SP Shared Power

Its always been shocking to me with how much more common crawdaunt is than basc (according to this data its nearly double) with how little it ever does in my games. The only times its really done much is when its sash and gets a surprise kill, but it still will just die on the next turn anyway.
TIL crawdaunt is the most used mon in the meta. Doesn't feel like it tbh. But yeah I think it's quite overplayed.

On a different topic, Am I alone in feeling like Groudon feels really out of place in the meta? I feel like sun would be perfectly playable without it but its just offers so much role compression and flexibility. Sun being good on both flutter mane and harvest teams makes me question why we need to allow an uber with a warping non-restricted ability to exist in the meta? Maybe that's just copium because flutter mane wrecks my maushold sample :eeveehide:
 
TIL crawdaunt is the most used mon in the meta. Doesn't feel like it tbh. But yeah I think it's quite overplayed.
This reminds me of something that has been annoying me for a while now.

Technician has been restricted for over half a year, and so many people still have no idea that its restricted. I still see technician smeargle being ran as a lead on prio spam teams, and its used enough that its top 100 in usage. Theres been multiple occasions where I ask an opponent what the point of toxtricity or another mon is meant to do, and then having to tell them that tech has been restricted since before they even made their account. Hell, even some players that have been running maushold teams for months have never realized that maus hasnt been sharing technician like they thought it was.

It doesnt help that the viability donor is outdated which is probably confusing to newcomers.
 
I made a hyper offense team centered around some great offensive abilities. The specialty of this team is that all the Pokémon used are capable of contributing heavy damage, and any Pokémon can sweep solo, as opposed to just using them solely for their abilities.
After activating all the abilities, not even bulky Pokémon can withstand the sheer power. The abilities Guts and Hustle together provide the same attack boost as Huge Power. I used Golurk for No Guard to negate the accuracy drop from Hustle and also to use some high base power attacks like Dragon Rush, Stone Edge, and Triple Axel. Now, these physical Pokémon can't be statused since they are already burned.

Coming to the remaining three Pokémon, I used Lycanroc for Tough Claws, but instead of the usual lead Pokémon with Stealth Rock (as in a support Pokémon), I used a different set with complete attack investment and an Adamant nature. It already outspeeds most of the meta, and I've given it two priority moves: STAB Accelerock and Sucker Punch, both boosted by Tough Claws. This set extremely benefits the team, as the only other Pokémon with priority is Quaquaval with Aqua Jet.

Regarding Quaquaval, its Moxie ability is great for this team, as it can go out of control after one KO and can also negate any Intimidate or attack drops. It has Aqua Step for speed control too.

The final Pokémon, Roaring Moon, works as an endgame sweeper with a Choice Scarf to outspeed even in the case of webs. It basically utilizes every ability apart from Guts and has a better damaging Dragon move in Dragon Rush. All the Pokémon apart from Roaring Moon and Golurk have one speed-boosting move, so even that is in check.
I think the team is well-balanced in terms of type coverage, even though it has three Fighting-type Pokémon. Basically, all the Pokémon have sweeping potential rather than just using them for their abilities and channeling all of them onto one Pokémon.

I've won quite a few matches with this one.
Feel free to make any changes that suit your style. I forgot to save replays, so I'll post any future replays.

Lycanroc-Dusk @ Flame Orb
Ability: Tough Claws
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Play Rough
- Accelerock
- Sucker Punch

Lilligant-Hisui @ Flame Orb
Ability: Hustle
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Axe Kick
- Leaf Blade
- Triple Axel
- Victory Dance

Golurk @ Flame Orb
Ability: No Guard
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- High Horsepower
- Drain Punch
- Poltergeist
- Stone Edge

Roaring Moon @ Choice Scarf
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Dragon Rush
- Iron Head
- Knock Off

Quaquaval @ Flame Orb
Ability: Moxie
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Step
- Close Combat
- Triple Axel
- Aqua Jet

Heracross @ Flame Orb
Ability: Guts
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trailblaze
- Megahorn
- Close Combat
- Stone Edge

Here are some replays :
https://replay.pokemonshowdown.com/gen9sharedpower-2372155572

This replay shows how this team just ignores fluffy ability : https://replay.pokemonshowdown.com/gen9sharedpower-2372176691-6pu5so2gs99uoxeyhoaeq2m0dlpsum9pw

https://replay.pokemonshowdown.com/gen9sharedpower-2372179516

A solo sweep by quaquaval: https://replay.pokemonshowdown.com/gen9sharedpower-2372187381
 
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I made a hyper offense team centered around some great offensive abilities. The specialty of this team is that all the Pokémon used are capable of contributing heavy damage, and any Pokémon can sweep solo, as opposed to just using them solely for their abilities.
After activating all the abilities, not even bulky Pokémon can withstand the sheer power. The abilities Guts and Hustle together provide the same attack boost as Huge Power. I used Golurk for No Guard to negate the accuracy drop from Hustle and also to use some high base power attacks like Dragon Rush, Stone Edge, and Triple Axel. Now, these physical Pokémon can't be statused since they are already burned.

Coming to the remaining three Pokémon, I used Lycanroc for Tough Claws, but instead of the usual lead Pokémon with Stealth Rock (as in a support Pokémon), I used a different set with complete attack investment and an Adamant nature. It already outspeeds most of the meta, and I've given it two priority moves: STAB Accelerock and Sucker Punch, both boosted by Tough Claws. This set extremely benefits the team, as the only other Pokémon with priority is Quaquaval with Aqua Jet.

Regarding Quaquaval, its Moxie ability is great for this team, as it can go out of control after one KO and can also negate any Intimidate or attack drops. It has Aqua Step for speed control too.

The final Pokémon, Roaring Moon, works as an endgame sweeper with a Choice Scarf to outspeed even in the case of webs. It basically utilizes every ability apart from Guts and has a better damaging Dragon move in Dragon Rush. All the Pokémon apart from Roaring Moon and Golurk have one speed-boosting move, so even that is in check.
I think the team is well-balanced in terms of type coverage, even though it has three Fighting-type Pokémon. Basically, all the Pokémon have sweeping potential rather than just using them for their abilities and channeling all of them onto one Pokémon.

I've won quite a few matches with this one.
Feel free to make any changes that suit your style. I forgot to save replays, so I'll post any future replays.

Lycanroc-Dusk @ Flame Orb
Ability: Tough Claws
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Play Rough
- Accelerock
- Sucker Punch

Lilligant-Hisui @ Flame Orb
Ability: Hustle
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Axe Kick
- Leaf Blade
- Triple Axel
- Victory Dance

Golurk @ Flame Orb
Ability: No Guard
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- High Horsepower
- Drain Punch
- Poltergeist
- Stone Edge

Roaring Moon @ Choice Scarf
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Dragon Rush
- Iron Head
- Knock Off

Quaquaval @ Flame Orb
Ability: Moxie
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Step
- Close Combat
- Triple Axel
- Aqua Jet

Heracross @ Flame Orb
Ability: Guts
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trailblaze
- Megahorn
- Close Combat
- Stone Edge

Here are some replays :
https://replay.pokemonshowdown.com/gen9sharedpower-2372155572

This replay shows how this team just ignores fluffy ability : https://replay.pokemonshowdown.com/gen9sharedpower-2372176691-6pu5so2gs99uoxeyhoaeq2m0dlpsum9pw

https://replay.pokemonshowdown.com/gen9sharedpower-2372179516

A solo sweep by quaquaval: https://replay.pokemonshowdown.com/gen9sharedpower-2372187381
big issue with this is that sun can likely 6-0. Your only real way to kill a flutter is with lycan (assuming no psyterrain) and hope they dont have any way to kill it.

