Submitting a streak of 248 in Super Doubles with an Extreme Evoboost team (I created a QR code for those who want to try it out!).
The team was inspired by Giovanni Costa's famous Eevee team that got him great results at multiple VGC events. I had no idea whether it could work out in the Tree, but thought it would be really fun to try in any case. I had 4 runs in total with the team, including this one - the first one got me to 86, the 2nd and 3rd ended very early. The common theme of these 3 first losses were that they could have easily been avoided by working on the EV spreads and being more careful with my play, so I kept faith in its potential, and I'm certainly glad I did!
The losing battle: G7TW-WWWW-WWW6-R8FQ vs. Young Athlete Thamina.
The team:
@ Eviolite
Sassy | Friend Guard
IVs: 31/x/31/31/31/0
EVs: 228 HP / 172 Def / 108 SpDef
Follow Me / After You / Moonlight / Protect
Clefairy provides really good redirection support while Eevee boosts. Its bulk is not to be underestimated, and if it manages to hang around for long enough, Friend Guard support makes a huge difference in keeping Krookodile at high HP. Follow Me is for obvious redirection reasons, and that's the move it goes for almost all the time. I tried a ton of options for the other moveslots, because Clefairy gets access to many good support moves, but since it almost only gets to use Follow Me, picking the optimal ones took a lot of trials. The question is: if, by some miracle, Clefairy gets a free turn where it can afford to not go for Follow Me, what can help the most? For a while, I tried Gravity to help Krookodile sweep with Earthquake (it's especially nice against Zapdos) and Tapu Fini hit Muddy Water. I also had Heal Pulse over Moonlight for a long time, but since Follow Me is always used, as long as it's on the field, Clefairy tanks all the damage and its ally stays healthy, so if anyone actually needs healing on a free turn, it's Clefairy, not the ally. After You ended up being more helpful than Gravity (or Helping Hand), as the team is obviously weak to Trick Room. Clefairy is sure to be one of the slowest Pokémon on the field, so After You helps the team have a good matchup against Trick Room (though Clefairy must be preserved dearly against these teams). Protect helps when Krookodile wants to score double-KOs with Earthquake. I'm now fairly certain this is the optimal Clefairy moveset for this team. An argument could be made for Moonblast in order to not be bothered by Taunt, but Clefairy is bothered by Taunt no matter what, since it cannot do its job when taunted, so I prefer switching it out in these occasions. It's annoying, but not that big of a deal.
@ Eevium Z
Jolly | Adaptability
IVs: HT/HT/HT/HT/HT/HT
EVs: 196 HP / 4 Atk / 60 Def / 108 SpDef / 140 Spe
Quick Attack / Baton Pass / Helping Hand / Last Resort
Eevee's set is very straightforward for an Extreme Evoboost team. Last Resort and Baton Pass are mandatory, while having one attack is obviously important. Return would work for some good damage, but I prefer Quick Attack since the team doesn't have other priority moves, and it can take care of focus sashes. Helping Hand is used when things go south with the main plan and Eevee is forced to come back at the end of the battle to support either Fini or Krookodile. In a pinch, the additional damage is really important, as highlighted in some of the replays below. The given EV spread allows Eevee to tank an Explosion from Azelf1 before the boosts and outspeed a majority of Pokémon, with 204 in speed after the boosts.
@ Leftovers
Modest | Misty Surge
IVs: 31/20/31/30(HT)/31/30(HT)
EVs: 244 HP / 252 SpAtk / 12 Spe
Psych Up / Moonblast / Scald / Protect
I experimented with a lot of sets for Tapu Fini. My original run of 86 had a Bold one instead, but I had just caught this Modest one and wanted to give it a try, so I did. I still don't know which I'd consider best, there are pros and cons to each nature and spread. In any case, there are many reasons why Tapu Fini is so good: its really good natural bulk, its amazing typing, but above all, Misty Surge. Quoting Hervee:
I looked into several Psych Up users that could be used over Fini, but ultimately, the Misty Surge support is just too important for the team to let go.
