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Metagame Almost Any Ability

Discussion in 'Other Metagames' started by Laxpras, Nov 26, 2016.

  1. Laxpras

    Laxpras You don't want zero problems big fella

    Joined:
    Jun 20, 2015
    Messages:
    497
    ye_screw_you_priority_rock_type_move_by_ixjackiexx-daqtv3i (1).png
    Thanks to Jackii for the amazing banner!

    What is Almost Any Ability?
    Almost Any Ability (AAA) is a metagame that lives up to its name. Pokemon in this meta have access to "almost every ability" with the exception of a few that me, the council and the community deem broken or unhealthy for this metagame. (Keep in mind that you cannot change the ability of a mega pokemon, that is, when you mega evolve a pokemon, it does not retain the ability you have given it, it reverts to the ability the mega has.) With new abilities at Pokemons disposal, new, old and even some unexpected threats emerge from the depths of OU, UU, NU, and maybe even some PU. After all, an ability can make or break a Pokemon!


    Resources

    Council Members

    aesf
    darksylvion
    LaxLapras
    motherlove
    Jordn

    Clauses, Banlists, and Unbans

    AAA's clauses are similar to OU's, however mons and abilities shall be banned seperately from OU. Take note that mons that naturally gain these abilities can still use them, so huge power azumarill is still legal despite huge power being banned. Likewise with megastones.

    Abilities
    • Arena Trap
    • Comatose
    • Contrary
    • Fluffy
    • Fur Coat
    • Huge Power
    • Illusion
    • Imposter
    • Innards Out
    • Parental Bond
    • Protean
    • Pure Power
    • Simple
    • Stakeout
    • Speed Boost
    • Water Bubble
    • Wonder Guard

    Pokemon
    • Archeops
    • Dragonite
    • Dugtrio
    • Kartana
    • Keldeo
    • Kyurem-Black
    • Pheromosa
    • Regigigas
    • Shedinja
    • Slaking
    Clauses
    • OU Clauses
    • Ability Clause-teams are limited to 2 of the same ability, this includes "variants" such as Teravolt and Turboblaze.

    Unbans

    • Genesect
    • Landorus
    • Mega Metagross

    Ban history

    [11/27/16] Quick banned Simple and Contrary
    [12/1/16] Almost Any Ability is on Showdown!
    [12/3/16] Parental Bond has been quick banned
    [12/14/16] Comatose has been quick banned
    [12/23/16] Speed Boost has been quick banned
    [2/8/17] Fluffy has been banned via suspect
    [2/8/17] Dragonite has been quick banned
    [2/8/17] Kyurem-Black has been quick banned
    [2/8/17] Illusion has been quick banned
    [2/8/17] Protean has been quick banned
    [2/8/17] Stakeout has been quick banned
    [2/23/17] Innards Out has been quick banned
    [3/17/17] Keldeo has been quick banned
    [3/21/17] Dugtrio has been quick banned
    [4/6/17] Kartana has been banned via suspect
    Last edited: Jun 25, 2017
  2. Laxpras

    Laxpras You don't want zero problems big fella

    Joined:
    Jun 20, 2015
    Messages:
    497
    Sample Teams

    Teams (open)

    DarkSylvion Noivern Balanced Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Importable (open)

    Noivern @ Choice Specs
    Ability: Aerilate
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Boomburst
    - Flamethrower
    - U-turn
    - Switcheroo

    Entei @ Choice Band
    Ability: Magnet Pull
    Shiny: Yes
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Sacred Fire
    - Flare Blitz
    - Stone Edge
    - Extreme Speed

    Zygarde @ Leftovers
    Ability: Magic Bounce
    EVs: 188 HP / 68 Def / 252 SpD
    Careful Nature
    - Substitute
    - Toxic
    - Coil
    - Thousand Arrows

    Zapdos @ Rocky Helmet
    Ability: Unaware
    EVs: 248 HP / 252 Def / 8 SpD
    Bold Nature
    IVs: 1 Atk / 30 Spe
    - Hidden Power [Ice]
    - Volt Switch
    - Roost
    - Defog

    Manaphy @ Assault Vest
    Ability: Regenerator
    EVs: 252 HP / 56 Def / 200 SpD
    Sassy Nature
    - U-turn
    - Knock Off
    - Scald
    - Ice Beam

    Terrakion @ Choice Scarf
    Ability: Adaptability
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Close Combat
    - Sacred Sword
    - Stone Edge
    - Stealth Rock
    Description (open)

    • Bluntly speaking, Noivern is just too powerful. I mean aerialate boomburst rips through balanced teams, it 3 shots any regenvest user not named magearna + gets switcheroo to capitalize on chansey switch-ins since teams lack answers to it otherwise. Not to say it hits 123 base speed, which is again just awesome and it shits over sticky web teams too which are becoming common in a meta filled with slow wall-breakers.
    • Though magnet pull is a sub-par ability in general, it works decently on the specific teams. Since I actually wanted to spam boomburst rather than just pivot on the sight of magearna which is quite popular, Entei acts as a pretty strong partner for noivern, breaking through most of it's counters p well + provides a strong neat priority.
    • Next up, a defensive core of magic bounce zygarde + unaware zapdos + regenvest mana was added, which imo is p good at warding off various threats. Magic Bounce coil zygarde is a p good win-con against passive teams with it having toxic to pressure standard unaware mons and gives zero fucks about stuff like ferrothorn etc. Unaware Zapdos is a good check for various triage/belly drum/fighting types(not named terrakion) and provides hazard removal for the team. And finally regenvest mana gives us a cool pivot. Though mana was earlier a regenvest fini but like yeah that was p shit.
    • Finally, the team wraps up by having a solid revenge killer in adapt terrakion, which just flourishes in post kartana meta, and carries sacred sword for the occasional curse-lax.

    Funbot Webs Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Importable (open)

    Smeargle @ Focus Sash Ability: Mold Breaker EVs: 252 HP / 4 Def / 252 Spe Jolly Nature - Spore - Sticky Web - Stealth Rock - Nuzzle

    Zygarde @ Sitrus Berry Ability: Aerilate EVs: 160 HP / 216 Atk / 28 SpD / 104 Spe Adamant Nature - Coil - Thousand Arrows - Dragon Dance - Extreme Speed

    Hoopa-Unbound @ Choice Band Ability: Hustle EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Hyperspace Fury - Zen Headbutt - Fire Punch - Trick

    Manaphy @ Waterium Z Ability: Beast Boost EVs: 108 HP / 252 SpA / 148 Spe Timid Nature IVs: 0 Atk - Surf - Ice Beam - Energy Ball - Tail Glow

    Mimikyu @ Life Orb Ability: Disguise EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Swords Dance - Shadow Claw - Play Rough - Shadow Sneak

    Thundurus @ Life Orb Ability: Competitive EVs: 4 Atk / 252 SpA / 252 Spe Naive Nature - Thunderbolt - Superpower - Hidden Power [Ice] - Knock Off
    Description (open)

    Mold Breaker Smeargle is the main lead of this team, since it can set up both Webs and Stealth Rocks, benefiting the team immensely. If it is able to net a Spore on a target, it usually is able to set up both layers with ease and can also cripple Taunt users and offensive threats with Nuzzle if it every needs to. Smeargle is the main glue mon that holds this team together, as without it the team does not function as properly as it should.

