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Metagame ADV Doubles OU

Hi all, for context, I've only been playing this tier for a few months now and the recent money tour was the first one I've ever participated in. I play ADV DOU mainly just because it's my favorite gen and I like Doubles more than Singles, so learning this enclosed meta and coming in as a complete newbie with pretty much no knowledge of how it played pre-Boom and Lati bans felt interesting.

I don't really like making or even know how to make VRs/Tier lists normally because I think they sort of narrow the context for the sake of easier visual literacy, but I thought I'd at least share my thoughts based on what I encountered during this tour. Specifically, I will only be talking about mons that I think might actually move up or down in their usage depending on how players utilize them in the future. IMO, there's not much to say about the high or low tiers as they are already very solidly well-established in the meta and will most likely not see much movement from their current positions unless something drastic happens (like they bring back Boom or something).

:raikou:
One of the rising stars I saw with the players I was matched against was Raikou. This is a mon I personally had very little experience with both facing and using prior outside of Rain teams where it's more of an appetizer than the main course, but on paper it should really thrive in the environment of ADV DOU since it is finally free from the threat of Dug in ADV Singles, and it absolutely does. Being able to outspeed and threaten both Bull and Zap (Arguably the best lead in the entire tier consisting of the 2 most overwhelming and overused mons) is crucial in its strength. A single CM or holding a Magnet gives it even more threatening, and sometimes even OHKO, potential if you pair it with Helping Hand Arc or Yama. But therein lies its weakness. Raikou does need quite a bit of babying due to the fact that it is very EQ vulnerable. I would say the one it has to watch out for the most is Aero, the fastest mon in the game that can easily OHKO it as long as the Aero hasn't been Intim'd. But that's also why it's not so hard to implement on most teams, what with Intim spam being so common and even pairing it with Fake Out Support from either Ludi or Yama can allow it to set up for free. On the subject of Ludi, of course, Raikou becomes the perfect fast Rain setter and Thunder spammer on Rain teams, something that was seen rather frequently during this tour due to the popularity of Amaranth's Gorebyss team. Another weakness you may have spotted is that due to strats like Lead Raikou needing so much support from specific picks such as Arc and Yama, you end up dealing with either a lead where both mons are weak to EQ, or a lead without Intim support, something to be aware of. Which is why Lead Rainkou with Ludi is so good, as Ludi not only provides Fake Out support, but is also both resistant to EQ while also being able to spam Hydro and Grass moves to OHKO any mons that threaten Raikou. With that said, I saw lots of different Raikous in this tour and plenty of them did not run any of the leads that I just talked about and still had decent results. Which means that this mon may not be as vulnerable or inflexible as one might think. Overall, Raikou is a bundle of surprisingly dense and powerful stats in ADV DOU. If you decide to run it, it can very easily either provide great support for the rest of your team or quickly gain momentum by dishing out fast and hard hitting damage in what is normally a low power meta as long as you know how to position it well.

:marowak:
Something you might notice as I continue discussing specific mons and their performance is how each consecutive mon seems to be a response/counter to the previous pick. And who better to start that trend off than our dear middle finger to every Electric spam, Marowak. This is a mon that I thought was highly underrated before this tour and not only did I end up bringing it on most of my teams (to great success I might add), but I also saw it being used by many others including my opps. With Lightning Rod and pure Ground typing providing complete Electric Immunity, it utterly shuts down any Electric attack (that isn't HP Electric) in a meta where Zapdos is king and Paraspam can be game ending, not to mention I just got done talking about how popular Raikou was becoming. Well, no more. With Maro on your team, you have absolutely nothing to fear. This mon is a popular pair up for all Water-types, such as Starmie or Suicune, but especially Gyarados who is allergic to Electric. "Gyarawak" allows you to provide support for Gyara to setup with DD while also spamming powerful STAB EQs without worrying about hitting your partner, and this also works for other Flying types like Aero, which is known for being exploitable due to how frail it is. Even with its low base stats, you can still build a very threatening Maro indeed. Especially since the one item everyone equips it with, the Thick Club, essentially gives it a pocket Huge Power. Maro also has access to more than just EQ for STAB, Bonemerang is a 2 times hitting 50 BP move that is exclusive to this mon, basically giving Maro a single target EQ that hits twice, damage calcs twice, and has a chance of crit-ing twice, all at the cost of 2 RN rolls on whether you miss or not. With 90 Accuracy, it's the player's choice whether to opt for this move over EQ or even have both on it at the same time, especially if you're that worried about hitting your partner, but the fact that you have this choice at all only increases Maro's viability even more. Ground STAB isn't the only thing great about this mon, it has a surprising amount of options available to it. To threaten Zap, Maro has access to either HP Rock (if you want consistent damage) or Ancient Power if you want another HP type (and if you hit that Omni-boost you become a serious problem for your opp even if you're slow and Intim'd). It also gets access to Counter and Icy Wind (seriously they gave this thing everything, 4 moveslot syndrome much?), providing utility by either slowing down the opponent's momentum or revenge killing hyper offensive setups. Though it doesn't change the fact that Maro's greatest weakness will always be the common threat of Superbi (CM Celebi). However, with things like Light Screen support and depending on how you build your own bulky Maro, it can actually potentially survive defensive Celebi's Giga Drain while also returning the favor with a hefty HP Bug. IMO this weakness is simply something you have to work with no matter what since Bi is on almost every team anyway. Utilizing good positioning with your Maro can be the most annoying thing your opp will ever encounter and the millions of options you have available to you in terms of building this mon to fit your specific needs easily earns it a spot on any team willing to try it.

:starmie:
Looky here, I just got done singing the praises of a Ground mon, and guess what's next? Starmie is another mon where on paper it has decent stats, coverage, and options, and therefore should be getting more usage, but doesn't seem to get much attention even though there aren't many other mons that can do what it does. For starters, it has the same Base Speed as Raikou, which means it easily outspeeds the majority of the meta aside from Aero, without sharing Raikou's crippling EQ weakness. It has insane coverage with STAB Hydro Pump, Ice Beam, Thunderbolt, HP Electric, Dual Screens, the list just goes on and on. This means it can also threaten the majority of the meta, including the aforementioned Aero since it can't be OHKO'd. Having Natural Cure means that it isn't forced to wield a Lum Berry, yielding the way to more useful items like Lefties or a Mystic Water. The issue on the floor is how much it's threatened by Zap and other common threats like Superbi (again). Even though it outspeeds, it cannot OHKO either of them with Ice Beam, but it can still do a decent chunk and sometimes that's enough. This is another mon that suffers from 4 move slot syndrome due to just how many things it gets, but that problem is easily solved when you realize exactly what purpose you want it to serve. Some ways I've seen it used is you can make it a fast bulky lead screen setter, go purely offensive, or both. Like Raikou, it's surprisingly not that frail, especially with both Intim and Maro support. Out of all the mons I've talked about so far, I've seen Starmie used the least, and even though I like to use it on my own teams, I agree that its neither the strongest nor the most viable mon out there. Still, there's nothing else quite like it in the current mon pool and I think there's a lot of potential here.

:aerodactyl:
It's funny how each mon I talked about before is almost a reflection to how the meta might have slightly shifted over the course of the tour, as each one is a good response to the previous, but that trend stops here (kinda). There's really not much left to say about Aero tbh, but I wanted to ramble about it a little anyway. We all know this is the fastest mon in the tier, which means we know many of the speed tiers and breakpoints are balanced around this thing. We all know it pretty much has one set that everyone uses, which means we know how to counter it. What else is there to say? Well, I just wanted to add my perspective on the role of Aero on a team. IMO, Aero is not a real sweeper. It is almost never a true one shot wonder, not in a meta where it can't even always gurantee a kill on Zap with Ancient Power and especially not so if the Zap is even a little bulky or if the Aero has been Intim'd. The mileage you get out of this mon is solely dependent on how well you position it, usually in the late game. Aero can be used to force a switch early on, but its best usage is typically as a very fast vulture that picks off weakened foes. It can't truly threaten unless the opp has already received a certain amount of damage lest it be OHKO'd itself immediately after. I have had some games where this thing feels incredibly oppressive, and some where it does not. That said, I have come to see it as a sort of insurance. When I want to bring in the threat of a fast, decently hard hit that could potentially kill something that's just been sitting there enduring hits and dishing out damage from the opp's side, sometimes an Aero clean up is enough. But that still doesn't excuse its normally terrible switch in potential. This thing is made of paper and its typing only makes it good into EQ, as it cannot even handle a Bull's DEdge that well (but then again, what can amirite?). I honestly didn't respect Aero at first, but I've softened my views on it recently, as it still does certain things very well and there are times I feel like my team composition either becomes more, or would have been more, solid with an Aero on it. And that's usually a sign that the mon is still good for something. Arguably, part of taking your first steps into learning this meta is figuring out how to either maneuver your own Aero, or maneuver around your opp's Aero because of how careful the positioning of it needs to be to preserve its potential.

Analysis:
My summary of my thoughts on this metagame is, as it currently stands, it is incredibly exclusive. Very few mons can be used, and both the way they are used and their usage doesn't vary often. Any attempt at using mons that are too out there will be met with the crushing reality that you are just making things harder for yourself and is the equivalent of actively shooting yourself in the foot, but you can say this about pretty much any meta. It's only exemplified more than usual here because the pool of mons we get to choose from is so much smaller. And there is a benefit to this exclusivity. Each and every meta mon is designed to respond to each other perfectly in very specific ways and interactions, and when there are so few of them to consider, you can make incremental changes and strategies that can redefine how things usually pan out in a way that can pay off. Everyone already knows that the current ADV DOU's real main issue is that it's a chaotic RNG-ridden sloshfest where every 2X crit feels like your opp just personally reached through the monitor and slapped you five across the face, there are too many speed ties meaning your fate is left to a literal coin toss, being paralyzed feels like you just got diagnosed with the fastest acting strain of polio that would make even Christopher Reeve blush, and the monotony of an endgame usually being decided by 2 Celebis passive-aggressively staring each other down as they spam CM in one another's faces in a setup Cold War until they finally decide to attack and one is lucky enough to gut punch the other with one of the aforementioned crits. And you know what? I still like it more than any other gen I've tried because when things hit just right and you play a good game with a good opp, it can be really fun.

Teams that I made, used, and won with in the recent ADV DOU Money Tour by zoe (Top 8). Special Thank You to Grandmas Cookin, oh the guilt, and Actuarily for helping me build some of my first teams, to Poli for helping introduce me to the tier, and to 2xNoodle for playing with me in practice and letting me save replays! I wouldn't have gotten this far without y'all!

:starmie::tauros::marowak::gyarados::zapdos::celebi:
Lead Bullmie with Celebi

:zapdos::tauros::celebi::blissey::suicune::arcanine:
Heal Bell Blissey and Crocune

:zapdos::tauros::celebi::blissey::suicune::marowak:
Anti-Rain with Blissey and Crocune

:starmie::tauros::marowak::gyarados::metagross::zapdos:
Lead Bullmie with Metagross

:zapdos::tauros::celebi::blissey::suicune::arcanine:
Light Screen Blissey and Crocune

:raikou::ludicolo::kingdra::metagross::tauros::aerodactyl:
Rain

:gyarados::swampert::marowak::flygon::zapdos::arcanine:
Lead Gyarapert with Flygon

:gyarados::tauros::marowak::zapdos::celebi::metagross:
Lead GyaraBull

:gyarados::aerodactyl::marowak::flygon::zapdos::arcanine:
Lead Gyaradactyl with Flygon

:suicune::zapdos::celebi::tauros::metagross::marowak:
Lead Zapcune

:gyarados::arcanine::zapdos::aerodactyl::tauros::marowak:
Lead Gyaranine
 
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Everyone posts teams here so I'm not going to post mine, instead I'm gonna post what will easily let you recreate teams. Set boxes!

Box one:
https://pokepast.es/a240ba407f759eb5
Box two:
https://pokepast.es/52e5b62edc6d8ad5

Regarding speed, the benchmarks I use are:
138: Regi trio
243: Jolly Tyranitar
269: Jolly Heracross
328: Timid Zapdos
394: Jolly Aerodactyl
Some of the spreads can be optimized, like for Jirachi but you can figure that out.

I liked playing ADV. Regarding the meta I don't have very hot takes. Making a team without Zapdos is shooting yourself in the foot because it's not only the best mon with built-in answers to Rain and Setup, it's also the best mon into Metagross and not being able to rely on Zapdos to answer Metagross is hell. Rain is extremely good, especially the variants with Raikou since Hydro Pump in rain will KO everything capable of KOing Raikou.
I do think Gyarados as a support option is slept on, it's much better at using Roar than Arcanine or Swampert. Blissey is very good, probably tier 2.
I also think Dragon Dance Gyarados, Arcanine and Choice Band Aerodactyl are bad. Having Arcanine in a Rain matchup is worse than playing with 5 mons since if you ever fail to sack it properly the rain player can just ignore it forever and it'll even fail to do its main job properly, which is to check Metagross. Aerodactyl's only redeeming quality is being able to finish off stuff like Zapdos or Raikou, but it's so vulnerable to Intimidate.

