Amazing work!Hello all! After what I would consider a fortunate run, I have a Normal Restrictive Sparring streak of 106 . The squad was Heliolisk/Braviary/Chansey.
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Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 Def/ 252 Spe
- Rising Voltage
- Parabolic Charge
- Hyper Beam
- Grass Knot
This thing’s speed and Life Orb-granted power are great. sb879 mentions in this post, and Eisenherz used to great effect in this streak. Speed ties Salazzle; not a risk I’ll take with it in the lead, but it makes it less of a nuisance if it come out in the back. Both sb879 and Eisenherz do a thorough job of talking about this mon in their posts, so I’ll just explain Hyper Beam and Grass Knot.
I’ve run both Hyper Voice and Dragon Pulse here, but the drawbacks of both have come back to haunt me in prior attempts. Among other things, (in E. Terrain) and suck hard for the backline; and its Super Fang aren’t fun, either. Hyper Beam is only way to guarantee a OHKO on all of these Pokemon. This is probably already documented elsewhere, but the AI seems to prioritize either super effective moves or the hardest possible hits when choosing its second mon, making especially bad. I’ve had it use Clangorous Soul instead of Close Combat against a Dynamaxed , which is no bueno. The 75% KO chance against with Hyper Beam is also clutch, if a bit risky. Finally, it doesn’t change in power post-Dynamax, which has come into play against in previous attempts. The 8 PP is fine if you only use Hyper Beam/Max Strike as a last-ditch effort. I almost never us it on a last mon Grass type, for example.
I started with Grass Knot, ran Surf for a while, then swapped back after a… fair number of battles. Surf makes passive sustain easier than Grass Knot; you only lose 2 net HP per battle if you get Rain up turn one and win in three turns, assuming you don’t take hits and don’t have the weather changed or nullified. However, Grass Knot has a few juicy targets. Here’s a rundown of the differences; "HB" means also taken out by Hyper Beam, "ET RV" means also taken out by Rising Voltage if Electric Terrain is up. I’m not including anything taken out by an unboosted Max Lightning.
Max Overgrowth deals with , , , , , (HB)
Max Geyser has (ET RV):, (HB/ET RV), (HB/ET RV), and (but only if non-Sturdy; not an advisable gamble)
is rough to manage with the backline; Yawn + Power-Up Punch + Unaware is not a good time. It’s also a common second Pokemon due to Earthquake hitting hard. It’s possible to OHKO outside Dynamax with Grass Knot, but that never came into play. is kind of clutch because you can force a Surf with the backline, heal , then KO outside Dynamax. Not triggering Swift Swim on and is also nice; I’ve had both of them end streaks while running Surf.
Coalossal is the only iffy one lost, but not unmanageable by the backline. No matter what you run, Endure is still a pain. and are also hit harder by Surf/Geyser, but does fine against them.
Braviary @ Leftovers
EVs: 252 HP / 4 Att / 132 Def/ 4 SpD / 116 Spe
- Shadow Claw
- Bulk Up
sb879 mentions the potential of as backline mon, and I enjoyed using it quite a bit. Without support, it can set up on stuff doesn’t like (or things that would waste Hyper Beam PP), such as Grass types (except ), , , Quick Claw , and bulky Normals like and . With Confide support from , it can set up on some bulky Faires and Psychics too, if it can avoid crits. In most cases, it handles Body Press users and OK.
I don’t remember if the 4 EVs Attack do anything, or if it was a holdover from when I was running more Special Defense. Otherwise, I used the EVs to hit 126 speed (outspeeds Flapple, Mr. Rime, and Butterfree), maximize HP, and add physical bulk. Fly has good power and PP (24) without causing recoil. Fly also has the fringe benefit of netting a turn of Leftovers recovery if used outside Dynamax. Shadow Claw (24 PP) hits all of Flying’s resists (Rock, Steel, and Electric) neutrally; I believe Bisharp and Morpeko are the only RS resists between these two moves, and the latter is OHKOed by +3 Max Airstream. Defense drops from Phantasm are great, both to soften Pokemon for 2HKOs and to reduce Body Press damage. Rest is the healing move for when Leftovers aren’t keeping up. The way I play , it gets statused a lot, so Roost wasn’t going to work in this case. also needs to maintain its Body Press neutrality, and it really likes having Bug and Grass resists. Plus, being able to go from 20 HP to full is clutch.
The typical strategy is to get to +3 Attack and make sure you use at least one Airstream on the Pokemon you set up on. If those boosts come from Defiant boosts so you’re not using Bulk Up PP, even better. Once you get to that stage, you OHKO 87% of the RS roster in Dynamax, and you outspeed everything except for and . Because has to tank a fair number of physical attacks and the occasional crit, the extra speed to outpace is not worth the drop in bulk. Bulk Up PP and Fly PP are both precious; if you can kill (or even two-shot) a second or third mon with Max Phantasm or Shadow Claw, generally do it. Rest is usually my burner PP if I need a Max Guard or if I’m at full and don’t want to use attacking PP on a wake-up turn; Leftovers do a pretty good job of maintaining health.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Att, 20 Spe
- Seismic Toss
Let just say it took me… a while… to land on for this slot. I’ll just do a brief-ish synopsis of the predecessors I tried for more than one run
@ Lum Berry/Rocky Helmet; Flamethrower/Wish/Protect/Toxic OR Light Screen
I thought I needed wish support for a Life Orb user. It ended up eating a lot of status, hence the Lum Berry at one point. Regenerator + Rocky Helmet slaps. Flamethrower was for and . Light Screen made me realize that supporting with Special Attack drops was a pretty good strategy. .
