Metagame DP VGC 2008-2010

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This thread is dedicated to the Generation 4 VGC formats, namely VGC 2009 (Double Cup) and 2010 (GS Cup).
Rather than strictly adhere to the flawed tournament rules of the time, today we play with modified rules, with Best of 3, Team Preview or even Open Team Sheet.

Battle Rules
  • Double Battles
  • Level 50 (or under)
  • Species Clause, Item Clause, Self-KO Clause
  • Soul Dew item is banned
  • Bring 6 Choose 4, Best of 3
  • All teams have an item list, any item can be switched between games (for example Game 1 Metagross can hold Lum Berry, then Game 2 Metagross can switch to Choice Scarf)
Official Rules from 2009

Pokemon Restrictions
  • 2009: Mewtwo, Mew, Tyranitar, Lugia, Ho-Oh, Celebi, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Rotom, Dialga, Palkia, Giratina, Phione, Manaphy, Darkrai, Shaymin and Arceus are not eligible
  • 2010: Mew, Celebi, Jirachi, Deoxys, Phione, Manaphy, Darkrai, Shaymin and Arceus are not eligible
  • Mewtwo, Lugia, Ho-Oh, Kyogre, Groudon, Rayquaza, Dialga, Palkia, Giratina limited to up to 4 per team and up to 2 per game
Notable Generation IV Mechanics
  • Steel resists Ghost and Dark
  • Explosion and Self-destruct cut the targets' Defence stats by half
  • Grass types are affected by powders, Electric types can be paralyzed
  • Protect has a ½ then ¼, ⅛ etc chance of working in succession
  • Critical Hits do 2x Damage and occur 1/16 times
  • Move order is determined at the beginning of the turn and Speed is not updated until the end of the turn
  • Damage is calculated one target at a time, so Spread Damage moves like Rock Slide or Earthquake can do single target damage if they KO the faster target(s). Additionally, Explosion and Self-destruct deal single target damage for the last two targets. (NB: This mechanic is currently a bug on showdown so at time of writing this is only applicable to cartridge play)
  • Sleep Status lasts 1-5 turns
  • Fake Out has lower priority (+1) than Follow Me (+3)
  • Weather summoned by Abilities is permanent
  • Feint has higher BP (50) but only attacks if the target uses Protect/Detect
  • Mental Herb does not cure the holder of Disable, Encore, Heal Block, Taunt, or Torment, only Infatuation
  • Tailwind lasts 3, not 4, turns
  • Taunt lasts 3-5 turns, Disable has 80% accuracy and lasts 4-7 turns, Encore lasts 4-8 turns and has random targeting (like Outrage)
  • A Pokemon holding Life Orb does not take recoil if its attack hits a Substitute
  • Various moves have different BP
    • Hydro Pump, Blizzard, Fire Blast and Thunder have 120, not 110, BP
    • Draco Meteor, Overheat and Leaf Storm, have 140, not 130, BP
    • Flamethrower, Ice Beam, Thunderbolt and Muddy Water have 95, not 90, BP
    • Dark Void has 80%, not 50%, Accuracy and can be sketched by Smeargle
    • Hidden Power has a maximum of 70, not 60, BP
    • Knock Off has 20, not 65, BP
    • Heat Wave has 100, not 95, BP
    • Dragon Pulse has 90, not 85, BP
    • Aura Sphere has 90, not 80 BP
    • Energy Ball has 80, not 90, BP
    • Meteor Mash has 100 BP and 85% Accuracy, not 90 BP and 90% Accuracy
    • Will-O-Wisp has 75%, not 85%, Accuracy
    • In DP & PBR only, Hypnosis has 70%, not 60%, Accuracy

History
The origins of the modern Pokemon Video Game Championship circuit reside in the 4th generation of games. Using rules that would be mostly recognisable to modern VGC players, World Championships took place in ‘08, ‘09 and ‘10 for the first time for the Video Game since 2000.

