Other Tiers ADV 200 General Discussion Thread

I'd like to leave my mark on this thread by dropping a set that I've been having a lot of fun with recently. Let me present: Lead 4 attacks Alakazam.

Alakazam @ Lum Berry
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Fire Punch
- Thunder Punch / Hidden Power Grass
- Ice Punch

This set eschews boosting with calm mind and replaces it with immediately smashing your foes over the head. Going modest over timid is because you'll be outspeeding most common leads even without the boosting nature, and the ones that will would outspeed you anyway. Psychic and Fire punch are obligatory moves that give you coverage against most of the meta game, and Ice Punch is for scaring leading salamence and other more niche mons like flygon and rhydon. The last move is either Thunder Punch or Hidden Power Grass. Thunder Punch obliterates leading gyarados and does good damage to milotic and starmie which might want to swicth in. Hidden power grass is for dropping lead swampert while still doing decent damage to milo, star, and also lanturne that would want to paralyze Zam. The choice depends on what your team might want eliminated.

I didn't come up with this set, but it's one I've stuck on a few of my teams. Have fun, and may the ladder go up this year lmao
 
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Well we aren't getting a ladder for this but the revcord tournament officially has one month's worth of usage stats and i kinda gotta tell these numbers at somebody to maybe make myself feel like it was worth it so here you go

preliminary ou/uu lists:
Skarmory
Metagross
Salamence
Regice
Alakazam
Claydol
Starmie
Magneton
Swampert
Gyarados
milotic
Gardevoir
Heracross
Slaking
Dodrio
lanturn
Breloom
Blaziken
crobat
Vileplume
Grumpig
Kingdra
Regirock
Registeel
Dusclops
ludicolo
Hariyama
Flygon
Zangoose
Solrock
Medicham
Glalie
Ninjask
sceptile
weezing
swellow
Walrein
Roselia
Manectric
Rhydon
machamp
gorebyss
Donphan
shedinja
electrode
Shiftry
absol
camerupt
Bellossom
banette
Sharpedo
Cacturne
Ninetales
Xatu
Pinsir
sableye
Girafarig
Tropius
Tentacruel
Golduck
Crawdaunt
Exploud
Kadabra
Trapinch
Relicanth
Muk
Volbeat
Cradily
Altaria
and also everything else i guess

Skarmory (54.9%)
Metagross (52.1%)
Salamence (50.4%)
Regice (44.0%)
Alakazam (30.3%)
Claydol (29.6%)
Starmie (29.2%)
Magneton (27.8%)
Swampert (21.8%)
Gyarados (19.4%)

highest win % for mons brought 10 or more times: Solrock (11-4 record)

lowest win % for mons brought 10 or more times: Weezing (1-9 record)

mons that are undefeated bc they were all brought once: Exploud, Golduck*, Kadabra, Trapinch

https://docs.google.com/spreadsheet...bNQiQYI7fbq7PfL3CRTSvxXIg/edit#gid=1478038509

* i was the golduck c^:;
 
SAMPLES
Now that ADV 200 has a ladder for RoA Spotlight, I wanted to compile some sample teams to help people get started. So far, I have included the three teams that were posted earlier in this thread. If you have any teams that worked well for you, please post them here and I can include them.

:rhydon::weezing::ludicolo::alakazam::skarmory::magneton: - by Typhlito
:salamence::metagross::alakazam::magneton::milotic::dusclops: - by Earthworm
:salamence::skarmory::magneton::solrock::metagross::gyarados: - by Earthworm
 
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  • Event moves are able to be passed on as egg moves, so Spinda/Plusle/Minun/Skitty should be able to inherit Wish.
  • Seedot line can't merge Amnesia, Talk, or Quick Attack in any way without Smeargle.
  • Mawile can't merge Ancient Power, Poison Fang, or Tickle in any way without Smeargle.
  • Pichu can get Encore + Reversal from Vigoroth, or Encore + Wish from Plusle/Minun/Spinda, but Reversal + Wish can't happen within 200.
  • Spinda can get Encore + Rock Slide from Spheal; Encore + Trick from Kadabra; Encore + Wish from Pikachu; Pass + Trick from Volbeat; & Pass + Wish from Girafarig.
  • Skitty's combos of Pass, Fake Tears, Sub, Tickle, Wish, & Psych Up are tough for me to verify legal chains without going down a rabbit hole.
  • Wailmer line can get Talk from Whismur through Torkoal, and can chain Talk onto Relicanth then back for Edge + Talk, or get Talk + Curse from Torkoal, but Curse + Talk + Edge is impossible without Smeargle or 386 tutors.
  • Psyduck line can get Hypnosis from Spinda & can chain onto Milotic then back for Hypnosis + Refresh, but neither line can get Screen + Hypnosis without Smeargle or Stantler; they can each inherit Screen without Hypnosis (neither can use the TM).
  • Psyduck line can get Refresh + Psychic through Gorebyss; Psychic + Screen from Spoink; Psychic + Hypnosis impossible without Smeargle.
  • Rhyhorn line can indeed get Curse + Reversal from Vigoroth.
  • Spheal line can indeed get Curse + Yawn from Torkoal or Slakoth.
  • Roaming IV glitch can also be circumvented with Roaming Battle Tower exploit to get perfect IV Eons.
  • If Roaming Battle Tower exploit is allowed, all the pinch berries are obtainable, even without catching their pokemon but just using thief/trick/covet.
Baton Pass has no restrictions, is a clause warranted for this ladder?
 
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For those of whom are enjoying the May 2025 RoA Spotlight ladder, I will just make a note defining what this month of ADV 200 "is." We (and by we, I mean FrankMarley, dhelmise, and myself) have defined the format of ADV 200 for the purposes of this ladder as the state of competitive Gen 3 before the Japanese release of Pokemon Box. This means that the following Pokemon are legal:
  • Every single Pokemon, move, and item available in Pokemon Ruby and Sapphire
  • Eon Ticket event
    • This legalizes the Soul Dew and allows the Lati twins to bypass the roamer IV glitch and have perfect IVs. It was hypothesized that Latios could be legalized if it were affected by the glitch (which states that its maximum Attack IV may be 7 and the Defense, Special Attack, Special Defense, and Speed IVs have to be 0), but with this event legal, it will stay banned from the format.
  • The following Event Pokemon released in the Pokemon Center 5th Anniversary:
    • Teeter Dance Pichu
    • Wish Pichu
      • This also makes Wish available to Wigglytuff, Girafarig, Delcatty, Plusle, Minun, Spinda via breeding
    • Charm Ralts
    • Wish Ralts
      • This makes Wish Gardevoir, a special tank with reliable recovery, legal
    • Spite Absol
      • This also makes Spite available to Ninetales via breeding
    • Wish Absol
    • Iron Defense Bagon
    • Wish Bagon
      • Wish Salamence is a decent set in the main Gen 3 OU, and its addition to this format will improve an already good Pokemon
Thus, the ADV 200 of this month's ladder is not truly the same format as those who may be used to playing without these events.
 
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:rs/skarmory: :rs/salamence: :rs/starmie:

ADV 200 Lead Metagame Analysis

With interest in ADV 200 growing and a new tournament beginning, I wanted to share my thoughts on the lead meta in ADV 200 in its current state. With the influx of games, there will be even more development, but here is how I view things currently.

I look at the lead meta in terms of progress-making and denial. I'll sort out the 12 Pokémon I identified as the lead meta into the categories of Progress Makers and Anti-Leads, ordered by significance and viability. Please share your thoughts and let me know if I missed anything you would consider a part of the lead metagame!


Progress Makers
In ADV 200, there is no sand to set and limited utility, like sub pass, leaving spikes, status, and damage as the primary methods of making progress.

1. :rs/skarmory: Skarmory

Is a write-up on lead Skarmory even necessary? Obnoxious bird lives a hit from everything that’s not stab fire or electric and gets a spike down. It also shuts down any CB mons and forces the mag question immediately, allowing for decisive and proactive gameplay for anti-trap strategies.

2. :rs/salamence: Salamence

Salamence is the benchmark to which the entire lead meta warps. Every lead mon seeks to either outspeed and threaten Salamence, or survive its Roladex of damage options to threaten with supereffective damage or utility. Suffice to say, few Pokémon meet these qualifications, making Salamence one of the most effective lead mons in ADV 200.

Mixed Salamence uses its coverage to threaten nearly every lead. Choice band Salamence uses its incomparable power to threaten big damage. Unrevealed, both sets use the threat of the other, further increasing Salamence’s potential as a lead Pokémon.

Notes: Charcoal for Metagross. Hydro Pump is valuable coverage and sometimes justifies a full special Salamence.

3. :rs/metagross: Metagross

Choice Band Metagross and Mixed Metagross offer exceptional value in the lead slot. Although band sets must be wary of magneton traps, Metagross uses its incredible bulk and typing, alongside its game-breaking Meteor Mash, to begin matches with unparalleled power hits. Mixed sets, benefiting from the threat of CB sets, are excellent at landing powerful hits onto steels and waters that switch in to tank Metagross’ moves.

Notes: Pursuit for Alakazam, HP Electric for Gyarados & Skarmory, Sludge Bomb for Ludicolo.

4. :rs/milotic: Milotic

Milotic’s capacity as a lead Pokémon is often understated. With extraordinary defences, recovery, status cure, special attack, ice coverage, and a variety of double status options in toxic, hypnosis, and dragon breath, Milotic is a superb lead Pokémon. Even its anti-leads, such as Manectric, must respect its mirror coat.

5. :rs/regirock: Regirock

Much like Metagross, Regirock offers immediate power and trading capacity with a few unique differences: Focus Punch, Superpower, and Explosion. Unlike Metagross, Regirock matches positively in to Salamence and Gyarados. Although its boom does not OHKO Skarmory, the threat of a Houdini boom or super-effective rock/fighting damage forces big damage on Skarmory early in the early game.

6. :rs/registeel: Registeel

While lead CB Registeel must be respected, lead Registeel is most effective at denying powerful threats their ohkos and spreading toxic and paralysis.


Anti-Leads

Anti-leads are pokemon that deny progress and force switches through a combination of mixed damage, utility, speed, and high power.

1. :rs/starmie: Starmie

Starmie is the number one anti-lead, so superior in this role it could be considered a progress maker itself. Starmie has one of the highest lead usage rates. It possesses nearly all the desirable traits of a perfect lead. Starmie’s coverage allows it to immediately threaten everything slower than it. Its natural bulk and ability allow it to take hits and status from most threats. It limits early spikes gameplans, outspeeds major threats, and tanks crucial hits, making it one of ADV 200’s most prominent leads.

Notes: Modest nature.

2. :rs/alakazam: Alakazam

Similar to Starmie, Alakazam uses its speed and coverage to threaten standard leads. Interestingly, Alakazam benefits most from the threat of its coverage, allowing it to run powerful utility sets, like Trick or Knock Off.

Notes: Modest nature if coverage-based, 304 HP benchmark.

3. :rs/gyarados: Gyarados

While lead Gyarados could be considered a progress maker for its effectiveness at spreading toxic and paralysis, Gyarados’ flexibility, utility, and power make it a unique jack-of-all-trades anti-lead. It can deny spikes and status outright through taunt and threaten massive damage or status with mixed and CB sets.

Notes: Thunder for Skarmory, Gyarados, Starmie.

4. :rs/manectric: Manectric

With no Zapdos or Jolteon, Manectric rose as the best lead electric Pokémon. Threatening Skarmory, Salamence, and water leads, Manectric uses its speed and power to force early damage and paralysis onto special walls.

Notes: Nevermeltice for lead Salamence OHKO.

5. :rs/gorebyss: Gorebyss

Who thought giving a fish performance enhancers was a good idea? Gorebyss has the natural bulk to set rain for itself and begin a match with 4 turns of rain steroid. This lead has horrifyingly positive matchups, which forces Milotic in early, or wears down anything else foolish enough to come in on its torrential damage output.

Notes: Mystic Water for Metagross, Skarmory and Swampert.

6. :rs/slaking: Slaking

Big damage oonga boonga. Not much more to it really. Lead Slaking is excellent on mixed offence, magneton offence, and probably even spikes stack.

Notes: Hyperbeam Milotic OHKO.


Honourable Mentions & Notable Trends

With no Tyranitar or Snorlax and a plethora of peck Skarmory, fighting-type leads have mostly lost their edge. However, some notable exceptions to this include Breloom, which does have lead spore targets, Medicham, which can use BP to magtrap Skarmory and trade with a handful of others, and lastly, Blaziken, which matches well into the abundance of steel leads.

Stab fire and electric Pokémon have exceptional lead matchups, making them effective anti-leads. Most notable of these is Minun, which has a variety of strategies it can employ in the lead, whether status or baton pass. Ninetales, with 100 base speed, fire stab and double status, acts as an effective progress maker and denier. Electrode, with top speed, stab electric, taunt and boom, is an excellent anti-lead for offensive structures and rain. Magneton, although fishing Skarmory, also effectively scouts unrevealed sets with Protect.

