OU ADV OU Set and Team Sharing

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 188 HP / 224 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Recover
- Hypnosis

Offmilo really should be a set in the builder. I'm sure the evs could be finessed even better, but this moveset has been proven to glue together physical offense. Milotic's analysis mentions mirror coat, but none of the 3 alternate moves in this set. We should update both.
I have looked into OffMilo as well. I think an offensive Milo set does have place in the metagame on certain non Spikes-Offensive builds, mostly MagOff or MixOff.

The issue with this I find is also portrayed in the ADVPL game u linked the following post. The Milo sleeps the Blissey once or twice but after that it doesnt really do much in the game at all in fact it doesnt really make much if any progress in this game at all. I think part of this would be attributed that its just a Starmie/Suicune clone that lacks the boosting from CM or Speedtier to differentiate it from the other Offensive waters. I think what should be considered is using Toxic over Ice Beam.

This way you can be an annoying mon to the most common special check in the game, Blissey, as it would need to find itself forced to switch at some point due to Toxic damage accumulating and only THEN you start making use of Hypnosis. Hypnosis would then be able to land on mons that dont have Natural Cure ideally. IF the opponent has something with double Natural Cure users on the team you try to cover those types of teams in other ways with your teammates tailoring its sets towards those more passively oriented teams which MagOff especially is great at punishing oftentimes.

Dropping Ice Beam doesnt punish you a whole lot honestly, you miss out on hitting Celebi, but you dont really significantly damage recover variants of Celebi most of the time anyways to the point where you beat them 1 on 1. Missing out on hitting Salamence isnt that huge either as non-Refresh variants of Mix or DD Mence are both massively hindered by Toxic and if they do have Refresh they will miss out on a crucial coverage move for DD and Mix is still walled by Milotic and will slowly just falter to you anyways. CB Mence is a different case but your team should be able to punish CB-Locks on Offensive teams i.e. common DD mons like DD Tar, DD Mence, DD Gyara that are found commonly on these types of builds.

Finally I do think there should be an argument made for Surf over Hydro Pump on this set. This isnt really for the accuracy but way more for you having issues PP-wise. Hydro Pump being your only attacking move in this case with only 8PP when mons like Suicune and Zapdos can commonly come in is a massive bummer, I think this really just speaks for itself and I dont need to expand further on this point.

That being said what is actually the upside of using this set over the standard? Obviously, Hypnosis can completely turn the tables on mons like Jirachi, SDef (Rest) Zapdos, opposing Milotic and Snorlax. Also your matchup vs Skarmory significantly changes as you are able to Sleep it or just do way more damage to it with your invested Surfs.
4 SpA Milotic Surf vs. 252 HP / 252+ SpD Skarmory: 94-111 (28.1 - 33.2%) -- 92.9% chance to 4HKO after Leftovers recovery
224 SpA Milotic Surf vs. 252 HP / 252+ SpD Skarmory: 114-135 (34.1 - 40.4%) -- 48.7% chance to 3HKO after Leftovers recovery
On a MixOff team this change in damage output is quite significant as hindering Skarmory of many free turns and damaging it significantly in earlier stages is key to some of MixOff's key threats i.e. DD Mence, who wants to clean up in many MixOff core ideas.
Using Milotic for these properties can be very enticing as it keeps a lot its defensive value vs mons like Agillity Rock Slide Metagross, Charizard, Moltres and being able to 1v1 Offensive Starmie. These mons are often huge threats to these offenses for both MagOff and MixOff.

There is definitely merit to this set, it just has not been fully fleshed out yet and tested out that much I believe. To contribute a bit more to this thread than just a wall of text with explanations and theorymon, here is a team that I have not completely worked out yet that features this set https://pokepast.es/66ef240fb842972a. I hope people can try similar structures to these out and find some winning ideas with OffMilo.
 
I have looked into OffMilo as well. I think an offensive Milo set does have place in the metagame on certain non Spikes-Offensive builds, mostly MagOff or MixOff.

There is definitely merit to this set, it just has not been fully fleshed out yet and tested out that much I believe. To contribute a bit more to this thread than just a wall of text with explanations and theorymon, here is a team that I have not completely worked out yet that features this set https://pokepast.es/66ef240fb842972a. I hope people can try similar structures to these out and find some winning ideas with OffMilo.

I do think you've analyzed the set and its weaknesses accurately. Pressuring blissey with an inaccurate sleep move sucks. I find this set is best played with aggressive doubles, once the sleep is off. That, or team mates that can punish the expected blissey switches. It does reasonably well into both snorlax registeel/ice. Im curious though, why exactly drop ice beam over hypnosis for toxxic? You proposed set is double status right? Or Am I reading that wrong. I wonder though, because the damage of ice beam/freeze chance is really valuable into every match up that's not stall. I could see dropping hypnosis for toxic, because hypnosis is really a one-time high-value clickthat greatly loses said value if it fails to land upon first use. Toxic pressures problematic nat cure mons, but just like standard milo, i feel like those clicks struggle to do much more than minor tempo gains at best, and at worst, spike/set up opportunities for your opponent.

The reason is that there are a number of frail mons that fall to pump + beam, like jolteon and I think zapdos. Surf changes dynamic with the electrics, so if I were running surf on a more offensive set, I might actually consider mirror coat to manage the electrics that surfs ranges fail to pressure.

There's also things like magneton, snorlax, and other high value neutral hits where pump really just smacks a hoe. Milotic has I think the 5th highest spa of all waters, and maximizing that damage potential, even if it doesn't change some 2 hits, I think is valuable. Even the damage against offmie is pretty good. Im tempted to put mystic water on it lol.

This is an unserious calc, but like, milos got guns: 252+ SpA Mystic Water Milotic Hydro Pump vs. 144 HP / 136+ SpD Snorlax in Rain: 217-256 (43.6 - 51.5%) -- guaranteed 3HKO after Leftovers recovery... could swift swim be overrated, and you can just recover shit and bait in elecs for mirror coat? Lol.
 
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Can you show a replay where this set works well? Ironically a standard refresh tox Milo would have worked way better in that game.
Oh no, hit me right in the "literally just learned you have to save replays." I'll see if I have any laying around or make one and edit this post after.

Edit: Not easy to find, but 2 for your viewing pleasure:

This match is some ciruit tour match from last year between myself and Loneling. This replay is interesting because you can see me work out in realtime that i need to use milotic to double on the bliss, which is more inline with how i use this set vs blissey teams nowadays. Once bliss is pressured down, milotic sweeps. https://replay.pokemonshowdown.com/gen3ou-2234138490-5rv0j7tpbdh1up0ubd2pojfnf8nb5d5pw?p2

Milotic keeps up pressure the whole game and breaks through at the end: https://replay.pokemonshowdown.com/gen3ou-2220984849-zra997ftlf6ijj2hvgwfjvrb285k3o4pw

Mid Ladder vs PK: https://replay.pokemonshowdown.com/gen3ou-2128507687
 
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This is an unserious calc, but like, milos got guns: 252+ SpA Mystic Water Milotic Hydro Pump vs. 144 HP / 136+ SpD Snorlax in Rain: 217-256 (43.6 - 51.5%) -- guaranteed 3HKO after Leftovers recovery... could swift swim be overrated, and you can just recover shit and bait in elecs for mirror coat? Lol.