@ Sitrus Berry
Adamant | Intimidate
IVs: 31/31/31/x/31/31
EVs: 228 HP / 252 Atk / 4 Def / 4 SpDef / 20 Spe
Power Trip / Knock Off / Earthquake / Protect
The sweeper. After baton passing Eevee's boosts into Krookodile, it's pretty much over. Almost nothing in the Tree can take a boosted Power Trip, even Pokémon that resist it:
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 252 HP / 0 Def Togekiss: 199-234 (103.6 - 121.8%) -- guaranteed OHKO
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 168 HP / 168 Def Toxapex: 237-280 (162.3 - 191.7%) -- guaranteed OHKO
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 252 HP / 0 Def Steelix-Mega: 184-217 (101 - 119.2%) -- guaranteed OHKO
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 0 HP / 0 Def Carbink: 135-159 (108 - 127.2%) -- guaranteed OHKO
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 252 HP / 0 Def Umbreon: 176-207 (87.1 - 102.4%) -- 18.8% chance to OHKO
...the list goes on. Any Pokémon that doesn't get OHKOed is easily 2HKOed.
Very few Pokémon get access to Power Trip, and Krookodile is the only one that's truly viable for a long streak. It also has the advantage of a very good defensive synergy with Tapu Fini. Earthquake can score double-KOs when it's super effective, or when one of the opponents is already weakened. Knock Off is a failsafe move in case the Extreme Evoboost plan fails, since Power Trip is terribly weak without the boosts. Being able to get rid of items is also generally very useful. Protect can allow some nice positioning, as Tapu Fini can Psych Up the boosts through the Protect, so if both Pokémon on the opposing field threaten Krookodile and not Fini, using Protect+Psych Up enables a double-KO on the following turn. The given EV spread allows Krookodile to reach 230 speed with the boosts, outspeeding everything in the Tree except Terrakion2, Entei3, Garchomp3, Manectric4 and Aerodactyl1. Manectric isn't too much of a threat to Krookodile, and the rest is handled by Fini pretty easily (also, most of these are choice scarfed and can be played around). I did my first streak with Moxie as the ability, as a single Moxie boost is enough for Krookodile to OHKO absolutely anything that isn't sashed. But after giving Intimidate a try, I think it's way too important to give up, it's one of the best Doubles ability for a reason. When Clefairy gets KOed on turn 1, I can actually get 2 Intimidates in a single turn, and this can make such a big difference (see replays). I tried several items (Leftovers at first, then a 50% berry, even a Shell Bell), but Sitrus is just perfect for it, as boring and standard as it is.
All in all, I am really happy with this streak. As one-dimensional as the team appeared at first, I discovered over time that it was actually very flexible. 80% of the battles went exactly the same way: Follow Me + Extreme Evoboost on turn 1, Follow Me/Psych Up + Baton Pass on turn 2, sweep on the following turns. But learning to navigate around the different threats, learning to handle the other 20% of the battles, was a ton of fun and required some serious thought and prediction - as satisfying as OHKOing everything with Power Trip also was. I will say, though, that I've had my fair share of the Tree for a while, and won't visit it for some time now :P
The team was inspired by Giovanni Costa's famous Eevee team that got him great results at multiple VGC events. I had no idea whether it could work out in the Tree, but thought it would be really fun to try in any case. I had 4 runs in total with the team, including this one - the first one got me to 86, the 2nd and 3rd ended very early. The common theme of these 3 first losses were that they could have easily been avoided by working on the EV spreads and being more careful with my play, so I kept faith in its potential, and I'm certainly glad I did!
The losing battle: G7TW-WWWW-WWW6-R8FQ vs. Young Athlete Thamina.
The team:


Sassy | Friend Guard
IVs: 31/x/31/31/31/0
EVs: 228 HP / 172 Def / 108 SpDef
Follow Me / After You / Moonlight / Protect
Clefairy provides really good redirection support while Eevee boosts. Its bulk is not to be underestimated, and if it manages to hang around for long enough, Friend Guard support makes a huge difference in keeping Krookodile at high HP. Follow Me is for obvious redirection reasons, and that's the move it goes for almost all the time. I tried a ton of options for the other moveslots, because Clefairy gets access to many good support moves, but since it almost only gets to use Follow Me, picking the optimal ones took a lot of trials. The question is: if, by some miracle, Clefairy gets a free turn where it can afford to not go for Follow Me, what can help the most? For a while, I tried Gravity to help Krookodile sweep with Earthquake (it's especially nice against Zapdos) and Tapu Fini hit Muddy Water. I also had Heal Pulse over Moonlight for a long time, but since Follow Me is always used, as long as it's on the field, Clefairy tanks all the damage and its ally stays healthy, so if anyone actually needs healing on a free turn, it's Clefairy, not the ally. After You ended up being more helpful than Gravity (or Helping Hand), as the team is obviously weak to Trick Room. Clefairy is sure to be one of the slowest Pokémon on the field, so After You helps the team have a good matchup against Trick Room (though Clefairy must be preserved dearly against these teams). Protect helps when Krookodile wants to score double-KOs with Earthquake. I'm now fairly certain this is the optimal Clefairy moveset for this team. An argument could be made for Moonblast in order to not be bothered by Taunt, but Clefairy is bothered by Taunt no matter what, since it cannot do its job when taunted, so I prefer switching it out in these occasions. It's annoying, but not that big of a deal.