The story of the 2008 World Championships begins in 2007, with a series of 6 Regional Championships held in Japan on the new Diamond/Pearl games, the winners of which attended a National Championship where Izuru “MOLF” Yoshimura was crowned victor seen here, using his distinctive strategy of L1 :smeargle: Trick Room Hypnosis :bronzong: lead and Belly Drum :snorlax: paired with Psych Up :metagross: in the back.
In 2008, two regionals were held in the US, with the most successful players taking a great deal of inspiration from the mature Japanese metagame. In Orlando, 32 American and 32 Japanese players faced off in the Video Game Showdown, with now famous names such as Aaron Zheng and Ray Rizzo in attendance. In the Seniors division Japan dominated, MOLF repeated his victory undefeated with the same team. In the Juniors division Knight Silvayne managed to win with unusual picks like :hippowdon:.
After the success of this first trial year, TPC decided to expand the World Championship to Europe and increased the quantity of events in both America and Japan. Japan had an astonishing 47 regionals, at least one in each Prefecture, with the top performers attending a National championship once again. This year Takahiro Akai won with an unusual Rain team.
In the states there were 6 regionals, which suffered from massive amounts of oversubscription and limited venue sizes, leading to a lottery system of entry which at some events denied the majority of prospective competitors who went to the effort of showing up. Nonetheless these regionals were followed by a US national championship, where Mike Suleski was crowned the first US National Champion, defeating his friend and travel buddy seen here. In Europe there were three National Championships in the UK, Germany and France to the great disappointment of the sizable Spanish competitive community, who had to settle with a chaotically organised regional with bizarre rules (3v3 Doubles).
After the National Championships had concluded, the top performers in each region were invited to attend the 2009 Pokemon World Championships in San Diego. At this event Kazuyuki Tsuji piloted a creative team composed of :empoleon: :toxicroak: :ludicolo: :salamence: :metagross: :snorlax: to an undefeated run, winning in a finals that featured such opposing pokemon as :shedinja: :hippowdon: and :moltres: which have been seldom seen before or since, seen here.
For the 2010 circuit, TPC decided to keep things mostly the same, except they made a major change to the rules, allowing up to 2 ‘Restricted’ Legendary Pokemon to be used per game. In Japan Ryo Tajiri came out on top with a team utilising the brand new :suicune: event which learns the moves Sheer Cold and Extreme Speed. In America, Wesley Morioka brought a :kangaskhan: to victory 4 years early in an event that experienced a surge of unique defensive teams, featuring high :blissey: usage. Europe saw an additional Spanish National, where Mario Diaz de Cerio Beltran won with :caterpie: on his team, although it was never used in the tournament.
At Worlds 2010 in Hawaii, Ray Rizzo won his first of three World Championships in a thrilling run that is well documented by his worlds war story against tough competition, with a top cut featuring Huy Ha bringing :parasect:, the 2004 Japan National Champion and a fierce finals opponent who came very close to bringing the World title to Japan for a third consecutive year.

Resources
 
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Viability Rankings

:metagross: VGC 2009:latios:

S
:metagross: Metagross
:latios: Latios
:cresselia: Cresselia
A
:zapdos:
Zapdos
:bronzong:
Bronzong
:gyarados: Gyarados
:heatran:
Heatran
:infernape:
Infernape
:swampert: Swampert
:garchomp:
Garchomp
:togekiss:Togekiss
B
:abomasnow:
Abomasnow
:rhyperior:
Rhyperior
:smeargle:
Smeargle
:snorlax: Snorlax
:abomasnow: Abomasnow
:suicune: Suicune
:latias: Latias
:salamence:
Salamence
C
:gengar:
Gengar
:yanmega: Yanmega
:azelf: Azelf
:hariyama: Hariyama
:weavile: Weavile
:shedinja: Shedinja
:clefable: Clefable
:ludicolo:
Ludicolo
:scizor:
Scizor
:machamp: Machamp
:arcanine: Arcanine
:empoleon: Empoleon
:mamoswine: Mamoswine
D
:hitmontop:
Hitmontop
:dusknoir: Dusknoir
:hippowdon: Hippowdon
:electivire: Electivire
:magmortar: Magmortar

