AAA Almost Any Ability

Chien Pao is definitely difficult to answer, i rate it scarier than others seem to as well
Checks: Regenerator:assault vest:: :primarina: :iron hands: :manaphy: (especially with physdef ev's), some variants of :pecharunt:*
Some sturdier checks would be: Intimidate + :corviknight:/:skarmory: , :primarina::tinkaton::cobalion: <- run physdef body press
Offensive checks: :zamazenta: :kingambit: :heatran:
Additionally if it is choice banded you can mitigate it with stealth rocks + a solid ice resist like any of the waters/steel above, :empoleon:, etc.
Technicially :quaquaval: but this mon hasnt been good since like 2023

Serene Grace is scary but is generally not good with its inconsistency + power issues (you HAVE to SD + flinch to make up for the gap) ; getting flinched on your regenerator mon isnt the most end of the world and most teams will have a faster mon to revenge it (but may potentially lose to its priority).

Beware CHIEN MAO
 
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Chien Pao is definitely difficult to answer, i rate it scarier than others seem to as well
Checks: Regenerator:assault vest:: :primarina: :iron hands: :manaphy: (especially with physdef ev's), some variants of :pecharunt:*
Some sturdier checks would be: Intimidate + :corviknight:/:skarmory: , :primarina::tinkaton::cobalion: <- run physdef body press
Offensive checks: :zamazenta: :kingambit: :heatran:
Additionally if it is choice banded you can mitigate it with stealth rocks + a solid ice resist like any of the waters/steel above, :empoleon:, etc.
Technicially :quaquaval: but this mon hasnt been good since like 2023

Serene Grace is scary but is generally not good with its inconsistency + power issues (you HAVE to SD + flinch to make up for the gap) ; getting flinched on your regenerator mon isnt the most end of the world and most teams will have a faster mon to revenge it (but may potentially lose to its priority).

Beware CHIEN MAO
Alright, that’s way more helpful than just “sKiLL iSsUe” that’s often thrown at such arguments
Thanks!

Btw I made this SFLO Chien Pao team, I don’t think it’s that good but it worked!
Chien-Pao @ Life Orb
Ability: Sheer Force
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Crunch
- Swords Dance
- Ice Shard

Cacturne @ Focus Sash
Ability: Prankster
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Spikes
- Destiny Bond
- Knock Off
- Endeavor

Veluza @ Choice Scarf
Ability: Scrappy
Tera Type: Water
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Final Gambit

Pecharunt @ Heavy-Duty Boots
Ability: Earth Eater
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Malignant Chain
- Shadow Ball
- Parting Shot
- Recover

Iron Treads @ Heavy-Duty Boots
Ability: Well-Baked Body
Tera Type: Ground
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Rapid Spin
- Stealth Rock

Latios (M) @ Choice Scarf
Ability: Hadron Engine
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Luster Purge
- Thunderbolt
- Trick
 
Is it just me or is Chien pao just broken? like everytime I play against it, it feels like I’m just hoping for an Icicle crash miss, so why is it 3hkoing my max defence pecharunt? like what is the proposed counterplay here except for out offensing it with Scarfers or Zamazenta?
Serence Grace flinches too are just..
whatever, i’m pretty sure nobody cares
Been almost 5 days since I posted this, and I’m still convinced that stupid leopard is broken, maybe I think this way bcz I almost never play anything other than HO and Chien Pao rips HO to shreds, but idk man, I have no convincing power
If everyone thinks it’s fine then it’s probably fine
 
Been almost 5 days since I posted this, and I’m still convinced that stupid leopard is broken, maybe I think this way bcz I almost never play anything other than HO and Chien Pao rips HO to shreds, but idk man, I have no convincing power
If everyone thinks it’s fine then it’s probably fine
i think pao's kind of polarizing because it tears a new one into any team that isn't very prepared for it, but its definitely something that can be countered. intim corv, regen prim, zama, regen hands, etc. there's definitely ways to beat it, its just if you don't have those you kinda get 6-0'd
 
i think pao's kind of polarizing because it tears a new one into any team that isn't very prepared for it, but its definitely something that can be countered. intim corv, regen prim, zama, regen hands, etc. there's definitely ways to beat it, its just if you don't have those you kinda get 6-0'd
I agree with all these checks, but Iron Hands is definitely a fraud,

252 Atk Choice Band Sword of Ruin Chien-Pao Icicle Crash vs. 252 HP / 4 Def Iron Hands: 244-288 (47.6 - 56.2%) -- guaranteed 2HKO after Stealth Rock

It literally has to run max defence to even be a switch in, and even then it can get flinch haxed or bowled over by SD sets
 
the way to deal with pao depends of the set, which is one of it's issues (I find the mon really really strong and underrated, mainly bc it's hard to build around it) :
- if it's boots SD, it lacks raw power, doesn't threaten too much OHKO's, and even at +2 most regen mons can handle a hit (hands, manaphy, primarina) and a few other things (zama is faster and you can play the 50/50 between SD and Crash right away, intim corv, full hp scream tail..)
- if banded, you want to check its move with your regen mon and then have a secondary dark / ice check (depending on the regen mon). It's ok to take 50-60% with your manaphy / hands if you can regen it if you're able to keep rocks up (so you want to run like Hands + Heatran, Manaphy + Zamazenta or fluffy corv, stuff like that)

though at any time SD can win if it flinches you and that's probably the most frustrating thing about Pao lol it always has 30% of beating you even if you played perfectly (Serene Grace is not so good bc you just dont do damage to ice resists, bug obviously if you roll bad rng it is what it is just run covert cloak intim corv lol)

also the strongest set considering what I said is imo SD LO Adamant, it has absurd rolls on would be checks-soft checks though its the hardest to build around because you really need to have rocks off and to be able to weaken a bit opposite corv / mana but if you're able to you basically smoke everything (+2 252+ Atk Life Orb Sword of Ruin Chien-Pao Icicle Crash vs. 248 HP / 0 Def Iron Hands: 468-551 (91.5 - 107.8%) -- 50% chance to OHKO, +2 252+ Atk Life Orb Sword of Ruin Chien-Pao Crunch vs. 252 HP / 252+ Def Manaphy: 339-399 (83.9 - 98.7%) -- guaranteed 2HKO, +2 252+ Atk Life Orb Sword of Ruin Chien-Pao Icicle Crash vs. 252 HP / 0 Def Primarina: 320-376 (87.9 - 103.2%) -- 25% chance to OHKO, +1 252+ Atk Life Orb Sword of Ruin Chien-Pao Icicle Crash vs. 248 HP / 252+ Def Corviknight: 261-308 (65.4 - 77.1%) -- guaranteed 2HKO after Leftovers recovery, +2 252+ Atk Life Orb Chien-Pao Ice Shard vs. 0 HP / 0 Def Zamazenta: 156-185 (48 - 56.9%) -- 89.1% chance to 2HKO)

anyway ban deo-s this is a real stupid mon how is it even legal "ah rip it has the right set and I can't revenge kill it too bad!" we banned Genesect for less than that (free my boy)
 
i really like hoopa so I'm gonna make a essay about it here

I think hoopa is extremely overlooked in AAA, the only recognized set (and thats barely even recognized) it has for AAA is a prankster destiny bond set thats outdone by Pecharunt and even Gardevoir. And thats just disappointing. Its good to see sflo (Sheer force + life orb) sets growing in popularity after i used it as well as popular youtuber Draco Lord but theres still immense potential being ignored just because hoopa is a lesser hoopa-unbound.

