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Battle Tree Discussion and Records

How is a question that pops up for a second time after 3 years "keeping going in circles"? There are definitely a lot of facts/knowledge about the AI that could be usefully collected, like in an article or a dedicated post. But I think adding these directly to the OP would clutter it up more than anything (there's already a lot in there).

As a side-note, an article project was made by Worldie more than a year ago with quite a lot of work put into it, it just never got finalized. Now might be a bit late into the generation for people to really get the utility they could have out of it, but if anybody with experience is willing to take it on, it could still be a nice project for sure.

Here's something from the OP.
  • Reliable information on AI play, particularly with respect to changes from previous generations, is most appreciated. For example, in the Subway, AI Pokemon started to switch out when Tricked into using a non-damaging move. In the Maison, the AI finally learned to stop spamming status moves into existing Substitutes. An example of a possible change in Sun and Moon where confirmation would be wonderful: In the Maison, the AI wouldn't try to Trick or Switcheroo away Mega Stones that were introduced in XY, but would still try to remove Mega Stones introduced in ORAS. Has this been fixed? (EDIT: Thanks to HeadsILoseTailsYouWin, we have confirmation that the AI will still try to Trick Mega Stones introduced in ORAS)
I guess I'm not considered knowledgeable enough to provide reliable information on AI play or write an article about how the game works lol
 
I guess I'm not considered knowledgeable enough to provide reliable information on AI play or write an article about how the game works lol

I have no idea why you're saying that, especially with this tone. I'm sure most would agree you're definitely knowledgable enough to provide info or write an article about singles. If you wanted to write one I'm sure it'd be very much welcome.
 
I have no idea why you're saying that, especially with this tone. I'm sure most would agree you're definitely knowledgable enough to provide info or write an article about singles. If you wanted to write one I'm sure it'd be very much welcome.

I don't appreciate the backhanded "about singles" part considering that I understood a game mechanic (one that should occur more often in Doubles since there are twice as many attacks being thrown out on a given turn) 3+ years before you posted about it. I had a solid enough intuition about how Doubles works to point out that using a Pokemon like Gliscor or Chansey in the back row as a win condition while being more offensive with the other Pokemon seemed like a solid strategy, and that certainly seems to have borne itself out as true despite initial objections from the more 'experienced' Doubles players.

If not for the genuinely brilliant and creative teams players like Jumpman16 came up with, I wouldn't have been inspired to play any of this postgame stuff at all, and the community has clearly regressed since then to a chummy, circlejerk type of environment where only the people who post in Discord often enough have their opinions considered valid.
 
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I don't appreciate the backhanded "about singles" part considering that I understood a game mechanic (one that should occur more often in Doubles since there are twice as many attacks being thrown out on a given turn) 3+ years before you posted about it. I had a solid enough intuition about how Doubles works to point out that using a Pokemon like Gliscor or Chansey in the back row as a win condition while being more offensive with the other Pokemon seemed like a solid strategy, and that certainly seems to have borne itself out as true despite initial objections from the more 'experienced' Doubles players.

If not for the genuinely brilliant and creative teams players like Jumpman16 came up with, I wouldn't have been inspired to play any of this postgame stuff at all, and the community has clearly regressed since then to a chummy, circlejerk type of environment where only the people who post in Discord often enough have their opinions considered valid.
I literally cannot believe how asinine your posts are. This is like a whole new level of grasping at straws and attempting to uncover subtextual meanings that were clearly not intended by the authors. If anyone mentions you're good at Singles it's a personal insult because it means you're bad at Doubles (which, btw, you've never touched because you keep saying how much easier it is than Singles). If anyone fails to mention your Singles prowess then that's also a personal insult and suddenly they think you're not "qualified".

And now it looks like you're blaming it on the community. Maybe, just maybe, if every single interaction you've had with someone in this community has wound up in a bitter argument, you may want to consider the remote possibility that the fault might lie inside yourself. Don't push the blame onto a community that operates perfectly well and, for the most part, non-toxically, in your absence.
 
I don't appreciate the backhanded "about singles" part considering that I understood a game mechanic (one that should occur more often in Doubles since there are twice as many attacks being thrown out on a given turn) 3+ years before you posted about it.

If not for the genuinely brilliant and creative teams players like Jumpman16 came up with, I wouldn't have been inspired to play any of this postgame stuff at all, and the community has clearly regressed since then to a chummy, circlejerk type of environment where only the people who post in Discord often enough have their opinions considered valid.

Well if anything the first part of this post proves exactly the point you were attempting to counter, which is kind of ironic (a point I was not even making in my post, btw): you have no actual experience with playing doubles in Tree. As far as I remember, this kind of interaction (an AI double-switch) never happened to me in a doubles game, the reason I know about it is because I've heard of it from people it happened to in singles. Not saying it can't happen, but it's obviously not as simple "twice as many attacks being thrown out on a given turn" as you're assuming, cause that's not the case.

This adds up with an earlier argument where you claimed the AI didn't care about its partner when going for spread moves in doubles because the doubles AI was the same as the singles AI, but applied to the doubles. This is completely wrong, and anybody with a few hundreds of battles in doubles will know it (there's several in here), and yet you insisted you knew better. Instead of admitting you were wrong, you edited your original message to remove part of the claim, and kept arguing.
You also claimed the doubles AI hadn't been changed for Gen 7, which is also known to be wrong.

You never admitted you had been wrong about any of this, instead you kept arguing, endlessly.

So now that you mention it (I did not), I would definitely have reservations about you writing a guide or an article about doubles AI considering you're willing to not only state but also vehemently argue for things that you actually don't know, because you assume them from your actual singles experience.

Humility doesn't kill, you know.

I had a solid enough intuition about how Doubles works to point out that using a Pokemon like Gliscor or Chansey in the back row as a win condition while being more offensive with the other Pokemon seemed like a solid strategy, and that certainly seems to have borne itself out as true despite initial objections from the more 'experienced' Doubles players.

???????????

I don't know if you suggested this to anybody else, but I have seen 0 objections about Chansey or Gliscor (I don't remember seeing you suggesting Gliscor though). I said it could work every time, wth.

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Screen Shot 2019-10-21 at 1.21.34 AM.png


the community has clearly regressed since then to a chummy, circlejerk type of environment where only the people who post in Discord often enough have their opinions considered valid.

We're as welcoming as possible to all newcomers on the server, helping with teams, ideas and Pokémon. Meanwhile, about every second message you send insults a person or another, as well as their streaks - yet we've tolerated that for months before you even got warned about it.
Are you really surprised that the people you've been insulting for 2 years while none of them were offensive toward you don't particularly like interacting with you?
 
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Came across something weird and wondering if anyone has any thoughts on what the AI was "thinking"?

I'm playing around with a probably non-viable team of Mega Gyardados, Assualt Vest Metagross, and Poison Heal Gliscor (where have you been all my life?). Anyway I just pass battle 20 or so and I apologize for not knowing trainer names as I don't really check sets, but out comes a grandmother looking trainer.

Leads with Shiftry, switch to Gliscor and toxic stall, no big deal. Sends out Primarina, I protect because I assume all water has ice coverage. She immediately switches to Rotom Wash. That's weird, because she chose Primarina to come out, but whatever because Protect fails due to the switch. Hit Protect again to see what Rotom does and she switches right back to Primarina. This time Primarina goes with a Z move, Breakneck Blitz.

Any idea why the AI would double switch on my Gliscor? Both mons had moves that hit Gliscor at least neutrally. Was a relatively easy win, but I've not seen that happen before.
Adding to Eisen's advice, the AI behaviours documented in https://www.smogon.com/ingame/bc/maison_part1 still apply to the Tree AI as well. With some additions: the AI in Tree may now do a resist switch, where it switches in a Pokémon that resists your previously used move - but it only has a chance of doing this if that Pokémon has a super-effective move against your current Pokémon in its moveset. The behaviour with switching in a Levitate/Flash Fire/Lightning Rod/Water Absorb/Storm Drain mon is separate from this and doesn't require the switched-in Pokémon to have a super-effective move for it to trigger, as was the case here.



Re: Tree article, I think the good quality and completeness of the existing Maison articles which mostly apply to Tree as well is a major reason why the interest in making one hasn't been as present. An idea for how to incorporate this existing material into a new Tree article could be "differences between Battle Maison and Battle Tree", as an article that cites the Maison guide and then compares it to known Tree mechanics and explains how the differences affect the format.
 
