BDSP Battle Tower Discussion & Records

So, what now? I do think this team can be better; between this team having reached multiple 100-ish runs now + this loss being lame I don't think it's crazy to say that I can beat or at least repeat this as my understanding of this facility gets closer to Battle Maison levels.
If this is actually a "hard mode" team, then we have our worthwhile challenge right there; trying to squeeze out a team's potential to the very last drop has always been and still is super rewarding and was what made my time with team Marathon in particular such a complete joy, I hope I got at least an initial step done on this team here
So I already semi alluded to this earlier but this Tower's angle of throwing entirely preset teams at you can noticeably change the dynamics of how battles are played here compared to traditional battle facilities. Over time I've learned to make (a lot) more use of it, in a way that goes beyond sacking certain Pokemon to the second enemy for a free switch if they can't help against the third anyway or even sacking Salamence against Porygon-Z or Articuno leads in matchups where it can't contribute anyway. I've just been kinda taking it to the max more? Let's take a look this Palmer team, which statistically you run into roughly once every 21 battles.

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My go-to here on the first few runs used to be pretty standard battle facility play; go to Scizor and set up a Swords Dance to 2HKO Dragonite, go to Suicune on Heatran and Pressure stall Earth Power while setting up, win. Now this works in theory, but resist switches are a thing in this facility, so more often than not Dragonite will switch out for Heatran after the first Bullet Punch. This of course does not substantially alter the strategy at first, since Suicune is still waiting in the wings and the Heatran matchup only becomes easier with its Sash broken; however, this does mean that Cresselia brings back a Dragonite with Multiscale intact against a paralysed Suicune. With +1 Outrage being a 2HKO in this situation and Dragonite occasionally also being smart enough to go for this option over a +4 OHKO, this means that too many consecutive full paras at the wrong time can all but assure a loss.

And there's the rub; of course a resist switch into a cascade of full paralyses actually happening is very unlikely, same with Dragonite both haxing and outplaying Scizor, but as we all know "statistically it will happen at some point so do everything you can to rule it out entirely" is standard battle facility wisdom, and the preset teams here only serve to increase those odds further (not just with Palmer but in general). So, let's use those teams against them here.

- Immediately attack Dragonite with an unboosted Outrage for like 70-85%; most of the time, it will set up a DD of its own to secure the OHKO (which Intimidate turns into a roll) and take out Mence after, but not always, and the end result is the same without the risk of losing Mence without it doing anything.
- Use Scizor's Bullet Punch to revenge kill Dragonite while the Outrage lock-in rules out a resist switch to Heatran.
- Use Scizor's Bullet Punch again as Heatran comes out and takes down Scizor so Suicune switches in for free.
- 2HKO Heatran with unboosted Scald, which thanks to the chip damage from Bullet Punch is actually guaranteed and would be a roll otherwise.
- laugh as Suicune makes a support Cresselia with no way to actually damage it other than a weak unboosted Ice Beam its bitch.

There we have it; from a conventional battle facility player pov rushing into this and sacking mons to take on a fresh third enemy with only a 50%-ish Suicune left would be so insane that we'd have to freshly make up the words to describe it, but because we actually know what we're facing here, this is actually the optimised path to victory here. The only way I can lose this battle at all is if Heatran crits both its Earth Powers vs Suicune /and/ gets a SpDef drop on the first /and/ gets a high damage roll on both on top of that. Safe to say that would be one of those "well sometimes the Tower just says frick you and that's it" moments and, more importantly, is leagues more unlikely than the hax scenarios I was still susceptible to with a more conventional strategy. I changed up my strategies against Palmer's other teams similarly; the lead Heatran variant actually has me 2HKO Heatran with Salamence directly (with Earthquake + Outrage just in case he tries to be funny and pull off a resist switch to Dragonite, though this has not actually happened yet) and chip Rhyperior on the continued Outrage, after which both Rhyperior and Dragonite are pretty easy pickings even for a +0 Suicune. If Salamence goes down to a crit Dragon Pulse (yes no worries I do account for that), then Scizor simply picks Heatran off instead and continues Salamence's chipping role, and the battle proceeds as normal; I /can/ technically lose at this point via convoluted crit scenarios, but they all involve high rolls or unusual AI behaviour (i.e. attacking at +0 while they don't even have me in 2HKO range) on top of that, so I'll take it over Heatran getting lucky vs Suicune. My strategy versus the Regigigas variant is posted in the cringey gif in my earlier post, and even accounting for clever ways in which Palmer can outplay me (e.g. Knock Off my Lum turn 1 then use Protect on a two-turn Outrage to actually corner Mence) I'm pretty sure I mathematically cannot lose this battle outside of hard misclicks.


Unfortunately, being able to roadmap matchups from beginning to end still only goes so far. Try this on for size:

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Scizor-6 is common, with Jogger Sherman also having two teams that use it as a lead. Thankfully, Scizor-6 is also a dummy that usually just throws out weak -1 Bullet Punches and Thiefs, often gets Scald burned, and has a habit of pulling off "genius" switches to the Grass-types and Gastrodons Jerrell and Sherman have in the back; so, while technically this is a 50/50 matchup where Scald's burn chance is the like only reason it's not solidly weighted against me, in practice I get the momentum back quickly if I just go to Suicune, boost once or twice, and start spamming Scald to pressure it until it gets burned or misplays into being taken out. The exception is when it actually boosts on its first two turns, which enables this calc:
+3 252+ Atk Technician Scizor Thief vs. 188 HP / 252+ Def Suicune: 93-110 (46.7 - 55.3%) -- 14.8% chance to 2HKO after Leftovers recovery
which is potentially exacerbated when a high roll here knocks it into Sitrus range and I lose my Leftovers as a result:
+1 0 SpA Suicune Scald vs. 236 HP / 0 SpD Scizor: 76-90 (43.4 - 51.4%) -- 2.3% chance to 2HKO
No matter how dumb the AI gets, of course statistically this will end up happening at some point. On my most recent battle, it managed to take down both Suicune and my own Scizor; while it had been left in unboosted Earthquake range and Salamence brought itself out of Bullet Punch range with its own Intimidate and as a result was able to 1v2 the Venusaur-6 and Lucario-2 backups, bulk + Sash + not exactly weak neutral attacks made this a dire matchup from the get-go. Jerrell's other team would have been an automatic loss on the spot with faster Ice Punch Lucario existing and inability to anticipate anyways since a preemptive Dragon Dance would assure Scizor checkmating me, and here too my only out was hoping for a Venusaur Sleep Powder (and a three-turn Outrage or lack of self-hit ofc) or a major throw along the line of Lucario not clicking Vacuum Wave after low rolls on both Sludge Bomb and Flash Cannon. None of that of course though, and that's all she wrote. Where did that leave us?

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(video here)

The team is still the same it was in my previous post, with the exception of the pre-announced single-point Speed bump on Suicune.

:ss/salamence:
Salamence @ Lum Berry
Ability: Intimidate
Nature: Adamant
EVs: 28 HP / 252 Atk / 4 Def / 12 SpD / 212 Spe (raw stat: 147)
- Outrage
- Earthquake
- Dragon Dance
- Substitute

:ss/suicune:
Suicune @ Leftovers
Ability: Pressure
Nature: Bold
EVs: 188 HP / 252 Def / 68 Spe (raw stat: 114)
- Scald
- Rest
- Calm Mind
- Ice Beam

:ss/scizor:
Scizor @ Iron Plate
Ability: Technician
Nature: Adamant
EVs: 188 HP / 252 Atk / 4 Def / 4 SpD / 60 Spe (raw stat: 93)
- Bullet Punch
- X-Scissor
- Swords Dance
- Roost

For the sake of flipping the mood of this post back to positive, let's get into the relevancy of that single Speed point on Suicune right away.

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It's only a small exaggeration to say that this Trainer has caused me to lose literal sleep, because when your matchup into Electric-types can be sketchy as is, you really don't want to see one that both is immune to Ground and has enough raw bulk for your main chip-susceptible powerhouse to not be able to break it without substantial damage. It's made way worse by the Zapdos in the back that said chip-susceptible powerhouse has trouble handling as is even when fresh, not to mention that Salamence isn't even living to see that one anyway because it'll run into an Ice Punch Metagross before it has the chance!

The first time I ran into this Trainer was a loss, because with the necessity of keeping Mence alive for Zapdos in the back of my head, I actually tried to set up Suicune on Rotom. It's the kind of thing that actually works if everything goes as intended, because it's not actually that strong and Suicune quickly nullifies its own weakness, but things actually do not go as intended when crits exist and we are still facing a foe that has other obvious hax in its toolkit. Not to mention I couldn't exactly afford to play it safe in case it would Volt Switch out to Zapdos at any point. A subsequent attempt involved trying to play around Rotom with Substitute after all, which also almost failed because Metagross came in, though I managed to take it down with Scizor and was bailed out by Herman using the Arcanine variant.

These two attempts combined to actually give me the strategy I needed though. I don't actually need Salamence to handle Zapdos as long as Suicune is boosted when it comes in, and Mence roadblock Metagross is also actually prime setup bait for Suicune. Or rather, it was not at the time I was contemplating this, because the Speed tie really sucks when it's still throwing Adamant Zen Headbutts around that may time themselves around finicky Rest loops, but with that extra Speed point to bump it up to 114, Suicune was always gonna make this Metagross his bitch barring true hax cascades. The only step left was getting it in in the first place, which it was always gonna do vs Mence, but Rotom would have to either die or Volt Switch out for that to happen. The latter was a thing it was prone to doing anyways and would not need my help for, and the former turned out to be way easier than I expected when I'd seen the HO light and noticed that +0 Outrage is actually a clean 2HKO that also avoids Wiki range entirely. Oops.
Oh yea, Scizor's Shedinja-based benchmark still holds up pretty fine in practice and the only sensible drop would be by a single point; 91 like it used to be has some pretty strong arguments against it, where I'm not even talking exclusively about Ludicolo.

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Yet another Trainer that has a reputation of being a bitch, with a team without Rock resistances not necessarily being the most adept at handling Choice Scarf Head Smash and the existence of Fire Punch + Dragon Dance Dragonite on both variants also making "sack Salamence for Bullet Punch revenge kill" a sketchy (as in actually theoretically possible but hax-susceptible) strategy. Keen observers will note that Honchkrow is the relevant Speed benchmark here, and full disclosure under normal circumstances it does not actually come into play here. Flowchart time!

- Switch Suicune into Rampardos, because with Intimidate it can actually tank two of those now. Rest on the second, tank another two, and yay thanks to Pressure you now have a Rampardos that's out of Head Smash PP and a Suicune that's about to wake up.
- You click Ice Beam as Rampardos switches out for Dragonite, breaking its Multiscale and leaving it in range for another Ice Beam; if it switches out for Honchkrow instead, then a standard battering ram cleanup becomes only easier, since Suicune outspeeds.
- In the likely event (~60% odds based off standard 8th grade math) that at least one Head Smash misses, Dragonite simply gets KOed while it tries to set up Dragon Dance and get Suicune into Outrage range, after which Honchkrow is also outsped and takes another one, leaving it in easy Salamence range and primed for a clean. If Suicune actually was in +0 Outrage range, then no big deal, Multiscale is still broken and Salamence is faster, so it can come in on a locked Dragonite easily and similarly finish the deal.

However, this is Titus we're talking about, and "normal circumstances" is a very relative concept here. First off, Rampardos has a habit of staying in on the turn where it's supposed to switch out in order to be UnPrEdIcTaBlE, which means that fantastic it dies to Ice Beam and/or Struggle recoil then and there but Dragonite, in a worst case scenario where every Head Smash hit, actually gets a free shot at knocking out Suicune while keeping Multiscale intact. This is where Scizor comes in, after Suicune goes down:

- Break Multiscale with an unboosted Bullet Punch; we don't want to set up and be left wide open to Fire Punch in the event of a two-turn Outrage!
- In the actual event of a two-turn Outrage, go to Salamence on Fire Punch, take out Dragonite with your own faster Outrage, and knock Honchkrow into Scizor range.
- If it's a three-turn Outrage, use the third turn to set up an SD for real and take Dragonite down.
- Use Bullet Punch to outprioritise Honchkrow's Sucker Punch and win. It's actually a roll (a favoured one, but still; more on that later!), but if you actually do lose Scizor here to rolls and smart move choices you have a Mence in the back anyways.

Your answer to this would be "wait Mari surely you are not forgetting the fact that Head Smash can crit because that's where my Titus sleep paralysis demons come from", and no worries I'm getting to that! The flowchart here is somewhat similar, with the differences that you no longer have a Mence in the back but Scizor also ends up less chipped, which makes for a tiny but funny shift in dynamics.

- Bring out Scizor after Suicune goes down and insta-remove Rampardos with Bullet Punch.
- Dragonite comes out; go back to Salamence on Fire Punch and sacrifice it to Dragonite's Outrage in order to get off your own.
- Bring Scizor back in, use the second Outrage turn for a Swords Dance boost, and take out Dragonite.
- Take out Honchkrow with X-Scissor instead to avoid any heartbreak from tragically missing the Bullet Punch roll, since you're in Brave Bird range but not Sucker Punch range anyways. If an Outrage crit means you DO need to chance the Bullet Punch roll, then oh well we're talking about a multiple improbable hax instances scenario here anyways I suppose.

Now is this way too many words for something that basically amounts to a simple case of Sucker Punch headache + 87% roll heartbreak avoidance, yea probably but I found it another nice example of every single bolt in this team's toolkit actually mattering in matchups that take serious effort to figure out, which Titus (evidently) is. If instead you wanna believe that I saw an opening to thoroughly break down my Titus matchup and ran with it then sure that works for me too though.

I don't actually have many interesting things to say off the top of my head about Salamence's Speed stat other than Jolly Dragonite and Life Orb Competitive Milotic like I mentioned in my previous post, as well as being able to Sub before Drifblim's Will-O-Wisp. We have more fun and only very vaguely relevant stuff to talk about though!

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So this is pretty up there for what's been the absolute most satisfying matchups to solve, because at face value it's beyond nightmarish. I'll just go through obvious options in order first.

- Salamence is not boosting on this, full stop. Only +3 Outrage is a guaranteed OHKO, while Hurricane is a 2HKO in return and Will-O-Wisp is a thing that also exists. Any ideas like going for the <50% 2HKO chance with unboosted Outrage would be just as dumb as they sound even without Flame Body and Lax Incense in the picture, nor is trying to use Substitute to play around predicted Will-O-Wisp with Substitute, not to mention that sacrificing or almost sacrificing Salamence is all but suicide with a defensive Zapdos in the back.
- Setting up Suicune is plan B, and between Suicune outspeeding and Moltres commonly opening with Will-O-Wisp two immediate boosts are pretty much guaranteed. At this point even Hurricane confusion is not a major factor anymore for screwing Suicune over without outlandish stuff like back to back crits and back to back self-hits on a 70% accurate move with an effective 8PP where I have speed initiative; however, Mystical Fire is next, after which Moltres will be switching out entirely, and while getting to +6 Special Defense is very plausible, once again Zapdos is coming out next, which you'll be taking on with outright lowered Special Attack. Taking on a faster Electric-type with reliable recovery under these circumstances is actually still possible, but it's even less safe than setting Suicune up on Rotom-W, and we all know how that went, even without Discharge paralysis and a Sheer Cold Articuno still in the back.
- Taking Hurricane PP out of the picture and using Salamence's Substitute to boost on Wisp and Mystical Fire is a lot less crazy than setting up from turn 1; however, you still need a full 3 boosts, which actually gets sketchy if Moltres gets smart and uses Mystical Fire on a naked Salamence or (of course) crits the sub, especially knowing that there's also a Tyranitar in the back to bring Sand Stream chip. The bigger issue is simply the team composition in general though; between Flame Body, Static, a potential two-turn Outrage, and Bright Powder potentially letting said two-turn Outrage kick in even sooner, a single Lum Berry just isn't enough here. The cherry on top here is once again Zapdos, since that one coming out late and prior status potentially enabling it to take out Salamence means you really kinda sorta just lose here.

Combining failed strats 2 and 3 actually got me where I needed to be. Once again, flowchart time!

- Go directly to Suicune, and use Rest + Pressure + Calm Mind to stall out Hurricane as well as 14 Mystical Fire PP. Make sure Suicune is either asleep or burned at this point, to rule out another Will-O-Wisp.
- Go back to Salamence on Mystical Fire 15; Sub on Wisp; Dragon Dance on Mystical Fire 16; Dragon Dance again on the switch out.
-- This removes Moltres and not unimportantly its Flame Body and Lax Incense from the picture entirely by relegating it to a 3rd mon that is assured to lose as long as I still have a Suicune or a fresh Scizor alive when the other two have gone down.
- Use Tyranitar or Articuno to get the third Dragon Dance that's needed to one-shot Zapdos later. Tyranitar may break Salamence's Sub but without hax items on either Tyranitar or Zapdos you don't need it anymore, and if Articuno hits a Sheer Cold as you miss a (first-turn, therefore non-Lum-burning) Outrage simply set up another.
- win

My entirely on-topic followup point actually involves the comparison with Dragonite, which as we all know has this one reputation of being the best self-sufficient lead sweeper imaginable that noobs and veterans alike should consider as soon as they enter the Tower so surely I have no actual reason to be using Salamence instead other than "because I want to" and I totally should be swapping in Dragonite if I want to be competitive; but let's see how Dragonite is handling this instead without Substitute. The best I can do is a similar variant of Pressure stalling Hurricane, then setting up on Mystical Fire until Moltres switches out, but with Roost instead of a real way to dodge Wisp you'll end up shooting for burned +6 instead. Which in the grand scheme of things certainly isn't bad but is equivalent to +2 and not the +3 you need, and you're also without a Sub and without a Lum when the Zapdos you're probably not OHKOing comes out on a two-turn Outrage. Yes, more often than not you're still winning. But if my Scizor matchup is the legitimate headache that it is (did I mention that lead Dragonite is not beating it either) then this strat is not getting a passing grade either.

Let's talk about another one as well.

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No flowchart here but the obvious idea is to set up on Tyranitar while Rest looping through Crunch PP, aided by Intimidate; -1 is guaranteed for obvious reasons, but -2 is free as well unless it throws up Stealth Rock turn 1. It's really not the worst calc in the world ever without Intimidate either:
4 Atk Tyranitar Crunch vs. 188 HP / 252+ Def Suicune: 39-46 (19.6 - 23.1%) -- guaranteed 5HKO after sandstorm damage and Leftovers recovery
but the obvious issue here is that Crunch is, well, Crunch, and you're not realistically tanking 12 of these without risking the following calc at least once:
4 Atk Tyranitar Crunch vs. -1 188 HP / 252+ Def Suicune: 58-69 (29.1 - 34.7%) -- 65.4% chance to 3HKO after sandstorm damage and Leftovers recovery
You are in general not keeping these drops on Suicune, not even if they happen on the 12th Crunch because at that point Garchomp will simply 2HKO Suicune on a Bright Powder miss. Of course resetting the drops is straightforward, but since you're taking both Stealth Rock damage and a Tyranitar attack on the switch back without even burning a Rest turn it's also annoying and you don't want to do it if you can help it; and without Salamence support Suicune both needs to get out of there asap and also is taking the full blow of Tyranitar's attack on the switch back, while with the Attack drops Suicune can even afford to stay in and wait out a Rest loop without major issue.

I'm not claiming a Dragonite variant is not making it through this matchup in one piece, because realistically it still will without actually substantial bad luck; the point is just to prove the additional security blanket that Intimidate provides and also that "well this calc is still safe even without" can turn out to be very short sighted in practice. Or heck now that I think of it take even the Titus matchup, where without the Intimidate drop Suicune just dies, and you need to instantly pivot to the "Rampardos crits Cune" scenario, which doesn't even work without Jolly Dragonite to emulate Salamence's Speed advantage and the resulting actually awful power loss in other matchups. Either that or an alternative strat where you sack Dragonite instead, which works but also easily leaves you in a position where you're a single Honch crit away from losing. The Intimidate buffer is just kind of difficult to explain properly with examples when e.g. Dragonite certainly still has some ways to manoeuvre through otherwise Intimidate-heavy matchups like Tyrell's Mamoswine and it's very much a practice over theory thing, but hopefully these examples are at least somewhat relevant.

I'm just rambling here, but with this streak Salamence now has Dragonite either basically tied or very convincingly beat on the leaderboard in like every generation except BW (where tmk Salamence hasn't really been explored at all). I think it really is still so easy for real to underrate Intimidate even with everything team Marathon and team Growl and whatever people have done in the Tree proving how seriously it needs to be taken, and in general it ties back to just finding outs. The big thing Intimidate has over Multiscale is that it also enables teammates, so it inherently adds a lot more depth to a team than an ability that certainly does some incredible things but stays comparatively linear in the end. There is absolutely no way to substantiate this more without a very thorough comparison of both teams with a breakdown of how the respective abilities would affect not only preview matchups but also ability to bounce back from hax, which I am not sure is entirely productive or even feasible; it's just, I feel the thing that makes good teams great is not the overall quality of their plan A but just how much hidden potential they have to drag out, and believe me there can be a lot of that. It's how a team not even myself had too much faith in is still remembered in 2k24 because it managed to do things like fully set up a SubDD Gyarados vs Taunt + Hypnosis Crobat by PP stalling it with a Gliscor of all things (sorry if I sound like I'm tooting my own horn too much but for obvious reasons this is the team where I have most examples handy off the top of my head, and I hope this is the one piece of my legacy here that I am actually allowed to own anyways). And no that was not a security overkill flex when the alternative was still ending up with a +0 Aegislash vs a team that probably has a Fire- or Dark-type in the back. Teams become great when they have the tools to generate arrows in their quivers you'd never expect to exist, and 20 functional arrows are always better than 10 incredible ones when it comes to having outs. And I just don't care how difficult they are to discover. It's so amazing to find out.

In the spirit of that, I'm also dropping a sample of my lead notes here to show how I handle some other tricky and also standard matchups to give a proper feel for how the team plays. Not publicising all the secrets of the universe this time but of course lmk if there's any in particular that you want to know my strats for!
Donnie Ace Trainer (M) Garchomp-3 Suicune-4 Togekiss-3
Donnie Ace Trainer (M) Garchomp-3 Suicune-4 Latios-5
Immediate Outrage--Garchomp's Outrage is a roll, so it will usually SD first and kill Salamence turn 2. Bring out Scizor, set up your own SD on Garchomp's continued Outrage, BP to take out Garchomp and also the followup Togekiss or Latios. Use Suicune to Pressure stall opposing Suicune's attacking moves, and use Scizor to finish the job. If Garchomp attacks directly, the strategy doesn't change substantially, just 2HKO Garchomp with +2 BP instead; with double Rough Skin damage crits may be fatal here esp on a two-turn Outrage followed up by EQ, but barring those the Intimidate drop means you're still quite safe, and "it almost never attacks directly anyways".

Jane Ace Trainer (F) Ninetales-3 Venusaur-4 Dragonite-4
Jane Ace Trainer (F) Ninetales-4 Shiftry-4 Latios-5
Dragon Dance while absorbing an initial Will-O-Wisp, Sub because there's no reason not to and it rules out Venusaur coming in while sun is up, the dragon comes out second so it's mostly straightforward from here; either you sweep outright with Scizor coming in last to pick off Shiftry, or (in a scenario where Ninetales-3 attacks your Sub as it goes up then Wisps again as it's knocked down to Sash) Scizor can set up an SD on Outrage-locked Dragonite for the clean.

Harvey Pokemon Breeder (M) Bastiodon-3 Exploud-3 Articuno-1
Use Suicune to break Sturdy (with Ice Beam) to avoid Metal Burst fun times and proceed to Pressure stall Stone Edge, set up Scizor for the sweep.

Ellis Ace Trainer (M) Skarmory-4 Gengar-4 Dragonite-4
Ellis Ace Trainer (M) Skarmory-4 Cloyster-2 Magnezone-3
Spam Earthquake until Skarmory set up Stealth Rock; then, continually switch in Salamence and Scizor to sack them asap. Make sure to only switch them if they have been hit by Rock Tomb first, in order to disincentivise continued Rock Tomb PP wasting and make sure it uses Whirlwind instead; if they still outspeed Skarmory, use EQ or SD instead, and never keep Suicune in until it's the last mon standing. From that point go for a mono countersweep by setting up as many Calm Minds as you can while, if need be, adding in a Rest to make sure Suicune is healthy when the loop is over; if the first turns have gone as planned, you should have 8-9 turns so 5-6 boosts will be fine. Use Scald as Skarmory switches out and continually attack to try and win the battle from here.

Irene Ace Trainer (F) Espeon-3 Cloyster-3 Raikou-4
Irene Ace Trainer (F) Espeon-3 Blaziken-4 Clefable-2
Go to Scizor, click SD, if Espeon is still in at this point click SD again. If it Baton Passes to Raikou (either on or after the second SD), finish it with X-Scissor + Bullet Punch, break Cloyster's Sash with Bullet Punch; if Cloyster boosted then BP again to take it out after which Espeon is easy, if it took out Scizor directly then have Suicune handle it instead. If Espeon Baton Passes to Raikou on the first SD, then do the same thing while presumably sacking Scizor and have +1 Salamence take over Scizor's role. If Blaziken comes in instead, immediately go back to Salamence to take it out, and go back to Scizor to handle Clefable with Bullet Punch spam (clean 2HKO once Reflect runs out).

Denver Pokemon Ranger (M) Politoed-3 Kingdra-2 Zapdos-1
Dragon Dance, Sub if it doesn't boost, keep doing so until it sets up Belly Drum or otherwise is in Earthquake range. Go to Suicune once Kingdra comes out and use Pressure to set up on it and PP stall it until it switches out; this way you get two relatively clean shots at Zapdos rather than instantly being in a losing position on a Brightpowder miss (esp if you only get a single DD on Politoed so Kingdra outspeeds and you at least don't get to face Zapdos with an intact Sub).

Rusty Pokemon Ranger (M) Kangaskhan-2 Aggron-2 Charizard-3
Go to Scizor, set up on weak Kangaskhan attacks while using Roost to stay healthy, just sweep from this point since +6 BP takes out Charizard.

Joy Pokemon Ranger (F) Registeel-3 Cradily-2 Scizor-3
Set up Suicune on Registeel, it's weak and between wasted turns you get decisively ahead with boosts very quickly. Don't boost all the way to +6, +4 to minimise crit opportunities for Registeel is fine since Scald + Ice Beam is a KO on Registeel as is and is safer anyways in the likely event of a resist switch to Cradily, and it also does not make a worthwhile difference in terms of KO odds vs Scizor and Cradily.

Sylvia Battle Girl Slowking-2 Granbull-2 Vaporeon-2
Likely 2HKO on Slowking with +0 Outrage; go to Scizor to take out Granbull with +0 Bullet Punch, use Suicune to Pressure stall Vaporeon. Slowking needs both back-to-back low rolls on Outrage and Psychic hax to defeat Salamence; in this case, use Scizor to finish it off and chip Granbull and have Suicune close out the deal.

Kristy Battle Girl Starmie-2 Ambipom-3 Articuno-2
Sack Salamence to Ice Beam, take out Starmie with X-Scissor + BP. You have enough options from this point but since Scizor will be in Fake Out + whatever range but not in just whatever range atp, the go-to is bounce Fake Out off Suicune, Scald twice (or once if you crit or burn), go back to Scizor to finish it off with BP, go back to Suicune on Articuno, Pressure stall + set up on it and 2HKO it during a Rest loop.

Gunner Psychic Jynx-3 Regirock-1 Skarmory-2
Go to Suicune on Ice Beam, go to Scizor on Psychic, BP KO, use Suicune to take out Regirock, also use Suicune to take out Skarmory but once Drill Peck PP is gone you have the option of switch-stalling it down as well if you haven't been able to hit through Sand-Attack / Double Team.

Kelby Waiter Honchkrow-3 Claydol-3 Venusaur-6
Kelby Waiter Honchkrow-3 Claydol-2 Metagross-4
DD once on Honchkrow (defaults to twave), Sub twice after if it actually uses twave to make sure you're in Claydol-3 range and don't get stuck vs Venu after a two-turn Outrage. Outrage to KO, will almost always OHKO Claydol-2 atp as well at which point Metagross is handled by Suicune or Scizor without significant trouble. Have Suicune handle Claydol-3; +2 is enough since it wins vs Venu no matter the moves it picks (Ice Beam + fresh Bullet Punch KO if it uses Sleep Powder, simple Ice Beam 2HKO if it uses Giga Drain).

Barrett Cameraman Blissey-3 Typhlosion-4 Venusaur-6
Barrett Cameraman Blissey-3 Typhlosion-4 Machamp-2
Sub to avoid Flamethrower burns and boost; two DDs are enough to win, just use Earthquake to make sure Blissey's Sub is broken first.

Jess Cameraman Suicune-6 Starmie-3 Typhlosion-4
Jess Cameraman Suicune-4 Venusaur-6 Flygon-2
Go to Suicune, use Pressure to stall all the opposing Suicune's attacking PP while getting to +6 yourself, hit the switch-in once it runs out, take down the other backup as well and use Scizor or Salamence to take down Suicune.

Josie Reporter Latias-5 Mamoswine-5 Lanturn-4
Josie Reporter Latias-3 Mamoswine-2 Lanturn-4
Dragon Dance (and Sub on Latias-5 if you can get away with it); this should be a clean sweep on the Latias-5 variant where Scizor or Suicune can finish the job on Mamoswine, a fully clean sweep on the Latias-3 variant if you manage to tank Dragon Pulse, and opportunity for a +2 Scizor sweep if you don't.

Demetri Cyclist Electivire-3 Cresselia-7 Machamp-3
Demetri Cyclist Electivire-3 Cresselia-7 Staraptor-3
Actually stay in with Salamence to sack it while knocking Electivire down to its Sash (tanks -1 ice punch bc lol evire), set up an SD with Scizor while Electivire goes down to Wild Charge recoil. Against the Staraptor variant, win; against the Machamp variant, go to Suicune on CC, Scald while tanking a second CC, if Suicune survives actually click Calm Mind to sack it so Scizor doesn't have to switch into Cresselia. Either way use Scizor to finish off Machamp through CC Def drops, defeat Cresselia.

Kristi Cyclist Articuno-5 Metagross-4 Gyarados-4
Kristi Cyclist Articuno-5 Metagross-4 Gyarados-2
Use Substitute to set up to +2 on Articuno's Sheer Colds, sweep.

Mariana Cyclist Nidoqueen-4 Swampert-4 Quagsire-4
Mariana Cyclist Nidoqueen-4 Swampert-4 Porygon-Z-3
Go to Suicune, Scald for chip while tanking tbolt, go to Scizor to finish off with BP. Go to Salamence as Swampert comes out; if Suicune is out of Waterfall crit range, go to Suicune and Rest, otherwise use Scizor for Intimidate stalling until it goes down and gives the free switch to Suicune instead. Either way use Intimidate switches and Pressure to get rid of PP and heal Suicune back up, set up Salamence to +2 and a Sub when Swampert is worn down enough, Outrage kill Swampert and P-Z, vs the Quagsire variant use the usual Quagsire strat.

Auston PI Drifblim-4 Moltres-5 Latios-6
Auston PI Drifblim-4 Garchomp-8 Tyranitar-5
Sub, DD, Outrage. Sequences from here depend on Drifblim's moves and whether it successfully and disastrously passes a Minimize boost, but chomp/ttar/latios get shredded and Pressure stalling is a backup plan vs Moltres.

Coby PI Umbreon-3 Weezing-4 Tyranitar-5
Double +0 outrage followed by +0 X-Scissor takes down Umbreon, Weezing is next so set up Suicune on it and win.

Coby PI Tyranitar-5 Weezing-4 Drapion-3
Actually DD on Tyranitar because it doesn't have a guaranteed KO and will tend to DD itself, take down it + Drapion after and use Suicune to take down Weezing if Salamence can't.

Bryon Fisherman Blaziken-5 Gyarados-4 Latios-6
Bryon Fisherman Blaziken-5 Gyarados-4 Suicune-6
Earthquake to knock Blaziken down to Focus Sash, Outrage to catch Gyarados on the switch (pretty much always happens), which will then take down Mence. Send out Scizor, get a Swords Dance boost on Gyarados before finishing it off in case Latios comes out. If it's the Suicune variant instead, Pressure stall its attacking moves and use Scizor to finish the job after.

Tyrell Guitarist Mamoswine-5 Miltank-4 Entei-5
Tyrell Guitarist Mamoswine-5 Scizor-6 Entei-5
Use Intimidate switches and Suicune's Pressure to get Mamoswine to -6 Atk and out of Earthquake PP, set up Suicune, sweep.

Dalvin Guitarist Lickilicky-3 Flygon-3 Zapdos-8
Dalvin Guitarist Lickilicky-3 Flygon-3 Zapdos-1
Go to Scizor and take down Lickilicky, then go to Suicune on Flygon (or back to Mence on Zapdos-1 for a +1 Outrage KO). Set up Calm Minds on locked Flamethrower, but make sure to not attack until it's stalled out entirely to potentially get an extra shot at hitting Zapdos on the switch.

Edmund Collector Staraptor-4 Gardevoir-5 Medicham-4
Edmund Collector Staraptor-4 Gardevoir-5 Garchomp-8
Click Dragon Dance on Final Gambit (or sometimes U-turn but it does not alter the strategy to an extent you can't figure it out anymore). For Medicham, bounce Fake Out off Suicune and just Scald, and use Scizor to finish the job; if Garchomp comes out then knock it down to its Sash and finish it + Gardevoir with Scizor.

Aidan Roughneck Metagross-4 Slaking-3 Quagsire-4
Aidan Roughneck Metagross-4 Dragonite-5 Quagsire-4
Go to Suicune, Pressure stall Zen Headbutt after using the first two turns for Calm Mind boosting or Scald fishing. Just Rest loop constantly until Zen Headbutt is gone because flinches are a bitch. You don't want to boost too far after either to avoid gambling with Meteor Mash boosts; +4 is enough to one-shot both Metagross (provided you used at least one Scald before the first Rest loop) and Dragonite. If Slaking comes out instead then have Scizor handle it. For Quagsire, just use Suicune to PP stall it, but also make sure to Scald burn it first so that it'll use up Recover PP right after Whirlpool is gone, and once it's done take it down with like seven Scalds or so.

Brant Roughneck Raikou-5 Snorlax-3 Entei-5
Brant Roughneck Raikou-5 Suicune-6 Entei-5
DD once, take out Raikou; if Entei comes out second, it's the Snorlax variant and you can sweep, if Suicune comes out instead use your own Suicune to Pressure stall its attacking moves, take out Entei on the switch, and use Scizor to finish off the job. If Raikou crits you pretty much just lose unless Scizor crits back in an X-Scissor + Bullet Punch combo.

Jarred Scientist Lucario-3 Flygon-3 Exeggutor-3
Jarred Scientist Lucario-3 Flygon-2 Porygon-Z-3
Go to Suicune; two Rest loops get rid of Close Combat PP entirely. Set up and sweep.

Kennedy Gentleman Milotic-4 Tyranitar-5 Latios-6
Sub twice to get Milotic into +0 Outrage range, get revenge killed by Latios, finish the deal with +2 Bullet Punch.

Hans Worker Politoed-5 Registeel-5 Claydol-3
Hans Worker Politoed-5 Kingdra-2 Scizor-5
Go to Suicune, don't focus on attacking it at all and just boost/potentially Rest to keep Suicune healthy until Perish count hits 1, switch back out after. Set up Suicune on Kingdra/Scizor, on Registeel just boost with Salamence, if it Explodes go back to Suicune.

Kenton Policeman Gardevoir-5 Charizard-5 Rampardos-3
Kenton Policeman Rampardos-3 Charizard-5 Espeon-2
Sack Salamence against the lead, use Scizor to revenge kill, go to Suicune on Fire Punch, spam Scald to take down Charizard and use Scizor to close out the game.