Prio spam also seems to win depending on the variant. Tboost teams just have to muscle through moons tera and then likely win, steelspam teams can click bullet punch pretty freely since your steel resist is going to be chipped quickly and since I have beat this team both of the times I faced it, birdspam also wins.
 
big issue with this is that sun can likely 6-0. Your only real way to kill a flutter is with lycan (assuming no psyterrain) and hope they dont have any way to kill it.

Prio spam also seems to win depending on the variant. Tboost teams just have to muscle through moons tera and then likely win, steelspam teams can click bullet punch pretty freely since your steel resist is going to be chipped quickly and since I have beat this team both of the times I faced it, birdspam also wins.
Not sure about the bird spam but can't disagree with anything else, maybe I should make some changes tbh.
 
Back again this time to talk about anger shell. I think I have used anger shell more than 90% of the player base logging well over 150 games using klawf
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my favorite crab pokemon. This little guys ability in my opinion is missed used in the meta heavily. I often see it being used on team with berserk, moxie, and weak armor with people trying to stack a ton of boosts and trying to sweep. Often these teams are fragile and use endure/focus sash to reliably get all of the boosts. The problem here is this leaves you open to counter play with status like toxic, burn, priority, sand, and multi hit moves. Also endure is fairly telegraphed offering a possible turn for setup for the opponent. If the opponent decides not to attack, your team just does not have the firepower to win. Not to mention these teams are extremely weak to sheer force with weak armor, anger shell, and berserk all not being able to activate. Non sheer force boosted moves will still activate the boosts fyi.

Instead klawf
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should be ran with fairly bulky teammates that have the bulk necessary to take at least 1-2 hits before getting knocked out that also need at least 1 offensive boost to be extremely threatening. Anger shell can pair well with calm mind/bulk up users nullifying the stat loss at 50% hp. It works great with pokemon that need both speed and attack power but do not a boosting move that affects one or the other. Bulk really is need to make the most out of anger shell running defensive pokemon that also have attacking power like zamazenta, giratina, and volcarona make great use of anger shell well also having good defensive abilities that can enable pokemon to get the boosts and cancel out the negative effects of anger shell. For example Zama in particular pairs extremely well with the +1 def and iron defense zama can easily live 90% of physical attacks allowing for the anger shell boost well still having a threatening body press at+2 def after anger shell. Anger shell boosting zamas often lackluster atk stat providing much better coverage attacks with crunch, stone edge, and psychic fangs. The plus 1 speed boost allows it to outspeed fluttermane with speed boost too. With running such bulky pokemon together it also leaves you less weak to sheer force and your team can still be threatening because it is built around a semi defensive core. Even still anger shell is bit matchup fishing but much less so using a bulky team alongside.

Something under utilized that I have yet to fully explore with
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klawf/anger shell is mixed attackers. I do not think building a whole team around this premise is a good idea but I do think that it opens up very unique moves sets that can help cover up issues with a team. Just a few examples of things I have tried are sucker punch on moltres-galar to give it a priority move to finish off weakened opponents or ones using priority. This set did fairly well but it was on the endure type teams that have a lot of flaws but this helped a lot. Giratina is great mixed attacker I have used with poltergeist or shadow sneak providing a priority option that deal good damage and a very good fluffy beater in poltergeist running aura sphere and dragon pulse/draco meteor for special damage. I tried to build a team around this concept with kyurem/iron valiant and download to basically find the weakness in the opponent then nuke them strong stab moves, team was not great but fun.

Below is a team I made using some of these concepts and was able to hit number 1 on the ladder for the first time with the star being klawf!

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Klawf is the star background character here. Its main job is to donate a great ability and get up rocks or try or knock out the opponents lead if taunted.

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Arceus is your most common special sweeper on the team and majority of the time living the first hit from anything allowing for at least 1 calm mind turn after which you can start sweeping. Judgement/Flash Cannon/Aura sphere have great synergy together countering major teras you will see being tera fairy or tera steel on a judgement. Tera steel allows you to live moonblast from flutter mane in the sun and hit back with flash cannon ohko with an anger shell boost but dealing significant damage if not boosted.

1748371414370.png
Giratina is fantastic and an easy S+ tier mon in this meta and has great flexibility. Levitate removes the need for hazard removal for the most part with rocks being the only hazard to worry about. It also provides the team with flexibility for special attacking, physical attacking or mixed. I ran a few different sets on this with the mentioned mixed set but also a calm mind set. I used the calm mindset the most and had the most consistency. Giratina is extremely bulky often allowing for 2 calm minds in before sweeping. Aura sphere greatly helps giratina in bad matchups verse garganacl. Giratina really is a flexible piece in this team being able to do a lot of things. Giratina often baits in faster dragon types like dragpult and arceus for this reason it is running tera fairy. Often these fast dragons are some of the largest threats you have to deal with and with tera fairy giratina makes quick work of these threats. Aura sphere hits any steels and gargancal for big damage. Giratina at +2 will have a good shot at 2 hitting blissey with aura sphere as well. It is also your spin blocker and has a very good time setting up in front of quaquaval in particular.

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Volcarona's flame body is surprisingly great. Flame body counters a ton of physical teams in particular body press spam and some priority spam. Volcarona really does not do much other than donate flame body verse physical teams but it is your major answer to spatking teams with flutter mane and berry sun teams. These teams often do not run heatran allowing for fiery dance to run wild. Quiver pairs excellently well with anger shell, after a quiver and anger shell volcarona is not getting outsped by nearly anything. Tera fighting is picked for common defensive cores that use the common heatran/hound/giratina/tera steel defensive sets and also hits an annoying check in garganacl and blissey. I have dropped tera blast for bug buzz when dealing with of berry teams that like to spam substitute if seeing that a lot on the ladder. In these cases I run a defensive tera water to deal with priority aqua jet users like quackavual, crawdaunt, and basculegions. Water tera did fairly well and opened up a setup opportunity if you have the defensive boost from zamazenta.

Lando-T's intimidate greatly helps deal with non defiant physical teams and steel/poison types not packing levitate. U-turn allows for, double intimidates, setup opportunities and also hitting commons walls like wo chien extremely hard. If your against a defiant/guard dog user do not send out lando otherwise your throwing the game. I have rocky helmet on lando right now but I am thinking about swapping that out for maybe expert belt or leftovers. I have brick break on its set right now because I ran into blissey but smack down has been much more consistent allowing you to hit earthquakes. You could very easily run a spatking set too with sludge bomb, psychic, calm mind. I feel like the team would lack physical attacks if I ran a special set here.

1748373684107.png
Zamazenta is last up a really lets this team beat up on physical offense teams. Body Press/Iron defense is just stock standard for zamazenta enabling it to crush offensive team with tera poison. Psychic fangs enables it to hit ookidogi, muk, and toxapex for super effective damage and after anger shell does very significant damage. Crunch is there to hit common ghost types. With tera poin. Dauntless shield enables setup for other teammates as well and is the backbone for your physical defensive core.

Matchups:
Verse berry teams Volcarona and Zama are your best bets at crushing the other team. Zama denying the physical attackers and Volcarona toasting things and running out of control with fiery dance. Berry teams often need you to attack to build up strength so boosting up and sweeping is a fairly easy strategy to beat them.

Priority spam/Physical offense teams, your often going to need to rely on Zamazenta to sweep with the protection from iron defense. Giratina deals with teams not packing scrappy or minds eye and walling common fighting types and waters. If the team is not packing guts flame body does a lot of work and gives your team much needed defense. Intimidates and switching constantly allows forces switches and provides setup opportunities as well. The team lacks priority so you're often attacking second verse priority teams this can be beneficial with anger shell if you do not setup and just start attacking often getting the boost at 50% then revenge killing after.