Similarly, Glalie, although fishing Skarmory, has a positive matchup against several common leads, allowing it to advance and deny hazard strategies. And lastly, Gardevoir threatens surprising bulk and power and a utility belt of useful moves to deny or advance progress.
 
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:rs/Milotic: :rs/golduck: :rs/starmie:
Too Much Water: An Analysis of the Best Type in ADV 200
Screenshot 2025-05-14 at 10.25.36 AM.png


In my opinion, the twelve Pokémon above are usable in the format. Twelve Pokémon sharing a type in a limited-dex format, all usable in OU: this is insane. I want to take a look at what I consider to be the best type in the format, one that dominates OU in representation. The water type is so exceptional, a team can double or triple them easily. Why exactly is that?

The Many Roles of Water Mons
  • Bulky Water: Milotic, Golduck, Walrein, Swampert, Gyarados, Wailord, Azumarill
  • Rain & Breakers: Gorrebyss, Ludicolo, Kingdra, Azumarill, Starmie
  • Set Up: Gyarados, Kingdra, Golduck, Swampert
  • Utility and Support: Milotic, Azumarill, Walrein, Lanturn, Starmie, Ludicolo
As you can see, water pokémon have many functions. They are threats with utility, bulk, or setup. They answer critical components, like dragon dance threats, choice bands, and opposing waters. There is no good ADV 200 team without a water type or a clear answer to them.

Rain Dance

Rain Dance is absurdly powerful. It is, in my opinion, one of the most consistent strategies a team can employ in ADV 200. In a tier lacking the normal-type special walls and limited distribution on immediate recovery, the instant power and speed offered by Swift Swim bulldozes through checks that can otherwise answer special threats, prominently, Registeel and Regice. Gamers will already know that Mystic Water Gorebyss is nuclear and possesses damage calcs beyond reason, threatening OHKOS on multiple prominent Pokémon. And although the other Swift Swim threats don’t reach the same thresholds as Gorebyss, they still force massive damage, drastically skewing teambuilding. As it stands, there is very little reason for balance structures not to run at least one of the rain checks I’ve listed below.

Rain Dance Effects:
  • Increases the damage of Water-type moves by 50%.
  • Decreases the damage of Fire-type moves by 50%.
  • Allows Thunder to bypass the accuracy check.
  • Activates Rain Dish & Swift Swim.
  • Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of max HP
So, a Swift Swim Pokémon benefiting from rain dance gets 3-4 turns with a +2 modifier to its water moves as well as doubled speed. This is by far the most immediate, albeit limited, power boost in ADV 200. Even Clamperl, when boosted by rain, is a near-unanswerable threat. And not to be discounted, the debuffs are also powerful, protecting targets from fire-type moves, further restricting healing, and buffing paralysis odds.

True Counters & Checks to Rain

With decent gameplay, you can expect your Regi-of-Choice to answer one rain threat. But what about the second, or even just a well-played rain threat? This is something every competently built team must be able to handle. The following Pokémon are not essential to every team, but they are certainly helpful. However, you may, for example, rely on Registeel and/or Regice if you can overwhelm rain teams with tactics like Explosion, Thunder Wave, Substitute pass, or Protect stall. With that in mind, let’s look at the very few checks to rain.

:rs/Milotic: Milotic: Milotic is truly the one Pokémon a rain team wishes you don’t have. With or without Light Screen, the only thing breaking Milotic is a critical hit on Hydro Pump. As such, every rain team will have a dedicated answer to Milotic.

:rs/ludicolo:Ludicolo: Rain Dish Ludicolo is a supreme anti-rain tool and a useful special wall. With a movepool to die for, its only limitation is its dependence on Rest to shrug off status.

:rs/gardevoir: Gardevoir: With the ability Trace, Calm Mind, Wish and Thunderbolt, Gardevoir is a massive threat to rain teams.

:rs/golduck: Golduck: Cloud Nine and Calm Mind work in tandem to shut down rain strategies.

:rs/wailord: Wailord: With extraordinary bulk, water resistance and Roar, Wailord is a useful anti-rain tool.

:rs/kingdra: Kingdra: With a 4x resistance to water, Dragon Dance Kingdra is doubly empowered to dance to infinity on all rain threats, excluding Leech Seed Ludicolo.

:rs/shedinja: Shedinja: What? Yes, it’s a meme. And yes, it answers all rain threats lacking toxic or leech seed. Use it, coward.

As you can see, this list is quite short and also dominated by water types. The limited answers to Rain Dance emphasize how restrictive Rain Dance is on the builder. This, in tandem with the absurd damage calcs possessed not only by Gorebyss, makes Rain Dance a contentious move in ADV 200.

Should We Ban Rain Dance?

Having identified the power of Rain Dance, I wanted to discuss reasonable actions, if any should be taken at all.

1. Do Nothing: Accept that this is a feature of the tier and allow the meta to further develop answers.
2. Complex Ban: Ban Rain Dance on Swift Swim Pokémon.
3. Simple Ban: Ban Rain Dance outright.

Of these solutions, I favour either one or two. But I would love to hear what the community thinks! By the way, the ADV 200 Discord Server just launched a fun new teambuilding competition, and the first prompt is Rain Dance! Come and join to flex your creativity and team building skills, and help develop more team pastes for the community to grow.
 
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Gamers will already know that Mystic Water Gorebyss is nuclear and possesses damage calcs beyond reason, threatening OHKOS on multiple prominent Pokémon.
I don't think the wider playerbase fully knows about this yet. Before any tiering action can be done, I think people really need to be made aware of just how powerful gorebyss is first.

Some terrifying calcs:
  • 252+ SpA 30 IVs Mystic Water Gorebyss Hydro Pump vs. 252 HP / 0 SpD Regice in Rain: 174-205 (47.8 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery
  • 252+ SpA 30 IVs Mystic Water Gorebyss Hydro Pump vs. 252 HP / 236+ SpD Registeel in Rain: 175-207 (48 - 56.8%) -- 41% chance to 2HKO after Leftovers recovery
  • 252+ SpA 30 IVs Mystic Water Gorebyss Hydro Pump vs. 252 HP / 0 SpD Metagross in Rain: 351-414 (96.4 - 113.7%) -- 81.3% chance to OHKO
  • 252+ SpA 30 IVs Mystic Water Gorebyss Hydro Pump vs. 252 HP / 200+ SpD Dusclops in Rain: 201-237 (70.7 - 83.4%) -- guaranteed 2HKO after Leftovers recovery
  • 252+ SpA 30 IVs Gorebyss Hidden Power Electric vs. 68 HP 30 IVs / 0 SpD 30 IVs Gyarados: 309-364 (89 - 104.8%) -- 31.3% chance to OHKO
  • 252+ SpA 30 IVs Mystic Water Gorebyss Hydro Pump vs. 248 HP / 44 SpD Swampert in Rain: 334-394 (82.8 - 97.7%) -- guaranteed 2HKO after Leftovers recovery
This is ridiculous, it should go without saying. Gorebyss can just muscle through checks it has no right of powering through. Having a dedicated rain counter might be mandatory in some time, in the same way having a rock resist is mandatory in 386 OU.

Edit: At the recommendation of others in the community I was asked to include Ludicolo and Kingdra calcs:
  • 252+ SpA 30 IVs Kingdra Hydro Pump vs. 252 HP / 0 SpD Regice in Rain: 141-166 (38.7 - 45.6%) -- guaranteed 3HKO after Leftovers recovery
  • 252+ SpA 30 IVs Kingdra Hydro Pump vs. 252 HP / 236+ SpD Registeel in Rain: 141-166 (38.7 - 45.6%) -- guaranteed 3HKO after Leftovers recovery
  • 252+ SpA 30 IVs Mystic Water Kingdra Hydro Pump vs. 252 HP / 0 SpD Regice in Rain: 155-183 (42.5 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
  • 252+ SpA 30 IVs Mystic Water Kingdra Hydro Pump vs. 252 HP / 236+ SpD Registeel in Rain: 155-183 (42.5 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
  • 252+ SpA Ludicolo Hydro Pump vs. 252 HP / 0 SpD Regice in Rain: 136-160 (37.3 - 43.9%) -- guaranteed 3HKO after Leftovers recovery
  • 252+ SpA Ludicolo Hydro Pump vs. 252 HP / 236+ SpD Registeel in Rain: 137-162 (37.6 - 44.5%) -- guaranteed 3HKO after Leftovers recovery
  • 252+ SpA Mystic Water Ludicolo Hydro Pump vs. 252 HP / 0 SpD Regice in Rain: 148-175 (40.6 - 48%) -- guaranteed 3HKO after Leftovers recovery
  • 252+ SpA Mystic Water Ludicolo Hydro Pump vs. 252 HP / 236+ SpD Registeel in Rain: 151-178 (41.4 - 48.9%) -- guaranteed 3HKO after Leftovers recovery
 
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i love the double entendre of 386 ADV referring to both the national dex & the speed creep warranted by the inclusion of Aero/Jolt
EDIT: i'm dumb that's 396 lol

also for lead mence, dropping mence's speed to still beat glalie allows enough bulk to even keep the -SpD nature & live +Spe mence Dclaw & reverse Dclaw them
 
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:rs/roselia: :rs/skarmory: :rs/glalie:

ADV 200: Spikes

First in my entry of archetype analyses, Spikes! I remember when I first started playing ADV OU, there were loads of well-written and researched resources for team building. I can't offer anything so impeccable, but I want to share my takes on the various different viable archetypes and how to approach building them. A lot of this information is exploratory, and I hope good players chime in for any edits.

The Spikers


Sorry Cacturne, you suck. Here are the usable spikers in ADV 200 OU.

:rs/roselia:Roselia @ Leftovers
Ability: Natural Cure
Calm Nature
EVs: 252 HP / 72 Def / 180 SpD / 4 Spe
- Spikes
- Leech Seed
- Aromatherapy / Protect / Giga Drain
- Hidden Power [Grass] / [Electric] / [Fire] / Stun Spore


Starting off with Roselia, this Pokémon is specially bulky, has surprising special attack, and has a huge package of utility. My suggested EVS optimize Roselia's natural defensive qualties while helping it tank Drill Peck and Earthquake. You could EV to outspeed standard Skarmory, or offensive Swampert.

:rs/Glalie: Glalie @ Leftovers

Ability: Inner Focus
EVs: 252 HP / 68 Def / 4 SpA / 4 SpD/ 180 Spe
- Spikes
- Taunt
- Icy Wind / Ice Beam
- Crunch / Shadow Ball / Earthquake


Next, Glalie. Glalie is an excellent lead, able to deny and establish spikes, as well as threaten common leads. Icy wind offers further utility to a pokemon that usually does not usually stick around long. I wasn't too sure what EVs to include here as I feel like the team builder has to consider which leads they want to outspeed / tank and EV accordingly. That being said, as Glalie teams want to deny spikes as much as they want to set them, a good minimum speed for Glalie is 263, outspeeding even jolly Skarmory, Metagross and Breloom .

:rs/skarmory:Skarmory @ Leftovers / Soft Sand
Ability: Keen Eye
EVs: 248 HP / 248 SpD / 12 Spe
EVS: 252 Atk / 252 Speed / 4 HP
EVs: 236 HP / 176 SpD / 96 Spe
Careful Nature / Jolly / Adamant
- Spikes
- Drill Peck
- Roar / HP Ground
- Toxic / Taunt


Finally, Skarmory. An excellent physical wall and phaser that excels at establishing spikes, despite Magneton's presence in the tier. My suggested EV spreads and natures are build and team specific. To clarify, Jolly Skarmory can run Soft Sand to maximize its odds of beating Magneton. Drill Peck is almost mandatory, not only for fighters, but mostly for Gyarados, which commonly runs Taunt. If not running an anti-trap Skarmory or counter-trap strategies, teams should have a Magneton punish. These are Pokemon that can double in on expected Magtraps and punish them with the threat of super effective damage, status, etc.

Essential Components of a Spikes Team​

Although spikes stack teams can vary wildly in structure, they all share certain requirements in the builder. Note, spikes teams require more than the following. These are just the components they all share, from stall to offense.

1. A Physical Wall: Swampert, Donphan, Metagross, Flygon, Claydol, Pelipper, Regirock, Registeel, Wailord, Weezing, Dusclops

2. A Special Check: Regice, Registeel, Milotic, Ludicolo, Gardevoir, Encore Alakazam, Explosion

3. Spikes Abusers & Phasers: Manectric, Ninetales, Wailord, Salamence, Alakazam

4. Supplementary Dragon Dance & CM Check: Metagross, Solrock, Lunatone, Gyarados

5. Magneton Punishes: Magneton, Gardevoir, Trapinch, Ninetales, Sceptile, Camerupt, Gyarados, Salamence


Stall​


Stall structures are largely undiscovered. But there are a few cores we can explore and important features of a stall team to identify. Stall should also always carry spin block and can potentially further protect spikes with Sceptile. Stall structures will almost always include at least one Regi and Milotic, although other bulky waters like Wailord and the aforementioned Walrein also work.