    Zygarde is the first setup sweeper that abuses the speed drops from Sticky Web, enabling it to outspeed threats it couldn't have before at +1 and proceed to sweep lategame. Aerilate also allows it to beat would be counters such as Buzzhole and Chesnaught, making it even more menacing to face. It also provides the team with pseudo-bulk, since it can switch into Fire and Rock types reliably if its at near full health with this EV spread.

    Hustle Hoopa-U is back at it again but this time with a Choice Band equipped. Nothing can really avoid the 2HKO from Hyperspace Fury coming off this monster besides Intimidate Buzzhole niche stuff like Intimidate Mandibuzz. Hoopa-U also appreciates the Speed drops since it also allows it to not fear offensive threats such as Greninja and Terrakion that could otherwise revenge kill it with ease. Broke af mon once again putting in so much work for the team.

    Manaphy acts as the second setup sweeper that can break through balance teams thanks to Tail Glow. I appreciate Beast Boost since it allows Manaphy to boost its speed every time it lands a KO, meaning that Ground-immunes such as Noivern and Thundurus-I fail to revenge kill it regardless of Sticky Webs. It also possesses decent bulk for an offensive mon, acting as a semi-reliable Weavile switchin for the team.

    Although not abusing the mechanics of AAA, Mimikyu was still placed on the team to not only act as a Spinblocker, but also a great setup sweeper that can mostly always get the chance to setup a Swords Dance thanks to Disguise. Its typing also gives the team an immunity to Fighting, Normal and Dragon type attacks, deterring threats such as Terrakion, Garchomp, and Snorlax from just spamming their STAB moves.

    Lastly, Thundurus was added to act as a means of Defog "prevention" thanks to Competitive. Meaning that it can switchin versus common Defog users such as Tapu Fini and Skarmory, gain the +2 in Special Attack and proceed to sweep if faster revenge killers have been taken out. It also acts as a great wallbreaker since it can go mixed, punishing switchins such as Chansey with Knock Off + Superpower.


    Jrdn Bulky Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Importable (open)

    Celesteela @ Choice Band
    Ability: Steelworker
    EVs: 252 Atk / 4 Def / 252 Spe
    Naughty Nature
    - Heavy Slam
    - Earthquake
    - Seed Bomb
    - Flamethrower

    Golisopod @ Life Orb
    Ability: Triage
    EVs: 240 HP / 252 Atk / 16 Spe
    Adamant Nature
    - Leech Life
    - Swords Dance
    - Liquidation
    - Aqua Jet

    Nihilego @ Leftovers
    Ability: Water Absorb
    EVs: 252 HP / 4 Def / 252 SpD
    Calm Nature
    IVs: 0 Atk
    - Stealth Rock
    - Power Gem
    - Sludge Wave
    - Clear Smog

    Zygarde @ Groundium Z
    Ability: Magic Bounce
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Dragon Dance
    - Thousand Arrows
    - Extreme Speed
    - Outrage

    Mew @ Leftovers
    Ability: Unaware
    EVs: 252 HP / 192 Def / 64 SpD
    Impish Nature
    IVs: 0 Atk
    - Skill Swap
    - Defog
    - Soft-Boiled
    - Ice Beam

    Magearna @ Assault Vest
    Ability: Regenerator
    EVs: 252 HP / 252 Def / 4 SpD
    Relaxed Nature
    IVs: 0 Atk / 0 Spe
    - Volt Switch
    - Fleur Cannon
    - Ice Beam
    - Flash Cannon
    Description (open)

    The original idea of the team was to make an offensive core between Triage Golisopod, which can seriously threaten offensive teams that are unprepared (i.e. dazzling/psy-surge) as well as weaken fatter teams for a sweep later in the match, and Steelworker Celesteela. Celesteela you say? Yes. Celesteela absolutely eats common cores such as Tapu Fini + Magearna.

    Here are some calcs:

    252+ Atk Choice Band Steelworker Celesteela Heavy Slam (120 BP) vs. 252 HP / 0 Def Magearna: 360-424 (99.1 - 116.8%) -- 93.8% chance to OHKO
    252+ Atk Choice Band Steelworker Celesteela Heavy Slam (120 BP) vs. 248 HP / 252+ Def Tapu Fini: 267-315 (77.8 - 91.8%) -- guaranteed 2HKO

    These are 2 pokemon that usually like to switch in on Celesteela, since people expect to eat a hit and scald (Fini) or pivot out (Magearna). I use max speed Adamant to outspeed Fini, even with some speed creep, as well as a plethora of other mons that being slower than wold be a huge pain. Golisopod's EVs are pretty simple, 252+ Attack, and almost full EVs in HP with a few speed EVs to potentially outspeed other Golisopods.

    After deciding to use these 2 pokemon, I recognized a few things: 1) I need Stealth Rocks 2) Noivern is spoopy 3) Scald is equally spoopy. To cover all 3 of these issues I went with an interesting set in Water Absorb Nihilego. Admittedly I had Tapu Fini in mind here, since the Poison type + Water Absorb basically hard counter all possible sets. The set is pretty straight forward. Max Hp/SpDef to switch in on Noivern. Rocks + Stab Moves are obvious, and clear smog is just so Calm Mind users (Again, Fini) cannot get out of hand.

    While Nihilego can hard switch into a lot of specific pokemon, a lot of pokemon can, in turn, switch right in on Nihilego. Pokemon like Ferrothorn or Heatran don't really care about anything it can dish out and can proceed to set up their own hazards. Enter Magic Bounce Zygarde. It combines the great bulk and ability to punish hazard setters with an equally great potency for breaking down stall/balance/offense teams alike. Magic bounce really can mess up stall teams trying to Toxic or Whirlwind/Roar, and it allows Zygarde all the time in the world to set up. Max Speed Adamant allows Zygarde to maintain it's maximum power while outspeeding some important pokemon like +Speed Hoopa-U. The moves are also simple. Thousand Arrows/DD/Outrage/Espeed is basically what you would expect. Groundium-Z is simply to help break out defensive pokemon that think they can take a hit. It works out well

    Defensive pokemon aren't the only pokemon that like to switch in on Nihilego. Something like zygarde has no issues switching directly in and beginning to set up. I also knew I needed to get a defogger on this team, as well as simply having a pokemon that can handle myriad of pokemon that like to set up and sweep. Mew is the perfect little weird alien thing for the job. Ice Beam/Defog/Softboiled/Skill Swap is my personal favourite set for Unaware variants of Mew. Ice beam is to tackle bulky substitute Zygardes, as well as hit other pokemon nicely as well. Defog and Recovery are obvious. Skill swap might be weird to the untrained eye, but people who know the power of Poison Heal know that Skill Swap + Unaware is a great pair. EVs are so LO Adamant Lucario can't 2hko with Crunch, rest evs in Spdef.