Allie Bird Keeper Lapras-4 Aerodactyl-3 Electivire-3
Allie Bird Keeper Lapras-2 Aerodactyl-2 Electivire-3
Sub; Lapras-2 will reveal itself pretty much immediately, and getting to +2 for a sweep won't be too hard. For Lapras-4 still keep subbing down, since it does randomly toss out Sheer Cold sometimes so you can still fish for a miss there. Overall you'll realistically be going for a KO with Outrage followed by +2 X-Scissor though, after which you can also take out Aerodactyl and weaken Electivire enough to neuter it as a threat for Suicune.

Christa Parasol Lady Breloom-5 Alakazam-5 Arcanine-4
Christa Parasol Lady Breloom-3 Infernape-4 Togekiss-5
Dragon Dance; against Breloom-5, Sub to dodge Counter, Earthquake to break Sash, sweep at +2 to take out Breloom with Earthquake and avoid risking a two-turn Outrage. Breloom-3 will use Rock Tomb so use the Attack boost to secure the OHKO, after Togekiss revenge kills Salamence use Ice Beam + Bullet Punch to safely remove Togekiss, sack Scizor while removing Infernape's Sash and win with Suicune.

Madelyn Parasol Lady Togekiss-2 Snorlax-3 Arcanine-4
Use Sub on Salamence to rule out Thunder Wave on the switch to Suicune, switch and boost. You get two surefire boosts before you get paralysed and feel free to squeeze in a 3rd too because it spends its first couple turns spamming Double Team for the most part, but overall make sure to use Rest as much as possible for a loop of use Calm Mind on wake turn -> use Rest immediately after to keep dodging Thunder Wave. You'll realistically end up forcing it out through PP stalling Air Slash, which is fine, just sweep after.

Jaclyn Beauty Flygon-3 Starmie-3 Snorlax-3
Jaclyn Beauty Flygon-3 Slaking-3 Infernape-4
Go to Scizor, Roost stall Draco Meteor PP while setting up a triple SD and keeping Scizor's HP at full. Use Bullet Punch after Flygon's eighth Draco Meteor to (hopefully) 2HKO Starmie or Infernape on the switch and clean up after; if Flygon stays in, still have Scizor handle Starmie because full HP is enough even on a Hydro Pump crit, but have Suicune handle the Infernape variant instead to keep Scizor alive for any Slaking Giga Impact crit bs.

Noelle Beauty Latias-5 Ninetales-6 Togekiss-5
Noelle Beauty Latias-5 Latios-6 Togekiss-5
Dragon Dance as Latias uses either Calm Mind or a weak move, KO Latias. Latios will come up second if Noelle brings it and Salamence will right through it, but Togekiss will come out second on the Ninetales variant. The idea here is to make sure Ninetales comes out on Scizor so it'll lock into Flamethrower not Solar Beam while keeping in mind that Bullet Punch is not a guaranteed KO on Togekiss; so, send out Suicune first to chip Togekiss with Ice Beam, go to Scizor to finish it off, sack Scizor to get Suicune back in safely once Ninetales comes out (either after Togekiss goes down or on a resist switch which could theoretically happen I suppose).

In any case I have not exactly been grinding all the time since my previous post. I am at about exactly 1000 non-consecutive wins right now, and the 109 I put up earlier technically wasn't my PB anymore, in the sense that I actually tied it end December. The loss was vs Ellis:

1714440365159.png


The overall strategy is one of the examples outlined in the hidetag above, but the tl;dr is sacking both Salamence and Scizor to Stealth Rock and Rock Tomb to position Suicune for a 1v3 countersweep, with some additional nuances to maximise Skarmory's remaining Rock Tomb PP and thus buy as many setup and potential Rest turns as possible. After Skarmory runs out of Rock Tomb, it switches out, so you get to target either Gengar or Magnezone on the switch, after which a healthy Suicune also wins vs Dragonite or Cloyster, and Skarmory is a sitting duck of course. I did exactly that, after which I am of course terrified of Magnezone's Sturdy + potential crit Thunderbolt, and knowing that Ice Beam avoids knocking it into Custap range, I click that move over Scald. It's the Gengar variant instead, Cursed Body triggers on Ice Beam, and Dragonite is actually smart and boosts for the 2HKO not the OHKO, so I don't have enough turns to beat it with Scald. Oops, game over. Now this did not bother me as much as it maybe should, because honestly these odds were in pretty solid "I can't even be mad about this lol" range, but a) I chose the wrong eventuality to rule out since odds of this scenario happening were actually substantially bigger than the Magnezone crit tbolt (especially since it would also have to dodge a Scald burn to even get a shot at pulling it off), b) I kinda sorta failed to process that the 6+ Rock Tombs I'd tanked with Suicune rendered the whole avoid Custap range line of thought kinda moot to begin with. Don't get me wrong, figuring out this matchup was beyond satisfying with how insane it seemed at first and how much I had to think outside the box for it. But the loss also was a blunt reminder that no this tower really does not allow you to miss even a single beat, and thankfully I managed to let it push me even further into fully solving this team rather than beat me down. This loss happened on New Year's Eve, and I have slowed down a lot since (too much stuff to do, and gaming wise Persona 5 also is the kind of game that takes multiple months to complete even if it's the only game you're playing at a time), but I kept playing a few sets on and off on the side, and this is where it got us.

It's about time to wrap this up; and so that does bring the "prove Suizomence's potential" mission to an end at 253 wins, and I'm at peace with this, possibly more than any other streak I've lost before. This is going to sound a bit battle facility player unworthy, but between scenarios like "lead specskou crit and I lose" scenarios existing and the statistical guarantee of Scizor or Natalia outplaying me at some point down the line, it was always gonna be cut short at some point before true "this facility has been solved" numbers, so in practical terms the goal was to just well. learn how to use the team so well that most of what was left to do was outrun those statistical scenarios. I don't mean this in a nihilistic way; rather, that I felt I'd actually gotten as close to completing my mission of playing the team to its full potential as I could expect of myself, which made for an incredibly zen playing experience where I knew I was gonna end with a number I should be happy with, I was never gonna go the full distance on the leaderboard anyway, and all I had to do was just keep using the strats I'd spent all this time working out until the point where the Tower was gonna tell me "okay mari that's as far as you'll go" and that was gonna be fine. In other words, once I overtook my old record, the mission became threefold:

- get a significant improvement over 109 so that I have a proper number to go with the new strategies I want to post about;
- beat 200, and go for 210+ while I'm at it and by extension top 3 on the leaderboard;
- lose in a not stupid way.

Speaking from experience, the last point here is obviously the hardest lol, but overall I think this is a fair loss that I cannot blame myself for and where I genuinely ran into the team's limits even with the unexpected amount of depth it has. So ye we may have squeezed out this team's potential for real by now, and it's time to check up the leaderboard balance. It was a bit depressing to see the leaderboard as empty as it was when I finally first clicked into this thread some point last year, and yea it does make it pretty unclear what this number is truly worth when that's the case + the streaks below me have been inactivity disqualified rather than actually lost. It's alleviated because my prior statement of trying to take this team as far as it can go rather than climb the leaderboard per se is still true, and in that sense I also care more about the raw 253 number here than the third place.

But of course I cannot be expected to beat people that aren't challenging me to begin with, and I am not gonna brush over this top 3 placement now that it has actually happened. I really did feel like I had stuff to prove going into this, or at least a reputation to fail to uphold; for all my history with the Maison, I never was able to shake the feeling that the power level in that facility is low enough that one can actually fully solve it (hence the comparatively absurd numbers people reached there) and that I would fall flat on my face in facilities where finding teams able to cover "enough" was gonna be a lot more brutal. If there's anything that this record means to me, it's that yes I can actually hold my own in a tower with a far more brutal difficulty level as well.

And of course I owed it to the team as well. I wouldn't consider this an outright copycat streak, but I've been upfront about how the team came to be and it wouldn't be fair to call it entirely my own work either (yes I know I probably could have put them together myself as well but I can't rewrite history!), so yes it would have been pretty cringe to submit a number to the leaderboard that's not worthy of Suizorus's legacy. I was unsure if the previous record was (barely) good enough for this but figured it at least didn't suck and that the story of the team was worth sharing. No such worries this time though, I think the other records still provide enough perspective overall that yes this is a team that can seriously contend with this Tower, and that I actually managed to prove this. I will probably keep playing with this team on and off sometimes because I like having fun, but I do not think I can expect myself to shoot any higher than this. If it happens I'll let you know; but overall rn I'm gonna try to find unexpected depths in other teams to explore. Hf all!
 
I've been feeling a bit burnt out from the VGC scene lately, so I though I would pick up the BDSP battle tower again. I currently have an ongoing streak that just passed the 300 mark. I made some changed to my original team, which will be detailed below
1716489051745.png


Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 76 HP / 236 SpA / 196 Spe
Modest Nature
- Fake Out
- Giga Drain
- Scald
- Ice Beam

Added a bit more speed on Ludi. It now outspeeds neutral nature scarf base 100's

Scizor @ Lum Berry
Ability: Technician
EVs: 236 HP / 236 Atk / 20 Def / 4 SpD / 12 Spe
Adamant Nature
- Bullet Punch
- X-Scissor
- Swords Dance
- Protect

Scizor is now ev'd to take a crit close combat from Barry's Heracross

Politoed (M) @ Sitrus Berry
Ability: Drizzle
Level: 50
EVs: 244 HP / 108 Def / 4 SpA / 148 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Protect
- Perish Song
- Haze
- Scald

Slightly adjusted the EV's here. It now guarantees a survive from a Magnet-boosted Thunder from Timid Raikou

Latios @ Choice Specs
Ability: Levitate
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Ice Beam
- Thunderbolt

The only change here is to swap shadow ball for thunderbolt. I have considered cutting draco meteor for something else. I hardly ever click it because of the accuracy, but it's a nice insurance policy if I'm in a jam.

The team still functions basically the same as before. A strong rain core that can end game with a perish song or use perish song to deal with annoying set up stuff.

I'll post an update as I continue my run
 
weavile.gif
typhlosion.gif
latios.gif
gastrodon.gif

Need for Speed (and Gastrodon)

Submitting a streak of 159 wins in Master Class Doubles. This team is fairly simple to use, as it relies mostly on speed and nonstop offense. Every move in every set is a damage dealing move.

It leads with the fastest Fake Out user (Weavile) paired with the fastest Eruption user (Typhlosion). As long as Weavile can flinch the enemy Pokémon or keep them slower than Typhlosion, you'll be able to get off full-HP Eruptions with no issue. As you progress through the battle tower, be sure to identify which Pokemon are making use of Quick Claws, Focus Sashes, Sturdy, and Inner Focus. Often times, if you know the opening matchup well, you can faint both of the opponent's lead Pokémon in the first turn without taking any damage.

Your two Pokémon on deck are Latios and Gastrodon. These two also work extremely well together. Gastrodon's Storm Drain ability makes him a perfect candidate to switch into your own Latios' Surf for a free special attack boost. Their move pools are extremely diverse and provide excellent offensive coverage.

The team information and streak validation can be found below:


weavile.gif

Weavile @ Focus Sash
Ability: Pickpocket
Level: 50
EVs: 252 Atk / 252 Spe / 4 HP
IVs: 31/31/31/0/31/31
Jolly Nature
- Fake Out
- Ice Shard
- Low Sweep
- Ice Punch

252 Speed Jolly Weavile is as fast as a Fake Out user can get in BDSP. He is devastating when paired with his partner in crime: Typhlosion. Weavile's mission in the early game is to ensure Typhlosion gets as many full-HP Eruptions as he possibly can. He can use Fake Out to flinch any Pokémon that is going to outspeed Typhlosion in turn 1. He can use Low Sweep in subsequent turns to ensure speedy pokemon like Raikou, Jynx, Manectric, Latios, Latias, and more get hit with any future eruptions before they are able to act. Weavile's long list of type weaknesses allow him to draw enemy attacks away from Typhlosion when applicable. Ice Shard is a must-have STAB priority tool in Weavile's kit. Fake Out + Ice Shard is enough to deal with Palmer's Multiscale Dragonite. Ice Punch rounds out the moveset. Pretty self-explanatory, a strong STAB Ice move for Weavile to use how he pleases. Can often OHKO enemy Latios or others especially weak to Ice.

typhlosion.gif

Typhlosion @ Choice Specs
Ability: Blaze
Level: 50
EVs: 252 SpA / 252 Spe / 4 HP
IVs: 31/0/31/31/31/31
Timid Nature
- Eruption
- Flamethrower
- Extrasensory
- Nature Power

As previously mentioned, 252 Speed Timid Typhlosion is as fast as an Eruption user can get in BDSP. With a very respectable 100 base Speed stat, he naturally outpaces most team's lead Pokémon, and can fire off a turn 1 full-HP Eruption at will. If he is slower than one of the opposing leads, Weavile's Fake Out can resolve that issue. Flamethrower is a solid backup STAB option for when Typhlosion drops too far below max HP. He is running Choice Specs, so you'll have to switch him out and back in if you want to change your move choice. Extrasensory and Nature Power are two high base power special attacks that can be utilized when his fire moves aren't going to cut it.

gastrodon.gif

Gastrodon @ Sitrus Berry
Ability: Storm Drain
Level: 50
EVs: 252 SpA / 252 HP / 4 Def
IVs: 31/0/31/31/31/31
Modest Nature
- Scald
- Earth Power
- Ice Beam
- Clear Smog

Gastrodon is by far the slowest Pokémon in this team, but he makes up for it with bulkiness and a Sitrus Berry. He benefits heavily from switching into any incoming water attacks (especially a Surf from your own Latios). Scald is an insanely good STAB move with a high burn chance, use them against strong physical attackers when applicable. Earth Power and Ice Beam provide much-needed offensive coverage, while Clear Smog is used to reset stats of any potential enemy sweepers.

latios.gif

Latios @ Life Orb
Ability: Levitate
Level: 50
EVs: 252 SpA / 252 Spe / 4 HP
IVs: 31/0/31/31/31/31
Timid Nature
- Psychic
- Ice Beam
- Thunderbolt
- Surf

Life Orb Latios is here to just click attacks and kill things until it faints. Works very well with Storm Drain Gastrodon. You may spend as many turns as you can just Surf-boosting Gastrodon watching him one shot enemy Pokémon. Thunderbolt can help you deal with pesky Suicune, Gyarados, Wailord, Politoed, and many birds you may encounter on your run. Ice Beam is a solid offensive coverage move, and Psychic is a devastating life orb boosted STAB finisher.

 
I'm new to Pokemon and just started the Master Battle Tower using the doubles team from Justintr and the singles team from CeroRift.

I've had mixed results with the singles team, but have been killing it with the "For Whom the Bell Tolls" team. After making it to Rank 3, I tried switching out Machamp for Snorelax to add some variety to the team. I soon regretted this decision when I encountered the evasion cheese for the first time and lost to a Vespiquen with Double-Team/ Defend Order/ Roost. I didn't know it was possible to miss so many times in a row lol.

Thank you Justintr and CeroRift for the fun teams!
 
Submitting a completed streak of 2874 wins in Master Doubles. Yeah, the dream run is over. It sucks but every story needs to end. Picked the streak back up a couple of weeks ago and started the grind again. I was hoping to reach the next milestone of 3000 but I guess it wasn't meant to be. That's okay though, as this is still a massive streak. Anyway, let's begin. Previous posts can be found here and here. Streak Proof.

Hi Justintr, I've been playing with your "For Whom the Bell Tolls" team and have been having a blast! No huge streaks yet but I am Rank 10 or 9 with over 150+ wins I believe the streaks will come as I learn more about the different opponents and figure which ones to target with Fake Out and when to switch in Octillery/Machamp. This team has an answer for anything the BT throws at you, but I recently loss to an evasion Ludicolo with leftovers and Rain Dish. I didn't know Ludi was able to play this way and will try and save Machamp for this matchup next time.

The worst loss I experienced was to Palmer/Barry's 2nd team with Heracross/Dragonite/Infernape/Cresselia and was wondering what the right play is to KO Cress if Bronzong is taken out and there is no longer a Trick Room setter. I have beaten this team before but I think I was luckily able to hit Cress with 2 Knock-Offs before she was able to heal with Moonlight. The loss went as follows:

(Turn 1) Hari FO on Dragonite to allow Bronzong to set-up TR;
(Turn 2) Bronzong does Psychic on Heracross but does not 1-shot it and I switch out Hari for Machamp thinking he matches up better against Hera and Dragonite. Unfortunately Dragonite 1-shot KOs Bronzong with a Dragon Rush;
(Turns 3 & 4) Machamp and Octillery are able to take out Dragonite and Heracross with Ice Beam and Stone Edge. Infernape comes in and survives Water Spout w/ Focus Sash and kills Machamp with Aerial Ace.
(Turn 5+) I end up with Octillery (1/2 health) and Hari (almost full health + burn) against Cresselia, but trick room runs out. Octillery gets paralyzed and Hari is left exchanging Knock-Offs while Cress heals with Moonlight until the burn consumes most of his HP. Cress then finishes off both with Moonblast.

It seemed like there was no way I could put Cresselia in any danger despite have 2 remaining pokemon. I recall easily beating Cress in the past with Knock-Off, but here Hari and Octillery were never able to do enough damage even on the rare occasions I was able to do any attack by Octillery + Knock-off from Hariyama. Is the play here to never let Cresselia go first against this team? If Bronzong does get taken out against a team w/ Cresselia, then should I try to keep Machamp and Hari alive long enough so they can both attack her with Knock-Off before she is able to heal?

Any advice would be greatly appreciated.

Thanks!
 
Hi! Welcome and I’m glad you’re liking the team. That Barry/Palmer team can be a little tricky if it isn’t played a certain way. You were correct in flinching Dragonite on t1. Heracross usually goes for EQ or Close Combat. Turn 2 I keep Hariyama in as Gyro Ball+Heavy Slam 2HKO Heracross. Dragonite will use EQ or Outrage here. Dragonite’s EQ will usually KO Bronzong but that’s okay! After Heracross is dealt with, I send in Octillery. Barry will have Infernape in the back. This ends up being pretty easy if Dnite locked EQ. The best thing to do here is Protect Octillery and have Hariyama target Infernape with whatever, it’s most likely dead this turn anyway. Infernape will either FO or skip it to KO Hariyama. Either way, it will die or survive Dnite’s EQ on its sash. After Hari goes down, then you bring in Machamp.

If Infernape is still up, have Machamp KO it with Dynamic Punch or something. Octillery should Ice Beam Dnite here. If Infernape is dead, then just double into Dnite. Ice Beam will always OHKO as long as the Multiscale is broken. Once it’s down to just Cress, Knock Off+Water Spout. There’s a very small chance this will KO it but if not, that’s fine. Cress will Thunder Wave a random target here. After that, Trick Room is done but you just need to keep hitting it with Knock Off+Water Spout. Cress will either use Moonlight to heal itself or hit either slot with Psychic or Moonblast. It’s annoying to take down, but it will eventually die.

So ideally, the battle should go as follows:
t1 FO dragonite, heracross EQs, trick room up
t2 gyro ball+heavy slam ko heracross, dnite EQs. zong down
t3 octillery sent out, barry sends out nape. protect octillery. nape FOs - if octillery, then protect blocks and nape is brought to sash by hari’s CC. dnite proceeds to EQ and ko both hari and nape. if nape FOs hari, then EQ will nape to sash and ko hari.
t4 machamp sent out. if nape is alive, KO with dynamic punch. ice beam KOs dnite.
t5 palmer sends out cress. knock off+spout. cress twaves random slot. trick room expires
t6 cress moonlights, spout+knock kos cress.

Sometimes you might get fully paralyzed and that’s okay. It usually tries to keep itself healthy anyway.
 
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Hi! Welcome and I’m glad you’re liking the team. That Barry/Palmer team can be a little tricky if it isn’t played a certain way. You were correct in flinching Dragonite on t1. Heracross usually goes for EQ or Close Combat. Turn 2 I keep Hariyama in as Gyro Ball+Heavy Slam 2HKO Heracross. Dragonite will use EQ or Outrage here. Dragonite’s EQ will usually KO Bronzong but that’s okay! After Heracross is dealt with, I send in Octillery. Barry will have Infernape in the back. This ends up being pretty easy if Dnite lovked EQ. The best thing to do here is Protect Octillery and have Hariyama target Infernape with whatever, it’s most likely dead this turn anyway. Infernape will either FO or skip it to KO Hariyama. Either way, it will die or survive Dnite’s EQ on its sash. After Hari goes down, then you bring in Machamp.

If Infernape is still up, have Machamp KO it with Dynamic Punch or something. Octillery should Ice Beam Dnite here. If Infernape is dead, then just double into Dnite. Ice Beam will always OHKO as long as the Multiscale is broken. Once it’s down to just Cress, Knock Off+Water Spout. There’s a very small chance this will KO it but if not, that’s fine. Cress will Thunder Wave a random target here. After that, Trick Room is done but you just need to keep hitting it with Knock Off+Water Spout. Cress will either use Moonlight to heal itself or hit either slot with Psychic or Moonblast. It’s annoying to take down, but it will eventually die.

So ideally, the battle should go as follows:
t1 FO dragonite, heracross EQs, trick room up
t2 gyro ball+heavy slam ko heracross, dnite EQs. zong down
t3 octillery sent out, barry sends out nape. protect octillery. nape FOs - if octillery, then protect blocks and nape is brought to sash by hari’s CC. dnite proceeds to EQ and ko both hari and nape. if nape FOs hari, then EQ will nape to sash and ko hari.
t4 machamp sent out. if nape is alive, KO with dynamic punch. ice beam KOs dnite.
t5 palmer sends out cress. knock off+spout. cress twaves random slot. trick room expires
t6 cress moonlights, spout+knock kos cress.

Sometimes you might get fully paralyzed and that’s okay. It usually tries to keep itself healthy anyway.


Thank you!


I just rematched this Barry/Palmer team using this exact strategy and was able to steamroll them this time. It's crazy that it played out exactly the way you described. I am going to read through your "notable battles" now so I will know which teams to be on the lookout for.

This is amazing, I never thought I would be able to slice through Master Ball BT like this. Thanks again!
 
Submitting a streak of 55 on Master Class Singles.

Proof:
https://youtube.com/shorts/snKLaT91HXE?feature=share

THE TEAM

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Blaziken @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Detect
- Reversal
- Fire Punch

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Dragonite @ Lum Berry
Ability: Multiscale
EVs: 64 HP / 252 Atk / 188 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed

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Regice @ Leftovers
Ability: Ice Body
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Ice Beam
- Flash Cannon
- Thunderbolt
- Hail


STRATEGY:

This team is probably the least creative one that I've seen here, excluding Regice which is my own little invention. Good old Blaziken looks to swords dance once and then sweep with reversal, Dragonite comes in when it can dragon dance and hopes to sweep with outrage or finish enemies off with Extreme Speed (which also eliminates threats of Quick Claw and Salac Berry). You can use dragonite to switch in on ground type moves that target blaziken, although that is not always in your best interest.

Blaziken could probably benefit from Jolly nature instead of Adamant because it speed ties with other Speed boost blazikens in the battle tower. If not, I could also remove 4 EVs on speed to eliminate randomness when facing opposing blazikens. Not sure if that affects any other matchup.

Regice is naturally an amazing special tank, so it switches in on any special attack that the team can't take and sometimes physical moves like ice shard or rhyperior ice punch. He plays the slow game, taking down enemies with 3-7 attacks while receiving little damage. If you know the battle will be long, go for hail and start healing 1/8 of your health every turn as your opponent gets chipped down. It also outspeeds rhyperior, which dragonite has troubles dealing with.

THE LOSS:


This one was 100% on me. The team could have went on, although it probably can't make it to hundreds of wins because it loses to unfortunate critical hits against many teams. I went up against Palmer-2.

Turn 1: Regigigas Crush Grip brings Blaziken to focus sash, Blaziken swords dances.
Turn 2: Reversal KOs Regigigas.
Turn 3: Dragonite comes in. Small brain me knows earthquake is coming so I switch to dragonite.
Turn 4: My Dragonite uses dragon dance as Palmer switches in Milotic.
Turn 5: Dragonite Outrage, Milotic Icy wind.
Turn 6: Dragonite Outrage KOs milotic.
Turn 7: I forgot icy wind had lowered my speed, so I confidently go for outrage as Palmer's own Dragonite outspeeds me and KO's with Outrage.
Turn 8: Regice gets outsped and OHKOed by Outrage
Turn 9: Blaziken tries to save the day but Reversal does nothing and I lose.

I lost on Turn 3. Had I let Blaziken die while removing multiscale, Regice would have come in, tanked an earthquake and finished it off with ice beam (Remember Palmer-2's Dragonite has choice band). Turns 8 and 9 also weren't that clean. Blaziken could have come in first hoping to get Dragonite confused/burnt and at least left it for RNGsus to decide the match.
 
So I have another 200+ singles team to share, as well as the (maybe not even actually facetious) promise that my next team after this one will be using lead Infernape, because after he ended Suizomence's run earlier on this page, Scizor-6/Lucario-2/Venusaur-6 Jerrell rears his head again.

u2EqNf2.jpeg

(proof video)

As a reminder, this is what we are dealing with here, and I'm kind of doing this team a disservice by leading off with this, since my matchup here is pretty dreadful and not representative of this team's usual abilities. The opening couple turns involve Cloyster using Surf while Scizor uses Swords Dance, after which I use Shell Smash. Another SD would be great here so that I can safely finish it off thanks to Sash which is not actually an insane move since it may wanna secure the "OHKO", a resist switch to his Grass-type would also hand me the game on a platter, but unfortunately his next move is Roost, after which he 2HKOes Cloyster with Bullet Punch as I use Surf. Next in is Garchomp to finish the job with Choice Scarf Flamethrower; the Breloom variant will send in Lucario as Suicune setup bait, and while mapping out this matchup in my head in this team's early stages I assumed the Venusaur variant would do the same, except unfortunately I spaced on it having Earth Power, so Venusaur is sent in instead; and unlike my previous loss with this team, against this very same opponent (yes, really), Scizor also used Bullet Punch on Garchomp before going down, so now I'm really in the worst position ever. I tickle Venusaur with another Flamethrower because not really any other options, then my only out is to click Substitute with Suicune, hope Venusaur goes for Sleep Powder (not remotely reliable, but as usual, not an insane move on Venusaur's end at all!) and hope I get enough room to get a few Calm Minds in this way. Venusaur does not fall for it the first two times, but the next two Substitutes do let me get a boost in, after which Venusaur clicks Giga Drain again on the fifth Substitute. Still, two Calm Mind boosts is enough to tank the final (effective) three Giga Drains during the Rest loop I'm now forced into, so hopefully we've finagled our way out of this one? Unfortunately, the very first Giga Drain is a crit and two Calm Mind boosts are not exactly enough for a 15% Suicune to tank a double Giga Drain, so that's what brings us here.

Because I'm totally going about this in the wrong order, this run started because, well, I wanted to use Cloyster! Obvious Fun(tm) with that Pokemon is obvious, and I'd only ever used it before in a very barely failed attempt to get the Maison Singles trophy alongside Mega Venusaur and Choice Scarf Chandelure during my noob days; making good on that run has been pretty high on my (extensive) battle facility bucket list forever, but obviously I've had more things to make good on, and the fact that it's a pretty restrictive Pokemon to build around does not help a whole lot either. BDSP Tower was where the stars ended up aligning, and the basic building process was as rocket science as usual; "okay I am using a Cloyster that will usually be clicking Shell Smash turn 1 so a Ground-type to deal with Electrics without risking parahax versus every tbolt lead ever is mandatory, Gliscor is dead between losing Toxic and AI PP Max use so Garchomp it is, then I'll also need something to add some bulk to this team and avoid going full HO and a way to make sure I'm not dicked by bulky Water-types, where Suicune seems like the obvious pick". Anyone with a baseline familiarity with battle facility history should recognise this combination of Pokemon and honestly basic sets, and yes here we have the BDSP version of Peterko's 623-win, #2 Subway singles team; I wasn't around during this generation and never actually read the thread so I am sure there are a ton more posts I could link, but please do read about it all you like!!

Full disclosure, I do feel a bit weird or bummed out with the obvious lack of originality here; however, I also think I need to try accepting that for better or worse a lot of things have been done before whether I like it or not and that I should not expect myself to keep inventing new wheels, especially with new battle facilities all but yeeted out of existence atp. I also don't consider this a copycat streak in the same way it would be if I were to yoink Peterko's exact team and go on a Subway run with it myself, and similarly to Suizomence I do hope putting this team out there as one that has been proven viable for 100+ (and more) in the BDSP Tower makes for a positive contribution in its own right (and/or inspires others to get the number of teams on that leaderboard fleshed out a bit more, who knows?). Not to mention that I'm also not using his exact sets, and there's definitely thing or two to ramble about here specifically on the BDSP Tower gaming front. In fact, there is one move in particular where I feel like I really made this team the BDSP Tower's own rather than just a plug and play from elsewhere, and that move in particular was also what got me super excited to try this one out and why I'm so glad I got it as far as I did. Let's get into it.

:ss/cloyster:
Cloyster @ Focus Sash
Ability: Skill Link
Nature: Naughty
EVs: 252 Atk / 52 SpA / 204 Spe
IVs: 31/31/31/31/31/31
- Shell Smash
- Icicle Spear
- Surf
- Explosion

Everyone knows what this thing does, use Shell Smash + Skill Link Icicle Spear to sweep with a +2 125-BP Ice move after only a single turn of setup without caring about opposing Sash or Sturdy (or Yache Berry I suppose!). Focus Sash is the obvious item choice here for being able to set up in general but especially on special attackers rather than getting one-shot by every single one ever, and Cloyster's awful special bulk also gets bonus points for making sure the likes of Tangrowth and Togekiss will try to KO it rather than use their status moves. We're also running Water-type "coverage" as always, where conventionally the choice is between (Adamant) Razor Shell and (Naughty) Surf, where I fully agree with the consensus that Surf is superior for its accuracy alone, and that the by obvious necessity limited offensive investment is fine since Icicle Spear is so ridiculous that you're not clicking your Water move often anyways. EV-wise, max Attack is non-negotiable, so the remaining split will amount to a Speed cut for all the extra investment into Surf's power that we can get away with. I'm bad at EVing, but outrunning Natalia's Relicanth at +2 was always going to be mandatory with the initial line of play I'd cooked up for this team (and since revised), and mass calcs also revealed that dropping less low than that also (probably) wouldn't make for losing out on pretty much any +2 Surf KOs; in the end the current spread gets the jump on Cynthia's Scarfchomp which usually isn't needed (and if it somehow was I also could just use Suizomence for wave 1) but again neither is the extra Surf damage in pretty much any situation, as well as outspeeding Leafeon by one point, which can be appreciated in certain haxy scenarios, and simplifying matchups such as backup Scarf Typhlosion and +1 Adamant Salamence, though the latter might not matter as much as I thought it would at first.

Clearly I've only talked about three moves so far, and it's time to get to the elephant in the room, since the fourth one is not Rock Blast but a case of optical insanity that's actually "BDSP Tower gaming". Rock Blast is the flawed but conventional pick here for a number of obvious reasons--Skill Link boosted like Icicle Spear and great offensive typing and complementary coverage with Ice--while Explosion tends to be a very easy way to have your team rightfully not taken seriously, or worse. So, let's actually get into it. The obvious downside of Rock Slide is its lack of accuracy, which does not fully rule it out as a coverage move but does mean that using it should be an absolute last resort, see e.g. Icicle Spear being the preferred move against Charizard and BoltBeam switch-stalling being a better way of handling relevant Regice sets, which both limits the number of cases where it Actually matters and, on account of this inherently making the stakes of avoiding a miss even higher, also makes the matchups where there's actually no other line of play even sketchier. It's also worth keeping in mind that Rock Blast's super effective coverage has a good amount of overlap with Water/Ice plus Suicune's ability to respond to Ice defensively, as well as of course the fact that its status as a coverage move means it's also not gonna help a lot with neutral targets like bulky Waters, boost or not. My "research" here was taking Peterko's Cloyster lead notes, doing ctrl + f rock blast, and realising there was probably genuinely nothing left.

I'm not joking: name literally a single actually good Rock Blast target, and I'll abuse my power and give you a random badge (for five seconds). Frail Sash-using Fire-types that you can't use Surf on? With Infernape's priority you're not setting up on that anyways, and Blaziken actually helpfully makes Icicle Spear a KO through its own Sash with its own CC drops. Abomasnow? Either this has Ice Shard in which case you're never setting up here/simply getting sniped if it comes in later and can't do more than getting taken out after a single attempt at +0 Rock Blast and usually even seeing a lot of that leeched back through Giga Drain, or it does not, in which case you're KOing with +2 Spear regardless. Weavile? This more often than not is actually a KO between possibility of good Icicle Spear rolls, fivefold increased odds at a crit, and Weavile requiring both good rolls and good move choices to get Cloyster in Ice Shard range, and even if you do end up in range here there's better ways to finish it off and you're also better off running your own Ice Shard if you're really this insistent on winning with Cloyster here. Walrein? "Maybe", but even without Sub you have multiple "lives" because of Sash, are immune to Sheer Cold, get multiple boosts for a freer win than usual if you do make it past it, and team configurations also make for a few funny strats that I'll get into later; plus in the worst-case scenario of actually losing Cloyster, you have a Substitute Suicune in the back that's gonna get to +6 with an intact Sub. Lapras? "Yes", but if "90%" kicks in, you really just lose on the spot. Volcarona? ...hopefully this conversation will be relevant some day...

So, with Rock Blast being active Russian roulette at best and deadass useless at worst and Ice Shard having a safer use case or two but still being absurdly niche, let's look at Explosion instead. This would be an awful choice in every facility ever, since deleting your sweeper when you have no idea what's coming is indeed comically stupid, but this Tower is not like every facility ever, and when mystery backups (almost) don't exist, this move suddenly becomes a lot less comically stupid than it would be otherwise and much more akin to sacking Salamence to Ice Beam to avoid risking freeze hax in matchups where it's useless anyways, except with substantial damage on top of it this time. It's worth mentioning that for a lot of targets Explosion functionally mostly just speeds up the battle, with e.g. Palmer's Milotic being an obvious common one, where +2 boom is a clean KO on the turn it comes in as the last Pokemon on his side and Marvel Scale isn't active yet but I obviously have a Suicune in the back that handles it anyways. There are still several cases where it's actually important though.
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Let's start with a maybe not fantastic example on the reliability front but one of the closest ones we're getting for a direct comparison with Rock Blast. This matchup starts off with a turn 1 Shell Smash, where the set will be revealed instantaneously, and if it's set 2 we're very lucky; Cloyster hard walls this, plus the AI does not actually understand its Sheer Cold immunity well, so Lapras won't even switch out and we can Smash two more times and keep clicking Icicle Spear to win, well, eventually. Set 4 is much more dangerous, but clicking +2 Explosion deletes it on the spot, after which we simply send out Garchomp to one-shot Aerodactyl and make sure Electivire deletes itself on Rough Skin damage after we knock it down to Sash. With Rock Blast, under normal circumstances, the battle would go... similarly, with the obvious exception that Cloyster is alive when the second Pokemon comes out and as a result Electivire is sent out second on Allie's end, which just means we have to switch Garchomp into Quick Attack first and click Outrage from there. That is, assuming Rock Blast actually connects, since there is obviously no way Garchomp and Suicune are keeping this Lapras set at bay if it makes it through the Cloyster matchup in one piece, which means we would have a 10% chance to just lose on the spot here that Explosion negates entirely. Epic. I wish we also had the option of instantaneous boom into Outrage revenge kill to take even Thunderbolt paralysis out of the picture here, but unfortunately Sitrus Berry means Lapras can actually survive this on low rolls, which as should be clear from a single look at that moveset is exactly what we don't want here; so, unfortunately we will have to risk that at least. That does bring us to the next one though!