Jolly | Adaptability
IVs: HT/HT/HT/HT/HT/HT
EVs: 196 HP / 4 Atk / 60 Def / 108 SpDef / 140 Spe
Quick Attack / Baton Pass / Helping Hand / Last Resort
Eevee's set is very straightforward for an Extreme Evoboost team. Last Resort and Baton Pass are mandatory, while having one attack is obviously important. Return would work for some good damage, but I prefer Quick Attack since the team doesn't have other priority moves, and it can take care of focus sashes. Helping Hand is used when things go south with the main plan and Eevee is forced to come back at the end of the battle to support either Fini or Krookodile. In a pinch, the additional damage is really important, as highlighted in some of the replays below. The given EV spread allows Eevee to tank an Explosion from Azelf1 before the boosts and outspeed a majority of Pokémon, with 204 in speed after the boosts.


Modest | Misty Surge
IVs: 31/20/31/30(HT)/31/30(HT)
EVs: 244 HP / 252 SpAtk / 12 Spe
Psych Up / Moonblast / Scald / Protect
I experimented with a lot of sets for Tapu Fini. My original run of 86 had a Bold one instead, but I had just caught this Modest one and wanted to give it a try, so I did. I still don't know which I'd consider best, there are pros and cons to each nature and spread. In any case, there are many reasons why Tapu Fini is so good: its really good natural bulk, its amazing typing, but above all, Misty Surge. Quoting Hervee:
I wholeheartedly agree with this, and for Misty Surge alone, I think Fini is the best Psych Up user to go with the rest of the core. It shields the team against all Toxic stalling Pokémon, against sleep inducers, against Yawn phazers, and against Swagger/Confuse Ray shenanigans. As a matter of fact, with Fini by its side, Krookodile loves to receive a Swagger! Fini is also solid enough all by itself to give the team a chance whenever the main plan fails. For the longest time, I used Muddy Water over Scald, because at +2, a spread attack is so good to have, but I switched to Scald around battle 80, because I knew that eventually, a Muddy Water miss would be my downfall. Whenever the occasion is right, passing the boosts straight from Eevee to Tapu Fini is also viable, as one of the replays below highlights. Moonblast shouldn't need reasoning, it's Fini's best attack, both powerful and reliable. Protect allows Krookodile to Earthquake freely, provides free Leftovers recovery, and helps maneuver around sticky situations.Misty surge alone would warrant a spot for Fini regardless of her stats imo, covers a multitude of would be threats and negates a lot of rng without even using a slot.
I looked into several Psych Up users that could be used over Fini, but ultimately, the Misty Surge support is just too important for the team to let go.


Adamant | Intimidate
IVs: 31/31/31/x/31/31
EVs: 228 HP / 252 Atk / 4 Def / 4 SpDef / 20 Spe
Power Trip / Knock Off / Earthquake / Protect
The sweeper. After baton passing Eevee's boosts into Krookodile, it's pretty much over. Almost nothing in the Tree can take a boosted Power Trip, even Pokémon that resist it:
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 252 HP / 0 Def Togekiss: 199-234 (103.6 - 121.8%) -- guaranteed OHKO
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 168 HP / 168 Def Toxapex: 237-280 (162.3 - 191.7%) -- guaranteed OHKO
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 252 HP / 0 Def Steelix-Mega: 184-217 (101 - 119.2%) -- guaranteed OHKO
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 0 HP / 0 Def Carbink: 135-159 (108 - 127.2%) -- guaranteed OHKO
+2 252+ Atk Krookodile Power Trip (220 BP) vs. 252 HP / 0 Def Umbreon: 176-207 (87.1 - 102.4%) -- 18.8% chance to OHKO
...the list goes on. Any Pokémon that doesn't get OHKOed is easily 2HKOed.
