OU ADV OU Creative Sets, Synergistic Cores, and Concepts

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 160 SpA / 96 Spe
Modest Nature
- Surf
- Ice Beam
- Substitute
- Focus Punch

I've been using this to receive CMs. The important thing on CM pass is that you want receivers that sweep through as many different teams as possible and that they have some utility outside of receiving. This is a Swampert so it has lots of defensive utility, and with subpunch you can make your way through teams with Blissey, physicals, fires, and more. Speed allows it to trump Skarmory to limit its layers early and sub on its Toxic late. It also gives you the drop on Blissey. The -atk nature doesn't actually matter because punch still does enough to Blissey and you need all the other stats. You prefer surf to pump here in my opinion for the greater consistency which matters when you are at a high boost count or behind a sub, but ymmv.
 
:jynx:
Jynx (F) @ Salac Berry
Ability: Oblivious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lovely Kiss
- Ice Beam
- Psychic
- Endure​

Let me begin this by making it clear that I am no expert of ADV, I mostly ladder just to play around with teambuilding and I find ADV OU to be one of the most dynamic tiers out there.

I recently decided to try out a lead Jynx on a more aggressive team meant to disorient opposing leads and potentially reveal a significant amount of the opposing team. Through the threat of both sleep as well as big Ice-type damage, a Jynx lead can force a lead out, sleep the switch-in, then wear it down with solid chip. Depending on the team, this could even take the form of the opponent using something in the back as a sleep absorber followed by a 3rd mon to take the hits, which leads to more information in the early game for the Jynx user. Originally for this set, I was using HP Fire to have a more directly impactful way of hitting common Steels that are better off eating Ice Beam such as Jirachi and Metagross. However, in using that set, Jynx did not do very well leading off games. Besides the obvious risk of Lovely Kiss just not landing, many things that Jynx can offensively threaten can potentially outspeed it with either the right natures, or even just with so much higher natural speed, such as Salamence, Zapdos, Dugtrio, Aerodactyl, and certain variants of Flygon and Gengar. This often meant that even if Jynx managed to sleep something, it would just be promptly dealt with after by one of these mons.

I then in my state of craftiness (and usually not fully caring about viability-ness) decided to experiment with an Endure+Salac Berry set as a way of giving Jynx the ability to actually win 1v1s into lead Salamence and the very occasional Gengar, while also potentially giving it solid mid-game value that it may normally lack. This set is able to pull the good ol' fashioned 'No U' on Dugtrio and Aerodactyl that think it is otherwise safe to pick it off, while forcing more pressure on the Steels and bulky Waters that otherwise think it is safe to preserve health for other threats, less they want to lose team members to its STABs. This forced damage on Steels and Waters can lead to a decreased threat of them switching into your other threats, such as if you slept and/or landed a couple of hits early on into Suicune or the aforementioned Jirachi and Metagross, they may not feel as safe coming into your Aerodactyl later, or be incapable of checking a DDTar or Salamence. This is extra apparent if this Jynx is used alongside heavy Spikes stacking.

Obviously this set has flaws and is not always going to give the opposing team the hell I am advertising. Blissey and Starmie are both a massive pain to this set, as Starmie is one of the only mons in the tier that both resists its STAB combo and can have reliable recovery, Blissey takes little damage from it (as with every other Special move in the game) and both pack Natural Cure to eat the kiss and pivot into something else that can beat you. Furthermore, if an opposing Tyranitar pops out, Endure effectively becomes a dead move and thus Jynx will need to take hits (meaning some Special hit cause of its incapability of living any Physical attack short of Constrict) or passive damage in order to proc, which is hard to pull off reliably. In Sand, things that it normally can bait with Endure can safely dispose of it once they safely hit the field, such as Aerodactyl and Dugtrio. Finally, of course, you are going to have a pretty rough uphill battle if you miss that Lovely Kiss into a lead you don't OHKO.

Overall, this is likely not a set that will redefine Jynx in any capacity, and in fact it is probably not ideal, but it is a fun change of pace in the lead meta. For partners, the biggest ones are things that enjoy the chunking and potential sleeping of prominent Steels and Waters that may normally wall them. Metagross is a very good pick, as Jynx can potentially bully lead Skarmory for it and give it an easier time taking whatever role it fulfills on the team, whether it be a breaker or Agility sweeper, and can give it more variance in who to explode on. Aerodactyl is also a good partner for similar reasons, and things such as Suicune and Milotic that normally could eat hits from both mons are quite a bit easier to handle if they are put to bed before Aerodactyl is revealed. Offensive Electric types such as Zapdos and Jolteon both appreciate Jynx as a way of threatening Ground types like Flygon and Claydol with Ice type damage while also putting solid dents into Swampert, which is especially key for Jolteon as chip is required to KO with HP Grass.
 
:jynx:
Jynx (F) @ Salac Berry
Ability: Oblivious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lovely Kiss
- Ice Beam
- Psychic
- Endure​

Let me begin this by making it clear that I am no expert of ADV, I mostly ladder just to play around with teambuilding and I find ADV OU to be one of the most dynamic tiers out there.

I recently decided to try out a lead Jynx on a more aggressive team meant to disorient opposing leads and potentially reveal a significant amount of the opposing team. Through the threat of both sleep as well as big Ice-type damage, a Jynx lead can force a lead out, sleep the switch-in, then wear it down with solid chip. Depending on the team, this could even take the form of the opponent using something in the back as a sleep absorber followed by a 3rd mon to take the hits, which leads to more information in the early game for the Jynx user. Originally for this set, I was using HP Fire to have a more directly impactful way of hitting common Steels that are better off eating Ice Beam such as Jirachi and Metagross. However, in using that set, Jynx did not do very well leading off games. Besides the obvious risk of Lovely Kiss just not landing, many things that Jynx can offensively threaten can potentially outspeed it with either the right natures, or even just with so much higher natural speed, such as Salamence, Zapdos, Dugtrio, Aerodactyl, and certain variants of Flygon and Gengar. This often meant that even if Jynx managed to sleep something, it would just be promptly dealt with after by one of these mons.

I then in my state of craftiness (and usually not fully caring about viability-ness) decided to experiment with an Endure+Salac Berry set as a way of giving Jynx the ability to actually win 1v1s into lead Salamence and the very occasional Gengar, while also potentially giving it solid mid-game value that it may normally lack. This set is able to pull the good ol' fashioned 'No U' on Dugtrio and Aerodactyl that think it is otherwise safe to pick it off, while forcing more pressure on the Steels and bulky Waters that otherwise think it is safe to preserve health for other threats, less they want to lose team members to its STABs. This forced damage on Steels and Waters can lead to a decreased threat of them switching into your other threats, such as if you slept and/or landed a couple of hits early on into Suicune or the aforementioned Jirachi and Metagross, they may not feel as safe coming into your Aerodactyl later, or be incapable of checking a DDTar or Salamence. This is extra apparent if this Jynx is used alongside heavy Spikes stacking.

Obviously this set has flaws and is not always going to give the opposing team the hell I am advertising. Blissey and Starmie are both a massive pain to this set, as Starmie is one of the only mons in the tier that both resists its STAB combo and can have reliable recovery, Blissey takes little damage from it (as with every other Special move in the game) and both pack Natural Cure to eat the kiss and pivot into something else that can beat you. Furthermore, if an opposing Tyranitar pops out, Endure effectively becomes a dead move and thus Jynx will need to take hits (meaning some Special hit cause of its incapability of living any Physical attack short of Constrict) or passive damage in order to proc, which is hard to pull off reliably. In Sand, things that it normally can bait with Endure can safely dispose of it once they safely hit the field, such as Aerodactyl and Dugtrio. Finally, of course, you are going to have a pretty rough uphill battle if you miss that Lovely Kiss into a lead you don't OHKO.

Overall, this is likely not a set that will redefine Jynx in any capacity, and in fact it is probably not ideal, but it is a fun change of pace in the lead meta. For partners, the biggest ones are things that enjoy the chunking and potential sleeping of prominent Steels and Waters that may normally wall them. Metagross is a very good pick, as Jynx can potentially bully lead Skarmory for it and give it an easier time taking whatever role it fulfills on the team, whether it be a breaker or Agility sweeper, and can give it more variance in who to explode on. Aerodactyl is also a good partner for similar reasons, and things such as Suicune and Milotic that normally could eat hits from both mons are quite a bit easier to handle if they are put to bed before Aerodactyl is revealed. Offensive Electric types such as Zapdos and Jolteon both appreciate Jynx as a way of threatening Ground types like Flygon and Claydol with Ice type damage while also putting solid dents into Swampert, which is especially key for Jolteon as chip is required to KO with HP Grass.

I personally think that endure salac jynx is pretty good, although I used it for an entirely different reason. +1 Speed jynx is very threatening for all the reasons you mentioned. The big issue with using endure + salac to get that speed boost, however, is that jynx takes sand damage. Since endure leaves you at 1 hp, any team with tar can limit jynx to a single turn on the field simply by switching in ttar. To deal with this issue, I used a different jynx set and put jynx in the back of the team instead of leading with it.

Jynx (F) @ Salac Berry
Ability: Oblivious
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 16 HP / 0 Atk / 0 SpD
- Ice Beam
- Perish Song
- Lovely Kiss
- Endure

This set looks jank (cause it is) but it ironically makes jynx much better defensively. The combination of 0 hp and 0 spd ivs allows for these calcs:
252+ SpA Zapdos Thunderbolt vs. 16 HP 0 IVs / 0 SpD 0 IVs Jynx: 201-237 (82.3 - 97.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Zapdos Thunderbolt vs. 16 HP 0 IVs / 0 SpD 0 IVs Jynx: 183-216 (75 - 88.5%) -- guaranteed 2HKO after Leftovers recovery

When paired with a lead that wants to switch out of zapdos (like suicune for example), this set lets you hard switch jynx into tbolt and always trigger salac berry, immediately stealing momentum. This set solves the biggest problem of non-lead jynx, its lack of defensive utility. Additionally, this set is helpful offensively because most of the time jynx has more than 1 sand tick worth of health after salac berry is triggered letting you do any combination of 1. click ice beam, 2. click kiss, 3. click perish song instead of having to pick just one. This offensive presence is bolstered by the salac berry because the opponent must answer it by sending in their ice beam resist instead of answering it offensively by sacking a less valuable mon and revenging you with dugtrio or aero.

