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Resource ZU Old Gens Hub - ADV Shifts #391

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BW / ZUWC
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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!​
 
The PU Viability Rankings are updated, meaning ZU has received new shifts!

Rises:
:Primeape::Magmar::Scyther::Pidgeot:
Drops:
:Machamp::Wigglytuff::Pinsir::Kingler::Nidoqueen::Vileplume:

Primeape, Magmar, Scyther, and Pidgeot are now PU. Machamp, Wigglytuff, Pinsir, Kingler, Nidoqueen, and Vileplume are now ZU. The shifts are in effect starting from now.
 
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