Platinum Battle Factory Level 50: Gold Print achieved (18 attempts, 27 hours)
I lost on Battle 50, but sadly my streak of 49 can't be included on the leaderboards as it was on emulator.
Video playlist of my live-streamed Factory run; over 7 hours, with live commentary. In my commentary I sometimes said things that were confused/wrong. There are video chapters for each battle timestamp, and Twitch comments are shown on screen. The footage of the first 5 battles is lost, as I only downloaded the Twitch recordings that were still up after I completed battle 49.
Spreadsheet of stats for the 18 attempts: tinyurl.com/PPBFAL50
- Sheet 1: Where each streak ended, teams I lost to, dates of each attempt (Screenshot: https://i.imgur.com/VrHNgl2.png
- Sheet 2: My initial teams from the drafts of 6 Pokemon at every 7th battle (Screenshot: https://i.imgur.com/UCJliZC.png
My notes about Factory mechanics and tactics based on Smogon forum research (AI, trades, etc), plus the full list of Pokemon movesets: https://pastebin.com/ReX8t2Z2
(Note: I enhanced the Pokemon list by adding the speed stats to each set, which I had to calculate manually due to the different IVs for each set)
Sections of this report:
i. Intro (quick stats, tips, general notes)
ii. Battle Notes (every battle of the successful run)
iii. Losses (how I lost in each failed attempt)
---------- Section i. Intro ----------
Stats for all 18 attempts:
Wins vs Thorton: 6 out of 7 (5/6 wins at Battle 21, 1/1 at Battle 49)
Total Factory playtime: 27 hours 56 mins. It seems like my Factory time was on the low end among all players, as my fear of the Factory was partly due to old Smogon posts by people who said they took up to 300 hours to get the Gold Print! But I wish I’d recorded the hours of my 646-wins Battle Tower streak back in 2010; my total Tower time must’ve been well beyond that…
Stats for the successful Gold Print run, on Attempt 18:
One-hit KO moves (e.g. Sheer Cold) that hit me: 0
Me vs Thorton: I won 3-0 in both battles.
AI switches, not counting move-induced switches such as U-turn: 1 (Battle 11, see notes on that battle in Section ii)
Given how rare it is to see the AI switch out, and how it usually doesn’t switch even when it has no good reason to stay in, I almost never consider the possibility of an AI switch when making my decisions.
Apart from around 20 attempts back in 2009 (not counting them as I had less Factory information and was less skilled/smart), my serious attempts started on 21 April 2022, and I got the Gold Print on 20 July 2022, on my 18th attempt. As a completionist, it had been in the back of mind since 2009 that I still hadn’t completed Platinum’s Battle Factory, even though I’d achieved a 5-star Black Trainer Card in the game, which was a huge effort. I wonder if many other Platinum players in the world have both the Black Trainer Card *and* Factory Gold Print; I assume both achievements are very rare?
I’d been dreading a return to the Factory so much that I procrastinated by forcing myself to complete two other ultra-hard gaming challenges first: Celeste Chapter 9 deathless in 2019, and Hollow Knight’s "P5AB" run earlier this year. I expected the Factory to be harder despite being turn-based unlike those games - mainly due to the sheer amount of RNG involved in 49 battles, including the team matchups. So I was very surprised that I finished it so soon, especially as my best streak before the successful run was only 29 wins.
Using a damage calculator greatly reduces the difficulty; I don’t know if I could ever complete the Factory without one, as it gives you the knowledge to eliminate certain possibilities from the AI’s options in given situations, when you know how the Factory AI works. Before starting this challenge, I also spent several hours manually calculating the speed stats of *every* Factory mon for quick reference - had to account for the different IVs depending on the sets. This helped immensely, as you can’t afford to just guess whether you’ll outspeed something. I added the speed stats to the full list of Factory Pokemon sets; I’d be amazed if anyone has achieved the Gold Print without ever using the Pokemon list, especially if they also did it without any damage calcs.
I played Level 50 mode as it’s more familiar to me as a Battle Frontier (mainly Battle Tower) veteran, and I also find it more interesting since you get to use unevolved and weak mons that you’d otherwise never use. Although most of the early battles are easy with such weak opponents and random-move AI, it’s generally more challenging than Open Level (Level 100) because at Battles 7, 14 and 21 you face mons from the next round’s pool, which can mean using unevolved ones against much stronger fully evolved ones. While the "sets from next round" also occurs on Battles 28, 35 and 42, it doesn’t matter as much at that point because it’s the same pool of Pokemon with only their sets and IVs being different… although later movesets can be superior in most cases.
Trading is one of the main strategic elements that can vary between Factory players; it mainly depends on how much you value early-round team strength compared to the value of having more elevated/promoted mons in later rounds. From my research it seemed that most successful players committed to 21 or even 28 trades, but after my first few attempts I only committed to 14 as a bare minimum; I trade every time for the first 14 battles. From there I only aimed for 21 trades if it wouldn’t ruin a good current team, especially when approaching Thorton at battle 21, as his "smart" AI and BST advantage (in Level 50 mode) make him a potential difficulty spike. But I only lost to him once (due to hax), partly because the smart AI is predictable unlike the early random-move AI. That helps as long as your team matchup isn’t terrible; you can do things like switching into immunities, or making use of Counter / Mirror Coat, etc. Having a bulky elevation as a defensive switch-in is especially useful in battle 21, e.g. I was lucky to have Metagross there in my successful run.
I get the impression that the commonly accepted strategy of going for 21-28 trades as soon as possible is due to a "brute force" mentality for beating the Factory; trying to rush through as many attempts as you can with a focus on later-round benefits (more elevations). I prefer to treat each run as a potentially successful run, as I’d rather keep a solid early-round team than risk getting extra elevations later on that might be useless ones, either due to team matchups or just being inherently bad sets. Remember that elevations become less significant in later rounds when both you and your foes have mons of similar value, unlike the early-round difficulty spikes.
Accounting for the enemy AI is another important aspect of Factory strategy - I think the battles from 28 onwards can potentially be easier than the first few rounds, as the "smart" AI’s predictability also encourages you to consider defensive synergy when teambuilding from the drafts of 6 mons. Some sets are less threatening than they should be when used by the "smart" AI, e.g. Jynx with Lovely Kiss and Dream Eater, which seems to always Dream Eater against a sleeping mon, so you get a free switch. Thankfully the AI isn’t programmed to "learn" or adapt as far as I can tell; as shown in my Battle 32, it will keep attempting the same moves no matter how many times you switch to nullify them.