Premier Stall Pokémon​


:rs/Milotic: Milotic: Milotic is stall in ADV 200. The only Pokémon interchangeable with Milotic are Wailord and Walrein, and these structures are very specific. Actually, from now on, just assume that Milotic fits everywhere on spikes builds, even offense.

:rs/claydol: Claydol: Claydol, with either Rest or Explosion makes obvious sense. Its only real flaw is its weakness to Sceptile.

:rs/donphan: Donphan: Donphan has surprising tools: Odeur Sleuth, Roar, and Counter. Although it has 4MSS, its a valuable asset to stall.

:rs/sceptile: Sceptile: Acting as both a fast revenge killer and spikes protector with utility in Roar and Leech Seed, and even wall-breaking with Endeavor, Sceptile offers a lot to Spikes teams.

:rs/dusclops: Dusclops: Dusclops is the best spinblocker in ADV 200, with multiple viable sets. A mon you should use almost absolutely on stall. Sorry, Sableye.

Honourable Mentions: Xatu and Gardevoir are excellent for Wish stall. At least one of Registeel or Regice is standard for stall.

Stall Cores​

As I said before, stall is pretty unexplored and I am by no means a stall main. But, these are some cores I've explored. Hopefully, you can see how these teams have multiple variations by adding necessary remaining components of a spikes team I listed above.
  • Skarmory & Magneton / Trapinch / Gardevoir
  • Skarmory / Sceptile / Regice
  • Skarmory / Donphan / Milotic
  • Skarmory / Wailord / Double Regi
  • Roselia / Walrein / Defensive Salamance
You'll probably notice a lack of Starmie representation. In my opinion, defensive Starmie lost its best tool in Thunder Wave, so it can't answer setup threats like it does in standard OU. Also notable is a lack of a Superman structure. Anyone figure that out yet?

Balance​

Balance structures can look one of two ways: 3 grounded 3 spikes-immune, or, 4/5 grounded with Rapid Spin. Generally, balance teams will include at least one Regi and complete the team with the above Essential Components.

Premier Balance Pokemon

I won't mention Roselia and Skarmory in this section, but they are the balance-spikers.

:rs/registeel: Registeel: If you really need some fat goober to disrupt enemy momentum, Registeel is an amazing mixed wall and progress maker.

:rs/regice: Regice: Rest, Explosion, or Focus Punch Regice are all fantastic special walls in varying degrees of longevity.

:rs/starmie: Starmie: Unlike stall, offensive Starmie is the best rapid spinner on balance structures.

:rs/sceptile: Sceptile: Sceptile and Spikes are just a happy union.

:rs/ninetales: Ninetales: Some may disagree with my take here, but Ninetales slots in excellently on so many balance teams with a variety of powerful tools.

Honourable Mentions: Alakazam is one of the best spikes abusers that slots well on balance. Gardevoir offers a similar wincon with greater utility. Claydol absolutely can fit onto balance structures, usually with Explosion.

Balance Cores​

  • Skarmory / Registeel / Regice
  • Skarmory / Wailord / Regice
  • Skarmory / Dusclops / Milotic
  • Roselia / Milotic / Dusclops
  • Roselia / Registeel / Ninetales
  • Roselia / Claydol / Milotic
Balance structures are a lot more flexible in the team builder. I'm sure there are plenty more cores yet to be optimized, but these are all great starting points for spikes teams. I should note though, that I think Roselia always warrants spin block, in part because it can't run Sceptile for Spikes protection.

Spikes Offense​

Spikes Offense has probably the most variations possible, indicating that the ADV 200 meta leans towards offense. Boom Offense with Golduck or Alakazam and a Dragon Dance threat, Calm Mind or any setup spam, and Rain are all excellent structures for Spikes Offense.

Premier Spikes Offense Pokémon


Again, I won't mention the spikers here, but know that offensive Skarmory and Glalie are the main spikers for this style. Roselia + Gorebyss does work well though.

:rs/gorebyss: Gorebyss: If you take a look at the Calcs in a post above, you'll notice that Gorebyss absolutely shreds through the meta with Spikes support.

:rs/golduck: Golduck: Golduck combines the functions of a bulky water and a wincon, excellent for offensive structures.

:rs/magneton: Magneton: Removing either Skarmory or Magneton can be essential to a gameplan.

:rs/manectric: Manectric: If you squint your eyes enough, this is Jolteon! Speed, Roar, even Thief!

:rs/sceptile: Sceptile: Surely he's not going to yap about Sceptile again... I have terrible news. Sceptile + Spikes is too good. Use this Pokémon.

Offensive Spikes Cores​

There are an awful lot of ways you can go about this, but here are a few.

  • Roselia / Gorebyss / Metagross
  • Skarmory / Regirock / Sceptile
  • Glalie / Sceptile / Golduck
And that's by take on Spikes in ADV 200 minus superman and the last of my helpful posts for a while. Hope it helps everyone except my tournament opponents :tyke:.
 
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ADV 200 Set Compendium V1.2

Hello. I realised that I had never uploaded either of the previous set compendiums onto the smogon forums before, and I figured that now would be a good time... one week before the ladder goes offline. Oh well!

https://docs.google.com/document/d/1jBhSfKRLKBCy4jFSCWWU7a2STzJLbU9517AGDHZgQcs/edit?usp=sharing

A majority of these sets and all of the analyses (currently) are written by myself, with many set contributions coming from other users. A massive shoutout to all who have helped construct this and proofread through all the mons I was more shaky about, especially you Celdanami ;)

If you have questions about any of the analyses, or would like to suggest potential changes or updates, then my contact details are at the bottom of the first tab. Just be wary to fully read through the 'Introduction' tab to ensure everything makes sense in each analysis.
 
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The ladder got more games than expected! 6k games is really cool and gave a lot of new data.
I really liked watching the meta evolve over the course of the month; A lot of unexpected mons rose and fell during the month as a result of this metagame still being wildly underexplored.
Sadly, until the ladder resumes, meta development will likely grind to a halt, since only direct matchmaking is possible now.
If you like ADV 200, your best bet to play it until the ladder returns is to join the discord and ask the matchmaking channel for games.
Goodnight ADV 200 ladder. Hopefully we'll see you again soon.
 
Interest Check: Seasonal Ladder League + Bot Dev Help Needed

Hey everyone,

We’re exploring the idea of launching a competitive, individual-based ladder league for ADV 200 OU, hosted on the ADV 200 Discord Server and we’d love to gauge community interest before we set it in motion.

What Is It?​

A seasonal ELO ladder system where players can challenge each other at will. Win matches, gain points. Lose, drop down. The goal is to climb the leaderboard each season to earn accolades / seasonal ranks, maybe more! Think Showdown ladder energy, but community-run, ADV 200-focused, with a little extra spice.

The Goal is For This to be:

  • Competitive and active
  • Low barrier to entry (play when you want, challenge who you want)
  • A fun way to keep the ADV 200 meta fresh and evolving

Looking for Dev Help Too​

To make this run smoothly, we’re also on the lookout for any experienced bot developers who’d be interested in helping us build a lightweight Discord bot to handle:

  • Reporting match results
  • Updating ELO scores
  • Managing seasonal resets and possibly even match histories
If you’ve got experience with Discord.py, Node.js, or similar, and love the idea of building something cool for the retro comp scene, reach out!

Join a New Competitive Scene​

Are You:
  • A player interested in competing
  • A coder who can help bring this to life
  • Or just someone who thinks this sounds like a good time
Drop a reply below or come hang out with us in the ADV 200 Discord Server.

Let us know if you'd participate in Discord, or by loving this post!
 
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ADV 200: Rain


I’m following Celdanami to write about other powerful ideas in the metagame, since I think now is the time to discuss the power of rain in ADV 200. As of now, rain is one of the strongest offensive forces in the metagame, yet woefully underutilised for how simplistic it is. I have numbered these posts and spoilered them for this post to not be disgustingly long to scroll through, but feel free to read them in any order.

1)
THE ABUSERS

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Gorebyss @ Mystic Water
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump/Surf
- Surf/Hidden Power [Electric]
- Ice Beam
- Rain Dance/Baton Pass

Gorebyss’ damage output is unparalleled. Any only somewhat offensive rain structure requires Gorebyss to be ran due to its sheer breaking power. Its decent bulk allows it to reliably set up a Rain Dance when it’s put in the lead slot. Even if it is massively chipped in this process though, chaining another Rain Dance boost to it is quite easy, allowing it to come in again on the revenge kill or after an Explosion and wreak havoc. I’m a fan of running both Hydro Pump and Surf to mitigate any potential poor luck. For example, as Gorebyss is about to be taken out or rain is about to end, launching the guaranteed chip of Surf is an alright option instead of risking an infamous Hydro miss. If you want to rely wholly on passing Rain Dance turns to it instead, Baton Pass can be quite effective, though I’m personally not the biggest fan.

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Kingdra @ Leftovers/Lum Berry
Ability: Swift Swim
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
- Hydro Pump/Surf
- Rain Dance
- Ice Beam
- Hidden Power [Electric]/Toxic/Dragon Breath

While Gorebyss is a great threat in the lead slot, Kingdra is much more consistent in the endgame after everything has been chipped down for its Surf or coverage to take out. Even outside of dedicated rain structures, Its typing in the metagame is absurdly untenable defensively, meaning it's much easier to set up multiple Rain Dance with Kingdra than even Gorebyss. STAB Dragon Breath is of note here as a way to check opposing Kingdra while granting this set a tad bit more utility. Kingdra’s main issue is, relative to Gorebyss, it is quite weak. Without Spikes, prior chip, or additional partner I’ll mention later, Kingdra’s rain-boosted damage is not going to hit all the ranges you’d like it to.

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Ludicolo @ Leftovers/Lum Berry
Ability: Swift Swim
EVs: 124 HP / 252 SpA / 132 Spe
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Surf/Hydro Pump
- Ice Beam
- Leech Seed/Hidden Power [Grass]/Giga Drain
- Rain Dance

Similarly, Ludicolo’s damage output is meagre compared to the likes of Gorebyss. Furthermore, even though Ludicolo’s typing is still defensively apt, having a Flying-type weakness and being susceptible to Metagross’ Sludge Bomb coverage limits it from setting up a Rain Dance on nearly as many mons as Kingdra. However, Ludicolo has the incredibly spammable Leech Seed, putting defensive mons that otherwise stomach rain-boosted attacks repeatedly in an awkward position. Alternatively, STAB Grass-type attacks can threaten the common Water-type switchins more directly. Additionally, Ludicolo’s set variety (which I explore later) means that it’s not as immediately obvious as to what it’ll do when it hits the scene.

There’s other Swift Swim mons, yet they aren’t nearly as easy to use, nor as effective, on average. Huntail gets Snatch, which is quite comedic, but stacking the aforementioned mons is often what will be most effective. Of course, you can’t just build a team of only Swift Swim users and expect it to be effective.
2)
THE SUPPLEMENTS

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Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 236 SpA / 20 Spe
EVs: 252 HP / 4 Def / 252 SpA
Calm/Sassy Nature
- Ice Beam
- Thunderbolt/Thunder
- Explosion
- Rain Dance

Regice is incredible glue on most teams already, but it acts especially well on rain structures to effectively threaten the mons that can immediately threaten rain structures. Unboosted HP Flying and Electric-type attacks do little into Regice. With the free turns it generates from that interaction, it can effectively threaten with Ice Beam to force more team information from the opponent, or pop Explosion for momentum after using Rain Dance.

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Electrode @ Magnet/Lum Berry
Ability: Static
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt/Thunder
- Hidden Power [Ice]/[Grass]/Mirror Coat
- Rain Dance
- Explosion

Electrode acts similarly to Regice, except obviously lasts a much shorter time on the field. What it lacks in longevity it makes up for in utility. Its sheer speed means that rain teams can both re-establish rain in a pinch, and also threaten STAB Thunderbolt against the many frail attackers that can end up threatening rain structures when it isn’t pissing it down. For all non-UK readers, that is to say when rain isn’t up. Additionally, positive speed nature Electrode outspeeds the common Modest Gorebyss, even if rain is up, making it a potentially useful asset in the mirror.

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Claydol @ Leftovers/Lum Berry/Choice Band
Ability: Levitate
EVs: 184 HP / 252 Atk / 72 Spe
Careful/Adamant Nature
- Earthquake
- Rain Dance
- Explosion
- Rapid Spin/Light Screen/Ice Beam

Claydol is yet another Rain Dance user with Explosion, this time with a useful Electric-type immunity to grant it incredibly safe switch-ins. More offensive rain structures typically don’t rely on using Rapid Spin to clear hazards, and as such, it can be eschewed here for any number of utility or coverage moves. Furthermore, Claydol’s Explosion is much stronger than the previous two entries, allowing it to dent walls such as Milotic to be chewed out by a follow up rain-boosted assault. The main issue is that Claydol and the Swift Swimmers share a common winning matchups into mons like Metagross, and losing matchup into Water-types resistant to Hydro Pump spam.