:dialga: VGC 2010:kyogre:

S
:dialga: Dialga
:kyogre: Kyogre
A
:palkia: Palkia
:groudon: Groudon
B
:mewtwo: Mewtwo
:giratina: Giratina
:giratina-origin: Giratina-O
C
:ho-oh: Ho-Oh
:rayquaza: Rayquaza
:lugia: Lugia

S
:cresselia: Cresselia
:ludicolo: Ludicolo
:tyranitar: Tyranitar
A
:infernape: Infernape
:togekiss: Togekiss
:abomasnow: Abomasnow
:metagross: Metagross
:smeargle: Smeargle
:latios: Latios
:latias: Latias
B
:hitmontop: Hitmontop
:jumpluff: Jumpluff
:bronzong: Bronzong
:kingdra: Kingdra
:blissey: Blissey
:toxicroak: Toxicroak
C
:rotom-frost: Rotom-A
:parasect: Parasect
:hariyama: Hariyama
:shedinja: Shedinja
:scizor: Scizor
:rhyperior: Rhyperior
:zapdos: Zapdos
 
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Viability Rankings

:metagross: VGC 2009:latios:

S
:metagross: Metagross
:latios: Latios
:cresselia: Cresselia
:zapdos: Zapdos
A
:garchomp: Garchomp
:gyarados: Gyarados
:swampert: Swampert
:bronzong: Bronzong
:heatran:Heatran
:togekiss:Togekiss
B
:snorlax: Snorlax
:rhyperior: Rhyperior
:abomasnow: Abomasnow
:infernape: Infernape
:gengar: Gengar
:suicune: Suicune
:scizor: Scizor
C
:hariyama: Hariyama
:hitmontop: Hitmontop
:empoleon: Empoleon
:ludicolo: Ludicolo
:salamence: Salamence
:smeargle: Smeargle
:clefable: Clefable
:heracross: Heracross
:hippowdon: Hippowdon

:dialga: VGC 2010:kyogre:

S
:dialga: Dialga
:kyogre: Kyogre
A
:palkia: Palkia
:groudon: Groudon
B
:mewtwo: Mewtwo
:giratina: Giratina
:giratina-origin: Giratina-O
C
:ho-oh: Ho-Oh
:rayquaza: Rayquaza
:lugia: Lugia

S
:cresselia: Cresselia
:ludicolo: Ludicolo
:tyranitar: Tyranitar
A
:infernape: Infernape
:togekiss: Togekiss
:abomasnow: Abomasnow
:metagross: Metagross
:smeargle: Smeargle
:latios: Latios
:latias: Latias
B
:hitmontop: Hitmontop
:jumpluff: Jumpluff
:bronzong: Bronzong
:kingdra: Kingdra
:blissey: Blissey
:toxicroak: Toxicroak
C
:rotom-frost: Rotom-A
:parasect: Parasect
:hariyama: Hariyama
:shedinja: Shedinja
:scizor: Scizor
:rhyperior: Rhyperior
:zapdos: Zapdos
I do want to ask though in JAA Format from back in 2006 Mewtwo was considered pretty viable, but in VGC10 it's not considered viable, is that like a thing about Mewtwo being good in JAA but bad in VGC10 because of Dialga, Palkia and Giratina, or is it more of a thing where Mewtwo isn't actually good in JAA format and players at the time just overrated it? I saw someone talk about stuff like this with how nobody ran Rock Slide back then despite it being such a strong move which later became a VGC staple.
 
