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Battle Tree Discussion and Records

wait but whats the ferro ev spread do though now i'm curious
I found a couple of interesting calcs when mass calcing the spread:

124+ Atk Ferrothorn Gyro Ball (90 BP) vs. 0 HP / 0 Def Sylveon: 170-204 (100 - 120%) -- guaranteed OHKO
252+ SpA Noivern Flamethrower vs. 252 HP / 92 SpD Ferrothorn: 152-180 (83.9 - 99.4%) -- guaranteed 2HKO

I also checked the lead mega alakazam matchup, which would involve ferro switching into a psychic, protecting to get 2 turns of lefties recovery, and ending up with this if its a max roll - 252 SpA Alakazam-Mega Focus Blast vs. 252 HP / 92 SpD Ferrothorn: 138-164 (76.2 - 90.6%) -- 25% chance to OHKO (assuming no spdef drop of course). The physdef might just be leftover since I can't find any matchup that's affected by it.
 
I found a couple of interesting calcs when mass calcing the spread:

124+ Atk Ferrothorn Gyro Ball (90 BP) vs. 0 HP / 0 Def Sylveon: 170-204 (100 - 120%) -- guaranteed OHKO
252+ SpA Noivern Flamethrower vs. 252 HP / 92 SpD Ferrothorn: 152-180 (83.9 - 99.4%) -- guaranteed 2HKO

I also checked the lead mega alakazam matchup, which would involve ferro switching into a psychic, protecting to get 2 turns of lefties recovery, and ending up with this if its a max roll - 252 SpA Alakazam-Mega Focus Blast vs. 252 HP / 92 SpD Ferrothorn: 138-164 (76.2 - 90.6%) -- 25% chance to OHKO (assuming no spdef drop of course). The physdef might just be leftover since I can't find any matchup that's affected by it.

It's worth noting that 124+ Atk hits a jump point, so that's likely the reason for that specific number. Considering Touko told us they didn't know about the different Tree sets being predetermined, I think it's safe to assume whatever the rest of the EVs do, they were not built to take on specific Tree sets and any "blessed calc" is accidental (from experience with the mass calc, with the sheer number of total sets, you're bound to find a bunch of blessed calcs with about every imaginable random EV spread). Maybe the EVs came from another format? I would also love to hear Touko explain them, since investing in 4 stats wastes 4 EVs, so I'd assume somewhere there was an important reason for that split?

That aside, I don't have a strong opinion on the team yet, the criticism toward it has been mostly fair, and I'd also be interested in hearing more about the streak (an essay is definitely not required, the example given was pretty extreme, but surely 400+ battles must have generated a bunch of interesting memories? it's no small feat in singles!), but I also think the team synergy is pretty solid and this has been a bit overlooked by all the criticism.
As a matter of fact, I'm currently testing the team since I had these 3 Pokémon ready in my boxes and only needed to retrain them. As I write this, I'm at battle 83 and have been very impressed, I was skeptical, but it's been working better than I thought. M-Blaziken is probably underrated as a hyper-offensive option for singles, and Ferrothorn has been an absolute monster, the glue and true MVP of the team so far! I was skeptical of the 2 inaccurate moves, but misses are very rarely a big deal. Latios, on the other hand, has been handy for its resists, but feels like the weak link, both offensively and defensively. With no bulk investment, it can't repeatedly tank resisted hits, and usually finds no time to Roost, while the Z-move barely misses out on many KOs.
I have also noticed some of the criticism come into action: Ferro is indeed the go-to switch in for water-types and inevitably receives a lot of Ice Beams and Blizzards, so I can see a loss to freeze coming at some point in the future. Also, the "no backup plan" point mentioned rings very true, as sacrificing Blaziken or Latios is sometimes a necessity without knowing the last Pokémon and whether you will need them or not. But the typing synergy has been making up for it thus far, since it's often possible to find a good switch-in and preserve.

