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Resource ADV OU Viability Ranking and Metagame Discussion

Butterfree is pretty underrated in my opinion.
Obviously you don't have the best stats, but you can switch in on eq for free and you have a 4x fighting and grass resist too.
Compound eyes sleep powder + stun spore means you're ironically one of the more threatening mons in the tier to give a free switch to. Even if they have a natural cure mon to absorb status, you can just sleep powder again on the switch.
Thief is also pretty good at punishing celebi and blissey when they stay in after sleep powder.

Butterfree definitely appreciates dug and Magnemite to punish opponents for staying in once they're slept. And if they don't stay in, you can stun spore the switch in.

The 4th slot usually goes to some sort of niche utility like weather or whirlwind. You do get some special coverage, but you'd rather invest in hp and speed.
Just be careful of substitute, Butterfree does not deal well with that at all.
 
Hello folks! ADV Cup is nearly over, so we're going to open submissions for the ADV OU VR for 2026!

Here is a clear list of criteria for the VR submission, you must meet at least one of them to be part of the VR update:
  • Made Top 8 of ADV Cup 2026.
  • Played in the most recent Jimvitational (play-ins not included).
  • Made Top 4 in the last Seasonal or Global Championship.
  • Reached 1800 on the ladder in the last 6 months (January 27th).
  • Top 16 of ADV Circuit Championships for 2025.
  • Players with at least 4 wins in one of: ADVPL VI, SPL XVII, and RoAPL XII.
Of course, feel free to post your VR on the forums in this thread, regardless of if you appear in the list or not.

If you qualify, we are using the same method to submit VRs this year! And anyone not qualified can use this sheet as well, if you'd like.

Princess Autumn's fantastic VR Sheet
  • Click on the link above. Click yes to make a copy of the sheet.
  • You can either submit your list as text or as a tier maker-esque format:
    • List: Input a Pokémon's name in column E and their rank (S-E) in column B. The list will be assumed to be sorted by ranking order so order them accordingly,
    • Tier Maker: Select the Pokémon's name from the dropdowns in column H-U, the sprite will populate above the name. You are limited to 15 Pokémon in tiers S-D and 45 in E, if you need more, use the text format.
  • To be very clear, only your rankings matter for the VR. Tiers are purely for aesthetic/to match the old tiermaker image generator.

If you wish to submit a VR, follow the instructions above to create a sheet. Afterwards, you must send me a PM (Smogon or Discord (goldmason)) with your qualification from the list above, as well as a link to your completed sheet (make sure to make it public). Any ladder screenshot must in some way include the date or be dated for the last six months. If you wish to verify your reqs with me first, you may.

I WILL NOT ACCEPT PICTURES OF A VR THIS YEAR. USE THE SHEET.

The deadline for submitting your VR is <t:1788753540:F>. You may ladder until then to try and get reqs for the VR.

Old Tiermaker image generator, if you want it for a post. Do NOT use it to submit a VR to me.

Hello everyone and thank you for your patience! It was a busy time of the year for me as usual.

The submissions for the 2026 ADV VR can be found here, under tab R14.

Huge shoutout to Princess Autumn who once again helped with both the collection of data as well as transposing it into the raw data sheet. Shoutout to mielke Endill and FJ2K for helping keep the VR on track for release.

Shoutout to Sadlysius for running the script for the last 3 years, as well as vapicuno for creating the script as well as quality checking the results.

Without further ado, here is the VR:

S: :Tyranitar::Skarmory:
A1: :Swampert::Blissey::Metagross:
B1: :Salamence::Gengar::Zapdos::Jirachi::Suicune:
B2: :Aerodactyl::Claydol::Celebi::Dugtrio::Starmie:
C1: :Snorlax::Forretress::Registeel:
C2: :Flygon::Magneton::Milotic::Jolteon:
C3: :Raikou::Charizard::Moltres::Heracross:
D: :Gyarados::Cloyster::Breloom::Medicham::Smeargle:
:Vaporeon::Regirock::Jynx::Hariyama::Regice::Machamp::Donphan::Misdreavus::Dusclops::Armaldo::Umbreon::Venusaur::Porygon2::Kingdra::Marowak::Ludicolo::Glalie::Houndoom::Sableye::Steelix::Dragonite::Weezing::Slaking::Quagsire::Articuno::Blaziken::Camerupt::Miltank::Alakazam::Sceptile::Scizor::Banette:

Bhjat6AC0BGUp9jAv19-uA.png

r7ACWI9QeD1mZJ8Ngv6ItQ.png

jgTkz7FhWIJTS5D4pnx5fw.png

DybfwydF_ccqTkdb55yHUw.png

LjG_XpYkq8OtbsAn7mPIeg.png

jPbENaW9qSt1Ph2nZC9-0A.png

zyFZCFkKeIDbFiCGo_UHTQ.png

The very obvious (and very much expected) winners were Raikou and Registeel, who have also been made officially OU this past year. There were also some adjacent rises in Salamence and Swampert that were also very much expected with the rise of Slop (shoutout Fruhdazi).

Some more modest rises in Claydol, Suicune and Gyarados especially are very interesting; possibly a reaction to other metagame trends or just a shift in the voterbase.

Two very expected drops come in Charizard and Medicham; Zard doesn't seem to be adjusting well to the increase in Raikou and adjacent archetypes, despite the increase in Registeel structures and Forretress structures. Medicham hype has been on a downswing since its rise last year.

Vapicuno also wanted to make sure it was noted that the average voter voted Skarmory 2nd much less on average, imo especially as Forretress builds rise in popularity. It would be interesting to see if Skarmory declines further or bounces back next year.

An interesting shift to me has been that of Dugtrio; despite many threads and arguments about a potential Dugtrio ban, it has fallen 3 spots from last year, despite new dug-able targets like Raikou and Registeel rising in popularity. The aforementioned rise of slop structures and increased usage of Salamence likely explains a big part of this, or maybe the hype has worn off as we get further from ABR's Jimvitational win. I look forward to learning a lot more when Kollin drops his analysis!

The OP of this thread has been updated with the results. Thank you for your patience, and enjoy!
 
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Glad to see Zard dropping, always hated that guy

Also i said this somewhere else but man Breloom and Medicham aint doin too good right now. Same for Cloyster and Gyarados but thats fork found in kitchen.

Could drops to UUBL be possible for the four?
 
Honestly I doubt it myself I was kinda just wondering. I have heard a lot of people want Medi no longer ranked as OU so it's possible. I probably should've said OU by technicality as well I forgot UUBL was a metagame somehow

I did say in my post Gyara wasn't doing so hot but that was kind of not true considering it has risen a few spots so I doubt its actually dropping. Cloy and Loom mayyyyybeee but I also really doubt that.
 
The very obvious (and very much expected) winners were Raikou and Registeel, who have also been made officially OU this past year. There were also some adjacent rises in Salamence and Swampert that were also very much expected with the rise of Slop (shoutout Fruhdazi).

[...]

An interesting shift to me has been that of Dugtrio; despite many threads and arguments about a potential Dugtrio ban, it has fallen 3 spots from last year, despite new dug-able targets like Raikou and Registeel rising in popularity. The aforementioned rise of slop structures and increased usage of Salamence likely explains a big part of this [...]
I want to add context here because 1) I have an ego, 2) I feel like this misrepresents a lot of the shit I've been repping for a minute, and 3) I feel like Fruh and I are more uniquely poised to address your call for meta analysis, but he's in tour prep mode, so now you have me

Let's get the record clear: DD Tar/Steel/End Pert/Kou/DD Mence was my concoction, and I labbed modifications with Fruh in preparation for JI2. Credit to his hard work and contributions, but I'm very much the theoretician motivating the use of End Pert, off-beat DD Brick Mences, and Registeel on Spikeless trapless offense and Skarm + Spin. He introduced me to the Forre fit in SPL, and I found a way to make it a robust archetype, including identifying optimizations in Tar's sets, and together we found optimal coverage on Tar, with him doing the testing and I much of the theorizing (s/o Vapi for the Grass Steel nod, which was pivotal) and initial sketching. I share my stuff with everyone, so I'd appreciate it if all of the details I worked hard to discover wouldn't be entirely attributed to Fruhdazi at this point, especially when the details reflect collaboration or decisions made for the community. Credit where due -- I don't care if we speak about these things without giving credit, but I bristle when I see my entire body of work and effort misattributed with my name erased.