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Volbeat (M) @ Leftovers
Ability: Swarm
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Tail Glow
- Baton Pass
- Moonlight/Light Screen
- Signal Beam

And finally, the little bug that almost could. If you can find the opportunity to pass a Tail Glow, the best receiver typically being Kingdra, then the user is bound to snipe an OHKO or two. The issue is Volbeat has it really rough in this metagame, and finding a safe opportunity to Pass can seem sisyphean. Even with outside support, such as from Encore/Thunder Wave/Substitute/Baton Pass Minun, Volbeat is often more trouble than it's worth compared to simply corralling multiple Swift Swim users.
3)
THE PARTNERS

So, time to round out the team. To no shock, rain being able to pressure so many defensive checks out, as well as merely forcing as much damage as it does in the first place, is an incredible boon for a plethora of already effective mons in the ADV 200 metagame.

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Golduck @ Leftovers
Ability: Damp
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Hydro Pump/Surf
- Ice Beam
- Calm Mind
- Refresh/Hidden Power [Electric]/[Grass]

While not a Swift Swim abuser itself, Golduck is a strong answer to many of the defensive ideas that typically stop rain. Refresh, almost by itself, stifles any sort of defensive Toxic + Recover-esque play the opponent may opt for. With the pressure of Calm Mind bringing up the rear, Golduck can exploit the otherwise stone-walling Milotic for a setup opportunity. This Golduck set in particular may not win the entire game. However, the important thing is it’s another Water-type that benefits from Rain-boosted Surf damage while not sharing the same matchup spread as the Swift Swim users.

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Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 236 HP / 160 SpD / 112 Spe
Calm Nature
- Surf
- Leech Seed
- Toxic/Rain Dance
- Protect/Rain Dance/Rest

I mention this Ludicolo set outside the context of the Swift Swim users since it plays almost entirely differently, and in a way more suited for bulkier rain structures. Surf and Leech Seed are non-negotiable. Think of Rain Dance as a steroid that the Ludicolo user can pass to its Swift Swim partners, or as something it can use to pressure with Surf. Toxic and Protect synergise either to create more pressure in Rain, or to gain more recovery out of Rain Dish. Like its Swift Swim counterpart though, for those scary Toxic and Flying-types bearing down on Ludicolo, you may desire:

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Metagross @ Leftovers
Ability: Clear Body
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Protect
- Sludge Bomb

Yes, Metagross benefits from the cut to Fire-type damage in rain. More importantly though, it acts as a very sturdy check to offensive mons that rain structures typically struggle against, especially outside of rain. The glaring issue is that it is still thoroughly answered by Milotic. However, the utility of having a sturdy way of breaking past Rest or Protect Regice, as well as Ludicolo with Sludge Bomb, is too good to pass up on for structures struggling with that matchup. After all, it’s not particularly like the opponent will be willing to retain Metagross checks if they have to sack them to Gorebyss Hydro Pump.

So, how to pressure Milotic? Well, one option is:

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Gyarados @ Leftovers
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Hidden Power [Flying]
- Earthquake
- Taunt

Outside of Golduck, the perilous snake is likely a rain team’s best friend in reliably answering Milotic. With its typing and access to Taunt, even if Gyarados can’t perform a full sweep, the pressure it applies to Milotic to stay low and the strength of even an unboosted HP Flying is more than enough for most games. If Gyarados’ main checks are Skarmory, Solrock, and Regirock, then it appreciates how much damage rain can exploit these mons. More than anything though, Gyarados has the ability to force switches without Roar itself, which can be useful with Spikes users.

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Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
EVs: 4 HP / 252 Atk / 252 Spe
Careful/Jolly Nature
- Spikes
- Roar/Taunt
- Drill Peck
- Toxic/Hidden Power [Ground]

As perhaps expected, Skarmory is a decent fit for these structures. Swift Swim users have a tendency to force switches quite often, and so establishing Spikes is strong. Drill Peck coverage for opposing Ludicolo is unironically a reliable enough check. I have listed both Standard and YOLO Skarmory EVs to indicate how both are useful. For more balance-oriented rain structures, the longevity of the Standard set and the utility of being able to eek out a Toxic hit on Regice or Ludicolo is invaluable. Alternatively, having fast Taunt to prevent Milotic Recover/Refresh as well as a bevy of other threatening setup attempts such as Gyarados Dragon Dance is potent in supplementing a more offensive rain plan.

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Glalie @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 68 Def / 4 SpA / 4 SpD/ 180 Spe
Timid Nature
- Ice Beam/Icy Wind
- Toxic
- Spikes
- Taunt

Glalie serves many of the same functions, though is more fitting on teams that omit Regice. An even faster Taunt ensures opposing Skarmory will fail to set up Spikes, while also preventing the common Toxic attempts to ruin Glalie’s day. In short, Glalie will reliably net the user multiple Spikes layers or utility throughout a game if played well. By being so immediately threatening to the likes of lead Salamence while pressuring down Milotic, Glalie does good work to ensure that the backup rain attackers have an easier time cleaving through everything.

Either Spikes user appreciates how little opportunity rain abusers grant the opponent to use Rapid Spin. The ball is in the court of the rain player more often than not, so the opponent must decide whether it’s worthwhile to contest it while they blister themselves on Skarmory or Glalie’s Spikes.

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Salamence @ Leftovers
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Rash/Modest Nature
- Dragon Claw/Dragon Breath
- Fire Blast
- Hydro Pump
- Hidden Power [Flying]/Roar/Toxic

There’s almost no superior Spikes abuser in ADV 200 than Mixed Salamence, by proxy making it a good choice on rain as well. There’s not too much else to say other than pointing out how effective this coverage is, especially given how often Salamence is forcing switches for extra Spikes chip. Defensively, being able to threaten so many physical attackers is something rain often lacks into the likes of opposing Dragon Dance users. Furthermore, given rain team’s propensity to prevent rather than remedy Spikes on their side of the field, having a mon immune to them is a nice quality of life.

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Manectric @ Never-Melt Ice/Lum Berry
Ability: Static
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]/[Grass]
- Thunder Wave
- Roar

Manectric serves as another Salamence-esque mon in the way of being a Roar user and potential Paralysis spreader. Its speed tier is important for outspeeding Modest Starmie bulkier Modest Alakazam, both of whom otherwise force defensive play from the rain user. Other than that, merely having a fast and strong-ish STAB Thunderbolt grants Manectric quite the position on teams who otherwise cannot quickly threaten Milotic and Skarmory repeatedly using Protect. HP Ice boosted by NMI snipes even bulkier DD Salamence, which is useful for endgame scenarios on rain teams that cannot relent on offensive pressure to even allow Salamence to set up once.

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Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 68 Atk / 188 Def
Impish Nature
- Earthquake
- Protect/Explosion
- Rock Slide/Hidden Power [Rock]
- Toxic

For all this talk of struggling on off-turns outside of rain, especially into boosted or Choice Band Flying-type threats such as Swellow or Salamence, one may wonder how to answer them. Solrock has all the defensive traits to do so, luckily. Unstatused, Solrock can take a myriad of hits, assuming that the opposition isn’t carrying coverage for it. With the momentum of Explosion, or with precise double switches, Solrock effectively baits in slow mons (i.e., Metagross, Swampert) that the Swift Swim abusers can effortlessly set up a Rain Dance on. Once more, outside of Milotic, the mons that Solrock answers compliments what rain cannot when the skies are dry. Keep in mind that Paralysis support or a little speedcreep goes a long way in making Rock Slide much more annoying to manage.

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Regirock @ Choice Band/Leftovers
Ability: Clear Body
EVs: 232 HP / 252 Atk / 24 Spe
EVs: 252 HP / 152 Atk / 100 SpD
Adamant Nature
- Hidden Power [Rock]
- Earthquake
- Explosion/Protect
- Focus Punch/Toxic

Regirock acts similarly, though trades the sheer compression of the Spikes-immune Solrock to be an even sturdier check to Flying-type offense. It takes a good amount from boosted Earthquake, but Choice Banded HP Ground from the likes of Swellow, Dodrio, and Crobat bounce off. Additionally, the extra strength of its attacks due to it having no need to run extra defensive investment goes a long way in making its repeated attacks and Explosion sting significantly more than Solrock’s. Furthermore, Choice Band Regirock is terrifying to face with Spikes up, threatening the same mons in the stop-gap between rain turns that Gorebyss would otherwise be scared to tussle with one-on-one.
4)
THE ANSWERS

Quite a few of these Celdanami has already covered in his Water-type post, but I think it’s worthwhile to list and expand on his examples here. I will be ordering these mons loosely by how well they check rain, rather than their respective viability outside the matchup.

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Milotic @ Leftovers
Bold Nature
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
- Surf
- Refresh/Light Screen
- Toxic
- Recover

Much of Milotic’s strength and viability comes from its matchup against rain. If a rain user acts too cavalier around Milotic, then they will inevitably run out of resources to break it. Many non-rain balance structures and pretty much all stall structures clamour for Milotic as their primary Water-type mon. While other offensive structures naturally carry Choice Band attackers to break past Milotic, or stallier structures can afford to run Rest Regice or Mean Look Dusclops to answer Milotic, more all-in rain structures really only have so many mons that are useful outside of the Milotic matchup that happen to check it. As such, on the receiving end of rain attacks, preserving Milotic while eliminating the likes of Gyarados or Electric-types is imperative.

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Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 236 HP / 160 SpD / 112 Spe
Calm Nature
- Surf
- Leech Seed
- Toxic
- Protect/Rest

You may say that I’ve near-copy-and-pasted the set from before, and you’d be correct. Ludicolo can also comfortably fit on non-rain structures as an apt special check and one or two portions of FWG balance cores. If one can adequately answer Flying-type STAB attacks, and respond to Toxic attempts with a Guts attacker like Swellow, then Ludicolo is a sturdy, if passive, special check equipped to answer rain.

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Gardevoir @ Leftovers
Ability: Trace
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Psychic
- Thunderbolt
- Wish
- Calm Mind

Likewise, Gardevoir is another otherwise effective mon that happens to answer rain, if less solidly than Ludicolo due to its neutrality to Water-type attacks instead of a 4x resistance. The big idea is that Trace Swift Swim Gardevoir with a little speed investment should always be outspeeding and threatening rain attackers with CM + Thunderbolt. The main benefit of Gardevoir over Ludicolo is that there’s a myriad of sets you can viably run on it, and most should adequately at least scare rain. Whether that’s a completely specially defensive Wish + Protect idea with Toxic to stall out the rain, or an offensively inclined CM idea with offensive investment and Thunderbolt, rain users must be hip to the idea Gardevoir can very quickly snowball into an unmanageable threat.

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Kingdra @ Chesto Berry
Ability: Swift Swim
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Dragon Dance
- Return
- Hidden Power [Ground]
- Rest

This may seem a little strange. Perhaps a little more than a little strange. However, Kingdra’s defensive traits that make it so effective in rain structures apply to other structures that may want to make use of it. Unlike Salamence or Gyarados and their respective 4x weaknesses, Kingdra can fairly reliably click Dragon Dance more than twice. That unimpressive invested Return starts quickly ramping in damage. Pertaining to the rain matchup specifically, Swift Swim acts as a specific counter ability, ensuring Kingdra will have the speed advantage to snipe a rain threat without needing to take an Ice Beam hit. Just keep in mind that you need Magneton with this, or some other way to pressure Skarmory.

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Golduck @ Leftovers
Ability: Cloud Nine
EVs: 252 HP / 228 Def / 12 SpD / 16 Spe
Modest Nature
- Surf
- Ice Beam
- Calm Mind
- Rest

Defensive Golduck typically wants Damp, but can certainly run Cloud Nine on non-rain teams that struggle into Gorebyss and their cohorts. Outside of the rain matchup, think of defensive Golduck as a mini-Suicune that also requires Magneton for its full potential. In the rain matchup, think of it as a lifeline.

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Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 120 HP / 200 SpA / 52 SpD / 136 Spe
Modest Nature
- Hydro Pump/Surf
- Thunderbolt
- Ice Beam/Rest
- Thunder Wave/Toxic

Unlike Starmie, Lanturn can comfortably tank multiple rain-boosted attacks while threatening back with STAB Thunderbolt or the potentially even more damning Thunder Wave. The set above is an offensive idea, yet bulkier Lanturn with Rest proves to be an even sturdier rain check at the cost of its viability outside of the matchup. Speaking of which, Lanturn often pairs with mons weak to Electric-type onslaughts – typically stacking with other Water-type mons such as Starmie or Gyarados – to answer the all-too-common Starmie. If these teams ran Swampert instead, or other Ground-types to stomach the Electric attacks, they may lack the ability to answer rain.

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Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpA
Calm Nature
- Ice Beam
- Thunderbolt
- Protect/Rest
- Toxic

One may think Regice is typically the mon fills in Lanturn’s shoes in the scenario I described above. Very awkwardly I would imagine, given how one may also think how either of these mons would wear foot apparel, but I digress. The issue is both that Regice struggles to handle multiple rain-boosted attacks if played improperly, and can’t immediately threaten back with an OHKO onto Gorebyss. It can very easily prevent the opponent from setting up rain, and potentially stall it out a little with Protect, but can’t repeatedly take it head-on.