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So Rock Blast is kind of weak here period, and this set also has the exact right boosting moves to make Suicune not the answer you want here either. Explosion completely trivialises this one though; simply click it turn 1, send in Garchomp, and keep clicking Earthquake to one-shot the entire team on sight. Even Double Team is not a major threat; if it uses any other move turn 1 it's obviously gg, and even if it does, Explosion chips it so hard that the next like three turns need to be Curse + Double Team miss to even get out of KO range. Without Explosion, though, our best bet is to hard switch to Garchomp turn 1, and if it uses Curse on this turn, it's already gotten Earthquake below 50% damage and bought itself room to get to +1 evasion with a pretty substantial amount of health remaining. Don't forget that this thing has Pressure too, so Chomp is not exactly getting a whole lot of turns to try battering it down either; realistically you'll still win the majority of the time, but Explosion turned this from a very loseable and highly stressful battle into one of the freest wins in the Tower.

Versus Bryon's other teams, where I open by one-shotting Blaziken with +2 Spear after Close Combat drops, I also do click Explosion on Gyarados, since Icicle Spear is actually no longer a KO after Intimidate, but I guess Icicle Spear + Poison Jab (since you do want to be able to switch out of Suicune...) also gets the job done here anyways.

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The biggest case where Explosion is not just a more accurate Rock Blast but also a pseudo-pivoting move. Bulky Static Zapdos remains a demonic option to have up his sleeve versus a Dragon + Suicune team, but thankfully his Metagross is the same Suicune setup bait as ever, so we can follow the same basic line here as with Suizomence of using Salamence/Garchomp to take down Rotom so Metagross comes out rather than Zapdos and Suicune can handle it and no longer care about Zapdos's attacks. Actually getting to that point is trickier here though, since obviously we're not leading with our dragon, and Garchomp also doesn't have Lum Berry to be able to basically 2HKO Rotom through Will-O-Wisp. With Rock Blast, you don't really have the damage output to make anything happen, and the worst case scenario of Rotom taking out Cloyster on turn 2 with Volt Switch and bringing in Zapdos not Metagross might be pretty common, where suddenly your best option is trying Garchomp Outrage here and just seeing him get Roosted on after Static paralysis. Explosion solves all issues at the same time though by getting Cloyster to scooch over and also cleanly putting Rotom into Garchomp's KO range, so you just click Outrage, get revenge killed, and have Suicune PP stall Zen Headbutt and set up to +6 on everything else, even more securely this time since you also have Substitute to not worry about hax from Zapdos on the one shot it gets.

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We're more in the hax avoidance category here, where the second team is extremely obvious Icicle Spear fodder but Ninetales's Drought + the fact that super effective Solar Beam will bring it out before Togekiss complicates things; without Rock Blast and with Ninetales's Water weakness removed Cloyster's only way of taking that one out if Latias uses an attacking move turn 1 is Explosion, which is all well and good except Togekiss is obviously not the most pleasant enemy around. Now full disclosure this is actually still a win most of the time since Garchomp tanks Dazzling Gleam and even if it gets taken out by a crit Suicune can still 3HKO Togekiss from this point onwards with unboosted Scald even with sun active (or 2HKO with +1 but same difference from a bring this home asap lens, including on the defensive end for a reason I'm about to mention right now), but unfortunately you'll have taken note of Super Luck, which means those crits are not actually too out there and Suicune setup is also pretty futile. There's too many variables going on here for a proper probability calc to be worth it, but Togekiss critting its first three Gleams in a row is just one way of guaranteeing a loss here, and since that scenario alone already has higher odds of occurring than a Rock Blast miss, this line of play is pretty obviously not in acceptable range if we can help it.

So, instead, we're going to make sure Cloyster sticks around to handle Togekiss, which means going to Garchomp turn 1 while Latias is obviously never taking it out and deleting it with Outrage. Togekiss is next (or, if we're facing the Latios variant, Noelle will gleefully throw him into Outrage first), and we let Garchomp go down and bring Cloyster back in. Now, this is one of those cases where Naughty Cloyster's atrocious special bulk deserves a shoutout for guaranteeing the Dazzling Gleam "OHKO" and by extension ruling out Thunder Wave, so we can safely click Shell Smash and Icicle Spear and go on to boom on Ninetales except without a turbo dangerous enemy in the back this time.
There's obviously more similar cases, including those where there's technically still lines of play available without Explosion but Explosion certainly is a heck of a lot less convoluted, but I think this will do for painting a picture on its utility and pulling out wins that Rock Blast couldn't (or not properly at least). Idk what else to say really, it was always gonna be a 4th coverage move and not something essential to a sweep every other battle, but it really is straight up better than Rock Blast in this Tower on this team for doing a more reliable job where you would need it plus enabling some lines of play that Rock Blast would never get.

:ss/garchomp:
Garchomp @ Choice Scarf
Ability: Rough Skin
Nature: Adamant
EVs: 12 HP / 252 Atk / 244 Spe
IVs: 31/31/31/0/31/31
- Outrage
- Earthquake
- Poison Jab
- Flamethrower

The aforementioned Ground-type, where Choice Scarf was my initial hunch because DDChomp doesn't exist and not outspeeding Latios (or most of the Electrics I was gonna be using this to respond to ig) made me nervous without a Steel-type on the team, and Peterko obviously got this right about his team att as well; in general there's a lot in the tiers above Garchomp that I felt prioritising momentum above everything was important for such an offensive team. Honestly the lock isn't a problem, Chomp is obviously pretty ridiculous in the 1v1s where I get it in cleanly, so overall when it comes out I tend to have enough momentum on my side that using switches or sacks to navigate switching moves isn't a major issue. The tiny Speed cut loses out on nothing other than Cynthia's version of the same set which mine will never be facing head-on but I don't suppose that's interesting anyways, nor is the extremely obvious choice for the first two moves. Poison Jab may be a more uncommon pick; this slot was gonna be the "hit Togekiss" move, so either Poison Jab or Iron Head, and I figured flinches on an ultra niche coverage move would be the most pointless secondary effect ever while the poison chance could actually be helpful against an out-of-control Irene Clefable, where the poison damage is enough to get effective damage over 50% and means stuff still happens on misses. In hindsight I'm not confident on my logic here anymore, but it's definitely the right call here in the end because Breloom can be a bitch to face with this team and I needed a way of taking out lead Breloom-5 with Garchomp that does not lock me in; in general Poison Jab has better synergy with Outrage/Earthquake in terms of "finishing off an Outrage target and switching out the next turn to avoid Chomp sacks against enemies where Earthquake is bad", with Iron Head being useless against targets like Grass-types and Gyarados etc. And Flamethrower is, uh, yeah. Once again thanks for taking away a bunch of moves that Pokemon used to have and getting our knowledge base glitched up and preventing us from using Pokemon to their full potential, genuinely the single worst decision this franchise has ever made from a competitive/postgame challenge pov, but even with that I surely cannot be faulted for trusting non-Dexited _levelup_ moves would be safe at least? Obviously this should have been Fire Fang, for a very specific super threatening target (guaranteed OHKO on Scizor with Rough Skin damage even with the physdef spreads used here), and I only found out it was just gone when I was already done breeding and training this Gible and wasting the needed TMs, and obviously it had also hatched with literally 0 Sp.Atk IVs. Hyper Training isn't real anyways when it would literally be quicker to breed a new 6IV Gible from scratch than to level this one up all the way to 100, and with or without the right IVs Flamethrower was just not good enough either way to do what I wanted here, nor was there gonna be a real way around this with mixed attacking natures or Quirky(tm) options like Fire Blast even with help from Rough Skin when Sitrus Berry means these Scizors have effectively 125% HP. More on that later etc.

Nature wise, I'll be honest and Adamant was simply following suit on Peterko plus a "there's nothing you need Jolly Scarf for anyways" Maison reflex, which for this place is not actually true; there's two foes here that Jolly Scarf does catch but Adamant Scarf misses out on. One of these is a Staraptor that always clicks Final Gambit on lead and Garchomp will never face directly, but the aforementioned Jolly Scarf Salamence actually does matter. When I realised this existed I considered just acknowledging this should be Jolly after all, but I knew I had come across a number of matchups where Adamant's power boost was relevant, and frustratingly it's difficult to mass calc for those when Rough Skin damage and tag teaming with Cloyster or Suicune are so common. The aforementioned Breloom case was one that came to mind right away though, the Aerodactyl matchups from the Explosion breakdown are also rolls with Jolly, and thankfully, BDSP Tower is still BDSP Tower, so if said Salamence set is only on teams that I can handle with Adamant, then we can once again disregard it. Functionally this means "preserve Cloyster's Sash for a safe revenge kill later and make do without Smash this game"; let's have a look.
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This is one I actually almost choked away when I brainfarted and thought Cloyster would outspeed Salamence, thankfully it somehow locked into Crunch instead of Outrage on 1HP Cloyster. The real way around this is not the autopilot play of Smash + Spear Alakazam, but rather go to Garchomp and one-shot it with Earthquake; the team with the King's Rock Salamence set will send out Weavile next, which we proceed to hit with Suicune's Scald twice, and then we either just click Calm Mind until Suicune goes down or (if Scald burns) switch to Cloyster on the turn Weavile faints. The point of this is that Cloyster can safely finish off Weavile with an intact Sash and +0 Spear, and then Salamence gets to choose between boosting and getting blasted off the screen by Icicle Spear or finishing off Cloyster right away and getting revenge killed by Garchomp instead. Other lines that I've found may risk a King's Rock flinch on Cloyster or whatever, but this one should be foolproof. The team with the Choice Scarf set is a bit more straightforward, just sack Suicune to Salamence, use the intact Sash to take it out with Cloyster, use +0 Spear as well vs Exeggutor which will decide to be a bitch and survive with Sitrus Berry but Garchomp can come back in and finish the job after.

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Bryon uses the same Blaziken lead, where I use the line alluded to above, which is Shell Smash on its Close Combat and use Icicle Spear for what's actually a KO now thanks to the Defense drops; losing the Sash isn't an option here though, so instead we switch to Garchomp and just Earthquake, since Choice Scarf means we still outspeed and Blaziken helpfully takes its own Sash out of the equation via Rough Skin. From this point it's simple; Rhyperior/Salamence is next, Suicune either takes out the former or gets sacked via the latter so Cloyster can come back in for the safe revenge kill, after which Garchomp can switch back in on Jolteon and close the deal.

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This is the easiest one of the bunch; the Regigigas set in question is Suicune bait, Porygon-Z gets cleanly finished off when it comes in second, at which point Cloyster is in the back for when it can come in safely.

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Going to Garchomp turn 1 means Drapion puts itself into Earthquake range via Rough Skin chip (which coincidentally is only a roll with Jolly Garchomp while we're on the topic of deciding between the two natures), after which Weavile comes in second and can get its face beat in by Suicune, and you have a full team left to handle Magmortar or a Cloyster with intact Sash for Salamence.
So tl;dr yes every combination with that Salamence set also loses if we use Adamant Chomp, which means it's not a factor at all and we can safely drop Jolly, congrats solved and have fun. This is also a good opportunity to draw some attention to Rough Skin, since lines of play where the chip damage is actually essential for securing KOs are super common; the above four Trainers alone already have two cases, another common one is switching into Sash Infernape's Fake Out as it comes in to revenge kill 1HP Cloyster, and there's also funny stuff like (though the line I was following att was suboptimal iirc) actually switching back and forth with Suicune once to get a roll of chip on Metagross-4's Zen Headbutt to guarantee the Earthquake OHKO and not risk having Figy Berry mess with that and avoid any odds of a cascade of Zen Headbutt flinches stopping Suicune from finishing the job. Lots more where that came from but yea.

:ss/suicune:
Suicune @ Leftovers
Ability: Pressure
Nature: Bold
EVs: 188 HP / 252 Def / 68 Spe
IVs: 31/x/31/31/31/31
- Scald
- Rest
- Calm Mind
- Substitute
Pretty similar to the Suicune I used on Suizomence, same EV spread and all because like I said my Herman strategy still involves setting up Suicune on his Metagross, so getting the jump on it by one point is good, and the only difference is Substitute over Ice Beam. I uh realise I kind of panned SubCune in my initial Suizomence writeup, but with this team it was always the only choice since I had nowhere else to fit Substitute and I hoped losing Ice Beam would not be too bad with a Cloyster lead, plus you have cases like Turner's funny Moltres team where a single instance of the many possibilities of hax would make for an extremely bad time; not to mention Mystical Fire preventing Suicune from setting up properly to take on a followup Zapdos meant Suizomence, with the substantially more depth that it has to it than this team does, had to pull out some pretty galaxybrain strats to get past it, and even without Moltres hax there's actually no reliable way at all to beat the Tyranitar variant if you try a Cloyster setup here. Substitute on the other hand actually turns this into a pretty clean Suicune setup by taking the Mystical Fire drops out of the picture, and dodging pseudo-utility moves like this is actually one of its main uses, which is helped even further by the AI actually not understanding that Sub blocks added effects, i.e. you're set for a long time versus e.g. weak Rock Tomb users who are like "surely only one more and I'll outspeed for real". PP stalling wise, I can't actually think of any moves this allows me to stall that I wouldn't be able to (period) without it, I suppose because with PP Maxes 16 is enough to render any such lines moot out of the gate; expectedly it mostly serves to dodge crits and Sp.Def drops here, more reliably so on slower enemies ofc, which of course is still significant utility and mitigates this team's lesser depth and resulting lessened ability to find alternative lines around these situations. Lastly there is of course the cushion against followup enemies, which helps with e.g. crit avoidance versus backup Zapdos but also with the main downside of running Substitute. As with any case where you give up a coverage move, having it over the coverage move is awesome until you do run into a target of said coverage move, and while PP stalling Gastrodon and friends is easy, the extra crit safeguard or even single dodged hit versus Grass- and Dragon-types is important because you're still not remotely one-shotting those, and I could actually still see a set-up Suicune losing versus like physical Venusaur with enough bad luck. Dragonite in particular deserves a mention, because with Multiscale you're only 3HKOing those (or even worse if you don't get to +6), which means that without a Sub or high health after the first enemy Suicune can still just outright lose here or at the very least be worn down for the third enemy to pick off; Choice Band sets in particular actually outright defeat Suicune in this position (well, half the time I guess with two shots at a Scald burn), since they do more than half and have the faster "3HKO". Backup Dragon-types, especially with Dragon Dance to outspeed Garchomp as well after multiple boosts, can be kind of a pain in general for that reason, which is especially notable when you are guaranteed to face a Dragonite at least every seventh battle of course and means preserving Cloyster's Sash for a guaranteed revenge kill is a common line of play here. Yes to an extent even a set like SubCune that ordinarily is supposed to provide extra insurance against unknown backups is usable specifically because we know which backups are coming, which is a really funny and ironic case of "BDSP Tower gaming".

I don't think my prior comments about SubCune were actually fully ignorant fwiw; Suizomence in particular definitely would have been unviable with it because it runs into limited Suicune setup situations so often, which I guess have been less common here because of the extra offensive pressure from Cloyster/Garchomp and Cloyster's Ice STAB + access to one-turn setups against threats that Suicune would have had to respond defensively to on Suizomence, but Chesto Berry (or more specifically lack of Leftovers I suppose) was a significant part of my argument there, and I still feel like that holds here. PP Maxes have weakened the "the one free Rest is enough to get rid of the enemy's one threatening move entirely" argument a lot, and without Leftovers Suicune now actually gets 3HKOed during certain Rest loops like Lucario's Close Combat if it comes in at the wrong time. Even something basic like _non-STAB_ BoltBeam stalling becomes an actual headache now; for the most obvious example ever, Starmie's effective 8 Ice Beam PP would leave Suicune at ~20% and ready to be picked off by whatever even without any hax at all, and while yes of course we can tank a Thunderbolt midway through and use our "free" Rest to make it a lot cleaner, that of course gets messed up on a crit or well. an Ice Beam freeze which of course happens all the time with this strat (and basic probability means we don't get to complain about that either). Yuck!! And that's not even getting into STAB, because while Starmie is very easy to handle with Leftovers even in the face of freezes and multiple crits, with the increased PP I already had to do the Rest thing versus Modest Regice. I suppose Chesto Berry was more viable before PP Maxes? But yea maybe I'll eat my words on this one at some point as well, but for now it really looks to me like new mechanics all but mandate the consistency that Leftovers brings. I've mentioned before that it makes sense to treat Leftovers as an effective defensive boost, and in the Starmie example it heals 50%-ish per Ice Beam so basically counts as a free double Calm Mind boost. Seriously, it's such an incredible item, /especially/ on a mon that plays the way Suicune does.


That's enough of that, let's go over a couple trainers and threats real quick so that we can see how the team handles certain things and how strategies can plug some optical holes it has.
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Obviously if he is actually a threat at all to the team you're using then you're doing it wrong, but that also means going into my strategies is always worth it. I will say that this team physically cannot lose to him if you press the right buttons, and it's only the Heatran team where the strategy is more than baseline level interesting. The Dragonite version is the most obvious one, where we just click Smash + Spear on Dragonite, click Surf on Heatran and usually get OHKOed through Sash by Magma Storm whether Dragonite used Outrage or not, finish off with Suicune and destroy Cresselia with Sub + Calm Mind. The Regigigas one is slightly more involved, but it's literally a matter of 1,3%; +2 Spear minimum roll is 88,7% here, so an effective 98,7% with Life Orb recoil which unfortunately is not the 100% we want, while Dragonite is obviously shredded and Milotic also goes down to +2 Explosion if I get the chance to use it before Flame Orb activates (which I obviously do on a sweep) and will always be the last enemy to come out no matter who takes out Regigigas. If Flame Orb somehow does activate, I have a Suicune in the back to destroy it with Calm Mind and use Sub to dodge Mirror Coat. So, my win condition here is to get literally any damage off on Regigigas + get a free switch back to Cloyster, so I just go to Garchomp and click Outrage until it goes down (pretty much always through a Dragonite revenge kill but I have no reason to care if Regigigas ever manages to win through using Protect to end Outrage early + followup confusion hax), click Shell Smash, and sweep.

Now, my first thought on the Heatran variant was "okay Magma Storm means Cloyster is never sweeping this and I have Substitute to rule out the hax scenarios I was worried about with Suizomence", so I sacked Cloyster to Magma Storm while using Surf to break Focus Sash (because you still don't wanna switch Suicune into that) and did the thing and won but also immediately realised I'd just risked a resist switch to Dragonite on an unboosted Suicune without Ice Beam. The next run-in I decided to just skip a step from "use Icicle Spear instead" and used Garchomp as the fodder instead (with Outrage rather than Earthquake because resist switches are bad!), tried the setup, only for a Substitute -> Calm Mind -> repeat loop to be thwarted by a first-turn stat drop and Suicune actually going down entirely to followup hax during the now-unprotected Rest loop and Cloyster not being magically bailed out by a Magma Storm miss, handing me my first ever loss to a facility boss not named Thorton. Oops, guess I got even those "negligible" odds wrong for a matchup this common; thankfully Heatran being the only roadblock to a Cloyster sweep stands, and obviously we have plenty of experience with liberally sacking Pokemon versus Palmer for crackhead-looking hax avoidance strats. The last roadblock is that even if we're sacking Suicune we still want to rule out resist switches, since if Dragonite boosts twice before taking down Suicune, we can't Smash on it anymore, which actually isn't a problem versus Dragonite (because we have the Sash to tank and return fire) or Rhyperior (which is outsped and one-shot even without a boost), but once again Heatran outspeeds so really needs to be taken out entirely. In the end, the line became switch to Garchomp on Magma Storm (or rarely Flash Cannon) -> click Outrage and fall to Dragon Pulse -> take out Heatran with +1 Scald rather than double +0 for resist switch avoidance -> click buttons until Suicune goes down too -> Icicle Spear on Dragonite -> Surf on Rhyperior, and yes Palmer is actually a 100% free win all the time now rather than "just" 99,9%.
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As alluded to before, I re-identified Scizor as a potential threat during prep stages, realised Fire Fang Garchomp would be a solid hard check here, and didn't think about it much further until I was done training everything and putting their movesets together only to notice that Fire Fang Garchomp had in fact been randomly dexited for some reason despite it always having been a levelup move, forcing me to go with the in this context immensely inferior Flamethrower instead. You know how it goes; if I had Fire Fang instead, the aforementioned loss would have simply been a turn 1 switch to Garchomp and an instantaneous Fire Fang KO (fully guaranteed with Rough Skin chip), sack Garchomp versus Venusaur again except this time Cloyster is actually alive and revenge kills it after, and Lucario gets bulldozed by Suicune. I really felt so cheated when I couldn't find Fire Fang at the move relearner's that this team was almost nipped in the bud, and while thankfully I did end up going in and getting my fun, this remains a black mark on it.

Now, it's not all so bad; let's take a look at the specific matchups instead, taking the Venusaur team first, which is the only truly awful one. My planned clicks for the first three turns on any Scizor are Surf -> Shell Smash -> Surf, which is a KO in a vacuum but in practice a lot of the time will go the way it did in the loss. It's a bit more optimised than my earlier strategy though, where I clicked Smash turn 1 (and crit two out of three Scizors I faced lol), though, because now there's a fair bunch of ways Jerrell can throw the match entirely during these turns.

- Scizor uses any move other than Swords Dance on turn 1. Garchomp can now safely switch in without the risk of +2 BP 2HKO or +4 BP probable OHKO and finish the job with Flamethrower, which does not substantially alter the Breloom strategy and preserves Cloyster for a Venusaur revenge kill versus the other variant.
- Scizor resist switches to Venusaur (or Breloom) on my Shell Smash so I can just remove them.
- Scizor continues to boost for the "OHKO" and gets wiped off the screen entirely, though this one hasn't happened yet iirc.

If none of these things happen then yea the next couple turns will likely go the way they did in the loss, but this is where I come in and say I would actually have won that one without hax. Not to remotely claim that as a reliable game-winning strategy (it's not), but it is one that will actually succeed a non-negligible number of times. Too bad that this is a situation where "BDSP Tower" backfires, since this would be a genuinely decent out to play for in any other facility but a very ugh one when you will actually end up facing the exact same combination again at some point.

The Breloom team is more benign since it at least has the decency to bring out Lucario second if Scizor takes down Cloyster, which is a set that a fresh Suicune always sets up on. Taking down Breloom after can be more touch and go, but preserving a Sub versus Lucario isn't the worst thing ever, after which a +6 Scald hurts like heck and Garchomp's Rough Skin is another arrow you have in your quiver for the final chip if needed, actually for a guaranteed victory if Garchomp isn't in Mach Punch range or you have an alive Cloyster in the back to survive the trade (i.e. the "Scizor didn't open with SD" scenario). Sherman is also less bad than Jerrell outright; Gengar obviously comes out second versus Garchomp on both variants, at which point you sack Garchomp while breaking its Sash. Suicune actually sets up on this alright without hax, plus it gets so Destiny Bond happy that you honestly don't need to worry much about that either. And obviously both Umbreon and Gastrodon are fodder after Gengar goes down, especially if Garchomp managed to survive for easier Gastrodon PP management (and it didn't immunity switch in vs Cloyster as is).

So, yea, for three of the four teams here initiative is on my side, and for the fourth one I at least think I've managed to put together a strat that gives it a lot of room for throwing. Nevertheless I will be very upfront that I've had good luck with the trainer RNG on these runs and cannot vouch that this number can be replicated if you roll into a streak where you get Jerrell every 20 battles rather than every 50-100, and I think the Venusaur matchup is bad enough that "avoid this trainer as long as you can" is a bigger part of the challenge than it should be. If I ever find a better line to take it on then I'll obv end up revising this, but for now it really does seem as though "give it maximum room for throwing" is as good as it's gonna get here, which is much better than an auto loss but still very yuck.
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The Damp Rock variant here was the one team where my Suizomence strategy was basically "hope she throws" (more specifically, pray Pelipper gives room for at least a couple Calm Mind boosts before U-turning out), so it would have been really nice for any new team to be able to win here. The line that popped into my head once on my way back to work was along the lines of "go to Suicune, click Calm Mind, click Scald so that Zapdos gets chipped when Pelipper U-turns out, once Zapdos comes in go to Garchomp on Thunder and one-shot with Outrage, let Pelipper revenge kill Garchomp, set up Suicune again, once Relicanth comes in either handle it with Suicune if it's in the proper position to do so or let Suicune go down and sweep the by now very chipped remains of her team with +2 Surf and +2 Spear, yay boom solved alexa play rivers in the desert". Unfortunately my brain on a bike can get a bit overexcited sometimes and also does not have access to a damage calc, so I kind of failed to process that the reason why I get that setup with Suizomence is because I'm switching in on a much weaker Ice Beam there, not to mention that Suicune is very definitely not setting up on max Sp.Atk Hurricane against the other variant. Finding an alternative line was difficult, so the next time I ran into her I went with my fallback of "Shell Smash + pray", only to notice that apparently Hurricane misses the "OHKO" on Cloyster on an absolute minimum roll, because Pelipper went for U-turn turn 1. Which like... okay I now have an extremely guaranteed win here with +2 rain-boosted Surf -> +2 Icicle Spear -> +2 Explosion so thanks for the throw Natalia, but apparently I also can't plan around it not opening with U-turn anymore, so I guess "Smash + pray" is how it's gonna have to be here.

Obvious Hurricane moment risks aside, if those do get avoided, the Damp Rock variant is actually still straightforward. +2 Spear is a roll on Pelipper-3 so I need to click Explosion here (Speed tiers confirm the set, not that being able to avoid it for Icicle Spear against the other one accomplishes a whole lot other than burning an extra rain turn though with Kingdra coming in next), after which it's Relicanth that comes out since the AI simply "goes down the list" on a double KO (though Relicanth would be its Cloyster answer regardless) and a full health Suicune very easily stalls Head Smash, sets up, and wins. I've only run into the Choice Scarf variant once, but it went like +2 Spear Pelipper KO -> get revenge killed by Kingdra -> set up Suicune -> win, which worked but Life Orb Kingdra is strong enough that a crit does spell trouble here. At least if it does hax its way through Suicune there'll have been enough rounds of Life Orb recoil (and rain will have run out) that it's in Garchomp Earthquake range, and surely Garchomp will manage to ram its way through Scizor as well after.... right..... well at least she does need actual hax rather than just "not throwing" to defeat this team haha..... and at least it's still safer than it would have been with Rock Blast.
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I should have foreseen this Pokemon being trouble from how turbo annoying it was when I used to ladder BDSP OU with my suicide lead Cloyster team, and for set 5 in particular it's not hard to see why; faster Spore to mess with Cloyster and Suicune, Bullet Seed to hit through Substitute if that's how it ends up working out, and CounterSash to delete Garchomp if it feels like it. Overall this matchup ranks pretty high on the list of where Garchomp's techs end up shining when you realise that once Breloom is down this is a pretty clean win for Garchomp + Suicune and you also can make do without Cloyster, plus it becomes a nice example of AI abuse where we take advantage of the AI treating Bullet Punch as a 25 BP move. The overall idea is to have Breloom break its own Sash on Rough Skin and take it out with Poison Jab, but obviously I was more worried about it picking Spore or Counter versus Garchomp, so this became a bit of a puzzle to sort out. It goes like this.

- Click Shell Smash turn 1. We're basing the rest of our move choices off set 5; the team with set 3 is swept if it clicks any move other than Spore, and even if it does click Spore Rock Tomb is weak enough that you'll always wake up in time. After this turn, Toxic Orb (or not) also confirms the set.
-- This could also just be Spear, and going off move choices that have happened in practice across both sets that might actually be better in order to delete set 5 in less convoluted ways; the specific worst case scenario I wanted to rule out was set 3 using Bulk Up -> tank Spear -> Spore -> things spiralling out of control, but so far that's been a theoretical one.
- Breloom uses either Spore or Mach Punch here. Whatever the case, it's definitely using Mach Punch next turn on a Cloyster that's either asleep or in range for a second Mach Punch, so switching to Garchomp to break Sash is safe now.
- Click Poison Jab to delete it, set up Suicune on Arcanine while keeping Garchomp in the back in case things get weird with Zam, win.

Thankfully Christa is both the only singles trainer to use Breloom-5 as lead plus the only one with Breloom set ambiguity on lead. I'm not gonna go into the others too much because they're more straightforward and/or I haven't faced them, but this one was worth going into because obviously it's a threatening foe in general (see also matchups like Jerrell where it's a backup) where we can dig up interesting tools to make our way out of the matchup even on a team that's more linear than Suizomence.
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This team in general can struggle versus turbo bulky boosters; Snorlax is one I ran into once and beat okay but when you find yourself hoping for a Scald burn at any point then that's a red flag you probably need to come up with something better, which I haven't needed to get around to yet. Cresselia is another, and while a lot of sets are Suicune fodder (anything without a STAB move or Calm Mind basically), in general it's a Pokemon that can handle whatever Garchomp throws at it and is also too bulky to fold to +2 Cloyster's attacks. There is a Modest Wise Glasses set somewhere where idt I have anything better than sacking Garchomp to its Ice Beam for an Outrage to get it into +2 Spear range, and with this one I'm still not actually quite sure how to handle it best. The relevant minimum rolls on +2 Icicle Spear and +2 Explosion are 55% and 70% respectively, and thankfully it's weak enough that it tends to open with Calm Mind. Icicle Spear into Explosion (with Wiki Berry preventing the 2HKO on multi-hit Spear) takes it out, at which point Charizard is second because once again on a double KO they "go down the list" and unlike with the prior Natalia example we actually do get one step ahead of Cloyster's type matchups here, and it's a simple Garchomp + Suicune cleanup. The obvious issue arises when Cresselia in fact does open with an attack and forces me to go for +2 boom right away; the one time this happened I lucked out and got a low Explosion roll to avoid Wiki Berry range, allowing Garchomp to revenge kill without the followup strategy being altered all that substantially. I was facing the Regirock variant here, and while I think the variant with Abomasnow (which would have been sent out first versus Garchomp) would have been handled fine by Suicune as well with the heavy hit Garchomp would get off on Abomasnow, a Wiki Berry roll could have spelled trouble with Garchomp getting confused after the two-turn Outrage it'd have needed to take down Cresselia and having been unable to hit Charizard or Abomasnow hard, or worse, with Cresselia actually clicking Moonlight on Garchomp. In this case, maybe the optimal line would have involved another strategy versus Cresselia, which we'll get into now.

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As a disclaimer I have not actually faced this one somehow so this breakdown is going to be entirely theoretical, and this matchup is a bit of a doozy. Setting up Cloyster on anything with a super effective attack plus Quick Attack is a no-go (tbh Cloyster actually does pull it off, but not on a crit, and the followup Machamp makes it pointless anyways), Sash + Ice Punch + Electric immunity to avoid Rough Skin tricks means Garchomp also trades here at most which once again is a bad idea with a Machamp in the back that Cloyster + Suicune doesn't handle too well, and using Suicune to break Focus Sash on Wild Charge is certainly an option but one that should not be taken lightly with the aforementioned turbo bulky Cresselia in the back that 1v1s both Cloyster and Garchomp if it wants to and also obviously has to be running Psyshock to get a massive edge in a Calm Mind war versus Suicune. I'll spare you the full page worth of theorymon I have in notes somewhere, but in short the line I came up with goes like this:

- immediately click Icicle Spear; damage + Wild Charge recoil is guaranteed to one-shot Electivire
- if Machamp comes out next, sack Cloyster to Close Combat (or if it's in Bullet Punch range bounce that one off Suicune and switch back) to use the Defense drop to OHKO it with Outrage
-- for the Staraptor variant just sack Cloyster and click Outrage
- watch Cresselia take down Garchomp and give 1v1ing it with Suicune an honest shot.

I'm very obviously nervous about the latter, but: Psyshock only has an effective 8PP here, which is actually an effective 3 (or less) if we also take those out of the picture that are gonna bounce off Suicune's Substitutes; Cresselia needs two boosts to even have a shot at breaking Suicune's Substitutes in one hit, and +6 still only 2HKOes less than half the time; Cresselia is probably not gonna be good enough at boosting smartly to actually preserve enough Psyshock PP to get to seriously hurting Suicune, and once Psyshock is gone I'm obv quite safe on Moonblast barring crits during Rest loops, if that. "Trust they start attacking before boosting too much" is quite clearly not a remotely reliable strategy in the long run (for a non-paranoid real example, shoutouts Palmer's Dragonite for going to +6 on Suicune before finally begrudgingly giving me the sack I'd been asking for), but it does hold true more often than not on weak attackers like this such as the million opposing Suicunes I've stalled out. So, uh, yea, maybe some day I'll get to see how this one goes? In general I do feel like this not an "I need luck or an AI throw here" matchup at all, and much more a "they need to outplay me, and they usually won't" like Scizor against Suizomence. Not fantastic (and yes maybe not the Best example to make my point....), but hopefully enough leeway to make it through a while until my 10% or whatever odds the AI clicking the pretty specific right combination of moves catch up to me.

I was gonna write more things here about how to actually play the team, but I worry I need to start being mindful of my character count, and I think all the matchups I ended up covering above and in the Pokemon descriptions already do a decent job here. In general it's as simple as choosing the best Pokemon to handle the opponent's lead while avoiding any moves that would checkmate you against backups (i.e. preserving Cloyster's Sash if it'll need it later); compared to Suizomence and definitely Marathon or the Greninja team there's very little switch-stalling involved here, with BoltBeam stalling between Garchomp and Suicune being the only real example that comes to mind, and even for that you need to be mindful of enemies with STAB moves that are actually stronger than their coverage Thunderbolts. I.e. yes unfortunately you will have to take some risks with Cloyster against the likes of Porygon-Z. Making use of some more advanced knowledge of AI behaviour never hurts either. The main example that comes to mind is Ellis with his terrifying lead of Stealth Rock / Whirlwind / Roost / Rock Tomb Skarmory and two combinations of terrifying hard-hitters, who normally just phazes anything defensive down and with Suizomence I have to handle by 1v3ing him with Suicune after optimisedly sacking Salamence + Scizor; when facing him with this team though, we happen to know that the AI likes using Rock Tomb until it outspeeds us a little too much, so we simple click Shell Smash twice (also so that we still outspeed Gengar even with the Rock Tomb drops) and Icicle Spear and click the right moves to clean up the backups.

No shit on most of that obv; it's worth noting that Cloyster + Garchomp already cover so much on their own that Suicune also has a "safe mode" function where the former two can handle a team by themselves if they don't get haxed and Suicune simply steps in if they do. An obvious example is the Bright Powder + Leech Seed + double elem hyper beam Torterra, which I simply delete with an immediate Icicle Spear, but if Bright Powder happens then this set is also extremely easily PP stalled by SubCune obviously; similarly there is this one Light Screen Froslass set where +2 Icicle Spear is a very poorly weighted roll so Cloyster is essentially sacked if I try to Smash + Spear here, but Froslass can't actually OHKO Cloyster either so tends to open with Light Screen, which does give me the room I need. Suicune in fact does sweep that whole team by itself if it gets to set up fully, but so does a more hyper offensive bullet train route if the Cloyster line works out, and that way I at least don't have to deal with setting up through (mostly inconsequential but annoying) Shadow Ball hax.

The final example involves OHKO users, which I can't not mention in general obviously but I think this team is very well equipped to handle them as far as teams go that don't have Substitute on lead. Sheer Cold is the most common one here by a landslide, which Cloyster is actually immune to; better yet, like I mentioned in an earlier hidetag, the AI actually does not understand this immunity in particular well so actually stays in (and even keeps mixing it in with other moves sometimes), meaning lead Articuno and Glalie are an entirely free +6 and sweep. Notable cases here include Dewgong and Walrein with their dual OHKO moves plus my inability to hit them for much damage at all really because I did ditch Rock Blast and we still want to avoid clicking Explosion on lead if we can help it, especially in the face of Bright Powder. Obviously if they do take down Cloyster I simply get a +6 Suicune behind a Sub here, but it usually doesn't even get to this point; Sash obviously gives me two "lives" versus them while they usually aren't clicking the OHKO move that can actually hit me every turn either, but more importantly, the teams they're on also have Pokemon in the back that resist either Surf or Icicle Spear and can hit Cloyster super effectively. You know how this goes; I simply alternate between the "resisted" attacking move + Shell Smash, and either I'm wearing down the seal over time or (most of the time) it switches out as I boost even further and completely throws the game away, especially since it's not coming back in until 3rd and I don't need to have any more reservations about using Explosion at that point. I love this game so much sometimes.