    Finally we have the ever so usefull Assault Vest Magearna. I use Max HP/Def just to bolster up my relative lack of defensive pokemon, and Magearna has really great defenses, so it works really well as a slow pivot. Not much else to say about this thing. It's S tier for a reason, pivots into threats and proceed to smash things with Celesteela or something :D
    Replays (open)


    Jrdn Tyrantrum Offense
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Importable (open)

    Tyrantrum @ Life Orb
    Ability: Magic Guard
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Dragon Dance
    - Head Smash
    - Toxic
    - Earthquake

    Talonflame
    Ability: Magic Bounce
    EVs: 248 HP / 8 Atk / 252 SpD
    Careful Nature
    - Acrobatics
    - Roost
    - Bulk Up
    - Taunt

    Magearna @ Assault Vest
    Ability: Regenerator
    EVs: 252 HP / 148 Def / 108 SpD
    Bold Nature
    IVs: 0 Atk
    - Volt Switch
    - Fleur Cannon
    - Ice Beam
    - Flash Cannon

    Landorus-Therian @ Choice Scarf
    Ability: Refrigerate
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Return
    - Earthquake
    - Stealth Rock
    - U-turn

    Tapu Fini @ Leftovers
    Ability: Regenerator
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Scald
    - Moonblast
    - Defog
    - Taunt

    Lucario @ Fightinium Z
    Ability: Adaptability
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Vacuum Wave
    - Nasty Plot
    - Flash Cannon
    - Focus Blast
    Description (open)

    I'll try to keep this one a little shorter since it was a little while ago since I used the team.

    I don't remember the teambuilding process, but the team began around the idea of this really wacky Talonflame that was designed to beat stall and bounce back a lot of common hazard users. I was convinced that Magic Bounce was being underutilized but I did not expect that this set would be so successful. It didn't really scream success, but boy was I pleasantly surprised. Max HP and Spdef make it able to take on a lot of hits, as well taking 2 scalds from pokemon like Suicune/Tapu Fini. Taunt/Bulk Up is a really nice stallbreaking pair, as it stops pokemon from healing as you set up more and more. It can even beat non-unaware variants of skarmory, which is just insane. Acrobatics with no item is the attack of choice, and it's a really nice dependable move. Roost just increases longevity, and it's a necessity.

    Tyrantrum was added to smash things with its face

    Magearna+Fini rounds out a really nice core with Talon and can take on a lot of threats. Magearna, like in the first team, is just so damn good, and can help me pivot into big threats. Fini is just the usual Defog set. I've begun to believe that Regenerator is better on Fini for defog sets, and CM Fini is more suited for Poison Heal.

    Landorus is a bit of a surprise factor, with Refrigerate, it can really catch some teams off guard. I don't know how to explain it; the addition of Refrigerate Return makes for way less risky plays with Lando, and it just seems to work out so well. U-turn is a must of course, just like every other Scarfed Lando, and obviously Earthquake as well. The last move I added Stealth Rocks because my team needed it.

    Lucario is the final mon, and it probably puts in the most work on a game to game basis. People expect a physical set, and make a fatal error in switching to their physical wall. With a Nasty Plot, this thing becomes an absolute monster.

    Here are some joyous contabulations

    +2 252 SpA Life Orb Adaptability Lucario All-Out Pummeling (190 BP) vs. 248 HP / 252+ SpD Assault Vest Magearna: 432-510 (119 - 140.4%) -- guaranteed OHKO

    +2 252 SpA Life Orb Adaptability Lucario Flash Cannon vs. 248 HP / 0 SpD Tapu Fini: 333-393 (97 - 114.5%) -- 81.3% chance to OHKO

    +2 252 SpA Life Orb Adaptability Lucario All-Out Pummeling (190 BP) vs. 248 HP / 0 SpD Zapdos: 538-634 (140.4 - 165.5%) -- guaranteed OHKO

    +2 252 SpA Life Orb Adaptability Lucario Focus Blast vs. 252 HP / 0 SpD Golisopod: 341-402 (96.3 - 113.5%) -- 75% chance to OHKO

    It's absurd.
    replays (open)


    LorisMasta Rain
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    importable (open)

    Volcanion @ Choice Specs
    Ability: Swift Swim
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Steam Eruption
    - Fire Blast
    - Sludge Wave
    - Hidden Power [Ice]

    Tornadus @ Damp Rock
    Ability: Drizzle
    EVs: 4 Atk / 252 SpA / 252 Spe
    Timid Nature
    - Hurricane
    - U-turn
    - Focus Blast
    - Knock Off

    Ferrothorn @ Leftovers
    Ability: Regenerator
    EVs: 248 HP / 88 Def / 172 SpD
    Relaxed Nature
    IVs: 0 Spe
    - Stealth Rock
    - Leech Seed
    - Power Whip
    - Gyro Ball

    Garchomp @ Waterium Z
    Ability: Adaptability
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Swords Dance
    - Earthquake
    - Dragon Claw
    - Aqua Tail

    Greninja @ Choice Specs
    Ability: Adaptability
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Hydro Pump
    - Dark Pulse
    - Water Shuriken
    - U-turn

    Porygon2 @ Eviolite
    Ability: Unaware
    EVs: 248 HP / 196 Def / 64 SpD
    Calm Nature
    IVs: 0 Atk
    - Recover
    - Ice Beam
    - Toxic
    - Tri Attack
    Description (open)

    As you can probably tell by the make up of the team, this is in fact a rain team. I really love using weather in AAA because you can make your setter/abuser an already good mon. I already had a sun team so I wanted rain as well (I've also tried out hail with snow warning Jynx with Aurora Veil).

    I started off the team with the Swift Swim Keldeo/Drizzle Tornadus pair, but Keldeo got banned shortly after I made the team so I replaced it with Volcanion and it is is doing just fine without needing any changes. Swift Swim makes up for Volcanion's subpar speed and turns modest specs Steam Eruption into an absolute nuke in rain. Very mons can take Steam Eruptions under rain, and it can break through a lot of walls, scoring a 2HKO on stuff like AV Magearna, Chansey with Eviolite knocked off, and even physdef Fini and Suicune if it is in the rain. Fire Blast is the secondary STAB move, which can still deal big damage to grasses in the rain. It also hits non flash fire steels outside of rain, but in the rain you will want to use Steam Eruption on them. Sludge Wave hits basically just Fini, and HP Ice is there to revenge kill Noivern under rain as it is a big threat to this team.

    Tornadus is the rain setter with Drizzle and Damp Rock. It was chosen for it's ability to pivot into the offensive threats with U-turn, and can threaten grass types with STAB Hurricane that is 100% accurate. Knock Off is a great option that can remove AVs and Eviolites from special walls like Magearna and Chansey, which is extremely helpful for the rest of the team. Focus Blast is there to hit Steels that resist Hurricane as well as Rock types.

    Next up I needed a hazard setter as well as a switch in for water moves that can use my rain against me, so Ferrothorn was the obvious choice on a rain team. I went with Regenerator because it can switch into a lot of offensive threats and pivot into P2. If you aren't worried about getting worn down you can change the ability if you want. You can run Flash Fire to deal with Desolate Land FIre types, which are threats to the tea, but you can get away with not running it until you switch out because people expect it. Stealth Rock is needed on all teams, and Leech Seed wears things down and gets back some health. Gyro Ball is the main STAB and Power Whip hits bulky waters that can take Steam Eruptions and Hydro Pumps.

