w5 in, folks. Here are my two cents.
I didn't initially feel most of the stuff that was brought this week, but I would like to highlight concepts and synergies that you might have missed if you're only interested in identifying the 'perfect 6' -- of which I am guilty.
Johnald vs Zinc:
Super standard build by Johnald with a Chesto Rest
Thief Skarmory. An interesting wrinkle on a known concept that brings a little something extra. I'm not a fan of Skarmory that is walled by Rapid Spin users, but I think there's something to be said for the upside in this metagame where Registeel and Claydol are quite frequently seen. I think it was a nice call. I don't generally like teams with Metagross as the only rock resist, because I feel the player relies on Meta too much defensively to boom it, and it tends to disappoint when leaned on defensively against all manner of physical attackers. But I think Johnald might be using a Brick Break Mence (with Fire Blast? And DD?) which offers support against Ttar. I think TW on Blissey is very useful for teams that use Metagross in this way, so not to let opposing phys spam get out of control, but people keep loading and winning with this kind of team -- and not for no reason. I think there will always be some love for Metagross (Spikes+)Spin balances, and this game was a good example of why.
Zinc brought a modern mixed offense with Defensive Starmie and Machamp. I think if she had sequenced her threats differently, she might have won this game. Or maybe she needed to bring Claydol instead of Starmie so that Registeel didn't have to eat a Focus Punch (or EQ) from Tyranitar to prevent DD Tar from being so threatening. Imo, she might have been better served by going straight to Mence -- if it had Brick Break -- or Starmie and assuming the Tyranitar was not DD, but I can understand that Starmie switching into a Pursuit Tar would be annoying with Metagross behind. The synergies are there against stall, but I don't think that Machamp trading with Salamence helped any mon except for Mence much, but by the time Mence was clicking DD, Metagross was able to boom it to go 2-for-1, and Tar had already eaten Steel. I'm neither convinced this approach was ideal nor convince it's a bad try. I think she just didn't get value for her tools given the match-up, and I can see this working against Johnald's standard fare -- or maybe a Skarm/Spin/Bliss comp without Metagross AND Starmie.
triangles vs mayo:
I like this kind of build. I have explored similar comps with Blissey or Snorlax. I love the combination of Rest(?) Zap and Milotic and think it frees Milo up to use Ice Beam instead of Refresh more often --
not without downsides, of course -- and I can get behind supporting Milo with double Spin, because it's a threat to trade up in every game. I think it's a very clever way of fitting harder to fit defensive mons, and that Zap+Jira+Milo should be well-suited to taking a few scalps. Of course, this team is slow and susceptible to the same weaknesses as his other Milo+Tar Dugless stall (with Skarm+Bliss>Forre+Zap) and probably more, but I think (HP Grass/Roar/Rest) Zapdos offers enough upside that a team like this is well worth considering. The downsides are being easily haxed and finding it difficult to rk stuff like End Pert, for example (as he almost certainly well knows), but I like this choice and think it should play well against the vast majority of Spikes teams and have a good time against the majority of offenses. I also love that it fits Sand and celebrate the use of Forre+Dol+Wish Jira AND Milo to support a bulky pivoting Ttar. 2x SpD mons next to Tar is enough that Ttar never has to risk its HP unnecessarily, and having 2x Pert checks with Jirachi is a huge add. This team does a lot of little things at a high level. I can't understate how high I am on this kind of comp.
mayo's build had a similar problem to zinc's where the bulky SpD mon is forced to stay in and eat Focus Punch from unrevealed Ttar to slow it down. I don't think BKC Tar is amazing in current meta because it struggles to position itself freely -- more on this later -- but maybe there is real upside in revealing it later in the game? In any case, Blissey doesn't trade for either DDer, and not having a status absorber, like Rest Cune, Refresh Mence, etc. was a problem this game. I was wondering if mayo had Rest anywhere on this team with Aroma Blissey. That might have been interesting. Magneton balance/offense will always have a playable game against defensive teams like triangles', so I think there's a point here that can be celebrated in mayo's build, but I'm not sure how much I trust the team on the defensive end without a proper switch-in to Tyranitar. This is another team where Metagross cannot be boomed with impunity for the reliance of the player on it defensively, and this team relies pretty heavily on bulkier tools to sit on defensive mons like the ones triangles brought. With a few tweaks, I think mayo could have won extremely comfortably. I think this kind of build shows promise, but I think I might have taken a different tack with it myself. I can remember arguing with pkLeech about whether Blissey works on this kind of build prior to CI6.