Big thanks to srvoltmike and Chris32156 for drafting me and playing test games even though this isn't their favorite tier.
Shout-out to Actuarily Lifetouches AIRedzone and Terekusai for helping with building, and thanks to everyone who gave me test games.

I'll just post this team because I think it's fun:
:marowak::gyarados::celebi::metagross::blissey::zapdos:
https://pokepast.es/a410ba20dd62c538
https://teams.pokemonshowdown.com/view/1700518-wh7nuonlfc2wjxkt51ui
 
Derb has concluded, which means it's time to drop teams and talk about ADV Doubles Overused! I'm not actually going to go into great detail about my teams this year, I either tried to abuse broken setup sweepers and win first or click Thunder Wave and win slowly. But I'm going to put them at the bottom of my post, so you either read the whole thing or are forced to scroll down slightly more >:D
1777914791620.png


The meat of the post is going to be talking about what I think can be done to fix the tier. I have 4 things to talk about here, and I think you could probably take any combination of them and the tier would be a LOT better, but I'd probably just take 2 of them.

Proposal 1: Ban Thunder Wave
Kind of a no-brainer here, full paralysis is an absolute cancer on this video game and is the #1 cause of ADV DOU games being unfun or consistently marred with RNG. Offensive Pokemon are consistently kept down by the omnipresent threat of Thunder Wave, forcing every team to essentially: try to win first (works sometimes!), stick a Marowak on and try to redirect the Twaves (also works sometimes!) or commit to spamming status yourself (works a lot, if you don't get crit (IMPOSSIBLE)). The presence of fatter teams that slow the game down thanks to how easily Twave shuts down offensive threats makes games go longer, which in other tiers might not necessarily be a bad thing, but here it gives more chances for things to go wrong. More chances for mash misses and raises, crits, full paras, important Toxic dodges, you get the idea. More offensive Pokemon (and the already good offensive Pokemon being able to run Leftovers!!!!) makes defensive teams worse, giving games less opportunities for bullshit. I think this is an extreme net positive on the format.

Proposal 2: Free Boom
Significantly more controversial than banning Twave, but a valid option, nonetheless. Like it or not, the old Boom meta really rewarded the better player a lot more often than this one. Slowing the game down only led to more opportunities for you to bullshit your opponent out of the game, making setup sweepers broken and relying on them to not get parad 50 times or not get crit (or for your own pieces that stop them to also not get bullshitted lmao). Some people see really quick 6-8 turn games as totally undesirable, and I think that you're valid to have that opinion, but I also think you need to acknowledge that the boom metagame was much better than this one. If we aren't going to free boom, I think you should consider the other options...

Proposal 3: Free Deoxys-Speed
In a slower-paced metagame where really strong damage is kinda hard to come by, Deoxys-Speed adds a nice breaker that, with defensive counterplay now being more present than ever before, would not be overbearing. Admittedly, this Pokemon doesn't really fix any of the issues with the tier and is more likely to just be a good Tier 2 Pokemon, but I think it is something worth looking into! It has a lot of strong anti-defense tools, and in conjunction with a Twave ban, would do a great deal to both stifle dumb offense and facilitate it.

Proposal 4: Free Groudon
This is not a shitpost. This is not ragebait. I promise you, this is completely genuine. I've been suggesting this for a couple years now, and I'd like to get into what exactly I think makes Groudon the perfect fix for a LOT of ADV DOU's problems.
Let's look at some things that make ADV DOU really awful to play: Broken setup sweepers, Thunder Wave, Pokemon don't do enough damage, we have no real speed control, specials are broken, critical hits, inaccurate moves, and rain is oppressive.
Groudon fixes a lot of these issues, but also in turn can become a broken setup sweeper (but not really but i'll talk about that later I PROMISE). Groudon gives you a very good metagame warping ground to absorb Twave (IT ALSO LEARNS TWAVE YES I KNOW I'LL GET TO IT ALSO JUST BAN IT), an extremely strong physical Pokemon that forces the metagame forward, it stifles or deals with every single setup sweeper (including itself!): Suicune gets nerfed by Sun directly and is now able to be hit with Solarbeams, Celebi now has to contend with Sun boosted fire moves constantly (but also gets Solarbeams of its own to hit Groudon!!), Demon Registeel, even when Skill Swapped Levitate, is significantly less viable, I don't think I need to mention Raikou, you get the idea. Groudon doesn't necessarily fix the speed control issue, but it does add Chlorophyll mons which are essentially scarfers and are not actually that strong, mostly serving as anti-offense pieces. Groudon also doesn't click inaccurate moves, except maybe Overheat? Furthermore, the Pokemon that benefit heavily from a Groudon unban don't want to click inaccurate moves besides maybe Fire Blast or once again, Overheat. And obviously, Rain I don't need to mention. Unfortunately, Groudon doesn't lower Gen 3's critical hit chance or damage, but he does make games go faster, therefore giving you less chances to crit or be crit.

You might say, SEA, Groudon gets Swords Dance and Bulk Up! It HAS to be a broken setup sweeper of its own! And honestly? You might be right about that! But now everything in the game can click Solarbeam and hit it for 60+! Furthermore, every Follow Me Pokemon except for Togetic is going to die alongside it unless you want to click fucking Mud Shot, so it's not like Groudon is singlehandedly going to take over games with a FM to SD + EQ. It is not as broken as you think it is. It can be intimidated, burned, hit with extremely strong fire moves, Solarbeamed, have the rain set up in its face and contend with strong Waters, have Reflect set up, there's a bunch of ways to deal with it. By sending out your Groudon, you also activate a large amount of Groudon counterplay in Pokemon like Exeggutor. My one thing I'd like to add is that we would immediately have to ban Sleep completely, as now there are like 4 viable Sleep Powder users and that's not a desirable thing to add to the metagame (but this is also a positive). Would the metagame as we know it be recognizable? No, not at all. But I also don't think that's a bad thing. The metagame in either iteration (boom or no boom) has been of frankly questionable quality, and Groudon would be a gigantic shift to a metagame that I think needs it quite badly. I hope you do seriously consider this.

I don't really feel like proofreading this, sorry if it was a bit rambly but I wanted to get this done before I lost all motivation to do it, thank you for (hopefully) reading
Huge huge huge shoutout to NinjaSnapple for being my support this season, she was wonderful and I would recommend her for any team tour in the future :D and also to Xrn as always

and if you just came here for teams, :(
fine
 
just fucking stop banning things lmaooooo first it was boom now its twave if you remove twave something else will become good and randomly become "a problem". the game is the game. youre playing pokemon. sometimes you lose games to bullshit. boom and twave are easily within the tolerable amounts of bullshit and not especially crazy outliers.

if you remove twave you change the identity of the tier completely AGAIN and we head more and more towards a nondescript set of guys just kinda hitting each other because theres nothing fucking else that you can do in the tier. or maybe clicking calm mind and then hitting each other.

do not do this. the tier is direly lacking in things to ACTUALLY DO, removing more and more tools will just move it further and further towards wholesome chungus calm mind wars as if that's more skillful than at least having other moves that you can use instead.

free boom or keep everything the same. we can give deos another try why not idc.
 
I am against a Thunder Wave ban. Unlike DPP, there's no access to Choice Scarf or Trick Room so the speed control options are already limited. There are also so fewer items to choose that Lum Berry is easy to slot. You can't even click Thunder Wave against faster teams like the rain sample because every Pokemon runs Lum Berry. Thunder Wave's main value is either as speed control on the fast Choice Band users, or to win against slower paced teams by occasionally getting free turns. It's also the best enabler for Choice Band Snorlax.

Furthermore, although the number of Pokemon to choose from is smaller than in later tiers, ADV has access to numerous ways to counter Thunder Wave:
  • 3 viable Natural Cure Pokemon in Starmie, Celebi and Blissey
  • 2 viable Heal Bell users (Celebi, Blissey) and 3 weaker users
  • 1 premium Lightning Rod user in Marowak
  • 3 Guts users in Machamp, Hariyama and Heracross
  • Swampert as a Thunder Wave immunity
  • Rest as a viable moveslot on every Calm Mind user
  • The whole tier learns Facade, although Snorlax is the better user of it
  • You could add Milotic and Jolteon (nevermind Volt Absorb doesn't stop Thunder Wave for some reason) to this list but it would be a stretch
 
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Hello adv players. I am xzern, the original poster of this thread. It warms my heart and soul to see adv doubles continue to be played and acquire new players this far into the future. However, I feel somewhat estranged by the current state of what we have here. While not particularly unfun, I find this current iteration of the format to be extremely awkward to play. I also find the format to have lost the charm and uniqueness that was present at the start. In this post, I intend to break down my general game philosophy and other related thoughts.

That which separates doubles and singles in practice is a vast topic and is sometimes nondescript. We like doubles for its offensive, fast-paced gameplay and decision making, dynamic on every single turn, and how the format grants agency to the player in a way that is simply not present in singles. Doubles functions only when the player is rewarded for taking advantage of this agency which is only afforded to them here, making intelligent usage of doubles-specific mechanics and strategy. When you double target something, it dies. When you use support moves adaptively, you gain a better position. When you use protect effectively, you have successfully read the opponent's intention and are rewarded for it. Every turn matters. Doubles identifies the better player in a way that is exciting and within a more reasonable timeframe. ADV doubles does not feel like this.

ADV doubles, in its current state, does not fully speak to me as a doubles player. The tier is extremely slow; an endless march of pressing calm mind, watching your opponent press calm mind, and being full para'd. It feels like singles. Current ADV doubles is noticeably awkward in a way that prevents the familiar doubles strategy from being tangibly beneficial in the same way as later generations, or even usable at all in many situations. Like watching an opposing snorlax spam curse, and being unable to meaningfully capitalize off of your opponent's entire slot doing literally nothing. The tier has no flow to it, no momentum that is clearly present in later generations, and is full of complete dead weight. Within this kind of environment, otherwise drastic tiering decisions appear acceptable or even necessary; such as removing an entire move from the game like thunder wave, or unbanning a very strong uber like groudon. These choices are then made without regard for the fact that these kinds of extreme tiering choices not only alienate many players, but also makes the game feel very manufactured in a way that is difficult to articulate. If it benefits the play experience to remove something like thunder wave, for example, that alone speaks more about the content of the tier than the strength of the move itself. The tiering process between doubles and singles should contrast heavily. When one seeks to modify something in a doubles format, it must be done so with extreme scrutiny, more so than in singles. You run the risk of actually removing agency from the player, in an agency-driven format, rather than actually improving the play experience.

I've been made aware recently that ADV doubles competes with Orre for a lower tier spot in tournaments, and that many people prefer the latter. For a smogon tier to be shunned in favor of a nintendo tier, in a smogon tournament, is completely unheard of and speaks a great volume about how adv doubles is perceived. There exists an entire community of players who, when offered two functionally similar tiers, choose the one that has like five viable pokemon. If you think I am disparaging Orre, you are missing the point.

As I reacquaint myself with what we left behind, I remember some years ago when we first booted up "gen3doublescustomgame." It was a lot of fun and completely unlike anything else we ever played in pokemon. The game was fresh, fast, and enjoyable to the extent that I felt the need to post about it, write an article, and do cart research on correct mechanics.

After my hiatus from competitive, I was shocked to learn of the removal of Explosion. It was the main part of the game that made it unique. Obviously, explosion is extremely strong, to a greater degree than in singles. Because of its strength, it allows for a level of volatile and dynamic play which cannot be captured in literally any other format. Rather than compromising what makes a format distinct from another, one should attempt to work within those bounds, assuming one needs to work at all. You may be tempted to view this as a choice between two evils; explosion or what we have now. Instead, consider the possibility that blowing shit up is your inalienable right as an ADV player. This was the pitch for ADV doubles; its uniqueness, speed, and volatility. Instead, I am playing singles twice on one monitor, but for some reason I cannot move past the celebi.

To conclude, removing explosion is simply not the correct move as evidenced by: the current molasses pace of the game which is uncharacteristic of doubles as a concept, the public perception of Orre being more enjoyable, and fact that you guys are talking about banning thunder wave.

Thanks for reading.
 
Hi all! ratpacker was kind enough to indulge a request for a BOOM LEGAL Room Tour!

Thank you to everyone who joined!

Here are some of the highlighted replays:

https://replay.pokemonshowdown.com/gen3doublesou-2609107082

https://replay.pokemonshowdown.com/gen3doublesou-2609109989

https://replay.pokemonshowdown.com/gen3doublesou-2609109410

Grand Finals:
https://replay.pokemonshowdown.com/gen3doublesou-2609112317

If ADV, in its current state, is considered uncompetitive anyway, is BOOM just fun enough to warrant being legal again?
 
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I agree with the sentiment that removing Boom made ADV lose all its sauce. Explosion was a strong progress maker that was pretty important for holding back what is now this slow, more-often-than-not occuring Calm Mind fest and whatnot. Let's look into bringing back Boom and making the format sheist again.