Out of all the Pokemon in AAA it has the highest special attack. It also has spammable ghost stab and fighting type coverage. Roaring Moon is its main Enemy, but it's far from impossible to beat with hoopa on its own. the fact that hoopa has fighting coverage on both the physical side and the special side helps a lot. Focus punch + substitute is a possible option on hoopa, you could substitute on the obvious switch to moon and then click focus punch (or don't run substitute and click raw focus punch on the switch). Either way after focus punch no matter your nature or evs roaring moon can no longer switch into any move that isn't psychic type. Focus punch also hits Goodra on the switch for huge damage as well, putting it in shadow ball range as well. Most of the mons that usually switch into hoopa get hit stupid by focus punch.

0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 0 HP / 0 Def Roaring Moon: 403-476 (114.8 - 135.6%) -- guaranteed OHKO
0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 252 HP / 4 Def Goodra-Hisui: 304-359 (83.5 - 98.6%) -- guaranteed 2HKO
0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 60 HP / 0 Def Kingambit: 520-614 (146 - 172.4%) -- guaranteed OHKO


Hoopa isn't a pokemon where you have to put a lot of effort into supporting it and then get very little in return, it's very strong if built around and used correctly. At times its a win condition on its own with a Sflo set paired with self trick room, running over whats left of any team it runs into after it comes in on a special attacker. Sflo isn't the only set (though its probably the most well known), theres also psy terrain sets (psysurge as the ability or psyterrain from a teammate). Sflo hits very hard, but specs expanding force hits even harder (stupidly hard). It has no switch-ins, none that aren't dark type.

  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 0 HP / 4 SpD Gholdengo in Psychic Terrain: 502-592 (159.3 - 187.9%) -- guaranteed OHKO
  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 252 HP / 252+ SpD Assault Vest Goodra-Hisui in Psychic Terrain: 168-198 (46.1 - 54.3%) -- 59% chance to 2HKO
  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 0 HP / 4 SpD Latios in Psychic Terrain: 426-504 (141.5 - 167.4%) -- guaranteed OHKO
  • 252+ SpA Choice Specs Hoopa Expanding Force (156 BP) vs. 4 HP / 252+ SpD Blissey in Psychic Terrain: 271-321 (41.5 - 49.2%) -- guaranteed 3HKO after Leftovers recovery

Hoopa-base is probaby the strongest wall breaker in AAA as of now, anything it doesnt power through with just expanding force it powers through with focus blast/punch, even with no ability it still does stupid amounts of damage with specs, and that opens alot of oppurtunitys for speed boosting abilities like Chlrorophyll.

Past the wallbreaker sets theres also utility sets, although weak and offering little reward. Prankster dbond sets were the first ones discovered but they werent even used to their full potential, showdown usage set runs psyshock, shadow ball, focus blast, and dbond, despite the fact that hoopa has access to dual screens, thunder wave, and taunt for when its not clicking destiny bond.

Finally theres one more type of set that hoopa could run (its not the last set though). And that type of set is bulky offensive. Hoopa has pretty bad physical defense and every single pokemon at or above A+ in the viability rankings can hit it for super effective damage so these sets are probably the worst of all of them, doesnt mean theyre horrible tho. Assualt vest hoopa tanks most special attacks thrown at it, while getting consistest, decent damage on anything it happens to be able to sit infront of, focus punch is an option on almost any set due to only needing to use a single move slot for it to be effective. Hadron engine can make up for the lack of special attack boosting items or moves, and wish support makes up for the lack of recovery.

In summary hoopa is very stupid (in a good way), turns stall into free elo, and you cant tell what set it is until it starts doing its thing.
The Super Shiest Shoopa Sets These are all the sets i could muster up that do something unique, some are definitely better than others
 
i really like hoopa so I'm gonna make a essay about it here

I think hoopa is extremely overlooked in AAA, the only recognized set (and thats barely even recognized) it has for AAA is a prankster destiny bond set thats outdone by Pecharunt and even Gardevoir. And thats just disappointing. Its good to see sflo (Sheer force + life orb) sets growing in popularity after i used it as well as popular youtuber Draco Lord but theres still immense potential being ignored just because hoopa is a lesser hoopa-unbound.

Out of all the Pokemon in AAA it has the highest special attack. It also has spammable ghost stab and fighting type coverage. Roaring Moon is its main Enemy, but it's far from impossible to beat with hoopa on its own. the fact that hoopa has fighting coverage on both the physical side and the special side helps a lot. Focus punch + substitute is a possible option on hoopa, you could substitute on the obvious switch to moon and then click focus punch (or don't run substitute and click raw focus punch on the switch). Either way after focus punch no matter your nature or evs roaring moon can no longer switch into any move that isn't psychic type. Focus punch also hits Goodra on the switch for huge damage as well, putting it in shadow ball range as well. Most of the mons that usually switch into hoopa get hit stupid by focus punch.

0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 0 HP / 0 Def Roaring Moon: 403-476 (114.8 - 135.6%) -- guaranteed OHKO
0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 252 HP / 4 Def Goodra-Hisui: 304-359 (83.5 - 98.6%) -- guaranteed 2HKO
0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 60 HP / 0 Def Kingambit: 520-614 (146 - 172.4%) -- guaranteed OHKO


Hoopa isn't a pokemon where you have to put a lot of effort into supporting it and then get very little in return, it's very strong if built around and used correctly. At times its a win condition on its own with a Sflo set paired with self trick room, running over whats left of any team it runs into after it comes in on a special attacker. Sflo isn't the only set (though its probably the most well known), theres also psy terrain sets (psysurge as the ability or psyterrain from a teammate). Sflo hits very hard, but specs expanding force hits even harder (stupidly hard). It has no switch-ins, none that aren't dark type.

