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Resource ZU Old Gens Hub - Ariados and Charmeleon banned from GSC ZU #405

BWLeafeon.png
BW / ZUWC
BWArbok.png

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Due to a change in ruleset (thankfully for me), ZUWC featured BW this year as an old gen slot. The region I'd be a part of, Northeast, was not short of BWers to begin with, but I was riding off of a classic cup win from last year, so I felt pretty confident in picking it up (and it'd also the only tier I'd realistically play). This also allowed for some of the other BWers to slot into SV instead. After a decent pools, I unfortunately wasn't able to seal up my next 2 games heading into playoffs. As this was some time ago, I don't remember the exact reasonings for team builds, but I did get assistance from SBPC for teams like the one vs Baddy, as the paste name says.

Pools vs Baddy - :pmd/leafeon::pmd/arbok::pmd/clefairy::pmd/grumpig::pmd/vibrava::pmd/solrock:

Pools vs Sheik - :pmd/persian::pmd/staryu::pmd/emolga::pmd/glaceon::pmd/wormadam-trash::pmd/whiscash:

Pools vs Shing - :pmd/persian::pmd/staryu::pmd/lairon::pmd/raichu::pmd/grumpig::pmd/leavanny:

Quarters vs LpZ - :pmd/persian::pmd/wormadam-trash::pmd/frillish::pmd/simisear::pmd/solrock::pmd/arbok:

Semis vs neomon - :pmd/emolga::pmd/muk::pmd/glaceon::pmd/solrock::pmd/leafeon::pmd/persian:

:bw/vibrava: - At the time of writing this, Vibrava has received more attention and usage compared to around over half a year ago. This is for good reason, as Vibrava's unique Dragon/Ground-typing, access to Levitate, and respectable utility allows it to muster an effective defensive profile versus common threats such as Simisear, Arbok, and Lairon. Earthquake is reliable and strong for STAB, which is all it really needs for an attack as Toxic and U-Turn cover basically everything else. Earth Power is an alternative for a more reliable MU into Coil Arbok and Lairon, but it's largely preference I feel. It goes without saying, but Roost is what keeps Vibrava from being another subpar Eviolite abuser, giving it staying power that can't be easily replicated with its traits. Unlike DPP, I haven't tried playing around with offensive sets because frankly, Eviolite's introduction as an item raises the bar for how strong an offensive Pokémon needs to be to effectively break or clean, which makes me hesitant to give it benefit of the doubt. There's also way better Pokemon that it has to deal with now like Meganium, Walrein, and Solrock that make it p dire to do anything crazy.

:bw/vanilluxe: - Suffers from competition with Glaceon and its equally shallow move pool, relying on Hidden Power for its main form of coverage. This is obviously not ideal, as Ice and any given HP type cannot effectively deal with all of Waters, Steels, and other resists (Grumpig and Munchlax's Thick Fat is also terrible for it). As such, I've went with the route of targeting Steel-types via HP Fire or Ground, depending on the team's weaknesses, and resorting to Normal for the rest. Why Normal? While holding a Normal Gem and using either Explosion or Hyper Beam, Vanilluxe has the ability to completely blast through defensive checks like Staryu, Grumpig, and Muk for the rest of its team. A Life Orb may be desired for the extra power with Ice Beam or Hidden Power, however I'm not fond of it for numerous, small reasons that add up to an overall distaste. This is mostly due to losing the ability to bluff Scarf, which imo can be a big factor when you're trying to land Boom on the correct mon. While niche, Weak Armour can come in handy because of Vanilluxe's fairly decent speed. Vanilluxxe is still a pretty subpar Pokemon at best, but this was one thing that differentiates it from its fellow Ice-types.

Vanilluxe @ Normal Gem
Ability: Weak Armor
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Ice Beam
- Hidden Power [Fire]
- Explosion
- Hyper Beam

:bw/leavanny: - What has already been said about Leavanny holds true; set-up sets ask for too much to go right that it simply isn't worthwhile. I do think there is a better set that can take better advantage of Leavanny's few benefits over other Grasses, which is as a Choice Bander. The speed tier, base 92, sets it above the crucial base 80 jump point, plus a few other niche mons around 85/90. In addition, a good chunk of common structures are susceptible to the combination of Grass and Bug STAB, such as Meganium, Solrock, Walrein, Grumpig. Using Leafeon as a comparison against the Steels, Leavanny trades a worse Lairon MU for a slightly better Pawniard MU, due to having STAB on X-Scissor. Return is a neutral option to hit Fire, Poison, and some specific Flying types for meaningful damage. The last slot is for super specific Pokémon, which you basically never want to be clicking unless absolutely forced too. Hidden Power Fire and Shadow Claw are your best options to hit Wormadam-Trash and Lampent respectively, although they both can dealt with in other ways. In regard to Wormadam-Trash, there have been a couple teams that utilize Magnemite or Nosepass specifically to remove Worm, which also got me interested in the prospect of using them to benefit Meganium and Leafeon as well. Are they long term viable? Most likely not, but they can serve to be strong catch into someone heavily reliant on Worm-T usage for their Grass checks. While the Stealth Rock weakness is annoying, it also has the positive of bringing Leavanny closer to Swarm range, boosting its X-Scissor damage. It has served me well in both my previous cup runs.

Leavanny @ Choice Band
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- X-Scissor
- Leaf Blade
- Return
- Shadow Claw / Hidden Power [Fire]

:bw/whiscash: - Just a fun, one-time nuclear button vs all the Pokemon that would otherwise keep you in check like Grass-types or Pelipper. It still requires chip to secure the KO at +1 vs things like Meganium or Leafen, so you have to work with that in mind. This can be something that breaks open the game for your other team members to power through the rest of the opposing team, like a Scarf Kingler, and Whiscash has the natural bulk to tank most hits on a recharge turn. This spread has Jolly over Adamant just so you can still outpace Emolga and Simisear after a single boost, but Adamant does provide betters odds for the specific purpose of OHKO'ing the Grasses after Rocks. This won't work vs the Grass/Poisons like Gloom or Ivysaur because eviolite is stupid and broken.

Whiscash @ Normal Gem
Ability: Anticipation
EVs: 64 HP / 252 Atk / 192 Spe
Jolly Nature
- Earthquake
- Dragon Dance
- Waterfall
- Giga Impact

:bw/luxray: - I've used it on a few teams as an alternative check to Emolga, but it can do more than just that since Intimidate is great in general. I like the ProTox set as always, but pivot sets with Volt Switch have been used here and there by people like skrimps or Shing. I haven't put it into practice yet, but a mixed set seems like it could be pretty neat as a bulky-ish attacker. Quick Attack is just a holdover from DPP, but it might have a few use cases like avoiding being Encored into an Electric move by Raichu or Emolga. The attack is enough to OHKO 252/0 Hp/Def Clef, but many should be running mixed bulk; Tbolt -> Sp is always a confirmed KO no matter the bulk.

Luxray @ Life Orb
Ability: Intimidate
EVs: 120 Atk / 172 SpA / 216 Spe
Rash Nature
- Thunderbolt
- Hidden Power [Ice]
- Superpower
- Quick Attack

I already mentioned some of them above, but regarding other contentious mons on the lower end of the VR:
:bw/heatmor: - Fire immunity is useful when faced against Simisear, especially Choiced sets. Giga Drain gives it decent staying power and makes it tricky to deal with if you're trying to wear it down via Rocks and its own Life Orb chip. Sucker Punch is the last thing it has over Simi, which can be relevant here and there. I've had it save me a few times vs Scarfers or Emolga/Persian.

:bw/beartic: - I still think that you can (and should) use this outside of rain, whether it's SD or 4 atk. I will say that it does depend on Staryu for spin support, but I think Staryu is perfectly fine to use. Spin is still nice for other strong picks like Simisear or Emolga, so I wouldn't say running spin is a heavy detriment to using Beartic.

:flareon::gloom::cranidos::koffing::raticate::pignite::graveler: - agree with binning these


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D
PP / ZUPL
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After years of dodging, I finally played in ZUPL for the first time slotting in... probably my main gen atp? I've started playing it in NU and PU consistently now, so the glove just fit. Regardless, I set a high bar for myself when it comes to team tournaments, and my usual price tag only elevates that desire to do well. I typically lean towards mixing up my selection of Mons to keep myself from getting too cozy with a specific core, which I seem to have accomplished here as no Mon exceeds 2 uses.

W1 vs Ara - :pmd/persian:-:pmd/wailord:-:pmd/wormadam-trash:-:pmd/luxray:-:pmd/diglett:-:pmd/golbat:
Wanted to start off the tour with something clean and reliable, and rode off a core that Quag suggested between Wailord, Luxray, and Worm-T. I rarely, if ever, use Wailord so I was pretty onboard with using something "new" out the gate. A huge nuisance to that core is opposing Luxray, which I was determined to take advantage of with Diglett. To help lure Luxray and ease Diglett's burden, Golbat seemed like an obvious choice; it also offered nice insurance into Mons like HP Fire Carnivine, opposing Persian, and Substitute Arbok, to name a few. Persian and Golbat also provided potential opportunities to lure and trap Steel-types, specifically Lairon as a RP could be dangerous here. Probopass was not much of a concern since I had Shed Shell Worm-T while Mawile could be handled between Luxray and Wailord. There's really not much to add onto this team since it's pretty cookie cutter outside of the Diglett bring, but even that isn't too out of the norm for a team like this.

W2 vs Drud - :pmd/octillery:-:pmd/camerupt:-:pmd/chatot:-:pmd/stantler:-:pmd/banette:-:pmd/probopass:
My hunt for blood had only just begun, but I was facing down toughest opponent I'd have to play all tour by week 2. It's pretty apparent by the Chatot that this was centered around abusing Drud's patterns between most of his teams. One of these was his focus on slower, bulkier style teams. Generally, his teams either had Persian or scarf Phione as the only form of speed control which I sought to abuse HARD. Scarf Banette is the obvious foil to Persian, hoping to throw off Wisp or Pursuit to neuter it for the end game. Trick could also provide assistance in a pinch to cripple a wall or potentially open the way for a setup opportunity. For Phione, I was aiming to force a trade with it via Camerupt or Stantler. Intial team builds had Yache berry > Lum on the Chatot specifically for tanking Ice Beam after Stealth Rocks, but I deemed it too specific and overlapping with other things going on with the team. Lum meant I could wave off a Thunder Wave or Sleep Powder against Ivysaur, Carn, or Wigglytuff (a not unlikely Drud bring), and also protect me from plenty of other secondary effects (Pjab Arbok, Body Slam Dunsparce, Lava Plume Camel, etc). The idea behind Chatot was a fast set-up sweeper + Encore user that could also outpace Vigoroth, an offbeat Drud choice to bully opposing set-up. The only choices were Chatot and Plusle, but Plusle is plagued with 4mss and lacks the ability to easily deal with Luxray. Chatot hits a larger swath of the metagame between Normal-stab and Heat Wave, only missing out on Lunatone. Probo is the only Normal resist that doesn't immediately fold to +2 Heat Wave, whereas stuff like Sableye, Lairon, and Worm-T get smoked. This is the reasoning for Shuca Probo on this team since it trades with opposing Probo or can lure in Lunatone w/ its Flash Cannon. I wanted a fatty lead that had a click for basically any scenario, which Octillery can do (and also be a Water resist lol).

W3 vs missangelic - :pmd/dunsparce:-:pmd/lopunny:-:pmd/phione:-:pmd/crawdaunt:-:pmd/camerupt:-:pmd/lunatone:
Dunsparce is on the borderline of being incredibly broken and stupid if you don't have a Sableye. Rocks are a nice perk which give it some good utility, but the meat and potatoes is STAB, Serene Grace Body Slam and Roost. While 100/70/65 doesn't seem impressive, it is 100% serviceable when you have a 60% chance to Para anything and then Roost until they FP. Lopunny is pretty shaky but just exists to force setup opportunities for Camel and Craw with Switcheroo. Scarf Lunatone is a nice surprise against Persians trying to U-Turn and heavily limits the amount of times Persian can come in again with Rocks up. The 3 Mons mentioned so far are pretty much blanked by Sableye while even Banette poses some difficulty, so I focused on 3 strong attackers that can beat up on them. Craw and Camel deal with either variation of Sableye's sets; between DDing in CM Sab's face or pivoting on Wisp, both situations offer high rewards. Phione is always nice and is the defacto Water check, meant to trade down while still having some offensive potential.

W4 vs Plague - :pmd/persian:-:pmd/phione:-:pmd/golbat:-:pmd/fearow:-:pmd/ivysaur:-:pmd/probopass:
I'm a big Fearow fan because of that crisp 100 base Speed tier, which makes it a nasty CB user. Flying STAB prevents it from being entirely stuffed by Sableye, which can't be said for the other fast Normals like Persian or Raticate. Nasty Plot Golbat was a Mon I've seen others use before with varying sets, so I decided to try my hand at it as a way to lure CB Fearow's checks. With HP Water you hit all of the Rock-types for super effective damage including Lunatone, something HP Ground can't do, and having a stronger hit into Camerupt. Lead Persian was primarily to prevent any Rocks attempt early on, hence being a Taunt set. Scarf Phione is extra speed control incase Persian gets binned early trying to prevent Rocks vs something like Lairon. Ivysaur is to cover Water-types and bulkier Luxray sets, the latter of which my main breakers struggle with. I seldom use Ivysaur so I felt confident in it being used as the sole Luxray check. With Persian, Fearow, and especially Ivysaur, Probo felt like another easy bring to punish Worm-T and other Steels.

W5 vs Baddy - :pmd/lunatone:-:pmd/arbok:-:pmd/crawdaunt:-:pmd/lairon:-:pmd/whiscash:-:pmd/girafarig:
In the grand scope of things, Lunatone is a pretty ass lead, but it deals with Luxray pretty well and forces Bibarel into a rough spot. I call out these two Mons specifically since Baddy only loaded those two going into the week (and as it turned out, would continue to do in our game). I was expecting some fat build as it's something I commonly attribute with skrimps' building, so I focused on Mons with sets that could beat common checks. Special Whiscash seemed neat for clocking Pelipper and being able to hit Carn a bit better. With Rindo it was the main deterrent for Luxray and potentially let me snag KOs on Seed Bomb Arbok, HP Grass Lunatone, etc. Ebelt Arbok is favorite of mine and with Fire Fang would hopefully bust down any Worm-T cores. I don't particularly like non-CB Lairon, but I figured it was a nice mix-up for abusing Normals so it acted as my Persian check. The Craw set is pretty unique; I just wanted to push some Crunch benchmarks at +1 without being Life Orb, which may put my opponent off on assuming its Banded. Protect > Endure achieves the same results of blocking Fake Out, but without Salac then Endure is generally worse in every way. Scarf Giraffe shores up the back for speed control, with Trick being a valuable option in that aforementioned fat MU.

The last 2 weeks of reg season I slotted into BW and loaded up reuses, so I'll stop it there since they're not related to DPP or bring up anything new. Below are just my shower thoughts/general stances on some Mons that either lacked usage in PL or were, at the time of this initial writing, on the up and coming.

:dp/girafarig: - I didn't bring this specific set to this tour, but I've had numerous games where SubCM Giraffe would either steamroll or force enough KOs where the game was essentially over. Psychic is complimented by Thunderbolt, which is its strongest, reliable attack into neutral targets like Steel- and Dark-types (HP Fighting is not worth using on 2 Atks due to Sableye being immune to both it and STABs). A good example of this in effect is this replay https://replay.pokemonshowdown.com/gen4zu-2442499240-jsed11rb4giwa2dk4x0392k54usv06hpw. Aside from this its prob one of the top 2 scarfers in the tier with Phione, Arbok being a close third. The extra edge in speed is a big reason, but Inner Focus also helps limit counterplay from Persian Fake Out. Mixed can be interesting, physical sets are prob outclassed wholly by Stantler.

:dp/Carnivine: - While Carn is still a central force in the metagame, a hawk-eyed reader may note that I did not bring it once during ZUPL. Frankly, this was not intentional. I am quite fond of Carn and think it can do a lot more than people give it credit for, such as investing into its extremely strong STAB Power Whip. Arguably one of the strongest attacks in the tier with a meaty, effectively 180 BP and Carn's respectable base 100 attack -- it can certainly pack a punch. The only downside is just how many good Grass resists reside in ZU and are on basically every team without even trying, but Return is still a fair click into the frailer ones. SD is the norm when going this route, though I'm interested in seeing Life Orb or CB if they can pull ideal MUs (no Golbat or Poison/Grasses, for example).

:dp/dunsparce: - This Mon is dumb, and I'm surprised it hasn't seen more usage (written 2 years ago). Stealth Rocks, Roost, and 60% Para with STAB Body Slam is nothing to scoff at. Earthquake is sufficient enough at dealing with Steel and Rock-types, although you still have to be wary against things like Lunatone or the very rare Gastly. With investment, it becomes quite bulky to the point where it can stomach Adamant Choice Banded Head Smash from Lairon or Fake Out into Crit Return from standard Silk Scarf Persian, giving it many flexible turns to Roost or click Body Slam willy-nilly. On the topic of its Body Slam, it isn't the strongest in the world, but >50% chance of Paralysis means that you risk being easily crippled and subsequently recovered on until Dunsparce finds the opportune time to KO. While I don't use it as much, SpDef Dunsparce is just as easily an effective roadblock to many of the tiers special attackers that have to run at the threat of an impending paralysis. Dunsparce is of course walked over by Sableye + other ghosts and is a premier target for Trick/Sleep/Encore mons, so it is not invincible as it may seem to someone playing against it for the first time.