Special attacking teams are super scary right now in sun. Your best move here is to out predict your opponent with tera from arceus to knock out flutter mane or zamazenta with tera poison both with tera can live a moonblast in sun. Zama in particular does very well and outspeeds with an anger shell boost allowing it to sweep after. Volcarona is also an option here but it requires getting in safely mid way into a match to setup a quiver dance or 2 depending if the opponent has sheer force. Volcarona will beat flutter mane at plus 1 spdef but it will lose verse walking wake and requires a tera to have a chance to live a walking wakes hydro steam/draco.

Rain teams have not really been an issue and fairly lackluster often zamazenta setups and sweeps or arceus/giratina wipe the floor with with the water resistances.

Stall teams can be an issue often using other forms of damage, toxic/burn, that do not trigger anger shell but this leaves them weak to standard setup and majority of the team has a setup move allowing for breaking potential. This usually leads a slow drawn out battle as you whittle down the opponent till they lose a key defensive piece. The key is to identify a key special wall or a physical wall and eliminate that threat as quickly as possible cracking the wall.
 
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Topped the ladder yet again, and also got two other accs in top 5 so gonna do a mini team drop again but I'll explain teams more individually this time :3
The teams are really similar so some stuff explained in the first team won't be reiterated.
:zamazenta: :lycanroc-dusk: :bruxish: :golurk: :lilligant-hisui: :quaquaval:
:Zamazenta:
Notice the move order, and how Crunch is over Close Combat. This is actually what the team is built around, and since Zama has Dauntless Shield and Choice Scarf it is actually very hilarious to try and revenge kill. Amplified by Tough Claws, Strong Jaw, Hustle, and Moxie, Zamazenta kind of becomes a sweeping machine versus non Fluffy/opposing Dauntless teams. Tera Dark to strengthen Crunch.

:Lycanroc-Dusk:
Choice Band + Stone Edge is an idea I took from my Rocky Payload Lycanroc team, except it's just here to try and hit through some teams reliant on Fluffy to wall. Grants Tough Claws to the team and brings conditional priority, not much else to talk about.

:Bruxish:
Choice Scarf to Flip Turn and revenge since team has Hustle. Strong Jaw is something I wanted to build around with a strong multiplier but I've always held back on it because it has to interact with Fluffy, and since not much really utilizes it.

:Golurk:
Lead mon that can punch holes in slower teams and set rocks, that's about it.

:Lilligant-Hisui:
This one will need a bit of explanation. Grants Hustle to the whole team obviously, Petal Blizzard is run to bypass Fluffy, and Triple Axel is here because I find it revenges a lot more than Close Combat and doesn't have an Immunity. Defog is here to remove any unwanted hazards in a pinch, while Scarf Encore is actually incredible at annoying setup. Scarf in general is underrated, as most people expect Victory Dance so Lilligant gets a lot of nice surprise KO's very often.

:Quaquaval:
This is the first quaquaval team I've built, and I chose Moxie over something like Long Reach or Adaptability because of the sweeping potential Zamazenta can pull off. Quaquaval itself is self explanatory, pretty good mon with multipliers.

Basically the goal of this team in particular is to pass around all the boosts and get up Rocks, and then go Zama when comfortable and spam Crunch until win vs teams that allow you to. Kind of weak to Dauntless + Phys Def setup or Fluffy but very amazing into practically everything else.
Example Replays: https://replay.pokemonshowdown.com/gen9sharedpower-2378257190-vcpxbj6honqyya3bnux0lsuniul7t9fpw?p2
https://replay.pokemonshowdown.com/gen9sharedpower-2378247329-5bg70vxcnov17m2bu74cwii0492ro77pw?p2
https://replay.pokemonshowdown.com/gen9sharedpower-2378244912-leo3pqk87r2a7wmjbmjrq1u157obh2ppw?p2

:solgaleo: :lilligant-hisui: :golurk: :perrserker: :zamazenta: :lycanroc-dusk:
:Solgaleo: Steel spam has always been an archetype, and it doesn't change here so I'll keep it short. Solgaleo is the strongest abuser due to Sunsteel Strike ignoring defensive abilities like Fluffy and just being really stupidly strong anyway with all the multipliers and Agility makes you faster than the whole metagame with Tera Steel to hit harder blah blah. Dauntless Shield on Solgaleo makes it easier for you to set up Agility and also makes it very hard to revenge you, since it is already naturally fat.

:Lilligant-Hisui: See earlier team.

:Golurk: See earlier team.

:Perrserker:
Scarf Perrserker to set Rocks when Golurk can't, and has Iron Head to keep it from being passive and U-turn to grab momentum when shuffling abilities and Fake Out for the small extra chip maybe needed for something to revenge. Tera Fairy to surprise a super boosted Dragon.

:Zamazenta:
Still scarfed, this Zamazenta abuses Heavy Slam from Steely Spirit along with CC to have a pretty solid dual stab combination for revenging. Versus offensive teams you will either spam Heavy Slam or Close Combat in the endgame, Tera Steel helps you do the former and live more things.

:Lycanroc-Dusk:
See earlier team.
Example Replays: https://replay.pokemonshowdown.com/gen9sharedpower-2378218064-pf8o40t4joakn2a8m6qhtaxov7n8877pw?p2
https://replay.pokemonshowdown.com/gen9sharedpower-2378220513-9419rjber3ca7tqxf58i8lhiwipwtgdpw?p2

:dragonite: :zamazenta: :Cloyster: :Lilligant: :Lycanroc-Midnight: :Regidrago:
:Dragonite:
With Extreme Speed banned, there is a bit less of a reason to try Dragonite but Multiscale is just so amazing. Scale Shot sweeper set with the multipliers that do not care about Fluffy at all since nothing is contact, but since it is Dnite you almost always get a chance to setup beforehand. Tera Steel to live things before Multiscale better to potentially setup again and to hit Fairies. This is a different take on Dragon Spam than the one I posted earlier, due to not using Dragapult as the speed control and favoring Dragonite to have that one mon that is near guaranteed to setup.

:Zamazenta:
The least impactful Scarf Zama shown today, but still does its job sorta in revenging really high speed stuff.

:Cloyster:
Odd choice since Dragon Spam usually just prefers stacking on Loaded Dice instead of trying Skill Link, but I wanted Dragonite's Multiscale to be in tact as much as possible, and this grants guaranteed 5 hits for Scale Shot so I had to add it. Hydro Pump is for Dauntless Shield offense teams to dent something that has boosted after Lilligant potentially Encore's it.

:Lilligant-Hisui:
See first team. Bullet seed on this team because Skill Link.

:Lycanroc-Midnight:
I don't care much about the lead living, I just want to guarantee SR when I can, so Lycanroc is scarfed to pretty much accomplish that. Rock Blast can actually sweep some end games, like vs unsuspecting Flying spam.

