And now for some videos...
Hawlucha @ Psychic Seed
Ability: Unburden
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
IVs: 31/31/31/xx/31/31
Adamant Nature
- Low Kick
- Acrobatics
- Tailwind
- Protect
Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 28 HP / 4 Def / 220 SpA / 4 SpD / 252 Spe
IVs: 31/xx/31/HT/31/HT
Modest Nature
- Psychic
- Moonblast
- Shadow Ball
- Protect
Dracovish @ Protective Pads
Ability: Strong Jaw
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
IVs: HT/HT/HT/31/31/31
Bashful Nature (minted to Jolly)
- Fishious Rend
- Psychic Fangs
- Crunch
- Protect
Xurkitree @ Expert Belt
Ability: Beast Boost
Level: 50
EVs: 36 HP / 4 Def / 212 SpA / 4 SpD / 252 Spe
IVs: 31/xx/HT/31/31/31
Timid Nature
- Thunderbolt
- Energy Ball
- Dazzling Gleam
- Protect
I like this team and I'm pleased the Restricted Sparring Guide has been useful. However, is your Urshifu Adamant or Jolly? You say Jolly in the set but Adamant in the description.First off, I really enjoyed sb879 ’s guide to RS; that guide and the writeups of the other streaks here inspired me to give Restricted Sparring a go. I managed to get Water to over one hundred wins with a streak of 104.
View attachment 324397
Urshifu-Rapid-Strike @ Shell Bell
Level: 50
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD/ 252 Spe
Jolly Nature
- Low Kick
- Aerial Ace
- Waterfall
- U-Turn
I tried non-Bounce Moxie Gyarados, Speed Boost Sharpedo (lol), and Gmax-Inteleon (double lol) in the lead slot, but none of them worked very well for me. Gyarados lacked initial power before Moxie boosts due to having to run Jolly, it had terrible options for Airstream in terms of PP (Bounce) or power (Hurricane), and its Max Knuckle option was restricted to Rock Smash (I tried and it was pretty bad). Both Sharpedo and Inteleon needed to run power boosting items (Black Glasses and Wise Glasses, respectively) to snag crucial OHKOs, meaning they could not heal within battle. Urshifu-R, on the other hand, performs nicely in terms of power and initial speed despite not having an auto-buffing ability, and it has enough bulk (especially on the physical side) to swap into the occasional attack to relieve the backline. With an Adamant nature and max attack/max speed EVs, it hits 200 attack and 149 speed (compared to 177 attack and 146 speed on Jolly Gyarados). This high attack stat scores nice +0 Attack KOs with non-STAB Max Moves on Trevenant (Airstream), Mr. Rime, (Flutterby), and Beheeyem (Flutterby), among other things.
As for moves, Low Kick is an A+ level RS move in term of power and PP and is almost a must on RS physical attacking leads that learn it. A 100 BP STAB Max Knuckle off a 200 attack stat OHKOs a lot of stuff even unboosted, including Cloyster 94% of the time, non-Sturdy Gigalith, and most normal types not named Greedent, Miltank, or Dubwool. Aerial Ace provided Airstream, knocking out most Grass types even without an attack boost and giving me the jump on faster threats (especially Ribombee, Starmie, and Alakazam) if I could use it before they got in. Almost every battle that I used Urshifu in I tried to use Airstream as early as possible; Knuckle + Airstream into lead Pokemon I couldn’t OHKO was a very common move; even if I could KO something I would sometimes lead with Airstream just for the boost. Aside from the weak Aqua Jet, Waterfall has the most PP of any physical water move Urshifu has, and the flinch chance is nice if you’re feeling lucky. Most Ground types get OHKOed by Geyser, along with neutral targets like Braviary, Rotom, and non-Intimidate Luxray, and it can set weather with Geyser (no Gmax here!). "Only" 24 PP is a little disappointing but livable; it tended to be the move that ran the lowest if I wasn’t careful. There are a few options available for the last slot, but U-Turn provided the best coverage and PP for me. Unboosted Max Flutterby takes out four unique Pokemon that Geyser and Airstream do not: Malamar, Mr. Rime, Beheeyem, and Exeggutor, the last two of which threaten the whole team. The Starmie OHKO (even outside Dynamax!) is also great if I have a speed boost, and the special attack drop is nice against stuff like Clawitzer. U-Turn also alleviated some PP pressure from both Low Kick and Aerial Ace, and it had the niche use of getting a bit of chip on stuff like Musharna and Orbeetle; I was never starved for U-Turn PP. All told, this moveset ends up with 120 PP.
