Regular multis completed with my son Mega-Gardevoir and Bisharp his side, Mega-Blastoise and Thunderus-T on mine. Battle against Red and Blue pretty tense due to Scarf Aero Rock Slides.
fucked up how in the end, lele phero really was the most believable large streak team.\
I'm going to get back to my mystery streak now, cya when I've hit 500.
If I'm understanding what's going on there (animationless and japanese doesn't help much) is Carbink setting TR its second turn and the battle going to hell from there? Furthermore, evidently that was battle 934, and I found it odd that a team made it that far only to lose to such a basic TR team with its most offensive poke being a back line Slowking (not that Carbink and Cofargrigus can't be problems.) It seems like that team should be put in check too easily, but what do I know.A video of a Doubles streak by a Japanese player, using Pheromosa/Tapu Lele/Aegislash/Mega Salamence. This player's channel also has a playlist including Maison Triples videos:
Through it all, I have continued my endless toying with battle facility sets: one half-hearted attempt at Gen IV Factory Doubles have fell at 4 wins, a quickie run in Rental Masters Triples, and the breeding/Hyper Training of several new additions to my ever-expanding Imperfect Army. The big additions are my current focus as things to build around, and I need some help as to what I can do with that. Would anyone know what can work with the following Maison/Tree sets?
- Latias1 (Tree Singles)
- Docile version of Lucario4 (Maison Triples)
- Infernape4 (Tree Doubles)
- Registeel1 (any format)
I'm actually in the middle of raising the Lucario4 as I type this, and with that...
Haven’t seen After You in forever. I like the way you used it, as the only interesting thing I had come up with was during 5th gen, when Fighting Gems were a thing; Moxie Scrafty would spam Focus Punch with it, assisted by Cinccino. Yours is more effective lolI've been fooling around with the After You + Eruption Torkoal strategy in doubles. I've tried a few variations with different moves/items on Lilligant and different back-ups. I haven't got any impressive streaks to report - the below team got me the best result with a win streak of 97 (losing battle 98: BGEW-WWWW-WWW9-949N) which is enough to qualify for the list even if it is well short of the Tapu Koko/Raichu-A team I posted a while ago!
Torkoal @ Choice Specs
Modest
Drought
IVs: 31/0/31/31/31/31
EVs: 172/0/0/252/84/0
Eruption
Flamethrower
Earth Power
Solar Beam
Lilligant @ Grassium Z/Miracle Seed/Focus Sash
Modest
Chlorophyll
IVs: 31/30/31/31/31/31 (hyper trained)
EVs: 36/0/4/252/4/212
Solar Beam
Hidden Power [Rock]/Grass Knot/Nature Power
After You
Protect
Heatran @ Air Balloon
Timid
Flash Fire
IVs: 31/x/31/31/31/31
EVs: 4/0/0/252/0/252
Flamethrower
Flash Cannon
Ancient Power
Protect
Tapu Lele @ Choice Scarf
Modest
Psychic Surge
IVs: 31/x/31/31/31/31 (hyper trained)
EVs: 12/0/4/252/4/236
Psyshock
Moonblast
Dazzling Gleam
Thunderbolt
Modest Torkoal's full power Eruption, boosted by Specs and Sun, OHKOs over 500 of the potential sets that appear in the Tree which is nice for a spread damage move. I aim to utilize it as much as possible - I had plenty of 2-turn battles that were a sight to behold. Flamethrower is a back-up option for when Torkoal finds itself at lower HP, or possibly if I don't want to hit both opponents (e.g. if one has Flash Fire). Earth Power is essential for coverage against Fire-types that threaten this team. Solar Beam is the obvious choice for the fourth move but it's actually expendable since Lilligant has that move covered. I also bred two other Torkoal - one with HP Rock and the other with HP Ice - but never got around to trying them.
I focused Torkoal's EVs entirely on power and bulk (spread was recommended by the maximising your defenses app). Perhaps some speed could be invested to outspeed some slower stuff without assistance from After You but I haven't really looked into it. For what it's worth, I find lower Speed has its advantages for Torkoal - it basically guarantees that Sun will be active at the start of the first turn in the face of opposing weather setters, and it discourages Trick Room (in fact, it is possible to bait Trick Room with my faster Pokemon and switch in Torkoal on the turn it's set up, but I never really utilized this strategy).
Lilligant is the fastest Chlorophyll user that can use After You and is therefore the best choice at assisting Torkoal with using Eruption and avoiding damage. Lilligant is no slouch offensively either and fires off strong Solar Beams from 110 Special Attack. I find that Lilligant can also serve as bait in some match-ups which just helps Torkoal even more, and that makes Protect all the more useful, especially against Fire-heavy opponents that mess up this strategy.
Liiligant's move pool is unfortunately poor outside of those options and that is the main problem with Lilligant - it hits hard with its STAB but it provides little assistance with dealing with Pokemon that can stand up to Eruption. I started with HP Rock originally to cover floating Fires, and that was the move I had for the 97 win streak, but it doesn't really work that well for that purpose. Attacking Talonflame right away is risky unless it has lost HP because of Gale Wings, and I find Protect + Eruption works well enough to deal with it anyway. It helps a bit against Fire Oricorio (who I've not seen when using this team) and Charizard, but Mega Charizard X can take it easily and you won't know which mega you're facing until it mega evolves (in any case, I found that Mega Charizard X goes straight for Flare Blitz against Lilligant and so Protect can keep it at bay). Therefore, I later replaced it with Grass Knot (for a back-up STAB if Sun is removed) and Nature Power (becomes Psychic in Psychic terrain) - I personally found Grass Knot to be the most useful option. I've also considered Sunny Day to bring Sun back against opposing weather - useful against Mega Tyranitar/Abomasnow since their abilities activate upon mega evolving.
