe run out of PP way too quickly), Bright Powder, and Quick Claw. The final two moves' main purpose is to help Durant survive setting up Entrainment more easily, since a big reason for this team's success is how it focuses on keeping Durant alive as often as possible in case it would have to switch back in to use Entrainment on a backup foe like Unaware Quagsire. Encore is primarily used to ease prediction and lock foes into weaker moves, and Memento is used to reliably bring in Durant and ease setup in general. And naturally, Whimsicott nullifies the threat of Fake Out simply by being on the field on the first turn. Durant's set, at this point in time, was pretty straightforward, with the most notable move being Aerial Ace, which is used to KO a troublesome foe in Toxic Orb Breloom, which prevents Drapion from setting up reliably while fainting to its dumb item. Similarly, for this purpose Durant uses an EV spread that allows it to tank a critical hit Focus Punch; it also runs enough Speed to outrun Choice Scarf Manectric, the fastest foe that roams the Maison.

Drapion is used as the sweeper for a multitude of reasons. While Dragonite was the best sweeping option in BW for a Durant + crippler team, the addition of the Fairy-type removed all viability it used to have in this role; on the other hand, Drapion, the king of crippler teams in Gen IV, was completely unviable in the Subway because Cobalion existed, but it was handed a new leash of life in the Maison with the Steel nerf and the Knock Off buff. While its set is fairly standard for a Durant sweeper, with a boosting move, Protect, Substitute, and an attacking move, what sets Drapion apart from the crowd is a crit immunity courtesy of Battle Armor and the ability to boost all of its stats with Acupressure. Drapion may be more reliant on Entrainment being successful than Pokémon like Cloyster, but when it does manage to set up fully, victory is 99% assured.

Team Plaguarism eventually went on to win 1174 battles in a row before losing, enough to convincingly clinch the #1 position but also leaving it within reasonable range for challengers. After turskain fell just short of the top spot with Dragonite / Aegislash / Greninja, VaporeonIce's record was broken by none other than a returning Jumpman16 himself, who had been crafting a new team after he realized Suizorus wouldn't be able to hit the numbers StarKO and VaporeonIce had been putting out. The squad he eventually arrived at consisted of Mega Kangaskhan, Suicune, and Gliscor.


Mega Kangaskhan Suicune Gliscor

Team Kangliscune (Jumpman16)

  • Mega Kangaskhan Melbourne (Kangaskhan) @ Kangaskhanite
  • Ability: Scrappy
  • Adamant Nature
  • EVs: 252 Atk / 4 SpD / 252 Spe
  • - Return
  • - Sucker Punch
  • - Power-Up Punch
  • - Earthquake
  • Suicune Holy Water (Suicune) @ Leftovers
  • Ability: Pressure
  • Bold Nature
  • EVs: 196 HP / 252 Def / 60 Spe
  • - Calm Mind
  • - Scald
  • - Icy Wind
  • - Rest
  • Gliscor pH Balance (Gliscor) @ Toxic Orb
  • Ability: Poison Heal
  • Careful Nature
  • EVs: 236 HP / 4 Atk / 12 Def / 252 SpD / 4 Spe
  • - Substitute
  • - Protect
  • - Earthquake
  • - Toxic

Despite how disgustingly broken Mega Kangaskhan was in OU, in some ways it was a surprising choice for Jumpman to build his team around. The commonness of Lum Berry Dragonite up to that point as a lead made one thing very clear: people considered it absolutely imperative to make their lead as hax- and statusproof as possible. Mega Kangaskhan, on the other hand, cannot run Lum Berry by virtue of being a Mega Evolution, and it doesn't have the moveslot to run the next best thing, Substitute, forcing Jumpman to address this weakness in a different way. Since, aside from its vulnerability to status, Kangaskhan is only really weak to Fighting-types, Jumpman picked a Pokémon that essentially answers those by itself in Gliscor. Then, all that was left was to round out his squad with something that could cover the one status this core was vulnerable to, burn; he quickly arrived at his old brother in arms, Suicune, which happens to perfectly cover Gliscor's type weaknesses as well. Suicune's set and spread were left unchanged from Suizorus, since there was honestly nothing really wrong with them, and especially Icy Wind still saw a bunch of mileage to help Gliscor and Kangaskhan outspeed and take on foes more easily.

Gliscor is an interesting Pokémon in the Maison, and this was the first team to truly highlight how incredibly good it is at what it does. While its standard SubToxic has been pushed out of the limelight in competitive play because of the prominence of certain threats that are handled more easily by different sets, it takes advantage of the AI in a way that nothing else does—since the AI generally doesn't switch, Gliscor becomes effectively invulnerable against anything that is slower or cannot prevent it from getting up a Sub simply by alternating Substitute and Protect, allowing it to easily PP stall a foe's most threatening move to pave the way for a teammate, and naturally its Toxic stall shenanigans are still as sadistic as ever. A couple earlier teams used a Jolly Gliscor, and Jumpman himself initially used a physically defensive one, but in the end he settled on a Careful Gliscor to handle Life Orb Tornadus, the threat that had made him shelve Suizorus, as effectively as possible.

After Plaguarism's loss, Jumpman ended up engaging in a tense race with turskain, who was using a team of Dragonite, Aegislash, and Greninja; and after the latter ended up missing the top spot just barely with a streak of 1010 wins, Jumpman soon confirmed he beat VaporeonIce's record with an ongoing streak of 1180 wins. Having clinched the record, and with no one else around to threaten him, his progress slowed down, and it became quiet at the top of the leaderboard. A potential shakeup ended up not happening when Jumpman actually lost his streak at 1267 wins but furiously laddered back up right away and ended up effortlessly getting back to 1268 wins before he even got around to posting his loss, further demonstrating Kangliscune's potential.