Aside from the lack of auto-boosting ability (Unseen Fist is almost useless), Urshifu suffers a bit when Dmax runs out from a weak flying move and susceptibility to contact abilities like Flame Body, Static, and Poison Point. It’s really tempting to finish that Volcarona or Coalossol after Dynamax, but the Flame Body risk is killer. From glancing at Urshifu’s movepool, I believe it learns zero 100% accurate non-contact physical moves, so the contact issue really can’t be helped. Rock moves are your only option, but their mediocre PP and dubious additional coverage don’t seem worth it to me.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 172 SpD / 84 Spe
Calm Nature
- Soak
- Toxic
- Rising Voltage
- Rest
Volt Absorb Lanturn is incredible on a team with two electric weaknesses; passive healing opportunities are plentiful. I only used Rest about 4 times on my third leg but stayed or near full health almost the entire time thanks to Volt Absorb and Leftovers. Lanturn also takes weaker special water moves like a champ, and the flying resistance really helps against Mantine and Pelipper. The speed EVs hit a stat of 98. I wanted to outpace Dragalge (96), but another 8 EVs got me the jump on Kommo-o, Golduck, and Cramorant (97). Other notable things Lanturn outspeeds are Gyarados, Milotic, Drifblim, Kingler, and Gardevoir. This Pokemon is my primary answer to bulky special attackers that Urshifu cannot defeat. Along with Toxapex’s help, it can also allow the team to beat physical Electric types like Boltund and Intimidate Luxray. Lanturn’s physical bulk when uninvested is not very good, so it is best to avoid physical hits if possible. Even though it lacks Recover, I think Lanturn can outperform a traditional “mudboi” like Gastrodon or Quagsire on Water because of the increased speed, resistances to Ice and Flying, additional special bulk, Volt Absorb, and electric coverage.
Now the elephant in the room: SOAK! Bear with me… Soak is a bit of a meme, but aside from the obvious shenanigans of poisoning Toxapex and Magneton and raining Max Lightning fury upon former Grass types, Soak robs Pokemon of their STAB. Halving the power of Adaptability Dragalge’s Draco Meteor is incredible. It also helps Lanturn deal with specially based Psychic types (a problem for the rest of the team), and it can tame specially based Ground and Grass types in a pinch; I have used it to prevent death at the hands of Lilligant (thank goodness the AI is dumb and loves Quiver Dance!) and Pallosand. Soak also makes for a good “wake up” move for Rest so you’re not burning PP on Toxic or Rising Voltage. Toxic does Toxic stuff, but with the added support of Soak it manages to deal with otherwise-annoying Pokemon like Escavalier, magnet duo, Amoonguss, and Toxapex. Rising Voltage has good PP, and it packs a reasonable punch under Dmax/terrain, even without special attack investment. Using Soak + Max Lightning is fun, but dangerous, as Rising Voltage PP can disappear quickly, since it's the only attacking move. Having to run Rest is sometimes seen as a bad thing, but Lanturn bodies enough stuff that it can usually Rest safely, and the ability to absorb status is great with a lead that is susceptible to every conceivable status condition. I only had the Rest + Electric Terrain conundrum come up once; usually, if Lanturn maxes, it usually does not have time to Rest after. All-in-all, a very fun Pokemon to use, even if it's not the most PP efficient option.
Toxapex @ Black Sludge
Level: 50
Ability: Regenerator
EVs: 252 HP / 252 Def
Bold Nature
- Scald
- Recover
- Baneful Bunker
- Toxic
This is the same set from doctordoak ’s water run, except I forgot to put the extra 4 EVs somewhere after trying a speedier version. Baneful Bunker is specifically useful against Luxray, Boltund, and Steelix on this team comp. It forms a very solid core with Lanturn, and it can even tank multiple Earthquakes from Trevenant and Quagsire if needed due to its great bulk (assuming it hasn’t been Yawned by the latter). I shied away from Pex for a while due to the shared Psychic weakness with Urshifu and shared ground weakness with Lanturn, but the poison immunity, Regenerator, fairy resist, ability to run Black Sludge, and titanic physical bulk all made Pex worth it. The limited PP is unfortunate but manageable for legs under 40.
Threats
Pex handles it, but at the cost of PP. Scalds don’t even tickle it. You can try to swap a bit with Lanturn to preserve PP, especially if you can predict the Wishes. Boosted Moonblasts aren’t fun.
Urshifu needs a boost to KO in Dmax; neither it nor Pex like this thing. Lanturn Soaking then maxing is the best option I have found, as it loves to waste turns resetting terrain if you keep disrupting it, and you can block Yawn.
It almost always Ingrains turn 1 against Urshifu; Knuckle into Airstream gets it. If you don’t want to risk it, PP stalling with the back line works pretty well, especially after a Soak.
Urshifu cannot KO unboosted. Lanturn’s Soak robs it of STAB, then it can be poisoned, but not without the risk of Spite whittling Toxic PP. Switching between Lanturn and Pex is imperative once this gets poisoned.
Fine if Urshifu is in and can max or has boosts post-Dmax, gnarlier on the backline. Maxing Lanturn is it next best option. If Lanturn isn’t in good health and/or lacks Dmax you’re SOL.
Yawn + bulk means you can’t max. Low Kick into U-Turn gets some damage and Pex can finish with Toxic, but it doesn’t like STAB Earthquake.
If Urshifu is doing well on health, I like to just Knuckle into Airstream on this and tank the Grassy Glide. Otherwise, you’re burning Pex’s PP because you have to stay in.
If Urshifu is in, Waterfall unboosted is a OHKO. If it is not, say goodbye to at least half of your back line. Luckily this never showed up in my backline.
This thing often uses Body Slam over Belly Drum (but can do either), risking paralysis. Switching into (healthy) Lanturn and maxing is the probably the safest play, but Knuckle into Airstream works if you’re willing to risk paralysis. I’ve done both, and the only time I switched in Lanturn was the only time it used Belly Drum over Body Slam.
If Urshifu is maxed, not a problem. In the back line, you need to get a Soak on it.
Fine against Urshifu, less fine in back line. Pex has to take the Power Herb Solar Beam, then get a Soak in on a charge turn after tanking a Psychic while swapping between Lanturn and Pex. Had to do that only once, lucklily.
