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Metagame Touhoumons v5

Akira

a bird who can't fly is just another bird....
is a Metagame Resource Contributor

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Welcome to Touhoumons v5, a solomod by Akira featuring the cast of the Touhou Project series as a full fakemon dex!

This thread will be for compiling resources for the tier, as well as meta discussion.
Please join the Discord Server for matchmaking and chatting about the tier.

Touhoumons v5 features 121 characters (126 counting alternate formes), including all characters that appear in official Touhou games from 6 to 19. In addition, VIVIT from the Seihou series (a sister series to / parody of Touhou) is also included.
Currently, the vast majority of these characters are viable, with the latest VR having only 25 unranked, and even then some of them are just unproven, not unviable. As such, the tier is quite diverse, and if you are a fan of Touhou you can likely build a team around your favorite.

Touhoumons v5 is, as the name would indicate, the 5th iteration I've made of this concept, with the first iteration being all the way back in 2019 as something I would write down to pass the time at school. Version 4 was briefly playable but I was dissatisfied with how the balancing was, so v5 was a full rebuild taking the best ideas from v4 and trying to be a lot more careful with balancing. The tier has no banlist, with balance patches being applied if anything is broken and movepools not containing any uncompetitive moves (evasion, ohkoes, sleep outside of Yawn etc). There are also no modifications to any vanilla elements, all the moves and abilities you are familiar with act as expected, and only the new moves and abilities have new effects.

Touhoumons v5 is also built with Doubles in mind, although admittedly I am not familiar with the format and the balance testing has been far less in-depth, so Touhoumons Doubles is still a work-in-progress in terms of balancing. A tournament for Doubles is in the works for early 2026, and hopefully after that the meta will be developped enough for resources to exist.

The mod's Spreadsheet can be found here and other resources will be posted below.
 
Touhoumons v5 resources
Here is the current Viability Ranking, compiled january 23rd 2026.
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[OUTDATED] Brief Analyses for S -> B Ranks:
S Rank

Yukari Yakumo

Yukari is the tier's blanket physical check, with 100/100 bulk and intimidate alongside a typing that keeps her neutral to most attackers. Her high Spdef also makes her more than capable of taking a weak special hit from mixed attackers or special utility mons, which are common. She isn't just tanky, but also incredibly hard to switch in to, with Psychic and Dark STABs and Earth Power for coverage as well as Glare to cripple anything that can take the hits or Teleport to pivot out. That said, the base power of her STAB options are unimpressive at 80 and she suffers from being such a good answer to the meta that her lack of recovery can lead to her easily being overwhelmed from needing to check multiple threats, especially given she has no resistances. Physically defensive spreads are most common, but 80 base speed is respectable enough to make Choice Scarf sets effective with Switcheroo to discard it when unneeded. Scarf's opportunity cost is relatively low as she has high enough stats all around to still function whether the speed came at the cost of bulk or special attack. Her S rank mostly derives from her near-guaranteed potency regardless of matchup, with very few ways to exploit her.

VIVIT
Vivit fills a similar role to Iron Valiant, in that she is blessed with an incredible ability in Cactus Drive (a Quark Drive clone for grassy terrain) that lets her operate as a very scary late game sweeper with Growth, an abuser of Grassy Surge from Lily, or just ignore her ability and still put in work thanks to a great offensive statline of 110/110/120. Grass coverage on top of powerful Steel and Electric STABs hit nearly everything in the meta hard, with only Sannyo acting as a hard counter and Kanako and Yukari as soft counters to physical sets. Her S ranking may prove a little deceptive, as she has lost Swords Dance in a recent patch, but her incredibly strong typing, statline, coverage and ability should still place her as an elite threat in the tier.

A+ Rank

Remilia Scarlet

Remilia is a fast attacker capable of going physical or special with surprising longevity and utility thanks to Strength Sap and Vampirism. Her Brave Bird is very hard to switch-in to, to the point that Crunch is optional and she can easily slot in moves like Sucker Punch for speed control, Defog or Taunt. On the special side, Nasty Plot can allow her to sweep off of a mistaken switch to a physical wall, especially if paired with Substitute. Speed investment is critical, but outside of that there's a lot of variance in spreads, with defensive, physically offensive and special investment all proving viable. Boots are most common, especially for utility sets, but Life Orb takes her to another level of power and makes her very tricky to wall. Unfortunately, she is held back by a very poor matchup into Shinmyoumaru and a speed tier that isn't quite as good as she'd like.

Soga no Tojiko
Tojiko's viability is simple to explain: she is fast, strong and has STAB on Shadow Ball and Volt Switch in a tier with few viable Ground-types, and even fewer grounds with recovery. Levitate + Ghost-Typing gives her lots of entry points and resistance to hazards, while blasting away with her STABs is likely to make good progress. Very little that can block her Volt Switch is willing to take a specs Shadow Ball. Specs is by far the most common set, but Calm Mind has been seen. Pursuit users can prove troublesome for Tojiko, but neither can comfortably take specs Thunderbolt and she can escape by Volt Switching as they come in, so she often goes 1 for 1 even when she can be pursuit-trapped. Benben and Yatsuhashi have been buffed to hard wall her STAB combo, but their viability is highly suspect so whether that will impact Tojiko is unclear.

Shimyoumaru Sukuna
Shinmyoumaru is a confluence of a lot of very powerful traits. Her typing is exellent and checks powerful breakers like Remilia and Cirno, Gigaton Hammer is incredibly hard to switch in to, she can spike, and her unique ability to Dynamax for a turn lets her basically eat any single hit. However, her recovery with Wish requires 2 moveslots and her coverage moves are low BP, requiring Dynamax to get the KOs she wants out of them. That said, she's probably the most splashable mon in the tier after Yukari and it's hard to go wrong with adding her.

Chimata Tenkyuu
Chimata is the tier's resident defensive Steel/Flying mon, similar to Corviknight in that her main job is to use Defog and pivot, although this time with Volt Switch. Her ability ensures she keeps her item, so she's a good user of both Leftovers and Rocky Helmet, with a statline that's biased special but perfectly capable of running a physically defensive set. Volt Switch and Make It Rain being her main attacks means that Suwako or other Steel-resistant grounds like Nazrin or Keiki can give her a lot of trouble. Her recovery can be kinda limited, especially against weather teams since Moonlight will lose potency. Despite that, her top of the line defensive stats and typing keep her as a common glue mon to wall, pivot and defog with.

A Rank

Kogasa Tatara

Kogasa combines an excellent typing both offensively and defensively with a strong ability, deceptively strong STAB in Wave Crash and great speed tier to act as a pivot and a wallbreaker with Swords Dance. Her access to Defog also allows her to act as a more defensive fast pivot for bulky offense teams. Surprise is a game-changing ability that can help control special attackers, although it falters against Psychic spam. That said, the aforementioned Psychics as well as Electrics are some of the best special attackers in the game so using her as your dedicated SpDef is unlikely to go well, and she can only supplement a more robust special check. Her offensive potential is her best asset but its main flaw is that she can struggle to break past Kanako due to Storm Drain.

Lily White
Lily is the tier's only defensive Regenerator user, her stats are sub-par but her support movepool is stellar and her typing is surprisingly useful. Nature's Madness keeps her from being exploitable while she can tech in whatever utility a team needs, be it Wish, Defog or Aromatherapy. Teleport and U-turn off 105 speed let her control how she pivots to bring in the team's threats. AV and Boots are both solid choices depending on her investment. Not only does Lily see use as a Regenpivot, but also for Grassy Surge, which can allow Vivit to use her blazing speed multiple times in a game, activate grassy seeds for setup sweepers, or enable Grassy Glide users like Kasen and Mamizou.

Kanako Yasaka
Kanako is a very tight physically defensive role compressor with several unique attributes: her fantastic typing in Ground/Flying makes her fill Ground and Electric immunities, which are both highly valued traits. In addition to this, her immunity to Water in Storm Drain also makes her a solid counter to Kogasa and Murasa. Her movepool is also solid - whilst she lacks recovery and pivoting, she has coverage for the majority of targets she’ll come up against - Wood Hammer allows her to deny Suwako from sitting on her and allows her to much more convincingly scare away SD Kogasa, Hurricane hits Lily White and Takane, and Stone Edge hits Utsuho. She can also set either Spikes or Rocks with her spare moveslots to supplement a team's hazard game.
Finally, her access to Glare allows her to easily punish some of the harder to hit punish removal options for her like Lily White and Chimata.

Fujiwara no Mokou
Mokou is a very powerful physical breaker with the classically powerful Fire/Fighting STAB combo and high base power moves in Flare Blitz and High Jump Kick, but with the added bonus of not worrying too much about chip from recoil or hazards thanks to Regenerator. Choice Band and Choice Scarf are the most common, with STABs, wild charge and a 4th slot typically running a no-drawback STAB in Blaze Kick or Defog. Life Orb and other items have seen use to better allow Defog or Bulk Up to be used while AV gives Mokou genuine defensive value to take Cirno's Blizzard while still being able to boost with Power Up Punch. Answers are tricky with Utsuho and Kogasa forcing her out but fearing Wild Charge. Komachi fares better doesn't enjoy Wild Charge either so the only hard counter is the somewhat niche Eika. That said, between fighting resists like Kanako, Lily and Ghosts and fire resists like Suwako and Iku, in addition to Yukari's ability to take neutral hits, it's certainly possible to hold out against choiced Mokou while non-CB lacks immediate OHKO power.

Iku Nagae
Iku’s role is one that is highly variable. Her movepool is filled with excellent traits - recovery, removal, pivoting, Dragon Dance, and loads of useful and rare coverage to go with it, like Fiery Dance and Dragon Ascent. On top of this, she has two excellent abilities in Levitate and Multiscale, allowing her to either completely subvert Ground checks or act as a strong blanket check. Her typing is also exceptionally valuable for Touhoumons - being one of the few mons blessed with a Fire resistance for attackers like Mokou and Utsuho, and, additionally, a useful Flying resistance for Remilia. Combined with Multiscale, these make Iku an excellent middle-term answer to some of the hardest mons to answer in the metagame. Iku’s main two sets are Dragon Dance and Special 3 Attacks, both of which should ideally use Multiscale, but can use Levitate if Ground weaknesses are a major issue. Ideally, both sets should also run Heavy-Duty Boots to keep Multiscale in play, but Levitate sets can experiment more with item slots. Special 3A should ideally use Fiery Dance as her coverage move, as it allows her to easily counter VIVIT. Defensive sets can run Levitate a lot more viably, which turns her into a very solid Ground check, but also loses a lot of Iku’s advantage into her resists like Lily White and Kaguya. Iku also has access to Swift Swim, but the general mediocrity of Rain makes this a niche option by comparison to her other two abilities.

Yamame Kurodani
Yamame works best as an offensive pivot, with access to First Impression and an assortment of coverage moves, such as Knock Off and Stomping Tantrum, as well as access to Stakeout, she can overcome the issues of her incredibly poor offensive typing and even get through mons like Kanako and Chimata. Her main set should run U-turn, Gunk Shot, First Impression, and has a very variable final, but her main final should be Knock Off, for Ghost coverage (i.e hitting Komachi) and general utility. Whilst her access to Dexterity is secondary to her access to Stakeout, she can also use this to run Choice Band on her pivot set for more initial damage. In addition, she is the only user of Sticky Web, which, in addition to learning Stealth Rock, makes her an ideal lead for Hyper Offense.

Suwako Moriya
Suwako's role is as a pivot, with slow speed and access to U-turn, an exellent typing in Water/Ground and a great statline with high offenses and special defense. She can go physical or special, although trends special to get to use Scald. Her movepool is nice with useful coverage moves on both ends like Gunk Shot and Lava Plume, as well as Stealth Rock to get hazards, Toxic to cripple checks and Yawn to force switches. Her spread and item variety is huge, with offensive and defensive investments on both sides all having seen use, but a general trend towards special sets. Items include Assault Vest, Leftovers and Choice Specs. She acts as a great check to Tojiko and Iku as well as soft-checking a lot of miscellaneous threats, but risks getting chipped down too easily.

A- Rank

Rumia

Rumia is defined by a nuclear Dark Aura-boosted Knock Off and Pursuit. Her high bulk and passable speed tier give her lots of opportunities to enter and throw out her Dark moves, with Knock Off dealing tremendous damage and Pursuit eliminating frail mons and Ghosts. She can make good use of Choice Band, Choice Scarf, Black Glasses and Assault Vest, with either 2 STAB + 2 coverage all-out attacking sets, or Bulk Up with coverage or recovery for bulkier sets. Rumia also has two good defensive abilities, but the opportunity cost of not taking Dark Aura is very steep so these haven't seen much usage.

Utsuho Reiuji
Utsuho is designed around one crippling weakness: Stealth Rocks. Her base stats far outclass everything else in the tier bar in-battle transformations, but Klutz simulates the experience of a mega evolution while denying her access to Boots. She tends to run mixed sets with Brave Bird, special Fire STAB, Roost, and a coverage move of choice or Taunt. Her typing grants her a really nice defensive profile that lets her answer otherwise tricky threats such as Mokou, Shinmyoumaru and Reimu, but of course a team reliant on her defenses must be extremely vigilant in keeping Rocks off the field. She should invest at least somewhat in speed, but her base offenses are high enough that she remains a threat even with a lot of defensive investment. Her item choice is between nothing for reduced Knock Off damage and Sticky Barb to punish contact moves. Offensively very little checks her, Iku being the best option alongside the rocks, but she is weak to many fast offensive mons so forcing her out is trivial. In other words, she provides extreme value every time she gets in, but keeping her out is as simple as keeping Rocks up, so teams with her need to dedicate extra effort to hazard control.

Youmu Konpaku
Youmu boasts a blazing fast speed tier of 130 and the (nearly) unresisted STAB combo of Ghost and Fighting which she can boost with Swords Dance. However, her moves have terrible base power and her offenses are underwhelming. Bulletproof gives her an immunity to Shadow Ball so her defensive profile is actually quite good, but not enough to justify an A- ranking. No, Youmu's main niche is as a Snow setter thanks to Chilly Reception, and her solid STAB combo and speed tier allow her to force switches to get both snow and momentum active at once. Movesets are always Chilly Reception and 3 out of Sacred Sword, Drain Punch, Shadow Claw, Ice Spinner and Swords Dance. Icy Rock is the main item, although others are possible. Youmu's ranking is pretty much carried by her partnership with Cirno.

Cirno
Cirno has exactly one set. Choice Specs modest with Slush Rush, Blizzard, Freeze Dry, Moonblast and Surf. (Life Orb might be usable as well). That set is incredibly threatening as she becomes the fastest mon in the tier, with very little able to tank her Blizzard since there very few viable Steels and the Waters get blown up by Freeze Dry. She's very resistant to priority, neutral or resistant to everything but Bullet Punch and with boosted defense from snow. She can appreciate Revival Blessing support from Seiga to come in more times and sack herself once for progress.

Komachi Onozuka
Komachi is the tier's defensive Unaware user, leveraging her great matchup into physical Fighting types like Mokou and Meiling. She typically runs physically defensive with Rocky Helmet or Heavy-Duty Boots, although special investment could help deal with certain Junko sets. Sharpness is also potentially usable to boost her Aqua Cutter, since Mokou doesn't often run setup. Komachi's access to Yawn synergises exellently with Spirit Shackle, and can act as pseudo-phazing by highly encouraging switches. She also has Court Change, which can completely upend the tempo of the game, especially against Webs offense or Screens. That said, her weaknesses to Dark and Electric are really painful, with these types being both common and strong in the tier, so Komachi can struggle with being too easy to account for with typing.

Marisa Kirisame
Marisa is a highly potent mixed attacker who struggles severely with longevity, but works exceptionally well in shorter games and with other aggressive pivots like Tojiko and Vivit. Her main set works off of a special bias, using Light of Ruin to force KOs on otherwise good checks like Komachi and Tenshi. She also has access to Knock Off as a viable midground option, which can also work better on physical sets to punish Komachi instead of Light of Ruin. It’s worth mentioning that it is not advisable to run Flare Blitz on Marisa, as she is already reliant on recoil moves to push out 2HKOs, and she doesn’t have a better alternative for her Normal STAB. In addition, both Fire Blast and Overheat work off of her higher Special Attack, and generally have similar base powers.

Zanmu Nippaku
Zanmu is a straightforward but dangerous wallbreaker on aggressive offense that gets past typical walls due to her access to Wicked Blow. Due to her access to Swords Dance and lack of weaknesses of the Dark type, she can use her bulk to easily push through walls like Yukari. She will usually also use Earthquake for coverage for other Dark resists like Shinmyoumaru and Mokou. Her final slot can vary - Flame Charge makes her especially dangerous on Hyper Offense, as she can boost her Speed beyond the usual speed tiers of scarfers like Mokou, and she can use Pain Split for more longevity, making setup on some resists like Remilia easier. Her item slot can vary a lot due to her relatively solid all-around stats: she can run Leftovers to heal off chip and get out of ranges of priority, she can run Roseli Berry to lure Kogasa, she can run Black Glasses for extra damage on her main STAB, and can run Lum Berry to more easily push through status users like Yukari and Kanako. Special sets can be run using Forbidden Barrage and Nasty Plot, but these do have to compete strongly with other offense picks like NP Remilia.