:dp/camerupt: - Simultaneously stellar and shit, but usually stellar for me. The set flexibility is for this thing is pretty vast, letting you slot it into a few roles for your team. I usually lean into any direction I need my team to be filled out with, examples being a RP sweeper or a SpDef tank with RestTalk to mess with opposing sleepers and specific ProTox mons. It will require investment for it to be considered bulky, but if Carnivine can do it then so can Camel. It is a solid user of Shuca berry and can use Passho as a lure set to boom on waters, clearing the way for something that appreciates them gone like SD Mawile. Do not let its beefy image fool you -- its natural bulk is equivalent to NFEs like Marshtomp or Pupitar, so it is no stranger to being OHKO'd or 2-shot by things you wouldn't expect.

:dp/Pelipper: - Its unique typing gives it a nice matchup into most Water-types, the ones lacking Hidden Power Electric of course, but it also stands to be a powerful threat itself. Water + Flying STAB hits everything in the tier for neutral at worst, but you really see how terrifying it is when Life Orb boosted Hydro Pumps start slamming your dedicated SpDef wall for a 2HKO. SpDef Waters and Kecleon are, by my count, the only mons that can reliably switch into Pelipper. Even something as stalwart as bulky Luxray struggles to switch into multiple Hydros. That said, Pelipper can be limited by how much it can break by its Rocks weaknesses and slow speed. Roost and Agility aim to remedy these weaknesses, which they will if not dealt with accordingly. Bulky Pelipper is still quite good as a pivot tool, and it blank checks a ton.

:dp/dewgong: - As much as I like Dewgong, it seems to be underperforming in most cases due to its weakness to Stealth Rocks and overall worse stat line compared to its banned colleagues. There's also stiff competition with Phione, Wailord, and Pelipper as special attacking waters, and Dewgong really only has a few utility moves and Ice STAB to its name. In comparison: Phione has solid bulk across the board, Heal Bell, and its speed makes for an excellent scarfer with its access to U-Turn. Wailord has devasting set variety between SubTox, Choiced Water Spout, and Self-Destruct sets (to say nothing of the Crit-me-not set). As discussed, Pelipper's Flying-type gives it a better edge over Grasses and it has the longevity of Roost to back it up. Encore is Dewgong's main claim to whatever fame it has, because it's just not much of a difference maker in my eyes. I didn't put it into practice, but I theorized of a Modest, Choice Specs Dewgong set that aims to abuse its Ice STAB to the fullest. It joins CB Crawdaunt and Octillery as the only Waters able to OHKO Carnivine, with Dewgong being the fastest and not forced to lock into something like CB X-Scissor. This is all to say that compared to its peers, Dewgong is pretty damn mid. Bona fide lackluster, lacking any major traits to differentiate itself meaningfully. We will still see the occasional use here and there due to solely its access to Encore.

:dp/crawdaunt: - There's a lot that can be said, but its quickest to just say that Crawdaunt has the best set potential x reward payoff. Salac DD can win games on the spot vs many offense teams, especially those that rely on Persian's Fake Out for speed control. Specs, while generally not seen much anymore, is still a great surprise catch into many standard checks. CB is the scariest thing to play against when lacking ways to quickly dispose of it, which many fatter teams lack. Lum DD, or any variation of DD for that matter, is still good as a general late game cleaner depending on your coverage or item. Having a Craw usually it guarantees an automatic CM Sableye check, which I really appreciate it for lol. I like CB best for the immediacy in breaking open the very fat teams that've been popping up here and there.

:dp/sableye: - It's not used often going by the stats, but it certainly should be. It sometimes just wins games on its own, or at least without little support. Calm Mind is hard to deal with after a couple boosts, pending any specific Roar users (though Taunt can flip the MU on these as well). It is our best Normal-type answer since it checks most of them without a second thought, barring lesser used sets like Nasty Plot or Switcheroo Persian. The common Stoss/Wisp set you'd see in other tiers is still serviceable here but has some nasty MUs into stuff like Wailord or Camerupt.

:dp/granbull: - Base 120 Attack Normal-type with varying coverage, great ability, and respectable bulk. Sub, Defensive, and BU are all very potent in their own ways, which makes it a chore to deal with when it first hits the field. Compared to the past, Granbull has certified its spot near the top of the meta game, with plenty of strong showings as an excellent abuser of ParaSpam or bulky offense. The main set that I fear most is the Sub set, as Intimidate lets Granbull set up Subs vs things it otherwise wouldn't be able to, and trying to deal with Granbull behind a Sub is no simple task for most Pokemon. I personally haven't played around with it too much, but I know from watching other players that it consistently puts in hella work. A Quick Feet set could be dangerous with STAB Facade, but the pitiful speed means you're still outsped by stuff like Plusle, Raticate, and obviously Persian.

:dp/lopunny: - I want to like Lopunny because Klutz Switcheroo is a dope tool to have in your kit, which is unique to Lopunny here, but it has a few indirect issues that make it hard for me to consider using. It's the second fast mon in the tier which is nice, so getting Switcheroo off to cripple a target is not hard at all; Encore and Healing Wish are amazing to have for the same reasons. Unfortunately it cannot use all of them with your general attacks as well like Return and Jump Kick, and if you're trying to fit other things like Fake Out, Toxic, or Heal Bell, you experience some heavy 4MSS as a result. I can still see myself using it more in the future, but it faces a ton of competition from our bevy of Normals with their own benefits.

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R
BY
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The general state of the tier seems to revolve around 5-6 Mons, which as others have said, you can pretty much bring 100% of the time without any drawbacks. I rate Scyther higher and Dragonair lower than most. I think its speed tier is way too valuable when coupled with SD to not bring to most games, although it does have problem MUs that you need to work around which sits in at 4th. Dragonair is not bad by any means, easily top 6 in the tier at worst and best lead downright, but I see it as the most droppable if you were to slot in something else. Scyther and Parasect are also droppable, but I feel less inclined to do so since they're harder to replace (in the case of Parasect, the reliability of its sleep).

:rs/magmar::rs/primeape::rs/sandslash::rs/scyther::rs/parasect:
Top 3 are very hard to decide, but I think Magmar is my #1 for how well it threatens nearly everything in the tier. Omanyte and Dragonair are firm checks, but Magmar isn't lost without options against them; usually breaking the way for its teammates to pick up the pieces. The most important part about Magmar is its speed tier and ability to prevent Parasect from clicking Spore, something every other "speedster" can't prevent. Primeape does not pack nearly same punch, but it makes up for with better speed and revenge killing prowess. Sandslash is the equivalent to a tank, slamming almost the entire tier with its STAB EQ, with Slide to back it up, and having stellar physical bulk to take on Primeape, Scyther, and Pidgeot. Parasect is genuinely why Sandslash isn't #2 or potentially even #1 for me, solely because Parasect eats EQ without issue and Spores it back. Even with prediction, Sandslash needs a Rock Slide crit to prevent the Spore click. A common route in low tiers is to chip the sleeper into range as it sleeps you, setting you up to easily revenge it with the rest of your time. This means you'd be sacking the sleeping Mon in question, but you cannot do that as easily here vs Parasect due to Mega Drain. As Sandslash is inclined to switch out, this lets Parasect accrue solid damage with Slash or spread further status with Stun Spore or Body Slam. Outside of being great into Sandslash, it also does well into the other physical attackers like Ape and the fliers. Of course, Parasect will never let you down in terms of hitting its sleep move (bar a 1/256 lol) which makes it very consistent to plan with and around -- a trait we shouldn't take for granted.

:rs/dragonair::rs/tentacool::rs/muk:
As mentioned, I think Dnair is easily 6th best on my list and it can't drop any lower than this. The reason I have it this low is mostly because I see it as a jack of all trades, master of none. As a lead it has the most flexible MU into basically anything simply because it has Twave, plus Fire Blast is nice for thwarting Parasect. Tentacool essentially has no switch-ins except itself or a gimmicky water, which makes it an excellent breaker. It dominates Sandslash and rips a heavy chunk off Magmar or Parasect. It is one of the few mons that forces Dragonair to consider Tbolt for a moveslot, otherwise it becomes a liability. Muk is less offensive in nature compared to Tenta but makes up for with better bulk, and Explosion effectively trades with basically anything in the tier bar Rocks. Tbolt threatens Omanyte, so you do have a way to play around that specific MU.

:rs/pidgeot::rs/onix::rs/omanyte::rs/butterfree:
Pidgeot is mostly a lackluster Scyther, but doesn't have the crippling Bug-typing has Scyther getting cleaved by Rock Slide or Fire Blast. STAB Hyper Beam is its best perk, though I suppose Mirror Move can occasionally do something funny. I will likely be standalone here, but I am an Onix truther. When I use one of the Rocks, my main purpose is to not have to worry about Scyther and absorb the occasional Hyper Beam. Makes sense. When I use a rock, I also don't want to feel forced into hasty maneuvers to keep them safe from getting clocked with no way to mitigate a loss on my end. This is something I think Onix benefits over Oma most of the time. Sandslash, Muk, and Tentacool all have one way or another, a good MU into Oma that forces it into some sticky situations, usually with Oma switching out. Even more niche mons like Butterfree and Drowzee like seeing Oma as a potential avenue for throwing out sleep. Oma does have its benefits such as obviously sitting on Magmar's Fire Blast and having a strong Blizzard to throw Parasect's way, but I personally think Onix has more outs for bad situations. It really just comes down to the fast Explosion, which while counterintuitive to what you may want to have a Rock-type for, does give you leeway in dealing with problems depending on the game state. Butterfree can be annoying as semi-fast sleeper, getting the jump on the Poisons, Drowzee, and tying with Dragonair/Tentacool. It's Sandslash MU is risky when trying to pivot in as a good amount will be trying to Rock Slide an incoming Parasect, since its very telegraphed at this point. You'll end up with a Butterfree bean paste if you happen to catch one of those accidentally.

:rs/drowzee::rs/weezing::rs/slowpoke:
The Cs are basically just going to be Bs at some point in the future, but I haven't used them much myself or played against them to make a strong assessment for them rn. Weezing is generally outclassed by Muk, but Boom is still a good tool. It has a better Scyther MU as well, with good odds to stomach Slash -> +2 Hyper Beam. Drowzee and Slowpoke are simply too slow, weak, and somewhat frail (physdef/special respectively). Drowzee can find its way into a few guys to throw out Hypnosis, but you'll begin to appreciate Parasect's Spore over time lol. Slowpoke is def worth more than I give it credit for since it's still a Water with a beefy HP stat and Twave, but idk its outsped by Parasect of all things. It has good bulk into Magmar and Non-Tbolt Ape, but Poke looks very scripted in its actions.

:rs/poliwag::rs/lickitung::rs/rhyhorn::rs/charmeleon::rs/flareon:
Poliwag is Hypno roulette that can go for Amne boosts post-sleep. Too many faster mons to actually sweep anything. Lickitung is fat and has good coverage, can maybe move up in the future. Rhyhorn is bad but can RestLoop Primeape (since they don't run Submission) and still counters Scyther/Pidgeot for your team. Outside of that specific endgame, just use one of the other two Rocks. Both of the fires were tossed on last second. idt you'd use them, but fire spam is probably something if utilize all 3 together. Charm is just mini-Magmar whereas Flareon packs a harder punch.


:gs/ariados: ZU Classic Playoffs:gs/magnemite:​

Having won both RBY and DPP cup, in addition to a strong BW cup showing, I had nabbed the #1 seed. This secured me a bye through the first week of playoffs, a nice off week as I was concerned with other tours during this time as well.

Quarters vs Sleid (DPP/BW/RBY/ADV/GSC)
DPP -:dunsparce::carnivine::phione::crawdaunt::camerupt::lunatone:
BW -:emolga::ivysaur::beartic::staryu::persian::solrock:
RBY -:magmar::sandslash::muk::parasect::scyther::onix:
ADV -:mightyena::ponyta::grovyle::seaking::magnemite::rhyhorn:
GSC -:ponyta::ariados::charmeleon::aipom::croconaw::diglett:

RBY, DPP, and BW for this week and next were effectively all reuses with minor alterations (such as SD Carn > Lopunny in DPP and giving Ivysaur a 4th move in BW lol). As I didn't play in either of GSC or ADV cup, I knew I had to get to work on familiarizing myself with their metagame post-cup. I was more in tune with ADV since not much has changed, with the exception of the brand new Grovyle and Ivysaur. While I didn't use the latter, I knew immediately that I had to use the gecko. Its stellar speed gives it so much in the way of moveset variety, but I always found myself leaning towards Petaya as a solid endgame cleaner. Rhyhorn was my de facto "Bug" check for Bee and Anorith, which it seems it didn't feel like clocking in for this set. I'm really fond of the sets/spreads for Seaking and Magnemite, albeit Mag didn't come out this game. More on him later. The Seaking doesn't "wall" anything per se, but with HP and some bulk investment it blanket checks a large swath of the general offensive metagame, which RestTalk helps in the way of longer games.

Semi-finals vs czim (RBY/DPP/ADV/BW/GSC)
RBY -:dragonair::primeape::magmar::sandslash::scyther::parasect:
DPP -:banette::persian::girafarig::crawdaunt::camerupt::lunatone:

ADV -:ponyta::mightyena::grovyle::seaking::magnemite::rhyhorn:
BW -:leafeon::arbok::clefairy::grumpig::vibrava::solrock:
GSC -:ivysaur::ariados::charmeleon::aipom::croconaw::ponyta:
I was pretty confident in my ADV team as I didn't reveal Magnemite during my game with sleid, which is one of the key mons of the team, so I decided to load it up again vs czim with a minor change of swapping Pony to the lead position (which is why the paste name is a bit off, I just moved the slots around without making a copy). With assistance from an early para on Mightyena, Magnemite was able to leverage a combination of its excellent typing, workable bulk and innate power to ravage czim's team. While Toxic is an obvious choice for a 3rd move here, I went with Metal Sound to put extra stress and immediate threatening power vs fat, bulky mons. I did not touch on GSC last set, but I will hear to expand upon the differences between the two teams. At least to me, Croconaw and Charmeleon are firmly undroppable due just how damn good they are, with Aipom and Ariados closely behind. While I used Ponyta in all 3 games, as we'll see, this was mostly just personal preference as extra speed insurance for a Belly Drum Charmeleon. I made some role adjustments -- CurseTalk -> Thief Aipom and AoA Pony -> RestTalk -- and added Ivysaur for Sleep and Croco check. I liked HP Psychic since it beats down on a chunk of Razor Leaf resists like Grimer, Ariados, and opposing Ivy. Despite Ariados' set variety, RestTalk provides too much utility as a general, "catch all" check to many of the non-Fire types in the tier. With Psychic, it dominates opposing Poisons and becomes a very solid check to CroMer.

Finals vs Zpice (BW/RBY/DPP)
BW -:leafeon::emolga::solrock::persian::arbok::glaceon:
RBY -:muk::magmar::sandslash::primeape::parasect::scyther:
DPP -:luxray::dunsparce::dewgong::sableye::ivysaur::phione:
The BW team is a rehash of my ZUWC team vs Neomon, but removing a lot of the flair for a more standardized approach. Volt Switch and Encore > U-Turn and Knock Off for Emolga, opting for a bulkier Solrock spread, and changing the Leafeon to be less fishy. While Normal Gem is standard quo, past experiences taught me that an aggressive Solrock Wisp on a Leafeon SD can cause the team to quickly flounder into it long-term. Arbok was initially a Muk, which is where you can see opposing Solrock becoming a problem very quickly on this type of team. That said, I still wanted Water Gem Arbok to wash Solrock as a lure for Emolga and Persian. The DPP team is def a change of pace for me, but I had to lock it down since it'd have to be one of my anchor slots this series. The Luxray was directly ripped from Drud's ZUPL W2 team vs me, aiming to catch out opposing Luxray with a meaty HP Ground. As I mentioned earlier, I am not the greatest fan of Dewgong, but I specifically wanted its Encore here to ward off opposing set up, specifically for opposing CM Sab as I lacked a strong answer to it. Ivysaur's role was to compress a Tspike absorber and a DD Whiscash/Crawdaunt check into 1 slot. Ivy's better speed tier is why I selected it over Gloom, Leaf Storm being a nice bonus for extra power. A last-minute call by Drud had me using Taunt > Substitute on Sableye, used for the same reasons as Dewgong in the hopes of stifling opposing set up while blocking slower status.

While we did not play GSC or ADV, I had prepped these slots the most due to Zpice's stronger stance in them, so here they are.
GSC -:aipom::ariados::croconaw::onix::charmeleon::ponyta:
ADV -:meditite::mightyena::ariados::seaking::corsola::tropius:
In regard to the GSC team, the Charmeleon set is aiming for the most flexibility it can offer offensively. Fire Blast, HP Grass, and Rock Slide hits everything in the tier for neutral at worst, with Seismic Toss acting as the perfect mid-ground click for any forced switches you can expect to see. With the increased bulk across the board, Stoss will consistently do a large chunk of damage compared to clicking a weak Hidden Power or Rock Slide on an incorrect prediction. If you're a mindreader, obviously you don't need it, but it alleviates some of the guesswork. The ADV team is comprised of a few breakers and setup mons, with some priority insurance from CB Medi. Corsola can bust open a hole against a stubborn defensive team at a moment's notice with Boom, giving you another option to clear the way for your sweepers. If you're gonna use Cors, you're gonna need Tropius or something similar to not get automatically folded by opposing Meditite and Cubone.

