Metagame SV OU Metagame Discussion

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Mimikyu Stardust

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What I’m observing about the current metagame that is noticeable different than last gen, is the lack of diversity.

to hit 1900s + in elo consistently you really need 4-5 Pokémon’s that are at the absolute top of the viability charts. Last gen you could do it with an all UU team!

anyone else share the sentiments?
Honestly depending on what you mean by diversity. Because right now I feel like in gen 9 you can use a lot more things viably than gen 8

First thing first, you have to remember we have WAY less mon than SS Crown Tundra, so if you see less variety thats kind of expected. Because of that, there are also less good pokemon, so using an all UU team will feel much harder this gen than the last, just because there's just not enough pokemon, last gen there are a larger pool of good pokemon so some of them will bound to drop to uu and still be good in ou.

but honestly, i haven't been too forced to use mostly S tier pokemon, yes gholdengo and great tusk are always on most of my teams, but thats like saying "I use lando and torn on most of my teams" since these two are so slappable.

i haven't gotten to 2000 elo recently but i still go to 1900-1950s consistently, and the last 10 teams on my builder (which has gone to 1900 elo) 4 of them doesn't have tusk + dengo (although to be fair one of them is a joke team using the bottom 6 of ou pokemon https://pokepast.es/482bbd133d8b5202).

And i've tried a lot of styles like rain, sun, snow/veil, electric terrain, fsight offense, garganacl balance, volc + dondozo, and most of them have been really good and also consistent, just have to know how to use them, and i've even found success with lesser used pokemon. Specs Scovillain to Capitalize on the Chi-Yu ban, Swords Dance taunt Talonflame similar to its gen 6 set, scarf magneton to be able to trap iron treads (when It was more prominent) and snipe faster pokemon like great tusk or iron valiant, Abomasnow + baxcalibur making a sweeper so bulky, that kingambit needs 5 Iron Heads to kill, pincurchin basically making iron valiant and iron hands into Ubers pokemon.

Great Tusk and Gholdengo are amazing pokemon and there are little to no downside in using them, but it is possible to make teams without these pokemon.

At the moment the only massive gripe i have is Chien-Pao and Garganacl making building really tough, even when making standard teams these two always seem to be anoyying/suffocating on the builder. So after these two pokemon get banned, im sure there will be even more variety.
 
Honestly depending on what you mean by diversity. Because right now I feel like in gen 9 you can use a lot more things viably than gen 8

First thing first, you have to remember we have WAY less mon than SS Crown Tundra, so if you see less variety thats kind of expected. Because of that, there are also less good pokemon, so using an all UU team will feel much harder this gen than the last, just because there's just not enough pokemon, last gen there are a larger pool of good pokemon so some of them will bound to drop to uu and still be good in ou.

but honestly, i haven't been too forced to use mostly S tier pokemon, yes gholdengo and great tusk are always on most of my teams, but thats like saying "I use lando and torn on most of my teams" since these two are so slappable.

i haven't gotten to 2000 elo recently but i still go to 1900-1950s consistently, and the last 10 teams on my builder (which has gone to 1900 elo) 4 of them doesn't have tusk + dengo (although to be fair one of them is a joke team using the bottom 6 of ou pokemon https://pokepast.es/482bbd133d8b5202).

And i've tried a lot of styles like rain, sun, snow/veil, electric terrain, fsight offense, garganacl balance, volc + dondozo, and most of them have been really good and also consistent, just have to know how to use them, and i've even found success with lesser used pokemon. Specs Scovillain to Capitalize on the Chi-Yu ban, Swords Dance taunt Talonflame similar to its gen 6 set, scarf magneton to be able to trap iron treads (when It was more prominent) and snipe faster pokemon like great tusk or iron valiant, Abomasnow + baxcalibur making a sweeper so bulky, that kingambit needs 5 Iron Heads to kill, pincurchin basically making iron valiant and iron hands into Ubers pokemon.

Great Tusk and Gholdengo are amazing pokemon and there are little to no downside in using them, but it is possible to make teams without these pokemon.

At the moment the only massive gripe i have is Chien-Pao and Garganacl making building really tough, even when making standard teams these two always seem to be anoyying/suffocating on the builder. So after these two pokemon get banned, im sure there will be even more variety.
Mimikyu phrased it way better than I did - the lack of sheer Pokemon number makes it feel less diverse, but teambuilding is (barring Garg and Chien-Pao) way more flexible with Tera + new movepool options
 
Yeah i agree with the sentiment, there isnt a lot of variety to actually choose from and mons like Chienpao, Garganacl, Dragapult, Gholdengo, Valiant and Great Tusks are everywhere and very predominant, some might be because oppresive but most its just bc they are the best at their job.

Fast pecial breakers is mostly limited to Dragapult and Valiant, which both have also the benefit of been able to run other sets. Garganacl is just rock solid with its bulk, ability and the annoying salt cure, Chienpao hits like a truck unless you perfect predicts and even then he can surprise you. Gholdengo op ability, good typing, many sets, nothing new really, and Tusks just so consistent, can wall, attack hard, is kinda fast, set up rocks, spin, bulk up... just so splashable.

They are all super good at their jobs and there arent that many options that its very easy to run them.

Would be interesting to see the current usage of each mon.
 
Still, at the same time, I've had a far easier time justifying solid niches for my sub-OU picks this gen because I was able to customize them way more readily with Terastallizing and movepool changes.
agreed. I felt much more constricted pre-ban, chi-yu and ape put such an immediate strain on the builder in a way I just don't feel rn. chien is the closest thing, but not to the degree of that stupid goldfish.

plus, tera lets you unlock defensive potential of niche mons who couldn't do anything in ou before, giving you essentially unlimited options to try out for viability.
 

658Greninja

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I think it mostly has to do with the limited options we have, precisely with hazard removal and ground immunes. Contrary to Gen 8 where these options are more abundant. I don’t think metas centered around one or two major threats are necessarily a bad thing, ADV and GSC are very successful/highly played comp gens despite their centralizing nature. I believe that we can build teams without needing to slot in Tusks, Corv, Ace, or Treads. I would like to introduce Superman teams. For those unfamiliar with old gen terminology, Superman is a term or archetype for teams that are built to minimize the effects hazards have on the field without needing to resort to hazard removal. They often consist of hazard immune/spikes immune mons, or teams designed to deal enough pressure to teams to not mind hazards. Here are some examples from old gen samples. As you can see, this concept stems beyond ADV.

https://pokepast.es/cd7408438ef5ba4c (Gen 8 Barb Clef + Encore Tini - by Felix)
https://pokepast.es/fb2b3cfdd6c03785 (Gen 8 KokoTini Hazard Stack - by Pinkacross)
https://pokepast.es/41c77c804cafb96d (Gen 7 Grassium-Z Reuni Balance - by Finchinator)
https://pokepast.es/a96200fae1d96cf0 (Gen 6 CM Clef + Healing Wish M-Lop BO - by Luigi)
https://pokepast.es/8d20a109018f91fb (Gen 6 M-Zor Spike Stacking Balance - by erz)
https://pokepast.es/de11179f7c567062 (Gen 5 Gastro + Magic Guard Spike Stack - by peng)
https://pokepast.es/7177385addee7716 (Gen 5 Triple Psy Spam Sand - by Finchinator)
https://pokepast.es/581711bc6989f34a (Gen 4 Meta + SD Zor Offense - by Vay)
https://pokepast.es/f87da524a14dce3a (Gen 4 Mixed Flygon Spike Stacking Semi-Stall - by BIHI)
https://pokepast.es/677d87b2b0d89161 (Gen 4 Zone Balance A.K.A “My Blue Heaven” - by august)
https://pokepast.es/26c7b11a3462fd02 (Gen 3 Molt Superman - by Golden Sun)

From these you can sense a pattern. These teams either

A: Consists mostly of hazard immune/spikes immune mons
B: Are built to put up enough pressure to either limit the opportunities of setting hazards, or to overwhelm the opponent before the hazards overwhelm them

With this in mind, we can bring about our options to ignoring hazards on the field, as well as what else they bring to the table.

Flying-Types/Ground Immunes
199E0C13-7446-47C2-B81C-4C34FADE9E1E.png
Sweeper/Speed Control/Check to Tusks, and Cinder
30FE9811-C7E8-456A-A8BA-ACCAFE215450.png
Pivot/Soft-Checks physical threats, Toxic immune
44BAC44E-331A-4996-8F8F-B2E09133F7DA.png
Pivot/StatusSpreader/Customizable EV spread
AC33A059-3CB5-4DC5-A7F9-3022579B54A0.png
Niche uncertain, could retain its role as a wincon or run a Resttalk set akin to DPP Gyara
CACB1850-7D57-4706-A237-B50D289C2A0E.png
Gonna be used as a defogger or wincon whenever its used
53EE0036-C1A3-481C-A76B-E3C1F796A70C.png
Taunt + Knock/Ghost and Dark resist
C94519A9-5205-4F2A-BFAF-F6BA731FC71F.png
Fast Taunt/Spread burns/Pivot/Checks Volc, Cinder, Valiant, Zor, and Gambit
0B8C260F-C422-4AFE-865F-E16F5909651A.png
Dnite but with higher SpA, Speed, and Intimidate
71466E5A-214C-4478-97A7-EC3C89DA5BBE.png
Wallbreaker with Defensive utility such as Knock
97B8F0AB-F6D1-4AAE-BC1F-02F9CB7B5888.png
Wallbreaker/Could set rocks/Pivot/Ghost resist/Checks Tusk with Tera

The mons listed above might be disappointing, as most of them are niche options, however this list expands once we consider Boots. The most controversial item of Gen 8. Plenty of mons utilize boots or can utilize boots, such as….

50EAF05C-F0CF-4634-9928-8D3C4FFE1E54.png
Its Gholdengo
834E2F47-3343-4178-B116-A89638678EA6.png
Speed control/Spread status/Pivot/Spinblocker/Cleaner
B9072BA1-97F0-46E6-994E-7B25CC9F33DA.png
Speed Control/Wincon/Breaker
7C5BC779-C6D7-4205-9500-D2BA1254ACA9.png
Breaker/Utility in Knock, Taunt, Encore, Destiny Bond, etc
AC90CE74-356A-4623-9FB4-A1888DFC537C.png
Cleaner/Speed Control/Could set rocks/Checks Ghold, Pult, Hatt, and Pao
9BE71C93-A7BD-40D3-B043-B56427339AA0.png
Checks big physical threats/Wincon/Unaware Wall
24FF0D09-6C3D-4511-99DB-A9D6168BF411.png
Status Spreader/Regen pivot/Checks Valiant, Hands, Dozo, Azu, and Loom
658DCE9F-63BA-4022-995C-82BEEB68984A.png
Sets Hazards/Spreads Toxic/Water Immune or Unaware Wall/Checks Ghold, Pult, Valiant, Washtom, and Moth
5127F5FA-FD78-45A6-B57A-79A8EACE13DD.png
Can set Tspikes/Pivot/Breaker/Checks Amoonguss, Valiant, Ghold, and Volc
280E8301-F1D6-4784-A139-AC7ECD2A34C5.png
Unaware Wall/Spreads burns/Checks Dnite, Valiant, Volc, Loom, and Cinder
7BACB188-F22B-4E7D-A230-6B709D2DB3BE.png
Spreads burns/Wincon/Checks several threats
AC5B215A-9F94-48F8-B1A9-234350D18696.png
Breaker or Wincon with optional speed control in Ice Shard
83FBA41A-F5F2-458B-A341-AFB8F6F1E318.png
Breaker or Wincon/Can Pivot/Checks Pao
E40FC94C-AD09-42A1-9C8B-1C8F7F9127A0.png
Pivot/Speed Control/Checks Fairies/Wincon
C681674B-0AC6-4BB7-AEEA-CF6CE7F7BDAF.png
Future Sight/Regen pivot/Checks uhhhhhhh
7F147FA9-0040-40CB-84EA-4F324C0918C8.png
Shit
E4AF27C6-B6D7-47F3-99F3-CC17E07F5274.png
Sets Spikes/Knock/Pivot/Speed Control
3F6DBAD8-68FD-4CE8-87FC-8D9C7EFF3B7F.png
Regen pivot/Spreads Toxic/Checks several threats
983953B6-413C-42DE-8715-1E2E442B5043.png
Tusk check/Spreads status/Pivot/Can be speed control
E0CA5BEE-5585-40B1-B0DF-3BFC53C8252A.png
Wincon/Spinblocker/Checks Volc, Hatt, Valiant and Moth
DC06F6FF-C8FC-42B0-8FF6-A3F60321BB1B.png
Future Sight/Tusk check/Regen pivot

From this list, our options are much more diverse. This is a reminder that our options for teambuilding are not as limited as they seem. SPL is the perfect time for experimentation and innovation. If we have played around hazards since GSC, then the same can be said this gen, except now we have much more options thanks to Boots. Here is some examples I want to share.