The second point I will make is that the loudest voices in favor of a Dug ban have been Fruhdazi and I. These builds I sketched specifically as a patch to solve the Dug problem. That being said, I remain strongly anti-Dug, and I don't see my adaptation to Dug as proof of Dug's healthy existence in the metagame. I've continually argued that Dug's footprint cannot be fully understood by what we see in play that thrives despite Dug but rather by the hidden graveyard of archetypes and sets that are never used because of Dugtrio's inclusion. I contend that Dugtrio exists in a perpetual arms race of setting the standard for stall teams, those teams being counter-teamed, and readjusting to establish a new norm for defensive compositions.

I would also like to argue that while I have proposed certain antidotes with my work to Johnald's (and Vapicuno's) contributions in updating CuneDug comps with my Registeel Spikes builds, those games remain highly technical and those teams are robust enough that there is a reasonable argument to be made that the better player will win the game fairly consistently due to the technique required to play both sides of that match-up.

To that extent, I think that CuneDug -- to your point about Cune's Spike in viability -- sets the tempo for the rest of the tier, and one can argue that Raikou is seen as an RPS (read: fishing) option for low-Dug scouts because it's difficult to patch for multiple Duggable threats on a team, and I would argue that Registeel trading one-for-one with Dug on slop by booming or Countering is one of the few antidotes -- Steel is less Duggable than Kou or Pert, even, so I challenge your claim about Steel being highly Duggable or its absence highly punishable. Maybe Spec off and AeroDug can challenge that notion, but that's a very nuanced topic for another day. For now, I'll keep this section short, but I want to note that this is why I feel Cune has jumped in viability and that I believe Dugtrio falling on the list is largely cosmetic and likely does not reflect any real shifts in actual viability, in my understanding of the tier.

Is it good that the best style of team can't be game-planned in the builder? I think that it lends itself to stagnation and tier-death. I still have two ideas I'm working on which might flip that dynamic on its head, but one of them is with another Pokemon I wouldn't mind to see banned in Gengar, as it gatekeeps high-viability options in a similar way to Dugtrio, and the other is a patch that attempts to address both Dug and Gar for bulkier offenses. It's a fine line to thread between running bulky enough to avoid Dug traps, fast enough to avoid getting run over by Skarmory and Spikes, and capable of absorbing WoW and coverage from Gengar.

I'd say that (Tar +) Gar Spikes and Bliss + Dug Spikes are centralizing, and I'd like to center the discussion on cores and comps rather than individual mons, because so much context is lost by zooming in on those individual mons when it's the synergies that create the context for every match-up and interaction. And I'd like to make the point that offensive options are short on Gar checks because Baton Pass Zapdos can't hold momentum worth a damn without Speed Pass to help it, and it's hard (impossible?) to compress WoW absorbers into a non-SpD slot without serious consessions. Recall BKC's video essay on why Lax is terrible in ADV because contemporary Lax teams relied heavily on Lax dueling Gar.

Offense is so gatekept by Spikes offense and stall that the tier is polarizing around Spikes. Every mixed offense idea I've come up with in the last years I've updated and upgraded by adding Spikes (see brainrot, Forre Spikes comps). Every time I've brought up Dug's brokenness, I've gotten a response that Skarm is more centralizing. I'd argue that it's only because Skarm fits with Gar and with Dug that it is oppressively centralizing rather than centralizing in a purely healthy way, but I digress. My concern is that Spikeless offense probably just sucks because Spikes make everything but CuneLax offense better, and I think CuneLax being good is generally good for the tier.