I started with Grassium Z to give Lilligant a one time nuke (was used in 97 win streak). After switching to Grass Knot I swapped to Miracle Seed, and then I tried Focus Sash with Nature Power. I quite liked Focus Sash as I felt it allowed Lilligant to use After You with more freedom in some match-ups where it would normally be KOed for doing so. You do lose some KO power by giving up the power boost though - it makes a difference against random stuff like Rindo Berry Wishiwashi.
Because of Lilligant's bad move pool, I've looked into other Chlorophyll + After You users. Some of them, such as Sunflora (Earth Power) and Vileplume (Moonblast + STAB Sludge Bomb), have additional moves that could help in some tricky match-ups, but they don't have Lilligant's Speed. I would be all over Sunflora if it weren't for the fact that it can't even outspeed +ve natured Base 100s with a Modest nature in Sun. Speaking of Speed, I should say that Lilligant was EVed to outpace Chlorophyll Whimsicott3/4. With a Timid nature, it could also beat Chlorophyll Venusaur3 but I don't think that's a huge deal (again, Protect helps in these situations).
There are other After You users that could also work - Mega Lopunny brings Fake Out and Fighting coverage to the table, and Cinccino has some nice Skill Link-boosted attacks including Rock Blast to cover Fire-types, although the imperfect accuracy is a turn-off. Obviously neither of these have the same Speed as Lilligant in Sun though.
I mostly picked back-ups based on what I had ready to go in my storage. Heatran obviously benefits from Sun boosting its Fire moves, but it also brings Flash Fire and some great resistance to the table. In particular, it covers Lilligant extremely well, being immune to Fire and Poison and bearing a 4x resistance to Ice and Bug. But Heatran was the Pokemon I was least satisfied with when using this team - it's stuck in a horrible Speed tier and carries weaknesses to Fighting and Ground that weren't appreciated (Air Balloon helps with the latter).
Heatran has access to Earth Power, but I picked Ancient Power as a back-up for Lilligant's Hidden Power since that didn't seem adequate on its own.
Scarf Tapu Lele is just a fast and powerful back-up that works well as a cleaner. It does well against Dragons which is important for this team, and coverage against Fighting is also helpful especially with Heatran as part of the team. But it also can't stand up to opposing Fire attacks well and it brings an annoying weakness to Ghost which exacerbates the poor match-up against Flash Fire Chandelure, and that's not ideal.
I used Psyshock on Tapu Lele for the physical coverage. This team relies on special attacks a lot and having Psyshock over Psychic is helpful for this reason.
This team obviously has problems with Fires and Dragons, and specially defensive Pokemon, especially Assault Vest Snorlax4 with Fissure (which possibly has Thick Fat too). Snorlax ultimately caused my loss - it landed Fissure on Tapu Lele and then I made the mistake of focusing on its partner Porygon2 which left me in a Heatran vs. Snorlax position, and I hadn't inflicted enough damage to Snorlax to ensure the KO with Flamethrower and was KOed by Earthquake in response.
I've tried some other stuff in place of Heatran, including Rockium Z Terrakion (provides useful Fighting and Rock coverage and also has Speed, but also has plenty of weaknesses and is rather frail), Arcanine, and Mega Houndoom, but I wasn't able to match the 97 win streak. I have some other ideas (e.g. Garchomp) but I'm going to leave this here for now and wait and see what options open up in USUM.
After You Trick Room definitely popped into my mind when I noticed that many of the Pokemon that get After You also happen to be among the slowest species.
I imagine it would get some competition from Oranguru's Instruct, but After You would be more useful in other situations, and I'm all for unconventional strategies in any case!
Oranguru has no business using After You because of its base speed. After You in Trick Room has little purpose unless the user is moving first and the teammate will not be able to attack next without it. The aforementioned Quagsire suits that purpose because its base speed is 35, and when optimized for TR makes it slower than a lot of the more common sweepers (certainly in AI battle facilities.)
Oranguru on the other hand is outsped by those same sweepers under TR, which is why it gets so much mileage out of its signature move. And dual layering overpowered attacks will always be more helpful than spending your turn to prioritize another; though as atsync shows, it's still fun to build around.
Team #2 for Battle Tower Doubles!
Life Orb, Jolly, Pressure
252 Atk, 4 Def, 252 Spe
Fake Out, Ice Punch, Night Slash, Taunt (can you transfer a Low Kick Weavile from HGSS?)
Choice Scarf, Jolly, Sand Veil
4 HP, 252 Atk, 252 Spe
Dragon Claw, Earthquake, Rock Slide, Protect
If you checked out the recent Battle Subway thread, you'd notice that this team is very similar to one of my Subway Doubles team (I made this team first, fyi). This quartet just works so well together they transcend generation!
You should be able to trade between Platinum and HGSS just fine, since they're both Gen 4 games.Team #2 for Battle Tower Doubles!
Life Orb, Jolly, Pressure
252 Atk, 4 Def, 252 Spe
Fake Out, Ice Punch, Night Slash, Taunt (can you transfer a Low Kick Weavile from HGSS?)
Actually Smogon has separate leaderboards for DP Tower with and without moves obtainable only in Pt/HGSS. So no, you can't transfer Low Kick Weavile from HGSS if you want it to be eligible for most DP leaderboards.