My (preliminary) opinion from these battles would be that the team would need quite a large amount of luck to reach 400, especially if movesets aren't being looked up. But there's no denying the team is pretty good (and fun!).

If anyone else is interested in a similar exercise, I made a QR code, the EVs are exactly as instructed by Touko: https://3ds.pokemon-gl.com/rentalteam/usum/BT-4AE1-8D7E

I'll report back once my streak with this team ends with any additional thoughts I will have gathered about it!
 
If I'm required to write up an entire essay on a team of three Pokémon in order to not be labeled a cheater on this website, then I would rather not have anything to do with it at all. There are many more valuable ways I can spend my time. Goodbye.
It’s disappointing that you place no value in your own credibility, because it’s easily interpreted as abandoning the farce. Not everyone enjoys writing lengthy writeups but there’s at least a minimum of detail and evidence come to be expected from any lengthy streak.

If everything were taken at face value, honest players would be mislead into believing that certain teams could succeed for even half the lengths that are claimed. They detract from genuine teams and encourage oneupmanship from other cheaters who seek attention as well.

And frankly, as amusing as it may be to some, it takes some nerve (and a shitload of naiveté) to try to deceive an audience without knowing them.

No one (on this particular thread) is willing to just freely give the benefit of the doubt to someone who raises as many red flags as you have; but to your credit you realised that a lot sooner than most. Goodbye indeed.
 
Is there any place where I can check which tree sets appear after battle 40? I never really spent a lot of time checking the sets out, but just reached 100 victories on super double and would like to get as high as possible, so I figured out that'd be essential. The spreadsheet with the sets has all of them, but I don't know which ones only appear until battle 39.
 
Felt like I was overdue to make another one of these compilations, so here it is.

What do you do when Mence or Cune goes down and you're too scared to take their mon head-on? It's time for Plan G!

This compilation seriously drained me. I haven't even got half way through the commentary yet, and I'm already getting lazy with it. There is around 2.5x as much raw footage in this as in Sleeping at the Wheel. And this isn't even my final compilation...
 
Once I get it on YouTube I will post the video using the media option on here(don't know how to upload battle videos)
This is how I beat Red on my single battle tree run (Shout out to Max. Optimizer and Inkblot since the Pokemon I used during most of the run come from their games)
EDIT here it is
Again shout out to Max. Optimizer and Inkblot for the Pokemon that helped me get through the run
 
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To upload battle videos in-game, go to the castle in Festival Plaza, and check the PC near the entrance. You will be given the option to search for battle videos or make them public.

As for the team itself, sorry to say this, but your shiny Naganadel won't quite cut it in Supers, the main reason being it'll be downlevelled to 50. Additionally, Draco Meteor and Fire Blast are not consistent and are liable to miss at the worst possible times. Naganadel also lacks the power to break through some of the Tree's scariest threats (Draco Meteor does about 2/3 to the Mega Kangas, which are common if you're playing on (ultra) Sun, while Fire Blast fails to OHKO Mega Metagross, which destroys you in return with a STAB move and is extremely scary to face as a last mon if you're down a poke)
Mega Alakazam traces Beast Boost and proceeds to mow through your team without so much as batting its moustache.

But of course, we'd be able to give you better advice if you posted your team in Showdown's teambuilder format. (Just recreate your Pokemon's stats by fiddling with the sliders if you haven't used Showdown's teambuilder before)
 
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The easiest teams to play that have been successful involve a Dragon-Steel-Water core, and both of them are available by QR code.

They are: a Dragonite-Aegi-Fini team by me made for pre-bank (SuMo QR here and USUM QR here) and a Garchomp-Scizor-Fini team that has so many variations of it, but I like this one the best.
 
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The easiest teams to play that have been successful involve a Dragon-Steel-Water core, and both of them are available by QR code.