I just had the idea of making a Fake Out speed tier list, the ones with a + can be after 51 although they may have only a small chance of appearing, others are before. It's also so the list can be easily made into post 40
Without further ado, here it is:
205 - Lopunny-3 +
194 - Weavile-1
194 - Weavile-3 +
194 - Weavile-4 +
185 - Salazzle-3 +
183 - Ambipom-1
183 - Ambipom-3 +
178 - Raichu-2
176 - Infernape-1
176 - Infernape-3 +
176 - Infernape-4 +
173 - Liepard-1
172 - Mienshao-2
172 - Mienshao-3 +
172 - Lopunny-1
169 - Salazzle-4 +
167 - Kangaskhan-3 +
167 - Kangaskhan-4 +
162 - Togedemaru-2 +
152 - Medicham-4 +
142 - Kangaskhan-1
137 - Toxicroak-1
132 - Medicham-1
132 - Shiftry-2
125 - Mienshao-4 +
122 - Ludicolo-2
100 - Shiftry-4 +
98 - Blastoise-3 +
90 - Ludicolo-2
80 - Incineroar-2
78 - Scrafty-1
70 - Sableye-4 +
63 - Hariyama-1
63 - Hariyama-3 +

[/HIDE
 
I just had the idea of making a Fake Out speed tier list, the ones with a + can be after 51 although they may have only a small chance of appearing, others are before. It's also so the list can be easily made into post 40

As someone conscious about reasonably creeping FO users when applicable this is greately appreciated. Thank you so much!
 
Was the last move you used on Shiftry Earthquake? The AI can do "resist switches" after you score a KO, failing to recognize that they now have a different Pokémon in. So if you hit Shiftry with EQ, the AI goes Primarina, but sees "they used Earthquake last turn, I can make an immunity switch to Rotom", which is why they would switch to Rotom there despite having Primarina in. But the Rotom was probably Rotom-Wash1, which has Charge Beam as its only attack, ie. Gliscor completely walled it. So the AI recognized that and switched right back to Primarina lol.

(that Primarina doesn't have an Ice move by the way, and if it doesn't roll Liquid Voice, it doesn't even have a Water move)

That sounds right. I assumed all Rotom Wash had Hydro Pump (again, that's what I get for not checking sets).

Primarina was not Liquid Voice in this case, weird that they designed a set around an ability when the ability isn't a given. I'm guessing that has been discussed in here somewhere already.


Edit: Didn't mean to kick a bees nest. I've been playing Pokemon since RBY, but this is the first battle facility I've used as well as being new to this site. There's a ton of information on this site, I'll probably never learn all of it, and I may ask more questions that seem obvious in the future...
 
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Sets designed around a particular ability are nothing unusual; most Toxic Orb and Flame Orb users, as well as Specs Serperior, were all really designed with that in mind, only to wind up much less threatening 2/3 of the time. On the other hand, we have GolemK2 who gets a Focus Sash to ensure it plays the way it's supposed to regardless of which ability it draws.

On the subject of Fake Out, grouping them by speed is a helpful arrangement when you're in battle and facing down whatever opponents you get. But for the team planning phase, dealing with the gamut at large, a different way of sorting may be preferable...
Salazzle4 (Ultra Sun) - #6 most common set overall, 17.28 projected appearances in a 1000-battle doubles streak
Salazzle3 (Ultra Sun) - #11, 15.56
Kangaskhan4 (Ultra Sun) - #98, 9.87
Weavile4 - #187, 8.17
Weavile3 - #212, 7.88
Ludicolo4 - #250, 7.21
Kangaskhan3 (Ultra Sun) - #252, 7.18
Salazzle4 (Ultra Moon) - #262, 7.01
Infernape4 - #272, 6.91
Infernape3 - #295, 6.51
Shiftry4 - #310, 6.31
Medicham4 - #342, 5.75
RaichuK2 - #374, 5.37
Salazzle3 (Ultra Moon) - #381, 5.29
Kangaskhan4 (Ultra Moon) - #420, 4.47
Ambipom3 - #422, 4.35
Mienshao4 - #469, 3.43
Blastoise3 - #470, 3.38
Sableye4 - #483, 3.00
Togedemaru2 - #486, 2.95
Hariyama3 - #535, 1.83
Kangaskhan3 (Ultra Moon) - #539, 1.77
Mienshao3 - #541, 1.70
Lopunny3 - #560, 1.00
----- These sets can't appear after battle 39 (or grade 39 in Battle Agency) -----
Weavile1 - #585, 0.77 (this is actually the single most common set overall from among those that have no chance of appearing in endgame)
Toxicroak1 - #622, 0.42
Scrafty1 - #633, 0.40
Liepard1 - #639, 0.39
Incineroar2 - #691, 0.30
Hariyama1 - #707, 0.29
Infernape1 - #725, 0.27
Ludicolo2 - #737, 0.26
Ambipom1 - #763, 0.24
Shiftry2 - #770, 0.23
Lopunny1 - #799, 0.20
Kangaskhan1 - #824, 0.17
Medicham1 - #904, 0.12
Mienshao2 - #962, 0.09

The lesson here is pretty clear: If you hate Fake Out, play on the moon side. Doing that results in 25% fewer Fake Outs overall.
 
So most of us know about ReptoAbysmal's great accomplishments using semi-random teams, as well as his many random runs he documented on Discord over the last couple of years. About a year ago, seeing how fun it could be, I started doing similar randomized runs, with the difference that my roster doesn't revolve about Trick Room only. The ideal roster I had then planned only was finished assembling recently. I've had a ton of fun random runs in the past year (which I might one day document partially here, if laziness doesn't get the best of me...). With so many Pokémon in my boxes, all specifically trained for Tree doubles, I decided to share them to hopefully help people get into the Battle Tree and maybe even using that kind of randomized format, like the good old Factory!

Thus, I created a giveaway where all these Pokémon can be obtained: the Battle Tree Factory! I hope it can useful to some people in here, whatever their purpose is (I think some really good teams could assembled out of those!).

——————————————————

As a separate note, streak update!

I reached 3000 yesterday with ZapFini (battle 3000 replay: HF8G-WWW-WWXB-LES7)! I attempted to document the last 50 battles with live commentary on Youtube, though the first 3 aren't there because of recording testing I was doing. The 2981-2990 stretch is also missing since it got recorded without audio, which would have made for a painful watch. Here's the final stretch - the rest can be found on the channel:


The slow pace of the team probably doesn't make these too exciting to watch, but I'm still really happy to have done these either way. I think it depicts pretty accurately how the team is routinely played, its strengths and weaknesses, my usual calc/informant usage, and more importantly some points I made in my writeup that were difficult to convey just by writing (how incredibly useful U-turn is, Zapdos' crazy bulk, how skipping Fake Out is often a fine call, etc.).

The team hasn't changed much since last time; one change that was now done long ago (basically from the moment I posted the report, it was even included already in the QR team posted at the time) is a bit of additional speed on Zapdos, now with 68 speed EVs. This outspeeds Pelipper4 by 1 point. That change felt worth since Zapdos is my switch-in for the Incineroar slot when facing Pelipper4 as a lead, to tank the Hydro Vortex. Outspeeding gives Zapdos a chance to either KO Pelipper or Roost on the following turn, while being slower allowed Pelipper to finish it off. The downside is the loss of a couple guaranteed OHKOs, namely Landorus with HP Ice and Samurott34 with Thunderbolt, both of which are still extremely favorable rolls. After almost 1000 battles with this new spread, I would say it was worth, but it's still a minor change overall.

Otherwise, I really don't have much to add to my report, I feel the same about basically everything that was written there. I've had a few really close calls, and kept saving as many replays as I used to, so I have a large amount of new replays to go through. I might end up doing a very short compilation of the 4-5 most interesting ones, though their value lies mostly in entertainment and aren't anymore informative about the team than the hundreds of replays I already posted alongside my report.

For now, I might keep playing ZapFini a bit on the side, but I'm likely to play more Tree in Ultra Sun with random teams or to complete some of ANTS' awesome challenges (this should be in the OP!). With SwSh a few weeks away, I doubt the progress will be as fast, but I really hope to keep tending to the streak until I lose (and given the close encounters I've had along the way, it's definitely bound to eventually happen!).
 
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Can I ask a question about ribbon farming? If I was looking to boost level ones at 20 and 50 wins for the ribbons, what do you think would be the two(or three, if doubles would be easier/more consistent) Pokemon to optimally carry these level 1s/get to 19 and 49 wins?
 
Can I ask a question about ribbon farming? If I was looking to boost level ones at 20 and 50 wins for the ribbons, what do you think would be the two(or three, if doubles would be easier/more consistent) Pokemon to optimally carry these level 1s/get to 19 and 49 wins?
For doubles, you can opt for FEAR comps, so togedemaru, aron, mimikyu, stuff like that would be okay if the level 1 is one of those.

If you're looking at actually just boosting whatever level 1, opt for hyperoffensive comps and try a few times, maybe throw focus sash + something like encore endeavor TR fakeout and similar on them so they can do something in that one turn they get to live. You can realistically luck out and hit 50 wins in both formats if you try enough times.
Singles is significantly easier for this purpose (and faster)
 
Can I ask a question about ribbon farming? If I was looking to boost level ones at 20 and 50 wins for the ribbons, what do you think would be the two(or three, if doubles would be easier/more consistent) Pokemon to optimally carry these level 1s/get to 19 and 49 wins?
Ribbons only count the 20th and 50th battle respectively, so you could run regular team for every battle prior and then counterteam Red/Blue bringing along the ribbon recipient for only that battle.