It’s also great to be in a situation where the foe needs to use a boosting move (e.g. Swords Dance, Curse) to get into possible-KO range on your mon, as the AI always seems to go for it in my experience; this gives you a free turn to switch and/or finish it off first, rather than taking a hit if the AI were to just attempt a 2-hit KO.
Risk management is also essential in the Factory - I almost always try to minimise the chance of bad RNG ("hax") affecting my chance of winning, which means not picking sets with inaccurate moves, and not relying on luck unless it’s the only way to escape from a bad situation. While you can certainly lose to bad RNG despite making "optimal" decisions in terms of probability, never underestimate the importance of playing it safe. You also need to develop a sense of acceptable risks, e.g. using sets where the main powerful attacks have imperfect accuracy. In that sense I was lucky with my elevated Arcanine3 in Battles 43-49, as its main attack is the 90% accurate Overheat… that was a worthwhile risk due to its very high power, plus the fact that Arcanine was an Intimidate lead with solid stats all around, and it synergised well with my team. Apart from that I almost entirely stuck to 100% accurate moves, at least after the first few rounds where you have limited options for reliable offensive moves.
---------- Section ii. Battle Notes ----------
Successful attempt’s overall RNG: Lucky. I’m basing that on my RNG ratings for the 45 battles that I still have the video for (Battles 6-50). For my somewhat subjective RNG ratings, I use a scale with five levels as shown below. Here’s how many battles I assigned to each level:
Very Unlucky: 0
Very Lucky: 2
I only count 'luck' when it actually affects the battle, so I don’t consider things like crits that would’ve definitely KOed without a crit. The luck is purely from my perspective, i.e. lucky/unlucky for me, not the opponent. However, it doesn’t necessarily mean the luck determined whether I won or lost - in many cases, 'lucky' events just make the battle quicker and simpler. I consider good and bad outcomes to balance each other out, as I’m rating the *overall* positive or negative RNG for each battle. For example, if the foe gets a crit that was needed for a KO, but then I do the same to them, that would reset my rating to "Average" RNG.
At the start of each round of 7 battles, I list how many trades/rentals I had done at that point, which determines how many elevations/promotions you get in the draft of 6 Pokemon. The elevated mons are marked with **, e.g. *Cacturne*.
Enemy teams are listed in the order that each mon first appeared in the battle.
—— Round 1 ——
Battle 6: Togetic, Sableye, Growlithe vs Nosepass, Cyndaquil, Turtwig
Nosepass reminded me why it’s good to have a mix of special and physical attackers, as it can potentially cause problems due to its very high Def for an early mon.
Battle 7: Togetic, Sableye, Turtwig vs Sunflora, Bibarel, Charmeleon
Sunflora surprised me with its special bulk.
—— Round 2 ——
Trades before draft: 7 (1 elevation, which I took)
Draft: Mightyena, Venomoth, Kabutops, *Cacturne*, Lairon, Pupitar
This draft looked pretty bad to me, so I took Cacturne despite it being a very underwhelming elevation. Cacturne was replaced with Lunatone which I knew to be very good; so good that it stayed for 6 battles. I also knew Lairon was good, so it lasted the entire round. For the lead slot I chose Venomoth to at least have some speed on my team, and I expected to trade it for a better fast mon. The lead slot ended up changing a lot through this round, as I didn’t have many good choices but I wanted to reach 14 trades by the end of this round, which I always aim for.
Battle 8: Venomoth, Lairon, *Cacturne* vs Machoke, Lunatone, Cloyster
Funny that I still outsped Machoke after it used Scary Face.
Battle 9: Venomoth, Lairon, Lunatone vs Ariados, Lileep, Snubbull
Venomoth’s crit-KO on Lileep was convenient, but Lileep only had a 1/4 chance to AncientPower due to random AI at this stage.
Battle 10: Snubbull, Lairon, Lunatone vs Chatot, Omanyte, Teddiursa
Here Lunatone demonstrates how good it can be.
Battle 11: Chatot, Lairon, Lunatone vs Linoone, Prinplup, Banette
The AI actually switched! It switched out Linoone into Prinplup, while facing my Lairon. Surprising, as there were no type immunities involved on either side… and this was the only AI switch of the whole run. If anyone can figure this one out, please let me know.
Battle 12: Linoone, Lairon, Lunatone vs Spinda, Kricketot, Onix
Triple L team, but it wasn’t even close to losing. Foe’s Onix died to a single non-crit Confusion, how pathetic.
Battle 13: Spinda, Lairon, Lunatone vs Mime Jr., Parasect, Wobbuffet
Wobbuffet isn’t much of a threat in my experience, as the random-move AI won’t always Mirror Coat / Counter when it would make sense, but I was somewhat unlucky with its Mirror Coats, and Mime Jr. getting an AncientPower boost. Also, the Parasect is much faster than you’d expect, which is a case that demonstrates the usefulness of the Factory set list.
Battle 14: Parasect, Lairon, Lunatone vs Cherrim, Sealeo, Gabite
A rare case of this Parasect being useful. Gabite is a major threat with Dragon Claw and Earthquake, so Lunatone’s Levitate can help a lot… I was lucky with its random AI using Slash rather than Dragon Claw against Lunatone.
—— Round 3 ——
Trades before draft: 14 (2 elevations, 1 taken here)
Draft: *Metagross*, *Nidoqueen*, Noctowl, Prinplup, Cacturne, Piloswine
Metagross is a very good elevation, so it unsurprisingly lasted the whole round. Glad I didn’t lead with it, as I figured its defensive stats/type made it better as a switch-in from a sweeper lead. I eventually got Choice Band Furret to fill that lead role, but I initially had Noctowl for its defensive synergy with Metagross, plus Reflect which is best to have in the lead slot. The third slot was a choice between Piloswine or the elevation Nidoqueen, neither of which I expected to help much… but it didn’t matter since Piloswine was soon swapped for the fast and strong Purugly, which also had Thick Fat to pair well with Metagross.
Battle 15: Noctowl, *Metagross*, Piloswine vs Girafarig, Purugly, Tangela
Purugly is quite dangerous, so I was lucky to have Metagross here, which one-hit KOed it with Zen Headbutt. Amazing that Tangela took less than 50% from that same attack…
Battle 16: Noctowl, *Metagross*, Purugly vs Bellossom, Solrock, Golbat
Priority moves such as Bullet Punch and Fake Out are great against faster Confuse Ray foes, like that Golbat.