    After the first three mons I wanted an offensive pokemon that can function perfectly fine outside of rain but still benefits from rain being up. I decided on SD Adaptability Garchomp, but with a twist: Waterium Z Aqua Tail. This lets Garchomp take on its usual checks. +2 Hydro Vortex in the rain one shots Skarm, Zapdos, and does 78% min to Buzzwole, unless they are Intimidate or Unaware. Even though there is a very good possibility they are running this abilites, it can still do a lot of damage to them and the rest of the team can take these mons down fine. Swords Dance is there to boost your attack and EQ + Dclaw are the STABs alongside adaptability.

    For my last offensive mon I was looking for a fast mon that could use water moves and priority, and Greninja has all 3 of them. I debated whether I should run Adaptability or Battle Bond for a while, and I tried out both, but I settled with Adapt since the immediate power is nice. However, Battle Bond would help more with stuff like Noivern, gives a more consistent Water Shuriken, and also does like 1% less damage when transformed so feel free to change it. The moveset is standard for Specs Greninja. Hydro Pump for strong STAB, especially in rain. With Adaptability it is about as strong as Volcanion's modest Steam Eruption. Dark Pulse is the second STAB, Shuriken is priority, and U-turn is momentum.

    To finish the team I wanted a blanket check to a ton of stuff, so I decided on Unaware Porygon2. It's insane bulk with eviolite allows it to tank a plethora of hits. Unaware lets me beat dangerous set up sweepers like Volcarona, Minior (I lose to this thing way too much lol), Golisopod, and much more. The EV spread is just to make it as mixed bulky as possible because I haven't found anything I need a specific amount of bulk for. Recover is necessary to stay healthy. Ice Beam hits a lot of pokemon super effectively, most notably Zygarde, but also any Dragon, Ground, Flying, or Grass type. Tri Attack is my second attack to do as much damage as possible to pokemon like Alakazam and Hoopa. Toxic wears down walls and pokemon I can't take down with Ice Beam and Tri Attack.

    Now, this team is more of an offensive oriented team, and it definitely has it's defensive weaknesses. Most notably, both Ferro and P2 are weak to fighting. Pokemon like Terrakion and Lucario basically get to spam fighting attacks and gets kills. Scarf Terrak in particular is a threat as it outspeeds Volc in rain, so you have to revenge with Torn if it's locked into CC or Gren's Water Shuriken. Noivern is another big threat as it 2hkos Ferro and P2 with Boomburst. Volc's HP Ice is needed to revenge kill it. Scarf Hustle Hoopa and Mega Zam are 2 more big threats, which are both revenge killed by Volcanion. Desolate Land Fire types are real pains, but can be revenge killed by Chomp and Gren's Dark Pulse. Knock Off mons that can take down Ferrothorn also have ot be revenge killed. The rest of the weaknesses are just strong wall breakers in general, like Hoopa and Mamo.

    And that is the team. It does have it's flaws, but it's nothing that can't be played around. The team is very overwhelming offensively, and I have had no trouble beating stall with it. I hope you all enjoy my rain team. Depending on how much people like this I may post a sun team, but it is more standard and I don't think it is as good in general.


    Semako Victini Semi-Stall
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Importable (open)

    Magearna @ Assault Vest
    Ability: Regenerator
    EVs: 252 HP / 56 Def / 200 SpD
    Calm Nature
    IVs: 0 Atk / 0 Spe
    - Fleur Cannon
    - Flash Cannon
    - Volt Switch
    - Ice Beam

    Landorus-Therian @ Assault Vest
    Ability: Regenerator
    EVs: 252 HP / 152 Def / 104 SpD
    Impish Nature
    - U-turn
    - Stone Edge
    - Earthquake
    - Knock Off

    Flash Fire or die! (Victini) @ Choice Band
    Ability: Tinted Lens
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - V-create
    - Bolt Strike
    - U-turn
    - Trick

    Chansey @ Eviolite
    Ability: Unaware
    EVs: 4 HP / 252 Def / 252 SpD
    Bold Nature
    IVs: 0 Atk
    - Seismic Toss
    - Toxic
    - Soft-Boiled
    - Aromatherapy

    Tapu Fini @ Toxic Orb
    Ability: Poison Heal
    EVs: 248 HP / 252 Def / 8 SpD
    Bold Nature
    IVs: 0 Atk
    - Defog
    - Calm Mind
    - Scald
    - Taunt

    Skarmory @ Shed Shell
    Ability: Unaware
    EVs: 252 HP / 252 Def / 4 Spe
    Impish Nature
    - Roost
    - Brave Bird
    - Stealth Rock
    - Whirlwind
    Description (open)

    Do you have anything that can switch into Victini's V-create? If you don't have a flash fire mon, then the answer is "no". With a combination of choice band, adamant nature and tinted lens, its V-create destroys the bulkiest of the bulkiest mons - even physically defensive Tapu Fini is OHKOed after Stealth Rocks. But V-create also has its drawbacks, as speed and both defensive stats drop after each usage, so that Victini is usually forced to switch out after one V-create. It has decent bulk, but should be brought safely onto the field, because it lacks recovery and might get worn down quickly if switched directly into attacks.

    To bring Victini safely onto the field, I opted for a VoltTurn core of two RegenVest mons, Magearna and Landorus. Magearna is pretty standard and a pretty common choice for a RegenVest mon, while Landorus is rarely seen with an assault vest. It has great synergy with Magearna, as both cover each other's weaknesses, and thanks to the additional special bulk, it is no longer killed by random HP ices or ice beams. They both not only help to bring Victini safely onto the field, but also check a lot of threats and generally deal good damage and are, thanks to the recovery provided by Regenerator, very difficult to take down.

    As I said, Victini has to switch out after a V-create due to the stat drops it causes, so that I need pokemon that can not only sponge strong hits, but also deal with setup sweepers - and Chansey and Skarmory are optimal for that purpose. They both compliment each other so well as they can deal with each others weaknesses nearly perfectly and support the whole team with entry hazards and aromatherapy. For Chansey, I choose a pretty standard moveset with Toxic to pressure opposing setup sweepers that can heal off Seismic Toss damage, while for Skarmory I choose to run Brave Bird over Defog to be able to actually kill those Chestnaughts and Golisopods and not only wall them, while Whirlwind phazes out sweepers that don't fear Brave Bird.

    Finally, there's Tapu Fini, which acts as both a Defogger and a win condition. It is the standard poison heal set, but with Defog over Protect. It may be a bit suboptimal, but the team needs both - hazard removal and another win condition besides Victini. I thought about Defog on Skarmory, but that would cost me either Brave Bird or Whirlwind, both are moves I don't want to miss on Skarmory. Thanks to taunt, it also shuts down opposing hazard setters like Ferrothoorn or Skarmory, while being able to set up on them.

    Problems I've encountered are especially opposing setup sweepers like Talonflame or Volcarona with both recovery and magic guard/bounce, as there's no way to pressure them with Chansey, so that they can PP stall it while setting up to +6 - especially when Landorus is weakened too much or already dead, since it is the only mon in the team that can easily kill them with a stone edge.
    Also, the team somehow lacks a good switchin into the specs Mamoswine from the post above, as it kills five of my six mons with the appropriate move, so that I have to predict which move it will use.
    Last edited: May 15, 2017
    darksylvion, Jrdn, Mq and 4 others like this.
  3. The Ruins of Alpha

    The Ruins of Alpha Drampa's Grandpa

    Joined:
    Jan 17, 2016
    Messages:
    383
    Just stopping by to drop some sets I think might be fun.

