SP Shared Power

Been staring at the banned and restricted list lately well building teams. Below are a few mons I would like to petition the council to look at and possibly test as either restricted or free.

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Regieleki needs to be suspected tested again. Its most common paired mons have all been removed or restricted such as technician, kyorge, spectrier, and quark drive. Kyorge was an overly bulky rain setter that spammed thunder boosted by transistor. Spectrier enabled spatkers to spiral out of control. Technician was the driving force of priority spam and could only use transistor when paired with galvanize. Quark drive is the other pain point at the time when paired with electric terrain. Terrain also boosting electric moves and providing a free boost with quark drive. Regieleki as a mon has 1 major thing going for it speed. Otherwise it is fragile and its atk and spatk are only 100 both being fairly average for the meta and nothing super special with no setup moves available. Not to mention it has limited move pool and would be heavily reliant on tera or an ability like pixelate for coverage with only normal, electric, and 1 flying atk available otherwise. All of the physical moves are contact except explosion limiting how good it is verse the popular fluffy teams and ting lu checks. Transistor as a type boosting ability is also fairly poor, 1.3x atk/spatk when using electric moves, when we have abilities like steely spirit, dragons maw, and rocky payload for other types that provide a 1.5x power boost to moves. Move power generally being better than having a slight atk or spatk raise that transistor provides. Transistor acts more like quark drive or protosynthesis boosting atk/spatk by 1.3 but is type restricted. With only 2 electric types above 2% usage in Galvantula and Toxtricity. I think the electric type could use a boost in viability.

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Greninja should be looked at as well. Battle bond is the main concern here and is likely too good to be given to all team members. Maybe the ability should be banned or restricted to limit the sweeping potential of potent mixed attackers like Giratina-Origin, and Landorus. Greninja's water shuriken is significantly less potent than it was with the restriction to technician and with a base 75 power with 5 hits appears fairly reasonable. It would rely heavily on rain for boosts and would not pair well with current flutter mane teams with sun teams. On top that it has no boosting moves and solely relies battle bond for boosts. If battle bond was a banned or restricted ability it would give spatking focused teams an option for protean/libero well also providing a new option for spatk priority instead of vacuum wave.

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The most controversial idea being Chi-yu. This needs to be restricted but I think the mon could at least see the light of day. With restrictions to common pairings in quark drive, photosynthesis, grim neigh and psychic terrain from other bans, I think there are now ways to play around such an offensive threat. It is rock weak often forcing it to run boots. It also has a 100 base speed which forces it to run scarf or have team support to out speed if looking to sweep. Ting lu also nullifies beads of ruin for your whole team as well as still providing bulk for other special attackers. I firmly believe this is much less of a threat than spectrier who has had a recent test as it does not have the same spiral out of control mechanics. I do think it would be too much to allow flutter mane to have the beads of ruin ability.

Also some forms of Arceus but that involves a 20 page essay and a breakdown by typing. For a TLDR types I think could be free today without to much of meta shift: Dark, Fairy, Flying, Fighting, Ghost, Grass, Ground, and Psychic. The following need suspect testing due to type boosting abilities or defensive power: Poison, Steel, Water, Electric, and Rock. We have dragon free already which holds a similar attacking power to steel, water, and rock due to dragons maw. Normal should stay banned as being able to use a non plate item is likely to be too much.
Eleki is sorta valid, but its easy to see how it could go wrong on with some tera ice physical sets (moxie is good), which you didnt mention for some reason despite them being a possible noncontact physical move. Transistor is also an actual ability, unlike some other fast mons like deoa.

Mentioning battle bond as the primary concern of giving it to teammates is just plain wrong, as battle bond is hard coded to greninja and simply cannot share. Its still the primary concern on greninja however, as it makes it hard to outspeed, and anything giving +1 speed is insane. 75 bp priority without technician is also still really scary, and smth random like adapt drizzle skill link alone can make life orb gren capable of ohkoing resists like bascu and craw. It does have a lack of ways to boost it, but its still strong for a priority move. Resisting both sucker and bullet punch and aqua jet helps as well.

Thats also ignoring the sets that can be ran like physical sets that enjoy the speed boost allowing them to outrun most things, or just running protean as a slightly different faster cinderace.

“It doesnt have any boosting moves” is also a bit wierd to say since it gets sd and prio, but ig its not really going to be using setup when it can just attack. Also worth noting that many sweepers that have setup still dont use it.

Chiyu is maybe fine with all the flash fire around, and ting/wochien are common dark resists on stall, but np tera blast fairy prob does beat stall. Seems moderately balanced unless im missing something. (beads would be restricted ofc)

Arc forms are kinda tough to tell, but arc-fighting with stab scrappy/minds eye body press (similar to zamazenta but with cosmic power/iron defense, taunt, and recovery) seems like it could be extremely scary.
 
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fun team i’ve been running for a bit, peaked #2 (but somehow never took a screenshot) and kept me at around top 10 for around a month.

BIRDSPAM:
https://pokepast.es/2edd9a9f57f9ad27

As the name suggests, the team is mainly built around full hp :Talonflame: clicking brave bird on a weakened team 6 times.
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@ Focus Sash

Ability: Tough Claws
Tera Type: Ghost
EVs: 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Accelerock
- Taunt

Lycanroc is just here as a good rocks lead, and boosts every move on the team by a lot. :decidueye: felt like it could also work, as the team was struggling heavily with stall, and random rocky helmets on a non stall team would kill me, but I eventually decided to stick with it as I needed a lead, and rocky helmet felt practically stall exclusive.

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@ Choice Band / Mystic Water
Ability: Adaptability
Tera Type: Rock
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Wave Crash
- Head Smash
- Flip Turn
- Aqua Jet
Since teams need adapt, I had the choice of :crawdaunt: or :basculegion: Basc was the choice on this team over :crawdaunt: mainly because of the better speed tier, but the extra bulk was very noticeable. Banded is unusual, but I liked how absurdly strong it can be compared to its other items. Head smash was a random choice I decided to run because basc was dead weight if the other team had wabsorb, and head smash was a nice option to be able to actually do something. Tera rock is really dumb, but I wasnt really using tera ever so I just slapped it on in case I ever needed to use head smash for the win. Tera steel is definetly better overall.

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@ Heavy-Duty Boots
Ability: Rock Head
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Substitute
- Head Smash
- Close Combat

Rock head basically allows the rest of the team to function without taking half of their hp each time they click a move. Substitute is great for dodging certain status moves as well as predicting swaps. Cc was originally agility, but :ting-lu: was so free into it that I decided to run cc to hit it harder.