This set is particularly useful on rain or other water offense styles because mono ice coverage tends to draw in bulky waters like milo / suicune or special wall blissey, and low hp + perish song allows you to trap and remove these threats when paired with substitute dugtrio. Alternatively, if they go ttar to set sand and chip you out, you can trap tyranitar which is helpful for rain sweepers.

The last major benefit of this set, and the main reason to run endure, is that it lets you emergency check +1 ddmence in a lot of situations. Offense teams can struggle to handle a boosted ddmence, but because most Ddmence sets run bulk at the cost of speed, jynx will outspeed it after a salac boost. This check is obviously shaky as it requires sand not to be active, but sandless ddmence balance (e.g., skarm / gross / dol / mence / bliss / filler) is decently common and this jynx set naturally lends itself to rain anyway.

I'm not sure there is a ton of value in lead endure jynx but I'd recommend going ahead and giving this set a try.
 
I was getting annoyed with the skarm / mag metagaming, having to use modest magnet mag to have just a 75% chance to ohko specially defensive skarm, yet also having a 100% chance of getting ohkod by yolo skarm with hp fire mag.

So I came up with the following:
Magneton @ Leftovers
Ability: Magnet Pull
EVs: 68 HP / 252 SpA / 188 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
-
- Thunder
-
188 speed with hp fire and Timid outspeeds yolo skarm, and thunder has a 70% chance to hit and ohko specially defensive skarm. You also outspeed modest mag in the mirror, and you get to use leftovers or a berry.
 
:rs/zapdos:
EvilZap (Zapdos) @ Leftovers
Ability: Pressure
EVs: 200 HP / 252 SpD / 56 Spe (sandless, other viable HPs at the end of this post)
EVs: any HP you want (sand)
Calm Nature
- Rest
- Thunderbolt
- Toxic
- Substitute

Some preamble:
RestTalk is for good reason the most popular variant of Rest Zapdos. One of the reasons is that it improves Zapdos' longevity by
  1. Deterring powerful physicals with Thunderbolt or Roar on the switch. For example, a Tyranitar in OHKO/2HKO range switching into sleeping Zapdos has a 78%/67% chance of being KOed or roared out.
  2. Roaring Blissey out with priority, this avoiding Ice Beam and burning a rest turn if the Pokemon roared in is unable to hurt Zapdos significantly. This is an especially important interaction in sand, because Modest Blissey 3HKOs RestZap with Ice Beam. This interaction also applies to OffPert.
Note that only Roar as a filler provides such longevity, thus missing out on advantages of Toxic, which include hitting non-Refresh/Rest Claydol/Swampert, chipping Blissey and Celebi into Dugtrio range, among others.

Toxic Rest Zapdos usually uses Light Screen / Thunder Wave / Roar as a filler and is extremely vulnerable when asleep, and relies more on Jirachi/Blissey's Wish, Celebi's Leech Seed, or Dugtrio trapping physicals to stay alive. Substitute mitigates this and has other benefits.

Pros of Substitute:
  1. Safe Resting: When facing a Pokemon that cannot break its Sub (Claydol, RefPert, Milotic, WishTect Rachi, Spikers), Zapdos can Rest at full HP without being concerned about threatening Pokemon switching in on Rest, or chip from these Pokemon.
  2. Synergy with Toxic: If Toxic hits Blissey/Celebi on the switch, Zapdos can Sub continuously to force them out, and Rest behind Substitute for longevity.
  3. PP Stall: Even strong moves that break Sub are PP stalled (Ice Beam from Blissey/Pert, Psychic from Celebi). Combine with another PP Staller (maybe Aerodactyl or Suicune?) for max effect.
  4. Blocks status: Substitute blocks Leech Seed (and all other status)
Cons of Substitute:
  1. Less Phazing: The second filler on Toxic RestZap usually provides a phazing role (Thunder Wave for CM Rachi, Light Screen helps switch to a phazer). Fortunately, Dugtrio, which is a common Toxic RestZap partner, acts like a phazer, and so do the other pressure users.
  2. Weaker to Offense: The second filler also provides an anti-offense role (Thunder Wave and Light Screen help with Gengar/MixMence). Aerodactyl and a secondary special wall can help to mitigate this.
Note that Zapdos gets the most Substitutes without sand when its HP is 16n+1, 16n+2, or 16n+3, hence 200 HP EVs. In sand it doesn't really matter.

Edit: Sadlysius told me that 16n+6,7,11 work too so 212, 216, or 232 are okay as well. But you probably want to have enough to outspeed base 100s

Edit: I recently learnt that the user LearnChineseBuddy used this set to achieve the current (as of 8th July) ladder record of 1989.
 
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Dusclops is complemented nicely by Granbull's Intimidate + Heal Bell.
Dusclops @ Leftovers
Ability: Pressure
EVs: 252 HP / 204 Atk / 12 Def / 36 SpD / 4 Spe
Adamant Nature
- Shadow Ball
- Focus Punch
- Will-O-Wisp
- Pain Split

Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 48 Atk / 204 SpD / 4 Spe
Adamant Nature
- Return
- Body Slam
- Shadow Ball
- Heal Bell

I was considering spinners for my Screen/SD pass Armaldo team when a Kingler Knocked me off, so instead I found a new Knocker.
Kingler @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
IVs: 30 Atk / 30 SpD
- Body Slam
- Hidden Power [Ghost]
- Mud Shot
- Knock Off
I wish Clear Body only blocked direct drops. 16ev|31iv Def gets the extra stat from the Nature boost; 240ev|30iv SpD leaves just 1 roll for 31_SpA_IV_Gengar's bolt to ko after Sand & lives a 30_SpA one, to land the Knock/HP Ghost & get Wished up later.

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 30 SpD / 30 Spe
- Hidden Power [Bug]
- Rock Blast
- Rapid Spin
- Protect
This survives a ton of attacks that would KO Adamant sets. I once tanked 2 booms with it. Lives +1_Adam_Tyranitar_Slide with 30_Atk_IV while only 1 roll kos with 31_Atk_IV.
 
I was getting annoyed with the skarm / mag metagaming, having to use modest magnet mag to have just a 75% chance to ohko specially defensive skarm, yet also having a 100% chance of getting ohkod by yolo skarm with hp fire mag.

So I came up with the following:
Magneton @ Leftovers
Ability: Magnet Pull
EVs: 68 HP / 252 SpA / 188 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
-
- Thunder
-
188 speed with hp fire and Timid outspeeds yolo skarm, and thunder has a 70% chance to hit and ohko specially defensive skarm. You also outspeed modest mag in the mirror, and you get to use leftovers or a berry.
So you want to make an unreliable (but massively in your favor) matchup even... less reliable? Like I hate to do this (because it's actively bad for me) but y'all gotta stop trying to innovate magneton. Dugtrio at least has the second set, magneton has one good set.


on a different note, I posted about this on the main metagame thread a few days ago but I'm gonna post about it again

SD 3 Attacks Celebi is a legit decent set. It's not gamebreaking and you are making concessions in teambuilder to run her, but this is a legitimately fun set to use and it turns the tables on multiple matchups celebi normally struggles with.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ancient Power
- Hidden Power [Fighting]
- Shadow Ball

I originally just kinda came up with this as a meme but after testing and laddering it's legitimately not bad. The 327 speed tier from HP Fighting is unfortunate but getting to smack TTar + The Normals at +2 is quite fun. The main reason I really like this set however is that it completely destroys other Celebis. By effectively bluffing 2 completely different sets at once (everyone expects CM Bi and then everyone expects SD Bi to pass out) you get an edge in the mirror by getting to have your cake (clicking SD) and eating it too (2hkoing Celebi with Shadow Ball). +2 Ancient Power ohkos Moltres, 2hkos offensive zapdos, does a significant chunk to mence (unrealistic), 2hkos mence at +1 (realistic), and also just has the cheese potential. Shadow Ball also proves why every Gengar needs to be 329 speed minimum forever and always because slow Gengar just loses here.
 
SD 3 Attacks Celebi is a legit decent set. It's not gamebreaking and you are making concessions in teambuilder to run her, but this is a legitimately fun set to use and it turns the tables on multiple matchups celebi normally struggles with.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ancient Power
- Hidden Power [Fighting]
- Shadow Ball

I originally just kinda came up with this as a meme but after testing and laddering it's legitimately not bad. The 327 speed tier from HP Fighting is unfortunate but getting to smack TTar + The Normals at +2 is quite fun. The main reason I really like this set however is that it completely destroys other Celebis. By effectively bluffing 2 completely different sets at once (everyone expects CM Bi and then everyone expects SD Bi to pass out) you get an edge in the mirror by getting to have your cake (clicking SD) and eating it too (2hkoing Celebi with Shadow Ball). +2 Ancient Power ohkos Moltres, 2hkos offensive zapdos, does a significant chunk to mence (unrealistic), 2hkos mence at +1 (realistic), and also just has the cheese potential. Shadow Ball also proves why every Gengar needs to be 329 speed minimum forever and always because slow Gengar just loses here.
Is 327_Spe_stat worth the investment? 320 for neutral_Spe_Gengar saving 28_EVs, 307 for Moltres saving 72_EVs, 300 for neutral_base_100s saving 100_EVs, & dropping the Jolly Nature all seem preferable.
I like HP Bug on Celebi which bluffs HP Fire against other Celebi until they start using CM & your hits don't weaken.
 
