Lower Tiers ADV Ubers Metagame Discussion

i said i'd post in this thread and here i am

i think the results mostly speak for themselves, with >50% wanting a ban but a significant majority agreeing with action of some kind. from speaking to players and from my limited tour experience, it seems to me that people are fairly often just agreeing to not bring bp, which to my mind strongly implies something is wrong with bp as it is. i don't think this is a massive surprise, we erred a bit on the side of underbanning with our previous action.

bp is restrictive on teambuilding, fishy, and subjectively not very interesting to play against or with. it doesn't fit the ideals of why i want to play adv ubers. to my mind, ubers keeps its identity by not banning pokemon, not by not banning strategies - we're fine with a ohko clause, for instance. i'm generally opposed to complex bans, because they tend to create labyrinthian rulesets and they make the tier less accessible, but the former seems not much a concern given we're unlikely to take much more tiering action on adv ubers and the latter less concerning because i don't think ninjask is a typical way to begin playing adv ubers.

my preferred solution would be to ban statpass or speedpass. banning ninjask sorta conflicts with ubers' identity to my mind, and underbanning is generally preferable to overbanning to my mind - it's a lot easier to ban more later than unban later. i'm not strongly committed to that preference; i think banning ninjask is meaningfully more banning a strategy than a pokemon, and i think drypassing is niche enough to not be worth undue effort preserving.

thanks to mm2 for putting the survey together :)
 
I am extremely sorry , i have left mons as well as smogon for some time due to my upcoming college entrance exams . rhm brought this to my notice so here i am , i already dmed mm2 my opinion. I personally think No ban is okay , considering the current baton pass clause that limits to just one user . With the amount of stalls i have personally seen in adv , there is quite a number of phazing in this tier in form of whirlwind or roar , which itself makes it hard for baton pass teams to thrive. And with the amount of boom spam in form of Lax/Forre/Meta , setup can easily be stopped. Most of the ninjask teams i have seen , completely breaks down , once ninjask itself dies. So i dont think its that overly broken with current existing clause. Full baton pass was wht was scary to deal with , because not all teams used to run phazing , and you could get all those Def and Spdef boost and jack up your setup sweeper , but now that thing is history. Again i havent been around adv ubers since last ubers wcup , so i might not have come across any newer types of teams around BP , if they did ever came out.
 
As mentioned before, I want to share a few personal thoughts and concerns on this subject.

Something that was true before this "vote", but became all the more apparent with the results provided, is that the voting format for the suspect test will have a very large and direct impact and the final result. Offering three options to allow folks to target speedpass would likely split the no ban votes into two factions and would create a result more favorable to a full ban outcome. Likewise, implementing a super majority requirement would heavily favor no changes taking place. Expanding the voting pool could help muddy the waters by introducing more opinions that could change leading into the vote as well as just being harder to anticipate in the first place. However, it would also be argued that introducing more voters would favor no ban as a result since BP is a niche archetype that most end up not being exposed to. (due to its stigma for some, frequent gentlement agreements for others, and assumed inconsistency/inefficiency for yet another group) I'm honestly not sure what the ideal solution for this would be. I find it to be problematic because it puts a lot power in the hands of the tiering leaders which undermines the idea of a community's choice. (I don't expect bias/abuse from the TLs)
The last vote on BP in ADV Ubers is actually a great example of this. The vote was initially going to be a simple two way choice between ban BP or do nothing. However, after community discussion and pushback the vote ended up being a runoff vote with multiple options and we ended up with a complex ban that wouldn't have even been possible if the initial voting format decided by the tier leader had taken place. To be fair, this ability to influence votes via choices regarding the voting process itself (who gets to vote, what exactly is being voted on, when is the vote taking place, etc.) is present in every Smogon vote and is also very frequently taken advantage of. (not maliciously but very clearly not accidents, either) Regardless, I think it would be best for whatever potential voting format to be submitted to community discussion before it officially takes place.
I'm starting to stray from the subject at hand but I think this issue gets amplified by how tiering leaders are picked in the first place. They are directly chosen by SS and the prior/existing TL(s) without any real community input. As a result, a decision taken by the TL(s) regarding a vote can't even be argued to be "representative" of the community nor does the community have a real way to pushback against unpopular decisions besides hoping that the TL(s) in question are receptive to their complaints. FC very much could have just put his foot down on not allowing complex bans; there's more than enough precedent for doing things that way and any complaints would die out relatively quickly in view of how small the ADV Ubers community is in the first place.
Since I'm digressing with old gens voting systems, I'd also like to complain about issues I have with the way voting pools are selected. Reducing an already niche and small playerbase into an even smaller group of voters by deciding on arbitrary metrics for voting qualification completely undermines the idea that the process is democratic. The idea that being popular enough (to be drafted for a team tournament slot) or lucky enough (to win a few games in world cup or an unseeded single elim bracket) makes a player's opinion on the subject in question more qualified than anybody else who participates in the metagame is a complete farce and demonstrably false. The best players (who? we don't seed our tournaments...) are almost always in disagreement over simple two-way choices. There just isn't a "correct" opinion for a fanmade ruleset, everybody has different premises, ideals, and perspectives regarding a constantly evolving and very complex metagame. Looking at the last ADV Ubers vote, one of the voters won ZERO of the games that they played to qualify. How can you then argue that other voices shouldn't be heard because they come from players that just aren't "good enough" at the game? At least modern metagames have playerbases large enough to support a suspect ladder where everybody has an equal chance (sorta....) at qualifying for the vote. Smogon's fanmade rulesets only exist because enough people think they would be fun to play. I'd argue that the rules should therefore reflect whatever the players think would be the most fun. (and that it should be prioritized over the internal consistency that we don't even respect in the first place) The most effective way to accomplish that is to make voting pools more inclusive rather than exclusive, especially for the niche rulesets that barely have a playerbase in the first place.

As a player, I'll admit I was surprised to see so many other players concerned more by Ninjask BP than any other variant. For me, Ninjask BP is the weakest of the major BP archetypes besides maybe Shedinja drypass. In hindsight, though, it does make a lot of sense. Ninjask BP is by far the most explored and played with the most tournament successes to show for it. The only other archetype with a public paste getting passed around and used in tournaments is an outdated version of Umbreon BP. Ninjask is also the easiest and most intuitive of the Baton Pass abusers, Sub/Protect into Baton Pass is almost always the optimal line of play for it in just about every given matchup and situation. Subtect stalling inherently limits boom as counterplay (it only works for a single short term pass denial by booming then sending out a espeed user) as well as Ninjask's Spikes immunity makes Roar/Whirl only a short-term solution. I do still think the other archetypes are more powerful overall but the onus is definitely on others and me to prove that point. A speedpass complex ban could address a lot of those archetypes, even if it's meant to target Ninjask specifically. Most notably, it would virtually kill Drumpass since Smeargle is very dependent on the Salac Berry proc to consistently pass vs teams with faster pokemon. (like the omnipresent Lati@s) However, Umbreon meanpass would very much avoid being impacted at all by such a ban, which seems to be the intent of adding another complex ban in the first place.

I find the goal of sparing Umbreon BP to be a bit dubious. As it stands, its usage rate is about once per tournament, if even that. Introducing two complex bans just to avoid collateral as obscure as Umbreon BP seems unjustified. Umbreon without BP is plenty viable as a sun special wall (moonlight + thunder acc nerf) with unique taunt/pursuit/wish support so it can't even be argued that losing an entire pokemon is the collateral in question. However, if Umbreon BP were to become more popular, it would be because the assumption that the archetype is weak/inconsistent turned out to be false once further explored by the general community. In this case, we would very likely be revisiting the same subject for a third time.
Possibly a fourth because I'm sure folks will try to argue that drypass should be preserved. God forbid we just ban a problematic element if it happens to be called Baton Pass. Let's not learn from the excessive examples in Smogon's tiering history with this move. Apparently, it's best to go through numerous attempts to nerf it with complex bans first...

Snark aside, I personally have the least to lose from whatever outcome may eventually occur. Most other players accept BP Ban gentlemen agreements with me. Those that don't end up not even bringing BP, anyways.
 
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Ayo

I'd like to bump this and state that we should take action on speed passing. BP as a whole is dumb but seems like the adv genes are strong so we'd rather have dumb clauses than ban the core issue, but oh well.

From MMII's post, we could tell that most people at the very least wanted some sort of action. Personally after playing adv ubers in the last upl ive also joined the "we need to do something about bp" gang. IMO mean pass is also dumb as shit when you can bp to latios or groudon while also preventing phazing with taunt, but i may be alone in that one.

Speed passing on the other hand is very much widely seen as problematic. Ninjask is of course the main problem, but i dont find it difficult to believe another mon would replace it if we were to nerf ninjask by itself rather than speed passing in its totality.

I'd like to hear other people's oppinions on this as well and maybe get an idea of how we could set up an official vote on the matter. Thanks!
 
BP should ve restricted on all forms, I would say Meanpass should be the only one allowed and its a hard thing still, honestly I dont find meanpass broken af and it allow have tools to break stall or other teams without being a safe win 100% agaisnt these, outside Meanpass Id suggest ban every BP variant, this was for ADVPL if im not wrong were I toyed w Drumpass and owned very easy.

https://replay.pokemonshowdown.com/smogtours-gen3ubers-631932
https://pokepast.es/25af1df9090943c7 EG Jhonx ft. Hyw DrumPass - ADVPL vs 0kay

I agree drumpass is cheesy af and can be stoped with priority, but if opp lacks priority he just loses, try the team and see by yourselves.
 