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@ Choice Scarf
Ability: Reckless
Tera Type: Steel
EVs: 24 HP / 232 Atk / 252 Spe
Jolly Nature
- Quick Attack
- Brave Bird
- Final Gambit
- U-turn

Reckless’s boost is less noticeable, but staraptor itself is a really good mon for this team. Uturn and stab priority are great, but final gambit is insane. Without scarf final gambit, this team would struggle far more into pokemon like :zamazenta::arceus-dragon::dondozo::ting-lu::heatran::houndstone: among many others. It also helps at weakening the teams for talonflame, as it often requires you to switch in your flying resist(:heatran:) to deal with it.

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@ Life Orb
Ability: Moxie
Tera Type: Steel
EVs: 240 Atk / 44 Def / 224 Spe
Adamant Nature
- Brave Bird
- Sucker Punch
- Protect
- Haze

Another flying type to weaken walls, honchkrow helps the team with more priority and a ghost resist. The first 2 moves are self explanatory, while haze and protect are niche techs for specific mu’s. Haze helps heavily against defense boosting mons such as :corviknight: :dondozo: and some other problematic mons for this team. Protect is a tool used for scouting before clicking sucker, beating banded :lokix: (dont ask why ppl are running band), fake out mons, and especially for stalling out psyterrain or sun turns. Its still the mon im the least sure about though, and it has felt pretty mid.

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@ Heavy-Duty Boots
Ability: Gale Wings
Tera Type: Fairy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Taunt

The main bird on this team, and usually the mon that wins the game. Brave bird is an absurdly strong priority move, and base 126 speed is faster than virtually every non scarfed priority mon other than :dragapult:

Taunt and sd is used on this team due to its poor matchup into stall. Some things that I specifically remember taunt talon setting up against/stop from sweeping are: :corviknight::heatran::clodsire::groudon::dondozo::gliscor::blissey::arceus-dragon::goodra-hisui::hippowdon::porygon2::wo-chien::orthworm::cresselia::clefable::deoxys-defense:

Taunts made a ton of matchups that should be auto losses into actual games.
 
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I like the idea of combining Rock Head + Reckless!
You might need something to deal with Fluffy + Flash Fire core (:houndstone: + :heatran:) though.

Perhaps something like this?

:Electrode-Hisui: @ Choice Specs / Life Orb / HDB
Ability: Soundproof
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Volt Switch
- Chloroblast
- Thunderbolt
- Taunt / Thunder Wave / Leaf Storm

Chloroblast is the only special move that has recoil and should hit very hard with Adaptability + Reckless.
 
I like the idea of combining Rock Head + Reckless!
You might need something to deal with Fluffy + Flash Fire core (:houndstone: + :heatran:) though.

Perhaps something like this?

:Electrode-Hisui: @ Choice Specs / Life Orb / HDB
Ability: Soundproof
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Volt Switch
- Chloroblast
- Thunderbolt
- Taunt / Thunder Wave / Leaf Storm

Chloroblast is the only special move that has recoil and should hit very hard with Adaptability + Reckless.
other than how mid elec-hisui is in general..

elec-hisui isnt a great choice for a moxie tough claws team.

elec-hisui doesnt break :heatran: cores

And finally, chloroblast literally isn't a recoil move

edit: huh, I guess it gets counted despite not technically being a recoil move. Still not running it since it doesnt really fit on phys teams.
 
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other than how bad elec-hisui is in general..

elec-hisui is an awful choice for a moxie tough claws team.

elec-hisui doesnt break :heatran: cores whatsoever

And finally, chloroblast literally isn't a recoil move lol
Chloroblast does function as a recoil move in testing it is affected by rock head and reckless. Looking at some wikis they say it is others not. Also steel beam is not considered a recoil move even though it has the same effect as chloroblast.
 
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Hey all! I've been playing with another team and climbed to #18 on ladder! (Ignore that I dropped to like 1200 for a bit..)
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The team I've been playing with is far slower paced than the previous one. Again it's been adapted from a team or two I saw on the ladder. I would love some feedback and suggestions for any weaknesses you might see that I'm blind to!

:Annihilape: :zamazenta: :Houndstone: :garganacl: :heatran: :goodra-hisui: (My goats)

It's a very standard :Heatran: :Houndstone: team with an additional defensive boost from :garganacl: and :Zamazenta:. Goodra is on the team right now because crits kind of punch right through this team, though it's interchangable with Ting-lu or any other mon to add some special bulk since I've been seeing sniper less and less. This team is very weak on the special side of things which I understand is pretty unacceptable but I've partially remedied that with Substitute on Annihilape to allow one hit from fast special threats and fully specially bulking out Goodra to try and have some walling potential. I've thought about giving Annihilape a Punching Glove instead of Leftovers since it has drain punch and that should bypass opposing Houndstone's fluffy and allow Rage Fist to reach its full potential against teams using it. Annihilape is tera grass because of large amounts of earthquake and special grass moves I ended up playing against, though it can be changed to steel/fairy/fire for other defensive reasons or ghost for more offensive power.

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Ok so since everyone posted their team I am also posting my team:

:Trevenant: :greedent: :Kommo-O: :Shiftry: :Ursaluna-Bloodmoon: :Zamazenta:

Trevenant @ Sitrus Berry
Ability: Harvest
Tera Type: Flying
EVs: 244 HP / 12 Atk / 252 SpD
Careful Nature
- Horn Leech
- Curse
- Protect
- Substitute

Greedent @ Apicot Berry
Ability: Cheek Pouch
Tera Type: Bug
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stuff Cheeks
- Knock Off
- Body Press
- Substitute

Shiftry @ Custap Berry
Ability: Wind Rider
Tera Type: Poison
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Defog
- Endure
- Tailwind
- Explosion

Ursaluna-Bloodmoon @ Sitrus Berry
Ability: Mind's Eye
Tera Type: Poison
EVs: 244 HP / 12 Def / 252 SpD
Modest Nature
IVs: 0 Atk
- Blood Moon
- Vacuum Wave
- Calm Mind
- Moonlight

Kommo-o @ Sitrus Berry
Ability: Soundproof
Tera Type: Steel
EVs: 244 HP / 92 Def / 172 Spe
Impish Nature
IVs: 0 Atk
- Clangorous Soul
- Taunt
- Substitute
- Aura Sphere

Zamazenta @ Sitrus Berry
Ability: Dauntless Shield
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Iron Defense
- Body Press
- Substitute
- Trailblaze
I mainly setup with Kommo-O and Zamazenta with the help of Shiftry's Tailwind and Substitute to block Knock Off and phasing moves (in extension status moves). Ursaluna-Bloodmoon is useful when the opponent has Unnerve or Knock Off, since it has your recovery in the form of Moonlight. Greedent can clutch if the aforementioned sweepers failed to sweep their entire team but managed to punch significant holes. Trevenant is mainly used when your opponent team leans more towards the passive side.