    Pheromosa (open)

    Pheromosa @ Focus Sash / Life Orb
    Ability: Magic Guard
    EVs: 4 Atk / 252 SpA / 252 Spe
    Hasty Nature
    - High Jump Kick
    - U-turn
    - Bug Buzz
    - Ice Beam

    Fast, strong, doesn't mind SR. Just keep it away from priority. If its sash it can nab an unsuspecting Dragonite with Ice Meme however.


    Tapu Koko (open)

    Tapu Koko @ Choice Band
    Ability: Pixilate
    Happiness: 0
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Frustration
    - Brave Bird
    - Wild Charge
    - U-turn

    -Ate: Fixing movepool problems since 2014.


    Drampa (open)

    Drampa @ Leftovers
    Ability: Prankster
    EVs: 248 HP / 8 SpA / 252 SpD
    Calm Nature
    IVs: 0 Atk
    - Glare
    - Substitute
    - Roost
    - Nature Power / Dragon Pulse

    I was trying really hard to find a niche for Drampa for some strange reason that has nothing at all to do with my PS username, and I hit on this set. Drampa has Glare, Recovery, and... passable bulk. Prankster makes up for its abysmal speed. This would have been much better last gen, before the paralysis nerf, but I'll take what I can get. The last move is a bit weird, but I went for STAB, not really knowing what else would work. Thoughts?

    EDIT: OKAY THIS SET JUST GOT GOOD WHEN I REALIZED DRAMPA GOT NATURE POWER. Priority 80 bp attack off of 135 Spa is good, good enough for a prankster specs / LO Roost set to be a thing.


    Dragonite (open)

    Dragonite @ Choice Band
    Ability: Aerilate
    EVs: 252 Atk / Filler
    Adamant Nature
    - Extreme Speed
    - Filler
    Also Ban Dragonite, maybe not instantly, but the one game I've played with LaxLapras so far shows that that thing is still borked as all hell. I'll try and rustle up the replay. (It was played when we still thought stuff like Regigigas was going to be legal... so some stuff in it is banned.) It also can do Dragon Dance and... you know what it does. Wreck lives.
    Last edited: Dec 12, 2016
    Dark Mage Ewan, Boyeraj17, Mq and 6 others like this.
  4. darksylvion

    darksylvion

    Joined:
    Aug 17, 2015
    Messages:
    738
    Since, we all like to get on hype train,
    Pheromosa :

    Show Hide

    Pheromosa @ Choice Band / Life Orb
    Ability: Tinted Lens
    EVs: 252 Atk / 4 SpA / 252 Spe
    Hasty Nature
    - High Jump Kick
    - U-turn
    - Lunge
    - Ice Beam
    Tinted Lens actually lets you run a banded set since U-turn/High Jump Kick hurts as hell. Basically nothing switches on it anymore, and most of the time it'll be u-turning anyways so making it pretty hard to kill. Obviously, you don't leave it against extreme speed users, but anything else that switches gets hurt plain and simple, it also alleviates it's movepool issues to some extent.

    It 2hkoes intimidate zapdos, so well : -1 252 Atk Choice Band Tinted Lens Pheromosa High Jump Kick vs. 252 HP / 172+ Def Zapdos: 190-224 (49.4 - 58.3%) -- 67.2% chance to 2HKO after Leftovers recovery

    Pheromosa @ Life Orb
    Ability: Dazzling
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Quiver Dance
    - Bug Buzz
    - Focus Blast
    - Ice Beam
    Also this set is specifically made to shit over priority users(come at me, dragonite) and could work really well late game, once stuff like fairies and celesteela are weakened. Having to use Focus Blast as your sole fighting coverage is sad, but atleast it's pretty strong.


    Gardevoir :

    Show Hide

    Gardevoir @ Gardevoirite
    Ability: Psychic Surge
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Hyper Voice
    - Psychic
    - Focus Blast
    - Calm Mind

    Since, people like to run slower bulky teams and priority, this just feeds on them. This might not be the best pokemon to abuse psychic terrain, but I guess it could work.


    Magaerna :

    Show Hide

    Magearna @ Assault Vest
    Ability: Regenerator
    EVs: 252 HP / 4 SpA / 252 SpD
    Calm Nature
    IVs: 0 Atk
    - Volt Switch
    - Fleur Cannon
    - Flash Cannon
    - Ice Beam
    Though, I am sure people will be using this stuff for offensive roles, but I guess with all the psychic and fairy spam we are going to see this generation it could work much better as a regenerator pivot, since it gets volt switch and has a solid movepool, while being bulkier and stronger than genesect(though movepool is a little worse) and provides a slow volt switch for stuff like pheromosa to some in and wreck stuff.
    Last edited: Nov 27, 2016
  5. Laxpras

    Laxpras You don't want zero problems big fella

    Joined:
    Jun 20, 2015
    Messages:
    497
    Some sets to abuse:

    Contrary (open)

    upload_2016-11-26_22-29-49.png
    Magearna @ Choice Scarf
    Ability: Contrary
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Fleur Cannon
    - Flash Cannon
    - Focus Blast
    - Volt Switch

    [​IMG]
    Victini @ Leftovers
    Ability: Contrary
    EVs: 4 Atk / 252 SpA / 252 Spe
    Mild Nature
    - V-create
    - Overheat
    - Energy Ball
    - Thunderbolt

    Not much to say individually, Contrary speaks for itself and is absurdly powerful. Stuff like Kyurem also works really well. Pair it with Illusion to automatically win by taking out checks.


    Simple (open)

    [​IMG]
    Porygon-Z @ Normalium Z
    Ability: Simple
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Shadow Ball
    - Conversion
    - Dark Pulse
    - Ice Beam

    [​IMG]
    Jirachi @ Normalium Z
    Ability: Simple
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    - Happy Hour
    - Iron Head
    - Zen Headbutt
    - Drain Punch

    Z-Moves and Simple are ridiculously powerful individually, but combine to pose a huge threat to every team. Jirachi might have a more ideal set with Happy Hour but that's what I came up with. In case you don't know, Z-Conversion boosts all stats and changes typing to that of first moveslot, and Happy Hour boosts all stats. They are +2 to each with Simple.


    Dazzling/Queenly Magesty (open)

    [​IMG]
    Volcarona @ Life Orb
    Ability: Queenly Majesty
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Quiver Dance
    - Fire Blast
    - Bug Buzz
    - Giga Drain

    upload_2016-11-26_22-37-10.png
    Kommo-o @ Lum Berry / Life Orb
    Ability: Dazzling
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Dragon Dance
    - Outrage
    - Sky Uppercut
    - Poison Jab

    Set Up sweepers that are weak to Flying/Ice/Fairy etc will really appreciate these abilities.


    Fluffy (open)

    upload_2016-11-26_22-39-41.png
    Buzzwole @ Life Orb
    Ability: Fluffy
    EVs: 252 HP / 4 Atk / 252 Def
    Impish Nature
    - Leech Life
    - Superpower
    - Roost
    - Taunt / Earthquake

    Mons that are already weak to Fire will be absurd with Fur Coat Fluffy, and Buzzwole is the ideal fit with its insane bulk and attacking stat, Leech Life, Taunt, and Roost.