They are: a Dragonite-Aegi-Fini team by me made for pre-bank (SuMo QR here and USUM QR here) a Garchomp-Scizor-Fini team that has so many variations of it, but I like this one the best.
Can you please use the image upload feature to post the USUM QR code for the team you made because that page won't load on my phone (crappy cheap phone)
EDIT it finally loaded but can you still post it as the QR code won't show up if I m not logged in (and the phone won't log in (already tried before on my moms))
EDIT okay so it won't log in on my moms but it will on mine lNeveind it says it generates a custom code for each game so only my logged in game can use the on it gave me
Neve
 
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Link to screenshot with battle video code:
I got my longest streak in any battle facility ever, with a (admittedly somewhat disappointing, personally) 180 Wins in Super Doubles.

I found this team to be fairly consistent, only really struggling with things that were faster than Raichu using Fake Out turn 1, and having a bit of an issue with Ghost-types (particularly Mega Gengar, who outpaces the entire team and threatens huge damage on everyone). I really wanted to hit 200 to get the Starf Berry, but this will have to do for now. If anyone has any suggestions to improve, I'm all ears. In particular, I've considered dropping Feint on Raichu for something more consistently useful, like Volt Switch or Protect (or maybe Nuzzle if I were to replace Fini). I've also thought of replacing Lando with something that might synergize a little better, rather than doubling up on Ice weaknesses.

raichu.gif

Raichu @ Focus Sash
Nature: Timid
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
- Fake Out
- Feint
- Encore
- Thunderbolt

Part one of the lead pair, pretty much always immobilizing one of the opponents turn 1. Encore on a speedy mon is great when the foes go for non-attacking moves, and is pretty much why I chose Raichu over Togedemaru (yes toge learns Encore, but Raichu is much faster). Sash to survive any one hit, tbolt for actual damage (very nice with a Lightning Rod boost). Lightning Rod is also great to take Electric moves targeting Fini, as well as Twaves aimed at Mence. As I've already said, Feint was kind of just filler, might be better replaced by something else.

salamence-mega.gif

Salamence @ Salamencite
Nature: Hasty
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
- Hyper Voice
- Double-Edge
- Flamethrower
- Protect

The other half of the lead pair, Mence provides immediate Intimidate, and threatens anything not Rock, Electric, or Steel immediately with either of it's great STAB Aerilate moves. Hyper Voice is very spammable, and Double-Edge provides a stronger single-target hit. Flamethrower helps deal with Steels (particularly Ferrothorn, which my team does not like). Not much else to say, Mence is good.

tapu_fini.gif

Tapu Fini @ Wiki Berry
Nature: Modest
Ability: Misty Surge
EVs: 236 HP / 108 Def / 132 SpA / 28 SpD / 4 Spe
- Muddy Water
- Moonblast
- Icy Wind
- Protect

Fini's type and bulk are always useful, and speed control with Icy Wind is extremely valuable. Muddy Water accuracy drops and Moonblast SpA drops often helped swing games back into my favor. Berry obviously keeps it around for much longer, Protect is obvious, Misty Terrain keeps it and Raichu safe from status. Pairing it with Raichu against any Electric is also a very easy way to get an Encore off, and render one opponent helpless.

landorus-therian.gif

Landorus-Therian @ Groundium Z
Nature: Jolly
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Rock Slide
- Superpower
- Protect

Probably the team member who was least pivotal, but it was still very useful. Cycling Intimidates with it and Mence could shut down many physical attackers, and Rock Slide flinches can often seal the deal on a game. Max speed Jolly let it outpace the plethora of neutral speed nature base 100s. Superpower was originally U-Turn, but I found myself rarely using it, and Superpower offered a strong hit on things like Porygon2 and Blissey without having to pop my Z-move. Speaking of which, Groundium allowed me to still use a ground move while Raichu was alongside Lando (as well as Fini if Fini didn't Protect), and it provided great insurance against the likes of Minimize Muk and Double Team Blissey/Regigigas.

I'll probably aim for that 200 win streak again sometime soon. Coming so close only to lose to some unfortunate RNG is just a bad feel.
 