Is 327_Spe_stat worth the investment? 320 for neutral_Spe_Gengar saving 28_EVs, 307 for Moltres saving 72_EVs, 300 for neutral_base_100s saving 100_EVs, & dropping the Jolly Nature all seem preferable.
I like HP Bug on Celebi which bluffs HP Fire against other Celebi until they start using CM & your hits don't weaken.
327 is just a vibes thing but in my ladder experience it always pays to be as fast as possible just to potentially outspeed someone’s niche hyper specific EV’d gimmick pokemon. Also any gengar that is slower than a max speed base 100 is a bad gengar
 
Ninetales can't possibly be ou viable... right? Well, I found a nice spot for it on a forre team where it fills a role that can't be done by other fires.

(Ninetales) (F) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 88 SpA / 112 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Roar
- Hypnosis
- Flamethrower

First, WoW + Hypnosis is a potent combination. With spdf investment, this set sits on (pumpless) mixmence and gengar, and it really destroys moltres while doing well into zard. It does well into superachi and suittar. With spikes, it's very solid into blissey. Fire + rock coverage is only found on some mixtar sets and fire + water coverage is even rarer. Meaning, tales is very likely to be safe from SE dmg from whatever source of fire dmg is incoming. However, this set does run in fear from the camel.

1. Why not just run doom, as it can run the same set? Houndoom is big squish and loses to mence and zard fighting coverage.
2. Why not run arcanine or even rapidash? They both lack the wow + hypno combo.
3. Spikes and dug weak fire type no thx: spikes does reduce its longevity, which is why it's partnered with forre to gain as much spikes control as possible. Furthermore, dugtrio struggles to switch into FF boosted thrower and wisp, and wisp is almost always the first move you click.
4. Isn't moltres just better? They actually have equivalent bulk, particularly because tales does not need much speed investment to outpace the 244 benchmark. Additionally, being grounded means that your fire type can be an effective answer into boltbeam coverage and FF means you win those awkward zard/molt vs fire type interaction.

I currently have this mon on a forre stall team with wish mixmence and steelix. In practice I've found that it almost completely deters the use of fire moves. Often it is hard to fit all the support moves a forre team requires, but I've found a way to fit wish, bell, and spin, and with these conditions met, the mon is able to perform its roll successfully. I think it could also fit well onto a P2 team that drops roar for grass, partnered with some mence weak mons as these two would cover mence very effectively. I also tried out spite, specifically to try and snipe softboiled PP and that was funny :3
 
Waow I am back at it again. This one's simple.

Try adding this to your 'Boom to Suicune' teams:

Smeargle @ Silk Scarf
Ability: Own Tempo
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spore
- Belly Drum
- Extreme Speed
- Explosion

This mon is a trade machine that at best can take down 3 mons (sleep + e-speed + boom), and at worst, sleeps a lum mon and does absolutely nothing. So, perfect for an all-in-on-boom offense which would otherwise struggle to fit a reliable sleep + boom mon. Hypno gar and eggy are the only real comparisons and each are flawed considerably.

Some replay action:
https://replay.pokemonshowdown.com/gen3ou-2206078874-866k8hpliu845r3fj9fq21fr5xs8gqypw -> Sleeps tar, espeeds jolt, boom KOs meta
https://replay.pokemonshowdown.com/gen3ou-2206044808 -> Sleeps meta, espeeds zard and loom, boom KOs lax
https://replay.pokemonshowdown.com/gen3ou-2207546239-rjs0ps9yo3spe5eb43v1hcom41900h3pw -> E-speeds Aero into suit tar KO

+6 252+ Atk Silk Scarf Smeargle Extreme Speed Calcs:
  • 4 HP / 0 Def Heracross: 309-364 (102.3 - 120.5%) -- guaranteed OHKO
  • 0 HP / 0 Def 30 IVs Dugtrio: 425-501 (201.4 - 237.4%) -- guaranteed OHKO
  • 4 HP / 0 Def Starmie: 278-328 (106.1 - 125.1%) -- guaranteed OHKO
  • 4 HP / 0 Def Raikou: 309-364 (95.9 - 113%) -- 75% chance to OHKO
  • 0 HP / 0 Def Salamence: 294-346 (88.8 - 104.5%) -- 31.3% chance to OHKO
  • 4 HP / 0 Def Zapdos: 278-328 (86.3 - 101.8%) -- 12.5% chance to OHKO
  • 4 HP 30 IVs / 0 Def 30 IVs Aerodactyl: 174-205 (57.8 - 68.1%) -- guaranteed 2HKO -> Followed up with suittar or meta guarantees the KO





 
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While we're on the subject of everyone's favorite beagle, I've been toying around with this on and off for the past couple of months or so:
:Smeargle: Smeargle @ Lum Berry
Ability: Own Tempo
EVs: 88 HP / 168 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Dance
- Spore
- Encore
- Baton Pass

Given EV's are such that the only tbolt in the tier that can ohko is 252 modest zapdos w/ a 1 in 16 chance, which is important because we're going to be dragon dancing turn 1 into Zapdos/Raikou/Jolteon.

Noncomprehensive Flowchart
a. on substitute --> you go first now and encore (bypasses sub)
b. on tbolt --> you turn 2 spore. If they might have a Skarm in the back don't be greedy and BP out with the +1/+1 on turn 3.
d. Zap/Jolt roaring turn 1 avoids the gambit but doesn't really gain any momentum and leaves you an opportunity to come in later and try again.

you die or at the very least get chunked and lose tempo to RestTalk Zap that Tbolts turn 1 and proc's Tbolt turn 2 or Roar on turns 2/3 with Sleep Talk.

I've been messing around with different abusers for a while, some thoughts.

:Magneton: Magneton's for Skarm
:Zapdos: landing Spore on Skarm is big for recipients who are at risk of getting phazed, but if Skarm switches in on the turn you're switching out going to Magneton wastes the attack boost. MixZap can scare Skarm out and continue the chain or even muscle through Celebi with Drill Peck.
:Metagross: / :SalamencE: Agiligross and DDMence double as abusers and late game cleaners.

:Swampert: Okay bear with me on this one.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Substitute

DD fully PhysPert started out when I saw this set on a WaterMess Victreebel team. Goofing around with it I kept finding that HP Bug ended up not being as great into Celebi as expected because you'd usually only get at most 1 off before going down and it wouldn't be enough to kill without having previously dented it with something else, which is unideal since you're really banking on the surprise factor to bait them to spend a turn staying in and breaking the sub. Not getting the kill and getting outsped on turn 2 is what made me originally look at DDPass.
252. Sub blocks status and baits boom, also can be important for taking a hit since a lot of stuff still outspeeds/ties you at +1/+1 (328). The extra damage EQ gets from 252 adamant at +1/+1 is really impactful into some mons that normally are okay taking one or two of them, and +2/+2 ends the game against certain archetypes in the first 5 turns. Rock Slide chunks Zapdos hard and HP Bug is now great into Celebi. Big downsides are Skarm being better into Pert than normal and Flygon shifting from having to flee Ice Beam to being a hard counter.

Mons I wasn't thrilled with as DDPass recipients after a fair amount of testing:
- :Blaziken: Mixed Blaziken
- :Charizard: SubPunch Zard
- :Medicham: Medicham


Might be an okay fit: Stuff that sometimes shows up on ZapPass and JaskPass:
- :Breloom: SubSeed Breloom
- :Jirachi: SubCM Rachi
- :Suicune: SubRoar Suicune
- :Ursaring: Maybe? Kinda deadweight if you give the pass to someone else.

Probably fine:
- :Heracross: SubSalac Heracross
- :Aerodactyl: SubLiechi Aero
- :Gyarados: Taunt DDGyara

Bonus/Misc:
- :Electivire: if Electivire came out 1 gen earlier he'd be tailor fit for this position. As is Electabuzz doesn't hit hard enough to justify bringing as a mon that's pretty underwhelming the rest of the time.
- :Marowak: Marowak is the eponymous example of SpeedPass, but in my limited exp I found that +1 just wasn't enough speed for him to pull his own weight. Maybe a different team that mixes in ParaSpam and has DDPass in the back can find something here?
- :Tyranitar: A lot of the electric hits Smeargle is EV'd to live put him into range of dying to sand, but if you're not worried about that TTar in the back probably works pretty well. There could be a different archetype here that aims to Pursuit Trap ghosts and setup a fighting or normal type in the back, but I haven't found anything yet.
 
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Smogon's "stall" set for Ludicolo is both outdated and irrelevant. So without further ado, here's an alternative, designed for the OU metagame.
Spr_3e_272_s.png

Ludicolo @ Leftovers
Ability: Swift Swim
Shiny: Yes
EVs: 248 HP / 204 Def / 4 SpA / 44 SpD / 8 Spe
Calm Nature
- Ice Beam
- Leech Seed
- Counter
- Giga Drain​

The set:
The main purpose of this set is to be a designated switch into opposing water types, sit on them forever, and abuse spikes with leech seed. It also takes advantage of Ludicolo's resistance to Metagross' two main attacks, meteor mash and earthquake. +1 attack Metagross can be removed or significantly hobbled with counter, and unboosted sets can be forced out with leech seed. Dropping water stab has proven to be a controversial choice, but I believe Ice/Grass coverage is optimal. Ice beam is important to hit Celebi, who will be switching in to absorb leech seed. It also lets Ludicolo duel seeded Zapdos and mixed Salamence. Grass stab lets Ludicolo bully the bulky waters it's meant to check, and also gives it a solid stab move to take on pursuit Tyranitar. I've chosen Giga Drain to give Ludicolo some additional longevity, but HP Grass is also viable to better punish Suicune. Counter is essential for Metagross, but it also lets Ludicolo trade with DD/BKC Tyranitar, Snorlax, Aerodactyl, and fighters.
In short, I think being a bulky water with key resistances and access to leech seed gives Ludicolo a legitimate and productive niche in the current metagame.