Thanks for the great post. I’ve been in talks w Lasen recently since he’s the general old gens leader for resources and stuff, we have plans for another pr post in the near future because there’s still been some vocal dislike for the state of bp post restriction, and a follow up would probably be beneficial for most people. Keep an eye out for whenever we put that up, not sure on an exact date but we just talked about “after uwl”.
So, it has been over 8 months and we have had no "follow up" from either you, Aberforth , nor Lasen regarding bp in adv ubers. I understand cg ubers takes priority and it has a lot to work through with the constant dlc but I feel this only helps to underline a problem in the way this system functions. Anyways, in the time since this post, baton pass has resurfaced repeatedly especially so in the ongoing adv ubers open for the adv grand slam. For those who haven't followed as closely, here are the replays in question: (chronological order)

R1
https://replay.pokemonshowdown.com/gen3ubers-1973763802-mvk4tphkdk8vdfpzecy6t3vhi43g8x0pw L
https://replay.pokemonshowdown.com/smogtours-gen3ubers-726171 L
https://replay.pokemonshowdown.com/smogtours-gen3ubers-726172 M
https://replay.pokemonshowdown.com/smogtours-gen3ubers-726418 W
https://replay.pokemonshowdown.com/gen3ubers-1978011891-h5g4g88tfr6gmjtpxel4vqem2yeso7ppw L
https://replay.pokemonshowdown.com/gen3ubers-1978175248-eak9ziv8gnyuhrnnyba1a1jhqyk2cdepw W
https://replay.pokemonshowdown.com/gen3ubers-1978178803-9m3qf532e6m2vtip9ep0te6tejbfpd0pw W
https://replay.pokemonshowdown.com/gen3ubers-1978459256-26rkkhninfdm7y4l5jopcwp81le78gqpw W
https://replay.pokemonshowdown.com/smogtours-gen3ubers-727666 W

R2
https://replay.pokemonshowdown.com/gen3ubers-1979004928-3p1ig8f8k8cxv7v5a284n4rv1srqlmapw W
https://replay.pokemonshowdown.com/gen3ubers-1979010961-ov98bq1i5lworey0lw29dn6jdtf6iq6pw W
https://replay.pokemonshowdown.com/gen3ubers-1979451359-dgvecefx2syglc0dlbj019b55l4p947pw L
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728070 W
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728072 W
https://replay.pokemonshowdown.com/gen3ubers-1981177929-jh1n3yyw7bqw1rysrrnxk7h7b8npe9ppw W
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728163 W
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728164 L
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728699 W

R3
https://replay.pokemonshowdown.com/gen3ubers-1985403200-z3u6x9nhidkd5m9d3po3r162fr2t919pw L
https://replay.pokemonshowdown.com/gen3ubers-1987404470-8qxfcc8kltn4lgkv5wxk4kettaxtjaspw L
https://replay.pokemonshowdown.com/gen3ubers-1987833132-j1hw7btijeram1qatmdofzqsl1j4ze1pw L

R4
https://replay.pokemonshowdown.com/gen3ubers-1992423410 L

The tournament hasn't finished yet (and I may update this post as more games occur) but so far we have 22 games featuring a bp team with 12 out of 21 games (I excluded the mirror match) being a victory for bp (~57% winrate). This isn't the only tournament where bp has taken wins but it is the most recent and the most significant in terms of raw sample size.

Seeing as there was already an overwhelming majority opinion in favor of some sort of action nearly a year ago now and that there is a nearly 60% winrate for bp teams in the most recent adv ubers tournnament, I think the community deserves to have at least an official response to the issue without further delays.

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(I plan to make a second post shortly to share some pastes for more optimized bp teams than what I've been seeing used in general)
 
So, it has been over 8 months and we have had no "follow up" from either you, Aberforth , nor Lasen regarding bp in adv ubers. I understand cg ubers takes priority and it has a lot to work through with the constant dlc but I feel this only helps to underline a problem in the way this system functions. Anyways, in the time since this post, baton pass has resurfaced repeatedly especially so in the ongoing adv ubers open for the adv grand slam. For those who haven't followed as closely, here are the replays in question: (chronological order)

R1
https://replay.pokemonshowdown.com/gen3ubers-1973763802-mvk4tphkdk8vdfpzecy6t3vhi43g8x0pw L
https://replay.pokemonshowdown.com/smogtours-gen3ubers-726171 L
https://replay.pokemonshowdown.com/smogtours-gen3ubers-726172 M
https://replay.pokemonshowdown.com/smogtours-gen3ubers-726418 W
https://replay.pokemonshowdown.com/gen3ubers-1978011891-h5g4g88tfr6gmjtpxel4vqem2yeso7ppw L
https://replay.pokemonshowdown.com/gen3ubers-1978175248-eak9ziv8gnyuhrnnyba1a1jhqyk2cdepw W
https://replay.pokemonshowdown.com/gen3ubers-1978178803-9m3qf532e6m2vtip9ep0te6tejbfpd0pw W
https://replay.pokemonshowdown.com/gen3ubers-1978459256-26rkkhninfdm7y4l5jopcwp81le78gqpw W
https://replay.pokemonshowdown.com/smogtours-gen3ubers-727666 W

R2
https://replay.pokemonshowdown.com/gen3ubers-1979004928-3p1ig8f8k8cxv7v5a284n4rv1srqlmapw W
https://replay.pokemonshowdown.com/gen3ubers-1979010961-ov98bq1i5lworey0lw29dn6jdtf6iq6pw W
https://replay.pokemonshowdown.com/gen3ubers-1979451359-dgvecefx2syglc0dlbj019b55l4p947pw L
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728070 W
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728072 W
https://replay.pokemonshowdown.com/gen3ubers-1981177929-jh1n3yyw7bqw1rysrrnxk7h7b8npe9ppw W
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728163 W
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728164 L
https://replay.pokemonshowdown.com/smogtours-gen3ubers-728699 W

R3
https://replay.pokemonshowdown.com/gen3ubers-1985403200-z3u6x9nhidkd5m9d3po3r162fr2t919pw L
https://replay.pokemonshowdown.com/gen3ubers-1987404470-8qxfcc8kltn4lgkv5wxk4kettaxtjaspw L
https://replay.pokemonshowdown.com/gen3ubers-1987833132-j1hw7btijeram1qatmdofzqsl1j4ze1pw L

R4
https://replay.pokemonshowdown.com/gen3ubers-1992423410 L

The tournament hasn't finished yet (and I may update this post as more games occur) but so far we have 22 games featuring a bp team with 12 out of 21 games (I excluded the mirror match) being a victory for bp (~57% winrate). This isn't the only tournament where bp has taken wins but it is the most recent and the most significant in terms of raw sample size.

Seeing as there was already an overwhelming majority opinion in favor of some sort of action nearly a year ago now and that there is a nearly 60% winrate for bp teams in the most recent adv ubers tournnament, I think the community deserves to have at least an official response to the issue without further delays.

View attachment 571747
(I plan to make a second post shortly to share some pastes for more optimized bp teams than what I've been seeing used in general)

Im not a mainer in ADV Ubers but im someone who plays it good and constantly, I think Bpass should be banned in all forms, its just stupid and unhealthy for ADV Ubers metagame, I have tried BP into tour scenario and won 2 of 3 times I used it, mainly for Drumpass and Mean Pass, Mean Pass owns Stall easy if paired with Taunt, while Drumpass can prevent Boom or ESpeed passing the boosts to Gengar or some ghost adapted to phys off sweep, also I ve seen Speed Pass w Ninjask and Wobbu which its p insane, another BP use I ve seen is Celebi SD or Celebi Tank, but still BP enables too much pressure even if its defensive BP, metagame would be better without BP
 
A little late but here are the teams that I wanted to share. I'm mostly writing this post to target audiences that aren't super familiar with the metagame so I'm going to spend a fair amount of it stating the "obvious" for the sake of clarity.

Wobbuffet + Drumpass
https://pokepast.es/10bbe9e681d647ea
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This is a slightly edited version of the drumpass team that I brought in upl. (no, I didn't test the changes) It may look strange to see an offense without a Latios but bp teams can easily afford to be weird and I really wanted to exploit the bullshit synergy between Mewtwo lead, Wobbuffet, and drumpass Smeargle. With this combo, you are punished for making good plays vs boomtwo with your Snorlax. If you successfully read the Mewtwo's boom click with your Snorlax Protect (a great play in a normal game), the drumpass player just sends out their Wobb afterwards to Encore the Protect click and win the game on the spot. That's not even optimal sequencing on the part of the bp player, it's almost always better to just immediately send out Wobb when the opponent tries to counter your boomtwo with their Snorlax. Doing so still punishes the Protect click but it also wins the game if they decide to Curse instead!
The exchange between special boomtwo and snorlax is usually a 50/50 choice between curse and protect. protect is obviously best if the mewtwo clicks boom but the mewtwo might try to bait a premature tect click by using cm/special attack first. snorlax using curse on that turn allows it to threaten mewtwo with a 2hko from +1 bslam but also have +1 def to deny the boom trade even if the mewtwo doesn't boom into the snorlax protect.
Even if you don't manage to setup a drumpass sweep, you aren't out of the game with this team. Mewtwo's boom, Wobbuffet's dbond, Smeargle's Spore, and Metagross's boom all nearly guarantee that the four mons will at least make a 1for1 trade which means that your SD Twave Groudon and your Deoxys-Attack just have to kill one Pokemon each to win the game.