"Guaranteed" may be a bit of a stretch considering the odds of hitting 3 hydro pumps in a row is 51.2%:worrywhirl:
 
I thought I'd resurrect Linear's original purpose of the thread by doing a team dump and showing some sets/spreads that I particularly like. I've always wanted to do a 100 team dump, partially bc i never really liked the teams i released previously and bc i love building new teams -- I've been working on and off on this since I left the tour community at the end of 2023, but I accelerated it the last few months after i started to watch more replays.

I will not say I am the originator of all of these team ideas nor are these pastes the end all, be all of a particular team. I took many ideas from replays, shout out to ABR Shitrock enjoyer violet river mielke Triangles Mana Endill McMeghan and Hclat and many others whose replays i took a lot of ideas from. The ADV community has many wonderful people and players, and it has been awesome to see it grow. However, the EV spreads and sets are all mine (with exception of a team or two like Padeli skarm rachi aero ladder team that I tried to build in the past and I liked his better), I just ladder exclusively these days. All 100 of these teams have been used above 1800 on ladder in the past year.

Two things about the paste, the paste is ordered how the sample teams are --

balanced tss (bliss or wish rachi/spdef cele + additional special wall + spin + skarm/forre, superman (and floatier big 5s + x), and more offensive takes on double spin)

offensive tss (spinless tss that's not superman, or if spin, offstar or very offensive forre spin, so skarm + cele/rachi no spin/registeel/zap+aero/jolt etc)

defensive tss (skarm/forre + mag/dug (dug w spinner), fat double spinner, defensive cloy/glalie (lol))

spinner balance (slower teams w spin + no spikes, often based around bulky sweeper like cune, lax, or wish cm rachi)

mixed offense (six offensive pokes no trappers or spikes)

spec offense (dug no cm pass)

special spikers (cloy/smear/glalie/rose etc)

CM pass

Mag offense

magdol + dug

All out baton pass

Second is that bc 100 teams is a lot to sift through, I decided to do what linear did and separate them out to teams that I think are better than the rest and the whole list, so without further adieu, here they are! Some of the teams in here are standards that I put my personal take on them. I thought about separating those out but that was a lot of work so I decided not to.

All 100: https://pokepast.es/c5929d2a3fc95749
about a quarter that I think are the "best" that I built: https://pokepast.es/30df7cac50b7091f

Here are some sets that I like recently:

:salamence: Salamence @ Leftovers
Ability: Intimidate
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Dragon Claw
- Flamethrower
- Brick Break
- Hidden Power [Bug]

I think salamence got a bad wrap from ABR's recent (to me lol) VR post. I think mixmence is fantastic in the current metagame and this is one way to do it. Mixmence often gets bricked by celebi, as its a poor stop to CM pass and often gets outsped and flamethrower/fire blast (I don't like inaccurate moves unless I have to use it, for example, I think Machamp needs Cross Chop or else just use medicham) don't do enough damage. HP bug hits celebi as hard as max invested hp fly and you at least speed tie it, so you prevent them from getting more than one CM.

:salamence: Salamence @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 48 SpA / 208 Spe
Lonely Nature
- Hidden Power [Flying]
- Brick Break
- Fire Blast
- Dragon Dance

Not saying I invented this guy, but I only really now started to appreciate how good it was once I watched a fruhdazi/garay oak replay. I personally like going fast, strong, and forgoing any bulk, as gars have long started to be more physically frail in the increasing arms race to beat spinners, so you really get a lot out of max attack. mence's natural bulk + intimidate works on a faux mixmence like this. You certainly miss slide against zap/aero, but some good manuevering can let you hide it and you get to nail skarm (I think flame is too weak here without investment, you can't 2hko skarm).

:swampert: Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 200 Def / 44 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Counter
- Roar
- Protect

McM posted this guy a while ago, and I wanted to bring it back into the forefront bc its fantastic way to get past lax on a sandless, dugless spikes balance. Those sandless spikes balances I used to love really struggle to bring meta these days are bulky dd tar is everywhere and you also like having a non skarm phazer, leading you to use pert (or cune, but cune needs dd tar back up if you're dugless). Counter + Roar really surprises lax and you easily survive even +2 lax. EV spread can kind of be whatever; I like either going this w HP grass bulk or 104 SpD to survive hp grass after one spike. I also sometimes put a little spa, always bold, always max hp.

:forretress: Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 160 Def / 96 SpA
Relaxed Nature
- Spikes
- Hidden Power [Fire]
- Explosion
- Rapid Spin

This is my favorite spread for hp fire phys def forre. I like investing the spa to give me a shot to 2hko spdef forre after 3 layers, rest in phys def. I also dislike tox (even though I get it), bc having the panic button of boom really helps the teams this guy typically finds itself on.

:Dragonite: Dragonite @ Leftovers
Ability: Inner Focus
EVs: 252 Atk / 40 SpD / 216 Spe
Adamant Nature
- Dragon Dance
- Hidden Power [Flying]
- Focus Punch
- Earthquake

I was watching an old pasy/marcop replay and wanted to port CB Dnite into modern advance and came up with this guy. Dragonite doesn't have too many advantages over mence due to lacking an ability compared to intimidate, but it does have important move pool differences (heal bell, twave, boltbeam are big ones) and a lot more special bulk in exchange for slower and more specially weak, but the biggest advantage is focus punch. DD Focus Punch on a water resistant DD mon is game breaking against skarmdug, as you dd on dug or dol with your skarm offense, milo tries to tox you but +1 focus punch + hp fly kills it. Skarm takes ~65 from +1 focus punch. You COULD do jolly + hp rock for better coverage, but I think the power loss is enormous and you really like have hp fly. I think every team you build should have plans vs skarmdug.

:snorlax: Snorlax @ Choice Band
Ability: Immunity
EVs: 8 HP / 252 Atk / 48 Def / 116 SpD / 84 Spe
Adamant Nature
- Body Slam
- Sleep Talk / Brick Break
- Focus Punch / Shadow Ball
- Self-Destruct

I think CB Lax is a fantastic opener for a lot of teams, as it lures skarm/tar/meta really well for a superrachi/dd mence/etc in the back. Just make sure you have plans vs gar/ protect or sub tar. I think people should always go gar if they have it vs lax leads if you lead tar. The evs: max attack obv, 8 hp + 48 def survives cb meta mash, 84 speed creeps forre (booming on forre leads before spikes is awesome), rest in spdef. Note focus punch isn't called by sleep talk, so it's free to put there and comes in handy sometimes, but if you can't deal w gar, use shadow ball (or eq if you have suit) + brick to not just lose your lax t1 into a gar.

:jirachi: Jirachi @ Leftovers
Ability: Serene Grace
EVs: 48 Atk / 252 SpA / 208 Spe
Mild Nature
- Ice Punch / Fire Punch
- Thunderbolt / HP Grass
- Doom Desire
- Body Slam

I think Doom Desire is the future of mixrachi. I think DPunch is super mediocre, not just bc of the miss chance, but the main reason to have it is the threat of using it. I never want to sit in front of tar/twave bliss and have to click DPunch. I originally built this to mimic future sight in later gens -- use a fatter wish rachi, spread para with body slam, and then when bliss comes in, use doom desire and then switch to focus punch machamp or tar. Focus Punch + bliss doom desire ko's every non ghost pokemon in the game, as long as DD hits. I eventually realized it is honestly better with coverage bc lefties tar (big 5 is still everywhere on the ladder) sits on you and then have to deal w focus punches. But it's still really good.