I do want to ask though in JAA Format from back in 2006 Mewtwo was considered pretty viable, but in VGC10 it's not considered viable, is that like a thing about Mewtwo being good in JAA but bad in VGC10 because of Dialga, Palkia and Giratina, or is it more of a thing where Mewtwo isn't actually good in JAA format and players at the time just overrated it? I saw someone talk about stuff like this with how nobody ran Rock Slide back then despite it being such a strong move which later became a VGC staple.
The answer to this is a combination of two things:

1. Difference in limitations
Mewtwo's dominance in JAA2006 is a result of no limit on Restricted Legendaries. In such a world, there's no reason to not use the the highest BST 'mons with the flexibility to fit onto any team. That is, Mewtwo and Lugia. We've confirmed that limiting the number of Restricteds nerfs Mewtwo because the recent Gen. III GS Cup tournament saw Mewtwo on only 30% of teams, as opposed to nearly 100% in JAA. The 2-Restricted limit in VGC2010 (Gen. IV GS Cup) thus limits Mewtwo's usage.

2. Better alternatives
In Gen. III, there are only 6 Restricteds, and Rayquaza and Ho-oh aren't particularly good in that Generation. In Gen. IV, Mewtwo not only has to compete with the Sinnoh Dragon Trio, but most Restricteds gained "buffs" due to new moves/items or mechanics changes (e.g. physical Sacred Fire for Ho-oh, Focus Sash + Draco Meteor for Rayquaza, only 75% spread reduction on Water Spout for Kyogre). Mewtwo, in comparison gains... Aura Sphere and Grass Knot. Nice moves, but not as game-breaking as STAB Draco Meteor off base 150 Sp. Atk.
 
I do want to ask though in JAA Format from back in 2006 Mewtwo was considered pretty viable, but in VGC10 it's not considered viable, is that like a thing about Mewtwo being good in JAA but bad in VGC10 because of Dialga, Palkia and Giratina, or is it more of a thing where Mewtwo isn't actually good in JAA format and players at the time just overrated it? I saw someone talk about stuff like this with how nobody ran Rock Slide back then despite it being such a strong move which later became a VGC staple.
Although I can't speak on the JAA metagme, Mewtwo was actually pretty relevant to the overall metagame of VGC10 as It was frequently seen alongside Abomasnow as a hail abuser to dish out immediate offensive power with Blizzard boasting offensive options like Grass Knot and Aura Sphere to offensively threaten metagame staples such as Kyogre, Groudon, and Tyranitar. Although Mewtwo was usually ran with an offensive set, American VGC player Huy Ha ran a defensive set with Mewtwo since the threat of Abomasnow's weather would force switches allowing for it to setup Trick Room. This strategy rewarded him 5th place at the VGC10 World Championships.
 
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Sorry for not updating the thread in a while, but in the last few months we have had various tournaments in the VGC 2009 format.

In addition to this post, I have also updated the VGC 2009 Viability Ranking, with a new community ranking as determined by the top players in these recent tournaments.

