OU ADV OU Metagame Discussion

Status
Not open for further replies.
I'm not a high level player exactly, but I've been running Snorlax with Yawn + Focus Punch and I think this is some nice tech to let Lax cipple or even beat the things that want to switch into them. Yawn just synergizes with punch so well because of the pressure to switch out or have a key threat fall asleep. I especially love it in HO, being a kind of budget Breloom on top of sacrificing little of what makes Lax a pretty good mon in general.

My full set:
Tonkle Lax (Snorlax) @ Leftovers
Ability: Thick Fat / Immunity
EVs: 92 HP / 128 Atk / 144 Def / 144 SpD
Adamant Nature
- Yawn
- Focus Punch
- Return
- Shadow Ball
Thick Fat is good for the usual reasons. It can help tank some hits to come in reliably, especially if you have something like Mence or Forre on your team.
Immunity can help a lot on this particular set, because it lets Lax come into defensive mons that could normally counter Lax such as Refresh Swampert and provide at least some value.
Return is used over Body Slam because you don't want to Paralyze your opponent to ruin Yawn. Plus Return is more damage anyway.
Shadow Ball is so that Gengar doesn't counter the set and sleeps it off without problems, plus I feel EQ is kind of redundant if you can just punch them in their sleep.
128+ Atk Snorlax Focus Punch vs. 0 HP / 252 Def Blissey: 571-672 (87.7 - 103.2%) -- guaranteed OHKO after 1 layer of Spikes
128+ Atk Snorlax Focus Punch vs. 0 HP / 252 Def Blissey: 571-672 (87.7 - 103.2%) -- 25% chance to OHKO

Focus Punch killing after a Spike can stop Blissey from crippling Lax in a pinch or setting a Wish for another key teammate. And 25% OHKO without Spikes is nice too.
128+ Atk Snorlax Focus Punch vs. 252 HP / 0 Def Skarmory: 108-128 (32.3 - 38.3%) -- 2.7% chance to 3HKO after Leftovers recovery
Okay, I know this looks redundant but hear me out. This is the only Lax that can beat Skarm in last mon situations due to Sleep + Punchoutdamaging their stall. Otherwise, they can just Protect spam and wait for Lax to run out of PP while chip healing. Especially if you run Immunity, this can definitely make the difference.
128+ Atk Snorlax Return vs. 248 HP / 216+ Def Swampert: 118-139 (29.2 - 34.4%) -- 99.9% chance to 4HKO after Leftovers recovery
Same as the above spread. Swampert does hit Lax back for about the same damage, but Yawn nullifies that to let Lax actually beat Pert.

Defensive EVs are kind of just made to have numbers that can be divided by 4, I tried a couple things and Lax is just such a blob that I doubt there's even a perfect EV spread to be found. I'm sure they can be optimized to tank specific things, but it just depends on what your team needs Lax to switch into.
It's weird to me how I haven't ever seen this before. Is this something that's slipped under the radar, or am I missing something as to why people don't choose to run this? I'd love to hear some thoughts from experienced ADV players.

Edit: In case someone wants to try it but doesn't want to build a team, here's a sample sun HO team I have it on that you can try (again, I'm not as experienced as some others here so I'm sorry if you run into something unwinnable I'm not aware of):
Net overload (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Sunny Day
- Hidden Power [Ice] / Hidden Power [Grass] / Roar
- Baton Pass / Roar

Natural disasters (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Aerial Ace
- Rock Slide
- Sunny Day

Habitat loss (Exeggutor) @ Leftovers
Ability: Chlorophyll
EVs: 244 SpA / 56 SpD / 208 Spe
Mild Nature
- Sunny Day
- Solar Beam
- Hidden Power [Ice]
- Explosion

Rising sea levels (Swampert) @ Leftovers
Ability: Torrent
EVs: 108 Def / 252 SpA / 148 Spe
Rash Nature
- Hydro Pump
- Earthquake
- Ice Beam
- Focus Punch

Willful ignorance (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 92 HP / 128 Atk / 144 Def / 144 SpD
Adamant Nature
- Yawn
- Focus Punch
- Return
- Shadow Ball

Invasive species (Victreebel) @ Leftovers
Ability: Chlorophyll
EVs: 164 Atk / 252 SpA / 92 Spe
Rash Nature
- Solar Beam
- Sludge Bomb
- Hidden Power [Fire]
- Sunny Day
The idea of this team is to overload the things that can stop Solar Beam. Exeggutor wants to set sun and boom the special wall to clear the way for Victreebel.
I run Thick Fat on Lax here to stop Moltres from running through you entirely, as Victreebel does a passable job at checking most of the Toxic stallers.
Zap lead stops Skarm lead. If they have Ttar lead, you could just Tbolt it turn 1 instead of preserving Zap. You can revenge with Dug and clear sand, which is a huge wincon for this team.
Lax and Pert can pivot in fairly reliably if you ever need it. Lax does what I explained above, Pert provides another mixed threat to wear down things that would like to be full HP to prevent a sun sweep.

Problem matchups:
Moltres can be a problem for this team if played well. The best answer I've found is to either find a boom with Exeggutor, pray Wisp misses on Lax and put it to sleep or pivot around it with Zapdos and Dug agressively.
Suicune can be annoying. If it ever sets up, make sun and boom with Exeggutor or the game will be lost very quickly.
Ninjask speed-pass teams destroy this team if you're not careful/lucky. They typically have speedy, angry Rhydon or Marowak with it and the only thing you can really do is hope they don't get to a point where you can't outspeed them anymore. An option to try and beat this is to replace Zapdos' Hidden Power or BP with Roar. If you didn't, use Sunny day on their Protect and TBolt on their Sub. 2nd Protect you BP and hope they didn't mix you up with another sub to BP into a threat that can outspeed your sun sweepers and win the game immediately.
 
Last edited:
Snorlax with Yawn + Focus Punch

I'm no expert, but the way I like to use Lax is immediate and impactful. In a world with Sand and Spikes, on a game-to-game basis I can't rely on Yawn's inconsistent usefulness and Focus Punch's reliance on prediction. All the opponent needs is a Ghost Type to shut that down after an initial hit on a possible Skarmory. And after, if you've decided to pack Shadow Ball as well, it's an even more important guessing game on what they'll do, bring out Skarm or the Ghost. If you guess wrong, that's a Spike or a Drill Peck from Skarm or a Will-O-Wisp from Gar. Not taking into account if Sand isn't already on the field and you're Lax isn't on the clock.

Lax, to me, is one of the best Mons for mid-game impact in the meta. But it's often not for a long time, just a good time.
 
Two free competitive ladder teams both peaking #1 FA 2024 + ADV metagame and ladder thoughts.

Hi everyone,

As some of you know, I'm one of the more active ladder players in the last year (dare I say the most active?). Played >10k ladder matches this year across lots of alts, topped 10+ times in 2024 with a few different teams. I already showed the team I 1957'd with in a previous post, and I'm gonna share two more teams that I've topped ladder with this fall and explain why they work (still can't beat my old score though...). I'm sharing in hopes someone will like my builds. It would be fulfilling for at least one of my builds to cement itself as a part of the metagame during this time period, but of course thats dependent on whether or not they catch wind with people. That would be cooler to me than beating my old elo score, and I'm starting to get tired of the ladder recently, so just gonna stop for a while and "dump" my thoughts.

PRE REQUISITES TO READING THIS POST: essential material by BKC and McMeghan, do not read until watching if you are a noob:

Offense vs defense by BKC
TSS Explained by BKC
Consistency/Flexibility by McMeghan (MOST IMPORTANT)
McMeghan explaining why wish is good.