@ Eviolite; Shadow Ball OR Toxic/Conversion/Eerie Impulse/Recover
A bit of a gimmick, but it was quite good at not dying to Body Press and if it survived the initial hit! Trace was also clutch; it allows me to scout things like and nab a heal with . Toxic couldn’t directly handle , but with Conversion it could proc a Dig and allow to come in. In the end, its downfalls were not enough PP, susceptibility to Crits + status, and no way to lower the impact of physical moves beyond changing type. .
@ Eviolite; Iron Defense/Confide/Rest/Flame Charge OR Swift
Crit immunity from Battle Armor combined with Eviolite-bolstered bulk is a hell of a drug cocktail. With enough initial health, Iron Defense virtually neutralizes Body Press. Both Flame Charge and Swift have 32 PP, which is pretty good. The former has a handy speed boost effect and hits /// harder, while the latter does better against and , among other things. The problem? Rest and no Leftovers combined with low damage output. Rest requires the use of one PP to wake up, and especially against Body Press users just has sit there and take hits while chipping away at the opponent. That being said, I did hit mid-80s with a Flame Charge build alongside a Surf + Dragon Pulse ; might have hit 100 that time had I not let drop to a Grass Glide off that I though was going to be a Grassy Terrain.
@ Rocky Helmet; Knock Off/Confide/Baby-doll Eyes/Rest
Oh hey it’s again! I was getting sick of burning through all of its PP just trying to stay alive and do damage, so back to Regenerator! This iteration never did as well as my streak but I tried anyway. ’s base stats are just kind of trash; NFE Pokemon like and have better BSTs. Base 103 HP/86 Def/86 SpD bulk is only a touch better than . Even with max SpDef investment stuff like crit Psychics and Ice Beams were ending streaks. Fun fact; does not learn Charm. Which, fair; it’s not cute.
Tldr; I needed something that could keep up PP-wise, not die to crit special attacks, handle status, and heal to full without burning through a ton of Rest (or other recovery) PP. Enter .
The special wall to ’s physical tank. Seismic Toss is pretty great; it’s a 3 to 5HKO on almost all the non-Ghost types, and its damage output can’t be reduced by dumb stuff like Moonblast or Charm. Eviolite ’s ability to take special hits is still stellar even with only HP investment; it takes 24% max from a crit Moonblast. Confide allows to take special hits even better, and can provide with new, though sometimes risky, setup opportunities against certain Pokemon. Light Screen has more PP, but it’s temporary and can only hit the equivalent of -2 SpA. Even though ’s goal is primarily to be a special wall, I have max physical bulk + Charm to make stuff like and much more manageable. Yes, a Bold naturue would be marginally better for the lower Attack stat, but I got Impish when breeding didn’t feel like burning the Mint. Rest is good for full heals and staying in even if you get Poisioned or Burned. Natural Cure also means you can swap out after Rest. This synergy preserves PP by avoiding wakeup turns, conserves your replenished HP by not taking hits, and it can let eat a water move or deal with a debuffed opponent. The 20 Speed IV lets it underspeed and (allowing for stalling while they flip flop Trick Room) while still getting the jump on outside Trick Room.
Eisenherz already went through some of the funny anti-threats to a -led team, so I’ll just do threats for my team.
Crit Drill Run comes close to OHKOing Dynamaxed from full. If is already Dynamaxed, you can hope it chooses Acupressure (it sometimes does if you have enough health) or swap to , use a Bulk Up, and Fly. Freezes, flinches, crits, misses, and Acupressure boosts are all concerning. If it’s a lead, is the safest option.
This thing is awful. Best strategy is usually to hope is boosted, or hope it Taunts . is faster than , and Night Slash does up to 58% to Dynamaxed . I’ve never done vs , but takes up to 35% on a crit, and 3HKOs, leaving it at low health and likely stuck with Taunt. can’t OHKO with Fly and it can’t boost because of Taunt. Pressure makes everything worse, especially in the back line where Fly PP are precious, or you're burning through 6 Seismic Toss PP.
Not a bad lead ( deals), but stress-inducing in the back if is out. Faster than , and Strong Jaw Fire Fang or Crunch hurts a lot. If it didn’t use Electrify most of the time it would be truly terrifying. Having Electric Terrain up against this thing is a double-edged sword. On the one hand, Electrify becomes useless for , because Rising Voltage/Max Lightning off anything but Parabolic Charge is a OHKO on . However, if is low on health and needs to swap out, it gives extra juice to hit with, and Rest is disabled until the terrain is gone.
Honestly not too bad as far as Sturdy Body Pressers go, but it deserves a mention. It’ll often go for Spikes if is close to full and Dynamaxed. Otherwise, if is in decent shape, it sets up pretty handily on , especially if Dynamax is available.