B84ycCj.png
 
I know the idea was already floated on discord and probably will end up happening eventually but what this tier really needs at the moment is a tiering survey. The tier is fairly unpopular (at least among some) at the moment and there's a pretty clear divide among whether to go forwards or backwards with bans. Personally, I see the disagreement here as a philosophical thing. On the one hand, do we want to continue to tier the format and eventually maybe get it into a fairly competitive tournament ready state (ban twave and see what follows)? On the other hand, do we want to accept that the tier will never be fully competitive and try to salvage what fun can be salvaged from gen 3 doubles? I think both approaches have some validity and I wouldn't be too upset with either route as long as we're being honest about what we're trying to accomplish.

For context for anyone reading the thread who wasn't super active at the time, ADV 2 years ago was in a really, really, really bad place. I've probably played more doubles formats than just about anyone and there are maybe 1 or 2 formats that I'd classify as less competitive than 2024 ADV DOU. Late stage boom meta was extremely coinflippy, having just about the same amount of RNG as the current format while also having pretty constant boom mindgames on most turns, which was pretty miserable to play at a high level. The format was so bad during that period that it hasn't been featured in ADVPL ever since, which is something I think pretty much anyone can agree is really sad for a tier that has some really interesting dynamics! Playing it casually honestly could have been worse, but for a tier that by that point was being featured in several high level tours (ADVPL, Derby, and the Oldgens circuit primarily) it was kind of a nightmare. Boom is super fun when you don't have stakes attached to whether you win or lose, but playing a format where it can feel like you have so little agency on a turn to turn basis when the outcome actually matters is just kind of miserable, imo.

While I was probably one of the biggest boom haters, it's definitely worth noting that banning boom hasn't necessarily made things much better, or else people wouldn't be in this thread arguing to bring it back. I do think the format really isn't all that bad and I personally don't mind it much, especially compared to what came before. However, I'm also not the primary audience for this tier since I'm unlikely to choose to play ADV over all of the other oldgens for a given tour, so I'm generally supportive of whatever direction the more dedicated playerbase wants to take, although I think both banning twave and freeing explosion are imperfect steps that would need to be followed up by other tiering action to really resolve the problem.

Fundamentally, I think both twave and explosion are really uncompetitive in gens 3 and 4 and don't really encourage skill expression, so I'm not opposed to just nuking twave and seeing where it leads us. DPP (imo) got massively better after the removal of twave and I don't think it would be super different here, but ADV has underlying problems to an extent even DPP doesn't, especially when it comes to the amount of pokemon available in the tier. More than anything else, my issues with ADV come from how limited the pool of pokemon is and how much better the top mons are than pretty much anything else. For that reason, I empathize pretty heavily with SEA 's post above, with regards to freeing Deo S (less so the groudon part but I'm fully on board with the sentiment). In either case (banning twave/freeing boom), I personally feel the tier would be much more interesting if we had a few more really strong Pokemon legal. To me, the manner in which ADV is overtiered is less so the stuff like boom or a potential twave ban, but more so the mons. I was still quite new when Latias was around and it wasn't popular by any means, but I'm at the point where I think revisiting some of the older bans makes a lot of sense if enjoyment of the tier is really that low. For what it's worth, the reasoning for the older bans like the non-attack oriented Deoxys forms and Mew has always been uniquely opaque to me when these pokemon aren't even remotely close to problematic in other tiers (you could make an argument for Mew in DPP but that was always more of a boom thing imo). I don't imagine freeing everything is particularly popular but even just freeing Deo-S sounds neat to me

If freeing boom is on the table, I would really rather we didn't go completely back the exact state the tier was last in with boom since it was so unenjoyable, but I think it could be entirely different if we went a bit farther back and explored the tier with a wider range of pokemon. Orre was brought up earlier and I really think the reason Orre is more interesting to many is a product of 2 main things: Boom and Twave are a lot less dumb in a 4v4 context, where your decisions on a given turn are weighted more heavily against just mashing the dumb moves, and the fact that the Latis being legal gives the format a bit more of an identity with some centralizing powerful mons. Again, really not a hater of the current ADV DOU metagame, but if I was a newer player and had to choose between what on the surface looks like a million tauros zapdos lead mirrors and a format where two teams can look like this (I grabbed the first replay i saw from VDL), I'm unfortunately choosing Orre every time:
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If people want to ban twave rather than freeing boom, I still think that looking at freeing some pokemon could be pretty interesting, but I feel less strongly about it than with boom (where we already played that iteration of the tier and it really wasn't very fun).

TLDR: agree with like 85% of what sea said above, I think either banning boom or twave is acceptable as the next way forward but both would be better if augmented by some potential unbans. For right now, a tiering survey seems like the best next step.
 
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i think presenting "we played with boom and everyone hated it" as a fact is kinda vile

the closed vote featured 12 votes, 8 ban 4 dnb, and one of the ban votes has flipped to call for an unban now lol. it's a tiny sample size of voters AND it was far from unanimous, of course the ban side won and we went ahead with that and that's fine, but you do not get to drop a wall of text attempting to present boom meta as an objectively unplayable metagame when in fact plenty of people actively wanted it to stay as-is

the argument that orre teams "look more fun" than ADV DOU is also absolutely arbitrary stuff presented as a truth of life, but it just kinda is not true. you have meta+lati+zap in 100% of teams.
when you hyper-centralize around some absurdly broken stuff, you allow some random ass ZU level pokemon to become niche-level viable if they just so happen to have a good match up against the brokens. (think also smeargle, CROBAT in vgc16 which i will bring up as the only unrestricted vgc format im remotely familiar with)
this does not mean that the metagame has more variety, in fact the same 3 guys will be 3 out of the 4 slots that you actually pick in so many of your games.


i dont mind that you have different opinions from mine, but i do mind the attempt to pass off your opinions as invariant facts of life that everyone agrees with

(for what its worth i dont disagree with the conclusion that if we free boom, follow-up surveys to move with further action are a good idea)
 
Just a minor thing, but smth that totally sucked about Boom DOU was that there was no Self-Destruct clause. I vaguely remember there being a decent amount of games that ended in a tie just because a last mon Snorlax/Metagross could say "Fuck you, I can't win this anymore but I'm not gonna let you win either." and boomed on the opponent.
This just makes Boom absurdly broken and frankly uncompetitive. A last mon should not be able to tie a game just because they called your Protect or whatever.

I know this wouldn't make a big difference in the grand scheme of things, but it would make Boom slightly less bullshit. So if Boom ever gets unbanned, pls let it be accompanied by an introduction of Self-Destruct clause.
 
From day 1 I said loudly and often that a boom ban would lead to unfun peril, and it has been deeply satisfying to read that once again I was right all along. That being said, the turnaround in opinion has been much faster than it was with mega salamence in xy, so the culture is at least improving.

It would be really nice to play adv again. Boom is FUN. These tiers are supposed to be FUN. Setting up screens so celebi and suicune can click calm mind is as intellectually stimulating as sitting in traffic.

Do not unban deo speed. Worst possible thing you could do. Imagine freeing another CM user and thinking the tier will improve. This is Boromir thinking he can defeat Sauron by using the ring. Go back a couple of pages, read the ban posts, and ask yourself what freeing deo would do that would make you personally have more fun.


Long Edit
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After taking some time to reflect, I regret the petulant tone of my original text.
1) Why I'm so pissy
I genuinely loved advdou when it had explosion, it's probably my favourite metagame of all time (tied with day 1 gen8dou). Suddenly, I check back into it and the tier I really liked and had invested time and effort into was completely ruined. In my view, it was also obvious how things would shake out going forward. An explosion ban fundamentally ripped out the scaffolding of the tier & the result was starting over again from scratch. I tried the new changes, hated it, stopped playing.

2) Significant limitations reduce variety compared to other gens (duh)
I didn't play advdou tournaments and wouldn't unless it was a one-day thing. Advdou is perfect for the RoA spotlight ladder because it comes in, I have a blast, and the tier expires just as I get bored. I think a lot of pro-ban folks either fail to see or don't want to acknowledge that limited options, particularly but not limited to speed control and items, combined with no team preview (which necessitates boom legal btw) ensure that advdou games begin to feel "samey" after awhile. In my experience this happens faster in advdou than other gens. These same limitations also ensure that the same handful of tools are always going to be dominant: Twave (duh), CM, and boom when allowed.

3) Theory
Which leads to my assumption: regardless of what is """best""", advdou players will eternally grapple with the fact that a boom ban/unban will always breath fresh life into what invariably becomes a stale format. The temptation of toggling the boom switch is just too great given how quickly the tier can stagnate and how accessible the change is; even the most inexperienced player can fully grasp why/why not you like boom and can form their own opinion of it. What's more, flipping the ban switch on/off is easy to justify in either direction, easy to adapt to (which makes opinions more pliable), and because it’s a single tiering action, actually a hugely efficient way to revitalize the tier...temporarily.

4) Decision
For me, explosion allowed is a vastly superior alternative. 1) it’s fun for me, and 2) I acknowledge that advdou is always going to be a Mickey Mouse tier to some degree. You just have to pick your poison on this one. Not every other tier, maybe not any other tier, but yes, advdou is just going to be that way. I wouldn't write off any future tiering action necessarily, maybe ninjask has to go, maybe wobuffet, maybe explosion clause to stop ties, but it's far past time to land concretely on an identity for the tier.

Side note, here is a scenario to consider:
Group A likes a tier, Group B joins & flips the boom switch, Group A leaves, Group B looks around and says "well everybody in tournament X like things now, so what's the problem".
 
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Been following advou as part of VDL and "calm mind fest" as idyll put it has been my (and others) perception of the format during my first introduction to it. CM is pressed, on average, more than 5 times every VDL ADVOU game. (And there's plenty of other setup spam to account for). Boom is pressed ~0.8 times every Orre Colosseum game in comparison.

As a VGC player, at times I envy y'all's ability to make changes to a format. Boom ban wasn't one of those times. Best of luck figuring it out, y'all.
 
Gotta say, I’ve found ADV to be a lot of fun. I’ve been playing it a ton over the past few months and feel like once you get the ins and outs of the tier, there’s a plenty of room for imaginative ideas that can work. A handful of things I’ve been trying out are stuff like Skill Swap, Mist, Sun, Full Stall, Heal Bell + Rest, Leer, etc. Theres even some stuff I’ve tried that hasn’t worked out but maybe others can figure out how to make it work, like Spikes, Hail, and Focus Energy + Scope Lens. Even when some things haven’t gone my way in VDL I’ve still found it fun to play and see what ideas others have come up with.

I really think these vintage tiers (ADV/DPP/BW) are enjoyable to pick up for a few tournaments a year and experiment with. Are the mechanics a little outdated? Yeah stuff like 2x crits, no team preview, etc. can be annoying when they don’t go your way, but overall the tiers are just super fun if you don’t take it too seriously. They’re pretty centralized, so you largely know what to expect and so can build fun counters and strategies around that.

As for ADV, building can be very roughly summed up as “be specially bulky enough to not lose to rain, then have enough physical offense to beat specially bulky opponents.” There’s a lot more nuance than that, but that’s the gist. Examples of the specially bulky stuff is either utilizing light screen, calm mind on Pokemon like Celebi, Suicune, and Raikou or just special walls like Blissey & Regice. The general physical hitters are mostly Tauros, Metagross, and Snorlax, or Dragon Dance threats like Tyranitar, Gyarados, and Salamence. There’s some other physical attackers that have decent matchups into specific bulky walls like Choice Band Regirock, Aerodactyl, Heracross, and Hariyama.

It seems as though some people have felt that the metagame has tilted too far in favor of the bulky mons, that it’s too easy to slow down the strong attackers with Intimidate and Thunder Wave, or just too hard to have counters for all of the bulky pokemon, therefore we either need to increase the firepower by unbanning Selfdestruct/Explosion or ban Thunder Wave. While I don’t think that’s the case that we necessarily need to do either, if I had to choose I’d definitely prefer banning Thunder Wave. Explosion was way too metagame warping, making so many other teambuilding strategies unviable since nearly everything can just be wiped out with a well-timed boom. I think the current metagame with many different strategies is much preferable to that one. Maybe if we were able to do some sort of “handshake agreement” type of ban (similar to sleep clause in BW) where like only one boom per team is allowed that would work, but I’m not sure that’s realistic to even be worthy of discussion and worry that it would just make the tier seem not serious.

As for Thunder Wave, I get that it adds a ton of annoying variance into the tier, I just don’t think it’s really banworthy because there’s a lot of counterplay to stop it between Lum Berries, Marowak, status absorbers (like natural cure mons & guts mons), rest pokemon, and Heal Bell. I personally don’t really use it much because you can easily waste a bunch of turns just trying to paralyze stuff for them to have checks to it, to the point that it can also have negative variance for the t wave user. Personally I prefer Icy Wind for speed control since it hits both opponents, does some chip, and works vs everything except clear body mons. But I mean if people want to suspect & ban T Wave then I won’t shed a tear, I’m just a believer that we should let people play the way they want unless something is broken, which I don’t think it is.