AEC95FAF-9332-425D-90A5-E755F85520E0.png
E35BADC2-4CCB-495E-8AA5-9A628EC2EE7A.png
FE55F336-18BF-46BF-A4B1-231B7682A0C5.png
41A1EF12-538D-4325-8E7B-4B1641AE8B60.png
DDED04F4-9036-4BF2-8595-1537F3EC76BC.png
61A4DEC8-9F07-46D0-BED3-430F651EBD7D.png

https://pokepast.es/e4ba80161f1b2355

E2ED2456-E2C3-4E7C-81E1-AC8C051BB31B.png
31A6BD8B-6CFA-47D3-998C-78EAF5A0997A.png
449027D0-9192-4F07-87AD-B840D1E3EFC8.png
FFF9A540-C222-4A7D-A4C9-60B552709BFC.png
FC32B406-7F29-4490-AA46-B8B22A7298F6.png
98D400AF-4E21-41BC-92C0-8D5E8A01C00F.png

https://pokepast.es/c321923ed98d0aeb

8B8DF84E-4292-45D0-8573-CEB75E0754B2.png
5FCB2424-8BE7-4913-91F9-8C504E900847.png
2A4E90AA-FD3B-4FE4-99E9-19D85BB40767.png
1F746A73-C4F5-4572-9527-65ADCB2C8F56.png
4C3CB6C5-E18D-4465-ABF8-75C81191E2A6.png
50E0CEAC-FD10-4C16-AA39-705642F10645.png

https://pokepast.es/12b1382797b42493

BFFEEBF8-2CB0-4B21-B35C-6D0D9533EC1D.png
72352556-B81A-4012-AA53-65DDEC1AFC07.png
E35F48E9-23CB-4082-9173-B82728F4990E.png
3823984A-318F-4D6F-83C8-9303B9A8D048.png
0080D73C-E072-4CA4-A17A-423EDE4359B8.png
6C0D62E3-94FE-41E4-9B1D-D1D93ABCE0EB.png

https://pokepast.es/08bc3a430f5c9069

Also, delete Pao
 
I think it mostly has to do with the limited options we have, precisely with hazard removal and ground immunes.
i have to agree. just a couple more defoggers/spinners that can actually answer gholdengo, some strong ground immunities, a chien-pao ban, and tera preview would make this meta pretty close to what i would consider ideal competitive-wise
 
I think it mostly has to do with the limited options we have, precisely with hazard removal and ground immunes. Contrary to Gen 8 where these options are more abundant. I don’t think metas centered around one or two major threats are necessarily a bad thing, ADV and GSC are very successful/highly played comp gens despite their centralizing nature. I believe that we can build teams without needing to slot in Tusks, Corv, Ace, or Treads. I would like to introduce Superman teams. For those unfamiliar with old gen terminology, Superman is a term or archetype for teams that are built to minimize the effects hazards have on the field without needing to resort to hazard removal. They often consist of hazard immune/spikes immune mons, or teams designed to deal enough pressure to teams to not mind hazards. Here are some examples from old gen samples. As you can see, this concept stems beyond ADV.

https://pokepast.es/cd7408438ef5ba4c (Gen 8 Barb Clef + Encore Tini - by Felix)
https://pokepast.es/fb2b3cfdd6c03785 (Gen 8 KokoTini Hazard Stack - by Pinkacross)
https://pokepast.es/41c77c804cafb96d (Gen 7 Grassium-Z Reuni Balance - by Finchinator)
https://pokepast.es/a96200fae1d96cf0 (Gen 6 CM Clef + Healing Wish M-Lop BO - by Luigi)
https://pokepast.es/8d20a109018f91fb (Gen 6 M-Zor Spike Stacking Balance - by erz)
https://pokepast.es/de11179f7c567062 (Gen 5 Gastro + Magic Guard Spike Stack - by peng)
https://pokepast.es/7177385addee7716 (Gen 5 Triple Psy Spam Sand - by Finchinator)
https://pokepast.es/581711bc6989f34a (Gen 4 Meta + SD Zor Offense - by Vay)
https://pokepast.es/f87da524a14dce3a (Gen 4 Mixed Flygon Spike Stacking Semi-Stall - by BIHI)
https://pokepast.es/677d87b2b0d89161 (Gen 4 Zone Balance A.K.A “My Blue Heaven” - by august)
https://pokepast.es/26c7b11a3462fd02 (Gen 3 Molt Superman - by Golden Sun)

From these you can sense a pattern. These teams either

A: Consists mostly of hazard immune/spikes immune mons
B: Are built to put up enough pressure to either limit the opportunities of setting hazards, or to overwhelm the opponent before the hazards overwhelm them

With this in mind, we can bring about our options to ignoring hazards on the field, as well as what else they bring to the table.

Flying-Types/Ground Immunes
View attachment 485609Sweeper/Speed Control/Check to Tusks, and Cinder
View attachment 485611Pivot/Soft-Checks physical threats, Toxic immune
View attachment 485612Pivot/StatusSpreader/Customizable EV spread
View attachment 485613Niche uncertain, could retain its role as a wincon or run a Resttalk set akin to DPP Gyara
View attachment 485615Gonna be used as a defogger or wincon whenever its used
View attachment 485616Taunt + Knock/Ghost and Dark resist
View attachment 485617Fast Taunt/Spread burns/Pivot/Checks Volc, Cinder, Valiant, Zor, and Gambit
View attachment 485618Dnite but with higher SpA, Speed, and Intimidate
View attachment 485619Wallbreaker with Defensive utility such as Knock
View attachment 485627Wallbreaker/Could set rocks/Pivot/Ghost resist/Checks Tusk with Tera

The mons listed above might be disappointing, as most of them are niche options, however this list expands once we consider Boots. The most controversial item of Gen 8. Plenty of mons utilize boots or can utilize boots, such as….

View attachment 485620Its Gholdengo
View attachment 485621Speed control/Spread status/Pivot/Spinblocker/Cleaner
View attachment 485622Speed Control/Wincon/Breaker
View attachment 485623Breaker/Utility in Knock, Taunt, Encore, Destiny Bond, etc
View attachment 485624Cleaner/Speed Control/Could set rocks/Checks Ghold, Pult, Hatt, and Pao
View attachment 485626Checks big physical threats/Wincon/Unaware Wall
View attachment 485629Status Spreader/Regen pivot/Checks Valiant, Hands, Dozo, Azu, and Loom
View attachment 485631Sets Hazards/Spreads Toxic/Water Immune or Unaware Wall/Checks Ghold, Pult, Valiant, Washtom, and Moth
View attachment 485632Can set Tspikes/Pivot/Breaker/Checks Amoonguss, Valiant, Ghold, and Volc
View attachment 485634Unaware Wall/Spreads burns/Checks Dnite, Valiant, Volc, Loom, and Cinder
View attachment 485635Spreads burns/Wincon/Checks several threats
View attachment 485636Breaker or Wincon with optional speed control in Ice Shard
View attachment 485637Breaker or Wincon/Can Pivot/Checks Pao
View attachment 485638Pivot/Speed Control/Checks Fairies/Wincon
View attachment 485639Future Sight/Regen pivot/Checks uhhhhhhh
View attachment 485640Shit
View attachment 485641Sets Spikes/Knock/Pivot/Speed Control
View attachment 485642Regen pivot/Spreads Toxic/Checks several threats
View attachment 485643 Tusk check/Spreads status/Pivot/Can be speed control
View attachment 485644Wincon/Spinblocker/Checks Volc, Hatt, Valiant and Moth
View attachment 485645Future Sight/Tusk check/Regen pivot

From this list, our options are much more diverse. This is a reminder that our options for teambuilding are not as limited as they seem. SPL is the perfect time for experimentation and innovation. If we have played around hazards since GSC, then the same can be said this gen, except now we have much more options thanks to Boots. Here is some examples I want to share.

View attachment 485649View attachment 485650View attachment 485651View attachment 485652View attachment 485653View attachment 485654
https://pokepast.es/e4ba80161f1b2355

View attachment 485655View attachment 485656View attachment 485659View attachment 485660View attachment 485662View attachment 485663
https://pokepast.es/c321923ed98d0aeb

View attachment 485666View attachment 485667View attachment 485668View attachment 485669View attachment 485670View attachment 485671
https://pokepast.es/12b1382797b42493

View attachment 485674View attachment 485675View attachment 485676View attachment 485677View attachment 485678View attachment 485679
https://pokepast.es/08bc3a430f5c9069

Also, delete Pao
Nice post, hatterene is also super viable against a few of the hazard stackers. With some clever switching she can be kept reasonably healthy whilst you try to position your wall breakers into favourable matchups.

I’ve been unknowingly using Superman teams for a long time, due to disliking “extra” turns from hazards, recovery moves and toxic. Tho usually its the variants of Superman teams that put pressure on the opponent to restrict how much space they have.
 
i have to agree. just a couple more defoggers/spinners that can actually answer gholdengo, some strong ground immunities, a chien-pao ban, and tera preview would make this meta pretty close to what i would consider ideal competitive-wise
Tusk, Torkoal and Toescruel already beat Gholdengo, Ape was the one who actually filled the spin blocker role. The issue with defog is that realistically only three good mons learn it, and Scizor usually doesn't run it since he doesn't have roost to be used as a support. Talonflame should beat it but it isn't OU so not sure if we should discuss about it.
Gholdengo realistically only prevents Corviknight to get rid of hazards so I don't know if we really can blame Gholdengo for hazards stacking.
 
Gholdengo realistically only prevents Corviknight to get rid of hazards so I don't know if we really can blame Gholdengo for hazards stacking.
fair enough, i do think that gholdengo is only part of the equation, but is there any way we can isolate a cause of the hazard-stacking meta that can be properly dealt with? i feel like hazard stack is a bit of a problem, but more of the overcentralizing (and possibly meta-stagnating) kind than the bannable kind, and i don't know whether the main issue is the abundance of spikes setters, the small number of hazard removers, or the single mon that blocks almost every form of removal. if it's either of the former two, there's realistically nothing we can do about it right now—a ban on spikes seems too extreme to even entertain (after all, if spikes itself were the problem, we'd likely have spotted that sometime within the last two decades since it was added) and none of its setters are problematic enough to ban either, so we can't trim the number of setters, and we can't just add new removers to the game either; we have to wait for home functionality and probably also dlc for that. gholdengo is the only part we can immediately deal with, which is probably why so many people are calling for a ban of it, but i believe it's the smallest part of it rather than the keystone that holds the whole thing together. i'd love to see a theoretical meta with a more limited spikes distribution, because i think that's the main cause of all this, but limiting distribution without banning it outright is too complex and arbitrary to implement as a rule, and a theoretical "ou (no spikes)" ladder would probably go the same way as "uu (no scald)" (although game freak did eventually remove scald, so i guess the noscaldchads were just ahead of their time). i suppose the answer for now is either "ban gholdengo and solve at least a small part of the problem", which i really don't like, or "learn to live with it", which i can do but that isn't really an answer at all. if anyone has any other suggestions, i'd very much like to hear them.
 
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I don't think that banning garganacl is a good idea, players will just just its pre-evolution which also has access to salt cure.
and thanks to eviolite it takes slightly less damage than what garganacl takes.
its only real downside is the fact that earthquake does less damage and that it can't hold leftovers.
the earthquake part can be made up thanks to its stronger body press.

it would make more sense to ban salt cure instead.
 

YNM

formerly yNot Mence
is a Tiering Contributor
Hahaha I'm so happy, lost another game because some skilless fucking Chien Pao, my opponent last standing mon, managed to crit the only mon that survived its banded Ice Spinner, and my 4 mons left got OHKOd. Such a fun game, I love putting an effort into playing just to get fucked right in the ass by a single pokémon. Fuck my life.
 