My ideal ADV is one in which the tier is centralized by mons that offer real defensive and offensive utility simultaneously, and teams that have extreme compartmentalization accent the tier rather than setting the tempo. I think Bliss's bulk and utility makes it a healthy force for ADV. I think it's strong fit with shitmons -- Ghost-types and Dugtrio in particular -- turns a mon with 0 offensive presence into a tier-king in a way that kills the diversity of Spikeless approaches that require real skill and thought to craft and play. I know some people disagree with my assessment that Gar is a serious problem and believe that Dug and/or Gar keep the tier fresh and balanced, but I think a tier with Dug (and Kou or Jira or even Mag, if they're so scary absent Dug) banned is probably more dynamic and healthy without creating serious headaches in the builder. Just my two cents.
 
how is celebi so low? he's a menace to the city. leech seed is impossible to switch into and it hard counters all of the tier's special walls. Ok I'm exaggerating a bit I am curious.
Just wanna point out that 13th isn’t low, celebi is ahead of some tier staples like dug and snorlax.

Celebi does have some clear limitations, though, and I suspect most players wouldn’t put it much higher than 13th. To me, it basically boils down to celebi’s typing which is both a blessing and a curse.

Every special attacker is walled by blissey, but psychic types have it worse. Their STAB gets blanked by so many tier staples - tar, meta, jira, skarm, claydol, and yes celebi. If you wanna hit all these, you have to run both fire and grass coverage. This alone is a problem because celebi can never take full advantage of its great support movepool. All the good utility sets (boost + bp, seed + recover, cm + recover, sub + bp etc) take up 2 moveslots, so you always end up blanked by something important no matter what you do. But the problem is more than just 4mss. Even on the sets that do fit all 3 attacks, celebi never has a good mid ground button. Psychic will hit mence hard but will whiff into ttar, same for giga but in reverse. You get the picture. Celebi gets forced into guessing games a lot as a result.

The grass typing is very attractive defensively for covering the two most threatening special attacking types in water and electric, but it’s flawed too. Zapdos can run stab drill peck or twave +hp ice or just bp to dug. Raikou has crunch for celebi. And all the water types run ice beam. If a water type clicks ice beam on celebi 4 times, it has 50% odds to either crit or freeze on at least one of them. So recover celebi ends up being an unreliable special wall at best and usually requires backup. That’s not a recipe for A tier.

The 4x bug weakness means any fast choice band attacker can just switch in to celebi and prevent it from being annoying or just remove it entirely in Dugtrio’s case.

Finally, celebi due to its typing is neither spikes immune nor sand immune. In the past few years, spdef zapdos and registeel have become popular as special checks largely for this reason.

In short, celebi does a lot of really valuable and unique things, but its typing doesn’t lend itself to consistency, and that’s why modern VRs have it in the middle of the pack.
 
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Won't name my source at this time, but this is backed by data. (:duskull: would be in A if the tier maker list had its sprite)
Answering any and all questions to the best of my ability.
 
Change in rank for Pokemon in the top 39 ranks:
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Pokemon in the top 39 ranks which have the largest differences in opinions from the players:
(Bigger value of Standard deviation = greater difference in opinions)

1793020590367.png


*I used 39 as the cutoff point because Ninetales managed to sneak to position 40 because only 1 person ranked it! ( and it does not belong there lol)
 
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Just wanna point out that 13th isn’t low, celebi is ahead of some tier staples like dug and snorlax.

Celebi does have some clear limitations, though, and I suspect most players wouldn’t put it much higher than 13th. To me, it basically boils down to celebi’s typing which is both a blessing and a curse.

Every special attacker is walled by blissey, but psychic types have it worse. Their STAB gets blanked by so many tier staples - tar, meta, jira, skarm, claydol, and yes celebi. If you wanna hit all these, you have to run both fire and grass coverage. This alone is a problem because celebi can never take full advantage of its great support movepool. All the good utility sets (boost + bp, seed + recover, cm + recover, sub + bp etc) take up 2 moveslots, so you always end up blanked by something important no matter what you do. But the problem is more than just 4mss. Even on the sets that do fit all 3 attacks, celebi never has a good mid ground button. Psychic will hit mence hard but will whiff into ttar, same for giga but in reverse. You get the picture. Celebi gets forced into guessing games a lot as a result.