B+ Rank

Junko

Junko's design concept is "Purity". In touhou, she attacks with simple and effective bullets rather than fancy patterns. In touhoumons this is translated by giving her balanced stats with access to optimal coverage and strong set up for both physical and special attacking. Her set variety is therefore massive, with Calm Mind, Bulk Up, Nasty Plot, Swords Dance and Agility all seeing use, with 2 attacks 2 setup moves, 2 attacks Recover or 3 attacks. 2 attacks often are Frustration and Earthquake or Hyperspace Fury for the physical side, and 2 of Thunderbolt, Ice Beam and Earth Power for special. 3 attacks sets can implement Close Combat or Moongeist Beam as well. She typically runs Leftovers but Grassy Seed has seen some use, and in terms of investment there's a large selection of viable spreads. Junko's strength is her unpredictability, although she can pretty much always be expected to use setup. Her weakness is in her Normal typing, which leaves her without a good special move (Tri Attack is not worth it), and a weakness to the strong Fighting-Types that can break past her great bulk. She often forgoes offensive investment, so until she gets a couple boosts, she is very passive and greatly fears Toxic.

Tenshi Hinanawi
Tenshi's typing grants her near-perfect STAB coverage and a surprising amount of defensive value, with the scarcity of Electric and Flying resists in Touhoumons. She can run defensive sets, but has also seen usage with Choice Scarf, leveraging her passable speed tier to check Remilia very well. Mighty Cleave and Earthquake are mandatory, with defensive sets running Morning Sun and moves like Stealth Rock or Defog, while offensive sets can use Temper Flare to hit Minoriko harder and not waste Mighty Cleave pp on Chimata, in that case taking advantage of a blocked Earthquake to activate Temper Flare's boost. Tenshi's ability would indicate a synergy with weather teams, and indeed she does benefit a lot from sand, but the Sand Stream and Drought users in the tier are quite poor and Rain has better options. Therefore the most likely weather for Tenshi to benefit from is Snow, which is easy to set with Youmu or Letty. Don't think she needs weather to function though, as her attack stat is already solid given her great STABS.

Kaguya Houraisan
Kaguya is the tier's best Magic Guard user, with very high HP giving her great physical bulk and passable special bulk, her speed and special attack are also quite good, so she can viably run Life Orb even on defensive sets to have more of an offensive presence. Moonblast and Recover are pretty much mandatory, while the last 2 slots are a choice between coverage options like Mystical Fire, Power Gem, Water Pledge and Luster Purge and utility in Stealth Rock and Burning Bulwark. Item choice is mostly between Life Orb, Rocky Helmet and Leftovers while spreads can vary between full physdef and full speed and spatk. She is a great answer to threats like Rumia, Meiling and Reimu, whose stabs she can comfortably take and threaten a super effective Moonblast in return. If she runs Power Gem, she can also answer Utsuho in a pinch.

Hong Meiling
Meiling uses her exellent statline and status immunity with Comatose to be an all-around solid attacker. Choice Scarf is her most popular set, with U-Turn, Close Combat and any 2 coverage moves. She also has Dragon Dance, but setup sets have big issues with coverage, since she wants Knock Off for ghosts, Meteor Mash for fairies, Stone Edge for Utusho and Clownpiece, Petal Blizzard for Kogasa, and Dragon Claw to hit neutrals like Kanako as hard as possible. She also needs to consider if she wants Close Combat or Drain Punch. It's very hard for Meiling to hit everything she wants to, and Scarf sets can at least compensate by pivoting with U-turn, but Dragon Dance needs teammates to help clearing out certain mons before it can really do much. That said Dragon Dance sets have a basically free item slot, so tech items like resist berries, Red Card or Expert Belt can find uses. Meiling has also experimented with fatter sets leveraging her rare Dragon type's defensive value, with her decent utility box in Taunt, Stealth Rock, Yawn and U-turn, but her inability to recover can be a big issue.

Flandre Scarlet
Flandre has outstanding offenses and a great typing into the tier, but struggles with longevity if not holding Boots and not so great coverage options on the physical end. That said, Moxie is great for snowballing so her most common set is Scarf, using Fire Lash to break past walls and accumulate Moxie boosts to clean up weakened teams. For a wallbreaking set, mixed Boots or LO can be used. Flan's speed tier is solid and lets her get the jump on most defensive mons, but she can struggle a lot with Kogasa's prevalence in the tier, as well as Fire and Dark being very good types meaning most teams pack solid resists to them.

Minamitsu Murasa
Murasa is a wallbreaker meant exclusively for fast paced offense teams. Despite her poor longevity due to reliance on Wave Crash and her low defenses, she is still capable of switching into a few stray hits due to her high HP and unique typing. In particular, it allows her to check Mokou, which otherwise can cause issues for bulky offense due to the relative rarity of Fire resists in the metagame. She almost exclusively runs Choice Band with Wave Crash and Poltergeist as her STABs, but she’s very free in her remaining two moveslots and ability. Watery Grave can potentially allow her to snowball slightly harder, Aftermath gives her some minor blanket checking capabilities, and Steelworker can work if you want to use Anchor Shot, which is her hardest hitting move for Lily White.

Sannyo Komakusa
Sannyo is the Touhoumons equivalent to a specially defensive Unaware, with Black Smoke acting in a similar way to Unaware. Her Dragon typing is very nice and makes her the best Vivit check in the game, resisting every move she viably runs while blocking her setup. Sannyo isn't passive, with Corrosive Gas for item removal, Wisp for physical attackers and the typically powerful Fire / Dragon STAB combo. Against fairies she can also use Nerve Poison, a decently strong Poison move with a high paralysis chance, which can be crippling for switch-ins like Kaguya, Kogasa or Clownpiece. That said, she can struggle with a poor matchup into Suwako, as well as physical frailty in a tier with many mixed attackers (for instance, she can't wall Marisa or reliably switch in on an unrevealed Remilia to block Nasty Plot). She nearly always runs defensive with Heavy Duty Boots, but a more offensive spread is possible with a little speed for uninvested Chimata or Shinmyoumaru.

Ran Yakumo
Ran has an expansive toolbox that lets her operate both as a hazard lead on Hyper Offense and as a mixed attacker with highly customizable coverage, as well as many more niche sets. Both Fluffy and Download are great abilities, giving her a real defensive profile and massively boosting her offensive power respectively. For the hazard lead role, she uses Stealth Rock, Rapid Spin and Taunt while leveraging her unique access to Final Gambit to get favorable trades. Offensive sets run Choice items or Life Orb and a huge movepool, with staples being Psychic Fangs, Psychic, Fire Blast, Thunderbolt, Extreme Speed, U-Turn, and Healing Wish. An example of her ability to run niche sets is the use of Fluffy Weakness Policy with Stored Power. Ran has the tools to account for pretty much every bad matchup, but 4 moveslots isn't enough to run everything she wants, so information is critical in dealing with her.

B Rank

Reimu Hakurei

Reimu boasts an amazing typing that gets her lots of entry opportunities, from there, she acts as a terrifying bulky Calm Mind sweeper who can use her boosted great spdef to ignore even type weaknesses like Kaguya or Tojiko. She can also run a defensive set, but this is substantially worse, since her typing is great for getting entry opportunities, but not so much at walling. CM runs Dream Seal, Aura Sphere, Recover and Calm Mind, while defensive trades CM for a utility move like Defog or Thunder Wave and often goes mixed with her access to Thunderous Kick.

Takane Yamashiro
Takane has a simple niche of being the best, non-passive Water & Ground check in the game. Most of the time she will be running a physically defensive set with Leaf Storm, Surf, U-turn and Synthesis, which allows her to best check Kogasa and Murasa, whilst also preserving the most of her offensive presence. She can run Knock Off, but it is hard to drop any single move shown here, and it’s easier to use the item slot + Pickpocket to potentially pawn off items anyway. Her item slot is fairly variable because of the aforementioned Pickpocket, but it is often better to just run Heavy-Duty Boots and use her as a knock absorber due to her pivot heavy nature.

Minoriko Aki
Minoriko is a niche, very bulky Ground type for balance teams, notable for being the best counter to Tojiko (and Volt Switch pivots as a whole). Most sets will be running specially defensive investment and Earth Power, Apple Acid, Synthesis and Stealth Rock. Sap Sipper lets her theoretically block Strength Sap, although she doesn't want to switch in to Remilia anyway… the main use is probably taking on Vivit a little better since she can switch in freely on Power Whip. Harvest allows her to run Sitrus or Occa Berry as her item.

Reisen Inaba
Reisen is one of the two Psychic Surge users in the tier, and is the much more offensive one. Her great speed and powerful Freezing Glare let her force many switches which she can capitalize on with Volt Switch to generate momentum and bring in more Psychic Terrain abusers or simply synergistic breakers like Marisa or Remilia. Lunatic Bullet is a priority move that ignores Psychic Terrain, letting her get the jump on even faster mons like Tojiko and Marisa (but NOT Youmu, since it's a bullet move!). Psychic Surge enables Psychic Seed on setup threats like Junko, and amplifies already strong attackers like Sumireko, Byakuren and Yukari.

Eirin Yagokoro
Eirin has extreme special bulk and a surprising movepool that lets her be quite threatening. She uses Swords Dance to boost up and harass the vast majority of the tier with Thousand Arrows + Toxic, Poison Jab or Knock Off. She can wall most non-ghost special attackers, and it's very hard to switch in to her after a Swords Dance. She struggles with the prevalence of physical and mixed attackers in the tier and therefore fits best on fatter structures, not much else can match her ability to wall neutral special attackers.

Seiga Kaku
Seiga is a very straightforward fast special attacker. Her speed is exellent but not outstanding, her special attack is very high but held back by Dark Pulse's low BP, but she shines from having Fire Ice and Electric coverage as well as Nasty Plot, so she is very hard to wall. That said, her unique access to Revival Blessing is a big reason to want to include her on your team. In the pretty offensive metagame that is Touhoumons, being able to sack your Cirno or Remilia for chip on their wall, only to bring them back in the endgame is incredibly valuable. Seiga CAN go without the move, but at that point there are other great fast special breakers in the tier like Tojiko, Marisa, Remilia or even Vivit, so it's hard to justify. One other good trait is that with Limber + an immunity to Psychic and resistance to Dark, Seiga can pretty comfortably switch in on the omnipresent Yukari.

Nazrin
Nazrin uses her outstanding speed and type to compensate for a mediocre statline. STAB Make it Rain is incredibly powerful in the tier, and combined with STAB Earth Power and Volt Switch, Nazrin is surprisingly hard to switch in to for a mon with 95 base special attack. Choice Specs sets with last move Spikes or Psychic Noise are pretty solid, although struggle with the prevalence of Suwako and Tojiko. Chimata would also be an issue but doesn't enjoy Volt Switch. Nazrin also has a fair bit of defensive value, checking some Vivit sets and coming in on flying moves from Remilia. She is also an Electric immunity, even moreso since Lightning Rod gives her a power boost if she successfully blocks a Volt Switch or TBolt, her also a great switch-in to specs Tojiko, despite not being able to hit her very hard. Nazrin also has an interesting Physical movepool, although this hasn't really been explored yet. The 2 main sets are Specs 4 attacks or 3 attacks spikes, and bulky with Leftovers.

Luna Child
Luna is a fast specially defensive pivot with a strong STAB in Moonblast, recovery in Moonlight, and a strong utility movepool with Knock Off, Trick, U-turn, and Defog. Her typing is an especially strong boon, as it gives her a 4x resistance to Dark, as well as an incredibly good matchup all around to the tier’s Psychic types, due to her neutrality to Fighting and Fire. However, due to her reliance on speed, she can find herself easily crippled by status from mons she’d otherwise be able to switch into well - mainly Yukari. In addition, she can sometimes have issues with speed - whilst she is fast, being naturally slower than Remilia and Kogasa can be painful, especially for the former, as she’s an excellent check to the NP set. She can rectify this using Choice Scarf sets, but this can make it harder for her to perform utility roles (i.e removal) and hurts her longevity.

Raiko Horikawa
Raiko is a slow attacker that can function both physically and specially, but likes going mixed to take advantage of her great physical coverage, and powerful special moves in Boomburst and Thunderclap. Her offenses are exellent and her bulk is solid, although not exceptional. All 3 of her abilities have uses, but Lightning Rod is probably best for mixed, Inner Focus for physical and Pristine Beat for special. On the physical end she can use Drum Beating to hit Suwako and Tenshi among other ground types (although Boomburst is the better coverage move for Kanako), as well as Cross Chop to hit Vivit, which she can check quite well. On the special end, Boomburst and Thunderbolt provide solid coverage into the tier, with electric hitting spdefs like Chimata and Kogasa while Boomburst destroys the physically defensive grounds. Thunderclap is a monstrously strong priority move that can dissuade fast threats like Remilia, Kogasa and Utsuho and with a Lightning Rod boost or amplification from Pristine Beat can clean up a game. She most often runs Heavy Duty Boots, Metronome, Magnet or Throat Spray, since she values changing moves too much for Choice items to really be the play despite Pristine Beat's synergy with them. She also has Defog, although it's tricky to slot and she has mediocre longevity, so this is a minor niche.

Enoko Mitsugashira
Enoko is sort of a more extreme version of Rumia, trading Rumia's good bulk and passable speed for even more nuclear power and a secondary Steel STAB. She's incredibly slow and her bulk is mediocre despite a solid typing, it's hard to bring her in often and her desire to run Life Orb complicates that further. However, she has Sucker Punch, which can alleviate her speed issues and force opponents into scary guessing games even if they have the means to OHKO her, since between Pursuit and Sucker she can cover all options. Strong Jaw boosted Iron Chomp and Crunch have incredible power and good coverage, making her very hard to switch in to, between all those strengths and her access to Swords Dance, Enoko is a glass cannon that breaks through fat structures effortlessly and can even do well against offense, but only if she's able to make the right predictions every turn.
 
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Sample Teams [Note: very outdated, will be updated after the Touhou 20 meta has been explored]

Offense


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Refined youmu cirno v1.2 by Akira
Snow Offense with Cirno supported by Eject Button Yukari and RevBless Seiga

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momiji offense by fififlutters
Eject Button Kanako + Momiji and Marisa breakers

Balance

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blue hair & pronouns by fififlutters
Balance with 5 staple high tiers + CM Shion

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sumi rumi 1.1 by Akira
Pivot Balance with U-Turn Scarf Sumireko supporting CB Rumia, double anti-setup defensive core.

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idk just a team by big tony 2014
Agressive balance with Scarf Flandre

Stall

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stall v2 by about15gals
Hazard Stack Stall with defensive Nazrin


More samples coming soon, as the current selection was heavily reduced by Vivit losing SD.
 
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Doubles yap hoping to get others into it ^~^.

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https://pokepast.es/69da27216bd81e72
These are the top 20 Touhoumons and their best sets, at least from a first glance.