-----Terms I will use and what they mean-----

Consistency: A consistent pokemon is one that performs its role game to game. It works more often than not.

Flexibility: A flexible pokemon is a pokemon that will give you good options to win the game in a wide variety of matchups.

***VERY IMPORTANT IDEA TO UNDERSTAND***: Generally speaking, consistency corresponds to defense and flexibility corresponds to offense, but not always. Of course, you could have a defensive pokemon that is flexible, and an offensive pokemon that is consistent. But on the more extreme ends, HO pokemon are flexible but not consistent, because HO cheese can win any MU. Hardcore stally pokemon are consistent but less flexible.

Type 1 Spikes abuser: This means an offensive pokemon that has "direct" synergy with spikes, meaning it can kill hoverers with direct damage. Examples: Zapdos. Gengar. Jolteon. Starmie. Aerodactyl.

Type 2 Spikes abuser: By this I mean a pokemon that lures in hoverers for chip, but often can't pressure them directly. Examples: MixMence, Zard, Pursuit tyranitar. Mixed attackers, generally. Fighters dont count because the chip is often insignificant, but they can count if you want.

-----TEAM #1: "SAND SPAM" TSS https://pokepast.es/cbcf3a2b5161ded0-----

My favorite team I have built out of all of them. ***SEE UPDATED VERSION IN THE REPLIES TO THIS POST***


The first team I'm sharing is a team I just recently #1'd with (see attached, not that high at all but whatever...) in a mini ladder run the last couple days. I spent a lot of time the last few weeks theorizing it and I think it will suit some peoples styles. Hoping some of the more experienced players will think its cool. Here is the six and then I'll explain what the motivating idea is. It goes:

spr_e_248_1.png
spr_e_227_1.png
spr_e_260_1.png
spr_e_385_1.png
spr_e_142_1.png
spr_e_145_1.png


TLDR: Suittar, Peck Skarm, Ref Pert, Tox SPdef Jira, CB Aero and Ice/Tox/Roar zap. (grass zap or BS jira is fine too, or roar pert.)

It's called sand spam because theres 5 sand immunes, and it features jirachi over blissey in the usual special slot on a TSS build. I got the idea for this build by combining skarpherim's recent insane 2000 elo run, and an old build by hclat.

Essential concept to understand when playing on the ladder: You are going to fight 6 random pokemon from the list of OU's and UU's. It will make completely nonsensical 6's and throw them at you. How can you prepare for a random 6? By using sand and spikes and some defense. Put passive damage on your side, and you reduce the class of pokemon your team needs to be good at dealing with by quite a bit. See any of the videos above.

Idea behind this 6 in particular: Step 1 is to subscribe to the idea of sand/spikes on the ladder (easy). Skarmory is established as the best spiker and provides great defensive utility, whereas forre is a more rigid style (but, valid. I do agree with ABR that the usual forre structures are kinda not optimal though. But ofc forre is good overall.). So, tyranitar+skarm. If you want defensive consistency you'll pick pert as your rock resist, otherwise it's a superman or milo dol build. My opinion is that tar/skarm/pert is the more flexible of those builds.

Now for the controversy. We pick jirachi over blissey. Jirachi is better vs cheese and weird HO builds in my opinion, especially if going spinless. Blissey is blissey, it's great. However, it is weak to sand, and has an abusable weakness on the physical side, and good lord, fighting types are all over the ladder. You should use wish bliss if going that route but it becomes cope vs suicune and you get a slot problem imo. Jirachi is better in the face of those teams (I sometimes call them "goofy offense"), because you get to spam wish more and get a second rock res bonus to support pert/skarm. So: in a spinless build, jirachi is more flexible than blissey, especially when prepping for a random 6 on the ladder. In my opinion. If you want to use blissey and put spinner, that's obviously good and fine and will get 2000 elo like skarpherim did. I want to do this version because my opinion is its slightly more flexible this way, and I can fit more offense now.

So, the core idea is just the classic TSS style but with jirachi over blissey, and pursuit tyranitar. Next question: gengar or no gengar?

I can finally say, after months of thinking, what the deal with gengar is. First, gengar is awesome, and super flexible. Spinblock and spread burn vs stally builds. However, gengar loses consistency points because of wisp. If I'm going to use a build with some longevity to it, I want to have pokemon that can apply some direct pressure. Gengar struggles to apply direct pressure in a lot of matchups, the main threat is wisp. Also, gar is not consistent at all vs claydol. A common thing we hear everyone say is "gengar is amazing and also shit at the same time". It means that gengar is flexible but not really consistent. I can say for sure now after spamming the fuck out of gengar this year, that gengar is not really consistent at spinblocking, especially vs claydol. It is much better to play a longer game with peck skarm and be patient. That will give more consistent results. So, no gengar imo. **caveat that gengar is necessary on builds with no longevity, such as the next build I'll show**. In summary, gengar is not consistent in the "flexibility" or "offense" role on this team. However...

Aerodactyl synergizes beautifully with suittar+skarm+pert+jirachi. Patches up mixmence/charizard weakness. Spams CB slide, which makes aero instantly good vs claydol teams, and we dont have gengar (claydol cannot reliably check rock attack and also spin forever vs peck skarm). Dol gets bullied so badly by suittar skarm and aero all together. Also, there is the usual aero philosophy on the ladder to consider. Aerodactyl is flexible because it's faster than everything and basically offensively checks anything. Not always the best solution to the problem but it will always give you routes to win any game. That is amazing on the ladder, because again, you will need to fight completely random 6's.

Zapdos is an obvious last then: we are 5 sand immunes, so we are shit vs water types. Celebi is not an option, and zapdos gives the team a true special attacking type 1 abuser that we are kinda missing (aero is type 1 but lures different things). Helps vs skarm too. So yeah that's the idea behind the team. It is excellent vs goofy ladder offenses, and pretty good vs spinner builds like dol and forre too. Has some bad MU that I'll say below but overall, it's very flexible and pretty consistent.

Here is another important (obvious) idea that motivates some of the sets for the team. If you are using sand and spikes, your pokemon need to be good at pressuring those which are immune to sand and spikes. Ref pert helps to pressure skarm. Peck skarm is good vs forre and dol. Suittar is awesome vs starmie and dol so it helps with spikes. Kills gengar for jirachi. Snipes fire birds out of the sky. The synergy between type 2 ttar and the defense on this team is beautiful. It pairs so nicely with spdef jira and aero. and they are all immune to sand. FP is a cool tech I use to kill blisseys. I've gone back and forth between ice/grass zap on this build, because imo it can manage the ref pert mirror, but either is fine tbh. It doesnt extremely struggle vs flygon/cele/mence if going grass, and doesnt struggle too bad vs ref pert if youre ice. Starmie+ref pert is a bad MU though.

-----Other Notes for the team members-----

Tyranitar: Can go brick, but it's worse vs bliss compard to FP imo. However, going without brick makes the team kinda bad vs mid game lax. But: FP gives you a nice tool vs last mon curse lax. Also, just as a note, there are nice opening lines with FP. Also, just cause I can't stress it enough, suittar is so nice the way it helps vs spinners. Click crunch on starmie/dol. The team really wants a type 2 abuser too because of the above^ principle (imo, any spikes team has one, ideally. usually mixmence, but if you try to fit mixmence here it becomes insane cope vs suicune...).