:Regidrago:
This could be Tera Dragon honestly because you are likely almost never clicking scarf Tera Blast Steel, but there is no 4th best move really so it's just here. Scarf Scale Shot + Hustle + Dmaw is actually a very strong wincon vs offense, and often forces the priority user out immediately for you to abuse. I like this guy tbh.
Example Replays: https://replay.pokemonshowdown.com/gen9sharedpower-2375498223-lt8mak0icij768m9yaae0ed2rqnkjorpw
https://replay.pokemonshowdown.com/gen9sharedpower-2375536158-bvu61xpwa78kjirm376pk47kxxyugp5pw?p2
https://replay.pokemonshowdown.com/gen9sharedpower-2374951993-d4gsdsm23dv1md5w4ya2x6d4sqj3yw2pw?p2

If you are noticing a trend, :Lilligant-Hisui: offense is pretty strong and I think outside of Dauntless Iron Defense teams or extreme phys def cteams (which counter these teams, see Goldbanker27's team above with Intimidate AND Dauntless Shield) is incredibly strong even having to use up two slots for. Scarf :Zamazenta: is a bit of an oddball pick and most people will want to run Iron Defense instead, but I'd rather reliably outspeed stuff like Tera Grass :ogerpon:, Sun :flutter-mane:, and other fast scarfers/boosters like :maushold: and :roaring-moon:, and these kinds of teams aren't bulky enough to support the Iron Defense variant.

#1, #3, and #4 on current ladder using these teams, all relatively high GXE too.
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That's it for now, hopefully will be back with something cool like the :klawf: team posted before this.
 
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I haven't posted here (or anywhere, really) in a long time, huh...

Well, time for me to drop a team as well! I've gotten to top ladder with it, but it seems to be rather volatile (I've been bouncing up and down the upper ranks with it, lol). Still, it's something at least.

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Speed tiers are kinda silly here, which makes sense: With all the damage boosts stacked on top of each other, you're inevitably going to be hitting hard. But more importantly, you want to hit fast. Just look at the Scarf Dragapults running around, or the Scarf Zamazenta right above my post.
So, how does one handle such speed demons on offense vs. offense matchups? Building around the restricted speed-boosting abilities is an option.

Thus, enter: Choice Scarf Flutter Mane in Sun.
:Landorus: :Groudon: :Dragalge: :Porygon-Z: :Indeedee: :Flutter Mane:

:Landorus:
Relatively standard Stealth Rock lead. Sheer Force is one of the few abilities that special spam can lean on, so it felt like a natural teammate for Flutter Mane.

:Groudon:
No Protosynthesis without Sun, so Groudon's here. The only mon that can make use of physical Download (we'll get to Porygon-Z later), and I've slapped a Band on it, just because I felt like it. Punches big holes, and even without committing Tera, Sheer Force Fire Punch in Sun can still do solid damage. Can be awkward to play with, though, due to how common Ground/Fire immunities are.

:Dragalge:
Obligatory Adaptability mon. Slow pivot into Flutter Mane can be nice, and the other Adaptability mons don't play nicely with Sun. Except Porygon-Z, buuut...

:Porygon-Z:
That's already used for Download. At first I added that Ability as simply another potential damage boost, but there's an interaction between that and Protosynthesis which gives this team a bit more nuance. We'll get back to that once we go to Flutter Mane.
As for the mon itself, it's meant to batter slower teams with a LO Nasty Plot set. Yes, pretty much everything remotely fast has to be handled by Flutter Mane, which may be why this team is so volatile.

:Indeedee:
And since I bank on Flutter Mane for my sweeps, I'm kinda bound to rely on Psychic Surge for denying priority. Indeedee gets in, sets Terrain, sometimes switches out if I feel like I'm gonna need it again later. Encore has been pretty cool on it, and Healing Wish I actually rarely used so far.

:Flutter Mane:
The one. The only. Blitzes past virtually everything with Sun up (and even a lot of stuff without), yet still packs a serious punch between Sheer Force Adaptability Moonblast/Shadow Ball and Sheer Force Sun-boosted Mystical Fire. Thunderbolt is basically a filler; no idea what fits there.
Anyways, as for having Download on this: Grabbing a SpA boost will redirect the Protosynthesis boost towards SpA as well (unless Flutter Mane summons Sun on entry, in which case it somehow activates Protosynthesis before Download. Ability activation order is weird, lol).
This is a blessing and a curse:
Need the hyper-charged speed against Scarf Pult or something? Don't bring in Porygon-Z until you're in the clear.
Would that speed be overkill? Feel free to aim for a SpA boost to make Protosynthesis still useful!

Again, the team heavily focuses on Flutter Mane to win games. This means it has to be extremely mindful of defensive Teras on the opposing side; nothing worse than missing an OHKO and losing one's own wincon in the process.
 
:sv/terapagos-stellar:
Lately, I have been thinking about Terapagos. Its ability compresses a unique collection of roles. Tera Shell is a Multiscale clone, but when Terapagos Teras, that's when things take off. Teraform Zero does the following:
  • Changes Tera Starstorm to Stellar type
  • Raises Terapagos's base stats
  • Restores some HP (as part of the stat raise)
  • Removes weather and terrain
For a while now I have felt pressured by the speed tiers of this meta. It seems really difficult to handle weather and priority at the same time. Tera Shell combined with Teraform Zero gives Terapagos the ability to manage both. Removing terrain is interesting to me because it circumvents Psychic Terrain without running another terrain ability. Terrain counterplay frees up the rest of the team to run traditional priority like Lycanroc-Dusk or Crawdaunt. With Psychic Terrain and Grassy Glide Ogerpon on the rise, I think that these older-style priority builds are at a low point. What's the point in investing heavily into priority if you still lose to opposing offenses? With Terapagos, though, these teams can usually land a revenge kill on what would otherwise be a final sweeper. Removing weather also takes away speed from Lycanroc and Flutter Mane, albeit temporarily. Those two have been thorns in my side, as I have not found many ways to outspeed them until now. A nice aspect of this role is that Terapagos is also just good on its own. Tera Startstorm is a great breaking tool since nothing resists or is immune to Stellar. Terapagos is also a good spinner, since Tera Shell means it can nearly always get a spin off.

:crawdaunt:-:porygon-z:-:lycanroc-dusk:-:giratina-origin:-:comfey:-:terapagos:
:crawdaunt:-:porygon-z:-:lycanroc-dusk:-:giratina-origin:-:terapagos:-:deoxys:

To test out this idea, I slapped Terapagos onto an old neutral karma team with lots of priority back when Spectrier was legal. The results were pretty okay and I got to around 1550 with it. But Comfey is not great right now, imo, and needed the power that Grim Neigh provided to close out games. So Scarf Deoxys took its place, which is not priority but is faster than everything with weather inactive. I tried Scarf Zamazenta, and it was good, but this team in particular struggled with fatter stuff, and Deoxys takes better advantage of Download. The Deoxys version is stronger, but the Comfey version is more on-theme. I am pretty happy with how this team turned out. It's an offense that handles opposing offense without using Fluffy or Psychic Terrain. The main flaw with the strategy is that you only get one shot at removing terrain, so if they can preserve Indeedee and a sweeper, we may still be in trouble. I bluffed Tera-ing every now and then to scare out Indeedee early, but since no one actually knows what Teraform Zero does, bluffing isn't worth it.
Replay: https://replay.pokemonshowdown.com/gen9sharedpower-2377910857?p2
peak_1.jpeg

Since we are W posting, I will post my peak as well.

-------------------

:regidrago:-:arceus-dragon:-:giratina-origin:-:dialga:-:palkia-origin:-:garchomp:
Back in April, Ubers dragon spam HO swept the ladder, and this is the team that started it all. But I was heavily inspired by Ball and 260Torrent, so who really started the trend? This team looks like a meme, but I actually put a lot of thought into it. I think that Ubers spam is a good alternative to Fluffy/Zamazenta/Indeedee in handling offense. With such high BSTs, these dragons are rarely OHKOd and can usually KO back against offense. If we can get ahead early, trading down is simple. I have not seen many people play with this idea, mostly just myself and Goldbanker27. But I think there is a lot of room to explore with three or four Ubers on teams.