Raichu <3
(I always wonder why Raichu is so seldom used)
Pretty much because Togedemaru is a better Raichu for almost all aspects except the base speed.

(don't get me wrong, I love Raichu too, but Togedemaru is really miles ahead)
 
yeah that makes sense, but then: why is togedemaru so seldom used? wait.. there are actually way more togedemarus on the leaderboard than i thought^^
(i like raichu more because it can actually make use of its boosts)
 
yeah that makes sense, but then: why is togedemaru so seldom used? wait.. there are actually way more togedemarus on the leaderboard than i thought^^
(i like raichu more because it can actually make use of its boosts)
Togedemaru suffers from the mediocre speed tier and being 4x weak to spread moves, so while it is indeed very strong, it does require some sort of support or to function well in the team. It's very great if you need the insane role compression it provides (Fake Out, L-rod, Nuzzle, double flinch stabs, immune to poison and sand, strong defensive type, even gets access to Endeavor for FEAR), but if you only need one of those, there's better options. Hitmontop Scrafty and Incineroar definitely challenge the Fake Out spot by having stronger offensive presence and Intimidate, for example, and obviously teams running Tapu Lele can't run Fake out either.
 
Nice sum up of Togedemaru!
I mainly wonder why there are no medium high streaks with Mega Gyarados supported by Raichu/Togedemaru. While one probably shouldnt try too hard to go for a Dragon Dance everytime, Fake Out + Lightningrod should often allow it, and with that bulk and power, Intimidate and the changing of the type of Gyara, what means he wont have to face SE hits turn one very often, this should be a very promising situation. While Paralysis with a Lightningrod on the field is very unlikely, Adamant Gyara can OHKO many Ghost or Fire Mons to prevent their will-o-wisps with his STABs. Banettes Prankster doesnt even work because of the dark type, and iirc there are about 10 sets left that carry will-o-wisp and arent OHKOed by Gyara. Also it can take Blizzards like a Champ, so a freeze might not be too terrible. And such a strong Crunch together with Fake Out/Helping Hand would be an effective protection against Trickroom. With a nice backup this seems very viable to me.
 
I'm certain that a Togedemaru/Mega Gyarados would be viable, for many of the reasons you stated, however it's a somewhat old strategy. I remember seeing talk of that general core back in early/mid VGC 2017, and nowadays in USUM, with new toys like Clangorus Soulblaze and the more popular Tapus and UBs, even back in the original Sun/Moon, I can see why the appeal to using an "old" Pokemon like Gyarados is much lower than using the new stuff that came out.

However, I certainly think that the core has viability in the Battle Tree, especially with Togedemaru gaining Iron Head through USUM tutors, meaning that the lead has a better answer to Fairy types that wold otherwise dissuade Gyarados from Mega Evolving in front of them. As long as there's a reliable answer to Grass and opposing Sun teams, I could see the core getting somewhere around the middle of the leaderboard.
 
Nice sum up of Togedemaru!
I mainly wonder why there are no medium high streaks with Mega Gyarados supported by Raichu/Togedemaru. While one probably shouldnt try too hard to go for a Dragon Dance everytime, Fake Out + Lightningrod should often allow it, and with that bulk and power, Intimidate and the changing of the type of Gyara, what means he wont have to face SE hits turn one very often, this should be a very promising situation. While Paralysis with a Lightningrod on the field is very unlikely, Adamant Gyara can OHKO many Ghost or Fire Mons to prevent their will-o-wisps with his STABs. Banettes Prankster doesnt even work because of the dark type, and iirc there are about 10 sets left that carry will-o-wisp and arent OHKOed by Gyara. Also it can take Blizzards like a Champ, so a freeze might not be too terrible. And such a strong Crunch together with Fake Out/Helping Hand would be an effective protection against Trickroom. With a nice backup this seems very viable to me.
I actually tried this recently, got to about 94 I think. I definitely played like shit though, and I could have had better backups (Lando-i/Latios). I'd say it could get pretty far, but Toge really wants HH and it needs to drop a STAB move for it which is really unfortunate, as it either hurts the matchup with Primarina and other waters or the matchup with other fairy types. And yeah you're right there are times to not go for DDance, but I usually found myself attempting to get 2 up in most battles.
 