Quick how-to-play: Play boomtwo straight, any trade is a good trade. However, you want to use your Wobbuffet instead of boom if your opponent sends out a Blissey or Snorlax against it. Main goal for the team is to Encore lock any Pokemon into a non-damaging move so that you can send in Smeargle. If you are unlucky, Encore will only last 3 turns so make sure to send out Smeargle immediately after using Encore (if you need to use Safeguard, set it up before the Encore that you switch on). Once Smeargle is in, always click Substitute first and then you Spore their Pokemon if they have a move that can interrupt the drumpass, otherwise you Belly Drum from behind the Substitute and Spore right before you pass to a receiver. As far as receivers go: if you still have your Substitute intact or if they switch on the turn that you click Baton Pass, then Deoxy-Attack is very often the best choice. If you don't have your Substitute anymore and they don't switch their sleeping Pokemon out, then you probably want to pass to Groudon since you could get unlucky with a one turn sleep.

Example replay for this team: https://replay.pokemonshowdown.com/smogtours-gen3ubers-699046

Potential variations: If you aren't comfortable playing a team without Latios, you can replace the Mewtwo with one and change sets/leads accordingly so that you have a more typical Sun HO structure (don, meta, deo, lati +2). If you don't like not using metalax, you can further go weatherless and drop Groudon for a Snorlax. I don't think either variant are as effective at exploiting baton pass but it may make it easier to win games where the drumpass doesn't happen.

What is important to note with this archetype is that your opponent won't know that they are fighting against bp since there is no team preview. Mewtwo lead is already very powerful in the metagame for the way that it dictates how the opponent must play their opening turns and, as already stated, Wobb drumpass often punishes you for making the would-be "correct" plays against it. Wobbuffet itself is much harder to deal with when bp is an option because the optimal play against a regular Wobbuffet trap is often the inverse of what is the right choice against a drumpass Wobbuffet trap. Phazing, Taunt, Encore, boom, etc. may complicate the winpath for this team but they don't actually stop it assuming correct play. I can elaborate more if necessary but I want to avoid bloating this post too much. (tl;dr subpass first time, drumpass second time)

Umbreon MetaLax
https://pokepast.es/7520498c32c1f241
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I used this team in my first game vs Lasen in the adv open. I think Sun is really important for meanpass Umbreon which I guess is kinda novel based on the sorts of teams that meanpass has been traditionally featured on. Umbreon has a really good defenses with 95/110/130 base stats and a typing that avoids any big weaknesses to special attacks. This is significant because Umbreon also learns Moonlight which is an instant 66% recovery move as long as Sun is up. On top of all of that, Sun also nerfs Thunder accuracy to only 50%. In short, what all this means is that Umbreon can reliably and repeatedly setup meanpass traps against the omnipresent Lati twins that switch in to counter your Groudon. Moonlight only requiring a single turn and moveslot (as opposed to Wish + Protect) also means that Umbreon easily has the room to fit Taunt to deny enemy phazing attempts. So, with all that in mind, I wanted to build a simple Sun MetaLax team with Umbreon since the Sun MetaLax archetype is very easy to play, flexible, and consistent. More experienced players surely instantly recognize the massive Heracross weakness that this team has but that was a deliberate building decision on my part. Offensive Pokemon that resist Megahorn are in very short supply and that list gets even shorter when you assume that it has to beat a Salac Hera that is behind a Substitute already. Of the options that remain, none of them can check Heracross at the frequency that Umbreon would require (since it does zero damage to switch-ins). So my solution to this is to simply assume Heracross as a problem matchup and to not rely on Umbreon at all when playing against it, which is very possible thanks to MetaLax! Snorlax is a great Lati@s counter even without meanpass support and Umbreon itself won't be completely useless since you can still switch it into Shadow Balls and assorted special attacks for the quick Baton Pass pivot. Heracross is only punishing if you try to Mean Look but by just abusing Umbreon's natural bulk and ability to scout the opponent's choice with Baton Pass, you force the Heracross to take risks and try to double switch. Heracross still isn't a great mu for this team but it's not an autolose and it's not so popular to be damning for the team.

Quick how-to-play: When Sun is up and the opponent's Lati is in play, send out your Umbreon! Using Mean Look immediately and then responding to the opponent's decision is almost always a fine play. If you trap a Pokemon that can use Roar/Whirlwind, use Taunt to shut them down before passing. AmnesiaLax can cap its stats against a lot of Pokemon but you don't need to convert every trappass into a setup sweep. Simply forcing a "free" kill is great value for Umbreon, especially since it has the bulk to do so multiple times in a single game. Raw Baton Pass is a good play if you are worried about a potential Heracross or expect the opponent to use CB Deo Superpower to prevent a meanpass. Special attack Metagross OHKOs Deoxys-Attack with Pursuit even if it doesn't switch so be sure to take advantage of that if you can setup a free 1v1 off of a raw bp. Metagross may be your only boom resist but that doesn't mean it should always be the one to take a predictable boom, be sure to analyze the game and determine which Pokemon is best for you to trade. Always remember that Umbreon is a support Pokemon, in some matchups and/or gamestates meanpassing isn't the role that it should be playing. Taking advantage of its raw bulk and relative slowness to safely pivot with drypasses is sometimes more optimal as maintaining momentum and converting Umbreon HP into beater clicks is very powerful.

Example replay for this team: https://replay.pokemonshowdown.com/smogtours-gen3ubers-728070

Potential variations: Choice Band or Dragon Dance Rayquaza is easily an option over Deoxys-Attack if you want a bit more insurance against Heracross. HP Fire over Psychic on Latios is technically more optimal since it gives you perfect coverage and easily roasts Hera under Sun. You need Psychic to OHKO lead Heracross, but in higher level play strong players usually scout that option. For general use, keeping Psychic is best but HP Fire is worth considering if you think your opponent will be wary of the STAB move.

I think what this team shows is that fitting Umbreon on your team doesn't actually require any support beyond Groudon.
Honestly, wishtect meanpass Umbreon is probably viable for Rain teams. It just won't be as effective as you won't have the very valuable Taunt and your recovery move is weaker. You also have to eat big Latios Thunders, which always hurt, as well as deal with the 30% para rate, although synchronize helps. Wish support is cool, though, and Kyogre itself opens a host of different possibilities so it may be worthwhile. I've not really tried it, though.
Meanwhile, putting Umbreon on your team opens up teambuilding options that aren't as available otherwise (such as AmnesiaLax without spikes support) as well bringing value just by itself (hard punishes Lati clicks).

Umbreon Sun Stall
https://pokepast.es/f463c36afb718835
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I used this team in my second game vs Lasen in the adv open. It's probably strange to see a meanpass stall in adv but I wanted to show that offense isn't the only archetype that can abuse this mechanic (for all the stall haters out there) as well as take advantage of the sturdier Heracross counters that the archetype can afford. In exchange, Umbreon gives stall a wincon against other fat teams as well as an extra special wall to ease pressure on Blissey. Blissey's cleric support also opens the door for setup mons like BU Groudon and CM Latias that Umbreon can meanpass to. Skarmory's double Megahorn resistance isn't the only thing it supports Umbreon with; Spikes are always super valuable and they help break down repeated Heracross and CB Deoxys-Attack switches and enables the use of Sub CM Ho-Oh for yet another wincon.

Quick how-to-play: Trap them, stall them. You can play a lot more reactively with Umbreon since your teammates are fat af and you can also play more aggressively with Umbreon since the games will be long enough to find opportunities to bring it's health back to safe levels. If you trap a Lati twin with Refresh, pass to CM Ho-Oh to setup on it. If you trap a Lati twin without Refresh, it's generally safer to pass to Blissey so that she can Toxic it (Ho-Oh can setup on sets like 4 attacks Latios, though). BU Groudon can setup on a trapped Snorlax or Metagross but sometimes it's better to just get Skarmory in for the free 3 layers. Be careful when trying to setup Latias on a trapped kaiju, some Kyogre sets use Roar and Thunder Wave variants of Groudon and Kyogre are always too dangerous to be greedy against. When playing against Forretress or Skarmory teams, it's generally better to prioritize Umbreon as your early-mid game special sponge since it can Taunt Spikes clicks (note that Skarmory vs Umbreon is a creep war that Skarmory has a slight advantage for).

Potential Variations: Flamethrower on Blissey over Seismic Toss roasts Skarmory and Forretress which makes those matchups easier to play without having Rapid Spin. Rock Slide over HP Ghost on Groudon can be useful to quickly kill an enemy Ho-Oh that you trap. Pursuit on Skarmory over HP Fire or Toxic is always valuable since it makes dealing with Deoxys-Attack easier.

Example replay for this team: https://replay.pokemonshowdown.com/smogtours-gen3ubers-728072

Again, this team exists to mostly show that different Sun archetypes can exploit meanpassing in their own ways. This makes it that much more difficult to account for meanpassing in tournament prep since the associated team can vary so fucking much.



Anyways, this post is getting pretty long so I'll end it here. There's a lot more to talk about so if anybody has questions or comments then I'd be happy to engage.


(Disclaimer: all the ev spreads featured in these pastes are deliberately suboptimal. They should be plenty good enough for general use but there is definitely room for further optimisation if desired.)
 

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Can someone tell me why baton pass is still allowed in the tier? I’ve casually followed the tier for years and it seems more broken than it ever was in ou? In ou, at least there’s sand to prevent ninjask from freely subbing+tect + gimping umbreon, phazing seems more common, and there’s no “non-cheese” strategies that use it. Zapdos and celebi, largely the reasons why baton pass has stayed free in ou despite philosophy changes over the years, are nonexistent in Ubers and no Uber learns baton pass.

The only common baton pass users in Ubers are ninjask, smeargle, and umbreon w shedinja being less so. The main real argument I see for keeping baton pass in the tier is to limit how strong something like sun stall can be without mean look pass umbreon. My question is does such a strong tool need to exist in the tier? My answer to that question is a resounding no imo and the move itself should be banned, full stop. I think the posts above from MMII are great examples in how this style can and will be optimized further. I think the process of how baton pass has evolved in ou over the years, where players have continually found ways around the piecemeal bans, is another great example.