The Trevenant set is just the same as standard Harvest teams. It can use Curse to deal continuous damage, or Tera to setup. I just randomly slapped the Tera type for Trevenant, but I rarely click Tera on Trevenant anyways.

Greedent not only functions as a Cheek Pouch donor. It can also act as a specially bulky wall, and is also helpful in removing opposing Leftovers with Knock Off. Tera Bug resists Fighting, Ground (remember this team is not Levitate) and is not weak to Poison/Steel, covering most Fighting Type attackers. Idk what to replace Substitute with so I kept it there (it helps when your opponent did not put you into 25% range and you want to stack more SpD boosts before your Defense max out and stop you from using Stuff Cheeks, but that use case is fringe).

Shiftry is mainly used as a suicide pivot. It can click Tailwind into Explosion so Kommo-O and Zamazenta can enter the field with extra speed, allowing them to start setup easier. It can also punish opponent setting up too many hazards (Like trying to setup Rocks + 3 layers of Spikes). Wind Rider is mainly to absorb Whirlwind, but also helps stopping Hurricane (You see 4 of my team members are Flying weak) and can also punish people running Blizzard (Which for some reason ppl keep forgetting it is also a wind move). Tera Poison because Idk what Tera Type to run and Tera Poison helps against TSpikes. Endure Custap helps securing Tailwind. I know the defensive EV spread is not good but I'm too lazy to find a benchmark to fix and it just works in practice anyways.

Ursaluna-Bloodmoon is there to donate Mind's Eye, allowing Body Press, Aura Sphere and Explosion to hit ghost types. Tera Poison also for Toxic Spikes, but helps vs Fighting types too. Also act as emergency method to do big damage. Tbh Idk should I run Sitrus or Ganlon berry here.

Kommo-O is mainly there to donate Soundproof that can boost it's speed to Taunt opposing pokemon that attempt to use Taunt or status moves. I started with Dragon Dance + Brick Break, but it really struggles to break past Fluffy, so I replaced it with Clangorous Soul + Aura Sphere to bypass Fluffy. Tera Steel is just generic defensive typing that resists Fairy. Speed so you outspeed Arceus at +1.

Zamazenta is just standard Zamazenta you would see in Berry spam teams, except now Tailwind support allows you to run max Defense and still being able to setup. Tera Dark just in case someone has that big brain to run Prankster Taunt (lol) but also helps against Psychic types.

This team struggles against Leftovers Fighting-resistant pokemon. It is also awkward to remove Toxic Spikes and pretty much just hard loses to Opportunist.
 
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Now let's talk about Seed Sower + Grass Pelt in Shared Power.

:gogoat: is the only one with the Grass Pelt, that means x1.5 defense in grassy terrain for its other allies, helping some allies with x4 weakness to ground to survive a Earthquake, Heatran is a good example.

:arboliva: is the prefered ally for Gogoat, because of Rillaboom being banned, the only source of Grassy Terrain is Seed Sower.

Gogoat can rely on many type immunity abilities such as Well-Baked Body to erase its fire weakness, damage boosting abilities such as Adaptability, Tough Claws or Sharpness and much more.

Even if Grassy Terrain dissappears, getting hit again will trigger it again if Arboliva was send out earlier.
 
Now let's talk about Seed Sower + Grass Pelt in Shared Power.

:gogoat: is the only one with the Grass Pelt, that means x1.5 defense in grassy terrain for its other allies, helping some allies with x4 weakness to ground to survive a Earthquake, Heatran is a good example.

:arboliva: is the prefered ally for Gogoat, because of Rillaboom being banned, the only source of Grassy Terrain is Seed Sower.

Gogoat can rely on many type immunity abilities such as Well-Baked Body to erase its fire weakness, damage boosting abilities such as Adaptability, Tough Claws or Sharpness and much more.

Even if Grassy Terrain dissappears, getting hit again will trigger it again if Arboliva was send out earlier.
I tried with Thwackey a few months ago with this team:
:thwackey: :gogoat: :Houndstone: :heatran: :Ting-Lu: :Solgaleo:
The goal is to make Solgaleo unkillable.
Pretty much beat every physical offense team at that time but unfortunately it hard loses to Taunt so I gave up.

Still, Grassy Terrain is definitely workable, and I would appreciate Arboliva in this team if only I do not need a fast Taunt pokemon.
 
elec-hisui isnt a great choice for a moxie tough claws team.
Grass Knot makes contact, making it hit harder than Chloroblast, however, Hisuian Electrode's 50 Base Attack is dreadful, I mean, look at those example calcs while unboosted.

:electrode-hisui: vs :dondozo:
252+ Atk Life Orb Tough Claws Electrode-Hisui Supercell Slam vs. 252 HP / 252+ Def Dondozo: 218-260 (43.2 - 51.5%) -- 7.4% chance to 2HKO (Guranteed 2HKO in Electric Terrain)

:electrode-hisui: vs :great tusk:
252+ Atk Life Orb Electrode-Hisui Seed Bomb vs. 0 HP / 4 Def Great Tusk: 164-195 (44.2 - 52.5%) -- 16% chance to 2HKO (on Grassy Terrain, guaranteed 2HKO after Grassy Terrain recovery)

:electrode-hisui: vs defensive :great tusk:
252+ Atk Life Orb Electrode-Hisui Seed Bomb vs. 252 HP / 252+ Def Great Tusk: 125-148 (28.8 - 34.1%) -- 95.6% chance to 4HKO after Leftovers recovery (on Grassy Terrain, 14% chance to 3HKO after Leftovers recovery and Grassy Terrain recovery)
(With Protosynthesis defense boost, possible 5HKO regardless)

:electrode-hisui: vs :rhyperior:
252+ Atk Life Orb Tough Claws Electrode-Hisui Grassy Glide vs. 252 HP / 4 Def Solid Rock Rhyperior in Grassy Terrain: 292-343 (67.2 - 79%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery (Seed Bomb will 2HKO Rhyperior, grassy terrain or not)

Foul Play is boosted by Tough Claws making a bane for target such as a physical attacker Dragapult.