EV benchmarks:
204 Def lives two +1 Metagross mashes and a spike outside sand, and Aerodactyl's HP flying
4 Spa allows for a clean 2HKO on offmie
8 Spe is creep for Skarmory, who has a 50% chance to survive the Counter OHKO

Potential partners and teambuilding:
  • This set is designed to be a spikes abuser, so Skarmory and Forretress are ideal partners.
  • We want Ludicolo to be here for a good time and a long time, so spin support is crucial. Ludicolo takes resisted hits like a champ, but it can get overwhelmed if it takes too much spike chip. For this reason it also appreciates wish support.
  • Since Ludicolo can switch into swampert forever, it frees up moveslots on other pokemon. For example, wish mixed Salamence is a great partner.
  • Heal bell support is also appreciated, since toxic can be a death sentence for the lil guy.
  • Spikes and leech seed generate a lot of chip damage, so it's nice to have a cleaner in the back.
  • This set is farmed by sub abusers, so it wants teammates who can handle that.

This is a team I built, that I think capitalizes on Ludicolo's unique traits.
https://pokepast.es/18825ae82ee71b67
The team isn't perfect, but hopefully a more prolific teambuilder can create something special.

Relevant calcs:
376MS3.png
Metagross:
  • 252+ Atk Choice Band Metagross Meteor Mash vs. 248 HP / 204 Def Ludicolo: 143-169 (39.3 - 46.5%) -- guaranteed 3HKO after Leftovers recovery
  • 252+ Atk Metagross Meteor Mash vs. 248 HP / 204 Def Ludicolo: 96-113 (26.4 - 31.1%) -- guaranteed 4HKO after 1 layer of Spikes and Leftovers recovery
  • 252+ Atk Metagross Earthquake vs. 248 HP / 204 Def Ludicolo: 63-75 (17.3 - 20.6%) -- possible 6HKO

20140123055903!245MS6.png
Suicune:​
  • +6 252+ SpA Suicune Surf vs. 248 HP / 44+ SpD Ludicolo: 114-135 (31.4 - 37.1%) -- possible 5HKO
  • 0 SpA Suicune Surf vs. 248 HP / 44+ SpD Ludicolo: 20-24 (5.5 - 6.6%) -- possibly the worst move ever
  • +6 0 SpA Suicune Surf vs. 248 HP / 44+ SpD Ludicolo: 81-96 (22.3 - 26.4%) -- possibly the worst move ever

260MS3.png
Swampert:
  • 0 Atk Swampert Earthquake vs. 248 HP / 204 Def Ludicolo: 61-72 (16.8 - 19.8%) -- possibly the worst move ever
  • 252+ SpA Swampert Hydro Pump vs. 248 HP / 44+ SpD Ludicolo: 34-41 (9.3 - 11.2%) -- possibly the worst move ever
  • 4 SpA Ludicolo Giga Drain vs. 248 HP / 44 SpD Swampert: 255-300 (63.2 - 74.4%) -- guaranteed 2HKO after Leftovers recovery

121MS3.png
Starmie:
  • 252 SpA Starmie Ice Beam vs. 248 HP / 44+ SpD Ludicolo: 76-90 (20.9 - 24.7%) -- possible 6HKO
  • 252 SpA Starmie Hydro Pump vs. 248 HP / 44+ SpD Ludicolo: 35-42 (9.6 - 11.5%) -- possibly the worst move ever
  • 4 SpA Ludicolo Giga Drain vs. 4 HP / 0 SpD Starmie: 139-164 (53 - 62.5%) -- guaranteed 2HKO after Leftovers recovery

373MS3.png
Salamence:
  • 252+ SpA 30 IVs Salamence Dragon Claw vs. 248 HP / 44+ SpD Ludicolo: 112-132 (30.8 - 36.3%) -- guaranteed 4HKO after Leftovers recovery
  • 4 SpA Ludicolo Ice Beam vs. 0 HP / 0- SpD Salamence: 340-400 (102.7 - 120.8%) -- guaranteed OHKO

227MS3.png
Skarmory:
  • Ludicolo Counter vs. 252 HP Skarmory: 306-360 (92 - 107.7%) -- 50% chance to OHKO
  • 4 SpA Ludicolo Ice Beam vs. 252 HP / 252+ SpD Skarmory: 57-68 (17 - 20.3%) -- possible 7HKO

248MS3.png
Tyranitar:
  • 252+ SpA Tyranitar Crunch vs. 248 HP / 44+ SpD Ludicolo: 102-120 (28 - 33%) -- guaranteed 4HKO after sandstorm damage and Leftovers recovery
  • +1 252+ Atk 30 IVs Tyranitar Hidden Power Bug vs. 248 HP / 204 Def Ludicolo: 268-316 (73.8 - 87%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
142MS3.png
Aerodactyl
  • 252 Atk 30 IVs Choice Band Aerodactyl Hidden Power Flying vs. 248 HP / 204 Def Ludicolo: 307-362 (84.5 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
  • 252 Atk 30 IVs Choice Band Aerodactyl Earthquake vs. 248 HP / 204 Def Ludicolo: 73-86 (20.1 - 23.6%) -- possible 6HKO
  • 252 Atk 30 IVs Choice Band Aerodactyl Rock Slide vs. 248 HP / 204 Def Ludicolo: 165-195 (45.4 - 53.7%) -- 2.3% chance to 2HKO after Leftovers recovery

Relevant replays:
Pokology using my team in ADVR2
https://replay.pokemonshowdown.com/smogtours-gen3ou-799803
 
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K, here's the next cook:

Marowak @ Thick Club
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Sing
- Rock Slide

If you play speedpass wak, you know that things dont always go perfectly, and you sometimes find yourself in a position where you're unable to really threaten whatever phaser (or threat) is in front of you. Example: As you BP your +2 speed to wak (with or without sub), the opponent BPs to their swampert. Without a +2 or a drum, you can't do much more than threaten pert with chip, while pert can threaten super-effective damage and phasing. Uno-reverse that shit with sing.

Consequences of dropping Double Edge: You lack that nice mid ground move that slaps whatever they choose to switch to. Dedge is the best move to get big damage on neutral hits. Also, the set lacks any real way to hit claydol. Build accordingly.

Tadah.
 
while working on the mono team achievement with ice, i call this team "eat your face". achieved Bronze Spirits with it

Articuno as tanky phaser with HP Fire/Reflect to mitigate Metagross
Cloyster with Clamp to imitate a trapper
Lapras with Pump/Rest/Talk/Bell & Shell Armor
Regice to tagteam Gengar with Lapras
Piloswine to scrounge for patchwork mixups to handle meta staples
Jynx to barely autowin almost a lot

Lounge (Articuno) @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpA / 56 SpD / 160 Spe
Calm Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Ice Beam
- Hidden Power [Fire]
- Roar
- Reflect
trading your phaser to set up reflect & then chip lead Metagross is not bad progress for mono ice
can take boosted thunderbolts to land the roar, wish i could fit rest for longevity

Eat Your Face (Cloyster) @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 72 SpD / 184 Spe
Jolly Nature
- Clamp
- Spikes
- Rapid Spin
- Explosion
without thunderbolt, blissey can't stop you spinning/spiking/booming, bold blissey may live but can easily be picked off
allows modest blissey thunderbolt only 1 roll to ko outside of sand while still outspeeding tyranitar
needs regice & lapras to handle gengar

Lap (Lapras) @ Leftovers
Ability: Shell Armor
EVs: 244 HP / 8 Def / 20 SpA / 216 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Sleep Talk
- Rest
- Heal Bell
shell armor helps spamming rest

Potato (Piloswine) @ Leftovers
Ability: Oblivious
EVs: 252 HP / 12 Atk / 172 Def / 72 SpA
Relaxed Nature
- Earthquake
- Ice Beam
- Protect
- Light Screen
tanks Rock moves but can't take Steel/Grass/Fire/Fighting moves
Protect vs Screen mixups can attempt to maneuver around HP Fire/Grass after nulling a Thunderbolt

Obelisk (Regice) @ Leftovers
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 20 Def / 136 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Thunder
- Toxic
- Rest
for mono ice, i chose discount blissey instead of explosion

Tan (Jynx) @ Leftovers
Ability: Oblivious
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lovely Kiss
- Ice Beam
- Calm Mind
- Substitute
 
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So originally I was running a sun HO team with Victreebel on it as a mixed sweeper. Then I saw that it learned Encore and I started experimenting with it. I think this Pokemon might have a legitimate niche in this metagame.

It hits pretty hard with 105/100 attack stats and decent STAB options, but the star of the show is Encore for sure. Encore really helps to turn a losing matchup into a winning one if they ever click an exploitable move. Its Speed tier is pretty average, but good enough to let it outspeed a lot of Pokemon in the metagame. As far as I can tell, people have tunneled on the idea of outrunning things in the sun in the past, but I think its utility is greatly enhanced when focusing on Victreebel's Speed outside of the sun. That way you have the option to outspeed and Encore things before you set up, tilting a lot of matchups in Victreebel's favor.

For team styles this fits on, I would recommend running Suicune and/or Lax with this and 1 of either Moltres or Charizard. Any team structure that uses these Pokemon can try to make some room for Victreebel and it will provide some nice value. It also works well with other setup mons by Encoring something, switching out/saccing, then going to the setup mon to sweep. Below I will explain 3 sets to outline the range of options you have when building with it.

1733215629530.png

SunnyBeam (Victreebel) @ Leftovers
Ability: Chlorophyll
EVs: 28 HP / 36 Def / 252 SpA / 192 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Encore
- Sunny Day
- Hidden Power [Fire]
- Solar Beam
This is probably the easiest set to use. The idea is to come in against a Milotic or Suicune, or if you predict a move that it can take (e.g. Claydol spin), then click Encore and set up sun. It's EV'd to live Adamant Dugtrio EQ from full, or Jolly Dugtrio EQ after Spikes + Lefties. I originally had it at 244 speed, but the 4 EVs don't really contribute much anywhere else calc-wise and it's helpful to outspeed all the Pokemon that are speed creeping Tyranitar. Plus, Encore is horrible in a speed tie since you can't predict whether you Encore their previous move or their next one.