Lanturn does pretty well, but still annoying, especially if it gets a Download boost off Urshifu
This thing sucks a lot and is almost hopeless if you’re out of Dynamax. It ended at least two runs for me. The usual Knuckle into Airstream from Urshifu does it if you have Dynamax, but Dual Wingbeat stings if it decided not to use Swords Dance (AI is inconsistent here regardless of Urshifu’s remaining HP). If you’re out of Dynamax you’re a bit screwed; Pex can’t do much to it other than watch Swords Dances get set up, and Lanturn takes heavy damage from even unboosted X-Scissor AFTER a Soak, all the while failing to OHKO with Rising Voltage post-Soak. Dmax Lanturn can 2HKO even without Soak.
Pretty much GG if Urshifu isn’t out or Lanturn doesn’t have Dmax. Boomburst hurts a lot.
Combo of bulk, big damage and good Poisoning damage make this unpleasant for Urshifu; Weak Armor and Blunder Policy don’t help. Maxing Toxapex became my go-to if this was a lead, and thankfully that’s all I ever saw it as, except maybe once when I had both Rain and +1 Attack on Urshifu post-Dmax.
Gross; Max Flutterby isn’t a guaranteed OHKO without a boost. U-Turn helps weaken it then Lanturn does OK, but Calm Mind and Trick Room are both bad.
At +1, Urshifu can KO this thing 75% of the time with Knuckle or Low Kick. Otherwise, it can’t stay in due to Scald burns. In the back line, this thing really likes wasting PP with Rest. With Leftovers, Rising Voltage is 7 or 8 hit KO. Usually whittling it down to just above half with Toxic on it then a couple Rising Voltages works, but it sometimes Rests before hitting half health if it’s poisoned. Maxing Lanturn could help, but I believe most of the times I faced this were after Urshifu had used Dmax without getting a Knuckle boost.
Gnarly, especially as a lead. I got lucky with Draco Meteor misses twice while switching in Lanturn. Soak Toxic with some Pex switching is good here once it gets up two layers of Toxic Spikes.
Dry Skin can make this thing immune to most of this team’s shenanigans. Airstream OHKOs if Urshifu has Dmax, but even Lanturn doesn’t like Nasty Plot boosted attacks.
Urshifu needs to be at +1 Attack to KO; Scope Lens + Sniper Draco Meteor is scary, but Soak helps.
Faster than Urshifu. Poison Fang sucks due to the poision chance, and it likes to use it. Urshifu needs +1 speed and a +1 attack (or rain) to OHKO with Geyser without risking poisioning. I generally swap in Pex and max it if I see this as a lead, but SpDef boosts from Acupressure are brutal.
The combo of speed, Charm, Super Fang, and two SE moves on Urshifu is unpleasant. I stupidly stayed in on one once with Urshifu and got Charmed. I didn't face many this run, which is good.
Future Sight and high speed means Urshifu can’t stay in without a prior Airstream boost; Pex manages Future Sight OK but doesn’t appreciate it, so trying to keep Lanturn in is ideal. Light Screen and Skill Swap make this a pain as well. It could easily end a run with the right teammates.
Lanturn does OK, but those Psychics sting before a Soak. Urshifu at +1 speed deals with this even with unboosted plain U-Turn, which is one reason to get an Airstream boost if possible
Another reason to get an Airstream boost with Urshifu. Sort of a compromise between Swoobat and Starmie, with Safeguard to boot. Like most special attackers, Lanturn does pretty well, especially with Soak. Trying to stall out Light Screen is best, but timing is tricky.
Yet another case for Airstream boosts! Failing that, Pex to Lanturn is a good pivot, then Soak reduces its power. Moonblast Special Attack drops aren’t great, though.
More notes on the run and team
I tried to put some specifics of battles in the earlier sections, but I don’t have detailed notes. First leg was 34 battles, second was 33; I think one heal came down to Waterfall PP on Urshifu and the other general PP on Toxapex. I know Lanturn got saved from near death by Volt Absorb healing at least once, and I had to use Regenerator to claw Toxapex back from the brink at least once as well. Pex got burned toward the end of leg 2 but Black Sludge negated that issue for the most part. I think I ran into at least three Beheeyems after switching Urshifu out of the lead, but luckily I had Dynamax on Lanturn each time. The final battle involved a Perish Song Politoed against my Toxapex with one remaining Toxic PP. I was hoping it used Perish Song earlier than it did to end the run with a bit of flair, but Toed died of Toxic poisoning too early. Oh well; it least it was an extra win.
I think a few battles over 100 is where this team maxes out due to the limited PP on both the lead and back end; Water could theoretically use Recycleppa on Regenerator Slowbro/king (with Teleport with the release of Crown Tundra!), but their defensive typing and status vulnerability are horrid in RS, at least on paper and with some limited testing of a non-Recycleppa Slowbro set.
On to Normal?
I'm going to try it for a bit, despite it seeming terrible at first glance and after a few tests. The mix of Sirfetch'd's bulk, Mienshao's speed, and Steelix's combo of Sturdy + Ganlon Berry + Body Press make it a tough nut, especially with the removal of so many faster Normal/Flying types from SwSh.
And some more videos!