:electrode-hisui: vs physical attacker :dragapult:
252 Atk Life Orb Tough Claws Electrode-Hisui Foul Play vs. 4 HP / 0 Def Dragapult: 421-497 (132.3 - 156.2%) -- guaranteed OHKO
 
Hello guys! Has anyone ever tried to build a team based on Skill Link? Here what I was thinking :

The sweepers:
  1. :baxcalibur: is the keystone of the team with Scale Shot + Icicle Spear. These moves ignore Fluffy while Thermal Exchange is shareable and prevent any burn. I'd go HDB + SD, with Earthquake for coverage.
  2. :iron thorns: has massive attack and access to Rock Blast + Pin Missile. I'd run DD with Booster Energy + Tera Bug (which gives resistances against Ground/Fighting + STAB on Pin Missile). Last move would be EQ, Supercell Slam, Ice Punch...
Now we need extra abilities to maximize damage output and efficiency:
  1. Skill Link: :cinccino: also provides utility in Knock Off/Encore/Tidy Up/T-Wave, etc.
  2. Compound Eyes: No Guard is better but I really want the Sticky Web so I'm going :galvantula:. Also CE won't buff your opponent team as well.
  3. Moxie : :heracross: can abuse Pin Missile/Rock Blast. I'm not sure about this one though, perhaps something with Technician such as :breloom: (even though it can't be shared) or Specs Protean:Greninja: with Water Shuriken?
  4. Adaptability : :porygon-z: can Trick its Scarf/Specs to annoy defensive answers. I'd run NP/Tera Blast/Ice Beam/Trick with Tera Electric.
As a result, the team doesn't need Loaded Dice so you can run HDB as much as possible without caring about entry hazards.
 
  1. :iron thorns: has massive attack and access to Rock Blast + Pin Missile. I'd run DD with Booster Energy + Tera Bug (which gives resistances against Ground/Fighting + STAB on Pin Missile). Last move would be EQ, Supercell Slam, Ice Punch...
Now we need extra abilities to maximize damage output and efficiency:
  1. Skill Link: :cinccino: also provides utility in Knock Off/Encore/Tidy Up/T-Wave, etc.
  2. Compound Eyes: No Guard is better but I really want the Sticky Web so I'm going :galvantula:. Also CE won't buff your opponent team as well.
  3. Moxie : :heracross: can abuse Pin Missile/Rock Blast. I'm not sure about this one though, perhaps something with Technician such as :breloom: (even though it can't be shared) or Specs Protean:Greninja: with Water Shuriken?
  4. Adaptability : :porygon-z: can Trick its Scarf/Specs to annoy defensive answers. I'd run NP/Tera Blast/Ice Beam/Trick with Tera Electric.
As a result, the team doesn't need Loaded Dice so you can run HDB as much as possible without caring about entry hazards.
I tried so hard to make iron thorns work on a skill link team. The problem is that it lacks speed so much. It needs plus 2 speed to outrun common threats like zama/dragapult/flutter. The best success I have had is running anger shell or weak armor with it hoping no sheer force. Sticky webs is more inconsistent between clear body/levitate. With 1 dd and booster it has a monster attack stat and very capable of sweeping with just that. Stone edge is arguably better than rock blast/skill link if your running compound/no guard. I also suggest a defensive tera or levitate to remove the 4x ground weakness. It is extremely weak to priority teams with aqua jet, bullet punch, and mach punch spam.
 
Hello guys! Has anyone ever tried to build a team based on Skill Link? Here what I was thinking :

The sweepers:
  1. :baxcalibur: is the keystone of the team with Scale Shot + Icicle Spear. These moves ignore Fluffy while Thermal Exchange is shareable and prevent any burn. I'd go HDB + SD, with Earthquake for coverage.
  2. :iron thorns: has massive attack and access to Rock Blast + Pin Missile. I'd run DD with Booster Energy + Tera Bug (which gives resistances against Ground/Fighting + STAB on Pin Missile). Last move would be EQ, Supercell Slam, Ice Punch...
Now we need extra abilities to maximize damage output and efficiency:
  1. Skill Link: :cinccino: also provides utility in Knock Off/Encore/Tidy Up/T-Wave, etc.
  2. Compound Eyes: No Guard is better but I really want the Sticky Web so I'm going :galvantula:. Also CE won't buff your opponent team as well.
  3. Moxie : :heracross: can abuse Pin Missile/Rock Blast. I'm not sure about this one though, perhaps something with Technician such as :breloom: (even though it can't be shared) or Specs Protean:Greninja: with Water Shuriken?
  4. Adaptability : :porygon-z: can Trick its Scarf/Specs to annoy defensive answers. I'd run NP/Tera Blast/Ice Beam/Trick with Tera Electric.
As a result, the team doesn't need Loaded Dice so you can run HDB as much as possible without caring about entry hazards.
Generally cloyster is the more used mon for skill link afaik.

Rmoon is also a fast scale shot mon that is good, but bax is another option. If you run bax, always go dd though.
 
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Hi yes today we are building around Defiant because I hate myself

The main idea is that you court change webs onto your side and defiant does its thing
the benefit is power but you sacrifice something else- like Long Reach or Moxie. And obviously- your speed control.
This can help lokix break fluffy or your donor mons sweep anything but stall. (long reach is cringe trust decidueye is a trash mon)
+2 hustle stab life orb = 5.85x multiplier
hustle life orb adaptability stab = 3.9x multiplier (1.5x lower)
tough claws adaptability life orb stab 3.38x multiplier

The great part (in my mind) is that you can leave webs up vs offense if you need to, and activate defiant vs bulkier teams. Since generally- moxie + lokix just cleans up offense without defiant.

Defiant Passers
there are really only two viable options, Ogerpon Teal Mask and Annihilape. Annihilape gets Final Gambit but honestly its just not enough. Ogerpon gets Ivy Cudgel which is non-contact. This your only other way of breaking Stall if Defiant isnt enough.
Taunt/Encore and Knock exist for help with stallbreaking. (encore is way better) You will need to save Ogerpon for lategame if against stall. You could replace knock for coverage but its great vs the ghost types on stall. Tera grass does give you a speed boost if you need emergency speed control but once you switch out you cannot get defiant activations on ogerpon again.

Ogerpon (F) @ Focus Sash
Ability: Defiant
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Taunt/Encore
- Ivy Cudgel

Webs setters:
I only really think galvalunta is a viable webs setter because you can use it with hustle
Twave is nice and probably what you will be clicking after Webs

Galvalunta @ Focus Sash
Ability: Compound Eyes
Tera Type: Electric
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Sticky Web
- Thunder Wave
- Bug Buzz
- Thunder

Hustle Users:
Scarfed Hustle Final Gambit Squakability is certainly an idea but I dont think its base HP is high enough for that to be worth it
I much prefer Lilligant-H

Lilligant-Hisui @ Focus Sash
Ability: Hustle
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Leaf Blade
- Close Combat
- Victory Dance

Obviously
court change smeargle is a thing that exists but its wayyy too slow to work, since you have to sack to get it in. cinderace can get a decent amount of kos in most games as well.
we have to use Cinderace for court change. Court change also doubles as hazard control earlygame. Be careful about when you put webs on your own side, since you might need the speed control for lokix to clean in certain matchups. (eg: fast status users) Libero is useful if your best way to sweep is coverage on krook/lilligant and for stab u turn on ogerpon but you can run blaze if you dont like it.