Swampert: We have a bunch of sand immunes, so spamming pro/tox makes sense. Imo, ref last is best. But roar is valid, and farms jaskers and offense builds even harder. But I really don't like not being able to sit on skarm. It's very important, and even going 1 slot worse vs skarm can surprisingly make a huge difference. Surf Protox refresh is best here imo. Also it's nice to tox a bliss/cele switch, and yeah again, spamming toxic in this hardcore of a sand immune build just makes sense.
Skarmory: Nothing to say, standard DP skarm. Honestly, idk if I'm ever going peckless ever again. It's better than toxic.

Jirachi: SO GOOD!!!!! GET FARMED!!!!!! IDK WHY WE ARENT USING THIS MORE!!!!!! JUST PUT IT WITH SUITTAR AND AERO!!!!! The way that jirachi farms offensive teams is so nice, it does it in a way that blissey can't replicate. Yes, you have a status weakness. So be careful with it. But you have so many pivot options as long as youre being careful youre gonna be fine. BS is valid over tox, especially with dug everywhere. But again, we are 5 sand immunes, 3 with protect. We want as much toxic as possible. And of course, we get all the amazing (flexible!) wish end game lines to win games.

Aerodactyl: Nothing to say, when there is an aero there is a way and that makes aero fundamentally great on the ladder. Again, ties up suittar+skarm+pert+jirachi so beautifully. Honestly, idk if you can make 4 defensive pokemon that fit better with aero. There's so much synergy there. Aero helps further vs offense by the aero principle and helps defensively vs mixed attackers. And is good vs claydol. Just so good. Underrated imo, doesn't deserve to be in B tier. People say when you prep for aero its not that scary but i disagree about that.

Zapdos: Nothing to say really, just zapdos, ice/tox/roar gives more flexibility compared to grass, but it's preference. Awesome form of direct pressure, best special type 1'er in the tier.

----------

Okay, to summarize:

(1) Strong defensive TSS core, featuring 3 sand immunes walls and a type 2 abuser in suittar for hovering threats like gar and fire birds and spinners. Strong in the face of sand/spike weak offensive teams.

(2) Gatekeeping speed with fast CB aero, who is also patching up mixed attacker weaknesses. If a defensive hole is opened by your opponent, start playing aggressively with aero, and you can find a route to win.

(3) Excellent forms of direct pressure when necessary, from the tiers two strongest type 1 abusers (zapdos and aero).

(4) Consistent and flexible, because the team is generally defensively consistent, and has flexible offensive threats like aero and zapdos. Can go very defensive at times, and very aggressive at times.

-----

You pretty much always have the upper hand in terms of passive damage vs spinless teams, and have strong means of pressuring spinning teams and defensively flimsy teams when needed. Very flexible. Even have wish to work with. Absolutely awesome. Okay, next build:

-----TEAM #2: "JOLT-MENCE V2" https://pokepast.es/553997a8910d4390-----


spr_e_248_1.png
spr_e_227_1.png
spr_e_094_1.png
spr_e_376_1.png
spr_e_373_1.png
spr_e_135_1.png


I maxed out at like 1909 with this team back in June (not gonna reveal the alt for that one...). An experienced player told me that I was the first to make this six and I couldn't find it in any dumps, but if this six isn't original that's fine, just gonna showcase it anyways. But if it is my six I want credit for it! I'll try to be more brief with this one.

This team sacrifices some consistency in an effort to be extremely flexible.

The idea is to use metagross in the rock resist slot and play aggro, since metagross gives better options than swampert vs stally builds. Imo, once you start sacking defensive consistency on tar/skarm, you need to put gengar. But once you go gengar + tar +skarm + metagross, you need some speed control since youre defensively frail, so you just need to make it a jolt/aero build. The resulting aero builds are fruhdazi spikes, or el classico (okay fine thats swampert but it's a similar idea because theres less defense), or my old aero build. I chose to make this joltspikes because I like the defensive utility that jolteon gives, and jolteon is still quite flexible tbh. Yeah it's really not what you want vs dol or milo teams, it does kinda suck overall but it is flexible, you have to give jolteon that.

Mence last is because the team wants a type 2 abuser and it has great synergy with metagross. Also, you're fine vs cune between gar and jolteon, especially if running like dbond or boom on gar (I use boom in the above paste). Type 2 mence with jolteon is nice because theres a few things jolteon can't really ohko and it needs more help compared to zapdos. Mence is perfect for that. Also, mence makes up for the lack of longevity vs TSS builds.

Between agiligross,jolteon, and mixmence, you're going to have amazing options for pressuring any team. Forre builds get farmed, fighters get farmed, offense in general is still a decent MU because you have agiligross.

Overall, I would maybe describe this team as some kind of "pivot offense" because I notice that it features all the offensive pokemon that have some reliable defensive utility being gar,jolt,meta+mence. You sort of have a lot of "relative longevity" when compared to other offenses, if that makes sense. Obviously jolteon is super inconsistent, that's the worst thing about this team, jolteon sucks. But this is definitely the most flexible team I have built. I truly never ever feel like I have bad MU's with it. It can win any game, promise you that. But you'll drop games for no reason as a trade off sometimes lmao. That is the nature of balancing defensive consistency and offensive flexibility.

----Set notes----

Tyranitar: BKC is best here because it abuses blissey the best, and blissey is ruining the team since we don't have any longevity. BKC tar is best at abusing the blissey lines brought by type 1 abusers like gar,zap,jolt on offensive teams bc you get to click FP off 400 attack. You can go DD if you hate the milo dol MU, because again, claydol teams are fundamentally bad vs rock spam in my opinion. Gar + DD tar farms claydol teams imo, so you can be DD if you want but get ready to cope vs blissey. You do have meta but you dont really want to send meta into bliss frequently.

Skarm: Nothing to say, just skarmory, idk if I want to use toxic peck is just too damn good.

Meta: I take back all that I used to say about agilislide. Boom is best for flexibility. Slide is awesome but man the general utility of boom is too good to pass up if the goal is flexibility, and again, that is this teams goal.

Mence: Need grass. Rash> Naive imo.

Jolt: Need grass again, no longevity. Tbh I used ice for a while but it's super cope vs pert if you lose mence.

Gar: Actually, dbond is pretty damn good here, I think dbond is underrated. Last should definitely be boom or dbond on this team in my opinion. You have 2 physical abusers, taunt is sort of counter productive sometimes.

----------

Final thoughts about this build:

(1) Insanely easy to play without being full blown cheese (tbh some say jolt is cheese I dont really agree but whatever... this is a more cohesive build than all the other ladder BS I promise you that...). The team is sort of designed so that if you make the obvious play it is usually the best play. Such is the nature of offense I guess. But the difference here is that imo you usually have more options that typical HO type builds. What I mean is that the intuitive plays, even made defensively, on this build work well by design. It's not always a consistent way to win, again by design, but you have lots of flexibility MU-wise when playing this team, and it is easy to play.

(2) Probably the best "spam queue" team I've made. Quick, easy games, don't need to put on L deathnote theme to summon all brain cells to win a game (lmao). I mean, that is the nature of the ladder and those are the styles that allow you to climb without pulling your hair out. I think I made a nice team for that.

(3) Obviously it's just like a kert jolt spikes style build with mence over starmie but I kinda created this from a different perspective. Kerts team is type 1 spamming and baiting blissey and such and has CB meta so its less defensively consistent, but this team recovers 1 level of consistency I'd say. It's designed with the idea of having pivots in mind (again, longevity relative to other offensive teams).