I don't think that banning garganacl is a good idea, players will just just its pre-evolution which also has access to salt cure.
and thanks to eviolite it takes slightly less damage than what garganacl takes.
its only real downside is the fact that earthquake does less damage and that it can't hold leftovers.
the earthquake part can be made up thanks to its stronger body press.

it would make more sense to ban salt cure instead.
Naclstack shouldn't have a stronger Body Press than Garganacl. Eviolite does not boost BP damage.

It's also worth noting that Naclstack suffers way more from being hit with Knock Off.
 
its only real downside is the fact that earthquake does less damage and that it can't hold leftovers.
No lefties is a big downside. Protect Garganacl is so good because of the utility protect has. Protect scouts choice users, racks salt cure damage, and gainer extra lefties recovery. By protecting every other turn, you essentially have leftovers that heal x2 the normal amount, and x2 salt cure damage if it is already applied (to some mons, they lose half their health). Sure, Naclstack still has recover, but Garganacl with lefties is forced to recover in less scenarios because of lefties. Recovering is a big commitment. It can only be used 8 times on average and this is also on a defensively oriented mon, not a bulky attacker.
 
What I’m observing about the current metagame that is noticeable different than last gen, is the lack of diversity.

to hit 1900s + in elo consistently you really need 4-5 Pokémon’s that are at the absolute top of the viability charts. Last gen you could do it with an all UU team!

anyone else share the sentiments?
Honestly, I feel like it mainly is because how restrictive the metagame is with Gholdengo, Great Tusk spamming Knock Off, Garganacl's Salt Cure, Banded Chien Pao forcing you to have Tusk + Water Type in your team...

Surely when Chien Pao, Gholdengo and Garganacl's suspect tests will come out, we'll have a better time playing the OU format.
 

awyp

'Alexa play Ladyfingers by Herb Alpert'
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Hahaha I'm so happy, lost another game because some skilless fucking Chien Pao, my opponent last standing mon, managed to crit the only mon that survived its banded Ice Spinner, and my 4 mons left got OHKOd. Such a fun game, I love putting an effort into playing just to get fucked right in the ass by a single pokémon. Fuck my life.
Jeez, it's okay I feel you. Pao is annoying, some would say overpowered but it's not that deep. There's kids on this site.

If you really hate it, I'll show you a calc:

Extreme Speed outspeeds regardless and there's a chance to OHKO, so if it doesn't have boots or you chip it (its gg) -

252+ Atk Choice Band Tera Normal Dragonite Extreme Speed vs. 0 HP / 4 Def Chien-Pao: 264-312 (87.7 - 103.6%) -- 25% chance to OHKO
 

YNM

formerly yNot Mence
is a Tiering Contributor
Jeez, it's okay I feel you. Pao is annoying, some would say overpowered but it's not that deep. There's kids on this site.

If you really hate it, I'll show you a calc:

Extreme Speed outspeeds regardless and there's a chance to OHKO, so if it doesn't have boots or you chip it (its gg) -

252+ Atk Choice Band Tera Normal Dragonite Extreme Speed vs. 0 HP / 4 Def Chien-Pao: 264-312 (87.7 - 103.6%) -- 25% chance to OHKO
My brother, if I wanted to OHKO Pao regardless I would go ahead and run any Scizor set with Bullet Punch; the problem is that I don't wanna run a mon just for Pao, when my team works perfectly fine in any other situation (even against Pao itself if I play around it, like said game). But it's one thing to outplay a difficult matchup, and it's another thing for a mon to require a specific check unless you wanna get 6-0d by it.
 

BlackKnight_Gawain

PUPL Champion
I think it mostly has to do with the limited options we have, precisely with hazard removal and ground immunes. Contrary to Gen 8 where these options are more abundant. I don’t think metas centered around one or two major threats are necessarily a bad thing, ADV and GSC are very successful/highly played comp gens despite their centralizing nature. I believe that we can build teams without needing to slot in Tusks, Corv, Ace, or Treads. I would like to introduce Superman teams. For those unfamiliar with old gen terminology, Superman is a term or archetype for teams that are built to minimize the effects hazards have on the field without needing to resort to hazard removal. They often consist of hazard immune/spikes immune mons, or teams designed to deal enough pressure to teams to not mind hazards. Here are some examples from old gen samples. As you can see, this concept stems beyond ADV.

https://pokepast.es/cd7408438ef5ba4c (Gen 8 Barb Clef + Encore Tini - by Felix)
https://pokepast.es/fb2b3cfdd6c03785 (Gen 8 KokoTini Hazard Stack - by Pinkacross)
https://pokepast.es/41c77c804cafb96d (Gen 7 Grassium-Z Reuni Balance - by Finchinator)
https://pokepast.es/a96200fae1d96cf0 (Gen 6 CM Clef + Healing Wish M-Lop BO - by Luigi)
https://pokepast.es/8d20a109018f91fb (Gen 6 M-Zor Spike Stacking Balance - by erz)
https://pokepast.es/de11179f7c567062 (Gen 5 Gastro + Magic Guard Spike Stack - by peng)
https://pokepast.es/7177385addee7716 (Gen 5 Triple Psy Spam Sand - by Finchinator)
https://pokepast.es/581711bc6989f34a (Gen 4 Meta + SD Zor Offense - by Vay)
https://pokepast.es/f87da524a14dce3a (Gen 4 Mixed Flygon Spike Stacking Semi-Stall - by BIHI)
https://pokepast.es/677d87b2b0d89161 (Gen 4 Zone Balance A.K.A “My Blue Heaven” - by august)
https://pokepast.es/26c7b11a3462fd02 (Gen 3 Molt Superman - by Golden Sun)

From these you can sense a pattern. These teams either

A: Consists mostly of hazard immune/spikes immune mons
B: Are built to put up enough pressure to either limit the opportunities of setting hazards, or to overwhelm the opponent before the hazards overwhelm them

With this in mind, we can bring about our options to ignoring hazards on the field, as well as what else they bring to the table.

Flying-Types/Ground Immunes
View attachment 485609Sweeper/Speed Control/Check to Tusks, and Cinder
View attachment 485611Pivot/Soft-Checks physical threats, Toxic immune
View attachment 485612Pivot/StatusSpreader/Customizable EV spread
View attachment 485613Niche uncertain, could retain its role as a wincon or run a Resttalk set akin to DPP Gyara
View attachment 485615Gonna be used as a defogger or wincon whenever its used
View attachment 485616Taunt + Knock/Ghost and Dark resist
View attachment 485617Fast Taunt/Spread burns/Pivot/Checks Volc, Cinder, Valiant, Zor, and Gambit
View attachment 485618Dnite but with higher SpA, Speed, and Intimidate
View attachment 485619Wallbreaker with Defensive utility such as Knock
View attachment 485627Wallbreaker/Could set rocks/Pivot/Ghost resist/Checks Tusk with Tera

The mons listed above might be disappointing, as most of them are niche options, however this list expands once we consider Boots. The most controversial item of Gen 8. Plenty of mons utilize boots or can utilize boots, such as….

View attachment 485620Its Gholdengo
View attachment 485621Speed control/Spread status/Pivot/Spinblocker/Cleaner
View attachment 485622Speed Control/Wincon/Breaker
View attachment 485623Breaker/Utility in Knock, Taunt, Encore, Destiny Bond, etc
View attachment 485624Cleaner/Speed Control/Could set rocks/Checks Ghold, Pult, Hatt, and Pao
View attachment 485626Checks big physical threats/Wincon/Unaware Wall
View attachment 485629Status Spreader/Regen pivot/Checks Valiant, Hands, Dozo, Azu, and Loom
View attachment 485631Sets Hazards/Spreads Toxic/Water Immune or Unaware Wall/Checks Ghold, Pult, Valiant, Washtom, and Moth
View attachment 485632Can set Tspikes/Pivot/Breaker/Checks Amoonguss, Valiant, Ghold, and Volc
View attachment 485634Unaware Wall/Spreads burns/Checks Dnite, Valiant, Volc, Loom, and Cinder
View attachment 485635Spreads burns/Wincon/Checks several threats
View attachment 485636Breaker or Wincon with optional speed control in Ice Shard
View attachment 485637Breaker or Wincon/Can Pivot/Checks Pao
View attachment 485638Pivot/Speed Control/Checks Fairies/Wincon
View attachment 485639Future Sight/Regen pivot/Checks uhhhhhhh
View attachment 485640Shit
View attachment 485641Sets Spikes/Knock/Pivot/Speed Control
View attachment 485642Regen pivot/Spreads Toxic/Checks several threats
View attachment 485643 Tusk check/Spreads status/Pivot/Can be speed control
View attachment 485644Wincon/Spinblocker/Checks Volc, Hatt, Valiant and Moth
View attachment 485645Future Sight/Tusk check/Regen pivot

From this list, our options are much more diverse. This is a reminder that our options for teambuilding are not as limited as they seem. SPL is the perfect time for experimentation and innovation. If we have played around hazards since GSC, then the same can be said this gen, except now we have much more options thanks to Boots. Here is some examples I want to share.

View attachment 485649View attachment 485650View attachment 485651View attachment 485652View attachment 485653View attachment 485654
https://pokepast.es/e4ba80161f1b2355

View attachment 485655View attachment 485656View attachment 485659View attachment 485660View attachment 485662View attachment 485663
https://pokepast.es/c321923ed98d0aeb

View attachment 485666View attachment 485667View attachment 485668View attachment 485669View attachment 485670View attachment 485671
https://pokepast.es/12b1382797b42493

View attachment 485674View attachment 485675View attachment 485676View attachment 485677View attachment 485678View attachment 485679
https://pokepast.es/08bc3a430f5c9069

Also, delete Pao

It's super cool to see someone pull out Superman teams as a concept — I don't think I've heard anyone consciously use the term in years. Just tested out the first one on a whim and I thought it performed fairly well, despite my pretty heavy loss because I slipped up on Valiant going down early and Slither Wing getting chipped pretty hard once it lost boots. I quite like the idea in concept right now and I think it's going to be a lot better once certain you know whos go and home comes with a new set of toys.

Additionally, I wanna throw in Cinderace (and Greninja once it comes in as valuable choices), type changing and pivoting while potentially offering a bit of hazard control with Court Change, or additional hazards from spikes from Gren add a lot to this playstyle in theory, particularly if you're being able to force switches regularly. I also wanna throw Future Sight Valiant in as a weird tech that I think might add a lot since Valiant's sheer set variety offers so many switches that your opponent wants to scout for lest they get snowballed with KOs.



replay here, please excuse my skill level in OU rn : https://replay.pokemonshowdown.com/gen9ou-1779164581

(edit: I realized I also played some 1700+ ELO, so I think I'm feeling a little better about my skill issue now lol)
 
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Luxray
0405Luxray.png

"Luxray is a proud and friendly Pokémon dedicated to helping its friends. Luxray has high inner strength, refusing to give up when committed to a goal. Luxray cares greatly for others and will jump straight into danger without a second thought to save someone" - Bulbapedia

"Being able to finally find a genuine niche for Luxray in OU after multiple generations makes me happier than I could properly articulate; Luxray is awesome" - Morkal

BASE STATSMIN-MAX STAT RANGE
HP:
80
270 - 364
Attack:
120
220 - 372
Defense:
79
146 - 282
Sp. Atk:
95
175 - 317
Sp. Def:
79
146 - 282
Speed:
70
130 - 262

Abilities:
Rivalry, Intimidate | HA: Guts

Notable Physical + Utility Moves:
Body Slam, Crunch, Fire Fang, Ice Fang, Play Rough, Psychic Fangs, Trailblaze, Wild Charge

Luxray's infamy is known by most competitive Pokemon players thanks to its long and unfortunately... well, unfortunate, competitive history. Luxray has always been cursed with specific attributes that left it out to dry in almost every meta's landscape, to the point where it would always end up in the lowest tier or not being able to compete in a lower tier at all. However, despite this, what if I told you that Luxray actually has a solid OU niche in Generation 9? Luxray received some new tools that allow it to succeed in the current meta thanks to this new move access and (looking at older OU generations) a comparatively kinder environment. Luxray is a strong mono-electric type that finally had a much-deserved second wind (arguably first wind) through the addition of Terastallization and Trailblaze to bolster its offensive and defensive capabilities. So let's jump into yet another massive OU niche post and analyze why Luxray finally has room to breathe in OU - the truth may shock you! (Don't worry, I know how shockingly bad my pun was).