Battle 17: Solrock, *Metagross*, Purugly vs Magmar, Gabite, Clefable
Didn’t need the good RNG in this easy battle; it was against set 1 mons, e.g. the Gabite set with Sand Tomb, not the amazing one with Dragon Claw and Earthquake.
Battle 18: Magmar, *Metagross*, Purugly vs Furret, Quilava, Pelipper
That Choice Band Furret can be very dangerous if the random AI selects Frustration, especially since it then gets locked into it. Thankfully it locked into Assist, which called all resisted moves against my Metagross.
Battle 19: Furret, *Metagross*, Purugly vs Chansey, Raticate, Sunflora
Choice Band Furret easily one-shots their entire team… almost a shame that the speed of the HP bar was increased from Diamond/Pearl, as otherwise I could’ve had a break while Furret one-hit KOed Chansey.
Battle 20: Furret, *Metagross*, Purugly vs Sudowoodo, Sharpedo, Venomoth
Having some fast, powerful sweepers (Furret and Purugly) backed up with a strong tank (Metagross) works well.
Battle 21: Furret, *Metagross*, Purugly vs Nidoqueen, Slaking, Mismagius
Thorton plays very differently from the first 20 battles as he has the "smart" AI (see Pastebin link near the start of this post for my Notes file that covers AI). Nidoqueen was the elevation I didn’t pick at the start of battle 15; not sure if unpicked mons (or elevations in particular) from the start of this Round 3 affect the chances of what Thorton’s team will include. The Nidoqueen wasn’t much of a threat, and Slaking was actually made easier by the smart AI - a good thing since this Slaking set is all HP/Def against my entirely physical-attacking team, and it can even heal. Evasion-item RNG happened on both sides, and I wasted Slaking’s attacking turns with Purugly’s Fake Out and switches into Metagross. It was satisfying to 3-0 Thorton despite his team’s major BST advantage, and I also had a 3-0 win in the Gold Print battle.
—— Round 4 ——
Trades before draft: 19 (2 elevations, 0 taken here)
Draft: *Glalie*, Probopass, Garchomp, Slowking, *Charizard*, Flygon
I was glad I didn’t trade away my solid team in the last few battles of the previous round, as an extra elevation from having 21 trades wouldn’t have mattered when this draft had such powerful non-elevations as Garchomp and Flygon. Slowking was an obvious choice to switch into Ice attacks; although Glalie and Probopass also could’ve done that, they seemed like inferior choices. I wasn’t sure whether having "Garchomp plus Garchomp Junior" would backfire, but I assumed there couldn’t be that many Ice-type attacks that would outspeed both of them… Weavile was the main threat I thought of, but luckily it didn’t appear. Flygon was eventually replaced with Salamence; it was amazing to have a full team of pseudo-legendaries, and straight after another pseudo-legendary in the previous round (Metagross).
Battle 22: Garchomp, Slowking, Flygon vs Tyranitar, Kingdra, Porygon-Z
Easy Garchomp sweep.
Battle 23: Garchomp, Tyranitar, Flygon vs Dragonair, Seviper, Solrock
Another Garchomp sweep. Swapping Slowking for Tyranitar essentially gave me a full Sand team, which is especially great for Garchomp with its BrightPowder + Sand Veil.
Battle 24: Garchomp, Tyranitar, Flygon vs Dodrio, Ninjask, Bibarel
Ninjask just Baton Passed straight away as soon as it appeared… and this time it was Tyranitar’s turn to sweep a whole team.
Battle 25: Garchomp, Tyranitar, Flygon vs Crawdaunt, Kingler, Noctowl
The Factory NPC said the foe would lead with a Crabhammer mon, so I knew it was either Crawdaunt or Kingler… was glad it was the former, as Kingler is more dangerous due to Guillotine. But then Kingler came out straight after Crawdaunt… that trainer will now be remembered as the crab man. I should’ve checked Garchomp’s damage calcs against Kingler, as Earthquake put it into Salac Berry range, which could’ve allowed it to sweep my team with fast Guillotines.
Battle 26: Garchomp, Tyranitar, Flygon vs Porygon-Z, Salamence, Slaking
Salamence only used Scary Face against me (twice), but it would’ve died to Garchomp’s Dragon Claw anyway if I’d switched Garchomp back in after switching out to remove the Intimidate drop. Slaking with Facade and Shadow Claw couldn’t touch Curse Tyranitar.
Battle 27: Garchomp, Tyranitar, Salamence vs Tangrowth, Rampardos, Electrode
I swapped Flygon for Salamence due to its better defensive synergy with Tyranitar, plus Intimidate - while it was hard to sacrifice a second STAB Earthquake, the Factory NPC warned of an Energy Ball-using lead, which I correctly suspected to be Tangrowth. Salamence with Aerial Ace has a much better matchup than Flygon does against physically bulky Tangrowth, and this trade also got me to 21 total trades, for 3 elevations in the next round. Unfortunately my Garchomp was KOed before Rampardos appeared, but for once Salamence’s Aqua Tail mattered - it got the 75% chance KO.
Battle 28: Garchomp, Tyranitar, Salamence vs Ludicolo, Muk, Vaporeon
Factory NPC said the foe’s lead had Leech Seed, so it had to be Ludicolo - Salamence’s Aerial Ace was perfect against this Double Team set. I was slightly worried when Vaporeon with Ice Beam was the last foe against my Garchomp and Salamence, but it just used Rain Dance… so maybe this was the last battle where the AI was still dumb/random?
—— Round 5 ——
Trades before draft: 21 (3 elevations, 2 taken here)
Draft: *Staraptor*, Breloom, Machamp, *Swampert*, Nidoking, *Muk*
Staraptor was an easy choice for the lead slot, due to Intimidate and sweeping potential with Brave Bird and Return. Expert Belt Swampert is a solid choice that can also switch into Electric and Rock attacks for Staraptor, and Machamp seemed better than the other options for the final slot, due to the Rock resist for Staraptor, and Focus Sash + Counter can be more useful against the smarter AI from this round onwards. Staraptor and Swampert lasted the whole round, while the third slot changed a few times until I settled on Steelix, which has good defensive synergy with the others, especially Staraptor. It’s also very useful to have a defensive Steel type paired with an Intimidate lead.