-----Closing Thoughts about the state of the ADV ladder------

I'm gonna just write for a second about my opinion, again as someone who has played the ladder probably more than anyone else in 2024, about the cheese on the ladder, and what I view as competitive and what I don't. So I guess this section of my post is relevant to the thread and metagame discussion. I'm not trying to open a huge discussion about what to ban and what not to ban, but I'm just sharing my opinion. I think some of the experienced vets probably value my opinion after getting to know me and play me a bunch (get farmed, eZ). Some people maybe think I'm shit but whatever, I think the opinions of players who play shit loads of games are valuable.

(1) Ninjask. Not gonna say too much. It's not competitive, a joke that it is around. The ladder is a shitstorm. Now, yeah, jask isn't that good but it's just not competitive... ladder would be so much more fun without it :/ huge L that we didnt ban speedpass. Allows shitty players to cheese wins.

(2) Spore. lame. Not competitive. Allows shitty players to cheese wins. again, idk if its broken, but I think the ladder is the perfect example of a setting where we should be investigating whats competitive and whats not, and I just dont think sleep is competitive.

(3 very controversial). This is gonna be cringe to some people following ABR's viability post after his JI win, and yeah I know I just said I used a kinda dug weak team but... I do think dugtrio makes the tier worse. My mind has changed about this in the last few months.

The aftermath of ABR's post is hell. Dug lead, dug on every team, etc.... and what I would say after using a dug weak team is that imo dugtrio also Allows shitty players to cheese wins. But I don't think dug is like strictly uncompetitive and it does make for some cool builds, and again it's not broken really. But, I do think it enables unhealthy play. Like, if you misplay with a dug weak team vs a 12 year old, you can lose because they loaded a mon with very limited counterplay vs what its designed to beat, and I just think it enables cheese off of that. Maybe it sounds like I'm just mad when dug my team but... idk, the way that 1400 players can just fish vs me I think isn't fair.

I think of it like this: the strategies people use on the ladder to cheese wins should always be questioned. What strategies on the ladder get spammed? Ninjask, sleep, and dugtrio. Extremely high concentration of those on ladder and they all come equipped with cheese. So yeah I think the ladder would be more fun without those.

But whatever I'm not really trying to like rant or have a discussion about those just putting my opinion in writing somewhere! If those things stick around forever I'll still be here I just think they make the game less fun.

-----------

If you made it this far, thanks so much for reading. I want to share my builds with people even though it somehow feels bad to not gatekeep them anymore LOL they are mine! But I do hope people like them and that this contributes somewhat to ADV. Also, if I raged at you, apologies. People know me as a huge huge rager I am very sorry it's not personal. See you all around.

--Padeli.
 

Attachments

  • spr_e_094_1.png
    spr_e_094_1.png
    736 bytes · Views: 66
  • 1933 sand spam v2.png
    1933 sand spam v2.png
    1.1 MB · Views: 44
Last edited:
Two free competitive ladder teams both peaking #1 FA 2024 + ADV metagame and ladder thoughts.

Hi everyone,

As some of you know, I'm one of the more active ladder players in the last year (dare I say the most active?). Played >10k ladder matches this year across lots of alts, topped 10+ times in 2024 with a few different teams. I already showed the team I 1957'd with in a previous post, and I'm gonna share two more teams that I've topped ladder with this fall and explain why they work (still can't beat my old score though...). I'm sharing in hopes someone will like my builds. It would be fulfilling for at least one of my builds to cement itself as a part of the metagame during this time period, but of course thats dependent on whether or not they catch wind with people. That would be cooler to me than beating my old elo score, and I'm starting to get tired of the ladder recently, so just gonna stop for a while and "dump" my thoughts.

PRE REQUISITES TO READING THIS POST: essential material by BKC and McMeghan, do not read until watching if you are a noob:

Offense vs defense by BKC
TSS Explained by BKC
Consistency/Flexibility by McMeghan (MOST IMPORTANT)
McMeghan explaining why wish is good.

-----Terms I will use and what they mean-----

Consistency: A consistent pokemon is one that performs its role game to game. It works more often than not.

Flexibility: A flexible pokemon is a pokemon that will give you good options to win the game in a wide variety of matchups.

***VERY IMPORTANT IDEA TO UNDERSTAND***: Generally speaking, consistency corresponds to defense and flexibility corresponds to offense, but not always. Of course, you could have a defensive pokemon that is flexible, and an offensive pokemon that is consistent. But on the more extreme ends, HO pokemon are flexible but not consistent, because HO cheese can win any MU. Hardcore stally pokemon are consistent but less flexible.

Type 1 Spikes abuser: This means an offensive pokemon that has "direct" synergy with spikes, meaning it can kill hoverers with direct damage. Examples: Zapdos. Gengar. Jolteon. Starmie. Aerodactyl.

Type 2 Spikes abuser: By this I mean a pokemon that lures in hoverers for chip, but often can't pressure them directly. Examples: MixMence, Zard, Pursuit tyranitar. Mixed attackers, generally. Fighters dont count because the chip is often insignificant, but they can count if you want.

-----TEAM #1: "SAND SPAM" TSS https://pokepast.es/cbcf3a2b5161ded0-----

My favorite team I have built out of all of them.


The first team I'm sharing is a team I just recently #1'd with (see attached, not that high at all but whatever...) in a mini ladder run the last couple days. I spent a lot of time the last few weeks theorizing it and I think it will suit some peoples styles. Hoping some of the more experienced players will think its cool. Here is the six and then I'll explain what the motivating idea is. It goes:

View attachment 699895View attachment 699896View attachment 699897View attachment 699898View attachment 699900View attachment 699901

TLDR: Suittar, Peck Skarm, Ref Pert, Tox SPdef Jira, CB Aero and Ice/Tox/Roar zap. (grass zap or BS jira is fine too, or roar pert.)

It's called sand spam because theres 5 sand immunes, and it features jirachi over blissey in the usual special slot on a TSS build. I got the idea for this build by combining skarpherim's recent insane 2000 elo run, and an old build by hclat.

Essential concept to understand when playing on the ladder: You are going to fight 6 random pokemon from the list of OU's and UU's. It will make completely nonsensical 6's and throw them at you. How can you prepare for a random 6? By using sand and spikes and some defense. Put passive damage on your side, and you reduce the class of pokemon your team needs to be good at dealing with by quite a bit. See any of the videos above.

Idea behind this 6 in particular: Step 1 is to subscribe to the idea of sand/spikes on the ladder (easy). Skarmory is established as the best spiker and provides great defensive utility, whereas forre is a more rigid style (but, valid. I do agree with ABR that the usual forre structures are kinda not optimal though. But ofc forre is good overall.). So, tyranitar+skarm. If you want defensive consistency you'll pick pert as your rock resist, otherwise it's a superman or milo dol build. My opinion is that tar/skarm/pert is the more flexible of those builds.

Now for the controversy. We pick jirachi over blissey. Jirachi is better vs cheese and weird HO builds in my opinion, especially if going spinless. Blissey is blissey, it's great. However, it is weak to sand, and has an abusable weakness on the physical side, and good lord, fighting types are all over the ladder. You should use wish bliss if going that route but it becomes cope vs suicune and you get a slot problem imo. Jirachi is better in the face of those teams (I sometimes call them "goofy offense"), because you get to spam wish more and get a second rock res bonus to support pert/skarm. So: in a spinless build, jirachi is more flexible than blissey, especially when prepping for a random 6 on the ladder. In my opinion. If you want to use blissey and put spinner, that's obviously good and fine and will get 2000 elo like skarpherim did. I want to do this version because my opinion is its slightly more flexible this way, and I can fit more offense now.

