As I mentioned earlier, inspired by
Stellar, I've been playing around with a triples team focused on Specs Pixilate Hyper Voice Sylveon. Though I made some definite mistakes in teambuilding and play, I still was able to put together a decently nice
406 win streak in Super Triples.
Here's the team:
Greninja @_Focus Sash
Trait: Protean
Nature: Timid (+Spd, -Att)
-Mat Block
-Dark Pulse
-Ice Beam
-Extrasensory
Stats: 148/103/87/155/87/191
IVs: 31/X/31/31/31/31
EVs: 4/0/0/252/0/252
Sylveon @_Choice Specs
Trait: Pixilate
Nature: Modest (+Spa, -Att)
-Hyper Voice
-Psyshock (not used)
-Shadow Ball (not used)
-Baton Pass (not used)
Stats: 172/76/85/178/150/111
IVs: 31/31/31/1/31/31
EVs: 12/0/0/252/0/244
Talonflame @_Sharp Beak
Trait: Gale Wings
Nature: Adamant (+Att, -Spa)
-Tailwind
-Brave Bird
-Flare Blitz
-Protect
Stats: 185/146/91/80/89/147
IVs: 31/31/31/X/31/31
EVs: 252/252/0/0/0/4
Kangaskhan @_Kangaskhanite
Trait: Scrappy -> Parental Bond
Nature: Jolly (+Spe, -Spa)
-Power-Up Punch
-Return
-Crunch
-Fake Out
Stats: 181/147/100/54/100/156 (before mega evolution)
181/177/120/72/120/167 (after mega evolution)
IVs: 31/31/31/1/31/31
EVs: 4/252/0/0/0/252
Aron @_Berry Juice (Level 1)
Trait: Sturdy
Nature: Timid (+Spe, -Att)
-Protect
-Endeavor
-Toxic
-Tackle
Stats: 12/5/7/6/5/5
IVs: X/X/X/X/X/X
EVs: -
Aegislash @_Leftovers
Trait: Stance Change
Nature: Adamant (+Att, -Spa)
-Shadow Sneak
-Swords Dance
-King's Shield
-Sacred Sword
Stats: 167/112/171/55/170/80 (Shield forme)
167/222/71/153/70/80 (Blade forme)
IVs: 31/31/31/X/31/31
EVs: 252/252/4/0/0/0
--
The front row is the standard Mat Block, Tailwind, hard hitting spread attacker style of team played to most notable success by
SimicCombine and
Eppie using Mega Blastoise as the central hitter.
Stellar originally suggested this Greninja / Sylveon / Talonflame front row, and though my EVs for Sylveon are more precisely tailored to the Maison, and my spreads and movesets on Greninja and Talonflame may be different (I don't know), considerable credit must go to him.
While Specs Pixilate Sylveon is locked into one move, hits a tiny bit less hard, is slightly less bulky, and is notably slower than Mega Blastoise, I still find myself preferring it as a lead. First, the Speed difference is not a very big deal. Max Speed Modest Mega Blastoise just barely outspeeds everything under Tailwind, but Sylveon comes close. With my spread, Sylveon makes it to 222 Speed under Tailwind, and of the post-battle 40 foes, only Pinsir4, Landorous2, Terrakion2, Entei3, and Manetric4 are faster. All of these are fairly manageable foes. Second, despite its small defensive disadvantage, Sylveon is better able to take advantage of its bulk than is Blastoise, because a big hit does not cripple its primary attack as it would Blastoise's Water Spout. Sylveon can take a beating and continue dishing out ridiculous amounts of spread damage until the moment it is KOed. Third, though Soundproof Pokemon are immune to Fairy-type Hyper Voice, nothing is healed or boosted by it as is the case for Water Spout, making Hyper Voice a safer move to spam. Finally, though getting locked into Hyper Voice might seem risky, its raw power and ability to affect all foes means that most of the time, it would be the best move to use even if I could choose freely. I never once used any of the other moves during this streak. Most importantly, though, is that using Sylveon as my lead heavy hitter leaves me with a free mega evolution spot, which is really valuable.
Be sure to note the 244 Speed EVs on Sylveon. 252 Speed does not allow you to outspeed any other foes under Tailwind, so you are much better off putting the extra 8 EVs into HP, for a total of 12 HP EVs. Twice during this streak, Sylveon survived an attack at one HP, so that single extra HP you get from this spread actually does matter.
Max Speed Timid Greninja with Mat Block is a Maison staple, and obviously, most first turns, that's the move I used. Dark Pulse is the next most important move in the set since it deals neutral damage to Steel-types, who can be irritating foes, and can hit foes on the far side of the field. Ice Beam provides wonderful coverage, and I chose Extrasensory over Grass Knot because it helps against the Poison-types that can hurt Sylveon.