  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 0 HP / 4 SpD Gholdengo in Psychic Terrain: 502-592 (159.3 - 187.9%) -- guaranteed OHKO
  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 252 HP / 252+ SpD Assault Vest Goodra-Hisui in Psychic Terrain: 168-198 (46.1 - 54.3%) -- 59% chance to 2HKO
  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 0 HP / 4 SpD Latios in Psychic Terrain: 426-504 (141.5 - 167.4%) -- guaranteed OHKO
  • 252+ SpA Choice Specs Hoopa Expanding Force (156 BP) vs. 4 HP / 252+ SpD Blissey in Psychic Terrain: 271-321 (41.5 - 49.2%) -- guaranteed 3HKO after Leftovers recovery

Hoopa-base is probaby the strongest wall breaker in AAA as of now, anything it doesnt power through with just expanding force it powers through with focus blast/punch, even with no ability it still does stupid amounts of damage with specs, and that opens alot of oppurtunitys for speed boosting abilities like Chlrorophyll.

Past the wallbreaker sets theres also utility sets, although weak and offering little reward. Prankster dbond sets were the first ones discovered but they werent even used to their full potential, showdown usage set runs psyshock, shadow ball, focus blast, and dbond, despite the fact that hoopa has access to dual screens, thunder wave, and taunt for when its not clicking destiny bond.

Finally theres one more type of set that hoopa could run (its not the last set though). And that type of set is bulky offensive. Hoopa has pretty bad physical defense and every single pokemon at or above A+ in the viability rankings can hit it for super effective damage so these sets are probably the worst of all of them, doesnt mean theyre horrible tho. Assualt vest hoopa tanks most special attacks thrown at it, while getting consistest, decent damage on anything it happens to be able to sit infront of, focus punch is an option on almost any set due to only needing to use a single move slot for it to be effective. Hadron engine can make up for the lack of special attack boosting items or moves, and wish support makes up for the lack of recovery.

In summary hoopa is very stupid (in a good way), turns stall into free elo, and you cant tell what set it is until it starts doing its thing.
The Super Shiest Shoopa Sets These are all the sets i could muster up that do something unique, some are definitely better than others
DRACO LORD???



I personally think Hoopa is overlooked bcz of the Roaring Moon factor, the fact that mon’s on half the teams makes it life really difficult

Also the fact that all 3 common RegenVest mons run Knock off too is not making things better
 
DRACO LORD???



I personally think Hoopa is overlooked bcz of the Roaring Moon factor, the fact that mon’s on half the teams makes it life really difficult

Also the fact that all 3 common RegenVest mons run Knock off too is not making things better
oh hey draco lol

hopefully the focus punch tech should help beat moon but i haven't been able to actually test it yet, regen vest mons with knock are a big problem for sets that aren't expanding force, you'd want teammates that could come in and beat those safely. Maybe water absorb tusk? Threatens goodra out, walls manaphy, and ohkos moon unless they were bluffing regen and it was actually fluffy moon. Primarina isn't a problem for hoopa so great tusk doesnt have to worry about that. Rocky helmet also punishes moon for clicking uturn or knock.

Edit: after a few games ive also realized hoopa is very bad into teams with large amounts of physical attackers/little special attackers. Against teams like those hoopa doesnt get many oppurtunitys to come in and fire off super strong psychic attacks, and it does pretty bad overall. The best way to "get around" this is by having teammates that are good into physical attackers, pokemon like zamazenta, fluffy tusk, pech, they all help beat the physical attackers that hoopa hates so much
 
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i really like hoopa so I'm gonna make a essay about it here

I think hoopa is extremely overlooked in AAA, the only recognized set (and thats barely even recognized) it has for AAA is a prankster destiny bond set thats outdone by Pecharunt and even Gardevoir. And thats just disappointing. Its good to see sflo (Sheer force + life orb) sets growing in popularity after i used it as well as popular youtuber Draco Lord but theres still immense potential being ignored just because hoopa is a lesser hoopa-unbound.

Out of all the Pokemon in AAA it has the highest special attack. It also has spammable ghost stab and fighting type coverage. Roaring Moon is its main Enemy, but it's far from impossible to beat with hoopa on its own. the fact that hoopa has fighting coverage on both the physical side and the special side helps a lot. Focus punch + substitute is a possible option on hoopa, you could substitute on the obvious switch to moon and then click focus punch (or don't run substitute and click raw focus punch on the switch). Either way after focus punch no matter your nature or evs roaring moon can no longer switch into any move that isn't psychic type. Focus punch also hits Goodra on the switch for huge damage as well, putting it in shadow ball range as well. Most of the mons that usually switch into hoopa get hit stupid by focus punch.

0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 0 HP / 0 Def Roaring Moon: 403-476 (114.8 - 135.6%) -- guaranteed OHKO
0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 252 HP / 4 Def Goodra-Hisui: 304-359 (83.5 - 98.6%) -- guaranteed 2HKO
0 Atk Life Orb Hoopa Focus Punch (150 BP) vs. 60 HP / 0 Def Kingambit: 520-614 (146 - 172.4%) -- guaranteed OHKO


Hoopa isn't a pokemon where you have to put a lot of effort into supporting it and then get very little in return, it's very strong if built around and used correctly. At times its a win condition on its own with a Sflo set paired with self trick room, running over whats left of any team it runs into after it comes in on a special attacker. Sflo isn't the only set (though its probably the most well known), theres also psy terrain sets (psysurge as the ability or psyterrain from a teammate). Sflo hits very hard, but specs expanding force hits even harder (stupidly hard). It has no switch-ins, none that aren't dark type.

  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 0 HP / 4 SpD Gholdengo in Psychic Terrain: 502-592 (159.3 - 187.9%) -- guaranteed OHKO
  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 252 HP / 252+ SpD Assault Vest Goodra-Hisui in Psychic Terrain: 168-198 (46.1 - 54.3%) -- 59% chance to 2HKO
  • 252+ SpA Choice Specs Tinted Lens Hoopa Expanding Force (156 BP) vs. 0 HP / 4 SpD Latios in Psychic Terrain: 426-504 (141.5 - 167.4%) -- guaranteed OHKO
  • 252+ SpA Choice Specs Hoopa Expanding Force (156 BP) vs. 4 HP / 252+ SpD Blissey in Psychic Terrain: 271-321 (41.5 - 49.2%) -- guaranteed 3HKO after Leftovers recovery

Hoopa-base is probaby the strongest wall breaker in AAA as of now, anything it doesnt power through with just expanding force it powers through with focus blast/punch, even with no ability it still does stupid amounts of damage with specs, and that opens alot of oppurtunitys for speed boosting abilities like Chlrorophyll.

Past the wallbreaker sets theres also utility sets, although weak and offering little reward. Prankster dbond sets were the first ones discovered but they werent even used to their full potential, showdown usage set runs psyshock, shadow ball, focus blast, and dbond, despite the fact that hoopa has access to dual screens, thunder wave, and taunt for when its not clicking destiny bond.