I'm very happy for having finally won a Classic, but I know I wouldn't be able to name everyone whose helped me since my initial dive into old gens. Just know that I really appreciate being able to play the same game with y'all. Sorry for no adv or gsc blurb again, I don't have much to say aside from what I've already said. Adv shifts and mantine ban were both positives changes. GSC has some cool set diversity so I'll prob be playing it a bit more. ADV still has some annoying SD sweepers that can clock you if you slip up too much (or have your Rhyhorn get crit 3 times in a row), but I do enjoy the EV optimization aspect to it much more than other tiers. As I've mentioned in other posts, something like this was supposed to have gone up around 2 years ago -- I've tried my best to revisit things I'd written back then to keep it updated for now, but things may have slipped by. For a reference point, I originally wrote the BW Leavanny section as a response to this post by zause. god damn, time flies. With all that said, keep playing old gens! Arrivederci!
 
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BW ZU: Ramblings and Nascent Opinions​



Who?

is probably what you thought when you saw my name next to this post. I hadn't sniffed BW ZU until BWPL when I got put in ZU for the Keldeos week 3. I didn't quite understand the decision since Ubers is my bread and butter, and I was no more qualified than the ZU player we decided to bench, and our ZU and Ubers slots had both gone 0-2 up to that point (I swear this isn't a hate piece, they were both doing their best), but since I'm such an upstanding and courteous and humble fella I took up that ZU offer. I ended up going 2-2 in ZU then lost in ubers because my brain is wrinkleless and im allergic to going positive and honestly when you're the most medium player on earth you fucking take that. Some incorporeal presence beckoned me to the ZU subforum and I saw people talking about BW ZU, so I decided I don't have free will and that I should subject people to my schizo post, now here we are.

This isn't necessarily meant as a deep analysis of the tier (for reasons that should be obvious, why would anyone start reading here), but instead as the perspective of someone relatively new to the tier in hopes of yelling into the void(???). Unfortunately I can't read so I don't know what anyone else thinks about this tier and as a result all of these opinions will come from my absolute echo chamber of a BW ZU adventure.

Starting off with some broad comments, this tier is fucking sick. Nothing feels overly centralizing and I had a lot of fun building for BWPL. I really wish there were more tournaments for this tier, like I understand why there aren't but I'm just sad I didn't get to play more ZU in BWPL; I would've loved to play it more and learn more about the tier. Basically what I'm saying is that if I get picked for BWPL again and I don't play Ubers, I'd be pretty chill with ZU. There are a lot of ideas I had floating around that I just never got the chance to test, which is actually a small part of why I'm making this post. It really speaks to the health of this tier that I had so many different ideas for teams in the span of four weeks, so that's pretty cool.

I've found balance to be the most consistent structure in this tier, mainly since a lot of the best pokemon just so happen to have really good defensive synergy with each other. Offense is still good of course, and there's a few offensive threats I'll talk about later in this post, but it just seems a lot easier to outlast a lot of teams in my experience. Either way I'm excited to see how this tier will develop, because it's in a good place now but I think it can go in some pretty interesting directions.

I won't be making a VR list for this post, partly since I just don't think I have enough experience(/knowledge?) to make a meaningfully unique VR, and I also just have a few problems with VR's fundamentally. So no, there won't be an obligatory VR accompanying this post.

:bw/simisear:

This might be a hot take and potential skrill issue but Simisear seems so threatening every time I use it or play against it, and I'd like to at least make some kind of case for it being broken. I can count on one hand the number of mons that reliably switch into this thing, and that number becomes even smaller if you narrow that list down to actually good pokemon. Even if you want to include softer checks (i.e. things that switch into two of Simisear's attacks) then it doesn't get too much better, and fitting both a pokemon that switches into HP Dark Simisear and one that switches into HP Grass Simisear is a pain in the ass. That's what my whole issue is; it's not that Simisear can't be killed, it just forces you to pick a sack when it enters safely.

Grumpig comes the closest to being a good pokemon that switches into Simisear reliably, but even that has its caveats. Even max HP Grumpig gets 2HKOd by Specs HP Dark, and uninvested Grumpig gets 2HKOd by Life Orb HP Dark. Your best bet is to either hope its not HP Dark or try and bring a Leftovers Grumpig in on a Fire Move. This only works if Grumpig is at very high health and/or rocks aren't up; both are very optimistic conditions of course. It's not like Grumpig even comes close to scoring an OHKO either since max SpAtk. Psychic tops out at 67%, so even if Simisear takes Stealth Rock damage and a round of Life Orb recoil hitting Grumpig on its way in, it still probably won't die to Psychic. I know I'm getting kind of hung up on HP Dark Simisear specifically, but I just want to illustrate how unreliable this supposed counter really is.

Other mons that sometimes counter Simisear if they're at full health:
:muk: - drops to Life Orb Fire Blast and still takes 40-47% from Flamethrower
:clefairy: - you have to be full SpDef. and pray they lack Focus Blast or a boosting item, and personally I think Life Orb or Choice Specs are the way to go with this mon. Problem is if Clefairy doesn't have Thunder Wave + Encore you have a really hard time denying Nasty Plot.
:frillish: - I do actually like this mon but if Simisear ever gets a Nasty Plot this becomes a non-answer, +2 Life Orb Hidden Power does 80 min. This does venture a little into the territory of theoretical lines/gamestates, which I am trying to avoid, but I think that's worth mentioning at least
:shelgon: - this is more so a category of mons that make Simisear lock the fuck in and hit two Focus Blasts in order to beat. Clefairy also falls in this category but I already mentioned its distinctions compared to things like Shelgon that just hit hard enough to punish a miss.

Of course, I'm not delusional enough to think Simisear has no downsides. The astute among us recognize Simisear can't stay alive for too long on account of being frail and weak to rocks. This means once it comes in it's usually only switching to either save itself as a sack for later or if rocks hadn't gone up when it first came in (the latter is throwing from the opponent). This is to say nothing of trying to fit Staryu on Simisear teams, and I don't feel the need to explain why that's not always possible. It's frailty obviously means that when you can safely bring your check in versus Simisear, you're probably winning that 1v1 or at worst trading. It also doesn't have an amazing movepool, so the guessing games are limited to, if at all, 1) what hp type is it, 2) is it choiced, 3) if it's not choiced is it sub. Unfortunately being this one-dimensional doesn't really matter when Simisear does one thing this well.

Its Speed is the cherry on top here; being the third fastest good pokemon with all of the other things I mentioned just feels like too much. Again, I could be totally wrong about this but I think Simisear, especially with the Life Orb and Choice Specs sets (hence why I didn't really mention Scarf or SubSalac, those don't really have the issues I talked about imo), is just too powerful for the tier. Not that it doesn't have losing matchups, but switching into this mon feels way too difficult, and some teams can't afford to sack something just to try and beat Simisear. I'm open to hearing contrary opinions, I'm generally in favor of finding good, consistent counterplay to something rather than banning it in hopes of solving a problem.

i swear to god if someone says "just bait attacks and pivot around simisear to get faster threats in" im literally going to come to your house pour water on your floor in real life and then blame it on you

Like I alluded to near the start of this post, I'm an oldgen ubers main, so the metagames I'm most experienced in have spikers that are really easy to fit on teams (see Deoxys-Speed, Skarmory, Ferrothorn, etc.). Naturally, I needed my spikestack brainrot for this tier and got really sad when I saw there weren't any good Spikes users. It's a damn shame too, I have to imagine stocks for mons like Raichu and Glaceon would go through the roof if there was just a good Spikes user. Hazard removal is also really fake aside from Staryu, so if you could get them up without much trouble you'd be in a great spot. I actually got inspired to try and make Spikes work after someone brought Budew versus me in BWPL, and while I think it's not something that can fit on every team, it's definitely worth exploring in my opinion.

:bw/budew:
It has reliable recovery, decent SpAtk. for being an LC mon, and some seriously good special bulk with Eviolite. That Poison typing probably isn't doing it many favors, but for my money, Budew is definitely the best spiker in the tier. I'm not good enough to justify using a weird set on a B- mon, but I think Rest has some potential since a lot of what it can switch in on doesn't punish Rest terribly hard. I don't see myself bothering to fit Toxic since there's too many other moves you shouldn't leave home without, but Poison Point might have some potential that I can't be bothered labbing out at the moment.

Grass Knot should at least be considered as a viable option in my opinion; since it's 100 base power versus Solrock, you actually don't need any SpAtk. investment to 2HKO standard 240 HP Solrock, with or without hazard chip. I wouldn't call Giga Drain useless though, since you can easily 2HKO Kingler and heal off enough to take Life Orb Rock Slide twice (I'll get into EV's in a sec). Giga Drain is also good into Whiscash for similar reasons, and you can try to go the distance versus defensive mons like Frillish and Hippopotas if you really want to, though beating Frillish 1v1 is pretty dependent on its set.

I'm sure there are a couple of different ways you can EV this, but I personally like 252 HP / 172 Def / 84+ SpD since you rarely get 3HKOd by 0 Atk Solrock Rock Slide before rocks. This gives you a good entry point early-game so you can start setting Spikes ASAP, and you even have some extra insurance in the case of stupid flinches. Again, you can probably customize this spread to the needs of your team, and trying to figure out a good amount of physical bulk to put onto an alleged special wall is a bit of a chore. You could probably get away with full physdef if you really wanted to since most special attackers in the tier are beating Budew 1v1 anyway, although there are some nice use cases for some SpDef. investment. Either way, I think this mon rules, and I'd love to see more experimentation with it in the future.

My opinion pieces on the rest of the spikers will be less informed and more speculative, mainly since I shrimply didn't have enough time to try them out. I'll still try and communicate my ideas intelligently of course

:bw/pineco:
I've seen this in action once or twice, and "underwhelming" sums up my thoughts on it pretty well. The idea is that you set rocks, get knocked into Custap range and live with Sturdy, then get Spikes or explode the next turn. Obviously you can adapt this if the opponent gave you two turns to move without putting you into Custap range. There's a few problems with this: for starters, Solrock fills the suicide lead role so much better. It's fast enough to not need a Custap Berry to actually put on offensive pressure, is strong enough to not need to blow up to deal significant damage, and can stay in the back for a little bit if you really need it to.

Then there's the idea that Pineco lead will be pretty telegraphed versus a good player, and it's not like Solrock where you can keep it in the back until you can safely set hazards. Pineco is just too frail to pull that off, especially with its Rock weakness and few useful resistances. Meganium is probably the only real mon you can save Pineco for, and that's assuming it's not a special attacking Meganium (which I think is worth exploring honestly). There's also the risk of not getting to use your Custap Berry, since common attacks like Persian's Double-Edge (and Return but there are some rolls where this doesn't work), Grumpig's Shadow Ball, and Muk's Fire Punch all 2HKO Pineco without letting it eat its berry. This is to say nothing of people using their brains and using two different attacks to avoid activating Custap. Yeah this mon isn't consistent, but that's hardly news to anyone who's played the tier. To think we could have had a good double hazard lead.

:bw/shelmet:
Calling Budew the most usable spiker in the tier and Pineco very hard to use are lukewarm takes if you so much as look through the official VR for this tier. Shlemet, however, is really fascinating to me, and on paper I don't see how it isn't better than Pineco. Its physical bulk is absolutely incredible; for reference, it lives +2 Normal Gem Double-Edge from Leafeon after rocks, and it's favored to live Flying Gem Acrobatics from Emolga after rocks (if you feel the need to stay in versus that for some reason). It's not completely out of luck in terms of special bulk either, having the same SpDef. stat as Clefairy. Of course, I'm not equating the two since Shelmet is weak to rocks, has a lacking movepool, and thuds into anything not weak to Bug. There are shrimply better options, whether you're looking for a defensive mon, a spiker, or even a Bug type.

I do wonder if Shelmet's poor movepool actually benefits it, however. Remember what I said about Budew trying to fit Toxic onto its set: there are shrimply too many other, often better moves it would rather fit. Shelmet only needs Bug Buzz as an attack to do its job well, and after the obvious Spikes and Recover there really isn't much else to even use (Acid Armor and Encore might be able to work, but that's getting into unexplored territory on an already fringe mon). Being as passive as Shelmet is generally excusable when you can just throw out the great equalizer in Toxic versus your offensive counters. While we're here having a mid-off between these two spikers, Shelmet has the distinction of being able to potentially ward off boosting physical attackers, whereas Budew can't say the same in the face of boosting special attackers. Toxic and overall better bulk are the main drivers of this, but Acid Armor and Encore could have a place for those cases specifically (this is why I brough them up).

Yeah this mon is very clearly flawed, but in favor of getting hazard stack to work in this tier, I'd encourage creative builders to give this thing a shot if they haven't already. I feel like there's some serious untapped potential here, especially since Meganium was #1 (53%) and #2 (50%) in usage in this year's BWPL and ZUPL respectively. Not to mention things like Leafeon, Mienfoo, and Shelgon are all doing well at the moment too.

:bw/cacnea: :bw/venipede: :bw/snorunt:
Might as well throw in these three goobers since they're the only other mons in the game that both learn Spikes and are allowed in this tier. I won't make much of a case for them though so these will be pretty rapid fire opinions.

The only thing Cacnea has going for it is having the best attacking stat out of any BW ZU spiker by far (85 SpAtk.). Unfortunately, it's slow as all hell so it can't get up to its evolutionary counterpart's lower tier shenanigans.

Venipede has the highest Speed stat of all the spikers and has access to Toxic Spikes. Unfortunately, it has no defensive utility, and seeing a team with a Poison type is like finding a fork in a kitchen. This is also why I won't entertain the idea of any Toxic Spikes users (for now).

Unless you like getting up a Spike, living with Focus Sash then using Ice Shard as you die the next turn, I got nothing for Snorunt.

This is where the mildly interesting takes stop. I wanna talk about mons that I think are cool as fuck but the difference is that now they're mons that are generally perceived as good.

Like I said earlier, I think bulk rules in this tier. There are a lot of awesome defensive pokemon that don't get used more. These are the mons.

:bw/hippopotas:
"But Solrock is better in every way !" <------ top 1 propaganda designed to stop free thinkers from living their truth

It's the rocker that beats almost every other rocker, dare I say it's the Shelmet of the rockers. The difference, of course, is that the people know Hippopotas is good. I do think they're closer in viability than a lot of people seem to believe, though. Let's look at why you'd use Solrock over Hippopotas:
  1. It beats Emolga and Persian far more easily
  2. Access to Will-o-Wisp means it's harder to break through (and I do really like Will-o-Wisp Solrock)
  3. Knock Off is still annoying, especially when that gets paired with/is on Persian, but is a lot less impactful for Solrock (people should be using Knock Off more; I don't have enough to say about it to justify dedicating an entire section to it but I did want to fit that in this post somewhere)
There are probably some obvious additional points I forgot about, but for all intents and purposes, this should be plenty. Regarding the first point, it's probably the most compelling reason to use Solrock over Hippopotas. Persian does more damage to Hippopotas with its STABs, threatens it more with Knock Off, and even Taunt can be annoying in the right situations. However, Earthquake actually does quite a bit of damage in return, 2HKOing after rocks, and Hippopotas even takes slightly less damage from Water Pulse compared to Solrock, so if you're in a pinch and have to keep a 56% Hippopotas in front of a chipped Mixed Persian, you end up winning that extremely specific theoretical interaction. Hell, you could actually argue Solrock hates getting knocked more than Hippopotas. Rocky Helmet is the cornerstone of how Solrock actively counters Persian, lest it U-turn infinitely (until rocks go up (they will (you have a Solrock, pay more attention))). Hippopotas' mechanism for dealing with Persian is to just use its great natural bulk to create more opportunities to attack or spread Toxic. Getting knocked obviously blows, but being able to take two, count em, two Double-Edges without Eviolite means you can at worst let Persian kill itself with recoil as you try not to get crit. If you fight Knock Off + Water Pulse Persian, you shrimply accept your fate.

As for Emolga, I can't really make a case for Hippopotas here; you need a solid plan for that mon if you're using Hippopotas. I'm not sold on Rock Slide over Toxic on Hippopotas at the moment, so fighting Taunt Emolga is just really bad for you. Solrock obviously handles this leagues better, but you don't need me to tell you that. Beyond those two pokemon though, Hippopotas does most of what Solrock wants to do equally as well or better. Sure, being more specialized means it's not going to fit on as many teams as Solrock, but that's kinda the point of mid-tier mons. If this wasn't already clear enough, I'm not trying to say Hippopotas is the better mon of the two.

Then there's the difference between the statuses they spread. Of course, not every Solrock is running Will-o-Wisp, but having that mechanism of stopping sweepers from running away with the game is an important part of its game plan. The only problem is that a lot of what you'd switch Solrock into for burning purposes wasn't really planning to set up anyway. Shelgon is the only exception that comes to mind (offensive Dragon Dance sets still generally win the interaction as I described it), but most physical sweepers have a good type matchup into Solrock, so once they're in versus something more passive/vulnerable, Solrock suddenly isn't as good of a physical wall. Hippopotas is far less susceptible to these instances, given its generally superior typing and fantastic bulk. The poisons, Lairon, Pawniard, and (sometimes) Shelgon all fear Earthquake, and punishing those switches with Toxic lets Hippopotas do its job well even when it isn't in front of the mons it counters. Toxic even lets Hippopotas be useful versus bulkier teams, so the matchup spread is actually quite nice for this mon.

Solrock is definitely the better pokemon, but for my money, Hippopotas is a bit better than 25th best mon in the tier. If you're building balance, I highly recommend it. I was pretty sad when I found out Sand Stream is banned from UU down, but seeing as that might be the only thing still letting me still use Hippopotas in this tier, we take those.