So, the core idea is just the classic TSS style but with jirachi over blissey, and pursuit tyranitar. Next question: gengar or no gengar?

I can finally say, after months of thinking, what the deal with gengar is. First, gengar is awesome, and super flexible. Spinblock and spread burn vs stally builds. However, gengar loses consistency points because of wisp. If I'm going to use a build with some longevity to it, I want to have pokemon that can apply some direct pressure. Gengar struggles to apply direct pressure in a lot of matchups, the main threat is wisp. Also, gar is not consistent at all vs claydol. A common thing we hear everyone say is "gengar is amazing and also shit at the same time". It means that gengar is flexible but not really consistent. I can say for sure now after spamming the fuck out of gengar this year, that gengar is not really consistent at spinblocking, especially vs claydol. It is much better to play a longer game with peck skarm and be patient. That will give more consistent results. So, no gengar imo. **caveat that gengar is necessary on builds with no longevity, such as the next build I'll show**. In summary, gengar is not consistent in the "flexibility" or "offense" role on this team. However...

Aerodactyl synergizes beautifully with suittar+skarm+pert+jirachi. Patches up mixmence/charizard weakness. Spams CB slide, which makes aero instantly good vs claydol teams, and we dont have gengar (claydol cannot reliably check rock attack and also spin forever vs peck skarm). Dol gets bullied so badly by suittar skarm and aero all together. Also, there is the usual aero philosophy on the ladder to consider. Aerodactyl is flexible because it's faster than everything and basically offensively checks anything. Not always the best solution to the problem but it will always give you routes to win any game. That is amazing on the ladder, because again, you will need to fight completely random 6's.

Zapdos is an obvious last then: we are 5 sand immunes, so we are shit vs water types. Celebi is not an option, and zapdos gives the team a true special attacking type 1 abuser that we are kinda missing (aero is type 1 but lures different things). Helps vs skarm too. So yeah that's the idea behind the team. It is excellent vs goofy ladder offenses, and pretty good vs spinner builds like dol and forre too. Has some bad MU that I'll say below but overall, it's very flexible and pretty consistent.

Here is another important (obvious) idea that motivates some of the sets for the team. If you are using sand and spikes, your pokemon need to be good at pressuring those which are immune to sand and spikes. Ref pert helps to pressure skarm. Peck skarm is good vs forre and dol. Suittar is awesome vs starmie and dol so it helps with spikes. Kills gengar for jirachi. Snipes fire birds out of the sky. The synergy between type 2 ttar and the defense on this team is beautiful. It pairs so nicely with spdef jira and aero. and they are all immune to sand. FP is a cool tech I use to kill blisseys. I've gone back and forth between ice/grass zap on this build, because imo it can manage the ref pert mirror, but either is fine tbh. It doesnt extremely struggle vs flygon/cele/mence if going grass, and doesnt struggle too bad vs ref pert if youre ice. Starmie+ref pert is a bad MU though.

-----Other Notes for the team members-----

Tyranitar: Can go brick, but it's worse vs bliss compard to FP imo. However, going without brick makes the team kinda bad vs mid game lax. But: FP gives you a nice tool vs last mon curse lax. Also, just as a note, there are nice opening lines with FP. Also, just cause I can't stress it enough, suittar is so nice the way it helps vs spinners. Click crunch on starmie/dol. The team really wants a type 2 abuser too because of the above^ principle (imo, any spikes team has one, ideally. usually mixmence, but if you try to fit mixmence here it becomes insane cope vs suicune...).

Swampert: We have a bunch of sand immunes, so spamming pro/tox makes sense. Imo, ref last is best. But roar is valid, and farms jaskers and offense builds even harder. But I really don't like not being able to sit on skarm. It's very important, and even going 1 slot worse vs skarm can surprisingly make a huge difference. Surf Protox refresh is best here imo. Also it's nice to tox a bliss/cele switch, and yeah again, spamming toxic in this hardcore of a sand immune build just makes sense.
Skarmory: Nothing to say, standard DP skarm. Honestly, idk if I'm ever going peckless ever again. It's better than toxic.

Jirachi: SO GOOD!!!!! GET FARMED!!!!!! IDK WHY WE ARENT USING THIS MORE!!!!!! JUST PUT IT WITH SUITTAR AND AERO!!!!! The way that jirachi farms offensive teams is so nice, it does it in a way that blissey can't replicate. Yes, you have a status weakness. So be careful with it. But you have so many pivot options as long as youre being careful youre gonna be fine. BS is valid over tox, especially with dug everywhere. But again, we are 5 sand immunes, 3 with protect. We want as much toxic as possible. And of course, we get all the amazing (flexible!) wish end game lines to win games.

Aerodactyl: Nothing to say, when there is an aero there is a way and that makes aero fundamentally great on the ladder. Again, ties up suittar+skarm+pert+jirachi so beautifully. Honestly, idk if you can make 4 defensive pokemon that fit better with aero. There's so much synergy there. Aero helps further vs offense by the aero principle and helps defensively vs mixed attackers. And is good vs claydol. Just so good. Underrated imo, doesn't deserve to be in B tier. People say when you prep for aero its not that scary but i disagree about that.

Zapdos: Nothing to say really, just zapdos, ice/tox/roar gives more flexibility compared to grass, but it's preference. Awesome form of direct pressure, best special type 1'er in the tier.

----------

Okay, to summarize:

(1) Strong defensive TSS core, featuring 3 sand immunes walls and a type 2 abuser in suittar for hovering threats like gar and fire birds and spinners. Strong in the face of sand/spike weak offensive teams.

(2) Gatekeeping speed with fast CB aero, who is also patching up mixed attacker weaknesses. If a defensive hole is opened by your opponent, start playing aggressively with aero, and you can find a route to win.

(3) Excellent forms of direct pressure when necessary, from the tiers two strongest type 1 abusers (zapdos and aero).

(4) Consistent and flexible, because the team is generally defensively consistent, and has flexible offensive threats like aero and zapdos. Can go very defensive at times, and very aggressive at times.

-----

You pretty much always have the upper hand in terms of passive damage vs spinless teams, and have strong means of pressuring spinning teams and defensively flimsy teams when needed. Very flexible. Even have wish to work with. Absolutely awesome. Okay, next build:

-----TEAM #2: "JOLT-MENCE V2" https://pokepast.es/553997a8910d4390-----


View attachment 699895View attachment 699896View attachment 699921View attachment 699922View attachment 699923View attachment 699924

I maxed out at like 1909 with this team back in June (not gonna reveal the alt for that one...). An experienced player told me that I was the first to make this six and I couldn't find it in any dumps, but if this six isn't original that's fine, just gonna showcase it anyways. But if it is my six I want credit for it! I'll try to be more brief with this one.

This team sacrifices some consistency in an effort to be extremely flexible.

The idea is to use metagross in the rock resist slot and play aggro, since metagross gives better options than swampert vs stally builds. Imo, once you start sacking defensive consistency on tar/skarm, you need to put gengar. But once you go gengar + tar +skarm + metagross, you need some speed control since youre defensively frail, so you just need to make it a jolt/aero build. The resulting aero builds are fruhdazi spikes, or el classico (okay fine thats swampert but it's a similar idea because theres less defense), or my old aero build. I chose to make this joltspikes because I like the defensive utility that jolteon gives, and jolteon is still quite flexible tbh. Yeah it's really not what you want vs dol or milo teams, it does kinda suck overall but it is flexible, you have to give jolteon that.