Fruhdazi vs Mielke:
Brother on brother violence. Gyarados kind of sucks at handling birds, and Spikes stall doesn't help with that. I like that Gyara offers similar defensive utility to Zapdos against bulky waters and fire-coverage floaters -- and Aero covers against Cele Pass -- but I mentioned (to Fruh) that I think Mantine would have been far more useful if the desire is to stall. I can recommend this, btw, if you're looking to get a few free wins in a tour match. Anyway, I didn't understand this team and I took my time to consider it and give it a fair shake. I wonder if something like Metagross instead of Aerodactyl bears consideration. Pursuit chips Aero and Gengar, and boom stops Cele Pass and trades with Zapdos. If you use a Mix Meta, it's also probably possible to lure Claydol and make use of Rest+HP Rock Gyara, for example. To clarify, I like the idea of a Gyarados on Spikes who doesn't bleed value against Skarmory (or otherwise demand spending a slot on Magneton) and I think there might be something there. Alternatively, it's possible that one does use Magneton in place of Gengar and Metagross in place of Aerodactyl to allow for CB Gon, and use Gyara+Gon+Spikes to divide floaters and grounded mons both offensively and defensively? There's a promising concept here, but the execution left something to be desired for me. In this game, it was made worse by running into Molt+Mix Mence TSS with phys Tar.
I don't really love mielke's team. M Dragon used
a similar team a few years back with Blissey instead of Celebi and Suit Tar. He says that with Celebi, Moltres, and other techs on the team, it should be good against Gengar, but I feel like the team sells out against Spin blocking teams a little too hard, and I don't really understand the synergy of Mence and Moltres, since Molt is hard-walled by Bliss and Mence struggles against its mixed-wall partners. I also don't generally trust Forretress without HP Bug without specific support, but I can appreciate the combination of Leech Seed and Sub Tar as a support core. Maybe I'm getting old.
Blaise vs Endill:
I get why one would support Agility Meta with Aero and Ttar, but again, I don't really like the idea of a Metagross as the sole rock resist, because you can't happily boom it against phys spam, and you tend to want a better switch-in into physical attackers (and Mence, for example). Cele Aero isn't dead yet, though, and Blaise (and her team) called the match-up just fine here. Ditto most of the stuff I said for Johnald's build. I don't trust Def Star.
Endill also brought a classic 6 with a twist. I like thsi team. I also messed around with SkarmMag and Rest Pert (
1,
2) a while back, but I ended up disliking the match-up against rock spam, especially when facing Focus Punch Tar, too much. Having to switch Pert into Tar multiple times a game can go horribly wrong, as we saw, especially when Swampert can't Protect, take a Wish, or be woken with Aroma, and when trading into Tar is difficult -- often the reality with SkarmMag when the slot used for Tar isn't a Tar lure or Blissey back-up (which can allow Blissey to play more agressively into Tar, for example). Anyway, I don't really have criticisms for Endill's concept, because I think it's a good team. I just think it pulled a rough match-up. It's not every day you face Tar+Agility Meta+Aero. I think CB Mence teams are generally somewhat poorly equipped to deal with Agility Meta, but this was especially difficult with all of the tools.
Garay oak vs Jabba:
Garay brought a ZapDug build with Swampert>Suicune, no Spin, and Celebi. I think this kind of match-up typifies the state of ZapDug Spec Off in the tier. I think without Suicune, these kinds of teams are wanting for a consistent offensive centerpiece. It might have been possible with Agility Pass Zap to make something like this work. Celebi is also a defensive liability without Spin support, I feel. These kinds of comps tend to be a bit too fishy for my liking.
I initially didn't think much of Jabba's bring. I hate Cune under Sand, because I think so much of its value is unlocked by match-up dividing the Sand and Sandless match-ups conscientiously, and I think it's usually just worse than Pert on tactical team styles and bad at trading for the mons that pair best with Tar. I also don't think an unsupported Forretress -- without Wish or at least Pursuit -- is sufficient Rapid Spin support for Suicune, who demands that support for consistency. It's bo1, though, and the 6 is solid enough to play in general, and I noticed that CB Meta luring Zap or a water helps Cune as well as Aero, and Cune luring Zap allows Meta to break through Swampert. This doesn't really work out cleanly against EC because the opponent's Aero is favored to make progress against this backbone, but the backbone offering trading compensation is something you shouldn't underestimate. Cune also offers a needed Pert check for Aero. Celebi does, too, but it's also allotted a free hand to handle Zapdos and/or Gengar, so it's no longer overtasked. It's a clever team comp. Philosophically, it makes sense and deserves attention.
The teams:
Originally, I wasn't planning on making this post, because I was somewhat disinterested or pessimistic, but I think it's intellectually dishonest to dismiss someone's idea because it doesn't neatly fit into my theories or concepts. I make these posts mostly because I enjoy this, but also because I want to share ideas with others, and I think it helps more to offer commentary on a broader range of ideas. If I've missed the point of a team, I think it's also worth noting that part of the beauty of the game is that complex approaches that can succeed. There isn't one right way to succeed in a tier so complex, but I do worry that the death of Zap Pass might lead to stronger centralization or polarization. In any case, I hope the players have fun playing and building, the spectators enjoy the games, and the readers took something interesting away from this. Here's to the second half being just as fun as the first -- which I think is possible, given that there are fresh faces being subbed in right around the time you might expect some of the players to be burning out. Let's see what happens.