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Registeel @ Leftovers
Ability: Clear Body
EVs: 248 HP / 12 Atk / 248 SpD
Sassy Nature
- Toxic
- Protect/Explosion
- Earthquake
- Thunder

Teams vying for a Toxic immunity but a bit more of a secure matchup into rain may consider Registeel. Alas, it still does not take rain-boosted Gorebyss Hydro Pump particularly well, but it can hang on to make it a 3KHO with Protect. Afterwards, it can threaten with Thunder, potentially pressuring rain’s common switch outs with Toxic as well. More defensive rain structures may have a rough time against Registeel, though it completely crumples to Metagross or mons who have already set up without Explosion.

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Electrode @ Magnet/[No Item]
Ability: Static
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Hidden Power [Ice]/[Grass]/Mirror Coat/Toxic
- Light Screen/Thief
- Explosion

Outside of mons using their abilities to answer rain, Electrode is as close as you can really get to an offensive rain check. With a speed boosting nature, Electrode outpaces Modest Gorebyss in rain, which can just as quickly force it out the turn after it has just set up a Rain Dance. Electrode is very much only a mon to be put next to mons that appreciate the immediacy and speed of its breaking and quick utility, as its traits fit best on offense. This usage means it may have been expended before it can stifle or protect against a late game Rain Dance sweep with Explosion and Light Screen, respectively.

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Wailord @ Leftovers
Ability: Water Veil
EVs: 252 Def / 4 SpA / 252 SpD
Bold/Calm Nature
- Surf
- Roar
- Rest
- Sleep Talk

Much like how Electrode only truly fits onto offensive structures, Wailord is only apt on bulky Spikes builds, where it can effectively spam Roar + RestTalk to whittle down the opponent. Part of it being effective is its strong matchup into rain lacking Gyarados or Ludicolo, wherein it can shuffle most effectively. However, sometimes fitting Wailord in particular is difficult on these structures, who may simply prefer the mixed walling capabilities of Milotic, or the more independently threatening Walrein.

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Vileplume @ Lum Berry/Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sunny Day
- Sleep Powder
- Solar Beam
- Hidden Power [Fire]/[Ice]

Vileplume answers the pouring rain with sun, and a properly played one can absolutely wallop shaky or weakened rain structures. However, the issues for Vileplume fall under one simple question: how can one fit it on a structure? It is not nearly as versatile or immediately threatening as the other Grass-type contenders, and using it outside the rain matchup is incredibly difficult. As it stands, it is a much more niche and perhaps unreliable choice into rain, if a fun one.
5)
Types of structures and Useful Cores

In general, rain can be delineated into 3 styles:

- Mixed Offense, as a small engine in a larger (typically offensive) build – e.g., https://pokepast.es/25781956387d28b1, courtesy of FrankMarley.

This example team aims to pressure the opponent’s defensive answers to Choice Band Salamence and Gyarados out to swiftly be punished by Regice and Gorebyss. The main thing to take note of here is how unassuming this team otherwise looks. Rain isn’t on the mind of most players until Regice clicks Rain Dance or Gorebyss comes in to heavily punish an unaware opponent. By the time they realise what’s going on, it’s almost too late to respond most of the time. Double Intimidate helps to insulate the team from most repeated physical hits, while Metagross handles the otherwise problematic Regice well without the player needing to use their own Regice to beat it.

The main things to take note of is the mix of a physical breaker with the utility and speed of a Swift Swim attacker in Rain.

:Salamence:/:Regice:/:Gorebyss: – This core offensively and defensively scouts for each other member very well while all individually threatening a whole host of mons. Realistically, you could replace Salamence slot with a whole host of Choice Band attackers but Salamence is the one with the most potential for obfuscation in the lead slot. Having a reliable Toxic immunity and Flying-type resistance in the back seems like a good idea, hence why Metagross is such a strong synergy here.

:Metagross:/:Blaziken:/:Ludicolo: – This is a bulkier core that takes advantage of each of these mons’ immediate breaking opportunity, with Blaziken’s defensive inadequacies being quashed by how easy Ludicolo is to switch into. Choice Band Metagross is what this core likely defaults to so it can break, but depending on how much immediate physical offense you fill out the rest of this structure with (e.g., CB Claydol), then Agility Metagross can be used to great effect here as well. Another Flying-type resist in Regirock works excellently here once more, with the opportunity for it or other bulky setup such as Gardevoir potentially proving quite strong and rounding out the team defensively.

:Regice:/:Regirock:/:Registeel: – You typically round this structure out with Golduck, in addition to Claydol and a special attacker bringing up the rear. However, if you elect to run a Swift Swim abuser in the last slot here, it’s a little awkward to stack its roles with Golduck. As such, like the structure before this one, you split the CM user (typically Gardevoir, potential for Alakazam if you want something more offensively inclined) and the Swift Swim user. More often than not, the abuser will be Ludicolo due to its Earthquake resistance. Even though it's less powerful than its contemporaries, it will still break effectively enough for Curse Registeel to win in the endgame.

- Spikes Offense, where rain often plays a role in pressuring the opponent over a shorter game length – e.g., https://pokepast.es/48ed4bc5e7e08334, courtesy of Celdanami.

Glalie is great at pressuring a wide variety of leads out. Most notably, Taunt prevents lead Skarmory from compromising this team’s defensive integrity and trading ability with Spikes. After that point, Spikes with Gorebyss and CB Regirock do incredible work to wash down (get it?) the opponent. Banette acts as a temporary spinblocker that can consistently output big damage with Spikes. The BoltBeam combo with Manectric and Regice forces switches themselves, with Manectric’s Roar punishing any greedy setup, and Regice’s established synergy with Gorebyss giving the team even more offensive momentum.

:Glalie:/:Regirock:/:Ludicolo: – Many of the same concepts we see again here, except this time helped along by Spikes pressure from Glalie. CB Regirock and Ludicolo both get a big boost from Spikes chip. Unlike with Gorebyss, being backed up by a Ground-resist helps this team go slightly longer, with it relying much less on ending the game on the spot. Furthermore, when backed with Spikes support, Ludicolo’s HP Grass 2KHOs Milotic fairly reliably. Leech Seed is the option for longevity, and can be paired with a different rain abuser to clean up endgames.

:Glalie:/:Breloom:/:Gorebyss: – This is an offensive idea, with the benefit of Breloom’s sleep being that it grants Gorebyss a free turn to Rain Dance, or Glalie another opportunity to use Spikes. Lacking a Flying-type resist, this core likely wants Metagross or Regirock as a stop gap, with Banette having the chance to hold its own once again as a Spin blocker.

:Skarmory:/:Sceptile:/:Kingdra: – Utilising Skarmory this time for its Flying-resistance and ability to self-sufficiently phaze with Roar, Sceptile and Kingdra have the opportunity to clean out endgames, supported with the idea that all the mons on this squad have means of circumventing an opposing setup sweeper from boosting and robbing the game. Having another Flying-resist, with the likely candidate being Regirock or Manectric once again, is good in emergency situations wherein the Skarmory is eliminated. This structure can also struggle into Magneton and Lanturn clicking buttons repeatedly, so Hasty Earthquake Sceptile is a potentially good option so long as it stays un-statused. An alternate idea is having Claydol as offensive insurance and another Ground-immunity in this team’s backpocket to answer the threat of Thunder Wave clickers.

- Spikeless Hyper Offense, typically going Spikeless and chaining Rain Dance turns from one mon to another – e.g., https://pokepast.es/63167250db40a84d, courtesy of… myself.

Given this is my team, I will scrutinise it a little more and say: this was built in a fugue state at 3am. It likely has a win rate approaching 80-90%. I doubt I am that good in my play relative to the competition, so I must’ve done something right in the building process, or everyone else should be running more Milotic. Lead Gorebyss is liable to knock the socks off of unprepared teams, with it more than likely opening up a variety of avenues for Gyarados to break after Skarmory has been eliminated. The alternate win condition is embedded in Kingdra cleaning up the endgame after Water-type overload has been achieved successfully. Regice and Electrode act both as BoltBeam coverage and as a way to reset tempo in the user’s favour. In particular, Hidden Power Grass Electrode has caught many Swampert unawares. Golduck and Gyarados, as well as Regice and Electrode to a lesser extent, are this team’s silver bullets into Milotic, who is otherwise impossible to break.

Core? You’d like a core? Erm… ok well:

:Gorebyss:/:Regice:/:Gyarados: – FYI, you’re going to be stuffing one or both of Ludicolo or Kingdra in the back, so the main idea is that 2/3rds of this core is dedicated to screwing with Milotic most of all while resetting tempo with Gyarados’ Intimidate and Regice’s Rain Dance + Explosion when necessary. Electing to find another way of pressuring Milotic while abusing the power of Rain, such as with Lanturn or the aforementioned Golduck, is likely a good idea. 3 setters minimum is mandatory, though feel free to run Baton Pass over Rain Dance on Gorebyss after you’ve met that threshold. Ultimately, this style is undoubtedly linear, though it’s a blast to pull off successfully.

These examples I still believe to not be entirely pushed to their limits, though it is a good jumping off point given how far the metagame has come from its (relatively) big explosion about a year ago.
6)
Conclusion

From the results of the latest tour, and Gorebyss’ failure when improperly managed, rain still has a ways to go. If the brutal success of the latter Spikeless HO team on ladder is any indication though, answering rain adequately is also not reality in the world of teambuilding. This reflects rain teams going consistently under the radar, both in the way of building it being a challenging endeavour without proper resources, and how suboptimal rain teams stomp out the opposition nearly or wholly unprepared for the matchup.

It will soon no longer be good enough to pack a Regice and expect rain to crumple in the face of it. If that day comes, then I foresee how unconsciously leading Gorebyss and clicking Rain Dance will no longer to be the sickle wrapped round the throat of the metagame.
 
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ADV 200 Expanded Role Compendium + Metagame Overview
This post serves as an extension to the Role Compendium section of the Resources Hub post for ADV 200, but also works as standalone reading intended for newcomers.

Before looking at the metagame, it is worth looking at what moves you may be used to in ADV OU that are widely cut in 200 (bold being more important moves):

Baton Pass
Body Slam*
Counter
Double-Edge
Endure
Every Elemental Punch
Explosion
Icy Wind
Mimic
Psych Up
Refresh
Rock Slide
Seismic Toss
Selfdestruct
Sleep Talk
Substitute
Swagger
Swords Dance
Thunder Wave
*Body Slam has a functional mirror with Secret Power.

Like the cut ADV OU mons, the cut moves shape how good mons are. I will not mention every cut move from every mon, but I discuss which mons get usually common moves like Substitute at the end of this section, since they all have niches due to that scarcity.

Physical Offense

:Salamence: - Dragon Dance has the penchant to take endgames out of nowhere, though Choice Band becomes even better with no Sand to reveal what set it has until it's too late. The only thing it really misses is Rock Slide.

:Metagross: - With no Explosion, Metagross is more reliant on its Meteor Mash to make substantial progress. However, as in ADV OU, this move is incredibly difficult to switch into consistently into battered or structurally-poor teams.

:Gyarados: - With no Thunder Wave or Double Edge, Gyarados has a much harder time bullying the opposition. However, Everything else in the metagame allow for just a +1 Dragon Dance to be pretty damning. The lack of sand makes it deceptively bulky. Additionally, the omission of Aerodactyl and Jolteon (394 speed tier) means that Gyara is much more comfortable with running Adamant (388 speed tier with 252 +1).

:Kingdra: - As with Gyarados, no Sand and no Blissey to cripple it with Thunder Wave makes Dragon Dance Kingdra into another terrifying force, especially considering that the opponent must take into account both potential Kingdra sets. Yes, even with only Return and HP Ground as its coverage.

The following mons are more currently understood to be niche choices, with Choice Band being the most consistent sets on them. I'll write descriptions for the more notable ones:

:Swellow:/ :Dodrio: - Outside of Electrode, Swellow is the fastest relevant threat. Without Guts, it is a decent Return clicker, especially in a metagame with only a couple good Ghost-types. With Guts, Facade OHKOs non-resists and 2KHOs resists. The utility this powerful delete button brings is unparalleled. Offensively, only limitation is that its non-Normal-type moves are hitting for 3KHOs at best.

Dodrio's strength is somewhere in-between a non-Guts and Guts activated Swellow, though it lacks the important speedtiers of Swellow. However, just considering how strong its QA is? It's not really much of an issue. For structures that can't reliably setup Toxic/Will-O-Wisp hitting into Swellow, and need a swift breaker with strong spammable Normal and Flying STAB, Dodrio does well.

:Flygon: - Without Sand or any great Rock-type attackers, Flygon's defensive utility is unecessary in the metagame. On the other hand, a Band STAB EQ is a very nice thing indeed. Even without Rock Slide, after Skarmory is eliminated, Flygon can take a couple hits while dealing out more than stinging damage.

:Regirock: - Embarrassingly, Regirock lacks Rock Slide. Additionally, no Thunder Wave makes it significantly worse at its bullying job. With neither part of the ParaFlinch dream intact, Regirock instead lives out its career as Houdini Jr, with its base 100 Atk Explosion being an incredibly powerful instant removal tool. Before it has to resort to that however, its incredible bulk allows it to come in multiple times to threaten with HP Rock or Earthquake. It can alternatively use Curse as a way to force progress with Explosion and EdgeQuake coverage, or to turn into a wincon with Rest.