Gale Wings Talonflame is another triples mainstay, and for good reason. Sylveon is heavily reliant upon Tailwind support, and nothing is better than Talonflame at setting it. Better still, Talonflame is no slouch as an attacker either. Brave Bird receives priority, hits the far side of the field with pretty good power, and is notable for beating up on the Grass/Poison types that otherwise threaten Sylveon. Flare Blitz is used far less, but is important for its ability to dent Steel-types. I honestly didn't use Protect a lot, since most of the time I was better off attacking, but there were situations where after a first turn Tailwind, Greninja and Sylveon could KO all three active foes without help from Talonflame. In these situations, I sometimes just switched Talonflame out for another attacker, typically Kangaskhan. I'm a bit tempted to replace Protect with U-turn to allow Talonflame to do a little damge when switching out. Obviously, this is moot when Talonflame doesn't need to attack at all to get the triple-KO, but there are times when it would be nice to break a Sash or finish off a low Pokemon while switching. I followed
~Mercury~'s advice and went with max HP rather than max Speed, since Talonflame gets priority on three of its moves already, and outspeeds most of the Steel-types it wants to use Flare Blitz on without any Speed investment.
My back row was not really thought out carefully, and though it served me well enough in most battles, its imperfections ended up costing me.
While best in Trick Room teams, Level 1 Aron is pretty amazing in triples generally. It draws attacks like mad and so buys free turns with Protect, and Endeavor lets it break bulky walls with ease. Toxic has corner case utility for finishing things off (Endeavor alone won't kill anything, but Toxic + Endeavor will), and I won one battle with nothing left but a 1 HP Aron thanks to Toxic. I got lazy and didn't choose a final move, which stayed Tackle by default, which punished me in my losing battle. Swagger's hardly a reliable move, but it gives some chance of finishing off a low opposing Pokemon that is immune to Poison. You never want to be in a situation where you need the foe to hurt itself in its confusion to survive, but might as well have the option as an extreme fallback.
Kangaskhan is, as always, the ultimate "good stuff" Pokemon, but I feel I might have been better with a different mega designed specifically to synergize with its teammates. Kanga was still pretty good, mind you, but didn't quite feel like she was at her best. Power-Up Punch and Return are pretty standard, and sometimes, you can PuP for "free" when you know your teammates will be able to complete a kill. PuP is also really important in helping against Steel-types. Sucker Punch is particularly unreliable in triples, where you can't always ensure that the right Pokemon will attack Kangaskhan, so I chose Crunch instead, especially since Tailwind meant that I had Speed advantage most of the time. Fake Out is always wonderful in doubles and triples, as it lets you shut down dangerous foes for a turn, often enough time for your teammates to KO them. Scrappy is absolutely the correct choice of pre-mega evolution ability, since there are occasions where you want to be able to Fake Out an opposing Ghost-type Pokemon.
Aegislash is another "good stuff" staple, and while its combination of power, priority, and ability to play defense is wonderful, I made a bad mistake in my build. In singles battles, Aegislash can often stall for a long time, making Leftovers recovery a valuable asset. In Triples, and particularly on this team, Aegislash does some baiting with King's Shield, but its main job is to hit hard and fast and finish off what its teammates have left behind. In this sort of environment, Leftovers recovery is not very useful, and I really should have used an Air Balloon, to help cover the ugly Ground-type weakness. Had I equipped one on battle 407, I would not have lost. Movewise, Shadow Sneak gets around Aegislash's poor Speed, finishes off weakened foes, and provides nice defense against Trick Room. King's Shield is great for buying free turns for Aegislash's teammates, but only rarely did I actually cripple a contact move. Sacred Sword is nice insurance against Double Team Pokemon, but is most important for covering Steel-types, which can cause problems for Sylveon. Swords Dance is great for letting Aegislash stay in Shield forme as much as possible (it's much better to Swords Dance and attack once, and so keep Shield forme up, than to attack twice and be stuck in Blade forme for an extra turn), but given the fast pace of triple battles, I might have been better served with a supplemental STAB like Iron Head.
Play notes:
In a typical battle, my first turn consists of Mat Block + Hyper Voice + Tailwind, and subsequent turns involve continued spamming of Hyper Voice with Greninja and Talonflame wearing down the Pokemon that Hyper Voice alone isn't powerful enough to KO. Usually, by the time Sylveon is KOed (if at all), I have enough of a Pokemon advantage to easily dispatch the remaining foes. I played rather "casually" during this streak, and found that the decision trees for most battles were extremely simple.