:zapdos: Zapdos @ Leftovers
Ability: Pressure
EVs: 252 SpA / 80 SpD / 176 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Charge

I originally used charge as a meme way to get past spdef rachi (twave it on the switch, switch out, tbolt as it wishes, charge on the protect turn, it does like 75ish), but it honestly turned out pretty good. It still doesn't 2hko bliss, but you do a ton of damage to every non ground type/jolt in the game, and you'll typically force them in, giving you a good shot to grass them (bc fat flygon is starting to get pretty rare these days).

:glalie: Glalie @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Explosion
- Spikes
- Hidden Power [Fighting]
- Ice Beam

The key to using CB Glalie imo is using it on a fatter team to fake being aggressive so you can weather clear for suicune. HP Fight doesn't kill tar unless they are bulkless, but it does a shitton and tar will never switch out of glalie, meaning you'll trap it. This is a conglomeration of several different ideas: the first is my old jynx + zap weather clear team after Mcm told me I didn't really use dug, the second is I saw arctic and goofy cord a while ago use hp fighting glalie into dug and I think this is the best way to do it, and I saw ABR use wailord into dug on spikeless and I think glalie is better at it. Do note that if you use those boom spam + dug without skarm you must be careful against ninjask unironically, without roar cune and with milo (it's why my other cb gar lead version uses perish song > Dbond and milo > cune) you lose immediately to ninjask lead or anywhere else. Losing to ninjask immediately anywhere when you ladder is a no no.

:slaking: Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Rain Dance / Encore / Fury Swipes (lol) / anything
- Focus Punch / Brick Break

I think Shadow Ball is mid on slaking. Even without pursuit support, the amount of times I want to actually click Shadow Ball hard reading the ghost is pretty rare. Double-Edge hits harder than super effective shadow ball on celebi. I liked what river did with encore, I think that's really effective. I threw rain dance on it bc the teams slaking finds itself on often are strapped for moveslots as is and slaking when it's about to die and walled without hard reads can just throw up rain dance if tar is dead. Also gives you something to do in front of protect

:dugtrio: Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 140 HP / 252 Atk / 12 Def / 4 SpD / 100 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

This is my spread on lead dug -- meant to survive meta non cb eq and lets you ko/live almost every tar hit except max spa ice beam. You live modest bliss ibeam 7/8 of the time. You're slow as shit, but I thought this was pretty effective except against faster lead dug :(

:blissey: Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 168 HP / 252 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Seismic Toss
- Snatch

I am not claiming to have invented tox snatch bliss, but I wanted to focus it here bc I haven't seen it at the tour level in a while and wanted to explain my spread on bliss. I see when people rank bliss highly on the vr they always talk that tox is an option, but typically you only see tox on ice (bolt/fire/stoss) bliss or rarely double status. The key to snatch is to hide it right before you need it -- you can't snatch wish in gen 3, but you can snatch sub (I believe you take their hp iirc and make the sub, awesome), refresh, all set up moves, and rest. Snatching milo or pert's refresh is great. For rest, when you snatch rest not at full HP, you go to sleep and then they can rest next turn. try to heal up when cune is mid health and poisoned -- they typically will get greedy and try to cm a few times the first time instead of just resting.

i believe all bliss should be sped crept. On ice bliss I typically creep past min base 60 so to 157 or past tar to 160 speed. On bold bliss I speed creep to min speed dol. You can def go further but you really start to eat into ice power if you creep past skarm and bold's bulk. I like creeping bliss bc a lot of mons (fat off pert for example) creep to 150ish speed to outspeed bliss and you outspeed that. Can't tell you how many times I keep bliss alive at 10ish% bc I know I will outspeed their bliss and heal on them.

:weezing: Weezing @ Leftovers
Ability: Levitate
EVs: 24 HP / 4 Def / 252 SpA / 228 Spe
Modest Nature
- Will-O-Wisp
- Explosion
- Hidden Power [Grass]
- Thunderbolt

I explored weezing a lot. I think weez is good and bad -- it really only fits imo alongside agility meta, but you can pick your boom targets and still spread wisp well against tss, as switching into tox skarm is hard. Modest max has the same spa as min spa gar, so tbolt grass flame etc hit pretty hard. I like tbolt grass to prevent milo/pert from walling you all day. I also like speed creeping defensive rachi a lot.

:heracross: Heracross @ Salac Berry
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Focus Punch / Reversal
- Swords Dance
- Substitute / Endure

I think salac hera is fantastic on mixed offense, cm pass, any style without spikers. Hera is unmatched in its ability to just switch in an emergency on anything and come out on top. It's one reason I like jolly on it -- you switch into agility meta mash for example, survive, and then outspeed and megahorn. Same thing for dd tar. That's its niche over medicham in my opinion, as medi can't survive those hits nor does medi have the instant nuke of megahorn. I think playing it like this instead of sweeping helps mean you only have to hit one or two megahorns instead of chaining them for a sweep. I think hera should almost always have salac, as cb, lefties sd imo don't have enough upside in a metagame infested with dug. I don't like dropping sd (being in perfect position and being unable to ohko like an aero is so sad) and i don't like rock slide, simply bc unless you have mag, you don't take enough advantage early in the game and mag offense struggles to fit hera imo. I do like reversal outside of like dug cheese, as hera often ends up at low health and reversal hits pretty hard even at like 20% and can't miss.

:milotic: Milotic @ Leftovers
Ability: Marvel Scale
EVs: 24 HP / 252 Def / 224 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Hypnosis / Rain Dance
- Recover

Some people talking about offmilo, I think this is the best spread on it. I like still having max defense, as without investment, milo is still pretty frail physically. You still want to switch in on pert and take on aero in an emergency. You still have good special bulk, although be careful against moltres with this. Really nice pivot on mag offense and mixed offense, who often hate mixmence. I don't think the status is necessary, but it is really nice to have, weather clear is cool.

I also wanted to describe my thoughts on the current meta. Shout out to giraffefromholland bc I thought his excellent post on dug is something I had in mind for a long time, even if I don't agree with banning dug.

My current favorite team style to use are skarm offenses like this:

1750778143268.png


or with doom desire jirachi (another guy I love rn):

1750778112056.png


I got the idea to use teams like these first when I was trying to figure out where to use pursuit tar in a metagame where solo spinner forre is kinda mid. Suit tar is amazing as well all know, but fitting a slow mon whose only mandatory role is sand on spikes teams is getting harder and harder every year. Defensive Jirachi teams imo mandate zapdos in this meta where a lot of progress is made by removing tar to open up suicune and then you just lose, so I was watching some fruhdazi replays and he loves registeel, so I got to building. These teams feel awesome to use, more so than the leech 3 attacks celebi teams where you feel so raw if you don't play the lines perfectly. Registeel having boom makes it an awesome special wall and it gives you an out to cb mash spam.

I also really enjoy the fat teams on the other end of the dug spectrum pioneered by abr:

1750777359781.png


or

1750778097088.png


I first started building teams like these mid last year, where i didn't really use registeel at all and tried to pigeon hole metagross/jirachi into the secondary special wall role and then lost to zapdos. Weather clear + cune has always been excellent. I do sometimes struggle against players who know what theyre doing w their skarm even after I've trapped their tar, but this team has served me very well.

The double spinner stuff feels really fun to explore. I saw abr use a similar composition with dusclops and raikou over molt and umby, but I like this better partially bc having your team being fully grounded feels wrong to me. Molt weather clears for cune and umby helps you out against gar. Charmbreon completely stonewalling non meta physical attackers is hilarious.

Notice how two of the four of these teams have registeel. I have been loving registeel recently -- it really opens up some team compositions to me and still feels fresh.