Star Sapphire - I think she's probably the best touhoumon in the meta, best compared to Rillaboom in other doubles formats. Fake Out AV pivot with a high bp nuke in Pixilate Tera Starstorm. Very good at clicking Fake Out since there are 0 fairy immunities and she has an exceptional psyspam match up anyway. You could try and fit Psychic STAB somewhere for Medicine and Yamame but I think all of its moves are really hard to replace. See no reason to run another set honestly, especially in a format without item clause.
Iku Nagae - Electric types are great and she can fit on a variety of teams solely because she is a rain match up by herself. Levitate and Multiscale are also undeniably great abilities, can try to use her for powerful Wildbolt Storms and Dracos. Fiery Dance is nice as a set up option, choiced sets and rain teams can add on Flip Turn to maintain momentum, can't go wrong with Tailwind utility or Thunderbolt for an accurate STAB move. Weather Ball is also justifiable, namely on Snow and Rain. I'd say this could be compared to a Flutter Mane? Very versatile offensive Touhoumonthat benefits off a weather and loves to spam a spread move.
Mystia Lorelei - a Dark-type spread move is absolutely fantastic, and Mystia's got all of Fake Out, Follow Me, and Tailwind, making for the ultimate support mon. The combination of support moves makes her impossible to compare to an already existing Pokemon, but she's perfect and awesome to use.
Aya Shameimaru - 165 Speed is ridiculous LOL, I treat her as a Tornadus even if she lacks prankster, hard hitting Flying-STAB and the EV spread I used notably outspeeds Modest Wakasagihime in rain. Has other utility moves like Quick Guard and Taunt to tweak itself for a team, very simple to use goodmon.
Koakuma - She gave me a headache trying to find the right set to put on here honestly, she gets everything and can go in very different ways: Fast and offensive, relying on prankster for utility, or she could also run purely defensive with Snarl Icy Wind and be a longterm field presence. Just as Aya is the Tornadus of Touhoumons, Koakuma would be the Whimsicott of Touhoumons. She lacks powerful clicks like Aya, but has both Prankster Taunt and an immunity to Prankster Taunt, tools like Will-O-Wisp and Destiny Bond are also exceptional! I think the two of them are pretty equal.
Utsuho Reiuji - This is a very unique Touhou, box art legendary level stats immidietly jump out as broken, but Utsuhoh is significantly limited by Klutz, losing both an ability and an item slot. That being said, Utsuho's stats are still hard to ignore, she can blow through a lot of common Touhoumons with her mixed attacking stats, and singlehandidly justifies Skill Swap strats. In a team near the bottom of this post, you'll notice that I used Sagume's Contrary + Parting Shot to make Utsuho an incredible threat with longterm field presence thanks to Assault Vest.
Yukari Yakumo - Best Intimidator hands down, Yukari brings an optimised stat spread and protect-breaking Hyperspace Hole to the table which make her very potent offensively. I think beyond STABs, Yukari is flexible in what she wishes to run, you could use Shikigami Rush and par her with Ran, or add Flash Cannon as a coverage option to hit Star Sapphire. She's probably one of the better AV users and Trick Room setters, even if I prefer Specs.
Reisen Inaba & Doremy Sweet - I decided to talk about these two together since both are very good psychic terrain setters, I'm sure one will be better than the other after the meta develops, but decided to put them nxt to each other for safety. Reisen encourages faster paced psychic terrain similar to Indeedee-M, though notably a lot better with Volt Switch and a better stat spread. Doremy would be compared to Indeedee-F in that its slow and geared to utility, works with Trick Room stuff well as Psychic Terrain denies attempts from Fake Out to stall turns. Both of these would appreciate Yukari's Hyperspace Hole and struggle against Koakuma most notably.
Eiki Shiki - You can probably do a lot of Judgment combinations here, even a plateless one for strong STAB. I wanted Ghost + Fairy to abuse Black and White (SE moves gain an additional 1.5x boost) as best as I could, but you could realistically run Electric + Dazzling Gleam too. Calm Mind Protect seemed the most appropriate, acting as a very good bulky wincon, Think of Volcarona and Calm Mind Raging Bolt, that's how I think Eiki would play.
Ichirin Kumoi - Best Offensive Trick Room setter pretty easily, has to play like Palafin but those are terrifyingly powerful moves, she could easily break holes in teams with minimal support. The biggest issues beyond having the touhoumons equivalant of Zero-to-hero are probably the reliance on Trick Room and being a single target attacker, but they are all flaws your team won't have a very difficult time covering.
Junko - Hi Junko from madoka magica, didn't know you could also shatter protect with the perfect coverage move. I'd say she can be very similar to specifically Swords Dance Urshifu, as she has a less than stellar speed tier and is a Touhou you're afraid of Protecting against. Junko does have more obvious and reasonable flaws that make her balanced of course, Hyperspace Fury isn't a STAB move and cuts into her bulk with every click, she has a worse offensive typing in Normal, and also has to hold Clear Amulet if she doesn't want to be hindered by Intimidate.
Seija Kijin - Follow Me is a fantastic move. Seija might be frail, but the redirection synergises well with Contrary CC increasing her bulk with every click. She has more unique fighting coverage in speed-boosting Hammer Arm and the very much stupid Triple Arrows, not to mention she also has Skill Swap and Topsy Turvy for shenanigans. I think she has a lot of potential to thrive in the metagame, likely similar to Ogerpon since its an offensive redirector, even if Mystia's toolkit is intimidating.
Wakasagihime - Wakasagihime in rain is probably the biggest builder check in the format, she's the entire reason you run Timid Aya or Swift Swim Iku Nagae, Choice Specs Water Spout in rain is obviously very effective at ripping through the format when positioned well. I'd say this is like Eruption Torkoal in VGC, except of course, its blinding fast instead of slow.
Mayumi Joutouguu - This mon I'm a little clueless on, Mayumi is definitely a good touhoumon but I'm unsure what her true best set is. Marching Orders is insane and fun, but Defiant is also very good, and Stalwart is just as exceptional. I expect her to be very versatile and act like Kingambit maybe; Marching Orders feels like priority, and Kingambit is the most prominent Defiant Pokemon in SV VGC. Notably a Touhou that can OHKO both Star Sapphire and Iku Nagae with her STAB moves.
Sunny Milk - The Fairy/Fire we always deserved, her Fake Out immunity and U-turn enable sets without Protect like AV and Scarf. Just a silly Pokemon that can click STAB buttons vs everything, she might be best represented by Landorus-T? That also had a variety of protectless sets it could run thanks to Stomping Tantrum, and they are very similar in playstyle as offensive pivots.
Momiji Inubashiri - Very simple fast attacker, honestly doesn't matter what move you run last. The immunity to Intimidate is greatly appreciated and lets her trade damage very well. Probably best compared to Landorus-I this time, just a hard hitting attacker that can run a few utility moves if she so chooses.
Megumu Iinzumaru - Weather is good in this format, so screwing over the styles is an immidiete positive for Megumu. I can imagine Trick Room sets being potent but Offensive Tailwind is most likely the easiest, she's a mini Aya with specific benefits in a match up. Think of Tailwind Roaring Moon, just..different. I am giving her the benefit of the doubt a little, maybe too much. There's a very real chance she flops since it's soe asy to add Iku Nagae on your team anyway.
Shinmyoumaru Sukuna - Having literal dynamax is hilarious, she thankfully lacks a flying-type move but still quite strong. Life Orb is the most independent set, using dynamax as a way to break through a check. But Shinmyoumaru could absolutely run a more support orintated build with Gigaton Hammer for burst damage, especially since Max Knuckle is still a great move. Highly doubt she'd be broken in any way since the dynamax is a single turn.
Komachi Onozuka - Spirit Shackle Trick Room drool, she's another self sufficient Trick Room setter that threatens an OHKO on Star Sapphire, pairs well with Ichirin's Fighting-STAB nukes and is very notably a water and fire resist, creating more solid Rain and Utsuho match ups.

Here are a couple of teams I built, many of them are untested
Dragon Dance Chiyari Bulky Offense
Mayumi + Specs Cirno Snow
Yukari + Ran Trick Room
Mayumi + Aya Tailwind
NP Daiyousei Offense
Eika + SD Junko Balance
Utsuho Skill Swap Offense
Yuugi Sand Balance
Wakasagihime Rain HO
Sun Psyspam Semiroom (This one probably sucks)
 
Touhoumons v5 Role Compendium [WIP]


For the utility section the lists will be split into 3 categories: "Viable mons that commonly fill this role" | "Viable mons that can fill this role but often choose not to or aren't especially suited to it" | "Niche or Univable mons that can fill this role". The border between viable and unviable won't quite correspond with the VR since it'll be considering the role in question, but roughly the split is between B- and C. Listings within subtiers will be roughly based on how good they are at the role, but I'm not going to be too meticulous so take that with a grain of salt.

For other categories, the unviables will be excluded and the only categories will be "Mons that commonly fill this role" | "Viable mons that can fill this role but often choose not to or aren't especially suited to it"

Entry Hazards:

Rocks: Kanako, Suwako, Yamame, Kaguya, Minoriko, Eika, Tenshi | Marisa, Meiling, Ran, Keiki, Momiji, Misumaru, Chen, Suika, Enoko | Nemuno, Rin, Futo, Aunn, Mayumi, Mamizou, Kyouko, Momoyo, Narumi, Sagume, Urumi, Yuugi

Spikes: Shinmyoumaru, Kanako, Nazrin, Eika | Sakuya, Nitori, Enoko | Alice, Kisume, Mayumi, Tewi

Toxic Spikes: Yamame, Shion | Medicine, Wriggle, Yoshika

Sticky Webs: Yamame

Hazard Control:

Rapid Spin: Chen, Miko | Iku, Ran | Rin, Yachie, Ringo

Mortal Spin: Hina

Defog: Chimata, Lily, Remilia, Tenshi, Reimu, Mystia, Luna, Mokou | Kogasa, Ichirin, Iku, Raiko, Vivit, Futo, Cirno, Byakuren | Koakuma, Aya, Hatate, Megumu, Kutaka, Sagume, Sunny

Tidy Up: Sakuya || Aunn

Court Change: Komachi

Cleric:

Screens (non-exhaustive, nothing runs screens as their best set): Kogasa, Ran, Koishi, Lily | Meiling, Sanae, Futo, Sumireko, Letty

Wish: Lily, Star, Benben | Keiki, Sanae, Shinmyoumaru | Megumu, Seija, Yatsuhashi

Healing Wish: Sanae, Seiga, Ran | Kaguya | Mayumi

Aromatherapy / Heal Bell: Lily | Kasen, Futo, Sanae, Keine, Eirin | Kutaka

Revival Blessing: Seiga

Other (non-exhaustive for any of these):

Knock Off (defensive): Takane, Yukari, Eirin, Kagerou | Luna, Shion, Nemuno, Mystia, Koakuma | Yachie, Ringo

Knock Off (offensive): Rumia, Yamame, Meiling, Shizuha, Mystia | Marisa, Nemuno, Sakuya | Kisume, Yoshika, Seija, Okina, Aya

Encore: Reisen, Clownpiece, Koishi | Yamame, Shinmyoumaru, Chen, Seiga | Sunny, Hatate, Aya, Tewi, Merlin

Taunt: Utsuho, Yamame, Mokou, Remilia | Meiling, Kanako, Marisa, Mystia, Ran, Tojiko, Yukari, Sumireko | Rin, Tewi, Wriggle, Aya, Hatate, Koakuma, Sekibanki

Trick / Switcheroo: Yukari, Luna, Chimata, Reisen | Sannyo, Flandre, Miko, Seiga, Marisa, Takane, Star | Mamizou, Koakuma, Aya, Satori, Sagume

Quiver Dance: Eternity, Wriggle

Victory Dance: Byakuren

Swords Dance: Kogasa, Momiji, Zanmu, Junko | Sakuya, Youmu, Miko, Komachi, Enoko

Growth: Vivit

Nasty Plot: Junko, Remilia | Zanmu, Joon, Daiyousei

Iron Defense: Momiji, Doremy (barrier)

Calm Mind: Shion, Reimu, Junko, Koishi | Benben, Suwako, Tojiko, Ran, Narumi

Bulk Up: Suika, Mokou | Rumia, Momiji, Ichirin

Belly Drum: Mamizou

Shell Smash: Kisume

Trick Room (singles, for self): Ichirin

Pursuit: Rumia, Enoko

Priority

Fake Out (for damage): Chen, Tewi, Star

Mach Punch: Kasen, Meiling, Miko | Byakuren

Aqua Jet: Kogasa | Suwako, Futo

Sucker Punch: Enoko, Remilia, Mystia, Shizuha | Marisa, Kagerou, Sunny, Yamame

Extreme Speed: Ran, Momiji | Sakuya

Bullet Punch: Ichirin | Vivit, Seiran

Vacuum Wave: Biten | Kokoro, Utsuho

Ice Shard: Cirno-Tanned

Lunatic Bullet: Reisen | Seiran (Lunatic Bullet is a 40 bp special psychic move with semi-priority, same as quick claw, in practice this means it goes between +1 and +0 priority, and isn't blocked by dazzling or psychic terrain)

*Sakuya's ability Maid's Trick gives her a Gale Wings effect for Slicing moves, this gives her priority with Steel, Fire, Dark and Psychic moves while at full HP*

Pivoting

U-turn (damage): Yamame, Ran, Shizuha, Marisa, Sunny, Mystia | Meiling, Vivit, Kogasa, Chen, Wriggle

U-turn (utility): Suwako, Sumireko, Shion, Luna, Hina, Takane | Lily, Koishi, Eternity, Vivit

Volt Switch (damage): Tojiko, Reisen, Nazrin, Shou | Vivit, Benben, Keine,

Volt Switch (utility): Chimata

Flip Turn: Iku | Nitori, Wakasagihime

Parting Shot: Nazrin, Sagume | Sekibanki

Chilly Reception: Youmu

Teleport: Yukari, Lily, Doremy | Luna, Ran, Sakuya, Megumu, Okina

Toxic/Poison
Toxic: Suwako, Mystia, Letty, Eika | Remilia, Marisa, Yamame, Hecatia, Eirin
Secondaries: Suwako, Shion, Medicine, Hina (sludge bomb) | Hina (mortal spin)

Burn
Will-o-Wisp:
Secondary Effects: Suwako (scald) | Flandre, Utsuho, Suwako (lava plume)
Flame Body: Clownpiece | Chiyari

Paralysis
Glare: Kanako, Yukari | Reisen, Nue
Thunder Wave (thunder wave is rarely used, but these are the least bad options): Chimata, Luna, Iku, Benben

Sleep (Yawn): Komachi, Suwako, Doremy | Luna, Letty, Meiling
 
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Akira has encouraged me to make a post on my own thoughts on the metagame post VIVIT / Yukari nerf, so here they are. I'll put some short explanations for the more important placements. Note that I haven't seen enough different people play the metagame yet, so these descriptions might not be able to adequately represent the trends going into Solomods PL.

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The main reason I picked these three as opposed to more conventional picks (i.e Tojiko) is that these three are just extremely easy to throw on teams, and make up what I'd consider near universal checks of the metagame.

Kanako Yasaka

Kanako makes it up here for being the most splashable Ground type in the game. Oh, she's also the most splashable ground resist in the game. And water resist. And blanket physical check. And hazard setter, she kinda does everything in one slot. Admittedly, she can somewhat struggle with a lack of momentum, due to her having to rely on items for pivoting, but she's more than sturdy enough to make up for that flaw. I find she's best on bulky offense builds either with ways to lean into her profile as a blanket physical check (i.e Mokou bulky offenses), or to sacrifice her consistency as a blanket physical check for momentum (i.e Mariko voltturns)

Shinmyoumaru Sukuna

Universal blanket check #1. Has a ton of annoying coverage moves and a very strong STAB, as well as the ability to manipulate position with Dynamax. I think she's overwhelmingly ran best with Gigaton / Spirit Break / Tpunch / Spikes, although one can fit Ice Hammer over Spirit Break. Non-lefties sets (LO, EBelt) are also proving to be progressively more annoying wallbreakers, with very few mons being able to take on Gigaton into the Dynamax turn. In particular,

Iku Nagae

Universal blanket check #2. Adding Recover to this mon was a fantastic idea - she's pretty easy to keep at bay, but can be surprisingly difficult to answer long term. Iku can be run with sets of varying viability (for example, defensive Levitate is copium 99% of the time but can work specifically on teams that need an Utsuho resist, removal and pivoting), but my favourite is easily Special 3 Attacks + Recover. She fits on everything and has the burst damage to reliably act as a blanket check. DD + Recover is also probably the most dangerous snowballer left in the metagame post VIVIT nerf, but she's at least a lot more manageable, with her damage output being tuned down by comparison.

Soga no Tojiko

She's not S rank. I think she has more counterplay than other Touhoumons players like to believe. The rise in Scarf Rumia as well as the fact that there are two Ground types (Suwako, Minoriko) that can voltblock her completely fine. That being said, she's still an exceptionally good fast pivot, and CM Split sets are still strong on bulkier teams as speed control & a ground resist. She makes a great pairing with Marisa, to such an extent that I believe Mariko VoltTurn is probably the best a single archetype can get in this metagame.

Marisa Kirisame

I regret placing her in C in early VRs - she's absolutely broken!! Marisa is probably the most unwallable mon in the current metagame. Special pivot sets (Fire Blast / Double-Edge / Light of Ruin / U-turn) are overwhelmingly the better choice - in part due to their extreme lack of answers (SpDef Komachi and Tenshi) barring forcing Marisa to take recoil damage.

Chimata Tenkyuu

Most people usually use Chimata for a bulky pivot, but that isn't why I have her so high. I personally have found her best set is Choice Scarf, which manages to get around a lot of the passivity issues that the standard pivot set struggles with, in exchange for consistency issues or longevity, having to pick between Moonlight or Defog as her last. This way, she ends up being able to check and do a lot more throughout a game, even if those roles are less well defined.

Kogasa Tatara

Kogasa hasn't changed much since last VR, she's still offense's glue, she's still a surprisingly annoying wallbreaker. I've found Choice Band to be pretty decent, given that more natural answers to Kogasa seem to be rising for me, having the pivot move makes her much better into Lily.

Yukari Yakumo

Got hit pretty hard after her Psychic Noise removal. Her access to Teleport now gives her a better niche, but she is significantly less proactive now that her ability to surpress recovery has been removed - she can't really act like an unstoppable tank anymore.
Remilia Scarlet

Faces some competition from Mystia as a fast attacker now, but still remains strong as a fast wall. I've found Toxic to be a nice substitute over Taunt as Toxic users are hard to find in this metagame and she has a pretty solid defensive matchup into most of the bulky setup users, allowing her to force balance's arguable worst enemy out more often. Nasty Plot sets are very scary and I always overprep for them but I never find she justifies herself when building around her...

Suwako Moriya

Have previously called her bad but I think this is overexaggerating a bit. Still, she doesn't really check a whole lot, owing to her inability to beat the two main Fire types (Mokou, Marisa) even with a physically defensive set. Even so, she is still the most reliable Volt Switch absorber in the metagame, being able to check Tojiko with ease, and VIVIT is significantly less potent, making her more reliable as a general Electric answer.

Rumia

Scarf Rumia is getting progressively realer by the day, she might actually be A+ worthy on this set alone, as this is much more splashable in an offense centric metagame. Band is stupidly hard to switch into still, and works fine for slower builds.

Fujiwara no Mokou

Lost a lot of her splashability with the removal of Mach but still has a lot of strengths. AV Mokou balances are strong, she's a very competent Ice resist and she can be thrown into various choice breakers to force a lock with ease. Bonus points for having Power-Up Punch which helps mitigate her lack of damage compared to Band a little. Band is still decent but can't fit everywhere anymore.

Lily White

Lily hasn't really changed much since the last VR. She's slightly better as an Electric check due to VIVIT falling off, but Marisa having an explosive rise makes her more of a liability.
Utsuho Reiuji

Okuu feels a little more chilled out after discovering how offense biased this metagame is. Rocks are fairly easy to get up and she finds herself easily outpaced by Mariko VoltTurns. Still very dangerous when her rocks weakness is built around properly.

Minamitsu Murasa

Nothing much has changed since the past VR. Still only really has one set, still extremely dangerous wallbreaker, still has poor longevity.

Mystia Lorelei

Mystia is effectively physical Remilia if you need pivoting and more consistent progress making options. She trades a bit of power, speed, and Vampirism for Knock Off and U-turn. Usually, I've found her to be a little more consistent than Remilia in this role, as she is much more annoying for Shinmyoumaru and Iku to check. Admittedly her damage output does feel a little underwhelming sometimes, as did Remilia's, but it's generally more worth it unless you're trying to use bulkier sets, in which case Remilia's access to Strength Sap kinda beats everything else Mystia has going for her. Still, very nice utility package, never felt like Mystia ever wasn't welcome on a team. She might go higher in the future.