I think I'm fine with losing when I did because obviously 200+ is enough to give this team enough of a spotlight to let people know what else is possible in this Tower, and also because of the luck I've had with the trainer RNG; while in fact I did have similar Natalia luck on the 253 Suizomence run, I think that team does have the kind of deeper toolkit to pull unexpected lines for way more matchups out of its ass that I'd associate with "better" teams, so it seems like the natural order of things that it would keep the better record. If the Cloyster team instead had in fact set a new PB for me despite the ugh Jerrell matchup it probably would have just doubled as an awkward testament of luck having brought me where it did, and no one wants that. Trainer RNG in general makes BDSP streak length a bit weird when you can just as easily roll streaks where you face the number 1 threat to your team rarely or where you face it once every couple sets, and numbers do get a bit inflated when the former happens (or cut short hard for the latter), which is why I really hope at least this gets fixed if we ever get a new Subway in the future. Still this sort of luck obviously does not happen for teams whose list of threats is too long for any sort of RNG to bail them out, which mitigates a good bunch of quality asterisks for teams that reach a more than average number, and overall this team might still be where it should be on the leaderboard, which is all I can ask for. 200+ and "4th place" is of course an achievement I more than would have signed up for when I started, plus Suizomence still originated as a Jumpman team, so there's probably something poetic about a Peterko team falling just short of overtaking it.


For a few personal reasons, it's probably for my own good that I get to utilise different games/hobbies etc as escapes from my own doldrums now that I can check this team off my list of ideas as well, but I hope that doesn't mean I'm done for good with BDSP Tower, let alone singles. I think this team and especially that one move do make for a good effort debunking notions that building here is "like any Tower ever except with a heavily limited toolkit plus a much higher enemy power level" and that it helps make clear that this Tower's specific quirks actually do open up some options that aren't viable in conventional facilities (idk how widespread that notion is but it's certainly been something I've had to get over at least). Yes of course that only goes so far, but it would obviously be great if any other people are also willing to contribute to fleshing this leaderboard out a bit, and if anyone wants to like slap Explosion on Choice Magnezone or something as well or has any completely different ideas that are made viable by pseudo-Team Preview then please do try them out and please do post how it goes. I may have mentioned this before but in general it was kind of heartbreaking seeing the singles leaderboard this empty when I first started looking at this thread; the way I see leaderboards is that, even more than just competition, they're also an overview of the sort of things that work in a facility plus their relative viability levels, so if there's only a very small handful of optimised setups out there that can hit 3 digits with a modicum of consistency (even by BDSP standards), it fails to meet this incredibly important purpose. I hope the teams I have contributed now at least make it better in this way; obviously they're not enough on their own and the board may "never" end up getting where it should be, but I hope they won't be the last new teams added (even if any other new teams are also just moving old strategies over here), and it would also be nice if they're not my only submissions either. If I get inspiration for something else that's fun to use, because well that's still the point!


And, well, if it wasn't obvious I've completely come around on this Tower's level of Fun compared to my first post here. Every battle is a puzzle where I know I can dip into a team's full toolkit and also don't need to hold back from any particularly galaxybrain lines of play since I get to actually plan ahead for specific backups here, and it's /so/ fun when all the information is out there and I can go all out mentally. Ik in my first post I included a gif that suggested nascent boredom, but currently "me playing battle tower" looks more like this:
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Hopefully this gif will age well, hf everyone!
 

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So I have another 200+ singles team to share.....


Thank you so much! I'm going to try out this team now! I had a blast using Justin's doubles teams ("For Whom the Bell Tolls" and "Leer Squad") and tried to take on singles using Cero-Rift's 1000+ win team (Rotom-W/Scizor/Garchomp) but I was awful at figuring out when to Trick or V-Switch and could never get more than 20 or wins in row.

I hope this Cloyster/Garchomp/Suicune team is easier for a Noob like me to figure out lol.
 
Thanks again for the awesome team build and the extremely thorough write-ups for each of the threats. Just my luck that I had to go through a murderer’s row before getting to the 7th match master ball rank boss (I’ve been stuck at Rank 8 for a month now).

I managed to get through Natalia’s Choice Scarf Pelipper team by hard switching to Suicune and going for calm minds/rest until the rain stopped and I was able to sweep the rest of the team. I also got by Walrein by alternating shell smash and surf until I was at +6 and swept. I even managed to beat the Cresselia with calm mind/moonlight/ psychic/ shadow ball by PP stalling it out with calm mind, substitute, and scald burns.

Unfortunately, I haven’t been able to get past the Breloom-5 team yet and have died twice to in the 6th match both times. I guess my mistake was not switching to Garchomp after shell smashing turn 1 after eating a mach punch. I stupidly thought I could go for an icicle spear after that without thinking Breloom could just punch me again. The 2nd punch should have been absorbed by Garchomp to allow rocky helmet to break sash and clean up with poison jab. Oh well, I’ll try again tomorrow.

Anyways, this team is pretty fun to play as. Can’t wait for the Infernape lead team now.
 
I was finally able to beat Rank 10 singles with this team!

I ran into a couple teams that were pretty tricky to deal with.

Collector Edmund's team of Tyranitar (w/ quick claw)/ Cresselia/ Aerodactyl was a problem for Cloyster especially with quick claw activating for Tyranitar on every turn. If Cloyster went down without first KOing Tyranitar then it was pretty much over. Suicune's scald wouldn't do much damage as long as sand was up and if Garchomp out-EQ'ed Tyranitar it would eat a fat Ice Beam from Cresselia afterwards. I ended up giving Suicune "Rain Dance" after this in order to help control weather.

Ace Trainer Irene's team of Espeon/ Blaziken/ Clefable is another threat that I still can't figure out how to beat. Espeon started off by setting Reflect and Light Screen while I Shell Smash twice. I didn't know it at the time, but Espeon is holding a light clay so these screens both last 8 turns each. Espeon baton passes to Blaziken which gets taken out quickly by +2 surf. I then encounter the absolute cheapest Pokemon in existence, Unaware Clefable with Minimize, Calm Mind, Moonlight and Moonblast sitting behind dual screens for 8 turns. Not only was this abomination impossible to hit, but any damage it took was minimal due to its ability to ignore all stat boosts and heal itself with moonlight. How are you supposed to beat this thing? The fact that it exists is almost a crime against humanity. I've never been so traumatized by a video game before...
 
Collector Edmund's team of Tyranitar (w/ quick claw)/ Cresselia/ Aerodactyl was a problem for Cloyster especially with quick claw activating for Tyranitar on every turn. If Cloyster went down without first KOing Tyranitar then it was pretty much over. Suicune's scald wouldn't do much damage as long as sand was up and if Garchomp out-EQ'ed Tyranitar it would eat a fat Ice Beam from Cresselia afterwards. I ended up giving Suicune "Rain Dance" after this in order to help control weather.
You don't risk Cloyster versus Quick Claw users yea, but you certainly shouldn't need Rain Dance here either (nor for any other weather setters for that matter). Suicune sets up on Edmund's Tyranitar fine enough since it's really weak without STAB attacks, and it can't break Suicune's Sub in one hit once Earthquake's "8" PP is gone (in fact EQ doesn't usually break it either), at which point sand has also run out which also helps a lot. Quick Claw does necessitate playing a bit more carefully than you would otherwise yea since Quick Claw activations (or... non-activations when it means an extra hit during a Rest loop) at the wrong time can be trouble, but overall it's so weak that it's really only a remote threat when it still has sand active and Earthquakes remaining. I faced this team a lot and the only time it actually went off script was when very early in the game after it got the needed damage rolls on my Subs it got a QC proc + crit to foil Substitute into another QC proc right after to foil Rest, where idt Resting early would have been the obviously right play either since it would have meant taking three, potentially four Earthquakes (some of which with sand chip iirc) during the Rest loop without the immediate QC proc, where the crit while asleep would also have made things dangerous anyways. Even that didn't end up being a loss though, since even in that position you still win without further poorly timed Quick Claw hax, since no matter who you use to defeat Tyranitar, +2 Cloyster + Garchomp defeat Cresselia and both Garchomp and set-up Cloyster also outspeed and one-shot Aerodactyl, and odds for that specific line of hax that early in the game are small enough that surely I've had my worst Edmund hax for a long time now.

Ace Trainer Irene's team of Espeon/ Blaziken/ Clefable is another threat that I still can't figure out how to beat. Espeon started off by setting Reflect and Light Screen while I Shell Smash twice. I didn't know it at the time, but Espeon is holding a light clay so these screens both last 8 turns each. Espeon baton passes to Blaziken which gets taken out quickly by +2 surf. I then encounter the absolute cheapest Pokemon in existence, Unaware Clefable with Minimize, Calm Mind, Moonlight and Moonblast sitting behind dual screens for 8 turns. Not only was this abomination impossible to hit, but any damage it took was minimal due to its ability to ignore all stat boosts and heal itself with moonlight. How are you supposed to beat this thing? The fact that it exists is almost a crime against humanity. I've never been so traumatized by a video game before...
I haven't found a fully reliable line around this one either yea and it's one I forgot to add to the threatlist, the idea is just to take out Espeon and Blaziken asap with +2 attacks (or +4 if it uses Reflect turn 1) and then yea just try to break through it with Cloyster and Garchomp. If Reflect doesn't go up then this usually works, Explosion still hurts a lot and if Cloyster still has its Sash intact you can get off an Icicle Spear first too (Icicle Spear + Explosion has a good chance of KOing in this position as is), and if you do need to click Explosion right away then Clefable also has no reason not to click Moonblast on that turn and effectively waste it. Sitrus Berry means that even with non-Reflect Explosion chip Clefable can still beat Garchomp in this position, but this is mostly theory and/or really bad luck, since obviously it can use only one of Moonblast + Minimize + Moonlight on any given turn. If it does open with Reflect then yea that gets even more obnoxious and you might just need hax to win, I remember facing this Irene team twice on my runs and neither time did Espeon open with Reflect; if it did I could also see it spamming Moonblast against Garchomp and being low on health when Suicune comes out (think I'd still send out Garchomp first even under Reflect since it needs prior setup to one-shot and any hax Garchomp can get is far more helpful than Suicune), but I don't have firsthand experience with that scenario. It helps a lot that Espeon has a lot of room to throw here since it has pretty much equal reason to be using any of its attacks turn 1 (I have it logged as opening with insta Baton Pass and Light Screen in my notes) and that Irene's other team is a pretty straightforward win, so statistically it's still very far from over if she shows up, but yea this team is unfort a case in point of Cloyster/Garchomp/Suicune not having "solved" this tower either and one where it's helpful if the Trainer RNG has some mercy on you.

congrats on rank 10 good to hear it managed to get you there!
 
You don't risk Cloyster versus Quick Claw users yea, but you certainly shouldn't need Rain Dance here either (nor for any other weather setters for that matter). Suicune sets up on Edmund's Tyranitar fine enough since it's really weak without STAB attacks, and it can't break Suicune's Sub in one hit once Earthquake's "8" PP is gone (in fact EQ doesn't usually break it either), at which point sand has also run out which also helps a lot. Quick Claw does necessitate playing a bit more carefully than you would otherwise yea since Quick Claw activations (or... non-activations when it means an extra hit during a Rest loop) at the wrong time can be trouble, but overall it's so weak that it's really only a remote threat when it still has sand active and Earthquakes remaining. I faced this team a lot and the only time it actually went off script was when very early in the game after it got the needed damage rolls on my Subs it got a QC proc + crit to foil Substitute into another QC proc right after to foil Rest, where idt Resting early would have been the obviously right play either since it would have meant taking three, potentially four Earthquakes (some of which with sand chip iirc) during the Rest loop without the immediate QC proc, where the crit while asleep would also have made things dangerous anyways. Even that didn't end up being a loss though, since even in that position you still win without further poorly timed Quick Claw hax, since no matter who you use to defeat Tyranitar, +2 Cloyster + Garchomp defeat Cresselia and both Garchomp and set-up Cloyster also outspeed and one-shot Aerodactyl, and odds for that specific line of hax that early in the game are small enough that surely I've had my worst Edmund hax for a long time now....

congrats on rank 10 good to hear it managed to get you there!

Thank you so much! I managed to even beat Palmer's team twice after getting to rank 10 and it was an awesome feeling. Then something weird started happening on my runs where I would frequently be on the side of some horrendous AI RNG luck in the 6th or 7th matches and recently ended up falling all the way back down to Rank 6. I've seen the AI's pinch berries activate at around 50% HP and even had a Bronzong survive 2 Garchomp flamethrowers with 1 HP, switch out, and then switch back in and have it's Custap berry immediately activate to allow it to KO my last pokemon.

Then again, I also am not doing this team much justice as I switched out Suicune's "substitute" for a bunch of different moves throughout my playthroughs. I first tried snarl/shadow ball to deal with Cresselia to avoid PP stalling it, but realized those moves don't really have any use against anything else. I then tried "roar" in order to reset the boost for set-up mons like Quagsire and Clefable, but then learned that it will fail if there is only 1 pokemon left on the other team. I also tried "endure" to make sure I would be able to use "rest" on the next turn without dying and having used variations of ice beam and hail + blizzard. Overall, I think my biggest problem is wondering when to hard switch from Cloyster to Suicune and when to use subs with Suicune.
 
I’ve decided to take on BDSP Battle Tower in Doubles and unfortunately got an unimpressive streak of 66 due to a stupid mistake I made
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THE TEAM:

:dp/kingdra:
Miracle Sea (Kingdra) @ Life Orb
Ability: Swift Swim
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Dragon Pulse
- Protect
- Ice Beam

:DP/pelipper:
Craggy Coast (Pelipper) @ Focus Sash
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Scald
- Hurricane
- Tailwind

:DP/scizor:
Mt. Travail (Scizor) @ Lum Berry
Ability: Technician
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- X-Scissor
- Protect

:DP/Raikou:
Amp Plains (Raikou) @ Choice Specs
Ability: Inner Focus
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Extrasensory
- Shadow Ball

This team is basically a team someone has already made except the evs, nature, items and movesets are different. Point is I think rain in BDSP is the best weather in the game especially with scald abusers. Evs are generic 252 spreads due to me fight NPC’s and not real players. Also scald is very overpowered as getting frozen by an articuno doesn’t really mean much when I can instantly thaw out the next turn but this does have some match ups I wanna go over

NOTABLE BAD MATCH UP TEAMS:

:DP/cradily: :DP/heatran: :DP/Dragonite: :DP/regigigas:

I actually lost to this team on an earlier run due to the fact that I forgot cradily gets storm drain. It’s annoying since Cradily is a 3HKO most of the time due to sitrus berry and Heatran can just click dragon pulse at times which chips you hard. (Also it has bright powder which isn’t ideal for me.) and of course dnite can be pretty annoying with Multiscale, especially if kingdra ends up getting knocked out before it gets sent out.

:dp/gastrodon: :dp/regice: :dp/registeel: :dp/latias:

Once again another team that has lead storm drain. Gastrodon is almost never a turn 1 KO and Regice can just set up with rock polish and spam blizzard or focus blast.

:dp/Bellossom: :dp/torkoal: :dp/cresselia: :dp/lapras:

Because Torkoal is slower than Pelipper, this always causes the sun to go up with Torkoal can then spam fast eruption with after you. Not hard just annoying that you need to reset the rain again when there’s a fire type in the back and you have a Scizor. (Also to keep note there’s a chance the lapras gets replaced by rhyperior.)

:DP/zapdos: :DP/raikou: :DP/rampardos: :DP/regice:

An atrocious lead for me. The Zapdos just spams discharge and it can really suck and it’s even worse when you get a paralysis. Probably the best course of action is chipping the Raikou and hoping the Zapdos takes out the Raikou with a few discharges. Rampardos and Regice are pretty easy to handle otherwise thought the rampardos is focus sash.

:dp/bronzong: :dp/abomasnow: :dp/rotom-wash: :dp/torkoal:

You are just not allowed to set up your weather huh? It doesn’t help that bronzong uses trick room and decides to just spam rock slide. Also Rotom wash also here is pretty threatening to me especially since the rain is beneficial towards it. (There’s a chance the Torkoal gets replaced by a Rhyperior which in that case makes this team more bearable but the hail getting set up isn’t great.)

:DP/gastrodon: :DP/heatran: :DP/medicham: :DP/aggron:

The Gastrodon Heatran lead is just a giant middle finger to my team. Another team that I lost to on an earlier attempt. Not only Gastrodon has recover which makes it harder to KO but the Heatran literally has 3 moves that do super effective damage to 3 of my own guys. The Medicham and Aggron aren’t too difficult to beat but are minor inconveniences with endure salac and sturdy respectively.

:dp/lanturn: :dp/exploud: :dp/milotic: :dp/raikou:

this team just has a lot inconvenient fat to it. The Lanturn is volt absorb so my Raikou can’t do big damage to it. I tend to 3HKO it most of the time which kinda sucks. Exploud is just a wild card with quick claw and a random giga impact at times. Milotic being here means if my Raikou goes down I just lose. It doesn’t help that they have their own Raikou in the back which can just own my team if it wanted to. Usually my way of dealing with it is with Scizor as every time I’m usually in a 2v1 on my side as Scizor and its partner can usually take it down. The team is very annoying to fight otherwise.

:dp/cradily: :dp/shiftry: :dp/latios: :dp/ninetales:

This is the team that actually ended my streak. Point is I forgot the last guy was Ninetales and I locked thunder and it was Raikou and Scizor vs a white herb overheat Ninetales in the sun. I ended up missing 5 Thunders in a row which costed me the game. This is actually easier than the first cradily team but you just have to keep in mind what Pokémon are in the back and with a choice item, also account for the guys in the back when clicking the move. Also haban berry latios is annoying for kingdra.

I’ll most likely do more runs to get a higher PB but just wanted to make this post to get on the leaderboards and for future me to look at the problematic match ups and see how I lost before and to make sure I know the exact mons for the problematic match up teams and to make sure I don’t mess up again.
 
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I’ve decided to take on BDSP Battle Tower in Doubles and unfortunately got an unimpressive streak of 66 due to a stupid mistake I madeView attachment 656550View attachment 656552

THE TEAM:

:dp/kingdra:
Miracle Sea (Kingdra) @ Life Orb
Ability: Swift Swim
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Dragon Pulse
- Protect
- Ice Beam

:DP/pelipper:
Craggy Coast (Pelipper) @ Focus Sash
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Scald
- Hurricane
- Tailwind

:DP/scizor:
Mt. Travail (Scizor) @ Lum Berry
Ability: Technician
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- X-Scissor
- Protect

:DP/Raikou:
Amp Plains (Raikou) @ Choice Specs
Ability: Inner Focus
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Extrasensory
- Shadow Ball

This team is basically a team someone has already made except the evs, nature, items and movesets are different. Point is I think rain in BDSP is the best weather in the game especially with scald abusers. Evs are generic 252 spreads due to me fight NPC’s and not real players. Also scald is very overpowered as getting frozen by an articuno doesn’t really mean much when I can instantly thaw out the next turn but this does have some match ups I wanna go over

NOTABLE BAD MATCH UP TEAMS:

:DP/cradily: :DP/heatran: :DP/Dragonite: :DP/regigigas:

I actually lost to this team on an earlier run due to the fact that I forgot cradily gets storm drain. It’s annoying since Cradily is a 3HKO most of the time due to sitrus berry and Heatran can just click dragon pulse at times which chips you hard. (Also it has bright powder which isn’t ideal for me.) and of course dnite can be pretty annoying with Multiscale, especially if kingdra ends up getting knocked out before it gets sent out.

:dp/gastrodon: :dp/regice: :dp/registeel: :dp/latias:

Once again another team that has lead storm drain. Gastrodon is almost never a turn 1 KO and Regice can just set up with rock polish and spam blizzard or focus blast.

:dp/Bellossom: :dp/torkoal: :dp/cresselia: :dp/lapras:

Because Torkoal is slower than Pelipper, this always causes the sun to go up with Torkoal can then spam fast eruption with after you. Not hard just annoying that you need to reset the rain again when there’s a fire type in the back and you have a Scizor. (Also to keep note there’s a chance the lapras gets replaced by rhyperior.)

:DP/zapdos: :DP/raikou: :DP/rampardos: :DP/regice:

An atrocious lead for me. The Zapdos just spams discharge and it can really suck and it’s even worse when you get a paralysis. Probably the best course of action is chipping the Raikou and hoping the Zapdos takes out the Raikou with a few discharges. Rampardos and Regice are pretty easy to handle otherwise thought the rampardos is focus sash.

:dp/bronzong: :dp/abomasnow: :dp/rotom-wash: :dp/torkoal:

You are just not allowed to set up your weather huh? It doesn’t help that bronzong uses trick room and decides to just spam rock slide. Also Rotom wash also here is pretty threatening to me especially since the rain is beneficial towards it. (There’s a chance the Torkoal gets replaced by a Rhyperior which in that case makes this team more bearable but the hail getting set up isn’t great.)

:DP/gastrodon: :DP/heatran: :DP/medicham: :DP/aggron:

The Gastrodon Heatran lead is just a giant middle finger to my team. Another team that I lost to on an earlier attempt. Not only Gastrodon has recover which makes it harder to KO but the Heatran literally has 3 moves that do super effective damage to 3 of my own guys. The Medicham and Aggron aren’t too difficult to beat but are minor inconveniences with endure salac and sturdy respectively.

:dp/lanturn: :dp/exploud: :dp/milotic: :dp/raikou:

this team just has a lot inconvenient fat to it. The Lanturn is volt absorb so my Raikou can’t do big damage to it. I tend to 3HKO it most of the time which kinda sucks. Exploud is just a wild card with quick claw and a random giga impact at times. Milotic being here means if my Raikou goes down I just lose. It doesn’t help that they have their own Raikou in the back which can just own my team if it wanted to. Usually my way of dealing with it is with Scizor as every time I’m usually in a 2v1 on my side as Scizor and its partner can usually take it down. The team is very annoying to fight otherwise.

:dp/cradily: :dp/shiftry: :dp/latios: :dp/ninetales:

This is the team that actually ended my streak. Point is I forgot the last guy was Ninetales and I locked thunder and it was Raikou and Scizor vs a white herb overheat Ninetales in the sun. I ended up missing 5 Thunders in a row which costed me the game. This is actually easier than the first cradily team but you just have to keep in mind what Pokémon are in the back and with a choice item, also account for the guys in the back when clicking the move. Also haban berry latios is annoying for kingdra.

I’ll most likely do more runs to get a higher PB but just wanted to make this post to get on the leaderboards and for future me to look at the problematic match ups and see how I lost before and to make sure I know the exact mons for the problematic match up teams and to make sure I don’t mess up again.
Im here to update my streak as I got a new PB of 168
IMG_1768.jpeg


my team remains the same though I debated if I should change replace raikou’s extrasensory with scald but I didn’t since extrasensory came in clutch for some moments. I lost due to kingdra taking chip from a heatran, Raikou taking a random giga impact from flareon and me not realizing Flareon had quick attack and took my kingdra. I simply just played really bad conceding I’ve beaten this same team team multiple times: :dp/golem: :dp/heatran: :dp/flareon: :dp/mismagius:


One more thing I wanna add is I fought Palmer and Berry a total of 23 times and wanna go over their teams and what I did vs them easiest to hardest

:DP/empoleon: :dp/rhyperior: :dp/staraptor: :dp/heatran:

I fought this specific team the most and this team is a joke lol. Rhyperior into two water types under the rain is a death sentence and Empoleon doesn’t really threaten any real damage as it’s using physical attacks besides maybe waterfall under rain. The only annoying thing is the bright powder Heatran.

:dp/heracross: :dp/dragonite: :dp/infernape: :dp/cresselia:

this team was difficult when I first fought it but I’ve learned how to sequence the mu in my favor. The Dragonite always tries to target Pelipper but I always protect turn 1 then ko it turn 2 with ice beam from kingdra. Heracross is more annoying then threatening as rock slide is an annoying and I have gotten flinched by it multiple times. Cresselia doesn’t really do any damage and can be a clean KO with Scizor and Infernape is just there and the added focus sash doesn’t make it any more threatening.

:dp/torterra: :dp/milotic: :dp/snorlax: :dp/heatran:

this team is by far the most threatening but isn’t too difficult to deal with either though the team having a FWG core make it instantly better than the other two teams imo. Milotic always clicks protects turn 1 and Torterra does have quick claw which can be annoying. Snorlax can be annoying to ko but at times a good scald burn and make it not a threat and Heatran being sash makes it annoying if anything but not anything too threatening.

It’s one thing to get a 66 streak but to get 100+ better than your previous PB was indeed something. But I probably won’t play the battle tower again for a good while due to the fact that a 168 PB is a pretty daunting task to do and also kept me very occupied and there were times I was losing sleep because I was staying up late playing the battle tower lol but it’s good to finally get some rest.
 
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Posting a streak of 1642 in master rank doubles!

Cresselia is one of those mons that got doomposted for seemingly valid reasons when BDSP's lack of transfer moves was revealed. Moves like Ally Switch and Helping Hand had been standard picks in previous facilities, with their increased priority alleviating problems caused by Cresselia's high base Speed. Gravity is another huge loss - a grievance shared by Bronzong. BPSP's other Trick Room setters have found a suitable alternative to lost transfer-only moves in Rain Dance, but Cresselia is faster than any ally it would hope to combo the weather with, thus missing out on much of the move's potential.

Of course, the best way to confirm a mon's viability is by playtesting it. After all, Slowking had already turned out to be a pleasantly viable setter in BDSP. Willing to give Cresselia a go, yours truly shamelessly copied was inspired by cayZ5's Machamp / Pelipper team and simply swapped the Trick Room setter. If Cresselia couldn't work with one of the strongest cores the game has to offer, surely the lunar swan's fraudulent schemes would get exposed in record time?

Memes aside, Cresselia sharing quite a few traits with Slowking resulted in many of the old gameplans working with the new team, greatly expediting the start of the grind. For example, both teams featured a Hariyama / Machamp core with a Water-type in the back. Both setters ran Ice Beam as a coverage move. Both teams had access to weather in Rain Dance and Drizzle, respectively. The list goes on.

Luck would play a big part in the team's initial success. Cresselia being incredibly synergistic with Pelipper's Drizzle was an unexpected, but welcome surprise. The mono-Psychic typing worked really nicely with Machamp and Pelipper, since they can switch in on Dark- and Bug-type moves. Lastly, Cresselia's coverage moves, Ice Beam and Grass Knot, ended up having some crucially blessed calcs on key targets. As far as teambuilding went, a lot of pieces fell into place by sheer luck.

The first attempt with the team came to an abrupt end at the hands of Christa & Gunner. Losing at battle #36 didn't paint a pretty picture, considering 3/4ths of the same team had reached four digits earlier. The doomposting started again, until the Battle Facilities Discord correctly pointed out that the loss was indeed caused by a misplay. Getting diagnosed with a severe skill issue was an eye-opening experience. In hindsight, directly importing Slowking / Clefable / Machamp strats was obviously never going to work in the long run. Fixing the flawed gameplans began to yield results shortly after restarting the streak from scratch. Cresselia's true potential would only become apparent ~700 battles later, after big improvements were made to matchups like Ellis & Irene, and Herman & Natalia. News just in, simply playing better helps a lot!

The second (and final) attempt managed to break four digits, and then some. Without further ado...

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The team

cresselia.gif

Cresselia @ Lum Berry
Ability: Levitate
EVs: 252 HP / 84 Def / 172 SpD
IVs: 0 Spe
Sassy Nature
- Trick Room
- Psychic
- Ice Beam
- Grass Knot

BDSP's tower is the last opportunity to enjoy pre-nerf Cresselia. Since Eviolite is unavailable in BDSP, Cresselia is the bulkiest Trick Room setter by far, and it's not even particularly close. The sole enemy that can OHKO Cresselia is Heracross-3, and even that requires a Megahorn crit. The two pairs of opponents leading with said set, Dallin & Jaylin, and Clara & Jaime, can be stopped in their tracks with Fake Out. Other than that, only a lead Bright Powder Walrein-2 can threaten Cresselia by dodging Fake Out and landing a Sheer Cold (the Anissa & Kegan special). The list of foes capable of one-banging the lunar swan on the first turn ends there. BDSP's resident Shadow Ball enjoyer, Gengar-3, comes nowhere close to OHKOing.

The EV spread is tailored to reduce Cresselia's odds of becoming a victim of Nadia & Dalvin's leads, Crobat-2 and Gengar-3. While Brave Bat and Shadow Ball together can KO Cresselia, one of the attacks has to score a crit, and both need to dodge low damage rolls. Having the AI double target the Trick Room setter is rare in the first place, since Crobat-2 rarely passes on the guaranteed KO it has on Hariyama.

Levitate doesn't really change things - the AI will happily click Earthquake, even if it only hits Hariyama. For example, Barry's Scarf Heracross doesn't mind locking itself into EQ. Generally speaking, one could argue that Levitate slightly reduces Cresselia's overall damage "taken" whenever the AI clicks Earthquake, but it's not relevant in the most dangerous matchups.

Cresselia's stellar bulk affects the rest of the team indirectly. Since only a handful of enemy leads can threaten to deny Trick Room, Hariyama is left with more freedom to use Fake Out to save its own skin, rather than Cresselia's. It's a stark contrast to other teams, for example ones where Hariyama must use Fake Out to stop Earthquake and Earth Power users from murdering a certain bell-shaped setter. While Cresselia isn't completely unkillable, most things apart from Megahorn, Choice Band U-turn, or repeated Shadow Balls with -SpD drops or Crunches with -Def procs respectively, can be largely ignored.

Cresselia is by far the best choice for a TR setter when it comes to surviving long battles. It has no trouble keeping its HP high enough to set Trick Room again on the sixth turn, unlike the Bronzong / Dusknoir crew. Cresselia's longevity is particularly nice in messy battles, because a Machamp / Pelipper backline can struggle to finish games quickly. The rare cases of Cress dying before its allies are typically a result of the AI only targeting the Trick Room setter, which translates to Hariyama and the rest of the team being untouched, which in turn usually translates to a swift and decisive victory.

Of course, it's not all Moonlight and rainbows. Cresselia reaching a high number with this particular streak does not mean it's a good generalist Trick Room setter in BDSP's tower. The Speed tier alone would make Cresselia a direct downgrade from Bronzong or Dusknoir in many of the teams on the leaderboard. The fact that Cresselia has a gender is another pointless annoyance, especially when the majority of Attract users in doubles masters are male.
BDSP's lack of transfer moves means all of Helping Hand, Ally Switch, and Gravity are unavailable. While Cresselia retains some of its supporting options, moves like Safeguard and dual screens would make it far too passive. Fortunately, Cresselia still has access to many of its coverage moves. Taking the offensive route seems iffy with a Special Attack stat of 75, but the backline doesn't require lots of extra chip damage to KO most of the facility.

STAB Psychic is a no-brainer, given how useful it has been on Bronzong and Slowking teams. Hitting enemy Poison-types is very valuable for a team that relies on Hariyama's Close Combat for raw damage. Psychic is a decent move to spam, because random -SpD drops will win games "for free" over the course of a long streak. Ice Beam is the key to having consistent gameplans against Barry & Palmer's second and third teams, since it lets Cresselia checkmate Dragonite-10 and Torterra-5. CayZ5's team had already demonstrated how important Ice-type coverage is for a Machamp / Pelipper backline.

The Grass-type move of choice was originally Energy Ball. It would've probably stayed that way, had there not been a random ongoing discussion about Barry & Palmer's first team on Discord:

[20:43]justintr: I can see empoleon also randomly going for waterfalls just for flinching
[20:43]justintr: ai just loves flinching if it has the chance
[20:47]Sincci: you've just given me a brilliant idea


A lightbulb lit up. Palmer's lead is Rhyperior-10. Since Cresselia is faster than it, it might be possible to...

0 SpA Cresselia Energy Ball vs. 252 HP / 0 SpD Rhyperior: 176-208 (79.3 - 93.7%) -- guaranteed 2HKO

Oof, Energy Ball doesn't do enough damage to score a clean OHKO. However...

0 SpA Cresselia Grass Knot (120 BP) vs. 252 HP / 0 SpD Rhyperior: 228-272 (102.7 - 122.5%) -- guaranteed OHKO

Perfection. This way, Hariyama can click Fake Out on Empoleon, while Cresselia's Grass Knot OHKOs Rhyperior. The remaining enemies can't stop Trick Room from going up afterwards.

Basically, Grass Knot was originally selected to farm a shitposting clip for the Battle Facilities Discord. Energy Ball wasn't really missed as the streak progressed, so Grass Knot got to stay. The list of relevant mons that Energy Ball hits harder is actually quite short, mostly featuring lightweights like Vaporeon and Whiscash. The Slowthing calcs being 80 versus 90 base power didn't end up making a big difference. Grass Knot's weight-based damage formula lets it reach a base power of 100 against important targets, such as Suicune and Walrein. Finally, Grass Knot not having an additional effect that can proc Milotic's Competitive is a big plus.

Psychic-Grass-Ice coverage is good for hitting anything not called Houndoom or Steel-types, but that's where the rest of the team comes in. Some of the more convenient calcs are listed below.
- Psychic 2HKOs most uninvested Poison- or Fighting-type foes. Instant OHKOs are rare thanks to Cresselia's low SpA stat. Toxicroaks will still die, though.
- Ice Beam struggles to OHKO quad-weak dragons and the like, but it leaves them low for the team to clean up. Neutral hits, like Hariyama's Knock Off or Heavy Slam, are more than good enough for this. The unfortunate reality is that one-shotting enemies is more of Slowking thing. Poor Cresselia.
- Fake Out, Ice Beam, and Hariyama's Knock Off sum up to exactly 202 damage on Barry's Torterra with minimum rolls. This happens to be equal to its exact max HP - so blessed!
- Palmer's Milotic takes 95% minimum from a combo of Grass Knot + Machamp's Dynamic Punch. Mostly a backup strat, but nice to have regardless.
- Fake Out + Ice Beam + Heavy Slam deals with Palmer's Dragonite. This is the go-to strat for whenever Barry's Heracross goes for Earthquake.
- Spamming Ice Beam and Hariyama's Knock Off will KO Palmer's Cresselia in two turns, thanks to its Sitrus Berry getting removed by Knock Off. A viable strat if Barry's Heracross locks itself into EQ.
- Grass Knot + Close Combat + Grass Knot will KO all of the Bold Suicune sets. The team deals just enough damage to prevent Cunes from pulling off a Calm Mind / Rest loop
- Combining Grass Knot with two Hurricanes deals 98% minimum to the same Suicune set. This is mostly an Ellis & Barrett thing.
- Generally speaking, Grass Knot + Knock Off deals with Slowthings by either KOing them outright, or leaving them at very low HP. The calcs have a few moving parts depending on things like the matchup, Fake Out targeting, chip damage from sand, and Hariyama's Knock Off dealing more slightly damage than Machamp's.
- Fake Out + Ice Beam + Knock Off has decent odds of KOing Venusaur-3 even if it manages to proc a Quick Claw Curse on the second turn
- Ice Beam is a 50/50 coinflip when it comes to KOing Staraptor sets (after recoil damage from them Birbing Hariyama)
- Psychic will always KO Crobat-2 after its Brave Bat hits Hariyama. This calc makes Nadia & Dalvin a lot more comfy to deal with!
- Psychic + Close Combat is guaranteed to KO Natalia's Scizor-5 from full. As long as Hariyama isn't in Bullet Punch range, it's a safe play.
- Fake Out -> Ice Beam -> Psychic lets Cresselia defeat Roserade-2 without prompting a resist switch to a backline Shiftry-3. Specific to Sidney & Cain.
- Similarly, Fake Out -> Psychic -> Ice Beam will KO Dragonite-3 while removing a potential resist switch to Ninetales-2. Lyle & Anissa are already tricky enough to deal with, so consistency is key. Dragonite-3 can technically survive the attacks, but only if all three of them min roll.

In the end, losing access to transfer moves wasn't as tragic as it could've been. Gravity is better suited for Trick Room setters that are slower than their allies. Besides, the team's packing two answers to Evasion hax in No Guard and Hurricane, making the loss of Gravity palatable. Of all the missing moves, Helping Hand would've been the biggest game-changer. An unconditional damage boost to Cresselia's allies sounds more useful than running an extra coverage move. Oh well.