    Speed Boost (open)

    upload_2016-11-26_22-41-38.png
    Xurkitree @ Life Orb
    Ability: Speed Boost
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Tail Glow
    - Thunderbolt
    - Energy Ball
    - Protect

    181 SpA, Tail Glow, fair bulk, now fast as hell. Yeah go sweep.


    Parental Bond (open)

    upload_2016-11-26_22-43-24.png
    Tapu Koko @ Leftovers
    Ability: Parental Bond
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Nature's Madness
    - Thunderbolt
    - Taunt
    - U-turn

    394 Spe and Nature's Madness does 75% dmg to every mon in the game. Absurdly powerful.


    I've found a bunch of other things that are crazy powerful atm, but I'm going to stop here because
    1. I'm hoping we ban some of these abilities/Pokemon as I think the power level is way too high atm - You guys should all give your opinion on what you think should be banned/unbanned/left for testing/whatever
    2. Not sure if this will be helpful for anyone/If anyone that I don't already talk to is playing GVII AAA atm. If this is helpful for anyone I'll gladly make another post continuing my thoughts.

    For other things I came up with before Gen7 was released you can see my speculative post here: http://www.smogon.com/forums/threads/gen-7-competitive-discussion.3578811/page-5#post-7019778

    Also feel free to look at my replays on Showdown for what I've been using/examples of these mons. Battles have been taking place in Custom Battles/Gen7 Hackmons.

    You're all always welcome to challenge me!

    (Sorry I'm not sure the images I used for Gen7 are working, fight me about it)
    (e. they're ugly but they work atm)

    Attached Files:

  6. darksylvion

    darksylvion

    Joined:
    Aug 17, 2015
    Messages:
    738
    To be honest, stuff like contrary should be quick-banned, they are manageable in BH because of the flexibility there, but we have never seen the power creep this high and add to that abilities like simple or contrary, this just makes team-building too difficult. Even dazzling takes away the one weakness of setup sweepers in priority and thus only way left to stop them is Unaware? Also don't forget z-moves, though they take up item slot, but they give you a chance to blow surefire counters away with one humongous super-effective hit.
    I guess there is no harm in trying out abilities like speed boost but in the long run banning them will be the optimum choice for a stable meta like the one we had at the end of gen-6.
  7. Lcass4919

    Lcass4919 The Xatu Warrior

    Joined:
    Sep 10, 2013
    Messages:
    1,013
    update: contrary and simple have both been quickbanned.
  8. Squawkerz

    Squawkerz Torchic is best mon

    Joined:
    Jun 6, 2015
    Messages:
    358
    [​IMG]
    [​IMG]
    Alakazam @ Life Orb
    Ability: Psychic Surge
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Psychic
    - Focus Blast
    - Shadow Ball
    - Dazzling Gleam/HP Fire/HP Ice/Substitute/Encore/Anything that works
    Wow this hits hard. A 263 BP move coming off of 369 Special Attack. Focus Blast and Shadow Ball are to hit types that psychic doesn't. On top of that, Psychic terrain gives Alakazam a priority immunity so it doesn't have to worry about getting outsped by priority users and getting hit hard because of it's low defenses.
  9. Akumeoy

    Akumeoy

    Joined:
    Oct 4, 2014
    Messages:
    876
    Haven't gotten a chance to battle yet but here's some theorymonning. The post was getting long so I broke it down into sections.
    Galvanize Hype (open)
    Galvanize Tapu Koko (open)
    Tapu Koko @ Life Orb
    Ability: Galvanize
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Return
    - Quick Attack
    - Brave Bird
    - U-Turn / Filler

    Strong. Fast. Priority. Fairy coverage is for babies. Probably the standard "fast attacker" galvanize user.
    Galvanize Raikou (open)
    Raikou @ Life Orb
    Ability: Galvanize
    EVs: 252 Atk / 4 SpA / 252 Spe
    Naive Nature
    - Extreme Speed
    - Volt Switch
    - Hidden Power Ice
    - Filler

    The options for Electric-type Extreme Speed users are nothing special. You're probably better off just slapping Galvanize on some other Espeeder to use as coverage.
    Galvanize Kyurem (open)
    Kyurem @ Life Orb
    Ability: Galvanize
    EVs: 252 Atk / 4 SpA / 252 Spe
    Naive Nature
    - Return
    - Ice Beam
    - Earth Power
    - Dragon Claw / Outrage / Filler

    Boltbeam is really cool, y'all. Fuck a Water-type.
    Wait what the f? KyuB is unbanned? Just use that until it gets banned lmao.

    Weather or not (open)
    Snow Warning Mew (open)
    Mew @ Icy Rock
    Ability: Snow Warning
    EVs: Defensivish
    - Stealth Rock
    - Aurora Veil
    - Baton Pass / Volt Switch / U-Turn
    - Filler

    The only Aurora Veil user that doesn't stack weaknesses with Hail sweepers. It sets up rocks too.
    Slush Rush Kyurem/Kyurem-B (open)
    I'm not going to bother typing out a set for this. You're all smart, you can figure it out. Jynx can kinda do it too since it gets Nasty Plot.
    Slush Rush Keldeo (open)
    Keldeo @ Choice Specs
    Ability: Slush Rush
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Hydro Pump
    - Scald
    - Secret Sword
    - Filler

    Whatever it is that they sent out to tank your Blizzards, Keldeo can probably KO it with something. It's just good synergy with Ice-types -- it beats Fire-types, Steel-types, Water-types, and other Ice-types.
    Swift Swim Kartana (open)
    Kartana @ Life Orb
    Ability: Swift Swim
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant / Jolly Nature
    - Leaf Blade
    - Sacred Sword
    - Smart Strike / Night Slash
    - Swords Dance / Night Slash

    Swift Swim won't fix Kartana's primary flaws (bad offensive typing, terrible Special Defense), but rain-sweeping teammates can. Meanwhile, it can switch in on like, one or two physical attacks that trouble rain and then outspeed & deal heavy damage to most things.