Kaguya Houraisan

Turns out she's still a surprisingly good wall. Whilst she dos suffer from mons 2HKOing her more than expected, she's still worth using as a general blanket physical check, a good Rocks users and the only viable Helmet user on Superman-type builds. She's surprisingly annoying to switch in on, too, with Power Gem allowing her to scare Utsuho, and Mystical Fire allowing her to scare Steels away.

Youmu Konpaku

She hasn't changed much since last VR, Snow is still good, she's still a good attacker on her lonesome.

VIVIT

Fell off really bad after SD got axed. Specs is probably the best way to use her now as an alternative to Tojiko. Iku being better than ever also doesn't help her much. Akira has used her on dedicated Grassy Surge builds as a mixed attacker but I'm not a believer, without boosts her damage output kinda stinks.

Patchouli Knowledge

Yeah turns out we all just collectively forgot how hard Patchouli hits. She's not really capable of being walled long term (except maybe by Luna). Specs is nuclear, and whilst I'm not a fan of Scarf, which I think is mainly outclassed by Ran, Akira has managed to make her work well.

Kasen Ibaraki

Kasen's buff ended up being a small bonus to what ended up being an already pretty competent wallbreaker. All Kasen needed was for Mokou to lose Mach Punch for her niche to emerge. She's pretty hard to switch into with Choice Band, and her typing allows her to act as a solid Ground resist, particularly being nightmarish for Suwako comps. Admittedly, her lack of coverage can make her a little difficult to justify, given that some already common picks like Lily and Kaguya will shrug off her strongest attacks, but this isn't really enough in terms of answers to really invalidate her niche. Additionally, AV can be used to get the most out of Wicked Power, as it allows Kasen to much more readily switch in on targets like Iku and Tojiko.

Seiran

I apologise to the believers in this mon. Sniper Seiran is exceptionally dangerous, especially because of her access to Esper Wing, which gives her a readily available crit move to force things out immediately. She's also not exactly easy to wall - Steel Beam can make mincemeat of every single Dark-type in the metagame, and Thunderbolt also manages to hit the Steel types that have a decent matchup into Seiran. Her only real flaws are that outside of Esper Wing her initial power isn't that good, and that she is still extremely vulnerable to priority.

Sakuya Izayoi

Sakuya buff helped her a little, but ultimately didn't address her chronic lack of damage output. She's now much more usable as offensive removal, but still takes way too long to get going, often needing +2 or +3 to actually start outspeeding and OHKOing revenge killers.

Momiji Inubashiri

I haven't been impressed with her in initial testing. The rise of Tojiko has definitely given her a much worse metagame to be in, mitigating the positives of her Extreme Speed buff entirely.
Here's a few teams I've been using in this metagame recently to go with this post.

https://pokepast.es/5d71688955c4f288 Murasa offense, better version of the Momiji offense I submitted above. Force defensive cores wide open with Murasa, and then use Mystia and Marisa to clean up. Iku has been a little underwhelming so far, might change her out on a later variant.

https://pokepast.es/4c2f64cecc090d52 Shizuha team. Mostly built this because in the time between the opening tour finals and this post, I played Fantasy Maiden Wars. Shizuha ended up being one of my favourite units to use, so I decied to stop hating on her here and try and build with her again. Turns out, she's still pretty dangerous as a pivot, but she's only really saved by the fact that she also resists Water, making her an alternative to Marisa that isn't scared out by Kogasa. Also has AV Mokou who's really cool in this metagame, and has also been the only time I've managed to make Nazrin stick on a build post opening tour.

https://pokepast.es/12531beb111b3c04 Alice build. Came up with this one yesterday, was pleasantly surprised with how it did in tests. Alice has been a hard mon to work with for me, as her typing doesn't really work all that well in this metagame, and on more offensive teams, she suffers searing competition from Shinmyoumaru. However, here she ended doing just the right roles to work well here. Interestingly, one of those is being a strong check to Shinmyoumaru herself, which ended up being why I didn't consider another Steel in the end. She's really quite the strong wallbreaker in practice, just a little hard for her to stick around due to plentiful Darks and Ghosts existing in this metagame.
 
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The VR has been updated to account for the new meta developped throughout the first half of Solomods PL
I will maybe make a post detailing why some of the changes occured in the coming days.
The analyses are now outdated, unsure if those will be rewritten anytime soon but I do hope to get there eventually.
 
We're approaching playoffs for Solomods Premier League and Shinmyoumaru has proven herself more or less the queen (princess?) of the tier, with basically no reliable long term checks between her great coverage, Spikes, nuclear Gigaton Hammer and insane X-Factor in Grow Bigger. Several players have been asking me to nerf her, and while I hoped to avoid any metagame changes until the end of the tour, I've been convinced to entertain the idea of nerfing her in time for the first week of Playoffs.

I don't wanna just do this unilaterally, so I'd like to ask the touhoumons players of the tour for their opinions, if they'd like to contact me on discord (dms/touhoumonscord) or by posting here in the thread.

The proposed changes are pretty sweeping but honestly I don't think they'll make her unviable, just not as able to brute force through the tier.
- Losing Thunder Punch, which makes physdef Chimata and Komachi much more reliable answers and makes Shinmy's choice of coverage a lot harder
- Losing 15 base attack, going from 105 to 90, this significantly reduces her output and lets mons like Kanako and Medicine live Gigaton Hammer into Max Steelspike, forcing her to actually tech for some of the most basic physdef mons in the tier (Ice Hammer, Encore etc)
- Losing Spikes and gaining Stealth Rock, to still let her set hazards against passive hard checks like Takane or Alice without being able to stack up tons of Spikes. To compensate for the loss of the most common Spikes setter, Tenshi Hinanawi and Star Sapphire would gain Spikes, both B-tier mons that appreciate the option but won't exactly shoot up in viability for it.

Are all of these changes necessary? Should only some be implemented? Should the attack nerf be less?
And the big question, should this be changed for playoffs or should the meta continue as is and nerfs only be dealt with later?

This isn't like a strict vote, but the playerbase as a whole and the people who talk about the meta in the discord have overlap but aren't the same group, so I'd like to get as many people's opinions as possible.

 
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ive probs said this before elsewhere, but i would just stick with the first 2 nerfs, since spikes on her is only really an issue because she can force mons out so easily. with less coverage/power, she won't be able to set them up as risk-free as before. also this tier lacks spikers, with the only mons that are above C tier that get it being alice/kanako/shinmy, so being good at spiking is arguably healthy for the meta. if she is still too much after the tour is over, i could see her losing spikes for smth else, but right now i dont think its necessary.
 
I really don't understand the spikes as much spikes shinmy feels pretty manageable but gigaton + any half decent attack + massive coverage is a recipe for disaster I think her atk should be nerfed even more (80 or 85) or we need to get rid of more coverage options (probably not for flavor but why does she just have to get everything :eeveehide: ) maybe that might be more of a discussion for after the tour but overall she just really needs a nerf
 
I've honestly found shimmy to be fine? Like, I'd say she's just a trade god (something like Melmetal) you willingly fork one over for, but lacks a strong degree of longevity on her own. She had a bit of 4MSS for fighting click / spikes / restochesto (I tried this W1) which kinda makes her fine, in my eyes. Undoubtedly amazing but idk I felt like she just inclines more offensive play than being straight busted herself. If I want anything it's nuking baton pass entirely, all told.

If you nerf anything, just delete tpunch, imo. The rest is overall

also give suika minimize for flavor
 
I think either if the first two nerfs alone would probably be fine. She’d still be good after, but both would make her noticably less consistant at the job. I lean the attack nerf but it seems fine either way.
 
the real idea shinmyoumaru nerf would be to replace gigaton hammer with like princess hammer or whatever the fuck that works the same as gigaton but is 130-140bp instead. unfortunately im doubtful this will happen, so while the tour is still ongoing i would prefer a small nerf like just -tpunch, maybe alongside -5 attack
 
i think removing tpunch is fine but i dont rly like the other proposed nerfs (maybe like slight attack nerf but nothing lower than 95 imo). i think inherently shes going to be good with the typing but shes one of the better glues of the tier id hate to gut her. i only think this should be applied for playoffs if it's just removing tpunch. she isn't exactly game breaking imo and changing too much of a meta staple for the most competitive part of a tour might not turn out great.
 
Though i have only played a single tourgame on the petmod tour i have some cool thoughts on the meta atm https://replay.pokemonshowdown.com/dragonheaven-gen9touhoumons-3733-nullpw
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i still need to cook more on the tier to do my own view of the meta bc i dindt get to play alot to truly know but i do belive Ichirin has some real potential with TR and no tr teams . The bulk is quite solid and wtih bulk up it can even become hard to ko back as it can deal insane damage. its worse than reimu in someways though bullet punch can hurt more thna you realize even with no stab . Yuuka also is another notable tr abuser specially with gravity , was a mistake of mine to not load gravity urumi which btw i think might be best TR setter in the tier. it has reliable heal , flip turn , rocks the typing and bulk is solid enough to get few entries . id think dark types can feel hard to deal with , . Nemuno is laso quite underrated imo i think scarf can be quite deadly because her ability punishes switchins soo well even if i think her stabs can feel underwhelming sometimes . In general i think Semi trick room could be explored. not Full TR just semi bc i think its hard to maintain Full TR bc you end up having too many things your weak to and cant handle all.
 
Since i yapped in the discord lemme drop some buff/nerf/adjustment suggestions in bulk. I think a decent chunk of characters fall into a jack of all trades master of none flaw and just leaves them lacking a defining job. Not multifaceted, just stretched thin. Or they just lack specific flavor. This'll be relatively low effort, fyi.

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+ Frisk > Forewarn
+ Regenerator > Early Bird
+ Petal Blizzard
- Roost

Make her Tornadus-T. I think the tier is relatively starved for the type of all-purpose utility my beloved tornadus-therian would bring. As of rn Aya is just kinda a rain abuser and not much else. Has useful utility but doesn't have the stats to really stick around and use it. Regen just makes her torn-T. It doesn't fit flavor wise I will admit but like.. Who Doesn't Like Torn-T. (If you don't make her Torn-T just do frisk over forewarn I'm begging you.)

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- 10 Atk
+ 10hp
+ 35 Sp Def
+ Thunder Fang/Fire Fang/Psychic Fangs

Right now Enoko is built like an Alolan Sandslash and that's just not good enough. She wants to be an attacker but her offensive clicks are limp. She has good offensively utility and defensive type but every psychic type feels like it has fire or ground moves and her sp def is not good enough to avoid 2 taps from these even with max investments, which just makes her pursuit niche worthless. This would tone her offensive role down to instead be a good breaker with coverage option, but more crucially a pursuit trapper worth a damn with contact punishing iron barbs access.

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+ Recover
+ Nasty Plot

Nue feels like a spiritomb with somehow less positives. Glare is nice. Glare is a great niche to have. But where's my longevity or my bulk. Her stats and moves want two different things. Spirit shackle is neat but she's a special attacker stat line. Good utility kit but lacks meaningful resistances beyond her ability to make getting her fielded easier. Doesn't have the stats to come in hard either. At minimum she needs recover to even function. NP is mostly flavor but it has value too.

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+ Extreme Speed

Please?

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+ Stealth Rocks
+ Shelter.

Rock/Dark. Bastiodon Statline with some offensive muscle. But no rocks. Why? Shelter is Flavor.

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+ Swords Dance

Come on now. Sword Themeing. Rhyperior Build. Rock Polish. Weather Dependant Swords of Ruin. No SD. Mon did 39% to Kanako WITH Treasures active cmon just let her double dance cmonnn...
 
Given the responses to the shinmy discussion, I've decided to go through with only removing thunder punch, with the potential for further nerfs after the tour if necessary, although the meta will be changing a fair bit post-tour so we will see.
 
IMPORT ALL: https://pokepast.es/696d13ba0fd5ca52

i don't usually sign up for non-bh things because when i've done them in the past, they don't go very well for me and i end up getting quite discouraged. most such outings are long in the past, but i recalled that during the touhoumons opening tour, i won either 0 or 1 sets and didn't accomplish much besides building some poor balance structures and silly hyper offenses. regardless, i decided to put my name in the pool; i wanted to get away from bh, and there were some notable factors that pulled me in for touhoumons specifically:

- probably the biggest one, there was an alive discord with a matchmaking channel. i think team tours are a complete crapshoot if you're not an active meta player, no matter how good you are. i tried to do like five test games each week and didn't have any trouble finding games against both rineko and the rest of the pool, which was super helpful
- lesbians were here
- big tony 2014 was here (lesbian status unknown, but has comparable coolness)
- touhou project (see point 2)
- akira forced me to sign up at gunpoint
- i got to watch all my om buddies writhe in agony (funny)
- i had at least played the tier before
- pet mods are funny in general

i was really hoping to go for a lower price after my poor showing in the opening tour, but my chud om managers saw that i got voted as 2025's most curvaceous bh player with largest cult of personality, and they spent 13k on me, which might (still) infuriate me more than the fact that we didn't make playoffs. if i (demonstrably) don't have results then i shouldn't have expectations! whatever. anyway here are the teams

1. The New Norm
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MSG Burger (Junko) (F) @ Lum Berry
Ability: Mold Breaker
Tera Type: ???
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Ice Beam
- Tri Attack

Aspartame Cola (Zanmu Nippaku) (F) @ Sitrus Berry
Ability: Void
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Forbidden Barrage
- Earth Power
- Hidden Power [Poison]

7G Tower (Chiyari Tenkajin) (F) @ Weakness Policy
Ability: Bloodsucker
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Shadow Claw
- Megahorn

MSG Fish Filet (Yukari Yakumo) (F) @ Eject Button
Ability: Intimidate
Tera Type: ???
EVs: 252 HP / 104 Def / 152 SpA
Modest Nature
IVs: 0 Atk
- Bug Buzz
- Extrasensory
- Dark Pulse
- Earth Power

Prozac (Letty Whiterock) (F) @ Light Clay
Ability: Snow Warning
Tera Type: ???
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Body Press
- Yawn

Altered Spuds (Lily White) (F) @ Red Card
Ability: Grassy Surge
Tera Type: ???
EVs: 244 HP / 12 SpA / 252 Spe
Timid Nature
- Springtide Storm
- U-turn
- Leaf Storm
- Wish
i wanted to get accustomed to the post-patch meta, so i made some stupid offense cause i figured it wouldn't require too much meta knowledge and i'd be able to interface with opposing real teams to see what was good. in practice this didn't really happen and i got my meta knowledge from seeing people complain about shinmyoumaru in the touhoumons discord. hp poison zanmu is funny, you hit lily. this team's also making me realize that i've really been on the fast gsurge lily train for quite some time, she really is a very helpful mon.

2. Fastchouli Scarfage
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Patchouli Knowledge (F) @ Choice Scarf
Ability: Anemic
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blue Flare
- Mist Ball
- Surf
- Moongeist Beam

Suwako Moriya (F) @ Assault Vest
Ability: Earth Eater
Tera Type: ???
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Lava Plume
- Earth Power
- Scald

Shinmyoumaru Sukuna (F) @ Life Orb
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 144 Atk / 112 Spe
Adamant Nature
- Gigaton Hammer
- Ice Spinner
- Superpower
- Thunder Punch

Iku Nagae @ Leftovers
Ability: Multiscale
Tera Type: ???
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Revelation Dance
- Thunder Wave
- Rapid Spin
- Recover

Soga no Tojiko (F) @ Choice Specs
Ability: Levitate
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Shadow Ball
- Thunder
- Psychic Noise

Clownpiece (F) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: ???
EVs: 252 Def / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Moonlight
- Moonblast
- Torch Song
- Will-O-Wisp
straightforward balance so i could get used to the new staples. first appearance of this mysterious clown spread, the speed is to outrun base 90s and everything else is mixdef. clown felt super strong consistently, even able to stand up to shinmy on some occasions. this spread isn't so optimized because base 90s don't really exist (i didn't really check) but it still put in work. patchy is okay, she feels annoyingly prediction reliant (and i dont like anything that gets pursuit trapped) so i didn't get too much use out of her.

3. Cosmic Ooze
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Woman Appreciator (Marisa Kirisame) (F) @ Choice Band
Ability: Reckless
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Flare Blitz
- Fire Punch
- U-turn

Woman Depreciator (Chimata Tenkyuu) (F) @ Choice Scarf
Ability: Property
Tera Type: ???
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
IVs: 0 Atk
- Trick
- Make It Rain
- Volt Switch
- Defog

Did you forget? (Rumia) (F) @ Assault Vest
Ability: Dark Aura
Tera Type: ???
EVs: 184 HP / 252 Atk / 4 SpD / 68 Spe
Adamant Nature
- Knock Off
- Pursuit
- Superpower
- Icy Wind

Unfinished Wisdom (Keiki Haniyasushin) @ Leftovers
Ability: Electric Surge
Tera Type: ???
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Discharge
- Shore Up

Furniture Store (Kaguya Houraisan) (F) @ Life Orb
Ability: Magic Guard
Tera Type: ???
EVs: 84 HP / 172 SpA / 168 SpD / 84 Spe
Modest Nature
IVs: 0 Atk
- Cosmic Power
- Recover
- Moonblast
- Mystical Fire

Those who Row (Komachi Onozuka) (F) @ Leftovers
Ability: Unaware
Tera Type: ???
EVs: 252 HP / 148 Def / 108 SpD
Impish Nature
- Slack Off
- Yawn
- Spirit Shackle
- Liquidation
i brought this vs chrispbacon who apparently is like an spl-tier player (also went for 5k, go figure), game here, my review here. rineko was really hyping up cb marisa and i saw the vision, so i threw something together with av rumia and a bunch of truly mysterious sets. i have long forgotten what the spreads are actually "for", but on some level they're built less with specific ideas and more like "i want my komachi to be mixdef". speaking of which, mixdef komachi carried so hard this game, god damn.