I'll quickly skim through the rest as immediate breakers before I talk about a couple of them in later sections:

:Slaking:- Tricky toolbox and bulk to beat setup sweepers best of all, but invites in DD mons on the Truant turn easily.

:Crobat:- Generally just a worse Swellow, but can outspeed +1 Adamant Gyarados.

:Medicham:- CB big damage; no Rock Slide makes it big sad.

:Machamp:- CB also big damage with Cross Chop and Focus Punch, just scared to switch into unresisted hits and has a bit of an inconvenient speed tier.

:Azumarill:- CB is good damage, though its claim to fame is having the strongest of the very few SubPunches in the tier.

:Heracross:- Incredibly sad about getting none of the tools it otherwise abuses to wallop stuff on weather clear teams in OU (big things being no Salac, no Substitute, no Endure, and no Swords Dance), still a decent CB attacker with a Ground-immunity.

:Rhydon:- CB Focus Punch hits like a truck with good predicts, especially since its baiting out Flying-types. Can also SD but its speed tier and defensive profile hold it back for reasons I will get into later.

:Golem: - Regirock if it was slower and less bulky and had worse defensive typing, but was a bit stronger and packed STAB EQ and Rock Slide access. Likely better than Regirock outside of the lead slot.

Special Offense

:Salamence: - Dragon Claw and Fire Blast may as well be perfect coverage into this tier. Necessitates Spikes layers like nothing else, but arguably has the most clickable buttons in the metagame. Potentially the strongest part of this set is the fact that it more or less has 2 free moveslots for its team to use.

:Starmie: - Likewise, Starmie's coverage is very hard to switch into properly, and poses more than a threat here. Without Thunder Wave, it's especially dedicated to offensive ideas. The only speed tiers you give up by running Modest is the rarer Manectric, and Timid Starmie. In general, without Blissey, special offense defines the tier, but Starmie especially threatens the vast majority of mons on the spot. Furthermore, without any substantial Pursuit users, Starmie's slipperiness with Natural Cure fits the tier incredibly well.

:Regice: - The closest thing to Blissey, Regice is often a teambuilder's natural teamslot to answer special offense. With STAB Ice Beam and BoltBeam though, Regice's longevity is used to batter the opponent. Proper hazard and Status control is integral for it to be the immovable tank it purports to be.

:Alakazam: - Once the reaper of the metagame, an Alakazam coming in for the revenge kill and threatening Calm Mind is still ridiculously threatening. The combination of its unparalleled coverage and damage, and the utility of Recover and Encore on a mon this swift seems completely overbearing for a more limited metagame. Dark-types are non-existent. However, for all its smarts, Alakazam is still restricted to 4 moveslots and its meagre body. Because of this, trading into it with a bulky or fast attacker is enough to stop any extended Alakazam sweep.

:Gorebyss:/:Kingdra:/:Ludicolo: - I write more about these mons here, but in general, they're all incredible rain attackers in their own unique and dastardly ways. Gorebyss especially is the special equivalent of Swellow in many ways. After one correct turn, it can either force out a defensive check and do massive damage into it, or take 3 to 4 KOs for itself.

Kingdra is ostensibly the more reliable endgame choice, and Ludicolo has good oppurtunities to threaten massively by switching into a flaacid Surf or Earthquake in the midgame. In general, without Sand or Celebi, their reign of terror often goes unimpeded for those 4 turns.

:Gardevoir:/:Golduck:- The powers of Calm Mind are not lost on these two. Gardevoir is an intensely useful utility mon, part of which being how threatening CM can often be. Will-O-Wisp, Taunt, or Wish alongside CM and Psychic + TBolt/HP Fire can get out of control very quickly. Without Sand or Dark-types to soften it up and stomach its hits, Gardevoir is much more bulky and powerful than one may be used to from OU.

However, Golduck may be familiar given it's a nerfed Suicune, but one that doesn't have to contend with Sand. Lacking Roar, RestTalk, and Substitute, Golduck makes up for it with Refresh access. Damp prevents any shenanigans from the Regis from stopping its onslaught. Both of these mons can break more efficiently with an offensive EV spread, or take a more defensive approach to try and greed out a wincon.

:Magneton:- For how good Skarmory and bulky Water-types are, as well as having no Dugtrio to worry about eliminating it, Magneton is more than a delete button for Skarmory. Bulky structures must keep in mind that Magneton's invested or even just Modest TBolt + HP Grass/Fire coverage is often too much to wall effectively.

:Manectric: - Manectric carries the torch of all the cut Electric-types. Most of all, it apes its idol Jolteon. How well does it succeed in its roleplay? I'd give it a passing grade, though it's just close enough for jazz. The main utility of Jolteon, i.e., being able to be a fast Electric-type that can do output damage consistently and threaten with TWave, is pretty much all here. However, Manectric gets outsped and wiped by many notable threats, which seriously limits its viability. If one can manage to take advantage of its middling BoltBeam and decide correctly on its 4th moveslot (such as Roar on Spikes), then Manectric can be a valuable breaking asset.

:Raichu: - Just repeat what I said for Manectric, but slightly slower, slightly weaker, and packing Encore, Wish, and Focus Punch instead of a lot of Manectric's canine traits, such as Roar and Crunch.

:Sceptile:- Sceptile is the only fast Pursuit user in the metagame, though its other traits outside of Sand and the multiplicity of the Water-types makes it a nasty threat in its own right. Its strength feels just a little piddly, however.

:Lanturn:- Lanturn lacks any substantial switchin, with nothing really wanting to have to take the shotgun blast of TBolt, Hydro Pump, and Toxic/Thunder Wave. It is still Lanturn after all, and getting it statused is a death knell, but there's no telling how much progress it can make into bulkier structures.

:Electrode: - Despite it's middling SpAtk, Electrode is as much a threat in its own right as it is an enabler for for SpecOff. Rain especially loves having a fast pivoting mon that can setup RD and threaten the Skarmory and Milotic that usually stifle rain. Even outside of the style though, its blend of fast BoltBeam, Explosion, and sneaky last move choice (Light Screen, Toxic, Thief, Mirror Coat, Taunt) all do well on HO.

:Blaziken:/:Ninetales:- Given the most effective and threatening special wall is Regice (never mind one lacking TWave), you may be asking: "Where are the Fire-types?" Well this is the best it's going to get. Into Water-types both of these mons have their respective options. A well-placed Focus Punch from Blaziken will do heaps, and Ninetales' propensity to click Roar and Will-O-Wisp with Spikes up can wear the opponent out very quickly if they're not careful. However, their awkward stats and succeptibility to Spikes hold them back from being staples, no matter how good their STAB Fire Blast or Flamethrower are.

:Kadabra:/:Pikachu:- The closest thing to another Alakazam, for some teams, is Kadabra. The big issue is that it often doubly worsens a team's defensive capabilities into, say, a Dragon Dance attacker, while not actually being as strong or fast as Alakazam to improve a team's offensive production by nearly the same amount.

I lump Pikachu alongside Kadabra: it has the strongest TBolt (I don't mention Volt Tackle or Surf because it gets neither) in the tier, but falls much too short defensively for teams to be able to use comfortably in anywhere except the endgame.

:Shiftry:/:Vileplume:- There's not too much to say other than that Sun is a much worse weather than rain, since these mons aren't boosting their STAB by a ridiculous 50%, and their STAB type is the pitiful Grass-type. Shiftry has the ever useful Explosion, though it might have to popoff before it can do anything else of note.

Vileplume's typing gives it many switchins to Milotic or Registeel, though it often falls short of doing much offensively outside of Sleep Powder.

Mixed Offense

:Salamence:- Given that Special Mence hits the world and more in only two moveslots, having specific physical moves to directly answer and OHKO certain targets is more than feasible. HP Flying for Ludicolo, HP Ghost for Alakazam and Claydol, the list goes as long as one's creativity can muster.

:Metagross:- Metagross, likewise, does not need for much more than Mash and EQ, so running HP Fire/Electric/Grass can absolutely mammock Steel-types/Gyarados/Swampert, respectively. Furthermore, invested Psychic deals heavy damage with Spikes support to the popular Water-types.

:Sceptile:- Sceptile can struggle into Magneton, not wanting to risk being statused itself. Like Magneton, Regice and Registeel often float into the battlefield for free on Sceptile. In response, Focus Punch is usually decently easy to fit on Sceptile for structures that need these mons chipped or taken out. However, the reliability of Leech Seed + Protect may be preferable, even if it eats into 2 moveslots and does its damage less immediately.

:Blaziken:- If Blaziken has issues, damage isn't one of them. The threat of its mixed Fire/Fighting coverage baits in Salamence and Gyarados most easily. In response, Blaziken can easily carry Toxic or HP Ice/Electric, respectively, to ruin the few checks it does have.

:Banette:- For all its frailties and sluggishness, Ghost/Fighting coverage is impossible to resist. Even Skarmory isn't safe as, due to its decent SpAtk and Thunderbolt access, it can't manage Banette for long. Its mixed coverage is a little more niche than just running a couple utility moves and bolstering its HP and Speed, though.

:Camerupt:- Lacking Explosion, Camerupt's offensive capabilities rely much more on the terrifying combo of ripping full HP Eruption and Earthquake. This can really only be done comfortably into bulkier structures who lack the means of outspeeding and taking out Camerupt. I bring it up most of all here to indicate just how few true mixed threats there really are.

Setup Sweepers

I've already covered quite a few setup attackers, such as:
:Salamence:/:Metagross:/:Alakazam:/:Gorebyss:/:Golduck:/:Kingdra:/:Ludicolo:/:Gyarados:/:Regirock: ...etc., etc.

However, I think taking a closer look at a couple other niche mons with setup capabilities is important.

:Swampert:/:Registeel: - Curse on mons these bulky can wrangle game wins in the endgame. Swampert definitely can hide that it is Curse until it's too late for the opponent, chipping down its checks with Hydro Pump or HP Rock.

On the other hand, Registeel can constantly threaten a sweep with Curse due to its superior defensive profile and immunity to Toxic. Furthermore, Curse Explosion, even on a mon as weak as Registeel, will still OHKO many targets if the Registeel is willing to eschew the potential to win a game in the longterm. If Skarmory is eliminated, and the opponent lacks another Roar user such as their own Swampert, it can often be lights out with these guys.

:Machamp:/:Heracross:/ :Medicham:/:Pinsir: - Not only do the first three all pose decent threats with their big Choice Band attacks, but Bulk Up can be a decent mid-to-lategame option if the opponent is expecting CB. Machamp's superior typing (i.e., not weak to Fire-type moves) and good special bulk makes it a little sturdier in the endgame than Heracross, though both struggle with the ailment of having so many weaknesses in a Flying and Psychic-heavy metagame. There's no understating the power of Encore/Light Screen/Rock Slide coverage ontop of being able to run Cross Chop/Revenge and HP Ghost on Machamp, though. Medicham and Pinsir's typing both make up for this as BU users, though their less-than-middling bulk does not do them any favours in terms of trying to fully sweep.

:Rhydon:/:Zangoose:- These two very well may be the best Swords Dance users, though Pinsir can also get the move with Hyper Cutter access. +2 Focus Punch on a mon that naturally threatens out non-Hydro Pump or HP Grass Mence with HP Rock is impressive as far as breaking goes. Keep in mind that Rock Slide and Swords Dance are mutually exclusive.

Likewise, +2 QA compliments Zangoose's ability to purge the opponent's bulk with +2 Return, so long as Skarmory has been removed beforehand. The catch is that both of these mons have crippling defensive qualities that make getting the Swords Dance off more difficult than it may be worth.

:Hariyama:/:Linoone:- And finally, the only 2 Belly Drum users. That's right, no Azumarill BDrum. Hariyama is entirely reliant on getting a speed boost passed to it if it wants to sweep with BDrum and Brick Break + HP Ghost coverage. From there though, there's very little to stop it easily.

Linoone's lack of ESpeed makes it unable to instantly threaten everything if it gets its thing going, meaning a little more involvement is required for its breaking to go off without a hitch. How can a mon with only a tertiary understanding of how to attack break effectively? One move springs to mind : Flail. Due to its coveted Substitute access, Linoone can semi-reliably set up a situation where it can force itself down to 1HP and attack with Flail. Even rarer though is being able to both BDrum and setup Sub securely. This can be forced with Hypnosis + Memento Gardevoir, but also requires either no Spikes to be up, or 3 layers. Into Dusclops, it can manage this feat as well.

Physical Defense

:Skarmory: - What a mon. Because of how much use Magneton gets here outside of just trapping Skarmory, Skarmory getting trapped is a little more common. It can't even take advantage of Sand being up. However, one can't underestimate just how potent Skarmory is at staving off the physical attackers and spreading Toxic in a metagame widely lacking Natural Cure mons and Substitute. Spikes are incredible as always, bolstered by how few mons possess reliable instant recovery not named Rest. Additionally, because of Magneton's increased prescence and the without Jirachi to consistently exploit its meagre hits, Taunt YOLO Skarmory often pays more dividends than one may expect if they're acclimated only to its OU equivalent.