However, I certainly think that the core has viability in the Battle Tree, especially with Togedemaru gaining Iron Head through USUM tutors, meaning that the lead has a better answer to Fairy types that wold otherwise dissuade Gyarados from Mega Evolving in front of them. As long as there's a reliable answer to Grass and opposing Sun teams, I could see the core getting somewhere around the middle of the leaderboard.
Yes thats what it feels on how far such a team may be able to get. On grass teams one might simply stay non mega to get no grass weakness and DD some times, maybe also on sun teams with their solar beams. But the more i think about it, the more problems occur, like Mawile to begin with. Seems very dangerous to not have something in the lead that cannot threaten it seriously.
But as you mentioned of it being an rather old/already discussed strategy i wont go any deeper.

paperquagsire, what moves did you use Togedemaru? As you mentioned your backups, maybe Aegislash would do a good job there?
 
I tried a Raichu/Gyarados team recently, with mega Mawile and Kommo-o as the back ups and got to 84. I didn't find the team that fun to play with, though. Battles go by slowly, and Gyarados wasn't that strong, even after a dragon dance.
Why Mega Gyarados over regular one with an item, though? What does mega gyarados offer over the regular one?
 
Yes thats what it feels on how far such a team may be able to get. On grass teams one might simply stay non mega to get no grass weakness and DD some times, maybe also on sun teams with their solar beams. But the more i think about it, the more problems occur, like Mawile to begin with. Seems very dangerous to not have something in the lead that cannot threaten it seriously.
But as you mentioned of it being an rather old/already discussed strategy i wont go any deeper.

paperquagsire, what moves did you use Togedemaru? As you mentioned your backups, maybe Aegislash would do a good job there?
I used Zing Zap/Iron Head/Fake Out/Protect. That's by no means the optimal set though. Aegislash might be a good backup, and I've considered running it, but I didn't really want to run double steel types when I did the streak. Also, a big threat to Togedemaru/Gyarados teams is Lurantis due to contrary + power herb solar blade OHKOing nonmega Gyarados, Aegislash would help with that quite a bit.
 
I'm reporting a streak of 288 on Super Doubles on Ultra Sun.

The team I used was:

Pelipper @ Focus Sach
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hurricane
- Scald
- Tailwind
- Protect

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder
- Volt Switch
- Grass Knot
- Dazzling Gleam

Swampert @ Swampertite
Ability: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect

Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Clanging Scales
- Flamethrower
- Close Combat
- Protect


Pretty straight fowards rain team. Tapu Koko's thunder hits like a truck and never misses under rain, killing basically everything that doesn't resist it, except for the most specially defensive pokemon. Volt Switch is really useful when there's something that can kill him, though I still have to switch him out against stuff like Crobat or Garchomp-3, who can outspeed and kill or seriously damage him. Grass Knot is there for water/ground pokemon which would otherwise be annoying for this team, specially Gastrodom with Storm Drain. Dazzling is used mostly against dragon-only opponents, and even then I'd rather not use it, but well, there's not anything better to have there.
Pelipper offers great coverage with Hurricane, specially aganist grass types Swampert fears. I'd often switch him out so he could renew rain. I chose Scald because it's the strongest 100% accuracy, single targeting special water attack Pelipper can learn. I never relied on its burn (though sometimes it could make battles go by faster). Tailwind was also very important, specially for Kommo-O, and I used it against problematic teams such as grass or dragon ones.
There's not much to talk about Swampert, it's a really fast pokemon that is very strong, with great STABs and good coverage on ice punch. The greatest thing about ice punch is that it OHKOs Mega Sceptile (which Swampert outspeeds on rain), which would otherwise be a big issue for this team, and can take a big part of most grass types pokemon, which end up being killed with an attack of the team mate, such as Koko's thunder.
Kommo-o really ties the team together. While it's not a pokemon with much synergy with rain, it has a lot of synergy with tailwind. It's also very bulky, and Clangorous Soulblaze is broken on doubles. It could clean up almost everything the other 3 left alive, and almost every battle I had only one pokemon left, it was him. The only things that really threaten him are fairy attacks and powerful dragon ones, such as draco meteor, dragon rush or outrage. He could take most other Super Effective hits and survive with like 40~50% of health, after the Z power boost to his defenses. I think a Modest, Mild or Rash nature would be better on Kommo-o, but I'm too lazy to breed another one, get it to level 100 and hyper train its attack, so I just used this one :V.