I had a lot more to say about the team, but letting Purifying Salt off the leash changed the meta to the point where this team is mediocre now. So I will just post the peak (1732!!!) and some quick notes on the sets.
peak_2.jpeg

It took a win streak of like 20 games to reach that peak. It's the highest I've ever been. I think I'm a good builder, but I am under no illusions about my consistency. Even if it was just for a couple days, it felt wonderful to produce the kind of performance that I feel I am capable of at my best. That said, we had 24k games played in March (wow!), so there was a lot of Elo floating around.

Just some quick notes on the team:
  • Rough Skin Garchomp is here because Pixilate Maushold is a huge threat. Otherwise, it would force Tera every time it came in, even if the team had Fluffy.
  • Calm Mind Draco Giratina is a great set that Pomellow brought against me once in a room tour. I like it because you can set up on stall while maintaining the ability to nuke offense right away. Seemed counterintuitive at first, but it worked well.
  • I finally see the appeal of Palkia-O: it's a dragon that naturally beats Heatran. Dragon Pulse is over Spacial Rend because I value the 100% accuracy.
  • Taunt Arceus is so much worse now that Garganacl is unrestricted. Getting put on a timer defeats the whole purpose of the set.
 
So, I built a dumb gimmick team a couple of weeks ago and then somehow I took it to 1500, so I guess I am posting it here now with a bit of a write-up for anyone who hasn’t had the displeasure of facing my annoying stall gimmick team.

IMG_3061.jpeg


Some games with this team are no brain, just do the gimmick, and other games it will be like piloting perish trap in vgc, and still other times it is just the most brutal stall v stall grindfest. I enjoy all of those gameplay dynamics, but it’s not for everyone, so be forewarned.

Now, the team is a Berry team with lvl 1 nosepass for FEAR style shenanigans, but if you, for some reason, have esoteric knowledge like the entirety of nosepass’s learn set, you know that it doesn’t get endeavor, much less quick attack.

But it does get pain split, near unique among sturdy mons, and that is honestly scarier. Pain split has a couple of advantages over endeavor that make nosepass the best mon for this gimmick: pain split isn’t an attack and therefore hits ghosts, and using pain split heals nosepass to full unless the enemy is very low (and therefore in ko range anyway.
This means that stalling to recover Berry with harvest is pretty consistent (unless the enemy has taunt or substitute) and you advance your gameplan in the meantime.

Due to being level 1 with 11 Hp, Pain split basically acts as ruination with twice the pp, and when combined with damage over time, like from sand tomb, it can take a KO in two uses and a final stall turn unless the enemy has healing. That means four turns total (sand tomb, pain split, pain split, protect) but that’s fine because sand tomb traps the enemy for four to five turns.
Smack down ensures levitate and flyers can’t fully block you, and thus the gimmick becomes almost consistent.

Except that item removal screws you over. So we have sticky hold gastrodon, with stealth rock because it’s good, stockpile to tank up, earth power to hit the most common enemy stealth rock lead, lycanrock (because hazards also ruin nosepass’s day and doing good chip to the setter helps long term even if they are smart and don’t let you pick up the 2HKO), and ice beam for landorus (another rocker), dragons, and occasional freeze high rolls.

status screws you over too, so garganacl goes on the team, and, two for one deal, it can stop triple axle (the most common multi hit move in the meta) by carrying a rocky helmet. Garganacl is also just good. The set is pretty standard for garg, and if you want you could even run a sitrus Berry over the helmet, but I think the helmet works best until very high ladder (top 100 or so) where most people start playing around it properly.

For non-contact multihits, remind yourself that you are a Berry team and therefore you simply tank them naturally on any defensive Berry holder. Except two-hits which are even less of an issue. those don’t actually ko Nosepass and if you pain split the same turn, and then stall with protect for a Berry, you can usually beat things like Iron Crown with Nosepass alone as long as it gets in front of the Iron Crown safely.

Trevenant of course is the harvest Mon of choice, but this one runs no attacking move because curse and leech seed are really good and destiny bond buys extra turns against set-up sweepers or anything that can’t get the KO in one turn but could in two if you don’t get harvest procs. If you want an attack instead, knock off is fine I guess, but I have seen a number of games I would lose if not for destiny bond, and never felt the absense of an attack to be a factor in losing.
Curse is one of the ways you deal with set-up when nosepass can’t come in, and it also goes through sub, which can be very important even if nosepass can enter.
Leech seed healing is generally nice, and can even get Nosepass in through rocks in rare circumstances.

Maushold is the best cheek pouch mon for the standard Berry holders to benefit from because it gets tidy up, and hazards are scary—really important to remove them for nosepass. The rest of the set hardly matters, but sub protect occasionally stalls stuff a bit which is somewhat helpful. Crunch, encore, and u-turn are also fine moves if you want something else. But, if this Mon does anything other than appear on the field once for cheek pouch and maybe another time to tidy up, it is a rare game, so fill those move slots as you like.

Giratina altered-forme is the secret weapon of the team. Very odd pick, but pressure stall is one of the win conditions against other Berry teams, and against anybody that can otherwise no-sell nosepass. The extra bulk of altered form and access to the item slot for a Berry are also nice, and make it the clear pick over Origin for this team. Defog of course is the best move because hazards are so important to remove, but will-o-wisp to stop physical attackers, and phasing from either roar or dragon tail are really nice too. Shadow ball is nice stab and is superior to Draco meteor for single stab on a defensively oriented Mon that often wants to stay in and slowly chip.

In terms of remaining counters, watch out for mold breaker, and solgaleo’s sun steel strike, pseudo status like leech seed, salt cure, and ghost type curse, and remember to scout for multihits.

Always keep playing even if you lose nosepass: you can still just play stall with Berry recover or use iron defense garganacl to get a win against overly physical teams.

unnerve isn’t as hard a counter as it looks. If they don’t have other counters as well, you can simply let them take a KO to switch in Nosepass and then just pain split them down to sand tomb range for a KO, eat Berry, repeat. Also, unnerve is bad, and running it is making your team worse 99% of the time.

The actual biggest counter to the team is being able to force nosepass out and then take KOs on both hazard control mons before they can remove the hazards, which is hard, and takes excellent positional play. Basically only happened to me against 1400+ players, and usually it was because I misplayed in addition to them playing excellently. Winning a game where that was on the table as an outcome feels amazing, and losing those games is honestly still really fun most of the time.
 
i was trying to build a priospam team and wanted terrain to counter psyspam or psyterrain offense
esurge is unrestricted
araichu is a very fast mon

Raichu-Alola @ Life Orb
Ability: Surge Surfer
Tera Type: Ice
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Thunder Punch
- Upper Hand
- Volt Switch
- Tera Blast

sadly araichu cant learn volt tackle but sheer tough claws thunder punch is only 20% weaker than rock head volt tackle and tough claws is nice for the rest of the team

anyway thoughts on the set? upper hand is for beating priority, mostly crawdaunt since you will need to switch out vs stall
tera ice is for coverage but tera dark tera blast could also be very good vs stall so that you can live a shadow sneak
im running sheer force so dw about life orb recoil
it outspeeds flutter in the sun without jolly so adamant, i considered a special set but the rest of the team just suffers
my main worry is it just isnt strong enough but moxie ramping + terrain boost might be enough
 
i was trying to build a priospam team and wanted terrain to counter psyspam or psyterrain offense
esurge is unrestricted
araichu is a very fast mon

Raichu-Alola @ Life Orb
Ability: Surge Surfer
Tera Type: Ice
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Thunder Punch
- Upper Hand
- Volt Switch
- Tera Blast

sadly araichu cant learn volt tackle but sheer tough claws thunder punch is only 20% weaker than rock head volt tackle and tough claws is nice for the rest of the team

anyway thoughts on the set? upper hand is for beating priority, mostly crawdaunt since you will need to switch out vs stall
tera ice is for coverage but tera dark tera blast could also be very good vs stall so that you can live a shadow sneak
im running sheer force so dw about life orb recoil
it outspeeds flutter in the sun without jolly so adamant, i considered a special set but the rest of the team just suffers
my main worry is it just isnt strong enough but moxie ramping + terrain boost might be enough
it strikes me that sheer force is kind of diluting the identity of a prio-spam team, because the priority moves themselves don’t benefit (and fake out and upper hand lose their flinch which is bad), plus it takes away from slots for other support abilities you might want like guts, scrappy, or (since you didn’t mention having it and it is almost always superior in SP) adaptability.