:bw/ivysaur:
The middle child of its evolution line and the BW ZU Grass types, Ivysaur plays a lot differently to Leafeon and Meganium, and by god do I think it's awesome. I mentioned in the Hippopotas section that I think Knock Off should be used more, and this mon is a great example of why I think that. Most of what switches into Ivysaur already hates taking rocks, and Knock Off seems to compound that effect in a way that makes Ivysaur uniquely valuable to bulkier teams. Grumpig, Simisear, Glaceon, Wormadam-T, Walrein, and Pawniard suddenly become substantially easier to deal with (to slightly varying degrees) once their items are gone; even the biggest exceptions in Clefairy and Emolga really suffer from losing their items. Unlike Budew, the additional Poison typing doesn't really hold it back much in my opinion; it just makes the things that would already check it pretty well do so better. Some people might say having your Grass type and your Poison type be the same pokemon generally does more harm than good, but honestly I think this typing is fine. The only thing you become slightly worse at checking is Whiscash but that guy's already on fraud watch so that's okay.

Turns out Ivysaur actually pairs really well with Hippopotas too --- I brought a bulkier team with a Hippopotas-Ivysaur-Clefairy core to BWPL this year and it turned out really well (I'll probably talk about that game later, still kinda on the fence as to whether I want to talk about my actual BWPL games as of writing). Those two pokemon patch up just about every flaw Ivysaur has defensively while emphasizing its few offensive traits. Hippopotas takes care of Muk, Arbok, non-Taunt Emolga, Lairon, etc. while benefitting from Ivysaur beating Whiscash, Kingler, Leafeon, Meganium, etc.. I don't need to go on about Clefairy is; SpDef sets take care of pretty much anything that either wasn't listed or immediately obvious. Do note, however, that Hippopotas and Clefairy deal with all of the Ivysaur checks that get ruined by Knock Off that I mentioned earlier (personally I didn't go the double knock route with this core but that'd be fun to see). That supplementation is key to this core's success; neither aspect of it is doing all of the heavy lifting, but together they suffocate offense while going the distance against defense.

Ivysaur does suffer from a bit of four-moveslot-syndrome. It's not terrible since the only difficult choice you're making regarding Ivysaur's moves is whether to use Synthesis or Leech Seed. 90% it's gonna be Synthesis anyway, but being able to use Leech Seed (or Worry Seed, I wish that move were easier to justify) more easily would be incredibly beneficial by complementing Knock Off and wearing down opposing pokemon even more efficiently. It's not like Ivysaur has other offensive moves it cares to fit anyway except maybe HP Fire/Ground but that's really splitting hairs.

:bw/frillish:
Probably the best mon I'm gonna talk about in this section. I'm not here to call it underrated or anything --- I think everyone knows Frillish is really good at what it does --- but it's the only good Ghost in the tier, so you probably know where I'm going with this. We have decent options for spikers and an even better spinblocker in a tier that already only has one good spinner. :budew: :frillish: :persian: :raichu: :muk: :solrock: is the first idea that popped into my head. There is a slight issue with Grumpig and Walrein at a glance but again as a concept I think this kind of structure could do well. Unlike having something like Meganium over Budew, having those Spikes would ideally let you play with more flexibility since the additional chip damage lets you respond differently to certain threats if you have to. This is also a great example of Shelmet having a place in the tier, since you can use that as your spiker instead to take some pressure off Muk when it comes to switching into the Grass types.

As of writing, I've only just now realized that there's no sample team with Frillish and that's pretty sad. Being a good check to many of the tier's best physical attackers and being one of the very few good mons in the tier with access to Will-o-Wisp is super valuable. Yeah yeah Solrock is right there but last I checked it doesn't completely destroy Lairon and Kingler while beating everything else just as well. The two work well together anyway; with Solrock you have the freedom to run Night Shade Frillish, and if you end up facing Taunt Persian you can just go to Solrock. Very interested to see if spikestack can work as an archetype in the future.

Alright so that was gonna be the end of this section, but as I was working on this post I noticed a BW ZU game being played and what the hell do I see but Shelmet spikestack putting up absolute LeBron numbers. It was against a very standard team and ended up doing super well, definitely a great proof of concept (of course this is just one isolated case of the idea working). It was a bit more defensive than the 6 I proposed above, but still a good team in my opinion. Pretty soft into Walrein but aside from that I think this is a really good example of spikestack being genuinely good in the tier. https://replay.pokemonshowdown.com/smogtours-gen5zu-891200 <--- the replay

:bw/hypno:
I never got the chance to use this guy in BWPL (so I guess I shouldn't be advertising it as something you should use more although frankly who gives a shit), but when I was first thrown to the wolves and forced to play this tier, I was given a paste that one of my teammates used in ZUPL that week. It looked pretty standard, and matched up with a lot of the patterns and common builds I was seeing from various tournament replays, but it had a Hypno which sat in the back of my mind for the rest of my BWPL season. It's got some seriously good traits going for it; amazing special bulk (even better than Clefairy, with eviolite!), really good support movepool with Wish Toxic Taunt (Counter sounds really fun as well), the deceptively good Psychic typing, and even Forewarn is nice to have. Psychic/Psyshock could be worth considering to be slightly less passive, but unfortunately this mon's role as a Wish passer makes justifying pretty much any move an awkward task of mental gymnastics to me.

All of this is well and good, and I'd like to build with Hypno sometime, but the real reason I bring this up is because it can actually check Simisear, and if you didn't read my "The Chimp™" section, I feel very passionately about that pokemon. You trade Grumpig's offensive presence for a more balance-oriented mon that switches into Simisear far more consistently, although that does mean going full SpDef.. Fortunately there aren't any good Ghost/Dark/Bug type special attackers, so I would really like to see some experimentation with SpDef. Hypno in the future. Granted, it doesn't have a ton going on outside of this niche compared to other special walls, but this might be a step toward some kind of solution. Of course, this entire view is predicated on the idea that people come to understand how ridiculous Simisear is, and it doesn't seem like we're quite there yet.

:bw/flareon:
This is semi-ragebait. Flareon stocks only rise with Simisear's, but they sure do rise. Less bulky than Hypno but Heal Bell and Roar are nice I guess. Also doesn't get trolled by any of Simisear's coverage until it starts running HP Rock which would be incredibly homeless ngl. It also switches into uhhhh Glaceon and Raichu. I'm not loading this in tour any time soon but it's a funny idea that I might mess with in the distant future.

Offense is fun too, but I did end up going with bulky comfort food teams most of the time in BWPL so there are some mons that look really fun that I wanna build with soon. Of course, these are just a few examples.

:bw/lairon:
Specifically Rock Polish sets. Stealth Rock sets aren't necessarily bad, but most of the time I end up telling myself to just use Solrock instead. Streets are also saying Choice Band is real but I haven't seen it in the wild so I don't accept this as true. There aren't many good physical walls in the tier, and some of the good ones can't even take on Lairon especially well. Solrock and Wormadam-T get 2HKOd, Clefairy and Leafeon only need a little bit of chip damage, this thing is seriously strong. It also does super well into offense since a lot of offensive staples actually take on Lairon's 3 attacks rather poorly. Bonus points if you can disguise it as your rocker then Rock Polish while your opponent screams and waves their hands in the air while wondering how they let it be them this hard.

Arbok Walrein Lairon sounds like a really nice core, with Arbok handling Grass types and Walrein covering a lot of interactions against bulky teams if Lairon can't quite get the job done. Not having something that can immediately take on Raichu or Grumpig is a little cringe but that's what teammates are for. I also like the idea of leaning into its defensive traits to enable teammates that hate dealing with Emolga/Persian/Muk/Pawniard for example. Maybe I'll try Choice Band in the future but for now Rock Polish is by far the best way to use this in my opinion.

:bw/glaceon:
Of all the pokemon I didn't build with during BWPL, this is the one I regret skipping on the most. Glaceon was giving me a headache in the builder to be sure, but it didn't quite hit me as to just how powerful it was until I had to switch into it in my set vs Mielke. I plan to throw in some additional commentary about my BWPL games later, but I had a fully specially defensive Clefairy that almost got 2HKOd from full health. Most of the other special walls don't do very well against Glaceon either, with Munchlax being the only special wall that can actually switch into this special attacker. I'm not here to give some sage advice on novel ways to build with Glaceon, in fact I think the current "optimized" teams Glaceon is being used on are best for it right now. People should probably be using Pawniard with this thing more, but it's just an incredible wallbreaker with a couple of major flaws that prevent us from having another Simisear (ok I swear this is the last time I'll complain about that mon). Although now that I think about it, if spikestack ends up taking off I think this would be an incredible fit for that archetype. I can't think of anything that would want to take on Spikes plus Choice Specs Glaceon. Honestly I'm glad Glaceon has the downsides it does; it makes for some really interesting gameplay and debatably the best wallbreaker in the tier.

:bw/shelgon:
If you've ever seen that gif of the dog walking through the bowl of water and it says "idgaf about nun" on the screen, that's what I feel like this mon is. I don't know if I've explicitly said this yet, but I think physical sweepers are really good in this tier. Especially with the lack of Steels around, boosted Outrage just looks so good at ripping apart teams without a damn good resist (which is a lot of them). It's so sad that this thing can't outspeed Emolga at +1; it's robust typing and otherwise great statline are super unique, and it's not like Emolga needs another thing to beat anyway. That's not to say its talents are wasted, however. Beating staples like Leafeon, Arbok, Muk, Whiscash, et cetera so convincingly is something you don't really get out of any other pokemon in the tier. Bulky Dragon Dance feels a bit less consistent, since quite a few of the best pokemon around have tools to take advantage of a slow mono-attacking sweeper. It doesn't seem bad by any means though, since it obviously suffocates balance like little else.

This isn't an offensive set, but Wish Shelgon also really interests me. Maybe my hopes are too high from seeing what Salamence gets up to in ADV Ubers, but it seems really hard to go wrong with that set of traits. I'm kind of a sucker for Wish-passing, but it honestly feels awkward to use on Leafeon and especially Clefairy. Maybe it's the fact that Shelgon has less moves it wants to fit on defensive sets that makes me think it would be better than the other two, I'm not entirely sure myself. It's just really nice to have a bulky Dragon in the tier, so I can definitely see this being a good way to get the most out of that.

:bw/Kingler:
This one is kind of weird since I haven't seen it used that much, but it looks really cool on paper. I just got done gushing over how strong Glaceon is with base 130 SpAtk., and Kingler has just as good of an Attack stat, so I'm not 100% sure what's going on there. Agility looks the most appealing to me, mainly since wallbreakers are in no short supply and double dance feels hard to actually get going and a bit to hyper offense-y to me. There really isn't much that stops this thing at +2 Speed late-game, especially if you pair it with a big special hitter for annoying pokemon like physdef Clefairy or Shelgon (the Ice types come to mind for dealing with them). Alternatively, Swords Dance with paraspam sounds like the most heinous thing in the world; there aren't a ton of good pokemon with more than base 75 Speed to begin with, so all you'd need to do is land Thunder Wave on a couple key targets. Between that and having a decently built team that would actually be able to handle those faster threats anyway (pardon the tautology), I can see that being a super dangerous way to support this mon. I'm guessing there's no reason to use Choice Band since Kingler's good physical bulk means it can set up with good enough positioning, but Choice Scarf also doesn't look too appealing either. There's already a good amount of anti-offense tools that Scarf Kingler would be competing with, so I'd probably just be better of setting up with it.

It's what it says on the tin. I'll talk about the games from my perspective as a newcomer to the tier. Won't be linking pastes but I'll explain roughly what my thought processes were in prep and in battle. For the love of god don't expect anything particularly groundbreaking.

click the minisprites for the replays

I talked about this earlier in this now-far-too-long post, but this was the first time I'd ever thought about playing BW ZU. It's especially weird since our team was 0-2-0 now, so part of the solution was apparently grabbing me from the bench and throwing me to the wolves. I only had about five days to learn the tier, build a team, and refine it before my set. You're probably thinking that I should have just used someone else's team and saved myself some time, but there's two problems there. 1) OranBerryBlissey was my team's ZU slot last year, so half of the teams my manager sent me were his, and the other half weren't very good from what I could gather. 2) I just do better with my own teams in general, I don't exactly know why this is the case but I knew I was better off making my own stuff. I also don't like to pay too much attention to replay scouts when building, so I figured it would be a good idea to go with tried and true team styles.

Once more for the folks in the back, I gravitate toward balance generally, so I took inspiration from a paste one of my BWPL teammates sent me that was a Solrock Meganium Clefairy balance. That idea was novel enough to me at the time so I filled out the team with some pretty standard picks. Muk provides a decent backbone versus things like Meganium and Raichu and gives me a mon that can get out of hand quickly with enough Curses. Emolga gives some much needed speed control, with Encore in particular being really nice since Shelgon was starting look really dangerous (though I did have physdef Clefairy on the first version of the team). From there, I wanted something that helps wear down the things that switch into Acrobatics, since Emolga's immediate power is really important to capitalize on with this team. Staryu does this quite well in addition to providing Rapid Spin support for Muk and, more importantly, Emolga. Having a sort of "catch-all" bulky water that could switch into a lot of unboosted moves was really nice, and having both an Ice and Fire resist meant Clefairy didn't have to do nearly as much heavy lifting in taking on those kinds of attacks.

Raichu was still a pain to deal with though. I had defensive Meganium on the team, but I also felt like I'd struggle versus things like Lairon, Kingler, and Mienfoo, so I ended up switching to Leafeon to cover those matchups far better. This meant I needed SpDef Clefairy for the purposes of real Raichu counterplay, which I was fine with anyway since even at this point I was starting to hate how strong Simisear was (this doesn't count as complaining).

:clefairy: :solrock: :leafeon: :muk: :staryu: :emolga:

I ended up getting an okay matchup; Solrock was gonna have to do a lot of work with Slaking, Arbok, and Emolga being on the other side but that's okay. However that actually wasn't okay because I immediately got jumpscared by Choice Specs Emolga, which from my five (5) days of BW ZU experience was very uncommon. I definitely had the tools to win this game, but letting Solrock take Toxic was really dumb of me since Will-o-Wisp was my only real way of forcing the Arbok to switch (or at worst stay in and get worn down over time).

This would have been the end of my set if my opponent weren't unbelievably based and accepted my gentleman's bo3. Everyone say thank you OranBerryBlissey10, very cool. I wanted to build a more fast-paced team for game 2, and the main idea was to have a bunch of mons that could remove Rocks and Steels for Persian and Muk to really go to town. Simisear was a part of this supporting cast, and like I said earlier I really wanted to use it after I saw just how strong it was while making my first team. Ground Gem Whiscash seemed to have good synergy with Simisear since it can help eliminate things like Muk, Solrock, and potentially things like Frillish or Walrein if push came to shove. Meanwhile, Simisear helps take care of Grass types and various physical walls to let Whiscash become very threatening after just one boost. Since I had two frail mons in Simisear and Persian that I wanted to use to get through most teams, I figured having a slower pivot with recovery would be nice for getting them in safely, and Mienfoo ticks those boxes perfectly. Taking care of Rocks and Steels even more is also nice, and although I really wanted to run Knock Off for things like Clefairy and Frillish, Taunt sounded a little better to not let things like Muk or Wormadam get away with making too much progress versus my team. I tentatively added Lairon as my Stealth Rocker because it "sounded good", maybe I was just getting paranoid about Bulky DD Shelgon idk. My main concern from there was Water types, and I apparently thought Muk would be the best way to take care of those. I guess it was better than adding a Grass type and getting owned by Walrein.

I ended up putting Knock Off and Double Edge on Persian since I did want to use it as a tool to beat opposing offense, and Taunt + Return didn't seem like it got the job done as well there. I also swapped Lairon for Solrock at some point, and looking back through my ZU channel in the discord server, I never really gave an explanation, so my best guess is that I was far too Ground weak with my first version of the team. Honestly, that was a good call.

:simisear: :whiscash: :persian: :mienfoo: :solrock: :muk:

Got a fine matchup, definitely better than in game 1. Pawniard is a bit of a problem here, but it's not too threatening without Swords Dance. I was able to get out ahead early since Curse 3 Attacks Muk and Swords Dance Meganium couldn't quite match the pace of my team, but I was a complete fucking idiot and switched my Mienfoo into Persian. I seriously have no clue why I did this in retrospect, at least nothing beyond "fighting type beats normal type i go fighting type on normal type". That loss was really annoying since I could have had a far easier time late-game versus that Pawniard if I just kept the damn Mienfoo healthy.

I recall our manager specifically telling us that "we can not lose to the Hellhounds" as in we shouldn't, not that it was impossible. We would go on to lose that week. Despite being 0-3-0 we were actually still able to make playoffs so long as we won... all of weeks 4-7. Knowing that my team's future was 10% in my hands, I had to buckle down and stop making stupid mistakes. It wasn't gonna be easy, but I was certainly starting to find my groove in this tier; all I had to do was execute in the battle.

This guy had a 100% winrate with Shelgon with four uses. I am a lot of things, some better than others, but I was NOT about to become a statistic. I wanted to go with something bulkier again this week since, despite my poor showing previously, I was doing better with that style of team. Frillish looked really interesting as almost a defensive pivot. I knew blocking Staryu's Rapid Spin would only lead to getting poisoned, but if I could use that dynamic as a quasi-momentum generator, I might be able to really suffocate teams that rely on Rapid Spin support. Meganium Solrock Muk are pretty natural teammates, and that core just seems to be really common (and good) nearly regardless of what the other three teammates are. Frillish actually fixes some of the few holes in that core, notably helping versus Kingler and Glaceon. Clefairy is nice for making progress pretty consistently whenever it hits the field, and Encore is always appreciated when there are a lot of sweepers that could still take advantage of the team. Pursuit support from Pawniard felt like a really good choice here since my opponent had a habit of loading Choice Scarf Grumpig, and boosted Sucker Punch was just far too good into offense for me to pass up with this team.