Finally theres one more type of set that hoopa could run (its not the last set though). And that type of set is bulky offensive. Hoopa has pretty bad physical defense and every single pokemon at or above A+ in the viability rankings can hit it for super effective damage so these sets are probably the worst of all of them, doesnt mean theyre horrible tho. Assualt vest hoopa tanks most special attacks thrown at it, while getting consistest, decent damage on anything it happens to be able to sit infront of, focus punch is an option on almost any set due to only needing to use a single move slot for it to be effective. Hadron engine can make up for the lack of special attack boosting items or moves, and wish support makes up for the lack of recovery.

In summary hoopa is very stupid (in a good way), turns stall into free elo, and you cant tell what set it is until it starts doing its thing.
The Super Shiest Shoopa Sets These are all the sets i could muster up that do something unique, some are definitely better than others
I’ve been loving running surge surfer on it. No one is prepared for a fast hoopa. Super underrated mon
 
oh hey draco lol

hopefully the focus punch tech should help beat moon but i haven't been able to actually test it yet, regen vest mons with knock are a big problem for sets that aren't expanding force, you'd want teammates that could come in and beat those safely. Maybe water absorb tusk? Threatens goodra out, walls manaphy, and ohkos moon unless they were bluffing regen and it was actually fluffy moon. Primarina isn't a problem for hoopa so great tusk doesnt have to worry about that. Rocky helmet also punishes moon for clicking uturn or knock.

Edit: after a few games ive also realized hoopa is very bad into teams with large amounts of physical attackers/little special attackers. Against teams like those hoopa doesnt get many oppurtunitys to come in and fire off super strong psychic attacks, and it does pretty bad overall. The best way to "get around" this is by having teammates that are good into physical attackers, pokemon like zamazenta, fluffy tusk, pech, they all help beat the physical attackers that hoopa hates so much
ok scrap that hoopa is bad into teams with lots of physical attackers and it needs defensive teammates, just slap that stuff on ho hazard stack and watch it go ham

Edit: this thing is a wild card first it was good on ho now its good on bulky hazard stack what the hec
 
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Teams and thoughts post as usual, you know the vibes. I don't wanna do a week by week review of my ompl run with deep prep explanation bc I think it's boring for most people so let's go straight to the point. The teams are in no particular order.

Some teams

:deoxys-speed: :great tusk: :iron crown: :moltres: :primarina: :roaring moon:
Probably the team I used which is most representative of the meta : Prima Moltres bulky offense with Deo-S for speed control. The Deo-S + Iron Crown offensive core is generally good but it does struggle against VA Corv. The team generally has tools for every matchup but screens/webs cheese can be hard (as seen in my game where I couldn't stop Mana from going +6 and getting the 44% roll on Crown).

:chien-pao: :deoxys-speed: :gholdengo: :manaphy: :polteageist: :smeargle:
Double lead Webs + hazards HO. My game with Glory where I used it was fun and complicated. Deo-S is Flame Body because figuring out a good ability for what it wants to do is anything but easy. The team could also be called "hope they don't have Scrappy Tusk", with double Ghost for enforcing hazards. Don't need to deter Defog as much because Corv lets you setup very easily.

:goodra-hisui: :mandibuzz: :pecharunt: :sandy shocks: :skarmory: :zamazenta:
A remake of the Goodra-H team I used on week 4. Goodra-H is an interesting mon bc it always tends to be somewhat niche but can look incredibly strong in some matchups. It's especially effective against HO (I recommend using it on ladder, free elo). MG Mandi is another cool mon that provides good Knock absorbing and good longevity to the team; and that helps deal with cheese on the physical side with Foul Play and Toxic. The team has hard matchups like MGLO Rmoon and opposing Sandy Shocks. I'm pretty sure a more optimal defensive core can be found here.

:great tusk: :kingambit: :manaphy: :sandy shocks: :sinistcha: :tinkaton:
Surge Surfer Sinistcha BO. I went a bit more defensive than my last Electric Terrain team here with RegenVest Manaphy and I think the result is pretty good. Surfer Sinistcha is a threat and hits surprisingly hard. Prankster Tinkaton is key here for anti-cheese and regain/keep momentum in certain situations where another ability would just let in a breaker for free, you can just click TWave and be fine.

:excadrill: :gliscor: :latios: :moltres: :primarina: :zamazenta:
Not much to say about this one, if you wanna try Soul Dew Latios help yourself. Scarf on Latios obviously works too (maybe with Band Zama then).

:brambleghast: :corviknight: :gholdengo: :iron hands: :landorus-therian: :latios:
We may have lost Ceruledge, but we have his little brother which basically does the same thing (as Band Ceru) (thank Siamato). Scarf Latios is the most logical partner ever. The speed tier is very nice and the priority too ; I actually think it's one of the best choice breakers rn. Bring back the Eject Buttons my friends !

Bonus
Boring
Teams (this one is kind of swag)

Some thoughts

:deoxys-speed: In my opinion Deo-S is kind of dumb and should potentially go. It has such strong coverage, versatility, and is so hard to revenge kill that playing against it tends to be a random roulette of hoping he's SFLO but if he's Protean you lose. Potentially is a key word because it also keeps Zamazenta in check - another borderline mon - and isn't strong enough to get easy matchup sweeps. It usually needs to be positioned well to sweep, as it fails to ohko a lot of stuff that you could expect it to ohko like Moltres (hein Osake ), Stail, Ghold, etc.

:tinkaton: :landorus-therian: :gliscor: :excadrill: :iron crown: :ursaluna-bloodmoon: :samurott-hisui: :kingambit: :brambleghast: In the past few weeks some new mons have found a place/niche in the meta, which is nice to see because the general sentiment was that the meta was getting very restricted. It's obviously not ideal in terms of diversity, but I think it's shown to be in a decent place this OMPL.

:moltres: :primarina: Moltres and Primarina are the most obvious winners of the latest meta shifts imo - Moltres partly in response to Primarina. They're just solid and provide extreme defensive role compression. Prima checking Pao, providing a Draco Meteor immunity, and being a slower pivot than Manaphy are particularly notable assets. Prima's prevalence might be the main reason why IDBP Zama isn't as broken as it could be (more so than Pecharunt's existence, because Pecha is easier to deal with for Zama). Specially defensive Moltres is an amazing pivot that also has key defensive assets like checking Gholdendo, Iron Moth, Deo-S (kind of) and opposing Moltres, and preventing opposing Primarina Flip Turn. The very strong Fire stab makes it very proactive.