Hawlucha @ Psychic Seed
Ability: Unburden
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
IVs: 31/31/31/xx/31/31
Adamant Nature
- Low Kick
- Acrobatics
- Tailwind
- Protect
Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 28 HP / 4 Def / 220 SpA / 4 SpD / 252 Spe
IVs: 31/xx/31/HT/31/HT
Modest Nature
- Psychic
- Moonblast
- Shadow Ball
- Protect
Dracovish @ Protective Pads
Ability: Strong Jaw
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
IVs: HT/HT/HT/31/31/31
Bashful Nature (minted to Jolly)
- Fishious Rend
- Psychic Fangs
- Crunch
- Protect
Xurkitree @ Expert Belt
Ability: Beast Boost
Level: 50
EVs: 36 HP / 4 Def / 212 SpA / 4 SpD / 252 Spe
IVs: 31/xx/HT/31/31/31
Timid Nature
- Thunderbolt
- Energy Ball
- Dazzling Gleam
- Protect
I like this team and I'm pleased the Restricted Sparring Guide has been useful. However, is your Urshifu Adamant or Jolly? You say Jolly in the set but Adamant in the description.
EDIT: Thinking about the list of Normal types, there's got to be something hidden like Lanturn for Water and Aerodactyl for Rock. Maybe Regigigas has some defensive potential now it has Rest, and there's Snorlax with its massive special bulk and Curse + Recycle, Type: Null which has been used before, Greedent with surprisingly good physical bulk and Defense Curl + Body Press... even Noctowl could work as a special tank now it gets Calm Mind this generation! Only testing will tell what works...
<3I’m making a larger point here: I legitimately don’t know why our more serious players haven’t given Recycle a serious look.
[ ... ]
The thing is…a good team, Recycle or no, has to utilize type synergy and switchstalling to stall things out to spare your PP or HP anyway. sb879 had to do this recently against Salazzle to conserve HP. EightVelociraptors used his Heatran and Corviknight tandem to great effect, even without Pressure.
What the fuck did I just read!? This takes me back to previous gen leaderboards where the gap between first and second is ludicrous in scope. Tursk 6840 meet Jump 282.View attachment 327015
Here’s the situation: two-out Dragalge is out of Draco Meteors (and is at -6 SpA), and has just started to use Flip Turn (20 pp) on +6 Def Zone. Zapdos (Leftovers) is ~50% HP, and two layers of Toxic Spikes are up.
I want to be able to switch Zapdos in on usages of Toxic Spikes around eight times to get its HP back to 100%, and can accomplish this easily by using Recycle/Rest accordingly until Dragalge is out of Flip Turn.
While setting this up, after six Flip Turns (which I count aloud, backwards) I determine that it is indeed possible to refresh my Body Press PP. This is one of the more advanced considerations of using this particular Magnezone, which greatly prefers to start every battle with at least 6 Body Presses.
I can easily 2HKO Dragalge with +6 Body Press, but that would leave me at a dangerous 2 PP for the next battle. Dangerous because whatever poke I kill next with Body Press may require exactly two PP, which would use my Leppa Berry just as a threat like Volcarona or Marowak I can’t Recycle in front of comes out. Having to switch out and not being guaranteed to get a chance to Recycle on the last batter, this would cost me my berry for good, since consumable items are un-Recyclable if you don’t begin the battle with them.
But knowing I still have Dynamax available, I get a better idea:
0- Atk Analytic Magnezone Max Knuckle (90 BP) vs. 0 HP / 0 Def Dragalge: 14-17 (10.6 - 12.8%)
+1 0- Atk Analytic Magnezone Max Knuckle (90 BP) vs. 0 HP / 0 Def Dragalge: 22-26 (16.6 - 19.6%)
+2 0- Atk Analytic Magnezone Max Knuckle (90 BP) vs. 0 HP / 0 Def Dragalge: 29-34 (21.9 - 25.7%)
0+ Def Analytic Magnezone Body Press vs. 0 HP / 0 Def Dragalge on a critical hit: 43-51 (32.5 - 38.6%)
So if I do not crit with any of my Max Knuckles on the 132HP Dragagle, I can use the four “BP” PP I need to to refresh my BP PP and, much more importantly, Recycle. 132-17-26-34-51 (max damage rolls) is greater than 0, and yes, that simple arithmetic was absolutely performed to ensure it.
Confident in my strategy, I Dynamax and use Max Knuckle thrice with no crits. I have one BP PP after I revert, and I know that BP can’t kill without a crit.
Except I forgot to switch out.
And it cost me my berry forever.
I forgot that switching out to Zapdos wasn’t *just* to restore its own HP via Leftovers. It was also to reset Zone’s Defense to +0 so I would never OHKO Dragalge with Body Press. This was my third leg, and I’d played well to get where I was at that point. The only remote consolation was that, at that point:
View attachment 327017
View attachment 327018
Realistically, I wasn’t going to get more than like 10 battles before having to tap out. Grass Knot PP is essentially required to kill things like Krookodile and Quagsire, and 13 total PP meant a good four wins, tops. Zapdos had even fewer attacking PP, and while I derive much benefit from passively stalling with Pressure and Leftovers, Zapdos would only be good for about three more wins.
Don’t get me wrong—I was mad as fuck at myself for this blunder. Playing without Leppa Berry the rest of the way changed how I would have to approach every single battle. It would be great if, for the rest of the way, I would only see pokes that Xurkitree or Zapdos HAD TO address. Stuff like leadoff Starmie (requires Xurk to stand its ground, take the hot ground ball of LO Surf/Psychic and retire the threat) or Gourgeist (requires Zapdos to switch in and Airstream for the OHKO) would make the lack of Leppa Berry moot.