1733216226867.png

MixedBel (Victreebel) @ Leftovers
Ability: Chlorophyll
EVs: 64 HP / 152 Atk / 104 SpA / 188 Spe
Naughty Nature
- Encore
- Sunny Day
- Hidden Power [Fire]
- Sludge Bomb

Similar to above, but as a mixed attacker. Sludge Bomb makes you less reliant on Sunny Day to get things done. Less Speed EVs mean this doesn't outspeed as much of the metagame though, but I like this spread because it puts full HP Blissey in range of Adamant Dugtrio's EQ 90% of the time (lowest roll Sludge Bomb gives 25% OHKO range on Dug, plus factoring in poison chance you are very heavily favored). If that doesn't matter to you as much or you don't have Dugtrio, adjust as needed. The Special Attack EVs mean you still 2HKO Skarmory in the sun with HP Fire. Obviously Steel types are a bother, so Magneton can help this set. Alternatively, playing your Fire types aggressively can also make all the difference.

1733217472293.png

StallBel (Victreebel) @ Leftovers
Ability: Chlorophyll
EVs: 232 HP / 72 Def / 20 SpD / 184 Spe
Timid Nature
- Encore
- Sunny Day
- Toxic
- Morning Sun
Probably the least useful of the bunch, but can be very annoying in sandless stall if you're feeling devious. Encore makes it so that even Refresh Pokemon are annoyed by Toxic. Sadly, Encore and Morning Sun/Synthesis both have only 8 PP, meaning this Victreebel can run out of steam a bit too soon. Alternatively you can replace Morning Sun with Protect, or run an attack in the last slot to make it a bit less passive and create a hybrid of sorts between the above sets and this one. The EVs can be adjusted based on which moves you want to tank. This spread focuses on avoiding a 2HKO from Adamant Tyranitar Rock Slide while maximizing general bulk as well. Just beware that Victreebel will never be a true wall.

Honorable mentions
Personally, I’m not a fan of inaccurate moves so I don’t like to rely on Sleep Powder. However, it does have a good shot at succeeding because Encore can help you get a couple more chances to land it. It also doesn’t work as well with Sludge Bomb because of the Poison getting in the way. Even though you’re probably not running Sludge Bomb, you still need to lose HP Fire or Solar Beam in order to make space for it. All in all it’s a bit hard to fit, but I thought I’d mention it because Sleep is of course very strong.
I think Swords Dance is a bit greedy and it absolutely requires Steel types to be gone, but it might work sometimes. You're definitely stretching Victreebel thin here though. Alternatively, SD pass Celebi could open up a moveslot for Physical Bel. All these are definitely fringe options that you wouldn't use seriously though, while I think the sets above could actually have some true merit.
 
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A few weeks back I decided to build around
1733714285849.png
and achieved rank 1 with this team: https://pokepast.es/3f380044c0d10f1a

1733714372323.png


Although Maldo performed very well. I want to discuss the
1733714518894.png
set I used.


Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Atk / 52 Def / 200 Spe
Adamant Nature
IVs: 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Flying]
- Earthquake
- Wish
- Protect

This set compresses the old school wish tect mence (Wish tect toxic flame) while also keeping a decent offensive presence.
  • The speed benchmark is to outspeed jolly medicham (avoid being flinched by rock slide.)
  • Opposing Skarmory needs to be elimanted via magneton or using a knock off + spin strategy.
  • A cleric is apperiacted as this set likes to trade status in exchange for passing wish to low health teammates.
Defensive Calcs:
  • 180 SpA Jolteon Hidden Power Ice vs. 248 HP / 0 SpD 30 IVs Salamence: 312-368 (79.3 - 93.6%)
  • 8 SpA Gengar Ice Punch vs. 248 HP / 0 SpD 30 IVs Salamence: 333-392 (84.7 - 99.7%)
  • 0 SpA Swampert Ice Beam vs. 248 HP / 0 SpD 30 IVs Salamence: 292-344 (74.3 - 87.5%)
  • 252+ SpA 30 IVs Blaze Charizard Fire Blast vs. 248 HP / 0 SpD 30 IVs Salamence: 172-203 (43.7 - 51.6%)
  • 252+ SpA 30 IVs Moltres Fire Blast vs. 248 HP / 0 SpD 30 IVs Salamence: 126-149 (32 - 37.9%)
  • 252+ SpA 30 IVs Salamence Dragon Claw vs. 248 HP / 0 SpD 30 IVs Salamence: 311-366 (79.1 - 93.1%)
  • -1 252+ Atk 30 IVs Choice Band Tyranitar Rock Slide vs. 248 HP / 52 Def Salamence: 312-368 (79.3 - 93.6)
  • 252+ Atk Choice Band Metagross Meteor Mash vs. 248 HP / 52 Def Salamence: 311-367 (79.1 - 93.3%)
  • +1 252 Atk Heracross Rock Slide vs. 248 HP / 52 Def Salamence: 270-318 (68.7 - 80.9%) (Jolly)
  • -1 252+ Atk Choice Band Pure Power Medicham Focus Punch vs. 248 HP / 52 Def Salamence: 185-218 (47 - 55.4%)
  • -1 252+ Atk Pure Power Medicham Rock Slide vs. 248 HP / 52 Def Salamence: 166-196 (42.2 - 49.8%)
  • -1 252+ Atk 30 IVs Choice Band Salamence Hidden Power Flying vs. 248 HP / 52 Def Salamence: 146-172 (37.1 - 43.7%)
  • 116+ Atk Snorlax Body Slam vs. 248 HP / 52 Def Salamence: 137-162 (34.8 - 41.2%)
Offensive Calcs:
  • 8+ Atk Salamence Hidden Power Flying vs. 4 HP / 0 Def Medicham: 275-324 (104.9 - 123.6%) -- guaranteed OHKO
  • 8+ Atk Salamence Hidden Power Flying vs. 0 HP / 4 Def Breloom: 520-612 (199.2 - 234.4%) -- guaranteed OHKO
  • 8+ Atk Salamence Hidden Power Flying vs. 4 HP / 0 Def Heracross: 550-648 (182.1 - 214.5%) -- guaranteed OHKO
  • 8+ Atk Salamence Hidden Power Flying vs. 0 HP / 192 Def 30 IVs Hariyama: 251-296 (58.5 - 68.9%) -- guaranteed 2HKO
  • 8+ Atk Salamence Hidden Power Flying vs. 252 HP / 0 Def Celebi: 219-258 (54.2 - 63.8%) -- guaranteed 2HKO
  • 8+ Atk Salamence Earthquake vs. 4 HP / 0 Def 30 IVs Tyranitar: 192-226 (56.1 - 66%) -- guaranteed 2HKO
  • 8+ Atk Salamence Earthquake vs. 248 HP / 0 Def 30 IVs Tyranitar: 192-226 (47.6 - 56%) -- 25.8% chance to 2HKO
  • 8+ Atk Salamence Earthquake vs. 128 HP / 0 Def Metagross: 164-194 (49.2 - 58.2%) -- 97.7% chance to 2HKO
  • 8+ Atk Salamence Earthquake vs. 168 HP / 0 Def Metagross: 164-194 (47.8 - 56.5%) -- 85.9% chance to 2HKO
Overall this set is quite niche. But can be effective if your team needs to a reliable wish user + an answer to fighters (dealing with fires/CM pass celebi is also a nice bonus).
 
The concept of spikesless lax has been explored to death already. Thus I want to show off something I've been experimenting with as a way to enable lax spikes offense.

snorlax.png

fat goober (Snorlax) @ Leftovers
Ability: Immunity
EVs: 48 HP / 252 Atk / 52 Def / 140 SpD / 16 Spe
Adamant Nature
- Double-Edge
- Focus Punch
- Yawn
- Self-Destruct

Something similar has been attempted on Forretress teams. This does not interest me.

The core concept is simple: once in, use blind Yawn on whatever normal resist enters first (be it Metagross, Skarmory, Tyranitar, etc). Double switch for more info, or in the mid game just click big normal button with spikes chip. I think Yawn breaks better around normal walls in a way Lax normally can't do.

tyranitar.png
cloyster.png
snorlax.png


Cloyster + Tyranitar do a few things to this lax, both good and bad. They both exacerbate the weakness to Metagross in a way that isn't easy to solve. Tyranitar's sand hurts the other two, and the overall defensive synergy isn't great. Wisp users are also a huge problem.

However, Cloy + Lax provide decent matchup division vs toxic or peck Skarmory and Forretress that helps in setting up spikes pressure. They also tie down bulky waters pretty well for a physical sweeper or fire type in the back. Tyranitar is one of the only offensive ways to remove the Gengar problem, but if my opponent has low usage of it and Moltres I'll cheat every now and then with Physical pursuit meta + DD tar.

Tyranitar is either fast pursuit or physical. Cloyster is extra fast on ladder, around 250 speed or so, just because I like dunking on rain offense more often. In tour it's just faster than most Metagross and defensive Suicune sets, about 215 - 220 ish.

You do still need a way to counter lum agility meta and other fires / mixmence. Something I haven't fully solved yet, going to lengths like ice beam Claydol and Rapidash, of all things.
 
Recently, ThisGuyMuks started hosting a challenge, offering a cash prize to anybody who could reach 1800/1900 elo on the ADV OU ladder with 4/3 BLs on their team respectively. Naturally, Hclat hit 1900 with 4 BLs almost immediately, but he offered to pass the money forward to anyone who could reach the elo goal without using any of the pokemon from his team, which was Salamence/Forretress/Miltank/Vaporeon/Steelix/Raikou. I thought Muks’s idea was extremely cool, and the cash prize was still up, so I decided to put my ADV knowledge to the test and take a stab at it. I failed a lot, but in the end I reached 1780/#6 on ladder with a team of 4 BL’s and 2 OU’s. Even though I fell just short of the goal, I’m satisfied with the quality of this team. I’m confident this team can reach 1800 with enough time and patience, and I probably can find the time but I no longer have the patience. 1780 is enough for me. So instead I’m sharing it here!