:Salamence:- Wish Salamence, as in OU, is incredibly potent at taking physical hits and consistently staving off its Dragon Dance bretheren. The only thing to note is how much Leftovers recovery it can garner in Sand's absence.

:Gyarados:- Gyarados combines the utility of Skarmory's Taunt and Phazing with perfect physical coverage and surprisingly effective special coverage in BoltBeam to consistently chip down Skarmory and Milotic while seriously damaging DD Salamence and Gyarados.

:Regirock:- Outside of Choice Band, Leftovers Regirock carrying Zap Cannon or Rest can stomach the bevy of Earthquakes coming its way while outputting constant pressure. However, wouldn't it be nice to just... not have to worry about Ground-type coverage at all? Introducing:

:Weezing:/:Solrock:- Weezing, as it does in UUBL, trades with boosted Physical hits like nothing else, threatening back with its vast movepool to always scare out the offending attacker. However, like Dusclops, it lacks the Pain Split core to its long-term survival. Unlike Dusclops who is happy to clear Status, Weezing purely feels the downside of needing to burn 2 Sleep turns due to its pre-existing Toxic immunity.

Solrock is just as willing to take the boosted hits of physical Salamence and Gyarados. What it lacks in a Toxic immunity and Weezing's colourful movepool it makes up for with its Flying and Normal-type resistance, and the potency of EdgeQuake coverage to smack around switchins over the course of the game. And of course, both can click the scarcely-distributed Explosion to create some nice progress when their clocks are dwindling.

Special Defense

:Regice:- Rest is the easiest way to try and melt down the formidable frozen force into a Blissey-shaped engraving. Too FSG-coded? With how little Calm Regice takes from special hits, it finds oppurtunities to burn off those 2 turns in the mirror or into an attacker like Starmie deftly. Be wary that, by disabling Regice for 3 turns essentially, Regice becomes setup fodder for the Dragon Dance mons it usually checks with impunity.

:Gardevoir:/:Dusclops:- It may be strange to lump these two together here, yet they both share the combo of Will-O-Wisp + Rest as a way of staving off special threats while not turning into trampled doormats when they have to contend with physical offense. Gardevoir is unique in the way that it can also run Wish + Protect as an alternate way to recover its health into special offense. With either method though, its free to shake off its status with Trace Natural Cure from the common Starmie. Just keep in mind that it lacks the ability to run both Wish and Will-O-Wisp together.

On the other side of the coin, Dusclops has the ability to directly answer the special offense its checking with Shadow Ball/Night Shade, sometimes even opting 4th moveslot Mean Look to render these mons useless with Rest + Pressure to stall out all of their PP. No Pain Split means its not entirely invincible, though the lack of Sand and careful play can render it very hard for Spin-reliant structures to win into it without smart doubles and Pursuit pressure.

:Ludicolo:- If ran as a dedicated stall mon, Ludicolo's ability to help out against special offense may be even greater than the mons above. However, for all its bulk on the special side and the power of Leech Seed, its Flying-type weakness and lack of immediate offense prevents it from being able to manage setup sweepers or physical offense at nearly the same capacity.

:Lanturn:- Think of Lanturn as a Regice with the mainly the positive traits of a Water-type strapped onto it. Also think of Lanturn as having nearly only three-quarters of the BST Regice possesses.

:Hariyama:- Hariyama is the only one of these special walls who can both prove a physical threat in its own right. Threatening Whirlwind also gives Hariyama a good niche on Spikes teams as well. There's no denying how good these traits are, especially compounding with Thick Fat to answer Regice and the more niche Fire-types. However, it's similar to Ludicolo in the way that its not strongly threatening the bevy of physical attackers coming its way, made worse by its lack of reliable recovery in a metagame nearly wholly starved of clerics.

Mixed Defense

:Milotic:- Out of any defensive piece in 200, Milotic is certainly the one you may expect to do best in lieu of many of the things that dent away its wider viability in OU. No Sand, less Spikes, less Paralysis, essentially no strong STAB Rock Slide to flinch it down and to make Pert substantial competition for the Water-type slot. It barely loses a move either. As a result, nearly every bulky structure wants it, and bad. Teams need to find a way of breaking or stalling out Milo's multiple potential sets, given just how many mons become stonewalled by 32PP Recover and Refresh.

:Registeel:- While Registeel can get away with its Curse shenanigans, many teams may run it as a dedicated mixed wall. Even if you dump most of its EVs into SpDef, it's not like it'll have to brunt too many STAB SE physical hits for that to be an issue. No, the biggest problem is the moves. No SToss and no TWave is enough to drain much of this set's viability, and moveset choices. That being said, teams must still find a way to break it without having to risk their Skarmory to Thunder or Zap Cannon hitting multiple times.

These above two mons are really the only proper mixed def walls. The following are mons that you can run as mixed defensively, yet usually dump their EVs into HP and Def or SpDef. Still, their HP invest and naturally good bulk typically allows them to take a couple hits on their weaker side.

:Swampert: - What Swampert lacks in Registeel's Toxic immunity and sheer walling ability, it gains big time with phazing and the immediate pressure of high BP STAB moves. If you're expecting SpDef Swampert to take repeated Regice Ice Beams and Starmie Hydro Pumps on Spikes, you'll be sorrowfully mistaken. However, its customisability with both its offensive and utility pool make it a teambuilder's dream for bulky offense.

:Walrein:- Walrein is the Lovecraftian child of Regice and Swampert. As you can imagine from that offspring, it has too many moves it'd like to run. It really wants both STABs to bully the world and then some, and then wants every conceivable useful Status move. Roar, Encore, Toxic, Curse (with Rock Slide and/or EQ), Rest, Protect... the list doesn't really need to go on, that's already too many moves for its clumsy, overfed fins. For teams with Spikes though, a Water-type carrying Roar doesn't really exist outside of Gyarados. For that alone, it's worth running.

:Xatu: - Underutilised as of now, Xatu has quite a few unique traits that make it seem like a pretty adept utility fellow. Synchronise + Refresh means that Xatu can act as a really nice status switchin. Alternatively, Xatu can run Haze over Refresh, with moveset egg compatability shenanigans preventing it from running both. However, given that its not outspeeding all too many setup sweepers without Spe investment. Night Shade + Toxic in a format without Blissey chips down everything just nicely. Arguably Xatu's largest claim to fame is its access to Wish. For both self preservation and as support for something like Hariyama or Dusclops, Xatu's Wish is integral to its gameplan.

Thunder Wave

:Lanturn:/:Magneton: - To be able to make substantial progress into their common switchins, Lanturn and Magneton often opt out of TWave for Toxic, despite how limited TWave distribution otherwise is.

:Manectric:/:Raichu: - As such, Manectric and Raichu are the only threatening and substantial (as in, able to take more than two resisted Drill Pecks from Skarmory -- looking at you, Pikachu) Electric-types consistently wielding the move for offensive purposes.

:Minun: - Minun really likes using TWave to be able to cheese the opponent with its wide toolbox, while also creating a lasting impact on the gamestate if things go awry in its trickery.

Will-O-Wisp

:Gardevoir:/:Dusclops:/:Banette:/:Ninetales:/:Weezing:

In brief, all of these mons really only function on bulky structures because of their access to Will-O-Wisp. There's so few Fire-types in the tier that the biggest risk of Will-O-Wisp is hitting it into a Swellow feasting for a fire in its belly.

Sleep (and other misc. status ailments from mostly Grass-types)

Sleep Powder:

:Vileplume: - In a metagame almost devoid entirely of Substitute users, even Vileplume's defensive sets really like Sleep Powder as a tool to unilaterally threaten anything not named Banette. It's decently easy to get something sleep sacked though, with its shaky accuracy and Vileplume's middling viability holding sleep back from being more oppressive.

Spore:

:Breloom: - Breloom loses its mostly inessential Substitute and Swords Dance, still being able to run many of its standard OU sets in 200. Obviously, its facilitated entirely by Spore. Into bulkier structures, Spore + Focus Punch is enough to win by itself and a little careful play. However, even into offense or balance structures carrying Salamence, the threat of Spore and a Fighting-type move usually baits in the Flying-types to be hit by...

Stun Spore:

:Roselia:/:Vileplume:/:Breloom: - With paralysis support being as scarce as it is, being able to use it on these otherwise linear mons to wrangle a bit more utility out of them is very important. None of the mons that can consistently take these mons out with their SE STAB moves are comfortable being paralyzed; though, then again, what is?

Hypnosis:

:Gardevoir:/:Milotic:/:Golduck:/:Ninetales: - For all of these mons, Hypnosis is not on their standard or most commonly-ran sets. However, if a team can drop a 4th move on any one of these mons, a pivotal Hypnosis hit can easily swindle a game for its user. Gardevoir and Golduck being able to CM multiple times after incapacitating one of their common checks on the switchin can be game winning, and Milotic gets many oppurtunities to fish for the move. Ninetales typically can't risk missing with the few turns it has against the opponent, and prefers the reliability of its double damaging status (Will-O + Toxic) on Spikes structures, alongside Roar.

Spikes

:Skarmory: - Skarmory's great, yada yada. You heard it from me before, Spikes is still its best button.

:Roselia:- Who I'm really interested in speaking on is Roselia, who you don't particularly see often in bog standard OU. Its Synthesis gets to flourish here instead of being a meagre heal in Sand, allowing it more oppurtunities to click Spikes. In a Water-type dominated metagame, having a mon so easily able to tank repeated non-STAB Ice Beam is a massive blessing. Leech Seed is obviously incredible, especially in combination with Protect to scout CB attacks for its team. Honestly, Roselia's biggest issue is deciding between establishing Spikes layers and Leech Seed can be pretty difficult from turn to turn. Invariably, this is 'suffering from success'.

:Glalie:- Glalie lacks Explosion, which really hurts its hit-and-run way of establishing Spikes. Much like Regice however, because its STAB Ice Beam + HP Electric/Crunch threaten the spinners so easily, Glalie generates many turns to reestablish Spikes. Helping it do this is a decently fast Taunt on a fairly bulky body. Because it is so threatening to the spinners individually but relies on momentum to do so, Glalie typically fits on teams with Banette, or without any Spin prevention outside of sheer offensive pressure from the likes of Alakazam.

Rapid Spin

:Starmie: - I've already described Starmie, so I think taking a brief look at the only other two fully evolved spinners is worthwhile. Before you ask, Armaldo can't run Spin, and Sandslash is usually a much worse Donphan.

:Claydol: - Unlike many other mons, Claydol has retained its Explosion, massively heightening its utility. The only move it really rues losing is Refresh, making it wholly unable to 1v1 Skarmory without Rest. The bigger issue is that the wider metagame changes are all unkind to Claydol: fewer Aroma users, no Sand or powerful Rock STAB, no Gengar to Psychic, and, most importantly, too many Water-types. Claydol is likely going to have to trade itself for Spin + Boom to go off. Because of how its played, Claydol often lasts fewer turns than the Starmie it's competing with.

:Donphan: - Most of the negatives I've described for Claydol also apply for Donphan. The big thing Donphan has over Claydol is how Odor Sleuth + Spin will always force Spikes to go away. Furthermore, its strong STAB EQ is able to chunk SpDef Dusclops much more effectively than Claydol's, even if it's uninvested. This is wonderful work into bulkier structures, and its phazing on teams with Spikes is no joke. However, the special offfense that dominates the tier really doesn't play nice with it.

Wish

:Salamence:/:Gardevoir: - Notably, due to the way they obtain Wish, Salamence and Gardevoir have multiple egg move incompatabilities. The most important examples are that Salamence can't run both Wish and Hydro Pump, and Gardevoir can't run both Wish and Will-O-Wisp. Outside of the full PhysDef stuff, Wish is a niche 4th move on special Mence to bolster its own team's longevity. Likewise, its usually the choice of 4th moveslot for Bold 2A CM Gardevoir outside of Rest.

:Minun:/:Xatu: - I've already discussed Xatu's use of the move, but, as for Minun, there's a few more interesting things to say. Minun often can't fit Wish on a moveset aiming to Baton Pass an Agility boost, since it really appreciates the ability to have any 2 of Encore/Thunder Wave/Substitute much more. However, the fact its gets a largely unrestricted set 50% Wish is disgusting.

:Raichu: - Though underexplored, Raichu can use the threat of STAB Thunderbolt to click Wish. However, the chances it gets to use it for itself is fairly small due to its frailty.

Substitute

:Grumpig:- Grumpig is more or less just using Substitute to cover for its gaping physical weaknesses. Unlike Gardevoir, who manages to proactively insulate its team into physical offense, this fat little hog is so hungry and greedy, it gobbles up all of the utility for itself.

:Azumarill:/:Linoone:- Azumarill and Linoone use it to bolster their physical offense, but in a way that genuinely makes progress rather than being a slight upgrade to Taunt on Grumpig. Azumarill is the best Focus Punch user because of this trait, ontop of its sturdy defensive profile and brilliant attack post-Huge Power.