Cinderace @ Focus Sash
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- High Jump Kick
- U-turn
- Court Change

We need a rocks setter, if you don't want to rely on court changing the opponents rocks, since otherwise lokix is fucked. (if you do want to rely on court changing rocks,, run like scarfed aqua step quaquaval or honchcrow since you need secondary speed control)

I prefer Krookodile over lycanroc because it gives Lokix the potential to clean with webs up on the opposite side and no defiant boost.
Krookodile @ Choice Scarf

the goat (other priority users lose to stall, espeed especially)

Lokix @ Life Orb
Ability: Tinted Lens
Tera Type: Bug/Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- U-Turn
- Knock Off
- Sucker Punch


Notes:
This team does NOT lead with webs. webs are your wincon, either with lokix or defiant, and you need to save them in case you cannot get them back up.
In the same sense, be careful of when you court change webs on. Crawdaunt teams especially make it hard to activate defiant, and leaving webs up for lokix is fine if you can get moxie rolling.

Unaware stall is a cooked matchup and you need perfect play with encore

you really need to keep rocks off so that you dont have to sack to get cinderace in so usually just taunt any rocks leads, if youre running encore for stall you prolly need to lead cinderace.

krookodile is your speed control for the bad lokix matchups once you have defiant up

you autowin vs intimidate which is sorta nice
if you want an easier matchup vs stall, especially fluffy stall, you can replace moxie with long reach/tough claw. punching glove lokix is a thing that exists as well, its probably bad. usually ogerpon/lokix is enough though.

vs offense: https://replay.pokemonshowdown.com/gen9sharedpower-2354040654
should have led cinderace but didnt feel like it :D

https://pokepast.es/e51f058e4b91afe2

should i build around competitive comfey special offense :skull:​
edit not skull tera grass libero +2 giga drain adaptability comfey does kinda a lotta damage
 
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+2 hustle stab life orb = 5.85x multiplier
hustle life orb adaptability stab = 3.9x multiplier (1.5x lower)
tough claws adaptability life orb stab 3.38x multiplier
This is about to really get nerdy in the numbers but hopefully this can help people understand ability buffs a bit more.

Your damage multipliers are not a great way to represent damage formula and it is off. As the buffs are affecting different stats. Hustle and any atk boosts do not affect damage in the same way as move power boosts like tough claws and life orb and stab. Hopefully the color coding helps show were certain buffs land in the formula.

Pokémon's damage formula for gen9:
Damage=(((2×Level5+2)×Power×A/D)/50+2)×Targets×Weather×GlaiveRush×Critical×random×STAB×Type×Burn×other×TeraShield

For example:

The math is close but not correct. You end up off by a 2-3% points and if you add further buff on top that you end up further off base on how you were doing the math.

252 Atk Lilligant-Hisui Petal Blizzard vs. 252 HP / 252+ Def Houndstone: 62-73 (17.8 - 20.9%) -- possible 7HKO (no stab)

+2 252 Atk Life Orb Hustle Lilligant-Hisui Petal Blizzard vs. 252 HP / 252+ Def Houndstone: 355-419 (102 - 120.4%) -- guaranteed OHKO

Adapt/Stab is in a category of its own as 2x/1.5x multiple after the main damage formula. Same type tera is equal to adapt boost but if you have adapt and use same type tera the multiplier is 2.25 not 2.5. Same type tera is water type tera water.

Life Orb ends up in the other category, which can be either negative or positive effects, with things like fluffy extra fire damage, multiscale, tinted lens, punk rock decreasing damage from sound moves, and blackbelt.

Random decides the damage range incase people are wondering.

Move power for example lets use a base 100 power move with tough claws is 130 power. Other things that affect this number are technician, mega launcher, toxic boost, and steely spirit. The move power always rounds down. Move power is generally better as it unaffected by ruin abilities, intimidate and other stat lowering things.

Atk is much more straightforward with with each boost adding 50% to atk additively. Hustle, pure power, and huge power all take your current atk and multiple it by 1.5 or 2 as they are not affected by cap of boosts. Same with photosynthesis, quark drive. Transistor and Dragons Maw only apply the boost using that specific type of move.

TLDR if you want the most damage from a move the best damage boosts are anything to the right of "Targets", with regards to this meta targets is always 1. These are the largest factors in damage calculation. Meaning the best damage buffs are adapt, weather, crits, and other category buffs. Not that abilities that buff the left side of the equation are bad just less impactful to the damage calculation in comparison.
 
I mostly know about Houndstone teams having at least Heatran or another fire immunity mon and due to Mold Breaker being a restricted ability, the goal of using the Fluffy fire weakness is taken away from fire type pokemon.

Choice Band and Specs effect is stronger that the Life Orb itself (50% Atk / SpA boost respectively), but it locks the user in that move it used. Metronome's boost is the strongest boost of all items with x2 boost, but that requires using the same move 5 or more times in a row.

(Life Orb)
252+ SpA Life Orb Mega Launcher Armarouge Aura Sphere vs. 252 HP / 212+ SpD Heatran: 260-307 (67.3 - 79.5%) -- guaranteed 2HKO after Leftovers recovery

(Choice Specs)
252+ SpA Choice Specs Mega Launcher Armarouge Aura Sphere vs. 252 HP / 212+ SpD Heatran: 298-352 (77.2 - 91.1%) -- guaranteed 2HKO after Leftovers recovery

(Metronome)
252+ SpA Metronome Mega Launcher Armarouge Aura Sphere vs. 252 HP / 212+ SpD Heatran: 400-472 (103.6 - 122.2%) -- guaranteed OHKO after Leftovers recovery

If a target has Fluffy and it is also a pure Grass, Bug, Ice or Steel type, it will take x4 times damage from a fire type move?
 
Hey yall, has anyone ever tried this combo? Houndtran Heatstone core + levitate basically takes care of most of steel type’s weaknesses, so why not protean all your mons to steel? You can even enable Curse setup on Gira-O to have it hit hard with Iron Head, which is kind of asking for Meowscarada to run Trick Room. Like I am the furthest thing from a pro team builder or high level player but in better hands I feel like this gimmick has potential.

The last two slots are flexible and just depend on what you want: reinforce Gira sweep with Garg or Okidogi or smth, good mons that are already steel type like Solga or Goodra, trick room mons, protean synergy, hazard stall for Gira dragon tail spam, stall stall to abuse no weakness steel types, etc. I doubt I’m the first one to think of this so are there any glaring issues I’m not seeing? Is it worth the 4 team slots
 
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So, how it is Mega Launcher in SP?
Its got some use cases (darkrai can be on teams for sf mega launcher dark pulse) and dragon pulse on pult is usable, but it struggles since there are very few things it buffs, and special teams have problems with grim neigh being gone.