Arguably something that is more broken is baton pass, there’s been a bunch of people bringing full baton pass teams in Vintage where they just lead a follow me pokemon (usually clefable) and white herb Ninjask and just spam follow me + SD and baton pass into typically metagross. This can be pretty hard to counter seeing as roar is stopped by protect, so the Baton Passer can easily bring multiple follow me pokemon and cycle around to get the pass off to a +4 or higher Metagross. I’d probably lean ban on this, cause even with a check it can be hard to stop.

Speaking of which, Roar/Whirlwind are great moves that most teams should try to fit as they can help vs Baton Pass as well as other just set up spam teams. The good news is there’s a ton of good roar pokemon like Zapdos, Salamence, Gyarados, Arcanine, etc. It’s not required, but can help a lot vs unexpected set up threats.

Lastly I think everyone knows rain is a huge threat, and everyone is familiar with “Full Rain”, the typical lead Ludicolo + a rain setter and have Kingdra + another rain setter in the back+ a few physical attackers, a typical six is like this. But the struggle with this team is everyone is hyper-aware of the ludicolo + Raikou lead, and so has some checks for it (icy wind + Tauros, light screen + bulky mons, opposing weather, etc.). But rain doesn’t have to be full rain, you can absolutely just run what I call “delayed rain” which is typically just having Ludicolo + a rain setter + metagross in the back, so that you can set rain later in the game when the opponent may not be as prepared for it and catch them out of position. The only downside is that it’s a bit harder for you to position as well.

My personal VR (Tiers 1- 2 are ordered, after that it’s so team dependent):
Tier 1:
:BW/Zapdos: The best pokemon in the tier, as it's good into and on rain, good into metagross, is an earthquake immunity, beats other earthquake immunities, all while just hitting really hard and having good bulk & speed. Due to all those advantages, Zapdos should be on most teams, and you probably need a reason to not be using it. It's a solid lead option with light screen as it's good into full rain, or it can be kept in the back to check bulky waters & metagross. It also has a ton of different EV options depending on what you want it to do. A typical set is basically either lum berry or leftovers using thunderbolt/HP grass or ice/support move/protect or another support move. Zapdos has a ton of good support options like weather setting, light screen, thunder wave, toxic or roar, and then can even run agility to be able to beat out some stuff that tries to outspeed it to take it out (like Aerodactyl or Tauros).

:BW/Metagross: The best physical attacker in the tier due to its sky high attack set and clear body. Since it doesn't have to run white herb like other physical attackers, it's free to run lum berry (or potentially even Choice Band, but that set is probably strictly worse). Metagross fits on most teams but can struggle into bulky waters & Zapdos, so most teams do have checks for it. The great thing is that Metagross & Zapdos pair so well together that they make an easy core to build around. If you were new to the tier and starting to build your own teams, I'd highly recommend just putting these two on it. Typically Metagross is running Meteor Mash/Earthquake/either Agility or HP rock/protect. Agility lets it outspeed a lot of DD + EQ threats and other faster checks, but is at the cost of a reliable way to do damage to Zapdos.

:BW/Tauros: Tauros is probably the best lead mon in the tier. While it can be counter lead (Regirock especially), it just pairs nicely with so many other good leads due to intimidate and immediate offensive pressure that it works in so many lead situations. Tauros/Zapdos, Tauros/Regice, Tauros/Starmie, etc are all great lead options. That being said, it even works well in the back, though it appreciates free switchins since despite intimidate it's not very bulky and can typically only take two hits. The typical set is Choice Band with Double Edge/Return/HP Bug/Earthquake, but you can also run white herb tauros with some support moves like icy wind/weather.

Tier 2:
:BW/Celebi: One of the most versatile Pokemon in the tier, and being both an Earthquake and rain resist with 100/100/100 defenses makes it difficult to remove. However, due to its popularity people usually have a dedicated move slot to check it, like hp bug Tauros. Calm mind is a great set, but has to choose three of psychic, giga drain, hp fire, reflect, recover, and protect, so is typically walled by something. If you are too worried about the potential counters, Celebi also makes a great support pokemon that can get in and out with moves like heal bell, dual screens, toxic, baton passing, perish song, leech seed etc. Between all the options, it’s not hard to fit a Celebi that works for your team.

:BW/Blissey: Blissey is the most difficult Pokemon to remove in the tier. Its massive spdef bulk and healing makes it THE bulky Pokemon, and its physical bulk isn’t bad when you heavily invest in it. Pair it with an intimidate or two and it’s incredibly hard to take down.

The support set typically runs icy wind or thunder wave, seismic toss, softboiled, and one of many potential options like heal bell, light screen, weather moves, toxic, defense curl, growl, counter, etc. The icy wind or thunder wave moveslot is really important, allowing Blissey to enable hard hitting allies to outspeed opposing checks and take them out, or at least Blissey to outspeed and get off softboileds. It also makes it harder for opponents to ignore Blissey, which is a common strategy.

But Blissey’s other set cannot be ignored, the calm mind one with ice beam, thunder bolt, and softboiled. It’s fairly easy to get off a calm mind or two, at which point Blissey can start to hit quite hard with great coverage.

Every team needs to have a plan for how to deal with Blissey. Some common strategies are to ignore it and then toxic it late, or have a couple physical attackers that can hopefully muscle through it, ideally with fighting moves.

:BW/Suicune:Suicune is an excellent calm mind Pokemon due to its great bulk and the fact that it’s only weaknesses are to special type attacks. You can run mono water Suicune with calm mind and rest talk, or just a standard set with an ice move and protect. After it gets off one or two, it’s a huge pain to take down and can hit really hard.

But there’s other things that Suicune can do well too. I’ve had some success with an icy wind + mist + waterfall + toxic or roar set that you pair next to strong physical attackers that appreciate the speed control and stopping intimidate, like Metagross, Heracross, Tyranitar etc. While the Calm Mind set is definitely its best, it’s not just a one trick dog.

:BW/Salamence: Salamence is one of the best intimidators in the tier due to good bulk and threatening offense combined with a great movepool. The only downside is ice moves have been getting more and more popular, so Mence is dropping a little in viability. But still, the DD set with white herb is great, or just three attacks (typically aerial ace, brick break, HP rock) + a support move like weather, roar, toxic, leer etc. Special Mence is also an option with Fire Blast, Hydro Pump, Dragon claw, etc. This thing pairs so well with a lot of the pokemon that appreciate intimidate like Blissey and Suicune that I think it still deserves to be at this part of the VR.

:BW/Regice:Regice is another great bulky Pokemon with a solid support movepool that can spam icy wind/thunder wave to enable allies to dish out the damage. Bolt beam coverage is just so useful, and then it can also set weather. Its biggest nemesis is Lum Berry Metagross, so whenever using it you must have some checks for that.

:BW/Snorlax: Snorlax is the most offensive of what I’d consider to be the “bulky” Pokemon, which allows it to wonderfully fit into the metagame. Curselax with Return and Earthquake is an excellent set, but can be thwarted by intimidate cycling or just double targeting. Choice Band is also really strong, and lets Snorlax come in and dish damage and get out, and can fit a lot of good moves like Facade, HP Bug, Brick Break, etc. Rest sets are also an option, and can even be run next to Heal Bell Pokemon.

:BW/Gyarados:Gyarados is great as a Dragon Dance Sweeper with earthquake and either hp rock or flying, but can also be a support pokemon due to its good typing, movepool, and intimidate. It can run support moves like icy wind, thunder wave, roar, and even leer. Just know the opponent almost always has a Zapdos and plan accordingly in the builder.

:BW/Ludicolo:Everyone knows Ludicolo is the rain threat that it is, capable of helping set up rain with fake out, and then having amazing coverage to hit just about everything. But it’s more than just that, it can also bea rain check for teams that need it while fitting in stuff like icy wind, weather, toxic, leech seed, etc. that lets it function outside of rain. Ludicolo has really great typing and goes well with a lot of the best threats like Zapdos and Metagross.

:BW/Marowak: Lightningrod with ground typing and a massive attack stat with thick club makes Marowak an excellent combination of offensive threat and enabling other threats. Obviously goes well with Gyarados, but can also pair with Aerodactyl, Suicune, and Metagross, or anything that doesn’t want to be hit by Zapdos or T Wave. I highly recommend running at or near max spdef bulk, the attack is high enough with Thick Club, and you want this to take as long to take down as possible while its ally is doing its thing. You can run either EQ or Bonemarang, ancientpower or HP Rock, and then other moves like Icy Wind, Brick Break, HP Bug, Toxic, Perish Song, etc.

Tier 3: (Not ordered from here on)
:BW/Raikou: Excellent as a rain setter due to its great speed tier, but can also just be a calm mind pokemon with thunderbolt and hp ice. The only downside is how prevalent earthquake is as a move.

:BW/Kingdra: A super threatening Pokemon on rain, not too much more to say. Most other sets like icy wind would just be done better by other Pokemon.

:BW/Aerodactyl:Aerodactyl has definitely fallen off as the metagame has gotten bulkier, but it’s still a great late game cleaner. The best speed in the meta combined with pretty solid coverage & a choice band lets it chunk large portions of the metagame. Also can fish for flinches when you need it…when there’s a rock slide there’s a way. I’ve also played around with some other sets with white herb, stuff like weather moves, taunt, toxic, etc.

:BW/Arcanine: Pure fire typing is kinda rough in the metagame, but despite this Arcanine is still a solid pokemon. Intimidate + beating Metagross will always have some value, and Arcanine gets a good support movepool to help make it useful, stuff like toxic, roar, safeguard, helping hand etc. just stop leading it, cause it has such a negative matchup into full rain… or just run sunny day.

:BW/Regirock:A pretty decent Choice Band user since it gets some good coverage and clear body, but the defensive typing and speed means it really wants to have light screen active. Despite this, Ancientpower, Earthquake, superpower, and HP bug does a great job of checking a lot of the bulky Pokemon (other than waters). It can just run leftovers sets with like Thunder wave or toxic, but those sets are probably better fits for other Pokemon.

:BW/Tyranitar:Tyranitar is a solid Dragon Dancer with HP rock and Earthquake, but again rock typing isn’t great defensively. Half the reason to use Tyranitar is for its ability to help out vs opposing weather, but it is not nearly enough to check rain, you still need bulky water/grasses/Blissey.

:BW/Hariyama:Hariyama is a pretty excellent blissey/snorlax check that has a good support movepool with fake out, whirlwind, and helping hand that lets it be a best friend to calm mind users. It also has a high attack stat, can run Brick Break, and two good abilities, so on the right teams it can be a great fit.

:BW/Starmie: Starmie can be a fast dual screener with water/electric coverage or it can just be an offensive water, however its bulk leaves a lot to be desired, so it’s hard to find opportunities for it to do everything it wants to.

:BW/Clefable: Probably the best support pokemon in the tier with good bulk and follow me, healing, and icy wind. But if it’s not next to a set up threat, it can struggle to accomplish much.

:BW/Registeel: One of the bulkiest pokemon in the tier that has a great mix of physical and special bulk, but outside of thunder wave it struggles to do much. It can run some fun psych up or defensive set up sets, but outside of that it’s mostly just clicking thunder wave and seismic toss and counter, so if it plays against teams with checks to t wave it’s deadweight.

:BW/Heracross: Heracross is a hard hitter that has some good matchups into a few of the bulky Pokemon like Celebi & Blissey, but its speed tier and bulk leave a lot to be desired. I like using a white herb set with megahorn, brick break, hp rock and either protect or EQ, and pair it with an icy winder or two who can help it overcome its poor speed tier. It can also be a status absorber with guts, making it an excellent switch in to Blissey & Registeel.

Tier 4:
:BW/Swampert: May be back into tier 3, it had dropped in my eyes due to the amount of Celebi and Zapdos was commonly running hp grass, but I think HP Ice Zap is becoming more common. Swampert is good as a bulky water that resists electric moves, but not actually resisting water makes it not nearly as effective as others as a rain check. Icy wind + Earthquake + Roar though has some good value.

:BW/Exeggutor:An excellent threat on Sun, since it has great special attack and solar beam hits really hard. But outside of that niche, it doesn’t have much else going for it, and you’d always want Celebi over it.

:BW/Articuno: Great stats and an interesting movepool (icy wind/heal bell/mist/roar/weather/toxic/agility) but having a bad matchup into both Metagross & Zapdos and HP rock is tough for it.

:BW/Moltres:Cool pokemon that hits super hard on Sun, and can also run like wisp + morning sun, but needs to be run with good rain checks and there’s a lot of rock moves.

:BW/Gengar: Has decent typing, speed, and ability that lets it wall Tauros, and get off some cool support moves like will-o-wisp, skill swap, taunt, haze, perish song, etc. Yet unless you’re building around those specific moves, it’s just too frail to do much. Gone are the days where it was on 60% of teams just because it was a boom immunity, and rightly so, because it doesn’t offer too much else.