Disclaimer: Luxray is tough to properly slot into team builds; as such, I highly recommend looking into OU speed tiers here and memorizing relevant benchmarks along with specific core matchups before you use Luxray on one of your builds (I will explain the speed benchmarks and matchups in this post as well)! Figuring out common switch-ins is critical in this role as well. If you take the time to learn how to best prepare your team to work with Luxray, he can pull off unexpected wonders for your team.

Summarized Advantages of Luxray
This is a "too long, didn't read" bullet point list for people who don't want to read through the whole post and want a quick understanding of Luxray's OU benefits.
  • Luxray benefitted heavily from the addition of Tera, allowing it to act as a tanky Dragon, Dark, Fighting, and sometimes Ground-type lure that helps put its offensive capabilities to work and gives one of its most crucial coverage moves, Play Rough, some much-needed STAB.
  • Additionally, common switch-ins such as Iron Hands, Garchomp, Great Tusk, and Ting-Lu, along with priority users such as Chien-Pao, are usually taken care of by the one-two combo of Trailblaze and Play Rough (especially when Terastallized).
  • Luxray received Trailblaze, allowing it to patch its most significant flaw (base 70 speed), which eases the prediction burden that mono-electric attackers often go through in OU, along with providing it a way to thwart common switch-ins by putting them in a range to outspeed and consistently OHKO or 2HKO.
  • Luxray's strong base 120 Attack, combined with its small but potent coverage movepool, means that most of the meta gets hit super effectively by its attacks resulting in some unexpected holes being blown in the opposing team's cores.
  • Luxray's access to Intimidate + Assault Vest with workable 80/79/79 bulk means that Luxray can stomach strong attacks in a pinch while boosting its speed and finishing off an opposing threat.
  • Luxray's offensive and defensive capabilities allow a specific type of role compression that's very hard for a Pokemon to pull off while being tanky with both Defense and Special Defense simultaneously.
  • Mono-Electric (and when Terastallized, Mono-Fairy) is a solid defensive typing that works well against most of the meta and provides Luxray with a crucial paralysis immunity that Choice Scarf or other Speed-boosting mons wish they could have.
Assault Double Tank Luxray

Luxray @ Assault Vest
Ability: Intimidate
Tera Type: Fairy
EVs: 252 Atk / 48 Def / 208 Spe
Adamant Nature
- Play Rough
- Trailblaze
- Crunch
- Wild Charge​

Luxray's primary function is to bait out key threats in OU and surprise them with its double-boosted bulk (both from Intimidate and Assault Vest) while boosting its speed and punching holes in the opponent's team cores. Luxray almost acts like a pseudo-Zeraora but in a more offensively inclined disruptor role with notable differences. What is your first competitive instinct when you sense a strong Electric attack coming your way? Generally (barring commonly known coverage), you'd want to switch to a Ground type or a Bulky Grass type, right? This critical reaction helps Luxray work quite well, as you won't be clicking Luxray's Wild Charge anywhere near as much as you'll be clicking Traiblaze, Play Rough, and Crunch. Let's look at Luxray's EVs, starting with 208 EVs in speed; with this EV allotment and a neutral nature, Luxray's base speed is 228. If you get the +1 from Trailblaze, its base speed becomes 342. Both 228 and 342 are significant benchmarks to hit because of the key threats they outspeed, so let's see what gets outspeed at these two speed tiers.

Speed Tier Comparison

Luxray 228 - Outspeeds (Excluding
Dream_Choice_Scarf_Sprite.png
):
Amoonguss, Azumarill, Ceruledge (Bulk Up Variant), Clodsire, Corviknight (Needs 236 Speed EVs with a Neutral nature or 156 Speed EVs with Jolly nature to outspeed Luxray; most Corviknights are defensive, so both are rare), Dondozo, Dragonite (Bulky D-Dance Variant), Garganacl, Gholdengo (Nasty Plot Defensive Variant), Great Tusk (Physically Defensive Variant), Grimmsnarl (needs Jolly and 212 Speed EVs to outspeed Luxray, it cannot outspeed Luxray without a Jolly nature), Hatterene, Iron Hands, Kingambit, Rotom-Wash (Defensive Variant), Scizor (Needs 252 EVs with a Neutral nature or 172 Speed with a Jolly nature to outspeed Luxray; generally 252 Speed EVs with Adamant are only used on the offensive Swords Dance variant, not the Banded or Boots variants), Skeledirge, Ting-Lu, Torkoal, Toxapex.

Luxray 342 (+1) - Outspeeds (Excluding
Dream_Choice_Scarf_Sprite.png
):
Amoonguss, Azumarill, Ceruledge, Clodsire, Corviknight, Dondozo, Dragonite, Garchomp, Garganacl, Gholdengo, Glimmora, Great Tusk, Hatterene, Iron Hands, Iron Moth (Agility Variant pre-boost), Iron Treads (Requires 252 EVs + Jolly nature to speed tie Luxray), Pawmot, Quaquaval, Roaring Moon (All non-Jolly variants), Rotom-Wash, Scizor, Skeledirge, Ting-Lu, Torkoal, Toxapex, Volcarona.

Luxray with 208 Speed EVs outpaces most of the slower metagame and, at +1 outspeeds anything with base 105 or less speed (and also outspeeds some notable sets of Pokemon with a higher speed tier that don't max out EVs). This is why you will almost always want to click Trailblaze first so that your opponent's switch-in has a high chance of becoming setup fodder, as Trailblaze simultaneously boosts Luxray's speed while breaking Focus Sash and Multiscale along with putting certain Pokemon into KO range. Additionally, you'll want to avoid Terastallizing until the specific threat you wish to lure has switched into your Luxray. Terastallizing on the predicted switch itself will often cause a double switch that can leave you at a strategic disadvantage.

I must double-stress this point, as it's vital for Luxray's playstyle success. 90% of the time, you will want to use Trailblaze first before any other move; this is especially true if you suspect your opponent will switch Pokemon due to a bad matchup.

Offensive Capabilities

So what can it do with this speed? Simple, Luxray can heavily chunk, or OHKO, some very potent OU threats. This wouldn't be possible with Luxray's base 120 Attack and powerful coverage options in Play Rough and Crunch. Let's start with Trailblaze damage chip calculations followed by Play Rough calculations before Luxray is terastallized to give a pre-tera baseline (usually early-mid game after a Trailblaze on the predicted switch).

Trailblaze Damage Calculations (For Chip)


252+ Atk Luxray Trailblaze vs. 116 HP / 0 Def Azumarill (Band): 136-162 (36.7 - 43.7%) -- guaranteed 3HKO
252+ Atk Luxray Trailblaze vs. 252 HP / 0 Def Azumarill (Assault Vest): 136-162 (33.6 - 40%) -- guaranteed 3HKO

252+ Atk Luxray Trailblaze vs. 0 HP / 0 Def Chien-Pao: 68-81 (22.5 - 26.9%) -- 36.4% chance to 4HKO
252+ Atk Luxray Trailblaze vs. 252 HP / 4 Def Dondozo: 102-120 (20.2 - 23.8%) -- possible 6HKO after Leftovers recovery

252+ Atk Luxray Trailblaze vs. 252 HP / 0 Def Garchomp (Hazard Phaze): 60-71 (14.2 - 16.9%) -- possible 6HKO
252+ Atk Luxray Trailblaze vs. 0 HP / 0 Def Garchomp (Swords Dance): 60-71 (16.8 - 19.8%) -- possible 7HKO after Leftovers recovery
252+ Atk Luxray Trailblaze vs. 0 HP / 0 Def Great Tusk (Offensive): 90-108 (24.2 - 29.1%) -- 99.3% chance to 4HKO
252+ Atk Luxray Trailblaze vs. 252 HP / 252+ Def Great Tusk (Physically Defensive): 68-82 (15.6 - 18.8%) -- possible 8HKO after Leftovers recovery

252+ Atk Luxray Trailblaze vs. 200 HP / 180+ Def Quaquaval: 102-120 (28.2 - 33.2%) -- 89.2% chance to 4HKO after Leftovers recovery
252+ Atk Luxray Trailblaze vs. 0 HP / 4 Def Quaquaval: 136-162 (43.7 - 52%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Luxray Trailblaze vs. 252 HP / 4 Def Rotom-Wash (Scarf Trick): 108-128 (35.5 - 42.1%) -- guaranteed 3HKO
252+ Atk Luxray Trailblaze vs. 252 HP / 252+ Def Rotom-Wash (Physically Defensive): 78-94 (25.6 - 30.9%) -- 3.4% chance to 4HKO after Leftovers recovery

252+ Atk Luxray Trailblaze vs. 252 HP / 4 Def Ting-Lu: 94-112 (18.2 - 21.7%) -- possible 7HKO after Leftovers recovery

Play Rough Damage Calculations (Before Terastallization)
FairyIC_Big.png


252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Breloom: 246-290 (94.2 - 111.1%) -- 62.5% chance to OHKO
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Chien-Pao: 246-290 (81.7 - 96.3%) -- guaranteed 2HKO (OHKO with Chip)
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Dragapult: 260-306 (82 - 96.5%) -- guaranteed 2HKO (Almost Always OHKO with Chip)

252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Multiscale Dragonite (Offensive Dragon Dance): 107-126 (33.1 - 39%) -- 99.9% chance to 3HKO (once Multiscale is broken, Play Rough will almost always knock out Dragonite from this damage range)
252+ Atk Luxray Play Rough vs. 144 HP / 0 Def Multiscale Dragonite (Bulky Dragon Dance): 107-126 (29.8 - 35%) -- 16% chance to 3HKO (once Multiscale is broken, Play Rough has a good chance to knock out Dragonite from this damage range)

252+ Atk Luxray Play Rough vs. 252 HP / 0 Def Garchomp: 214-252 (50.9 - 60%) -- guaranteed 2HKO
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Garchomp: 214-252 (59.9 - 70.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Great Tusk: 162-192 (43.6 - 51.7%) -- 10.9% chance to 2HKO (2HKO with Chip)
252+ Atk Luxray Play Rough vs. 252 HP / 252+ Def Great Tusk: 122-144 (28.1 - 33.1%) -- 84.3% chance to 4HKO after Leftovers recovery (Slight chance for 2HKO and guaranteed 3HKO with Chip)

252+ Atk Luxray Play Rough vs. 252 HP / 4 Def Grimmsnarl: 288-340 (73 - 86.2%) -- guaranteed 2HKO
252+ Atk Luxray Play Rough vs. 56 HP / 252 Def Iron Hands (Choice Band): 154-182 (33.2 - 39.3%) -- 100% chance to 3HKO
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Iron Hands (Swords Dance): 192-226 (42.7 - 50.3%) -- guaranteed 3HKO after Leftovers recovery (Strong 2HKO chance with Chip)

252+ Atk Luxray Play Rough vs. 0 HP / 4 Def Iron Valiant: 222-262 (76.8 - 90.6%) -- guaranteed 2HKO
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Meowscarada: 272-322 (92.8 - 109.8%) -- 56.3% chance to OHKO (OHKO with Chip)
252+ Atk Luxray Play Rough vs. 252 HP / 0 Def Pawmot (Utility): 272-322 (79 - 93.6%) -- guaranteed 2HKO (OHKO with Chip)
252+ Atk Luxray Play Rough vs. 0 HP / 4 Def Pawmot (Offensive): 272-320 (96.7 - 113.8%) -- 75% chance to OHKO (OHKO with Chip)

252+ Atk Luxray Play Rough vs. 200 HP / 180+ Def Quaquaval: 182-216 (50.4 - 59.8%) -- 83.6% chance to 2HKO after Leftovers recovery (2HKO with Chip)
252+ Atk Luxray Play Rough vs. 0 HP / 4 Def Quaquaval: 244-288 (78.4 - 92.6%) -- guaranteed 2HKO after Leftovers recovery (Strong chance to OHKO with Chip)
252+ Atk Luxray Play Rough vs. 252 HP / 0 Def Roaring Moon: 540-636 (130.4 - 153.6%) -- guaranteed OHKO

Quite a few potent Pokemon don't like to take a Play Rough, especially with hazard or Trailblaze-damage chip. This is why Play Rough is far more valuable as a base move than Wild Charge is, along with the lack of Wild Charge recoil. While some pre-Tera options can be shaky without Chip, multiple post-Tera options (especially Pokemon you intend to lure) are no longer safe once Luxray has terastallized.