IMG_4284.jpeg

Team: https://pokepast.es/b9b8e203c1fbf32a

Before I get into the building process for this team, I want to share how I ended up deciding to use it in the first place. It’s no secret that spikes are the best tool in ADV OU and that laddering tends to be easier with them. Stall also is a known consistent laddering strategy. Hclat got 1900 with a spikes + spin semi-stall. So at first I thought I’d do the same.

I sat down to build and immediately noticed the first problem. Forretress is banned for this challenge. The only other ADV mon that gets both spikes and spin is cloyster, and no stall is going to be able to rely on cloyster to do both consistently. If you want to use stall, you need both spikes and spin, and you’ll have to expend two slots doing so.

I quickly decided that running claydol stall wasn’t worth it for this challenge. You simply need more utility than that out of your OU slots. Claydol doesn’t have the long term walling or breaking potential that the BLs need to thrive. My solution to this was SD + dual stabs + spin Armaldo, a forgotten set. It compresses the role of breaker, spinner, and snorlax check, all very important qualities for slower spikes teams.

I tried various versions of ideas like this https://pokepast.es/5a9aff1030794ab2. I was able to have some success with them. Theoretically this kind of team has it all - special wall, physical wall, spikes, pressure on other spikers, and breaking. However in practice I found it difficult for armaldo to keep spikes off the field, especially against toxic skarmory, even though I had heal bell, wish and a good skarm punish in Jirachi. Even more problematic than the spikes war, though, was the lack of revenge killing and speed control on this team. I had a decent mid game plan, but I didn’t have a real end game. I would often just end up losing slowly.

Those teams did okay and were all able to reach high 1600s, but they all tilted back to the mid 1500s eventually. I learned a very important lesson about spikes teambuilding. You can’t really get away without speed control in ADV. You need the fast win con to check offensive threats and pressure into an eventual win. Even the stalliest of stalls have speed. V5 uses dugtrio. Superman uses Moltres or Aerodactyl. ABR’s skarm mag uses Aero, BKC’s skarm mag uses mence. Hclat used raikou. This brought me to my next problem - there are no good BL speed control options.

The best and most consistent fast spikes threat of the BLs (other than Raikou, which was now banned from the challenge) is probably sub-seed sceptile. I tried a smeargle + sceptile offense and reached mid-high 1600s with it, but deep down I knew this was just inferior to normal smeargle strategies which are inconsistent to begin with. From this I concluded that if a 4BL spikes team is going to reach 1800, it’ll have to use one of the OU slots for speed control.

So where to now? I knew I had to change my approach. By this point I’d gained a real appreciation for how good the OU’s are defensively. You’d think quagsire is a decent swampert replacement, and while it can be, it can’t switch into crunch tyranitar which is a problem before you know it’s set. It can’t hit skarmory and it can’t ohko mence. Nothing else does what blissey does. As cool as roselia is, it’s not staying in and spiking on its counters like skarmory is, and max hp takes like 80 from swampert earthquake. Registeel doesn’t self-heal like jirachi does. So on and so forth. Further, the best BL defensive mons were taken by hclat already. Umbreon is the only real wish passer left, but I don’t think umbreon is good enough for 1800 without OU level support. It’s cm, stat pass and sub pass fodder. Anyway, I wrote out a list of 4-5 possible comps, and they were all more offensive than what I’d done previously. I won’t share all of them in case I decide to go for this challenge again, but they were mostly centered around suicune. Think Mana-style offense - medicham/suicune/snorlax/metagross/salamence/claydol, but with spin armaldo, the regis, dragonite etc subbing in. Another easy comp is special offense - jynx/kingdra/regice stuff can probably do well. The BLs are much, much better offensively than defensively.

From my list, the idea I decided to try first was a build centered around reversal medicham. This is how the 1780 team started. It comes in the context of my failed stall experiments. I was thinking a lot about the importance of speed control and win conditions. Salac reversal medicham is probably the strongest win condition the BLs have to offer. It’s difficult to set up, of course, which is why it’s not OU, but it also has a very simple and clear list of checks it needs gone before sweeping. Fighter-stack offense has been used quite a bit over the years in tournament play, and the BLs have plenty of fighters to choose from.

I had actually already done a similar challenge for the ladder achievements a few years ago. I used a very similar team. I believe it was blaziken/sceptile/vaporeon/dd sunny day ttar/snorlax/reversal heracross. The idea is simple - use mons that lure out damage on flyers, clear the weather, and sweep with heracross.

For this team I started with the core of machamp/sceptile/charizard/medicham. I had several ideas for how to fill the last slots. I knew the remaining OU would be one of dd + sunny day ttar, suicune (with or without rain dance), metagross or snorlax. Then the last BL could be rain dance regice, rain dance ludicolo, or registeel. I tried ludicolo + ttar first. I reached high 1600s, but ultimately struggled and fell back down. I used rain dance/surf/ice beam/leech seed ludi. It had some cool upsides like leech seed sacking into a sub mon, an extra swampert check and the double weather clear, but I kept losing to physical spam because I had no real rock resists and only one flying resist. Slapped on registeel in its place, and all of a sudden, at last, I was *winning*, consistently. Not every game of course, but when I’d lose elo, instead of tilting all the way back to 1500 I would be able to recover. It took just a couple days to reach 1780 from there.

Now for the team itself. The most obvious question is, why use tyranitar on a weather clear team? That is a fantastic and very valid question. The answer is that bulky dd ttar synergizes extremely well with fighter spam strategies. For one, sand helps damage on flying types/levitators stick. Another reason is defensive use. After you hit a fighter check with a fighter, you’re going to have to switch in to it. Ttar operates as a soft switchin to all the flying types and beats them all in a pure 1v1, yes including mixmence. Bulky physical ttar checks dd mence (brick break is rare especially on ladder), dd gyara, and cm jirachi - three obvious problems for teams stacking fighting types. Another reason is end game sequencing. Dd tar is an incredible sequencing tool. It is checked by slow water or ground types and not much else. It forces them on the field, clears weather, chips them a bit so reversal can kill, and sacrifices itself so that the reversal fighting type can set up and win. Another reason is offensive overload. Ttar lands damage on pokemon that aren’t fighting counters per se but that are bulky enough to take a reversal. This includes mons like skarmory, metagross, swampert, milotic and suicune. Another reason is dd tar offers an alternative win path for some games, namely matchups without flygon or pert. Finally, tar also synergizes well with other team members as I’ll explain later.

Next up is Machamp. Obviously a fighter spam strategy needs at least two fighters, so machamp’s role here is pretty obvious. It softens medicham’s checks. It runs deeper than this, though. I’m running registeel, a mon that can’t damage gar and lets spikes up. Sceptile lets blissey heal for free in most cases. Tar usually isn’t breaking past swampert and skarmory, and TSS teams aren’t exactly forgiving to reversal sweepers, especially when I’m not running a dugtrio to remove tar. I need something to really put pressure on big 5 tss teams to make up for all this, and machamp is just the guy for the job. I chose hp ghost over bug for this reason - to squeeze as much mileage out of machamp as I can get in the TSS matchup. Celebi can be dealt with in other ways. Another synergy is with tar. Since I’m dropping coverage on tar for sunny day, I don’t have a move to hit claydol. Machamp, though, typically scores damage on claydol early on because it’s typically the best and most expendable machamp answer on its team since machamp isn’t usually paired with spikes.

Next is the star of the show, sceptile. This set is really, really good for fighter spam strategies. It’s a very important momentum tool on this team. Because it’s so fast, it can safely set up subs and trade with basically anything that doesn’t have a recovery move. Further, it switches in to the waters that check charizard and tyranitar, takes damage, forces the waters out and is able to flip that damage onto the opposing team with endeavor. It’s basically like an endeavor swampert but for water and electric moves instead of physical ones. Sceptile typically nets damage on skarmory, zapdos, gengar, fire birds, dd mons, steels, or celebi. Offensive teams like this which so obviously lack defensive stability need momentum reversing tools like this. Sceptile goes a long way here and I really recommend others try it. Of course, most of the time sceptile gives blissey free entry and it has more softboiled than I have endeavor, but forcing blissey to heal gives machamp free entry. If recover celebi or wish tect jirachi were to do the same thing, I have a charizard to punish them, and obviously milotic can’t handle petaya + overgrow sceptile. Sceptile can beat or chip offensive versions of celebi which is important for medicham, and other sets can be abused by charizard or lured and removed by registeel. Sceptile is also a reliable emergency dd tar check, as it outspeeds at + 1 and can easily sub to overgrow/petaya and kill it or get it off the field. This is extremely important as I don’t have a water or ground type. Last I’ll mention is the lead zapdos interaction. Zapdos doesn’t want to status a guts machamp, so sceptile is a good turn 1 switch. It takes tbolt, subs, and starts getting damage immediately in those matchups.

Charizard has been a fixture of mixed offense teams for a while now, and it’s crazy to think that at one point this was a 5BL team. Charizard is perhaps the best pure breaker in OU. It provides a punish to the bulky steels and celebi that tend to get in the way of fighters, and it also tends to land damage on mence, gyara, zapdos, moltres, and other zard - the most important targets to weaken for medicham/fighters. Luring those last two targets is important for sceptile to function. It also provides speed control and another check to cm pixies. The only teams charizard can’t land permanent damage on are milotic teams and to a lesser extent rest suicune teams. However, these pokemon typically aren’t paired with swampert or flygon, and tyranitar has the bulk to live hits from dugtrio and metagross, so tyranitar becomes an effective breaker in those matchups. Ttar + zard is a classic mixed offense core. Also, luring in the mono water types and encouraging them to attack is a good way to get sceptile onto the field and gain momentum/breaking that way. Zard also greatly threatens big 5 tss in a similar way to machamp, and I already talked about why that’s important. I started off with dragon claw + beat up, but quickly switched to sub punch as I feel it’s the most consistent set overall. During my ladder run I liked attacking without revealing sub first because often opponents would be so weak to zard they’d pull crazy moves like staying in with skarmory just to prevent a free sub. This play also might make the opponent less likely to scout for sub later. Being able to self-toggle blaze is a lot more useful than I initially thought. I chose to run hasty to maximize revenge killing opportunities. Sub punch also has the ability to remove tyranitar from the game sometimes. Were I to do this run again, I would consider a set of fire/grass/brick break/beat up as this set tends to land damage on ttar more easily, meaning the opponent is more likely to sacrifice it later and I can clear weather for medicham.