Mega launcher aura sphere is worse than no guard focus blast

Mega launcher water pulse is.. basically surf/pump but u have to waste an ability.

Origin pulse is banned.

Dark pulse is actually good cuz its widely distributed

Dragon pulse is draco with no drawback but weaker.
 
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Hey yall, has anyone ever tried this combo? Houndtran Heatstone core + levitate basically takes care of most of steel type’s weaknesses, so why not protean all your mons to steel? You can even enable Curse setup on Gira-O to have it hit hard with Iron Head, which is kind of asking for Meowscarada to run Trick Room. I doubt I’m the first one to think of this so are there any glaring issues I’m not seeing? Is it worth the 4 team slots
The main issue with defensive Protean is that you actually have to use a move before your opponent, which is not happening against most offensive teams, and stall teams don't really care that your Pokemon is now a Steel type aside from not being able to Toxic. Also, Protean causes your Pokemon to lose their defensive type if you need to switch your Pokemon to answer the opponent (Ting-Lu Whirlwind/Stealth Rock, Giratina-O Dragon Tail, etc). Trick Room isn't viable because you have to take 2 turns to set up Trick Room that you could be using instead to set hazards or send out all your Pokemon so their abilities are shared.
 
Hello everyone,

A previous reply I did about the damage formula people seemed to find interesting, so I think I am going to do a breakdown a couple parts weekly with how multiple abilities stack . To start off this series we have level and power. Hopefully this helps people understand pokemon a bit better and how abilities really change how pokemon operate.

Damage=(((2×Level/5+2Power×A/D)/50+2)×Targets×Weather×GlaiveRush×Critical×random×STAB×Type×Burn×other×TeraShield

Level, (2×Level/5+2), is strictly based off the attackers level almost all pokemon that are used are level 100. There are some niche cases with people using FEAR strategies like VNMMZ's lvl5 carbink harvest/sturdy but those strategies generally have ways to ignore the damage formula like endeavor, or damage over time like sand tomb. For the most part this section of the formula will be a default value of 42. This is really only noticeable during casual playthroughs of the games with rounding thresholds.

Power is your moves power like earthquakes base 100. This fairly easy to understand big number do big damage. So the question is what abilities/moves can make big number. I am only going to list abilities that are allowed in shared power currently. Abilities: Galvanize, Pixelate, Iron Fist, mega launcher, punk rock, reckless, rivalry, sand force, sharpness, sheer force, flare boost, steely spirit, strong jaw, terrain abilities, technician, electromorphosis, tough claws, swarm like abilities and toxic boost. When using more than one you multiply them together with your move power. For example bullet punch is base 40 power so let's say we have steely spirit, tough claws, technician, and iron fist. The math would look like this 40x1.5x1.3x1.5x1.1=128.7 we round down to 128 a bullet punch over close combat power kind of crazy. The biggest increase of these abilities solo is toxic boost or flare boost giving physical or special attacks a 1.5 power boost for the cost of running flame orb/toxic orb or using a court change strat. We are talking 180 power close combats or 195 power draco meteors. Pairing toxic boost with facade and you have a move power of 210.

Certain moves also have variable move power as well like rollout, stored power, power trip, facade, knock off, and avalanche. There are a lot of moves too many to list so here is a link: https://bulbapedia.bulbagarden.net/wiki/Category:Moves_that_power_up. I suggest you do some experimenting and see if you can get some crazy move power numbers. Here is a crazy combination I found: rollout, defense curl, tough claws, and sand force. Defense curl if used before rollout doubles rollouts power, so in combination with the other abilities the first turn of rollout has a power of 101 and the final turn has a power of 1622! This is not good by the way just fun.

Defensively there are abilities you can use as well like heatproof for fire type moves cutting power in half, another option for a fluffy pairing. Fairy terrain to counter dragon types by cutting those moves power in half is an underused aspect of fairy terrain a possible answer for dragons maw spam, the defender must be grounded.

Other smaller effects are things like plate items and unique items for pokemon like giratina, latios, latias, palkia, and dialga. The unique items for palkia, dialga, arceus, and giratina are the most interesting because knock off always has 65 power against them as they are form changing items. Most of these are small 10-20% boosts but some have great added effects like punching glove making moves non contact bypassing contact effects specifically fluffy, well providing a boost to punching moves. However other items like life orb, band or specs generally provide are larger damage boost in regards to item value for damage.
 
I don't think it is possible for a Level 1 to OHKO a level 100 pokemon (Outside of Foul Play and F.E.A.R. strategies)

Well, this is one occasion of a Level 1 Pokemon OHKOing a Level 100 pokemon:

+6 Lvl 1 252+ SpA Mind Plate Adaptability Tera Psychic Beads of Ruin Armarouge Helping Hand Stored Power (620 BP) vs. -6 252 HP / 252+ SpD Okidogi in Psychic Terrain on a critical hit: 396-468 (104.2 - 123.1%) -- guaranteed OHKO

Here's the detailed set up:
Something with Belly Drum and Lansat Berry Baton Passes Armarouge, Armarouge uses Endure to survive a multi-attack move that hits 3 times and activate Weak Armor to reach +6 Speed. Then something Skill Swaps Adaptability to Armarouge, then Armarouge starts using Calm Mind and Iron Defense to reach +6 on SpA, SpD and Defense. Indeedee sets Psychic Terrain to boost the power of Psychic moves, some pokemon lowers Okidogi's Special Defense to -6, then Indeedee uses Helping Hand on Armarouge to boost the power of Stored Power, then gets hit triggering Eject Button and switching into Chi-Yu, Armarouge Teralizes to Psychic and clicks Stored Power on Okidogi, then it manipulates for a critical hit and with the boost from Adaptability, Tera Psychic, Helping Hand, Psychic Terrain and Twisted Spoon / Mind Plate OHKOes Okidogi.

Pretty anticlimatic set up, huh?
 
Managed to get up to #1 on the ladder with my Dragon's Maw Arceus team from before, just wanted to share it again with some improvements.

GENERAL
The goal of the team is to set Regidrago, Dragapult, or Arceus-Dragon for a Dragon's Maw boosted sweep. Fairies, Steels, and Boost sweepers are the biggest threats to the team, and so everything is built around softening up those checks.

I've EV'd all of them to favor phys Def by at least 1 point to avoid giving Atk Download boosts.