The grass typing is very attractive defensively for covering the two most threatening special attacking types in water and electric, but it’s flawed too. Zapdos can run stab drill peck or twave +hp ice or just bp to dug. Raikou has crunch for celebi. And all the water types run ice beam. If a water type clicks ice beam on celebi 4 times, it has 50% odds to either crit or freeze on at least one of them. So recover celebi ends up being an unreliable special wall at best and usually requires backup. That’s not a recipe for A tier.

The 4x bug weakness means any fast choice band attacker can just switch in to celebi and prevent it from being annoying or just remove it entirely in Dugtrio’s case.

Finally, celebi due to its typing is neither spikes immune nor sand immune. In the past few years, spdef zapdos and registeel have become popular as special checks largely for this reason.

In short, celebi does a lot of really valuable and unique things, but its typing doesn’t lend itself to consistency, and that’s why modern VRs have it in the middle of the pack.
Good points but I would like to say that Celebi vs Blissey is not a straightforwardly pro-Blissey matchup imo. Celebi can wall non-CM Blissey and use the tempo to recover lost HP or bring in wallbreakers (shrugging off status with Natural Cure), while switching out of Blissey on Celebi is a bit of a liability because of leech seed, baton pass or even Celebi trying to set up.
 
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dug is limiting therefore should be banned. tar skarm bliss are way more limiting than dug why should not they be banned
I want to add context here because 1) I have an ego, 2) I feel like this misrepresents a lot of the shit I've been repping for a minute, and 3) I feel like Fruh and I are more uniquely poised to address your call for meta analysis, but he's in tour prep mode, so now you have me

Let's get the record clear: DD Tar/Steel/End Pert/Kou/DD Mence was my concoction, and I labbed modifications with Fruh in preparation for JI2. Credit to his hard work and contributions, but I'm very much the theoretician motivating the use of End Pert, off-beat DD Brick Mences, and Registeel on Spikeless trapless offense and Skarm + Spin. He introduced me to the Forre fit in SPL, and I found a way to make it a robust archetype, including identifying optimizations in Tar's sets, and together we found optimal coverage on Tar, with him doing the testing and I much of the theorizing (s/o Vapi for the Grass Steel nod, which was pivotal) and initial sketching. I share my stuff with everyone, so I'd appreciate it if all of the details I worked hard to discover wouldn't be entirely attributed to Fruhdazi at this point, especially when the details reflect collaboration or decisions made for the community. Credit where due -- I don't care if we speak about these things without giving credit, but I bristle when I see my entire body of work and effort misattributed with my name erased.

The second point I will make is that the loudest voices in favor of a Dug ban have been Fruhdazi and I. These builds I sketched specifically as a patch to solve the Dug problem. That being said, I remain strongly anti-Dug, and I don't see my adaptation to Dug as proof of Dug's healthy existence in the metagame. I've continually argued that Dug's footprint cannot be fully understood by what we see in play that thrives despite Dug but rather by the hidden graveyard of archetypes and sets that are never used because of Dugtrio's inclusion. I contend that Dugtrio exists in a perpetual arms race of setting the standard for stall teams, those teams being counter-teamed, and readjusting to establish a new norm for defensive compositions.

I would also like to argue that while I have proposed certain antidotes with my work to Johnald's (and Vapicuno's) contributions in updating CuneDug comps with my Registeel Spikes builds, those games remain highly technical and those teams are robust enough that there is a reasonable argument to be made that the better player will win the game fairly consistently due to the technique required to play both sides of that match-up.

To that extent, I think that CuneDug -- to your point about Cune's Spike in viability -- sets the tempo for the rest of the tier, and one can argue that Raikou is seen as an RPS (read: fishing) option for low-Dug scouts because it's difficult to patch for multiple Duggable threats on a team, and I would argue that Registeel trading one-for-one with Dug on slop by booming or Countering is one of the few antidotes -- Steel is less Duggable than Kou or Pert, even, so I challenge your claim about Steel being highly Duggable or its absence highly punishable. Maybe Spec off and AeroDug can challenge that notion, but that's a very nuanced topic for another day. For now, I'll keep this section short, but I want to note that this is why I feel Cune has jumped in viability and that I believe Dugtrio falling on the list is largely cosmetic and likely does not reflect any real shifts in actual viability, in my understanding of the tier.