I did originally have Thunder Wave over Encore on Clefairy, but I decided Substitute Walrein and boosting Grumpig were far too threatening in general to cheat on in the builder (keep this in mind for later...). That was actually the only change I made to the team, mainly since I didn't get a ton of games with it leading up to my match. Worth noting that neither this opponent nor any of my future ones accepted my offer for a bo3. Y'all are pretty homeless for this, and your cowardice is shameful.

:frillish: :meganium: :solrock: :clefairy: :muk: :pawniard:

Super good matchup here, very in-line with what the scout suggested, so I was very advantaged on preview. This was also my first exposure to Spikes in this tier, and while I was able to get out ahead early by chunking the Budew with Pursuit, they did end up getting rocks and 3 layers of Spikes against me, which really stuck with me going forward. Pawniard did go down earlier than I was planning on, but not fighting a boosting Psyshock Grumpig made it a minor inconvenience at worst. This game was closer than it should have been, mainly since I Gambler's Fallacy'd myself into switching Frillish out of Grumpig on turn 24. I also did Curse > Shadow Sneak > Curse, with Muk versus Solrock, rather than simply boosting twice then attacking. This led to Muk needing Persian to roll as lowly as possible with both Fake Out and Return. I got bailed and those two things did happen, an while it certainly doesn't feel good to win that way, I think Frillish would have gotten the job done in the end anyway. Regardless, it felt really nice to get a win since I think I built and played decently well. My team also ended up getting its first win of the season, which was also great.

I had quite the problem on my hands: I wanted to use Solrock again this week, but I already had 100% Solrock usage at this point, so it would be too obvious of me to load it, even for my tastes. Naturally, the question now was how to use Solrock without putting it on the team.

Give Solrock a debatably better typing, worse bulk, the ability to use Eviolite, and a touch more passivity. Hippopotas is quite good despite how I just marketed it, and I wanted to use its unique traits to my advantage. Hell, it even beats Solrock itself thanks to having the moveslot for Toxic. In terms of the amount of Pokemon it truly beats, it's roughly the same as Solrock just with a different lineup, so building to support Hippopotas was never going to be terribly difficult. The three public games in my opponent's scout suggested that Calm Mind Grumpig would be a great wincon to play toward, so now I had a rough outline of the team I wanted to put together. Mienfoo helps take the pressure of hitting Focus Blast or shrimply using Hidden Power Fighting off Grumpig, and gives a nice way of getting in the offensive threats that can't recover their HP. Speaking of offensive threats, Rock Polish Lairon looked really nice here since Grumpig appreciates it keeping Solrock, Emolga, Pawniard, etc. at bay. I talked about this earlier, but every time I considered using Stealth Rock Lairon, I always came around and just used Solrock instead, so running this set was a great excuse to bust out this mon. Ivysaur was the Grass-type of choice, but my original reasoning was that Ivysaur's Leech Seed + Hippopotas' Sand would quickly wear away at teams and be very hard to stop in general. I then learned Sand Stream is banned from UU down, and then I got really sad. I still wanted to make good use of Ivysaur though, a Grass-type with Knock Off that also serves as a Poison-type sounded really promising. Clefairy got thrown on as the last mon mainly so it could spread paralysis to the opponent's team and heal paralysis from its own team. Since Grumpig and Lairon aren't terribly fast, using this method of Speed Control ended up being really useful in testing.

:grumpig: :lairon: :mienfoo: :hippopotas: :ivysaur: :clefairy:

My opponent ended up loading a very basic balance team, specifically a Glaceon team without Rapid Spin support which I will absolutely take. This game was just kinda weird overall. I ran into what I was told is the first Grass Knot Clefairy in BW ZU history (I'm only exaggerating a little bit). Grumpig getting poisoned early made things really awkward regarding the Glaceon; Clefairy had to find one of the 30% of all combinations of Specs Glaceon Ice Beam rolls that didn't kill. Fortunately, Glaceon just barely rolled lowly enough for me to use Thunder Wave then get enough damage on my way out to neutralize that threat. Glad to see things even out that way. Despite what I was going for with this team, Lairon actually ended up winning the game for me. For whatever reason, my opponent saw Hippopotas set Stealth Rock yet presumably thought Lairon wouldn't be Rock Polish + 3 Attacks. Looks like I get those bonus points. One of my friends described this game as "Lairon in its natural habitat" and that really sums up the back half of the game perfectly.

Ok can we all agree that's like bottom 1 team names of all time? In other news, I had finally been positive in a team tournament for the first time ever, mazel tov. My team was out of contention for a playoffs spot now, so I had the liberty of being a bit more risky in the builder, which is exactly what I did. Like I mentioned before, facing a Spikes team in week 4 stuck with me for the rest of the season, and I wanted to try it out here. The main reason I did so this weak was that I saw the opposing team's ZU players load a lot of teams that really didn't appreciate dealing with hazards. I don't mean this in the sense that they were so fast-paced that they didn't particularly care about hazards one way or the other, but instead that the majority of the teams in the scout relied on type synergy to be able to take hits, and in a lot of cases this should lead to not much longevity if I could actually make Spikes work.

If I could do it over again, I'd probably use Shelmet as my spiker, but I went with Budew since that was the only mon that I knew had at least some sort of precedent. I won't talk a ton about my thought process with Budew since I already wrote a ton of words about this exact topic earlier (refer to "Budew" under "Spikes?"). This is, woefully, the closest I ever got to bringing Glaceon in BWPL since good lord that thing would have benefitted from Spikes like nothing else. I ended up trading Glaceon for Simisear shortly after filling out the other teammates; Simisear fixed the Walrein and Lairon issues I was having pretty well. Arbok was on the team as a partner for Glaceon, although in hindsight I didn't have a ton of reasons to keep it around once I made changes to the team after its first iteration. Maybe I was just really inspired after getting shellacked by Arbok week 3, honestly who knows. Persian offered some nice speed control and pivoting, and I actually ended up using a mixed set to help versus things like Solrock that were giving me a headache. Emolga is Persian Lite in the sense of being a fast pivot, but having some immediate yet not-as-committal breaking power in Acrobatics was something this team was definitely missing. Solrock rounded out the team because it's the goat. Grumpig was still a major threat, and while I did have tools to deal with it, the weakness was bad enough for me to call the team "explode if grumpig". If my team still had a prayer at making playoffs, I definitely wouldn't have cheated on Grumpig this hard in the builder, but since our season was basically over and there was no Grumpig in my opponent's scout, I decided to settle for a decidedly worse team.

:arbok: :simisear: :persian: :emolga: :budew: :solrock:

lol

Ok honestly, this wasn't that bad. Solrock getting crit by Pawniard's Iron Head was that bad. I definitely should have gone to Budew but not having my best way of handling Choice Scarf Grumpig when my opponent had a Choice Scarf Grumpig was pretty bad. I was ready to mash Morning Sun until Pawniard died to Rocky Helmet recoil, but these things happen, as they say. To think I could've had a good record in this tier.

I don't do shoutouts publicly but thanks to my managers and teammates for supporting me and helping me learn this absolute fucking banger of a tier

that's all of the somewhat unique things i have to say about this tier for now, sorry if it got a little messy toward the end. if you ever wanna talk bw zu dm me on discord @ jadecrystals11

dictated not read
 
:rs/ponyta: ADV ZU News :rs/grovyle:

Greetings folks. We have a few things I'd like to discuss for today. For starters, the ADV ZU council has been given a major rework in hopes to establish new life into the tier. We start by welcoming czim, plznostep, and Joaf into the team. Czim is a returning member to the council after a three year hiatus, continuing to bring fresh and new ideas to the tier. Plznostep has been one of the faces of ADV ZU for a few years now, being one of the most consistent performers across numerous team tours, and his ADV ZU posts have been nothing short of spectacular. Lastly, Joaf has been one of the most diligent individuals throughout the last few years, and his efforts deserve to be recognized. In among these changes, we would also like to announce that Gangsta Spongebob and Nebi have stepped down. We thank both users for their continued efforts over the years, and we wish them the best of luck in future endeavors.

In other news, we are looking for new samples in preparation for ZUCL! Please submit your team in the ZU Old Gens Team Dump if you wish to contribute. This will be part of our ongoing update to fix our resources within the next couple of weeks. Submissions will be due on 13 January 2026 at 20:00.

We thank each and everyone for your continued efforts with ADV ZU, and stay tuned for further updates!​
 
:gs/charmeleon: GSC Update :gs/ariados:

Greetings once again folks. The GSC ZU Council had elected to commence a vote on Charmeleon and Ariados as we prepare for the upcoming ZUCL.

Explanations:
Charmeleon has been a very controversial element in the tier since it fell to ZU. Belly Drum sets were capable of cheesing games, while other sets varying from Swords Dance to standard 2 attacks + RestTalk added to the difficulty of accounting for every set. Futhermore, its coverage options left only Croconaw as reliable counterplay without your team being overly passive.
Despite being a new addition, Ariados has created quite a stir in ZU thus far. On one hand, it is a reliable glue with solid bulk and access to a plethora of moves to handle a variety of threats. On the other, its bulk and typing made it a potent, yet reliable setup sweeper which made for limited counterplay. Furthermore, Agility + Baton Pass sets helped facilitate offense teams, allowing Weepinbell and Tentacool to steamroll through teams fairly consistently.

For the reasonings above, we chose to vote on both Ariados and Charmeleon. The threshold for bans will be a 4/7 majority vote.

1768085868530.png

With both Pokemon meeting the threshold, Ariados and Charmeleon have been BANNED from GSC ZU. Tagging Marty and dhelmise to implement these changes.​
 
Here's the sort-of annual DPP ZU Viability Rankings update with my perspective on changes.

The voters were me, wooper, BeatsBlack, Drud, and HSOWA per usual, but I also invited Plague and HAVOCKNIGHT due to their respective successes in ZU team tours and DPP ZU Cup. The former wanted to unrank half of the Pokemon, and the latter refused. Both belong in jail. The DPP ZU Hub has been updated to reflect the VR changes.

:dunsparce: High B —> Low A
:girafarig: High B —> Low A
:granbull: High B —> Low A
:whiscash: High B —> Low A
:illumise: UR —> Low B
:octillery: High C —> Low B
:chatot: Low C —> High C
:pelipper: High A —> Low A
:sableye: High A —> Low A
:mawile: Low A —> High B
:lopunny: High B —> Low B
:exploud: Low B —> High C
:gastly: Low B —> High C
:abra: High C —> Low C
:pidgeot: High C —> Low C
:porygon: Low C —> UR
:quilava: Low C —> UR

:pelipper::sableye:
High A —> Low A
Pelipper and Sableye both skyrocketed to High A in the last vote, but have now settled in Low A. Honestly, I still think Pelipper is a demon. Luxray spreads have gotten faster and Waters run HP Electric, but Pelipper still threatens to 2HKO most switch-ins with enough natural bulk to comfortably click Agility or Sub in front of you. Roost can offset Life Orb recoil, and Wacan or Chilan have legit value too. Pelipper Air Slash flinches also synergize well with the Paralysis teams seeing more use in big tournament games. I’m a big fan of this Pokemon. I’m a big Sableye fan too. Sableye’s claim to fame was originally SubCM, then Seismic Toss utility sets became popular, and now we’re seeing CM + utility sets win ZU Classic. That said, it’s a Normal resist with mediocre stats that doesn’t resist U-Turn and hates getting Toxic’d, so it can be easily chipped down with good play.

:dunsparce::granbull:
High B —> Low A
Dunsparce and Granbull rising to Low A is a direct reflection of the prominence of Normal types. Dunsparce is Captain Paralysis. It’s fat enough to avoid 2HKOs with consistent recovery in Roost and only a few Fighting moves to fear. Bite is cancerous (and hits Lunatone), but Stealth Rock is a great option that makes it easier to run Mawile as a Normal resist (which benefits from Paralysis). Toxic can hit Sableye too. Dunsparce is one-dimensional, but it’s frustratingly good at what it does. On the other hand, Granbull offers a lot of flexibility. ProTox, Heal Bell, Taunt, SubBU, Sub 3 Attacks, and AoA are all viable. It has rare access to Close Combat to dodge Normal resists that rely on Shuca Berry. Granbull spreads vary a lot, and Intimidate facilitates bulkier sets well. Switching into Granbull is always a challenge, and few Pokemon can effectively trade with it.

:girafarig:
High B —> Low A
In the last few votes, Girafarig suffered from its lack of usage and tournament success. It’s now a sleeper threat that deserves more recognition. 85 base Speed is solid. Atk, Spatk, and mixed sets are all viable. Sucker Punch can lurk on AoA sets. Choice Scarf can revenge other common Scarfers while avoiding Fake Out revenges and punishing switch-ins with Trick. Baton Pass is legal, and Girafarig has a number of boosting options. SubCM by itself can snowball. Agility is probably a threat. Early Bird Rest with CM could be cool. It’s one of the best Screens setters too. This is another Pokemon without clear switch-ins that can quickly turn the tide of a game.

:whiscash:
High B —> Low A
Whiscash dropped because Carnivine was everywhere, but the metagame has evolved since then. Ivysaur sees usage over Carnivine as a Grass type that walls Luxray, but it’s hit neutrally by Whiscash’s Earthquake. Luxray rarely runs Grass coverage, so its best move into Whiscash is Toxic or Superpower. Water types often run HP Electric > HP Grass to hit Pelipper, so they rely on Water STAB for Whiscash. Wormadam-Trash is better than ever, but it’s fodder for Sub DD Whiscash. Players still run Persian and sneak Grass coverage onto Scarfers as reactive measures, but small adaptations to other trends have left the backbone of many teams exposed to a timely Dragon Dance. Whiscash’s item choice and last move after STABs + DD leave plenty of room for creativity too -- Sub or Protect with Leftovers is most common, but Rindo Berry, Lum Berry, Stone Edge, Bounce (Power Herb?), RestoChesto and even Natural gift are all cool. That’s free game. In other news, SpAtk Whiscash has fallen off, but I bet it capitalizes well on Intimidate cores. Someone try Future Sight.

:mawile:
Low A —> High B
Mawile continues to struggle with the prevelance of Luxray, Waters™, Whiscash, Pelipper, Wormadam-Trash, Camerupt, etc. However, I do think it’s better than High B -- Intimidate serves it well as a Normal resist, Swords Dance is splashable on fat sets for an extra win condition, Life Orb Hyper Cutter sets threaten to Sucker Punch everything while ignoring Intimidate, and Baton Pass is legal. In the right situations, Mawile thrives.

:illumise:
UR —> Low B
Illumise certainly deserves to be ranked, so kudos to Plague for catching that. Choice Specs Bug Buzz stings with Tinted Lens, and some players just run STAB + Sleep Talk with no additional moves.

:chatot:
Low C —> High C
https://replay.pokemonshowdown.com/smogtours-gen4zu-862591

To me, the most interesting result of these VR changes is the lopsidedness of High A and Low A. I voted for Worm-Trash, Ivysaur, Golbat, and Crawdaunt to be included in High A too, but the collective defined a clear top cut of the six most splashable Pokemon that directly lines up with the latest ZUPL usage stats and ZU Classic usage stats. It checks out. It also leaves fifteen genuine threats + the iron pizza in Low A with a few members of High B knocking on the door. There are still a lot of highly viable Pokemon in DPP ZU, so have fun with team choices (and watch out).
 
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ORAS


The last 12 months were incredibly fun. I'm so glad HAVOCKNIGHT told me to try ORAS ZU after hitting it off w/ him in NU. For good reasons, 2026 will be a very uncertain year for me in terms of availability and starting a new chapter of my life. This means that I'm most likely skipping all side tours and even WCoP will be iffy. Meaning I won't be here for ZUPL in all likelihood but should be back in a year for the next ZUCL.

This ZUCL was a bit less dominent than my ZUPL which you wouldnt expect w/ havoc as my support, but it was genuinely tough to take anything seriously sometimes with what I had going on in IRL + the insane stress of SPL. Genuinely was burnt out from this tour for 2-3 weeks there. However, still very happy overall, good record, important win in finals, and most importantly had a ton of fun w/ my team.

With all that being said, I want to drop a mini rmt for 5 of my favorite teams I have built and used in the last ZUPL and this ZUCL.

Team #1 - Mothim Offense (Click for Paste)
1774386051761.png
This team was built around the Mothim. At first sight, Mothim is a worse Quiver Dancer than Butterfree and a worse Specs Tinted Lens user than Illumise due to more rocks weakness and being slower, though has more power and coverage. That's not what I saw. I saw Acrobatics Mothim, a surprising set that has no real switchins, and a STAB unresisted U-Turn that can progress games. This Mothim set is particularly nice because it brings great utility as well, providing a decent check to Grasses (Servine, Meganium, Ivysaur), Fighters (Mienfoo, Scraggy), and even Darks in a pinch. Calcs below. This is my favorite of Pokemon to have on a team, an offensive threat that can be used defensively as well. The 4th move did not really matter, I thought about Bug Bite but I'd rather just U-turn most of the time, and Defog is not legal w/ Tinted Lens, so I went with Tailwind for the mu vs. HO. Rest of the team: Wanted something solid to remove so I went with Wartortle, I think it's the best personally since the other Defoggers are so fucked by Taunt which is pretty common.