Mence last is because the team wants a type 2 abuser and it has great synergy with metagross. Also, you're fine vs cune between gar and jolteon, especially if running like dbond or boom on gar (I use boom in the above paste). Type 2 mence with jolteon is nice because theres a few things jolteon can't really ohko and it needs more help compared to zapdos. Mence is perfect for that. Also, mence makes up for the lack of longevity vs TSS builds.

Between agiligross,jolteon, and mixmence, you're going to have amazing options for pressuring any team. Forre builds get farmed, fighters get farmed, offense in general is still a decent MU because you have agiligross.

Overall, I would maybe describe this team as some kind of "pivot offense" because I notice that it features all the offensive pokemon that have some reliable defensive utility being gar,jolt,meta+mence. You sort of have a lot of "relative longevity" when compared to other offenses, if that makes sense. Obviously jolteon is super inconsistent, that's the worst thing about this team, jolteon sucks. But this is definitely the most flexible team I have built. I truly never ever feel like I have bad MU's with it. It can win any game, promise you that. But you'll drop games for no reason as a trade off sometimes lmao. That is the nature of balancing defensive consistency and offensive flexibility.

----Set notes----

Tyranitar: BKC is best here because it abuses blissey the best, and blissey is ruining the team since we don't have any longevity. BKC tar is best at abusing the blissey lines brought by type 1 abusers like gar,zap,jolt on offensive teams bc you get to click FP off 400 attack. You can go DD if you hate the milo dol MU, because again, claydol teams are fundamentally bad vs rock spam in my opinion. Gar + DD tar farms claydol teams imo, so you can be DD if you want but get ready to cope vs blissey. You do have meta but you dont really want to send meta into bliss frequently.

Skarm: Nothing to say, just skarmory, idk if I want to use toxic peck is just too damn good.

Meta: I take back all that I used to say about agilislide. Boom is best for flexibility. Slide is awesome but man the general utility of boom is too good to pass up if the goal is flexibility, and again, that is this teams goal.

Mence: Need grass. Rash> Naive imo.

Jolt: Need grass again, no longevity. Tbh I used ice for a while but it's super cope vs pert if you lose mence.

Gar: Actually, dbond is pretty damn good here, I think dbond is underrated. Last should definitely be boom or dbond on this team in my opinion. You have 2 physical abusers, taunt is sort of counter productive sometimes.

----------

Final thoughts about this build:

(1) Insanely easy to play without being full blown cheese (tbh some say jolt is cheese I dont really agree but whatever... this is a more cohesive build than all the other ladder BS I promise you that...). The team is sort of designed so that if you make the obvious play it is usually the best play. Such is the nature of offense I guess. But the difference here is that imo you usually have more options that typical HO type builds. What I mean is that the intuitive plays, even made defensively, on this build work well by design. It's not always a consistent way to win, again by design, but you have lots of flexibility MU-wise when playing this team, and it is easy to play.

(2) Probably the best "spam queue" team I've made. Quick, easy games, don't need to put on L deathnote theme to summon all brain cells to win a game (lmao). I mean, that is the nature of the ladder and those are the styles that allow you to climb without pulling your hair out. I think I made a nice team for that.

(3) Obviously it's just like a kert jolt spikes style build with mence over starmie but I kinda created this from a different perspective. Kerts team is type 1 spamming and baiting blissey and such and has CB meta so its less defensively consistent, but this team recovers 1 level of consistency I'd say. It's designed with the idea of having pivots in mind (again, longevity relative to other offensive teams).

-----Closing Thoughts about the state of the ADV ladder------

I'm gonna just write for a second about my opinion, again as someone who has played the ladder probably more than anyone else in 2024, about the cheese on the ladder, and what I view as competitive and what I don't. So I guess this section of my post is relevant to the thread and metagame discussion. I'm not trying to open a huge discussion about what to ban and what not to ban, but I'm just sharing my opinion. I think some of the experienced vets probably value my opinion after getting to know me and play me a bunch (get farmed, eZ). Some people maybe think I'm shit but whatever, I think the opinions of players who play shit loads of games are valuable.

(1) Ninjask. Not gonna say too much. It's not competitive, a joke that it is around. The ladder is a shitstorm. Now, yeah, jask isn't that good but it's just not competitive... ladder would be so much more fun without it :/ huge L that we didnt ban speedpass. Allows shitty players to cheese wins.

(2) Spore. lame. Not competitive. Allows shitty players to cheese wins. again, idk if its broken, but I think the ladder is the perfect example of a setting where we should be investigating whats competitive and whats not, and I just dont think sleep is competitive.

(3 very controversial). This is gonna be cringe to some people following ABR's viability post after his JI win, and yeah I know I just said I used a kinda dug weak team but... I do think dugtrio makes the tier worse. My mind has changed about this in the last few months.

The aftermath of ABR's post is hell. Dug lead, dug on every team, etc.... and what I would say after using a dug weak team is that imo dugtrio also Allows shitty players to cheese wins. But I don't think dug is like strictly uncompetitive and it does make for some cool builds, and again it's not broken really. But, I do think it enables unhealthy play. Like, if you misplay with a dug weak team vs a 12 year old, you can lose because they loaded a mon with very limited counterplay vs what its designed to beat, and I just think it enables cheese off of that. Maybe it sounds like I'm just mad when dug my team but... idk, the way that 1400 players can just fish vs me I think isn't fair.

I think of it like this: the strategies people use on the ladder to cheese wins should always be questioned. What strategies on the ladder get spammed? Ninjask, sleep, and dugtrio. Extremely high concentration of those on ladder and they all come equipped with cheese. So yeah I think the ladder would be more fun without those.

But whatever I'm not really trying to like rant or have a discussion about those just putting my opinion in writing somewhere! If those things stick around forever I'll still be here I just think they make the game less fun.

-----------

If you made it this far, thanks so much for reading. I want to share my builds with people even though it somehow feels bad to not gatekeep them anymore LOL they are mine! But I do hope people like them and that this contributes somewhat to ADV. Also, if I raged at you, apologies. People know me as a huge huge rager I am very sorry it's not personal. See you all around.

--Padeli.
Amazing post, especially since I am new, suck and have been spending forever trying to make an Aero TSS team feel consistent. I will definitely take the Rachi without gar and with a second rock resist (which is good I hate having my only rock resist be dol or weak to eq) idea and run with it. Thank you. I’m also going to go watch every single vid on McMeghans channel.
 
Can someone explain or argue for the Dug ban? To my understanding, the argument is that a Dug ban would be good for the tier, because Dug enables Blissey by sniping the other physical attackers in the tier.

In my experience, this is not the case, as Dug usually can’t even switch in and take an attack, so it has to revenge something. Additionally, any sort of speed boosts usually take it out the equation, and it can hardly kill most of the tier in one hit between flying types and bulkier mons. Hell, it can struggle to kill Blissey under suboptimal circumstances half the time.

And even if Dug snipes a mon, you often have recourse in a free turn with a flying pokemon. And ofc Porygon can take it out.

In my opinion, the big bad Pokemon, that warps the entire tier around it, is Blissey. The big fat cutie pie walls every single special threat except maaayyybe Rachi and Celebi with certain sets. Sometimes Suicune too. If you bring in a special attacker, Blissey is a free switch. If you switch to a physical attacker, your opponent can switch to a physical wall, and the set turns into a semi unpleasant war of attrition that usually rewards the player with more patience, who is making more precise plays.

Blissey can even take on physical threats under optimal circumstances, and can certainly take out Dugtrio if you’re imprecise with a switch in.