4. the mysterious okuu
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slow shameimaru (Utsuho Reiuji) (F)
Ability: Klutz
Tera Type: ???
EVs: 252 HP / 164 Def / 92 Spe
Bold Nature
- Roost
- Fire Blast
- Brave Bird
- Thunder Wave

rabbit attack (Ringo) (F) @ Assault Vest
Ability: Cheek Pouch
Tera Type: ???
EVs: 252 HP / 120 Atk / 136 Spe
Adamant Nature
- Rapid Spin
- Leaf Blade
- Superpower
- Knock Off

chicken mcliberal (Yuyuko Saigyouji) (F) @ Leftovers
Ability: Netherworld's Spring
Tera Type: ???
EVs: 252 SpA / 172 SpD / 84 Spe
Modest Nature
IVs: 0 Atk
- Astral Barrage
- Moonblast
- Leech Seed
- Protect

do the impossible (Iku Nagae) (F) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: ???
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Revelation Dance
- Thunderbolt
- Fiery Dance

this canr be real (Eirin Yagokoro) (F) @ Black Sludge
Ability: Brain of the Moon
Tera Type: ???
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Barrier
- Thousand Arrows

under the umbrella (Kogasa Tatara) (F) @ Heavy-Duty Boots
Ability: Surprise
Tera Type: ???
EVs: 252 HP / 104 SpD / 152 Spe
Jolly Nature
- Play Rough
- Defog
- U-turn
- Wave Crash
had to get more experimental after my win in order to keep shaking things up, so i tried something with okuu. this ringo is silly like you look at it and think "any team with this pokemon on it cannot possibly be good", i think the idea was to spin on tenshi??? we also have physdef 3 attacks iku and this awesome yuyuko spread, which i like a lot, i think yuyuko is pretty underrated in general. also first appearance of barrier eirin of course.

this was the only team i was really able to pull together w2, and despite it performing decently in testing i decided not to bring it because there was no volt switch immune and nobody was faster than tojiko. so instead i loaded the blue hair and pronouns sample and loaded into tojiko vs driplegend here (spammernoob review here). despite calling out the tojiko, i wasn't able to pilot the team effectively cause i didn't like the draco iku, and lost in a pretty close game. this annoyed me a lot cause i felt that i could easily have won if i built a decent team. so i tried to do that.

5. Lazy Town
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Clownpiece (F) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: ???
EVs: 252 Def / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Torch Song
- Moonlight
- Will-O-Wisp
- Moonblast

Minoriko Aki (F) @ Leftovers
Ability: Sap Sipper
Tera Type: ???
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Synthesis
- Apple Acid
- Earth Power

Shinmyoumaru Sukuna (F) @ Leftovers
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 200 Atk / 56 Spe
Adamant Nature
- Gigaton Hammer
- Spikes
- Ice Hammer
- Sacred Sword

Komachi Onozuka (F) @ Leftovers
Ability: Unaware
Tera Type: ???
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Slack Off
- Aqua Cutter
- Spirit Shackle
- Yawn

Mystia Lorelei (F) @ Choice Band
Ability: Tough Claws
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Knock Off
- Brave Bird
- First Impression

Hong Meiling (F) @ Expert Belt
Ability: Comatose
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Meteor Mash
- Close Combat
attempt to build off the clownpiece from earlier as i'd gotten the impression she was good. i wasn't impressed with the resulting team, the cb mystia + dd meiling feel super tacked-on with no holistic idea, there was also no removal. so i didn't get a lot of use out of this

6. Autumn Adventures
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im on break (Minoriko Aki) (F) @ Leftovers
Ability: Sap Sipper
Tera Type: ???
EVs: 252 HP / 4 Def / 244 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Synthesis
- Earth Power
- Apple Acid

small hammers (Shinmyoumaru Sukuna) (F) @ Leftovers
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 172 Atk / 84 Spe
Adamant Nature
- Spikes
- Gigaton Hammer
- Sacred Sword
- Spirit Break

restyle (Iku Nagae) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: ???
EVs: 252 HP / 204 Def / 52 Spe
Modest Nature
IVs: 0 Atk
- Discharge
- Fiery Dance
- Revelation Dance
- Recover

the funny curse (Clownpiece) (F) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: ???
EVs: 252 Def / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Torch Song
- Moonblast
- Moonlight

I LOVE ALCOHOL!!! (Yuugi Hoshiguma) (F) @ Choice Scarf
Ability: Sheer Force
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Iron Head
- Glaive Rush

its tojiko (Soga no Tojiko) (F) @ Choice Specs
Ability: Levitate
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Volt Switch
- Psychic Noise
brought this w3 vs big tony here, spammernoob review is here. after w2 akira told me to load scarf yuugi and she looked pretty alright, so i ran with the idea and added clownpiece + staples + the minoriko from earlier and it worked pretty good. as i said before, i'm not a fan of using pursuit-weak mons like this tojiko, but i figured that if i could get a 1-for-1 then i'd probably have enough firepower in the back to break through (this was before people started labbing out real shinmy counterplay). of course, i didn't load into pursuit, and shinmy + evil ass physdef modest 3atks iku claimed every kill, fortunately for me.

i hadn't been building too many teams and was worried my well of creativity was beginning to run dry, so i passed w4 off to my cat teammate and tried to see what i could brew in the meantime.

7. Redesign your Miko
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Utsuho Reiuji (F)
Ability: Klutz
Tera Type: ???
EVs: 252 HP / 164 Def / 92 Spe
Bold Nature
- Brave Bird
- Fire Blast
- Dazzling Gleam
- Roost

Suwako Moriya (F) @ Assault Vest
Ability: Earth Eater
Tera Type: ???
EVs: 252 HP / 180 Def / 76 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Lava Plume
- Scald
- Earth Power

Eirin Yagokoro (F) @ Black Sludge
Ability: Brain of the Moon
Tera Type: ???
EVs: 252 HP / 4 Atk / 252 Def
Careful Nature
- Acid Armor
- Toxic
- Thousand Arrows
- Recover

Reimu Hakurei (F) @ Leftovers
Ability: Purifying Salt
Tera Type: ???
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Recover
- Dream Seal
- Force Palm

Yuyuko Saigyouji (F) @ Leftovers
Ability: Netherworld's Spring
Tera Type: ???
EVs: 252 SpA / 172 SpD / 84 Spe
Modest Nature
IVs: 0 Atk
- Leech Seed
- Protect
- Astral Barrage
- Moonblast

dude come on (VIVIT) (F) @ Occa Berry
Ability: Cactus Drive
Tera Type: ???
EVs: 172 HP / 84 SpA / 252 Spe
Hasty Nature
- Defog
- Flash Cannon
- Overheat
- Double Shock
for whatever reason i was fixated around utsuho + eirin + yuyuko around this time, i think the idea was that utsuho was the best shinmy counter and eirin was the best iku counter, so i could stack the two together and just outlast standard stuff. this team is definitely much better than the previous okuu one, we have a ground this time and the removers are a lot better, this vivit is AWESOME, you can do so much cool shit with vivit in this tier, a little bit of hp invest goes such a long way on her. despite this, i wasn't too happy with the innovations here and it felt too similar to the previous iteration, so i decided to keep building other stuff.

8. But I'm A Yomotsu-Shikome
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Hisami Yomotsu (F) @ Colbur Berry
Ability: Poison Point
Tera Type: ???
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Strength Sap
- Toxic
- Night Shade
- Shadow Ball

Marisa Kirisame (F) @ Heavy-Duty Boots
Ability: Reckless
Tera Type: ???
EVs: 180 HP / 156 Def / 172 Spe
Jolly Nature
- Ice Beam
- Double-Edge
- U-turn
- Overheat

Urumi Ushizaki (F) @ Light Clay
Ability: Heavy Stone
Tera Type: ???
EVs: 248 HP / 72 Def / 188 SpD
Impish Nature
- Milk Drink
- Stealth Rock
- Flip Turn
- Reflect

VIVIT (F) @ Choice Band
Ability: Cactus Drive
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Fire Punch
- Missile
- Wild Charge

Nazrin (F) @ Soft Sand
Ability: Lightning Rod
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Make It Rain
- Spikes
- Parting Shot

Shinmyoumaru Sukuna (F) @ Leftovers
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 120 Atk / 88 Def / 48 Spe
Careful Nature
- Gigaton Hammer
- Spirit Break
- Ice Hammer
- Protect
we were talking about random unranked stuff in the touhoumons discord and i decided to build around hisami, i'd always wanted to see what she could do. unfortunately this team is pretty incoherent and doesn't really do her justice, i went for this fast voltturn idea but the team doesn't really know what it's trying to do. urumi + nazrin is pretty cool though.

9. Hazardous Reporting pt. 1
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Megumu Iizunamaru (F) @ Leftovers
Ability: Pressure
Tera Type: ???
EVs: 224 HP / 32 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Protect
- Air Slash
- Calm Mind

Shion Yorigami (F) @ Black Sludge
Ability: Cursed Body
Tera Type: ???
EVs: 140 HP / 212 SpA / 156 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Fire Blast
- Malignant Chain
- Recover

Iku Nagae @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: ???
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Rapid Spin
- Recover
- Revelation Dance
- Fiery Dance

Fujiwara no Mokou (F) @ Choice Scarf
Ability: Regenerator
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Flare Blitz
- Wild Charge
- Explosion

Takane Yamashiro (F) @ Heavy-Duty Boots
Ability: Pickpocket
Tera Type: ???
EVs: 248 HP / 208 Def / 52 SpD
Relaxed Nature
- U-turn
- Synthesis
- Knock Off
- Surf

Nazrin (F) @ Choice Specs
Ability: Lightning Rod
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Make It Rain
- Parting Shot
- Flash Cannon
also on the unranked mons topic, here's megumu. i can't really restrain myself from using fuckers like this whenever they're even vaguely usable, and i figured if i could set tspikes then i could sub stall everything in the game. unfortunately the whole idea doesn't really account for boots/levi iku which is like 95% of all ikus, but i did try to make another version.

10. Hazardous Reporting pt. 2: Cat Edition
shionyorigami.png
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Shion Yorigami (F) @ Black Sludge
Ability: Cursed Body
Tera Type: ???
EVs: 140 HP / 212 SpA / 156 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Fire Blast
- Malignant Chain
- Recover

Megumu Iizunamaru (F) @ Leftovers
Ability: Pressure
Tera Type: ???
EVs: 224 HP / 32 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Protect
- Air Slash
- Calm Mind

Suwako Moriya (F) @ Leftovers
Ability: Earth Eater
Tera Type: ???
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- U-turn
- Lava Plume
- Earth Power

Shinmyoumaru Sukuna (F) @ Chesto Berry
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 196 Atk / 60 Spe
Careful Nature
- Gigaton Hammer
- Sacred Sword
- Ice Hammer
- Rest

Rumia (F) @ Assault Vest
Ability: Dark Border
Tera Type: ???
EVs: 252 HP / 148 Atk / 108 Spe
Adamant Nature
- Knock Off
- Pursuit
- Superpower
- Icy Wind

Ran Yakumo (F) @ Light Clay
Ability: Fluffy
Tera Type: ???
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Healing Wish
- Foul Play
i wanted screens, i wanted to pursuit trap tojiko, and i wanted to stack staples. probably more consistent than the initial version, though megumu still didn't do much in test games and i wasn't too confident in telling rineko to bring it.

11. we were broke AND poor
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Shion Yorigami (F) @ Black Sludge
Ability: Cursed Body
Tera Type: ???
EVs: 140 HP / 212 SpA / 156 Spe
Timid Nature
IVs: 0 Atk
- Malignant Chain
- Fire Blast
- Toxic Spikes
- Recover

Iku Nagae @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: ???
EVs: 252 HP / 32 Def / 224 Spe
Modest Nature
IVs: 0 Atk
- Discharge
- Recover
- Fiery Dance
- Revelation Dance

Alice Margatroid (F) @ Colbur Berry
Ability: Analytic
Tera Type: ???
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Spikes
- Ice Beam
- Psychic Noise

Reimu Hakurei (F) @ Leftovers
Ability: Purifying Salt
Tera Type: ???
EVs: 252 HP / 188 Def / 56 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Dream Seal
- Recover
- Aura Sphere
- Springtide Storm

Suwako Moriya (F) @ Leftovers
Ability: Earth Eater
Tera Type: ???
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Spe
- Toxic
- Earth Power
- U-turn
- Stealth Rock

Rumia (F) @ Choice Scarf
Ability: Dark Aura
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Superpower
- Iron Head
decided to scrap megumu and just go tspikes on their own cause there are like 2.3 poisons (and this was before people really started using eirin). anyway this reimu is so fucking funny. look at her. whats her deal

12. evasion?? in my solomod???
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Youmu Konpaku (F) @ Lum Berry
Ability: Bulletproof
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ice Spinner
- Sacred Sword
- Shadow Claw

The Lickster (Kogasa Tatara) (F) @ Light Clay
Ability: Surprise
Tera Type: ???
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Wave Crash
- Lick

m-mods??? (Seija Kijin) (F) @ Room Service
Ability: Contrary
Tera Type: ???
EVs: 140 HP / 192 SpA / 176 Spe
Timid Nature
- Close Combat
- Overheat
- Psychic
- Dark Pulse

Alice Margatroid (F) @ Colbur Berry
Ability: Analytic
Tera Type: ???
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Psychic Noise
- Aura Sphere
- Steel Beam

Kanako Yasaka (F) @ Leftovers
Ability: Storm Drain
Tera Type: ???
EVs: 252 HP / 148 Atk / 92 Def / 16 Spe
Adamant Nature
- Glare
- Earthquake
- Stealth Rock
- Wood Hammer

Chiyari Tenkajin (F) @ Heavy-Duty Boots
Ability: Bloodsucker
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Megahorn
- Poltergeist
there was so much hyper offense bullshit i figured at least some of it had to be good, and i really wanted to build with seija in particular cause contrary is a fucked up ability. of course the idea is to send her out with screens on the last tr turn, a feat which i was able to pull off in test games but definitely requires more than a little wishful thinking. (the OTHER reason is to get an evasion boost on defog) rineko ended up going with this team here (spammernoob review here), i think that was a mistake and the previous one would've worked a lot better, but respectable choice by her, if i saw a team like this i definitely would've wanted to bring it lol

13. It will be here very soon.
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High-Agency Girl (Flandre Scarlet) @ Choice Specs
Ability: Mold Breaker
Shiny: Yes
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Forbidden Barrage
- Searing Shot
- Scorching Sands
- Overheat

Froge... (Suwako Moriya) (F) @ Leftovers
Ability: Earth Eater
Tera Type: ???
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- U-turn
- Yawn
- Scald

Sunlit Girl (Lily White) @ Terrain Extender
Ability: Grassy Surge
Tera Type: ???
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Nature's Madness
- Defog
- Springtide Storm

Formless Girl (Youmu Konpaku) @ Choice Band
Ability: Bulletproof
Shiny: Yes
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Shadow Claw
- Sacred Sword
- Ice Spinner

Vanishing Apex (Shinmyoumaru Sukuna) (F) @ Leftovers
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 200 Atk / 56 Spe
Adamant Nature
- Gigaton Hammer
- Sacred Sword
- Spirit Break
- Thunder Punch

who am i, who am i (Eirin Yagokoro) (F) @ Black Sludge
Ability: Brain of the Moon
Tera Type: ???
EVs: 252 HP / 244 Def / 12 Spe
Careful Nature
- Acid Armor
- Swords Dance
- Thousand Arrows
- Recover
cb youmu is pretty good and i'd had my eye on her for a bit, and when fifi won with her + specs flan i figured i could prolly just steal those, stick together some staplemons and demon sets, and probably end up with something usable. barrier eirin is so fucking annoying, she can run so many different 2-move combos, here we have sd arrows which loses to like lily clown suwako and trickscarf and idk what else lol. i ended up bringing this vs qt here (review here), got pretty much a model game, my play was slightly inaccurate but i thought their team was really bad so i ended up far ahead in resources.