The biggest threats to this team were other weather teams, trick room, and grass teams. If Whimsicott and Shiinotic weren't kind of weak, they'd also be a huge issue for this team, because Grass/Fairy is brutal for it, so removing pokemon of those types first is a priority most of the time. If trick room is activated, then this team will have a hard time, but Koko and Pelipper can finish every Trick Room starter on turn 1, so it was never an issue. Something bad that can happen, though, is getting a Trick Room + weather setter, because then Thunder and Hurricane can miss, and Scald will be weaker. This means Sina was the most problematic special trainer, because she can show up with Abomasnow and Oranguru as her leads, which is exactly the weather + trick room problematic combo.
The way I dealt with weather setters was volt switching Koko, switching Pelipper out and then briging him back with the Volt Switch. This was also a great way to deal with Charizard, since it OHKOed the Y one, and allowed me to bring Swampert against the X one. Another problematic mega is Alakazam, who is really strong and can outspeed everyone except Swampert under rain. Koko isn't OHKOed by him and can one shot him back, but loses like 90% of its life to it, so using tailwind is important in case of a critical hit. Another time tailwind is important is against dragon teams, so Kommo-o can outspeed them and finish them before they can attack him.

This team felt unbeatable at times, and I lost to what I'd describe as mostly misplay and distraction, coupled with a bit of bad luck. An arcanine used sunny day, I let a gyarados set up on me, and after I killed the arcanine (a mistake, should have gone for the gyarados), a staraptor intimidated the swampert. Kommo-o could 2hko the gyarados and survive an ice fang even after the 2 dragon dances, but sadly it got frozen solid. Lesson learn: if something can set up, kill it before it does it. I really think this team can do better than this, because if I hadn't made so many mistakes, I'd have won that battle pretty easily.

Battle video of the loss:
5NPG-WWWW-WWXW-JTGE
 
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I have two Super Doubles streaks to report. I'll report the older one first, it reached a streak of 168 wins before succumbing.
Team is as follows:

Incineroar @ Assault Vest
Nicknamed Femitimidate (Rare female starter)
Ability: Intimidate
Evs- 252 HP, 252 Atk, 4 Spe
Nature: Adamant
-Fake Out
-Flare Blitz
-Darkest Lariat
-Low Kick

Gardevoir @ Gardevoirite
Nicknamed Trappin' (not mine, traded)
Ability: Trace, becomes Pixelate
Ev's- Redid them several times, see summary
Nature: Modest
-Hyper Voice
-Psychic
-Shadow Ball
-Protect

Garchomp @ Groundium Z
No nickname (traded)
Ability: Rough Skin
Ev's- 156 HP, 100 atk, 252 spe
Nature: Jolly
-Dragon Claw
-Earthquake
-Poison Jab
-Protect

Celesteela @ Leftovers
No nickname (mine, didn't bother lol)
Ability: Beast Boost
Ev's- 252 Def, 252 SpDef, 4 hp
Nature: Sassy
-Heavy Slam
-Leech Seed
-Wide guard
-Protect