Sinnoh Cup 3 used ‘Flat rules’ which allows Pokemon with Level up moves that require being above L50 (most significantly Close Combat Hitmontop), as well as any event distributions released after WCS 2009 (most significantly Eruption Heatran).
Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Metagross          |   44 |  46.81% |  56.82% |
| 2    | Zapdos             |   43 |  45.74% |  60.47% |
| 3    | Cresselia          |   32 |  34.04% |  37.50% |
| 4    | Garchomp           |   31 |  32.98% |  58.06% |
| 4    | Latios             |   31 |  32.98% |  41.94% |
| 6    | Hitmontop          |   26 |  27.66% |  53.85% |
| 7    | Heatran            |   20 |  21.28% |  35.00% |
| 8    | Gyarados           |   14 |  14.89% |  71.43% |
| 8    | Snorlax            |   14 |  14.89% |   7.14% |
| 10   | Gengar             |   12 |  12.77% |  41.67% |
| 11   | Bronzong           |    9 |   9.57% |  55.56% |
| 12   | Smeargle           |    8 |   8.51% |  37.50% |
| 13   | Electivire         |    7 |   7.45% |  85.71% |
| 13   | Infernape          |    7 |   7.45% |  28.57% |
| 15   | Swampert           |    6 |   6.38% |  33.33% |
| 16   | Rhyperior          |    5 |   5.32% | 100.00% |
| 16   | Yanmega            |    5 |   5.32% |  80.00% |
| 16   | Togekiss           |    5 |   5.32% |  60.00% |
| 16   | Dusknoir           |    5 |   5.32% |   0.00% |
| 20   | Lanturn            |    4 |   4.26% |  75.00% |
| 20   | Hippowdon          |    4 |   4.26% |  50.00% |
| 20   | Abomasnow          |    4 |   4.26% |   0.00% |
| 20   | Machamp            |    4 |   4.26% |   0.00% |
| 24   | Suicune            |    3 |   3.19% | 100.00% |
| 24   | Roserade           |    3 |   3.19% |  33.33% |
| 26   | Raichu             |    2 |   2.13% | 100.00% |
| 26   | Milotic            |    2 |   2.13% |  50.00% |
| 26   | Scizor             |    2 |   2.13% |   0.00% |
| 26   | Regice             |    2 |   2.13% |   0.00% |
| 26   | Marowak            |    2 |   2.13% |   0.00% |
| 31   | Empoleon           |    1 |   1.06% |   0.00% |
| 31   | Mamoswine          |    1 |   1.06% |   0.00% |
Sinnoh Cup 4 had a Level 50 cap, as in 2009, and disallowed all event distributions after WCS 2009.
Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Latios             |   57 |  46.72% |  57.89% |
| 1    | Metagross          |   57 |  46.72% |  50.88% |
| 3    | Zapdos             |   55 |  45.08% |  49.09% |
| 4    | Cresselia          |   37 |  30.33% |  62.16% |
| 4    | Infernape          |   37 |  30.33% |  56.76% |
| 6    | Garchomp           |   32 |  26.23% |  31.25% |
| 7    | Snorlax            |   20 |  16.39% |  45.00% |
| 8    | Bronzong           |   18 |  14.75% |  50.00% |
| 8    | Swampert           |   18 |  14.75% |  38.89% |
| 10   | Gyarados           |   16 |  13.11% |  56.25% |
| 11   | Togekiss           |   15 |  12.30% |  60.00% |
| 12   | Heatran            |   13 |  10.66% |  53.85% |
| 13   | Gengar             |   11 |   9.02% |  27.27% |
| 14   | Hariyama           |   10 |   8.20% |  60.00% |
| 15   | Yanmega            |    8 |   6.56% |  62.50% |
| 15   | Milotic            |    8 |   6.56% |  25.00% |
| 15   | Roserade           |    8 |   6.56% |  25.00% |
| 18   | Latias             |    7 |   5.74% |  42.86% |
| 18   | Suicune            |    7 |   5.74% |  14.29% |
| 20   | Clefable           |    6 |   4.92% |  50.00% |
| 20   | Arcanine           |    6 |   4.92% |  50.00% |
| 20   | Heracross          |    6 |   4.92% |  16.67% |
| 23   | Abomasnow          |    5 |   4.10% |  40.00% |
| 24   | Rhyperior          |    3 |   2.46% | 100.00% |
| 24   | Glaceon            |    3 |   2.46% |  66.67% |
| 24   | Scizor             |    3 |   2.46% |  33.33% |
| 27   | Rampardos          |    2 |   1.64% | 100.00% |
| 27   | Electivire         |    2 |   1.64% |  50.00% |
| 27   | Porygon-Z          |    2 |   1.64% |  50.00% |
| 27   | Lucario            |    2 |   1.64% |  50.00% |
| 27   | Raikou             |    2 |   1.64% |   0.00% |
| 32   | Weavile            |    1 |   0.82% | 100.00% |
| 32   | Machamp            |    1 |   0.82% | 100.00% |
| 32   | Smeargle           |    1 |   0.82% | 100.00% |
| 32   | Ludicolo           |    1 |   0.82% |   0.00% |
| 32   | Marowak            |    1 |   0.82% |   0.00% |
| 32   | Starmie            |    1 |   0.82% |   0.00% |