However, Jumpman16's crown was challenged by the man he had already taken it away from twice. Foreshadowing his coup with several theorymon posts about losses against tricky opponents, VaporeonIce reached 1500 wins with an improved Team Plaguarism. To improve the team's risky matchups, Durant's EV spread was adjusted for higher bulk, allowing Durant to survive two Power Gems from offensive Carbink, which threatens the team if it uses Explosion early before Drapion is able to set up fully. Durant's Speed was reduced significantly to enable this, leaving it outsped by several Choice Scarf sets—but Whimsicott could remove Choice Scarf using Switcheroo to negate the speed disadvantage. Additionally, he optimized his strategy against other potentially threatening leads that KO themselves early, including Toxic Orb Breloom and Explosion Skuntank.

The race that was to ensue was met with a tragic end, however, when every player's worst nightmare ended up happening to Jumpman: losing a streak to hardware failure. After 1560 straight wins, his game suffered an unprompted cart eject, killing his motivation to try again in the process. VaporeonIce had already broken 2000 at this point and would post a—for the time being—final update at 2366 straight wins, tying Jumpman's legendary Battle Tower record from Platinum.

Honorable Mentions

VaporeonIce ended up holding the top spot for a very long time, but that didn't mean the leaderboard didn't see any action. On the contrary, both before and after Plaguarism's second rise to power, several players thought up diverse and successful teams—and while they never ended up topping the leaderboard, they absolutely were instrumental in shaping it.


SableyeDurantGlalie DragoniteAegislashGreninja DurantCloysterDrapion GreninjaMega ScizorGliscor
Mega SalamenceAegislashChansey Mega KangaskhanGliscorChansey
Mega SalamenceAegislashChansey
DragoniteMega SlowbroChansey
Click the Pokémon to read more about the teams!

Team Glalie (GG Unit)

  • Sableye Sableye @ Focus Sash
  • Lv: 1
  • Ability: Prankster
  • - Taunt
  • - Trick
  • - Flash
  • - Gravity
  • Durant Durant @ Choice Scarf
  • Ability: Truant
  • Jolly Nature
  • EVs: 244 HP / 12 Def / 252 Spe
  • - Entrainment
  • - X-Scissor
  • - Iron Head
  • - Rock Slide
  • Glalie Glalie @ Leftovers
  • Ability: Moody
  • Timid Nature
  • EVs: 172 HP / 84 Def / 76 SpA / 4 SpD / 172 Spe
  • - Substitute
  • - Protect
  • - Frost Breath
  • - Taunt

Prior to claiming the top spot with Team Plaguarism, VaporeonIce had experimented with using Smeargle as a sweeper on a Durant team for its ability to boost with Moody. While he eventually succeeded using Drapion instead, GG Unit had proposed Glalie as an alternative to Smeargle with superior BST and developed a team of his own around it, and after multiple attempts and team iterations, he reached a streak of 1174 wins using a team consisting of Sableye / Durant / Glalie.

Like Team Plaguarism, GG Unit's Glalie team uses a crippler lead and Entrainment Durant for the purpose of fully setting up on a Truant foe. Instead of Whimsicott, Sableye is used in the lead position—notably, Whimsicott's key moves as a Prankster lead are Memento, allowing it to KO itself against leads in order to get Durant in safely while Taunt is still active or before Speed Boost Blaziken can outspeed and threaten to OHKO Durant; and Encore, allowing it to exploit potentially troublesome status moves and increase Durant's chances of surviving after Entrainment by forcing the AI into weaker attacks. To replace these moves, GG Unit left Sableye at level 1, guaranteeing that it will be OHKOed by any attack if it gives away Focus Sash with Prankster Trick, accomplishing a similar purpose as Memento; and baiting the AI into attacking Sableye for the OHKO over using any status moves, making Encore much less vital.

With Taunt and Trick, Sableye guarantees that the enemy lead won't be able to use Protect or activate a troublesome item such as Quick Claw to avoid Durant's Entrainment. Flash's purpose on the set is to allow Glalie to save PP on Substitute by lowering the foe's accuracy, giving it more time to set up and leaving it with more PP to combat the backups. Gravity may seem like an odd choice with Taunt already preventing Double Team and Trick removing hax items, but it allows Sableye to negate the effects of Bright Powder and Lax Incense without the risk of missing Trick and removing its Focus Sash unnecessarily; additionally, it makes inaccurate attacks from enemies always hit Sableye, removing the risk of Sableye accidentally surviving an attack when being KOed would be ideal.

GG Unit tweaked Durant's EVs to better suit his team. While VaporeonIce lowered his Durant's Speed, with Sableye there is a risk of Speed Boost Blaziken KOing Sableye with Flame Charge to end up with +2 Speed against Durant—for this reason, maximum Speed with a Jolly nature is used to outspeed it even in this scenario.