The main reason Cresselia can get away with three attacks in the first place has to do with the team's fourth member, Pelipper. Trick Room teams in BDSP need a strong answer to Torkoal-2, especially when facing Lionel & Abbey. The most common counters involve Rain Dance, or a backline mon having a weather-related ability, like Tyranitar's Sand Stream, Lickilicky's Cloud Nine, or Pelipper's Drizzle. In this team's case, the pelican's ability essentially frees up a moveslot for the Trick Room setter, since Cresselia no longer needs to provide Rain Dance support for its team. Running Rain Dance on Cresselia wouldn't be a good idea anyway, because it's faster than any teammate the weather's bonuses would apply to. Cresselia's Speed tier rules out any same-turn weather combos that other teams enjoy, such as Bronzong/Octillery's Rain Dance into a Water Spout.
The lowest Speed that a 0IV Cresselia can reach is 81. For comparison's sake, Slowking and Bronzong sets sit at stats of 31 and 33 respectively, and the "too fast" Dusknoir hits 45 Speed. The Speed tier is so important that some teams, such as JustinTR's Leer Squad, straight up prefer to run a (non-Eviolite!) Dusclops over Dusknoir - simply because it's slower. Cresselia would love to use a speed-halving item, but the Trick Room setter's Lum Berry is not negotiable in this facility.

When it comes to BDSP's limited roster, the TR setter being faster than its teammates is a trait almost unique to Cresselia. It's a double-edged sword, but the downsides are far greater than the occasional benefits. Cresselia's humongous defenses and Pelipper's Drizzle play a key part in compensating for the numerous issues caused by its fast Speed tier.

Let's start with the upsides, for there are only a few. Cresselia moving after its allies lets it snipe targets holding Focus Band by double targeting them, in case the item procs. Hypno-2 is a great example on teams like Josie & Clara. Hariyama or Machamp can click Knock Off, and even if the item saves Hypno's life, Cresselia will immediately finish it off. The tower has a fair amount of Focus Band users, so having a backup plan against them is most welcome.

Cresselia outspeeding some foes is largely an undesired trait. For example, being faster than Slowthings in the neutral game is significantly less valuable than them getting to move first during Trick Room turns. Sniping Palmer's Rhyperior at the start of the battle is essentially a meme strat - an outlier that ended up being sufficiently consistent for the purposes of the streak. There are no other matchups where Cresselia prefers to skip Trick Room in favour of KOing something slower than it. While such plays can be viable against some lead Golem sets, it's safer to ignore the Speed "advantage" and set Trick Room instead. Ellis & Irene are an exception, but only because Irene's lead Bronzong happens to be the slowest mon on the field, which humorously leads to it setting Trick Room for the player. It's worth noting that skipping TR on the first turn in this matchup is not unique to Cresselia. For example, the Bronzong/Hariyama/Octillery teams on the leaderboard prefer a similar strategy for Ellis & Irene.

The tower hosts plenty of tricky mons that are slower than Cresselia. For comparison's sake, TR setters seen on other streaks, like Bronzong and Dusknoir, wouldn't be undersped by any of the following sets:
- Torterra-5, or Barry's set. Unfortunately, it gets to move before Cresselia can Ice Beam it, even if Hariyama removes its Quick Claw with Knock Off.
- Weezing-3, especially vs Tyrell & Mikel. An annoying Quick Claw set that carries Dark Pulse for maximum flinch trolling. None of Cresselia's teammates enjoy tanking Modest Sludge Bombs.
- Bronzong-3, used as a lead by Ellis & Irene. It typically uses Trick Room on the first turn, but after that, nothing can stop it from fishing for Rock Slide flinches.
- Lapras-3, a Sheer Cold set. Being a backline mon, it rarely shares field time with Cresselia. "Rarely" being the keyword, as shown later in the post!
- Marowak-3 as a lead (Andreas & Johanna). Hariyama's Close Combat is a roll, so if Marowak survives, it gets a chance to attack before Cresselia can finish it off.
- Every Slowbro and Slowking set. This issue is compounded by the fact that the Slowthings are slower than Machamp as well. Machamp's Knock Off failing to OHKO any of the sets makes matters worse.
- Snorlax sets, including Barry's. Same reasoning as with Slowthings, except much more commonly seen. A badly timed Body Slam paralysis can spell trouble.


hariyama.gif

Hariyama @ Flame Orb
Ability: Guts
EVs: 252 Atk / 108 Def / 148 SpD
IVs: 0 Spe
Brave Nature
- Fake Out
- Close Combat
- Knock Off
- Heavy Slam

This is the standard set for non-Gravity teams, and its pros and cons have been explained many times over in this thread. Hariyama continues to be the go-to lead pick for non-FEAR Trick Room teams in BDSP.

The EV spread is tailor-made to survive a couple of important attacks. Latias-2's Psychic is one such example - a max roll non-critical hit will leave Hariyama standing with a single point of HP remaining. This is most relevant when facing Jaclyn & Kaila, because Fake Out must be used on their other lead, Houndoom-3. The EVs will also ensure that Hariyama can tank a Psychic from Slowbro-3 or Slowking-3, plus one turn of burn chip damage from Flame Orb. Said Slowthing sets carry Bright Powder and Quick Claw respectively, so getting a second chance at using Knock Off is game-changing.

Hariyama's moveset is very straightforward. Fake Out and Knock Off are mandatory picks. In the absence of Ice Punch, Heavy Slam retains its status as the best "filler" move on teams without Gravity support. Close Combat is the preferred STAB option for a few reasons. The move's Def / SpD stat drops are not as detrimental in a facility with entirely static AI rosters. Knowing the enemy teams in advance makes it easier to create consistent gameplans for each trainer matchup. Expediting Hariyama's demise with CC's debuffs can even be a good thing in battles where Machamp and Pelipper struggle to switch in.

One of the final changes to the team was swapping from a male Hariyama to a female one. While a relatively minor change, it grants Hariyama an immunity to lead Froslass-2's Attract. This specifically applies to the deadly duo of Bryon & Hernan. BDSP's AI rosters feature four relevant matchups with Attract-using leads, with Froslass-2 as the only female user. The catch with running a female Hariyama is that the male Attract leads, Umbreon-2, and Vileplume-2, become slightly more tricky to deal with. The tradeoff is well worth it regardless, because Bryon & Hernan eclipse the other matchups in terms of danger. Interestingly, since Cresselia is one of the few arbitrarily gendered legendary mons, the change to Hariyama results in an entirely female frontline. This arrangement occasionally turns enemy Attracts into safe switch-ins for the all-male backline of Machamp and Pelipper.


machamp.gif

Machamp @ Expert Belt
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
IVs: 0 Spe
Brave Nature
- Dynamic Punch
- Stone Edge
- Knock Off
- Fire Punch

Machamp is well-represented on the leaderboard, and for good reason. What sets Machamp apart from the rest is its ability, No Guard. The Dynamic Punch gimmick is merely an added bonus - the ability's main purpose is to counter all of the AI's Evasion-related tomfoolery, like Double Team and Bright Powder.

The EV spread lets Machamp survive a non-crit Psychic from Slowbro-3 or Slowking-3. This is by far the most important defensive calc, because both sets are slower than Machamp and get to move first during Trick Room. Since 252/252/4 gaming already passes that survival check, there's no need for further fine-tuning. A generalist EV spread works well for Machamp, who often finds itself switching into the Cresselia slot on various incoming physical and special attacks. Fighting already resists two of the Psychic-type's weaknesses in Bug and Dark, and strong AI Ghost-type nukes don't really exist in doubles masters.
The initial, short-lived streak attempt borrowed a previous Slowking team's Machamp set with Life Orb and Close Combat. A swift loss during battle #36 served as a perfect reminder of the downsides of that approach. While Life Orb Close Combat packs a serious punch, the item's recoil and CC's defense drops severely compromise Machamp's survivability. The extra power is often wasted on frail targets that would've fainted to Dynamic Punch anyway.

Even a minor increase to longevity makes a big difference for Machamps on Hariyama teams. A healthy Machamp can tank a Psychic from Slowbro-3 or Slowking-3, but not if it has taken Life Orb recoil, or is at -1 SpD due to Close Combat. Said Slowthing sets are one of the main threats to dual Fighting-type cores, in this case Hariyama & Machamp. The Psychic calc is particularly relevant for non-Iron Ball Machamp sets, because the Slowthing set 3's get to move first during Trick Room.

There's some team-specific considerations, too. For comparison's sake, Life Orb CC suits teams like ClefChamp well, because Machamp is the "main" backline damage dealer in that lineup. Clefable would often focus on providing After You support, or snipe specific targets with its coverage moves. However, on the Cresselia/Hariyama/Machamp/Pelipper team, the workload is split much more evenly. Pelipper pulls its own weight, and as a result Machamp doesn't need to squeeze out every last bit of damage for the team to function. Another point to consider is that Cresselia's extreme bulk leads to fewer "free" switch-ins for the backline mons. Since Machamp and Pelipper can't rely on the Trick Room setter fainting, they have to switch in directly. Not having to worry about Life Orb's recoil allows for comfier switching.

Substituting Lorb CC for Expert Belt + Dynamic Punch comes with a noticeable drop in raw power. Alonso & River's Regice-3 is no longer guaranteed to die to Cresselia's Psychic + a Dynamic Punch, for example. The damage difference is most noticeable on neutral hits, where Expert Belt accomplishes nothing. Suicune sets are a good example, but Dynamic Punch + Pelipper's Hurricane typically lets the team KO them in two turns.

Dynamic Punch's guaranteed confusion status wins lots of games "for free" over the course of a long streak. The confusion chance lets Machamp contribute in battles where it gets burned by an unlucky Scald, or its Attack gets lowered in other ways. In such scenarios, being able to confuse foes and remove their items via Knock Off lets Dynamic Punch sets accomplish a lot more than CC ones.

Low Kick is a decent option, but many of the calcs are underwhelming when compared with Close Combat or Dynamic Punch. Sharing 100 base power on multiple targets simply isn't good enough when Champ could also be confusing foes in the process. The weight-based damage output plummets against lighter foes, like Vaporeon-2. Low Kick is a good move, but BDSP's tower isn't the right time or place for it.
In the end, copying cayZ5's Expert Belt / Dynamic Punch set was an easy choice, considering said team was nearing the 1000-win benchmark at that point in time. The only change to the set was the fourth moveslot: without Gravity support, the Cresselia version of the team desperately needed an answer to lead Scizor-2. Fire Punch was the perfect solution to the problem, with No Guard negating Scizor-2's Bright Powder, in addition to any Double Team boosts. Fire Punch is a bit of a filler move that doesn't have much utility apart from murdering various Bug-types, like Scizor, Heracross, and Forretress sets. Using Fire-type moves is awkward with Drizzle Pelipper on the team, but fortunately it's not a problem when facing Scizor-2 leads on the rosters of Tavon & Harvey, Allie & Chester, or Madelyn & Sylvia. In these matchups, Machamp can switch in and remove the Bug/Steel menace before Pelipper is sent out.


pelipper.gif

Pelipper @ Power Anklet
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 0 Spe
Quiet Nature
- Hurricane
- Scald
- Ice Beam
- Protect

Another member copied from cayZ5's streak. The story behind Pelipper's EVs is similar to Machamp's. A spread of 252/252/4 happens to be perfect for surviving a max roll critical Psychic from Slowbro-3 or Slowking-3. Running minimum Speed with a Power Anklet leaves the pelican at 31 effective Speed, which is slower than basically anything not called Shuckle. This lets Pelipper move before some enemies that are slower than Hariyama and Machamp, the most important ones being Snorlax-4 (after a Curse) and Torkoal-2, as well as Rhydon-2 and Forretress sets.

Pelipper is one of the few Flying-types that learn Hurricane via leveling up, so it gets to enjoy a "complete" moveset in BDSP. The move's Evasion-bypassing quality pairs nicely with Machamp's No Guard in a facility full of Bright Powder and Double Team users. Scald's ability to thaw Pelipper allows it to switch into some Ice-type moves, most notably Blizzard by Ellis's Abomasnow-4. Ice Beam and Protect round off the set, although the latter is very rarely used. Emphasis on "very" - it's normal for Pelipper to go hundreds of battles without clicking Protect.

Since Pelipper learns quite a few potentially useful moves, Quick Attack and Brine were briefly tested over the seldom-used Protect. Both options were given a fair trial of 100 battles each, but ultimately neither of them was providing enough value. Quick Attack didn't get clicked a single time. Brine saw more use, but mostly served to expedite matches that were already won. Sticking to Protect was the right call in the end. Whenever Protect was truly needed, it saved the streak by buying a critical turn. The same can't be said for the other options.

Since Cresselia is too fast to effectively combo Rain Dance with its teammates, Drizzle plays a large part in enabling Trick Room Cress in BDSP's tower. Not having to wait for the setter to click Rain Dance helps the team maintain momentum. Nerfing opposing Fire-types is particularly powerful in BDSP's multi-esque format, where it's possible to ignore one side until a 2v1 is achieved. Pelipper switches in on various Fire-type attacks without fear, and rain often lets Hariyama tank an extra Flare Blitz or a Magma Storm. Drizzle completely trivialises Lionel & Abbey, an otherwise tricky duo to face. The ability also makes Palmer's Cresselia-11 less annoying by reducing Moonlight's healing.

Drizzle has two main downsides: the anti-synergy with Machamp's Fire Punch, and the fact that opponents can benefit from the weather. The latter is a non-issue for the most part, because Pelipper can simply wait in the wings until enemy Water-types are removed from play. However, unlucky crits on Hariyama and/or Machamp can force Pelipper to enter the field sooner than desired. Ellis & Barrett are the best example of foes turning Drizzle against Pelipper's team. Their leads, Quick Claw Registeel-4 and Bright Powder Porygon-Z-2, can stir the pot by KOing Hariyama early. Then, Pelipper finds itself with no choice but to inadvertently buff the opposing Gyarados-2 and Suicune-4 with rain.

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Matchups & threats

BDSP's preset rosters tend to enable weird gameplans that could be objectively classified misplays in previous facilities. Knowing the enemy team in advance means that the player needs to only preserve the tools that are necessary to win, often resulting in parts of the team becoming expendable. For example, since there's no need to save a second Fake Out for a mystery third or fourth mon that the opponents might bring, Hariyama can happily stay in and trade its way to victory. Cresselia has enough staying power to wait until the opportunity for a safe switch presents itself, typically after a 2v1 is achieved.

The downside of the format is that battles can turn into spreadsheet gaming, where hitting CTRL-F and typing the trainers' names to copy a previous battle provides a winning script. To combat this, many of the AI sets are built around hax, so the opponents can still throw plenty of curveballs. The threatlist is largely composed of unpredictable battles, where playing around status effects or potentially dangerous crits is impossible. Despite Justintr's best attempts earlier, doubles masters is still far from being "solved", as was originally feared.

Speaking of threats, three trainer duos stand above the rest. They are Bryon & Hernan, Dallin & Jaylin, and Herman & Natalia. While not quite top-three, the infamous Ellis & Irene deserve their own textbox, mostly due to how wonky the matchup is for Cresselia.
Dallin: :swampert: :arcanine: Swampert-3, Arcanine-2
Jaylin: :heracross: :vileplume: Heracross-3, Vileplume-3


This duo has a second team listed, but it doesn't appear in masters doubles.

Jaylin's lead Heracross-3 is one of the few specimens that can OHKO Cresselia. Fake Out can be used to stop that from ever happening, but the problem lies with its partner, Swampert-3. It's a Curse set with Waterfall, Earthquake, and Ice Punch, but in practice, it doesn't seem to have a clear preference for any of its four moves. Since Heracross is the Fake Out target, Swampert-3 can fish for an immediate Waterfall flinch on Cresselia. When that happens, the end result is a scrappy battle without Trick Room ever coming into play.

If only the danger ended there. Since Swampert-3 is one of those wildcard sets that does whatever it pleases, it can also try freeze Hariyama with an Ice Punch. Flame Orb's self-induced burn won't be in play on the first turn, so there's no way to stop this possibility. Luckily, Swampert-3's freeze-fishing attempt failed the one time Dallin went for it.

A first-turn Curse from Swampert-3 is somehow even more terrifying. Lowering its Speed by one stage leaves Swampert-3 at a stat of 48, which undercuts Hariyama by a single point. Swampert-3 carries a Sitrus Berry, which grants it good odds of surviving Hariyama's Close Combat and Cresselia's Grass Knot (with Curse softening the blow from CC). Adding insult to injury is the fact that it would be left in Torrent range as well. While a Power Item Pelipper is still slower than a -1 Speed Swampert-3, Drizzle would only serve to boost Waterfall's output further. The damage numbers get pretty silly with so many modifiers in play:

+1 252+ Atk Torrent Swampert Waterfall vs. 252 HP / 0 Def Pelipper in Rain on a critical hit: 169-200 (101.2 - 119.8%) -- guaranteed OHKO

To summarise, a Curse opener results in a supercharged Swampert that:
1) Moves before anything not called Pelipper, and can flinch things with Waterfall
2) Has to be attacked in a way that doesn't result in it entering Torrent range
3) Benefits from Drizzle provided by its would-be counter, Pelipper
4) Might Curse again for some extra pain.

It's not all terrible, though. The enemy backline mons, Vileplume-3 and Arcanine-2, aren't the worst foes to face. Rain will be in play to nerf Arcanine-2's Flare Blitz, while Vileplume-3 needs Quick Claw procs to cause chaos.

The nightmarish Curse opener occurred only once during the entire streak, which was extremely lucky.
Bryon: :slowking: :moltres: Slowking-3, Moltres-2
Hernan: :froslass: :blastoise: Froslass-2, Blastoise-3


Bryon & Hernan are the reason why running a female Hariyama is better. Ruling out Attract from Hernan's lead Froslass-2 is well worth it, even if it makes random Blizzards slightly more likely. Hariyama getting frozen on the first turn isn't the end of the world, because taking ~30% from Blizzard puts it in guaranteed KO range for Slowking-3's Psychic. The AI is likely to take the bait, and having a frozen Hariyama get knocked out is preferable to it wasting precious time.

Slowking-3 is a terrifying lead to face for a few reasons:
- It carries Bright Powder. The player's Evasion-ignoring moves (No Guard Knock Off and Hurricane) are tied to the backline mons, and Hariyama can't afford to waste valuable turns by whiffing attacks into Bright Powder. Instead, Hariyama's field time is best spent by targeting Slowking-3's allies, Froslass-2 and Blastoise-3. Clicking Fake Out on Slowking-3 on the first turn is still worth it, though.
- Slowking-3's moveset is very unpredictable. It might try to KO Hariyama with Psychic, while Swagger rules out all switches. Nasty Plot is nightmare fuel, but seems to be a rare pick.
- It gets to move before Machamp during Trick Room. This further restricts gameplans, because Machamp can get OHKOd by a crit Psychic.

That's a lot of hurdles to clear. The most consistent strategy is forcing a 2v1 against Slowking-3 by KOing its partners first. Hariyama can usually take Froslass-2 down before falling. Cresselia can't feasibly switch out as long as the Swagger-using Slowking-3 is on the field, but it can contribute some chip damage with Grass Knot. Pelipper should be the next one to enter after Hariyama goes down, because Machamp really wants to be at full HP before it faces Slowking-3.

The ideal scenario for finally removing Slowking-3 is quite specific:
1) Froslass-2 and Blastoise-3 have already been taken out, leaving only Slowking-3 (and the Moltres-2 behind it)
2) Machamp needs to be in, and at full health. While Machamp can take a single non-crit Psychic, risking a crit should be considered a last resort.
3) Trick Room should not be active. Slowking-3 sits at 50 Speed, while Machamp's equivalent stat is 54.
4) Slowking-3 should have taken some chip damage (around ~15%), so that Machamp's Knock Off can KO it cleanly. A single Grass Knot from Cresselia is enough to achieve this.
5) Cresselia should be on the field, and reactivate Trick Room on the same turn Machamp outspeeds and KOs Slowking-3. Then, Machamp can destroy the last mon Moltres-2 with Stone Edge.

Of course, all of this is easier said than done. Cresselia's bulk is very useful in this matchup, helping it set Trick Room for the second time. Blastoise-3's Quick Claw can complicate things. The unfortunate reality is that Slowking-3 can end the streak if it wants to, but some bad luck is required for that to happen.
Herman: :politoed: Politoed-4, and one of: :zapdos: :lapras: Zapdos-7, or Lapras-3
Natalia: :kingdra: :scizor: Kingdra-4, Scizor-5


There's many layers to this one, but basically it's a rain "mirror" match with mons that are very good at KOing Hariyama and Machamp. Politoed-4 is particularly unpredictable with its choice of moves, and will find new combinations of attacks to use, seemingly every time. No other trainer duo produces as many unique battles as Herman & Natalia. It's a wild contrast to BDSP's otherwise repetitive matchups.

First, the leads. Politoed-4 is not a target worth prioritising due to its random Protect usage. Despite being uninvested, its Hydro Pump does around 50% to both Hariyama and Machamp thanks to Drizzle. Politoed's held Aguav berry further discourages the player from focusing it down. In the end, Politoed-4 can be ignored until the other side has been defeated, but repeated Hydro Pumps will leave a mark. As if Toed wasn't annoying enough, it loves to mess with gameplans by clicking Perish Song. Finally, the fact that its ability, Drizzle, triggers at the start of the battle will create issues down the line (this'll overlap with other timings - more on that later).

The other lead, Kingdra-4, has to be targeted with Fake Out and removed from play as soon as possible. Its Hydro Pump does too much damage in rain, and potential Hurricane confusion is never worth gambling with.

Scizor-5 will enter the fray once Kingdra-4 goes down. It's a Choice Band set with powerful options in Bullet Punch and U-turn. Strong priority users are a rare sight in BDSP, especially as backline mons. Bullet Punch forms a cursed combo with Politoed-4's Hydro Pump, as the combined damage of the two moves is enough to KO either Hariyama or Machamp from full HP. Again, since targeting Politoed-4 is unwise, the strategy will revolve around killing Kingdra-4 and Scizor-5 first.

As for Herman's last mon (i.e. the one behind Politoed-4), there's two options. Both have maximum HP investment, and hold a Sitrus Berry to boot. Lapras-3 is a Sheer Cold set with Freeze-dry, while Zapdos-7 carries Thunder and the "illegal" Hurricane. Their coverage allows for guaranteed OHKOs on everything but Cresselia, so conserving the Trick Room setter's HP for a second activation is vital. Otherwise, the rest of the team doesn't stand a chance against whichever mon Herman brings.

With the team introductions out of the way, the gameplan seems pretty straightforward. Ignore Politoed-4, and prioritise KOing Kingdra & Scizor. Try something like this:

t1 Set Trick Room, Fake Out Kingdra. Politoed does whatever
t2 Psychic & Knock Off Kingdra. Kingdra will die and be replaced by Scizor at the end of the turn. Politoed gets to move again, but only after Hariyama's already made its move


And herein lies the first problem. Since Kingdra-4 is the priority target, nothing can stop Politoed-4 from KOing Hariyama with two Hydro Pumps, or at least taking 50% off the sumo fighter's HP bar with a single hit. If Hariyama takes a Hydro Pump on turns one or two, it'll be in range for Scizor-5's Bullet Punch.

Before getting down to the nitty gritty, let's cover the odd-looking choice of attacks on the second turn. Technically, you could try switching Cresselia out and KO Kingdra with Close Combat instead, but that approach has a couple of downsides. Firstly, it'd leave Hariyama at -1/-1 defenses, which opens the door to a Hydro Pump crit OHKO from Politoed-4. Secondly, if Politoed-4 decides to use Perish Song on the second turn, then the mon that switched in will be looking at a very awkward forced switch around the time Trick Room fades. Thirdly, keeping Cresselia on the field can bait Scizor-5 into clicking U-turn, which is among the least dangerous things it can do. And lastly, there's also the fact that one of the possible openers is...

The t2 resist switch meme
t1 Set Trick Room, Fake Out Kingdra. Politoed Protects
t2 Psychic & Knock Off Kingdra. Kingdra resist switches to Scizor. Scizor will always survive, but loses its Choice Band to Koff. Politoed's Hydro Pump hits Hariyama
t3 Switch Cresselia -> Pelipper, try to Close Combat Scizor


Scizor-5 resists Fake Out, and can hit Cresselia super effectively with U-turn. Because of that, it'll occasionally try to switch in on the second turn, as shown above. This is actually one of the more forgiving ways the battle can go. Having Knock Off remove Scizor-5's Choice Band severely reduces its damage output. That being said, if Toed lands a Hydro Pump on Hariyama, Bullet Punch is still likely to have a KO on Hariyama. The third-turn switch and CC attempt are there to minimise Scizor's effect: if it snipes Hariyama with Bullet Punch, Pelipper will be able to finish it off on the fourth turn. If Scizor goes for a U-turn on Cresselia, Hariyama's will underspeed and CC Scizor for a guaranteed KO. The Pelipper switch is still a good for momentum, because Cresselia won't accomplish much on the field after a 2v1 is forced. The switch is also a fine as a "safety" play, as we'll discover in a bit.

Now for the more common openers. Not every battle is going to be difficult, for example:

The Toed's throwing again
t1 Set Trick Room, Fake Out Kingdra. Politoed Protects
t2 Psychic & Knock Off Kingdra. Kingdra dies to Psychic. Politoed's Hydro Pump misses Hariyama
t3 Psychic & Close Combat Scizor. Congratulations, you win


This script is consistent as long as Hariyama doesn't eat a Hydro Pump on the first two turns. Politoed-4 can attack Cresselia instead, or waste turns with Protect, Helping Hand, and Perish Song. As long as Hariyama is untouched, it's all the same. The t3 Psychic + CC combo is guaranteed to KO Scizor-5, and Bullet Punch can't deny it if Hariyama is healthy. This script is a real freebie, but sadly not too common. Let's look at a much less fortunate version:

Hydro Pump enjoyer
t1 Set Trick Room, Fake Out Kingdra. Politoed Pumps Hariyama
t2 Psychic & Knock Off Kingdra. Kingdra dies to Psychic. Politoed clicks Hydro Pump on Cresselia
t3 Switch Cresselia -> Pelipper, try to Close Combat Scizor. Bullet Punch KOs Hariyama, Toed's Hydro Pump hits Pelipper. Send Machamp!
t4 Scald & Dynamic Punch Scizor-5.


252+ Atk Guts Hariyama Close Combat vs. 236 HP / 20 Def Scizor: 156-184 (89.1 - 105.1%) -- 31.3% chance to OHKO

Such a cursed roll. Scizor-5 might survive CC, while Cresselia can't afford to tank a banded U-turn. This is one of the reasons why Pelipper shouldn't switch into the Hariyama slot instead, despite resisting both Hydro Pump and Bullet Punch. Preserving Cresselia is more important, because not having a follow-up Trick Room probably results in a late-game Lapras-3 or Zapdos-7 sweep. Saving Hariyama for later would be a fantastic play in any other facility, but with the fixed rosters, a seemingly safe switch ends up being a trap. Besides, switching Pelipper into a Bullet Punch and Hydro Pump isn't exactly safe either, because either of the two attacks critting leaves the Pelican in range for a second Bullet Punch:

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 0 Def Pelipper: 42-51 (25.1 - 30.5%) -- guaranteed 4HKO
0 SpA Politoed Hydro Pump vs. 252 HP / 4 SpD Pelipper in Rain: 57-67 (34.1 - 40.1%) -- guaranteed 3HKO

As for other potential plays, Machamp can't really swap into either slot, because the incoming damage is too high. A double switch is ruled out by the fact that Machamp can't take a Hydro Pump without ending up in Bullet Punch range:

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 0 Def Machamp: 102-121 (51.8 - 61.4%) -- guaranteed 2HKO
0 SpA Politoed Hydro Pump vs. 252 HP / 4 SpD Machamp in Rain: 99-117 (50.3 - 59.4%) -- guaranteed 2HKO

As for t4, Machamp has to be the one to replace Hariyama after the latter faints. One of Cresselia's flaws is the fact that it can't really touch Scizor at all (Psychic does like 13%, lol), and Pelipper's Scald doesn't deal enough damage by itself. Adding a Dynamic Punch secures the KO:

252+ SpA Pelipper Scald vs. 236 HP / 0 SpD Scizor in Rain: 109-130 (62.3 - 74.3%) -- guaranteed 2HKO
252+ Atk Machamp Dynamic Punch vs. 236 HP / 20 Def Scizor: 93-109 (53.1 - 62.3%) -- guaranteed 2HKO

This style of play has quite a few problems. Nothing is preventing Scizor-5 and Politoed-4 from repeating the third turn's script and KOing Machamp on the fourth turn, thanks to Bullet Punch going off before Dynamic Punch can KO Scizor-5. The downside of this approach is that if Politoed-4 plays its cards right (i.e. spams Pump), the streak ends right there and then. Luckily, the Toed set in question carries Protect and Helping Hand, moves it likes to throw matches with. It'll occasionally use Perish Song, but the countdown's forced switches work in the player's favour... most of the time.

That's not all, though, because the endgame introduces additional hurdles. Most battles against Herman & Natalia fail to finish within the first five turns. While Natalia's side (Kingdra-4 & Scizor-5) can be consistently KO'd by the fourth turn, the real problem lies with Herman's selection of specimens. His lead Politoed-4 is an unpredictable troll, but his second mons (one of either Zapdos-7 or Lapras-3) are both absolute menaces that will dominate - unless Trick Room is in effect. The goal for the late-game is to make sure that neither of said threats get to act during Trick Room downtime. Unfortunately, this can be difficult to achieve, because all of the troubles mentioned so far will overlap with two final issues:

1) Rain's timer starts ticking down on the first turn:

- Pelipper's best attack versus Politoed-4 is Hurricane. Since Drizzle was activated at the start of the battle and Natalia's mons (Kingdra-4 & Scizor-5) are removed as a priority, Pelipper will find itself with limited opportunities to click Hurricane on the toad. And then, Politoed-4 might use Protect, and then rain will run out, and then Hurricane's accuracy drops down to 70%, and so on.
- Hurricane happens to be Pelipper's only viable move for hitting last mon Lapras-3. If rain is not active while Lapras-3 is on the field, Pelipper is dead weight against it. In such a scenario, it's possible to fish for a Freeze-dry with Protect, but it's a huge gamble since Lapras-3 can use Sheer Cold on Pelipper's teammates instead.

2) Lapras-3 or Zapdos-7 enter the battle at unpredictable times:

- If one of the two is on the field while Trick Room is down, it's probably over. Hariyama, Machamp, and Pelipper will be outsped and OHKOed by either foe.
- The biggest headache is the fact that the team's best attacks against Politoed-4 can all trigger a switch to Herman's second mon. If Politoed-4 is hit by a Fighting-type attack or Hurricane, it can resist switch into Zapdos-7. Conversely, if Politoed-4 ever gets hit by Pelipper's Scald (if the rain ran out and copium is being huffed, etc.), an immunity-based switch into Water Absorb Lapras-3 becomes possible. Such a switch occurring as Trick Room fades is an absolute nightmare scenario, and should be avoided at all costs.
- The initial Trick Room expiration tends to overlap with Politoed-4 either fainting or switching out. The combo of Protect and Aguav Berry means that the toad might not faint when you'd want it to. If Politoed-4 uses Perish Song, it can switch out at any time during the countdown. Good luck!
- The only surefire way to cover a switch to Lapras-3 or Zapdos-7 requires a specific combination of moves: Machamp's Stone Edge, together with Pelipper's Hurricane. It's a blessed combo that will checkmate either target as they switch in, even bypassing their held Sitrus Berries if Trick Room is active. Of course, orchestrating said lineup is easier said than done. Clicking Dynamic Punch instead of Stone Edge is a decent alternative for less ideal scenarios, since it'll either OHKO Lapras-3, or at worst confuse Zapdos-7. Stone Edge is prerefable overall, since it's not a contact move and thus can't activate Zapdos-7's Static.

Herman & Natalia are a tricky duo to face for all Trick Room + rain + Hariyama teams. The matchup simply happens to be particularly deadly for the Machamp/Pelipper backline. All of the fight's issues overlap in an awful fashion, leading to the battle imploding on turns 4 to 6.
Ellis: :abomasnow: Abomasnow-4, and one of: :rhyperior: :torkoal: Rhyperior-4, or Torkoal-2
Irene: :bronzong: :rotom-wash: Bronzong-3, Rotom-Wash-2


Things get weird from the get-go, because the slowest mon on the field is Irene's Bronzong-3, which happens to be one of the few AI sets with Trick Room. As a result, Trick Room will be set by the AI side on the first turn, but it's fine for a couple of reasons. First off, Hariyama's Fake Out stops potential freezes from Abomasnow-4's Blizzard. Fake Out breaks its Focus Sash as well, but a first-turn Protect can complicate things. Secondly, Hariyama's Knock Off requires some extra chip damage in order to score a guaranteed KO on Irene's Bronzong. Cresselia's Grass Knot does just barely enough to accomplish this after factoring in hail damage from Abomasnow-4's Snow Warning.

0 SpA Cresselia Grass Knot (100 BP) vs. 252 HP / 0 SpD Bronzong: 13-16 (7.5 - 9.2%)
252+ Atk Guts Hariyama Knock Off (97.5 BP) vs. 252 HP / 4 Def Bronzong: 152-180 (87.4 - 103.4%) -- 25% chance to OHKO


Speaking of, Abomasnow-4's cursed combination of Protect and Focus Sash makes it an impractical target to take down first. Bronzong-3 can be removed somewhat consistently on the second turn, unless it decides to flinch Hariyama with a Rock Slide. Unfortunately, there's no reasonable way to avoid the flinch lottery. However, the real reason to nuke Bronzong-3 first is the mon behind it - Rotom-Wash-2. Pelipper can't touch it, and Drizzle would only serve to boost its already lethal Hydro Pump. Machamp doesn't have a good matchup against it, either. Adding insult to injury is the fact that it can survive Hariyama's Close Combat, while its held Sitrus Berry can let it survive a follow-up Psychic from Cresselia. It's yet another case of Cresselia's Speed tier being detrimental. Both attacks need to roll low for said survival calc to happen, though.

252+ Atk Guts Hariyama Close Combat vs. 252 HP / 4 Def Rotom-Wash: 150-177 (95.5 - 112.7%) -- 75% chance to OHKO
0 SpA Cresselia Psychic vs. 252 HP / 0 SpD Rotom-Wash: 39-46 (24.8 - 29.3%)


Finally, Ellis has two second mons to pick from in Rhyperior-4, and Torkoal-2. They will be left for last, since the strategy involves ignoring his Abomasnow-4 until a 2v1 is achieved. Rhyperior-4 isn't an issue, because Cresselia can outspeed and OHKO it with Grass Knot outside of Trick Room, while the other three members of the team can do the same while Trick Room is active. Torkoal-2 can be more annoying due to it being slower than all but Pelipper, but Scald still does 45% to it (with sun active), greatly weakening the incoming Eruption.

An average battle should start like this:

T1 Grass Knot Bronzong-3, Fake Out on Abomasnow-4. Zong sets Trick Room, Aboma flinched (or Protect)
T2 Switch Cresselia -> Pelipper, Knock Off Bronzong-3. Zong gets to move before dying, Abomasnow does whatever (likely Blizzard)

It's an unusual battle for Cresselia. Switching it out on the second turn makes a lot of sense:
- Bronzong-3 already steals its job in setting Trick Room, and after Grass Knot primes Zong for a Knock Off KO, Cresselia doesn't need to stick around for longer
- As mentioned before, since Cresselia moves after Hariyama, Rotom-Wash-2 can survive Psychic + CC. This is not the case if Hariyama's paired with either Machamp or Pelipper (instead of Cress)
- Abomasnow-4 is slower than Cresselia. If Aboma's Sash is intact later in the battle (e.g. after a T1 Protect), Cresselia can't actually KO it before Abomasnow gets to attack again, which is really bad
- Again, conserving Cresselia for later is a good move, because it "always" beats last mon Rhyperior-4 and has a decent matchup against the other possible enemy, Torkoal-2

All right, so Cresselia switches out on the second turn. But why is Pelipper the one coming in?
- Pelipper has enough bulk to survive a combo of Bronzong-3 Rock Slide + Abomasnow-4 Blizzard, assuming no crits. A bit shaky, but it's still better than Machamp, because...
- Scald protects Pelipper from a Blizzard freeze proc. This is the main reason Machamp can't compete as a switch-in
- Rain provided by Drizzle nerfs Aboma's Blizzard accuracy down to 70%, which can let Hariyama survive for longer (which is important, because the backline Rotom-Wash-2 needs to go down ASAP)
- Lastly, Torkoal-2 can be beaten even if Drizzle isn't available to overwrite Drought's sun. As such, there's no urgent need to save Drizzle for later

As long as Bronzong-3 doesn't flinch Hariyama with Rock Slide on the second turn, the rest of the battle should be smooth sailing.