I suppose the main reasons why baton pass is still around is the power level of Ubers can make it hard to pull a pass off and general malaise to ban baton pass in old gen Ubers (it should 100% be gone in dpp, but that’s for another day) but really? Belly pass smear often outspeeds most ogre/don/many common pokes, can pull off spore, and then if you don’t have strong priority or phazing, it’s gg? Even if you do, wobb can encore to give smear the set up opp it needs and then it’s gg without both ray and deo-a or multiple phasers? Ninjask can easily get around Pokemon without phazing and priority and it can get off swords dance too? Does belly pass smear, mean pass umbreon, and ninjask really need to be in the tier? Is there any other collateral damage besides shedinja, a rare poke as is?

in ou, a common counter argument is that there’s absolutely tools to beat baton pass. But even here, I both think these tools, while very common, don’t have to be ubiquitous and that the tier doesn’t need baton pass in it. If someone needs to put a policy review thread to finally get old gen council to do something after 2 years, hell I’ll do it.
 
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Hey folks, since Baton Pass has been the focus of the thread for quite a while, let's celebrate the ban with some renewed discussion! So here's a ridiculously dumb (but still pretty cool) idea for y'all to laugh at and maybe try out in a roomtour or two. I really enjoy this tier and it's nice to see it get ever-so-slightly more attention from the suspect test.


Dodrio sprite from Ruby & Sapphire

In reference to RBY, a wise man once said Dodrio is cool (not good, but cool) because "it's cool to have the power of a Snorlax but with a Speed stat," and after I got the smoothbrain idea to try it here, that's shown to be true. Dodrio is really fun; it hits as hard as Lax and is actually a surprisingly decent team player if you squint thanks to Pursuit and priority. Being a Spikes-immune CBer is always nice too, especially when your main archetype is inevitably Mag offense teams that can't keep the first layer from going up too often. My interest in this guy started when I was trying to find a CB Lugia replacement that didn't make the team worse against garden-variety DeoA Sball spam, and it actually fits the bill really well! Of course it's not as titanically bulky as the Big Lug, leaving little room for error when using it, but EQ and Shadow Ball / HP Ghost immunities give it real use against demons like Groudon / DeoA / physical Mewtwo, and its meager bulk is actually workable in specific scenarios to check stuff, mainly Heracross (more on that soon).

Here's the set:
Dodrio Back sprite from Ruby & Sapphire

Dodrio @ Choice Band
Ability: Early Bird
EVs: 236 Atk / 48 Def / 224 Spe
Naive Nature
- Return
- Quick Attack
- Pursuit
- Hidden Power [Ground] / Some other stuff maybe

Simple set for a simple bird, but there are some interesting bits here. Normal STAB is obviously great, neutral targets should be afraid, blah blah blah. Calcs here are similar to Bandlax, which is to say very good. The next two moves are what separate Dodrio from Generic CB Normal #4923: STAB Quick Attack is a rare thing on decent mons and it's great for picking off weakened foes and 25% Salac users that just run over Lax or Slaking. This is nice for letting your team's DeoA drop Espeed comfortably in a way that would usually be kinda limited to weather-dependent Chloro/Swim mons or maybe a Wobb; you could also just not use DeoA in favor of something else that hates DeoA spoiling its fun, like Mewtwo or CM Lati@s. Pursuit is great alongside QA to put DeoA in a rough spot, since you always KO it on the switch with your massive 60 Special Attack. So if they're CB and you switch into the Shadow Ball they want to spam whenever possible they're just kinda boned, and even if they're not they still can't kill you with Espeed while you pick them off with your own priority. Not that useful against Sub sets though, you need an extra check for those since it can't take a special hit to save any of its three lives.

Last moveslot is where things get a bit theorymon-y since it's hard to get friendlies to properly test one move option in this tier, let alone six, but I think there's plenty to be explored:​
  • HP Ground: What I've actually used the most since it makes you better into the Normal resists that your Mag BFF isn't as reliable against on its own (Meta, Rachi, other Mag, TTar which isn't a Steel but ykwim), makes you a bit more flexible overall and lets you chip those fellas into trap range. Ghosts become a big problem though.​
  • Drill Peck: Other Normals wish they had this. Secondary STAB, good neutral damage, 3-shots Forry and deletes Gengar on the switch + 2HKOes Dusclops with Spikes. Nice midground move if you're not sure whether an unrevealed Ghost might ruin your fun. Probably the best if you want to use it on Magless, especially with Dug to remove those grounded Steels + TTar. I didn't default to it since I like the Meta/Rachi/Tar insurance of HP Ground and the Ghost calcs are prediction-reliant anyway.​
  • Hyper Beam: HAHAHA BIG NUKE GO BRRRRT a nice farewell to your enemies from low health. Calcs are pretty similar to the ones SEA shared for her Tauros a while ago but a little bit worse, mostly remedied by Spikes to secure big OHKOs like Kyogre. Unlike Tauros, don't lead with it because it loses to any lead it can't outspeed and insta-nuke, which is a lot.​
  • Baton Pass (honorary mention, RIP drypass): Yeah, this might've been nice for pivoting into Steel trappers, but the ban was for the best so I'm not torn up about it. I think I've adequately shown there are other productive ways to use this slot.

So what was that bit earlier about this weirdo bird from BL being able to check Heracross? The devil's in the details of the EV spread:
252+ Atk Heracross Rock Slide vs. 0 HP / 48 Def Dodrio: 221-260 (84.6 - 99.6%) -- guaranteed 2HKO
236 Atk CB Dodrio Return vs. 4 HP / 0 Def Heracross: 280-330 (92.7 - 109.2%) -- guaranteed OHKO after 1 layer of Spikes
(bulkless)
236 Atk CB Dodrio Return vs. 56 HP / 0 Def Heracross: 280-330 (88.8 - 104.7%) -- guaranteed OHKO after 1 layer of Spikes (spdef)
48 Defense EVs are all you need to live Heracross Rock Slide from full, letting you KO it with Return even if it subs as you switch in. Combine this with the ability to live CB Megahorn and pick off Salac-boosted beetles with Quick Attack and you've got yourself a decent gameplan for the scariest bug in the game. Does Dodrio need to stay at full health to do this? Yes, but since you're immune to Spikes and rely on immunities rather than resistances to get on the field, I don't think that's totally unreasonable here. Much like with Sub Deo-A, you'll need a backup check for CB in case you get the set wrong, but that's not super unreasonable either. Just make sure you have the right tools for pivoting around it, or are offensive enough to sack something to it and still be okay.

The rest of the spread is really simple. The Speed lets you creep Mew, Mewtwo and CB Lugia sets that benchmark for Modest Lati@s. Naive goes over Jolly to guarantee the Pursuit calcs against Deo-A, but you could honestly do with Jolly if you live on the edge:
0 SpA Dodrio switching Pursuit vs. 0 HP / 0 SpD Deoxys-Attack: 234-276 (97 - 114.5%) -- guaranteed OHKO after 1 layer of Spikes
0- SpA Dodrio switching Pursuit vs. 0 HP / 0 SpD Deoxys-Attack: 210-248 (87.1 - 102.9%) -- 93.8% chance to OHKO after 1 layer of Spikes


So yeah, thanks for coming to my BIRD talk. I may not be a pedigree'd player, but I know most people who watch this thread a lot are, so maybe you can make something of Dodrio after this sales pitch. Hell, I might even make my own RMT with it soon-ish (sneak peak below). I genuinely believe in the mon and think it has a niche beyond the theoretical, and I hope this has given y'all the tiniest bit of faith that I might be right.
Deoxys Back/Shiny sprite from LeafGreen
Groudon Back sprite from Emerald
Latios Back sprite from Emerald
Mewtwo Back sprite from Emerald
Magneton Back sprite from Emerald
 
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Hey folks, since Baton Pass has been the focus of the thread for quite a while, let's celebrate the ban with some renewed discussion! So here's a ridiculously dumb (but still pretty cool) idea for y'all to laugh at and maybe try out in a roomtour or two. I really enjoy this tier and it's nice to see it get ever-so-slightly more attention from the suspect test.


Dodrio sprite from Ruby & Sapphire

In reference to RBY, a wise man once said Dodrio is cool (not good, but cool) because "it's cool to have the power of a Snorlax but with a Speed stat," and after I got the smoothbrain idea to try it here, that's shown to be true. Dodrio is really fun; it hits as hard as Lax and is actually a surprisingly decent team player if you squint thanks to Pursuit and priority. Being a Spikes-immune CBer is always nice too, especially when your main archetype is inevitably Mag offense teams that can't keep the first layer from going up too often. My interest in this guy started when I was trying to find a CB Lugia replacement that didn't make the team worse against garden-variety DeoA Sball spam, and it actually fits the bill really well! Of course it's not as titanically bulky as the Big Lug, leaving little room for error when using it, but EQ and Shadow Ball / HP Ghost immunities give it real use against demons like Groudon / DeoA / physical Mewtwo, and its meager bulk is actually workable in specific scenarios to check stuff, mainly Heracross (more on that soon).

Here's the set:
Dodrio Back sprite from Ruby & Sapphire

Dodrio @ Choice Band
Ability: Early Bird
EVs: 236 Atk / 48 Def / 224 Spe
Naive Nature
- Return
- Quick Attack
- Pursuit
- Hidden Power [Ground] / Some other stuff maybe

Simple set for a simple bird, but there are some interesting bits here. Normal STAB is obviously great, neutral targets should be afraid, blah blah blah. Calcs here are similar to Bandlax, which is to say very good. The next two moves are what separate Dodrio from Generic CB Normal #4923: STAB Quick Attack is a rare thing on decent mons and it's great for picking off weakened foes and 25% Salac users that just run over Lax or Slaking. This is nice for letting your team's DeoA drop Espeed comfortably in a way that would usually be kinda limited to weather-dependent Chloro/Swim mons or maybe a Wobb; you could also just not use DeoA in favor of something else that hates DeoA spoiling its fun, like Mewtwo or CM Lati@s. Pursuit is great alongside QA to put DeoA in a rough spot, since you always KO it on the switch with your massive 60 Special Attack. So if they're CB and you switch into the Shadow Ball they want to spam whenever possible they're just kinda boned, and even if they're not they still can't kill you with Espeed while you pick them off with your own priority. Not that useful against Sub sets though, you need an extra check for those since it can't take a special hit to save any of its three lives.