Is it good that the best style of team can't be game-planned in the builder? I think that it lends itself to stagnation and tier-death. I still have two ideas I'm working on which might flip that dynamic on its head, but one of them is with another Pokemon I wouldn't mind to see banned in Gengar, as it gatekeeps high-viability options in a similar way to Dugtrio, and the other is a patch that attempts to address both Dug and Gar for bulkier offenses. It's a fine line to thread between running bulky enough to avoid Dug traps, fast enough to avoid getting run over by Skarmory and Spikes, and capable of absorbing WoW and coverage from Gengar.

I'd say that (Tar +) Gar Spikes and Bliss + Dug Spikes are centralizing, and I'd like to center the discussion on cores and comps rather than individual mons, because so much context is lost by zooming in on those individual mons when it's the synergies that create the context for every match-up and interaction. And I'd like to make the point that offensive options are short on Gar checks because Baton Pass Zapdos can't hold momentum worth a damn without Speed Pass to help it, and it's hard (impossible?) to compress WoW absorbers into a non-SpD slot without serious consessions. Recall BKC's video essay on why Lax is terrible in ADV because contemporary Lax teams relied heavily on Lax dueling Gar.

Offense is so gatekept by Spikes offense and stall that the tier is polarizing around Spikes. Every mixed offense idea I've come up with in the last years I've updated and upgraded by adding Spikes (see brainrot, Forre Spikes comps). Every time I've brought up Dug's brokenness, I've gotten a response that Skarm is more centralizing. I'd argue that it's only because Skarm fits with Gar and with Dug that it is oppressively centralizing rather than centralizing in a purely healthy way, but I digress. My concern is that Spikeless offense probably just sucks because Spikes make everything but CuneLax offense better, and I think CuneLax being good is generally good for the tier.

My ideal ADV is one in which the tier is centralized by mons that offer real defensive and offensive utility simultaneously, and teams that have extreme compartmentalization accent the tier rather than setting the tempo. I think Bliss's bulk and utility makes it a healthy force for ADV. I think it's strong fit with shitmons -- Ghost-types and Dugtrio in particular -- turns a mon with 0 offensive presence into a tier-king in a way that kills the diversity of Spikeless approaches that require real skill and thought to craft and play. I know some people disagree with my assessment that Gar is a serious problem and believe that Dug and/or Gar keep the tier fresh and balanced, but I think a tier with Dug (and Kou or Jira or even Mag, if they're so scary absent Dug) banned is probably more dynamic and healthy without creating serious headaches in the builder. Just my two cents.
 
What's the counterplay to bliss?
Switch to machamp, or your own blissey, or celebi, or jirachi, or skarm, or even recover starmie to spin or heal. Enemy blissey isn't threatening you while she does her thing.

What's the counterplay to dug?
Switch to... oh wait, can't switch out
 
What's the counterplay to bliss?
Switch to machamp, or your own blissey, or celebi, or jirachi, or skarm, or even recover starmie to spin or heal. Enemy blissey isn't threatening you while she does her thing.

What's the counterplay to dug?
Switch to... oh wait, can't switch out

Both Have Counterplay the thing with Blissey is are you sure you want to switch any of those Pokemon Even Machamp into it because of it clicks T-Wave you’re screwed regardless of whatever Pokemon it is unless it has natural cure itself.