Play Rough Damage Calculations (Terastallized)
FairyIC_Big.png


252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Breloom: 368-434 (140.9 - 166.2%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Chien-Pao: 368-434 (122.2 - 144.1%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Dragapult: 390-458 (123 - 144.4%) -- guaranteed OHKO

252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Multiscale Dragonite: 160-189 (49.5 - 58.5%) -- 98.8% chance to 2HKO (OHKO with Multiscale broken Chip, Dragonite cannot switch in)
252+ Atk Tera Fairy Luxray Play Rough vs. 144 HP / 0 Def Multiscale Dragonite: 160-189 (44.5 - 52.6%) -- 19.9% chance to 2HKO (Strong chance to OHKO with Multiscale broken Chip, Dragonite cannot switch in)

252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 0 Def Garchomp: 320-378 (76.1 - 90%) -- guaranteed 2HKO (Strong chance to OHKO with Chip)
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Garchomp: 320-378 (89.6 - 105.8%) -- 31.3% chance to OHKO (OHKO with Chip)
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Great Tusk: 242-288 (65.2 - 77.6%) -- guaranteed 2HKO (Strong chance to OHKO with Chip)
252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 252+ Def Great Tusk: 182-216 (41.9 - 49.7%) -- guaranteed 3HKO after Leftovers recovery (2HKO with Chip)

252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 4 Def Grimmsnarl: 432-510 (109.6 - 129.4%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 56 HP / 252 Def Iron Hands: 230-272 (49.6 - 58.7%) -- 99.6% chance to 2HKO
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Iron Hands: 288-338 (64.1 - 75.2%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 4 Def Iron Valiant: 332-392 (114.8 - 135.6%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Meowscarada: 408-482 (139.2 - 164.5%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 0 Def Pawmot: 408-482 (118.6 - 140.1%) -- guaranteed OHKO

252+ Atk Tera Fairy Luxray Play Rough vs. 200 HP / 180+ Def Quaquaval: 272-324 (75.3 - 89.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 4 Def Quaquaval: 366-432 (117.6 - 138.9%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 0 Def Roaring Moon: 808-952 (195.1 - 229.9%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 4 Def Ting-Lu: 252-296 (49 - 57.5%) -- 56.3% chance to 2HKO after Leftovers recovery (2HKO with Chip)​

Tera Fairy Play Rough is downright dangerous, as not many teams in OU have an answer for strong Physical Fairy STAB attacks, especially when that attack is Play Rough. Next up, we have Crunch, which is extremely helpful for the Pokemon that commonly resist Fairy-type attacks and carries a potent chance to drop the opponent's Defense -1, meaning that sometimes specific threats like Defensive Nasty Plot Gholdengo have to risk getting KO'd or switch out.

Crunch Damage Calculations
DarkIC_Big.png


252+ Atk Luxray Crunch vs. 0 HP / 0 Def Ceruledge (Swords Dance): 218-258 (74.9 - 88.6%) -- guaranteed 2HKO
252+ Atk Luxray Crunch vs. 252 HP / 0 Def Ceruledge (Bulk Up): 218-258 (61.5 - 72.8%) -- guaranteed 2HKO
252+ Atk Luxray Crunch vs. 0 HP / 0 Def Dragapult: 230-272 (72.5 - 85.8%) -- guaranteed 2HKO

252+ Atk Luxray Crunch vs. 0 HP / 0 Def Gholdengo: 190-224 (60.3 - 71.1%) -- guaranteed 2HKO
252+ Atk Luxray Crunch vs. 252 HP / 252+ Def Gholdengo: 136-160 (35.9 - 42.3%) -- 92.4% chance to 3HKO after Leftovers recovery
252+ Atk Luxray Crunch vs. -1 252 HP / 252+ Def Gholdengo: 204-240 (53.9 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Luxray Crunch vs. 248 HP / 0 Def Skeledirge: 180-214 (43.7 - 52%) -- 11.7% chance to 2HKO
252+ Atk Luxray Crunch vs. -1 248 HP / 0 Def Skeledirge: 272-322 (66.1 - 78.3%) -- guaranteed 2HKO​

While Wild Charge will not be used as commonly as your coverage moves, it's still quite helpful for certain threats that it nails super effectively. So lastly, let's look at some STAB Wild Charge super effective calculations as there aren't many times it will be using Wild Charge compared to Play Rough or Crunch.

Wild Charge Damage Calculations
ElectricIC_Big.png


252+ Atk Luxray Wild Charge vs. 116 HP / 0 Def Azumarill: 368-434 (99.4 - 117.2%) -- 93.8% chance to OHKO
252+ Atk Luxray Wild Charge vs. 252 HP / 0 Def Azumarill: 368-434 (91 - 107.4%) -- 43.8% chance to OHKO

252+ Atk Luxray Wild Charge vs. 248 HP / 252+ Def Corviknight: 212-252 (53.1 - 63.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Luxray Wild Charge vs. 252 HP / 4 Def Dondozo: 270-320 (53.5 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Luxray Wild Charge vs. 200 HP / 180+ Def Quaquaval (Bulk Up): 272-324 (75.3 - 89.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Luxray Wild Charge vs. 0 HP / 4 Def Quaquaval (Swords Dance): 366-432 (117.6 - 138.9%) -- guaranteed OHKO
252+ Atk Luxray Wild Charge vs. 252 HP / 192+ Def Toxapex: 170-204 (55.9 - 67.1%) -- guaranteed 2HKO after Black Sludge recovery

Defensive Capabilities

So we've now established that Luxray can severely dent most of the OU metagame, so what about its defensive profile? With a small investment of 48 Defense EVs combined with Luxray's useful Intimidate ability + the Assault Vest item, Luxray can stomach some unexpectedly powerful attacks both pre-Tera and post-Tera. Mono-Electric only has one weakness, Ground-type attacks, while Mono-Fairy only has weaknesses to Poison and Steel-type attacks. Additionally, Mono-Fairy has useful resistances to Bug, Dark, and Fighting, along with Mono-Electric's useful resistances to Electric, Flying, and Steel-type attacks. So let's take a look at Luxray's pre-Tera Electric typing first to see just what kinds of hits it can withstand on both the physical and special side.

Defensive Calculations (Electric, Before Terastallization)

Physical Moves (-1 Intimidate):


-1 252 Atk Sword of Ruin Chien-Pao Icicle Crash vs. 0 HP / 48 Def Luxray: 135-159 (44.8 - 52.8%) -- 22.3% chance to 2HKO
-1 252 Atk Choice Band Sword of Ruin Chien-Pao Icicle Crash vs. 0 HP / 48 Def Luxray: 202-238 (67.1 - 79%) -- guaranteed 2HKO

-1 0 Atk Corviknight Brave Bird vs. 0 HP / 48 Def Luxray: 44-52 (14.6 - 17.2%) -- possible 6HKO

-1 0 Atk Dondozo Liquidation vs. 0 HP / 48 Def Luxray: 70-84 (23.2 - 27.9%) -- 78.6% chance to 4HKO
4 Def Dondozo Body Press vs. 0 HP / 48 Def Luxray: 75-89 (24.9 - 29.5%) -- 100% chance to 4HKO
252+ Def Dondozo Body Press vs. 0 HP / 48 Def Luxray: 101-119 (33.5 - 39.5%) -- guaranteed 3HKO

-1 252+ Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 0 HP / 48 Def Luxray: 194-230 (64.4 - 76.4%) -- approx. 2HKO

4 Def Garganacl Body Press vs. 0 HP / 48 Def Luxray: 83-98 (27.5 - 32.5%) -- guaranteed 4HKO
-1 0 Atk Garganacl Salt Cure vs. 0 HP / 48 Def Luxray: 33-40 (10.9 - 13.2%) -- guaranteed 5HKO after Salt Cure
-1 116+ Atk Iron Hands Drain Punch vs. 0 HP / 48 Def Luxray: 100-118 (33.2 - 39.2%) -- 99.8% chance to 3HKO

-1 4 Atk Iron Valiant Close Combat vs. 0 HP / 48 Def Luxray: 124-147 (41.1 - 48.8%) -- guaranteed 3HKO
252 SpA Iron Valiant Psyshock vs. 0 HP / 48 Def Luxray: 95-112 (31.5 - 37.2%) -- 83.2% chance to 3HKO
252 SpA Choice Specs Iron Valiant Psyshock vs. 0 HP / 48 Def Luxray: 141-167 (46.8 - 55.4%) -- 74.2% chance to 2HKO

-1 252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 48 Def Luxray: 62-73 (20.5 - 24.2%) -- guaranteed 5HKO
-1 252+ Atk Choice Band Scizor U-turn vs. 0 HP / 48 Def Luxray: 144-171 (47.8 - 56.8%) -- 88.3% chance to 2HKO
-1 252+ Atk Choice Band Scizor Close Combat vs. 0 HP / 48 Def Luxray: 164-194 (54.4 - 64.4%) -- guaranteed 2HKO

-1 0 Atk Ting-Lu Earthquake vs. 0 HP / 48 Def Luxray: 180-212 (59.8 - 70.4%) -- guaranteed 2HKO

Special Moves:

252 SpA Choice Specs Dragapult Shadow Ball vs. 0 HP / 0 SpD Assault Vest Luxray: 133-157 (44.1 - 52.1%) -- 14.8% chance to 2HKO

252 SpA Gholdengo Shadow Ball vs. 0 HP / 0 SpD Assault Vest Luxray: 109-129 (36.2 - 42.8%) -- guaranteed 3HKO
252 SpA Gholdengo Make It Rain vs. 0 HP / 0 SpD Assault Vest Luxray: 81-96 (26.9 - 31.8%) -- guaranteed 4HKO
252 SpA Choice Specs Gholdengo Make It Rain vs. 0 HP / 0 SpD Assault Vest Luxray: 121-143 (40.1 - 47.5%) -- guaranteed 3HKO
252 SpA Choice Specs Gholdengo Shadow Ball vs. 0 HP / 0 SpD Assault Vest Luxray: 162-192 (53.8 - 63.7%) -- guaranteed 2HKO

252 SpA Glimmora Sludge Wave vs. 0 HP / 0 SpD Assault Vest Luxray: 127-150 (42.1 - 49.8%) -- guaranteed 3HKO
252 SpA Glimmora Earth Power vs. 0 HP / 0 SpD Assault Vest Luxray: 160-190 (53.1 - 63.1%) -- guaranteed 2HKO
252 SpA Choice Specs Glimmora Sludge Wave vs. 0 HP / 0 SpD Assault Vest Luxray: 189-223 (62.7 - 74%) -- guaranteed 2HKO
252 SpA Choice Specs Glimmora Earth Power vs. 0 HP / 0 SpD Assault Vest Luxray: 238-282 (79 - 93.6%) -- guaranteed 2HKO

0 SpA Hatterene Psychic vs. 0 HP / 0 SpD Assault Vest Luxray: 103-123 (34.2 - 40.8%) -- guaranteed 3HKO
252 SpA Iron Moth Sludge Wave vs. 0 HP / 0 SpD Assault Vest Luxray: 133-157 (44.1 - 52.1%) -- 14.8% chance to 2HKO
252 SpA Iron Moth Flamethrower vs. 0 HP / 0 SpD Assault Vest Luxray: 127-150 (42.1 - 49.8%) -- guaranteed 3HKO

252 SpA Iron Valiant Moonblast vs. 0 HP / 0 SpD Assault Vest Luxray: 118-141 (39.2 - 46.8%) -- guaranteed 3HKO
252 SpA Choice Specs Iron Valiant Moonblast vs. 0 HP / 0 SpD Assault Vest Luxray: 178-211 (59.1 - 70%) -- guaranteed 2HKO

8 SpA Skeledirge Torch Song vs. 0 HP / 0 SpD Assault Vest Luxray: 76-91 (25.2 - 30.2%) -- guaranteed 4HKO
0 SpA Volcarona Fiery Dance vs. 0 HP / 0 SpD Assault Vest Luxray: 91-108 (30.2 - 35.8%) -- 34.9% chance to 3HKO
So what happens when Luxray switches to being a Fairy type with Terastallization? Not only does it become immune to Dragon-type moves, but it can now stomach hits that it previously could not handle reliably, especially with Intimidate.