Very few Pokémon get access to Power Trip, and Krookodile is the only one that's truly viable for a long streak. It also has the advantage of a very good defensive synergy with Tapu Fini. Earthquake can score double-KOs when it's super effective, or when one of the opponents is already weakened. Knock Off is a failsafe move in case the Extreme Evoboost plan fails, since Power Trip is terribly weak without the boosts. Being able to get rid of items is also generally very useful. Protect can allow some nice positioning, as Tapu Fini can Psych Up the boosts through the Protect, so if both Pokémon on the opposing field threaten Krookodile and not Fini, using Protect+Psych Up enables a double-KO on the following turn. The given EV spread allows Krookodile to reach 230 speed with the boosts, outspeeding everything in the Tree except Terrakion2, Entei3, Garchomp3, Manectric4 and Aerodactyl1. Manectric isn't too much of a threat to Krookodile, and the rest is handled by Fini pretty easily (also, most of these are choice scarfed and can be played around). I did my first streak with Moxie as the ability, as a single Moxie boost is enough for Krookodile to OHKO absolutely anything that isn't sashed. But after giving Intimidate a try, I think it's way too important to give up, it's one of the best Doubles ability for a reason. When Clefairy gets KOed on turn 1, I can actually get 2 Intimidates in a single turn, and this can make such a big difference (see replays). I tried several items (Leftovers at first, then a 50% berry, even a Shell Bell), but Sitrus is just perfect for it, as boring and standard as it is.
Obviously, there are several threats to a team that relies on setting up so heavily. At first, I thought critical hits were the biggest threat to the team and that I would eventually lose to that, but as it turns out, the team's natural bulk helps it power through most of the unfortunate critical hits it has to endure, and it wasn't that big of a problem in the end.
- Phazing: Very early on, I realized that the team was powerless against Whirlwind and Roar. As a matter of fact, the team's 2 early losses were to that. However, most of the teams using Roar and Whirlwind can be played around if one can predict properly. It's important to recognize the threats on turn 1, and to not boost with Eevee before taking care of the phazers. After struggling with phazers so much early on, I thought the team was doomed to never go far into the Tree. But then, I found out that almost all the sets with Roar and Whirlwind (if not all!) are sets 1 and 2, which means they are never seen after battle 50 (maybe even 40?). What a relief! This leaves Dragon Tail and Clear Smog (specifically Amoongus4) as the only phazing to fear later on. Dragon Tail can be played around pretty easily with Clefairy and Tapu Fini, which leaves Amoongus4 as the one huge threat to the team. I only faced it once, but I had to plan each turn and predict heavily around it. Sadly, I didn't save that replay; I tend to button mash way too often between battles :(
- Grass types: If Clefairy gets KOed too early, Grass types put a lot of pressure on the team and are very tough to play around. The loss at 248 is a perfect example of it. In particular, I should mention Venusaur as one of the biggest threats to the team in general, it's been a nightmare to deal with every time I faced it.
- Taunt: Obviously, Clefairy doesn't like to get taunted. But if it gets taunted turn 1, Eevee most likely got the boosts, and is now fast enough to Baton Pass before getting taunted itself on turn 2, so Krookodile is the one getting taunted, which isn't a problem (I still haven't faced a case of Eevee getting successfully taunted). Switching out Clefairy after a Taunt is annoying but I have yet to face a situation where it truly punished me for it.
- Flinches: Fast threats that flinch Eevee (Greninja3 and Aerodactyl1 stick out) on the first turns are very annoying, and with enough bad luck, they could ruin the team's dreams. Slaking4 isn't as bad, since it can only flinch on turn 1, after which turn 2 is Truant. Fake Out is also annoying and usually goes into Eevee, but it's rarely a big deal, since Eevee can usually safely boost on turn 2.
- Blizzard: As a spread move, Blizzard will hit Eevee, and also Krookodile on the switch, despite Clefairy's redirection. The real threat isn't Blizzard itself, as it can be tanked, but a crit Blizzard on Krookodile or a freeze on any of the 2 is a huge problem. For this reason, I have gotten into the habit of switching Clefairy into Tapu Fini or simply passing the boosts directly to Tapu Fini (depending on the situation) just to get the safety of Misty Surge against freezes.
- Perish Song: I only faced one Perish Song user (replay is below), but it was very scary. It can probably be played around most of the time, but requires some serious thought.