14. My Life as a Chople Berry Robot
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Fishe... (Wakasagihime) (F) @ Choice Specs
Ability: Swift Swim
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Water Spout
- Hydro Pump
- Flip Turn
- Ice Beam

Depth to Core (Sanae Kochiya) (F) @ Damp Rock
Ability: Drizzle
Tera Type: ???
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Thunder
- Weather Ball
- Healing Wish

duuuude come onn (VIVIT) (F) @ Chople Berry
Ability: Cactus Drive
Tera Type: ???
EVs: 252 HP / 16 Def / 144 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Flash Cannon
- Thunder
- Energy Ball

the lilious (Lily White) (F) @ Terrain Extender
Ability: Grassy Surge
Tera Type: ???
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Teleport
- Leaf Storm
- Defog
- Springtide Storm

Not a Big Deal (Shinmyoumaru Sukuna) (F) @ Leftovers
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 172 Atk / 84 Spe
Adamant Nature
- Gigaton Hammer
- Ice Hammer
- Thunder Punch
- Sacred Sword

The Curse (Aya Shameimaru) (F) @ Choice Specs
Ability: Infiltrator
Tera Type: ???
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Thunder
- Focus Blast
this team is fucking AWESOME, every mon on here is doing something awesome, wakasagi + aya owns everything in existence, 2 steels under rain + gterrain always win, thunder vivit is so cooool. i brought this vs fifi w7 g3 here, >goes 1 game without bringing kanako, major trolling took place

15. Having been paralyzed by Glare Kanako with the Aromatherapy user dead, Hatate-chan...
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Mononobe no Futo (F) @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: ???
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Aromatherapy
- Water Plates
- Rest

Clownpiece (F) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: ???
EVs: 252 Def / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Torch Song
- Will-O-Wisp
- Moonblast
- Moonlight

Kanako Yasaka (F) @ Rocky Helmet
Ability: Storm Drain
Tera Type: ???
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Glare
- Whirlwind

Shinmyoumaru Sukuna (F) @ Leftovers
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 84 Atk / 172 Spe
Careful Nature
- Rest
- Gigaton Hammer
- Spikes
- Sacred Sword

Hatate Himekaidou (F) @ Heavy-Duty Boots
Ability: Technician
Tera Type: ???
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- U-turn
- Psychic
- Shock Wave
- Hurricane

Iku Nagae @ Leftovers
Ability: Levitate
Tera Type: ???
EVs: 252 HP / 192 Def / 40 SpA / 24 Spe
Timid Nature
- Rapid Spin
- Fiery Dance
- Revelation Dance
- Recover
wanted to build around aromatherapy as a concept, i figured i could trade damage for status on stuff early game and vacantly smile at them afterward as their face produced some sort of rage comic-type expression. unfortunately i don't think it's that good cause 2atks shinmy and 1atk futo are both trolling, but it isn't terrible.

16. Good Medicine?!
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Did you Remember? (Rumia) @ Choice Scarf
Ability: Dark Aura
Shiny: Yes
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Superpower
- Iron Head

Late Night Show (Komachi Onozuka) (F) @ Leftovers
Ability: Unaware
Tera Type: ???
EVs: 252 HP / 144 Def / 108 SpD / 4 Spe
Impish Nature
- Swords Dance
- Spirit Shackle
- Aqua Cutter
- Slack Off

Paranoiac (Iku Nagae) @ Leftovers
Ability: Levitate
Tera Type: ???
EVs: 252 HP / 224 Def / 32 Spe
Modest Nature
- Fiery Dance
- Rapid Spin
- Recover
- Revelation Dance

Sugarcoated Poison (Medicine Melancholy) @ Black Sludge
Ability: Poison Point
Shiny: Yes
Tera Type: ???
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Strength Sap
- Sludge Bomb
- Body Press

Valley of Despair (Suwako Moriya) @ Leftovers
Ability: Earth Eater
Tera Type: ???
EVs: 252 HP / 132 Def / 124 SpD
Calm Nature
- Stealth Rock
- Earth Power
- U-turn
- Protect

The Fortress (Shinmyoumaru Sukuna) (F) @ Leftovers
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 252 Atk / 4 Spe
Careful Nature
- Gigaton Hammer
- Thunder Punch
- Ice Hammer
- Sacred Sword
i did a test game vs spammernoob where i had a winning position and threw out my eirin cause i figured i didn't need her, but then i lost in the endgame to their medicine cause shinmy gigaton just bounced off (i didnt know medi got sap lol). i was like ok i gotta bring tspikes this week for sure, so i got the gang all together, we have levi iku this time which ended up working wonders. i brought this vs fiish w6 here and loaded into fucking mono tspike immune rain, but fortunately for me the 4atks max atk careful shinmy proved fatal for my opponent and i was super prepped for the tojiko. cb nitori hits super hard under rain though, god damn

17. Keep it Moving!!
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Opposition (Clownpiece) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: ???
EVs: 252 Def / 80 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Torch Song
- Moonblast
- Moonlight
- Will-O-Wisp

Remote Controller (Kaguya Houraisan) @ Life Orb
Ability: Magic Guard
Tera Type: ???
EVs: 164 SpA / 228 SpD / 116 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Mystical Fire
- Power Gem
- Recover

Vacant Stare (Alice Margatroid) (F) @ Colbur Berry
Ability: Analytic
Tera Type: ???
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Recover
- Psychic Noise
- Ice Beam

Justice (Eiki Shiki) (F) @ Icicle Plate
Ability: Black and White
Tera Type: ???
EVs: 252 HP / 64 SpA / 192 Spe
Naive Nature
- Judgment
- Fire Blast
- Shadow Ball
- Sacred Sword

The Only One Left (Kanako Yasaka) (F) @ Rocky Helmet
Ability: Storm Drain
Tera Type: ???
EVs: 252 HP / 16 Atk / 168 SpD / 72 Spe
Adamant Nature
- Stealth Rock
- Glare
- Wood Hammer
- Stomping Tantrum

Cathedral Collapse (Kasen Ibaraki) @ Choice Scarf
Ability: Wicked Power
Shiny: Yes
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aromatherapy
- Wicked Blow
- Petal Blizzard
- High Jump Kick
this was the "main" team i'd prepared for w7, which i brought g1 vs fifi here, the core idea was that kaguya + clown could overload most defensive pieces (except for eirin), and i figured i could just hold everything together and win. scarf aroma kasen is a big improvement on the previous aromatherapy idea and gives me survivability vs para/poison users. unfortunately i didn't see the ideal matchup in this game and thus didn't plan accordingly, would definitely have been winnable if i was thinking harder about e.g. what the opposing eiki did, but we were eliminated at this pt so i didn't care that much. happens.

18. I Forgor...
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Koishi Komeiji (F) @ Light Clay
Ability: Unaware
Tera Type: ???
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Thunder Wave
- Reflect
- Light Screen
- U-turn

Suika Ibuki (F) @ Terrain Extender
Ability: Misty Surge
Tera Type: ???
EVs: 252 HP / 28 Def / 228 Spe
Impish Nature
- Stealth Rock
- Circle Throw
- Earthquake
- Misty Explosion

Shinmyoumaru Sukuna (F) @ Expert Belt
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Gigaton Hammer
- Thunder Punch
- Superpower
- Ice Hammer

Daiyousei (F) @ Life Orb
Ability: Misty Step
Tera Type: ???
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Moonblast
- Surf
- Fairy Lock

Chiyari Tenkajin (F) @ Heavy-Duty Boots
Ability: Bloodsucker
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Poltergeist
- Megahorn
- Dragon Dance

Saki Kurokuma (F) @ Bright Powder
Ability: Beast Boost
Tera Type: ???
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- High Jump Kick
- Night Slash
- High Horsepower
koishi is a pretty good screens user, bulk is on par with shinmy and only requires hp investment, so i wanted to build a screens with her. no fucking idea what was going on with this team it is fucking stupid.

19. MY GRANDMA'S DECK HAS NO PATHETIC SPELL CARDS
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SECOND AMENDMENT (Saki Kurokuma) (F) @ Quick Claw
Ability: Beast Boost
Tera Type: ???
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- High Jump Kick
- Night Slash
- High Horsepower
- Agility

IM A PETTY BITCH!! (Shinmyoumaru Sukuna) (F) @ Quick Claw
Ability: Grow Bigger
Tera Type: ???
EVs: 252 HP / 148 Atk / 108 Spe
Adamant Nature
- Gigaton Hammer
- Thunder Punch
- Ice Hammer
- Sacred Sword

GENSOU BORDERLINE (Yukari Yakumo) (F) @ Quick Claw
Ability: Intimidate
Tera Type: ???
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Bug Buzz
- Earth Power
- Glare

CURSE OF GREED! (Kanako Yasaka) (F) @ Leftovers
Ability: Storm Drain
Tera Type: ???
EVs: 252 HP / 180 Def / 68 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Glare
- Wood Hammer
- Earthquake

I NEED MORE CRACK! (Yuuka Kazami) (F) @ Quick Claw
Ability: Overgrow
Tera Type: ???
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Headlong Rush
- Temper Flare
- Power Whip
- Bulk Up

DRUNK ON CHRISTMAS (Komachi Onozuka) (F) @ Quick Claw
Ability: Unaware
Tera Type: ???
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Liquidation
- Spirit Shackle
- Slack Off
this one actually inspired the bh version rather than the other way around (though both were inspired by the original gen8bh version from like, 2021). i got the idea after brightpowder saki validated in my builder and i was like what the fuck we can use these?? so i ended up bringing this g2 vs fifi here and unfortunately got lucked to shit with no quick claw activations and yuuka getting crit + missing vs kaguya. i honestly do think this team is very threatening (i think quick claw is like, the best yuuka item), though maybe change the saki, saki isnt very good.

overall, i was really happy to go 4-2 in such a dangerous pool, i had a great time with everyone else

rineko glad we drafted you, you're a great test partner and are just cool in general
Akira thanks for making the tier + maintaining the discord + giving me ideas
solrock the great anaconja thanks for the coding work lol
TTTech sorry for saying you don't win your games, you kind of refuted me there
espurrs: wish we couldve made playoffs just so i could spend more time with you guys, i think things kinda just fell apart after we got lucked too many times. happens.
touhoumons cord: awesome server, thanks everyone for testing with me

anyway, on to other things
 
i can't actually remember when the last time i made a big post like this was it's been so long. this was probably one of the most enjoyable tours i've entered in a long while, and i wasn't even aware of signups until i was in an especially bored period just scrolling forums and seeing a solomodpl page refresh. prepping testing and playing was almost always fun and even the burnout i had near the tail end was nowhere near as bad as it had been some other tours. part of that was probably due to my team doing well but a lot was also because the community was super active and friendly, so i'd like to thank all the ppl in touhoumons cord for having me and am looking forward to future tours.

TEAMDUMP (click on images for pastes)

Screenshot 2026-03-02 123848.png
https://replay.pokemonshowdown.com/dragonheaven-gen9touhoumons-33060-nullpw
i really wanted to lock in for this one after i had just come off a 1-3 into bench in mwp, which kinda messed with my confidence (alongside prior failings) that i could actually slot into a tier i hadn't played before and do well, a feeling that i assume managers had too (??) since i ended up costing a lot less than i or my managers predicted. my favourite playstyle across a lot of tiers is spikes balance so i was looking around based on that and also a fifi vr that was pretty recent at the time to get a decent idea of what was strong atm. pretty quickly i settled on the 5 of marisa, double moriya, chimata, and sukuna, the double moriya and marisa esp seemed super broken in tests. rounded it out with an offensive kaguya (who would end up being very villainous later) as a spikes abuser and secondary dark and fight resist. ended up seeing komachi which made me really regret special marisa, but the rest of the mu was quite even and i expended resources too quickly against rumia and got caught offguard by the chimata spread, which combined with some tough luck sealed the game.

a lot of the sets on this are pretty outdated: probably wouldn't go special mari, protect shinmy (encore is pretty broken) or glareless kanako nowadays (edge was for remi and okuu who were still considered high tiers at the time) and kaguya has a lot more special bulk for opposing special marisa than i would run later, but the fundamental 6 is still good and i ended bringing similar stuff later.

Screenshot 2026-03-02 123814.png
https://replay.pokemonshowdown.com/dragonheaven-gen9touhoumons-33792-nullpw
i was testing psyspam the week prior but didnt feel 100% confident in it but decided to go with it this time for some classic sm larp. the weak link i identified in tests between the week was defog kogasa, she felt way too passive for what this team was trying to do especially given kanako would just come back and rock so i changed it to sd to capitalise on shinmyoumaru breaking. this would also be when i started spamming av shinmyoumaru on offense, shes kind of like a mashup of av melm from ss and av gear from sm aka broken (rip tpunch this set prob doesnt work consistently anymore). she ended up putting in crazy work ingame vs a webs mu but the real star here was clown, who i put as a secondary terrain abuser without knowing that the ability didnt actually work LMAO idk how that never popped up in tests. anws boots clown really carried in the webs mu and had a great typing for the offensive guys (another trait that would be villainous later on) so it wasnt too hard to shut the guys down.

i DEFINITELY would not bring this nowadays, offensive psychics r in a pretty awful spot in rumia city and the clown spread is definitely unoptimised, even as a breaker throat spray is prob better. cool that it could work when it did tho and obviously the back 3 r still good backbones

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https://replay.pokemonshowdown.com/dragonheaven-gen9touhoumons-341-nullpw
i still really liked my week 1 team and was trying to find ways to improve it because i think the fundamental core of so many strong mons would be strong regardless. sannyo stood out to me as an actual shinmyoumaru check that was surprising hard to switch into with poison gas + fire stab + item removal, i think alice was starting to get more popular around now but i was never too high on her even before rumia usage exploded, using a shinmyoumaru check with the opportunity cost of not having a shinmyoumaru just didnt make sense to me. this was also when i wanted to try out cm junko as a spikes abuser since longterm counterplay to her seemed sketch w limited toxic distribution. to make up for not having a suwako anymore i started running a spdef protect kanako set that could handle electrics and marisa decently and a defensive rocks kaguya. cosmic power was here as another potential wincon after the rest of the team bullied steels but i ended up in a matchup where there were no steels so she just completely dominated lategame, although not without some sketch situations earlier that got eased a lot by mokou dropping to marisa.

this team is probably still decent, but cm junko id say is def her worst set and is probably replacable, compared to sd or bu she's just too slow which really hurts especially into the fighters and toxic suwako. also funny thing my shinmys started creeping more speed in an attempt to beat other shinmys. just load the w6 team w encore shinmy or the semis team instead

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https://replay.pokemonshowdown.com/dragonheaven-gen9touhoumons-2393-nullpw
took a leave on week 4, in the meantime i did some more building, especially with offense and its when i started realising just how good offensive kaguya is, even on offensive stuff. anyways for this week i think the main idea here was just to bring an iku build, i had heard ppl glazing this mon but idk all season i wasn't able to find a build with it i liked, it feels like she is always missing the move you need and levi sets spends half the game just being a spin bot which i guess is good against kanako but dire into kaguya and toxic suwako. anyways the idea here was a double electric build to overwhelm grounds alongside cm tojiko, was originally gonna do protect for rumia but changed it last minute which is why we have this sorta weird spread, mokou is the super cleaner and good speed control, lando magearna r here too, and specs yukari is another trading tool and a rly strong breaker that can rly help with forcing through spdef mons and trading a bunch of damage into kanako shinmy while providing intimidate for some defensive stability.

i don't think i played this game too bad outside of forgetting takane took the av, but i definitely got kind of lucky with paras and kindofalso my opponent messing up the endgame. tojiko and to a lesser extent yukari being pursuitable really hurts the teams ability to actually come in and 1v1 kanako. this version of iku is definitely not as good as it used to be but idk even levitate feels iffy in such as kaguya meta

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https://replay.pokemonshowdown.com/dragonheaven-gen9touhoumons-3230-nullpw
i think around now is when i actually started looking at scouts, turns out though that the mons with the best matchup into the opponents teams are also just the best mons so i threw together a double moriya balance team that combined the ideas i liked from w1 and w3. new offensive kaguya spread btw, this one lives 2 iku tbolts, has a decent bit of speed creep including uninvested 100s, lives a physical fighter who i forgot, then dumps into spa. protect suwako here also since this team doesnt need pivoting and does appreciate her having more longevity against stuff like tojiko.

got a pretty easy game, opponent just had a hard time to break double moriya with support from sannyo, and when i tried to eq to potentially confirm ikus ability marisa came in and dropped instead, ending the game basically.

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https://replay.pokemonshowdown.com/dragonheaven-gen9touhoumons-3752-nullpw
tonys teams were on average quite shinmy frail (or even more than the average person), so i wanted to bring this healing wish kaguya offense idea i had theorised back in week 4 to bring back life orb shinmyoumaru after she kills shit the first time around. this was also one of the ppl that sd kogasa actually looked good against since he had (relatively at least) low kanako usage + shes one of the only offense fits that can sort of check clownpiece, especially when kanako needs to do so much already. mokou has a little bit more bulk invest to help vs opposing shinmyoumaru while still being able to outspeed jolly rumia and timid yukari scarfs, and banded rumia is the other main breaker who can eliminate alice for shinmy and knock clowns boots to make mokou endgames easier.

got an interesting mu against a screens team, banded rumia was insane doing 38 to shinmyoumaru behind a reflect but i think that was low hp invest. unfortunately i hypertrolled against the clown later doing some truly baffling plays, but managed to turn it around catalysed by my opponent forgetting dbond dmax mechanics (or maybe never learning, idk idt i knew this before week 4 when i was considering npdbond remi to force trade into shinmyoumaru). after that tojiko went down and clown took too much damage scarf mokou hjk endgame became free, or at least as free as hjk can be.