Defensive Calculations (Fairy, Terastallized)

252 Atk Choice Band Sword of Ruin Chien-Pao Sucker Punch vs. 0 HP / 48 Def Tera Fairy Luxray: 123-146 (40.8 - 48.5%) -- guaranteed 3HKO
-1 252 Atk Choice Band Sword of Ruin Chien-Pao Sucker Punch vs. 0 HP / 48 Def Tera Fairy Luxray: 83-98 (27.5 - 32.5%) -- guaranteed 4HKO

252+ Atk Dragonite Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 141-166 (46.8 - 55.1%) -- 69.5% chance to 2HKO
-1 252+ Atk Dragonite Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 94-111 (31.2 - 36.8%) -- 74.2% chance to 3HKO

252 Atk Garchomp Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 187-222 (62.1 - 73.7%) -- guaranteed 2HKO
-1 252 Atk Garchomp Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 126-148 (41.8 - 49.1%) -- guaranteed 3HKO

252 Atk Great Tusk Close Combat vs. 0 HP / 48 Def Tera Fairy Luxray: 113-133 (37.5 - 44.1%) -- guaranteed 3HKO
-1 252 Atk Great Tusk Close Combat vs. 0 HP / 48 Def Tera Fairy Luxray: 75-89 (24.9 - 29.5%) -- 100% chance to 4HKO

0 Atk Ting-Lu Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 135-159 (44.8 - 52.8%) -- 22.3% chance to 2HKO
-1 0 Atk Ting-Lu Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 90-106 (29.9 - 35.2%) -- 20.1% chance to 3HKO

Team Support Options

Spore


Spore allows Luxray critical switch-in opportunities, especially in the early game, where you generally don't want to terastallize if you can help it. I highly recommend Amoonguss for this specific Spore role as Regenerator keeps it healthy throughout the match, allowing more opportunities to open the floor for Luxray.

Wish Passing


Wish passing allows Luxray to remain healthy throughout the match and is generally a great idea for quite a few team compositions to begin with. Scream Tail is arguably all around more useful than Alomomola, but Alomomola's physical bulk and mono-water typing have their uses as well (along with a much higher HP stat).

Rapid Spin or Magic Bounce


Luxray does not appreciate hazard damage or hazard status, so a Pokemon to either spin away or bounce back hazards is greatly appreciated. Great Tusk and Iron Treads are both phenomenal spinners, while Hatterene is the de-facto Magic Bounce user in the tier. What you choose depends on your individual team composition.

Conclusion


Luxray is a flawed Pokemon, but this is the first generation of OU where I can confidently recommend its niche as a role-compressing lure, thanks to the new tools that it got. Generation 9's meta has been very kind to many older Pokemon, thanks to the boon of terastallization. Luxray is another one of those Pokemon who have been given a new competitive edge in life. If you play to Luxray's strengths and support it properly, you'll find that our shockingly spiky boi is a worthy addition to your properly built team!

Edit #1: Fixed grammatical / formatting issues + added dividing images I forgot to add
Edit #2: Fixed broken image
 
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Luxray

"Luxray is a proud and friendly Pokémon dedicated to helping its friends. Luxray has high inner strength, refusing to give up when committed to a goal. Luxray cares greatly for others and will jump straight into danger without a second thought to save someone" - Bulbapedia

"Being able to finally find a genuine niche for Luxray in OU after multiple generations makes me happier than I could properly articulate; Luxray is awesome" - Morkal

BASE STATSMIN-MAX STAT RANGE
HP:
80
270 - 364
Attack:
120
220 - 372
Defense:
79
146 - 282
Sp. Atk:
95
175 - 317
Sp. Def:
79
146 - 282
Speed:
70
130 - 262

Abilities:
Rivalry, Intimidate | HA: Guts

Notable Physical + Utility Moves:
Body Slam, Crunch, Fire Fang, Ice Fang, Play Rough, Psychic Fangs, Trailblaze, Wild Charge

Luxray's infamy is known by most competitive Pokemon players thanks to its long and unfortunately... well, unfortunate, competitive history. Luxray has always been cursed with specific attributes that left it out to dry in almost every meta's landscape, to the point where it would always end up in the lowest tier or not being able to compete in a lower tier at all. However, despite this, what if I told you that Luxray actually has a solid OU niche in Generation 9? Luxray received some new tools that allow it to succeed in the current meta thanks to this new move access and (looking at older OU generations) a comparatively kinder environment. Luxray is a strong mono-electric type that finally had a much-deserved second wind (arguably first wind) through the addition of Terastallization and Trailblaze to bolster its offensive and defensive capabilities. So let's jump into yet another massive OU niche post and analyze why Luxray finally has room to breathe in OU - the truth may shock you! (Don't worry, I know how shockingly bad my pun was).

Disclaimer: Luxray is tough to properly slot into team builds; as such, I highly recommend looking into OU speed tiers here and memorizing relevant benchmarks along with specific core matchups before you use Luxray on one of your builds (I will explain the speed benchmarks and matchups in this post as well)! Figuring out common switch-ins is critical in this role as well. If you take the time to learn how to best prepare your team to work with Luxray, he can pull off unexpected wonders for your team.

Summarized Advantages of Luxray
This is a "too long, didn't read" bullet point list for people who don't want to read through the whole post and want a quick understanding of Luxray's OU benefits.
  • Luxray benefitted heavily from the addition of Tera, allowing it to act as a tanky Dragon, Dark, Fighting, and sometimes Ground-type lure that helps put its offensive capabilities to work and gives one of its most crucial coverage moves, Play Rough, some much-needed STAB.
  • Additionally, common switch-ins such as Iron Hands, Garchomp, Great Tusk, and Ting-Lu, along with priority users such as Chien-Pao, are usually taken care of by the one-two combo of Trailblaze and Play Rough (especially when Terastallized).
  • Luxray received Trailblaze, allowing it to patch its most significant flaw (base 70 speed), which eases the prediction burden that mono-electric attackers often go through in OU, along with providing it a way to thwart common switch-ins by putting them in a range to outspeed and consistently OHKO or 2HKO.
  • Luxray's strong base 120 Attack, combined with its small but potent coverage movepool, means that most of the meta gets hit super effectively by its attacks resulting in some unexpected holes being blown in the opposing team's cores.
  • Luxray's access to Intimidate + Assault Vest with workable 80/79/79 bulk means that Luxray can stomach strong attacks in a pinch while boosting its speed and finishing off an opposing threat.
  • Luxray's offensive and defensive capabilities allow a specific type of role compression that's very hard for a Pokemon to pull off while being tanky with both Defense and Special Defense simultaneously.
  • Mono-Electric (and when Terastallized, Mono-Fairy) is a solid defensive typing that works well against most of the meta and provides Luxray with a crucial paralysis immunity that Choice Scarf or other Speed-boosting mons wish they could have.
Assault Double Tank Luxray

Luxray @ Assault Vest
Ability: Intimidate
Tera Type: Fairy
EVs: 252 Atk / 48 Def / 208 Spe
Adamant Nature
- Play Rough
- Trailblaze
- Crunch
- Wild Charge​

Luxray's primary function is to bait out key threats in OU and surprise them with its double-boosted bulk (both from Intimidate and Assault Vest) while boosting its speed and punching holes in the opponent's team cores. Luxray almost acts like a pseudo-Zeraora but in a more offensively inclined disruptor role with notable differences. What is your first competitive instinct when you sense a strong Electric attack coming your way? Generally (barring commonly known coverage), you'd want to switch to a Ground type or a Bulky Grass type, right? This critical reaction helps Luxray work quite well, as you won't be clicking Luxray's Wild Charge anywhere near as much as you'll be clicking Traiblaze, Play Rough, and Crunch. Let's look at Luxray's EVs, starting with 208 EVs in speed; with this EV allotment and a neutral nature, Luxray's base speed is 228. If you get the +1 from Trailblaze, its base speed becomes 342. Both 228 and 342 are significant benchmarks to hit because of the key threats they outspeed, so let's see what gets outspeed at these two speed tiers.

Speed Tier Comparison

Luxray 228 - Outspeeds (Excluding
Dream_Choice_Scarf_Sprite.png
):
Amoonguss, Azumarill, Ceruledge (Bulk Up Variant), Clodsire, Corviknight (Needs 236 Speed EVs with a Neutral nature or 156 Speed EVs with Jolly nature to outspeed Luxray; most Corviknights are defensive, so both are rare), Dondozo, Dragonite (Bulky D-Dance Variant), Garganacl, Gholdengo (Nasty Plot Defensive Variant), Great Tusk (Physically Defensive Variant), Grimmsnarl (needs Jolly and 212 Speed EVs to outspeed Luxray, it cannot outspeed Luxray without a Jolly nature), Hatterene, Iron Hands, Kingambit, Rotom-Wash (Defensive Variant), Scizor (Needs 252 EVs with a Neutral nature or 172 Speed with a Jolly nature to outspeed Luxray; generally 252 Speed EVs with Adamant are only used on the offensive Swords Dance variant, not the Banded or Boots variants), Skeledirge, Ting-Lu, Torkoal, Toxapex.

Luxray 342 (+1) - Outspeeds (Excluding
Dream_Choice_Scarf_Sprite.png
):
Amoonguss, Azumarill, Ceruledge, Clodsire, Corviknight, Dondozo, Dragonite, Garchomp, Garganacl, Gholdengo, Glimmora, Great Tusk, Hatterene, Iron Hands, Iron Moth (Agility Variant pre-boost), Iron Treads (Requires 252 EVs + Jolly nature to speed tie Luxray), Pawmot, Quaquaval, Roaring Moon (All non-Jolly variants), Rotom-Wash, Scizor, Skeledirge, Ting-Lu, Torkoal, Toxapex, Volcarona.

Luxray with 208 Speed EVs outpaces most of the slower metagame and, at +1 outspeeds anything with base 105 or less speed (and also outspeeds some notable sets of Pokemon with a higher speed tier that don't max out EVs). This is why you will almost always want to click Trailblaze first so that your opponent's switch-in has a high chance of becoming setup fodder, as Trailblaze simultaneously boosts Luxray's speed while breaking Focus Sash and Multiscale along with putting certain Pokemon into KO range. Additionally, you'll want to avoid Terastallizing until the specific threat you wish to lure has switched into your Luxray. Terastallizing on the predicted switch itself will often cause a double switch that can leave you at a strategic disadvantage.

I must double-stress this point, as it's vital for Luxray's playstyle success. 90% of the time, you will want to use Trailblaze first before any other move; this is especially true if you suspect your opponent will switch Pokemon due to a bad matchup.

Offensive Capabilities

So what can it do with this speed? Simple, Luxray can heavily chunk, or OHKO, some very potent OU threats. This wouldn't be possible with Luxray's base 120 Attack and powerful coverage options in Play Rough and Crunch. Let's start with Trailblaze damage chip calculations followed by Play Rough calculations before Luxray is terastallized to give a pre-tera baseline (usually early-mid game after a Trailblaze on the predicted switch).