:zamazenta: It seems Band Zama is way less popular now and left its place to Boots SoR / MGLO which are both more versatile and less prediction reliant. Howl wasn't used as much as I thought it would be but it's definitely a tech to be aware of. IDBP isn't horrible but I feel like with so much Prima and Intim Pecha and Colbur Ghold around it's usually not worth it.

:pecharunt: Pecha is still central but Prankster is a bit deprecated in favor of Intim and immunity abilities.

:brambleghast: See what I said earlier.

Probably forgot some stuff but I need sleep. Special shoutouts to Glory (love your style) Kinetic ghostlike (ig) pyu DeepFriedMagikarp LordBox for developing the meta so much. Isaiah come back you have some cooking to do. Take care
 
I have a form of what formats people want to include
Form is closed, there’s a pretty clear pattern. The tentative* lineup for AAAPL III is:

SV1
SV2
SV3
Ubers
UU
NatDex
Doubles
SS

*Tentative based on number of signups; I’m optimistic we can field six teams / eight slots (which was the community’s preference as well), but if sign ups are low we’ll pick which metas to include based on real signups. In the event we have to drop slots, anyone that signed up for a dropped slot will have the option to remove their sign up before auction.

GET EXCITED FOR AAAPL Y’ALL
 
made it to top 10 on the ladder! highest i've been on any ladder, happy i made it here and i wanted to talk about the team i useed for it.

:volcanion: :scream-tail: :corviknight: :tinkaton: :swampert: :roaring-moon:

:volcanion:
Volcanion @ Choice Specs
Ability: Primordial Sea
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Earth Power
- Focus Blast
- Sludge Bomb
i really like volcanion as a breaker. water absorb and bulletproof aren't too common right now so most teams rely on desoland as their water immunity. volcanion takes advantage of this by 2hkoing most desoland mons, namely:
252+ SpA Choice Specs Volcanion Weather Ball (100 BP Fire) vs. 252 HP / 4 SpD Moltres in Harsh Sunshine: 229-270 (59.6 - 70.3%) -- guaranteed 2HKO
252+ SpA Choice Specs Volcanion Weather Ball (100 BP Fire) vs. 0 HP / 4 SpD Cinderace in Harsh Sunshine: 255-300 (84.7 - 99.6%) -- guaranteed 2HKO
252+ SpA Choice Specs Volcanion Weather Ball (100 BP Fire) vs. 0 HP / 4 SpD Iron Moth in Harsh Sunshine: 186-219 (61.7 - 72.7%) -- guaranteed 2HKO
252+ SpA Choice Specs Volcanion Weather Ball (100 BP Fire) vs. 252 HP / 196+ SpD Heatran in Harsh Sunshine: 294-346 (76.1 - 89.6%) -- guaranteed 2HKO after Leftovers recovery
the only things in the tier that can take more than one is either random bulletproofs/water absorbs, most of which will drop to one or two blasts/eps, wellspring, which can only really enter twice, especially if rocks are up (also why i opted for sludge bomb but realistically that move never gets clicked), hoodra, which is definitely annoying but takes ~60 from blast and can be taken out pretty easily if it ever gets knocked, or manaphy, which i really didn't see too much on ladder and *also* is 2hkod by weather ball if it isn't spdef and gets knocked. it feels really good imo, i think i did it justice and i'd love to see what other people can build with it.

:scream-tail:
Scream Tail @ Leftovers
Ability: Pixilate
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Psychic Noise
- Wish
- Protect
one of my favorite mons in the format. wish passing helps volcanion come in more often and click its buttons better, its typing lets it help a lot against band zama, and psychic noise helps it handle sheer force iron moth and make sure its chip sticks against targets like corviknight

:corviknight:
Corviknight @ Rocky Helmet
Ability: Intimidate
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Body Press
- Defog
- Roost
- U-turn
corv's a mon i've always been averse to using. playing the ability mind game with it on low ladder sucks and i still kind of hate fighting it but on high ladder its way more likely to be fluffy or intimidate so i've made my peace with it. intimidate is here to help check chien-pao while also allowing it to stomach zamazenta. corv's also a great enabler of volcanion, with u-turn being obviously useful to get it in and defog helping with the rocks weakness. i opted for body press to help into pao and moon but brave bird would probably also work.

:tinkaton:
Tinkaton (F) @ Air Balloon
Ability: Well-Baked Body
Tera Type: Fairy
EVs: 248 HP / 108 Def / 152 SpD
Careful Nature
- Gigaton Hammer
- Stealth Rock
- Knock Off
- Encore
tink has been a very good mon for me thus far. rocks and knock are great for progress, encore helps ensure it isn't passive, and gigaton is the obligatory fourth move. well-baked body improves the matchup spread against most fires, namely sheer force moth, and air balloon is nice against roaring moon earthquake and the like

:swampert:
Swampert @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Earthquake
- Knock Off
- Flip Turn
- Stone Edge
catch all solution to most special attackers. clicks knock off (especially valuable into other regenvesters), clicks flip turn, clicks eq, maybe a stone edge if moltres shows up. its here to regen pivot and thats about it (also helps a ton into zapdos)

:roaring-moon:
Roaring Moon @ Choice Scarf
Ability: Sword of Ruin
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- U-turn
- Outrage
standard scarf moon. nice speed control, clicks knock, clicks u-turn, clicks outrage, it's roaring moon, not much to say.

if anyone has any feedback i'd love to hear it, but for now i'm happy with this as is and wanted to share my achievement
 

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OMPL Team Dump
:zamazenta::roaring moon::pecharunt::ting-lu::corviknight::empoleon: - W1
:roaring moon::swampert::gholdengo::iron moth::corviknight::zamazenta: - W4
:great tusk::manaphy::roaring moon::corviknight::deoxys-speed::heatran: - W5
:meowscarada::great tusk::samurott-hisui::iron treads::primarina::moltres: - W6
:manaphy::deoxys-speed::roaring moon::garchomp::iron moth::zamazenta: - W7
:slither wing::corviknight::deoxys-speed::great tusk::manaphy::iron moth: - Semis
:great tusk::ogerpon-hearthflame::zapdos::swampert::corviknight::scream tail:- Finals

Rest of the builder: https://pokepast.es/0d1ed1e8805f687d

Not much to say about these, the most important thing was to not get cheesed by immunity setup (ghold, hands, rmoon .etc), webs, zapdos (shocker!) and iron moth and zama. big shoutouts to maybca and Ineros for helping me build each week and coping with my endless need to test, as well as HiZo Smudge + the rest of the commanders for all the fostering and heart that went into the team, was fun coming back from last place.
 
Primarina @ Leftovers
Ability: Stamina
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Draining Kiss
- Stored Power/Psychic Noise

Set I've been using recently on a bulky offense team featuring standart stuff and a hadron engine soul dew latios (surprisingly good as a breaker).