Wild charge will probably do you better than thunder punch in the case where you remove sheer force, but if you have good reason to keep it, then you definitely should replace upper hand with something else. Play rough maybe? Or psychic stab, shame alolan chu’s is all special.

Edit: not sure what you meant by stall? Was that a typo or something. You seem particularly concerned by it, but you are speaking like it is a Pokémon and not a team archetype?
 
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it strikes me that sheer force is kind of diluting the identity of a prio-spam team, because the priority moves themselves don’t benefit (and fake out and upper hand lose their flinch which is bad), plus it takes away from slots for other support abilities you might want like guts, scrappy, or (since you didn’t mention having it and it is almost always superior in SP) adaptability.

Wild charge will probably do you better than thunder punch in the case where you remove sheer force, but if you have good reason to keep it, then you definitely should replace upper hand with something else. Play rough maybe? Or psychic stab, shame alolan chu’s is all special.

Edit: not sure what you meant by stall? Was that a typo or something. You seem particularly concerned by it, but you are speaking like it is a Pokémon and not a team archetype?
stall usually runs gira-o and houndstone, i just associate it with dark weak/neutral mons
 
stall usually runs gira-o and houndstone, i just associate it with dark weak/neutral mons
Ah, I guess as a (mostly) stall player I don’t use shadow sneak at all. I never find room on Giratina (too many good support moves and shadow ball is just better for chip) and houndstone doesn’t actually fit very well most of the time. It doesn’t apply the kind of persistent threat stall needs to apply, and the ability has too much counterplay to be reliable on a stall team.

Definitely good to be prepared for all the balance teams that run those though.
 
Heyo, a little new here to Shared Power, been playing about two weeks, but in that time I've managed to climb up to number 8 on the leader board, and I've noticed a serious trend in team construction that I think is cause for regulation.
Screenshot_20250629_142142_Chrome.jpg

To put it bluntly: Choice Scarf. There is way, WAY too much Choice Scarf in this meta, ESPECIALLY Choice Scarf on Legendaries. Having a team consisting of 3 boosting abilities (Adaptability, Libero, No Guard, etc.) Followed by 3 Scarfed Legendary Pokémon is not only a dumb tactic, it's an extremely viable one. They move too fast to outplay (without merely copying the strategy) hit too hard to stall (Adaptability + Steely Spirit + Sand Force + Sunsteel Strike is enough to OHKO the bulkiest of Pokémon, even on RESIST), and they're too bulky to drop with priority. It's not conducive to good team building. Therefore, I propose 4 possible solutions:

1. Ban Solgaleo/Dialga/Palkia - I think this is the worst option available, but it is an option. You could ban the problem Pokémon, but then the same problems would merely occur with Pokémon like Metagross, Hydreigon, and Dragapult. By themselves, the Legendary Pokémon are not ban-worthy; it's only in conjuction with the abilities and Choice Scarf that they truly become a menace to the meta.

2. Restrict Steely Spirit/Dragon Energy - A weak proposal, as it does not solve the problem but merely treats it's worst symptoms. Steely Spirit is a menace in OU, being utterly abused by Solgalio and Dialga, with Dragon Energy doing something similar for Dialga and Palkia. By themselves, these Pokémon are not ban-worthy, but these abilities in addition to Scarf make them terrifying, thus why restricting these abilities to Perrserker and Regidrago should be considered.

3. Introduce the Item Clause - I know this is a ruling more in line with VGC metas, but it could be a tremendous help to reconciling the rampant item abuse in the Shared Power Meta. However, as applying the item clause wholesale would also damage stall teams, I present my final (and I believe most viable) solution.

4. Ban/Resrict Choice Scarf - The absurd power of these Legendaries really only becomes a threat when it has the speed to use it, which is why we're seeing teams of 2, 3, ore sometimes even 4 Pokémon with Choice Scarf slapped on. This is ridiculous, and as you have probably already noticed, bad for the meta. Banning Choice Scarf (or at the very least restricting it to 1 Scarf per team) would largely remedy this issue, as now the absurd speed would either be removed entirely or restricted to a single Pokémon, which gives the opportunity for teams to work around the threat as opposed to simply getting wiped by 2 or 3 Scarf abusing Legendaries.

Anyway, thank you for listening to my little rant, and I look forward to seeing how this meta evolves with time.

- Chronikler
 
Heyo, a little new here to Shared Power, been playing about two weeks, but in that time I've managed to climb up to number 8 on the leader board, and I've noticed a serious trend in team construction that I think is cause for regulation.
View attachment 751250
To put it bluntly: Choice Scarf. There is way, WAY too much Choice Scarf in this meta, ESPECIALLY Choice Scarf on Legendaries. Having a team consisting of 3 boosting abilities (Adaptability, Libero, No Guard, etc.) Followed by 3 Scarfed Legendary Pokémon is not only a dumb tactic, it's an extremely viable one. They move too fast to outplay (without merely copying the strategy) hit too hard to stall (Adaptability + Steely Spirit + Sand Force + Sunsteel Strike is enough to OHKO the bulkiest of Pokémon, even on RESIST), and they're too bulky to drop with priority. It's not conducive to good team building. Therefore, I propose 4 possible solutions:

1. Ban Solgaleo/Dialga/Palkia - I think this is the worst option available, but it is an option. You could ban the problem Pokémon, but then the same problems would merely occur with Pokémon like Metagross, Hydreigon, and Dragapult. By themselves, the Legendary Pokémon are not ban-worthy; it's only in conjuction with the abilities and Choice Scarf that they truly become a menace to the meta.

2. Restrict Steely Spirit/Dragon Energy - A weak proposal, as it does not solve the problem but merely treats it's worst symptoms. Steely Spirit is a menace in OU, being utterly abused by Solgalio and Dialga, with Dragon Energy doing something similar for Dialga and Palkia. By themselves, these Pokémon are not ban-worthy, but these abilities in addition to Scarf make them terrifying, thus why restricting these abilities to Perrserker and Regidrago should be considered.

3. Introduce the Item Clause - I know this is a ruling more in line with VGC metas, but it could be a tremendous help to reconciling the rampant item abuse in the Shared Power Meta. However, as applying the item clause wholesale would also damage stall teams, I present my final (and I believe most viable) solution.

4. Ban/Resrict Choice Scarf - The absurd power of these Legendaries really only becomes a threat when it has the speed to use it, which is why we're seeing teams of 2, 3, ore sometimes even 4 Pokémon with Choice Scarf slapped on. This is ridiculous, and as you have probably already noticed, bad for the meta. Banning Choice Scarf (or at the very least restricting it to 1 Scarf per team) would largely remedy this issue, as now the absurd speed would either be removed entirely or restricted to a single Pokémon, which gives the opportunity for teams to work around the threat as opposed to simply getting wiped by 2 or 3 Scarf abusing Legendaries.