Last moveslot is where things get a bit theorymon-y since it's hard to get friendlies to properly test one move option in this tier, let alone six, but I think there's plenty to be explored:​
  • HP Ground: What I've actually used the most since it makes you better into the Normal resists that your Mag BFF isn't as reliable against on its own (Meta, Rachi, other Mag, TTar which isn't a Steel but ykwim), makes you a bit more flexible overall and lets you chip those fellas into trap range. Ghosts become a big problem though.​
  • Drill Peck: Other Normals wish they had this. Secondary STAB, good neutral damage, 3-shots Forry and deletes Gengar on the switch + 2HKOes Dusclops with Spikes. Nice midground move if you're not sure whether an unrevealed Ghost might ruin your fun. Probably the best if you want to use it on Magless, especially with Dug to remove those grounded Steels + TTar. I didn't default to it since I like the Meta/Rachi/Tar insurance of HP Ground and the Ghost calcs are prediction-reliant anyway.​
  • Hyper Beam: HAHAHA BIG NUKE GO BRRRRT a nice farewell to your enemies from low health. Calcs are pretty similar to the ones SEA shared for her Tauros a while ago but a little bit worse, mostly remedied by Spikes to secure big OHKOs like Kyogre. Unlike Tauros, don't lead with it because it loses to any lead it can't outspeed and insta-nuke, which is a lot.​
  • Baton Pass (honorary mention, RIP drypass): Yeah, this might've been nice for pivoting into Steel trappers, but the ban was for the best so I'm not torn up about it. I think I've adequately shown there are other productive ways to use this slot.

So what was that bit earlier about this weirdo bird from BL being able to check Heracross? The devil's in the details of the EV spread:
252+ Atk Heracross Rock Slide vs. 0 HP / 48 Def Dodrio: 221-260 (84.6 - 99.6%) -- guaranteed 2HKO
236 Atk CB Dodrio Return vs. 4 HP / 0 Def Heracross: 280-330 (92.7 - 109.2%) -- guaranteed OHKO after 1 layer of Spikes
(bulkless)
236 Atk CB Dodrio Return vs. 56 HP / 0 Def Heracross: 280-330 (88.8 - 104.7%) -- guaranteed OHKO after 1 layer of Spikes (spdef)
48 Defense EVs are all you need to live Heracross Rock Slide from full, letting you KO it with Return even if it subs as you switch in. Combine this with the ability to live CB Megahorn and pick off Salac-boosted beetles with Quick Attack and you've got yourself a decent gameplan for the scariest bug in the game. Does Dodrio need to stay at full health to do this? Yes, but since you're immune to Spikes and rely on immunities rather than resistances to get on the field, I don't think that's totally unreasonable here. Much like with Sub Deo-A, you'll need a backup check for CB in case you get the set wrong, but that's not super unreasonable either. Just make sure you have the right tools for pivoting around it, or are offensive enough to sack something to it and still be okay.

The rest of the spread is really simple. The Speed lets you creep Mew, Mewtwo and CB Lugia sets that benchmark for Modest Lati@s. Naive goes over Jolly to guarantee the Pursuit calcs against Deo-A, but you could honestly do with Jolly if you live on the edge:
0 SpA Dodrio switching Pursuit vs. 0 HP / 0 SpD Deoxys-Attack: 234-276 (97 - 114.5%) -- guaranteed OHKO after 1 layer of Spikes
0- SpA Dodrio switching Pursuit vs. 0 HP / 0 SpD Deoxys-Attack: 210-248 (87.1 - 102.9%) -- 93.8% chance to OHKO after 1 layer of Spikes


So yeah, thanks for coming to my BIRD talk. I may not be a pedigree'd player, but I know most people who watch this thread a lot are, so maybe you can make something of Dodrio after this sales pitch. Hell, I might even make my own RMT with it soon-ish (sneak peak below). I genuinely believe in the mon and think it has a niche beyond the theoretical, and I hope this has given y'all the tiniest bit of faith that I might be right.
Deoxys Back/Shiny sprite from LeafGreen
Groudon Back sprite from Emerald
Latios Back sprite from Emerald
Mewtwo Back sprite from Emerald
Magneton Back sprite from Emerald
I like this, but I think u should consider more max speed now because Latios and Latias are being seen Timid right now while Heracross not seen that much
 
Wow this thread has seen better days.


I’ve been pretty interested in this tier for a long while and you will probably see me in ROA or Ubers room asking for gsc ubers or adv ubers. Anyone care to share a creative/underrated set? I’ll go first.

:Tyranitar:
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 32 Atk / 108 SpD / 116 Spe
Adamant Nature
- filler
- Toxic
- Rock Slide
- Flamethrower

This tar set has some pretty neat properties. Most importantly, sandstorm blocks lax recovery so can be very useful in helping your tios in the damage race against their lax. Another property of tar is that you bait in Don and Ogre which are prime toxic targets especially against teams without Blissey(or celebi). Latios is a good teammate as it likes to come in on the kaiju and fire a strong ice beam or stab, Skarmory can spike on Groudon so long as you scout for Overheat. Tar and Tios also really appreciate spikes and that layer can be crucial in suffocating Tar. Maybe Ray for an another answer to Deo A in the event they are carrying thunder or fire punch.

Max Hp. 182 Speed is for Wob/Bliss, I am more paranoid than most though so I go a little faster than people with the same mind. Attack is to 2HKO Latios, and the rest is put into SpD.


Taunt, Protect, Thunder Wave, Focus Punch I have used in the filler slot to various degrees of success.
i were thinking of using ttar lead this week in advpl and saw this , so i just used your set and ended up with a similar idea of a team, ttar itfself worked prety well and better than i expected

https://replay.pokemonshowdown.com/smogtours-gen3ubers-769396 advpl replay
https://replay.pokemonshowdown.com/gen3ubers-2126188103 test game
https://replay.pokemonshowdown.com/gen3ubers-2126185210 another test game

https://pokepast.es/1f01f82025607b65 team

Thanks for the set :)
 
could adv ubersuu be a possibility? i have a possible banlist yes i know i sound insane

anything's possible if you get enough interest, i sorta think adv ubers would be very very different without just kyogre and don and maybe deoa, so you could test that out, might need to ban tios as well. i probably wouldn't play it personally though.
 
thought i'd post a bit about some ideas i've tried out recently. most of this has been tested a bit but not too much, no guarantee is made of viability (or of novelty, for that matter, though i'm not personally familiar with any other teams of similar sort)


:rs/deoxys-defense: :rs/groudon: :rs/lugia: :rs/blissey: :rs/sableye: :rs/latias:
https://pokepast.es/d3f39eb712c0cdc4

the idea with sableye is that as a ghost with recover it can spinblock effectively even in the presence of spikes. this lets it replace forry on the traditional stall structure, as long as you have deod to spike. it's also a very solid lax check, and knock is a pain to deal with. since the team relies on deod both to spike and to eat booms, you're sorta forced to spike (or switch) t1 vs nearly everything, leaving you somewhat vulnerable to stuff like lead cbgross. without a spinner, the team's also somewhat weak to opposing spikes, especially skarm stuff. i've tested this a bit but not as much as i'd like to have. theoretically it's got a bit more ability to seal games than a forry version, with knock and spinblocking. compared to gengar, sableye is better into deoa, gets recovery, and is generally bulkier to stuff like lax sball on the switchin; compared to clops it doesn't die to spikes nearly as fast due to recover. this team is in part thanks to hack; i'd been looking at sableye for a while but hack prompted me to look over it again.


:rs/groudon: :rs/lugia: :rs/blissey: :rs/forretress: :rs/ho-oh: :rs/celebi:
https://pokepast.es/c21121c7c2d42c4a

celebi is a solid lax switchin and beats twave don quite well, both somewhat irritating for stall. notably though it gets heal bell, which lets you run a calm mind blissey instead of the standard set. cmbliss is pretty reliable at beating most of the subcm stuff that irritates stall, with the bonus of being a bit more hax resilient than latias. it's also not as good at beating the non-subcm stuff that bliss normally beats but such is life. special attacking stallbreakers without sub are generally more of a pain to face. bi also beats lastmon stuff very well, including subcm hooh. besides the special attackers being a bit more of a pain this team has the issue of bi being more difficult to get in to bell than bliss would be.


:rs/latias: :rs/kyogre: :rs/blissey: :rs/skarmory: :rs/gengar: :rs/rayquaza:
https://pokepast.es/ba71d12d3d8f3c80

not a particularly innovative six but i put wish on latias. latias isn't terribly important defensively on this team compared to others because skarmbliss is generally solid to ogre/don, and wish helps skarm and gar that otherwise tend to slowly get chipped. it's wishtect rather than wish recov cause it's lead and you can sometimes surprise a m2 blowing up. bulkier tias on this team generally also helps vs like subpet deoa.


others:
i tried a couple other ideas like sunny day blissey stall and weezing stall but didn't have too much success.
 
I wanted to make a post to talk briefly about my thoughts on adv ubers in the recently concluded winter team tour as well as a few general metagame thoughts. I couldn't be assed to actually do one on time, though, and so now I'm just going to drop a low-effort version of what I was thinking of. it's late and will probs not be very legible, sorry.