Metagame Analysis
:dp/metagross: :dp/snorlax:
The two most dominant Pokemon in the 2009 season have diverged in terms of viability in recent tournaments. Metagross continues to thrive with its plethora of useful resistances, excellent ability, movepool and stat distribution which allows it to function in and out of Trick Room, with a Choice Scarf or any other form of speed control and an attack stat which demands respect even from the bulkiest opponents.
Snorlax however has struggled relative to its performance 15 years ago, facing competition for dedicated Trick Room sweeper from Rhyperior and disliking the prevalence of Fighting types and Intimidate. Additionally when playing with team preview, its role compression as a check to Rain, Trick Room and a positive overall matchup spread is generally not as preferred as more specialist choices.
Regardless, both Pokemon still demand respect, and Snorlax has had a slight resurgence with many players appreciating the threat imposed by having a strong Explosion (or Self-destruct) available for example to easily trade favourably and eliminate threats.
:dp/latios:
Surprisingly uncommon in 2009 (perhaps due in part to the extreme difficulty of obtaining an optimal Latios pre-HGSS), Latios has surged in usage to be an equal contender for best Pokemon in the format alongside Metagross, with the strongest Draco Meteor in the format which acts as one of the standard benchmarks for defensive EVs to withstand.
The combination of speed, power and flexibility makes Latios among the most consistent threats in the format, warping the metagame to favour Pokemon who dissuade Draco Meteor such as Metagross, Bronzong, Heatran and Cresselia.
:dp/hitmontop: :dp/infernape:
Hitmontop is an interesting case of a Pokemon which is greatly punished by VGC 2009 not using ‘Flat rules’ like modern VGC, instead any Pokemon above L50 is not permissible and as a result Hitmontop cannot use Close Combat. As Sinnoh Cup 3 was played with Flat rules, Hitmontop prospered in spite of the undisputed top 3 (Metagross, Latios, Cresselia) having a favourable matchup against it as a Fighting type. However without access to Close Combat, Hitmontop greatly struggles to compress offensive options with team support in a harmonious way, which means that it is often outclassed by other options who are either better at exerting pressure or supporting.
While most in the recent VGC 2009 tournaments didn’t recognise its potential initially, Infernape has supplanted Hitmontop as the premier Fake Out Fighting type with a blend of offence and support. With Fire/Fighting is excellent coverage and Infernape makes great use of Encore, which in Generation 4 lasts 4-8 turns and disallows the affected from targeting their moves (instead they are randomly targeted).
:dp/cresselia: :dp/bronzong:
Explosion is a significant obstacle for Cresselia relative to future generations. Cresselia rarely carries protect and as a result is a premium target of Explosion/Self-destruct, however some players have adapted to this expectation and decided to bring Protect Cresselia to add counterplay to Explosion despite limiting Cresselia in other ways (only having 3 move slots is usually insufficient to fit all the support/coverage options Cresselia desires). Nonetheless it remains a staple for balance teams with an incredible stat spread and support moveset.
Cresselia faces competition as a Trick Room setter from Bronzong, which was extremely popular in 2009 due to having access to Explosion and resisting Explosion, having a lower speed stat to benefit from Trick Room and useful disruptive moves like Hypnosis (which in DP and PBR had 70% accuracy). Bronzong is less flexible than Cresselia and only sees use as a dedicated Trick Room setter, frequently paired with redirection from Smeargle or Togekiss as Taunt is not blocked by Mental Herb in generation 4.
:dp/abomasnow:
Hail has a significant niche in the VGC 2009 format, Abomasnow faces little competition from other weathers with the only other legal weather setter being Hippowdon (Tyranitar is banned by VGC 2009 rules). Often paired with Choice Specs Suicune, Abomasnow acts as a strong antimeta option to answer the many Ice weak teams with Blizzard spam. Abomasnow is primarily used on Trick Room teams but can benefit from other speed control options.