    ZZ Top (open)
    Z-Heal Block Latios (open)
    Latios @ Psychium Z
    Ability: Psychic Surge / Tinted Lens / Adaptability
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Heal Block
    - Psyshock
    - Draco Meteor
    - Filler

    Z-Heal Block boosts Special Attack by +2 while still stopping the opponent from healing, so it's a higher-boosted Latios than opposing defensive teams are likely prepared for.
    +2 252 SpA Tinted Lens Latios Draco Meteor vs. 252 HP / 0 SpD Assault Vest Escavalier: 270-320 (78.4 - 93%) -- 37.5% chance to OHKO after Stealth Rock
    Z-Move Magma Tran (open)
    Heatran @ [insert Z crystal]
    Ability: Desolate Land
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Magma Storm
    - Solar Beam
    - Earth Power / Dark Pulse / Dragon Pulse / Flash Cannon
    - Earth Power / Dark Pulse / Dragon Pulse / Flash Cannon / Metal Sound / Taunt / Filler

    It does what Desolate Tran normally does, but now it can reliably trap bulky mons that are weak to one of its coverage moves.
    Offensive BP Umbreon (open)
    Umbreon @ Normalium Z
    Ability: Magic Bounce
    EVs: 248 HP / 4 Def / 252 SpD
    Calm Nature
    - Celebrate
    - Baton Pass
    - Foul Play
    - Substitute

    Z-Celebrate grants +1 to Attack, Defense, Special Attack, Special Defense, and Speed. Only works once, though. Lord set nonetheless.
    Z-Parting Shot Pangoro (open)
    Pangoro @ Darkinium-Z
    Ability: Prankster
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    - Parting Shot
    - Superpower
    - Knock Off
    - Poison Jab

    Z-Parting Shot heals the ally that switches in when it's used. Pangoro is probably the ideal Prankster user of this move since no Dark-type in its right mind would switch in. For non-Prankster Parting Shots, Silvally might be an option.
    Moldy Inferno Chomp (open)
    Garchomp @ Firium Z
    Ability: Mold Breaker
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Swords Dance
    - Earthquake
    - Dragon Claw
    - Fire Fang

    Between Levitate, Unaware, and Flash Fire, this excellent set will only function in AAA with Mold Breaker. But it will function, as none of the new Fairy-types enjoy taking on Earthquake AND Inferno Overdrive.

    Big Bulk Theory (open)
    Regen Alolan Marowak (open)
    Marowak-Alola @ Thick Club
    Ability: Regenerator
    EVs: 248 HP / 4 Atk / 252 SpD (up for customization)
    Careful Nature
    - Shadow Bone
    - Flare Blitz
    - Will-o-Wisp
    - Bonemerang / Stealth Rock / Filler

    Alolan Marowak's defensive capabilities are getting attention in OU, so it would probably port decently as a Regen mon over here now that it actually gets recovery.
    Mold breaker Celesteela (open)
    Celesteela @ Leftovers
    Ability: Mold Breaker
    EVs: 248 HP / 4 Def / 252 SpD
    Sassy Nature
    - Heavy Slam
    - Flamethrower/Fire Blast
    - Leech Seed
    - Protect/Substitute/Earthquake

    While Celesteela is some dumb shit in standard OU, in AAA there's stuff like Flash Fire, Levitate, Magic Guard, and Magic Bounce to keep it in line easily. So of course the solution is to slap Mold Breaker on it and ignore all that stuff (except Magic Guard, you're fucked vs that lol.
    Tinted Lens Zygarde (open)
    Zygarde @ Leftovers
    Ability: Tinted Lens
    EVs: 200 HP / 252 SpD / 56 Spe (negotiable)
    Careful Nature
    - Substitute
    - Coil
    - Thousand Arrows
    -
    Toxic / Dragon Tail / Extreme Speed

    Thousand Arrows lets it eat Flying-types, and now Tinted Lens will let it eat Grass- and Bug-types. The only thing left is the Unaware / hella physical walls, which generally either don't break your sub or take a Toxic to the face. Old standbys in Dtail and Espeed work if you aren't MLG.
    Defensive BP Umbreon (open)
    Umbreon @ Leftovers
    Ability: Stamina
    EVs: 248 HP / 4 Def / 252 SpD
    Calm/Sassy nature
    - Foul Play
    - Wish
    - Protect
    - Baton Pass

    This is what I can see being done best with Stamina -- conceptually similar to Download+BP sets that get slotted onto offensive teams, it's a pivot that passively gathers boosts and sends them off to its teammates.

    Offense=Best Fence (open)
    Magic Guard Alolan Marowak (open)
    Marowak-Alola @ Thick Club
    Ability: Magic Guard
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Shadow Bone
    - Flare Blitz
    - Bonemerang
    - Knock Off / Brick Break / Swords Dance
    Immunity to Stealth Rock and spammable Flare Blitzes probably make Magic Guard the optimal offensive ability here. If you're a fucking lord, you can run Speed EVs and Flame Charge, or minimum Speed on Trick Room.
    TR Sweeper Crabominable (open)
    Crabominable @ Life Orb
    Ability: Dazzling / Adaptability / Stakeout / Flash Fire / Magic Guard / Galvanize
    EVs: 248 HP / 252 Atk / 8 SpD
    IVs: 0 Spe
    - Close Combat
    - Ice Hammer
    - Stone Edge / Return
    - Earthquake / Return

    Crabominable shouldn't be used outside of Trick Room, but when it IS in Trick Room, it has a LOT of good options since it has pretty few glaring flaws. My favorite picks are Dazzling and Flash Fire, followed by Stakeout.
    Spam Pheromosa (open)
    Pheromosa @ Life Orb
    Ability: Scrappy / Tinted Lens
    EVs: 252 Atk / 4 SpA / 252 Spe
    Naive Nature
    - High Jump Kick
    - U-Turn
    - Ice Beam / Bug Buzz
    - Filler / Focus Blast

    Your Pheromosa counter is a ghost-type? That's adorable. ALTERNATIVELY: Your Pheromosa counter has a single resistance to Bug and Fighting? That's adorable.
    Triage Breloom (open)
    Breloom @ Life Orb
    Ability: Triage
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Swords Dance
    - Drain Punch
    - Bullet Seed
    - Spore / Substitute / Filler
    +3 priority Drain Punch. Self-explanatory. Maybe pair it up with Spam Pheromosa to wear down its resists first.
    Last edited: Dec 3, 2016
    KnightK, Mq, sin(pi) and 6 others like this.
  10. Swagodile

    Swagodile

    Joined:
    Jul 15, 2010
    Messages:
    389
    Liquid Voice Seismitoad (open)
    Seismitoad @ Life Orb / Choice Specs / Splash Splate
    Ability: Liquid Voice
    EVs: 252 HP / 252 SpA / 4 SpD
    Modest Nature
    - Hyper Voice
    - Earth Power
    - Stealth Rock
    - Sludge Wave


    Steelworker (open)
    Klinklang, Cobalion, Alolan Dugtrio, Lucario, Durant... Plenty of offensive Steel-types love having double STAB on their Steel moves.
    Last edited: Nov 28, 2016
    ZardY3 likes this.
  11. Zentrius

    Zentrius

    Joined:
    Jul 22, 2012
    Messages:
    142
    i think the combination of electric surge + surge surfer in general looks potentially dangerous and something that might be worth trying out
  12. tegrof19

    tegrof19

    Joined:
    Oct 10, 2012
    Messages:
    376
    steelworker is a bad adapt for steel types that want to use both their stabs, or tc if their moveset caters to that, alolan duggy is trash
  13. I like donkeys

    I like donkeys

    Joined:
    Nov 29, 2014
    Messages:
    450
    Steelworker is more powerful than adaptability on steel types. Steelworker = 2.25x / Adaptability = 2x so Steelworker is basically adaptability + a free LO boost.

    Anyway: Golisopod is now the monster it's always dreamed to be!