Dug while you can’t swap out you can easily follow it up with something that takes advantage of whatever move it just trapped with. For example if you use Breloom or Heracross and Dug traps you, you can trap it back with your own dug.you can use dug as a means to setup sweeps with stuff like ddmence and even with the right play dug might not kill blissey at all
 
Offense is so gatekept by Spikes offense and stall that the tier is polarizing around Spikes. Every mixed offense idea I've come up with in the last years I've updated and upgraded by adding Spikes
I think this just makes logical sense though. Entry hazards are inherently strong in 6v6 singles. Its weird that mixed offenses wouldn't want to capitalize on spikes as the opponent needs to react to both physical and special threats. Whereas something like a special offense or ig physical wants to overwhelm one side of the defensive structure. The mixed offenses are the spikes offenses.
 
I think this just makes logical sense though. Entry hazards are inherently strong in 6v6 singles. Its weird that mixed offenses wouldn't want to capitalize on spikes as the opponent needs to react to both physical and special threats. Whereas something like a special offense or ig physical wants to overwhelm one side of the defensive structure. The mixed offenses are the spikes offenses.
Counterpoint: spikers are not always worth running.

Having to waste hp to spike is not always beneficial, and most if not all spikers are just inferior mons defensively and offensively compared to the rest of the ou roster. Skarm cannot trade damage with attackers like other walls do and works less as a check everytime it clicks spikes and takes a move (also arguably has some 4mss), forretress is very reliant on facing the right teams or just spike>explosion, cloyster is a decent damage dealer but having sand up is both necessary and a huge issue for it (also has mus where it cannot boom at all, making it very predictable), smeargle is not good long term (even tho its probably the best trader among the spikers), etc.
Its important to consider if the spiker will benefit your team enough that you wont miss another more solid defensive or offensive progressmaking option instead (oftentimes cb mons, knock off mons, trappers, etc). Many teams in the past had giant issues against mixmence, zard or starmie simply because the combination of tyranitar+skarmory+pert is not good against fire grass fighting/water coverage. This issue is exacerbated by the choice of running metagross alongside, for example. In my testing, removing skarm (or ttar) and changing the gameplan of the team can make it much more defensively reliable squad and still not have breaking issues due to the many types of long term progressmaking in adv.

Its also very important to ask yourself if you are able to play against anti spikes tactics with your spike team. Theres many situations where players complicate their defmie matchup because they insist in running the above trio without gengar or anything that really threatens the ohko into defmie. Its not always a spiker onus, but the issue can be solved by just not running the spiker at all.

In other hand, running a direct breaker that baits and beats something can be more beneficial to a gameplan then long term spikes damage. This can be simply demonstrated** by how lax works for spikeless offense. Its role is unmatched and running spikes wouldnt benefit it in most situations (spikes lax is good, but not most of the time imo). Considering offenses tend to work in a sequencial breaking gameplan, it is beneficial to have as many mons to support that gameplan that doesnt require spikes to work necessarely.

The term mixed offense came to be because the teams had different progressmaking targets instead of just focusing on "hitting the check". I believe its not very reliable tho, and personally i put spikeless offenses in different cathegories based on their trapper or spin presence.

Personally i believe that spikeless offense is incredibly strong simply because it both takes advantage of meta trends being based around tar skarm teams, and it has an aggressive edge against spikers by the nature of the spiker mons. Theres precendent of spikeless offense being strong and consistent, and those arguments sound like historical revisionism to some degree. I agree that spikes are definetly the most oppressive thing in adv ou, but in my vision spikeless offense takes that as an advantage by running teams that have a lot of solidness vs spikes and hit and run archetypes. In sum, choosing to not run spikes is a strategic device to get an offensive and defensive edge over most hit and run teams and to solidify a trading/"bait and beat" heavy structure.

**CBmeta also demonstrates this well. Consider the situation where you have zapdos lead, cbmeta and skarm on the back. Vs ttar lead you have a big gameplan hole of having to choose between going cbmeta to skarmbreak or going skarm to spike early. This can be planned, ofc, but one could argue each pokemon steals the best action turns of each other.
 
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Yes I agree that there are offensive teams that drop spikes. I was trying to explain that it's weird to classify mixed offense as purely spikeless. Forre can contribute by spiking and being a trader with boom. The offenses giraffe is/was making still have a heavy trading gameplan (mixed offense) but also have spikes. Could be wrong tho
 
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