I do feel the metagame is bifurcated between very offensive and very fat. Teams like these imo do work, but need to be played very specifically:

1750777375922.png


To play this team against toxpeck skarm, you really gotta be deliberate w your plays. You typically see yama + noncb dol here, but I like ramping up with three cb mons to put pressure on skarm, even meaning blowing up dol on skarm early and conceding a layer or two (does ~65%, so if you hit it with slaking focus punch for example, its dead). You can't get into the long game against them as long as skarm is still alive.

The metagame does feel a bit stale at times, skarmdug and el clasico (skarmgar + aero zap as special wall) are absolutely everywhere both on tour and ladder. I feel every team should be prepared for these, which limits diversity. Maybe that's just a consequence of a 20+ year old metagame, but there are still ways to get ahead if you know what you're doing. Some spikeless examples I like are the following:

1750777405714.png

1750777416936.png

1750778077759.png

1750777439478.png

1750778052699.png


Where the goal is wrest momentum immediately and then you can take advantage of the pieces. That's kinda of my playstyle: pretty scripted/conservative to start the game to scout and then once I have all the info I can get, play more aggro predicting and getting into position. It can lead me to having to make comebacks, but it fares well for me on ladder and when I played tours.

As I said before, I feel like all teams need to have a plan vs skarmdug. It's such an easy team to use and is highly effective, so you need to have outs for it, whether that's mach + suit, strong sweepers vs it (bb refresh dd mence is awesome here), your main offensive pieces not being trapped by it (maybe we'll see more like cb zap exploration or something like that), or p2 (I really liked exploring p2).

One last point about ninjask,

1750778038113.png


Is ninjask lame, yes. Can a good ninjask team be highly effective? Absolutely. I think well built jask teams (don't use sand attack or any of that garbage, use protox or coverage on spdef ninjask) really punishes teams that drop phasers on fat teams. Having passive ways to raise your speed and then pass it is just extremely strong, more so than trying to build a standardish team w agilipass zap and shoehorning in wak and cune.

I feel like the best advers rn are fruhdazi, abr, triangles, baddummy, krystal, and mcmeghan. I sometimes feel like my teams just lack something compared to theirs, but hey, we all do this for fun right? Obligatory some of these teams are better than others, but all were effective on high ladder bc i built more than 100 teams but some of them were derivatives and some of them kinda sucked (looking at you sceptile + arcanine mixed offense...). Have a wonderful day!
 
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Hi guys,

I've been doing some playtesting of some BL mons I think are disrespected and so far I've managed to take this team to 1470. Not crazy high, but it is for a bunch of BL's and I'm rarely losing and will keep going:

Lead
Medicham @ Lum Berry
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Brick Break
- Shadow Ball
- Rock Slide

Heracross @ Leftovers
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Brick Break
- Megahorn
- Rock Slide

Hariyama @ Leftovers
Ability: Guts
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Rest
- Sleep Talk
- Brick Break
- Bulk Up

Houndoom @ Leftovers
Ability: Early Bird
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 2 Atk / 30 SpA
- Sunny Day
- Flamethrower
- Pursuit
- Hidden Power [Grass]

Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Earthquake
- Aerial Ace

Steelix @ Choice Band
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Double-Edge
- Hidden Power [Steel]
- Explosion

This team came together around a passion and two core ideas: Steelix hard counters Zapdos and with a choice band can come in and apply a lot of pressure. It also takes many crucial 1v1's against dangerous sweeper mons like Metagross, Tyranitar and Aerodactyl etc. Hidden power steel is more reliable at hitting Gengar switch ins or mid ground clicks than iron tail. I really liked fighting mon with set up + Houndoom, as I discovered that fighters obviously draw in ghosts, and Houndoom with max HP and the strongest Pursuit in the game can easily trap and eliminate any ghost, freeing the fighter up to sweep. If you can trap and eliminate Gengar, most fighters tear apart the remainder big five, giving you a two-mon core that can apply huge pressure by itself to big five teams. I experimented with Houndoom a lot, and landed on Sunny Day over Crunch for the fourth move for two reasons; Tyranitar loves coming in on Houndoom after you've trapped a mon, and clearing the weather for the fighter coming in afterwards is invaluable as...Suicine is also a common response to fighters and Houndoom due to its typing and defensive bulk. Sunny Day weakening Surf is essentially a light screen for my set up fighter coming in.

That brings me to the item choice and team composition. This team is designed to exert maximum pressure. I find fighters do that better than any other mons, but only using one fighter with one trapper makes it more difficult to lure and trap the ghosts than you might think, also the rare double ghost builds can really punish you. To deal with this, I've stacked fighters that can all set up, change their moves, and don't mind getting whisped. This enables maximum offensive pressure, while also having multiple mons that can lure and eliminate ghosts.

Aero is on the team as I found the fighters would punch sizeable holes in the opponents team, often bringing Skarmory, Suicune etc within Aero kill range, and weaker mons like Starmie often fall to a brick break with a follow up rock slide. Aerial ace is for sand attack Ninjask.

The real star of this team is Hariyama. This set is monstrous. It sets up on basically every special attacker in OU that doesn't carry psychic, and once the ghosts are gone, activating its Guts with its own Sleep makes it insanely threatening even while asleep. This single handedly dumpsters big five teams once Gengar is dead, and is the main sweeper of the team. It 1v1's Calm Mind Suicune without Sunny Day support, and is really only vulnerable to DD or Band Mence, which is rare and invites in Steelix to apply pressure.

This style of team doesn't have room for a spiker or rapid spinner, but I find I can apply so much pressure with it that really I'm only allowing one layer against lead Skarm (Bulk Up Medi lives a drill peck and does over half with brick break). I also find that by not having a spiker, the spinner opponents brings often becomes deadweight, meaning against Claydol or defensive Starmie match ups it feels more like a 6 v 5 or 6 v 5.5.

The leftovers on Herra honestly does nothing I don't know why it's there, but I haven't decided on a better item yet. Hera dies in two hits 99% of the time so I don't think it honestly puts it into three hit range against anything. Stops it dying to sand chip I guess.

Any feedback would be most appreciated :)
 
I've been playing ADV on and off for a couple years now, watching the meta evolve from the fringes and building some teams for fun. I decided it's time to share some tech I've had lying around.

I put some things in bold to make it easier to find specific subjects and grasp the ideas I'm outlining if you don't want to read the whole thing.

Dragon Breath is incredibly overlooked, it essentially being Dragon Type Body Slam. Salamence, Milotic and Flygon notably learn it. I'll outline my current versions of sets for all 3 mons below and talk about what team styles I think they fit into. I'll also add a list of cumulative percentage chance, since it helps to judge the reliability for yourself. I apologize in advance for any war crimes this is going to produce.
1: 30%
2: 51%
3: 66%
4: 76%
5: 84%
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Refresh
- Dragon Breath

Ahh, it's like Scald found its way to Gen 3 OU. That's what everyone always wanted, right? When you're building a team you're probably shifting around the EVs, but this is the general idea. It's just standard Milotic with D Breath over Toxic. Lots of physical threats are completely crippled by paralysis and this ensures Milotic has a chance at making progress against Steel types like Skarmory, Jirachi and Metagross as well. It's rare that Milotic doesn't get 3 turns to press a free move in any given game, so you're pretty much always favored to spread at least 1 paralysis. With some luck and generally good defensive play, you'll probably get more than that.