Red's roster has the Kanto starters, Snorlax, and Lapras - sets 1 and 2 for regular Singles, 3 and 4 for Super Singles. Of these, Charizard4 is a Mega Charizard X with Dragon Dance that could be trouble, so counterteaming him ought to have a check if it's the lead and a second Pokémon that can set up on the rest of his roster. For example, Rockium-Z Jolly Terrakion with Close Combat - Z-Move Charizard if it's the lead, Close Combat Snorlax and Lapras, and then a Chansey to do the rest.
 
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Ribbons only count the 20th and 50th battle respectively, so you could run regular team for every battle prior and then counterteam Red/Blue bringing along the ribbon recipient for only that battle.

Red's roster has the Kanto starters, Snorlax, and Lapras - sets 1 and 2 for regular Singles, 3 and 4 for Super Singles. Of these, Charizard4 is a Mega Charizard X with Dragon Dance that could be trouble, so counterteaming him ought to have a check if it's the lead and a second Pokémon that can set up on the rest of his roster. For example, Rockium-Z Jolly Terrakion with Close Combat - Z-Move Charizard if it's the lead, Close Combat Snorlax and Lapras, and then a Chansey to do the rest.

First of all your optimization for battle 50 is literally perfect/what I was looking for and I thank you.

For wins 1-49 I figured Salamence/Aegislash/x are a well balanced mix of consistency/power/speed through the tower, you are way more experienced than I am at the minutiae of the battle tower, so I wouldn't mind hearing your opinion on that.

And a small second question this Salamence is slightly non optimal with Naive, do I attempt to utilize this weakness and turn it into a strength with access to double-edge/fire blast or just pick the standard return/dd/sub/roost moveset and accept a weaker Salamence?
 
Its not a big deal for a casual and relatively short streak. You might get highrolled occasionally but should succeed if you try enough times.

Just make sure his IV ans EV are maxed, expecially speed ones
 
Its not a big deal for a casual and relatively short streak. You might get highrolled occasionally but should succeed if you try enough times.

Just make sure his IV ans EV are maxed, expecially speed ones

Just to add more Togglea, in case you plan to aim for a higher streak in the future, go for Jolly / Adamant.
 
First of all your optimization for battle 50 is literally perfect/what I was looking for and I thank you.

For wins 1-49 I figured Salamence/Aegislash/x are a well balanced mix of consistency/power/speed through the tower, you are way more experienced than I am at the minutiae of the battle tower, so I wouldn't mind hearing your opinion on that.

And a small second question this Salamence is slightly non optimal with Naive, do I attempt to utilize this weakness and turn it into a strength with access to double-edge/fire blast or just pick the standard return/dd/sub/roost moveset and accept a weaker Salamence?
I think Dragonite/Aegislash/x is preferable for 50 wins, with Multiscale and Lum Berry to get through battles faster - especially if you're not familiar with enemy sets. Salamence prefers longer battles and more involved set-up with its two teammates to get a Sub and several Dragon Dances going. Tapu Fini (example team: https://www.smogon.com/forums/threa...sion-and-records.3587215/page-29#post-7151924 ) or Greninja can be suitable for the third Pokémon with that.
 
I'm very happy to share an ongoing super doubles streak of 1,000 in Ultra Sun!

EH5Km8vWsAEm--4.jpg
EH5KnnnW4AIQnwt.jpg

koko peek.png

Rittalin (Tapu Koko) @ Choice Specs
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Electroweb
- Volt Switch
- Dazzling Gleam

paper.png

Dunder (Kartana) @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Tailwind
- Leaf Blade
- Sacred Sword
- Protect

clanger.PNG

(clanger drawn by me)
CLANG GANG (Kommo-o) @ Kommonium Z
Ability: Bulletproof
Modest Nature
EVs: 4 HP / 4 Def / 244 SpA / 4 SpD / 252 Spe
- Clanging Scales
- Close Combat
- Flamethrower
- Protect

kanger.PNG

(Kanger drawn by me)
JEJUNUM (Kangaskhan) @ Kangaskhanite
Ability: Scrappy
EVs: 244 HP / 44 Atk / 28 Def / 52 SpD / 140 Spe
Adamant Nature
- Fake Out
- Seismic Toss
- Sucker Punch
- Body Slam
I'm not the first person to use Team 4K, I have merely adopted its power. There's not much to say about it that hasn't been said already. Koko and Kartana are the frontline powerhouses that weaken the opposing team and set up tailwind, often outright sweeping all by themselves. Kommo-o is the main wincon and Kanga is there to support with fake out and remove bulky threats with seismic toss.

Electroweb is extremely valuable and has come in handy on many occasions. It's surprisingly powerful, and in conjunction with Kartana protecting, I can set up tailwind against faster mons that would otherwise threaten to KO, taunt, or status Kartana before it could do anything. (Kartana can outspeed everything up to Terrakion-2 after a -1 from Electroweb). This is also why I chose to go with an adamant nature on it to improve its KO chances on things such as Cresselia-4 after a Thunderbolt, which is a 12.5% chance with jolly from a min roll Thunderbolt to a 100% chance with adamant.

Kommo-o uses a simple spread with a few extra points in HP and defenses. Alternatively, 20 attack could be run to KO Electrode with +1 Close Combat.

Kangaskhan, courtesy of Eisen (thanks again bro) uses a nice bulky spread with enough attack to OHKO Mega Alakazam with Sucker Punch, as well as Mega Gengar after a scrappy Fake Out. Body slam is really nice for the parahax and dealing with Minimize users if Kartana has already fainted. Seismic toss is seismic toss.

#1,000: MFYW-WWWW-WWXB-SELA (Kukui)

#900: UGRG-WWWW-WWXB-SELB (Sina)

#870: EJUW-WWWW-WWXB-SELD (Sina)

#724: 3SMW-WWWW-WWXB-SELG (Backpacker Fernanda)

#660: Y25W-WWWW-WWXB-SELY (Kiawe)

#400: AU9W-WWWW-WWXB-SELL (Sina)
My previous loss with this team at 798 involved trick room, a blizzard freeze, and very unlucky targeting into opposing protects. So far, none of that stuff has happened as catastrophically as it did last time. I have had a few close calls with Kangaskhan or Kommo-o winning some 1v2s, but those have been extremely rare.

CLANG GANG.png

CLANG GANG 4LYFE
 
Hey y'all, look what I made:

https://docs.google.com/spreadsheet...jIy3OYCozo1kvrHC8Er3ddXJvw/edit#gid=593914963

Now you can search up a Battle Tree trainer by name and it will show you full detail about his/her roster. The only info missing is Trainer Class (not that important) and IVs- which for now, there is a field for you to guess a value.

Thanks to TRE. This was built off of his spreadsheet. For some missing formes (like Landorus and Gourgeist), I just assumed the default.

NoCheese Edit: Since it's kind of hidden, scroll right on the spreadsheet to see how to use it. You'll need to download it or save a copy.

Hey there!
So, I am a huge Battle Tree fan and am finally actually using this forum's resources to help myself, and I found this spreadsheet the absolutely most helpful, so thank you so much for all the work!

I just wanted to let you know that I found that the Spe Tier does not work as intended as the function is slightly off. I edited it so that it performs properly and displays the Pokémon's speed with the item taken into account and a truncated result. I have also updated everything to reflect the changes present in USUM, would you like me to send it to you or create a google doc of it and post it?
 
Hey there!
So, I am a huge Battle Tree fan and am finally actually using this forum's resources to help myself, and I found this spreadsheet the absolutely most helpful, so thank you so much for all the work!

I just wanted to let you know that I found that the Spe Tier does not work as intended as the function is slightly off. I edited it so that it performs properly and displays the Pokémon's speed with the item taken into account and a truncated result. I have also updated everything to reflect the changes present in USUM, would you like me to send it to you or create a google doc of it and post it?

I guess just to expand on this since I noticed the OPer hasn't been active in 10 months, would anyone on this forum like me to post the edited spreadsheet workbook? to reiterate it is essentially the same thing as what is pinned on the homepage for this thread, but with a functioning speed tier column and adjusted pokemon sets to represent USUM changes
 
Good afternoon sirs,
This is the first time I post here in the forum. I have a team that I found very interesting (it's nothing new, but it worked).
I would like to know what you think:

First pokemon: - Porygon 2 (defensive build) and Eviolite
-Ice beam
- Foul Play
-Recover
-Toxic

Second Pokemon:
Mimikyu Adamant (Max Speed and Max Atk) and Mimikium Z
- Sword dance
-Play Rough
- Shadow Sneak
- Shadow Claw

Third Pokemon:
Garchomp Jolly (Max Speed and Max Atk) and Garchompite
- Earthquake
- Rock Tomb (I hate miss)
- Sword dance
- Outrage

The tactic is basically: Porygon 2 kills most pokemons through toxic and recover (as everyone here knows). But Porygon 2 faces two major difficulties: metal Pokemon and fighting Pokemon. For this I use the other two. For any pokemon that will use a fight attack, switch to mimikyu. For almost any metal pokemon, switch to garchomp (I prefer it to a charizard Y for example, because garchomp is complemented by mimikyu that resists dragon attacks and don't die so easily). There are a few pokemons to watch out for: Terrakion (outspeed everyone but dies for Mimikium Z, Mega mawille (never switch to garchomp because his first attack is Play rough always) and Mega Abomasnow (hard to deal with since he usually has Focus Blast to kill) Porygon 2 and Blizzard to kill Garchomp.) I recommend letting Porygon 2 die, use sword dance with Mimikyu (lose disguise) and use Mimikium Z.