I think gostop and ajencis were the big stars of this tournament. they both were (somewhat) dark horse players and had really strong runs. those two are definitely players to look out for in future tournaments. mielke and zcarlett didn't get much time to shine but there's some interesting stuff from them so I hope they get a real shot to play the metagame more in the near future.

highlight games from the tournament:
mitana vs heysup
temp vs ajencis
just_leonardo vs mielke
heysup vs mitana round 2
naere vs ajencis
ajencis vs mielke
temp vs gostop

i picked one from each week. some weeks were much stronger than others, though. if you have the time and interest, I'd recommend watching the entirety of gostop's and ajencis's games during the tournament as all of them were great.

as far as the metagame itself. there wasn't a much of a big trend or whatever. multiple folks tried to make weezing work but none of the attempts seemed very convincing.


unrelated to the tournament; I want to talk (briefly) about rock types. Rock-types occupy an unique niche in the metagame as being mons that are safe to switch into firelax regardless of the weather conditions. they also have a flying and espeed resist which means they usually have a good endgame mu vs rayquaza teams. their weaknesses aren't a big deal in the ubers metagame. meteor mash is an underwhelming click (ignoring cb) due to kyogre, ho-oh, and the spikers; fighting isn't super common besides deo-a superpower and there's a fuckton of psychics and flying types as staples in the format; water and ground are annoying due to the kaijus but this is also the metagame with a lati twin on every team, anyways; grass type attacks basically don't exist.

rock is also a physical attacking type that hits the premier phys wall (lugia) for super effective damage and has neutral coverage into the three big spikes mons (skarm, forre, deo). this means they also have unique stall breaking potential in addition to the useful defensive niche. groudon is the most common rock resist but also a mon that's susceptible to spikes and has no real recovery besides (sometimes) rest. the ever present metalax core is also very well equipped for targeting and pressuring groudon with their booms.

anyways, as for the specifics, i think the big ones are:

136.gif

This guy isn't new to folks who are in the know. I honestly still can't tell you how much harden stall is a meme or is real. koff or spin support is rare, valuable, and pretty unique on something like armaldo's defensive profile. armaldo's role is really specialized, though, and it's not as infallible a lax check as it would first seem. i also wonder if a cb set has any real viability since the stabs are great and you still retain some spin+lax check utility. if only this mon got swift swim....

aerodactyl.png

I think the cb set sucks. The free double edge spam and the pursuit filler is cute but it just doesn't hit all that hard, really. The defenses suck so, despite it's typing, you don't really have any concrete defensive utility. I think the pressure pp stall stallbreaker set is good(ish), though. It's not the mon you want to have when you fight balance or offense (although the spikes immunity and favorable ray endgame mu is still there) but it's an absolute monster vs stall, which gives the mon a real reason to put it on your team, imo. it's a bit on the fishy side of things but I think there's enough there to say it's more than "just" a stall cteam.

072.gif

The goat. It might look like a meme to the untrained eye but it's actually pretty damn real. Sun Snorlax is an absolute pain in the ass for sun teams to switch into (even some rains, tbh) and it indirectly makes Groudon more difficult to deal with since your lati often just feeds that lax extra turns. Aggron is an offensive way to deal with that threat while having much scarier clicks that Metagross would AND not having to worry as much about a fire blast read. Losing boom sucks but you get better stall breaking potential since only Groudon can afford to switch in and even that has to be careful about Focus Punch. I like subtwave set best for the stronger stall mu but CB is pretty viable since you get rock head double edge to abuse (stronger than aero and aggron can actually switch into things) and you have that built in toxic immunity to forgive any bad guesses. It's not a mon that I think should be super popular but it's a good darkhorse pick with eq lax being so rare and weak in the current meta as well as the aforementioned strong mus Aggron itself brings to your team.

kabutops.png

I feel like this is getting a bit of an uptick in popularity? It's always been a thing and a strong mon in the format but I feel like players are starting to explore and appreciate it more. A mon that doubles as your revenge killer and a wincon vs stall is pretty nice. It also brings rapid spin support! Relying on swift swim for salac don and losing some ray endgames cause of it does suck, though. Generally being tied so heavily to the weather war can make sequencing weird at times (can't as aggressively trade off your kyogre) but I think all the teambuilding and play stipulations are plenty justified. Fast CB Rock Slide is just good.

383.gif

I think this mon is hella underrated and easily the most splashable of all the rock types. i'm not saying it's a secret third kaiju or anything but it can fit a team in all sorts of ways. dd taunt is good on sun offense as a wincon for your stall mus and comboing with deo-a for strong endgame plays. rain likes cbtar's/mixtar's ability to anti-lead mewtwo and punish snorlax hard (sand is big for killing longevity) to both enable your thunder spam while slowing down the opponent's ability to do the same. even mono sand has viability due to the way that it changes the dynamics of common mus (like stoss blissey can now beat refresh lati in the 1v1). the kaiju and heracross weaknesses really hurt it's flexibility in the builder, though. still, i think folks could really try and explore this mon more.

139.png

a bit of an outlier since it's not a physical attacking rock type. i still want to mention it, though, since it has a pretty unique niche of being a spikes setter that doesn't *need* rain up to get layers up vs snorlax. it also has a much more offensive lean than the other two lax check spikers and doesn't have to worry as much about snorlax clicking curse in front of it while the layers go up. the speed tier is really unfortunate and i think this is mostly outclassed by kabutops, still. the niche is there, though, so i wanted to mention it.

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i dont know if this guy is actually good anymore but it's on my radar. it's very rock type and gets boom. that's really all that there is to the mon but those are noteworthy things and gives it potential. it might not actually be viable though.

i'll stop rambling here. i think rhydon and golem **may** have some niche (if regirock could, maybe they could too...) since they get stab eq and a rock resist. golem also gets explosion, which is big. (no curse like regirock, though) rhydon gets sd but it's more realistic for it to abuse cb. besides the obvious stabs, you get megahorn and rock head double edge. if you want to dig real deep, there's flame body magcargo to troll snorlax body slam clicks.

try the rock types, please
 
Anyways, AHEM. Hello everyone! I'm Leonardo, an OU player who last summer got into Ubers and started learning the meta. Over the course of an year I have managed to get pretty familiar with the ADV Ubers landscape and while I'm clearly still not that good ahah I have been able to get a few not-too-bad results. Thus I've decided I'm finally ready to share my opinions on the viability of the meta's various mons.

Now, I'm sure my opinions won't be stable forever and I'll no doubt change my mind on various placements but for now I'm decently sure about my choices (at least as far as the major mons are considered). All this is also my opinion and with me only having one year of Ubers under my belt it is likely people will disagree with some choices and that's very fair. I just like writing about this stuff so don't think about my opinions as gospel or anything like that.

All that said, let's get started.

============ TIER LIST ============
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====== EXPLANATIONS ======
-The best

1. :Latios: Latios
Latios is an insane beast of offensive and defensive utility. Having him on your team already makes your life 100 times easier versus Groudon and especially Kyogre. With refresh he also easily beats defensive Lugia and Skarm. The power Latios brings to the table, ability to eat alive many teams and great speed are super useful for any team. Put all that together with Levitate and an incredible movepool that gives him many good options to play around with and Latios ends up easing teambuilding up a lot. He isn't perfect though since he can't really get through Blissey, has difficulties against Snorlax and is always at risk of dying while it tries to check the likes of Groudon since the stuff it beats often has ways to hit it in return. Groudon is the best example since it can easily be eved to live an icebeam and kill with a +2 hp ghost, making it into a very scary lure that can potentially open the way for a back Kyogre or other pokemon who don't love Latios. Nontheless, Latios is an incredible pokemon that is often very hard to live without and his great combo of offensive power, defensive utility and versatility make it the most important pokemon in the meta in my eyes.

2. :Groudon: Groudon
My eyes have been opened to the positives of Rain, but Sun remains on top for me. Aside for the obvious weakening of thunder spam Sun offers and enpowering of many fire type move users (big one being Deo-A, who can much more easily beat pursuit Metagross when Sun powers up fire punch), Groudon itself is much harder to answer than Kyogre and a potent breaker with swords dance. Groudon requires you to have at least 2 pokemon in your team who can either threaten or wall him as he can beat just about every check it has with swords dance plus the right move combo. Hp ghost for Latios and Latis as mentioned before, Rock slide for Ho-Oh and overheat for Skarmory (heck even Twave alone is a good way to annoy most of its check) means you can never be too safe against him. At the same time Groudon offers an invaluable ability to check Metagross and Snorlax (the latter being the most notable thing Groudon checks, as fire blast Snorlax is a nightmare under Sun). Its only real issue is only okay speed, big time 4 moves slot syndrome and the fact it will often get chipped down by the stuff it checks (or even worse, body slam parad) making it harder and harder for it to do its job over the course of a match. All this aren't major issues tho and don't keep Groudon from commonly blowing holes in teams without too much effort.

3. :Kyogre: Kyogre
A wise man once said that "the weather always sticks together" and these words couldn't be more true here as Kyogre sits right after Groudon in the vr. Kyogre is a bit worse in my eyes than Groudon because it is way worse at beating the Latis making it easier to prep for in teambuilding than Mr Grudon(tm) and Rain enabling enemy thunder as much as your own can often turn the game sour. Despite this, the power of a +1 rain boosted surf cannot be understated. Kyogre has the most potential out of any pokemon in the meta to just run with the game, often putting you in a situation where one crit or freeze on your Lati can spell doom, and it also enables your own thunder spamming very well while also allowing the likes of Kabutops and Omastar to become actual threats. It even has Twave just because "why the hell not?", in the words of whoever coded its movepool. Not a pokemon to be underestimated, but not as hard as Groudon to prep for.