Trailblaze Damage Calculations (For Chip)


252+ Atk Luxray Trailblaze vs. 116 HP / 0 Def Azumarill (Band): 136-162 (36.7 - 43.7%) -- guaranteed 3HKO
252+ Atk Luxray Trailblaze vs. 252 HP / 0 Def Azumarill (Assault Vest): 136-162 (33.6 - 40%) -- guaranteed 3HKO

252+ Atk Luxray Trailblaze vs. 0 HP / 0 Def Chien-Pao: 68-81 (22.5 - 26.9%) -- 36.4% chance to 4HKO
252+ Atk Luxray Trailblaze vs. 252 HP / 4 Def Dondozo: 102-120 (20.2 - 23.8%) -- possible 6HKO after Leftovers recovery

252+ Atk Luxray Trailblaze vs. 252 HP / 0 Def Garchomp (Hazard Phaze): 60-71 (14.2 - 16.9%) -- possible 6HKO
252+ Atk Luxray Trailblaze vs. 0 HP / 0 Def Garchomp (Swords Dance): 60-71 (16.8 - 19.8%) -- possible 7HKO after Leftovers recovery
252+ Atk Luxray Trailblaze vs. 0 HP / 0 Def Great Tusk (Offensive): 90-108 (24.2 - 29.1%) -- 99.3% chance to 4HKO
252+ Atk Luxray Trailblaze vs. 252 HP / 252+ Def Great Tusk (Physically Defensive): 68-82 (15.6 - 18.8%) -- possible 8HKO after Leftovers recovery

252+ Atk Luxray Trailblaze vs. 200 HP / 180+ Def Quaquaval: 102-120 (28.2 - 33.2%) -- 89.2% chance to 4HKO after Leftovers recovery
252+ Atk Luxray Trailblaze vs. 0 HP / 4 Def Quaquaval: 136-162 (43.7 - 52%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Luxray Trailblaze vs. 252 HP / 4 Def Rotom-Wash (Scarf Trick): 108-128 (35.5 - 42.1%) -- guaranteed 3HKO
252+ Atk Luxray Trailblaze vs. 252 HP / 252+ Def Rotom-Wash (Physically Defensive): 78-94 (25.6 - 30.9%) -- 3.4% chance to 4HKO after Leftovers recovery

252+ Atk Luxray Trailblaze vs. 252 HP / 4 Def Ting-Lu: 94-112 (18.2 - 21.7%) -- possible 7HKO after Leftovers recovery

Play Rough Damage Calculations (Before Terastallization)
View attachment 485917

252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Breloom: 246-290 (94.2 - 111.1%) -- 62.5% chance to OHKO
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Chien-Pao: 246-290 (81.7 - 96.3%) -- guaranteed 2HKO (OHKO with Chip)
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Dragapult: 260-306 (82 - 96.5%) -- guaranteed 2HKO (Almost Always OHKO with Chip)

252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Multiscale Dragonite (Offensive Dragon Dance): 107-126 (33.1 - 39%) -- 99.9% chance to 3HKO (once Multiscale is broken, Play Rough will almost always knock out Dragonite from this damage range)
252+ Atk Luxray Play Rough vs. 144 HP / 0 Def Multiscale Dragonite (Bulky Dragon Dance): 107-126 (29.8 - 35%) -- 16% chance to 3HKO (once Multiscale is broken, Play Rough has a good chance to knock out Dragonite from this damage range)

252+ Atk Luxray Play Rough vs. 252 HP / 0 Def Garchomp: 214-252 (50.9 - 60%) -- guaranteed 2HKO
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Garchomp: 214-252 (59.9 - 70.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Great Tusk: 162-192 (43.6 - 51.7%) -- 10.9% chance to 2HKO (2HKO with Chip)
252+ Atk Luxray Play Rough vs. 252 HP / 252+ Def Great Tusk: 122-144 (28.1 - 33.1%) -- 84.3% chance to 4HKO after Leftovers recovery (Slight chance for 2HKO and guaranteed 3HKO with Chip)

252+ Atk Luxray Play Rough vs. 252 HP / 4 Def Grimmsnarl: 288-340 (73 - 86.2%) -- guaranteed 2HKO
252+ Atk Luxray Play Rough vs. 56 HP / 252 Def Iron Hands (Choice Band): 154-182 (33.2 - 39.3%) -- 100% chance to 3HKO
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Iron Hands (Swords Dance): 192-226 (42.7 - 50.3%) -- guaranteed 3HKO after Leftovers recovery (Strong 2HKO chance with Chip)

252+ Atk Luxray Play Rough vs. 0 HP / 4 Def Iron Valiant: 222-262 (76.8 - 90.6%) -- guaranteed 2HKO
252+ Atk Luxray Play Rough vs. 0 HP / 0 Def Meowscarada: 272-322 (92.8 - 109.8%) -- 56.3% chance to OHKO (OHKO with Chip)
252+ Atk Luxray Play Rough vs. 252 HP / 0 Def Pawmot (Utility): 272-322 (79 - 93.6%) -- guaranteed 2HKO (OHKO with Chip)
252+ Atk Luxray Play Rough vs. 0 HP / 4 Def Pawmot (Offensive): 272-320 (96.7 - 113.8%) -- 75% chance to OHKO (OHKO with Chip)

252+ Atk Luxray Play Rough vs. 200 HP / 180+ Def Quaquaval: 182-216 (50.4 - 59.8%) -- 83.6% chance to 2HKO after Leftovers recovery (2HKO with Chip)
252+ Atk Luxray Play Rough vs. 0 HP / 4 Def Quaquaval: 244-288 (78.4 - 92.6%) -- guaranteed 2HKO after Leftovers recovery (Strong chance to OHKO with Chip)
252+ Atk Luxray Play Rough vs. 252 HP / 0 Def Roaring Moon: 540-636 (130.4 - 153.6%) -- guaranteed OHKO

Quite a few potent Pokemon don't like to take a Play Rough, especially with hazard or Trailblaze-damage chip. This is why Play Rough is far more valuable as a base move than Wild Charge is, along with the lack of Wild Charge recoil. While some pre-Tera options can be shaky without Chip, multiple post-Tera options (especially Pokemon you intend to lure) are no longer safe once Luxray has terastallized.

Play Rough Damage Calculations (Terastallized)
View attachment 485917

252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Breloom: 368-434 (140.9 - 166.2%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Chien-Pao: 368-434 (122.2 - 144.1%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Dragapult: 390-458 (123 - 144.4%) -- guaranteed OHKO

252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Multiscale Dragonite: 160-189 (49.5 - 58.5%) -- 98.8% chance to 2HKO (OHKO with Multiscale broken Chip, Dragonite cannot switch in)
252+ Atk Tera Fairy Luxray Play Rough vs. 144 HP / 0 Def Multiscale Dragonite: 160-189 (44.5 - 52.6%) -- 19.9% chance to 2HKO (Strong chance to OHKO with Multiscale broken Chip, Dragonite cannot switch in)

252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 0 Def Garchomp: 320-378 (76.1 - 90%) -- guaranteed 2HKO (Strong chance to OHKO with Chip)
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Garchomp: 320-378 (89.6 - 105.8%) -- 31.3% chance to OHKO (OHKO with Chip)
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Great Tusk: 242-288 (65.2 - 77.6%) -- guaranteed 2HKO (Strong chance to OHKO with Chip)
252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 252+ Def Great Tusk: 182-216 (41.9 - 49.7%) -- guaranteed 3HKO after Leftovers recovery (2HKO with Chip)

252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 4 Def Grimmsnarl: 432-510 (109.6 - 129.4%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 56 HP / 252 Def Iron Hands: 230-272 (49.6 - 58.7%) -- 99.6% chance to 2HKO
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Iron Hands: 288-338 (64.1 - 75.2%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 4 Def Iron Valiant: 332-392 (114.8 - 135.6%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 0 Def Meowscarada: 408-482 (139.2 - 164.5%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 0 Def Pawmot: 408-482 (118.6 - 140.1%) -- guaranteed OHKO

252+ Atk Tera Fairy Luxray Play Rough vs. 200 HP / 180+ Def Quaquaval: 272-324 (75.3 - 89.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Tera Fairy Luxray Play Rough vs. 0 HP / 4 Def Quaquaval: 366-432 (117.6 - 138.9%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 0 Def Roaring Moon: 808-952 (195.1 - 229.9%) -- guaranteed OHKO
252+ Atk Tera Fairy Luxray Play Rough vs. 252 HP / 4 Def Ting-Lu: 252-296 (49 - 57.5%) -- 56.3% chance to 2HKO after Leftovers recovery (2HKO with Chip)​

Tera Fairy Play Rough is downright dangerous, as not many teams in OU have an answer for strong Physical Fairy STAB attacks, especially when that attack is Play Rough. Next up, we have Crunch, which is extremely helpful for the Pokemon that commonly resist Fairy-type attacks and carries a potent chance to drop the opponent's Defense -1, meaning that sometimes specific threats like Defensive Nasty Plot Gholdengo have to risk getting KO'd or switch out.

Crunch Damage Calculations
View attachment 485918

252+ Atk Luxray Crunch vs. 0 HP / 0 Def Ceruledge (Swords Dance): 218-258 (74.9 - 88.6%) -- guaranteed 2HKO
252+ Atk Luxray Crunch vs. 252 HP / 0 Def Ceruledge (Bulk Up): 218-258 (61.5 - 72.8%) -- guaranteed 2HKO
252+ Atk Luxray Crunch vs. 0 HP / 0 Def Dragapult: 230-272 (72.5 - 85.8%) -- guaranteed 2HKO

252+ Atk Luxray Crunch vs. 0 HP / 0 Def Gholdengo: 190-224 (60.3 - 71.1%) -- guaranteed 2HKO
252+ Atk Luxray Crunch vs. 252 HP / 252+ Def Gholdengo: 136-160 (35.9 - 42.3%) -- 92.4% chance to 3HKO after Leftovers recovery
252+ Atk Luxray Crunch vs. -1 252 HP / 252+ Def Gholdengo: 204-240 (53.9 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Luxray Crunch vs. 248 HP / 0 Def Skeledirge: 180-214 (43.7 - 52%) -- 11.7% chance to 2HKO
252+ Atk Luxray Crunch vs. -1 248 HP / 0 Def Skeledirge: 272-322 (66.1 - 78.3%) -- guaranteed 2HKO​

While Wild Charge will not be used as commonly as your coverage moves, it's still quite helpful for certain threats that it nails super effectively. So lastly, let's look at some STAB Wild Charge super effective calculations as there aren't many times it will be using Wild Charge compared to Play Rough or Crunch.

Wild Charge Damage Calculations
View attachment 485919

252+ Atk Luxray Wild Charge vs. 116 HP / 0 Def Azumarill: 368-434 (99.4 - 117.2%) -- 93.8% chance to OHKO
252+ Atk Luxray Wild Charge vs. 252 HP / 0 Def Azumarill: 368-434 (91 - 107.4%) -- 43.8% chance to OHKO

252+ Atk Luxray Wild Charge vs. 248 HP / 252+ Def Corviknight: 212-252 (53.1 - 63.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Luxray Wild Charge vs. 252 HP / 4 Def Dondozo: 270-320 (53.5 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Luxray Wild Charge vs. 200 HP / 180+ Def Quaquaval (Bulk Up): 272-324 (75.3 - 89.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Luxray Wild Charge vs. 0 HP / 4 Def Quaquaval (Swords Dance): 366-432 (117.6 - 138.9%) -- guaranteed OHKO
252+ Atk Luxray Wild Charge vs. 252 HP / 192+ Def Toxapex: 170-204 (55.9 - 67.1%) -- guaranteed 2HKO after Black Sludge recovery

Defensive Capabilities

So we've now established that Luxray can severely dent most of the OU metagame, so what about its defensive profile? With a small investment of 48 Defense EVs combined with Luxray's useful Intimidate ability + the Assault Vest item, Luxray can stomach some unexpectedly powerful attacks both pre-Tera and post-Tera. Mono-Electric only has one weakness, Ground-type attacks, while Mono-Fairy only has weaknesses to Poison and Steel-type attacks. Additionally, Mono-Fairy has useful resistances to Bug, Dark, and Fighting, along with Mono-Electric's useful resistances to Electric, Flying, and Steel-type attacks. So let's take a look at Luxray's pre-Tera Electric typing first to see just what kinds of hits it can withstand on both the physical and special side.