Quick Claw Superpower + possible Contrary. Kind of BS.
Hits everything hard, can chip my mons with Hail, and it has Ice Shard pick off a weakened or . At one point, I had EVed to have a ratio of Attack to Defense that let it always OHKO with Fly after Wood Hammer recoil. Nowadays, I usually take the 75% OHKO chance with Max Strike.
If Electric Terrain is up, Rising Voltage KOs. If not, needs to switch in and get to +1 and hit with Fly. Swagger can complicate the whole thing. I never do more than one Bulk Up against this thing because of Swagger.
Max Lightning will OHKO if it’s not Sturdy; if is at or near full, or already Maxed, I tend to go for it and hope for the best. Otherwise, has to get lucky with Iron Defenses while contending with Sandstorm nullifying its Leftovers.
Not sure if this or is worse, probably ? cannot stay in. can set up if it’s near full health and can avoid crits before it has boosted; a single crit is OK between Rests if you’re around +3 Def. If there are still Dynamax turns and hasn’t set up, in an ideal world should boos to+4 then do Max Phantasm into Max Airstream. However, crits are scary, so earlier Dynamaxing is sometimes required. If there's no Dynamax, use Bulk Up, chip with Shadow Claw, and Rest as needed.
Not only is it a member of Sturdy Body Press gang, sucks extra hard because it also gets Sand Stream to boost its special defense and whittle down the back line. Meteor Beam annihilates . I usually just tank the Body Press if has enough health; it has the weakest Body Press of any of the Sturdy Body Press Gang. Otherwise you have to burn Fly PP dodging Meteor Beam, or Seismic Toss with while taking quite a bit of damage. Even if is set up, it has to burn a turn of Dynamax with Max Guard to avoid the Power Herb Meteor Beam.
Before I start out, I just want to say I got lucky in terms of my encounters with the Sturdy Body Press Gang . I only remember encountering 6 during the whole run, and two confirmed didn’t have Sturdy.
Leg 1: 38 battles.
Pretty clean and efficient leg. At the end of Battle 38, the only PP had were 8 Grass Knot PP. had 1-2 battles left. took out a Sand Force and a non-Sturdy without taking a Body Press.
Leg 2: 67 cumulative; 29 battles
Things were a bit hairier here. I leaned hard on and it got down to 2 Rest PP by the mid 50s. took out 3 , each of which used Taunt. After hitting a with two Charms from , I swapped in to set up but got frozen after one or two Bulk Up boosts. It worked out (thawed with no crits!) but still scary. Somewhere in the 60s I passed up a second mon for healing on ( must have been at full). I actually had to end the leg because was almost dead. was around half and only had one Rest PP. Good thing the first leg went so well! My encounters with the Sturdy Body Press Gang again included and . was a lead, and I set up on it with . It wasn’t Weak Armor, so I might have saved . A Gigalith came out on turn 2 of a Dynamax, but Guard + Phantasm + Shadow Claw dealt with it ( was at +3 Att).
Leg 3: 106 cumulative; 39 battles.
How I survived this leg is anyone’s guess; I should have had my mons taken out or heavily dented so many times. The worst battle was 87, the only I saw and it was a lead. was at 2/3 HP. I swapped in the and went straight for the Dynamax, debuffing the heck out of that thing’s defense and preventing Heavy Slams; three Phantasms and a Shadow Claw did it, but I was at about ¼ health at the end. Rested against the incoming , took 1/3 health in damage, swapped to , debuffed with Charm (no crits!) and got awake, healed up, and set up, again avoiding crits.
Other notable experiences: Finally had a this leg. It came out after I’d Parabolic Charged a , and then dealt with it after setting up a bit (Dynamax was available). On a different battle, had a go for a Breaking Swipe into a pretty healthy +3 Att/ +1 Def Dynamaxed (though I guess Rock Wrecker would have only done 58% tops without a crit). Had a couple scary experiences where they could have hit me hard instead of using Electrify. In one, used Electrify again a not-too-healthy Dynamaxed after Terrain was already up; Max Lightning KOed. In another I had to switch out in Electric Terrain due to a second mon Blissey. I should have used as an intermediate to stall terrain but went straight to for a Fly. After the Fly comes out and uses Electrify as I switch to . Apparently even in terrain, Wild Charge only tops out at 91% against unboosted . Battle 97 I had a target a Dynamaxed with Swagger; very odd. I swapped in and luckily the Swagger missed. I got a Bulk Up + Fly off and things were great.
Last battle was just a crash and burn due to lack of PP. Burned my last Seismic Toss, Bulk Up and Fly PP on a , in came a ghost-immue . I was Dynamaxed with , so I Hyper Beamed with (last PP; only had one electric PP in Parabolic Charge), got wrecked by :beheyeem:. only got a few Shadow Claws off before going down, and like heck if ’s Struggles would have taken it out. Might have been able to get the win if I’d let go down before attacking with , but I didn’t.
And now that’s all the types over 100 before the DP remakes! sb879, your Ice run was wild; I really enjoyed your writeup!