Trick Room teams might seem like a big problem, but actually, they weren't much of a threat at all. One reason for this is that even with a Trick Room user, the AI likes to go for KOs, and my flank Pokemon encouraged these attacks. Exeggutor and Trevenant, for example, will try to hit Greninja with powerful grass attacks if they are in range, while Water-type Trick Room users typically try to use Surf if they are in range of Talonflame. If I'm able to set up Mat Block and Tailwind on the first turn without Trick Room going into effect, I can usually KO the Trick Room users on the second turn before they get another chance to act. Second, since Trick Room teams are super slow, there's often no need for Mat Block and Tailwind facing multiple Trick Room users, and I can focus on killing them before they act. Brave Bird destroys even bulky Grass-types while Shadow Ball beats up on Ghost- and Psychic- types, so when I expect the AI to use Trick Room the first turn, I can often prevent it with simple attacking.
Even when Trick Room is set, my Pokemon are decently bulky and have a lot of priority options. Greninja can survive one hit thanks to its Sash and Sylveon can usually tank a hit or two, while priority Brave Bird, Shadow Sneak, and Fake Out go a long way towards victory even when Trick Room is active. Finally, the AI often makes horrible misplays with respect to Trick Room. On multiple occasions, two enemy Pokes used Trick Room on the first turn, resulting in one setting it and one removing it. Sometimes, a foe with decently fast teammates will set Trick Room the first turn and then remove it the second. Against a hard hitting team like this, foolish errors like this are quickly exploited.
Threats:
While most battles went very smoothly, like all teams, this squad has some big weaknesses. Here are the threats that really stood out during this streak.
Heatran: Heatran's powerful Steel-type attacks hurt Sylveon, while taking only 1/4 damage from Hyper Voice means it takes a lot of attacks to take it down. Typically, I'll focus on killing Heatran's partners with my lead three Pokemon, and use Fake Out and fighting attacks from my back three to actually finish it off. A strong Ground-type attack would be really useful here.
Wide Guard: Since this team is heavily focused on maximizing the power of Hyper Voice, Wide Guard really hurts me. Thankfully, Wide Guard foes use the move erratically, so I can often just avoid it, and Fighting-type users are easily dispatched by Talonflame. But the bulkier Wide Guard threats can cause problems.
Soundproof Pokemon: Soundproof Pokemon are immune to Hyper Voice, which complicates matters. Thankfully, most of them are pretty weak, and all of them have other possible abilities, so Soundproof is less of a problem than one might think. Bastiodon4, however, can be pretty evil, as it is very bulky, can have Soundproof, and also has Wide Guard. While I can wear it down with attacks from Greninja and Talonflame, and my back row covers it well, Bastiodon can often buy its teammates time to shred my front row.
Quick Claw from powerful Poison- or Steel-types: An untimely Quick Claw activation can let a foe first turn KO Sylveon before Mat Block is up, wrecking my strategy. Though it's less harmful on later turns, Quick Claw can still get around my Tailwind and stop a Sylveon sweep, though on those turns, I at least have some protection, since Priority Brave Bird still goes first, so I can often preemptively finish off a wounded Quick Claw foe even if the Claw activates.
Certain status ailments on Sylveon: Mat Block only blocks damaging attacks, not status moves, so Sylveon is very vulnerable to being statused, particularly on the first turn when Tailwind isn't up yet and slow Sylveon is my only Pokemon attacking. Burn and Poison don't matter much, as battles usually end long before their damage is relevant, but Sleep, Paralysis, and Confusion can all cause big problems for my strategy. Fortunately, the AI often prefers to afflict Talonflame and Greninja, and it's not nearly as irritating when they are statused.
How I lost:
I was defeated on battle 407 by Worker Rasmus, the Sandstorm guy. He had a front row of Tyranitar / Ferrothorn / Excadrill and a back row of Garchomp / Gigalith / Gliscor. The battle video can be found at:
CFLG-WWWW-WWW9-XWHS
This was embarrassing, as I played horribly, and it cost me. Not Flare Blitzing Ferrothorn was idiotic, and though I was worried about Sand Rush on Excadrill, Brave Bird wasn't enough to kill it anyway, so there was absolutely no reason for me not to kill Ferrothorn immediately. Failing to remember I could shift Aron to the middle hurt me late in the battle, as did not having a viable fourth move on Aron (I knew Toxic was a gamble against Gliscor, which could have Poison Heal, and it ended up having it, and I should have had fourth move Swagger available to use too). An Air Balloon on Aegislash would have saved me as well. The final nail in the coffin was a couple of untimely misses against Sand Veil Garchomp, but I can hardly complain when my own play was so shoddy.
Frustrating to lose like this, but the basic idea is strong, and I believe that with refinements, this team has a lot of potential. I'll discuss my current plan in my next post.