Defensive Calculations (Electric, Before Terastallization)

Physical Moves (-1 Intimidate):


-1 252 Atk Sword of Ruin Chien-Pao Icicle Crash vs. 0 HP / 48 Def Luxray: 135-159 (44.8 - 52.8%) -- 22.3% chance to 2HKO
-1 252 Atk Choice Band Sword of Ruin Chien-Pao Icicle Crash vs. 0 HP / 48 Def Luxray: 202-238 (67.1 - 79%) -- guaranteed 2HKO

-1 0 Atk Corviknight Brave Bird vs. 0 HP / 48 Def Luxray: 44-52 (14.6 - 17.2%) -- possible 6HKO

-1 0 Atk Dondozo Liquidation vs. 0 HP / 48 Def Luxray: 70-84 (23.2 - 27.9%) -- 78.6% chance to 4HKO
4 Def Dondozo Body Press vs. 0 HP / 48 Def Luxray: 75-89 (24.9 - 29.5%) -- 100% chance to 4HKO
252+ Def Dondozo Body Press vs. 0 HP / 48 Def Luxray: 101-119 (33.5 - 39.5%) -- guaranteed 3HKO

-1 252+ Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 0 HP / 48 Def Luxray: 194-230 (64.4 - 76.4%) -- approx. 2HKO

4 Def Garganacl Body Press vs. 0 HP / 48 Def Luxray: 83-98 (27.5 - 32.5%) -- guaranteed 4HKO
-1 0 Atk Garganacl Salt Cure vs. 0 HP / 48 Def Luxray: 33-40 (10.9 - 13.2%) -- guaranteed 5HKO after Salt Cure
-1 116+ Atk Iron Hands Drain Punch vs. 0 HP / 48 Def Luxray: 100-118 (33.2 - 39.2%) -- 99.8% chance to 3HKO

-1 4 Atk Iron Valiant Close Combat vs. 0 HP / 48 Def Luxray: 124-147 (41.1 - 48.8%) -- guaranteed 3HKO
252 SpA Iron Valiant Psyshock vs. 0 HP / 48 Def Luxray: 95-112 (31.5 - 37.2%) -- 83.2% chance to 3HKO
252 SpA Choice Specs Iron Valiant Psyshock vs. 0 HP / 48 Def Luxray: 141-167 (46.8 - 55.4%) -- 74.2% chance to 2HKO

-1 252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 48 Def Luxray: 62-73 (20.5 - 24.2%) -- guaranteed 5HKO
-1 252+ Atk Choice Band Scizor U-turn vs. 0 HP / 48 Def Luxray: 144-171 (47.8 - 56.8%) -- 88.3% chance to 2HKO
-1 252+ Atk Choice Band Scizor Close Combat vs. 0 HP / 48 Def Luxray: 164-194 (54.4 - 64.4%) -- guaranteed 2HKO

-1 0 Atk Ting-Lu Earthquake vs. 0 HP / 48 Def Luxray: 180-212 (59.8 - 70.4%) -- guaranteed 2HKO

Special Moves:

252 SpA Choice Specs Dragapult Shadow Ball vs. 0 HP / 0 SpD Assault Vest Luxray: 133-157 (44.1 - 52.1%) -- 14.8% chance to 2HKO

252 SpA Gholdengo Shadow Ball vs. 0 HP / 0 SpD Assault Vest Luxray: 109-129 (36.2 - 42.8%) -- guaranteed 3HKO
252 SpA Gholdengo Make It Rain vs. 0 HP / 0 SpD Assault Vest Luxray: 81-96 (26.9 - 31.8%) -- guaranteed 4HKO
252 SpA Choice Specs Gholdengo Make It Rain vs. 0 HP / 0 SpD Assault Vest Luxray: 121-143 (40.1 - 47.5%) -- guaranteed 3HKO
252 SpA Choice Specs Gholdengo Shadow Ball vs. 0 HP / 0 SpD Assault Vest Luxray: 162-192 (53.8 - 63.7%) -- guaranteed 2HKO

252 SpA Glimmora Sludge Wave vs. 0 HP / 0 SpD Assault Vest Luxray: 127-150 (42.1 - 49.8%) -- guaranteed 3HKO
252 SpA Glimmora Earth Power vs. 0 HP / 0 SpD Assault Vest Luxray: 160-190 (53.1 - 63.1%) -- guaranteed 2HKO
252 SpA Choice Specs Glimmora Sludge Wave vs. 0 HP / 0 SpD Assault Vest Luxray: 189-223 (62.7 - 74%) -- guaranteed 2HKO
252 SpA Choice Specs Glimmora Earth Power vs. 0 HP / 0 SpD Assault Vest Luxray: 238-282 (79 - 93.6%) -- guaranteed 2HKO

0 SpA Hatterene Psychic vs. 0 HP / 0 SpD Assault Vest Luxray: 103-123 (34.2 - 40.8%) -- guaranteed 3HKO
252 SpA Iron Moth Sludge Wave vs. 0 HP / 0 SpD Assault Vest Luxray: 133-157 (44.1 - 52.1%) -- 14.8% chance to 2HKO
252 SpA Iron Moth Flamethrower vs. 0 HP / 0 SpD Assault Vest Luxray: 127-150 (42.1 - 49.8%) -- guaranteed 3HKO

252 SpA Iron Valiant Moonblast vs. 0 HP / 0 SpD Assault Vest Luxray: 118-141 (39.2 - 46.8%) -- guaranteed 3HKO
252 SpA Choice Specs Iron Valiant Moonblast vs. 0 HP / 0 SpD Assault Vest Luxray: 178-211 (59.1 - 70%) -- guaranteed 2HKO

8 SpA Skeledirge Torch Song vs. 0 HP / 0 SpD Assault Vest Luxray: 76-91 (25.2 - 30.2%) -- guaranteed 4HKO
0 SpA Volcarona Fiery Dance vs. 0 HP / 0 SpD Assault Vest Luxray: 91-108 (30.2 - 35.8%) -- 34.9% chance to 3HKO
So what happens when Luxray switches to being a Fairy type with Terastallization? Not only does it become immune to Dragon-type moves, but it can now stomach hits that it previously could not handle reliably, especially with Intimidate.

Defensive Calculations (Fairy, Terastallized)

252 Atk Choice Band Sword of Ruin Chien-Pao Sucker Punch vs. 0 HP / 48 Def Tera Fairy Luxray: 123-146 (40.8 - 48.5%) -- guaranteed 3HKO
-1 252 Atk Choice Band Sword of Ruin Chien-Pao Sucker Punch vs. 0 HP / 48 Def Tera Fairy Luxray: 83-98 (27.5 - 32.5%) -- guaranteed 4HKO

252+ Atk Dragonite Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 141-166 (46.8 - 55.1%) -- 69.5% chance to 2HKO
-1 252+ Atk Dragonite Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 94-111 (31.2 - 36.8%) -- 74.2% chance to 3HKO

252 Atk Garchomp Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 187-222 (62.1 - 73.7%) -- guaranteed 2HKO
-1 252 Atk Garchomp Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 126-148 (41.8 - 49.1%) -- guaranteed 3HKO

252 Atk Great Tusk Close Combat vs. 0 HP / 48 Def Tera Fairy Luxray: 113-133 (37.5 - 44.1%) -- guaranteed 3HKO
-1 252 Atk Great Tusk Close Combat vs. 0 HP / 48 Def Tera Fairy Luxray: 75-89 (24.9 - 29.5%) -- 100% chance to 4HKO

0 Atk Ting-Lu Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 135-159 (44.8 - 52.8%) -- 22.3% chance to 2HKO
-1 0 Atk Ting-Lu Earthquake vs. 0 HP / 48 Def Tera Fairy Luxray: 90-106 (29.9 - 35.2%) -- 20.1% chance to 3HKO

Team Support Options

Spore


Spore allows Luxray critical switch-in opportunities, especially in the early game, where you generally don't want to terastallize unless you can help it. I highly recommend Amoonguss for this specific Spore role as Regenerator keeps it healthy throughout the match, allowing more opportunities to open the floor for Luxray.

Wish Passing


Wish passing allows Luxray to remain healthy throughout the match and is generally a great idea for quite a few team compositions to begin with. Scream Tail is arguably all around more useful than Alomomola, but Alomomola's physical bulk and mono-water typing have their uses as well (along with a much higher HP stat).

Rapid Spin or Magic Bounce


Luxray does not appreciate hazard damage or hazard status, so a Pokemon to either spin away or bounce back hazards is greatly appreciated. Great Tusk and Iron Treads are both phenomenal spinners, while Hatterene is the de-facto Magic Bounce user in the tier. What you choose depends on your individual team composition.

Conclusion


Luxray is a flawed Pokemon, but this is the first generation of OU where I can confidently recommend its niche as a role-compressing lure, thanks to the new tools that it got. Generation 9's meta has been very kind to many older Pokemon, thanks to the boon of terastallization. Luxray is another one of those Pokemon who have been given a new competitive edge in life. If you play to Luxray's strengths and support it properly, you'll find that our shockingly spiky boi is a worthy addition to your properly built team!

Edit #1: Fixed grammatical / formatting issues + added dividing images I forgot to add
I genuinely love these types of posts that thoroughly explain a Pokemon's small, but great niche in the Gen 9 OU metagame. You are doing this forum a favor my guy, really like how you explained the good stuff about Luxray and team support options. Keep making this stuff my dude!
 
Is great tusk fine now? I think people are so focused on how good he is at hazard control that they don't appreciate him as a breaker. He feels safe to switch in if you're running hazard control or some bulk up set, but absolutely nothing switches in on CB great tusk if you guess the wrong STAB. Not even a certain tiger has the luxury of these calcs without using Tera, great tusk has 2 120 BP STABS that compliment each other perfectly.
I swear I must be taking crazy pills when I say CB is his best set and that its absolutely unwallable if you guess wrong.

252 Atk Choice Band Great Tusk Close Combat vs. 252 HP / 252+ Def Rotom-Wash: 204-240 (67.1 - 78.9%)

252 Atk Choice Band Great Tusk Close Combat vs. 248 HP / 252+ Def Corviknight: 205-243 (51.3 - 60.9%) -- 93.4% chance to 2HKO after Leftovers recovery

252 Atk Choice Band Great Tusk Headlong Rush vs. 252 HP / 172+ Def Amoonguss: 291-343 (67.3 - 79.3%) -- guaranteed 2HKO

Physically defensive dondozo takes 40%, SPD also rolls over.
 

FayaWizard

Amnesia
is an official Team Rater
Is great tusk fine now? I think people are so focused on how good he is at hazard control that they don't appreciate him as a breaker. He feels safe to switch in if you're running hazard control or some bulk up set, but absolutely nothing switches in on CB great tusk if you guess the wrong STAB. Not even a certain tiger has the luxury of these calcs without using Tera, great tusk has 2 120 BP STABS that compliment each other perfectly.
I swear I must be taking crazy pills when I say CB is his best set and that its absolutely unwallable if you guess wrong.

252 Atk Choice Band Great Tusk Close Combat vs. 252 HP / 252+ Def Rotom-Wash: 204-240 (67.1 - 78.9%)

252 Atk Choice Band Great Tusk Close Combat vs. 248 HP / 252+ Def Corviknight: 205-243 (51.3 - 60.9%) -- 93.4% chance to 2HKO after Leftovers recovery

252 Atk Choice Band Great Tusk Headlong Rush vs. 252 HP / 172+ Def Amoonguss: 291-343 (67.3 - 79.3%) -- guaranteed 2HKO

Physically defensive dondozo takes 40%, SPD also rolls over.
I wouldn't say choice band is it's best set: you sacrifice the utility of spin, knock, and rocks, and choice locking is a big hinderance. Sure, it can break through the walls of the tier, but it's easily checked offensively and in the end of the day you'll probably get more use out of utility tusk than banded tusk.
 
Is great tusk fine now? I think people are so focused on how good he is at hazard control that they don't appreciate him as a breaker. He feels safe to switch in if you're running hazard control or some bulk up set, but absolutely nothing switches in on CB great tusk if you guess the wrong STAB. Not even a certain tiger has the luxury of these calcs without using Tera, great tusk has 2 120 BP STABS that compliment each other perfectly.
I swear I must be taking crazy pills when I say CB is his best set and that its absolutely unwallable if you guess wrong.

252 Atk Choice Band Great Tusk Close Combat vs. 252 HP / 252+ Def Rotom-Wash: 204-240 (67.1 - 78.9%)

252 Atk Choice Band Great Tusk Close Combat vs. 248 HP / 252+ Def Corviknight: 205-243 (51.3 - 60.9%) -- 93.4% chance to 2HKO after Leftovers recovery

252 Atk Choice Band Great Tusk Headlong Rush vs. 252 HP / 172+ Def Amoonguss: 291-343 (67.3 - 79.3%) -- guaranteed 2HKO

Physically defensive dondozo takes 40%, SPD also rolls over.
Honestly, even without CB, Tusk is a big threat. I use mine as an offensive Boots Rapid Spinner that nukes things from orbit with HLR and CC plus Knock Off for when I'm not sure if I want to commit.
 
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