Additionally, I would like to highlight a team that I have found to be very effective in these recent tournaments, even with Team Preview/No Preview, Item Switch or not etc.
:infernape: :metagross: :latios: :zapdos: :cresselia: :gyarados:

And here is a battle video of a recent WiFi tournament finals:
 
Thoughts on "VGC2009" (Gen. IV National Dex 4v4 Doubles)

Rule Variations
Due to multiple game mechanics differences (Pt. vs. HGSS; no preview vs. team preview; item switch vs. item lock), we haven't agreed on a standard ruleset when we say "VGC2009". While VGC2009 has an exactly defined ruleset (WCS 2009 rules), we've experimented with various rules variations and are trying to reach a consensus on what we as a community want for our National Dex format.

HGSS vs. Platinum
It's important to emphasize how different Platinum and HGSS formats are. HGSS's introduction of Flat Rules (removal of lv. 50 cap) and, to a lesser extent, introduction of the Low Kick tutor, fundamentally shift the metagame. Due to the inclusion of Tyranitar and Close Combat Hitmontop, I would argue that HGSS Flat Double Cup is more similar to VGC 2012 than Platinum Double Cup. Hitmontop counters the newly added Tyranitar, and both encourage the use of Sand Veil Swords Dance Garchomp. The Pokétopia community got sick of repeated battles decided by Sand Veil Garchomp and has recently focused on playing with Platinum restrictions in-place.

Other differences for reference:
  • HGSS tutor moves: Headbutt, Bug Bite, Low Kick, Pain Split, Sky Attack, Super Fang, Block, Gravity, Heal Bell, Magic Coat, Role Play, String Shot, Tailwind, Worry Seed
  • Viable HGSS egg moves: Water Spout Blastoise, Morning Sun Arcanine, Weather Ball Victreebel, Disable Gengar, Muddy Water Kingdra, Muddy Water Omastar, Extremespeed Dragonite, Brave Bird Honchkrow, Yawn Swampert, Follow Me Lucario

No Preview vs. Team Preview
It's also important to emphasize the difference team preview makes. The West has seen 4 team preview tournaments (Pokétopia Sinnoh Cups 1, 3, 4; Nationites August 2024) and 1 no preview tournament (PWFC March 2025). Bo3 Team Preview is fundamentally different from Bo1 No Preview because it encourages GoodStuffs teams and discourages more dedicated strategies that worked in the year 2009 (hard Trick Room, Rain, Sun, Hail, ImprisonBoom). Bo3 No Preview seems to lean closer to Bo3 Team Preview but still enables unorthodox strategies such as Dark Void Smeargle. I believe more Bo3 No Preview tournaments should be held to see the differences, but right now I feel discouraged from using unorthodox strategies such as bean's Perish Trap Team.

Item Switch
WCS 2009 rules permit the switching of items between games within a set. This is most practical to do during wireless battles and is a mild inconvenience for wifi battles and Showdown battles. While we have played many VGC 2010 sets with item switch, no contemporary VGC 2009 tournament has allowed item switch. It is an aspect that should be experimented with in the future.

The Importance of Pokémon Showdown Changes
As it stands, Showdown is currently programmed for Bo1 No Preview for 2009 and 2010. Bo3 No Preview matches for 2009 and 2010 battles are convoluted to play without team preview. So far it requires:
  • Either DMing a tournament organizing or using https://lockpaste.com/ to write one's 6 Pokémon (and 6 items in item switch matches).
  • Duplicating the "original" team and then deleting 2 'mons in teambuilder
  • Rearranging the remaining 4 Pokémon in teambuilder
  • Reassigning held items to the 4 Pokémon in teambuilder
  • Challenging to a Bo1
  • Repeating the process for Games 2 and 3, all while risking an opponent potentially altering EVs and even moves
This requires a lot of honestly and patience on the part of both players. Explaining this process is complicated, and it is even more complicated when it has to be translated by non-native English speakers.

In the near future, I would love to see an update to Pokémon Showdown to allow Bring 6, Choose 4 with Team Preview turned off. In terms of UI, this would be as simple as obscuring the opponent's 6 Pokémon sprites with a
1749249186671.png
, replacing the 6 icons with
1749249235233.png
, and removing the levels and genders. I hope coding this would be similarly easy.

In the long-term, I hope item switch is implemented. I understand it would be really complicated to code, however, and would serve a very tiny number of players.
 
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