-AMAZING
4. :Deoxys-Attack: Deoxys-Attack
Nothing scarier than a late game Deo-A. There isn't much to say about it because this mon is insane for a very simple straight foward reason: perfect movepool and stats for the job it has. Deo-A's Extreme speed is an important tool to keep the opponent from running you over with salac users and is one of the 2 main reasons many clorophyll and swift swim mons aren't all that good. It has all the moves it needs, hits like a track, outspeeds every pokemon in the meta (aside for Deo-S but he isn't real) and if you are somehow faster it can just espeed you. The only downside to it is that you'll never tank any attacks aside for the weakest hits possible, which means getting it in isn't easy and pursuit can be a serious issue for it. Pursuit is the main reason I tend to not run choice band Deo-A, the power of that set is amazing but getting revenged easily is a big down side. Whatever the case, Deo-A in Ubers is an insane monster that you always have to be prepared for both in the builder and in-game. Don't waste health on your Metagross unless you know opponent doesn't have Deo-A, otherwise you'll be in for a rude awakening when your worn down team gets murdered by a last mon Deo-A.

5. :Blissey: Blissey
The next two pokemon are constantly shifting spots in my mind, fighting between eachother for who gets to be numbers 5 and who ends up as number 6. So I'd say to consider them at the same level of viability. Now, as for Blissey, it kind of just does what you'd expect. Walls special attackers like there's no tomorrow while mostly favouring heal bell as the big utility move of choice as it is incredibly useful in a meta full of status spam. Blissey can sometimes struggle with passivity and it can either end up getting stalled out by the likes of refresh Latios or broken through by sub-cm users such as Kyogre and Mewtwo, but in the end it is still Blissey so it will always make your life better against special attackers. Now...for a couple potentially hot takes:
  1. On Rain Blissey should (almost) always be calm mind as its passivity sucks otherwise on these structures (which don't pull off slow paces very well) and it also makes it an actually good stop to any Latios set. This is very important since Latios clicking thunder is always scary for Rain.
  2. The classic light screen, toxic, heal bell, soft boiled set is very very bad. It is just so insanely passive that it ends up doing nothing but give steel types free turns, which is really bad when Forretress is common and ready to use you for free spikes and spins.
Overall, Blissey simply does her thing as usual and pays off very often.

6. :Snorlax: Snorlax
Sand is rare and so are ghost types. Do I need to say anything else? With great stats, lefty recovery most games, incredible movepool that becomes even better when you realize that options such as fire blast and thunder are strong in a weather meta, and immunity for nice utility vs toxic to boot Snorlax is a scary offensive special wall. It is rather rare to get a sweep with it since lots of common stuff scares it (Groudon, Deo-A, Metagross...) but it doesn't really need to do that to put in good work game in and game out. It isn't as perfect as a wall as Blissey tho since Latios' insane power can sometimes be enough to beat it and Kyogre is just so strong in Rain it always beats Snorlax (para haxx aside) but it still deals well with many important threats and turns them into opportunities to chip the opponent or curse up. Also, the huge utility of STAB Self destruct is always appreaciated. Lastly, everybody always mentions thunder when they try to prove the meta is bad but I have lost more games to Snorlax body slam than thunder lol.

7. :Mewtwo: Mewtwo
This pokemon makes team building 100 times harder just by having the move Self destruct. In general Mewtwo is an incredible special threat who is slower than only Deo-A (Deo-S still isn't real), can notably really scare enemy Latios, gets tons of useful moves and can always boom if it isn't needed. The ability to beat special walls with boom is what makes Mewtwo an honestly annoying pokemon to fight against as you are never really favoured in the boom mind games and are going to have an awful time vs Latios if your special wall gets blown up. Sub CM sets are also really nice win cons using Mewtwo's solid bulk to set up 101 hp subs and break through Blissey, OU sub cm Jirachi style. Physical sets are kind of meh but they can work okay sometimes. Being good into Mewtwo without making other big compromises is hard.

8. :Latias: Latias
Latios but bulky and weaker. She's for sure a very nice option that can help tie together more slow paced teams but the damage output dropoff from her brother is huge and can make her feel like a downgrade at times. If you are mono dragon but not roar you can't beat Kyogre without a crit (while he can both crit you and freeze you) while if you have thunder no cm you just do no damage after Kyogre has cmed once. Without refresh you are fully reliant on Blissey's heal bell which is very exploitable. You also are worse vs Groudon. In the end tho Latias still has incredible stats and while she finds it way harder than Latios to fit all the moves she wants, her great bulk and speed together with an amazing ability and movepool still make her very powerful if played right. She's last in the "Amazing" tier mostly because I find it easier to fit everybody else as they don't have the problem of having another pokemon almost identical to them that is strictly better a lot of the times.

-GREAT
9. :Ho-Oh: Ho-Oh
Stupid stupid pokemon that I love using but hate fighting. Incredible bulk, good offensive stats, recover, good type and the evil move Sacred fire make Ho-Oh really hard to beat. No matter what you'll do you will always be weak to CB Ho-Oh or physdef Ho-Oh or have made yourself weaker into some other meta threat. The choice band sets are great at dealing big damage especially since no flying resist is eating a sacred fire for free, while defensive sets are really nice bulky blobs that beat non-rockslide Groudon, help against opposing offensive Ho-Oh and can turn switch ins to steel types into progress thanks to Sacred fire burning 50% of the times. Nothing is truly good into Ho-Oh aside for kind of Rest Kyogre which itself isn't super great in my experience. Easily the most annoying part of the meta. Thankfully its power output isn't stupid high thanks to it having a bad STAB on the physical side and a not too high 110 attacking stat on the special side. With good reads you can beat any CB Ho-Oh and the likes of Refresh Latias, Rest Kyogre and Blissey can deal with the defensive sets, it's just dealing with both in the builder that is the hard part.

10. :Metagross: Metagross
A great way of helping the team against Deo-A, Metagross is the only real pursuit user that doesn't kind of suck at that job since he both does ohko Deo-A if it switches and doesn't get ohkoed by any of its moves. Being able to run hp fire on Sun teams is also very nice for Forretress and it's also still a good choice against a lot of Snorlax sets. Sadly fire blast Snorlax and fire punch Deo-A can make Metagross feel awkward to use at times but its good traits still shine through very often. Big mention also has to go to its access to explosion, its flying resistance and good phys def making it nice for CB Rayquaza and it's ability to really mess with Blissey. Choice band sets are also cool but I tend to prefer the bulky ones for the help they give in dealing with various threats. I've recently felt a bit more down than normal on it tho so one day it may fall, but only at worst by one or two positions.

11. :Forretress: Forretress
The only truly good spinner in the meta and an amazing spiker to boot. Just an overall very solid pokemon that is so useful on both Balanced and Stall alike. Hp fire sets on Sun are really cool, stab hp bug is a fun option and also it has explosion which is never a bad thing. It can make pokemon such as defensive Lugia and light screen Blissey regret not having an attacking move and is an important way to make progress and stop your opponent from doing the same. I don't really like it on Rain tho because it matches rather poorly into opposing Forres if they are on Sun since the only way you can hit them is either countering their hp fire or zap cannon which is unreliable and probably won't have enough pp to kill anyways. It also hogs up space on Rain that is kind of needed for other stuff since Rain needs all the slots it can get to check all the stuff that scares it. On Sun though she's my shiny golden goat.

12. :Rayquaza: Rayquaza
It is good at clicking Hp flying and Espeed. Thanks to access to Espeed and its weather nullifing ability (Air Lock) it's the second reason weather dependent speed boosting ability pokemon aren't often great and it also means it's a great way to punish enemy Deo-A. Dragon dance sets are pretty cool late game sweepers but CB is really where the good stuff is at. A well played CB Rayquaza can break past any team, even Skarmory ones if you are packing Overheat/Fire blast (you don't even care about Rain due to Air Lock!), and can pick off a chipped team with Espeed. It's also one of the best answers to Heracross which is a nice bonus. I've really come to appreciate this pokemon and feel any offensive team should always have either it or Deo-A on it.

13. :Lugia: Lugia
I want to say right away that CB is a rather meh set on Lugia as while it has way more speed and bulk than Rayquaza it is way weaker and doesn't have the great Skarm destroing options that Rayquaza has. That said, the actual main way to use Lugia, the wall set, is good but flawed. Nothing will ohko a defensive Lugia without attack boosts or crits which means it can wall a lot of really important pokemon, especially physical attackers (Groudon, Deo-A, Snorlax etc.). The problem is that you need all of Toxic, Reflect, Whirlwind and Recover to function best, thus making you the most passive thing on Earth. Spikes are the only way this set can do anything to Toxic immunes, Blissey and refresh mons like the Latis and that's a pretty bad thing when you give a free spin turn to Forretress. Lugia excells at shutting down Offense's momentum but will be mostly useless against Balanced and Stall teams who can use it as spin opportunities for their Forretress. Though Pressure is always nice in those match ups of course, but it doesn't matter too much if there aren't spikes on the opponent's side because they can just keep switching between toxic immunes and refresh users not wasting any pp. It also has some haxx associated risks due to being so passive that I don't want to overlook, even if they aren't huge deal breakers. For all this the only thing Lugia is great on is Stall, which limits how often I can use it. Nothing can take away the fact it is at times near unkillable though.