EVs & Movesets: The Defense helps with Scraggy while outspeeding Pignite. On Servine the SpA + HP Fire is to put pressure on Vanilluxe and opposing Servine which were annoying.

Calcs:
252 Atk Krokorok Knock Off vs. 0 HP / 88 Def Mothim: 117-138 (41.6 - 49.1%) -- guaranteed 3HKO
+1 252 Atk Scraggy Knock Off vs. 0 HP / 88 Def Mothim: 165-195 (58.7 - 69.3%) -- guaranteed 2HKO
252+ Atk Mothim Acrobatics (110 BP) vs. +1 252 HP / 0 Def Eviolite Scraggy: 188-224 (61.8 - 73.6%) -- guaranteed 2HKO
252+ Atk Tinted Lens Mothim Acrobatics (110 BP) vs. 248 HP / 8 Def Gigalith: 126-148 (33.7 - 39.6%) -- 22.3% chance to 3HKO after Leftovers recovery

Possible Edits: Can run Sleep Talk or Foresight on Wartortle instead of Toxic or Rest. Can run imagination over Tailwind on Mothim. Can run Taunt or Knock Off or a differen HP on Servine over HP Fire.

Replays: https://replay.pokemonshowdown.com/smogtours-gen6zu-864183 - ZUPL w3
https://replay.pokemonshowdown.com/smogtours-gen6zu-913160 - ORASCL

Overall thoughts: One of my favorite teams in ORAS ZU and considered bringing it in finals. Team is weak to rocks + Dusclops (resttalk) w/o Foresight on Wartortle.

Team #2 - CB Krokodile Tspikes BO
1774386634070.png
The team was basically inspired by the sample of CB Krok + VoltTurn but I wanted to use more cutting edge stuff. I've also been wanting to use Frogadier quite a bit as it's a speedy threat with Tspikes, U-Turn, and surprisingly decent bulk w/ Eviolite. Although the tier has plenty of poison types, it makes the HO mu significantly better, and even vs. teams w/ bulky poison types, it forces them in, which a good player can always use to their advantage.

EVs & Movesets: I liked to go slightly mixed on defensive mons like Gigalith and Dustox. I've been a huge fan of these Jumpluff and Electabuzz sets where I go max HP. The Electabuzz was originally Toxic but was struggling with some mons long term so I just made it Rest Talk which really patched up the team's weaknesses. The damage comes primarily from Krok and Tspikes which is actually more than enough since Krok doesn't have real switchins in this tier, with Jumpluff being a good late game threat. Jumpluff set / EVs is chosed to answer Fighters and Darks

Calcs:
+1 252 Atk Scraggy Knock Off vs. 248 HP / 8 Def Jumpluff: 147-174 (41.6 - 49.2%) -- guaranteed 3HKO
252+ Atk Choice Band Krokorok Knock Off vs. 248 HP / 8 Def Jumpluff: 169-201 (47.8 - 56.9%) -- 89.1% chance to 2HKO

Possible Edits: Can use more spd or lefties on Gigalith. Can use Toxic over WW on Dustox as that is prob better for rocks MU

Replays: https://replay.pokemonshowdown.com/smogtours-gen6zu-905287 - ZUCL w2

Overall Thoughts: The team is slightly too weak to rocks or like potentially a well played mienfoo w/ solid rocker, but overall really like it.

Team #3 - Slaking Ice Cream
1774387329053.png
Slaking is severely underrated IMO. It's an insane beast with incredible stats and can work as a really good revenge killer and a hole punsher. I chose this slaking team over the other since this one is less unorthodox. Another appearance of Frog, whih I really like as Scarfer because it actually has a turn move while being fast and strong. 4th move doesn't really matter so I go tspikes (literally cost you 0 for occasional stellar mu). I also love my VoltTurn esp w/ a two strong breakers which explains the rest of the team.

EVs & Movesets: Slacking is Fire Punch for midground of smth like Bronzor + Meganium which I actually faced a lot. Slaking is good into stall but also sucks at the same time since Bronzor has Protect, so keep that in mind. Vanilluxe is Modest w/ HP Fire + Water Pulse and dropping Ice Beam for Frost Breath. First, the usual HP Ground is mainly for Fires + Steel types, Water Pulse + HP Fire still hits pignite but also allows me a super effective on Bronzor. Frost Breath is used for CMers in a pinch. Of note, I do not ever put speed creep on my pastes but I do like no speed Vibrava/Mienfoo for slow turns.

Possible Edits: Could go Ice Beam on Vanilluxe or Hydro Pump on Frog. Could also make Slaking Jolly for Magmar MU. Could also make Bronzor Heat Proof for fire MU

Replays: https://replay.pokemonshowdown.com/smogtours-gen6zu-865406 - ZUPL w4
As you can see i was originally Klang Carbink but I believe this to be better.

Overall Thoughts: I quite like this team. It's a bit weak to offensive fire types such as Pignite and Magmar without Heatproof Bronzor

Team #4 - Webs Fun
1774387816502.png
This team is more fun but I do genuinely think it's a good fish especially when I'm trying to get out of my scout. I have lost with it unfortunately in my only tour game with it but I do think it's genuinely decent. I also lost because my Magcargo was Modest and was outspeed by Scarf Frog, so yeah definitely made it Timid. Of note, I think Murkrow is incredibly underrated as both an offensive and defensive mon.

EVs & Movesets: Could go max speed on Murkrow but I enjoyed the max HP. Max defense on Kricket for Persian.

Possible Edits: Rock STAB on magcargo over ep/hp grass, sash on krok

Replays: https://replay.pokemonshowdown.com/smogtours-gen6zu-908317 - ZUCL, w3

Overall Thoughts: It's not a real dump without at least 1 fun team. This team is much less consistent than the others but I really like it. It's weak to super faster scarfers like Electabuzz, and a fast taunter on Kricket

Team #5 - Persian Stall
1774388206381.png
1774388331833.png


This is basically what my prep was yesterday (part of it). Stall has real problems with Stored Power CM Swoobat, NP Simipour, SD+Sleep Powder Jumpluff, but also Magmar and Illumise. Stall is at the mercy of these fast but frail mons. Like mentioned in the screenshot, I've been liking Stall w/ offensive presence more to not get fished as easily, which gave to the idea of this Persian replacing Scraggy. Persian can revenge kill them and just by preview put a ton of pressure on them. The main thing with this team is to focus on ensuring your rocks are up instead of opposing rocks not being up. One or two doubles to Persian per game can literally win it on the spot esp w/ rocks up.

Without Scraggy, team folds to Duosion, something HAVOCKNIGHT pointed out. So put Skill Swap over Protect on Bronzor which is actually nice for other reasons as well such as Scraggy or Servine. Can also give your opponent a free win if you click it vs. Slaking

EVs & Movesets: Bronzor lives CB Knock from Krok from full, rest in SpD.

Replays: https://replay.pokemonshowdown.com/smogtours-gen6zu-920137 - ZUCL, Finals

Overall Thoughts: I've had the most success with these teams where I took smth already really solid (like a sample team) and edited it, similar to the CB krok one. Very proud of this. It will be slightly more weak to Fighters w/o physdef Swalot, but very manageable.

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

The ZU community is very supportive and welcoming. I have had a huge blast being part of it. ORAS ZU is also geuniely so fun cuz if im being completely honest, you can load a shitty six but if its offensive enough it'll pass lmao. Stall also sucks in this tier which is actually kinda nice. S/o to havocknight and skrimps for supporting me this ZUCL, and for TWiTT diegoyuhhi for supporting me last ZUPL. S/o for BloodAce and 5gen for being super chill, and s/o for big tony 2014 not only for being chill but also for giving me teams in ZUWC 2 years ago even tho he barely knew me. Everyone helped me learn the tier well and quickly. S/o to the rest of my teammates in both tours. Till next time
 
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Hi all, this is not yet the post I promised for ORAS ZU but something else, yet you should probably read if you're interested in or involved with the tier.

We're thinking on freeing Dry Pass. For those not very familiarized, Dry Pass is the use of Baton Pass only without any boosting moves combined with it and/or Substitute. Baton Pass in general was a progressive ban that came from ORAS OU, but gave ORAS ZU's unofficial status, we're allowed to break with the transitivity if we wanted to. Below you'll find my simplified personal reasonings of why we're doing this in the first place, as well as some addendums.

THE WHOLE POINT IS TO INCREASE THE VIABILITY OF AS OF NOW UNDERWHELMING POKEMON, WITHOUT BREAKING ANYTHING

I don't think I need to elaborate much on why Dry Pass isn't breaking anything, it's a pivoting move that deals no damage, and it's only differential is avoiding Pursuit trap. Now let's look at the Pokemon that get the move in the tier:
1777750106883.png

As you can see, there isn't a single mon ranked higher than B+ in the VR as of now that gets the move. Let's talk about the winners of this unban happening.

:bw/lopunny:
Lopunny choice item sets get better. Still faces massive competition from Furfrou which deals more damage and has U-turn, which is a better pivoting than Baton Pass. Lop's "niche" was always Switcheroo and Fighting-type coverage, with BP it'll perhaps turn to be less niche.

:bw/glaceon:
With BP there is a new valid reason to go Glaceon over Vanilluxe. Still, the inferior Speed tier and mainly no Freeze Dry are massive drawbacks, but Baton Pass would make it doable as a choice to do aggro pivot reads.

:bw/sawsbuck:
Possibly the biggest winner as it is already great as a Pokemon. Same case as Lop in which choice item sets get notably better, especially Band I would say, but I see the increase on the viability for Scarf as a great thing for the metagame too, because our scarfers are traditionally not great. Also switching Sap Sipper into a Grass move into clicking BP will be incredibly fun.

:bw/solrock: :bw/lunatone: :bw/girafarig:
Those three could also be more explored with Baton Pass. All of them have pretty decent offensive stats and could now aggro pivot out of their checks with Baton Pass. They can also create more heavy 50/50s around dodging Pursuit with it.

You could make a case for some others on the list too like Watchog, Hypno, and more, as they could surely be used a bit more with access to the move.

Therefore, we'll be running an Unofficial Tournament with Dry Pass allowed to see how the metagame behaves. Signups will be up..... soon. Hope to see you all there, and post re:this if you want to, too. Cya.
 
SS
RISES
:dugtrio-alola: A- -> A
the rise of belgium. this mon has been getting a lot of usage this past zupl, and for good reasons: cool offensive rocker with pretty decent defensive utility too (enhanced even further by air balloon) despite its low bulk, softchecking a wide range of mons from rotom to kk to skuntank, while having the speed tier to revenge kill mons like rapidash and access to stab moves/coverage to pressure the main defoggers. fits amazingly on the more offensive types of bulky offense that have been becoming more popular lately.

:accelgor: B -> B+
the bulky spikes recover set has been on a steady rise since olympiad, and it has really cemented itself as a real presence in the metagame during zupl. its massive speed stat lets it outspeed every non-scarfer with just minimal investment, meaning that it can use all the evs to patch up its pretty bad physical bulk. sticky hold letting it absorb knock makes it a decent check to the likes of tangela and thwackey, and spikes have become more and more prevalent as a way to make progress, especially when paired with accelgor's access to knock and u-turn to pressure defoggers and provide teammates with safe entry points.

DROPS
:palossand: A- -> B
let's all collectively stop coping and pretending this mon is any good. not doing any of the things you want your ground type/rocker to do (checking rotom, checking skuntank, having a way to pressure cuno/alt from defogging on your face) makes building around this mon extremely awkward, and it's not even a sturdy check into the likes of kk/dash/rhydon since they can just break past it after some chip and clicking their setup move even once. it's also weak to darkvally and weird to pair with most darkvally checks.

:silvally-fighting: hold
i wanted to nom this mon down to B since it's really not done much in the last couple of years, but the recent rise of spikestack (the team style i personally think it works best in, since they enhance its otherwise mid damage output) and more ways to pressure the likes of cuno (one of its main checks) makes me think that it might have a resurgence in the near future. keep an eye on it.

:gourgeist: (small) B+ -> B-
when the best thing your offensive choice item user can do is click trick you know smth went wrong. scarf's damage output is so funnily low that being faster than most other scarfers and +1 vallies is not even that relevant, and even band has a hard time breaking due to stuff like sap sipper miltank or tangela simply shutting it down. the defensive utility is nice but other grasses (including its xl variant) offer the same things better, and stuff like thwackey does a better job as a fast grass.
MORE SS VR NOMS
:abomasnow: C+ -> B / B+
toto has shown the world the power of aboma. this mon is unironically really threatening into a lot of balance teams, with grass + ice + fighting + rock coverage being close to impossible to switch into. the lack of power is offset by high bp moves, and hail chip also helps. it's also an amazing emergency shutdown button into sun. the speed tier and typing is still middling, but this mon is good.

:coalossal: B -> A-
another great mon, coal is a fantastic glue piece for the more bulky offensive teams that have been becoming highly popular recently. spikes are amazing, spin is also a good tool to have, and its good stats let it switchin on a decent amount of random bullshit, with flame body to punish contact. matches up well into sun too.

:roselia: :pawniard: B -> B+
small bump to reflect the recent spike in usage, they do what they've always done but they do it better than ever.

:raichu: B- -> B+
this mon is GOOD good. knock + surf + volt is incredibly hard to switch into for most balances, being great at wearing down the mons that would most commonly switch into it. the last slot can be used to add pressure to certain stuff (plot? focus blast? toxic? encore?). outspeeds dash and speedties belgium. can also voltblock. i just love this mon.

:kadabra: UR -> B
oh yeah uh, this mon is not on vr. special attacker (and a pretty strong one at that thanks to mglo) with knock to cripple cuno offers incredible value. speed tier is also pretty good, tho with paper thin defenses it can be hard to bring in.

:walrein: UR -> C
this mon does one thing very well, and it's farm teams with cow + cuno/alt + ground type (+ eventual grass type) as their defensive core thanks to subtoxic. 101 hp subs mean you 1v1 cow, thick fat means cuno can't break sub, and you threaten grounds and grasses with stabs. kinda hardcore thuds into throh tho, and alc isn't the best matchup either. rocks weakness is also eh considering you have to run lefties.

:throh: A- -> A
the face of the "new gen" ss zu teams. incredibly consistent fat fucker, fitting both on balance and on more offensive stuff. shuffling is good, knock is good, resttalk is good to wall tang and cow and absorb status. this mon just screams consistency. can run both physdef and spdef, and recently there's also been innovation with like sub bulk up sets or resttalk max atk flame orb sets. straight up better than anything else in a-.

:thwackey: A -> A+
am i crazy? this mon is very, very, veeeery good. knock + uturn is a great combo, glide lets it basically be a pseudo scarfer (both on banded and on evio since the move is already crazy strong) and other moves like sd / wood hammer / fighting move / acro if you're feeling spicy elevate it to a whole other level. so many mons in the tier also appreciate gterrain recovery. i also have been liking running my evio thwacks bulkier than standard which lets it come in on a lot more stuff and leverage its defensive values even more.
 
After having a disappointing 0-4 SS record in ZUCL which felt painfully close to a 3-1, I was given the opportunity for redemption through being picked up by the Loire River Slowpokes starting Week 4 of SSCL where I managed to pull off a 4-2 record. During both of these tournaments, I built with a ton of different mons and I've gained some thoughts on general shifts for the SS ZU VR as the metagame continues to shift and develop. This is probably going to be my biggest post of the year, but I absolutely adore this metagame and I want to try to keep it as approachable as possible for new players, despite the many complexities it has under the service. Probably some noms echoed by Diego above, but nonetheless gonna kinda run the gauntlet here.

RISES

A to A+ :thwackey: - Thwackey is incredible. While I think Choice Band is always going to be Thwackey's most reliable set, I feel that Eviolite sets have a ton of room for exploration. Furthermore, Choice Banded Wood Hammer is difficult for a lot of more offensively oriented teams to switch into with mons that don't want to get hit with knock off, and occasionally it finds matchups where Wood Hammer claims a kill on literally every switchin. Thwackey also serves a dual purpose as an endgame sweeper in addition to breaking, being able to clean up games with its powerful priority Grassy Glides alongside a Choice Band or SD boost with proper play. Amazing breaker, amazing cleaner, spreads knock to help its team offensively, provides amazing defensive utility to its team through weakening opposing EQ and providing terrain healing. Amazing mon.
A- to A :dugtrio-alola: - Belgium continues to serve as amazing compression of speed and stealth rock, with its typing affording more switch in opportunities than one might initially think and its speed allowing it to threaten out a significant portion of the metagame. Dugtrio-Alola is tied for the second best ground in my eyes (more on that later), serving as an excellent offensive stealth rocker. Go watch some of Pokeslice's wins with this mon if you don't believe me.
A- to A :rapidash-galar: - GDash continues to perform well with both of its sets, with the SD Breaker and CM Stored Power Sweeper both finding usage on plenty of teams and having somewhat varied checks. The speed tier is also phenomenal, only being beaten out by the aforementioned Alolan Dugtrio.
A- to A :throh: - Throh is ridiculously bulky and has definitely reached similar levels to its brother in teambuilding over the past few months, if not outright taking over. Throh is an excellent general wall, but can also further specialize its bulk towards checking specific targets depending on if its team needs physical bulk or special bulk more. It's also one of the better switchins to Miltank in the metagame, which is not a bad trait by any means.
B+ to A- :cofagrigus: - Coffin has benefitted a ton from Throh's rise in the metagame, as Coffin serves as one of its most reliable checks. Its STAB combo is difficult for most of the tier to switch into, it serves as an excellent spinblocker on specific spikes squads, and it even has a couple sneakier sets outside of the standard IronPress/Rest/Shadow Ball set that can sometimes catch people unawares.
B to A- :accelgor: - Accelgor is an amazing spiker and its ludicrous speed tier lets it invest almost fully into bulk. This allows Accelgor to actually take a hit or two, serving as an adequate absorber (and spreader!) of Knock Off. Throat Spray sets are also devastating cleaners and breakers in the right context, though they can be a little more specific at times.
B to A- :pawniard: + :roselia: - RosePawn has been a staple in the metagame for some time, so Pawniard and Roselia both being stuck at B tier is very strange to me. These two combined do amazing work into a lot of the 'lazy' Articuno balances that players sometimes tend towards in this tier, and with smart building you can actually tailor RosePawn to cover certain offense matchups as well! This playstyle is strong and underrepresented on the VR, and I think its performance in tournaments like the most recent ZUPL justifies this significant of a tier increase.
B to B+ :bouffalant: - Bulky teams really struggle into SD Bouffalant and due to its natural bulk it can actually trade quite well into offense. I think Bouff has the chance to potentially become an A tier mon, but I think more testing has to be done with it before I'd be comfortable nomming it that high.
B- to B :raichu: - Raichu is a fast Electric-Type with Surf to cover grounds and Knock Off to remove boots and Rhydon's Eviolite. It's a pretty justifiable sidegrade to Rotom on certain spikes structures and it probably has more sets outside of those that haven't been fully realized yet.