Once Rotom-Wash-2 goes down, the battle turns into a 2v1 against Ellis's side. It doesn't particularly matter if Abomasnow-4 stalls out Trick Room by spamming Protect, because both Rhyperior-4 and Torkoal-2 can be dealt with regardless of TR uptime.
Anissa & Kegan
Anissa: :walrein: :kingdra: Walrein-2, Kindgra-2
Kegan: :steelix: :ludicolo: Steelix-2, Ludicolo-2


The salty Bright Powder + Sheer Cold lead. Sometimes Fake Out misses, and you lose. Pelipper's Drizzle can buff the opposing Kingdra-2 and Ludicolo-2, but this only matters if Trick Room gets denied by Sheer Cold, in which case the battle is already lost.

Tyrell & Mikel
Tyrell: :meganium: :walrein: Meganium-3, Walrein-2
Mikel: :weezing: :skarmory: Weezing-3, Skarmory-2


Oh Mikel, why do you hurt me so? The enemy roster features many annoying coinflips: Quick Claw, Dark Pulse, Sand Attack, and OHKO moves are all present. Battles that last longer than five turns tend to be problematic, and this one is no exception.

Interestingly, since Cresselia is one point faster than Weezing-3, the ideal first turn action is actually Psychic, not Trick Room. Delaying TR expiration by a turn makes the rest of the battle flow much more smoothly. Ignoring Meganium-3 is the preferred approach to this one.

Jaclyn & Kaila
Jaclyn: :latias: :suicune: Latias-2, Suicune-3
Kaila: :houndoom: :raikou: Houndoom-3, Raikou-4


If Latias-2 scores a lucky Psychic crit on Hariyama on the first turn, the rest of the battle will be a total mess. One of the few matchups where Suicune-3 can pose a real threat, especially if it burns Machamp with Scald.

Ellis & Barrett
Ellis: :registeel: :gyarados: Registeel-4, Gyarados-2
Barrett: :porygon-z: :suicune: Porygon-Z-2, Suicune-4


There's three main issues:
- Quick Claw + Swagger Registeel-4 can stall valuable Trick Room turns
- The other lead, Porygon-Z-2 is really unpredictable. Tri Attack's status procs are the worst. Meanwhile, Bright Powder means that No Guard Machamp's presence is required for a consistent KO.
- Pelipper's Drizzle buffs the enemy backliners, Suicune-4 & Gyarados-2. Fortunately, neither of them is offensively invested, and will require a few turns to get going. The fact that Gyarados-2 loves to spam Dragon Dance while Trick Room is active is such a blessing.

Chester & Tiffani
Chester: :rapidash: :magnezone: Rapidash-2, Magnezone-2
Tiffani: :zapdos: :skuntank: Zapdos-3, Skuntank-2


Kailey & Jaclyn
Kailey: :zapdos: :weezing: Zapdos-3, Weezing-2
Jaclyn: :whiscash: :altaria: Whiscash-2, Altaria-2


These pairs share similar lineups: a held King's Rock on one lead, and OHKO moves on the other. Cresselia being weak to U-turn makes King's Rock flinches slightly more likely to occur. The potential for tragedy is always there.
Nadia & Dalvin
Nadia: :gengar: :milotic: Gengar-3, Milotic-3
Dalvin: :crobat: :pinsir: Crobat-2, Pinsir-3


Cresselia is too bulky to care about the infamous leads. Cress's Psychic does enough damage to KO Crobat-2 after it Brave Birbs Hariyama on the first turn, so the matchup is surprisingly free.

Lionel & Abbey
Lionel: :bellossom: Bellossom-2, and one of: :lapras: :rhyperior: Lapras-3, or Rhyperior-4
Abbey: :torkoal: :cresselia: Torkoal-2, Cresselia-6


Pelipper's Drizzle turns an otherwise dangerous duo into a cakewalk. Amazingly, Bellossom-2 didn't click Sleep Powder or Moonblast a single time during the streak, and its Solar Beam was often aimed at Cresselia. Such targeting is something Bronzong teams can only dream of.

Alonso & River
Alonso: :slowbro: :swampert: Slowbro-2, Swampert-3
River: :nidoking: :regice: Nidoking-2, Regice-3


Disrespecting these two will have consequences. Focusing Slowbro-2 and Swampert-3 down as a priority is the correct play. It helps that River's Nidoking-2 is fond of setting Sandstorm, which Pelipper will be able to override later.

Ellis & Kelton
Ellis: :houndoom: :kangaskhan: Houndoom-2, Kangaskhan-3
Kelton: :ampharos: :cresselia: Ampharos-3, Cresselia-4


Surprisingly nasty, but only because of Ampharos-3's paralysis memes. Cresselia-4 is a rare, but mean mon to have in the back. Fortunately, Ampharos-3 likes to pretend it's holding a mega stone, and loves using Dragon Pulse. Fair enough, Kelton gets style points for the cosplay.

Layne & Noelle, both teams
Layne: :machamp: :yanmega: Machamp-2, Yanmega-2
Noelle: :cresselia: :alakazam: Cresselia-5, Alakazam-2

Layne: :wailord: :yanmega: Wailord-2, Yanmega-2
Noelle: :cresselia: :kangaskhan: Cresselia-5, Kangaskhan-2


Lukewarm fights. Cresselia-5 can be dangerous if it sets Calm Mind on the first turn and spams Psychic afterwards. Yanmega-2 can waste a turn with Detect, but achieves little else.

Lyle & Anissa
Lyle: :breloom: :drifblim: Breloom-2, Drifblim-3
Anissa: :dragonite: :ninetales: Dragonite-3, Ninetales-2


This one took forever to figure out. Using Fake Out on Dragonite-3 instead of Breloom-2 skips the Effect Spore roulette. Doing so also avoids a possible immunity switch to Drifblim-3. Meanwhile, 2HKOing Dragonite-3 with Cresselia's Ice Beam is a trap due to a potential resist switch to Ninetales-2. As luck would have it, Hariyama's Fake Out followed by Cresselia's Psychic and Ice Beam has good odds of KOing Dragonite-3.

Breloom-2 carries Spore, but seems to click all of its four moves without a clear preference. It managed to send Hariyama to sleep only once during the streak.

Barry & Palmer, team #1
Barry: :empoleon: :staraptor: Empoleon-5, Staraptor-5
Palmer: :rhyperior: :heatran: Rhyperior-10, Heatran-12


Probably the greatest Cresselia meme in the facility. Grass Knot will outspeed and OHKO Rhyperior-10 right off the bat, while Fake Out goes on Empoleon-5. Then, Cresselia can set Trick Room on the turn after, and the other three foes will be powerless to fight back. Empoleon-5's Waterfall can flinch Cresselia on the second turn, but it'll only delay the inevitable.
edit: oops char limit, writeup continues below!
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see above for the first half of the writeup!

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Notable Battles
Dallin: :swampert: :arcanine: Swampert-3, Arcanine-2
Jaylin: :heracross: :vileplume: Heracross-3, Vileplume-3

t1 Trick Room, Fake Out Heracross-3. Swampert-3 uses Curse.


Oh dear. Swampert-3 is now the slowest mon on the field. Its held Sitrus Berry and +1 Defense from Curse let it survive Grass Knot + Close Combat, which would normally be the play here. Trying to go for a switch is ill-advised, because Machamp can't take a +1 Waterfall, and Pelipper's Drizzle will only buff Pert-3 further. Hera-3 is likely clicking Megahorn into the Cresselia slot next turn, resulting in a Moxie boost as long as the attack lands.

t2 Grass Knot & Knock Off Swampert-3. Koff successfully removes Pert's Sitrus Berry. Cresselia gets flinched by Pert's Waterfall, and then Megahorned to oblivion by Hera. Uh oh, send Pelipper

This is the problem with the Curse opener. One flinch can be salvaged, but any more will snowball terribly out of control. At least Power Item Pelipper is slower than a -1 Pert.

Clicking Koff instead of CC gives Hariyama a chance to survive a +1 Waterfall in rain:
+1 252+ Atk Swampert Waterfall vs. 0 HP / 108 Def Hariyama in Rain: 192-226 (87.7 - 103.2%) -- 56.3% chance to OHKO after burn damage

While Drizzle doesn't make Hariyama's life any easier, Pelipper is needed to get rid of the +1 Heracross. Once that's done, Peli can start looking for a Scald KO on Swampert-3, although Pert is not in range for that calc yet.

t3 Hurricane Heracross-3, try to Close Combat Swampert-3. Pert goes for Earthquake (???), which leaves Hariyama on 55 HP. Swampert-3 survives CC. Coba Berry won't save Hera from Hurricane - it dies and gets replaced by Vileplume-3

Thanks for throwing, Dallin! CC connecting means that Pelipper will be able to snipe Pert on the next turn, before it gets to spam Torrent-boosted Waterfalls.

Hariyama has basically done all it needed to accomplish. Getting a final Knock Off on Vileplume-3 to remove its Quick Claw would be ideal.

t4 Scald Swampert-3 for the KO, Knock Off Vileplume-3. Koff gets rid of QC, but Plume's Sludge Bomb KOs Hariyama in return. Send Machamp! Swampert-3 is replaced by Arcanine-2.

The match is all but won. Hurricane will take care of Plume, while Arcanine-2 can't do much with rain active.

t5 Hurricane Vileplume-3, Dynamic Punch Arcanine-2. It doesn't use Endure, and Dynamic Punch crits for a clean OHKO.

Arcanine-2 wasn't going to win the 1v2 regardless. The match was really close despite Swampert-3's throw on the third turn. Had it gone for a Waterfall instead, the streak could have ended right there.
Barry: :heracross: :infernape: Heracross-5, Infernape-7
Palmer: :dragonite: :cresselia: Dragonite-10, Cresselia-11


Controlling rain uptime with Drizzle is a bit more tricky than setting it via Rain Dance. In this case, the weather is important because it halves Palmer's Cresselia-11's Moonlight healing. Pelipper appreciates the boost to Scald, as always.

t1 Trick Room, Fake Out Dragonite-10. Heracross-5 locks into Close Combat and hits Hariyama.

The script for this battle changes slightly depending on Choice Scarf Hera's move of choice. If it locks itself into Earthquake, then it'll be better to murder Dragonite-10 and Cresselia-11 first. For CC openers, it's safer to immediately remove Heracross-5 with Heavy Slam, which is guaranteed to KO at -1 Defense.

t2 Ice Beam Dragonite-10, Heavy Slam Heracross-5. Hera goes down as intended, but Nite survives Ice Beam and clicks Outrage, KOing Hariyama in return. Send Pelipper!

Dragonite-10 is expected to live the Ice Beam. It doesn't really matter what Nite does this turn, though. It'll occasionally lock itself into Earthquake, or even Fire Punch. Cresselia's Ice Beam brings Nite's health low, to a point where it's easy to KO.

t3 Double into Dragonite-10 with Ice Beam & Hurricane. Infernape-7 targets Cresselia with Fake Out. Hurricane finishes Nite, and Palmer sends his Cresselia-11 for a Cress mirror.

Nape's Fake Out can only stop one of the attacks, so Nite is guaranteed to fall. Should Infernape-7 skip Fake Out for some reason, it'll lose its Focus Sash to Ice Beam, which is also fine.

t4 Double into Infernape-7 with Psychic & Hurricane. Focus Sash can't save it from two attacks. Palmer's Cresselia paralyses Pelipper with Thunder Wave.

It's now a 3v1 in the player's favour. All that's left is to keep the rain active to ensure Palmer's Cresselia-11 can't heal itself properly with Moonlight.

t5 Ice Beam & Scald Cresselia-11. It Twaves again, this time into Cresselia's Lum Berry. Trick Room fades at the end of the turn

This is still losable, because anything is possible with Thunder Wave. Lum Berry is a neat little safety net for battles like this.

t6 Set Trick Room again, Scald Cresselia-11. It Moonblasts Pelipper, crits, and gets a -SpA proc. Trick Room goes up again

Cress-11 doesn't spam Twave every time, and likes mixing in Moonblasts. A second Trick Room has been secured, but rain will fade at the end of the next turn. It's time to start rotating switches, so that Drizzle can be activated again as soon as possible.

t7 Ice Beam for some Cress on Cress violence, and switch Pelipper -> Machamp. Palmer's Cresselia Moonblasts again, hitting Machamp. It stops raining

Cresselia-11 is fairly low on HP. It usually tries to Twave more than it did in this battle.

t8 Switch Cresselia -> Pelipper, Knock Off. Palmer's Cress-11 survives Koff and heals up with Moonlight, but only for 25% due to Drizzle.

Drizzle reactivates not a moment too soon, catching Moonlight mid-turn. Halving the healing matters more if multiple of the player's mons get paralysed by Thunder Wave.

t9 Scald & Knock Off do enough damage to KO Palmer's Cresselia-11.

Axing the in-battle status screen was one of BDSP's annoying omissions. Keeping track of Trick Room and rain turns manually is painful, but most definitely worth it for longer battles, such as this one.

Maintaining rain uptime is important in a few other matchups. One of the examples is Ellis & Barrett, where battles can drag on thanks to their last mon, Suicune-4. Pelipper really wants to land its Hurricanes against bulky Water-types.
Barry: :torterra: :snorlax: Torterra-5, Snorlax-4
Palmer: :milotic: :heatran: Milotic-8, Heatran-13


AKA the only way Barry & Palmer can be dangerous. This matchup is a free win, unless four specific things happen during the same battle:
1) Palmer's Milotic-8 does not use Protect on the first turn
2) Hariyama falls by the end of the second turn (dying to Flame Orb's burn counts)
3) Barry's Torterra-5 must also faint during the second turn
4) Milotic-8 is at full HP by the end of turn #2

This results in an awkward situation where Barry's Snorlax-4 enters the fray after Hariyama has already gone down. The other foe, Milotic-8, is not a viable target due to its unpredictable Protect usage. Not only is Snorlax-4 is the bigger threat, but it's also slower than Machamp, so it gets to move first while Trick Room is active. Machamp is the team's best bet against it regardless. Dynamic Punch has 15/16 odds of OHKOing Lax-4 from full HP, unless Curse gets used. Machamp might also get paralysed by a Body Slam.

Sending Pelipper in too soon isn't a good idea. Drizzle boosts Milotic-8's Hydro Pump damage, and rain might end by the time Palmer's Heatran joins the fight. Pelipper's way of countering Snorlax-4 relies on getting a lucky Scald burn, or a Hurricane confusion proc. It's a valid backup strategy if Snorlax-4 has been isolated as the last mon, but that's not the case here.

The dangerous version of this fight is quite rare, having only occurred in seven out of 81 total encounters against Barry & Palmer's third team. Battle #1274 was one of them:

t1 Trick Room, Fake Out Torterra-5. Milotic-8 lands a Hydro Pump on Hariyama.

The gameplan is simple: if Milotic-8 uses Protect on the first turn, Hariyama should immediately target it with Close Combat. If Milo uses any other move, then the backup play is...

t2 Ice Beam & Knock Off Torterra-5. It clicks Bulldoze before fainting to Cresselia's Ice Beam. Milotic-8 KOs Hariyama with a second Hydro Pump. Uh oh, send Machamp

Fake Out + Ice Beam + Knock Off is an incredibly blessed calc, guaranteed to KO Torterra-5 (unless it uses Synthesis).

t3 Grass Knot & Dynamic Punch Lax-4. It uses Curse, survives Dynamic, and heals up with Mago. Milo's Hydro Pump hits Machamp.

Strictly speaking, Psychic would have done slightly more damage to Lax-4. Going for the extra damage comes with a big drawback: if Dynamic Punch KOs Lax-4 before Cress attacks, Psychic gets redirected into Palmer's mon. Accidentally proccing Milotic-8's Competitive is a big no-no.

Curse is bad news. Snorlax-4 might go for a Crunch on Cress instead of KOing Machamp with Body Slam, but that's wishful thinking. Time to pray for confusion to do its thing.

t4 Grass Knot & Dynamic Punch Lax-4. It hits itself in confusion, and gets KO'd by Dynamic Punch. Phew. Milo finishes Machamp with Hydro Pump, it's pelican time

Sometimes Machamp wins games for free, and this is one of those matches. The rest of the battle is a simple matter of cleaning up, as Cresselia and Pelipper will win the 2v1 against Palmer's Milotic-8 and Heatran-13 with ease.
Ellis: :registeel: :gyarados: Registeel-4, Gyarados-2
Barrett: :porygon-z: :suicune: Porygon-Z-2, Suicune-4


Bright Powder, Tri Attack, Quick Claw, Swagger... truly one of the lead lineups of all time.

t1 Trick Room, Fake Out Registeel-4. Porygon-Z-2 hits Hariyama with Tri Attack, paralysing it in the process.

Welp. The normal gameplan should still work fine, although it's a lot less reliable with the paralysis proc in play.

t2 Switch Cresselia -> Machamp, try to Close Combat Registeel-4. Hari is fully paralysed. Pory-Z-2 clicks Shadow Ball on Machamp, and Registeel-4 follows it up with a Swagger on Machamp.

Confusion is not worth the gamble, so Machamp will have to switch out right away. At least Pory's Shadow Ball doesn't achieve much.

t3 Switch Machamp -> Cresselia, try to CC Registeel-4 again. CC goes off this time, Regi down! Pory decides to Ice Beam Hariyama, which doesn't quite KO. Registeel-4 is replaced by Gyarados-2

All the shuffling lets Machamp avoid Gyara's Intimidate. Hariyama is quite low, so it has good odds of baiting attacks from the enemies. It's time to do a bit of gambling with paralysis.

t4 Switch Cresselia -> Machamp, try to CC Porygon-Z-2 with Hariyama. Close Combat not only goes off, but also hits & KOs the Bright Powder Pory. Meanwhile, Gyarados-2 sets its first Dragon Dance. Suicune-4 enters the fray at the end of the turn

CC connecting was really fortunate. With Porygon-Z-2 gone, Machamp shift its focus onto Gyarados-2. Stone Edge has ~43% odds of OHKOing outright, and with luck, Hariyama can help with guaranteeing the kill. Deleting Gyarados-2 before Trick Room wears off would be ideal.

t5 Stone Edge & Knock Off Gyarados-2. Hariyama's Koff lands, letting Machamp KO Gyara. Suicune finishes Hariyama off with an Ice Beam shortly afterwards. Trick Room fades, send Cress back in

Another lucky turn. Suicune-4 is a ChestoRest set that can be overwhelmed in a 3v1. Its Scald won't be doing too much damage until it uses Calm Mind. The fact that Pelipper didn't have to activate Drizzle yet is also nice.

t6 Knock Off Suicune-4, set Trick Room again. Cune's Scald burns Machamp, leaving it on ~45% HP.

In hindsight, it would've been better to Dynamic Punch first, and Knock Off second. Prioritising Koff is a leftover from previous rematches where Machamp found itself Intimidated, or near death. Luckily not the biggest of blunders.

t7 Dynamic Punch & Grass Knot Cune. It Scalds Machamp again, narrowly missing out on the KO. Suicune-4 is at half health.

Not seeing Calm Mind is good news. Cresselia's Grass Knot does over a quarter to Suicune-4, which is surprisingly potent. With Cune confused by Dynamic Punch and its berry gone, Machamp's job is done.

t8 Swap Machamp -> Pelipper, Grass Knot. Grass Knot crits for a surprise KO!

Pelipper and Cresselia can overpower Suicune-4 at +0/+0, even if the expected Rest had gone off. It's one of the blessed combos that does just barely enough damage to outpace a Rest loop:

252+ SpA Pelipper Hurricane vs. 252 HP / 0 SpD Suicune: 75-88 (36.2 - 42.5%) -- guaranteed 3HKO
0 SpA Cresselia Grass Knot (100 BP) vs. 252 HP / 0 SpD Suicune: 54-64 (26.1 - 30.9%) -- guaranteed 4HKO
Bryon: :slowking: :moltres: Slowking-3, Moltres-2
Hernan: :froslass: :blastoise: Froslass-2, Blastoise-3

t1 Trick Room, Fake Out Slowking-3. Froslass-2 goes for a Shadow Ball on Cress, Trick Room up


Yeeting Fake Out into a Bright Powder user is always shaky, but at least it connected this time. Froslass-2's Shadow Ball is preferable to Blizzard.

t2 Chip Slowking-3 with Grass Knot, and Heavy Slam Froslass-2. Froslass-2 goes down, while Slowking-3 sets Nasty Plot. Hernan sends out Blastoise-3

Nasty Plot is really scary. Since Slowking-3 holds Bright Powder, the only consistent way of KOing it is via Machamp's Knock Off. Unfortunately, Slowking-3 gets to move before Machamp while Trick Room is active. Meanwhile, Hariyama's Close Combat is guaranteed to OHKO Blastoise-3. The latter has a Quick Claw, but even a crit Hydro Pump can't one-bang Hariyama.

t3 Reset Trick Room, CC Blastoise-3. No Quick Claw procs today, Blastoise-3 falls. Slowking-3 clicks Surf. Cresselia survives, but Hariyama dies to Flame Orb's burn at the end of the turn. Send Machamp!

This is such a BDSP play. Hariyama fainting to Surf was fortunate, considering Slowking-3 decided to not go for the clean, mega-overkill Psychic OHKO.

t4 Set Trick Room again, and have Machamp outspeed and KO Slowking-3 with Knock Off.

Trick Room will be needed once again, because the last mon is Moltres-2. The phoenix will be powerless against Stone Edge.

t5 Stone Edge the Moltres-2 for game

No Guard Machamp is the MVP once again.
Herman: :politoed: Politoed-4, and one of: :zapdos: :lapras: Zapdos-7, or Lapras-3
Natalia: :kingdra: :scizor: Kingdra-4, Scizor-5


There's an in-depth breakdown in Herman & Natalia's own textbox earlier in the post. Here's the losing battle:

t1 Set Trick Room, Fake Out Kingdra. Politoed's Hydro Pump hits Hariyama

A normal start to the battle. All is fine unless Toed spams Hydro Pump, which it basically never does.

t2 Psychic & Knock Off Kingdra. No resist switch, Kingdra faints. Politoed's second Hydro Pump whiffs Hariyama. Kingdra is replaced by Scizor

A Hydro miss is always a good sign, but the first one connecting has left Hariyama in range for Scizor's Bullet Punch. That being said, Bullet Punch is far from guaranteed, and Scizor-5 could go for a U-turn instead. Saving Cresselia is ultimately more valuable, because a second Trick Room is usually needed to combat Herman's second mon (Lapras-3 or Zapdos-7).

t3 Switch Cresselia -> Pelipper, Close Combat Scizor. Scizor's Bullet Punch snipes Hariyama. Toed goes for Perish Song. Send Machamp to replace Hariyama

This is still pretty standard as far as Herman & Natalia fights go. Scizor has to die next, so there's nothing to do but stick to the gameplan. In hindsight, while nothing seemed out of the ordinary at the time, this particular Perish Song timing was new.

t4 Scald & Dynamic Punch Scizor. The Bug/Steel faints, but not before Bullet Punch goes off, letting Toed revenge kill Machamp with Hydro Pump. Welp, Cress is sent back in

It's now a 2v1 field state in the player's favour, although there's still a mon behind Politoed-4. The Perish Song counter has two turns remaining, but only on Pelipper and Politoed-4.

t5 Hurricane & Psychic Toed. Politoed-4 does an early switch to Lapras-3, and the latter's Sitrus Berry is triggered by Hurricane and Psychic. Both rain and Trick Room fade at the end of the turn.

It's becoming very apparent that the third-turn Perish Song version of this matchup required its own gameplan to counter it, but it's a bit too late for that now. Normally, Pelipper would click Protect on the next turn expecting a Freeze-Dry from Lapras-3, but there's no point in doing so due to the Perish Song counter being down to 1. What makes this battle even weirder is the fact that Cresselia is actually faster than Lapras-3, which means that there's no point in immediately setting Trick Room again.

t6 Hurricane & Grass Knot Lapras. Lapras survives GK in the red, and responds by outspeeding and KOing Pelipper with Freeze-Dry.

As weird as it sounds, Cresselia has somehow gone completely untouched, so it has a decent chance to win the upcoming 1v1 against Politoed-4. But before that, Cress must outspeed and KO Lapras-3.

t7 Grass Knot KOs Lapras-3. Politoed-4 returns, summoning rain once again.

Both Cresselia and Politoed-4 are at full HP, setting the stage for an honourable final duel. Cress's best attack is Psychic, because Grass Knot only reaches a base power of 60 against the toad. The calcs look like this:

0 SpA Cresselia Psychic vs. 252 HP / 4 SpD Politoed: 42-49 (21.3 - 24.9%) -- possible 6HKO after Aguav Berry recovery
0 SpA Politoed Hydro Pump vs. 252 HP / 172+ SpD Cresselia in Rain: 57-67 (25.1 - 29.5%) -- guaranteed 4HKO

Now, Politoed-4 is infamous for throwing games by clicking anything but Hydro Pump. There's also factors like Pump's 80% accuracy, and possible Psychic -SpD drops. It's winnable.

t8 The first Hydro Pump connects. No crits, no procs for either side.

There's no way this thing just spams Pump, right?

t9 The second Hydro Pump connects. No crits or procs for either side.

Surely it doesn't land all of them...?

t10 The third Hydro Pump connects. Still no crits or procs.

It's actually happening. Cresselia's down to 44 HP, while Politoed is on ~25% after three Psychics.

t11 Cresselia goes down to Politoed-4's seventh Hydro Pump of the battle.

GGs, truly one of the matches of all time.

In hindsight, Toed's Perish Song on the third turn probably warranted a new gameplan. Solving curveballs like this would be so much easier if BDSP had some sort of gadget for mock battling.

******************************************

Again, this team is a copy of cayZ5's team, although with a different TR setter. All credit for the Machamp/Pelipper core goes to them. Shout outs for providing a lengthy playlist as well, it was a very convenient cheat sheet for learning various matchups!

Lastly, a special thank you to all the Battle Facilities Discord regulars who helped with solving tricky matchups. This streak would have died long before 1642 without the assistance. Thanks for reading!
 
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Concentrate... think of what you want!
--Edalyn Clawthorne, probably


You know how it feels when you have a team you want to share but having been struggling to get a good number out of and have been missing out on personal goals with provably strong teams recently, then completely out of nowhere the pendulum swings all the way the other way and actually ends up giving you every achievement you could dream of out of a facility? Posting an ongoing streak of 1050 wins in Master Class Doubles.

Tn5mFtU.jpeg

(proof video)

This is in fact quite a while in the making; I first used this team some point like early summer as my planned intro to the format, but this combination of Pokemon was also unrepresented on the leaderboard, so as long as it was actually fun to use I also wanted it to see at least one real run. Experiences were... slightly mixed; it got to rank 10 cleanly despite one loss along the way due to me sleeping at the wheel at a point where there's little damage to sleeping at the wheel anyways, then the attempt that first broke rank 10 got freeze haxed out of the streak at 119 in a battle that I don't remember well other than that at the time I felt like it should have had outs that I wasn't seeing yet, at which point I wanted to play other formats and decided that reaching rank 10 was enough for now. I sometimes played it on and off in between other formats, where a new PB happened of 134 in a tricky matchup that was lost to a wrong call turn 1 but I managed to figure out after the loss, as well as a couple sub 100 streaks lost to potentially-avoidable hax or just straight up tilt (super early losses are never fun!). It was definitely not in postworthy range yet, and overall I was in the weird position where it was really obvious that it had potential for "more" especially once skill issues with both the team and the format had been overcome, but at the same time I worried it was juuuust susceptible enough to bs to fail to reach a critical mass of consistency and I'd have to find myself settling for a half decent score in the end and that's just how it be sometimes. Nothing wrong with that anyways when it can at least hopefully lead to helpful insights, and with the context that the leaderboard had provided so far "half decent" was gonna be Starf Berry like usual, so that was the initial "real run" goal.

In any case, since of course I can't just use any random team as a "safe intro team" that despite being new to the board I'd trust right out of the gate would be solid enough to at least give me a proper taste without floundering, I should make clear: this is kind of like the Cloyster team in that I did start it off from scratch but very quickly arrived at essentially an adaptation of an extremely proven Subway team and decided that there was more use (and Fun:tm:) in seeing how this team would work in a different context + hopefully putting it out there as a still-good option than going out of my way to come up with something else entirely for the sake of being different. So, after Jumpman and Peterko teams, now it's my turn to take an R Inanimate brainchild for a spin in this Tower, who, for the zoomers out there, was by far the best Doubles player we had here before gen 6, and one of the teams he's known for is the rain team that reached a 900+ record to finish gen 5 with the then-no.1 ranked Subway streak, namely Politoed / Ludicolo / Gastrodon / Scizor. Read more about it here!!

Rain is of course one of those teamstyles you kind of have to take out for a spin at least at some point, and I had done this when I stole a team to defeat Emmet in White 2 (you get one guess which), but this was without any sort of breeding or RNG other than just natures and dropped after 49. I also used Kyogre rain in a shockingly overprepped run to defeat Mt. Battle in Colosseum if that counts at all, but yea point being I had never used it seriously for a run to Starf Berry or beyond anywhere. BDSP seemed like a great place to change that, especially because I did remember enjoying using Ludicolo in Subway and Mt. Battle but the only rain that had really managed to go the distance here (as in 200+ period) was Eisenherz's team starring Kingdra, that other obvious Swift Swim sweeper. Ludicolo has a bit of a different profile than Kingdra and is a bit worse from a raw stats pov, but I also think it has a toolkit that is very pronouncedly tailor-made for rain doubles. One particularly big one is its Grass typing of course, providing a built-in response to the Water-types that rain naturally may struggle to handle offensively, with Storm Drain Gastrodon being a particularly nasty enemy to have covered. The other one is Fake Out, which we obviously know as arguably the best move in Doubles period and shines even more on a momentum-heavy playstyle like this. Frail-ish enemies sitting right between Speed tiers that don't go down to Surf and can one-shot Ludicolo? Fake Out. Any opposing Fake Out lead ever that could open up awkward holes in my turn 1 strategy? Fake Out (move over Weavile, this is the actual fastest Fake Out in the game... at least since there is no Shiftry sun here oops) Opposing weather, where ideally I just switch Pelipper out and back in again but this leaves room for the enemy to get a very nasty hit off, especially with Swift Swim being unavailable for at least one turn? Fake Out.

So tl;dr yes Ludicolo is fantastic, and since the year is 2016 or later and using new and improved (especially improved) toys is always good, the rain setter is Pelipper instead, which has a (slightly) better defensive typing than Politoed and also a better movepool, notably including a perfectly accurate Hurricane to murder those other conventional rain roadblocks, namely Grass-types. The backups are where this team quickly converged with R Inanimate's and I really saw no reason to deviate. The first box to tick was some defensive synergy with Pelipper in particular, which would be switching out far more often on account of its poor Speed, where a Ground-type is a natural fit. However, since most of those risk opening up a pretty gaping hole to opposing rain (no Garchomp's neutrality doesn't mean a whole lot either when you're letting enemy Kingdra go wild) that pretty quickly locks you into Gastrodon, which is naturally great and fun to use and additionally provides low Speed to perform well if enemy Trick Room is up, which holds true even with the move's rarity in BDSP Tower. Not to mention an incredible defensive presence that makes it alarmingly difficult for the AI to one-shot even with said low Speed. Using Gastrodon in turn also ends up making another decision for me, namely which STAB move to use on my leads, since Storm Drain not only shuts down enemy Water-types but also stops me from effectively using anything but Surf. Not that that's an actual downside anyways though, with the move supercharging Gastrodon and Gastrodon's awesome defensive synergy with Pelipper making a turn 1 switch a plausible option more often than not. Like, if Ludicolo's Surf 2HKOes both opposing leads and it doesn't risk being KOed turn 1 (either through general defensive presence or simply by Pelipper drawing fire away), it's a very straightforward Surf + Gastrodon switch, Surf again, and we get to take on the backline with rain Ludicolo and a +2 Gastrodon plus a fresh Pelipper and Scizor in reserve. Suffice to say I have seen less free wins in my time, and "ludigastro" gets a Lot of hits in my cheatsheet.

Scizor as the fourth Pokemon is as basic as it is common sense. Pelipper + Ludicolo + Gastrodon generally leaves extremely few gaps, so the fourth Pokemon's job is less to cover specific threats and more to provide some fallback in situations where my plan A might end up being a bit fragile. Speed in case something happens to Ludicolo and/or I can't get Tailwind up? Check. Grass coverage in case something happens to Pelipper? Check. An answer to Cradily, that other Storm Drain user that we'd almost forget existed and might be the one threat that makes for a genuine gap in the other three's coverage? Super turbo check. Bonus points for being known for just about never being deadweight either, except versus Fire-type heavy lineups, which super lol versus the rest of this team. And for providing an Ice resistance I guess, which I somehow didn't have yet despite running mono Water up to this point, and the poison immunity to cover for Ludicolo doesn't hurt either. Generally awesome synergy with Gastrodon is the cherry on top, which I was very familiar with as is from running way too much WeavGarde in the Maison; the way they cover each other's answers isn't hard to tell, not just from a typing pov but also in terms of defensive stat leanings, but for this team in particular it's also worth highlighting that Gastrodon cancels out Scizor's Water "weakness" that it gained for rain halving its Fire weakness (for those who have not played since Subway, Storm Drain these days actually stops the AI from using Water moves period if it gets triggered even once. Unless you're facing that quadruple STAB Wailord of course!!).

Anyways, that's the short and the long behind every Pokemon's place on this team, and once again I apologise for not cooking up anything more original, but I honestly do believe that once you start off with Pelipper + Ludicolo the rest of the team ends up kind of filling in itself. Let's get to the actual sets, where I also have some more updated and/or BDSP-specific choices to highlight.

:ss/pelipper:
Pelipper @ Focus Sash
Ability: Drizzle
EVs: 20 HP / 4 Def / 252 SpA / 12 SpD / 220 Spe
Modest Nature
- Surf
- Hurricane
- Tailwind
- Wide Guard
Offensive Pelipper, which of course is what everyone has been running anyways, but especially with this team I think it's worth mentioning that taking a more defensive approach is kind of a trap. When Gastrodon + Ludicolo is as insanely powerful as it is to the point of being the preferred board state, part of Pelipper's role is to pave the way for them, which means it can play its part much more effectively if it can actually blow troublesome enemies out of the way quickly and decisively. Hurricane and Surf are the obvious attacking moves for this if they weren't obvious as is already, but of course Surf is the whole point of the team, and Hurricane nails a bunch of specific enemies and notably deletes the Grass-types that keep Gastrodon in its cage, not to mention providing a safe click in the face of evasion. As far as the item goes, this is a bit of an awkward one, since running utility moves rules out the Choice items that work well on Politoed, Berries are either awkward (Charti, Iapapa) or taken (and awkward) (Sitrus), and Damp Rock is dumb since if you consistently need more than 5 turns to get into game-winning positions with rain HO then you're doing something very wrong. Focus Sash felt pretty counterintuitive to me at first since well, Surf spam, but it basically makes for a fallback when you can't avoid tanking a Stone Edge or whatever, which is actually great in practice since there's plenty of enemy teams where you do need to tank that singular hit to position yourself for smooth sailing.