But leads like Miltank and Dunsparce, pokes on which Zone routinely set ups (gets to +6 AND kills at high HP), would make me regret my brain fart immensely. Because every time Zone gets set up on a leadoff is a chance to have to expend no finite PP the entire battle, which is invaluable, as I mentioned in my prior post.
So now, the question became one of how to stretch this leg without using any PP I didn’t have to, attacking or not.
Here’s how it played out after I lost my Berry.
Zurk: 6 RV/1 TS/2 VS/4 GK
Zap: 4 RV/5 AC/6 LS/5 Rest
Zone: 10 ID/10 ID/7 Recycle/9 Rest
Battle 1 A.B. (After Berry):
Leadoff
Excellent to see. Requires Overgrowth
1-out
This is totally fine as well. As a rule of thumb, I don’t want to switch out of Dynamax even if Zone can set up on the last mon. The risk of 2-out Kommo (which essentially requires a switch because a CH Close Combat can result in an actual loss) is too high when I can no longer Dynamax. So I don’t feel bad having to kill this with Xurk.
2-out
Excellent. My team hates this if Xurk isn’t out (so, even if Zone had set up against 1-out Dubwool) because of the damage it does to make Zone’s job harder for the next battle.
Excellent first battle from a PP perspective.
Battle 2 A.B.
Leadoff
Marvelous lead. I’m out of range of Zoroark so I can happily RV without dynamaxing.
1-out
Now this feels bad man. I would easily set up Zone on this and likely save two finite PP. In this position, I have to ID once then OHKO, and be grateful that this even kills. I Rest, ID once and BP once for the kill.
2-out
Kind of sucks but at least Xurk almost always OHKOs with TX (Dyna-RV), which I do after switching into the almost-guaranteed Grassy Terrain. (No Triage, boosted Giga Drain either.)
Overall, lost 1 finite PP I would otherwise have saved. Not awful that Zone only had to use three PP to kill something, and it needed to Rest anyway, though.
Battle 3 A.B.
Leadoff
Blows. Zone LOVES leadoff Accelgor. “Luckily” I ohko Accelgor at +4 Defense so I don’t have to use three ID PP here.
1-out
I OHKO at +4 with Body Press so I extremely gladly take this. Nothing changes.
2-out
The only semi bad thing about this is that I don’t 2HKO guaranteed with Body Press because I’m not at +6 (53% min). I 3HKO (because it doesn’t Wish first turn) without taking too much damage.
Most importantly…Xurkitree only OHKOs this at min +1, which implies three finite PP gone (imagine if I decided to OHKO leadoff Accelgor with it, then obv OHKO 1-out Scrafty).
And Zapdos hates this straight up. I’ve literally switched out of Dynamax on 2-out Aroma to conserve PP. I wasn’t gonna show the Zone calc but I sure as hell am now:
+4 0+ Def Magnezone Body Press vs. 252 HP / 0 Def Aromatisse: 79-94 (39.5 - 47%)
4 SpA Zapdos Max Lightning (140 BP) vs. 252 HP / 252+ SpD Aromatisse: 79-94 (39.5 - 47%)
Oh look it’s the literal same damage range. Except Zapdos hates every move Aromatisse uses (it won’t use Draining Kiss): Wish guarantees minimum 3HKO; CM guarantees minimum 3HKO; and Moonblast will drop SpA which is just as bad as CM. +4 Zone only hates first turn Wish, and +0 (just-switched) Zone actually loves that because I’m trying to get to +6 without it CMing.
The point is that I only lost one Body Press PP more than I would have, had I been able to ID three times. So this was an A- battle at worst.
Battle 4 A.B.
Leadoff
Excellent. Completely binary—I must switch to Zapdos and use Airstream for the OHKO. It actually used Phantom Force, which required a Max Guard, but that had nothing to do with my lack of berry, so whatever.
1-out
Excellent, OHKO with Airstream.
2-out
Lame as fuck. Had to stall this out of Super Fang with Zone, which cost me 3–5 Rest PP, then 2HKO with +2 BP:
+2 0+ Def Analytic Magnezone Body Press vs. 252 HP / 0 Def Dedenne: 84-99 (50.6 - 59.6%)
Importantly, I didn’t lose any finite PP I wouldn’t have otherwise, though, especially when remembering that switching Zapdos out of a 1-out poke after the required leadoff Dynamax to set up Zone is suicidal. All in all, not that bad a battle, especially since I had so many Rest PP. AND I didn’t have to fear Pickup Dedenne stealing my berry after I popped its Balloon and tried to Recycle, so yeah fuck off Dedenne. “who wants a berry anyway” #1.
Battle 5 A.B.
Leadoff
Great lead, to be honest. Even with my berry, Zone has a very tough time setting up on this because of Torment and Metal Sound. I’ve done it, but I end up with -6 SpD because it kills itself with Steel Beam after running out of everything else (Foul Play). So I gladly take the strikeout with Xurk.
1-out
Extremely good 1-out pokemon to see when I “have to” kill a lead with Xurk. Why?
252 SpA Xurkitree Max Lightning (90 BP) vs. 0 HP / 0 SpD Sharpedo through Protect: 110-129 (80.2 - 94.1%)
I know I’m at +1 and Electric Terrain is up. I show this calc so you can understand the next statement: The only way to OHKO Sharpedo, guaranteed, is with Dynamaxed +1 Xurkitree. And what’s my current PP situation?