And then, any suggestions for improving the build? Swap attacks, items, pokemons?

Thanks for reading.
 
Not much to write home about by Smogon standards, but finally picked up my 50 badge in Super Singles (did it before, but reset my game) after losing in the 40s repeatedly.

Ran a team of Dragonite, Mega Scizor and Mimikyu. Perhaps the only interesting thing about this team is they are all Adamant nature which makes it probably not very viable for longer runs. The saving grace is running Curse on Mimikyu to stall out things that can't be run over by the hyper offense nature.

Going to see how long I can keep this one going without looking up sets, which likely won't be long since I'm not really familiar with sets 3 and 4 that I'll be up against now.
 
So judging by the new 8th gen Battle Tower it looks like either you can just cheese it with legendaries/level 100 Pokemon, or Durant/Drapion/Mimikyu should do the trick just as well in terms of getting 1000+ straight wins.
 
M O N O T Y P E S T A M P S
As mentioned in my previous post, I'm a huge fan of ANTS' ULTRA Stamps that provides the Tree with basically dozens of additional modes through self-imposed challenges. I decided to start tackling these with the Monotype stamps, and it's been an absolute blast. I'm now halfway through the stamps (I obtained my 9th this week), so before SwSh releases, I thought it would be fun to share the different teams and ideas that helped me obtain these stamps. For clarity, the stamp is obtained from winning 50 battles in a row; I think technically you could start anywhere, but all of these streaks were started from 0.
A few of these teams could be leaderboard-eligible, but I really don't want to spam it, so if anything, I'd like to submit just the Mono Normal run for the leaderboard, because Girafarig :3

Some of the teams surely benefited from some luck to make it through 50 (and/or required multiple attempts), while others could likely have gone much further. Here's a quick breakdown of my 9 successful teams so far, with a short compilation video of 2-5 battles for each!

MONO NORMAL
Streak: 109

:sm/eevee:
staraptor.gif
:sm/kangaskhan-mega: :sm/girafarig:

The most obvious route when looking at options for Mono Normal is probably going with Trick Room. Normal features a ton of Fake Out options, and one of the best setters in Oranguru, not to mention plenty of usable sweepers (Snorlax, Ursaring, Bewear, Drampa, Wigglytuff... even Gumshoos could be pretty good!). But I was drawn by Mega Kangaskhan as the centerpiece of a Mono Normal team, as it offers both Fake Out support and a ton of damage for a single slot. At first, I thought Tailwind support would be a good addition to that, as there are a bunch of Normal/Flying options can set Tailwind and, as a bonus, threaten Fighting-types.

But as soon as I saw Eevee in the list of Normal Pokémon, I knew I had to go for it, if only for the throwback to my first Battle Tree leaderboard streak. Supporting Eevee without Friend Guard/Follow Me would definitely be more difficult, but Fake Out might do the job? My first attempt featured M-Kang at the front, and I had Tauros in the back for Intimidate support, with the plan to Fake Out + Eevoboost, and then switch in Tauros for Intimidate and Baton Pass to Kangaskhan, after which Tauros could either deal damage or Helping Hand to ensure Kang got OHKOs on everything.

As outlandish of a choice as Girafarig might seem, having a Psych Up user, preferably a special attacker, felt essential with this team, to create an alternative victory condition. After a bit more thinking, I also realized I needed a Fighting "resist", because of how omnipresent Fighting-type moves are in the Tree, especially Focus Blast. Those conditions narrowed down the candidates to Oranguru and Girafarig only, and from there the choice was easy, because I'd jump on any occasion to use Girafarig unironically! I've loved that Pokémon since Gen 2, but its poor stats makes it really difficult to ever find it a proper niche, and this was my chance. While nothing to write home about, +2 Girafarig hits fairly hard, and having a spread move to put things in range is always super useful in Tree. The boosts also patched its really bad defenses, turning it into a real potent sweeper. If only for the Psychic typing, I think this was probably the best pick for the job, though an offensive Oranguru may have been fine too (I have a really hard time imagining Oranguru as an offensive Pokémon, lol).

However, the first couple of runs were unsatisfactory. Having Kangaskhan at the front and being forced to switch it out in order to pass the boosts was really awkward, I didn't always need, or even want, Intimidate on turn 2. Moreover, this setup prevented Girafarig from getting a safe switch-in and getting to Psych Up the boosts. I'd end up with a Tauros-Girafarig endgame with no boosts often enough to consider the plan to not be good enough.

After realizing I didn't want Kangaskhan at the front anymore, and that a simple Tauros Intimidate wouldn't be enough to reliably Evoboost, I found how perfect Staraptor was for the job. Instant Intimidate and a pseudo-Fake Out in Final Gambit, and then the free switch I had been wanting all along to get Girafarig going. Staraptor has already proven to be quite the asset on many random teams I ran in the past, so I knew this would be pretty solid. I didn't expect it to be solid enough to go all the way to, and past 100 though! Obviously, a bit of luck has to be involved in an Eevee streak, since untimely crits or other forms of hax will eventually get the best of it (the loss was particularly frustrating!), but I was thrilled to not only take a Mono Normal team, but one that featured Eevee and Girafarig so far!

I used to have Quick Attack over Protect in my old Eevee streak - I replaced it this time around, since Protect was essential for turn 1 Fake Outs and such. Because that left Eevee attackless, Adaptability was completely useless, even undesirable, as in one game, Porygon2 traced the ability and powered up its Tri Attacks. Anticipation could have been quite useful instead, but I was way too attached to this Eevee which carried me to my first post-100 streak to not let it have the honors of being part of this team too. I don't think it made much of a difference in the end, it was just suboptimal.


:sm/eevee: @ Eevium Z
Bag_Eeevium_Z_Sprite.png

Jolly | Adaptability
IVs: 31/31/31/31/31/31
EVs: 196 HP / 4 Atk / 60 Def / 116 SpDef / 132 Spe
Last Resort / Baton Pass / Helping Hand / Protect

staraptor.gif
@ Choice Scarf
Bag_Choice_Scarf_Sprite.png

Jolly | Intimidate
IVs: 31/31/31/31/31/31
EVs: 252 HP / 44 Atk / 212 Spe
Final Gambit / Brave Bird / Close Combat / U-turn

:sm/kangaskhan-mega: @ Kangaskhanite
Bag_Kangaskhanite_Sprite.png

Adamant | Scrappy → Parental Bond
IVs: 31/31/31/31/31/31
EVs: 148 HP / 252 Atk / 4 Def / 4 SpDef / 100 Spe
Fake Out / Return / Drain Punch / Crunch

:sm/girafarig: @ Mago Berry
Bag_Mago_Berry_Sprite.png

Timid | Sap Sipper
IVs: 31/0/31/31/31/31
EVs: 52 HP / 4 Def / 236 SpAtk / 28 SpDef / 188 Spe

Hyper Voice / Psychic / Psych Up / Protect


MONO FIRE
Streak: 78

:sm/incineroar: :sm/chandelure: :sm/camerupt-mega: :sm/torkoal:

Mono Fire was a lot more straightforward to build than Mono Normal, the team hasn't gone through any changes after its initial creation. Mega Camerupt is one of the best Trick Room sweepers, and Incineroar is the best Fire-type Pokémon of Gen 7 (for doubles, anyway). Torkoal is usually in competition with Camerupt for a spot on a Trick Room team since they're both Eruption spammers, but providing the sun for Camerupt seemed like it would be a deadly combo, so I doubled down on the Eruptions (plus, having sun was 100% necessary for Mono Fire to win against Rain trainers, and that could also allow Camerupt to tank a water hit for once).

The main issue for this was obviously the Trick Room setter. With Intimidate + Fake Out support in the lead, I knew the setter didn't have to be amazing. Only Delphox and Chandelure were possible candidates, so the choice was pretty easy, especially since I already had an Iron Ball Chandelure set for my random battles. Everything else came together quickly. Knowing Rain trainers were this team's #1 enemy, having Torkoal's Grass move being dependant on Sun being up seemed shaky, so with the Z-Move still free, I gave it Grassium Z, something that would be very subpar in most scenarios, but just made too much sense for Mono Fire. It came in very handy, and even though the Bloom Doom damage wasn't amazing, it was still a very necessary piece of the equation.