Battle 29: *Staraptor*, *Swampert*, Machamp vs Bronzong, Lopunny, Exploud
Machamp was partly chosen for the foe’s predominantly Normal team that the Factory NPC mentioned… but the foe led with Bronzong. Trick Room was easy to stall out due to Bronzong’s weak attacks, and Lopunny went for Mirror Coat instead of outspeeding and attacking my Staraptor, so I one-hit KOed it with Return. That makes me think that even the "smart" AI in these later rounds can’t use Counter / Mirror Coat wisely; maybe it doesn’t check the physical/special category of your attacks. After all, it’s not like Staraptor would ever have special attacks.
Battle 30: *Staraptor*, *Swampert*, Lopunny vs Venusaur, Glaceon, Mamoswine
I took Lopunny for the much better speed than Machamp, and because Mirror Coat can be good against the more predictable smart AI. I wasn’t worried about the Ice-type team warning from the Factory NPC, as no Ice-type resists Staraptor’s Brave Bird. Mamoswine would’ve outsped my Swampert, but it went last as it must’ve chosen Avalanche.
Battle 31: *Staraptor*, *Swampert*, Mamoswine vs Abomasnow, Donphan, Yanmega
Easy one-hit KOs for Staraptor and Swampert. I took Mamoswine due to its much better bulk than Lopunny (this Mamo had Sitrus Berry), and for its very strong Earthquake.
Battle 32: *Staraptor*, *Swampert*, Mamoswine vs Steelix, Tyranitar, Jynx
Swampert dominated the first two foes, then Jynx turned this into one of my longest battles at 12 minutes… it even has the longest cry of any Pokemon! Jynx landed Lovely Kiss to put my Swampert to sleep, then my Staraptor missed the easy KO (max 250% damage, not even super-effective!) due to Lax Incense, and Jynx landed Lovely Kiss on it as well. However, the "smart" AI is very exploitable with this Jynx set, as it always attempted Dream Eater against my sleeping mons. So I just had to keep switching between my sleeping and non-sleeping mons to make its Lovely Kisses and Dream Eaters fail, until Jynx died from sand damage… which was summoned by the foe’s own Tyranitar! Here it was convenient that weather from abilities is permanent in gen 4. But I still could’ve won without the weather damage, by stalling out Jynx’s PP.
Battle 33: *Staraptor*, *Swampert*, Steelix vs Skarmory, Bastiodon, Tangrowth
This triple S team was solid, if not S tier. I figured it was safest to swap out Mamoswine for Steelix against the team that the NPC warned was mostly Steel type, and Steel types go well with Flying types like Staraptor. Skarmory couldn’t touch my Steelix, but I was concerned when it started setting up Double Teams, especially since it has Leftovers. However, my first Fire Fang that landed also burned it, which made a huge difference. I then made a mistake against the terrible special-attacking Bastiodon set, staying in with Steelix (when I should’ve switched into Swampert) as I forgot to check its speed, so it outsped and used Flamethrower. Luckily it didn’t matter, as Tangrowth loses to Staraptor.
Battle 34: *Staraptor*, *Swampert*, Steelix vs Granbull, Electivire, Jynx
Steelix swept the first two, then Staraptor revenge-KOed Jynx - it was set 1, so no Lax Incense to cause trouble this time.
Battle 35: *Staraptor*, *Swampert*, Steelix vs Porygon2, Slowking, Altaria
RNG: Very Lucky
The set 3 Porygon2 speed-ties with my set 3 Swampert, and Porygon2 got a Sp. Atk boost from Download… since it could potentially use Ice Beam rather than Thunderbolt on Staraptor, I couldn’t risk switching. I overlooked that it could also use Psychic on Staraptor, since it KOs at +1 Sp. Atk. That still wouldn’t make it safe to switch anything in though. Luckily my Swampert won the speed tie to finish it off, but Slowking was out next, which is specially defensive (bad for this special Swampert) and actually faster than Steelix. But I got lucky again, with my second Earth Power getting the 10% Sp. Def drop; without that, there was only a 2.8% chance to 3-hit KO (technically higher if you factor in the 3 chances to crit, and the possible Sp. Def drops). It was also good that Slowking’s Psychic didn’t crit or Sp. Def drop, so Swampert survived 2 hits… thankfully I didn’t need my low-HP Swampert for the third foe, which KOed Swampert; it was an Altaria set that can barely touch Steelix, even with Earthquake. My Steelix even froze Altaria with Ice Fang (and didn’t get BrightPowdered), which was completely unnecessary… it didn’t even thaw when it had the chance. This may have been my luckiest battle, as I could’ve easily lost without the good RNG and the final matchup.
—— Round 6 ——
Trades before draft: 25 (3 elevations, 2 taken here)
Draft: *Abomasnow*, Feraligatr, *Ludicolo*, *Snorlax*, Umbreon, Politoed
Three Water types to choose from, so I could’ve made a rain team with Rain Dance Ludicolo… but that would be too much type overlap, and Politoed wasn’t worth using. I was concerned at the lack of speed in this draft; almost thought my run would end because of that. It was also disappointing to see Rain Dish rather than Swift Swim on Ludicolo, but I led with this mon for its solid type coverage (especially Ice Beam) and Lum Berry. I partly chose Ludicolo with the expectation of trading it for something better, so I was surprised at how well it performed over the full round; but it was also due to the lack of better trade options that would fit with the rest of the team. Snorlax disappointingly had Immunity rather than Thick Fat, but its special bulk and Life Orb-boosted power made it a superior choice to the other draft options. Feraligatr was my third choice so it could take advantage of possible rain set up by Ludicolo, and Wise Glasses-boosted Hydro Cannon can potentially be boosted by Torrent as well, making it a powerful last-ditch KO move. It also has the very useful Ice Beam, although Ludicolo had that as well. My only trade this round was Feraligatr to Raichu, and neither of them were used much compared to the two elevations. Raichu added some much-needed speed though, as my whole team was below 100 speed before that. I’m surprised that this team survived when it lacked speed or any particularly defensive mon; Snorlax had its least durable set due to the Life Orb and Double-Edge. I didn’t have much defensive synergy this round, but at least there were no shared weaknesses.
Battle 36: *Ludicolo*, Feraligatr, *Snorlax* vs Marowak, Kangaskhan, Typhlosion
Ludicolo got the easy KO on Marowak, then died to two Dizzy Punches from Kangaskhan (42% chance). Snorlax showed that its bulk is still impressive even with Life Orb and Double-Edge recoil wearing it down.