UTILITY + DEFENSE
bronzong.png.m.1733184959

Levitate Bronzong is the dark horse of the team, and almost always the lead.
Kasib Berry lets me live random, non STAB Shadow Balls, as well as giving me an immunity to Poltergeist from Golurk and Houndstone after consumption. Don't try switching into any Flutter Manes though.

Tera is basically inconsequential since Bronzong is a suicide lead, but it's set to Steel just in case.
Max SpA + Modest maximizes the damage from Steel Beam and Future Sight. Max Speed gets the drop on a surprising number of opposing leads, but is mostly there since Bronzong isn't going to be sticking around long enough for its defenses to come into play.

Stealth Rock is almost always the first click, barring the occasional Taunt Lycanrocks. I'll click Future Sight if I get the chance, but Steel Beam is almost always the follow up. Also helps to sac Bronzong faster while not giving the opponent a chance to breathe. The fourth slot is always changing, depending on what I end up running into on the ladder. Options I've used include:
  • Reflect
  • Bulldoze
  • Light Screen
  • Confuse Ray
  • Shadow Ball
Right now, I'm using Rock Tomb. This fourth slot is almost never clicked, so you can adjust this at your leisure.

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Flash Fire Heatran is, for sure, the MVP.

AV helps me check Flutter Mane, the biggest threat to the team. Also helps against the occasional Boomburst + Punk Rock teams I come across.
Tera Normal helps me against Flutter Mane again, but I almost never click this on Heatran.
Max HP for survivability, and Max SpA + Modest to hit as hard as I can. It's especially fun melting Sun teams with their own weather.

Ancient Power is one of my odd picks for this set, but it's there for opposing Heatran. Earth Power is probably more intuitive, but if you're running Heatran without Levitate or Earth Eater, it can sometimes feel like a wasted slot. You'd be surprised how often the omniboost from Ancient Power comes into play.

Dragon Pulse is the other odd pick, but makes sense once you consider Dragon's Maw giving you a pseudo STAB boost. This one is here primarily for Dragalge and Giratina.

Flash Cannon and Fire Blast are no brainers. Someone recommended Magma Storm for Fire STAB, but I'm not a betting man.

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Fluffy Houndstone is a good boy.

Choice Scarf is mostly for Trick to cripple Boost sweepers, but often comes into play for an emergency Poltergeist or Wisp.
Tera Dark is for the Houndstone last mon mirror, which I've only encountered once. Again, almost never clicked.
Max Speed + Jolly and Max Atk for obvious reasons. I prefer Jolly over Adamant for the Houndstone mirror.

Poltergeist is for big neutral damage that isn't affected by opposing Fluffy. Shadow Sneak is for picking off faster, weakened threats, particularly Flutter Mane when its Psychic Surge has run out. Wisp is an emergency click that I find to be using more rarely ever since the reintroduction of Purifying Salt.

OFFENSE
regidrago.png.m.1733184959

Dragon's Maw Regidrago used to fall under UTILITY + DEFENSE, but I've found that it can run away with games if the opponent doesn't have the right checks.

Loaded Dice is for Scale Shot.
Tera Normal is to maximize Explosion damage, but I've basically never clicked it. Don't attempt to Tera Steel or Tera Poison out of the Fairy weakness, Regidrago just doesn't have the bulk or power to make it worth it.

Max Speed + Jolly gives me the drop on a lot of things with the +Speed from Scale Shot or Dragon Dance. Max Atk for Scale Shot and Explosion, while a bit of SpA investment is to maximize Dragon Energy.

Dragon Energy seems like an odd pick, but it's 100% accurate and doesn't make contact. Even with just 4 EVs in SpA, with Dragon's Maw, Regidrago hits as hard as a fully invested 110 base SpA. Scale Shot doesn't make contact and is also boosted by Dragon's Maw. Dragon Dance is there for when I get a free turn to set up against slower teams.

After a single Dragon Dance + Dragon's Maw, that Scale Shot is firing off 672 Atk, which is enough to chunk even a Steel mon switching in. Explosion is for Fairies. Unfortunately, Regidrago's famously sparse move pool doesn't have anything for Flutter Mane, but that's what the rest of the team is for.

dragapult.png.m.1733184959

Infiltrator Dragapult is the emergency button, and only ever comes out when it's the last mon standing.
The ability rarely comes into play, since Substitute and Screens are so uncommon, but it's nice to have. I could also be convinced to swap it for Cursed Body as an emergency distruptor.

Draco Plate boosts Dragon Darts, but I've flip flopped between this and Heavy Duty Boots before.
Tera Steel is to resist opposing Dragon and Fairy moves, but you better pray that you get the KO after that because Dragapult is still paper thing even with a defensive Tera and Fluffy.

Max Atk + Adamant is my choice for Dragapult since it's already so fast with just Max Speed, but I can be convinced to change it.

Dragon Darts is non contact and breaks Sashes. Dragon Dance makes it even tougher to switch into Darts. Substitute is low key what makes the set work, dodging Sucker Punches and Thunder Wave attempts from fatter, slower teams. Tera Blast Steel is a no brainer, but it sucks that you have to commit to a Tera to use it. I wish Dragapult still had Steel Wing from Gen 8, which is what I preferred to use back then.

arceus.png.m.1733184959

The star of the show is Arceus-Dragon.

Draco Plate is the obvious, but it's far from the worst thing you can be locked into. With Dragon's Maw, Judgment is face melting-ly powerful.
Tera Steel is to resist opposing Dragon and Fairy moves, which is great with Levitate + Flash Fire and Arceus' amazing bulk.
Max SpA + Modest is my set up, since Max Speed + Agility already outspeeds most relevant speed boosting threats (e.g. Sand Rush, Chlorophyll, Protosynthesis, Scarfers).

I used to run Calm Mind + Agility, but choosing between checking Fairies or Steels just isn't consistent. The set is now Flash Cannon, Fire Blast, and Judgment + Agility. Flash Cannon and Fire Blast are for the aforementioned Fairy and Steel mons. The only thing that really counters these two moves are SpD Steel mons with Flash Fire support like Iron Crown or Gholdengo, but these are melted pretty consistently by Judgment.

This whole team is basically Judgment the movie, it's a wonder Arceus-Dragon is still allowed.

STRATEGY
Lead with Bronzong. If you suspect you're facing something with Focus Sash, or if you want to start with more offensive momentum, you can also lead with Regidrago. Swap in Heatran and Houndstone when viable, but do not let them get chipped down too much. Heatran is the emergency SpD sponge and Houndstone still has that Choice Scarf it can Trick.