:BW/Jirachi: Has seen some play on a cool team where you skill swap it levitate, then use calm mind, since then it’s only weakness is fire moves which are fairly rare. While it does have a cool movepool and ability, it’s generally stuck between an offensive set that’s worse than Metagross, or a defensive/support set that’s worse than Registeel. But maybe with the right combination of moves you can find a niche.

:BW/Ninjask: Pretty much just ran as a Swords Dance Baton Passer, white herb is its best item.

:BW/Milotic: A nice bulky water that gets access to recover, but otherwise is worse than Suicune as it doesn’t get calm mind. So if you want to pass it offensive boosts, you have to run psych up or baton pass to it.
 
I see people doing this, so I just want to say from someone who has played both now; comparing DOU to orre can be a trap like comparing DOU metagames to vgc, 6v6 with no team preview is clearly different than 4v4 with team preview + the latis unbanned; so people using it to justify opinions is kinda BS. So I think just poll a t-wave ban + boom unban is just the most reasonable thing right? That's how the action start the ban boom vote started in the first place; and once you get player opinions you can move forward with actual suspects.

On another note, personally as a trash gen 3 dou player having boom to cheat wins from my clearly better opponent in burger flip 50-50s is funny though. So I'd be in favor of it coming back.
 

Pushing the rain frontier in ADV DOU​


Preface:​

Behind every successful man there are many strong women; huge thank you to Poli and NinjaSnapple for their incredible support this Derby. Also shoutouts [REDACTED] who shouts out srvoltmike who shouts out Opelucid who shouts out Kitchen.

Rain good, I went 10000-0 with it, pastes below
Boom is Emperor Hirohito, keep it dead
My VR at bottom of post

For a long while, I thought rain in ADV was quite bad. This is because for a long while, rain in ADV was bad. The Latias and Boom bans, however, created the perfect conditions for rain to flourish - the ultra-splashable water resist was gone, and games actually lasted long enough to be able to set rain and click water moves. Amidst the rise of bulky twave durdle and CM spam, rain broke through as the most successful offensive archetype.

I had played around with rain in test games seeing Schister 's builds some time last year, but didn’t take it seriously until Amaranth beat me in cup with his rain (now a sample). My testing and tour games after that showed me how unprepared the meta was for well-rounded rain teams, which is what I set out to build starting with Oldgens Invitationals.

Here's an informal checklist/framework I used when building the teams you'll see below.
  1. Ludicolo (duh)
    • Kingdra is not 100% mandatory, but you will probably want it on most teams that fully commit to rain.
    • Ludicolo has more utility (Fake Out, Icy Wind, Sunny Day if you're a freak like eragon), and Ludisolo works even on teams with only a secondary rain mode or no rain at all.
  2. At least two Celebi checks
    • Strong physical attackers that can fit HP Bug or Flying (Tauros, Salamence, Metagross which doesn't need HP, maybe Gyarados)
    • Specially bulky mons that can out-trade CM Bi (Blissey, Registeel, Regice)
  3. Two or more rain setters
    • Everything gets rain dance. Fit it on Tauros. Fit it on Marowak. Fit it on whatever the hell you want. You probably want it on Kingdra since it only has two other moves it wants to click.
    • If rain isn't the main focus of your team, 1 setter is probably enough to enable Ludi for a few turns.
  4. A plan into opposing rain
    • Celebi is your number 1 option here, but it can get easily overloaded if it has to switch in more than a couple of times.
    • The same specially bulky mons as above
    • Agility mons (Metagross, Zapdos, maybe Articuno if you believe in it enough)
    • Thunder Wave <3
  5. At least one and a half Blissey checks
    • Same list of physical attackers as above + Hariyama
  6. Thunder Wave answers
    • You can stack lums freely or go a more adventurous route with Heal Bell or Safeguard
I brought rain every week in Invis and Derby (except W2 of Derby, when I lost - coincidence? I think not!) and went 3-0 and 4-1, respectively. Here are the teams that helped me do that.

Teams and Replays - Oldgens Invis and Derby​


T16 vs Arcticblast - :raikou: :ludicolo: :zapdos: :kingdra: :aerodactyl: :hariyama:

I swapped out Gorebyss for Hariyama on Amaranth’s sample since in most cases the two Hydro Pumpers are more than enough. Hariyama’s additional Fake Out, Helping Hand support, and pressure into Blissey make positioning the rain pieces a lot easier. The electrics put in so much work in this game that it didn’t even need to come out though.

T8 vs SMB, Derb W1 vs SEA - :zapdos: :regirock: :ludicolo: :kingdra: :blissey: :salamence:

This is my favorite out of all the teams I’ve built in the last couple years. After loading a fairly standard rain in T16, I wanted to disguise the rain mode by leading Regirock, which helps immensely against the iconic Zapdos-Tauros lead. CB + Twave locks down every variant of that lead and broadens the set of other positive lead matchups, though it can struggle into a back Marowak. Blissey is the real star of the show - it blanks the three biggest CM threats (Celebi, Suicune, Raikou), sets rain, and slows down everything with Twave to enable progress even outside of rain. It has some moveslot flexibility - some have tried Thunder, Toxic, Ice Beam, Aromatherapy, and more - depending on the pace you want to play the team at. I agonized over the sixth mon for a while (I considered Aerodactyl, Metagross, and Tauros) and settled on Salamence, since it compresses strong physical attack, Earthquake immunity, and Intimidate.

In my game vs. SMB, rain exerted so much pressure that Blissey was able to paralyze 4/6 of his mons despite having a Marowak while also sitting on the +4 +4 Suicune. I wasn’t as successful vs SEA because I forgot how much she loved Agiligross and therefore didn’t pay enough attention to it during my rain turns. A well-supported Agiligross is this team’s worst matchup by far, so make sure to slam it with Hydros and/or preserve Zapdos to deal with it. Several people have loaded recreations of this team since (Lifetouches, Ratpacker, and couple people who loaded it into me), so at the very least, it has achieved market appeal.

T4 vs DaWob - :starmie: :zapdos: :aerodactyl: :metagross: :kingdra: :ludicolo:

My T8 match fully convinced me that disguised rain is absurdly strong, and I also realized that rain and Agiligross have incredible synergy. I added rain behind a standard-ish older screens lead with Starmie, which ended up doing a lot more damage than I thought it would.

Derb W3 vs oops (G2, G3) - :zapdos: :tauros: :ludicolo: :metagross: :kingdra: :celebi:

This is a team that SEA passed me when we were testing (thank you SEA!). It stacks all the brokens and adds rain, which is another good formula for building rain. Metal Sound on Zapdos puts a ton of pressure on resists and bulky neutrals when staring down rain-boosted hydro pumps.

The first replay vs oops showcases that missing moves is bad, actually. This is the primary issue with rain - if you hit your pumps you will likely win, and if you don't, you will certainly lose. Any one of the moves that I missed would have won me the game, so I ego-reloaded the same team and won.

Derb W4 vs Sealife - :regice: :tauros: :ludicolo: :kingdra: :zapdos: :tauros:

I wanted something simple and reliable this week, and also wanted to explore Regice on rain - it dispatches Celebi and Zapdos quickly while rain deals with fire types. Metagross is still a bit of an issue here, but between Zapdos and the rain mons it's a playable matchup. Regice ended up going off in this game.

Team that I built at some point during Derb but didn't bring: :salamence: :alakazam: :snorlax: :zapdos: :ludicolo: :kingdra:

Alakazam's incredible speed and diversity of support options make it a great lead. This team was solid enough to bring to a Derby game; I don't remember why I didn't.

I built a ton of non-rain teams too, obviously, for Derby, which I will post after VDL and Vintage. I think over the last year, we've collectively just scratched the surface of post-boom teambuilding. There's so much more than the standard brokens to explore, and I highly commend players like Schister and Actuarily for doing so (peep their VDL replays when you have the time). These and other players have also developed solid counterplay to rain, which was overdue after its overwhelming success in Derby. I believe every weather is viable in this tier: sand and sun need just slightly more creative problem-solving than rain to function well. I'm hoping to see more posts about these strategies that expand beyond the standard in the future.


Meta Ramblings​


Reading the recent discourse on Discord and this thread has given me the impression that most people don't remember how atrocious this format was before boom was banned. It near-singlehandedly got our format removed from ADVPL (the only custom avatar tour opportunity we had) and in my eyes, made a mockery of any standards of competitiveness we had for even the mickiest of our tiers. Fun is very subjective (I had fun in every iteration of the tier that I played), but (un)competitiveness is less so - there is only so much skill expression to be had in Russian Roulette. Boom warped everything around it; every turn had to be spent thinking, “How much of my resources am I willing to let get vaporized this turn, and how do I stop it from happening next turn if it doesn't happen this turn?” For a move that takes out your own mon, boom had far too little opportunity cost: you could bait Protects easily, delete nonresists and heavily dent resists, and reposition per your fancy. Yes, you were rewarded for getting calls right and punished for getting calls wrong, but that punishment more often than not meant losing the game on the spot. For those of you yet to fill out the tiering survey, I beseech you - vote not to suspect boom, it is not worth our attention and not deserving of our mercy. For those of you who tie boom to the “identity” of this tier, please consider that many of us enjoy this tier and take it seriously enough to want a better identity than “bullshit coinflip tier”. I understand that many people enjoyed the tier with boom in it, at least more than they do the current version of the tier, but I genuinely believe that they are all remembering it to be far more competitive than it actually was. All that being said, the clamor for boom is loud enough that I would not oppose a boom suspect of some sort (I will instantly be voting Do Not Unban).

The other impression that the discourse has given me is that people are building bad/outdated teams and then complaining when they don't win. I will point back to the paragraph right after the teams section of this post - we've just scratched the surface, and many seem to be pretending that the well is dry. The Derby meta is already old, and new structures have emerged. I'll have more to say about this later when I have the time to talk about newer teams that I and others have built.

As for the rest of the survey, I don't have strong opinions. Thunder Wave has a lot of counterplay as Ratpacker noted, but once again, the opportunity cost of clicking it multiple times is relatively low. I would be okay with suspecting it but I'm not sure how I'd vote just yet - rain would likely become overbearing without TWave (though I'm not a fan of not banning something broken because it checks something else broken). I'm also fine with suspecting some of the weaker Ubers-level mons as a way to temporarily switch things up. The Deo-S room tours that were run a while ago were quite fun and led me to believe it would likely not be too broken. We should keep a careful eye on any of these unbans though, since any strong mon can have meta warping potential in this tier.

Also here's a tierlist why not (ordered within tiers till like T4 which is my cutoff for mons I would always consider for a team I'm building)
1780014409816.png


A couple notes:

1. Arcanine sucks balls (see ratpacker post above)
2. Blissey is incredible because it actually makes progress while being hard to remove
3. Registeel does a lot of the same things as Blissey but doesn't have reliable recovery, still very good
4. Traditional Gyarawak with DD Gyara is a waste of both Gyara and Wak. Use the support moves on Gyara, it's broken.
5. I meant to put TTar in 3 but can't be bothered to edit the image. Similar to Gyara, use its support moves and also disrupt weather for free.
6. Gengar does have a place in this meta, since not many mons have the space to fit Taunt and Wisp to shut down CM and phsyical attackers respectively.
7. Encore is stupid good and everything that gets it is automatically bumped up a tier (looking at you Victreebel).
8. Use Moltres on sun, not Charizard.
 
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I'm posting because someone asked me about a point raised in AI's post, and I'd like to clarify a couple of things from my perspective as someone who has captained ADVPL three times and ADVLTL once.

Now, I don't claim to know this with 100% certainty. This is simply my perspective based on captaining, playing, following the discussions, and generally being heavily involved with the tournament and the community around it.

The main reasons why DOU is no longer part of ADVPL are essentially these:

The first one is a broader issue (and, in my opinion, the main reason). It has little to do with ADV or ADVPL specifically. There has been a general sentiment across Smogon against having only a single doubles tier in team tournaments. It's the same reason why DOU has also been removed from other PLs.
An the second one is that when the time came to defend its inclusion and push back against that trend, there was virtually no support. And this was because of the BOOM ban, not because of BOOM itself. Before the ban, the tier had its defenders and people actively lobbying for its inclusion. After the ban, there were practically none left—only detractors.

Since I'm already here and I've read the latest posts, I'd also like to clarify something else that i have read in that posts:

BOOM makes the tier more competitive and rewards skill more, not less. If your impression of that metagame was that it consisted nearly entirely of 50/50s, then, with a few exceptions, I'm sorry to say that you simply weren't good enough at the tier to properly understand what was going on. If that weren't the case, we wouldn't have seen the same people winning over and over again.

PS: I'm not saying BOOM should be banned or unbanned. I've played exactly zero games in the tier since the ban, so it's not my place to make that judgment. That decision belongs to the people who actively play and follow the tier. I only decided to comment because someone asked me why DOU is no longer in ADVPL, and these are the two main points I felt like addressing

PS2: In any case, see you all in ADVLTL, where the tier is still alive and paired with orre.
 
The results from the tiering survey are in! This is the first metagame survey adv dou has done in quite some time so it will be especially useful in planning any potential future tiering actions. There were 30 responses to this survey and its great to see such high engagement in a tier with a historically smaller playerbase.