Screenshot 2026-03-02 123423.png
https://replay.pokemonshowdown.com/dragonheaven-gen9touhoumons-4359-nullpw

this is what i put in my prep channel for semis:
"Hmmm idk
It could be clown balance time
Clown double moriya would cook here damn"

like wow what a smart and creative guy. finally decided to build a team with the clown since she had been builderchecking me hard, plus this coincided with marisa falling off as rumia became more limiting to her. originally i wanted to experiment with a monoattacking junko with either a subbu or subcm set that used rumia as support to remove the ghosts, with sub to bypass status cplay which is like. the only cplay in the tier. however i kept getting trolled by clownpiece with bu and the cm version really felt too weak, so i decided to go with good ol' offensive kaguya. the synergy still kind of works since rumia can trap eirin, and kaguya is broken enough to beat everything else by herself. this week also nerfed shinmyoumaru, i thought she was still super strong though since encore can kinda still beat the checks, just while being a bit more finnicky. as for the other boring 3, clowns spread eats 2 banded mokou hjks and runs max speed for cirno, toxic suwako and whirl kanako are here to help against junko who is probably this teams worst matchup.

i think this matchup ended up looking a lot scarier on preview than it actually was. going in i was a bit scared that suwako would get overwhelmed between psynoise alice, clown, iku, and hina, but this ended up not happening, even after i messed up against alice and forgot that max gigaton was weaker than regular gigaton. im not sure why my opponent didnt just take the free spin on kanako with iku, maybe she didnt have it??? idk but once iku got pursuited game was over, the rest of the team just did not have the longevity with spikes up.

this was probably the best team i built this tour (no shit it has like all the top pokemon on 1 team), apart from some rough junko and opposing shinmy matchups that you can run chimata>shinmy for everything else is beatable pretty easily. brokens do be broken

Screenshot 2026-03-02 123441.png
(no replay, if it gets restored ill edit it in)

really focused on prep this week. going in i did NOT wanna lose to getting choked out in some balance mirror. the way i did my prep was basically just asking myself "hmm, what would beat the 6 i brought last week that is probably the most solid 6 anyone can bring" and the main weaknesses i identified were opposing balances with kaguya+rumia, shinmyoumaru, and junko. to farm opposing balances i built around this idea of junko + healbell eirin to cure her main counterplay of trading a clown burn or kanako para onto her. protect was tech for the rumia matchup, i did not want to have to deal with pursuit leaving poison jab as my way of countering kaguya + spreading status. kanako + kaguya forms the classic hstacking that ive been spamming with rest kanako here to really shut down fatter teams, and clown does the fairyspam and the checking mokou and rumia. the real tech here is the chimata set, i knew i wanted her this time for shinmyoumaru, and the fogger is good in the spikes mirror since junko and eirin are both spikes immune. however, she kind of loses to junko in a lot of cases, yes whirlwind kind of works but that also risks getting stalled out. i decided to go for a trick + toxic orb set, it works so well with her typing and ability and really ruins junko, has the added benefit of destroying suwako and iku as well, who can both be kinda annoyin and stick around for a while.

preview went as well as i could've hoped; eirin sat on half the team between kaguya/iku/reisen and protect was the perfect move to answer rumia, spdef kanako also ended up half-1v1ing the chimata which was pretty stupid. ended up not having to reveal most of the techs, kanako, kaguya, and eirin did most of the work themselves.

while this team did do very well i would be very apprehensive bringing it again, i really took liberties against some common pokemon that would've had excellent matchups, specifically marisa tojiko and alice. i was really confident on the imaginary rumia in the builder scaring off these guys and probably wouldn't bring this again unless i had that same level of confidence.

Viability Rankings
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unlike the teamdump i wont really go too in depth about any one mon here, especially since i think there will be balance changes and new mons added pretty shortly. instead i'll give general indicators as to what each tier means. if u have any questions just ping me on disc and ill be happy to discuss. same goes if u want help w writing up new analysis or w/e

everything a tier and above i'd consider the tier's staples, the tier is pretty centralised at the top so i think just about every viable team should have at least 3 of these mons, if not even 4. there is a pretty significant drop off i feel between yukari and alice.
i have kanako alone in S because she literally came to 8/8 of my games and i almost never thought about dropping her, even if you probably could she just does so much to not be the best in the tier.
mokou is in my top 5 as the anchor of offense, shes a super good cleaner and even provides good utility with regen and defog but doesnt have the versatility as those above. the other mons in a+ i thought pretty hard about how to order but just based on my opinion id probably do it like this, suwako just feels super super reliable on double moriya.

b tier i think is where u get into weird territory, everyone in a- and b+ is still pretty good just held back by one or two really hindering trait. the mons in b tier either feel fine enough but doesnt really do too much outstanding (e.g. takane, meiling, nazrin) or can take over a game but also be completely useless (reimu and the dead on arrival to pursuit trio next to her). also have yamame here, webs in general feel like a b tier playstyle but there are so many possible mons that go on webs, maybe she could be better once webs gets solved.

the rain tier honestly should just be b-, which is the "can work but is super sketch and people might look u up in the builder on preview to see what you can do" tier. i couldn't figure out where they would fit though so they get their own tier.

everything below b- honestly was impossible to order, generally c tier represents mons whose niches exist but you probably wouldnt bring unless you really wanted to, d tier represents mons with hypothetic niches that i could think of, and anything in UR i really could not see you cooking anything with.

damn that still took a lot longer than i wanted oh well

Proposed Changes

not in any real order, i don't think any particular change is one im super confident in. got more nerfs than buffs since u could really give any lowtier mon meaningful buffs to make it good. i dont think all of these need to get implemented either just throwing out suggestions

first of all i think kanako should lose a move. Glare is the obvious removal and probably also what i'd want most, but i could see the merit in removing stone edge or wood hammer, all just to make her generally more able to be 1v1'd with something that isn't your own kanako.

rumia could lose 4 speed points 82 --> 78? this is basically a power nerf without actually nerfing the power of non-scarf sets (apart from being slower than yukari ig) since those are still perfectly healthy. with this change ada scarf rumia is no longer able to outspeed marisa and tojiko, forcing jolly. i could also see a small bulk reduction alongside this but not sure if is actually needed i mean i dont really wanna make her too bad and return to broken mariko meta.

kaguya is a bit silly but i don't know how you'd nerf her realistically, you could maybe remove power gem? the realistic play unfortunately is to either create new or buff existing poisons to be more resilient into her and better overall. which is pretty hard. idk its not like shes ever unmanageable unless cosmic power trolls.

clown is so so soooooooooo annoying for everyone but especially offense. wisp switchins that force out clown are basically zero so (unless a good offensive check to her gets added) i would remove wisp, she still gets encore as a disruption tool

i think tenshi should gain either swords dance or toxic. both work with flavour, sd because obviously and toxic because of her attitude. between the 2 i think sd is actually the safer buff, she has pretty much the same checks but just puts out more pressure over the game. toxic would probably make her very good, very little switches into toxic and strong edgequake coverage. either way i think more good grounds would be welcome since u basically never ditch the 2 we have rn.

shion: poison touch -> negative aura (dark immunity, raises physical attack when hit). tippy dippy reference!!!!!!!!! her stats r basically alr built like defense yorigami anyways so why not. otherwise i would swap around attack and defense, her being somewhat frail mightve worked when offensive was threatening but i think her defensive niche is very important now and making her more physically resilient and less pursuit weak would go a long way.
unironically the first might not be a terrible idea, although either way you could maybe take off 10 spa points and give them back to attack as a tradeoff if worried either version would be too good

nue: + recover
please...

saki: + thunderous kick
dude what her not having this is actually so mean what the fuck

Shoutouts

maybe there's stuff i didn't end up talking about but i think generally there's been enough yapping. i really do not make shoutouts just about ever, i dont talk to too many people even during team tournaments (bad timezone and shy gg) but i had a v good time with these ppl for the past 2 to 3 months so i think its worth making an exception

@ touhoumons discord, thanks again for having me around, ygs r super cool and i really appreciate how active everyone was and how easy it was to get tests. special shoutout to Akira for all the care and work u put in and making a format that ended up being so balanced and fififlutters and Spammernoob for all the times u helped with ideas and discussion in tests. hope we get to do more stuff in the future

@ mid metangs still dont know how i ended up 5k but thanks for being such a goated draft, this was like the second tour i signed up for after a pretty long teamtour break and a longer playoffs drought (seriously in the last 13 spl weels my spl teams have gone 6 ties and 7 losses am i the problem here) (i didnt even try make a 67 joke those r the actual stats)

@ spectacular spectriers the first tour i signed up for, thanks for trusting me to play draft despite my inexperience and being such a strong team in general, especially to Fierce Flamethrower for helping with draft and reg season and Mada for playoffs, could not have cooked without ygs in the kitchen. sorry for not giving a separate shoutouts post but it is a bit hard to make a teamdump for draft

anyways thank guys that's all from me for now. time to go beat ten desires, i'm still trying to schedule my date with miko
 
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S Rank

Rumia
- The most consistent mon in the metagame.
- Obscenely good Pursuit trapper with Scarf, genuinely the bottleneck for Tojiko & Marisa. Practically any mon weak to dark becomes matchup fishy due to her metagame presence.
- Knock does exceptionally high damage late game. Physdef Chimata takes 40% minimum from Adamant Scarf, can easily be used to clean with that move alone.
- Bulky enough to throw herself onto most of the above Pursuit weak mons, enough leeway vs mons that aren't too effected by her either (i.e Flandre, Kogasa, Byakuren...)
- Dark Border sets aren't my favourite. They are pretty good defensively, but generally speaking I find Junko to be better in the role Rumia is trying to replicate.
- Choice Band generally just gives less value than Scarf in this meta. Not a bad set, just luxury by comparison.

Kanako Yasaka
- My most used mon this tour, by far.
- Role compresses to an utterly ridiculous extent. Practically no physical attacker in this metagame can say she doesn't check them.
- Highly valuable water immunity. Practically the only splashable resist in the metagame either, and as such she's the only mon stopping Kogasa from going absolutely haywire into current team structures.
- Can get stuck in Kanako mirrors a lot if you depend on her for the lone Ground resist. These are kinda painful for sets without Glare or Spikes. They're kinda painful for the user experience too tbh
- Has some fairly notable 4MSS - not because she's bad with any option, but rather because she'd kill everything if she had every option. You often want Wood Hammer for Suwako for her to do her job best, and that means dropping one of Hurricane or Glare.
- Not the best rocker but the easiest one to fit on a team. Appreciates a strong spiker or rocker if she's the spiker. She's most exploitable in this area.
- SpDef sets are probably the best ones right now, notably for their Marisa and Electric-type matchups. Can still get bonked by random Ice Beams from Marisa & Alice though, do watch out.

Kaguya Houraisan
- Defensive sets are kinda whatever, but LO 3 Attacks is unironically the best progress maker in the game right now.
- Can stick herself in front of Moriya spam balance exceedingly easily, does way too much damage to the Fires & Steels of this metagame - Clownpiece takes 40 from Moonblast, for example.
- EV spreads are exceptionally customizable. Her bulk spread makes her deceptively difficult to take down, even when running max or near max SpA invest.
- Also an exceptionally powerful rocker. She exerts too much pressure for any of the current removal options barring the most SpDef Chimata to even be able to take her on, and Mystical Fire means that Make it Rain will do practically no damage by the time Chimata has recovered enough HP to start attacking.
- Pairs disgustingly well with Rumia. Both are insanely easy mons to fit on a team too, meaning that the three S Ranks tend to make up the majority of good teams in a trio, rather than seperately being powerful.
- Random last also is super customizable. Cosmic Power makes for an easy lategame wincon, Burning Bulwark can help soften bad Kogasa matchups, and Healing Wish can potentially help convert endgame momentum for a mon like Marisa or Youmu.
- Also an exceptionally good Iku check, especially when paired with a Moriya.


A+ Rank

Iku Nagae
- Hype around this mon has generally shifted from DD to offensive Levitate imo.
- Offensive Multiscale sets are still great, but adaptations like offensive Kaguya, Clownpiece and double Ground balances make this set a poor breaker.
- Still the best general blanket check. Notable for being an excellent Fire resist in a metagame where those are fairly rare.
- Probably the best spinner against Moriyas as a levitater. Kinda struggles to check anything outside of the Ground immunity though, so it's situational.

Shinmyoumaru Sukuna
- Iku's partner in crime. LO sets got pile-driven into the ground by the Thunder Punch nerf, so this mon doesn't cheese everything ever anymore.
- Probably the best spiker. This mon comes with Encore too, so the two decent removal options into her (Chimata, Komachi) need Helmet or some other chip damage to avoid being punished.
- Also an extremely good blanket check. Lack of instant recovery makes it something you need to burn early in a game to get the most out of, though.

Chimata Tenkyuu
- Kinda has worst mon on team vibes but at the same time she kinda checks everything. Weird.
- PDef Helmet sets are great for a general Ground / Fairy resist, but she does take a lot from some star attackers where she'd be the best check to them (i.e Kogasa, Youmu). Pairs exceptionally well with Suwako and Yukari.
- SpDef is kinda lame but you need to fit it sometimes for Kaguya and Yukari. Works better with Kanako
- Scarf is still pretty solid. Much better at punishing Suwako, much easier to fit now that Shinmy lost TPunch.

Clownpiece
- Balance merchant. Checks special Marisa very well, completely bottlenecks Youmu and Mokou. By all means she's practically responsible for the downfall of Mokou too.
- Flame Body makes it even harder for Youmu to click moves. Can be used in tandem with another check to potentially force a burn on Shinmy too.
- Encore last vs Wisp last is a common question I ask myself using this mon.

A Rank

Suwako Moriya
- Bulky offense cornerstone. Works well with Kanako, though finding an appropriate team comp that deals with everything she doesn't cover without Kanako is a little hard.
- Probably the best answer to Tojiko and Clownpiece. Kinda struggles into the rest of the metagame though, but her defensive niche is good enough to get her this high already.
- Kind of good rocker by comparison to Kanako, most of the most used removal is easy to punish either by her last slot or just being walled anyway (Chimata)
- The only real user of Yawn. Prefers Toxic over it anyway because of Junko and Kanako.

Soga no Tojiko
- Please don't load Rumia please please please please
- CM is broken if you don't load into broken Rumia, she's not impossible to beat without her but CM will often break through the opponent's Ground type before long. Also very useful as a Kanako punish, Glare immunity and Pain Split make Kanako extremely free for her.
- On that note please run Life Orb on CM. Colbur kinda stinks, it just doesn't do enough damage into anything, including Rumia.
- That being said, she does have a few nice tech lasts like Destiny Bond or Protect on super offensive builds. Though I doubt either is gonna get much usage unless Rumia loses a whole lot of Attack...
- Specs is kinda eh right now. Psynoise is really the only thing keeping the set going IMO, kinda struggles to deal damage long term. Use Reisen if you don't need the Ground immunity / struggle to pressure Kanako.

Marisa Kirisame
- She's settled into the metagame by now. Scarf Rumia & Clownpiece balance in particular give her a much harder time smashing up balance, and the move to SpDef Kanako makes it hard for her to immediately rush down offense too.
- Has some pretty bad 4MSS on her last now. Knock is very useful for pressuring Clown and Komachi and Ice Beam hits Kanako and Tenshi. Light of Ruin primarily concerns special sets which I honestly don't think are that great right now sadly.
- Choice Band is great when you can fit it and not worry about the huge amount of chip damage you will take trying to do anything.

Junko
- Powerful balance wincon. Kinda feels like she mandates having a fast Fighting type sometimes, you need to make sure you're capable of crippling her meaningfully otherwise. Much better now that the metagame has slowed down a lot.
- SpDef SD is easily her best set IMO. She's already bulky enough to boost up on the majority of the metagame, and with enough SpDef invest she can check a few mons like Kaguya and Tojiko that are huge pains for balance. Fast (>317 speed) is also decently real but Mokou has kinda been AWOL this tour, and SpDef already does decently into Iku.
- CM takes too long to set up but it does avoid having to care about Wisp Clown.
- Loves cleric support a lot from the likes of Lily and Eirin, makes it much easier for her to out more fragile means of crippling her, such as Toxic Suwako. Still functions very well without it.
- Probably the biggest reason you'll ever fit phazing moves onto a team. ChrisPBacon has thrown a lot of Whirlwind Chimata / Kanako at me just because of this mon.

Fujiwara no Mokou
- Mokou's fallen off a lot sadly. Band is no longer the balance breaker it used to be thanks to Clown balance rising to the top of the metagame. She might be a lot weaker than where I'm putting her...
- Bulky Scarf is still the role compression expert of this metagame. Specifically, a spread of 136+ Atk / 212 Def / 160 Spe gives you a ton of physical bulk whilst hitting all of the benchmarks Jolly Scarf would be expected to hit. She has a lot of leeway vs Marisa and Shinmyoumaru this way.
- Defog as the last also just makes her an absurdly easy mon to fit. Just make sure you have proper Clown answers, as bulky offense can struggle to continuously answer her without a Suwako.
- AV is kinda real too I suppose. Really useful if you ever expect to get Perfect Freezed. Power-Up Punch also bricks more passive answers like Multiscale Iku and defensive Kaguya, so she can also be used as a decent wallbreaker.

Yukari Yakumo
- Kaguya for clicker offense. Specs is the main set after Psychic Noise got nuked, but Scarf can still be decently useful as a blanket check to just about any wincon in the game.
- Extremely easy to get in thanks to her huge bulk and Intimidate. Can struggle with some Fairy spam comps but there will usually be a mon like Kanako that will be easy to get in on.
- Defensive sets are kinda ass now. Mokou isn't everywhere and defensive investment doesn't exactly beat many more mons than she would be able to muscle past otherwise.

A- Rank

Youmu Konpaku
- Anti-offense offense mon. Not quite the strongest breaker, but fast enough to force all major fastmons out. Has the bonus of being the best fighter for the role of taking out Junko.
- Choice Band is decently strong - enough to hit practically all relevant physical walls for at least 40%. Unfortunately, most of these physical walls are also extremely chip resistant (or are Clownpiece, which Youmu never wants to approach) so getting into situations where she can clean up is much more difficult than it might seem.
- Can kinda struggle to get in due to her frailty, despite Bulletproof being able to come in clutch vs Tojiko, due to Tojiko pivoting to CM sets.
- Unchoiced sets are fine but generally tend to be support for Cirno teams rather than break themselves. Chilly Reception can also be fit as the last over U-turn on Youmu to make semi-snow viable.