Registeel is pretty simple. It just has the bulk, typing, and just good enough offensive properties to tie this team together. Usually offenses like this will use metagross, and I’m not sure registeel is better than metagross here, but it’s a really good alternative. The extra special defense is amazing in the early and mid game for many reasons, one of them being it’s just about as safe of a turn 1 mence switchin as you can get. It encourages lead salamence to switch to a spiker or use fire blast, so charizard is a decent pivot on turn 2. Obviously it’s my primary form of aerodactyl control until medicham can get a sweep off, but bulky tar takes on that role a little bit as well. With twave, counter and boom, regi is able to pretty reliably trade with metagross and ground types or lure in celebi/blissey/mono waters and boom them. The regis are amazing for this challenge because with bulk and explosion, they basically help patch any defensive hole in a very claydol-esque way. I think if metagross was banned for whatever reason, registeel would be an OU staple.

Medicham is the win con here. Not too much to say about it. I tried endure + bulk up, but I found that the attack boost was really unnecessary most of the time. If you’re in a position where medi has reached 1hp, tar is dead and the weather is clear, you’re probably winning anyway. It’s just that strong, even with jolly. This thing has a >50% roll to delete even agility metagross from full. The 80hp bulk was actually very useful in a few games. I prefer sub here because it guards from status, people don’t expect both sub and endure, and it allows you to self-activate salac and reversal in situations where you haven’t managed to clear sand. Medi of course wants sand cleared, but I won more than a couple games with it with sand still up. 80-100BP on reversal can still get the job done sometimes, and shadow ball still OHKO’s gengar. The team is so focused on chipping flying types that you don’t always need full power. And, while we’re on the subject of weather clear, let’s talk about how tyranitar interacts with offensive teams a little. Dugtrio is never fitting here, the OU slots are too valuable. So how do I lure tar out and remove it? Well, tyranitar is almost never the primary win condition on any teams. It’s not really a wall either. It’s not a speedy revenge killer. It’s built as an all-purpose utility mon that helps create conditions so that other members of your team can win. I mean, that’s exactly what it does on my team. This all means that, once tyranitar has done some damage and fallen to about half health, it’s pretty expendable. This quirk of tyranitar is what makes trapless weather clear offense possible in theory. If something with a more important defensive role like swampert had sand stream, this team wouldn’t work. Tyranitar is the type of mon that likes to stay in and sacrifice its health to prevent you from getting momentum. For my team, this means that sceptile, non-subbed charizard, registeel, and tyranitar are all able to wear opposing tar down to the point where it becomes an all-important sac. Finally, even if you’re unable to remove tar in the end, sub helps medicham still beat ttar 1v1 and reach salac in a last ditch effort to win.

In closing, I won’t say this team is perfect, but I hope you agree that it’s both functional and creative. There’s more I could say about it, and I think there’s more optimization to be done, but I think that minutiae is expressed best with replays rather than essays. I’ll share some example replays from my run below as well as a list of all of my games from 1500-1780. This serves as a bit of a farewell post as well. Consider it an homage to ADV and mons in general. This game is almost limitless in terms of creativity. That’s what keeps me coming back. I’m not leaving Pokemon, but I am taking a step back. I’m married, I’m starting to have more responsibility at work, I’m starting a new grad school course on Tuesday, and I’ll admit I’m a just little bit out of shape for my liking. I need to spend less time staring at fantastical pixel creatures from my childhood lolol. You will probably never see me compete in high level tournaments, but I really have dedicated a lot of time to this tier and learned a lot in the process. I think getting top 6 on ladder with four BLs proves that. Above all I hope this post shows how I think about this tier and inspires someone else to build something cool or learn something new about the tier. I also want to thank guys like Vapicuno, ABR, Mana, BKC, Altina, Watermess and countless others - even though we aren’t friends per se I always appreciate your willingness to share your thoughts, answer questions, and help guys like me mature in their understanding of this game. It goes a long way. I also of course have to thank my friends Giraffe, Fruhdazi, Zacpz, Blues, Shock3600, PkLeech, LWB, Seradess, and many others for being partners in the study of this game and keeping it fun. Cheers!

Select replays:

Machamp is bulky enough to avert a dd gyara sweep:
https://replay.pokemonshowdown.com/gen3ou-2281524000-jaw6j14hl805mnyculm938rkkz5zy6opw?p2

Sub + endure confuses the opponent and leads to a sweep:
https://replay.pokemonshowdown.com/gen3ou-2281635362-bg8so91e82kbbmmar36k48ri3m9lqthpw?p2

DD tar acts as a salamence lure with good prediction, paving the way for medicham:
https://replay.pokemonshowdown.com/gen3ou-2281677286-k0yhkoalii39ti9ep1honcu4wtjenbjpw

Tar + zard synergy on full display:
https://replay.pokemonshowdown.com/gen3ou-2281715106-776lxif0ixsnrpdxorf9cmd7i0bsoz9pw

Machamp breaks claydol allowing tar to function, and medicham pulls it out in the end:
https://replay.pokemonshowdown.com/gen3ou-2281776688-k2josq4oz75f4lxz4o2985vsyxs5sfdpw?p2

I think medicham would have won this one in sand if I killed metagross on turn 26 instead of sunny day’ing:
https://replay.pokemonshowdown.com/gen3ou-2281810113-df98qv8g8tsl8lwyyt6c7enbk8unnx2pw

Machamp + Charizard is too much for a superman core to handle:
https://replay.pokemonshowdown.com/gen3ou-2281843571-j0i7j0lzk2zek5l4990ev735zz72778pw?p2

Machamp shows how dangerous it can be vs mixmence teams, and I also reach 1700 for the first time:
https://replay.pokemonshowdown.com/gen3ou-2281848559-ef8ma4roun9c8g9m94325ltfy53xp6spw?p2

Didn’t play this well, but medicham got a win in sand without its salac:
https://replay.pokemonshowdown.com/gen3ou-2282369429-fchptg39x4tmaxwkqqvq036pxhg7wxapw?p2

Messy game, may have won if I immediately went out to tyranitar against dd mence, but nonetheless shows the effectiveness of my breaking core:
https://replay.pokemonshowdown.com/gen3ou-2282543945-t9v4ayqp1nzmuide1yfhxcsxviigc68pw?p2

Medicham is used defensively here in support of a tar win:
https://replay.pokemonshowdown.com/gen3ou-2282549780-yhb66j5u2ygwz2z02pagiludglzld88pw?p2

Really interesting game, shows the team’s ability to adapt to unfamiliar scenarios and threats (mach breloom is a huge threat):
https://replay.pokemonshowdown.com/gen3ou-2282819410-pws9nd680zg167fgnvfp2pvynfv2w59pw?p2

Winning off the strength of machamp + charizard alone. Sceptile also showing its value, keeping me safe from dd tar even with machamp dead:
https://replay.pokemonshowdown.com/gen3ou-2282849489-9qqy495allh4nwp4hpp70rz0x79n7yypw

1780 peak (yes, I got lucky):
https://replay.pokemonshowdown.com/gen3ou-2283110965-xk7bha2epojxnr9ebje4qcjnyt033hnpw

Game that ended my run. Honestly it’s my fault, I could have subbed down/endured to 1hp and avoided crits as swampert had revealed an offensive spread and would die from full. Still, the crit stings. ggs everyone!
https://replay.pokemonshowdown.com/gen3ou-2283118376-svy6fdx5zvszsb3pliho2d76x97ufg7pw?p2

All replays 1500-1780:
https://pastebin.com/VPDYZwt6
 
Pretty sure Mana used this set first a long time ago, but I've been enjoying this Offmie lead set a lot lately.

Starmie @ Mystic Water
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Filler (Rapid Spin / Light Screen / Recover / Surf / Psychic / HP Grass, I usually run Light Screen)

Mystic water/modest is to help get the following kills (the first 4 need both, last 2 only need modest but water can help against additional bulk):
252+ SpA Mystic Water Starmie Hydro Pump vs. 252 HP / 0 SpD 30 IVs Tyranitar: 397-468 (98.2 - 115.8%) -- 87.5% chance to OHKO
252+ SpA Mystic Water Starmie Hydro Pump vs. 4 HP / 0 SpD Medicham: 250-295 (95.4 - 112.5%) -- 75% chance to OHKO
252+ SpA Mystic Water Starmie Hydro Pump vs. 68 HP / 188 SpD Smeargle: 268-316 (100 - 117.9%) -- guaranteed OHKO
252+ SpA Mystic Water Starmie Hydro Pump vs. 0 HP / 252 SpD Smeargle: 247-291 (98.4 - 115.9%) -- 87.5% chance to OHKO
252+ SpA Mystic Water Starmie Hydro Pump vs. 252 HP / 0 SpD Claydol: 338-398 (104.3 - 122.8%) -- guaranteed OHKO
252+ SpA Mystic Water Starmie Hydro Pump vs. 4 HP / 0 SpD Magneton: 265-312 (109.5 - 128.9%) -- guaranteed OHKO

This has a winning matchup (assuming you can hit your pumps) into virtually every common lead besides Zapdos, including a lot of surprise value since Tar/Medi/Smear will often stay in thinking the range favors them (as it does without modest mystic water).