EV-wise, I was hoping I could drop a few points to underspeed weather setters and "win" the weather wars turn 1, but out of the ones that actually exist in the doubles tower, most aren't really in range for that one way or another. 113 makes for a Speed tie with Tyranitar-2, which is the only thing I could really get out of this but is convenient when it works out, and unfortunately I can't drop to 112 since Freddie's Heracross sits right at 225 and not outspeeding that one under Tailwind is a non-starter. Naturally outspeeding Lionel/Abbey's Bellossom after I reset rain and destroy Torkoal to simply snipe it and no longer have to deal with potential Sleep Powder is quite helpful too, and of course Pelipper still has enough natural Speed to outrun quite the range of annoying wallbreakers (especially when they have bulk investment for whatever reason, think Nidoking) outside of Tailwind, which is never a bad thing to have. Initially the bulk EVs were a simple 36 HP, which actually still left Pelipper open to being 2HKOed by two max roll friendly fire Surfs, where I considered moving the lot of them into Special Defense to rule this out; however, then you run into that thing where that's a scenario that'll actually just about literally never happen between chip existing and, you know, odds of one the Surfs landing a crit being much higher anyways, so I just stuck with my instinct that this would make for more rolls vs enemy physical attackers tilting the wrong way than actually solving friendly fire Surf issues. However, this actually left my frontline's Defense and Special Defense stats completely tied, and making Bright Powder Porygon-Z considerably less dumb by giving it the wrong Download boost is the kind of thing you need to take when you can, which this very simple rearrangement could pull off; so, I guess now I get the best of both worlds.

The final two moveslots are where it gets funny, since Pelipper has utility moves coming out of the ears, with other very reasonable options including U-turn, Knock Off, even Rain Dance and Quick Attack if you wanna go there, plus some actually crazy stuff that could work as techs if you happen to not have certain specific scary enemies covered properly (think Soak). Tailwind is not really a crazy option of course, as seen by pretty much everyone else using it. For the most part the main beneficiary is actually Pelipper, setting itself up for a proper cleanup in e.g. cases with multiple Hurricane targets showing up back to back, but it also has some more specific applications like proactively counteracting opposing speed control versus enemies like Myron/Natalia's Suicune, giving Ludicolo the jump on opposing Golduck to avoid risking Zen Headbutt flinches or Swagger bs, and even forcing otherwise scary enemies like Latios into going for extra Speed boosts to try and outspeed Ludicolo for real and rendering them sitting ducks as a result. And on top of that there's also just general positioning stuff; e.g. while yes it could just be a simple turn 1 click into Barry's Heracross while Ludicolo targets Palmer's Dragonite with Fake Out, the battle becomes so much cleaner if we set ourselves up for taking both of them out at the same time turn 2 rather than letting an unpredictable Infernape come in while Dragonite is still alive. Protect is standard in the final slot, but before this team I'd spent 95% of my time playing Doubles in the Maison; as we all know the AI has changed, and when you're very used to a 1 HP Focus Sash lead drawing attention with Protect like there's no tomorrow, it becomes a special kind of soul-crushing for something ultimately inconsequential when you want to use a 1 HP Pelipper to bait both enemies' attacks, but instead of helplessly letting themselves get 2HKOed they actually double target Ludicolo for some hecking reason despite not even having a KO with joined forces. Now of course I suppose this is a skill issue to an extent on my end, but from where I was standing this more or less threw the entire reason for running Protect out of the window; at most there'd be super effective attacks to use it on, both of which I have a Gastrodon in the back for, and with Storm Drain + Surf being what it is the Gastrodon switch is not just an acceptable alternative but actually an actively superior line of play.

So, Wide Guard. With set ambiguity not being a thing here this is one of the few facilities where this move is actually usable, plus of course it performs the exact same role as far as the final use case of Protect goes that I hadn't mentioned yet, namely shielding Pelipper from friendly Surf, even doing an outright better job at this on account of not having Protect's cooldown. With the AI's lack of full predictability in move choices, it's still worth being wary of getting too gallery play with it, but with certain sets' major reliance on spread moves and this team not at all doing a great job naturally discouraging those, it's a fantastic tool in navigating certain tricky matchups nonetheless. The aforementioned Heracross Barry/Palmer team is actually a great use case; while plan A works like clockwork if it goes off, a Rock Slide flinch is a not-at-all-uncommon way of throwing a wrench into that, and while this doesn't at all stop Ludicolo from taking down Dragonite, it does turn Heracross's positioning from checkmated into pretty dire. That is until it being locked into a spread move means that it literally cannot hit my team anymore as long as Pelipper is on the field; so, it really is a sitting duck while Ludicolo takes down Dragonite, and while Cresselia's Thunder Wave complicates things the next turn, I still have the option of keeping it frozen in place for another turn before I bring in Gastrodon if I so choose. There are also sets that Wide Guard simply shuts down entirely especially if I get the battle into a 2v1 state, such as the otherwise terrifying Discharge / Heat Wave / Double Team Zapdos or sets that might as well be full spread move like Jaclyn/Kellen's physical Quick Claw Heatran that at the time of writing is 5/5 on clicking Explosion turn 1 and the Rock Polish + Blizzard Regice that would be a bit of a pain if it had Electric coverage but now just happily lets itself be walled indefinitely. Other great examples include Ellis/Irene's Bronzong and Myron's entire side in the Myron/Natalia battle, where Bronzong and Togekiss in particular do have an obvious preference for their spread moves and will only rarely lose hope that their Rock Slides and Dazzling Gleams will strike true next turn for real despite technically having other moves they could use to get around it. I will break down a couple matchups later though!

:ss/ludicolo:
Ludicolo @ Splash Plate
Ability: Swift Swim
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Fake Out
- Surf
- Energy Ball
- Ice Beam
Hey look, a set that warrants very little explanation; the main thing maybe is just the choice of Grass-type STAB move, which still didn't have a whole lot of thought going into it between Giga Drain, Energy Ball, and Grass Knot. Energy Ball simply seemed like the logical default between Giga Drain's lack of power without Life Orb and Grass Knot having its TM being pretty hard to come by and "under normal circumstances" being weaker with its usual Base Power being 80 and most heavy Rock- and Ground-types being Surf fodder anyways, and it ended up just kind of working out. There are a couple Water-types where the higher rolls could potentially bail me out in a pinch, but I think Energy Ball has proven itself properly in practice. The main target that stands out is Golduck, which disrupts my default strategies for obvious reasons but is one-shot on sight by Energy Ball only, Feraligatr is usually OHKOed as well, and for the Walrein and Lapras examples I could just as easily give you that turbo annoying Bright Powder + Swagger Slowking. The EVs get the jump on everything up to Freddie's Staraptor under rain, with the HP investment notably ruling out the OHKO from a near-max roll of Freddie's Heracross's Close Combat, while Splash Plate was the only real consideration for the item; boosting your main powerhouse's Surf by default is good, and having Life Orb recoil on literally Fake Out put you in range of a medium to high roll of Heracross's Close Combat is kind of the worst idea ever. With the way this team has ended up playing and how rarely Pelipper actually clicks Surf turn 1, I'm not sure if I'd even want Absorb Bulb if it existed here, too. Funnily Splash Plate actually makes rain-boosted STAB Surf more powerful than super effective Ice Beam even with the spread penalty, and of course I welcome a genuine utter lack of downsides to dishing out spread damage, but of course the latter is still always gonna be mandatory when there's the standard gamut of Dragons to snipe. It is worth noting that Surf is by far the most clicked move turn 1, despite the praises I sang of Fake Out in the introduction; that's not a knock on Fake Out since it's still very essential for positioning in otherwise tricky matchups in particular, it's just that a lot of the time Surf is ridiculous enough to just wash away everyone either way.

:ss/gastrodon-east:
Gastrodon @ Sitrus Berry
Ability: Storm Drain
EVs: 164 HP / 108 Def / 220 SpA / 16 SpD
Modest Nature
- Scald
- Earth Power
- Clear Smog
- Protect
So Gastrodon is one of my favourite Pokemon to use in the Maison, where I use a variation of the Assault Vest set that turskain once invented, with a set of Scald/Earth Power/Icy Wind/Clear Smog that basically plays as a utility check that hits surprisingly hard if it gets a Storm Drain boost. R Inanimate's team in Subway also used Surf over Scald here, but I already changed it to Scald even when I used it back there myself, because I still hate friendly fire on Scizor too much to run Surf on a Pokemon that is not actually contributing to Gastrodon supercharging, not to mention that "I'm only going for Emmet surely I can get away with this even if it's actually the outright wrong move." I maintained this choice here because it still seemed genuinely better on Gastrodon for the extra power + with Pelipper being squishier to Surf than Politoed, not to mention having at least one of my Water-types be effectively immune to freeze was not gonna be a bad thing at all. Relative to the Maison set, obviously two out of the five operative elements I don't have access to here; Ice Beam and Protect are both possible alternatives over Icy Wind, where Ice Beam might look "standard" but does not actually play the same role in practice when it doesn't have the utility I want Icy Wind for. The fact also remains that Grass-types are not Gastrodon's to take on in the first place (and the others match up into them alright), not to mention type coverage is a bit of an illogical fit in general on this Gastrodon when Scald and Earth Power mostly ignore the type chart after a Storm Drain boost or two, which is actually genuinely the default when Gastrodon switching into Ludicolo's Surf then getting outsped for another is such a common line of play.

Protect on the other hand... still does not actually see a whole lot of use in practice and I don't think the streak would like drop out of triple digits without it, but it's not like there's a whole lot of coverage to run over it anyways, and there's still matchups where it's actually important for buying an easy free turn for proper positioning. Think Sherman + Mayra pulling an early immunity switch to Cradily (and of course resist switches in general are gonna be a thing that happens if you routinely bring in Gastrodon on Surf turns), and of course Christa + Demetri's Latias where the single turn of keeping Latias occupied streamlines the battle into a free win. There is also always still the option of running both Ice Beam and Protect, but Clear Smog is kind of really good so this was never happening. In the Maison it allowed Gastrodon to functionally counter massive threats like Gyarados and Volcarona, and here too I don't need to worry at all about dudes like Gyarados and Suicune, on top of Double Team spammers also being mostly gutted as threats, a lot of which could otherwise quickly pressure me if I struggle to hit them hard after boosts. Tasha / Aldo's Gyarados + Vaporeon pair for instance is a complete joke when I can just continually spam Surf even into Vaporeon's Water Absorb while Gyarados refuses to believe that no it's really not getting to keep any Dragon Dance boosts at all.

Itemwise, I still wanted something to give Gastrodon some level of staying power especially since offensive presence really was not gonna be a worry with Storm Drain, and since as per conventional Doubles wisdom Leftovers is probably pointless since it only starts to pay dividends after the fourth turn on the field, a Berry it was gonna be. I went for burst recovery, where I preferred Sitrus over Iapapa and friends; I was more worried about 2HKOs than about gradual chip, so the quicker and more assured recovery made a lot of sense over still being helpless versus back-to-back 60% hits. Rindo would make sense as some sort of default Berry on Gastrodon, but I have really bad experiences with that one from using it in earlier facilities, mostly just getting KOed right through it anyways, which of course is only exacerbated when using it on a Pokemon with Gastrodon's Speed that does tend to get chipped before the super effective hit it has to take, and on top of that if you're in a position where Gastrodon has to tank Grass-types' attacks (especially with a team like this that matches up decently against them overall) you're kinda doing it wrong to begin with. There is probably a slight use case on non-STAB Grass moves, but it's not exactly a common coverage type, and most Pokemon that use it here are of the category Alakazam that Ludicolo / Scizor run over like a hot knife through butter or certain Cresselia sets where I have game-winning leads anyway versus the teams they're on when they come out. In general any theoretical use is limited enough that I'd rather take Sitrus Berry's all-around utility and be content with Protect positioning versus the enemies where Rindo could actually come into play.

In true "I suck at EVing" fashion, this is the same bulk EV split from the Maison AV set, since uh bluntly I was not gonna be any "better" at cooking something up from scratch and there was no strong reason not to use it as a starting point at least. At the very least a bulky offense approach is a no-brainer for a Storm Drain supercharger, and it's been working out in practice I suppose, with a notable blessed calc being the avoidance of the 2HKO by Metagross-2's Psychic even without having to dance around Sitrus Berry range if its targeting goes off script (and Sitrus invalidating a crit on the first hit) and Gastrodon otherwise always being happy with more physical bulk anyways. The Speed benchmark at least did have some more dedicated thoughts going into it. The Maison set ran Quiet with 4 Speed IVs for a Speed stat of 41, for the most part minimising its Speed for the best possible performance as a Trick Room check while keeping the jump on Swagger Escavalier outside of it. However, Trick Room is much rarer in this facility, only being used by Ellis/Irene and Lionel/Abbey, most of whose Pokemon are out of reach for Gastrodon one way or another anyways. The one exception is the Rhyperior both duos can run, which hits a Speed stat of 60 and where underspeeding and destroying it would be very convenient; and since Modest 31 IV Gastrodon hits 59 Speed, it kind of fits like a glove and we don't need to overthink things more than that.

:ss/scizor:
Scizor @ Lum Berry
Ability: Technician
EVs: 76 HP / 252 Atk / 4 Def / 4 SpD / 172 Spe
Adamant Nature
- Bullet Punch
- X-Scissor
- Swords Dance
- Protect
Now you can barely have a rain team without Scizor or a Mari team without Scizor, so the final Pokemon should not come as a surprise to anyone at all, but since this is not Maison, I do need to move away from the 3 attacks Life Orb set I normally love using. Having to use X-Scissor over Bug Bite is the kind of thing I've ranted about enough with Suizomence, but I lose Superpower as well, and Scizor's coverage outside of that is not exactly to write home about, with my main options being Brick Break, Thief, Quick Attack, and uh... Aerial Ace or Strength... lol... Now Superpower and by extension Fighting coverage is a genuinely good move on Scizor overall, with notable targets it could have hit on this team including Magnezone, Heatran under Tailwind, and a bunch of bulky Normal-types, but in practice I'm already packing enough hard counters to the former two, and super effective Brick Break's power jump over neutral STAB X-Scissor is small enough that it's not exactly a slam dunk on the latter either. And all of the other options have pretty redundant coverage unless some Zapdos set surfaces in practice that I really need Scizor to pick off or whatever.

There is another way to get Brick Break's "slightly moar power" niche in practice anyways: Swords Dance. In general it's the kind of thing that I'm a bit iffy on in Doubles formats in general since I'd really prefer ways of taking down enemies right away plus setting up can be hard, but this is also another BDSP moment where things can actually work kind of hand in hand with the preset rosters. You can think of it like the threats that are bulky enough to not just be run over by everything else tend to have the sort of bulk investment that comes at the cost of their offensive presence, so they're also much more likely to give Scizor the room to set up. Of course there are no surprises of unknown backups forcing Scizor out, and if we can get the game into the 2v1 state versus something like Suicune then we can get things going even quicker of course. I think the best way to put it is that it makes for "coverage" on bulky neutral targets, and BDSP's specific quirks enable this even more.

The EV spread is once again a simple-enough max Attack with enough Speed for the threats that I want, where the cutoff chosen was primarily Suicune and Cresselia, especially the Modest Energy Ball one that runs 4 Speed EVs. Rotom-W was another benchmark, but in practice Gastrodon ends up taking it out once it's left on Ellis/Irene's roster, the only Trainers actually running it and a battle that tends to stay mostly on script for this team as well. For the item I once again considered Iron Plate, but with this Scizor being much more geared towards patching holes against a narrow range of threats than outright sweeping, simple staying power/hax protection seemed more helpful than brute force. Lum Berry is a pretty natural fit since it ends up having to switch into Blizzards or Ice Beams sometimes, tends to get Electric moves thrown its way especially when on the field alongside Gastrodon of course, and also is a common target for Thunder Wave/Will-O-Wisp/Swagger etc not to mention contact abilities, and the one-time get out of jail free card can make the difference between a tricky battle vs a streamlined win.


(to be continued in next post since unfortunately I'm a couple thousand chars over 65k!!)
 
Threats to this team for the most part boil down to a couple specific threatening enemies paired with non-free allies. I'll stick with the absolute worst ones, and a lot of other initially dangeous ones still have streamlined-enough paths to victory; while they can obviously beat me with non-negligible hax, going into those too much is lame and would make this list explode, and I also need to be mindful of my character count.
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Six encounters so far and I'm very happy if that stays that way for a very long time, these are by far the pairing I'm most scared of. Crobat is one of the worst leads to face for this team in general, since with me being unable to OHKO it and Inner Focus taking Fake Out out of the picture, I'll lose Ludicolo here if I keep it in, always, and switching something into Sharp Beak Brave Bird is not remotely fun either. Worse, the allied Gengar is also immune to Fake Out, even ruling out the option of sacrificing Ludicolo for better positioning (such as via Tailwind!!) on turn 2. I see two main options to handle this one, and I'm still genuinely unsure which one is the right one:

- simply click Surf turn 1 while switching Pelipper for Gastrodon;
- switch Ludicolo for Scizor while trying to click Tailwind on Pelipper.

The idea behind the first one is to trade Ludicolo for Crobat via Brave Bird recoil and snipe Gengar with Bullet Punch after, while the second one tries to sack Scizor on turn 2 instead to get both Crobat and Gengar into Ludicolo range via recoil and either Bullet Punch or Hurricane, respectively. I suppose the main upside of the second one is halving the odds of Hypnosis making things annoying (via Scizor's Lum Berry, though idk if I can assume 50/50 targeting here anyways), but it also comes with increased hax odds otherwise (e.g. Brave Bird crit on Scizor which did happen once lol), while the first one is the one I've used more often but Hypnosis actually hitting Gastrodon sucks of course. Both lines of play further rely on overwhelming Pinsir while preserving Gastrodon as a hard check to Milotic, where the former is doable enough with Pinsir's move choices (e.g. clicking Endure while Scizor goes for Gengar instead, simply attacking into Gastrodon's Protect if Gengar uses Shadow Ball into that slot instead, etc) and for the latter it's not even that much of a problem to have to wait for Gastrodon to wake up if Gengar does go for a successful Hypnosis. Nevertheless this is by far the worst turn 1 I can run into, and that's not even getting into Gengar's Bright Powder, where catastrophical procs aren't hard to come by at all and thankfully I haven't had to deal with that yet. Not a lot to say otherwise tbh; to this team they're basically what the lead Scizor teams were to Suizomence, i.e. very possible to win with how much variance can go in my favour here and I'm never like. expecting the very next run-in to be the end of the line for me, but they're still by far the most likely pairing to end a run. Always open to any input here haha...
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Ah yes, a surprisingly hard-hitting Blissey versus a triple special attacker team, with also a 4x super effective move versus the lone physical attacker plus another 4x super effective move versus one of the leads for good measure. This set is more than a little ridiculous and any team it's on would be a threat by virtue of its presence alone, but this team pairs it with another unpredictable hax machine in the form of that Zapdos plus some hard-to-ignore backups. Discharge is one of the most obnoxious hax spreading moves around, and I actually hate this Zapdos more than the other one that also throws evasion into the mix, because that one is at least hard walled by Wide Guard while this one has the option of a heavy hit on Ludicolo. For the most part, the plan is to switch Pelipper to Gastrodon right away to hopefully 2HKO Zapdos with Surf and boost Gastrodon enough to lay substantial hurt on Blissey, to force it into Soft-Boiled loops if nothing else, and from that point onwards it's just kind of find the room to play around Absol properly, which is disruptive and hits hard while a lot of the time you'll have lost Ludicolo and its Speed by this point as well. I also tried opening with Wide Guard + Surf a few times when I'd observed that Zapdos did have a substantial preference for Discharge overall, but of course that was when Blissey got a Thunderbolt paralysis and Zapdos went for Drill Peck on Ludicolo. This was the kind of battle that normally I absolutely would have saved a video of, because the hax didn't stop there (other highlights included a crit Flamethrower on Scizor and some Swagger bs and intelligent Taunt and Sucker Punch use by Absol), and it ended with Gastrodon solo taking on full health Absol and Bastiodon and only winning because of a Scald burn allowing it to OHKO the former through Sash; however, the battle was way too hectic for me to memorise it properly after, and logging it while it's ongoing specifically for the purpose of including it in this post is the kind of thing I feel has hybris written all over it when I'm in the high 800s. Miss me with that.
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Two of them...!!! and it's not much less threatening on a backline when my team may have already been chipped and it's paired with one of the dumber hax machines around. The leads are nothing to scoff at either, and for the purposes of keeping Latios in check without letting Regirock go berserk either my go-to here is Fake Out Latios + Pelipper Surf, Ludicolo Surf + Gastrodon switch to absorb Thunder while hopefully Regirock attacks that slot as well, then finish off Latios with Ice Beam while attacking Blissey with boosted Scald, which... works but I am not at all upset my Quick Claw luck throughout these has been decent. Then, since Blissey will just start recovery looping if we go for Lapras first and actually does start killing everything once Gastrodon and/or Ludicolo fall, we just need to try brute forcing our way through these, with Blissey first and Lapras after. Overall it "works", but just like with Regirock's Quick Claw, we have to hope the RNG gods smile upon us enough to actually give us enough room for said brute forcing. The worst run-in I've had with them was in the early 100s, legit just after I broke my earlier PB:
t1 + t2 as planned
t3 ice beam + blissey scald
t4 surf + blissey scald planned, lapras sheer colds gastro
t5 forced to eball + x-scissor blissey, lapras sheer colds scizor
t6 eball + hurr lapras, puts it in eball range, lapras sheer colds… ludi
t7 hurr lapras, chooses sheer cold not rest lol. And misses
t8 win
where yes Lapras really would have just ended my run then and there even by just Rest looping me after it went 3 out of 3 on Sheer Cold with perfect targeting on top of that (the one on Ludicolo was particularly frustrating, since even if it'd just gunned after Pelipper at all it would have been in guaranteed range), but thankfully it had the hybris to attempt going for 4 out of 4 and got bitten. One way to feel my own fortunes turn around to say the least I suppose.
Freeze in general is worth mentioning and one that I did not properly anticipate going in, but in practice it's one of the bigger non-Nadia/Dalvin threats out there. There is certainly some level of counterplay on this team, namely Gastrodon's Scald and Scizor's Lum Berry and if those two are taking the field then I honestly don't have to worry too much; however, overall it makes sense it's the kind of thing that pops up every now and then, with a lot of Water-types carrying these moves as random coverage. It's also worth noting that this team for the most part does not one-shot Water-types obvious reasons and overall also lacks the defensive typing to actually discourage Ice moves (potentially even incentivising them, with the copious Water resistances...), other than Scizor, which is like the one Pokemon that actually does not really care. "Counterplay"-wise I can thankfully do an okay job handling Blizzard by keeping rain up and properly using Wide Guard, and Pelipper cares about it far less than my main fast attacker Ludicolo, but for that one in particular to an extent it's something that's just kind of out there and may go wrong at some point. This would have been the one reason to use Scald as my main spamming move I suppose. This is a good opportunity to mention Abomasnow as well, since it ofc comes with the combination of always winning the initial weather war plus perfectly accurate Blizzard, but it's manageable overall and even helps me sometimes, namely the two Trainers where it's paired with a threatening Sash partner (Starmie and Garchomp) and my line of Fake Out Abomasnow while switching Pelipper out and back in sees Abomasnow's own hail helpfully take said Sash out of the picture. I'll have another concrete case of it later. On the subject of nonspecific situation threats, Thunder Wave from Electric-types deserves a mention as well; while simply absorbing their STAB attacks with Gastrodon should be my go-to, with the way BDSP AI works apparently it's actually a 50/50 between them doing that versus clicking Thunder Wave for speed control into Ludicolo. Not a whole lot to do about this unfortunately other than being aware of the possibility and having multiple lines of play available; e.g. once again Fake Out + Pelipper Surf doesn't hurt here if the partner happens to be benign enough to allow this.

So obviously I was not exactly present for the main times people were figuring out this format, but it does not take a lot of prior exposure to other posts that evasion bs is considered a Very Big Deal, to the point that all three 1k+ Trick Room teams ended up with No Guard Machamp and Eisen gave a particular shoutout to Raikou's Thunder in addition to Pelipper's Hurricane. I don't know how to put this in a non-blunt way, so I'm just going to come out and say it: I did not go out of my way to include dedicate evasion counters like that, yet I did not run into any close calls based off evasion and did not feel more threatened by it than I do while playing Maison instead, and I would not have registered evasion as a worse threat than usual if others had not pointed it out. I'm not saying this to try and argue against other people's findings but purely as a matter-of-fact statement worthy of further examination, so let's try and find out what exactly did go right here.

Okay, well, there's not too much to find out I suppose, since it's not a very hard answer; I do have rain-boosted Hurricane, I have Clear Smog to reset Double Team boosts, and I suppose the team being based around Surf doesn't hurt either, with not even an actual miss making for a fully wasted turn. The thing is, all of those are moves I would have run anyway, where Hurricane is obvious, Clear Smog's utility like I mentioned goes way beyond evasion resets and I would want any day especially on a Gastrodon that is Storm Drain boosting itself into type chart transcendence, and Surf I mean shrug is specifically what the team is based around. Maybe it's best to just leave that as food for thought here, since I'm fully willing to believe that I did luck out in using Pokemon that managed to fit these organically and don't have the experience to comment on whether things would have been a full-blown nightmare without these. If nothing else, I suppose it's at least a valuable data point that apparently (?) this is also sufficient evasion prep.

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These matchups are for the most part under control, but Cradily is obviously a big enough threat to rain overall that some spotlighting of how to handle it never hurts. I'm gonna come off a bit condescending here, but since obviously the issue with it is blocking Water-types, you roughly have two scenarios here, namely one where you don't need Water-type moves in a matchup and you can take out more threatening enemies first, and another where you do need them and you'll need to get it out of the way first. Kenton/Jaclyn is (probably) an example of the latter, where I end up going for Cradily first; two Ice Beams and a Hurricane are enough to take it down, where the exact moves on turn 2 depend on the AI's turn 1 targeting but even a scenario of Pelipper going down right away just means I can get in Gastrodon to take down Heatran on the same turn. I can also still go for Heatran first, since the beauty of Surf is that Storm Drain doesn't actually negate it outright, but I'd be nervous about letting in Dragonite on an unpredictable board state (specifically the AI forcing a 2v3 with Cradily + Dragonite where I can't keep Gastrodon off the field) and rather save it for later. Now Kenton/Jaclyn is on the other extreme, where Shiftry can pose a pretty immediate threat and going after Cradily first also gets a Ninetales on the field to activate its Chlorophyll, so let's not do that. Instead, turn 1 has us removing Shiftry with Fake Out + Hurricane, while on turn 2 and 3 I remove Latios to set up the 2v1 while also switching out Pelipper so I have it in the back to reset rain after Ninetales comes out.

Now I said I was not gonna get into any "plan A works but they can win with a bit of hax" matchups, but when two of those are against Palmer + Barry (whose name I've probably typoed a million times as Freddie in this post! sorry that's what his name has been in my games ever since I was a kid), then it seems good form to get into those as well.
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This is their main one I'm actually afraid of seeing and another, small factor that led me to question the team's viability outright, since I actually lost one of the earlier runs to them in a way that, while haxy, did not feel particularly extreme (back-to-back Snorlax Body Slam paras) and you really would like at least every 7th victory to be guaranteed. There are a couple layers to why this matchup is problematic; Snorlax's presence is one, since overall it takes four hits from my leads (or two hits plus a boosted Gastrodon hit) to take out and is paired with an enemy that can't easily be sniped especially with Protect existing but you can also hardly afford to ignore, Scizor being mostly a dead slot here unless it's specifically paired with Gastrodon versus a Snorlax + Milotic board (or can sack itself to break Heatran's Sash) is another, and there's also the fact that Heatran's position in the flow of the battle means that it's not actually that hard countered at all by triple Water-types (e.g. Pelipper shouldn't even count as a check when it simply gets outsped and OHKOed if it takes a Hydro Pump or Body Slam first, Ludicolo while mostly fine can't fully avoid risking paralysis or freeze, etc).

The actual moves are a mild headscratcher as a result, where Milotic is the key to turn 1. Torterra's Quick Claw seemingly all but dictates Fake Out + Hurricane as the opening clicks, which leaves me in a winning position if Milotic clicks Protect, which indeed is a common turn 1 move; after this, I can simply double target it with Energy Ball + Hurricane and have more than enough momentum to wash away the backline. Unfortunately, Milotic also likes to click Hydro Pump (into Pelipper, setting itself up to outspeed and potentially KO it next turn) or Ice Beam (into both), at which point I'm left with one of my leads chipped while that sledgehammer Snorlax gets on the field to roll the Body Slam para dice or soften up my team for that Heatran in the wings, and I can't even focus on Milotic either when it may very much Protect into a double target. The plan in this case is to go straight for Snorlax to try and create the 2v1, which again Usually(tm) works, but this single free attack plus turn 2 momentum the standard opening gives to Milotic is actually a noticeable problem, and the back foot it forced me on was a direct factor in my loss to them.

Sooooo currently my opening clicks are Hurricane Milotic + Ice Beam Torterra (how I wish Hurricane did not need Fake Out chip for the guaranteed KO...), which is actively better as long as Quick Claw doesn't proc, since Torterra goes down no matter what while Milotic either clicks Protect (lateral change from the Fake Out + Hurricane opening) or is left in Energy Ball range if it does attack, no longer needing a hit from the slower Pelipper as well, which is a significantly better position to be in. Several haxy possibilities are not super bad regardless either (e.g. the worst-case plausible-odds scenario of Pelipper going down to QC Wood Hammer + Milotic attack lets me get Gastrodon on the field right away to all but shut down Milotic while overwhelming Snorlax within two turns and have Milotic in KO range after too, even on a QC proc Bulldoze is not an uncommon pick which is a big fat whatever overall, etc). I won't pretend this is foolproof and am aware it can backfire, which it has several times (such as the time when the "surely this is not worth worrying about actively" turn 1 Ludicolo KO from near-max rolls on both Quick Claw Wood Hammer and Ice Beam happened, that was fun), but from a statistical pov I think bad luck here is actually (non-negligibly) less likely than simply being left in a compromised position via a turn 1 Milotic attack, making it a counterintuitive lesser of two evils option.

Now I'm still not a statistician, so I won't fully rule out that I'm actually wrong here after all and my current strat is actually an overreaction to a very unlucky loss, and one way or another I'm also happy to summarise the entire previous paragraph to "complicated reasons" and leave it at that. I also don't wanna leave the impression that this is a coinflip matchup or whatever; it's definitely one very weighted in my favour, especially since I have plenty of room to make sane in-battle decisions as well, and they need pretty decent hax plus perfect targeting to even begin threatening me. From a pure odds pov I'd even believe it if my odds of losing here are lower than to the Dragonite team (more on that one next!), but yea let's leave it at it's good for my nerves if they do not show up at the end of a set lol.

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For the most part this one is streamlined if turn 1 goes well, which is Fake Out Dragonite + Tailwind to set up a double KO on both leads after while Heracross clicks either Close Combat into the Ludicolo slot or Rock Slide. Next turns depend on whether Pelipper is in Surf range / Ludicolo in Fake Out range and your personal choices re. accepting sacks vs risking Thunder Wave, but overall you simply overpower their backline, and Scizor is a straight up wincon as well if you land a single hit on Infernape first. Like alluded to above, a common source of hax is of course a Rock Slide flinch on Pelipper on the Tailwind turn, but this is not in fact a problem; simply use Wide Guard to keep Heracross frozen in place while you take down Dragonite, and switch out Pelipper for Gastrodon after while clicking Surf. Next turns depend on the board state at this point, but even in a worst-case scenario of Cresselia clicking Thunder Wave into the Ludicolo slot, Gastrodon walls Rock Slide-locked Heracross + Cresselia so hard and Ludicolo won't actually be in Rock Slide range yet to the point that finishing off Heracross and getting the one hit off on Infernape to turn Scizor into a guaranteed wincon again is straightforward. The final point of possible hax is Heracross OHKOing Ludicolo with a crit Close Combat, which is uh, more complicated. I have thought up two possible lines of play for this:
- t2: send out scizor, peli hurr hera, scizor SD, dnite Should tpunch peli (or outrage but scizor should discourage it and if it outrages into the scizor slot at any point i can start crying no matter what i do
- t3: nape comes out, peli is a fake out target and nape is faster than dnite so it Should go for it, assuming dnite still can't resist the 4x weak bait the gastro switch should be okay, meanwhile BP into nape for like 50%
- t4: bp again to finish off nape, scald dnite
- t5: tect sciz, scald dnite again, finish off with bp next turn (or do it right away if rolls are good)
- t7: KO cress as well
- t2: hurr dnite, tect scizor; dnite should tpunch peli while hera should cc into the scizor slot, and even dnite picking outrage is like slightly less bad here
- t3: hurr hera, sd; dnite takes down peli, send out gastro
- t4: send out gastro, scald nape; no real fake out incentive here and sciz still has the 4x weakness which normally is a bait other mons take even in rain
- t5: finish off nape, can honestly do whatever since dnite can't one shot scizor and is in bp range and cress can go down to +2 x-scissor plus whatever
where in practice I would go with the second one at this point since I don't wanna trust Infernape's Fake Out targeting that much anymore atp after it literally clicked it into Pelipper while Ludicolo was in range. Unfortunately, I cannot base this vouch on practical experience, since this crit has actually never happened so far; Heracross does mildly but decidedly prefer Rock Slide as its turn 1 move (and I have gotten plenty of crits and flinches off that), but statistically dodging the CC crit is probably actually lucky over 1k+ battles. Nothing to do about it I suppose other than hope that it'll at least happen before I lose (even if that means my actual loss) so I can at least offer the data point...

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Completing the set, but this one is a freebie. Turn 1 is a simple "ludigastro" that wipes Rhyperior off the map, and if Empoleon clicks Protect turn 1 (which it usually does) I can blow it off the screen with +2 Earth Power and just keep clicking Surf otherwise while Staraptor dies to recoil and Heatran quickly folds as well. If Empoleon does click Drill Peck turn 1, you'll want to switch Ludicolo out for Pelipper (and still target Empoleon with Earth Power) to preserve Ludicolo's speed and Fake Out just in case, but overall it still plays itself. They really should just give me this one at the end of every set, my starter was Infernape so Freddie literally does not have a Torterra or Infernape in my game.

For the sake of some more insight in the way this team plays plus the depth of its toolkit, it also seems worth going over all the Ace Trainer pairs, since a lot of them are notorious and they provide a good enough showcase.
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Maybe the most notorious ones here, we have an Abomasnow with Blizzard plus a Trick Room setter. The good thing is that Bronzong is weak enough that we can get a 2v1 set up here, it's just unfortunate that Ellis's side is kind of a sledgehammer with disruption from Abomasnow's Protect and hax potential from Rock Slide flinches. The gameplan here is to use Scizor to take down Abomasnow and switch Gastrodon into the other slot on the exact turn Abomasnow goes down so that we don't have to switch it into Rhyperior directly. Here is how it's done.

- t1: Fake Out Abomasnow, switch Pelipper for Scizor; Bronzong sets Trick Room, Abomasnow may use Protect, what move it tries to click if it doesn't we'll never know.
- t2: Bronzong will use Rock Slide, Abomasnow will use either Protect (if available), Shadow Ball on Scizor, or Blizzard (uncommonly). If Abomasnow used Protect on the first turn, Bullet Punch it and waste Ludicolo's turn on Bronzong (Ice Beam has the funnier side effect, don't use Surf); if it did not use Protect, click Swords Dance and use Ice Beam on Abomasnow. If Sash is intact (and Protect is stale), we can 2HKO with Bullet Punch and don't want to risk actually knocking it out, hence intentional "wasted" turn. If Sash is gone and Fake Out chip has been inflicted, either +2 Bullet Punch or Bullet Punch + Ice Beam will knock it out, so we can afford a Rock Slide flinch on either Scizor or Abomasnow here, as long as the other one gets its turn.
- t3: use Scizor's move to finish off Abomasnow, switch Ludicolo for Gastrodon. Bronzong will use Rock Slide again, but we don't care because yay priority.- t4: if Rhyperior and you want to play it fully safe, Protect Gastrodon and sack Scizor to avoid risking a Rock Slide flinch; if Torkoal, just bring in Pelipper and cook it.
- t4+: if Rhyperior and you sacked Scizor, bring in Pelipper and use Wide Guard to block Rock Slide and rule out flinches, destroy Rhyperior.
- t5 onwards: in the 2v1 state as long as Trick Room is active, just click Wide Guard and chip Bronzong with Scald. Once Trick Room runs out, Surf + Scald for the Storm Drain boost and surely Bronzong won't survive that. At that point you have a boosted Gastrodon on the field versus a Rotom-W that literally can't touch it outside of post-gen 6 burn, as well as a Ludicolo in the back.