It's going to fit with teams that already use Milotic, plus some adaptations now that you get paralysis from this team slot. Celebi traditionally makes a nice defensive core and now you can bring SubSeed to take advantage of para turns. Slower offensive threats like Medicham and Metagross are going to appreciate the paralysis. Finally, anything that brings Rock Slide is going to pair well to have ParaFlinch opportunities in the endgame.
Flygon @ Leftovers
Ability: Levitate
EVs: 252 HP / 196 Def / 28 SpD / 32 Spe
Impish Nature
- Dragon Breath
- Protect
- Rock Slide
- Earthquake

Flygon's D Breath is especially notable, because it fits perfectly with Flygon's unique traits. As a Rock resist, it typically comes in on Aerodactyl and Tyranitar. Traditionally Toxic is the classic click, Fire Blast is sometimes used to threaten Skarmory, but I think D Breath compresses a lot more value into a single slot overall. D Breath is a good midground click, potentially crippling both the things Flygon is in on and ensuring Gengar doesn't enter for free. I've heard people claim Rock Slide does that, but I think paralysis does a far better job in general. Also, Rock Slide does give you paraflinch in a single team slot if you like spin-the-wheel gameplay. It's not that I advocate a team built around this, but it can still sometimes change your winning odds from 0% to the cumulative percentage of hitting all Rock Slides and the opponent not breaking through. Paraflinch + Protect + chip heal in sand is also pretty frustrating to fight in general.

This is going to fit on Superman and Sand + Spikes like a glove. Aerodactyl gets even more opportunities to steal games. Tyranitar brings Sand and appreciates Paralysis no matter which set it is. If you're down to get niche, Knock Off Armaldo synergizes nicely to offset your lack of damage from status to ensure progress by removing Leftovers.

You might be tempted to bring Fire Blast and/or Giga Drain/HP Grass and invest in SpA, but I think Mence is strictly better at that point.
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Wish
- Protect
- Dragon Breath

Just like Milo, this is the "standard" WishMence set with Toxic swapped out for D Breath. And just like with Milo, this often spreads a ton of paralysis because it typically gets to click the move a bunch of times throughout the game.

WishMence + Hariyama is a known combo and I believe it's even better with this Mence set. Hariyama's typical issue is that it gets whittled down over time while being fairly slow, so it can lose before it starts winning. Nerfing the Speed of the opposing team while giving it opportunities to heal is just awesome. Again, Knock Off is also just really good if your gameplan is to spread Paralysis instead of Toxic.

I also want to shoutout WishMence + Slaking. Slaking's immense natural bulk means it doesn't take over 50% from much, so bringing it in with Wish practically guarantees you heal back to full. Salamence's Intimidate and Fighting resistance further add to this, preserving Slaking for a very long time while it cannonballs through the enemy team. Snorlax is weaker offensively but similar; it can bring Body Slam to form a Dual Para core.
Salamence @ Leftovers
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dragon Breath
- Brick Break
- Fire Blast
- Hidden Power [Grass] / Rock Slide

It's MixMence, but with D Breath. Does it autowin? No. But I'd argue D Breath is the best click you could wish for into the mon coming in that you didn't bring coverage for. Spreading paralysis is also just really helpful for allied Snorlax, Tyranitar, Metagross and OffPert, who tend to come with MixMence. Just like with the Flygon set, Rock Slide does give you paraflinch in 1 team slot to potentially steal away some otherwise lost games.

This set's D Breath is probably the least impactful, since it generally only clicks D Breath in desperate situations. As such, your odds of spreading paralysis are comparatively low. Though again, I'd take low odds over no odds any day.

[Eats mint], That about covers D Breath. If anyone builds a team with it or has notes on my sets, I'd love to hear about it.


I have 1 more tech to share that I've had lying around for a while, which has actually gained a new use case with recent meta trends: SunnyLax. I initially built it because I got frustrated at Skarmory clicking Protect on my Fire Blasts and stalling them out before they started to matter. Thus followed my solution:
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 136 Atk / 252 SpA / 120 SpD
Quiet Nature
- Sunny Day
- Fire Blast
- Body Slam / Brick Break
- Self Destruct / Toxic

With Sunny Day, you avoid losing a turn against Skarmory's Protect and get access to some much appreciated chip heal. In sun, you also gain the power to ensure the 2HKO on Skarm. It also patches up Lax's admittedly middling Special Attack, turning his Spicy Spittle into an actual Fire Blast for neutral hits. I have played with the idea of adding Brick Break for Tar, but I prefer the option of spreading paralysis against Moltres, Gyarados, Mence and Zapdos that tend to come in after revealing Fire Blast. Self Destruct is generally my favorite since you can clear weather and go into Dug or your preferred sweeper, but Toxic pairs with Fire Blast well as coverage. If you do bring Toxic, you'll need a pretty solid balance setup and I do think Brick Break over Body Slam is worth considering at that point, since you can click Toxic on the aforementioned switches and wittle them down over time.

Then I was watching some SPL replays and saw how people have started bringing RainCune. SunnyLax can defeat that set with decent consistency. RainCune is scary because it starts hitting unreasonably hard with rain up, which is immediately mitigated by Sunny Day. Thus, I changed my EV spread to some considerable SpDef investment to avoid a 2HKO from Modest Hydro Pump in rain. I don't account for Spikes with these EVs, which you could do to also avoid the risk of getting crit and dying anyway. In sun, you take no damage from Water types at all. If you bring Thick Fat, Ice Beam also tickles at worst and its only threat is the freeze chance. Immunity is better if you don't bring boom since you'll be doing staring contests with Celebi, Blissey and Milotic.
Though this is going to be my least consistent shoutout and I suggest trying out SunnyLax on more familiar team structures first, a personal favorite pairing of mine is SunnyLax + Mixed Victreebel. Victreebel can be a good partner to this for the following reasons: it has Chlorophyll, a decent 105Atk/100SpA, can reach above 244 Speed outside of sun, STAB Sludge Bomb and/or Solar Beam, Toxic immunity and most importantly: access to Encore. I'll put my favorite Victreebel set below for those that are interested.
Victreebel @ Leftovers
Ability: Chlorophyll
EVs: 64 Atk / 252 SpA / 192 Spe
Hasty Nature
- Encore
- Hidden Power [Fire]
- Sludge Bomb / Solar Beam
- Sunny Day / Solar Beam

Outside of coming in off Lax, this can come in on a predicted support move from a slower mon, click Encore if you expect them to stay in and then start attacking. It sits at 245 Speed to avoid speed tying with the common 244 Speed Mons. This gives it the benefit of coming in on slower variants of Celebi's Leech as well. Clicking Sunny Day after Encore can be tempting, but don't get baited into over-relying on it. It's often better to just do some damage and pivot out afterwards. Victreebel is very frail, so it can require some pretty precise play and predictions.

Sludge Bomb is my favorite variant, as it hits Blissey hard enough to force a heal, which you can infinitely Encore to PP Stall. SunnyBeam is a classic and everybody knows how good Grass/Fire coverage is in this metagame. Solar Beam without Sunny Day can be situationally good to further compress Victreebel into the role of cleaner after another mon sets up sun for it and either booms or finds an in otherwise. If you're planning to use this, keep in mind that Victreebel does get outsped by a fair portion of the metagame outside of sun (notably Dugtrio); in combination with its frailty that can make for a pretty mid use of a team slot outside of specific circumstances. For the 3 turns that you have sun up, you're basically guaranteed to find value though. The reason this is hard to stall despite not being able to set up sun for yourself is that Protect users are almost always at 244 Speed or below, so trying to stall through the sun turns will threaten an infinite Encore loop.