Basically. Without Dug, the only consistent way to kill Blissey is to have some boosted up physical Pokemon that’s already fairly scary for your opponent, or to have eliminated your opponent’s physical walls so they don’t have a way to counter the physical mons.

And most physical attackers aren’t super consistent themselves, are too frail to do some switching in and out dance.

For a community that prides themselves on removing “unskilled play,” Blissey above all else doesn’t take much skill to run, all it has to do is come in and click soft boiled and it’s walling half your opponent’s team. Then, it gets to spam status, or damaging moves which can beat a neutral target. Pretty much every single team I build wins more consistently with Blissey on it, and a lot of the time my wins against Blissey teams are because my opponent gets impatient or doesn’t properly respect a fairly obvious “boom” opportunity.
 
Can someone explain or argue for the Dug ban? To my understanding, the argument is that a Dug ban would be good for the tier, because Dug enables Blissey by sniping the other physical attackers in the tier.

In my experience, this is not the case, as Dug usually can’t even switch in and take an attack, so it has to revenge something. Additionally, any sort of speed boosts usually take it out the equation, and it can hardly kill most of the tier in one hit between flying types and bulkier mons. Hell, it can struggle to kill Blissey under suboptimal circumstances half the time.

And even if Dug snipes a mon, you often have recourse in a free turn with a flying pokemon. And ofc Porygon can take it out.

In my opinion, the big bad Pokemon, that warps the entire tier around it, is Blissey. The big fat cutie pie walls every single special threat except maaayyybe Rachi and Celebi with certain sets. Sometimes Suicune too. If you bring in a special attacker, Blissey is a free switch. If you switch to a physical attacker, your opponent can switch to a physical wall, and the set turns into a semi unpleasant war of attrition that usually rewards the player with more patience, who is making more precise plays.

Blissey can even take on physical threats under optimal circumstances, and can certainly take out Dugtrio if you’re imprecise with a switch in.

Basically. Without Dug, the only consistent way to kill Blissey is to have some boosted up physical Pokemon that’s already fairly scary for your opponent, or to have eliminated your opponent’s physical walls so they don’t have a way to counter the physical mons.

And most physical attackers aren’t super consistent themselves, are too frail to do some switching in and out dance.

For a community that prides themselves on removing “unskilled play,” Blissey above all else doesn’t take much skill to run, all it has to do is come in and click soft boiled and it’s walling half your opponent’s team. Then, it gets to spam status, or damaging moves which can beat a neutral target. Pretty much every single team I build wins more consistently with Blissey on it, and a lot of the time my wins against Blissey teams are because my opponent gets impatient or doesn’t properly respect a fairly obvious “boom” opportunity.
I don’t think that’s necessarily true. There are plenty of special threats that can break past blissey like defensive CM Cune, roar moltres, explosion mons, taunt will o wisp gar, special mons with focus punch like zard, beat up zard, etc. The special attackers that can’t break past Blissey mostly have ways to annoy it with status or baton pass. Zapdos, for example, can’t really break bliss but can baton pass on it into Meta on the switch. This makes me believe that if we banned Dug special offence would take a hit but it would probably adapt

Porygon is a fraud mon imo, but I don’t have much experience with it

Dug can also again benefit from baton pass and also skill, as double switching it in is commonly how you would get it onto the field. This also conveniently bypasses your opponent boosting their speed as you switch in. Here we see that dug rewards skill.

If you are allowing Bliss to stay in on physical attackers, you’re doing something wrong. For example if you stay in on an Aero locked into rock slide, you better have it in ko range for ice beam, have counter or twave it, since a single flinch or crit will let it break through you. The chip you take on blissey will make it easier to break through it later in the game too. And this is just aero. No one is going to stay in with blissey on Meta, Tar, etc.

The dugtrio punishes in the tier, while good, are not exactly game-ending. It’s often something like “I get another hit with aero in” or “i get a dd with mence”

And saying physical attackers aren’t consistent is just straight-up not true. Physical offence might not be consistent, but tar, meta, and aero are used for a reason. As for the switching in and out dance, meta and tar commonly run bulky sets that easily switch into bliss, and it’s not like you aren’t getting punished for letting them switch in, when they switch in on blissey, they will be dishing out damage too.

And yeah while Blissey might not be the most skilled mon ever, what do you replace blissey with? Chansey? Celebi? Jirachi? IMO a blissey ban is not happening

Edit: I personally don’t feel too strongly about Dug but as far as I know I think the main ban argument for Dug is that apparently there have been a rise of cheese teams that rely on Dug, and that Dug has too far a reach and the effects of getting a trap off are actually still too much, in contrary to what people have believed for a while
 
If you switch to a physical attacker, your opponent can switch to a physical wall, and the set turns into a semi unpleasant war of attrition that usually rewards the player with more patience, who is making more precise plays
Yes

For a community that prides themselves on removing “unskilled play,” Blissey above all else doesn’t take much skill to run
This seems to run counter to what you just said

a dug ban likely will never happen. People talk about it because what dugtrio does (deny switching) is pretty broken (not necessarily overpowered, but breaks game mechanics). I'd be interested in seeing the tier develop for a while with no dug legal, but there are very few people who think it absolutely needs to go right now.
 
I don’t think that’s necessarily true. There are plenty of special threats that can break past blissey like defensive CM Cune, roar moltres, explosion mons, taunt will o wisp gar, special mons with focus punch like zard, beat up zard, etc. The special attackers that can’t break past Blissey mostly have ways to annoy it with status or baton pass. Zapdos, for example, can’t really break bliss but can baton pass on it into Meta on the switch. This makes me believe that if we banned Dug special offence would take a hit but it would probably adapt
I’d contend taunt gar struggles based on calcs, it can do it but Blissey can always switch out, and is doing 26-31 with ice/beam Thunderbolt, wheras you’re only doing 18ish damage on average. (Taunt every other turn plus Thunderbolt). And ofc when you’re taking 4-5 of those attacks, decent odds you get statused. It can def get Blissey but it’s not the most consistent of strats

If Blissey runs Thunderbolt, Moltres is out. Depending on sets, calm mind Cune def wins, but I can usually beat it with Blissey more consistently than Zap honestly (may be skill level I’m playing against).

Mons like Zard or explosion can work, but the latter is inherently inconsistent and relies on getting lucky with reads (to an extent ofc). And Zard, unless you have the perfect switch, can probably take something out, but if you need to preserve Blissey you can usually whittle it down.
Porygon is a fraud mon imo, but I don’t have much experience with it
I’ve used it a bit lately and it’s interesting to me. It is good defensively and with good play, can serve as a status eater, and can kinda wall any “water absorb” type ability Pokemon through it’s ability. I get good value out of it, but it doesn’t work great to use it’s offense to great effect. IE I was in a positive situation against a Salamence but couldn’t position Porygon to KO it with Ice Beam.
Dug can also again benefit from baton pass and also skill, as double switching it in is commonly how you would get it onto the field. This also conveniently bypasses your opponent boosting their speed as you switch in. Here we see that dug rewards skill.
Agreed. Although Meta outspeeds with agility, and if you get a sub up, a lot of things can OHKO/Two hit that Dug can’t OHKO
If you are allowing Bliss to stay in on physical attackers, you’re doing something wrong. For example if you stay in on an Aero locked into rock slide, you better have it in ko range for ice beam, have counter or twave it, since a single flinch or crit will let it break through you. The chip you take on blissey will make it easier to break through it later in the game too. And this is just aero. No one is going to stay in with blissey on Meta, Tar, etc.
Yeah, but it’s easy to have a switch like Swampert/Scarm, that can then force you out. And yeah, if you have spikes + focus punch, you can break through after a few loops. Assuming those stay up, and you have good switch-ins too. And none of those necessarily wanna switch in on Bliss consistently. When they could be taking a twave or ice beam/Thunderbolt.