After the foe has been hit with Entrainment, Glalie is free to come in and start snagging Moody boosts while using Protect in between Truant turns when necessary—due to evasion boosts from Moody and accuracy drops from Flash, Glalie can usually afford to conserve its Sub / Protect PP and burn through Taunt first. Frost Breath is its only attacking move, allowing it to break through defensive boosts with a guaranteed critical hit; otherwise, bulky foes that resist Ice-type attacks and boost their Special Defense might deplete Glalie's attacking PP before falling. Taunt is used mainly to stall turns without KOing the enemy—as Moody boosts rack up very slowly, over 40 turns of boosting are required to guarantee fully setting up, while Protect and Substitute alone only have 32 PP combined. A Timid nature is used to let Glalie move first as often as possible—the specific number of Speed EVs is intended to outspeed base 130s such as Jolteon and Aerodactyl at +1 Speed and (neutral-natured) Blaziken with an equal number of Speed boosts. The HP investment reaches 177 HP, enabling optimal Substitute use by allowing Glalie to recover exactly one Substitute's worth of HP in four turns of Leftovers recovery while maximizing its overall bulk. The Defense investment on top allows Glalie's Substitute to survive a threatening priority move in Scizor's Technician Bullet Punch with +5 Defense, and the remaining EVs are invested into Special Attack.

This team ended up becoming GG Unit's trademark team, and he attacked the leaderboard with it many times. While his early attempts ended at fairly modest numbers, after he had stepped up his game and tweaked his plays to best play around Moody's unreliability, the team started hitting numbers that seemed downright insane for a Glalie team. After narrowly missing out on the 1000 mark once, he later ended up breaking it for a streak of 1174, which is his longest confirmed streak yet with this team; however, knowing him, it's not at all out of the question that he has beaten this record long since without posting it.

Team Draegininja (turskain)

  • Dragonite Nosedrip (Dragonite) @ Lum Berry
  • Ability: Multiscale
  • Adamant Nature
  • EVs: 52 HP / 252 Atk / 12 Def / 4 SpD / 188 Spe
  • - Dragon Dance
  • - Outrage
  • - Earthquake
  • - Roost
  • Aegislash Repulsor (Aegislash) @ Leftovers
  • Ability: Stance Change
  • Adamant Nature
  • EVs: 252 HP / 252 Atk / 4 Spe
  • IVs: 27 Spe (real stat: 79)
  • - King's Shield
  • - Swords Dance
  • - Shadow Sneak
  • - Sacred Sword
  • Greninja Glenn II (Greninja) @ Choice Specs
  • Ability: Protean
  • Timid Nature
  • EVs: 92 HP / 12 Def / 196 SpA / 4 SpD / 204 Spe
  • - Ice Beam
  • - Grass Knot
  • - Dark Pulse
  • - Scald

A new player at the time, turskain's first team was a Singles team featuring the popular Dragonite + Aegislash core. Both Pokémon are capable of sweeping teams on their own, and they also have excellent defensive synergy, most prominently in Aegislash's Rock resistance and Dragonite's Ground immunity (and vice versa), allowing them to stall out move combos like EdgeQuake and SlideQuake. Some time earlier, Artic's Dragonite / Aegislash / Mega Kangaskhan had already gotten close to 500, but turskain managed to beat that benchmark, with a somewhat surprising choice for his third team member: Greninja, using a relatively standard Life Orb set, but with a small Speed cut for additional bulk. Greninja was the first team member chosen, Aegislash was added for its good defensive synergy with the frog, and lead Dragonite rounded out the squad because of its excellent synergy with Aegislash. Greninja covered the last two weaknesses the Dragonite + Aegislash core had remaining in Dark and Ghost, and its main role was to switch in on select problematic threats and take them out, with examples being Weavile, Glaceon, Mamoswine, Froslass, opposing Greninja, and Fire-types in general when they come in on Aegislash. The team had its shortcomings, in no small part due to the lack of Substitute, but it made up for that by being incredibly easy and straightforward to play. A first run brought turskain to 528 straight wins, which put him in the high regions of the leaderboard at the time, after which he switched to different formats for the time being.

Later, after VaporeonIce's first Plaguarism loss and during Jumpman's first Kangliscune run, turskain returned to Singles with an optimized version of this team. Dragonite was given a new EV spread for as much bulk as possible while retaining just enough Speed to outrun Choice Band Tyrantrum, which also allowed it to take better advantage of Roost; Aegislash was rebred with a custom IV spread to hit a Speed stat of 79 to out- and underspeed the exact right threats; and Greninja was also given one of turskain's trademark hyperefficient EV spreads, cutting a sizable amount of Special Attack investment for more bulk and running Choice Specs over Life Orb to both make up for the power loss and artificially increase its bulk even further by taking the recoil out of the equation. With this new spread, Greninja could accomplish feats like tank Vaporeon's Expert Belt Signal Beam while 2HKOing it and switch in on Garchomp while surviving even a crit Dragon Claw almost all the time. It was also given Scald over Surf to serve as a freeze absorber in a manner similar to Suicune, allowing it to take on Mamoswine and Weavile much, much more reliably. Since this Greninja was not used as a lead but rather as a sniper to problematic threats, the lock-in ended up causing surprisingly little trouble—at least a lot less than Life Orb recoil would have. The adjustments ended up paying off considerably, and they brought turskain pretty close to VaporeonIce's then-#1 record of 1174—his streak ended after 1010 straight wins. It was only a matter of days until Kangliscune eclipsed his streak too, but this number would end up keeping turskain in the top 3 for quite a while. Currently, Josh C. is in the process of proving that this team's success was no fluke, sitting at an ongoing 2000-win streak.