View attachment 327024
I don’t want to use an Electric PP, for reasons that have nothing to do with my berry. And I’m at this PP situation for reasons that, for the most part, have nothing to do with my berry. I’d still want to use Max Overgrowth here even if I had 6 PP total (and not 4) for Elec moves at this point because of PP management.
So I make my decision:
And am extremely rewarded. Because of Protect, my actual position and move are perfect.
2-out
Corviknight can’t Unnerve something that has no berry! That’s “who wants a berry anyway” #2. I switch around a ton till it kills itself with its second Steel Beam because what else am I gonna do? I don’t *have to* stall out Taunt then ID to kill it with BP even if I had my berry, so switching ad infinitum works for me here.
Battle 6 A.B.
Leadoff
Excellent. Again, we’re only looking at binary things here because of the loss of Leppa Berry, so having to use our penultimate GK PP is a non-factor.
1-out
Even better. Alcremie sucks as a leadoff, and while I can OHKO it now at +1, I don’t really want to with only 5 PP left on Xurk. Most importantly because it’s a free “don’t waste PP” mon, especially with one out AND Dynamax intact. Misty Explosion is inevitable, and switching back and forth between Zapdos and Zone is extremely ideal even before accounting for ridding myself of SpD drops (Fake Tears) by default.
2-out
A bit lame, but not terrible.
View attachment 327025
Since I have Dynamax intact, I can minimize the damage I take with Zone if I play smart. I decide to ID, then Rest, then Dynamax to take two hits while I’m big, Max Guarding with one of my six (useless [sadly]) Recycle PP, then reverting to kill with +2 Body Press, which I’m very likely to do after Luxray’s own Wild Charge recoil (I do 86-102%).
I do kill with BP and end the battle with 146 HP (+10) and 2/4/5/2 PP, having used exactly one of each. A very good battle overall.
Battle 7 A.B.
Leadoff
Sigh. I usually stall this out with Zone because it can’t do anything, but in this case I really have to watch out for Copycatted Psychics. I have to deftly use Zapdos Light Screen and Zone Recycle to bait it into Copycatting any move that’s not Psychic. This costs Zapdos a few LS PP I wouldn’t have lost otherwise. Zapdos’ status after switching into Psychic:
View attachment 327026
I wish I could show you the entire fight here. Everything is on the line here, since Rime has 30 Psychics in theory (20 Copycat PP) and Zone has only 2 Rest PP. I must use a PP with any of my pokes any time I want Rime to use anything other than Psychic, because that’s how I give Rime a chance to Copycat me. Otherwise it’s legit going to fire away with Psychic or Psycopycat, since it will never use its own Recycle or Mirror Coat until those are expended.
Here’s a snippet of this in action:
0 SpA Mr. Rime Psychic vs. 212 HP / 84 SpD Dynamax Zapdos on a critical hit: 76-91 (19.7 - 23.6%)
Notice I had 92 HP? Notice Light Screen was up? Notice the max damage a crit can do? Yeah.
Anyway, Zapdos used three Light Screens and one Rest. I ultimately positioned myself to switch Xurkitree in on Rime’s final Struggle, which was no small feat. I figured that even though I don’t want to have to use any Xurk PP and it is the least capable of restoring its HP, I wanted it in to face the next batter. Which was…
1-out
…the literal best pokemon I could have thought of. This 101% requires Xurkitree since Quagsire could have Unaware to negate +6 Zone, and Zapdos doesn’t even 2HKO with Airstream and will likely get Yawned. So even with a set-up Zone with a Leppa Berry, I would have actually been in a worse spot given that I’d have to switch in Zapdos, then hopefully switch Xurk into a Waterfall or PuP.
2-out
Wish I could have killed this with Zone to save a finite PP, but at least Xurk is at +1 and always kills…
+1 252 SpA Xurkitree Max Lightning (140 BP) vs. 0 HP / 252+ SpD Oranguru: 157-186 (100 - 118.4%)
…and barely, at that. Electric Terrain would never be up after killing Quag, and this is my strongest attack here. Can’t make this up. Excellent battle, only losing one finite attacking PP I didn’t have to.
Battle 8 A.B.
Leadoff
You know what leads my team hates? This is one of them. But not as much when its “all hands on deck” and I’ve gotta do what I gotta do to win.
This is pretty binary—there are few pokes Zone hates more even when fully set up. I’ve realized the best way to handle this is to Volt Switch to Zapdos so Airstream can OHKO after Trick Room (TX kills only 5% of the time). I take a Psychic (no SpD drop) and out comes…
1-out
…one of the primary reasons for Zapdos’ existence. Even with TR up this is always completely binary, even in a world where somehow Zone is fully set up. I take a Heat Wave, no burn, and out comes…
2-out
…a blessing in disguise. Zapdos never OHKOs this even if I wanted to use finite PP. You know what probably does, though?
0+ Def Analytic Magnezone Body Press vs. 252 HP / 0 Def Thievul: 166-196 (98.2 - 115.9%)
And guess who’s finally faster thanks to TR being up, and will NOT have to risk its berry getting knocked off OHKOing this not-so-sly fox? That’s right.