Battle 37: *Ludicolo*, Feraligatr, *Snorlax* vs Leafeon, Yanmega, Golduck
Thanks to the "smart" AI, Leafeon wasted its turn with Curse (a rather dumb set, having that on a fast mon) instead of going for the almost-KO with X-Scissor, so Ludicolo got the guaranteed Ice Beam KO… well, guaranteed when you don’t get BrightPowdered. Yanmega could’ve KOed Ludicolo with U-turn but it didn’t go for it, so I wondered if U-turn’s switching out is regarded as a "drawback" move by the AI. However, it didn’t choose Aerial Ace either, which is very strange… it went for Night Slash on Ludicolo, which is also neutral on the rest of my team. Maybe moves below a certain base power (Aerial Ace is only 60 BP) are classified differently for the smart AI, e.g. as "weak" attacks that are lower priority to select? But surely the much higher damage of the super-effective Aerial Ace would be checked first… weird.
Battle 38: *Ludicolo*, Feraligatr, *Snorlax* vs Weezing, Drapion, Raichu
Didn’t swap out Ludicolo despite the Poison team warning, as the previous foe didn’t have anything better than my team… plus it can Surf most Poison types anyway. Surf’s damage helped me identify that it was the Weezing set with Explosion, but thankfully it died to a second Surf. Snorlax then swept Drapion and Raichu with an Earthquake each; as Snorlax wasn’t in Raichu’s Focus Blast KO range, it used Nasty Plot instead of going for the attack which would’ve KOed if it had been a crit.
Battle 39: *Ludicolo*, Raichu, *Snorlax* vs Rhydon, Manectric, Altaria
I swapped out Feraligatr due to its poor moveset, especially since its only STAB move Hydro Cannon is unreliable and has a major drawback. Raichu was taken to cover for Ludicolo’s Flying weakness and to have a fast setup sweeper, although I was concerned about its frailty. Good thing I didn’t swap out Ludicolo, as the foe’s lead was Rhydon. Resisted Earthquake deals the same damage as a neutral elemental Punch, but I’m not sure if the AI checks the resistances or just damage… Rhydon used Ice Punch in this case. Snorlax one-hit KOed the rest.
Battle 40: *Ludicolo*, Raichu, *Snorlax* vs Abomasnow, Rhyperior, Crobat
At first I didn’t want to risk switching against Abomasnow as it could’ve been the Sheer Cold set. It did turn out to be that set, but for some reason it led with Giga Drain and *then* used Ingrain, despite being at full HP both times against Ludicolo. I don’t know why the non-random AI would do things in that order. Snorlax avoided the one Sheer Cold; while it seemed risky to switch in a mon slower than a Sheer Cold user, it would’ve been very difficult to beat Abomasnow with Ludicolo, due to Ingrain and Giga Drain… that would’ve given it many more turns to potentially Sheer Cold. The flinch-set Crobat could’ve been dangerous if my team wasn’t in such good shape when it appeared.
Battle 41: *Ludicolo*, Raichu, *Snorlax* vs Sceptile, Forretress, Metagross
Due to the Steel team warning, I knew there were two Steel types after Sceptile. Not sure why Forretress was sent out before Metagross (the gimmicky special Metagross set with Sludge Bomb), as Metagross clearly had a better matchup… this battle was easy as Ludicolo outsped the whole team. Although it died due to a Sludge Bomb crit, it didn’t matter as the rest of my team was at full HP.
Battle 42: *Ludicolo*, Raichu, *Snorlax* vs Mr. Mime, Manectric, Dragonite
RNG: Very Lucky
Mr. Mime is a Choice Specs lead that outspeeds Ludicolo - that was quite concerning, but my crit Surf was one of the only times one of my crits mattered; even luckier was that the crit only had a 25% chance to one-hit KO! So it was effectively a 1/64 outcome that I got. Without any crits, there was only a 12% chance to two-hit KO the Mr. Mime. Raichu would’ve had almost no chance to finish it off with one Signal Beam after a hypothetical non-crit Surf, and Raichu then would’ve died to a guaranteed Psychic KO. In that case I would’ve had to tank a hit with Snorlax instead (43% max from a non-crit). Anyway, back in the non-hypothetical situation, Ludicolo was at 44% HP against Manectric, so Thunderbolt had a 6% chance to KO me - but the smart AI only checks maximum damage rolls when choosing between different attacks that could KO, and chooses any such move at random. That’s why it randomly chose Thunderbolt instead of Signal Beam which had a better 37% KO chance, and its possible secondary effect (confusion) would’ve had a higher chance of wasting my turn. I was also lucky that Manectric’s BrightPowder didn’t trigger on its two chances. Although all of Dragonite’s attacks one-hit KO Raichu, I assume it only could’ve chosen Earthquake or possibly Outrage, unless the AI counts Outrage’s lock-in and confusion as a drawback on the same level as Giga Impact’s rest turn and Superpower’s stat drops. Regardless, it was good that it was locked into Earthquake against Snorlax, although it still could’ve ended my streak with an Earthquake crit.
—— Round 7 ——
Trades before draft: 28 (4 elevations, 2 taken here)
Draft: Weezing, *Umbreon* (set 1), *Gallade* (set 4), *Arcanine* (set 3), Claydol, *Drapion* (set 1)
I must’ve forgotten to increment my trade counter one time, so I didn’t realise I was actually on 28 (not 27) trades for 4 elevations. Elevations can actually backfire in this round; whereas non-elevations in this round are always set 4 which are usually the best sets, an elevation here can be any set from 1 to 4, but with 31 IVs. A gimmicky set 2 mon with 31 IVs would generally be much worse than a reliable set 4 mon with 24 IVs. Arcanine was the best mon in this draft, and Intimidate leads are very good in general. Intimidate pairs especially well with a switch-in that has good defensive synergy; Claydol avoids Ground and resists Rock, and the shared Water weakness seemed like an acceptable risk as Arcanine had Sunny Day + Solar Beam, plus Claydol could potentially Explode on some Water types. Weezing was almost a tempting choice due to Destiny Bond and another Levitate, but it’s too slow to use Destiny Bond effectively. Gallade only had one strong attack (Close Combat) which also has a drawback, and it’s very slow for an offensive set. As Drapion shared a Ground weakness with Arcanine and didn’t have much going for it, that left Umbreon which I chose for its impressive mixed bulk and Leftovers, Confuse Ray, and the potential to Baton Pass any Curse boosts, either to Claydol or a possible physical-attacking replacement for Claydol.