If Dragon's Maw is activated, you can switch in Arceus-Dragon. Probably best if you can chip the Fairy and Steel mons beforehand, but that's mostly decided by the pace of the battle. Depending on the speed tiers of your opponent, you can get an Agility off to get the drop on a suspected Booster Energy +Speed mon like Flutter Mane or Walking Wake. Don't Tera Steel if you can help it, let Arceus' Fluffy boosted bulk stand for as long as possible.

If Arceus-Dragon faints, try to get a free turn to switch in Dragapult and set up. Houndstone's Wisp or Choice Scarf Trick comes in handy here. You will need two Dragon Dances to outspeed a +1 Speed Flutter Mane, but try not to let it get to that point.

MATCH UPS
This team actually has a good match up against Berry teams and Stall. Ting Lu's Vessel of Ruin is troublesome for Arceus, but Dragapult and Regidrago don't give a hoot about it. Random Tera Fairy from something like Stored Power Latias is hard to play around, but it can be telegraphed from team preview alone.

Priority isn't too much of a threat due to Fluffy, but I've gone down a couple of times to Breloom's Mach Punch + Scrappy. Against that, you really just gotta play aggresively, never letting the thing set up or get Moxie boosts.

Steely Spirit teams are the worst match up by far, for obvious reasons. However, these rarely have room for Flash Fire, so I've had a better match up against these since I've added replaced Calm Mind with Fire Blast on Arceus-Dragon.
 
Hello I have been keeping track of my win/loss percentage against the most common adaptability users and found the data pretty interesting. I have logged almost 50 games against each of them over the last couple of months total of 585 games played. This data was collected using multiple different teams from priority spam, bulky setup, stall, and hyper offense teams. My average elo over this time period was 1409 and peaked at 1559 my win rate is 69% over this time period. I want to explain my thoughts on why some are outperforming others against my teams and see what others think about which ones are the most threatening. These win rates are my opponent's using these pokemon! I personally run porygon-z , basculegion-m, and crawdaunt the most but this kind of changes my feelings towards crawdaunt in particular.

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Porygon-Z: 77 games, 41.6% win rate some might be download
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Basculegion-M: 62 games 47.9% win rate
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Dragalge: 48 games 40.4% win rate
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Basculegion-F: 50 games 8% win rate
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Crawdaunt: 112 games win rate of 26.8%.

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Porygon-Z is a trick user and helps destroy stall/setup teams crippling pokemon with trick, well also boasting the highest offensive stat 135 spatk out of all adaptability users equal to flutter mane in that regard. The fact it gets stab tera blast enabling it run trick, bolt/beam to have near perfect coverage with its most common tera being fighting to destroy steel types. Fairly simple guy that either clicks damage or trick. Porygon is just not safe to switch into at all. Did see some agility sets on solar power teams or flare boost teams but these were less common to scarf or specs. Trick is honestly the most annoying move to deal with if your running stall or bulky setup it can just ruin games if your stuck using only one move. Not mention if multiple tricks happen now your whole team is jumbled and you need to adjust.

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Basc-M was a bit of a surprise mostly ran into this on reckless/rockhead teams but I did see it on some priority spam teams and other physical teams. It has much more bulk than its main competitor crawdaunt with its massive 120 hp stat having more hp than a crawdaunt fully invested in hp. I think speed plays a big factor here as well 78 base speed is just enough to outspeed common stalls that do not invest in speed and being extremely threatening with scarf being slightly slower than dragpult. Its typing also plays a factor here water and ghost resisting common priority water, steel and immunity to fighting/normal. It also has extremely hard hitting moves in wave crash and head smash that give it a suicide breaker type role on non rock head teams well boasting priority in aqua jet to finish off opponents and flip turn providing switch opportunities. Even saw this guy on dragons maw teams as it has outrage.

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Dragalge was used more than I expected but it has a pretty great niche being a decent defensive pivot option on dragons maw teams and merciless teams. It offers haze to prevent setup, has a pivot move in flip turn to bring a mons safely, offers a reliable status move in toxic that other adaptability mons do not have, and hazards in toxic spikes. It becomes fairly good against physical teams mainly do to the poison typing if paired with fluffy or other abilities. I have seen it run assault vest on dragons maw teams to help counter flutter mane sun teams using shadow ball/focus blast, sludge bomb, draco, and flip turn with assault vest it can take just take 2 moonblasts from a fluttermane with tera fairy, sheer force, adapt, life orb, and solar power but that can make the all difference with the chip flutter takes by sun and life orb.

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Basculegion-F performance is extremely poor I often saw it on only on spatking rain teams but base 100 spatk is not that good and it lacks weather ball. It also has very inaccurate powerful moves unlike basculegion-M the lower consistency hurts it immensely. So your looking at using surf, shadow ball, and ice beam being your move set much less threatening. It's best niche I saw was being mixed with aqua jet and flip turn paired with shadow ball/ice beam and surf, picking off already chipped pokemon or getting chip damage. I suggest to avoid this one and lean on other adaptability users that like rain, thunder porygon, basc-m, or crawdaunt to get more value.

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Crawdaunt is last and oh boy is he trash right now IMO. Crawdaunt has 3 good uses knock off, aqua jet, and rarely seen switcheroo. If zamazenta or any bulk up/curse user is on your team crawdaunt is a free kill/setup. It is too slow to use its great coverage reliably often only lasting 2-3 turns max. Craw is there for chip damage and chip damage alone. Sun wrecks his best move in aqua jet, berry teams run plenty of grass types generally with setup, priority teams have faster priority users, rain teams resist stab, all its moves are affected by fluffy, dragon spam laughs in its face, and it is too slow to be a decent breaker against stall with 55 speed it is slower than heatran, goodra-h, giratina, wo chien, and houndstone causing it get a get chipped and knocked out quickly if not speed invested. If it gets burned becomes useless. It also lacks a pivot move unlike its fellow water types and dragalge. 55 speed is really the problem you can sacrifice bulk for speed but severely sacrificing the ability to setup safely or longevity when you do that. It's dark typing is more a hindrance than useful being weak to fighting and fairy. Crawdaunt's best use I saw was actually in the lead slot taking out common stealth rockers in lycanroc, golurk, heatran, and kleavor. Forcing the opponent to either choose rocks or try and knock out crawdaunt. The set was knock off, close combat, aqua jet, dragon dance/crabhammer with sash. I think switcheroo needs to be used more on crawdaunt. I think this one move can dramatically increase its win rate specifically verse stall removing leftovers, rocky helmets, and locking stall pokemon into single moves with choice band or scarf.
 
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Crawdaunt is last and oh boy is he trash right now IMO. Crawdaunt has 3 good uses knock off, aqua jet, and rarely seen switcheroo. If zamazenta or any bulk up/curse user is on your team crawdaunt is a free kill/setup.
that's definitely true. I love getting a free victory dance on lilligant into crawdaunt.
 
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