This is a fake calc sadly, because after switching itemless Zone into a delicious Knock Off that did 9% (“who wants a berry anyway” #3), due to TR Thievul moved last and I didn’t get the Analytic boost the calc implies. I got Red Carded out to Xurk and had to switch Zapdos into Knock Off again to finish the fox off.
Overall, could not have asked for a better battle. Zone@Leppa hates all three of these pokemon, set up or not, and I actually got to save finite PP here because Zone would never have a chance to Body Press Thievul otherwise.
Battle 9 A.B.
Leadoff
So this is a crappy lead because Zone sets up on it. I won’t be able to thanks to Cosmic Power and all the PP Lunatone has, so I basically have to kill it with Xurk. That’s not as bad as it seems, because:
View attachment 327027
With only 2 PP left, Xurk was not going to sweep any more battles, through virtually no fault of its own or mine. Still, I felt a bit bad having to use half my remaining PP. Until…
1-out
…this came out. Trevenant is easily a top-three worst pokemon to see for my team at any point. Forces out set-up Zone (great in this scenario where I’m assessing how useful set-up Zone would have been in practice), and forces my entire team to play around it if I don’t want to part with two turns of Dynamax, two Airstreams, and 40% of Zapdos' HP. But how was I going to actually beat it without Zapdos Dynamax available? Here’s peek into how:
“Who wants a berry anyway” #4. There’s almost nothing more satisfying than a strategic Struggle from a mon that could not more deserve a good rest, and then trolling Poltergeist with my blundered non-berry. I still had to stall Trevenant out (of Horn Leech and Skitter Smack) smartly, though, and was able to do so without using any attacking PP. Trevenant eventually struggled to death on +6 Zone and out came…
2-out
I had one PP each of Body Press, Iron Defense, and Recycle, and was very happy Lycanroc did not use Endure.
Somehow, I still hadn’t had a battle that cost me many finite PP at all, through 27 full pokemon. With Xurk finally down, the writing was on the wall, and the next battle with leadoff Pressure Vespiquen then Snow Warning Abomasnow proved to be “unwinnable.”
Requiem For A Leppa
I can gladly and safely say that, in practice, losing my berry did not cost me more than two battles, three tops. Set-up Zone in theory would have been forced out of 1-out pokes, and I had to lean on Xurk to address the Mamoswines and Gyarados that led off these battles.
This ended up being my longest leg of the session. My extremely grueling second leg was somehow only one win shorter than my first leg. So what was my first leg?
So yes, those nine battles at the end mattered quite a bit, but in the grand scheme of things, the hard part had already been done.
--
View attachment 327034
When I get to this part of my post, I always feel a bit remiss. “What about battles 1-273?” “How on earth did you win 94 battles in your first leg?”
My first leg was completely devoid of any Goodra, Trevenant, and Vileplume, the three biggest PP wastes I can face without question. My second leg had all of the above repeatedly (at least three of each), but I won 50 battles that leg before I used a single Rest PP with Zapdos.
I diligently kept Xurkitree’s HP high to guard against lead Zoroark and to buffer the lead Starmie and Ribombee I have to kill. I switchstalled often with Zap and Zone, restoring Zapdos’ HP without costing me PP, which is “probably” why I didn’t need to Rest for over 50 battles. And I took pretty much every opportunity I could to set up Zone safely, especially later in each leg, saving a finite PP here, and two there, etc.
I played…well. I’m not being glib. I just don’t know how to put this into words that you will understand.
So instead of glossing over my actual progress, I’ll put this into perspective.
--
Let’s do some more simple arithmetic.
Take something like Kartana, who has 120 pp on its ideal set and can snowball easily into actual OHKOs, especially with its amazing speed. Let’s say it can kill 90 pokemon it faces at any time—leadoff or two outs—with those 120 pp.
Let’s say Rillaboom, another grass type, could perform similarly, and covered Kartana’s weaknesses defensively (it doesn’t really). 90 pokemon killed per leg. Throw in some magical Flapple (grass type) that also has 120 attacking pp and the same 90-pokes-killed-per-leg potential.
Say you exercise perfect PP management and are able to expend each pokemon’s PP perfectly. That’s 90 kills per leg for each poke, which comes out to 90 wins per leg since there’s three pokes on both sides. 270 wins.
This would still fall short of the record.
--
Or let’s put it this way. 94 wins per leg in practice after my 94+93+95 showing. Mean, median, mode, whatever. Xurkitree has 144 attacking PP, right? Say that’s good for 125 kills when you account for foe Pressure, Zam/Swoobat/Rotom Light Screen, non-fatal Volt-Switches and the Endure/Sturdy pokes I have to face. Zapdos has 72 attacking PP but doesn’t OHKO nearly as much as Xurk does (only 4 SpA EVs). My Zapdos can only OHKO about a third of the pokes in the RS, and that’s assuming I want to Dynamax (I prob don’t). But let’s say that with its bulk and Pressure, it can kill or switchstall with Zone (not taking Leppa into account) 25 pokes per leg.
So 125+25=150 kills per leg for those two. That’s 50 wins (50x3=150). That leaves 44 wins for Zone by itself. 132 kills. One poke with one attacking move with an annoying immunity. More than Xurk in all its nukedom with all its PP.
Does this make it a little clearer how ridiculous Recycle must be?
--
Please do not misinterpret this. I am not boasting at all. I’m really, really not. Though what I’m about to say to support this can easily been interpreted as a humblebrag…I already had the record at 200, so who/what would I even be flexing on?