I am making this post because I firmly believe this set (and kinda stamina in general) to be unhealthy. 90% of matchups I play loose to this set if they give it a single free turn. Switch it in on corv defog ? Or come in on a sac into great tusk or a knock off locked moon ? Game could be over right there with a fully healthy team.
This isn't just theory, I win at least 70% of games with sweeps coming from this. Obviously it loses to dedicated tech like unaware blissey or steels with that ability or haze. Roar can be tricky because often its not immediately clear who you need to go into since prim also has very strong tinted lense, sflo and adp specs sets that look identical from preview. If you make the wrong switch, then attack and realize its stamina the roar mon might already be in range of a boosted stored power.

The big thing that imo sets this apart from cheesy stamina setup sets is that its genuinely good as a defensive piece. It can deal with za, moon and even Mamoswine on the switch. It also works with fluffy but thats far less broken due to being more limited and not boosting stored power.

With the set having very strong sweeping potential, while also being a perfectly fine wall/pivot and Prim having several other strong sets that need to be accounted for in play, this set ends up in a very unfair position.
 
my rank 1 on ladder AAA team
:roaring moon: :Corviknight: :Zamazenta: :Landorus-Therian: :Scream Tail: :Pecharunt:
(clicl on mons to open link)
1753881947857.png



i have already uploaded a team report here ik but team changed enough and i have hit enough rank that it deserve a new report so i deleted the old on sorry if its annoying
its a really really balanced team imo so it has all 4 major component defencive wall , special wall , a physical wallbreakr , and special wall breaker

lets start with defencive wall first cus this team has 3 why 3? cus phsyical mon are broken and i still cant check all physical mon with these 3 but they check a large majority of em

:Landorus-Therian:
lets start with latest edition who is my fav too max hp max attk adamant landorus with fluffy
its just ou landorus but more broken it has rocks and u turn for some nice support and momentm but main thing is eq and smack down cus now even corvknigt cant come in safely and defog my rocks it literally 2hitko everything that is not weak to it usually people have 1 flying type so eq is very spammable its bulk goes crazy with fluffy so u dont have to worry about damage as in long game i often find myself wish passing it to full health
u can run taunt in place of u turn to not allow pecha to not recover or dbond
and also min speed on lando cus it allow u to be slowe than corvi which mean if it come on eq and then u turn (aslo needs to be neutral speed 170) u can hit anything coming in place of it

:Corviknight:
next mon is well backed body corvi while after cerulege ban well backed body aint the best for my boi but it still is necesarry for specific mathup with corvi broken typing and well backed body it compelty wall mons like ogerpon fire , iron moth without discharge , heatran , etc its nice to be able to come on big threats like them i have opted to drop u turn though cus all moves seem farr tooo essential firstly iron defence bodypress is a win con that if there is no ghost type and nothing that can kill corvi with special move it win secondly it allow me to beat setup with me setting up too , next 2 move are roost for obvios reason and defog to remove hazard cus imo my team is weak to hazard with all the switching it does hazard just chip away at it so its neccesary to have defog previously i had tusk with spin to remove hazard but i think lando has better typing and damage output so i droped it


also my corvi boi has min speed to beat oppo corvi cus when it roost u will either ohko it or do big damge kinda softlocking it into dying
its not most defencive defencive wall but still necesarry to beat a lot of mon

:Pecharunt:
finally for my defencive wall and to allow my sweeper to rly win i added prankster pecha which is standard but i opted for shadow ball over prankster there are two main reason firtly i dont like priority switching to another mon cus i cant scout for switch in for oppo that way and secondly pecha got walled by corvi and other steel type , also shadow ball chip on corvi allow zama to 1hitko it (non fluffy) with cc or 2 hit ko fluffy corv with stone edge but gl hitting them lol. pecha also allow me to hit oppo pecha who thing they can come on me for free lastly i have dbon for sole reason to delete a mon who has setup to billion attk and also to dbond away fairy and ghost type that can take zama hit and threated moon (i will talk about moon later) dont be afraid to throw away pecha if it mean zama can click cc for free
finally i have eject pack which allow me to switch my mon to pecha tank hit and go to another mon like zama on pert flip turn etc etc eject pack imo is pretty gud but u can switch to smth elese if u want . also u can change malig to sludge bomb cus of pp so u cant play 200 turn match without running out of sludge bomb but its ur choice


:roaring moon:
now for my special wall
its a one man army regen vest roaring moon its broken just straght up it can tank move for days while it doesnt do that much damage that a choice band boosted 252 + adpatabilty outrage would do but it still does enough that a mon cant just ignore it also no one really expect regen vest moon so u have element of surprise too for azelf etc
it has knock and u for obvi reason and dragon tail cus it allow me to prevet setup and lastly eq which is bad idk what else i can add it might as well be 3 move mon eq can hit some mon supereffectively but without stab its meh maybe u can change it to smth els

(now to adress eliphant in the room its a dark and dragon type it cant tank big fairy moves)
252+ SpA Azelf Dazzling Gleam vs. 252 HP / 252+ SpD Assault Vest Roaring Moon: 180-212 (43.4 - 51.2%) -- 3.1% chance to 2HKO
252+ SpA Choice Specs Gholdengo Dazzling Gleam vs. 252 HP / 252+ SpD Assault Vest Roaring Moon: 280-332 (67.6 - 80.1%) -- guaranteed 2HKO
252+ SpA Hadron Engine Latias Draco Meteor vs. 252 HP / 252+ SpD Assault Vest Roaring Moon: 264-312 (63.7 - 75.3%) -- guaranteed 2HKO

there are many more calc moon survive now its not ideal for ur special wall to take 80 perc damage but mostly fairy or dragon mon never come up and if they come i just beat em with pecha and scream respectively

:scream tail:
now finally my two offecive mon firtly its scream tail

its pxilate boom burst obvi but it has pixie plate to maximise damage while i donth think it changes any calc that much i like seeing it click a 200 bp move

wish protect to keep team and itself healthy and encore to encore mon into setting up, corvi into defog or dragon mon into dragon move

:zamazenta:
and finally standard zama nothing new kinda funny the mon i buil around i have nothing to say about lol
 
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Primarina @ Leftovers
Ability: Stamina
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Draining Kiss
- Stored Power/Psychic Noise

Set I've been using recently on a bulky offense team featuring standart stuff and a hadron engine soul dew latios (surprisingly good as a breaker).