Of course, any team running this will need a plan for Zapdos. I usually go one of two routes:

A) Suicide into it. Light screen turn 1 enabling you to live a tbolt, 252+ SpA 30 IVs Zapdos Thunderbolt vs. 4 HP / 0 SpD Starmie through Light Screen: 190-224 (72.5 - 85.4%) -- guaranteed 2HKO. Then Ice Beam or Hydro t2 to chunk Zapdos heavily, between 40-70% depending on spread. Afterwards, you have a good entry for a setup threat such as DDTar with a screen up and a low zapdos. I usually combine this plan with more mons in the back that appreciate a chipped zapdos such as AgilMeta without slide and other waters like Suicune, Gyra, or even Golduck.

B) Have a solid T1 switch like Jolt, Regice, Camel, etc. This lets you run a more useful 4th move than Light Screen (Rapid Spin is likely the best despite this being an extremely unreliable spinner, but you could experiment with the others listed). The other obvious benefit of this is that you get to preserve your offmie as a threat for later, but you are giving up significant tempo and risking Zap clicking sub or status move. And Offmie without lefties can struggle to switch in on spikes.
 
A few weeks back I decided to build around View attachment 693681 and achieved rank 1 with this team: https://pokepast.es/3f380044c0d10f1a

View attachment 693685

Although Maldo performed very well. I want to discuss the View attachment 693690 set I used.


Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Atk / 52 Def / 200 Spe
Adamant Nature
IVs: 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Flying]
- Earthquake
- Wish
- Protect

This set compresses the old school wish tect mence (Wish tect toxic flame) while also keeping a decent offensive presence.
  • The speed benchmark is to outspeed jolly medicham (avoid being flinched by rock slide.)
  • Opposing Skarmory needs to be elimanted via magneton or using a knock off + spin strategy.
  • A cleric is apperiacted as this set likes to trade status in exchange for passing wish to low health teammates.
Defensive Calcs:
  • 180 SpA Jolteon Hidden Power Ice vs. 248 HP / 0 SpD 30 IVs Salamence: 312-368 (79.3 - 93.6%)
  • 8 SpA Gengar Ice Punch vs. 248 HP / 0 SpD 30 IVs Salamence: 333-392 (84.7 - 99.7%)
  • 0 SpA Swampert Ice Beam vs. 248 HP / 0 SpD 30 IVs Salamence: 292-344 (74.3 - 87.5%)
  • 252+ SpA 30 IVs Blaze Charizard Fire Blast vs. 248 HP / 0 SpD 30 IVs Salamence: 172-203 (43.7 - 51.6%)
  • 252+ SpA 30 IVs Moltres Fire Blast vs. 248 HP / 0 SpD 30 IVs Salamence: 126-149 (32 - 37.9%)
  • 252+ SpA 30 IVs Salamence Dragon Claw vs. 248 HP / 0 SpD 30 IVs Salamence: 311-366 (79.1 - 93.1%)
  • -1 252+ Atk 30 IVs Choice Band Tyranitar Rock Slide vs. 248 HP / 52 Def Salamence: 312-368 (79.3 - 93.6)
  • 252+ Atk Choice Band Metagross Meteor Mash vs. 248 HP / 52 Def Salamence: 311-367 (79.1 - 93.3%)
  • +1 252 Atk Heracross Rock Slide vs. 248 HP / 52 Def Salamence: 270-318 (68.7 - 80.9%) (Jolly)
  • -1 252+ Atk Choice Band Pure Power Medicham Focus Punch vs. 248 HP / 52 Def Salamence: 185-218 (47 - 55.4%)
  • -1 252+ Atk Pure Power Medicham Rock Slide vs. 248 HP / 52 Def Salamence: 166-196 (42.2 - 49.8%)
  • -1 252+ Atk 30 IVs Choice Band Salamence Hidden Power Flying vs. 248 HP / 52 Def Salamence: 146-172 (37.1 - 43.7%)
  • 116+ Atk Snorlax Body Slam vs. 248 HP / 52 Def Salamence: 137-162 (34.8 - 41.2%)
Offensive Calcs:
  • 8+ Atk Salamence Hidden Power Flying vs. 4 HP / 0 Def Medicham: 275-324 (104.9 - 123.6%) -- guaranteed OHKO
  • 8+ Atk Salamence Hidden Power Flying vs. 0 HP / 4 Def Breloom: 520-612 (199.2 - 234.4%) -- guaranteed OHKO
  • 8+ Atk Salamence Hidden Power Flying vs. 4 HP / 0 Def Heracross: 550-648 (182.1 - 214.5%) -- guaranteed OHKO
  • 8+ Atk Salamence Hidden Power Flying vs. 0 HP / 192 Def 30 IVs Hariyama: 251-296 (58.5 - 68.9%) -- guaranteed 2HKO
  • 8+ Atk Salamence Hidden Power Flying vs. 252 HP / 0 Def Celebi: 219-258 (54.2 - 63.8%) -- guaranteed 2HKO
  • 8+ Atk Salamence Earthquake vs. 4 HP / 0 Def 30 IVs Tyranitar: 192-226 (56.1 - 66%) -- guaranteed 2HKO
  • 8+ Atk Salamence Earthquake vs. 248 HP / 0 Def 30 IVs Tyranitar: 192-226 (47.6 - 56%) -- 25.8% chance to 2HKO
  • 8+ Atk Salamence Earthquake vs. 128 HP / 0 Def Metagross: 164-194 (49.2 - 58.2%) -- 97.7% chance to 2HKO
  • 8+ Atk Salamence Earthquake vs. 168 HP / 0 Def Metagross: 164-194 (47.8 - 56.5%) -- 85.9% chance to 2HKO
Overall this set is quite niche. But can be effective if your team needs to a reliable wish user + an answer to fighters (dealing with fires/CM pass celebi is also a nice bonus).
cool team well done. also the bl guy
 
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Hey yall wanna share some cool mons synergies I've been toying around with a lot.

:Snorlax: + :Salamence:
Counter Lax with DD Brick Break Mence
This duo works very well together on mag offense and mix off. as im sure you all know Lax is great at luring in metagross making it a great user of the move counter. with Meta gone this opens up DD Mence to run Brick Break over EQ pressuring Tar and Bliss alot harder. its a concept ive been trying alot with great success lately.

:Jirachi: + :Salamence:/:Tyranitar:/:Gyarados:
Super Rachi with DDers
Super Rachi is very good at lureing in and or breaking alot of defensive pivots that stand up to DDers such as Pert, Skarm, Meta and Dol who threaten to boom Mence, Gyara and hit Tar super effectively. Imo its one of the best Breakers in the game for these DD threats and ofc is very threatening in its own right. it also can allow for Mence to run Brick Break over EQ in a similar way to Counter Lax as it is very effective at breaking Meta.

:Skarmory: + :Gengar: + :Jolteon:
Taunt Tox Skarm with Giga Drain Gar and Jolt
As Im sure yall are aware Jolt teams are often criticized for not doing well into Claydol. However with Taunt Toxic Skarm you can act as a pseudo spinblocker to pressure Dol earlier before even bringing in Gar often letting you get a toxic on it. Giga drain is great for helping Gar keep spikes up vs Dol and paired with Skarm it makes Dols life alot harder esp since it cant even refresh off a toxic due to taunt. Jolt ties this together with BP it allows you to go to either of the two as Dol comes in depending on the game state allowing you to keep up momentum at all times and most importantly keep your spikes.

:Raikou: + :Gyarados:
Kou with Gyara on Mix Off
These two arent very common on mixed offense but imo are very good and underrated choices. Kou is ofc very weak to Dug so having a flying DDer like Gyara as a partner is very nice. Gyara can also come in on alot of mons that are very threatening to Kou before its boosted such as Pert, Meta and Dol. Likewise the reverse is also true for Kou coming in on mons scary to Gyara such as Zap, Jolt and Gar.

:Tyranitar:/:Metagross:/:Houndoom: + :Breloom:
Pursuit Users with Loom
This one maybe somewhat obvious but i think its still worth discussing for other reasons outside of trapping Gengar. Pursuit Tar and Meta can both suit Aero and Dug and KO them after a Mach Punch from Loom since they will be locked into Dedge or Fly in Aeros case or AA in Dugs case. Doom can fairly easily Pursuit the fires that want to switch into Loom such as Zard or Molt as well as pressuring Dol with stab Crunch another somewhat common switch in to Loom. Pursuit just has a lot of very useful applications alongside Loom aside from just trapping Gengar.

:Dugtrio: + :Aerodactyl:
Dug with Aero
Normally these mons fill a similar role on their respective teams. However together they are really punishing to alot of offensive leaning structures the most notable being Zap + Dug builds. The combination of the two owing due to their speed are really good at cleaning up the CM sweepers you see on Zap Dug such as Jirachi, Celebi, Raikou etc and also can allow for a bit of cheating vs some other setup threats such as DD Tar. Dug + Aero Teams are always gonna be very trade heavy and momentum based but in the right match up it can really shine.
 
mono_dragon might be impossible to get out of low_ladder, especially with all the ice_coverage down there.
hp ice salamence, ice beam snorlax, multiple hp ice celebi
you can try this out & bluff mono_dragon:

Shelgon @ Leftovers
Ability: Rock Head (unfortunately doesn't prevent struggle_recoil; -SpA & 1_Atk_EV to prevent auto_0_Atk_IV is to hit harder under taunt or run edge)
EVs: 252 HP / 1 Atk / 252 Def / 4 Spe
Impish Nature
- Toxic / Double-Edge
- Roar
- Protect
- Wish
an excellent answer to any physical_attacker bar banded_high-power_stabbers, wish_salamence but you can take a slide.

also, mono_dragon led me to defensive_kingdra:

Kingdra @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 100 SpD / 156 Spe
Calm Nature
IVs: 0 Atk
- Surf
- Toxic
- Sleep Talk
- Rest
how i wish kingdra could get poison_point or seadra was water/dragon. stalling beams is sometimes the only way to win with mono_dragon. i think sleep talk is unaffected by pressure since the move itself doesn't target? even if it does, that gives you more toxics & you can still pick another move to save pp under rest.
 
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