I ran this team several weeks ago and didn't expect to hit even 50 with it. I had underestimated the power of modest Mega Gard and what she can do with solid fake out +Intimidate support patching up her weakest relevant stat, defense. I originally gave Gard full special attack and speed investment, but came to realize this wasn't necessary- she hits very hard without significant investment, and her lacking speed tier means she needs the bulk more than, say, scarfed Tapu Lele. I'm not particularly confident with the spread I ended up giving her though. It was something like, 100 Hp, 104 Def, 140 Sp at, 52 sp def and 100 speed. A pretty wide-ranging spread, I know. I played this team several weeks ago and can't remember how I came up with this spread exactly. I do remember factoring in Quick Claw Incineroar's Flare Blitz though- at a minimum, I wanted her to be bulky enough to survive a non-crit version of this from full health.

I originally lost with this team after 69 wins in a particularly dreadful matchup against Kukui. He had scarfed Braviary leading with Lycanroc-Day form. These are fast and extremely threatening leads for my team, not only because of Lycanroc's flinching strategy but because the Braviary had Defiant. Facing a fast +1 Braviary locked into Brave Bird is very scary and it destroyed my team, even one-shotting Garchomp! Celesteela was also 2 or 3hkoed. I was helpless. After several mock battles, I decided to change Garchomp's spread from a simple 252 at and 252 spe one to the one you see above. I cut Chomp's attack significantly but gave it more bulk so as to survive Braviary3's +1 Brave Bird should I run into it again.
Leading with Intimidate right off the bat means that automatically, Defiant and Competitive mons are real threats. I had to tread carefully around Milotic as well, faking it out on turn 1 and denting it with hyper voice.

Here's the loss video: H6LG-WWWW-WWXW-M3AZ


I lost to a fire-heavy team that included Quick Claw Emboar, Charizard Y, Volcarona and Exeggutor.
I realized right away that I made several terrible misplays in this loss, and became very salty afterwards as a result. I had clicked earthquake on the last turn automatically, without factoring in that Exeggutor had just used Grassy Terrain, thus cutting EQ's damage in half against Volcarona (I was also trying to avoid a burn from Volcy.) But even earlier, I misplayed egregiously against the Emboar Quick Claw set, not nuking it right away with Psychic but going for Hyper Voice spread damage instead. Well, guess who got his QC proc? That same Emboar, and he made me pay.

I couldn't decide on backups for this team originally, but came to the conclusion that Garchomp and Celesteela complemented each other well and fit the team perfectly. Celesteela could wide guard spam to prevent blizzards and such protecting Chomp. And Chomp beats most fire types one on one very easily, plus not to mention steamrolls electrics. I kept leech seed on Cele because it made up for heavy slam's bad coverage, despite the accuracy issue. I really could've used flamethrower in some fights, but I simply couldn't fit it in over the other moves.

----------------------------------------------------------------------------------------------------------------------------------------

Ok, the next team. I played this one much more recently so I remember more about it and how it was played. It reached a total of 296 wins before losing. Here it is-

Tapu Lele @ Choice Scarf
No nickname (traded)
Ability: Psychic Surge
Ev's- 252 spe, 252 sp. at, 4 hp
Nature: Timid
-Psychic
-Moonblast
-Shadow Ball
-Hidden Power Fire

Kartana @ Focus Sash
Nicknamed Slasha
Ability: Beast Boost
Ev's- 252 atk, 252 spe, 4 hp
Nature: Jolly
-Leaf Blade
-Sacred Sword
-Tailwind originally, but changed mid-streak to Smart Strike
-Protect

Salamence @ Salamencite
No nickname (traded)
Ability: Intimidate, then Aerilate
Ev's- 252 atk, 252 sp, 4 hp
Nature: Jolly
-Double-edge
-Earthquake
-Dragon Claw
-Protect

Heatran @ Shuca Berry
No nickname (traded, received as a gift from Christian , thanks so much!)
Ability: Flash Fire
Ev's- started at 252 sp at and 252 spe but changed mid-way by cutting spe and investing 100 in hp
Nature: Modest
-Flamethrower
-Earth Power
-Rock tomb originally but changed to Toxic
-Protect