I’m making a larger point here: I legitimately don’t know why our more serious players haven’t given Recycle a serious look. No matter how I put this, it’s going to come off as holier-than-thou, elitist, etc. But I don’t think it’s that much more complicated than past generations' strategies like Glenscarfing (Trick scarfing). And even if it were, the payoffs are exponentially more rewarding, simply because streaks can no longer be exponential.
Yes, adept switching and utilizing some combination of abilities like Regenerator and Pressure plus items Rocky Helmet, Leftovers and Black Sludge (on a poison poke) can be called upon to get past “arithemetic.exe.” You can whittle away at the PP and HP of the RS roster, without costing you your own, forcing eventual Struggles while regaining your own net HP passively every time you switch.
The thing is…a good team, Recycle or no, has to utilize type synergy and switchstalling to stall things out to spare your PP or HP anyway. sb879 had to do this recently against Salazzle to conserve HP. EightVelociraptors used his Heatran and Corviknight tandem to great effect, even without Pressure.
I mean, seriously. Look at what I just did. How do you think I did it?
Truth be told, I just kept playing well, over and over and over. Recycling my efforts with Zone, pun extremely intended.
But I’m not being cute here. And when I say that I think of something like Indeedee, with its “nuke” Expanding Force in Psychic Terrain, and it literally makes me feel nauseous irl, I’m not memeing. You guys really need to try Recycle. I get how the RS locks you and your Switch into one single game mode, and how unfortunate that is. But for any enthusiasts, it's such a rewarding experience.
I'm confident that any type can be stretched well past 100 with even decent play with this Recycleppa strategy. The potential of Recycleppa, and how much better it is than any strategy or even made up superteams like that Kartana/Rillaboom-Gmax/Flapple thing I made up, is almost literally unbelievable.
I’m making a larger point here: I legitimately don’t know why our more serious players haven’t given Recycle a serious look.
If anyone knows how to hack the game to make it allow the mythicals into Restricted Sparring, I wonder how far you could get a team with Jirachi to work? Great bulk with a Steel-typing for stalling Pyukumuku, Recycle and Wish, and it has a Bug neutrality for Psychic.
282... 0_o Dude... Wow. Just wow... This gives me hope for when I make my teams. Cosmic Power/Softboiled/Heal Bell/Recycle Unaware Clefable FTW! (Yes, I'm serious. No, I don't value my sanity.)
I've wondered about some Pokemon just because they know Recycle even though they're not the best just because of Recycle.
Bronzong being neutral to Fighting and having Levitate sounds good for Steel and it has higher Special bulk than Magnazone. I can't see it not being usable when it can use the same moveset. I think it'd be good with a Kartana lead because, "Kartana. 'nuf said." and Heatran because of being a defensive Fire immunity. Basically, I'm saying to try stealing EightVelociraptors team and replace Corviknight with Bronzong.
Take something like Kartana, who has 120 pp on its ideal set and can snowball easily into actual OHKOs, especially with its amazing speed. Let’s say it can kill 90 pokemon it faces at any time—leadoff or two outs—with those 120 pp.
Let’s say Rillaboom, another grass type, could perform similarly, and covered Kartana’s weaknesses defensively (it doesn’t really). 90 pokemon killed per leg. Throw in some magical Flapple (grass type) that also has 120 attacking pp and the same 90-pokes-killed-per-leg potential.
Say you exercise perfect PP management and are able to expend each pokemon’s PP perfectly. That’s 90 kills per leg for each poke, which comes out to 90 wins per leg since there’s three pokes on both sides. 270 wins. This would still fall short of the record.
And for the loss video (loss blurb in the video description):
Hawlucha @ Psychic Seed
Ability: Unburden
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
IVs: 31/31/31/xx/31/31
Adamant Nature
- Low Kick
- Acrobatics
- Tailwind
- Protect
Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 28 HP / 4 Def / 220 SpA / 4 SpD / 252 Spe
IVs: 31/xx/31/HT/31/HT
Modest Nature
- Psychic
- Moonblast
- Shadow Ball
- Protect
Dracovish @ Protective Pads
Ability: Strong Jaw
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
IVs: HT/HT/HT/31/31/31
Bashful Nature (minted to Jolly)
- Fishious Rend
- Psychic Fangs
- Crunch
- Protect
Xurkitree @ Expert Belt
Ability: Beast Boost
Level: 50
EVs: 36 HP / 4 Def / 212 SpA / 4 SpD / 252 Spe
IVs: 31/xx/HT/31/31/31
Timid Nature
- Thunderbolt
- Energy Ball
- Dazzling Gleam
- Protect
And it all comes crashing down... Galarian LuchaLele finally falls at 1535 in Battle Tower Doubles. Once again for a quick recap:
And for the loss video (loss blurb in the video description):
Ultimately, poor play and also a little bit of not playing with this team for a couple of weeks. Oh well, it happens. Until next time, see ya.
Love to see this! My first record with steel was 117 too, so I'm a big fan. It's also nice to see someone talk about the trials of learning RecycleLeppa, as my first few attempts with Bronzong were a mess just learning how to protect the berry.It’s not quite 282 (and had a third leg of 8) but it’s a start. Considering the recent posts following that immense record and mention of Bronzong as a possibly viable Recycle user for Steel, I thought I’d post this work in progress I’ve taken for a few runs in the past month or so. If only to highlight someone else out there who is giving the Leppa strat a go.