I think the team could have made it further. It's very matchup based, but the number of really tough matchups this team has in Tree isn't that big. I was hoping to make it to 90, but I kept running into a TON of Rain trainers, and won only from luck in some instances. Shockingly, while I went on to beat every Rain trainer, I lost to a regular trainer (a Punk Girl I think) with an Amoonguss - Malamar lead. Fearing Spore, I immediately targeted Amoonguss, failing to notice I had given Malamar a +1 boost with Intimidate. Incineroar got Superpowered before it could even move, Spore happened, and from there things were obviously downhill. While it would have been a tough lead to handle no matter what, noticing the +1 would have helped, I could have Faked Out Amoonguss and sacrificed Incineroar to a safer Trick Room, or I could have risked the Spore and Faked Out Malamar; I'll never know what slot Spore was targeting, so it may have been into Incineroar and I would have been fine. In short, a number of plays could have given me at least a fighting chance, but I messed up. The team felt solid enough outside of rain matchups to think it could very well get to 100 and more, but I got the stamp, so that's what matters!

:sm/incineroar: @ Iapapa Berry
Bag_Iapapa_Berry_Sprite.png

Brave | Intimidate
IVs: 31/31/31/31/31/0
EVs: 236 HP / 196 Atk / 76 SpDef
Fake Out / Flare Blitz / Knock Off / U-turn

:sm/chandelure: @ Iron Ball
Bag_Iron_Ball_Sprite.png

Quiet | Flash Fire
IVs: 31/0/31/31/31/0
EVs: 252 HP / 92 Def / 164 SpAtk
Flamethrower / Shadow Ball / Trick Room / Protect

:sm/camerupt-mega: @ Cameruptite
Bag_Cameruptite_Sprite.png

Quiet | Solid Rock → Sheer Force
IVs: 31/1/31/31/31/0
EVs: 252 HP / 28 Def / 228 SpAtk
Eruption / Earth Power / Ancient Power / Protect

:sm/torkoal: @ Grassium Z
Bag_Grassium_Z_Sprite.png

Quiet | Drought
IVs: 31/0/31/31/31/0
EVs: 92 HP / 252 SpAtk / 164 SpDef

Eruption / Flamethrower / Solar Beam / Protect


MONO WATER
Streak: 111

:sm/pelipper: :sm/golisopod: :sm/swampert-mega: :sm/kingdra:

"Mono Water? Easy money, Pelipper-Swampert rain, gg!"
Those were my thoughts when I started teambuilding, and though that wasn't *entirely* wrong, it was not as easy as I expected. I ran that archetype in Tree so much, but losing access to Specs Koko at the front is a huge deal in how easy rain is, and losing Best Grass Resist™, aka. Celesteela, also makes things a lot more shaky. I thought I could bruteforce my way through with a simple, classic Pelipper-Ludicolo lead and Mega Swampert in the back. For my first attempt, I completed the team with Araquanid, a decent Grass "resist" that can OHKO just about anything in rain, and can Wide Guard next to Swampert if necessary. I don't remember to what, but that team lost twice, and that made me realize Mono Water was not free wins, and I needed to put a little more thought into it.

First, as much as I liked Araquanid, it almost never got more than one hit in before going down; while it has great bulk, its speed is a real issue outside Trick Room, more so than I expected. Often, it would just get doubled up and go down before a single hit was fired.
Second, Ludicolo is WEAK! I think my expectations were too high since I was used to having Koko next to Pelipper, but Modest max SpA Ludicolo was not getting the KOs I expected of it. I know it's been successful on other rain teams, and it's not that bad, but it really didn't feel like it was patching the shortcomings of Mono Water, but rather was adding to them.

I thought of trying Golisopod to compress Ludicolo and Araquanid's roles into one; First Impression is a good enough replacement for Fake Out since it's able to score a ton of OHKOs with priority, and as an added bonus, it murders Grass types, which the team very much struggles with. This also allowed me to have Wide Guard at the front, protecting Pelipper from Rock Slides and Blizzards, and since the set featured 2 priority STABs, the poor speed wasn't nearly as much of an issue as it was with Araquanid. Emergency Exit, while usually considered a crippling ability, was awesome for this team, it gave me free switches to my Swift Swim sweeper of choice, or a way to reset rain if I switched out Pelipper instantly, not to mention it recycled First Impression; in a way, it helped me out similarly to how U-turn Incineroar helps me on ZapFini. Likewise, though one would think activating the ability with my own Life Orb would be frustrating, it ended up being an asset, I remember pulling off tricks like going for Aqua Jet, Exiting from the Life Orb, and sending in Swampert to take an Electric move. Leech Life allowed the Life Orb recoil to not cut into Golisopod's longevity too much, dealing and healing absurd amounts. Seriously, this streak was eye-opening for me as to how solid Golisopod can be, it was the star of the team by far.

Kingdra just made sense as a 4th, the Dragon typing was handy to "resist" Grass and Electric, and it's a decent Z-move user. I wasn't convinced it was the right member for that slot, but it won me over as I went along - it may not be an amazing Rain sweeper, but it felt better than Ludicolo on this team.

The loss stung, because I had been mostly breezing through with the team until then. Xio (a mono Fairy trainer) got the best of me; I thought I had won when I planned an endgame where low HP Pelipper and Golisopod were left against Sylveon and Shiinotic. Rain was over, and I had to get Shiinotic out of there, so I went for First Impression into it for the KO, and Scald on Sylveon, which put it in Aqua Jet range for the next turn. Golisopod was at half HP at that point, so I thought Sylveon could only score 1 KO and would lose to whichever Pokémon was left on the following turn. But Sylveon went for Dazzling Gleam and got a crit on Golisopod for the KO.

:sm/pelipper: @ Focus Sash
Bag_Focus_Sash_Sprite.png

Modest | Drizzle
IVs: 31/0/31/31/31/31
EVs: 4 Def / 252 SpAtk / 252 Spe
Tailwind / Hurricane / Scald / Protect

:sm/golisopod: @ Life Orb
Bag_Life_Orb_Sprite.png

Adamant | Emergency Exit
IVs: 31/31/31/31/31/31
EVs: 244 HP / 244 Atk / 20 Def
First Impression / Leech Life / Aqua Jet / Wide Guard

:sm/swampert-mega: @ Swampertite
Bag_Swampertite_Sprite.png

Adamant | Damp → Swift Swim
IVs: 31/31/31/31/31/31
EVs: 4 HP / 252 Atk / 252 Spe
Waterfall / Earthquake / Ice Punch / Protect

:sm/kingdra: @ Waterium Z
Bag_Waterium_Z_Sprite.png

Modest | Swift Swim
IVs: 31/0/31/31/31/31
EVs: 20 HP / 4 Def / 252 SpA / 4 SpDef / 228 Spe

Scald / Dragon Pulse / Ice Beam / Protect


MONO GRASS
Streak: 51

:sm/exeggutor-alola: :sm/ludicolo: :sm/cradily: :sm/tapu-bulu:

This team is probably the one I'm the happiest about among all these Monotype teams, despite having the shortest streak. Grass was really difficult to build with, as it obviously suffers from a lot of weaknesses, and the fact the Tree features trainers that specialize in the stuff that counters Grass made it all the more difficult. Finding a way to not auto lose to Fire, Flying or Steel was a big challenge, especially with the poor coverage most Grass-types have, not to mention the awkward speed tiers.

I quickly resorted to Trick Room, since it's one of the most reliable archetypes to make lackluster Pokémon shine, allowing them to invest in bulk at no expense, and Alolan Exeggutor is a pretty good setter, despite its 4x weakness to Ice. I also knew I wanted Tapu Bulu; not only is it the most powerful Grass-types, it also provides everyone else on the team with a +1 boost on their STAB, something Mono Grass desperately needs. The rest took a while to come together. As a Trick Room setting support, I ran Parasect for my first couple of runs; the combination of Rage Powder and Wide Guard made it work pretty well. I did, however, run into one of the classic Trick Room problems: not enough free switches, lack of damage output before Trick Room ran out, and Rage Powder made me very prone to getting haxed (Thunder Wave, Confuse Ray, etc.). I think I ran Sunflora as the 4th at the time; very few Grass Pokémon have access to Earth Power, which is an incredibly valuable move for Mono Grass, and Sunflora surprisingly packs the biggest punch of the bunch, and has very respectable special bulk. While I was being paranoid of losing to Fire and Sun, I ended up losing to Flying types repeatedly.

Realizing I needed a Flying "resist", I considered Cradily, which also gets access to Earth Power. It's quite a lot weaker than Sunflora, but can be boosted with Storm Drain, and that's when it clicked! Ludicolo fit the rest of that puzzle perfectly; Fake Out provided much better Trick Room support, and Surf would also allow to boost Cradily (and could be used safely next to the other members too). Ludicolo + Cradily were also both neutral to Fire, and with Alolan Eggy already being neutral, this helped ease my Fire fears by a lot. Ludicolo's speed tier might not be great for Trick Room, but it ended up not being as much of a hindrance as I expected. Because spread Surf is super weak, Waterium Z seemed like a must.