I am making this post because I firmly believe this set (and kinda stamina in general) to be unhealthy. 90% of matchups I play loose to this set if they give it a single free turn. Switch it in on corv defog ? Or come in on a sac into great tusk or a knock off locked moon ? Game could be over right there with a fully healthy team.
This isn't just theory, I win at least 70% of games with sweeps coming from this. Obviously it loses to dedicated tech like unaware blissey or steels with that ability or haze. Roar can be tricky because often its not immediately clear who you need to go into since prim also has very strong tinted lense, sflo and adp specs sets that look identical from preview. If you make the wrong switch, then attack and realize its stamina the roar mon might already be in range of a boosted stored power.

The big thing that imo sets this apart from cheesy stamina setup sets is that its genuinely good as a defensive piece. It can deal with za, moon and even Mamoswine on the switch. It also works with fluffy but thats far less broken due to being more limited and not boosting stored power.

With the set having very strong sweeping potential, while also being a perfectly fine wall/pivot and Prim having several other strong sets that need to be accounted for in play, this set ends up in a very unfair position.
https://replay.pokemonshowdown.com/gen9almostanyability-2413294532

First game of the day, 6-0 sweep for prim against an average ladder team.
 
Survey Results

Sorry for the delay but survey results are here! This time around 49 people responded to the survey, as always thanks to all those that gave their valuable feedback in the survey!

Average Enjoyability: 7.02/10

Average enjoyability has improved moderately from the last time it was polled (6.45) which is a good figure to see though still shows there is still room for potential improvement.

Average Competitiveness: 6.69/10

Average feelings about competitiveness has dropped moderately from the last time it was polled (7.34) which is rather concerning though interestingly enough the feelings for enjoyability and competitiveness have swapped around since the last survey which could perhaps be due to the larger pool of players answering this time around.


1754602172932.png


While there is rather lukewarm support for action against Zamazenta with 43% of people supporting tiering action against Zamazenta, there is a larger 51% of people that do not support any form of tiering action against Zamazenta and consider it mostly balanced. Given especially it has already been suspected in the past and failed to pass without any stronger support there wont be any action against Zamazenta for the foreseeable future.

1754602190291.png


The majority of people do not support tiering action against Chien-Pao (57%) with only 39% supporting some form of tiering action against Chien-Pao so tiering action against Chien-Pao is unlikely for now.


1754602209725.png


Deoxys-S was the main focus of recent discussion, support is mostly split with 45% of people supporting tiering action against Deoxys-S while 43% of people oppose tiering action against Deoxys-Speed. While Deoxys-S roughly has the most substantial support on the survey support is still somewhat weak with still less than half of the playerbase supporting some form of tiering action against Deo-S and there being a lack of significant discussion so no immediate action has been taken.


1754602228774.png


There is little support for any tiering action against Gholdengo so no tiering action has been taken against Gholdengo and it seems likely to stay that way for the near future without any significant change.

Lugia (4): Lugia has been brought up a few times recently and also in past surveys as a potential unban due to its vulnerable typing and being a very predictable mon with only CM as a viable set. This being said the concerns that were laid out before still apply, using comparisons with Cresselia, it's bulkier, stronger and faster with a variety of sets it can abuse to CM cheese past teams (Unaware, Fluffy, PSalt, Vabs, MG, etc). While arguably not broken it's not a presence that would be appreciated in the meta and without any significant support it's unlikely ever not to be freed.

Roaring Moon (3): Roaring Moon has historically been a point of contention but has failed to gain any significant traction for tiering action when discussed in the past with the plethora of meta staples that exist to check the mon currently (Zamazenta, Tusk, Corviknight, Iron Hands, Primarina, etc*) At a high level even it as started to wane a bit in popularity with its usage having dropped off slightly in OMPL and there definitely been variation in structure away from RMoon even if it remains fairly dominant. Tiering action is unlikely against the mon for the forseeable future.

Aerilate (3): The main issue with an Aerilate ban is it quite unfeasible with currently tiering policy in place, with only Dragonite and Noivern having been banned primarily due to Aerilate and that can be pretty easily identified as due to their exceptional qualities (Extreme Speed + boosting + coverage + bulk, Boomburst + Speed) as other Aerilate abusers are quite rare and niche (Landorus, Minior) and definitely not problematic.

Enamorus (3): Another contentious ban that has been talked about in the background for a while, while the mon might find itself more balanced in a faster and more aggressive BO focused meta compared to the meta it was initially banned in it can also punish very severely these teams very loosely constructed defensive cores and just most defensive cores in the meta in general with SFLO Moonblast, Play Rough, Earth Power, Mystical Fire basically granting it perfect coverage for everything bar Moltres/WBB Corviknight. The speed tier while not great is still good in outpacing all the defensive pieces and other mons such as Zapdos/Iron Crown and its typing does let it leverage opportunities against faster staples such as CB Zamazenta and Roaring Moon.Greater expression in the Regen slot and SpD cores has been prominent recently and introducing a pretty hard punish and centralising offensive threat sounds undesirable to the meta. Without any significant support/justification it'll likely be relegated to the banlist for the foreseeable future.

Well-Baked Body (3): WBB is a uniquely punishing ability compared to its other immunity counterparts which themselves can be somewhat controversial without the potential sweeping bonus. For now there is no immediate action planned as WBB's punish is still quite rare to see pull off wins with its use on more passive mons prevalent such as Landorus and Corviknight but it's something worth looking at in the future if it ever becomes more prominent on more setup based sets.

Ceruledge (2): Ceruledge was only recently banned via suspect and there is little reason to unban it so soon after its suspect with the meta remaining still rather stable and no significant negative detriment seen after its ban.

Giratina (2): Giratina retains similar issues to Lugia with its great bulk and CM setup potential making it far more likely to be an unhealthy element to the meta with the checks it could force, while adding hazard removal options would be interesting its ability to also eat ungodly hits and status back with Wisp makes it quite fearsome so unlikely to be suspected in the future with the little support it has right now.

Dragonite (2): Dragonite was suspected quite a while ago now with a fair bit of tiering action having happened since then and while perception of the meta has not significantly changed post its bans it doesn't necessarily mean Dragonite being banned was a mistake and can be attributed to other reasons. The reasons it was initially banned still remain (constricting effect with strong priority + setup + coverage) that would seem to still greatly punish a lot of existing structures, without any significant support or discussion justifying its reintroduction it is unlikely Dragonite will be suspected back into the tier.

Iron Moth (2): Iron Moth has become more suspect in recent months with its strong Hadron Engine set that's able to ravage quite a few cores with its large coverage movepool. However the usage of the set is still limited and sets such as WBB Treads, Lando and Vest Hands still appear as checks while also limited by its speed and fragility. While worth looking at, for now the limited usage and checks that are present mean no tiering action will occur for the near future.