Team DDC (GG Unit)

  • Durant Durant @ Choice Scarf
  • Ability: Truant
  • Jolly Nature
  • EVs: 220 HP / 60 Def / 228 Spe
  • - Entrainment
  • - X-Scissor
  • - Protect
  • - Confide
  • Cloyster Cloyster @ Focus Sash
  • Ability: Skill Link
  • Naughty Nature
  • EVs: 252 Atk / 92 SpA / 164 Spe
  • - Shell Smash
  • - Icicle Spear
  • - Surf
  • - Protect
  • Drapion Drapion @ Black Sludge
  • Ability: Battle Armor
  • Adamant Nature
  • EVs: 252 HP / 252 Atk / 4 SpD
  • - Acupressure
  • - Substitute
  • - Knock Off
  • - Protect

While lead crippler variants had proven themselves to be much more successful on the leaderboards, pairing Durant up with two sweepers was still a viable approach. For a long time, NoCheese's Durant / Cloyster / Garchomp was the most successful team following this model, but Garchomp's main role on the team—blocking Volt Switch—proved less relevant in the Maison than in the Subway because the Gen 6 AI was less likely to use the move. GG Unit improved on NoCheese's team by completing the Durant / Cloyster core with a different third Pokémon: the ultimate Durant sweeper, Drapion.

Aside from the mandatory Entrainment, Durant's moveset has a couple surprising choices. Confide is for one lead in particular: Yanmega, which is arguably the most problematic lead a Durant + 2 team can face. It can mess up Durant pretty bad by blocking Entrainment with Detect and potentially outspeeding it two turns later thanks to Speed Boost, 2HKOing Durant without much trouble. However, since Confide goes through Detect, this move will usually allow Durant to get Yanmega to -2 Special Attack, after which Drapion should be able to set up on it. While they're not too spectacular, Protect provides a couple situational perks, such as allowing Durant to remain at full health if an opposing lead Traces Truant and allowing the team to PP stall Choice Scarf Manectric's Overheat while keeping Durant at high health and getting it back in safely to Entrain the second Pokémon instead. As usual, X-Scissor is used for the immediate OHKO on opposing Espeon and Trick Room + Explosion Exeggutor leads.

Cloyster's and Drapion's movesets are standard for the most part, with both using Protect, a setup move, and an attacking move nothing is immune to and the latter rounding out its set with Substitute as always; Cloyster's fourth move is where it gets interesting. Because Icicle Spear is outrageously good with its 125 Base Power and Focus Sash / Sturdy-bypassing properties, Cloyster's fourth move sees very little use anyway, but where most teams, including NoCheese's, opt for Cloyster's other Skill Link-boosted move in Rock Blast, this team runs Surf instead. The tradeoff is close; while losing out on the ability to bypass Focus Sash and Sturdy hurts, the reality is that most Pokémon that don't focus on physical bulk get KOed even by a resisted +6 Icicle Spear anyway, meaning Surf provides better complementary "coverage" than Rock Blast does. And naturally its perfect accuracy is a great argument for running it over Rock Blast too. While it loses out on the guaranteed KO on foes like Slowbro and Walrein, several of those can be set up on by Drapion anyway, and it gains KOs on the likes of Cobalion while also dealing more reliably with Rock Blast targets like Volcarona.

The main idea behind this team is that Cloyster should be used as a "fast" mode and Drapion as a "safe" mode. As always, Cloyster is the go-to option for the fast and easy sweeps and for fast setup if Durant can't get Entrainment off, but its victory is not 100% assured even if it can set up fully. A fully set-up Drapion, on the other hand, does provide that certainty, making it the preferred option to set up if things could end up being trouble later in the battle, such as when the lead KOes Durant. Similarly, if Cloyster won't be able to take out the second Pokémon without getting its Sash broken, sacking it to set up Drapion is the preferred play—Cloyster is mostly a luxury sweeper, and Drapion is the real ace in the hole.

GG Unit did several runs with this team, with the longest confirmed one being a 971-win streak lost to lead Prankster Taunt Tornadus.

Team Dance of the Dawn (Lumari)

  • Greninja Rael (Greninja) @ Life Orb
  • Ability: Protean
  • Timid Nature
  • EVs: 4 Def / 252 SpA / 252 Spe
  • - Surf
  • - Ice Beam
  • - Grass Knot
  • - Dark Pulse
  • Scizor Harlequin (Scizor) @ Scizorite
  • Ability: Technician
  • Adamant Nature
  • EVs: 212 HP / 252 Atk / 44 Spe
  • - Swords Dance
  • - Bullet Punch
  • - Bug Bite
  • - Roost
  • Gliscor Little Nicky (Gliscor) @ Toxic Orb
  • Ability: Poison Heal
  • Careful Nature
  • EVs: 212 HP / 4 Atk / 36 Def / 252 SpD / 4 Spe
  • - Substitute
  • - Protect
  • - Earthquake
  • - Toxic

No matter the wide range of options people had employed on goodstuff teams, most teams still ended up leading with a setup sweeper aiming to take down the entire opposing team on its own under ideal circumstances, like Dragonite or Mega Kangaskhan. However, in past generations, another popular archetype was the "Starmie lead team," which would lead off with an all-out special attacker rather than a (physical) setup sweeper, usually being Starmie thanks to its high Speed and phenomenal coverage. Not having to set up means such leads are not prone to being haxed on the boosting turn; however, they face a clear disadvantage in having a lot more trouble outright sweeping teams because they cannot boost their stats, which makes them a generally inferior choice to setup sweeper leads, especially since hax was less of a factor than ever before in preventing setup thanks to the critical hit nerf.