If Bliss has wish tho, that Strat doesn’t work. And if you have spikes up, they can’t do the loop for terribly long.

I love Counter Blissey, I have a video on my Instagram of me KO-ing physical threats with it. But the thing is horrible and is only worth running if you care more about winning with style than winning consistently haha.
The dugtrio punishes in the tier, while good, are not exactly game-ending. It’s often something like “I get another hit with aero in” or “i get a dd with mence”
That’s fair. But getting a sub up with Zap, or a DD with Mence, yields slightly better outcome for opponent, than you switching out a Blissey for a physical wall.
And saying physical attackers aren’t consistent is just straight-up not true. Physical offence might not be consistent, but tar, meta, and aero are used for a reason. As for the switching in and out dance, meta and tar commonly run bulky sets that easily switch into bliss, and it’s not like you aren’t getting punished for letting them switch in, when they switch in on blissey, they will be dishing out damage too.
Everyone besides those three is def very inconsistent. Those are the best three, but against a sufficiently put together defensive team, they’re going to struggle to find openings to do real damage, due to having good defensive counters available, and the amount of setup they need to get going.
And yeah while Blissey might not be the most skilled mon ever, what do you replace blissey with? Chansey? Celebi? Jirachi? IMO a blissey ban is not happening
I’m not saying you should ban Blissey. But if you’re going to shift the tier or ban Dug, I’d say bliss should go too. Celebi and Jirachi are more reasonable defensive anchors, because without proper tech, they can beat you, but have more reasonable and consistent ways of being beaten.
Edit: I personally don’t feel too strongly about Dug but as far as I know I think the main ban argument for Dug is that apparently there have been a rise of cheese teams that rely on Dug, and that Dug has too far a reach and the effects of getting a trap off are actually still too much, in contrary to what people have believed for a while
And I explained in my most why I disagree with that.
 
I’d contend taunt gar struggles based on calcs, it can do it but Blissey can always switch out, and is doing 26-31 with ice/beam Thunderbolt, wheras you’re only doing 18ish damage on average. (Taunt every other turn plus Thunderbolt). And ofc when you’re taking 4-5 of those attacks, decent odds you get statused. It can def get Blissey but it’s not the most consistent of strats

If Blissey runs Thunderbolt, Moltres is out. Depending on sets, calm mind Cune def wins, but I can usually beat it with Blissey more consistently than Zap honestly (may be skill level I’m playing against).

Mons like Zard or explosion can work, but the latter is inherently inconsistent and relies on getting lucky with reads (to an extent ofc). And Zard, unless you have the perfect switch, can probably take something out, but if you need to preserve Blissey you can usually whittle it down.
Gar can force Blissey into infinite soft boiled loops with spikes chip wisp and taunt, it's pretty consistent. Moltres doesn't stay in on bliss, it roars it on the switch with spikes and sand up and slowly chips it down throughout the game. And defensive rest cune beats bliss 1 on 1 in a vacuum i think unless bliss is CM or tbolt.

For explosion, it also makes it risky to switch bliss in, because if it gets blown up you lose, so they can abuse that and spam stabs, still reducing blissey's effect on the game even if they dont even have explosion. As for zard, it's just an example and it is very difficult to pivot around and "whittle down" since it gets stronger after you whittle it down into blaze range.
Agreed. Although Meta outspeeds with agility, and if you get a sub up, a lot of things can OHKO/Two hit that Dug can’t OHKO
Often Dug doesn't even need to OHKO them to take them out of commission a lot of the time. 83% to meta for example makes it unable to check something like an aero later in the game.
Everyone besides those three is def very inconsistent. Those are the best three, but against a sufficiently put together defensive team, they’re going to struggle to find openings to do real damage, due to having good defensive counters available, and the amount of setup they need to get going.
So? Pretty much almost always there is going to be one of these or dug on a team, and you'll have to deal with them. What are you takling abotu finding openings to do real damage and good defensive counters available? If this was true, then stall would be everywhere. This simply isn't the case. Spikes and sand chip damage along with mixed sets and focus punch with prediction are going to be enough to break open defensive cores most of the time. (Not to mention meta can blow up for one of them later in the game.) What do you mean setup to get going? Meta doesn't need agility, Aero is banded, and ttar has band, bkctar, and mixed. I don't know where this argument is coming from. And blissey conveniently is a very good opening for tar and meta to come in lol.
I’m not saying you should ban Blissey. But if you’re going to shift the tier or ban Dug, I’d say bliss should go too. Celebi and Jirachi are more reasonable defensive anchors, because without proper tech, they can beat you, but have more reasonable and consistent ways of being beaten.
If dug goes, blissey will still be manageable imo, since most good special breakers are good because they can deal with blissey
I almost added a line saying patience != skill. Running through the same basic pattern of opponent switching to offensive threat to me switching to defensive counter, takes baseline knowledge of Pokemon roles.
Constantly making the same switches over and over is going to get punished by a good player with double switches and predictions.
 
Last edited:
Yes


This seems to run counter to what you just said

a dug ban likely will never happen. People talk about it because what dugtrio does (deny switching) is pretty broken (not necessarily overpowered, but breaks game mechanics). I'd be interested in seeing the tier develop for a while with no dug legal, but there are very few people who think it absolutely needs to go right now.
I almost added a line saying patience != skill. Running through the same basic pattern of opponent switching to offensive threat to me switching to defensive counter, takes baseline knowledge of Pokemon roles.

It would be like repeating the same opening in chess until your opponent gets bored and makes an off the book move that gets punished.
 
This thread should not be derailed into another discussion of what new things should be banned. It turns away people who are genuinely interested to discuss things in the _current_ metagame.
Well can we have a thread where we discuss the hot topics then? It's evident people want to discuss them in a lot of depth but it's also evident that this thread is intended for something else so could we have one thread for discussion specifically the hot topics/controversial issues and this thread remains for more broad discussion of the metagame as a whole?

On that note is ninjask still banned from being discussed here? I searched the old ninjask thread but that seemed to have been closed.

Played a few more Ninjask teams and I still have the same opinion that the only thing that should probably be banned is sand attack. Ninjask to me doesn't seem as strong as people say it is, doesn't fish matchups as much as people say, doesn't 'take you by surprise' so much - e.g. doesn't feel like you can't cb eq incase there's a Ninjask in the back, doesn't remove skill so much, still seems to be some thinking required vs Ninjask. I think a lot of the reasons Ninjask feels kind of cheesy is that people only build very one-dimensional teams with it (which aren't very good) and play it in a one-dimensional way. I think there could be more interesting ways to incorporate Ninjask and the mon itself doesn't preclude an uninvolved match imo.

Getting a free 33% chance to win the game due to sand attack in a lot of cases should be removed though, accuracy lowering moves are not valuable to the tier, they will not be missed.
 
Last edited:
Well can we have a thread where we discuss the hot topics then? It's evident people want to discuss them in a lot of depth but it's also evident that this thread is intended for something else so could we have one thread for discussion specifically the hot topics/controversial issues and this thread remains for more broad discussion of the metagame as a whole?
This is being discussed, so please hold off on discussing bans and brokenness until we implement the changes.
 
Status
Not open for further replies.
Back
Top