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- Overall the player base indicated that they are fairly split on their enjoyment of the tier, with an overall rating of 6.3/10, though 13 out of 30 of the votes were 7/10 and 8/10.
- Opinions on the competitiveness of the tier seem to be more split, with an average rating of 5.93/10 and a wider distribution of votes among the various options.
-As usual, opinions regarding explosion/self-destruct are very divisive, with an almost equal amount of votes calling for it to be unbanned and stay banned.
-Thoughts on Thunder Wave were slightly more unified, with only 36.7% of respondents believing that thunder wave should not be suspect tested.
-Votes on Deoxys-Speed were fairly mixed across the board, with a small majority of respondents expressing that they think it may be worth suspect testing.

Many people also responded to the survey with their own unique thoughts. Some common trends among them that weren't mentioned on the survey was potentially suspect testing Zapdos and Banning Baton pass and or Ninjask.

Thank you to everyone who took the time to respond, the council will take these into consideration!

The council also unanimously decided today that Ninjask will be banned from ADV DOU.

Speed boost, Baton pass, and Sword Dance, a combination of moves and abilities only possessed by Ninjask allow it to quickly accrue a large number of boosts and transfer them to a powerful physical attacker such as Metagross which then easily runs over the opposing team. ADV also possesses less tools to combat Baton Pass teams compared to later generations such as a lack of viable Fake Out users and Taunt users. Roar and Whirlwind being blocked by Protect also makes it much easier for the baton passer to position their support pieces to protect Ninjask and the sweeper.

Tagging dhelmise and Marty to implement on PS, thanks!
 
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The results from the tiering survey are in! This is the first metagame survey adv dou has ever done so it will be especially useful in planning any potential future tiering actions. There were 30 responses to this survey and its great to see such high engagement in a tier with a historically smaller playerbase.



- Overall the player base indicated that they are fairly split on their enjoyment of the tier, with an overall rating of 6.3/10, though 13 out of 30 of the votes were 7/10 and 8/10.
- Opinions on the competitiveness of the tier seem to be more split, with an average rating of 5.93/10 and a wider distribution of votes among the various options.
-As usual, opinions regarding explosion/self-destruct are very divisive, with an almost equal amount of votes calling for it to be unbanned and stay banned.
-Thoughts on Thunder Wave were slightly more unified, with only 36.7% of respondents believing that thunder wave should not be suspect tested.
-Votes on Deoxys-Speed were fairly mixed across the board, with a small majority of respondents expressing that they think it may be worth suspect testing.

Many people also responded to the survey with their own unique thoughts. Some common trends among them that weren't mentioned on the survey was potentially suspect testing Zapdos and Banning Baton pass and or Ninjask.

Thank you to everyone who took the time to respond, the council will take these into consideration!

The council also unanimously decided today that Ninjask will be banned from ADV DOU.

Speed boost, Baton pass, and Sword Dance, a combination of moves and abilities only possessed by Ninjask allow it to quickly accrue a large number of boosts and transfer them to a powerful physical attacker such as Metagross which then easily runs over the opposing team. ADV also possesses less tools to combat Baton Pass teams compared to later generations such as a lack of viable Fake Out users and Taunt users. Roar and Whirlwind being blocked by Protect also makes it much easier for the baton passer to position their support pieces to protect Ninjask and the sweeper.

Tagging dhelmise and Marty to implement on PS, thanks!
PandaDoux it seems the team carried quite the legacy haha
 
PandaDoux it seems the team carried quite the legacy haha
Called it bro
 
The council also unanimously decided today that Ninjask will be banned from ADV DOU.
I had a 100% wr vs this strategy of a sample size of 3 cuz I was testing a team that had rockslide t-tar + fake out hariyama leading; so I unintentionally countered it. It honestly my team sucked but it was really funny to see 3 people scoop turn 2.

Nothing of value was lost either way because ninjask is a boring shit mon who only works in cheese strats.
 
Hey everyone, there's been a lot of discussion over this tier recently and I have a lot to say in response. I recently became decently obsessed with this tier in derby after over a year of touch-and-go interest, occasionally passing ideas or teams to players like AIRedzone and NinjaSnapple but not much playing it myself. During derby I had the absolute pleasure of supporting oopsgtg with test games and really started putting some of my ideas to good use, and I ended up being rewarded more often than not. My experience in derby lead me to sign up for VDL which I finished with a 6-2 record; and I have a whole lot to say about this metagame and how my perception of it has shifted in the last 3 months.

To be forward, I think ADV DOU is actually in a good place right now with solid archetype variety and balance, but it remains DOU's most mechanically flawed main generation format. I think years of comfort loads and a general air of mickeyness have discouraged a lot of people from really engaging with the format and builder, creating a false perception of the tier at large. There are multiple pokemon that have been overused for months while others have been undervalued and underexplored, with entire strategies like Sand chipstuffs dragon dance offense and bulky curse bruiser teams seeing very little gameplay from my perspective. AIRedzone 's above post on rain is a fantastic in-depth look at the archetype and how it can push hyperoffense forward in this tier and I will try to elaborate on certain structures in a similar vein here.

image_2026-08-09_205921398.png


Ok so I was going to do a full teamdump and detail the building process and decision making behind said teams. I WAS going to shed light on how I think about building this tier and whatnot. But I typed up the VR stuff first and then my life went to shit. I've been sick, working, and managing DPL so most of my mons time has been very occupied; as such all I can offer is a quick skim of my good teams, rather than a full teamtour dump.

:ludicolo: - :zapdos: - :metagross: - :tyranitar: - :gyarados: - :marowak: - One of many teams centered around sub meta + sand chip. tyranitar is an excellent Paralysis spreader alongside zapdos, coming in on Tauros normal moves or flying/fire moves aimed at meta/ludi and clicking away. Marowak assists with the zapdos matchup while flying gyara removes opposing ludicolo, metagross can consistently sub up and fish for paras/attack boosts to clean games.
Other Ttar + Steel stuff:
:tauros: - :zapdos: - :tyranitar: - :metagross: - :celebi: - :suicune: Icy wind Restcune
:tauros: - :zapdos: - :tyranitar: - :gyarados: - :sceptile: - :registeel: Fatass registeel + DD tyranitar wincon. Sceptile helps remove regirock/grounds/damage waters and leer is a good option to help muscle past stuff.
:tyranitar: - :tauros: - :zapdos: - :jirachi: - :ludicolo: - :gengar: Flexible 6 that can have zap lead instead and fire punch over tbolt on jirachi for more neutral coverage. Tbolt rachi + this ludi set target suicune super hard, gengar skill swap can make rachi unkillable.
:tauros: - :zapdos: - :tyranitar: - :gyarados: - :jirachi: - :gengar: same team with a worse(?) rain wall water. CM rachi is really really strong...
:ludicolo: - :zapdos: - :metagross: - :tyranitar: - :salamence: - :swampert: Fake out lead, Swampert as the Marowak/regirock breaker for ttar, also good into Metagross. Salamence breaks down celebi for the lead duo and provides flying intim to help protect the sand duo, can run hydro pump to hit marowak/regirock harder.

As you can see these teams really benefit from a consistent water types to remove Marowak to enable twave spreading. Ludicolo is an excellent candidate enabling setup and sitting on rain teams the best, but gyarados and swampert have their place as well.


Rain:
:ludicolo: - :raikou: - :salamence: - :kingdra: - :zapdos: - :metagross: Use brick break on ludi to ruin screen zap tauros lead teams. my rain takes are all worse than redzone's otherwise
:ludicolo: - :raikou: - :salamence: - :kingdra: - :heracross: - :metagross: Same shit, diff sets
:persian: - :raikou: - :kingdra: - :ludicolo: - :articuno: - :salamence: This team wants to go all-in on raikou setup and Persian is the funniest way to do it. Persian is paralysis immune with fake out and charm to slow down opposing tauros EQ and rain dance enables hp water on raikou to KO marowak faster. Rain component back with articuno to cleanse and hit celebi and intim-flier mence for the raikou switches. The raikou should really be leftovers but just protect it and it can run away with the game. Probably change kingdra to rain dance hp electric is kinda troll here but i think it could be good for other teams to hit gyara/cune while dodging maro redir.

Blissey
:zapdos: - :arcanine: - :salamence: - :exeggutor: - :blissey: - :jirachi: Sun is cool because of eggy. Solar Beam is a really strong move for this format's power level and fast sleep powder is borderline broken with its capacity for 4 turn sleeps in this gen. Arcanine can output crazy damage with the sun boost and Blissey can set consistently vs rain teams while both bait in earthquake clickers for late game jirachi cleanups. Psychic + fire coverage is unresisted by the entire format aside from tyranitar who does destroy this team (regirock also not fun, probably swap an hp ice to grass) but aside from that this one is really fun to play.
:tauros: - :celebi: - :marowak: - :gyarados: - :blissey: - :moltres:
Wisp is an incredible tool for enabling blissey, and moltres is an amazing clicker, fully walling the standard agility metagross set that plagues Blissey while having morning sun to recover in non-weather matchups and great damage output with fire STAB. Reflect celebi also helps enable blissey setup and marowak takes rock/electric hits for moltres and gyarados. This maro should be way bulkier nowadays sinc eI made this team awhile ago but it's a solid core that lets CM Blissey thrive.
:zapdos: - :gyarados: - :marowak: - :blissey: - :tyranitar: - :tauros:
gyarawak zapros slop with ttar and chip blissey. Kinda mid but can't really be bad.

The rest: https://pokepast.es/60caf4663a324aef
sorry I got lazy


VIABILITY RANKINGS DISCUSSION
:Zapdos: Tier Z -> T1
Zapdos' dominance in this format is such that its spot as number 1 has become self-evident. But when one really dissects *why* it is so dominant I think it becomes clear that 90% userate is a bit overkill. Zapdos, after all, isn't a conventionally broken pokemon like your follow me
Jirachies or your Flutter Manes wherein it single-handedly causes the demise of half your team without any thought or room for action. I like to think of metagames in terms of their most powerful offensive types, and in the case of ADV none are more obvious or critical than Ground due to ADV Earthquake, and Water due to Rain and Suicune. Electric, Grass, Ice and Rock act as the core coverage types for these and a few top threats make Normal and Steel significant. In this regard Zapdos' strength becomes clear as a defensive cornerstone of the metagame, being the only *viable* flying type to resist metagross' meteor mash while not hosting a 4x weakness to another core type. It furthermore is one of two flying types to consistently be able to remove opposing flying types (the other being aerodactyl) and its Thunderbolt is a splashable click into a hefty chunk of the game, something that is a luxury in a tier without many gauranteed forms of progress-making. It also has good speed, flexible support moves and coverage and enough bulk to sit around and deter back water types (suicune) from grabbing momentum back in the game. HOWEVER, Zapdos is not invincible, and it's far from broken with a number of pokemon preying in its tendency to sit on the field and click blankly. Regice Blissey and Celebi all take meager damage from Thunderbolt and click freely in front of Zapdos, Regice being particularly annoying to see given its stellar coverage and speed control. Marowak's (and rhydon if you're a baller) Lightning Rod can blank Zapdos out of an entire board and fellow electric Raikou is generally unphazed by anything Zapdos can do as long as it or a teammate can handle Twave clicks, using Zapdos as setup fodder to become one of the most dangerous threats in the tier. Tyranitar and Regirock can threaten to OHKO Zapdos while easily being in 3hko range of Thunderbolt, but they can also abuse this dynamic to set up or spread Thunder Wave if the Zapdos makes a defensive play. Even pokemon like Snorlax or Swampert if the Zapdos lacks HP Grass can take advantage of Zapdos' mild setup/disruption options for free space. So while Zapdos in many ways deconstructs offense in ADV and abuses the game mechanics to its own benefit, a large portion of the modern format is actually quite adept at putting it down or exploiting its largely linear gameplan, and I think there's plenty of structures that can survive just fine without it.

:metagross: T2 -> T1
Clear body, the best non-restricted signature move in the game and a monstrous attack stat to click it and Earthquake with, Metagross is the single biggest physical threat in the metagame in my opinion. Metagross finds numerous opportunities to enter battle off its typing and rarely has to worry about getting OHKOed while being oppressively hard to slow down thanks to clear body and meteor mash. A single attack boost can spell doom even for resists and with an agility boost Metagross is able to beat down 3 of the 4 main Calm Mind sweepers in the format. Metagross' natural affinity for lum berry, good enough speed and fantastic steel damage into Regis, TTar and Blissey makes it a surprisingly good deterrent for super bulky Thunder Wave spam as well, not offering any time to safely click the yellow button until it is removed. This compilation of all around great traits afford it an impressive level of consistency into almost every archetype in the game with the only exceptions perhaps being rain. All told this makes Metagross one of the absolute most important threats to consider in the format especially as RegiBliss has come forward as a solid stop to most offensive cores.