I recommend always bringing Spikes with Victreebel, because Encore simply forces a switch. You can even Encore a Rapid Spin in desperate times. Magneton can be a good partner to Victreebel to ease your prediction, but in my experience it's not entirely necessary; HP Fire does a good chunk to any Steel type and Encore ensures you can either beat them 1 on 1 or lock them into a move, sack Bel and go to something that threatens it afterwards.

Admittedly Victreebel is very restrictive, but the niche of Encore + Poison Type and its ability to cosplay Agility Pass keeps making me consider it when I bring Lax. There's a really cool team for it out there and I'd love to hear it if anyone can find it.

That about does it for now. I'd love to hear thoughts, or see a team built around some of these ideas if someone feels inspired to try them out.
 
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I thought I'd resurrect Linear's original purpose of the thread by doing a team dump and showing some sets/spreads that I particularly like. I've always wanted to do a 100 team dump, partially bc i never really liked the teams i released previously and bc i love building new teams -- I've been working on and off on this since I left the tour community at the end of 2023, but I accelerated it the last few months after i started to watch more replays.

I will not say I am the originator of all of these team ideas nor are these pastes the end all, be all of a particular team. I took many ideas from replays, shout out to ABR Shitrock enjoyer violet river mielke Triangles Mana Endill McMeghan and Hclat and many others whose replays i took a lot of ideas from. The ADV community has many wonderful people and players, and it has been awesome to see it grow. However, the EV spreads and sets are all mine (with exception of a team or two like Padeli skarm rachi aero ladder team that I tried to build in the past and I liked his better), I just ladder exclusively these days. All 100 of these teams have been used above 1800 on ladder in the past year.

Two things about the paste, the paste is ordered how the sample teams are --

balanced tss (bliss or wish rachi/spdef cele + additional special wall + spin + skarm/forre, superman (and floatier big 5s + x), and more offensive takes on double spin)

offensive tss (spinless tss that's not superman, or if spin, offstar or very offensive forre spin, so skarm + cele/rachi no spin/registeel/zap+aero/jolt etc)

defensive tss (skarm/forre + mag/dug (dug w spinner), fat double spinner, defensive cloy/glalie (lol))

spinner balance (slower teams w spin + no spikes, often based around bulky sweeper like cune, lax, or wish cm rachi)

mixed offense (six offensive pokes no trappers or spikes)

spec offense (dug no cm pass)

special spikers (cloy/smear/glalie/rose etc)

CM pass

Mag offense

magdol + dug

All out baton pass

Second is that bc 100 teams is a lot to sift through, I decided to do what linear did and separate them out to teams that I think are better than the rest and the whole list, so without further adieu, here they are! Some of the teams in here are standards that I put my personal take on them. I thought about separating those out but that was a lot of work so I decided not to.

All 100: https://pokepast.es/c5929d2a3fc95749
about a quarter that I think are the "best" that I built: https://pokepast.es/30df7cac50b7091f

Here are some sets that I like recently:

:salamence: Salamence @ Leftovers
Ability: Intimidate
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Dragon Claw
- Flamethrower
- Brick Break
- Hidden Power [Bug]

I think salamence got a bad wrap from ABR's recent (to me lol) VR post. I think mixmence is fantastic in the current metagame and this is one way to do it. Mixmence often gets bricked by celebi, as its a poor stop to CM pass and often gets outsped and flamethrower/fire blast (I don't like inaccurate moves unless I have to use it, for example, I think Machamp needs Cross Chop or else just use medicham) don't do enough damage. HP bug hits celebi as hard as max invested hp fly and you at least speed tie it, so you prevent them from getting more than one CM.

:salamence: Salamence @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 48 SpA / 208 Spe
Lonely Nature
- Hidden Power [Flying]
- Brick Break
- Fire Blast
- Dragon Dance

Not saying I invented this guy, but I only really now started to appreciate how good it was once I watched a fruhdazi/garay oak replay. I personally like going fast, strong, and forgoing any bulk, as gars have long started to be more physically frail in the increasing arms race to beat spinners, so you really get a lot out of max attack. mence's natural bulk + intimidate works on a faux mixmence like this. You certainly miss slide against zap/aero, but some good manuevering can let you hide it and you get to nail skarm (I think flame is too weak here without investment, you can't 2hko skarm).

:swampert: Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 200 Def / 44 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Counter
- Roar
- Protect

McM posted this guy a while ago, and I wanted to bring it back into the forefront bc its fantastic way to get past lax on a sandless, dugless spikes balance. Those sandless spikes balances I used to love really struggle to bring meta these days are bulky dd tar is everywhere and you also like having a non skarm phazer, leading you to use pert (or cune, but cune needs dd tar back up if you're dugless). Counter + Roar really surprises lax and you easily survive even +2 lax. EV spread can kind of be whatever; I like either going this w HP grass bulk or 104 SpD to survive hp grass after one spike. I also sometimes put a little spa, always bold, always max hp.

:forretress: Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 160 Def / 96 SpA
Relaxed Nature
- Spikes
- Hidden Power [Fire]
- Explosion
- Rapid Spin

This is my favorite spread for hp fire phys def forre. I like investing the spa to give me a shot to 2hko spdef forre after 3 layers, rest in phys def. I also dislike tox (even though I get it), bc having the panic button of boom really helps the teams this guy typically finds itself on.

:Dragonite: Dragonite @ Leftovers
Ability: Inner Focus
EVs: 252 Atk / 40 SpD / 216 Spe
Adamant Nature
- Dragon Dance
- Hidden Power [Flying]
- Focus Punch
- Earthquake

I was watching an old pasy/marcop replay and wanted to port CB Dnite into modern advance and came up with this guy. Dragonite doesn't have too many advantages over mence due to lacking an ability compared to intimidate, but it does have important move pool differences (heal bell, twave, boltbeam are big ones) and a lot more special bulk in exchange for slower and more specially weak, but the biggest advantage is focus punch. DD Focus Punch on a water resistant DD mon is game breaking against skarmdug, as you dd on dug or dol with your skarm offense, milo tries to tox you but +1 focus punch + hp fly kills it. Skarm takes ~65 from +1 focus punch. You COULD do jolly + hp rock for better coverage, but I think the power loss is enormous and you really like have hp fly. I think every team you build should have plans vs skarmdug.

:snorlax: Snorlax @ Choice Band
Ability: Immunity
EVs: 8 HP / 252 Atk / 48 Def / 116 SpD / 84 Spe
Adamant Nature
- Body Slam
- Sleep Talk / Brick Break
- Focus Punch / Shadow Ball
- Self-Destruct

I think CB Lax is a fantastic opener for a lot of teams, as it lures skarm/tar/meta really well for a superrachi/dd mence/etc in the back. Just make sure you have plans vs gar/ protect or sub tar. I think people should always go gar if they have it vs lax leads if you lead tar. The evs: max attack obv, 8 hp + 48 def survives cb meta mash, 84 speed creeps forre (booming on forre leads before spikes is awesome), rest in spdef. Note focus punch isn't called by sleep talk, so it's free to put there and comes in handy sometimes, but if you can't deal w gar, use shadow ball (or eq if you have suit) + brick to not just lose your lax t1 into a gar.