It did take me a bit to fully figure this out for what it's worth, and one scary battle was at no. 198 (very fun times when "Starf Berry" is still your initial goal...), where I goofed and lost a lot of momentum via double targeting into a Protect turn 2, losing both Scizor and Ludicolo to accumulated chip while only getting a single Bullet Punch off versus Abomasnow, only to also have it resist switch out to Torkoal on the turn Scizor fell. This left me in a Pelipper + Gastrodon vs. the world situation where Torkoal was going to get cooked cleanly, but Abomasnow was going to switch back in after to remove rain for good, and to make matters worse Trick Room was also going to run out on this turn, it was not in Surf range, and lol good luck risking Hurricane in hail. The only attack it was in range for was in fact Clear Smog, and since thankfully dynamic Speed is a thing I was able to use Tailwind to snipe it, after which the whole thing with using Wide Guard to wall Bronzong and leave Rotom-W for Gastrodon worked out fine even in hail. Not always a fast learner, but we get there.
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This is another matchup where Fake Out shines to thwart their admittedly ingenious default strategy, and the only remotely threatening Pokemon that they can/do bring is their Lapras.

- t1: Fake Out Torkoal, switch Pelipper for Scizor; Bellossom will almost always use a vain After You, but I've sometimes seen Solar Beam which isn't a threat either.
- t2: switch Scizor back out for Pelipper and click Surf to destroy Torkoal with dynamic Speed, Bellossom will use the same pointless moves it does t1.
- t3: defeat Bellossom with Hurricane, switch Ludicolo for Gastrodon as Cresselia sets up Trick Room, the Rhyperior variant is an obvious auto-win from this point.

For the Lapras variant I have the following written down:
- t4 double target lapras which will take out one of peli / gastro, bring in scizor
- t5 swords dance scizor while lapras theoretically takes out the other one (and if gastro also can't target scizor period)
- t6 fake out + x-scissor but direct BP is an option depending on prior rolls
- t7 final turn of TR and if cress ran into 15% of chip somewhere then can just tect and take out next turn
...but I have not actually gotten to use it in practice. Out of the 11 times I faced them, 8 times they brought Rhyperior; for the three Lapras rounds, the first two times they brought Lapras, they actually tried to pull an immunity switch on turn 3, which did nothing for them other than speed up the above plan by a few steps with the round of Hurricane damage, and the third time I crit my own Pelipper on the switch back, putting it in Cresselia's Psychic range, which kind of threw the whole thing off script when they simply took the double KO on Pelipper + Gastrodon at the same turn. I used the next turn to click Fake Out + Swords Dance and got the roll with +2 Bullet Punch after, where Lapras could have defeated me by targeting Scizor over the 4x super effective Ludicolo, but I guess we won't know its targeting preferences here just yet.
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Can't lose the weather war if you both bring the same! Kingdra is an obnoxious one because it naturally outspeeds Ludicolo, but mono-Water Politoed is of course a potential liability when I have Gastrodon available. Honestly this one is a straightforward "take down the most threatening ones one by one".

- t1: Fake Out + Hurricane Kingdra, I only remember seeing Protect and Helping Hand from Politoed on this turn.
- t2: Hurricane Kingdra, switch Politoed for Gastrodon. Kingdra does tend to click Hurricane into the Ludicolo slot here, but it does not excessively hurt Gastrodon unless it's like, a Helping Hand crit, and only confusion is an actual potential headache here. I've also seen Draco Meteor into the Pelipper slot, Politoed may use any move here
- t3: go after Scizor here; use Protect on Gastrodon if it's in Superpower range, if Pelipper was attacked switch Scizor into the likely priority move. Scizor always falls to two Surfs (and is outsped) if it locks into Superpower, and it's harmless if it locks into a priority move.
- t4+: nothing major here and brute forcing your way through the 2v1 is always doable.
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One where we have a pretty strong typing advantage, but they have some disruptive tools available to try putting us in compromising positions; it's overall pretty free and streamlined but does require some thought.

- t1: Ice Beam Garchomp + Tailwind to counteract opposing speed control, Suicune will use either Tailwind or Icy Wind.
- t2: switch Pelipper out for Gastrodon on Tyranitar's Thunder Punch, Energy Ball Tyranitar, Suicune will once again use a speed control move.
- t3: bring Pelipper back in, finish off Tyranitar.
- t4: switch out Ludicolo for Gastrodon + Surf for a Storm Drain boost.
- t4+: Wide Guard + Earth Power. Suicune is hard walled at this point so you can just chip it down gradually, and feel free to snag another Storm Drain boost on a predictable Tailwind.
- do the same thing versus Togekiss, which will almost always open with Light Screen and reliably-enough spam Dazzling Gleam after. For any freak accidents you have a Scizor in the back, not to mention if it's attacking it's not using Light Screen and boosted Scald will sting super hard.

This is not a fully consistent script since Garchomp may also open with Protect; overall it should not majorly affect gameplans, but keep an eye on relative Speed tiers since it may give Suicune get enough turns to actually let Tyranitar outspeed Ludicolo even in rain on the turn you're supposed to take it down, in which case you have the Wide Guard option to rule out Rock Slide flinches and/or the option to take it down with Scizor instead if Ludicolo is in range for anything.
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Pelipper underspeeds Ninetales so you actually win the weather war here, making this one a joke. Open with Fake Out + Tailwind, remove Venusaur with Hurricane and everything else with Surf spam (though take care not to risk critting Pelipper if Ninetales attacks it turn 1), win. Reasons for Tailwind as opposed to immediate Hurricane can simply be given the "it's complicated" answer, but the tl;dr is that Ninetales has some mild disruptive potential with Protect and Garchomp isn't going down in one hit, meaning there's some edge cases where they can outplay and take down Ludicolo, which you don't really want when it's the only Pokemon on the team that outspeeds Charizard; making sure Pelipper also has a Speed advantage versus Ninetales and Garchomp help mitigate any worst-case scenarios a lot.

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This one is also a joke as long as you have something to shut down Hitmontop, which we do.

- t1: Fake Out Hitmontop + Hurricane Alakazam.
- t2: Hurricane Hitmontop + Energy Ball Alakazam, both are going down
- t3+: wash away the rest of the team with Surf spam, you have Scizor's Bullet Punch as a fallback option as well for any freak accidents (such as Alakazam taking out Ludicolo turn 1 with a medium to high roll crit Psychic).

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Okay one more for the ride home, not an Ace Trainer pair but very turbo notorious yet handled cleanly, so they seem like a good showcase as well. This capitalises on Gastrodon's fantastic overall matchup versus a Raikou / Togekiss board.

- t1: Fake Out Togekiss + Pelipper Surf in order to trade Ludicolo for Staraptor via recoil and avoid variance for turn 2, send in Gastrodon.
- t2: Surf for the Storm Drain boost more than anything else + Earth Power Raikou to set up the 2v1.
- t3+: keep chipping Togekiss and resetting its Double Team boosts, once Scizor comes out make the turn Swords Dance + Clear Smog for a guaranteed snipe next turn, with even Thunder Wave not being a worry thanks to Lum Berry.
- final turn: 2HKO Mismagius with either double +2 Bullet Punch or +2 Bullet Punch + boosted Scald depending on targeting.

As always, please do ask me if you want to know how I handled any other enemies! I /think/ I have run into every single pair that the RNG actually pulls at this point, at least statistically that's surely the case after 1k+ battles, and it's also worth mentioning that according to my sheet I have also seen every Trainer more than one time. I started keeping track uhhhh probably after the 119 run but surely before the 134 run, and for those who find this sort of thing as interesting as I do, these are the pairs that have harassed me most since:
22 aidan + kenton
17 myron + natalia
14 donnie + sasha, ellis + irene, mariana + jarred, tiffani + kenton
13 yvette + emilee
12 coby + clyde, edmund + jarred, madelyn + josie, myron + jane
11 andreas + johanna, clara + cortney, ellis + kelton, jerrell + auston, kailey + madelyn, kendel + jaime, kennedy + sherman, kristy + nadia, lionel + abbey, tasha + aldo
10 abbey + carley, aldo + carlo, demetri + layne, elaine + titus, herman + natalia, hernan + kevon, jaclyn + kaila, sylvia + lyle

In any case!!! That is the team and all the things I ended up saying about it before shutting myself up, and obviously this one is more special than others because for the first time in eight years I've gotten to play a certain Rush song that I don't even like much anymore for a meme occasion that only eight-years-ago Mari ever found funny. With this year's Maison streaks, I'd already gotten close to a "fresh" 1k a few times; while of course it's something I avoid obsessing over because I know how unhealthy that gets and I try to be levelheaded enough to realise that "a single bad decision or hax occurrence can be all that separates a 1k from back-to-back 500s" plus all that stuff we all know about the teams being more important than the numbers, I hope it's excusable that it's also an invasive thought that gets hard to block out when I do get it in range, and it really does mean a lot that it's done now. It being in BDSP is of course one thing that makes this one special (and I'm still in disbelief that this is the game where it happened) because of the thing I mentioned with BDSP singles that I also wanted to learn non-Maison facilities, and it being in Doubles is another thing that means a lot. I know that I'll never match certain other players in terms of building genius or all-around mastery of singular formats, but I do enjoy the fact that I have good records in both singles and doubles, and I was self-aware that after Greninziken, Marathon, and gren/mzor/glisc another doubles 1k would give me multiple four-digit teams in both formats. Which is also one of those intrusive thoughts I try to block out to sometimes questionable success, and I honestly did start feeling like KangaLati was gonna go the distance, but thankfully an almost mono-Water team was here to pick up the slack; and I mean, KangaLati might still do it one day, but now it'll be entirely for the sake of Fun and not also for a personal goal that is not always healthy and I have not always done a good job treating as optional. I'm sorry if this blurb sounds super cocky because honestly I wouldn't blame you for feeling that way, but these formats have always meant a lot to me and I have wanted to leave a legacy here, and it means a lot that I get to do it in more ways than Marathon.

The 1k thing is also relevant for the team's background, since R Inanimate's version of course ended up missing out on this number in the Subway, and while I was never really around when he was, I have always been under the impression that his misses of this goal across the generations were kind of a Thing until he pulled it off in Maison Triples by getting 1845 like a mere couple weeks into the generation. I suppose I have access to a better rain setter than he did, but even without getting into talking down my own skill level, it is pretty odd that it could get a longer streak in a facility that is arguably considered harder. At the same time, the leaderboard here also looks kind of... weird, knowing that my first goal after Starf Berry was "best of the rest", which I got at 304+, for fifth place on the player leaderboard... and I'd have to literally break 1k in order to move up even a single spot. Now that is of course a pretty flawed way of looking at it, since small playerbase etc plus Sincci and Justin still had about a million other teams between 303 and 1k which put "true" fifth place at 841+, but I think the more-significant-than-usual discrepancy between good and great teams compared with other facilities makes sense in a facility running preset teams like this one. For comparison's sake, let's look at Singles, where Suizomence and Cloyster/Garchomp/Suicune have put up good records by this Tower's standards that would still be considered more modest in Maison or Tree; the reason for that is specifically that there are teams out there that, with optimal move choices, can beat them with neutral luck, and it makes sense that with a limited number of teams it's statistically too difficult to dodge matchups like that for more than 250 battles even if the number of such teams is obviously quite low. Now remove that one once-every-250-battles matchup from the equation, and... it really makes quite a lot of sense that those numbers would suddenly explode (see CeroRift's team too!!).

It's not too unlike how I managed to get this record after struggling to break even 150 at first, which kinda throws me off but also kinda does not, since I suppose it does make sense that as I learned to play it properly it ended up hitting a tipping point where suddenly yes it can actually just keep going for an extended number of battles when unlike older facilities this Tower does have a real finite number of opponents it can throw at me. Of course that does require this team to be able to defeat every single AI team at least with neutral luck, which apparently it's gotten close enough to. Looping back to the Subway, I think in general that also may make it easier to keep a streak going here compared to there for a team that is actually running properly. This facility is unique in that it actively does become easier to keep a streak going the longer it gets in more ways than just increased skill, since earlier rounds doubled as research to fill out my cheatsheet with strategies and continue optimising them, and while early on there was certainly a lot of room for error, later sets much more often followed a pattern of look up team and strategy, sanity check strategy to make sure I hadn't gotten it wrong so far and avoid complacency, and press the right buttons, with a healthy dose of prayer to avoid the worst opponents and the ability to all but call a wide range of matchups in my favour the very second most opponents show up. You could argue that this makes things boring, and I could see where you'd be coming from, but I think it also adds another very rewarding dimension to this Tower where playing more with a team actively gets you closer to finding all the secrets of the universe in the context of the team you're using. Now of course this is also very much present in other facilities, but not in the same way, and matchup no. 999 could still be just as unexpected as no. 1; this means the AI could keep rolling up with the one impossible lineup at any point even if it's technically harder to come by, and yes it also matters that the number of matchups you're required to think through thoroughly does decrease in BDSP over time, since one way or another piloting ease does help teams go farther. Rain in BDSP not having to deal with Ferrothorn doesn't hurt either I suppose.

It's time for me to sign off here, and for once I get to promise I'll be back for more and it's not a commitment to a new team but just common expectation, even if my playing is obviously gonna be dropping to its lowest pace in months now (which I am not at all upset about anyways!). Hopefully I've already taken a good step of putting a remaining Maison demon of "reaching 1k in Doubles (barely)" to bed with Greninziken's 1028 out of the way already, and the fun thing is that this is probably also the best possible circumstance for grinding on without an immediate target after 1k. Autopilot should actually get harder to punish here than usual when it takes the form of a cheatsheet rather than poorly thought-out reflexes, and not remotely having to worry as much about the spectre of Nadia/Dalvin or Heracross Close Combat crits or Milotic freezes anymore is a very significant upside. Watch me report back in with a finished 1064 streak next week after all I suppose lmao, but hopefully it'll be a while before I need to show up here. Byeeeeee!!!!
 
okay that became a little more than 1064, my Ludicolo rain streak has hit 2002 straight wins now.

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(proof video)

With the way the BDSP Tower works and the fact that I had already run into literally every possible opponent at least once by the time of the previous update, the second 1k battles have been... different than the first, with the whole learning process mostly done down to a full per-enemy basis; while it's certainly not entirely been reduced to just inputting moves I have written down elsewhere, there's no denying that a majority of the battles are carbon copies of ones that have happened earlier. Still though, old strategies always end up being revisited, and well. hax happens lol.

For the sake of contributing something more concrete, I'll highlight a few situational threat matchups that I didn't go into last time. The common factor among most of these will be OHKO users, since other than Sophie / Irene's Lapras I may not have given those enough respect last time. Now, for the most part I personally tend to have those in "sometimes the dice roll wrong and it be like that" category and I've always been content with like. super effective coverage as my Walrein prep and feel like super tailored counterplay gets too close to "overprepping for hax makes you more likely to lose to not-hax". By and large that philosophy holds true here, but there's also BDSP's set teams to consider; i.e., in conventional facilities the fact that Walrein or whoever has to also be paired with another at least situationally threatening set to be truly a pain makes for another dice roll to lose before it gets good odds to end your streak, but over here that base of course is covered automatically, whether that means Walrein having a chance to turn 1 yeet your answer to the threatening backup always lurking behind it or Walrein only showing up once your answer has already been softened up or removed.

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Now the good news is that Energy Ball is an acceptable-odds 2HKO on Dewgong and that Pelipper draws Porygon-Z's Thunderbolt turn 1 for a safe switch to Gastrodon. This makes for a clean-enough default strategy of turn 1 Energy Ball Dewgong + Gastrodon switch, turn 2 Energy Ball Dewgong KO + Scald Porygon-Z, turn 3 Surf Houndoom + Porygon-Z KO and shut down plus overwhelm Cresselia with Clear Smog and boosted Scalds. The bad thing is that Houndoom is a Sunnybeamer which can get pretty obnoxious if you have nothing to outspeed them i.e. if Ludicolo goes down, and that without Gastrodon on the field the main way of handling Cresselia is quickly overwhelming it with Scizor, which can get a bit more complicated with a Houndoom on the field that even best case may give Cresselia room to set up some Double Team boosts. Not to mention Ludicolo's speed is very important for turns 2 and 3 as well. As a result, while plan A is "fine" and Dewgong does get only a single turn before it goes down, it does get a shot at firing off a OHKO move into a board where both Pokemon really do play a very important role in the matchup. I'm more scared of Houndoom than Cresselia here ftr because Scizor is a solid-enough plan B in the end and thankfully I have not lost Ludicolo turn 1 here yet; were this to happen, I'd try to engineer a Scizor + Gastrodon field where I click Protect on Scizor and Earth Power into Houndoom, and hopefully I don't get foiled out of that by Tri Attack hax I suppose.
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So breaking it down real quick, here we have a backline Walrein, which in a vacuum is not the worst thing ever because it's outsped and KOed by two Energy Balls or Energy Ball + Hurricane; however, that does mean at least Ludicolo would be nice to keep around, which is made complicated primarily by a backline Skarmory that outspeeds my other three therefore will always tank Surf and KO it if I'm not switching out, not to mention the presence of a Quick Claw Weezing plus a screens Meganium that most of the time tanks Hurricane and when it does go down lets Walrein enter the field when the other threats to Ludicolo are still very much alive and it's, uhm, yeah. My old strategies involved variants of immediately going for Meganium in hopes of preventing Light Screen via rolls, confusion, or it simply picking other moves while switching around Weezing's moves (logically Scizor into Sludge Bomb and Gastrodon into Fire Blast), and while the former worked out more often than I wanna admit, the latter is a lot less reliable since Weezing also likes to target Pelipper over Ludicolo. In an ideal world, Weezing tosses Sludge Bomb into the Ludicolo slot while Meganium fails to get Light Screen up, then Pelipper clicks Surf while I bring in Gastrodon, putting Weezing in range for another while also having a boosted Gastrodon on the field. Normally this is for all intents a decent setup with also still a Ludicolo in the back, but Walrein is just so much of a wildcard here and especially if it hits its first move it gets nasty. A recent battle where I lost Gastrodon early to a Quick Claw Destiny Bond (while Pelipper was in Sludge Bomb range) (...) made me wonder if I should just reconsider the strategy outright, and with some help from Sincci we figured out a path to taking out Mikel's side first (double target Weezing before Light Screen goes up, "peligastro", finish off and if Meganium clicks Leaf Storm into the Ludicolo slot turn 2 then oh well Gastrodon is the main potential liability here anyways I suppose...), then set up Scizor to be positioned as effectively as possible for Walrein. Now I have not actually gotten to try this one yet since so uhhh to be continued, but the main strategic thing to highlight here is that I'm taking advantage of Meganium's position as Walrein's gatekeeper to position myself as well as I can ahead of time. One of my no longer understandable notes in my sheet makes me think I have taken a similar approach when I ran into them earlier and board state happened to allow it, and it would be reassuring if I can make it into an okay default strategy, since at the very least it's a helpful arrow to have in one's quiver versus backup OHKO move users especially on a lineup that threatens one's main answer to them.
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Same backline, possibility to position myself much better so included it for comparison's sake. The issue here is once again the same Skarmory threatening to remove Ludicolo from the picture before it can reliably be taken out, and especially the Metagross in the front line can be a bit of a pain to handle; it also appears on Aidan + Kenton where I Fake Out it turn 1 while switching Gastrodon into Bastiodon's Thunder then switch Scizor into its Sludge Bomb turn 2, but Hariyama is one that is better left to Pelipper personally. That also means that its turn 1 targeting is not reliable enough for any switching since it might just as well fire into the Pelipper slot, and the tempting route of a Ludicolo switch + immediate Hurricane into Hariyama to shield Ludicolo while Walrein is kept hidden behind Skarmory + Metagross is further hindered by the risk of Endure suddenly leaving me outsped by 200BP Reversal. 2HKOing them with Ludicolo's Surf while switching in Gastrodon is overall the most uncomplicated route for getting past a lead like this, but then we run into the issue that Skarmory is destroying Ludicolo next turn and gives Walrein a clean shot into the slower Gastrodon, with potentially very awkward consequences especially if Walrein is at full after this turn. I won't break down all the strategies I've gone through versus these (not like I remember the whole lot of them anyways...), but it's actually possible to engineer a 4v1 into Walrein here via:

- t1: Fake Out Metagross + Surf;
- t2: Surf to finish off both + Tailwind to outspeed Skarmory with Pelipper as well;
- t3: Surf + Ice Beam to remove Skarmory and have Ludicolo live to tell the tale.

which is as good as it's gotten so far. This does still get awkward if Hariyama tosses Rock Tomb into the Pelipper slot turn 1 to leave Pelipper in KO range of a crit friendly Surf and sometimes even just a regular high roll, but it seems to prefer Endure or Rock Tomb Ludicolo over this instead, and there is still a Gastrodon fallback plan in case that happens I suppose. Does mean that I still don't consider this one fully solved, but at least it's better than worrying about potentially having to face down Skarmory + Walrein with just Pelipper + Scizor every time these two show up.
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Same Dewgong, less threatening backups thankfully so more of a completeness sake mention. Gastrodon with a Storm Drain boost or two hard counters both backups, Entei is wiped out by a turn 1 Surf, and thanks to Wide Guard we can dodge switching Gastrodon into a potential OHKO move, and while Hurricane + Energy Ball is not a KO on Dewgong turn 1, we can get there turn 2 with the Surf chip. There is still a risk of it targeting Ludicolo and hitting, which uhhhh partially on account of having faced this team only six times so far I don't recall happening so far but at least Scizor does a good enough job stepping in early that I don't have to risk Gastrodon early I guess...

Maybe the real threat at this point is variance-heavy matchups in general, because, well, that is the most straightforward way for the AI to address my ability to script down most of what they can throw at me lol. Think about it, even finicky matchups or battles that turn dire from a single RNG proc are just not threatening at all in the end if I have figured out a script they can't break out of, but matchups where unpredictable opening turns or increased hax odds mean I have to figure them out every time again are where any experience from previous encounters only means so much and I'm left with much more room for "fresh" misplays.

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So for the most part it's just a funny thing that three out of my four Pokemon are Water-types and zero of them have an Ice resistance, but when that also leaves me with three quad Freeze-Dry weaknesses it becomes a bit more dire, let alone when a user of said move also outspeeds three of my Pokemon and is holding Focus Sash on top of that. Cherry on top is a sand setter partner to cancel out Ludicolo's Swift Swim (and boost on Water moves) to outspeed actually my entire team, and we have a really unfunny cocktail. The note in my sheet is literally "fake out glaceon + gastro switch, reset rain + surf, improvise". This functionally sacks whichever one of Pelipper or Ludicolo Glaceon chooses to fire into turn 2 and, if it guns after Pelipper, may also leave Ludicolo asleep if Hippowdon clicks Yawn into that slot turn 1 because you can't exactly afford to switch it out; however, it also gets Glaceon into Bullet Punch range to at least take it out of the equation for good, and from that point, well, you're kind of on your own because there's way too many variables here for me to have properly mapped-out scripts left. Now the good thing is that there's still a fresh Gastrodon in the back with a by all accounts fantastic matchup into Raikou + Hippowdon + Breloom (and by extension ability to engineer a 2v1 state if desired) that can even afford to spend a few turns asleep plus a Lum Berry on Scizor for some very appreciated additional breathing room vs Yawn, so there's enough tools to still figure this one out fine overall; just, it can be quite the tightrope to walk that you do need to figure back out every time.
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Hey there we have Glaceon again, but thankfully it's in the backline now plus features on a team where three out of four Pokemon are Scizor food. The problem is Typhlosion, which normally I'd just wash away on lead but of course there is bitchass Abomasnow to get rid of my speed advantage plus 33% of Surf's power (and by extension my ability to OHKO it) as well as Ludicolo's ability to tank a Flare Blitz properly. For better or worse though we also have a Gastrodon who for a change does not have a much better role to fill here than death fodder to reset rain. The optimal line is turn 1 Fake Out Typhlosion + Gastrodon switch, which will get Wood Hammered into oblivion for a free switch back to Pelipper to reset rain, after which we're set for a Surf + Hurricane double KO and a way paved for Scizor (which realistically is just a Bullet Punch revenge kill on Glaceon after Wide Guard + Surf next turn trades one of my two for Aerodactyl plus Glaceon's Sash. The annoying thing here is that Abomasnow targeting the Pelipper slot is not actually reliable, but the straightforward ones all shouldn't be too bad? If it targets Ludicolo then we switch Ludicolo out instead and get it back into the next-turn-vacant Gastrodon slot after while Pelipper even with a broken Sash still isn't in crit Surf range, and if I lose Ludicolo to a crit Wood Hammer outright which has not actually happened yet then uhhhhh I'd Protect bait Wood Hammer to safely get rid of Abomasnow that turn so that Gastrodon is in versus the Typhlosion + Aerodactyl board where it's actually useful and can safely pave the way for Scizor next turn. Full disclosure I don't know if this matchup is actually losable, but I figured I'd write it up since it feels like a crapshoot every single time for hopefully obvious reasons and at least should be a good example of "targeting variance" that I'm forced to play around!
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Move over Irene, this is Ellis's real nightmare partner. The first two times I ran into them I tried opening with Wide Guard in hopes of catching an immediate Explosion, but it was quickly made clear that yes this Registeel is starting off with Swagger, deal with it. The hax-free path here is overall clean and straightforward enough, namely switch Gastrodon into the telegraphed Thunderbolt and Surf twice while using Gastrodon to finish off Registeel. The bad thing is that confusion (especially if Registeel goes for Ludicolo turn 1) and Quick Claw mean that even the most direct lines involve rolling the dice multiple times and that Registeel often will go down via Explosion instead. One way or another it's good to have it off the field I suppose, but I haven't found a way of keeping Gastrodon out of this line of fire, and then the funny thing is the backline: two potentially very threatening bulky Water-type sweepers in rain, and Gastrodon's Clear Smog is my go-to check for both Suicune's Calm Mind and Gyarados's Dragon Dance even if it's just one of them on the field. Now Gastrodon in fact has both of them to handle at the same time, which don't get me wrong it can totally do easily because it's awesome, but it's the kind of thing where I know I'm walking a fine line even if I have Gastrodon mostly fresh, and if Gastrodon also has taken a Tri Attack and an Explosion to the face first it gets pretty scary. It's always worked out so far. One day it might not.
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My notes here roughly say "probably ludigastro, hope for no mime bs but overall wing it harder than im comfy with", which is pretty much exactly how I could summarise this. Now first things first, Zapdos with Discharge and a hax item is not always as threatening for this team as it would seem, in very large part thanks to Wide Guard; think the notorious Elaine + Coby team where it leads alongside evasion spammer Ludicolo, where I can open with Wide Guard + Ludicolo Surf, Pelipper Surf + Gastrodon switch on the telegraphed Roost for a Storm Drain boost on the switch, and just go on to use Wide Guard to wall it into oblivion while defeating it with Clear Smog and Scald while Ludicolo remains a mostly dead slot that can in turn also be hard countered by Hurricane and Clear Smog when it's time. Here it's different though, not only because of the larger offensive presence but also because of the heinous Mr. Mime that throws around constant bs with Thunder Wave plus screens. Ew. Other than the "ludigastro" opening for reliable chip damage while shielding Pelipper and boosting Gastrodon while you can't really Do anything to stop screens or Discharge para anyways, this one you'll really just have to play turn by turn depending on Mime's utility clicks and hax rolls. The main other tips to keep in mind are that Gastrodon does genuinely wall Zapdos pretty hard (but with none of the other team members liking Discharge at all you still don't want to let it sit), and even if Mime goes down first "Ludicolo in rain" is not the worst thing ever to face. Since you activated Gastrodon's Storm Drain turn 1, it won't use Hydro Pump, and you can simply Protect + bring in Scizor and (if need be) switch out Gastrodon next turn to keep it safe for Zapdos while finishing it off with X-Scissor. Again, it's worked out so far, one day I might drown in hax here.
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Okay this one does not really fit this category, but it is a remaining matchup that I forgot to mention in my initial report where I can just lose to a singular hax proc that I haven't run into yet (not since the very first run I lost early and shrugged off at least...). With Abomasnow cancelling out Swift Swim, the obvious opening turns involve clicking Fake Out on it turn 1 and switching Gastrodon into Starmie's Thunderbolt while Starmie's Sash breaks to hail, allowing me to reset rain turn 2 while sniping Starmie. Afterwards, it should be a simple Wide Guard + Surf, Hurricane + whatever, Energy Ball + Hurricane. However, Starmie's demise lets in a Sunnybeam Moltres, which with all my non-Ludicolo Pokemon being slower becomes quite the major pain if Abomasnow ends up getting a Blizzard freeze on Ludicolo turn 2. Ludicolo can't take it out anymore, if I reset rain it'll just override it again anyways since Pelipper is slower, and it has Solar Beam to smoke Gastrodon. As it stands, my plan is:

- switch out Pelipper for Gastrodon while leaving Ludicolo in, expecting Moltres to set up sun (and any other moves wouldn't make things worse anyways I think);
- switch Pelipper back in for Ludicolo while it tries to use Solar Beam and gets locked into the charge turn instead;
- Scald it back into the volcano where it came from.

And of course hope that Gastrodon makes it through the attacks it'll inevitably take these turns, but yea if this all goes well I have at least Gastrodon + Scizor to handle Abomasnow + Slowbro, which is free. So far I have nine encounters logged since the ancient loss, which I suppose is still reasonable with Blizzard's accuracy and freeze chance. Let's hope theory will translate into practice properly if/when this ends up happening for real.

That makes for a nice bridge to... on the topic of pre-identified hax-based threats that need a very detailed fallback plan, this happened, and I'm very happy to announce that one of my two "what if Freddie's Heracross lands a CC crit on Ludicolo" plans went off like clockwork:
- t2: hurr dnite, tect scizor; dnite should tpunch peli while hera should cc into the scizor slot, and even dnite picking outrage is like slightly less bad here
- t3: hurr hera, sd; dnite takes down peli, send out gastro
- t4: tect scizor, scald nape; no real fake out incentive here and sciz still has the 4x weakness which normally is a bait other mons take even in rain
- t5: finish off nape, can honestly do whatever since dnite can't one shot scizor and is in bp range and cress can go down to +2 x-scissor plus whatever
. Like I mentioned in my main post, I went with this one because several weird Infernape move choices made me feel like I'd rather trust the baiting potential of 4x weaknesses than "if possible it'll use Fake Out to finish off faster enemies", and... I wish there was more to say about thought process here because this really was by far the most threatening one-off RNG proc still left, but this + the actual plan should cover the whole lot. I didn't keep track of Rock Slide versus Close Combat clicks for Heracross other than the observation of a "moderate but definitive Rock Slide bias", but even with that I'd run into this team often enough that I was probably already lucky for dodging this crit entirely throughout my first 1k and definitively lucky for keeping this up several hundreds of battles after. It was uhhh just after 1500, after a break for the Subway Cloyglischan streak plus the holidays, that I finally ran into it on the very first set, which I honestly was relieved about because the luck was starting to feel actually awkward, and on top of that the whole pre-planned line actually working out is one of the best feelings this game can give you and may or may not be the reason why I'm making this post at 2k rather than at 1,7k like I'd originally planned. Of course it's still possible that it'll happen again down the line and I'll get to provide the additional data point that no oops there is actually still too much variance involved with Dragonite and Infernape's move choices, but for now it does seem as though I figured out the right default plan here. The fact that there are certain hax occurrences that you should outright expect even specifically on naturally difficult matchups is kind of weird, since I do mean it that it had gotten to the point where I actively wanted that crit to happen, if nothing else just to see what happen but mostly to not feel undeserving of the numbers I'd been putting up. It doesn't even stop here, since I also was weirdly glad to see Nadia/Dalvin's Gengar getting a Brightpowder proc on Ludicolo's Surf which I had pegged as another potential insta-loss moment that I wanted to be able to actually beat and not just luck my way out of encountering in the first place (verdict: not as bad as it would seem when Earth Power and, though a plan C at best with double targeting risk, +2 Bullet Punch/two Bullet Punches get the job done as well, on top of Pinsir's propensity for throwing with random Endures); thankfully I don't feel like I have to worry too much about not hitting my neutral luck quota anymore, so maybe it's for the best if I just go back to babyraging about dangerous 10% or 1/24 procs when they happen next time. "Careful what you wish for" is still a thing, after all, and while I would certainly be at peace with the streak ending at the number it's put up so far, I wouldn't mind seeing it going just a bit longer either.

Getting to wrapping this up, have an updated tally of my most frequent harassers as well. Comparison with the numbers from 1k is just a funny little thing I suppose, at least it confirms for the most part that these very much are not spread evenly. From comparison on Discord with Sincci and Eisen's data it would at least appear that there is a chance of some Trainer pairs to be genuinely rarer than others (which don't mind if I do if Nadia / Dalvin and Lapras Lionel / Abbey are actually among those...), and the Ace Trainer duos' prominence probably makes sense if both variants of their teams have a chance to be rolled separately. Good thing I have those solved for the most part anyways I suppose.
26 aidan + kenton, myron + natalia
24 ellis + irene
23 donnie + sasha
22 myron + jane
21 celina + kendel, herman + natalia
20 aldo + carlo, jaclyn + kaila, jerrell + auston
19 auston + codi, bryon + kristi
19 elaine + titus, kailey + madelyn, mariana + jarred, sidney + allie
18 clara + cortney, codi + river, demetri + layne, edmund + jarred
17 lionel + abbey

For the ride home, I also have some recordings!! While I am physically not capable of providing a full recording of a streak due to bad internet + recording setup + general inconvenience reasons, I was starting to feel weird about having a 1k+ streak submitted with no actual gameplay footage at all, so I decided to go out of my way to get a substantial-enough batch recorded and posted for my next update after 1k. Just to state the obvious real quick on a few things, no I was not clicking quite this quickly at say battle 200 in the streak when I had not yet figured out most of these matchups. The way I've documented my strats is also under the assumption that I'll still be looking up most of the rosters anyway and that my skill level is good enough that I don't have to spoonfeed myself every battle turn by turn, so for the most part what I have documented is the opening turn clicks plus any slightly less intuitive win conditions. Any slowdowns in clicks therefore are battles that I don't have fully memorised to the point of not having to look up sets and/or have to run calcs or think things through better from things going off script, and you also may see some strats still being refined or freshly tried out along the way. Beyond that, fully unedited and uncommentated footage, proceed at your own risk, you know the drill etc; the battles in question are 1254-1400, hope this will reach double digit views in the next like decade or so and any questions of course do ask.


Don't bet on me providing another batch later, since this took way longer to upload than it should and having to get my awkward setup out every time I play when I am also slowing down to doing at most a couple sets every other day or so the next while would be a really good way to ruin playing for me outright, and my main goal here was just to provide a sample to have some playing to go with the yapping which I think has been achieved one way or another anyways.

I believe that's everything for now?? I wanna move my main focus to other hobbies for a bit again, but there is ofc no timeline where this one gets abandoned outright. After losing three of my prior 1k+ streaks in the 1400s and as a matter of fact only ever having made 2k or even 1,5k on the Marathon run before, needless to say I was expecting this streak to die about 403-501 battles ago, but we're still alive, and for all my initial second thoughts the team feels incredibly solid, reliable, and figured-out to play at this point and is the one that's come closest to reminding me of Marathon in that way. I have genuinely no idea where it will end, and even if it ends up getting bopped at 2025 it'll be a run that I'm super proud of, but I hope I can keep my head screwed on properly and have the RNG gods smile upon me a bit longer. Until next time!!
 
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