C+ to B- :abomasnow: - Yes, this is a real nom, and no, I didn't get bribed by Toto after he beat me twice in SSCL. Abomasnow is one of the best mons to work against sun in the tier and is genuinely difficult to switch into for most mons in the tier with all the coverage it could ever want or need. One of the mons I've yet to explore but it's more than proven itself with how much success Toto's Abomasnow team has seen over the past few months.
UR to B- :kadabra: - Somehow Kadabra isn't on the VR? Sash sets are reasonable to help with speed control and general revenge killing purposes, while Life Orb sets are higher risk but can go absolutely nuclear on unprepared squads. It also helps that it can pick and choose what its beating using its basket of coverage options after its obligatory STAB psychic and coverage dazzling gleam. It also gets Knock Off to mess with Articuno who thinks it can switch into Kadabra forever without consequence.
UR to C- :walrein: - Yes, this is a real nom, and no, I didn't get bribed by diegoyuhhi after he passed me a Walrein team that I won with. While Walrein absolutely suffers into Throh and Poliwrath (no access to freeze dry sucks), it has the capacity to take on most other structures in the tier with the combination of its STABs and Toxic. It absolutely throttles Articuno due to its access to Toxic, can serve as a switchin into mons like Rapidash, and is able to pressure out every ground in the tier with surf. It's legit. Try it sometime.


DROPS

A+ to A :stunfisk: - Probably my hottest take on this list? Stunfisk is an excellent Pokemon and I've used it a lot more recently than I have in times past, but I still think it's a little too passive and struggles a little too much with durability to be considered on the same tier as Rhydon. Tied for top two grounds in the tier with Alolan Dugtrio in my eyes. It really needs terrain to be good.
A- to B+ :uxie: - Uxie's lack of reliable recovery really hurts it as a wall and the existence of excellent Dark-types in the metagame like Silvally-Dark make its bulky setup sets far more difficult to pull off. It still has a solid place on certain teams, but it's definitely not an A tier mon.
B+ to B :sableye: - Sableye is extremely difficult to justify when better ghosts exist and there's three excellent darks in the metagame.
B to B- :gurdurr: - Lowkey gets its entire pack smoked by Throh. Throh just does most of what Gurdurr does better; access to Drain Punch and Mach Punch doesn't make up for Gurdurr's lack of longevity compared to Throh.


Other Thoughts

I'm well aware that my noms are pretty rise heavy. I think this is indicative of a ton of variety present in the metagame overall - Many playstyles are viable and many mons find viability in relation to each other. I also feel some of these rise nominations are a little overdue (RosePawn has been performing well for a while) so that's probably part of it as well.

I'd love to see new samples for at least some of the following Pokemon sets, both for the ease of existing players building in the tier and new players trying out the tier and trying to understand what is going on. If any of these sets seem weird for one reason or another feel free to reach out to me directly and I'm more than happy to clarify them.

Accelgor - Defensive Spikes
Articuno - U-Turn > Toxic as primary move
Dugtrio-Alola - Air Balloon as a slash alongside Life Orb on the Offensive Stealth Rock set, ideally with Air Balloon first.
Froslass - Bulky Spikes (252hp/252+spe with pain split)
Ivysaur - The bulky spread should be the main set, I hate seeing sun teams look balanced because Ivysaur doesn't have the correct bulk/is losing firepower by not being Modest. I can send this if needed.
Sawk - Ice Punch and Poison Jab as slashes on Choice Scarf sets over Stone Edge.
Stunfisk - Foul Play > Discharge as primary move
Tangela - Offensive Tangela
Throh - Physical Wall, maybe as an OO

I still really think we should revisit sun through an Ivysaur suspect. I hate having to make otherwise suboptimal choices when building teams in order to not lose to sun, and I especially hate just handshaking the matchup away entirely and hoping I don't run into it. This playstyle is insufferable and somewhat flexible, and while it can be teched against to beat it I still think it's unhealthy to have in the metagame at its current power level. Terrain was neutered through the removal of Grassy Seed, I don't see why the same thing can't happen here five years later with Ivysaur.

That's about it. Thanks gang. See you for ZUPL.
 
:gs/Croconaw: GSC Update - VR Submissions :gs/aipom:​

With the conclusion of GSC Grand Slam and as we approach over a year since the last VR, the GSC ZU Council have elected to conduct a new Viability Rankings for this tier. We will be using the Vapicuno method to assess differing opinions and rankings over each Pokemon. You will be able to access our tiermaker here.

Qualifying Players and Methodology
The following requirements will determine our voting pool:
- Placed in the Top 4 of GSC ZU Cup for ZU Classic VII
- Placed in the Top 4 of GSC ZU Open for GSC Grand Slam IV
- Played three games and won at least once in ZUCL

Top 4 GSC ZU Cup for ZU Classic VII:
BeeOrSomething
Maris Bonibelle
zause
Zpice

Top 4 GSC ZU Open for GSC Grand Slam IV:
Kasp
PHB11677
Proszz
Zpice

Three games, one win in ZUCL I:
BigFatMantis
LustfulLice
Lyra
Maris Bonibelle
THE_CHUNGLER

To submit your personal Viability Rankings, either post it in the thread, or privately message Zpice through Smogon or Discord. Given the Vapicuno method process, it is required you order the Pokemon numerically. While individual ranks (S, A, B...) are irrelevant, you are free to include them in your votes. Once all submissions are collected and the deadline has passed, all data will be released to the public. Individual tiers in the official Viability Rankings will be determined by the council, and unless specified, C will be the cut-off between Pokemon not ranked in GSC ZU.

>>> You may find the GSC ZU Tier Maker here <<<

Viability Ranking Submissions are due on <t:1782705540:F>.​
 
HOLY FUCKING SHIT IS THAT A

SS ZU VR UPDATE
(thanks to BaitWiz, clean, Pokeslice, TheFranklin, and Toto for joining us in voting!)

RISES

:throh: A- to A+
:dugtrio-alola: A- to A
:cofagrigus: B+ to A-
:accelgor: B to A
:coalossal: B to B+
:lurantis: B to B+
:pawniard: B to B+
:poliwrath: B to B+
:roselia: B to B+
:raichu: B- to B
:abomasnow: C+ to B
:appletun: C+ to B-
:carracosta: C+ to B-
:gourgeist: (super) C+ to B-
:beheeyem: C to C+
:butterfree: C to C+
:ditto: C to C+
:silvally-psychic: (psychic) C- to C
:kadabra: UR to B-
:walrein: UR to C
:flareon: UR to C
:gastly: UR to C

DROPS

:stunfisk: A+ to A
:altaria: A to A-
:froslass: A to A-
:lunatone: A- to B+
:gourgeist: (small) B+ to B
:rotom-fan: B+ to B
:sableye: B+ to B
:gurdurr: B to C+
:silvally-flying: (flying) B- to C+
:silvally-electric: (electric) C+ to C
:trevenant: C+ to C
:unfezant: C+ to C
:shuckle: C- to UR
:type_null: C- to UR

Current placementResultBaitWizcleandiegoNinjaOranBerryBlissey10PokesliceTheFranklinToto
miltankSSSSSA+SSSS
rotomSSSSSSSA+SA+
alcremieA+A+A+A+A+SA+A+A+A+
articunoA+A+A+A+A+A+A+SA+A+
klinklangA+A+A+AA+A+SA+AA
qwilfishA+A+A+A+A+A+A+AA+S
rapidashA+A+A+A+A+AAA+AA
rhydonA+A+A+AA+A+AAA+A+
silvally-darkA+A+A+A+A+A+A+A+A+A
stunfiskA+AAA+A+AA+A-AA
tangelaA+A+A+AA+AAA+A+A+
altariaAA-AAA-A-AA-AB+
froslassAA-AA-A-A-A-A-A-A-
sawkAAAAAAA+AAA
skuntankAAAAAAAA+A+A+
thwackeyAAA+AA+AA-AAA+
dugtrio-alolaA-AAAAAA-AA-A
exeggutorA-A-A-B+A-A-A-A-A-B+
ivysaurA-A-A-B+A-A-A-A-B+B+
jynxA-A-A-A-A-A-A-A-A-A-
kabutopsA-A-A-A-A-A-A-B+B+B
liepardA-A-A-B+A-A-B+B+B+A-
lunatoneA-B+A-A-A-B+B+B+B+B+
palossandA-A-B+A-BA-A-A-A-A-
persian-alolaA-A-A-A-A-AB+AA-A
rapidash-galarA-A-AA-A-AA-A-A-A
shiftryA-A-A-B+A-A-A-A-B+A
silvally-poisonA-A-A-A-A-A-A-A-B+B
throhA-A+AA+A+A+AAA+A+
uxieA-A-A-B+A-A-A-B+B+A-
cofagrigusB+A-A-A-A-A-B+A-A-A-
cryogonalB+B+B+B+B+B+B+B+B+B+
gourgeist-smallB+BB-BB-A-B+B+BB
lilligantB+B+B+B+B+B+B+B+B+A-
lycanroc-midnightB+B+B+B+B+B+B+BB+A-
morpekoB+B+B+BB+B+B+B+BB
rotom-fanB+BBB+BB-BB-BB+
sableyeB+BBB-BBB+BBB
silvally-fightingB+B+B+B+BB+B+B+B+A-
silvally-waterB+B+B+B+B+B+B+A-BB
stunfisk-galarB+B+B+B+B+B+B-BBA-
accelgorBAA-A-AA+B+A-AA+
bouffalantBBB+BBBBB+BB+
clefairyBBBBB-BB+BBB
coalossalBB+BA-A-B+BB+B+A
gurdurrBC+C+C+B-C+BCC+C
kangaskhanBBBBBBBB-B+B+
lurantisBB+BB+B+B+BBB+B+
pawniardBB+B+BB+B+B+B+B+B+
piloswineBBBBBB+BBB+B
poliwrathBB+BBB+A-BB+B+B
roseliaBB+B+B+B+B+B+B+B+A-
thievulBBBBBBB+BBB+
cramorantB-B-B-B-C+B+C+CBB-
crustleB-B-B-B-B-BBCB-B
golbatB-B-B-B-B-B-B-CB-B
manectricB-B-B-C+B-B-B-CB-B-
ninetalesB-B-B-C+B-B-BB-B-B
pincurchinB-B-B-B-B-B-C+BB-B-
raichuB-BBBB+BB-BBB+
silvallyB-B-C+B-C+C+BBB-C
silvally-flyingB-C+B-C+B-C+C-URB-C
silvally-grassB-B-B-B-B-C+B-B-B-B-
swoobatB-B-B-B-B-B-BB-B-B-
abomasnowC+BB-BBB-B-BBB
appletunC+B-C+B-C+B-B+BB-C
carracostaC+B-B-B-B-B-C+B-B-B
flappleC+C+C+C+C+C+C+B-C+C+
gourgeist-superC+B-C+C+BC+B-B-C+B-
lickilickyC+C+C+C+C+B-C+CC+C+
ludicoloC+C+C-C+CC+C+URC+C+
pyukumukuC+C+C+C+C+C+CCC+C+
shiinoticC+C+C+C+C+C+BCC+C+
silvally-electricC+CC+C+URC-C+CCC+
spiritombC+C+C+C+C+CC+CC+C
trevenantC+CCCCCCCC+C
unfezantC+CC+CC+CC-URC+C
beheeyemCC+C+CC+C+B-B-CC+
butterfreeCC+CC+C+C+C+URCB-
dittoCC+C+CB-B-C-B-C+C+
golduckCCCCCCCCCUR
hattremCCCCCCCURCC
drifblimC-C-C-C-C-C-C-URC-C-
leafeonC-C-C-URURCURURC-C-
seakingC-C-C-C-CCC-URCC
shedinjaC-C-URC-C-C-C-URC-UR
shuckleC-URC-URURC-C-URURUR
silvally-psychicC-CCCCC-B-URCC
type nullC-URURURURURURURURUR
kadabraURB-B-B-BBC+BB-B-
walreinURCCCCC-C-CCC
flareonURCCC-C-CC-B-CC
gastlyURCURCCCURCCC
 

:rs/magnemite: Magnemite Suspect :rs/magnemite:

Magnemite has been considered as one of ADV ZU's top wallbreakers for a very long time thanks to its powerful offenses and utility options which can shut down several Pokemon. However, recent metagame changes have made Magnemite more threatening, as it has been able to paralyse passive metagame threats and wittle down their HP through repeated attacks with its powerful 95 base special attack STAB Thunderbolts with Hidden Power coverage. This has resulted in a lot of discussions from the ADV and ZU Discord servers alike, and as we are approaching both ZUPL and ADVLTL, the ADV ZU Council has voted to conduct a suspect test on Magnemite.

1783037401176.png

As ADV ZU trends towards a more defensive metagame, Magnemite has emerged as one of the tier's most formidable threats to balance teams. Notable defensive staples such as Ariados, Delcatty, and Porygon serve as key entry points for Magnemite to switch in and start breaking down teams. Toxic is widely considered to be one of the tier's strongest progress makers, and Magnemite is able to pivot in safely against it. Once Magnemite is behind a Substitute, it becomes quite challenging to stop. It can spread paralysis and overwhelm potential defensive counterplay, such as Gloom, Ivysaur, and Nosepass, especially if these Pokémon become fully paralysed. Many balance teams often need to include either a dedicated slot for countering Magnemite or multiple stopgaps to prevent it from steamrolling their team.

While Magnemite is strong, it is not without its flaws. Its coverage options are extremely limited outside of Hidden Power, making it impossible for Magnemite to cover all of Gloom, Ivysaur, Chinchou, and the uncommon Numel depending on its type. Offensive teams can navigate around Magnemite effectively as it struggles to cope with fast threats like Meditite, Ponyta, and Quilava without Thunder Wave. Flaaffy, with defensive investment, can withstand numerous Magnemite hits and respond with Fire Punch for a 2HKO. Magnemite, the only viable Steel-type in the tier, can be a positive presence in ADV ZU due to its ability to handle toxic spam teams. Since Magnemite is the only viable Steel-type in the tier, one may argue that it can be a positive presence in ADV ZU due to its ability to handle Toxic spam teams. Furthermore, Magnemite provides a valuable role in fending off threats such as Beedrill and Grovyle in emergencies.​

Qualifying Players & Methodology
The following requirements will determine our voter pool:
- Played three games and won at least once in ZUCL I
- Played three games and won at least once in ADVPL VI
- Played three games and won at least once in ZUPL VII
- Placed in the Top 4 of the most recent ADV ZU Cup for ZU Classic VII
- Placed in the Top 4 of the most recent ADV ZU Open for ADV Grand Slam III

Three games, one win in ZUCL I
Baoba
Fogbound Lake
Hachimaki
Melninja
Zcarlett
Zpice

Three games, one win in ADVPL VI
Baoba
big tony 2014
Fragments
Hachimaki
Joaf
Nal
plznostep
Sossa

Three games, one win in ZUPL VII
Baoba
bydy
czim
DD Joe
evakiyama!
Fogbound Lake
mielke
Parpar
plznostep

Top 4 ADV ZU Cup for ZU Classic VII
bydy
diego
THE_CHUNGLER
Zpice

Top 4 ADV ZU Open II for ADV Grand Slam
Baoba
Heysup
Joaf
Zpice

A suspect vote will be opened up in the coming days where voters will be able to fill out and decide whether or not they would like to ban Magnemite from ADV ZU. It is encouraged for individuals to voice their opinions on Magnemite, and all forms of constructive discussion is appreciated.
 