My initial team was quite slow, apart from Arcanine which was only moderately fast at 141 speed. Arcanine carried this round, and didn’t miss a single Overheat in the many times I used it. Umbreon didn’t do much before it was traded out for set 4 Electrode, which has a lot more going for it. Claydol served its intended purpose well until I swapped it for Starmie, as I expected Claydol’s rather low speed and power could be a problem, and it was only really being used for Earthquake and switching with Arcanine. It never even got to Explode… this trade also gave me a much better matchup against Water types, and I figured that Starmie’s sweeping potential would outweigh Claydol’s defensive synergy with the rest of the team, especially by beating Ground types for Electrode. The final trade was Electrode for Gengar, mainly because of Thorton’s Ground team warning, although it would’ve been a tough choice between them without that knowledge. The final team sacrificed the defensive merits of this round’s initial team for fast offense, but it at least had Gengar’s Levitate which could’ve replicated Claydol’s switching role with Arcanine.
Battle 43: *Arcanine*, *Umbreon*, Claydol vs Magmortar, Gardevoir, Ampharos
Stayed in with Arcanine at first to check whether Magmortar was the set with Overheat or the Earthquake one; if the former, it would’ve been dangerous to switch into Claydol. Although Umbreon could’ve tanked most of its attacks, it takes a lot from the Focus Blast set. Claydol switched into Magmortar’s second Earthquake then KOed it. Claydol’s low speed already showed its problems here, as it can often be finished off by any faster mon when it has already lost a chunk of HP. I knew Gardevoir had to be the Focus Blast set, so Umbreon wouldn’t be safe… but it was the best option as Gardevoir would otherwise use Energy Ball for an almost-guaranteed KO on Claydol. Umbreon avoided the second Focus Blast to finish off Gardevoir; also good RNG that BrightPowder didn’t activate on its two chances. However, the Focus Blast miss didn’t matter much as Arcanine could’ve finished off Gardevoir with Dragon Pulse, and the last foe Ampharos wouldn’t beat Arcanine and Claydol.
Battle 44: *Arcanine*, *Umbreon*, Claydol vs Gallade, Electrode, Porygon2
After Arcanine took an Intimidated Close Combat to check Gallade’s set, I would’ve used Claydol’s Explosion to one-hit KO Gallade, but I was confused about how elevations, sets and IVs work in this round, so I must’ve made a mistake with the damage calculations. Although Arcanine safely finished off Gallade after, this meant its Intimidate was wasted - an Explosion KO on Gallade would’ve led to Arcanine being sent out at the same time as the next foe. The lack of Intimidate could’ve mattered against the Explosion Electrode up next… the crit Thunderbolt on my Umbreon also potentially mattered by putting Umbreon in range for a KO from the combination of Signal Beam then Explosion.
It was difficult to decide whether to break the Focus Sash with Umbreon or switch out… eventually I decided on Payback, and the Synchronized paralysis on Electrode was significant as it allowed Arcanine to switch in then finish it off first; I assume it would’ve Exploded on Arcanine as Electrode was at ~50% HP, but at least Arcanine would’ve survived thanks to Intimidate. Although the Synchronize-Static outcome was lucky, my luck seemed to go downhill when the last foe Porygon2 not only had Download, but also got the 50/50 Sp. Atk boost against Arcanine’s equal defensive stats. However, Porygon2 would 2-hit KO Arcanine regardless of boosts or abilities, and the RNG was kind with neither of my Overheats missing and no crit or status from Tri Attack. The switch to Umbreon to reset Arcanine’s Sp. Atk was my only way to win, unless I got a crit with the first Overheat. With my last mon Arcanine ending the battle at 16 HP, I think this was the closest battle.
Battle 45: *Arcanine*, Electrode, Claydol vs Abomasnow, Golduck, Lanturn
Convenient to have Electrode to trade for when I was warned of a Water team, and also having Arcanine as my lead against Abomasnow. I figured it was worth setting up Sunny Day against Golduck as I knew there was another Water type in the back, and two of my mons were weak to Water. Since Golduck missed its first Hydro Pump, that meant I couldn’t know whether it had Cloud Nine at that point… but it was still worth setting up sun because of the other Water type. Electrode saved me in this battle, and there were two main reasons why I didn’t swap Electrode into one of my Water-weak team slots: Because Arcanine had Sunny Day + Solar Beam, and Claydol had good defensive synergy with it and Electrode.
Battle 46: *Arcanine*, Electrode, Claydol vs Drapion, Typhlosion, Scizor
The Arcanine + Claydol combination worked out well for Intimidate shuffling here, although it was a bit greedy/risky to set up Sunny Day before the Overheat that would always KO Drapion without it. It also backfired as the next foe was Typhlosion, which even had Shuca Berry to potentially limit Claydol’s options. Electrode’s Static on the Typhlosion didn’t end up mattering, as I would’ve just Exploded for the KO without that. Quite lucky that the final foe was Scizor against Arcanine.
Battle 47: *Arcanine*, Electrode, Claydol vs Staraptor, Starmie, Meganium
As Arcanine’s Intimidate went before Staraptor’s, I knew it was set 3 which was just 1 point slower than 31 IV Arcanine. It seemed better to risk an Overheat miss (which didn’t happen) than to waste Electrode’s Focus Sash by switching it in, as Arcanine could take any attack from Staraptor anyway. Electrode is one of the few mons that can safely beat Starmie, so I was lucky with that matchup.
Battle 48: *Arcanine*, Electrode, Starmie vs Weavile, Armaldo, Gengar
Against Armaldo, I had to carefully consider which of my 3 mons to sacrifice… although I almost got away with no sacrifices due to its Stone Edge miss. It’s often tough to decide what to send out when you have to send out a mon before your foe does (in this case because Armaldo died to Life Orb recoil), but I chose Arcanine over Starmie, due to Intimidate. However, that didn’t matter against Gengar, and its 25% chance to KO Arcanine with Sludge Bomb also didn’t matter, as Starmie outspeeds and one-hit KOs Gengar with Psychic.
Battle 49: *Arcanine*, Gengar, Starmie vs Torterra, Mamoswine, Dewgong
My first time ever reaching the Thorton gold print battle, so I was nervous and had to double-check everything. The Factory NPC warned of a Ground team, so I almost had no choice but to replace Electrode with Gengar (the good old days when it had Levitate). While it was sad to lose Focus Sash and Explosion, I expected Gengar’s Destiny Bond and sweeping potential to make up for it. I was confident in my team, but wasn’t expecting to 3-0 Thorton like I did! Despite the initial fear of his Ground team, it was lucky that both the Ground types were weak to Overheat, and Arcanine still didn’t miss with that move even once. I must’ve had incorrect information as I thought Thorton here only uses set 4 mons, but Dewgong was set 1, so I assume he can use all sets… but can he mix different sets? I never got to confirm the sets of his first two mons as Arcanine one-hit KOed both of them. The surprise reveal of Dewgong’s moveset didn’t matter at all, as it couldn’t beat Starmie.