So, as you may expect, the best utility of Substitute is still...

Baton Pass
Substitute:

:Minun:/:Absol:

Both Minun and Absol both get other boosting options that are helped pretty massively by Substitute access. Additionally, if one can pass a Substitute with an Agility or SD/CM boost from Minun and Absol respectively, there's very little the opponent can do.

SD:

:Absol:/:Mawile: - Out of the two, Absol ostensibly has the better traits. It can take advantage of being +2 before passing it, it has a fast(-ish) Taunt to prevent its pass recipient from being statused, a superior defensive suite, and Substitute. However, Mawile gets AP + BP as well, and that's really funny.

Speed:

:Ninjask: - Off the bat, Ninjask is a complete bum without Substitute. It's better off attacking with CB than using Pass and outspeeding literally everyhing, but it's still really not doing too much.

:Minun: - Like Sand Attack Ninjask though, Minun can consistently cheese the opponent into having to reckon with a +2 speed attacker behind a Substitute. All teams must have a way of stopping this little devil's many tricks.

:Gorebyss: - Gorebyss can leverage its assumed intense offensive pressure to set up an Agility Pass. As the opponent switches out to their Milotic or Regice on the expected RD, you can pop an Agility and immediately start threatening the opponent. The biggest caveat is that the Gorebyss has only 2 moveslots to work with which it usually fills with 2 attacks, so passing rain turns to it with something else is the only offensive utility you'll get out of it.

CM:

:Absol:/:Girafarig:/:Medicham:

There's a little more competition for the CM slot here, though Absol is also likely the best here still due to its aforementioned strengths + the ability to run TBolt at +1 or 2 to bully Skarmory. Granting a +1 or +2 boost to special Salamence not only makes it near impossible to check defensively, but OHKO with an Ice Beam. Likewise, CM boosting a mixed Metagross makes it into a disgustingly bulky attacker. It's worthwhile to note that Medicham is the only mon that has BP + Bulk Up.

Tail Glow:

:Volbeat:- Passing with Mr. Volbeat is rendered significantly more difficult because it cannot learn both Baton Pass and Trick toghether. In any case, its surprisingly ok bulk and typing defensively means that it can get its pass off. The best recipient for the pace of team Volbeat typically tacks onto is RD Kingdra, though there's a plethora of other fast attackers you can beat down the opponent with if they're at +2.

Dry Pass:

:Gorebyss:- If you can manage to set up RD elsewhere consistently, or feel comfortable with only 2 attacking slots, then Baton Pass can be quite dastardly to bait the few true counters Milotic does have. It can also pass Acid Armor or Amnesia boosts if you really want, though it's certainly a more niche option on such an offensive mon.

:Shedinja: - Shedinja can pass little, but the fact this mon gets pivoting at all in a Sandless metagame gives it a lot more utility than it really has any right to have.

Explosion

:Regice:/:Claydol:/:Registeel:/:Regirock:/:Electrode:/:Weezing:/:Solrock:/:Golem:/:Shiftry:

I've covered all of these mons, so I'll invest a sentence or two to discuss what good is Explosion:

Uhh. It's good.

By virtue of it being on mainly bulkier mons, it's a little bit more tenuous to fit onto many of these guys. That is because a big benefit of Explosion, the turn denial, won't come up nearly as much without paralysis support due to how slow most of the users are. Furthermore, sacrificing a defensive piece instead of retaining it with Rest/Protect is risky into unrevealed teams, especially considering how most of these mons don't have the highest attack stats.

Encore

Despite how good Encore is, it's pretty difficult to fit onto most of these mons. That comes down to not only 4MSS, but also because it's not really a perfect fit for any of them.

:Alakazam:- Alakazam can run a set of Mono Psychic with its 3 best utility moves (Calm Mind, Encore, Recover) or 2A CM Encore, and it's decently effective. The egg move incompatability between the elemental punches and Encore stings for a multitude of reasons (loss of Speed IV with HP Fire, less power, no secondary chance), but more than anything, not being able to hit everything with Alakazam seriously hurts its ability to make progress outside of the endgame.

:Minun:- Likewise, out of its few choices for its last 2 moveslots on the AgilPass set, Encore is the move dropped most often in favour of TWave and Substitute. Doing so little on the opponent's switchout is something Minun really cannot afford to do, so Encore is relegated moreso as an option for securing greedier endgames.

:Raichu: - Without a well-placed Encore, Raichu completely fails to do anything significant into Curse users and/or utility mons with sturdy SpDef (e.g., Registeel). It's a weird set of traits to stack onto a mon that should otherwise be forcing switches, or who instantly pops to boosted moves it may want to Encore the opponent into for its teammates, but it's by far the biggest reason to run Raichu over the statistically superior Manectric.

:Walrein:- Walrein may have the easiest time out of any of these mons using the move, forcing setup sweepers to attack its sturdy defensive profile head-on due to the threat of Encore. This is more applicable for Spikeless teams without any great check for lastmon Curse Swampert or Registeel, because otherwise, Roar is a superior option in terms of resetting momentum.

:Machamp:- Encore Machamp, especially with some speed investment, can force some awkward positions for the opponent. Into Skarmory or Ludicolo, for example, it can force them to click Toxic again to activate Guts. However, Machamp is an aficionado at forcing switches typically. Encore can be part of that gameplan for sure, but because it whiffs so hard on the switchout, it often feels much more secure to click Focus Punch or Cross Chop for the chip on the switchout instead. Encore + Focus Punch has its utility, though.

:Azumarill:- You may think that, in light of Azumarill having Substitute access, Encore would be a great way of punishing those trying to break its Substitute and a means of more reliably setting it up. Alas, it cannot run both moves together. Out of the two options, Azumarill's Focus Punch gameplan necessitates Substitute much more, and so, Encore is often left by the wayside. It is still ADV Encore, so it's more than usable.

Pursuit

Yes, there are no Dark-Type Pursuit users. Deal with it. But seriously, because the two best spinners are Psychic-types (and Donphan has poor special bulk), even non-STAB Pursuit is primed to pin them down.

:Metagross:- On mixed Metagross, trading with a chipped Starmie or mono-Psychic Alakazam with Pursuit can be a big benefit. With no Explosion, Metagross can comfortably run Pursuit over where the Explosion slot usually would be in OU. Its typing means that beating Claydol with Pursuit is a little more suspicious, though.

:Sceptile:- While Metagross is the better mon overall, Sceptile is absolutely the better Pursuit user. By being able to properly switch into a chipped Starmie or Claydol using their respective resisted STAB moves and force a 50/50 with Leaf Blade + Pursuit, Sceptile creates a lot of instant pressure with only 2 moveslots for teams that want Spikes to remain up.

:Dusclops:- Like Sceptile, Dusclops can do the same job of forcing a 50/50 with Shadow Ball + Pursuit. However, it is significantly worse due to the necessity to run full bulk, nevermind its poorer attacking stats at base. Dusclops is often better off with a different 4th moveslot, although Suit Clops has its place on teams that really want to role compress Spin blocking and the utility of Suit.

Roar

:Skarmory:/:Salamence:/:Gyarados:/:Swampert:/:Ninetales:/:Manectric:/:Wailord:/:Walrein:/:Donphan:/:Camerupt:

I'm not going to explain every last bit of Roar's utility, but, in short, its the most reliable option into setup mons. Dragon Dance Salamence usually forces a Roar response out. Even Taunt Gyarados must contend with how Roar + damaging move is often enough to circumvent a total sweep due to Taunt only lasting 2 turns in ADV.

Whirlwind

:Hariyama: - If it's staring down Regice, and its the early game, Whirlwind forces good chip if Spikes are up, and team information is primo for the bulky structures that Hariyama fits on. Even if there's a Salamence on the other end, the mere threat of Whirlwind will make them more incentivised to attack. However, having another phazing mon that can actually deal with most physical attackers comfortably is necessary for Hariyama to not be overloaded.

:Tropius: - Tropius has the smallest of small niches on Superman structures to force progress, partially inspired by its ability to force chip with Leech Seed and Whirlwind + Spikes. However, it's still Tropius. Being Flying and Ice-type weak in this metagame is crippling, and it's not really posing much damage otherwise.

Haze

:Weezing:/:Crobat:/:Dodrio:/:Xatu:

The same things I said about Roar would apply to Haze... if anything great got it. Weezing is far and away the best user of the move, but Will-O-Wisp is much more applicable in the vast majority of cases. Crobat wishes it retained Whirlwind, but Haze can screw up Adamant +1 Gyarados (388 speed max on Gyara < 394 unboosted max max speed Crobat). Especially with these latter two listed mons though, it's really not happening.

Heal Bell/Aromatherapy

Most bulkier or stallier teams require Heal Bell or Aromatherapy to function overtime. With the lack of Sand and the generally lower powerlevel, being able to Rest up and then cleanse it with another mon sounds ridiculously powerful and consistent when executed.

:Roselia:- Roselia is far and away the best user of the move. Its Poison-typing and Natural Cure means that it doesn't have to use Aromatherapy for itself most of the time, and can save its precious PP to cleanse 2-3 mons at once. The biggest issue is that Roselia often wants to carry a bunch of other moves to give it more of an offensive prescence (e.g., HP Grass, Stun Spore), so fitting Aromatherapy can be awkward.

:Vileplume:- Vileplume doesn't have the latter issue of Roselia, but only because it lacks pretty much every utility move that Roselia gets. No Leech Seed or Spikes means that Vileplume can usually fit Synthesis, Aromatherapy, Sleep/Stun Powder, and Sludge Bomb, all on the same set. In addition to better bulk, you may think that Vileplume would be the superior choice as a cleric over Roselia. However, by giving up Spikes with Vileplume, it means you usually have to offload the duty to another mon, and stacking Skarmory with Vileplume is pitiful against Fire-types and Magneton.

:Chimecho:- Delcatty also gets Heal Bell but. Erm. It's Delcatty. Chimecho carries a Ground-immunity, meaning that it has the chance to come in, Yawn something, Heal Bell, and then get out. Unfortunately, you're wasting a teamslot to do... what exactly? This is doing even less than Vileplume.

Sleep Talk

With its desperately low distribution, any of the following mons with Sleep Talk is at least of interest.

:Wailord:- Wailord is a uniquely situated Roar user, arguably forcing more chip than any other if Spikes are retained on the enemy side. Furthermore, its a big dumb stupid Water-type with the ability to status clear and recover HP. This is almost a Milotic! However, because it's relying on RestTalk to make a lot of its progress, it has poor matchups aplenty. Superman and the common Gyarados (or any Taunt user, frankly) completely dumpster it, with its sticking power and individual immediate threat not being even close to that of Milotic, or even Swampert or Walrein.

:Relicanth:- While I said that Golduck was the analogue to Suicune, Relicanth is the only mon that can truly replicate Crocune. At least the set. Without Sand, its Rock-type is more of a defensive hindrance than anything, so getting full endgame sweeps with this guy is difficult. Furthermore, its so much weaker than Suicune specially to the point that it will get outscaled fairly swiftly. Still, the novelty of RestTalk is at least worth noting.

:Exploud: - With Soundproof legal, passing a defense boost to Exploud makes it able to stick around and set up Howl + RestTalk to bully stuff. However, it's still Exploud, a mon so limited by its own mediocrity that even passing multiple defensive boosts feels pyrrhic after it is hit on the other side for untenable damage before its disfigured arms get a chance to merely tap the opponent.

Trapping

:Magneton:/:Dusclops:- I've mentioned these two fine fellows' ability to trap before, so I won't go further into detail here.

:Gardevoir:- Gardevoir's ability to counttertrap Magneton can be utilised with a CM + Rest set to countersweep. This set is ridiculously limited by 4MSS however, either lacking the coverage or the means of fully mitigating what Magneton can do to it with Toxic or Metal Sound. Furthermore, getting crit once by trapper Magneton is endsville. With Chesto Resto, and only setting up a couple CM boosts instead of greeding for all 6, Gardevoir can manage the exchange while still carrying HP Fire/Thunderbolt + Psychic for coverage.

:Trapinch:- Trapinch is the only mon with Arena Trap, and so, automatically deserves a niche. The main things it can take on are Magneton, Registeel, and Dusclops, all of whom are more than common. Therefore, on a game to game basis, it'll often remove these key figures. It's not even comparable to Dugtrio since it really can only do that much, while potentially spreading Toxic + Protect to remove Slaking if one is willing to give up CB.

:Nosepass:- And we end on a whimper. Without Mimic for Spikes, Nosepass really can only trap Skarmory, and inefficiently at that.
 
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Tail Glow:

:Volbeat:- Passing with Mr. Volbeat is rendered significantly more difficult because it cannot learn both Baton Pass and Trick toghether. In any case, its surprisingly ok bulk and typing defensively means that it can get its pass off. The best recipient for the pace of team Volbeat typically tacks onto is RD Kingdra, though there's a plethora of other fast attackers you can beat down the opponent with if they're at +2.

Don't take the bait, kids. I've suffered enough for us all.
 
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