As I was mentioning +1 Cradily on Discord, Milkshook inquired "where's Cradily getting +1? rototiller?", which was an instant, exciting eye-opener. ROTOTILLER! A move I have never, ever seen be of any use. If it ever could be good, it would have to be in the very strict context of a Mono Grass Doubles team. That was it!! The chance to unironically use Rototiller!!! As if it had been fate, every part fell into place: one of the only 3 Grass Pokémon that learns Rototiller was already on the team, and thanks to its Iron Ball, it was already slower than everything else, which made the Rototiller combo possible on a single turn, boosting both Bulu and its partner instantly. And Rototiller was definitely not just a meme feature, it ended up being extremely useful, even rescuing the team from what would otherwise have been a loss against Colress (featured in the replay compilation). Thanks a ton to Milkshook, because I would never have thought of Rototiller otherwise!

The team now felt more solid than I ever hoped Mono Grass could be, offering versatility in its playing patterns, lots of tools to work with and synergetic secondary typings.
...despite that, the team got whopped pretty much singlehandedly by Blizzard Goodra on battle 52. I was able to set Trick Room, but since I knew Goodra was White Herb and had Draco Meteor, I risked the switch from Exeggutor to Tapu Bulu expecting a Draco. With Bulu extremely low already, I Horn Leeched a Carracosta to get back some HP, but it wasn't enough to take a second Blizzard (meanwhile, Ludicolo was barely doing chip damage to it with Ice Beam). Banking on Goodra not being Sap Sipper, I should have at least tried to Wood Hammer it, it would have nearly KOed, and I didn't realistically have other means of dealing with it. Carracosta's slot became a Walrein, which set Hail and removed my only hope at that point, ie. Blizzard misses. Oh well, this was still the most fun adventure of Monotype!

:sm/exeggutor-alola: @ Aguav Berry
Bag_Aguav_Berry_Sprite.png

Quiet | Frisk
IVs: 31/0/31/31/31/0
EVs: 132 HP / 252 SpAtk / 124 SpDef
Energy Ball / Flamethrower / Trick Room / Protect

:sm/ludicolo: @ Waterium Z
Bag_Waterium_Z_Sprite.png

Quiet | Own Tempo
IVs: 31/31/31/31/31/0
EVs: 252 HP / 92 Def / 164 SpAtk
Fake Out / Surf / Ice Beam / Protect

:sm/cradily: @ Assault Vest
Bag_Assault_Vest_Sprite.png

Quiet | Storm Drain
IVs: 31/0/31/31/31/0
EVs: 252 HP / 4 Def / 252 SpAtk
Giga Drain / Ancient Power / Earth Power / Sludge Bomb

:sm/tapu-bulu: @ Iron Ball
Bag_Iron_Ball_Sprite.png

Brave | Grassy Surge
IVs: 31/31/31/28/31/0
EVs: 252 HP / 252 Atk / 4 Def

Wood Hammer / Horn Leech / Rock Slide / Rototiller


MONO ELECTRIC
Streak: 56

tapukoko.gif
:sm/raichu-alola: :sm/luxray: :sm/rotom-wash:

Similarly to Mono Water, I thought Mono Electric would be pretty easy given the obvious, proven KokoChu lead that has already brought many teams above 50. But just like Mono Water, I was overestimating the potential of 2 Pokémon alone to carry a team; while this combo does steamroll through a lot of matchups, it's relatively powerless against a few others. Unfortunately for Mono Electric, the things KokoChu have trouble with are things about every Electric type has trouble with (not to mention, the pool of Electric-type Pokémon is a lot smaller than I thought), so this ended up being really difficult to figure out. How do I not lose to hikers that spam Ground and Rock Pokémon in sand? How to I not lose to Grass spam, Lightning Rod Marowak/Rhyperior or even just Garchomp3?

I quickly decided to add Luxray, since more than ever, Intimidate felt like a must to give the team a fighting chance against hikers. I also loved the thought of scoring a KO with Volt Switch on turn 1 and sending in Luxray to allow Raichu to take a physical hit. Offensively, it was a much needed physical attacker, a rare currency for Mono Electric. I briefly considered Electivire, which would surely have hit like a truck in Electric Terrain, but more powerful Electric attacks were not what this team needed, especially on another physically frail Pokémon, so I quickly forgot the thought of it. I made sure Luxray would live Garchomp3's Earthquake and OHKO it with Ice Fang; thanks to the Aguav Berry, it would also end the encounter fairly healthy. Like Incineroar, Luxray is made so much better by 50% Berries, with Wild Charge allowing more reliable activation and a bigger pool of HP to counteract the recoil. While it's not the strongest offensively, thanks to Electric Terrain, Wild Charge did hit fairly hard.

While I considered Vikavolt as the 4th member, Rotom-Wash kind of inserted itself by making the most sense by far; Levitate has incredible value on Mono Electric, for obvious reasons, but most importantly STAB Water moves would help deal with Ground- and Rock-types offensively, something Vikavolt couldn't really achieve, even with Energy Ball. It also provided a ton of utility: a special tank (paired with Intimidate, it's a decent defensive core), speed control through Electroweb, and Ally Switch to give its partners a bit more of a fighting chance in tough spots. I was wary of using Rotom-Wash, since that meant playing the Hydro Pump roulette and eventually missing an essential one. Despite my best attempts to "bulk up" the team, it still remained pretty frail and missing a move was likely to be deadly. But my goal here was not 500 wins, but the stamp, so I thought taking my chances was fine and it worked out.

I have no recollection and no replay of how the team lost, so I can only assume it was a very frustrating battle that made me close my 3DS and want to forget that it ever happened... nevertheless, barring some good luck, I don't think Mono Electric has the potential to go very far into Tree. KokoChu can easily steamroll through a lot of trainers, but it needs support from other typings to patch up its shortcomings.

tapukoko.gif
@ Choice Specs
Bag_Choice_Specs_Sprite.png

Timid | Electric Surge
IVs: 31/4/31/30/31/30 [HP Fire] (Hyper trained to 31/4/31/31/31/31)
EVs: 4 Def / 252 SpAtk / 252 Spe
Thunderbolt / Dazzling Gleam / Hidden Power Fire / Volt Switch

:sm/raichu-alola: @ Aloraichium Z
Bag_Aloraichium_Z_Sprite.png

Modest | Surge Surfer
IVs: 31/18/31/31/31/31
EVs: 12 HP / 4 Def / 252 SpAtk / 4 SpDef / 236 Spe
Fake Out / Thunderbolt / Psychic / Protect

:sm/luxray: @ Aguav Berry
Bag_Aguav_Berry_Sprite.png

Adamant | Intimidate
IVs: 31/31/31/31/31/31
EVs: 196 HP / 116 Atk / 4 Def / 12 SpDef / 180 Spe
Wild Charge / Ice Fang / Helping Hand / Protect

:sm/rotom-wash: @ Mago Berry
Bag_Mago_Berry_Sprite.png

Calm | Levitate
IVs: 31/0/31/31/31/31
EVs: 252 HP / 4 Def / 20 SpAtk / 180 SpDef / 52 Spe

Hydro Pump / Thunderbolt / Electroweb / Ally Switch


MONO BUG
Streak: 96

:sm/volcarona: :sm/pheromosa: :sm/scizor-mega: :sm/crustle:

I was definitely nervous heading into Mono Bug teambuilding, since Bug is a typing known for being pretty bad. Fortunately, it features enough powerhouses and secondary typings to make the job manageable. Right off the gate, I thought using the Pheromosa bait/sweeper strategy was a good idea to build around, as illustrated by numerous PheroLele streaks on the leaderboard. However, without Tapu Lele's support, Pheromosa definitely needed a bit of help to stick around. Fortunately, Bug features quite a few Rage Powder users; while most of them could have been usable, Volcarona is undoubtedly the most potent of them, as it offers plenty of offensive pressure as well. Despite a 4x weakness to Rock, bulky Volcarona can live a wide array of Rock moves, which goes to show how impressive its bulk is, while Pheromosa was an ideal partner to deal with those Rock Pokémon offensively.

Much like Grass, Mono Bug has to worry about Flying- and Fire-types (especially sun teams), and while I was hoping Volcarona would help me out against Fire types, it sure wasn't going to help the Flying weakness (though I will say, this Volcarona is guaranteed to live a Talonflame4 Brave Bird!). Mega Scizor felt like a great addition as a Flying answer, since it can deal with most of them (other than Talonflame, granted). In addition, Swords Dance Scizor really benefited from Rage Powder if Pheromosa went down early, and hopefully would provide me with win conditions. The last Pokémon was originally Buzzwole, which can steamroll through teams very quickly with Tailwind support, which Volcarona provided. Z-Superpower allowed for a quick boost, and I had Stomping Tantrum to help deal with Fire types.