With Greninja having presented itself as Starmie's natural successor in all-out attacking roles come XY, it was no surprise it became people's go-to choice for building such a team around. Sadly, the archetype spent most of the generation in obscurity; very soon into XY, atsync's Greninja / Ferrothorn / Dragonite netted a 302-win streak, which would stand as the longest lead Greninja record for a while to come, whereas the ones with a lead setup sweeper would be the ones to end up breaking 1000. Several months into ORAS, extensive theorymonning regarding lead Greninja ensued in the discussion thread, spearheaded mostly by Jumpman16. He didn't end up submitting his efforts to the leaderboard, and initially, no one ended up posting any real new teams; however, some time after the discussion died down, Lumari ended up eclipsing atsync's record with an 810-win streak pairing up Greninja with Mega Scizor and Gliscor, obtaining the longest "Starmie lead" streak to date and the only one breaking the 500 mark. On a much later, very recent run, the team ended up beating its old record and becoming the first ever lead Starmie team to break 1000, eventually reaching 1476 straight wins.

Lumari's team mostly focused on covering the frail Greninja with an extremely sturdy backbone that would be able to take advantage of as wide a range of threats as possible—despite what Protean's potential applications would imply, Greninja actually should not be aiming to tank any hits at all, and the combination of Mega Scizor and Gliscor covers all of Greninja's weaknesses, allowing them to switch into almost everything Greninja couldn't handle. Gliscor could handle just as an absurd range of foes one-on-one as it could on Kangliscune; Mega Scizor's bulk, defensive typing, and access to Roost often allowed it to set up to +6 on a foe it could switch in on; and there were several more foes Mega Scizor could set up on after Gliscor PP stalled one of their dangerous moves first. Conversely, Greninja's power, speed, and coverage still allowed it to snipe a wide range of problematic leads Scizor or Gliscor could not switch into, primarily Fire-types and strong frail attackers. In the end, though, Greninja thereby actually ended up supporting the Mega Scizor + Gliscor core more than the other way around, since setting up either of the two backups was greatly preferred over essentially being back at square one with an unboosted frail lead. Lumari's team could not replicate this success over its next couple attempts because it was too weak to Gyarados and was forced to rely on Sub / Protect stalling too much, but this was not the last we'd see of Gliscor.

Team Growl (VaporeonIce)

  • Salamence Solomence (Salamence) @ Salamencite
  • Ability: Intimidate
  • Jolly Nature
  • EVs: 4 HP / 252 Atk / 4 Def / 12 SpD / 236 Spe
  • - Substitute
  • - Dragon Dance
  • - Roost
  • - Return
  • Aegislash Child's Play (Aegislash) @ Leftovers
  • Ability: Stance Change
  • Adamant Nature
  • EVs: 252 HP / 252 Atk / 4 SpD
  • IVs: 29 Spe (real stat: 79)
  • - King's Shield
  • - Swords Dance
  • - Shadow Sneak
  • - Sacred Sword
  • Chansey Mean Bean (Chansey) @ Eviolite
  • Ability: Natural Cure
  • Bold Nature
  • EVs: 252 HP / 252 Def / 4 Spe
  • - Soft-Boiled
  • - Growl
  • - Toxic
  • - Seismic Toss

Especially in the light of how dominant Dragonite had been in the XY Maison, it was no surprise that the arrival of Mega Salamence in ORAS was met with much anticipation. However, in spite of its outrageous brokenness in OU, it proved surprisingly hard to make work in the Maison, where reliability is everything—for a long time, it was thought that Dragonite's Multiscale and ability to hold Lum Berry made it a more reliable and therefore better Maison sweeper than Mega Salamence, which had to make do with the generally inferior Intimidate and was forced to give up its item slot to its Mega Stone.

That was until VaporeonIce paired it up with the best Dragonite partner of all Pokémon: Aegislash. Where the Dragonite + Aegislash synergy came shining through fully when stalling out the PP of EdgeQuake and similar move combinations, Mega Salamence + Aegislash took this to the next level by taking advantage of Intimidate to also lower the foe's Attack stat to -6 in the process; accordingly, the pair was capable of fully crippling essentially any physical attacker with Earthquake in its moveset. Mega Salamence + Aegislash's far greater crippling capabilities also allowed the pair to take advantage of Mega Salamence's other main niche over Dragonite: its ability to effectively run a mono-attacking set by virtue of having an exceedingly powerful STAB move without anything immune to it. While the existence of Fairy-types alone forced Dragonite to run a secondary attacking move, usually Earthquake, alongside Outrage, Aerilate Return had no such drawback, meaning Mega Salamence was left with a free moveslot to run one of the best moves in Maison Singles: Substitute. A set of Substitute + Dragon Dance + Roost + Return allowed team Growl to end up with a +6 Mega Salamence behind a Sub in very, very many matchups, making for a nigh-assured victory.

Clearly, the Mega Salamence + Aegislash combo could not neuter special attackers in the same way as it could take care of physical attackers; VaporeonIce solved this in the most straightforward way possible by rounding his team out with the ultimate special wall, Chansey. Seismic Toss and Soft-Boiled are mandatory on any Chansey set, and the inclusion of Toxic should not come as a surprise to many either, but his choice for the last move was not one many people saw coming. Heal Bell, the go-to choice in OU, wouldn't see too much use with Chansey having access to Natural Cure and Salamence running Substitute, and VaporeonIce gave his Chansey PP stalling utility by rounding out the set with one of the useless early-game moves: Growl. While lowering a foe's Attack stat by one stage usually isn't much, it allowed Chansey to PP stall Dragon Dance users, one of the few physical attackers this team was still vulnerable to, and to become unbreakable to most physical attackers too; additionally, the move simply gave Chansey a lot of PP to waste while special attackers vainly tried to harm it, allowing it to easily take down even foes like (yes, really) Gengar...