Boy did I love this team. It was a ton of fun. I was originally pessimistic about its chances because of its hyper offensive nature and thus its lack of forgiveness for mistakes. However, I was undeniably helped by how short the battles were. Most battles were over in a very short amount of time, largely thanks to beast boost and how much of a wrecking ball Kartana becomes. So I was able to pile up say, 50 wins, in a very short amount of time, relatively speaking.
That said, this team is in every way inferior to the famed Tapu Lele + Pheromosa combination, which I myself took to 392 wins with Level 51's QR team (so I have some experience). I will call this team InferoLele and plan to upload a QR team for it. The fact is Kartana is just not as good in psychic terrain as Phero is. It's not as fast and it doesn't get that great fighting stab to demolish steels with.

Still, I had fun with this team, if not just for getting to use Heatran for the first time. I am proud to bring Heatran to greater heights on the leaderboards, it seems like people don't believe in its potential? This is strange. Maybe the vulnerability to Earthquake puts people off. Anyway, I stuck a Shuca berry on him to help manage this, and he was an amazing switch in for both Lele and Kartana, resisting poison and steel and getting flash fire boosts easily.

Some may question why I carry Dragon Claw on Salamence. Simply, I felt the coverage was good, hitting Thundurus and Zapdos for neutral damage and Ohko'ing most opposing dragon types. Jolly is a must on Mence, he needs to be as fast as possible to outrun stuff like the Lati Twins and Salazzle.

Again, about Heatran, i felt it was an excellent and fitting addition to this team because of how easily it dispatches the volcarona sets, who would otherwise be big threats. I wasn't going to run Flash Cannon, so I originally decided on Rock Tomb. However, with a modest nature, it is pitifully weak, even against threats like Volcy and Charizard Y that it's meant to counter. Therefore, I replaced it with Toxic to counter Volc especially.

Kartana originally had tailwind and it did come in handy sometimes. Still, most of the time I could use the extra coverage, and so I replaced it with Smart Strike and didn't look back.

Weaknesses for this team? Look no further than status, status, STATUS! Namely, thunder wave. I've always hated thunder wave spam and this team is particularly weak to it, having three fast mons and no immunities to electric. Trick Room is also a threat to a lesser degree, as it can be carefully played around with smart switches and use of protect.

Here's a video of the 145th win- I almost lost thanks to thunder wave spam and full paralysis hax. I now nuke Rotom-Mow right away when I see it.
It was maddening, just watch and see.
YY6G-WWWW-WWXW-M4GL

And here's the loss-

2QQG-WWWW-WWXW-M3B7

This was a totally preventable loss, I misplayed by doubling into Sceptile, expecting the mega. However, it was Sceptile3 instead, the white herb variant. I should have known better, I know he carries detect, and likes to spam it. Still I double targeted into a Detect and paid the price with Kartana being cut down to his sash by the other mon, Decidueye-4. It was the worst outcome possible, and Kartana was taken down the next turn by Sceptile3's focus blast. I bring in salamence, mega up and target the sceptile. I killed it, but Lele missed out on the KO on Decid just barely letting it revenge kill Lele back. Now it's just Mence and Heatran versus... out comes Primarina and Empoleon. I know I'm screwed at this point, and sure enough they go down to a hydro pump crit (doubt it mattered though) and on the next turn prima destroyed mence with moonblast. I really had hoped to hit 300 with this team, so it's a shame. Oh well. At least I breathed new life into the neglected Heatran.

By the way, I redid Heatran's ev's because I felt added bulk was more valuable to him than a little speed, especially given his middling speed tier. He still outspeeds Drapion4, though, which is helpful since it threatens Lele.
I'll make a QR team for this team shortly. (Will edit when I do.)

11/8 edit- Ok the team has been uploaded. See https://3ds-sp.pokemon-gl.com/rentalteam/usum/BT-EF8D-4B5F
Known as LeleTran.
 
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