—— Round 8 ——
Trades before draft: 33 (but elevations don’t exist from this round onwards)
Draft: Golem (set 3), Ambipom (set 2), Lopunny (set 4), Mismagius (set 2), Probopass (set 3), Rhyperior (set 4)
Three Rock types (including two Rock/Grounds), all of which have two quad-weaknesses… and two Normals, both weak and frail. Also a rather slow Mismagius with only one attack… this was an abysmal draft, especially considering that from this round you can get legendaries, e.g. Zapdos and Latios. To make matters worse, Lopunny had the Klutz ability rather than Cute Charm (so it couldn’t uses its Muscle Band), and Rhyperior had LightningRod rather than Solid Rock. The best I could do was lead with Ambipom for Fake Out chip damage and Protect to scout movesets, plus Thunder Wave could work very well with Choice Band Rhyperior. Mismagius at least had some defensive synergy with Ambipom and Rhyperior due to its immunities.
Battle 50: Ambipom, Rhyperior, Mismagius vs Floatzel, Rhydon, Scizor
I didn’t expect to go far with this terrible team, but the team matchup was also quite unfortunate - Ambipom can barely scratch Rhydon, Mismagius can get one-hit KOed by its Stone Edge, and it speed ties with Rhyperior - I either lost the speed tie or it Quick Clawed; not sure because there’s no notification of Quick Claw when battle animations are off. If my Rhyperior had outsped Rhydon to KO it, I could’ve possibly won by hitting Scizor with an Earthquake then Mismagius’ Shadow Ball, although Scizor 2-hit KOes Rhyperior with non-crit Iron Heads due to the lack of Solid Rock, and there would’ve been the 30% flinch chance. My last hope was my full-HP Mismagius against full-HP Scizor - Confuse Ray gave me a glimmer of hope with Scizor’s confusion self-hit, but then it got the 87% KO with non-crit Night Slash.
To show how bad this matchup was for all the possible teams I could’ve chosen from the draft:
- vs Floatzel: Golem loses, Ambipom wins but takes big damage - same for Lopunny. Mismagius is outsped and has a 75% chance to die from Crunch, Probopass has to Explode, Rhyperior loses because of no Solid Rock.
- vs Rhydon: Golem only outspeeds after using Fling, and can 2-hit KO but almost gets 1-hit KOed itself. Ambipom’s set is made useless, Lopunny only just 4-hit KOs and almost gets 1-hit KOed in return, Mismagius is 1-hit KOed by Stone Edge (and potential Quick Claw), Probopass only 3-hit KOs and gets 1-hit KOed, which can happen first due to speed tie and Quick Claw. Rhyperior speed ties.
- vs Scizor: Golem can only take half of its HP and dies in 2 hits, Ambipom is useless, Lopunny only just 3-hit KOs with Fire Punch (Occa Berry) and dies in 2 hits. Mismagius dies to Night Slash. Probopass loses as Scizor’s Iron Head 3-hit KOs and can flinch, while slower Probopass’ Stone Edge also needs 3 hits and can miss. Rhyperior 1-hit KOs with Rock Wrecker if not Choice-locked into something else first, but without Solid Rock it gets 2-hit KOed by Iron Head, and can’t 1-hit KO with Earthquake.
In conclusion, this battle was doomed to fail! Sometimes you simply cannot win, due to team matchups. Unlisted video of the Battle 50 loss: https://tinyurl.com/2nxvuwfk
---------- Section iii. Losses ----------
Attempt 1, Battle 13: Opponent switched out their Persian (a rare AI switch!) while facing my Magneton, into their Piloswine. My Luvdisc beats Piloswine. Persian Swaggers my Magneton twice, so Magneton soon dies to confusion self-hits. My Zangoose KOs Persian but is at low HP from its Slash, then Zangoose dies to opponent’s last mon, which it can barely scratch: Lairon. My Luvdisc’s Water Pulse leaves Lairon at about 1 HP, and it then Rock Tombs me for the KO.
Attempt 2, Battle 3: Butterfree one-hit KOs my Vibrava with a crit Air Cutter. My Natu finishes it off, but is left at red HP. My Lombre KOs Bonsly but is left at half HP. My Lombre gets Gloom down to sub-50% HP, then dies to Acid. My red-HP Natu misses 95% accurate Air Cutter and dies to resisted Mega Drain… sad.
Attempt 3, Battle 30: Opponent’s Walrein KOs my Passho Berry Magmortar with Aqua Tail crit, then my Absol revenge-KOs it. Foe’s Bronzong Trick Rooms then double-flinches my Absol to death with Iron Head. My Drapion finishes Bronzong, then enemy Probopass finishes my low-HP Drapion (foe moves first due to Trick Room).
Attempt 4, Battle 17: Switched my Metang into Swellow, but foe Wormadam used Psychic for heavy damage, then I stupidly left it alive by using Aerial Ace (no reason to use that over boosted Facade even if I’d checked that it had Coba Berry). My Metang was then weakened by Sealeo, then died to Wigglytuff while asleep. Then my Vigoroth missed Crush Claw and couldn’t quite KO Wigglytuff.
Attempt 5, Battle 10: My Dusclops was weakened after defeating Omastar, then died to Octillery. My Azumarill defeated Octillery but was left weak and paralysed. Girafarig finished my Azumarill, then my Swellow just barely failed to 2-hit KO Girafarig.
Attempt 6, Battle 14: My Wailmer defeats Relicanth, then dies to Monferno. My Sableye KOs Monferno thanks to a crit Shadow Sneak. Fearow KOs my Sableye, then 1-hit KOs my Stantler with a non-crit Frustration. I certainly felt the Frustration.
Attempt 7, Battle 1: My Riolu defeats Swablu but is left at low HP. Riolu almost KOs Delibird with Bullet Punch before dying. My Treecko finishes Delibird, then dies to Beautifly’s Air Cutter. Beautifly then Attracts my Mime Jr., which almost KOs Beautifly but is immobilised by attraction too many times.