:ludicolo: T4 -> T1 (jesus the vr is dated)
Ludicolo is a Zapdos. Insanely good defensive typing, an excellent consistent (accuracy aside) offensive tool in Hydro Pump great coverage great utility options and a great matchup into top threats of Metagross, Suicune and rain while also enabling so much. Ludicolo is a splashable fake out in a Tier where your best alternatives are base Kangaskhan with no sucker punch and Hariyama before real fighting moves existed. Redzone discussed at length how Ludi is mandatory for rain but I think it should be a very serious consideration on non-rain teams as well. Ludicolo is able to balance a good matchup into almost the entire metagame depending on its set, really only being truly passive in front of Celebi and being threatened by faster band users on non-rain. Leech Seed is super spammable in this tier and offers some recovery to enhance ludi's fantastic typing while offering a way to break down bulky wincons. I built so many teams in VDL with Solo Colo on them that they should really speak of themselves but I'll also leave some sample ludi sets here with their intended functions given.

Find the Ludi that's right for you with our patented matchmaking program!

PLEASE give this pokemon a try I promise you it will change the way you play the format for the better.


--------------- TIER 2 --------------
:tauros: T1 -> T2
Tauros is one of the most splashable pokemon in the metagame, and one of the most linear. It is exceptionally rare that tauros does anything other than the sample set, needing as much speed as possible for the mirror and as much attack as possible to justify its role as a blanket revenger with choice band STAB double-edge, one of the 3 strongest physical attacks in the game. However Tauros is extremely easy to scout with protect and not very sturdy into faster threats such as opposing rain pokemon, +1 Raikou or Aerodactyl who also near-walls it. Furthermore Tauros' ubiquitous use of the choice band and extreme reliance on its speed makes it the easiest slot in the format to click Thunder Wave into especially if it's locked into an ineffectual move versus Regirock or Zapdos or sufficiently intimidated. While it is undoubtedly great at killing neutral targets with Normal STABs I find that its non-existent defensive profile deters me from putting it on many of my teams, especially with its tendency to freely enable Metagross and Regirock switches when locked into its STAB move

:celebi: T1 -> T2
More than anything I find this ranking on the VR to be dated, but not too unfair in modern contexts. Celebi is perhaps the single most versatile pokemon in the format, capable of CM sweeps setting screens, spamming heal bell and Heal Stall for whatever team it finds itself on. It is undoubtedly the weakest of the calm mind pokemon at full sweeping games thanks to a cripling Bug weakness that can actually be exploited by physical hitters and its Stabs leave it completely walled by metagross However it is also the only one that resists earthquake making it particularly difficult to beat with Follow Me support (in theory at least) and perhaps the best one at ruining Rain and matching Suicune. Celebi is also the most splashable heal bell user in the format, being particularly solid into Zapdos and Regirock but also just having great speed a good typing to gain entry points with and useful side options to click outside of heal bell. The only reason I don't have this pokemon in tier 1 is I find the Calm mind set pretty underwhelming unless it's HP Fire + Psychic which doesn't really beat Suicune and because I use Ludicolo a little more as a grass type and stacking grasses is pretty terrible if your opponent loads the Fliers or Bugros at all

:suicune:
Biggest CM threat in the tier, borderline unkillable with rest sets. Never going to be on *every* team but easily the most threatening thing to think about aside from maybe metagross. You can build all 6 of your slots around enabling this guy to win and it will work. Doesn't even really need Thunder Wave support to work just statbox everyone and land enough early Hydro Pumps to win. (If you run surf genuinely what the fuck are you doing it's going to take you 12 turns to KO anything and any competent team should be good enough to abuse that... Waterfall is chill I guess)

:REGIROCK: T3 -> T2
CRACK COCAINE AS A POKEMON. Regirock completely invalidatee every single physical attacker in the format except Metagross and Marowak while beating down all 4 intimidate pokemon with relative ease and spamming Twave with the free turns it generates. Band is also fine as Superpower is the strongest coverage move any physical attacker has in the game with a number of solid normal type targets in the format and the other band pickups on Zapdos and other rock-weaks are also great. Curse is also an option as a win-con but pretty hard to setup as the Waters that keep it in check are usually pretty hard to bait removal for. Admittedly Regirock has some of the most polarizing matchups in the tier, being horrendously bad into the broken Hydro Pump clickers (especially suicune) but it also finds so many entry points on physical attackers with its titanic bulk to get its Twaves off or beat down the intimidators for allied physical pokemon that it demands serious respect in almost every game. Get this pokemon a light screen and it becomes an elite Zapdos remover as well, making it keenly aware of how few of its teammates actually resist rock STAB. I really can't stress enough how much this pokemon pressures all of the intimidate users and especially how difficult it makes Tauros' life, being perhaps the biggest reason I can't consciously put Tauros in tier 1.

:salamence: :gyarados: T4, T3 -> T2

Having the right intimidate pokemon on your team is a really important decision in the builder and all too often you'll end up needing one of these two to blank and reduce earthquakes from the likes of Marowak or Tauros or Snorlax. both of these pokemon benefit massively from Gen 3's Hidden Power mechanics gifting them a reliable flying stab to click with for the only time in history really. Both also boast critical earthquake coverage, with Hydro Pump and in mence's case Brick Break as further options. While White Herb Dragon Dance is a classic use for both and still applicable, I find Gyarados most suited to Roar and Thunder Wave support while Mence acts as a great choice bander and the second strongest Brick Breaker in the tier (after Hariyama).

Salamence has good bulk and good speed to work with, capable of nuking Celebi with HP Flying and doing considerable damage with Double-Edge (which is actually as strong as tauros' if you go adamant thanks to the much higher attack stat). Unlike Tauros Mence is capable of forcing entries on earthquakes and completely walls Arcanine, and in a pinch can eat a Hydro and sacrifice massive damage onto a Suicune with Double-Edge. While it may seem odd that I keep mentioning Double-Edge you should absolutely run it on all banded mence sets. Double-Edge is significantly stronger into neutral targets than Earthquake or Hidden Power and critically allows Salamence to hit Zapdos without sacrificing its STAB Hidden power. Brick Break is an incredible anti-Blissey option to round out the kit. If you run Dragon Dance I again think you should run Double-Edge with earthquake (its just better coverage than HP flying thanks to Zapdos while hitting harder) and on rain teams you can be funny with Rain Dance Hydro Pump HP Flying.

Gyarados on the other hand is extremely suited to a support role, being the best pokemon in the tier at roaring Suicune and the only main Intimidator with access to Thunder Wave. Gyarados is uniquely good at enabling TWave strategies for pokemon like sub Metagross or band Snorlax thanks to its ability to pressure both Celebi and Marowak with its Stabs, capable of OHKOing Marowak with Special Invested Hydro Pump while outspeeding it easily even with a brave or quiet nature and easily being able to pick up a 2hko on Celebi with HP Flying if it wants. With only two weaknesses to Electric and Rock (and you can just Hydro Regirock for big damage) Gyarados has one of the best defensive typings in the game, walling Mash/eq metagross and finding space to come in on almost everything else while healthy thanks to its excellent bulk. Dragon Dance with Double edge or HP rock eq is also a fine surprise set but not the main reason I consider it so highly, as I find the support set to be immensely splashable. Also one of like good 3 pokemon in the game with taunt but I haven't figured out a set/team where it feels better than its other options.

--------------- TIER 3 --------------
:raikou:
Heavily debated if I wanted to put this pokemon in T2 or Tier 3. The Calm Mind set makes it a natural Tauros predator after a single boost, OHKOing it with tbolt. Meanwhile on rain it stands as one of the most consistent setters and best suicune deterrents with Thunder and crunch to do decent damage to Celebi. However it feels like every set has 4mss, with HP Grass missing the ability to hit Celebi and Crunch lacking sufficient damage into Swampert or Marowak. Its frailty can also make setting up safely a decent hassle, and no team preview always leaves you always guessing if there's a wak in the back. Still the most offensive and immediately pressuring CM sweeper otherwise and I can easily understand other putting this one in Tier 2 for its rain flexibility and incredible matchup into Zapdos.

:Regice:
The best Zapdos counter in the game. Takes pitiful amounts of damage feom anything Zap can do while nuking it with Ice Beam (offensive zapdos can get one shot by 252+) or freely twaving the slot. Regice is also generally good at holding down rain squads for a few turns notably is excellent at removing Marowak as a twave clicker, being just barely faster than it and again massively denting it with Ice Beam.
252+ SpA Regice Ice Beam vs. 252 HP / 80 SpD 30 IVs Marowak: 312-368 (96.2 - 113.5%) -- 75% chance to OHKO

Psych Up/Toxic bolt beam is also an interesting anti-setup option to duel the calm mind users late game and counter is really funny for messing with non-metagross physical attacks but mostly stick to speed control utility. Slightly overshadowed by Regirock due to its worse typing and even worse Metagross matchup so it lands firmly in tier 3 but still a very good piece for teams that need to patch a Zapdos/rain matchup

:blissey: T4 -> T3
Throughout this post I've been mentioning the 4 main Calm Mind wincons but I lied here's the 5th. Blissey is the final boss of special offense completely outlasting all of them thanks to recover and its absurd bulk. With full modest investment and a boost Blissey is capable of doing solid damage to any target thanks to the ubiquity of boltbeam coverage in this tier. Outside of Calm Mind Blissey is another capable twave clicker that comes in on half the format, or a Twave remover with heal bell, and capable of setting light screen or weather for its teammates. With so many physical attackers relying on non-stab moves or hidden power Blissey's physical bulk isn't terrible either

252 Atk Choice Band Tauros Earthquake vs. 0 HP / 252 Def Blissey: 270-318 (41.4 - 48.8%) -- guaranteed 3HKO after Leftovers recovery

Recovery is a fantastic tool to have in this format with so many lowered offensive options and Blissey takes things further by being able to click it so freely in front of half the pokemon in the game. For being such a good cleric, generalist support and win condition if you feel like loading reflect, Blissey has easily earned this ranking in my eyes.

:kingdra: T4 -> T3
Despite all the special walls and calm minders Kingdra is a reliable damage dealer for rain with a quite frankly ridiculous defensive typing for this metagame. Not much to say, it's unc gen Kingdra, could see people calling it tier 2.

:jirachi: UR -> Tier 3
The fact that this pokemon isn't even on the VR is utterly insane to me. Jirachi has outstanding coverage with the ever-obnoxious serene grace as a calm minder, with Psychic + Fire Punch hitting every pokemon in the format for neutral STAB or super-effective except Tyranitar and Starmie or access to 20% Boltbeam with Ice Punch Tbolt. In terms of utility it has both speed control options and both screens with a good speed stat to boot. It even has an alternate setup option in Cosmic Power where it can flex its superior speed over registeel and spam 20% freeze ice punches in sand to ruin everyone's life.

Celebi is also the only Calm Mind user in the game immune to toxic and sand chip, instead weaponizing this usual counterplay to Suicune or Celebi as its best ally. Of course the elephant in the room is that Jirachi is weak to Earthquake, but it is by no means physically frail and with the help of a Gyarados or a Salamence it can easily find room to play against choice band users/ground types. I think this is possibly the most underexplored pokemon in the entire format, having everything you could possibly need to succeed and massively rewarding you for loading it into unprepared victims.

:tyranitar:
Genuinely decent Twave user, probably the best option for actually dragon dance sweeping due to Rock STAB pairing so phenomenally with Earthquake. Just sticking a Tyranitar on your team can offer insane chip value into Lum spam/Suicune but its titanic statline is almost never a disappointment. With just enough physical defense to survive Metagross Meteor Mash Tyranitar can click for quite awhile into lesser foes, excelling at turning the long game into an advantage for itself and whichever long-play steel type or Swampert it's paired with. Helping mitigate weather vs rain/sun is a nice perk as well.

:marowak:
Depending on who you ask this might be a top 5 pokemon in the format. For me it stays in tier 3 due to my specific affinity for Twave clickers that can beat it and my otherwise general avoidance of the concept. That said Marowak is horrifyingly powerful with its item and gen 3 earthquake. Capable of annihilating many of the slowplay pokemon I already mentioned like Regirock and Blissey while bricking opposing Thunder Wave, Marowak is one of the best pokemon in the game at stopping your opponents from trying to drag the game past 20 turns. And yet it gets so much value from just staying alive as long as possible. Lightning Rod not blocking your own Thunder Wave and electric attacks combined with Marowak's own poor speed even further accentuates its synergy with offensive Paralysis structures and Zapdos in particular. All that said, however, Suicune teams can make Marowak feel a like dead weight and Heal Bell Celebi can completely ruin parawak strategies. Marowak is also a bit strapped for base stats despite thick club, leaving it hungry for as much spdef as it can carry and not much room to boost its offense or speed which it would otherwise appreciate versus the Regis and Blissey were it not already spread so thin. For these reasons I cannot personally rate it as tier 2 as I don't *quite* use it that often, but if I was a different kind of player it would be very easy for this pokemon to be higher on this list.