Despite that, I lost my first attempt at 41 (which, considering this was Mono Bug, was still above my expectations of a first attempt), singlehandedly murdered by a Chandelure. Seeing I hadn't misplayed and simply couldn't win, I knew changes were necessary to the team to better deal with Fire-types, including Chandelure; Stomping Tantrum was my only way of even hitting it! As I was about to replace Buzzwole with Armaldo, turskain came to the rescue, suggesting "C R U S T L E" (literal quote) with Shell Smash. The more I looked into the option, the better I liked it, so I set to breed a Jolly Crustle (to my disappointment, it wouldn't have hit the speed tiers it needed at +2 with Adamant... Jolly barely does). Again, this was a potential setup sweeper which benefited greatly from Volcarona's Rage Powder, and most importantly, could offensively deal with Fire-types, 2 at a time if necessary after a Shell Smash! However, Crustle really needed a Wide Lens to do its job well, so I decided to give the Z-move to Volcarona instead (which originally had a Iapapapapapa Berry - that was a really tough decision, since it had come clutch several times already), for one Fire nuke that can't miss, and also to allow using Overheat afterwards without the nasty SpAtk drop.

C R U S T L E was indeed the missing piece, it made the team really click together. I ended up getting much further than I thought possible (I was really sad to lose so close to 100!!), and while Volcarona was definitely MVP gluing the team together, they all covered each other pretty well. The team was also generally super fun to play, certainly shaky at times (Gyarados was a huge threat!), but it provided enough tools to figure out plans of action, which is a huge part of the fun.

:sm/volcarona: @ Firium Z
Bag_Firium_Z_Sprite.png

Bold | Flame Body
IVs: 31/4/31/31/31/31
EVs: 252 HP / 228 Def / 4 SpAtk / 20 SpDef / 4 Spe
Overheat / Rage Powder / Tailwind / Protect

:sm/pheromosa: @ Focus Sash
Bag_Focus_Sash_Sprite.png

Naughty | Beast Boost
IVs: 31/31/31/31/2/30 (Hyper trained to 31/31/31/31/31/31)
EVs: 252 Atk / 4 SpAtk / 252 Spe
Low Kick / Lunge / Ice Beam / Protect

:sm/scizor-mega: @ Scizorite
Bag_Scizorite_Sprite.png

Adamant | Technician → Technician
IVs: 31/31/31/31/31/31
EVs: 172 HP / 236 Atk / 4 Def / 4 SpDef / 92 Spe
Bullet Punch / Bug Bite / Swords Dance / Protect

:sm/crustle: @ Wide Lens
Bag_Wide_Lens_Sprite.png

Jolly | Sturdy
IVs: 31/31/31/31/31/31
EVs: 252 Atk / 4 SpDef / 252 Spe

Rock Slide / Stomping Tantrum / Shell Smash / Protect


MONO FLYING
Streak: 106

:sm/charizard-mega-y: :sm/landorus-therian: :sm/celesteela: :sm/thundurus-therian:

Of all the monotype teams, I think this one is by far the most solid, and had the most potential to get a long streak (maybe 500+ imo). The teambuilding process was pretty straightforward: it started with banded Landorus-T. How could I pass the opportunity to be able to Earthquake next to every partner? Landorus-T was also going to be a big help providing Intimidate and a solid offensive answer to Rock-types. But using Landorus means being paranoid about one big, common problem in Tree: Blizzard, and freezes. Landorus was obviously going to be a magnet for that, and clearly, Mono Flying won't enjoy those.

Thus, Mega Charizard Y sort of imposed itself as the partner of choice: Sun prevents freezes from happening, and Charizard can deal with Ice types offensively. The synergy doesn't stop there, Charizard's own 4x weakness, Rock, is covered by Landorus' EQs, and Charizard provides Tailwind support, which banded Lando-T needs to safely sweep (its speed tier is mediocre). In itself, I think this is a very solid frontline, but then I had to manage potential switch-ins. With no Protect on Lando, what could switch into an Ice move if Charizard cannot instantly deal with it? I liked the idea of Celesteela, since I used it on my rain team with this exact same role of an Ice-type switch-in, and it did a great job at it. Additionally, Wide Guard was certain to provide great protection against Blizzard and Rock Slide that the 2 other members were going to bait. Celesteela is also just a solid tank that can solo some teams by itself, which is never a bad thing to have around.

By adding Celesteela, I made myself weaker to Electric, and I didn't like the idea of Landorus being my only answer when it could easily be threatened out by an Ice or Water partner (Rain trainers commonly feature Electric+Water combos), so I added an Electric immunity and strong Tailwind sweeper in Thundurus-T. I can't say I was 100% convinced by that slot in theory, but it worked out in practice.

The defensive synergy of the team was surprisingly strong, with Celesteela being the obvious glue that really held the team together. I guess it shouldn't be that surprising, but the team lost to the exact same thing Mono Grass did: Blizzard Goodra. However, it was a mix of bad hax and misplaying. On a Hydreigon-Goodra lead, I went for U-turn into Hydreigon and switched Charizard to Celesteela to Wide Guard on future turns. Hydreigon went for Dragon Rush into Lando-T and flinched it, preventing the U-turn and resulting in Lando's death to Blizzard. That was frustrating hax, but I obviously shouldn't have risked it when I could have hard switched, that was greedy of me. On the switch-in, Celesteela was frozen by Blizzard, and that was the beginning of the end. Again, this is partly my fault: to prevent it, I could very well have Mega evolved Charizard turn 1 and Protected, just to set the Sun and prevent freezes, but I got lazy and didn't do it.

It makes me particularly sad to lose to a freeze when I actually put thought into preventing freezes on this particular team, only to then fail to make use of my tools. The game wasn't instantly lost there, as I could have pulled it back if Celesteela thawed, and I played my best to give it a lot of chances to thaw, but it stayed frozen the entire time and I eventually ran out of resources. That loss really hurt, because I think the team could have gotten way further, and while I got haxed out in many ways, I failed to take the proper steps to prevent that hax. The replay is at the end of the video compilation, if you're curious!

:sm/charizard-mega-y: @ Charizardite Y
Bag_Charizardite_Y_Sprite.png

Timid | Blaze → Drought
IVs: 31/0/31/30/30/31 [HP Ground] (Hyper trained to 31/0/31/31/31/31)
EVs: 60 HP / 132 Def / 116 SpAtk / 4 SpDef / 196 Spe
Flamethrower / Solar Beam / Tailwind / Protect

:sm/landorus-therian: @ Choice Band
Bag_Choice_Band_Sprite.png

Adamant | Intimidate
IVs: 31/31/31/9/31/31
EVs: 20 HP / 228 Atk / 4 Def / 4 SpDef / 252 Spe
Earthquake / Rock Slide / Knock Off / U-turn

:sm/celesteela: @ Leftovers
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Careful | Beast Boost
IVs: 31/30/31/30/31/31 (Hyper trained to 31/31/31/31/31/31)
EVs: 244 HP / 28 Atk / 108 Def / 124 SpDef / 4 Spe
Heavy Slam / Leech Seed / Wide Guard / Protect

:sm/thundurus-therian: @ Electrium Z
Bag_Electrium_Z_Sprite.png

Timid | Volt Absorb
IVs: 31/0/30/31/31/31 [HP Ice] (Hyper trained to 31/0/31/31/31/31)
EVs: 4 HP / 252 SpAtk / 252 Spe

Thunderbolt / Sludge Bomb / Hidden Power Ice / Protect


MONO GROUND
Streak: 85

:sm/claydol: :sm/phanpy: :sm/camerupt-mega: :sm/torterra:

This team was by far the hardest to put together. While on the surface, Ground seems like it should be pretty good for monotype, as soon as you look to the (small) pool of available Pokémon, it becomes clear that creating synergy and covering for weaknesses is near-impossible. There are almost no useful secondary typings available, and the majority of Pokémon are painfully slow - which calls for Trick Room, except the only Trick Room setter is actually Claydol, not known to be particularly good.

For a while, going with Sand was pretty tempting, but Hippowdon is a very subpar sand setter for Doubles (outside Trick Room, it's likely to be dead weight, and would put way too much offensive weight on the shoulders of a frail Pokémon like Excadrill), and I was really struggling to find ways of not auto losing to rain teams or Xenophon (a Grass trainer). For most of my planning, Gastrodon seemed like an absolute must, so it's funny it didn't end up on the final team. After actual days of unconvincing brainstorming, ANTS came to my rescue by bringing to my attention that Claydol was not that bad of a setter by posting a calc (252+ SpA Abomasnow-Mega Blizzard vs. 252 HP / 4 SpD Claydol: 134-158 (80.2 - 94.6%) -- guaranteed 2HKO after hail damage). This made seriously consider Trick Room for the first time, and was the start of this team.