:jirachi: Jirachi @ Leftovers
Ability: Serene Grace
EVs: 48 Atk / 252 SpA / 208 Spe
Mild Nature
- Ice Punch / Fire Punch
- Thunderbolt / HP Grass
- Doom Desire
- Body Slam

I think Doom Desire is the future of mixrachi. I think DPunch is super mediocre, not just bc of the miss chance, but the main reason to have it is the threat of using it. I never want to sit in front of tar/twave bliss and have to click DPunch. I originally built this to mimic future sight in later gens -- use a fatter wish rachi, spread para with body slam, and then when bliss comes in, use doom desire and then switch to focus punch machamp or tar. Focus Punch + bliss doom desire ko's every non ghost pokemon in the game, as long as DD hits. I eventually realized it is honestly better with coverage bc lefties tar (big 5 is still everywhere on the ladder) sits on you and then have to deal w focus punches. But it's still really good.

:zapdos: Zapdos @ Leftovers
Ability: Pressure
EVs: 252 SpA / 80 SpD / 176 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Charge

I originally used charge as a meme way to get past spdef rachi (twave it on the switch, switch out, tbolt as it wishes, charge on the protect turn, it does like 75ish), but it honestly turned out pretty good. It still doesn't 2hko bliss, but you do a ton of damage to every non ground type/jolt in the game, and you'll typically force them in, giving you a good shot to grass them (bc fat flygon is starting to get pretty rare these days).

:glalie: Glalie @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Explosion
- Spikes
- Hidden Power [Fighting]
- Ice Beam

The key to using CB Glalie imo is using it on a fatter team to fake being aggressive so you can weather clear for suicune. HP Fight doesn't kill tar unless they are bulkless, but it does a shitton and tar will never switch out of glalie, meaning you'll trap it. This is a conglomeration of several different ideas: the first is my old jynx + zap weather clear team after Mcm told me I didn't really use dug, the second is I saw arctic and goofy cord a while ago use hp fighting glalie into dug and I think this is the best way to do it, and I saw ABR use wailord into dug on spikeless and I think glalie is better at it. Do note that if you use those boom spam + dug without skarm you must be careful against ninjask unironically, without roar cune and with milo (it's why my other cb gar lead version uses perish song > Dbond and milo > cune) you lose immediately to ninjask lead or anywhere else. Losing to ninjask immediately anywhere when you ladder is a no no.

:slaking: Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Rain Dance / Encore / Fury Swipes (lol) / anything
- Focus Punch / Brick Break

I think Shadow Ball is mid on slaking. Even without pursuit support, the amount of times I want to actually click Shadow Ball hard reading the ghost is pretty rare. Double-Edge hits harder than super effective shadow ball on celebi. I liked what river did with encore, I think that's really effective. I threw rain dance on it bc the teams slaking finds itself on often are strapped for moveslots as is and slaking when it's about to die and walled without hard reads can just throw up rain dance if tar is dead. Also gives you something to do in front of protect

:dugtrio: Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 140 HP / 252 Atk / 12 Def / 4 SpD / 100 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

This is my spread on lead dug -- meant to survive meta non cb eq and lets you ko/live almost every tar hit except max spa ice beam. You live modest bliss ibeam 7/8 of the time. You're slow as shit, but I thought this was pretty effective except against faster lead dug :(

:blissey: Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 168 HP / 252 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Seismic Toss
- Snatch

I am not claiming to have invented tox snatch bliss, but I wanted to focus it here bc I haven't seen it at the tour level in a while and wanted to explain my spread on bliss. I see when people rank bliss highly on the vr they always talk that tox is an option, but typically you only see tox on ice (bolt/fire/stoss) bliss or rarely double status. The key to snatch is to hide it right before you need it -- you can't snatch wish in gen 3, but you can snatch sub (I believe you take their hp iirc and make the sub, awesome), refresh, all set up moves, and rest. Snatching milo or pert's refresh is great. For rest, when you snatch rest not at full HP, you go to sleep and then they can rest next turn. try to heal up when cune is mid health and poisoned -- they typically will get greedy and try to cm a few times the first time instead of just resting.

i believe all bliss should be sped crept. On ice bliss I typically creep past min base 60 so to 157 or past tar to 160 speed. On bold bliss I speed creep to min speed dol. You can def go further but you really start to eat into ice power if you creep past skarm and bold's bulk. I like creeping bliss bc a lot of mons (fat off pert for example) creep to 150ish speed to outspeed bliss and you outspeed that. Can't tell you how many times I keep bliss alive at 10ish% bc I know I will outspeed their bliss and heal on them.

:weezing: Weezing @ Leftovers
Ability: Levitate
EVs: 24 HP / 4 Def / 252 SpA / 228 Spe
Modest Nature
- Will-O-Wisp
- Explosion
- Hidden Power [Grass]
- Thunderbolt

I explored weezing a lot. I think weez is good and bad -- it really only fits imo alongside agility meta, but you can pick your boom targets and still spread wisp well against tss, as switching into tox skarm is hard. Modest max has the same spa as min spa gar, so tbolt grass flame etc hit pretty hard. I like tbolt grass to prevent milo/pert from walling you all day. I also like speed creeping defensive rachi a lot.

:heracross: Heracross @ Salac Berry
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Focus Punch / Reversal
- Swords Dance
- Substitute / Endure

I think salac hera is fantastic on mixed offense, cm pass, any style without spikers. Hera is unmatched in its ability to just switch in an emergency on anything and come out on top. It's one reason I like jolly on it -- you switch into agility meta mash for example, survive, and then outspeed and megahorn. Same thing for dd tar. That's its niche over medicham in my opinion, as medi can't survive those hits nor does medi have the instant nuke of megahorn. I think playing it like this instead of sweeping helps mean you only have to hit one or two megahorns instead of chaining them for a sweep. I think hera should almost always have salac, as cb, lefties sd imo don't have enough upside in a metagame infested with dug. I don't like dropping sd (being in perfect position and being unable to ohko like an aero is so sad) and i don't like rock slide, simply bc unless you have mag, you don't take enough advantage early in the game and mag offense struggles to fit hera imo. I do like reversal outside of like dug cheese, as hera often ends up at low health and reversal hits pretty hard even at like 20% and can't miss.

:milotic: Milotic @ Leftovers
Ability: Marvel Scale
EVs: 24 HP / 252 Def / 224 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Hypnosis / Rain Dance
- Recover

Some people talking about offmilo, I think this is the best spread on it. I like still having max defense, as without investment, milo is still pretty frail physically. You still want to switch in on pert and take on aero in an emergency. You still have good special bulk, although be careful against moltres with this. Really nice pivot on mag offense and mixed offense, who often hate mixmence. I don't think the status is necessary, but it is really nice to have, weather clear is cool.

I also wanted to describe my thoughts on the current meta. Shout out to giraffefromholland bc I thought his excellent post on dug is something I had in mind for a long time, even if I don't agree with banning dug.

My current favorite team style to use are skarm offenses like this:

View attachment 750159

or with doom desire jirachi (another guy I love rn):

View attachment 750158

I got the idea to use teams like these first when I was trying to figure out where to use pursuit tar in a metagame where solo spinner forre is kinda mid. Suit tar is amazing as well all know, but fitting a slow mon whose only mandatory role is sand on spikes teams is getting harder and harder every year. Defensive Jirachi teams imo mandate zapdos in this meta where a lot of progress is made by removing tar to open up suicune and then you just lose, so I was watching some fruhdazi replays and he loves registeel, so I got to building. These teams feel awesome to use, more so than the leech 3 attacks celebi teams where you feel so raw if you don't play the lines perfectly. Registeel having boom makes it an awesome special wall and it gives you an out to cb mash spam.