:snorlax:
Curselax will completely ruin your life if you're too light on physical counterplay or lose your intim early in a game. A decent physical analog for Calm Mind Suicune with a very useful poison immunity and ridiculous special defense. Band Lax is also a surprisingly ferocious Tank that trades very well into even rain-boosted Hydros and Zapdos

252+ SpA 30 IVs Kingdra Hydro Pump vs. 4 HP / 252 SpD Snorlax in Rain: 191-225 (41.3 - 48.7%) -- guaranteed 3HKO
252+ Atk Choice Band Snorlax Double-Edge vs. 104 HP / 0 Def Kingdra: 300-354 (94.6 - 111.6%) -- 68.8% chance to OHKO

This pokemon is really only held back by it sharing so much defensive counterplay with Tauros, having no resistances unless you sacrifice your toxic immunity and it being so slow that even Thunder Wave fails to help it in some cases.

--------------- UNC SLOP ----------------
These pokemon haven't really innovated or been made more relevant by shifts since the boom ban, in fact in many of their cases they've been harmed. However all of them are still solid pokemon with good base stats and strong niches that have been around since ye olden days that were definitely better and more fun that all the old people like to talk about so they get their little unc slop comfort tier.

:arcanine: T2 -> T3
The worst big 4 intimidator by a good margin. Massively disadvantaged by Hydro and Earthquake being so dominant offensively in the tier but always has held the distinction of being one of the only things that can OHKO Metagross. It has enough bulk to survive Earthquake if it's healthy while blowing Metagross to kingdom come. Unfortunately Arcanine isn't quite base 100 speed so it can get cleaned by Zap + agil meta before it does anything or chipped throughout the game trying to do its intimidate job and then being stuck on the field to deter metagross entry as long as possible. In practice this means agility Metagross often isn't too worried about seeing this guy these days, easily cleaning up chipped Arcanines after an agility or simply waiting for it to faint earlier in battle. Spamming a 120 base power move with a burn chance and 5 more accuracy than hydro pump is still a solid niche though, and being able to blow up support Celebi with decent variety in its back slots in Roar, Helping Hand, Safeguard and Extreme Speed means it usually still gets some value even in bad games.

:gengar:
Walls Tauros, gives levitate to Raikou and Jirachi to make them omega-level threats, bolt beam coverage and its great speed stat let it punish the intim fliers making it a pretty decent anti-intim pokemon in practice. Pretty consistent at setting rain, extremely good at clicking Wisp which is insanely strong pre-gen 7. Taunt Haze Destiny Bond etc are all fun and can get some good surprise value too. Will never be what it was during boom but can completely ruin some teams' gameplans when deployed correctly.

:registeel:
Fat piece of shit that clicks twave or can amnesia curse in sand with clear body to pretend the crit rate isn't 6% while doing 40 with earthquake. Counter toxic and weather moves are funny options. The other two steel types are way more straightforward to use but this guy excels at spreading the maximum amount of suffering

:Swampert: T2 -> T3
Not in its glory, but definitely not bad. A ground type that beats Marowak and blanks HP Ice, having this guy in your scout can force some pretty hard decisions on what coverage your opponent brings. Aside from that coinflip on whether it shitmoggs Zapdos or not. Swampert is also genuinely fantastic into Metagross while having neutral to winning matchups into a ton of other pokemon (Regis) in the tier thanks to being a competent mixed attacker with the two best STAB types in the generation. The Electric immunity makes stacking Water with a Gyarados or a Ludi or a Suicune genuinely viable and being a Rock resist for your flying types is sooo useful into Regirock teams. I might end up rethinking this nom because I started using this guy again and he's been pretty rewarding but for now tier 3, does what it's always done, one of the coolest guys around.

:aerodactyl:
Has the same exploitable clicking choice band buttons into protect/intim weakness Tauros does, but at least it kinda walls Tauros and its rock STAB cripples the other intimidators. Aside from punishing the intimidators fairly well, Aero is notably the only pokemon in the format naturally capable of revenging a boosted Raikou, an otherwise herculean task without the right defensive pieces.
I think these niches have fallen by the wayside a bit as other pokemon (regirock) capable of performing them have emerged and the metagame has become more focused on special sided gameplay than it was in the boom era where aero was critical for cleaning weakened pieces. It's a little hard to sell a revenge killer whose strongest neutral attack is non-stab double-edge with 105 attack stat and the only special perk is not taking recoil. Even so, it's faster than the entire rest of the format and has just enough coverage to hit everything for good damage.

---------------- TIER 4 --------------
:Starmie: T3 -> T4
Flat special coverage isn't nearly as useful now as it was a few years ago, with light screen and special walls and cm setup running amok. Starmie does have screens thunder wave and recover with two great stabs to choose from but making your Water-type slot to click these buttons, even as fast as Starmie does isn't worth it most of the time so this one's definitely fallen off a little bit.

:moltres:
Completely counters Mash EQ Agil tect Metagross, though rolling hp rock on it over protect can make you question your life. Aside from that is the only decent pokemon with access to wisp and somewhat reliable recovery, becoming a nightmare to deal with if it starts getting free turns or enabling your calm minder to win once your opponent's phys breaker is crippled. 125 special Fire Blast hurts like hell into any neutral target as well.

:hariyama:
Hari is an interesting pokemon in that it has a solid niche but also it's kind of dogshit. Fake Out is obviously good and rare in this format and STAB Brick Break makes this pokemon a menace into Snorlax, Tauros, Blissey and Regice as well as any teams looking to crutch light screen against Rain/Calm Mind. Helping Hand allows many prospective partners to break their checks in half while circumventing hari's poor speed, such as +1 raikou OHKOing almost any non-spdef boosting nature marowak with hidden power or enabling metagross earthquake to KO a full health Arcanine. Being a rock resist neutral to ground is also a nice perk that lets it duel Regirock and thick fat lets it really push its matchups against Regice and Arcanine. Hariyama's good neutral bulk also lets be an effective Suicune phaser, though not as good as Gyarados. All that said mono-fighting is kind of terrible and Hariyama's awkward statline forces it to spend a metric fuck ton of evs into its bulk to function correctly. Hariyama will always have 4mss thanks to brick break being unable to hit Flying types or Celebi; with Earthquake not helping the issue at all and hp rock leaving you as metagross fodder if you want to fit protect or a utility move 4th. Its poor speed can also prevent it from breaking screens with brick break before it gets knocked out. It is also completely ineffective as a phazer versus Calm Mind Celebi or Jirachi carrying Psychic and gets steamrolled by the intim fliers. All these poor matchups combined with awkward bulk and utility compared to its peers can make it a real momentum sink after a few turns or if its main partner is KOed so it definitely requires a certain playstyle to work. Bulk up might be cool on a paralysis comp.

:articuno: UR -> T4
Heal bell flying type. 252+ Icy wind into Ice Beam picks up max HP zapdos 100% of the time making for decent deterrent while its high special defense meanse it can at least trade down hp on a neutral board with Zapdos for a turn. Its high spdef also makes it decent at buying time into rain mons and its access to haze with decent speed is definitely great for shutting down non-raikou Calm mind pokemon. Its a bit of an oddball and gets absolutely smashed by Metagross and struggles to deal with its crippling rock and electric weaknesses but cleaning thunder wave is always nice to have.

:heracross:
Every so often this guy will pull up on a fat celebi and get to megahorn it into Eternia and it's always funny. Nukes Blissey and is an earthquake resist, has earthquake too I guess. Definitely one of those pokemon you load to say "My opponent doesn't even think about this existing and I hate them for that let me ruin their life" and then spend 2 weeks thinking its the greatest thing ever before it loses you a series versus a normal player and then you don't think about it for several months.

:granbull: UR -> T4
I HAVE AN ADDICTION TO HEAL BELL AND MUST BE STOPPED. THE AUTHORITIES IN ALL OF THE LOWER 48 WILL SOON PUT MY NAME ON A WATCH LIST. I AM STRAIGHT EDGING IT DOUBLE STYLE TOO INTIMIDATING TO BE STOPPED. THE BELLS OF HEAVEN COULD NOT HEAL ME. THE EARTH QUAKES WITH A THUNDEROUS WAVE OF SORROW EVERY TIME I STEP. THE DEMON OF BABYLON IS UNLEASHED AND HE SHALL NEVER EVER RETURN TO HIS SLUMBER

Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 56 Atk / 200 SpD
Adamant Nature
- Double-Edge
- Earthquake
- Thunder Wave
- Heal Bell

3/10 I love it.


:clefable: UR -> T4
Follow me is systemically broken in this generation and this is the best clicker because it also has twave and broken 7 turn encore and the most bulk of any option. Ninjask is banned now but this pokemon can definitely still ruin lives. Clefable is bulky enough to live hits and get its utility off and there's no shortage of crazy setup pokemon in this tier.

:Exeggutor:
This guy + Moltres/Arcanine can form a decent sun option on some teams, usually with Blissey, to full shut down rain strats. Sleep is extremely debilitating with no way to block it outside of Lum and solar beam is pretty strong :)
252+ SpA Exeggutor Solar Beam vs. 4 HP / 0 SpD 30 IVs Tauros: 283-333 (96.9 - 114%) -- 81.3% chance to OHKO

I mention some of the low tier funnies in my teamdump but otherwise they mostly aren't really worth talking about. Kang feels like an unmon without sucker but fake out eq return +1 is really all you need to do something. Jumpluff is really really stupid and if you win the 37.5% chance to sleep a tauros with it turn 1 I wish you a very end my suffering already please god it burns!

Now that I've talked about all the pokemon, I want to again draw attention to how many of them mess with Zapdos. The Regis, Blissey, Tyranitar, Snorlax, Marowak, Celebi, Raikou, Swampert. As valuable and consistent as Zapdos is it is not omnipotent and I think its time for its usage to start coming back down to earth in the future. Apparently a few people mentioned Zapdos as potentially broken on the survey and that just doesn't sit right with me at all. Aside from my repeatedly stated opinion that Zapdos is overused, Zapdos' function in the metagame is almost purely stabilizing, active as a consistent defensive switch against some of the biggest physical threats in the tier while offering critical stabilizing support in the form of Light Screen, Thunder Wave and Roar while active. It can't single-handedly sweep games nor does it do unfair amounts of base damage relative to the field of Hydro Pump and Earthquake spammers. The only annoying thing I can really attribute to Zapdos its ability to leverage twave so well into Metagross due to its typing and speed. Agility Metagross is able to significantly threaten or OHKO all of the Thunder Wave clickers in the format while being perfectly content with holding a lum berry on many teams, except Zapdos and Gyarados. I might be metagaming a bit but I suspect that this specific pain point makes Thunder Wave/Zapdos feel a lot more oppressive than it would otherwise, seeing that in gameplay Metagross ends up being an extremely reliable way to out-offense Thunder Wave spam and some teams don't build many options outside of that.

In general I don't think Thunder Wave is broken. Yes it is degenerate at times but its presence in the tier adds significant depth to the builder and a distinct playstyle to interact with in its ability to enable slower wincons such as Marowak, sub gross and Band Lax. As frustrating as full para is for me you lose so much more by not having it in the format. The metagame would become significantly more centralized with less punish gameplay for blank clicking with offensive pokemon (think regirock calling a Tauros double-edge and then Thunder Waving the slot or Regice eating a Zapdos tbolt and then punishing the inbound ice-resist). I see a lot of players bemoaning the slower gameplay that heal bell vs twave and whatnot has forced but I don't see that as a bad thing. It allows significantly more time for both players to pry information out of their opponents in this no team preview format and increases the value of information preservation as games get drawn out. Not to mention the exorbitant amount of counterplay actually available to the damn move.
- Marowak. Even outside of Twave this pokemon is incredible in this format for a multitude of reasons and can almost single-handedly deny thunder wave gameplay from certain structures
- Heal Bell. A fantastic tool available on two top pokemon and a few niche ones.
- Lum Metagross. Lum berry in general is usable but the way lum Metagross specifically shuts out so many Twave users is so incredible for offensive teams. Just this paired with a Marowak is usually enough to blank most Twave clickers
- Dedicated absorbers. There's 2 and a half natural cure users in the format, and plenty of slow fat pokemon like Snorlax and the regis that don't too much mind absorbing Thunder Wave to do their jobs.
- Rest Suicune. A more specific archetype but effectively nulls its win condition from carrying about Twave

I really think the format should stand as it is and develop a bit more before any tiering action happens now that ninjask got sprayed. You're never going to have a perfect tier when half the best options are inaccurate moves and the crit rate is too high and there's basically no spread moves and half the pokemon are using hidden power for thier STAB but I think there's a good amount to enjoy here in builder just snapping the current pieces we have into place.



UPDATED Conclusion: While I typed up everything here in the VR discussion 2 months ago and got super busy with life. I'm really happy to see some of the innovations people made in ADV cup and that a lot of the discourse has toned down. This tier is so much more enjoyable with good ludi usage and paralysis mitigation and while I did unfortunately act call out of cup after my ratpacker loss I look forward to returning sometime in the future, I have a lot more exploring to do in this builder. Sorry this took so long, at a certain point I genuinely forgot about it and had no motivation to finish it but I decided to push through and get some form of a finished product out. Hopefully the next time I try to teamdump i get it done in a single weekend.
 
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