Kogasa Tatara
- A particular favourite of mine. Probably the best form of offensive utility in the metagame. Still a midgame demon, but has fallen off a bit.
- Mystic Water SD is still capable of winning games, but Kanako's near universal usage, and common usage of Wood Hammer Kanako means there's always a major roadblock that Kogasa has to make her way through to win games. Other hard answers such as Lily, Takane and Medicine have also been making waves, meaning Kogasa doesn't quite have midgames like she used to.
- Pure util sets are fine but really she wants more power for Clown and having to drop Aqua Jet really sucks for checking Marisa.
- Choice Band is pretty cool. She kinda loses her midgame luster this way though, but this set's a bit easier to use into Kanako slop. Might end up being the better set but I have not seen much in the way of other believers of Kogasa in this balance centric metagame so we shall see.

Alice Margatroid
- Non-passive steel. Nobody really knows what to specifically run on this mon, nobody really knows who she actually checks, but everyone knows she's good at something.
- Kinda needs Helmet to properly check Shinmyoumaru now. Kinda wants Colbur to punish Rumia properly, kinda wants Leftovers to deal with Kaguya pressure easily. Kinda wants Flash Cannon to hit Kaguya and Shinmyoumaru properly, kinda wants Aura Sphere to punish Dark types, kinda wants Ice Beam to slam Kanako. Kinda wants offensive investment to capitalize on Psynoise and Analytic, kinda wants defensive investment for Shinmy and to avoid being forced out. Kinda wants Analytic for damage, kinda wants Competitive for the defog punish on Spikes sets. Kinda wants Spikes, kinda wants Calm Mind.
- Despite all of these options, they always end up never mattering and she trades with something with Psynoise. Weird.
- Cirno teams HATE this one weird magician girl. Click here to find out more!

Flandre Scarlet
- Marisa for people who think U-turn is a fake move.
- Specs sets are probably the second closest thing this metagame has to a wallbreaker with no walls. Thankfully, this one isn't catastrophically weak to Rumia. Forbidden Barrage is an utterly comical move that will just 2HKO Suwako and any other typical Fire check you can think of. You can't even blanket check her with Iku or Eirin due to Mold Breaker, and SpDef Junko doesn't eat 2 either. Searing Shot is also super easy to click and kills anything else.
- She's kinda frail and doesn't do a whole lot otherwise though. Scarf is alright I suppose but I've never been a big believer in its potential as a wincon. Trick at least makes her dangerous enough for Clown though.

Reisen Inaba
- Tojiko for people who want to do even more damage, somehow. Not really a whole lot interesting otherwise, Lunatic Bullet doesn't really come into play that much in a balance oriented metagame. Still blows up most Grounds so so long as you don't load into Rumia she just volts on everything.

Lily White
- Funky pivot with a lot of useful options. Kinda has a lot of competition with Kanako and other Fairies, so she's a little hard to justify.
- Helmet util is good as always. Probably the best Water type check in the metagame, probably the best Defogger in a vacuum. Can feel very shaky into Iku on the other hand, and she can't always afford Springtide Storm for her.
- One of two viable clerics. Very underrated in this role too, she can fit it on any set over a pivot move, over Springtide Storm, over Defog etc.
- Scarf is surprisingly strong, especially when you run Grassy Surge. She's capable of OHKOing the vast majority of fast mons in the metagame, and even VIVIT and Marisa take upwards of 40% from Leaf Storm.
- AV is also still pretty useful, but mainly, she's useful if you want Kaguya that checks Water types.

B+ Rank

Eirin Yakogoro
- I was initially going to put her way lower but after realizing she's the only way to solve several issues in building in a Kaguya-centric metagame she got raised significantly
- Hard walls Kaguya & Iku, good mon against Perfect Freeze for balance. The other viable cleric. SD + Toxic sets are kinda nice but need a lot of turns to get going, so it's rare you'll ever manage to set up to +6 and get to capitalize on it.

Komachi Onozuka
- Kinda weird wall in this metagame. Walls a ton of fairly annoying mons like Kogasa, Marisa and Clownpiece, but struggles a lot with Rumia and kinda struggles to last a long while as her bulk is only barely sufficient.
- The most viable Yawn user. Very nice with trapping in play, she'll often force mons out to Yawn something else, making her kinda hard to play around.
- Court Change sets are whatever, you'd rather have another source of removal alongside her. Very useful on Utsuho teams, but those have fallen off a fair bit, and her unreliability due to Rumia makes it a little hard to justify.

Cirno
- Will sear her image into your nightmares. If she doesn't, you'll forget your Ice resist and she will just 6-0 you upfront.
- Very potent weather sweeper, can easily force her way through Shinmy comps too. Needs a mon like Alice to really be scared out.
- Kinda hard to fit everything that supports her properly on the other hand. Youmu without CB is kinda hard to justify, she needs pivots to get in often, and she does need some support for the mons she can't break immediately. Can have a pretty rough time vs Marisa comps too. Running double rocks weak with Letty + Cirno also leads to situations where Cirno is too easily picked off, either by priority or the everpresent Rumia.
- Very much does not like the rise in Alice usage nor Eirin picking back up. Might also find it harder to break generally as better Kaguya checks are becoming necessary.

Minamitsu Murasa

- Choice Band still goes in very hard. Much like Tojiko, she wants Rumia to piss off though.
- Probably the mon that changed the least between now and my last VR.

Keiki Haniyasushin

- Funky special attacker that kills everything when you don't bring the Moriyas. Only problem is the Moriyas are exceptionally splashable, so she needs to force a lot of chip on them to get the most value.
- Loves Rumia support a lot, makes it a lot easier to justify a Ground type that doesn't actually beat any of the Volt Switch users (besides Chimata)
- Exceptionally good punish to Chimata greed comps. Does require you to land a few Tera Starstorms or Draco Meteors on Kanako before proceeding to smash the rest of the team.


Utsuho Reiuji
- Scamlord. Really annoying bulky mon who kills everything and never dies but also never gets in because her best set is defensively oriented for a mon absolutely massacred by Rocks going up for a second.
- Always seems to be just relevant enough to attract techs that seem to kill her specifically (Stone Edge Kanako, Power Gem Kaguya, Encore Clownpiece etc)
- Defensive sets can both be insanely difficult to break, easily sitting on Kaguya, Kanako and Clownpiece, and also be insanely easy to cripple given Iku usage is also sky high. Offensive sets are frauds but also broken because Iku can't counter them.

B Rank
Gonna go through these rapid fire. Don't exactly feel like elaborating on mons that 90% of players post-tour are unlikely to see ever.
VIVIT
- cityscapes used a few Defog VIVITs in test. She's pretty cool as a role compressor of speed control, removal and a pivot, decently strong breaker too. Works well into Rumia + Kaguya comps.

Yuyuko Saigyouji
- Was kinda bad a few metagames ago, but the metagame has gotten significantly slower, and to such an extent that Specs is a viable breaker now. Not a whole lot is capable of stomaching 2 Astral Barrages. She's also a pretty useful spinblocker, and is neutral to Dark, making her a lot safer into Rumia balance.

B- Rank
Nazrin
- Helmet utility is pretty solid in this metagame - decent matchup into Shinmy, decent Spiker, faster than Tojiko & Marisa, bulky enough to handle Reisen. Only issue is she's not the easiest mon to fit and is kinda shaky as a Ground type.

Eiki Shiki
- Plate sets are bad, Specs is pretty powerful but super prediction reliant. She's effectively a Yukari sidegrade but for special attackers IMO.

Cirno-Tanned
- Kinda hard to use wallbreaker but much better than I'd originally believed. Special bias w Triple Axel / Solar Beam / Weather Ball / Growth is her best set, kinda hard to justify anything else. My game in week 5 shows how bad it is to drop Weather Ball for example. Kinda struggles to deal w Clownpiece meta but she's strong enough to be worth it vs anything that isn't a strict balance composition.

C Rank

Letty Whiterock
- Veil the mon. Can work on Perfect Freeze but I think Youmu is largely better for those playstyles. Extremely physically bulky to the point where she's actually a Youmu check, kinda annoying to switch into too. There's probably a broken offense out there with her, but more experimentation needs to be done.

Eternity Larva
- Akira showed off Choice Specs as a viable set, she doesn't care too much about Stealth Rock because of Regenerator. Extremely powerful mon if you can hit your Hurricanes. Does kinda hate the rise in Eirin usage though.

Medicine Melancholy
- Decent Fairy check that's also item removal. Kinda weird physical wall since she doesn't check too many breakers, balance fit only.

Mystia Lorelei & Remilia Scarlet
- Hoooooolllly shit did these two fall off so hard. Too many fairies, too many steels, completely outclassed by Rumia against the faster metagame, can't really do a whole lot of damage to Shinmyoumaru and Iku, both of them hate Clownpiece too. They're still useful for everything they were before, but they just don't break well at all and struggle to justify theirselves.

D Rank

Wagasakihime
- Rain demon. Much like with util VIVIT cityscapes also washed me with this in test. Could probably go a lot higher, just need more datapoints on her.

Aya Shameimaru
- Also a rain demon. Kinda works the same way Eternity does, she's just significantly faster.

Gonna keep it short but sweet for this section. I'm not really so proud of how I was building earlier on this tour, so more weight is going to be put toward more recent teams.

https://pokepast.es/beec20ec50a1f516 Specs Flandre is probably about the closest you can get to a mon with no walls that's also very hard to pursuit trap. Youmu here is a particularly strong pairing with Flandre as she exploits the immense pressure Flandre puts on Clownpiece as she's often the only realistic answer most teams have. Pretty typical bread and butter bulky offense structure otherwise.

https://pokepast.es/22107544ae993d10 Yukari offense slop. Kinda struggles with Chimata now that Shinmyoumaru doesn't have Thunder Punch, and it's still inherently a little Rumia fishy due to the team's reliance on Tojiko.

https://pokepast.es/8ccb50bc858cce0f Probably the highest effort build I made this tour, it has so many wonderfully niche pieces that just meld together in the right way. Nazrin has a really useful niche of being a Shinmy answer that's also faster than Marisa & Tojiko whilst also being a decently good electric answer that isn't a Moriya. This was also the point where I realized offensive Kaguya was kinda broken and basically wins out any balance war vs anything short of Poison Jab Eirin - this specific Kaguya has a very funny spread that allows her to beat both CB Youmu and offensive Iku with a little health to spare on Iku's end. Levitate Spin Iku was a mon I'd also been floating about that week, as Multiscale sets had felt like they'd finally been adapted to and were no longer consistently breaking as they used to be. This set in particular is extremely good at removing hazards from the Moriyas. Finally, the last slot was something I was unsure on for a while, but I ultimately settled on Eiki as a mon that can properly pressure Clown balance as the previous fit (CB Mokou) exposed some significant weaknesses regarding pacing vs those balances. Also gave the team a nice general special blanket otherwise.

https://pokepast.es/e969de9250ff6b4b Resulted from my many attempts to make Shion balance a real thing in this metagame again. Decided to try out the mon I'd been continually flaming for the past several months as here she fixed more than a couple of issues I'd have struggled with otherwise - especially Cirno. Turns out in the game that couldn't have gone better, Eirin made my semis game trivially easy to play.

https://pokepast.es/1d750c033cacb087 Yuyuko balance. I'd have much preferred loading this over the Reisen team in hindsight, even if I would have preferred some Yukari offense spam - I couldn't get the playstyle to feel right post Shinmy nerf.

https://pokepast.es/0da44522b70fad36
https://pokepast.es/6837c450d2a5fd45
Veil attempts. Was considering using these for playoffs but I never managed to feel confident enough to test them. I'm certain the core of Suwako + Letty + Byakuren is necessary for these to work but the other three slots need a lot of tinkering.

https://pokepast.es/1e125fd81de5f4d3
Clicker offense that I'd have brought if I were playing Touhoumons in tiebreaker. GSurge Lily is surprisingly strong, capable of OHKOing Tojiko, nearly OHKOing Reisen, and doing upwards of 40 to even the most bulky attacker faster than base Lily. VIVIT is also another breaker that isn't actually beaten down by Rumia - here, it's Attack booster mainly for the fact that I don't think I need better speed control and the calcs for booster Attack are absolutely ridiculous. CB Marisa is also used here because standard offensive Marisa has tons of counterplay at this point and I really wanted a last that could certainly get the KO on Shinmy even after Dynamax.
The metagame has cooled down a lot pacing wise since VIVIT + Yukari era. I think generally, people have found their ground with effective defensive cores now, and the metagame hierachy has been properly established. Right now, the metagame leads mainly offense focused, but the strength of picks like Rumia and Kaguya kind of make it hard to work with much faster paced builds. The majority of the fast mons in this metagame being weak to Dark (or super physically frail) doesn't exactly help in this regard, although VIVIT and Kogasa are two notable alternatives that work in the role.

Nerfs

Rumia
Speed -> 78, Attack -> small nerf
OR
-Dark Aura, Attack -> somewhere in the low 120s

These are probably the changes I want implemented the most. Rumia is exceptionally suffocating in the current metagame, but her only real problem set is Choice Scarf, which just does far too much damage with Pursuit and doesn't really allow the frailer attackers in the metagame to actually punish her whilst she's trying to trap them. In addition, she often hits far too strong with Knock Off in the endgame, making Rumia endgames a common sight. She's just too strong and too good at the moment.

The first suggestion would be to nerf her Speed stat to 78, so she is forced to run Jolly in order to outspeed Marisa and Tojiko. An small attack drop that still allows her to get the KO on Marisa with a Dark Aura boosted Pursuit is also advisable.

On the other hand, her other sets aren't really broken, and I quite like the dynamics of having a scarfer with a lot of defensive utility, so removing Dark Aura could be an easier way of getting around these issues. I also think that without Dark Aura, Rumia is just too weak to feel worthwhile, so an arbitrary buff to her Attack stat would also be ideal.

Kanako Yasaka
- Glare, - Life Dew

Probably the biggest issue with Kanako interactions is that she tends to sit on mons clicking Spikes for days and punishing them for even trying to do damage let alone actually removing hazards. The few mons who can actually reliably switch into her are prone to either a) not doing enough damage, or b) getting parahaxxed. In the latter case, there are more than a few players who have complained about Kanako's capability to force para on absolutely everything, already capitalizing on her near universal checking capabilities. In the former case, mons like Chimata will just do 30 with Make it Rain and then never do enough back ever again, making it possible for Kanako to just spike forever and never get punished for it. I think it's probably ideal to look at both moves right now, as they're both integral to two different ways that Kanako can kinda just sit on everything. Rest sets can also do this, but it's worth noting she needs cleric support to really get the most out of it, and I think that's enough to justify not nerfing her bulk just yet.

Kaguya Houraisan
???

I don't believe Kaguya absolutely needs a nerf, but she is 100% a candidate for one. I think potentially the easiest thing to do for her is to reduce her stats in some way, similar to how Equilibra was nerfed. This can include keeping her HP more in line with Mokou (and potentially redistributing some to her defenses) or marginally hitting her Special Attack so the Steels in the metagame can check her a little easier. However, I don't think there is any particularly objective nerf that you can make to Kaguya to make her any more reasonable. For that reason, I'd prefer she isn't hit and used as the definition of high power level, the same way Kanako shouldn't be hit too hard.

Buffs

Tenshi Hinanawi
Special Defense -> 75, + Swords Dance

Moriya cartel needs to be broken up, and Tenshi is probably the best candidate for a mon to compete for the Ground type slot(s). Giving her a Special Defense buff will make her much more sturdy into Tojiko, Marisa and Iku, and giving her Swords Dance will allow her to steadily pressure Kanako.

Nazrin
+ Stealth Rock

Come on, she scavenges precious materials. Why wouldn't she have a bunch of rocks that she can just throw onto the field? Also Gold Rush.

Toyosatomimi no Miko
Speed -> 102, Attack -> 117

Miko finds herself in a very awkward position as a mon. She's not fast enough to outspeed all of Kaguya, Mokou, Iku and Junko, and that leaves her in a very vulnerable position both defensively and offensively, where she is unable to capitalize on her niches over Kaguya as a bulky attacker, and her lack of Speed diminishes her niche as a Fighting type. Giving her the speed to handle all of these helps offset her mediocre bulk by comparison to other Fairies, and gives her the niche of being able to hit max speed Junko, who feels a little suffocating in the builder sometimes. The additional attack buff, whilst minor, gives her some more incentive to run Swords Dance sets in a Clownpiece heavy metagame.

Keine
Special Attack -> 110

She has trouble doing anything in her base form, but her Hakutaku form is crazy strong. Giving her a bit more Special Attack hopefully will allow her to get into Hakutaku form a bit more often.

Shou Toramaru
Attack -> 110, + Swords Dance

Shou is a bit of a weird character. When discussing this mon with Akira, I intentionally held back on letting her get too much Special Attack, as it felt like with the Jeweled Pagoda, she'd be doing too much reliable spread damage in doubles. I'd like to keep her Special Attack pinned down a little, but in exchange, I think she can receive a more physically inclined niche for singles. An increase in Attack will help her break away from Shinmy and Kogasa, and the addition of Swords Dance will hopefully allow her to capitalize on her strong typing much more frequently.

Yuugi Hoshiyama
HP -> 100

For such a visibly strong oni, Yuugi is frustratingly frail. Giving her a lot more HP will make it significantly easier to throw her into teams and provide the metagame with another Fire-type check.

Aunn Komano
+ Stomping Tantrum

Let her get mad for missing Head Smash tbh. Ground coverage, kinda necessary for Shinmy and Alice.
 
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