For all its simplicity, this team would become one of the absolute strongest teams the Maison has ever seen, and it would eventually reach 2228 straight wins, claiming the longest goodstuffs streak yet, becoming the first goodstuffs team ever to break 2000 straight wins in Singles, and granting VaporeonIce the distinct honor of becoming the first player with two 2000+ streaks in Singles (or any mode, for that matter). It was not enough to beat Plaguarism and, by extension, top the leaderboard, but this was not the last the Maison was to see of Intimidate spam.

Minimize Chansey teams (GG Unit)

Team 1

  • Mega Kangaskhan Kangaskhan @ Kangaskhanite
  • Ability: Scrappy
  • Adamant Nature
  • EVs: 252 Atk / 4 SpD / 252 Spe
  • - Return
  • - Sucker Punch
  • - Power-Up Punch
  • - Earthquake
  • Chansey Chansey @ Eviolite
  • Ability: Natural Cure
  • Bold Nature
  • EVs: 252 HP / 252 Def / 4 Spe
  • - Minimize
  • - Substitute
  • - Soft-Boiled
  • - Seismic Toss
  • Gliscor Gliscor @ Toxic Orb
  • Ability: Poison Heal
  • Careful Nature
  • EVs: 236 HP / 4 Atk / 12 Def / 252 SpD / 4 Spe
  • - Substitute
  • - Protect
  • - Earthquake
  • - Toxic

Team 2

  • Mega Salamence Salamence @ Salamencite
  • Ability: Intimidate
  • Jolly Nature
  • EVs: 4 HP / 252 Atk / 4 Def / 12 SpD / 236 Spe
  • - Substitute
  • - Dragon Dance
  • - Roost
  • - Return
  • Aegislash Aegislash @ Leftovers
  • Ability: Stance Change
  • Adamant Nature
  • EVs: 252 HP / 252 Atk / 4 Spe
  • - King's Shield
  • - Swords Dance
  • - Shadow Sneak
  • - Sacred Sword
  • Chansey Chansey @ Eviolite
  • Ability: Natural Cure
  • Bold Nature
  • EVs: 252 HP / 252 Def / 4 Spe
  • - Minimize
  • - Substitute
  • - Soft-Boiled
  • - Seismic Toss

While VaporeonIce was proving the utility of Growl, GG Unit put together a couple of successful Chansey teams taking a different approach to the pink blob. Rather than KOing foes with Toxic and using Growl to PP stall and check physical attackers lacking Fighting-type STAB attacks or a two-stage Attack boosting move, GG Unit's Chansey instead focused on shutting down foes with the combination of Minimize and Substitute. While unable to hit Ghost-types and limited in PP, this Chansey gained the ability to pseudo-boost its defenses against both physical and special attackers with a single move. Couple this with the protection of Substitute, and once set up, Minimize Chansey could beat most physical attackers, even Fighting-types. Substitute also provided protection against irritating stat drops, status ailments, and OHKO moves.

GG Unit built two successful teams incorporating this Chansey build. The first partnered Chansey with Mega Kangaskhan and Gliscor. Lead Kangaskhan could sweep many entire teams on its own and could get a free setup against many foes by letting Chansey or Gliscor PP stall them first. It also helped shut down certain physical setup sweepers that could cause trouble for Chansey and Gliscor. Gliscor was an important catch-all, because it covered the Fighting-type weaknesses of both Chansey and Kangaskhan and could stall out a tremendous number of threats by alternating Protect and Substitute, finishing them off with Earthquake or Toxic or switching out to let Kangaskhan set up.

GG Unit's second Chansey team used the same partners as VaporeonIce, namely Mega Salamence and Aegislash, but with the Minimize Chansey set instead of Growl. Unsurprisingly, this set continued to work wonderfully, though certain threats had to be handled differently than they were by VaporeonIce to account for the different move options; for instance, GG Unit's team often ended up PP stalling opposing Ghost-types and was forced to play more aggressively against lead Dragon Dance users.

GG Unit switched between these teams mid-streak, after tying Kangliscune's ejected record, but their combined efforts proved the power of Minimize Chansey. Racking up 1560 wins with Mega Kangaskhan / Chansey / Gliscor and 780 more wins with Mega Salamence / Chansey / Aegislash, GG Unit became one of only five players to date (and one of only two at the time) to break the 2000-win barrier in Maison Singles, an impressive achievement indeed!