Primal Weather (1): Primal Weather's centralising effect was brought up as reason for concern. This is somewhat true given its stronger Amp, but the lack of amp to coverage and presence of many immunities and resists in the meta (many reasonable outside of checking Primordial Weather) makes it hard to justify any action against the core dynamic duo of abilities especially when looking at their abusers which are quite weak with only PSea Primarina and the Ogerpons really being notable with both being somewhat niche.

Beads of Ruin (1): Beads has the same amping effect as other damage-amp abilities such as Hadron Engine, SF, Adapt, etc* and is in fact largely outclassed by them so Beads of Ruin will not see any tiering action.

Brambleghast (1): Brambleghast was only a very recent phenomena in the meta, while quite strong the meta hasn't had much time to adapt to it and its lack of flexibility, extreme frailty, needing prediction, middling speed-tiers and strength added on to checks such as RMoon, Gambit, Intim Corv means it's very unlikely to see any tiering action and it being more reasonable just to see how the meta adapts to its rising usage given it does rely quite a bit on exploiting meta trends.

Regigigas (1): While it lacks the reliable recovery, setup options and PHeal its extremely broken cousin Slaking used to get itself banned, Regigigas still is a very large statball with an array of coverage options with KOff, FPunch, EQ, IPunch and TWave that could very conceivably make any Guts/SoR set very troublesome all round and so is not being considered bar any significant support and justification.

Blood-Moon (1): Blood-Moon while quite a potent mon and boasting a large variety of abilities to leverage to abuse such as Fluffy, Water Absorb, Steam Engine, Unaware and so on it still lacks any significant usage to justify any tiering action which can likely be attributed to checks such as EE Ghold and various revenge-killers against any set even if not entirely reliable due to its ability. Without any significant showing or support no tiering action is going to occur.

Volcarona (1): Volcarona was somewhat recently tiered and there doesn't appear to be any good reason to reintroduce the mon that would punish any diversification in SpD cores that are already constricted especially since ones of its checks, Ceruledge, was also banned afterwards.

Flame Body (1): While annoying due to the punish and the RNG-dependent mechanic which is frustrating and a non-ideal part of the meta, it is a decidedly non-broken ability given the tradeoff to another defensive-amping ability such as immunities/RegenVest/Intimidate/Fluffy/MG for a rather inconsistent trigger with it only seeing niche usage on Stall.

Corviknight (1): Removing one of the tiers most prominent defensive glues and rare removal options would be a decidedly poor decision. The usage while extremely high is only due to this role compression and there exists many ways to break any of its sets with it being vulnerable to chip and having mediocre bulk. A ban is not happening.

Ogerpon-H/W (1): Both Ogerpons have only seen niche usage and so tiering action is hard to justify already. While the lack of contact and Primordial Weather amped Cudgels can be annoying to some structures many resists such as RMoon/Moltres/Zapdos and even neutral checks such as Intim Corv/Pecharunt are prominent so tiering action against these mons is unlikely.

Gouging Fire (1): The mon was suspected quite a long time ago now but there isn't any reason presented to justify introducing it again to the meta with its DDance sets still seeming very terrifyingly powerful into most of the meta still. While physdef Prima does seem a decent new check, Gouging can still leverage its bulk to beat it pretty easily if it comes in on a DDance like it does to many mons. Unlikely to ever see any tiering action without any significant shakeup.

Sneasler (1): Sneasler has been discussed a bit before, a few new checks have been introduced/developed since its ban that could make it more reasonable to deal with, most notably being Pecharunt and Fluffy Landorus but these aren't even that secure checks given it has Throat Chop coverage and Gunk Shot bypasses Fluffy and can do significant amounts barring even the centralising effect the mon would likely to have with its strength and amazing speed tier and also the additional frustrating element of Dire Claw hax. Wont see tiering action for the forseeable future without any significant push.

Skymin (1): Skymin has also been discussed a few times before and generally it has come to the same conclusion of being a bit too powerful and unhealthy in its centralising effect on the meta. With its great speed tier and very powerful Seed Flare it would decimate many of the SpD cores present that rely on the conventional RegenVest Waters and with Tinted Lens it can easily decimate even checks like RegenVest Roaring Moon and Physdef Corviknight with a -2 drop or slight chip (even putting Moltres in range as well) as well as having other options such as SubSeed and BoR that all in their own right could pressure cores a lot. Very unlikely to see the light of day unless people really want it for some reason as it borders the line of being straight up broken and really unhealthy.

Annihilape (1): Annihilape was suspected quite the while ago but the suspect itself was quite decisive. While it does lack Triage as a set the rest of its bulky setup sets remain that would still pretty easily terrorise a lot of defensive cores still with Rage Fist, especially given its defensive profile would be quite useful against meta staple Zamazenta and the large reliance on Fluffy for most teams. Unlikely to see another resuspect without some significant support and justification this time around.

Noivern (1): Like the last survey around all that has to be said about Noivern is that Specs Aerilate Boomburst + its great speed tier would easily crack open the majority of SpD cores around and would pose a clear unhealthy centralising effect in the builder to force SpD resists. No support/reason has been given since the last time it was brought up and it remains the same, no tiering action is planned for Noivern unless something significant changes.

Walking Wake (1): Walking Wake was suspected nearly a year ago now and there was reasoning given that Walking Wake would struggle more in the current meta with its more aggressive pace and Wake's speed tier + prominence of Primarina. This being said it remains unlikely that Walking Wake will ever be freed, its speed tier is still sufficient to leverage against most defensive cores (bar Scarf) (also Brambleghast/Mamo pull this off fine being even slower and having zero defensive utility while Wake has abundant defensive utility that it can leverage with its typing) and even with the prominence of Primarina it can still get Knocked and put into 2HKO range of Wake pretty easily. Given the clear centralising effect Wake had with the severe dropoff in hard checks such as Empoleon and Wabs Heatran after its ban it is unlikely Wake will ever be reintroduced bar some significant changes/support.

1 Immunity Complex Ban (1): A fairly convoluted complex ban especially for something that isn't particularly problematic is not going to fly under the current tiering framework ever.

BDrum Ban + Triage Unban (1): The tiering framework that prevented this going through initially is still in place and without it ever changing this will never fly, barring any discussion around whether it's worth freeing Triage in the first place.

"Drastically Lower Power Level" (1): This proposal is very vague and any significant change involving multiple bans isn't going to happen without very significant justification which the proposal lacks given the relatively stable levels of enjoyment and the also length of time of the stability in the meta being a reasonable contributor to decay in enjoyment as well.
 
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I’ve been loving running surge surfer on it. No one is prepared for a fast hoopa. Super underrated mon
Tried this a while back, the team probably sucked in other ways but somehow it’s been a little underwhelming for me compared to many other mons I’ve tried in that role. Surfer Ghold, on the other hand, absolutely decimates the living daylights out of almost any opposition, as just one example
 
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