- Bulldoze, Icy Wind, Tailwind: Speed control from the opponent can prevent Krookodile from outspeeding everything, making things less safe.
- Competitive Milotic: Krookodile's Intimidate comes with the drawback of activating Competitive, and Cynthia's Milotic loves to spam Surf, which is very scary to Krookodile, though Tapu Fini doesn't mind as much.
- General hax: Thanks to Follow Me, Clefairy is on the receiving end of all kinds of paralysis and confusion shenanigans, and this can make things unsafe for Eevee/Krookodile. Once again, though, Misty Surge is a big help is preventing this from hurting the team too much.
- Setup sweepers: When facing setup sweepers as a lead, they may go for Dragon/Quiver dance while Eevee sets up, making them a big threat to Krookodile once it hits the field. In particular, as funny as it might sound, Ribombee has been the scariest thing to go against (I lost my streak of 86 to it).
- OHKO moves & evasion: If Sheer Cold or the likes hits Clefairy on turn 1, and Krookodile on turn 2, the team is in a very bad spot (obviously). It didn't happen to me, but it could have! Bright Powder, Lax Incense, Double Team, Minimize... it's all very annoying, but if you focus on taking them out from early on, you will need some serious bad luck to struggle with these, as Krookodile can OHKO any of them.
- Battle #99 vs. Dancer Carrie: HGTW-WWWW-WWW6-R9G3. This battle actually highlights the way the team functions regularly. About 80% of the battles are similar to this one, though Tapu Fini often has to come in replacement of Clefairy.
- Battle #120 vs. Wally: 8WUW-WWWW-WWW6-R9FQ. I had to save this replay just because that Outrage damage made me laugh. For some reason, almost all of my "boss" battles were against Wally and Cynthia, with Plumeria and Sina as occasionals. I genuinely didn't see anyone else than these 4 during this run (well, except Blue of course) o.o
- Battle #149 vs. Preschooler Victor: J7VW-WWWW-WWW6-R9FL. I saved this battle as an example of when Baton Passing into Tapu Fini is better than into Krookodile. In this case, I knew Dragon Tail was incoming (all phazers try to phaze out the Eevee slot after it boosts), so going into Krookodile would have made me lose all of my boosts. Obviously, Tapu Fini had a phenomenal matchup against this entire team as well.
- Battle #183 vs. Worker Omar: YQ9G-WWWW-WWW6-R9FH. What a scary battle! As you may notice, I completely misplayed from lack of attention, and hard switched my boosted Eevee into Krookodile, though with the critical hit on that turn, that misplay ended up not mattering at all. Tapu Fini comes to the rescue and shows its power, assisted by Eevee.
- Battle #188 vs. Punk Guy Dustin: VLXG-WWWW-WWW6-R9FC. This battle is an example of getting a double Intimidate in a single turn, and how much it can matter (feat. Krookodile tanking a Play Rough from Mega Mawile).
- Battle #201 vs. Golfer Patrick: VH6W-WWWW-WWW6-R9ET. Eevee flinching turn 1 - whenever it got hit by Rock Slide turn 1, Eevee just flinched, every single time. I came to expect it after a while. FeelsBadMan
- Battle #244 vs. Hiker Vivek: 4M7W-WWWW-WWW6-R9EY. For some reason the 240-250 stretch was really interesting, every battle featuring some of the team's biggest threats, but very different ones every time. In this particular example, I go against Trick Room, and that's the perfect occasion to showcase how good After You on Clefairy is. I faced many Trick Room teams/trainers before this battle, but they almost never went for Trick Room.
- Battle #247 vs. Lass Inez: GZLG-WWWW-WWW6-R9EC. Once again, I make the read that Baton Passing into Tapu Fini is a safer move, which ends up working out. Krookodile is actually still very good without the boosts, and I guess this battle kind of shows the team's good synergy.
- Battle #248 vs. Office Worker Darrel: WRGW-WWWW-WWW6-R9EA. Really scary battle against Perish Song for the first time. Going for the KO on Florges or switching Krookodile out on the last turn of Perish Song was a huge dilemma, especially since I didn't know the opponent's 4th Pokémon. I believe I made the right choice, though.
- Battle #249 vs. Young Athlete Thamina: G7TW-WWWW-WWW6-R8FQ. I have no regrets on this loss, I don't think it could have been avoided other than by luck (Hydro Pump or Leaf Storm missing), and it highlights the team's unfortunate weakness to Grass.

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