Mega Slowbro team (NoCheese)

  • Dragonite Dragonite @ Lum Berry
  • Ability: Multiscale
  • Adamant Nature
  • EVs: 4 HP / 252 Atk / 252 Spe
  • - Dragon Dance
  • - Outrage
  • - Earthquake
  • - Fire Punch
  • Mega Slowbro Slowbro @ Slowbronite
  • Ability: Regenerator
  • Bold Nature
  • EVs: 244 HP / 252 Def / 4 SpA / 4 SpD / 4 Spe
  • - Scald
  • - Iron Defense
  • - Calm Mind
  • - Rest
  • Chansey Chansey @ Eviolite
  • Ability: Natural Cure
  • Timid Nature
  • EVs: 4 HP / 244 Def / 4 SpA / 4 SpD / 252 Spe
  • - Seismic Toss
  • - Minimize
  • - Substitute
  • - Soft-Boiled

With its massive Defense, immunity to critical hits, and ability to boost both of its Defenses, Mega Slowbro seemed sure to be a big success in the Battle Maison, perhaps even replacing the ubiquitous Suicune. But in practice, several flaws made Slowbro difficult to use successfully. The best defensive Pokémon are able to switch into many attacks. But Slowbro's low Speed means that when switching in, it almost always has to absorb two attacks before it can act. Couple this with being stuck in the weaker (and vulnerable to critical hits) non-Mega forme on the switch turn, and Slowbro is limited in what it can switch into safely. This vulnerability, relative to Suicune, is exacerbated by Slowbro's Psychic typing, which adds unwelcome Bug-, Dark-, and Ghost-type weaknesses, further reducing what Slowbro can cover. Trying to play Mega Slowbro as a Suicune-like mixed wall, many people's starting place, thus proved unfeasible.

But with VaporeonIce and GG Unit demonstrating how good Chansey could be in the Battle Maison, Mega Slowbro found its natural partner. Rather than trying to maximize the number of threats it could switch into, Defense-based Slowbro could focus on handling physical threats and let Chansey take care of special attackers. And even with a Defense-based spread, the combination of Iron Defense + Calm Mind means that once Mega Slowbro has set up on a physical foe, it is well positioned to handle most subsequent special ones.

Chansey shares this post-setup versatility: while it's focused on setting up against special attackers, the combination of Minimize + Substitute means that a set-up Chansey can handle many follow-up physical attackers too. Unusually, this Chansey forgoes HP or Special Defense investment to run max Speed Timid. As Chansey is the team's only Substitute user, it's critical that it have enough Speed to outrun all-OHKO all-the-time Walrein. A Timid nature also lets it outspeed Sheer Cold Articuno. But the real benefit of Timid is how well it plays with Substitute. With boosted evasion, knowing when Chansey's Substitute is going to be broken is all guesswork. But when Chansey outruns its foe, this is no problem, as it can just wait for its Sub to be broken before having to Sub again. This makes Chansey easier to play over a long streak, and the lost bulk is a remarkably minor issue, given Chansey's incredible natural Special Defense.

Dragonite is a staple Maison lead for good reason, able to immediately power through many foes too threatening to set up on or switch out of while also being a potent setup sweeper in its own right. Although not a particularly creative choice, it pairs very well with the Mega Slowbro + Chansey core. While the team is vulnerable to certain fast Dragons and powerful attackers and sometimes requires careful PP management due to Chansey's low PP total and inability to hit Ghost-types, it proved consistent enough to reach a four-digit win total and at last let Mega Slowbro's Battle Maison potential be realized.


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A Shakeup

Mega Gyarados Aegislash Gliscor

Team Marathon (Lumari)

  • Gyarados Mega Gyarados Jormungand (Gyarados) @ Gyaradosite
  • Ability: Intimidate
  • Adamant Nature
  • EVs: 84 HP / 212 Atk / 36 Def / 4 SpD / 172 Spe
  • - Dragon Dance
  • - Waterfall
  • - Crunch
  • - Substitute
  • Aegislash Naegling (Aegislash) @ Leftovers
  • Ability: Stance Change
  • Brave Nature
  • EVs: 252 HP / 252 Atk / 4 SpD
  • IVs: 29 Spe (real stat: 71)
  • - Swords Dance
  • - King's Shield
  • - Shadow Sneak
  • - Iron Head
  • Gliscor Little Nicky (Gliscor) @ Toxic Orb
  • Ability: Poison Heal
  • Careful Nature
  • EVs: 212 HP / 4 Atk / 36 Def / 252 SpD / 4 Spe
  • - Substitute
  • - Protect
  • - Earthquake
  • - Toxic

While VaporeonIce was playing with Team Growl, Lumari independently designed a team of Mega Gyarados / Aegislash / Gliscor.

Mega Gyarados was originally thought to be a subpar choice in Super Singles with the availability of Mega Kangaskhan, Dragonite, and Mega Salamence, which have a better damage output and require fewer boosts to sweep. Prior to Team Marathon, the highest streak utilizing Mega Gyarados was Carl's 354-win streak using Mega Gyarados / Ferrothorn / Gliscor. However, after Lumari achieved a win streak using Greninja / Mega Scizor / Gliscor, she theorized various changes to improve the team's rough matchups. First, she toyed with the idea of using Aegislash over Mega Scizor—but that alone didn't help the team very much. Searching for a replacement to Greninja that would beat specially defensive Dragon Dance Gyarados, the nemesis of the previous team, she came up with Mega Gyarados, which had identical typing to lead Greninja after Mega Evolving and a Water / Flying typing prior, giving it just the right defensive synergies with Aegislash and Gliscor, both before and after Mega Evolution. The, at first glance potent, Aegislash / Gliscor core had not been explored as much as it should have (with its best record being a 528-win streak by VaporeonIce with Dragonite in the lead position) because the holes in their synergy proved hard to cover with a single Pokémon. Mega Gyarados succeeded where other options had failed by effectively providing two Pokémon in one slot by virtue of its typing change; regular Gyarados's Flying typing allowed it to play the same way with Aegislash as Dragonite and Mega Salamence had done before, whereas Mega Gyarados's Water / Dark typing helped it set up from turn 1 on foes that would threaten both Gliscor and Aegislash.