:gs/aipom: GSC Viability Rankings :gs/croconaw:

After two weeks of voting, it is time for us to reveal the newest Viability Rankings. This VR is reflective on the metagame that has been ongoing for the last year, during the stretches of late 2025 into 2026 through tournaments such as ZUCL and GSC ZU Cup during GSC Grand Slam. While the GSC ZU team is aware of the most recent GSC PU Viability Rankings that have released, where we are actively figuring out our plans for what may occur in the future, we figured this VR would still be important to show so we can help preserve and document the history of this tier. Massive thank you to Wanted in 49 States for helping put this together, and a massive thank you to our voters as well: BigFatMantis, Kasp, LustfulLice, Lyra, Maris Bonibelle, Proszz, THE_CHUNGLER, zause, and Zpice.
​
NEW GSC ZU VR
S - :Aipom::Croconaw::Quilava:
A - :Ponyta::Grimer::Weepinbell::Ivysaur::Onix::Togetic::Nidorina:
B - :Omanyte::Koffing::Teddiursa::Doduo::Slowpoke::Tentacool::Meowth::Diglett:
C - :Magby::Sandshrew::Parasect::Nidorino::Smoochum::Butterfree::Mankey::Dratini::Goldeen::Natu::Krabby:
D - :Shellder::Pidgeotto::Snubbull::Phanpy::Ledyba::Mareep::Spinarak:

1783243789809.png

Other Data
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1783254663983.png
1783254690463.png

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1783254999456.png

There will be another post commencing soon regarding the ongoing GSC PU viability rankings and how we are planning forward with the future of GSC ZU. Until then, thank you for your continued commitments to the tier, and stay tuned for more updates!

Link to Individual Votes​
 
:gs/Abra: GSC ZU Changes :gs/wartortle:

Greetings once again folks on another GSC ZU Update. We are here to bring forward to you the official changes to the upcoming GSC ZU metagame. As GSC PU updated their Viability Rankings, the GSC ZU team have been working for the past week to decide what decisions we should make to this tier, and today, we are here to present to you the upcoming tier shifts of GSC ZU!

Starting off with deciding the cut-off, the GSC ZU team have decided to use C2 to differentiate Pokemon from ZU and the tier above. Here are the following changes this would make to the metagame:

Rises
:mantine: Mantine - ZUBL -> PU

Drops
:abra: Abra - PU -> ZU
:bayleef: Bayleef - PU -> ZU
:clefairy: Clefairy - PU -> ZU
:geodude: Geodude - PU -> ZU
:houndour: Houndour - PU -> ZU
:sunflora: Sunflora - PU -> ZU
:voltorb: Voltorb - PU -> ZU
:wartortle: Wartortle - PU -> ZU

Council Cutoff Vote - June 30th, 2026
1783541457431.png

The GSC ZU Council also decided to do a slate regarding potential bans and unbans from ZU, here are the results:

ZUBL Slate
:ariados: Ariados - Unban (7/7)
:beedrill: Beedrill - ZUBL (2/7)
:charmeleon: Charmeleon - Unban (7/7)
:eevee: Eevee - ZUBL (3/7)
:poliwag: Poliwag - Unban (6/7)
:staryu: Staryu - Unban (7/7)
:abra: Abra - DNB (1/7)

Link to Slate

In conclusion, here are the final results
NEW to PU: Mantine
Remaining ZUBL: Beedrill, Eevee
NEW to ZU: Abra, Ariados, Bayleef, Charmeleon, Clefairy, Geodude, Houndour, Poliwag, Staryu, Sunflora, Voltorb, Wartortle

Tagging Marty and dhelmise to implement these changes

I would like to thank everyone for their continued support at GSC ZU. We plan to host a GSC ZU tournament in the coming weeks for those that are interested in playing the new metagame, and further updates shall be made in due time. With that being said, we hope you continue to enjoy GSC ZU, and have a lovely day!
​
 
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:rs/Magnemite: Magnemite Suspect Results :rs/Magnemite:

image_2026-07-17_024657627.png


A total of 18 users of the possible 21 have voted. Out of those 18, we have 16 votes to ban Magnemite, reaching the required 60% majority for a ban. As a result, Magnemite has been banned from ADV ZU. As tournaments such as ZUPL and ADVLTL commence, we hope to continue to bring exciting updates regarding this tier. With that said, thank you to everyone who has voted!​

Reposted from ADV Zeroused thread.
 
Wanted to give my quick pvr and thoughts on gsc zu meta (and so I can break zpice's posting streak):
1785664283732.png


:clefairy: Clefairy is the defacto best pokemon in the tier. It has endless set variety (I used psych up in my r1 game and it still worked), and is great as both a defensive and offensive threat. You have to respect this heavily in the builder and part of the reason why multiple mons are A tier is because of their good MU's into it. I know this comparison is done to death, but its the lando-t of GSC ZU.

:wartortle: Its a bit of a step down from Clefairy, but also its clearly better then everything in A tier so it goes here (I also hate S- unless there are 5 S tiers or something). Wartortle is the best bulky water in the tier, able to check charmeleon, abra, onix, clefairy etc all decently well. Zap cannon is a very annoying move to switch into for everyhing in the tier. Doesn't really have a lot of set variety though (curse sets are outclassed by croc) so you mostly know what its doing 90% of the time, but it still does that job so well, it doesn't matter.

:staryu: Staryu's bulk is a bit underwhelming, but gsc recover is broken and access to twave/tbolt is great for it. Needs to be paired with secondary fire/water resists since it doesn't handle them amazingly, but its annoying to switch into and a great lead.

:croconaw: I've heard some people say this pokemon is dogwater now with wartortle in the tier, and I just can't agree more. Yes defensive sets are clearly worse, but curse sets are incredibly good, as their ability to 1v1 curse clefairy is amazing, whether that be curse roar or curse rest talk. Considering the fact that clefairy is like, top 2 min, thats a substanial niche in the tier. Wartortle cannot do this nearly as well due to less physical bulk and much worse attack. But also even if you don't face a clefairy, croconaw is still a serviceable pokemon in the tier since it can threaten sweeps endgame if rocks/grasses are chipped, so I think A is fair for it.

:bayleef: Bayleef is the go to defensive grass which considering that waters are great in this tier, is something that is important. Can be a bit on the passive side but body slam para's deinsentives most things from switching in and can do SD to apply some pressure.

:togetic: Togetic is on the pretty bulky side and can check a good portion of the meta, while not being too passive due to double edge. Can run into some issues with coverage (wants zap cannon, psychic, hp water/grass etc) but generally is still able to function fine enough.

:sunflora: Sunflora trades bayleefs bulk for a lot more power and ability to sweep with growth. Can still check a good amount of attackers still with its solid bulk and can use stuff like sludge bomb/toxic to cripple switchins. But growth sets are prob the main appeal and those can snowball if checks are chipped/parad.

:ivysaur: Ivysaur is bayleef if it had a toxic immunity, which is pretty good in this meta I think, considering a lot of toxic is flying around to deal with bulky grasses and such. Its kind of a downgrade in terms of stats mainly but that one attribute I think is very important rn and gets it this placement.

:charmeleon: Great speed and flexibility, while it is stuffed by waters and sometimes rocks (depending on coverage), its still a very scary pokemon if given a few turns. Can just customise itself to any moveset it wants for the team.

:abra: I will talk about you LATER, but abra has amazing speed, psychic stab is broken, and a good amount of flexibility in its moveset.

:ariados: Ariados has two sets, baton pass cheese (which its pretty good at passing) and rest talk sets (which are kinda annoying to switch into while being decently bulky but nothing impressive). Combined I think they get to A tier.

:aipom: While its speed isn't as great anymore considering voltorb/abra/poliwag drop, its still pretty fast and is annoying to deal with, considering it has a lot it can do between thief, coverage, bp etc. Bp curse is also pretty great as well so yeah.

:onix: Onix is prob the most real rock in the tier which I think is a very important tool in this tier considering normals/charm are prominent. Has a good amount of versitility and can boom on something to take them out even if it isn't too powerful.

:Voltorb: Does struggle with the fact its kinda weak, but its got great speed and boom to trade if needed. Really a lead pokemon, though maybe back voltorb is fine?

:teddiursa: Pretty good lead pokemon, it doesn't beat a lot of leads 1v1, but it does heavily chip them down with its powerful return, and natural eq coverage lets it be very good at chipping onix. Can do well as a normal overwhelm strategy if needed.

:houndour: One of the new drops, its fine. Pursuit means that abra actually has to think, and it can be annoying to switch into with thief, crunch, or sunny beam. Could see rest talk sets working, but need to try them.

:nidorina: I have tested this pokemon out the least ngl, but its fine from what I've seen. Typing allows it to avoid toxic from multiple walls and grass resist is also pretty good. Doesn't do too much damage though, but def good once things are chipped.

:poliwag: This thing is basically just a lead pokemon ngl. +6 return does so little (its doing around 70% to most walls) and has to win speed ties to often. Yes you can para targets to make it easier, but ATP run clefairy who is a lot stronger with STAB return. Lead sets are alright, will hypnosis then thief something but not much more.

:ponyta: Another just lead pokemon, but its good speed and good power sets it apart from charmeleon. Can be pretty annoying if it lands hypnosis so it can do well.

:doduo: Really fucking strong, but has paltry defenses. It needs to be supported well but is one of the most annoying mons to face if it gets said support.

:omanyte: Only other rock that I would consider, it trades the 4x water weakness for a neutrality, and can do better damage with surf. Lot slower and less physically bulky, while still having a quad grass weakness, but on certain slower teams, it can be nice to have a more consistent threat level at the cost of explosive one time damage.

:koffing: Sidegrade to grimer, having stronger thunders means that waters can't switch in as easily, but that means onix can switch in easier (hp water does do large damage, but taking eq is rough). The poisons struggle due to abras existence which is pretty bad, otherwise they would be very good.

:dratini: Only here cause espeed is great. Curse espeed is the only set I would run tbh, everything else feels outclassed. Being able to pick off faster foes like abra is great for teams, and you have iron tail to try and win curse wars/beat onix.

:quilava: Worse charm in every single way, I honestly was thinking of putting this D tier, but eh, thats still a worse charm. I don't think it has anything that sets it apart from charm realistically, so yeah, prob just use charm.

:smoochum: balanced abra. Can be really annoying to switch into between STAB's and sing/thief, but its speed tier is very manageable and its power isn't so explosive to force constant switches/rest talk loops.

:diglett: Decent fastmon that can be a decent lead and annoying cleaner late game. Has zero defenses so needs to be supported heavily. Outpseeding abra gives it a niche (otherwise would prob not use this lol).

:tentacool: Defensive sets I don't really see having a niche even if grass neutrality is nice, since the grasses aren't insanely threatening. SD sets thus are only worth using, and they can be good late game, but they have piss damage at +2. Does hit most things super effectively, and the few that are neutral hate sludge bomb poisons (clefairy) or unable to hit it for good damage (ivysaur).

:grimer: Like koffing, except they can take a special hit. Also has access to giga drain to threaten onix which is really nice, but otherwise its just a sidegrade to koffing.

:weepinbell: Worse ivysaur as while it has better offenses and sludge bomb, you really want the defensive attributes for your grass. Like yeah you aren't crippling yourself using this technically, but use the other three viable grasses instead.

:slowpoke: Not a check to abra (zap cannon hurts) but otherwise its passable as a defensive pokemon. Good physical wall, but struggles into hp grass mons which are the fires (the main thing waters are meant to answer lol) so I wouldn't use it often.

:sandshrew: Prob the best of the D tiers and I debated about rising it. SD with para could be useful, but its slow, not getting enough damage at +2 against walls, and pretty frail.

:geodude: Just use onix dude. Has more power then onix, but dies to even more stray HP water/grass mons and is a lot slower. Yeah you can run double rock, but why would you...

:krabby: I have a bunch of waters, but why am I using this one? Its got the strongest attack alongside SD, but its slow and not bulky in the slightest (charm flamethrower 3HKO's which is ...) Maybe a paraspam angle is fine, but just use croc.

:meowth: Bad aipom. Has 5 more base speed which is genuinelly useful but thats the extent it has. Don't check double edge calcs, you will be sad.

Meta feels pretty rad, lots of breaking tools but also good walls so it doesn't feel too stalematey. Main issues with current meta are abra and less so BP. BP I'll talk about first, I think agility into bd mons is a bit too good, with other stuff like cursepass also being good. It doesn't show up often, but it feels really bad to fight when it does. As for abra, yeah it doesn't even really have checks lol. Everything is 3HKO'd by Psychic aside from houndour, whoe just dies to hp water variants. This also is further extended by the fact zap cannon can 2HKO a lot of things that might cope to check it, which also spreads annoying para onto everything. Its speed is also excellent, its only outsped by Voltorb, diglett and yanma, and yanma is ass. You also speed tie wag, ponyta and meowth, and meowth is pure dogshit. So really its 4 mons that check it offensively, and would you look at that, aside from boom, none of them immediately threaten it for an OHKO. This mon is just disgusting, and with the multiple mons that are forced to rest for recovery/click one turn recovery move, its decently easy to get it in. Abra also can just fish for para with sub sets, which like, man if it gets that one para it can just claim a mon. Its dumb, it should be banned post haste unless you want GSCPL to be infested by this mon's shenanigans.
 
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Threw my own pvr and thoughts together as I'm a little less optimistic about the meta rn but we're definitely in an interesting place and not too far off being good.

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I think right now Wartortle is running the game and it's for the worse. Every game with a Wartortle ditto is a couple turns away from entering an annoying stalemate that only RNG can break and having one of the strongest mons in the tier be a para fisher is not very fun.

I have also put Abra in S because I think it's fundamentally broken in ZU right now as it essentially lacks any reliable checks and finds it very easy to get behind a sub and start para fishing itself.

Clefairy is very cool right now, it has a million sets and just enough bulk to pull off most of them, bulky booster sets and para spreader sets seem to be the most common (notice the heavy trend of para mons in higher tiers) but we're also seeing scary stuff like belly drum and I'm sure there's a lot more to come. Most teams want this mon and I think that will stay the same once we handle the more broken stuff.

A few notes on other mons - I think Staryu is running best with Thunder right now / there's a lot of Curse Pass running around with Aipom/Ariados as this is one of the better ways of breaking Wartortle (aside from full para) / I think Onix is still really good because of Sub Toxic and because Explosion is a stalemate breaker / Weepinbell is better than people think imo because Wartortle is a reliable in and Sleep Powder + Sludge Bomb is hard to check if you don't specifically have RestTalk Ariados / Glad Heatranator also sees the value for Croconaw, I wouldn't put it quite that high but Curse Roar is a really solid spot for it rn / Teddiursa is still one of the most reliable leads / Grimer and Koffing got closer because Curse Talk got worse for Grimer and once again Explosion guys are rly important / Slowpoke got cool now that SD Charmeleon seems to be its main set / I basically ranked everything with Cross Chop relatively high (Magby/Machop (I added this in)/Mankey) because duelling with Clefairy is important / Nidorino is better than Nidorina now imo as Curse poisons + curse recovery mons have too much competition and that slot is better repped by a more offensive mon / Smoochum is a somewhat reliable Abra switch in so outclasses Natu atm imo

I look forward to seeing how the tier develops and I'm hoping we can take action over time to make luck and stalemates a less important factor in games.
 
:rs/omanyte: ADV ZU News - August 2026 Edition :rs/shedinja:

As a result of ADV PU's most recent Viability Rankings, ADV ZU has underwent several changes. The Council has been discussing how we should go with this procedure, and we have unanimously decided to make the cut-off B2 to differentiate between the two tiers. With that said, here are the following changes:

Rises
:grovyle: Grovyle - ZU -> PU
:lairon: Lairon - ZUBL -> PU
:mightyena: Mightyena - ZU -> PU

Drops
:houndour: Houndour - PU -> ZU
:omanyte: Omanyte - PU -> ZU
:magcargo: Magcargo - PU -> ZU
:shedinja: Shedinja - PU -> ZUBL

In light of this news, the ADV ZU Council has elected to do an unban slate on the following Pokemon: Poliwhirl, Shedinja, and Yanma. Here are the results:

ZUBL Slate
:poliwhirl: Poliwhirl - Unban (7/7)
:shedinja: Shedinja - Unban (4/7)
:yanma: Yanma - Unban (7/7)

>>> Link to Slate <<<

In conclusion, here are the final results
NEW to PU:
Grovyle, Lairon, Mightyena
NEW to ZU: Houndour, Omanyte, Magcargo, Poliwhirl, Shedinja, Yanma

Tagging Marty and dhelmise to implement the changes. I also request that Magnemite is also sent to ZUBL as a result of the Suspect Test that occured prior to ZUPL.

These shifts will apply to the upcoming ZU Classic and ADV Grand Slam. These shifts will NOT apply to the ongoing ZUPL and ADVLTL tournaments.

We once again would like to thank everyone for their continued contributions towards ADV ZU. If anyone is looking to help contribute to the tier, whether it would be resources, sample teams, or artwork, then don't be afraid to reach out to myself either through Smogon pms or Discord, where my handle is the same as my Smogon username. With that said, happy tiering!​
 
:rs/seaking: ADV Viability Rankings :rs/mightyena:​

Greetings folks. The ADV ZU Council have conducted a Viability Rankings to reflect on the Grovyle and Ivysaur metagame. This VR will be a helpful archival tool for the previous metagame prior to shifts. While Pokemon such as Mightyena and Grovyle are no longer in the tier, we felt this beloved metagame deserved a closing update. None of the new drops, such as Magcargo or Yanma, have been ranked.

NEW ADV ZU VR
S :mightyena::seaking:
A+ :anorith::delcatty::gloom::ponyta::quilava:
A :ariados::doduo::grovyle::ivysaur::koffing::porygon::snorunt::tropius:
A- :abra::aipom::beedrill::castform::corsola::flaaffy::meditite::nosepass::onix:
B+ :cubone::noctowl::volbeat:
B :dustox::elekid::lileep::voltorb::wailmer:
B- :chinchou::croconaw::delibird::drowzee::lombre::rhyhorn::staryu::tentacool:
C+ :horsea::weepinbell:
C :aron::exeggcute::masquerain::numel::smoochum::shuppet::sunflora:


>>> Link to the Slate <<<

Thank you to everyone for your continued support towards ADV ZeroUsed, and I should look forward to seeing you next time!​
 
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