    Golisopod @ Life Orb / Choice Band
    Ability: Adaptability / Tinted Lens
    EVs: 248 HP / 252 Atk / 8 Def
    Adamant Nature
    - First Impression
    - Liquidation
    - Leech Life
    - Aqua Jet / Sucker Punch / Spikes
    Unfortunately Psychic Terrain will likely be everywhere and a pain in the ass for this mon, but that wont stop me from loving it! Due to emergency exit people could never really appreciate how ridiculously bulky this mon is. His defenses are 75/140/90, thats bulkier than Skarmory and on par with mega scizor. And although it lacks reliable recovery it can eat hits like a champ and dish out massive damage.
    Both adapt and tinted shine in different situations. Neither ability truly outshines the other
    thesecondbest and Dark Mage Ewan like this.
  14. motherlove

    motherlove

    Joined:
    Jun 4, 2014
    Messages:
    783
    Also that's not how maths work...
    That's not how maths work at all.

    Regardless I think the point tegrof tried to make in his own way is that there isn't really much competitive use for Steelworker in AAA since most steel types would probably prefer to boost both their stabs and / or coverage and, in some cases, don't much care for their steel type offensively. I think Swagodile's point does a pretty good job at showcasing that really since Steelworker makes 0 difference on KlingKlang (aka it's still as bad as tech), Lucaio and Cobalion rely on fighting stab far more than steel stab and alolan duggy is just bad.

    From the steel types with more that 120 base attack, Bisharp, Escavalier, Excadrill, Scizor and Kartana would always prefer TC / Adapt (or Hustle in Kart's case). So that really only lives Metagross as a potentially good Steelworker user which doesn't really sound particularly threatening on paper.

    Steelworker for coverage on the other hand is just bad and a huge waste of an ability.
    Boyeraj17, Wendig0, sin(pi) and 3 others like this.
  15. Lcass4919

    Lcass4919 The Xatu Warrior

    Joined:
    Sep 10, 2013
    Messages:
    1,013
    ive been using this set too, but i prefer tough claws over adapt, mostly because i ran suckerpunch and tough claws is literally a slightly (like..0.03%) worse adapt since sucker is slightly stronger...also yeah, its phys bulk is actually insanely good.
  16. E4 Flint

    E4 Flint -inactive in BH due corrupt leader-
    is a Forum Moderator
    Moderator

    Joined:
    Nov 16, 2013
    Messages:
    432
    [​IMG] [​IMG]
    Alakazam @ Alakazite
    Ability: Psychic Surge
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Psyshock
    - Calm Mind
    - Dazzling Gleam
    - Focus Blast
    Got this idea from the psy surge m2y from BH. This guy seems amazing so far. You get the prio block, the psychic buff, and the mega to trace stuff like PBond in early meta AAA.
    Though I lost here, look how it traces Adapt from Mamo and Psyshock at +1 dealing massive damage. http://replay.pokemonshowdown.com/almostanyability-487015264

    Also Toxapex is great.. I'm trying Volt Absorb with Baneful Bunker and it gets Haze Recover and great coverage.

    E: Appending this as well cause it's hilariously stupid. Another tool from BH
    [​IMG]

    Guzzlord @ Mago Berry
    Ability: Innards Out
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Poison Jab
    - Gastro Acid
    - Crunch
    - Dragon Tail
    The image clearly captures what his massiveness can do.
    Last edited: Dec 1, 2016
  17. urkerab

    urkerab
    is a Battle Server Moderator

    Joined:
    Nov 17, 2014
    Messages:
    522
    Sorry, but Forme-changing Abilities such as Battle Bond, Disguise, RKS System, Power Construct and Schooling will only work on their specific Pokémon.
    thesecondbest likes this.
  18. Akumeoy

    Akumeoy

    Joined:
    Oct 4, 2014
    Messages:
    876
    fuckin RIP

    prolly for the best anyways
  19. sugarhigh

    sugarhigh

    Joined:
    Apr 1, 2013
    Messages:
    356
    Has anyone tried an unburden belly drum kommo-o set seems like it can perhaps be of worth to look at it :O. Especially considering gale wings got a major nerf.
  20. darksylvion

    darksylvion

    Joined:
    Aug 17, 2015
    Messages:
    738
    The problem is Kommo-o is weak to all kinds of ate-speeds which makes revenge killing pretty easy once you sack something. If it ever gets drain punch in the future I guess triage-belly drum-drain punch set could work.
    But right now it's difficult to see it work :/
    sugarhigh likes this.
  21. frogstomperful

    frogstomperful

    Joined:
    Feb 4, 2014
    Messages:
    63
    Hello. Does anyone have any experience/thoughts on using Lucario with either Flare Boost or Guts? It seems like it could run either at least decently.
  22. Mean Mr Snorlax

    Mean Mr Snorlax

    Joined:
    Jul 2, 2012
    Messages:
    90
    Innards Out seems like it will be an incredibly annoying (if Gimmicky) thing to deal with, since you can run it on Chansey and even when killed from pretty low health kill most sweepers. For example, the average HP Stat for all fully evolved pokemon (base 80) when uninvested is just 42% of Chansey's max HP. If your opponent sends in Chansey and you got to kill it right away, both mons die, if you stall too long while killing it, Chansey will have whittled you down with Seismic Toss to the point where it can KO you with Innards out from like, 25% health.

    It'll be really interesting to see how much use this gets and how set up sweepers will adapt (if they even can)
  23. Lcass4919

    Lcass4919 The Xatu Warrior

    Joined:
    Sep 10, 2013
    Messages:
    1,013
    so...we all know how scary golisopod is right. first impression, amazing stats, great typing...all balanced by a horrid ability that forces you out at half hp. well...what would happen if we took away the two biggest issues goliso has...first impression being a well...first impression...and golisos ability...we get...this:

    Golisopod @ Leftovers
    Ability: Triage
    EVs: 252 HP / 252 Atk / 4 Def
    Adamant Nature
    - Swords Dance
    - Leech Life
    - Liquidation
    - Brick Break/substitute

    basically, this mon is perhaps one of the best abusers of triage i could find. great stats, great typing. swords dance is for boosting (duh) leech life is to abuse triage, with its beautiful 80 BP it basically functions as a mini-first impression, but better. liquidation is secondary stab, and to fish for boosts. id slash razor shell, since its arguably better, but in all honesty, the accuracy and slight power liquidation is worth way more then a def drop imo. idk, pick your poison. the last move is up to prefrence. sub is so you can potentially block status (obviously your slower then most, so idk if its even worth using.) brick break is to mostly hit heatran, which otherwise laughs at golisos leech life, and desolate land is probably going to be the returning ability for the tran.
  24. Lcass4919

    Lcass4919 The Xatu Warrior

    Joined:
    Sep 10, 2013
    Messages:
    1,013
    posting in a seperate post so people can see:

    parental bond has been quick banned from AAA! i personally don't like multiple quickbans, but seriously, natures madness+PB is just so broken. enjoy the meta change! also tagging The Immortal to implement this change
  25. Poor Exeggcution

    Poor Exeggcution

    Joined:
    Dec 3, 2016
    Messages:
    26
    I'm having trouble dealing with poison heal pokemon. I can't muster the raw power to break them a lot, and even if I have a good wall, they can just switch-stall me with PP-free double poison heal out of every single move. There must be wisdom found in past gen AAA, yes?

    Now, I DO suck, and I accept losing, so long as its fun and creative. But as is, I'm not doing anything but wasting folks time.
    Last edited: Dec 3, 2016
    imas likes this.

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