Using Trick Room with Mono Ground, I wasn't going to pass any opportunity to have an advantage, so using the best Trick Room Mega in Camerupt seemed like a no-brainer. Gastrodon was going to complete the lineup, but I felt uneasy about having only special attackers - how could I ever break through Blissey? I can't rely on Phanpy being around when it comes out necessarily. Moreover, Gastrodon is weak without Storm Drain boosts, not great when you're under pressure to sweep quickly before Trick Room expires, because there's no way Claydol sticks around long enough to set it twice. Torterra caught my attention as an alternative way to deal with Water types, and provide Wide Guard support, which sounded amazing given it would draw Blizzards (while Camerupt would draw Earthquakes, too). That certainly came in extremely clutch (if you don't believe Wide Guard is worth a moveslot, please look at the second battle of the replay compilation!). I love Torterra and find very few occasions to use it, so I jumped on this one and tried it out. As much as I would have loved a Ground STAB on it, levitating Pokémon like the Latis, and Flying types like Salamence and Dragonite were a big problem, since Ancient Power was unlikely to suffice. Rock Slide being weak from spread penalty, I went all-in with the Z-move, and it definitely served its purpose along the way.

Now, let's address the elephant in the room...
(sorry, too tempting)! Phanpy? Originally, I thought I found a gem in Phanpy; what better way to cheese my way through 50 Tree battles than having a FEAR team, a tried and proven archetype? Phanpy gets both Endeavor and Sturd... wait, what? It doesn't get Sturdy?? Only Donphan does? Well that's... very unfortunate. At that point, the team took a bad turn: I thought a low level Donphan with a minimal HP IV could probably do the baiting job, and I could run a Custap Berry for a more reliable Endeavor. SadisticMystic informed me I could get a level 24 Donphan though DexNav in ORAS (it normally evolves at 25), so I set out to do that, and it took a few hours. A wasted few hours, I would later discover, as my first few runs taught me the Custap Berry was almost never useful, and I ended up having to Endeavor things from full HP way too often, which meant Claydol couldn't finish them up and the FEAR combo worked very poorly. Donphan's best feat was setting the Sun for Camerupt on its way out. Eventually, I realized Sturdy wasn't that important, and I could just Sash a Phanpy instead for a more proper FEAR combo; it would simply have less longevity than a regular Sturdy+Berry Juice one. That change made the team 10x better instantly, and propelled it to a respectable 85!

Now, as has been documented already, baiting isn't particularly reliable in Gen 7 compared to Gen 6, and with Claydol not being the bulkiest setter, this team was bound to fall apart eventually. The streak was ended by Waterium Z Slowking targeting Claydol rather than Phanpy turn 1 and preventing Trick Room. With Politoed by its side, and Scarf Machamp with Ice Punch in the back, I was definitely caught in a pinch. Politoed3 flinched Phanpy with Waterfall and prevented my Endeavor, which would have allowed me to pick up the KO with Ice Shard while Torterra outsped and OHKOd Slowking. I may have had a fighting chance without that flinch, but it was still probably too much of an uphill battle. In any case, I'm just happy I was able to make a Mono Ground team work and get this far, because this was incredibly challenging!

:sm/claydol: @ Lum Berry
Bag_Lum_Berry_Sprite.png

Sassy | Levitate
IVs: 31/31/31/31/31/0
EVs: 252 HP / 180 Def / 76 SpDef
Trick Room / Psychic / Ice Beam / Protect

:sm/phanpy: @ Focus Sash
Bag_Focus_Sash_Sprite.png

Brave | Pickup | Level 1
IVs: 7/31/31/31/31/0
EVs: 252 Atk
Endeavor / Ice Shard / Sunny Day / Protect

:sm/camerupt-mega: @ Cameruptite
Bag_Cameruptite_Sprite.png

Quiet | Solid Rock → Sheer Force
IVs: 31/1/31/31/31/0
EVs: 252 HP / 28 Def / 228 SpAtk
Eruption / Earth Power / Ancient Power / Protect

:sm/torterra: @ Rockium Z
Bag_Rockium_Z_Sprite.png

Brave | Overgrow
IVs: 31/31/31/31/31/0
EVs: 236 HP / 244 Atk / 28 SpDef

Wood Hammer / Rock Slide / Wide Guard / Protect


MONO ROCK
Streak: 70

:sm/aerodactyl: :sm/tyranitar-mega: :sm/terrakion: :sm/omastar:

Alongside Grass, this team is the one I'm the proudest of. Not unlike Ground, Rock was pretty difficult to build with. It does feature a few Trick Room setters, including a reliable one in Carbink, and another that doubles as one of the best sweepers in Stakataka. Factor in a myriad of good Trick Room sweepers like Gigalith, Rhyperior, Golem, Sudowoodo (yes, it's actually pretty good in Trick Room!) or Carracosta and surely things will work out, right?

Well, they didn't. I tried several times, with many teams (5 I think?) and strategies, and they all failed, most of them struggling to even reach 25 wins. The issue was not setting Trick Room reliably or a lack of power, it was finding ways to position myself properly, and beat disadvantageous matchups like bulky Water Pokémon or opposing hikers with their Ground and Rock-types (how do I beat a Stamina Mudsdale with Mono Rock??). With pretty much my entire team weak to Fighting, Steel, Grass, Water and Ground, I could never safely switch in one of my sweepers, and the Tree has plenty of those moves to work with, so I had to wait for free switches if I was stuck in a position where I could do little damage, while my Trick Room slowly expired. Carbink is incredibly passive, having no offensive presence, and its mediocre speed tier made it move last in Trick Room, preventing Gravity -> Stone Edge combos on turn 2 that as may have liked. It sat there and put the pressure of all damage on its partner until it died - it got to a point where I considered putting Explosion on it (but I don't think it would have been that good, as it puts unrealistic pressure to sweep in basically 2 turns on the rest of the team). Don't get me wrong, Carbink is usually a very decent setter, but in the context where it shared weaknesses with the rest of the team, preventing me from switching to my backline sweepers, it really couldn't contribute as good as it usually would have.

Growing frustrated of failed attempts, I decided to switch things up entirely and to go fast Tailwind mode. I threw together a quick mix of what few fast Rock types there are, and ended up with Archeops / Mega Tyranitar / Terrakion / Omastar. Ok, Omastar isn't fast, but it's a rain set made to sweep with Swift Swim... Tailwind is just like Swift Swim, right? To my surprise, the team did really well, I'm pretty sure it reached the 40s on its first attempt, outshining every Trick Room run thus far. Clearly, Tailwind was the way for Rock. I looked into potential improvements, and Aerodactyl quickly stood out, with a better speed tier as a Tailwind setter than Archeops, and more importantly, Sky Drop to allow a free turn of setup for its partner. How fitting that Mega Tyranitar can be EVed to outslow Aerodactyl by 1 point at +1! That made it possible to Sky Drop a fast target and Dragon Dance on a turn, and double target that Pokémon on the following turn before it got to move. More than a circumstantial gimmick, that combo carried the team hard, it worked really well in a lot of situations (thanks to Mega Tyranitar's incredible bulk, obviously).

Mega Tyranitar over the regular one helped not only with the speed, but also with keeping weather under control by resetting sand, which gave me a much easier edge against threatening Rain teams. Terrakion's Fighting type was extremely clutch to deal with Steel types that were otherwise a big problem, while Omastar, a much needed special attacker, dealt with Ground-types, and could also nuke a lot of things with the Z-move

Fighting types definitely threaten the team the most, as Tyranitar cannot hit them for much, and Sky Drop is a weak move when used for damage (also, incredibly annoying is the fact Virizion weights the exact number needed to not be Sky Droppable... don't pretend like that's not on purpose, Game Freak!! >:(). I could usually get through a couple of Fighting types, but full Fighting teams were quite the challenge, and as a result, that's pretty much what I lost to (if you count Scarf Tsareena locking into High Jump Kick as a Fighting-type, anyway...).

I definitely wouldn't claim the team to be super solid
(but it's made of Rock!!?!), but it was enjoyable for sure, and a nice change of pace since this was my first time using Sky Drop in the Tree (this convinced me it certainly has some untapped potential).

:sm/aerodactyl: @ Focus Sash
Bag_Focus_Sash_Sprite.png

Jolly | Unnerve
IVs: 31/31/31/31/31/31
EVs: 252 Atk / 4 Def / 252 Spe
Tailwind / Rock Slide / Sky Drop / Protect

:sm/tyranitar-mega: @ Tyranitarite
Bag_Tyranitarite_Sprite.png

Jolly | Sand Stream → Sand Stream
IVs: 31/31/31/31/31/31
EVs: 12 HP / 244 Atk / 12 Def / 4 SpDef / 236 Spe
Rock Slide / Crunch / Dragon Dance / Protect

:sm/terrakion: @ Wide Lens
Bag_Wide_Lens_Sprite.png

Jolly | Justified
IVs: 31/31/31/5/31/31
EVs: 84 HP / 164 Atk / 4 Def / 4 SpDef / 252 Spe
Close Combat / Rock Slide / Stomping Tantrum / Protect

:sm/omastar: @ Waterium Z
Bag_Waterium_Z_Sprite.png

Modest | Swift Swim
IVs: 31/0/31/31/31/31
EVs: 12 HP / 4 Def / 236 SpAtk / 4 SpDef / 252 Spe
Scald / Ice Beam / Earth Power / Protect

 
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