Attempt 8, Battle 29: I had an abysmal draft of 6, so the best team I could choose was special-attacker Lopunny, Toxic-stall Forretress, and Victreebel. Of course the enemy lead is a Rapidash when I have 2 mons weak to Fire… I wasn’t sure if Rapidash would go straight for Overheat or first use Sunny Day against my Lopunny; if I’d expected the Sunny Day and hadn’t forgotten about Victreebel’s Chlorophyll, then I would’ve used Lopunny’s Shadow Ball (instead of Charge Beam) to put Rapidash in KO range of Victreebel’s Sludge Bomb while it would outspeed in sun. But the unknown last two foes might still have been a problem anyway.
Attempt 9, Battle 16: The only way the foe’s Qwilfish could beat my Snorlax (which had the amazing Curse + Yawn + Leftovers set) was with crits and fast wake-ups, and both of those things happened. I didn’t even see the foe’s two other Pokemon, as my other mistake was that I’d chosen Gligar on the assumption that it was the good set (Earthquake etc), not the awful first set… so Gligar also died. Then my Weavile died too, as the Qwilfish triggered Focus Band.
Attempt 10, Battle 7: Foe’s Crawdaunt KOs my Luvdisc after being weakened. Then I make the mistake of sending out Murkrow instead of Voltorb to finish off Crawdaunt, forgetting that it had used Harden twice, so Murkrow was almost dead after needing more than one attack to finish it off. My Murkrow then died to Sealeo, which was finished off by my Voltorb, but then Hitmontop one-hit KOed Voltorb with Mach Punch.
Attempt 11, Battle 30: My lead Starmie and my Gliscor defeated Porygon2, then Gliscor died to Blastoise after Earthquaking it. Then my big mistake was to send out Pinsir instead of full-HP Starmie to finish off that Blastoise; I was hoping Blastoise wouldn’t have the "smart" AI that would go for the 1-hit KO Pinsir with Hydro Pump, but it did. Regardless, it would’ve been smarter to send out Starmie for the 77% chance to hit and KO Blastoise with Thunder (Wide Lens), instead of hoping for a 20% miss on Pinsir which couldn’t KO the weakened Blastoise in 1 hit, unlike Starmie. I guess I was focusing too much on Pinsir’s 100% accurate X-Scissor even though my best chance was to 'risk' the 77% accurate Thunder to prevent another attack from Blastoise. After Pinsir died and Starmie finished Blastoise, my yellow-HP Starmie faced the foe’s last mon, Machamp. Sadly this Starmie set lacked Psychic, so I spammed Recover while hoping for a bad AI move or Cross Chop miss (it did use that move), but none of that happened, so I lost. So many questionable decisions in this battle; I can’t blame hax for this loss.
Attempt 12, Battle 10: The AI surprisingly switched out its lead Hitmontop instead of finishing off my weakened lead Primeape… seemed like it knew my team was so weak to Tropius, which it switched into. This loss was partly my fault for not making a different trade to better deal with Tropius, which the Factory NPC had warned me about… I was hoping the bad/random AI would mitigate the threat. My Bellossom finished off Tropius, then just barely missed the KO on Hitmontop, activating the foe’s Liechi Berry which let it KO Bellossom. The last foe was Bayleef, so my Marshtomp couldn’t do anything.
Attempt 13, Battle 24: This loss was mostly my fault for switching out my lead—an amazing Dragon Dance Dragonite—despite having Lum Berry to protect from Thunder Wave and Confuse Ray from the enemy lead Stantler. I could’ve gone for the KO with DD + Dragon Claw (as Stantler didn’t have Intimidate), but I wanted to preserve Dragonite’s HP and/or Lum Berry, so I switched to my 'safe defensive backup' Tyranitar. Sadly it couldn’t do much due to paralysis + confusion hax, and it was the terrible Choice Scarf moveset. After defeating Stantler my Tyranitar died to Gligar; if it hadn’t been paralysed it could’ve Ice Punched Gligar first. Then my Jynx was outsped and 1-hit KOed by Gligar’s Earthquake, and finally my weakened Dragonite also died to it.
Attempt 14, Battle 5: Foe’s lead Butterfree outsped and 1-hit KOed my Croagunk with Psybeam. My Ledian revenge-KOed it but was left at yellow HP. Foe’s Shinx barely survived and finished off my Ledian. My Charmander finished it off and then lost to Nosepass despite a first-turn Attack boost from Metal Claw; a later Metal Claw missed.
Attempt 15, Battle 19: My lead Stantler weakened Gorebyss, then I switched due to confusion from Water Pulse. My Donphan switch-in barely survived Water Pulse then died after nearly KOing Gorebyss. My Magmar finished off Gorebyss, then the foe sent out Grumpig. I used Confuse Ray as I forgot about the possible Own Tempo, which it had - but that at least ruled out Thick Fat. Grumpig used Confuse Ray right back at my Magmar, so I switched to Stantler which died. My Magmar came back in, and only took small damage from Petaya-boosted Grass Knot; luckily that was the best move Grumpig could’ve chosen for me. But the foe’s last mon was Purugly, which outsped and Slashed for a non-crit KO on my almost-full-HP Magmar.
Attempt 16, Battle 4: My lead Porygon got the foe’s lead Corsola down to yellow HP, then died due to a combination of Corsola’s Mirror Coats and AncientPower boosts. My Slowpoke finished it off and then KOed Stunky, but was down to yellow HP. Foe’s Delcatty then KOed my Slowpoke with one Secret Power, then paralysed my last mon Illumise with that move, and finished off Illumise with Faint Attack.
Attempt 17, Battle 21: This was my only loss to Thorton. I traded my lead Electrode for Cherrim here, because of Thorton’s lead Claydol. I hoped Power Herb SolarBeam would one-hit KO, but it was a 68% chance - Claydol just barely survived and Trick Roomed. Thankfully Cherrim had Synthesis to stall out the TR turns (Claydol’s Zen Headbutt is weak), and I used Sunny Day just before TR ended, so I could KO with the next SolarBeam before another TR. Thorton then sent out Staraptor, making me wish I still had Electrode. Staraptor finished off my Cherrim with Return, then KOed my Stantler because it dodged two attacks after just one Double Team. Although my Stantler had Thunder Waved it, my final mon Lanturn missed once and lost 50% HP, before finally KOing the red-HP Staraptor. The last foe was Granbull, so my only hope was to go for full-paralysis from Thunder Wave, but it didn’t happen.
Attempt 18, Battle 50: See description of Battle 50 in the previous section of this report. Shown in this unlisted video: https://tinyurl.com/2nxvuwfk