Anyway, thank you for listening to my little rant, and I look forward to seeing how this meta evolves with time.

- Chronikler

I want to bring up a point you might be missing and that is the bulk that Uber/Legendary pokemon provide.

Take a look at the list you stated, then go look at finnegans berry team with giratina, vnmmz teams he listed giratina, palkia, dialga, terapagos, Byleths team with zamazenta, solegaleo, my angershell team spamming ubers pokemon, Bobs classic stall with giratina, InkyDarkBirds regenerator stall with HoOh, Ballz number 1 teams with arceus, giratina, and fluttermane. All of these teams that hit the top 25 all use at least 1 if not more legendaries/uber pokemon. These pokemon all play an extremely pivotal part of the team and are not just donors. For the most part they are the answer to the opponent's strongest pokemon likely another legendary/uber because they can take multiple hits with very little defensive investment and dish out crazy damage with no setup. Just putting this out there it might be an interesting shake up to ban all ubers and allow testing on others.

Just to bring in a bit of data that I have from playing all of you using the same data I collected from my adaptability post. My average win rate is 70.1% over this collection period of 3-4 months my average ranking over this time was 1419 highest being 1677 and lowest 1192 during this time, logging a total of 930 games.

The worst performing uber pokemon that I have played against is roaring moon with a 10% win rate in 10 games and the best performing uber is Palkia-Origin at 83.3% winrate in only 6 games. The best and worst win rates with over 30 games played against are Arceus-Dragon with 56.7% win rate in the top 6 and ursa luna-blood moon at 26.7% win rate bottom 3. The most used uber in the meta is Giratina-Origin with a win rate of 42.3% with 97 battles against it. The average win rate against me for an uber ranked pokemon is 40.57%. In general putting an uber level pokemon on your team increases your win rate significantly roughly 10% for people playing against me. They are just that good even if they are not donating a good ability in the case of palkia, and arceus.
 
It would definitely be a radical move to lower the power level across the board by banning Ubers/legends, but the current state where a number of them are banned and the rest remain free felt odd to me when I first started playing.

The power level of the meta isn’t really increased in the same way as something like tier shift, where raw stat values are inflated, so allowing the raw stats of Ubers (even a limited selection as is the case now) significantly shifts the meta away from the point—sharing abilities to create synergistic teams—and moves the meta toward figuring out how to support the big scary Ubers mons.

Other Pokémon can’t compete at the roles Ubers mons fill, even when said Ubers mons have relatively low impact abilities like pressure, or unsharable ones like regenerator (I would include full metal body as low impact. It prevents the only things it helps against from even showing up in the meta, making it effectively useless). This means people are actively forgoing the opportunities afforded by the rules of the OM in favor of big stats, which feels like a misstep in design.

If an Ubers ban occurs, I think there should be some special consideration regarding Pokémon like annihilape, fluttermane, and urshifu. These Ubers Pokémon don’t have the same level of stats as the legendaries, and may be both manageable and valuable in the resulting meta, or they might just be utterly broken without other Ubers mons to keep them in check. Maybe these sorts of Pokémon would require separate votes or even a suspect test? They could probably be reasonably banned along with the other Ubers and then considered for allowance back in afterwards though.

All in all, I would definitely support an Ubers ban, while I think I would oppose any of the options Chronikler proposed, even a ban of the specific problem mons (which I think is the best of the options they offered even if they think it is the worst—not a good option, mind you, but the best of those four).
 
I don’t really buy the whole “teams are built entirely around supporting Ubers” argument. Most Ubers are merely just another Pokemon on most archetypes that can easily be replaced or are supporting Pokemon themselves. For example, we have Landorus-I as the best Sheer Force user, Giratina-O as the best Levitate user, Palkia being another attacker comparable with Dragapult on Dragon spam, and Flutter Mane, Deoxys, and Jolteon being the best special attackers (special spam still sucks even with Ubers). Even on variations of stall, the only real Ubers you see are Annihilape (berry stall MU fish and weakens the entire team), Ursaluna-Bloodmoon (okayish wincon for berry stall but slow), Groudon (literally only used for Drought), and Ho-Oh (just another bulky Pokemon with Regenerator)

The only real example of an archetype starting to centralize around Ubers is Steel spam with its options of Dialga and Solgaleo. Because they are so bulky, Solgaleo and Dialga can tank priority spam and they easily ramp up speed and OHKO opposing Pokemon, even ones on stall teams.

I’m not sure how you can argue that Ubers have unique traits that no other Pokemon can replicate when in the past, many strategies didn’t even need Ubers and the most egregious Ubers have already been banned. Guts priority spam has dominated this metagame for almost 2 years and is only really fading now, Maushold teams have been extremely consistent across metagame changes, and we have new archetypes of multihit spam and Regen stall, which don’t focus on powering up the Ubers as much as possible.

The notable Ubers that have dominated at certain points of the metagame that have been banned that I remember:
Calyrex-Ice
Chi-yu
Regieleki
Mewtwo
Deoxys-A
Palafin
Eternatus
Sneasler
Spectrier
Zamazenta-C
 
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I don't support action against Ubers as a class on the basis that many Ubers aren't good, much less common or problematic. Lugia, Dialga-O, and most Arceus forms see near-zero usage. The Palkia forms are alright, and so is Dialga, but overall I think that a judgement based on BST would be a mistake. Going after Solgaleo or Arceus-Dragon is something I'd still disagree with, but it seems more focused and feasible to me.

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Been playing a lot recently and have some VR noms.

:houndstone: down to A: Fluffy is still meta-defining, but Houndstone is as bad as it has been in a while. The biggest problem for Houndstone is that Garganacl eats its lunch completely, leaving it with nothing to do against bulkier teams. Offensive Houndstone is pretty much dead. It's still good into some offenses, but I also think that people are well-prepared and committed to running noncontact moves. The reinvigoration of Psychic Terrain doesn't help, either, since that offensive style is decidedly special. Too often, Scarf Houndstone is a Trick bot that can sometimes pull off a Memento. That said, Fluffy is still incredible against most Adaptability donors, Quaquaval, Lycanroc-Dusk, and crucially Zamazenta, so there's a lot of value here.

:zamazenta: up to S: Zamazenta is the best Pokemon in the meta. It fits on nearly every team style, has offensive and defensive utility, and can blend its teammates to get around its checks. ID/BP is as good as ever, but even more so now as Hustle teams get better at bypassing Fluffy. The Scarf set pushes it to the top for me. Nothing else can serve as speed control, a sweeper, a wall, a phazer with Roar, a status absorber with Rest, the list goes on and on. None of the sets are broken, but there are just so many good sets. Long live Zamazenta.

:lilligant-hisui: up to A+: Hot take but Hustle has eclipsed Adaptability as the most important offensive ability. The meta is bulkier now, and the difference between 1.3x and 1.5x is palpable. Hustle combos well with other 1.5x multipliers like Dragon's Maw that want to spam physical moves. With more bulk around, Encore is quite valuable. Chlorophyll is good too, and Solar Blade makes Lilligant pretty strong even without Hustle. The speed tier is good, and the typing is very good against priority. Ice Spinner is another fun tech for terrain removal.