One of Mega Gyarados's problems prior to ORAS's release was its coverage—Waterfall, Dragon Dance, and Substitute were necessary moves on it, but both Earthquake and Return left holes in its coverage. ORAS introduced Crunch to its movepool, giving it nearly perfect coverage with two potent STAB moves. Its EV spread is intended to accomplish several things—firstly, the physical bulk investment allows Mega Gyarados to beat Focus Sash + Swords Dance Garchomp as a lead, always surviving +1 Earthquake with enough HP left to tank two rounds of Rough Skin damage and 2HKO it with Waterfall after using Dragon Dance. Its Speed investment lets it outspeed bulky Volcarona to safely set up on it, as well as outrun Starmie after a single Dragon Dance. The remaining EVs are invested into Attack with an Adamant nature to maximize damage output, allowing it to OHKO max HP Chandelure without boosts. Most of the time, Gyarados is kept in its non-Mega forme unless Mega Gyarados's typing change or Mold Breaker is needed, in order to preserve Intimidate and keep its options open.

Similarly to Team Growl, Gyarados cripples physical attackers with Intimidate, and Aegislash covers its Rock-type weakness and helps cripple physical attackers completely via switch-stalling. After initially using a set with Shadow Sneak and Sacred Sword as attacking moves, Lumari found Aegislash lacked coverage against specific foes: Yanmega, Togekiss, Noivern, and Taunt Tornadus, which resisted Sacred Sword and required multiple boosts to KO with Shadow Sneak while threatening its teammates with only a little bad luck required. To better handle them, Iron Head was opted for over Sacred Sword—while its overall coverage for sweeping is inferior, the change improved the team's worst matchups dramatically, while Aegislash's teammates were able to cover the loss of Sacred Sword's coverage and ability to break through boosts. Aegislash's Speed IVs are tailored for the team's specific needs, hitting exactly 71 Speed with a Brave nature.

Rounding out the lineup is Gliscor, boasting excellent defensive synergy with Gyarados and Aegislash and having the ability to stall a staggering number of foes out of attacking PP to cripple them fully using Substitute and Protect. Its EV spread is the same as on Lumari's previous team, emphasizing special bulk.

True to its name, Team Marathon utilizes a slow and steady playstyle emphasizing completely shutting down enemy leads with a combination of Intimidate, King's Shield, Substitute, Protect, and switch-stalling, in order to fully set up Gyarados behind a Substitute. If setting up Gyarados is not viable, Aegislash boosted to +6 with Swords Dance and Gliscor behind a Substitute can also sweep teams on their own. If all of the team is alive, it's also possible to start setting up Gyarados on a second foe after KOing the lead with Aegislash or Gliscor for additional insurance. While strikingly similar to Team Growl, Team Marathon took the commitment to unbreakable setup one step further and ended up eclipsing VaporeonIce's Mega Salamence / Aegislash / Chansey streak, despite Mega Gyarados seeming like the underdog when compared to Mega Salamence.

Lumari ended up claiming #1 on the Singles leaderboard after a lengthy race against VaporeonIce's Team Plaguarism, reaching an astounding 3668 consecutive wins and outdoing the previous longest streak using Mega Gyarados by a factor of more than ten.

Return of the King

After Marathon claimed the number 1 spot, there were no remaining long streaks that were still ongoing—as far as was confirmed, that is. One player had been lurking in the shadows, one who wouldn't bother posting for anything less than the top spot anyway—and after Marathon lost, but before the loss was posted, Jumpman16 posted an ongoing streak, using the same Kangliscune of old with just a few tiny modifications; Suicune's EV spread had been optimized for slightly better all-around bulk, and Gliscor had been given one more Speed point in order not to tie with Modest Greninja after an Icy Wind. The edits surely hadn't left the team any less effective, and the lack of hardware failure didn't hurt either, since Jumpman's streak at that point had reached an astounding 3633 wins, ironically just short of Marathon's final record. While Jumpman hasn't posted any further updates, there's little doubt in anyone's mind that he has long since reclaimed the number 1 position, and so, with the generation coming to a close, the Maison singles leaderboard has gotten the champion that it deserves.


Conclusion

In the years since the initial release of Pokémon X and Y, top Maison streaks have grown substantially longer, indeed to lengths never before seen in a battle facility. While simply having more time for new attempts played some role in this expansion, this article has attempted to show that careful planning and creative team design were much more significant factors. Unique among Pokémon formats, Maison play allowed players to meticulously plan against a precisely known set of opposing spreads and movesets, and with years to rethink and refine strategies, the top teams on the leaderboard are the fruits of very careful building. Although certain obvious new powerhouses like Mega Kangaskhan indeed found Maison success, and stalwarts from the Battle Subway like Durant and Suicune retained their effectiveness, many of the most successful streaks depended on the use of Pokémon and movesets that players wrote off or ignored early on, demonstrating the teambuilding creativity needed to build not just a good streak, but a great one. Maison play may lack the raw excitement and chess match feel of a head-to-head battle against another person, but building a top team is still a heavily skill-based endeavor that rewards preparation and practice.

When Pokémon Sun and Moon are released, a new battle facility will surely be released with them, and the Maison will fade into the background. But whatever surprises and challenges the new facility holds, players looking for success will surely still benefit from the principles of conservative play, careful planning, and creative teambuilding that led to the top Maison streaks. And you can bet that here on Smogon, players are going to be working hard to build claim the top spots on the new facility's leaderboard. It will be an exciting time! Won't you join us?

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