I also really enjoy the fat teams on the other end of the dug spectrum pioneered by abr:

View attachment 750147

or

View attachment 750157

I first started building teams like these mid last year, where i didn't really use registeel at all and tried to pigeon hole metagross/jirachi into the secondary special wall role and then lost to zapdos. Weather clear + cune has always been excellent. I do sometimes struggle against players who know what theyre doing w their skarm even after I've trapped their tar, but this team has served me very well.

The double spinner stuff feels really fun to explore. I saw abr use a similar composition with dusclops and raikou over molt and umby, but I like this better partially bc having your team being fully grounded feels wrong to me. Molt weather clears for cune and umby helps you out against gar. Charmbreon completely stonewalling non meta physical attackers is hilarious.

Notice how two of the four of these teams have registeel. I have been loving registeel recently -- it really opens up some team compositions to me and still feels fresh.

I do feel the metagame is bifurcated between very offensive and very fat. Teams like these imo do work, but need to be played very specifically:

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To play this team against toxpeck skarm, you really gotta be deliberate w your plays. You typically see yama + noncb dol here, but I like ramping up with three cb mons to put pressure on skarm, even meaning blowing up dol on skarm early and conceding a layer or two (does ~65%, so if you hit it with slaking focus punch for example, its dead). You can't get into the long game against them as long as skarm is still alive.

The metagame does feel a bit stale at times, skarmdug and el clasico (skarmgar + aero zap as special wall) are absolutely everywhere both on tour and ladder. I feel every team should be prepared for these, which limits diversity. Maybe that's just a consequence of a 20+ year old metagame, but there are still ways to get ahead if you know what you're doing. Some spikeless examples I like are the following:

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Where the goal is wrest momentum immediately and then you can take advantage of the pieces. That's kinda of my playstyle: pretty scripted/conservative to start the game to scout and then once I have all the info I can get, play more aggro predicting and getting into position. It can lead me to having to make comebacks, but it fares well for me on ladder and when I played tours.

As I said before, I feel like all teams need to have a plan vs skarmdug. It's such an easy team to use and is highly effective, so you need to have outs for it, whether that's mach + suit, strong sweepers vs it (bb refresh dd mence is awesome here), your main offensive pieces not being trapped by it (maybe we'll see more like cb zap exploration or something like that), or p2 (I really liked exploring p2).

One last point about ninjask,

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Is ninjask lame, yes. Can a good ninjask team be highly effective? Absolutely. I think well built jask teams (don't use sand attack or any of that garbage, use protox or coverage on spdef ninjask) really punishes teams that drop phasers on fat teams. Having passive ways to raise your speed and then pass it is just extremely strong, more so than trying to build a standardish team w agilipass zap and shoehorning in wak and cune.

I feel like the best advers rn are fruhdazi, abr, triangles, baddummy, krystal, and mcmeghan. I sometimes feel like my teams just lack something compared to theirs, but hey, we all do this for fun right? Obligatory some of these teams are better than others, but all were effective on high ladder bc i built more than 100 teams but some of them were derivatives and some of them kinda sucked (looking at you sceptile + arcanine mixed offense...). Have a wonderful day!
Thanks for this post, Johnny. As an old player who hasn’t played in the last decade and only recently decided to come back, posts like these really help me understand the current trends and how the metagame is shaping up. The teams you’ve shared have also gotten me great results on the ADV ladder, which seems to be really competitive — so thank you for that!

In addition, I hope you keep posting great content about the ADV metagame, as your posts are quite inspiring. I was especially inspired by your breakdown of McMeghan’s SPL team with Protect PursuitTar and Offensive Skarm, which helped me build my own take on that kind of team featuring Aero. It’s been performing well for me.
 
johnnyg2 beat me to the punch on this one. I've been trying to put together my builder for a minute now in order to make a team dump, and I have also been keeping some stuff close to the chest because I have been supporting Fruhdazi in CI7. In fact, I had the same idea to explain some of the sets and concepts I've been tinkering with in order to properly share, since I know some people probably have less patience than others and won't sift through a 400 something team dump without a super intuitive structure or notes. I will still be doing this sooner or later -- pending some final projects for uni, irl obligations, and the first busy vacation of my life (we made it out of the hood lol).

Now that the cat's out of the bag on some of the stuff I've been working on, and since I've rounded out my builder quite a bit, I've been anxious to share some ideas and have decided to the best way would be to give a sneak preview on some of the stuff I've cut from my builder, for one reason or another. This will give an idea of some of the stuff I've had on my mind, including some fun techs and ideas. Some of these, I hope others will finish for me. Some of these, I feel I've already made better or different in one way or another, but they are unique enough that I'd like to show them off. And some of them are just offbeat teams that do well in one match-up, but maybe at the cost of being favored in another. I expect most of them should be able to win a decent number of games, but I'm prioritizing quality over quantity with everything I build now -- because I'm trying to deepen my focus rather than broaden my horizons by trying different sets or mons. I'll get into the details at a later date, but as of yet, here are the doodles and sketches:

First round of cuts:
https://pokepast.es/6a939b87396d7c8a

Second round of cuts:
https://pokepast.es/c3f0d01faf164bbb

Third round of cuts:
https://pokepast.es/3b23ea8fc6946a0d

Fourth (and final) round of cuts:
https://pokepast.es/75cd740f62c25496

Jk last one:
https://pokepast.es/a58f2e2383e712e0

Was planning on including these in my dump, but I'm not planning on writing anything about these anymore on second thought, so I'm including these here now:
https://pokepast.es/665593c985719804

This last collection of teams is usable, but with some smaller flaws. Closer to what you can expect from the final dump
 
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johnnyg2 beat me to the punch on this one. I've been trying to put together my builder for a minute now in order to make a team dump, and I have also been keeping some stuff close to the chest because I have been supporting Fruhdazi in CI7. In fact, I had the same idea to explain some of the sets and concepts I've been tinkering with in order to properly share, since I know some people probably have less patience than others and won't sift through a 400 something team dump without a super intuitive structure or notes. I will still be doing this sooner or later -- pending some final projects for uni, irl obligations, and the first busy vacation of my life (we made it out of the hood lol).

Now that the cat's out of the bag on some of the stuff I've been working on, and since I've rounded out my builder quite a bit, I've been anxious to share some ideas and have decided to the best way would be to give a sneak preview on some of the stuff I've cut from my builder, for one reason or another. This will give an idea of some of the stuff I've had on my mind, including some fun techs and ideas. Some of these, I hope others will finish for me. Some of these, I feel I've already made better or different in one way or another, but they are unique enough that I'd like to show them off. And some of them are just offbeat teams that do well in one match-up, but maybe at the cost of being favored in another. I expect most of them should be able to win a decent number of games, but I'm prioritizing quality over quantity with everything I build now -- because I'm trying to deepen my focus rather than broaden my horizons by trying different sets or mons. I'll get into the details at a later date, but as of yet, here are the doodles and sketches:

First round of cuts:
https://pokepast.es/6a939b87396d7c8a

Second round of cuts:
https://pokepast.es/c3f0d01faf164bbb

Third round of cuts:
https://pokepast.es/3b23ea8fc6946a0d

Fourth (and final) round of cuts:
https://pokepast.es/75cd740f62c25496
Carrying a undeserving community on your shoulders with these contributions. The amount of stuff here to take inspiration from or play with in general is astounding.

More good players should conduct like you
 
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