:crawdaunt: down to A: Aqua Jet is not as valuable as it used to be with offensive structures tending to be bulkier. Crawdaunt hates Lilligant, hates Zamazenta, and hates Solgaleo (Knock Off hurts obviously but good luck landing it without sash). Psychic Terrain is a bad matchup, too. Sash is the best set now because of bulkier offenses, which is rough because the extra power from band would be nice. Adaptability is still great, and Crawdaunt still murders some stalls and berries, so it's not all bad. Just not as great as it has been.

:terapagos-terastal: up to B+: I've talked about terrain/weather removal before, so I won't repeat it. Another reason it should rise is that it's a very reliable spinner. Tera Shell means that a spin is virtually guaranteed outside of spinblocking. That frees up other team members to run sash, which frees up the team to run frailer mons like Crawdaunt or Lycanroc-Dusk without being overly punished.
:terapagos-terastal:-:crawdaunt:-:lilligant-hisui:-:weavile:-:quaquaval:-:golurk:
Here's a sash spam team to demonstrate the idea. Performance has been okay, hovering around mid 1500s.

:toedscruel: from UR to C: Toedscruel is niche but good! Not in a "you can technically do something with it" way, but as a serious meta call. Mycelium Might plays very well against most bulky teams right now. Natural Cure is pretty rare now, while it used to be a stall staple. So many teams rely on Levitate, Garganacl, or both to deal with toxic spikes. As a result, they do not carry ways to clear poison. Meanwhile, Mycelium Might causes those abilities to be ignored during Whirlwind/Roar. The strategy with Toedscruel is to set toxic spikes, click Whirlwind, and poison anything dragged in. Toedscruel also allows for phazing through Guard Dog. Toedscruel itself is pretty bad, and the only thing it can really do is spin. Specs is okay to at least have some damage output, and the speed tier is at least above many common ability donors.

It's not all sunny for the mushroom, though. The real downside to Toedscruel is that Mycelium Might exposes a team to an ungodly amount of bad luck. Moving last on status turns gives so many opportunities for secondary effects to activate. Relying on Whirlwind/Roar also places the player at the mercy of RNG. For example, here's a replay where my team pulls Nosepass onto tspikes and gets a relatively quick win in 150 turns. On the other hand, in this game, I never pulled Nosepass out and lost in 375 turns. Additionally, Toedscruel doesn't do much against offense, so the other five mons are spread thinner than usual. Finally, if you bring Toedscruel, be prepared for really long games.
:toedscruel:-:ting-lu:-:toxapex:-:ho-oh:-:glimmora:-:zamazenta:
I ran this team up to 1620, number two on the ladder.
https://replay.pokemonshowdown.com/gen9sharedpower-2390545918?p2 vs arkeis, good example of how Garg teams don't have ways to clear status

https://replay.pokemonshowdown.com/gen9sharedpower-2390266586?p2 Phazing against Guard Dog

https://replay.pokemonshowdown.com/gen9sharedpower-2394387628-uone3qb8v771x4vkgauurou0no5o9c6pw vs fat dragon spam, bypassing levitate to poison the wincons

Felt like half my games were against finnaggann, and they were all similar to the replays I linked to earlier.

Those replays are for Toedscruel. Here are a couple just for the team in general:
https://replay.pokemonshowdown.com/gen9sharedpower-2388075798?p2 Rocky Helmet spam saves the day. An initial version of the team had Houndstone, but I think that Hustle forces Zamazenta onto the team. That way we have something that can set up and park the bus.

https://replay.pokemonshowdown.com/gen9sharedpower-2394418463-x9eu4v2s6vce4pbi4sb8ovco9q3u3tgpw Zamazenta parks the bus and lets tspikes win

And once I matched up against InkyDarkBird with Natural Cure and got thumped:
https://replay.pokemonshowdown.com/gen9sharedpower-2394496807

I think that the meta has changed significantly since the Purifying Salt unrestriction. I'm curious to hear what Pokemon other people think got better or worse.
 
I still don't really understand the rise of Garganacl reaching around 8-9% usage in all of the weighted stats, while Blissey remains down near 1-2%. It appears the metagame has shifted to more physically offensive attackers, with Flutter Mane usage decreasing by roughly 2% while Deoxys usage remains at 1% because I have no idea why. Maybe it should be moved to A- because people seriously just do not want to experiment with it. Special spam is still clearly terrible.

As for Houndstone, I don't think it should be moved down at all because the main selling point of Houndstone isn't the fact that it is an offensive attacker, but because of Fluffy. You are almost never using Houndstone as an actual sweeper, but a Destiny Bond user, a Shadow Sneak revenge killer, a Choice Scarf Trick/Destiny Bond/Will-O-Wisp user, and a Fluffy donor. In fact, it really doesn't matter how bad Houndstone's movepool or stats are because as long as it has Fluffy, it will always be good.

Toedscruel now being a niche viable Pokemon is likely because of Garganacl replacing Blissey due to the lack of special attackers. Since Garganacl teams cannot use Rest, against Toedscruel, they are forced to deal with Toxic and other status conditions, which is problematic for them. I also don't think Okidogi has had any new developments.

What's odd is that this month, Crawdaunt usage has actually increased while Lilligant-Hisui usage has decreased, which is the opposite effect that occurred in May. Solgaleo has rocketed from 6% to 21% usage, clearly demonstrating the power of Full Metal Body Steely Spirit Adaptability/Hustle Sunsteel Strike being completely unwallable besides Wo-Chien stall teams (which still get threatened with 2HKOs)

https://www.smogon.com/stats/2025-05/gen9sharedpower-1630.txt
https://www.smogon.com/stats/2025-06/gen9sharedpower-1630.txt
 
mega charizard y is probably gonna get banned here in gen 10 considering it gives both drought and solar power
This is the old SM post:
It won't share Solar Power anymore after it went Mega
 
I still don't really understand the rise of Garganacl reaching around 8-9% usage in all of the weighted stats, while Blissey remains down near 1-2%. It appears the metagame has shifted to more physically offensive attackers, with Flutter Mane usage decreasing by roughly 2% while Deoxys usage remains at 1% because I have no idea why. Maybe it should be moved to A- because people seriously just do not want to experiment with it. Special spam is still clearly terrible.

As for Houndstone, I don't think it should be moved down at all because the main selling point of Houndstone isn't the fact that it is an offensive attacker, but because of Fluffy. You are almost never using Houndstone as an actual sweeper, but a Destiny Bond user, a Shadow Sneak revenge killer, a Choice Scarf Trick/Destiny Bond/Will-O-Wisp user, and a Fluffy donor. In fact, it really doesn't matter how bad Houndstone's movepool or stats are because as long as it has Fluffy, it will always be good.

Toedscruel now being a niche viable Pokemon is likely because of Garganacl replacing Blissey due to the lack of special attackers. Since Garganacl teams cannot use Rest, against Toedscruel, they are forced to deal with Toxic and other status conditions, which is problematic for them. I also don't think Okidogi has had any new developments.

What's odd is that this month, Crawdaunt usage has actually increased while Lilligant-Hisui usage has decreased, which is the opposite effect that occurred in May. Solgaleo has rocketed from 6% to 21% usage, clearly demonstrating the power of Full Metal Body Steely Spirit Adaptability/Hustle Sunsteel Strike being completely unwallable besides Wo-Chien stall teams (which still get threatened with 2HKOs)

https://www.smogon.com/stats/2025-05/gen9sharedpower-1630.txt
https://www.smogon.com/stats/2025-06/gen9sharedpower-1630.txt
I guess ppl are afraid to do special spam because ppl start to use Scarf Zama on the ladder which kills most Flutter Mane and Scarf Deoxys can be caught by a Tera because it is so frail.
Ppl are probably just afraid of using frail sweepers.
 
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