-GOOD
14. :Wobbuffet: Wobbuffet
An annoying trapper who's hard to make work since it can only threaten you with Counter, Mirror coat and Destiny bond, with Encore to help. But that is still really useful and allows Wobb to trap and eliminate some important targets (main ones being Blissey and Snorlax for specially offensive teams), it just means you have to use your brain more and are limited in what you can trap. I feel Wobb is usually more specific than Dugtrio in OU as a trapper, especially with people often running enough speed on Blissey to outpace jolly Wobb, and it suffers from TF2 Spy syndrome of dying after getting one kill but that one ko can often be the deciding factor for its teams. It's an important trapper to keep in mind but it feels rigid in its playstyle and in the teams it can fit on.

15. :Mew: Mew
Jack of all traits, master of none. Any set that isn't Swords dance + Explosion has felt like a strictly worse Mewtwo most of the time but the trade heavy boom set is an awesome way to force a ko on an important pokemon. With ghosts being rare and Mew having just enough bulk and speed to get an sd off most of the time, you usually can mindlessly click boom after a sd and get a ko into most teams. Very specific for super fast paced teams and I don't see much of a use for it outside of that but it is good at that one thing, even if it is very mediocre at everything else it can do.

16. :Skarmory: Skarmory
Skarm maybe deserves to be above Mew but in my play time I usually prefer no spikes on offense and Forre everywhere else so I'm a bit down on it. Skarm is great for non-Overheat Groudon but it makes you way worse into opposing spikes. It also struggles to fit all the moves it wants (Hp fire so you can actually beat Hp fire Forre, Taunt, Toxic, Pursuit, all on top of the mandatory Roar and Spikes) and is way more scared of Latios than Forretress due to electric weakness. It is a great option for Rayquaza though and as I said it helps a lot vs Groudon, I just don't like how hard it is to win vs opposing spikes when you use it.

17. :Heracross: Heracross
Inconsistent at its core, hates Espeed (to the point I honestly don't like Salac berry sets) but that huge Megahorn hits a lot of stuff in the meta for huge damage and with the right evs it is bulkier than you'd think. Can really mess up the right opponent but it struggles to not fall flat in some mus and it needs to hit Megahorn which is...a challenge sometimes.

18. :Jirachi: Jirachi
Jirachi surprised me lately with its useful set of qualities. It has Wish, Cm, Boltbeam coverage, Serene grace Thunder, a very good type and solid stats. I enjoyed using a Wish Calm mind set on a Rain team as some utiliy for the team and a nice way to annoy Blissy. It also isn't awful against Deo-A and even the Latis if Sun is up thanks to its type and stats. Sadly it isn't strong enough to help out a ton and I couldn't see myself using it in a lot of teams but it can tie together a squad really nicely sometimes. I would like to explore more bulky Wish Protect sets but they seem to have 4 moves slot syndrome for the last 2 slots, wanting all of Fire punch, Toxic, and Shadow ball, and the wrong 2 moves could screw you over depending on the mu.

19. :Omastar: Omastar
The best Swift swimmer thanks to its type making it resist normal while its stats actually allow it to use Rain boosted water STAB unlike Kabutops. It also has Spikes and Thief which are hugely useful options and make Omastar useful even in the earlier stages of the game unlike other weather speed ability users who mostly act as late game sweepers. Its main problem is getting stonewalled by a lot of stuff, having only really thief to threaten Blissey and the Latis, and NEEDING Rain to be up to do anything. Still, a rather solid option for some offensive Rain teams. Don't use it to beat Rayquaza tho, you need max spatk and speed evs and that means CB Earthquake does like 116% MINIMUM to you and you are slower than Ray even in Rain due to Air lock.

20. :Gengar: Gengar
Hard to use as its stats aren't enough to make up for no special STAB but the traits that make it good in OU are still here. It trashes Forre teams and will be hard to use in any other MU. It also commonly runs Shadow ball in Ubers because otherwise it thuds into the Latis and that is cool but it takes lots of evs away from its bulk and spatk to make its atk good and makes it a bit of a weirdo. Still, Levitate + Wisp + Spin immunity + STAB Shadow ball for Latis + 110 speed + Explosion is really nice to have.

-OKAY
21. :Deoxys-Defense: Deoxys-Defense
I hate playing against this guy so much but I find it so hard to fit on a team. It has that OU Hariyama thing where when you play against it you feel like it's the most impossible thing to beat ever but then when you use it you start seeing all the issues it has and end up having an hard time figuring out how to cover for them. Biggest issue is that if you have it as your spiker you want spin but can't really fit it that well and so you end up being a bit mu reliant. It also has an awful type. But like...huge bulk, fine speed, Knock off, Spikes, Fire punch for Forre, Recover, even cosmic power cause why not...it's so annoying to deal with if you are running something more on the Balanced side or Sun Stall.

22. :Salamence: Salamence
Any offensive set is just Rayquaza at home but the phys def Wish set is an actually cool way to deal with a bunch of physical attackers. Very passive, usually hard to fit over other bulky flying types and kind of free food for Refresh Latios but it can work out nicely in stopping some physical attackers like non-Rockslide Groudon and Heracross.

23. :Tyranitar: Tyranitar
Sand is cool but it also often hurts you just as much as the opponent and it can always be easily cleared by the number 2 and 3 pokemon. Ttar also struggles to deal with those two mons, who can threaten it a lot. It also wants many different moves to be effective but can't run them all. It does nontheless annoy Stall and Snorlax a ton and can help vs other stuff depending on the set, while also having many options in its movepool.

24. :Magneton: Magneton
It does Mag stuff but teams that feature neither Forre nor Skarm are by no means uncommon and in those mus it is pretty much dead weight due to its stats. It can do some cool stuff, like Metal sound is very nice to really annoy any non Fire blast Snorlax (Earthquake kind of sucks on it so you don't have to worry about it usually) but it feels like a onetrick pony.

25. :Dusclops: Dusclops
It's useful on Stall and the fact it has pursuit for Deo-A is cool but it is hard to fit and passive. It also isn't as good vs Forre teams as Gengar because it's hit by spikes. It can work sometimes but is somewhat specific.

26. :Aerodactyl: Aerodactyl
I don't see much point to it since its damage output isn't that great and Groudon exists as an amazing rock resist for it, but its speed is great and a lot of teams don't have great options to deal with its rock slide outside of Groudon so it can help you clean up while not being as pursuitable as Deo-A.

-NICHE
27. :Armaldo: Armaldo
Beating curse Snorlax and having Knock off are amazing qualities but they are all Armaldo has. It doesn't come in on a ton of stuff and outside of Knock off it doesn't do much. It is very annoying to face due to Knock off being the worst but you won't see it often.

28. :Celebi: Celebi
It just doesn't check anything man. Everything you think it could deal with can just set up once and 2hko it aside for Snorlax which is the only real positive mu it has. Leech seed is also dope and is helping out a lot in Celebi's placement but I can't put it any higher. Even this might be too much.

29. :Kabutops: Kabutops
Usually worse than Omastar due to not being able to use water STAB, getting somewhat walled by Groudon and needing more than anyone Rain up but it can function as a great wincon in the endgame and can turn the tides vs Stall thanks to its access to Rapid spin, so it is worth using from time to time.

30. :Shedinja: Shedinja
It is the perfect wall...in theory. You need to keep spikes off at all costs and Drypass is banned so you can't escape Pursuit...but it is the perfect wall in the right situation.

-Very niche
32. :Weezing: Weezing
It kind of beats Deo-A and Snorlax while being very good into Groudon. I've personally tried it and found it to have passivity as its big issue together with awful spdef and no real recovery...but it can do something with Wisp, poison type and Levitate.

33. :Swampert: Swampert
I want to play more with it as it is a really cool answer to the big question of "How do I not get overwhelmed by Mewtwo boom + Latios in the back?". Its specially bulky sets are really cool to wall the boltbeam attackers but they don't do anything outside of that and can have longevity problems.

34. :Regice: Regice
Just another way to not get overwhelmed by Mewtwo + special spam. It doesn't do much but it can spread para, boom and lure some attackers with counter. I have thought of something interesting with it and one day I'll give it a spin.

35. :Registeel: Registeel
Again, another way to not get overwhelmed by Mewtwo + special spam but he can also be fine vs Snorlax thanks to curse. It's soooo passive though.

36. :Exeggutor: Exeggutor
It is bad into the Espeed boys and only has thief and boom to threaten Latis and Bliss but Sleep powder, boom, thief all in one with speed boost under Sun is awesome. If Sun isn't up it is useless tho.

37. :Qwilfish: Qwilfish
Swift swim + spikes + twave + boom + destiny bond is something but eeeeh not worth much.

38. :Ludicolo: Ludicolo
At least it has Leech seed which is cool but doesn't do much outside of that.

39. :Kingdra: Kingdra
Yes I'd rather ran Qwilfish, at least then you can spike just like Omastar. Kingdra has Flail and I guess maybe it can do something vs Stall but bleh.

40. :Shiftry: Shiftry
Worse eggy...yikes.

41. :Victreebel: Victreebel
Worse eggy...yikes.

42. :Lanturn: Lanturn
You can trick yourself into believing it walls anything before you find out you have to run both Rest and Amnesia on it or you lose to calm mind. Just a do nothing pokemon...but it is yet another way to not get overwhelmed by Mewtwo + special spam (tm).

43. :Aggron: Aggron
I'll trust MMII on this one.

44. :Deoxys-Speed: Deoxys-Speed
Harsh? Yes. Deserved? Yes, just run Deo-D. In a meta with no Stealth rock nor Giratina for easy spin blocking you want bulk to set up spikes not speed that doesn't even matter much.

-UNVIABLE
45. :Deoxys: Deoxys-Normal
Don't be cute, run Deo-A.

46. :Wynaut: Wynaut
Why don't you run Diglet in OU while you're at it?

============ CONCLUSIONS ============

I've been having fun with Ubers and will for sure play more in the future. Hope my VR breakdown was interesting to you and thanks for reading.

-Leo :Lilligant:
 
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