I think I have fixed it now..FJ2K just a small request can you edit your post to remove the color bbcode so I can read it on dark mode? You have it all in black text and it's unreadable unless I switch to light mode which i prefer not to
could we see what the vr without abrs submission would look like?
Disclaimer: This VR is representative of my usage over my last 26 important ADV tour games (jimvitational + classic playoffs). While, in theory, usage does not have to fully align with viability, I believe in putting my money where my mouth is. As such, I use things I believe to be good and don't use things I don't believe to be good.
S
this is evidently going to seem crazy to most people. however... i used blissey in over half my games. it's pretty much the only real special wall in adv, and that type of defensive certainty is near mandatory when you are using things that invite special attacks. spikers, like skarmory and forretress, invite these types of special attacks, and as such i use blissey on roughly 99% of my spike balance teams. the only real exception would be superman, but even then blissey can fit on those (such as the missy 6 where bliss is the only mon taking spikes). the other thing that makes blissey so amazing is its set versatility, between twave toxic sing aroma cm counter you have a ton of options to choose from that help make it more of an active presence.
the best revenge killer in the tier by far. it can trap, with minimal or no chip: bliss, loom, cele, hera, rachi, mag, meta, tar, and other non-ou mons too. the main way to fight against dug is spikes, but dug spike spin teams are the overall most consistent in adv (they also feature blissey...) and dug offenses can often overwhelm spike teams by winning first. i also have to mention the lead dug trend that is absolutely real and makes people consider the lead meta in a different way. there is also the enabling of weather reset (tarless) teams that i love recently.
https://replay.pokemonshowdown.com/smogtours-gen3ou-798195?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786563?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786733?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786631
https://replay.pokemonshowdown.com/smogtours-gen3ou-785570
spikes are more important than sand in terms of shaping adv, and skarm is the best spiker. the only reason i'm not putting it higher is my appreciation of other spikers, which is mostly forry but cloy smear have their uses i will talk about as well.
A+
gar only really fits on spike teams and dug teams, but 90% of my teams have 1 of those 2 elements and gar is amazing when you can fit it. i still believe that boom is the best no matter what team, but things like dbond, raindance, and modest full atker sets are super cool alongside boom too. it's just fast with great immunities and offensive versatility, so long as you don't over-rely on wisp it will be good.
the best mon at exploding, and enabler of offensive strategies. i like cb, mix, and agility (boom, not slide) a lot, cuz the other sets feel like they rely on mash accuracy more. i also like how these sets play into skarm teams, because cb and mix threaten skarm more directly, and agility means you can boom on a defensive piece cuz dug can't revenge you anymore. however, it is not a great physical wall / dd answer and that needs to be kept in mind.
i used to be a big suicune hater, but rain dance changed this for me. i mean, the modest non-rest sets are still amazingly threatening and defensively useful for faster paced teams, but rest alongside dugtrio and weather reset is extremely consistent. when you get the conditions right, and they aren't that hard to get right, then it's often either unkillable or sweeping outright. the right suicune set beats pretty much any team.
A
offensive all the way. modest surf and then honestly pick any 3 of tbolt ice spin recover and you're good. it cleans through offensive teams as well as defensive teams after some steps are taken (like using gar or dug to remove bliss). offmie is also beautiful in the sense that it actually scares skarm out directly so you can keep those spikes off. twave sets are valid but hinge more on the spinning and it requires very precise play vs tox skarm, gar, or suit tar.
gonna be real, i think eq is mid on claydol. psy spin boom are mandatory on pretty much all sets (run boom on mons that learn it), so that leaves eq vs the refresh/rest slot. frankly, if you want any sort of longevity then you need the status healing options and all the eq targets take spikes (or get dugged) anyway. if you happen to use a dol offense with like lax meta and no dug or spikes, then yea you should run eq. anyway, it soft checks pretty much the entire tier with boom and fits on a large variety of teams. it glues many mons, like rest cune, together with a larger team.
so, i have been enjoying forry more lately, but i still don't like the usual structures. i think that forry tar with no other spinner is mid and does not set the right conditions vs opposing spike teams. some ways i've been using forry that feel good are: physdef firetox to 1v1 skarm and other forry alongside umbreon, spike bug zapcannon boom + dol, and spike ghost spin rest + aroma.
versatile in sets and the teams it can fit on. cm and mixed sets are very threatening but usually my favorite is just toxic physdef. it 1v1s tar meta pert and the things that threaten it (fires, dug, gar) can't come in safely or repeatedly. it also takes spikes but wishtect in sand is amazing healing and fully stops things like aero.
A-
one of the best traders and most important mons in the tier for spikeless / dugless teams. whether you use mag, meta, or both to batter skarm, that will generally open up enough room for lax to do its thing. far from a perfect special wall but it, like claydol, soft checks about every mon in the tier yet does so with a much stronger boom.
okay, yes. tar is low on my vr, and i only used it 5/26 games. i did not get rampantly swept by lax, cune, or salac hera. so why do i use less tar than most? i think it's a jack-of-all-trades that does not excel at any one role. it is not a physical wall, special wall, boom trader, spinner, spiker, or spike immune. it can trap, but not as majorly as dug or mag. it can soft check zapdos while applying pressure on a blissey, but performing one role worsens its ability to do the other. it often needs spikes to get past its checks (say, waters), but using a slow pokemon with no defined defensive niche on a spike team is very hard to do. i'd often rather be using a spinner, dug, or gar on my spike teams. sand is nice in some games but hurts a lot of ur own mons too. i also feel like none of tars sets are that amazing, but my favorite right now is probably cb or suit. high ceiling pokemon but i prefer more defined roles from the mons i use.
i think pert is good and important, but my recent high suicune usage has led to less perts. it's probably the best solo physwall in the tier, but that's usually best on teams with spikes. if you're using pert spikes, you may end up weak to opposing spikes, and thus want spin. but if you're spinning, then you feel like you should use cune or milo with your dol to be better vs mixed attackers, so this leaves pert less room. pert is still valid on spinless defensive teams (usually with wish bliss for me), or on offenses. but also on offenses i prefer things like meta, regirock, mie, dol, offcune in place of where pert would usually go, and those other mons also don't need to pump to threaten skarm. timelessly important but not its time to shine right now.
not much to say, skarmforry are good and therefore magneton has use. i still only use modest magnet, and i guess the main thing i could say about magneton is that regirock is amazing with it. more on regi later tho.
it's bad at being a special wall, good at applying pressure. i don't use leech 3 cuz i don't really use cele tar skarm, but i like cele with mag a lot. leech pass sets or honestly just super (cm 3atk) is very good and checks things that magoff usually dislikes (pert and gar to name a couple).
B+
still really good vs some offenses but often feels like it relies on prediction / doesn't have enough time to create the autowin scenarios with spikes. its worse than dug at revenge killing cm'ers, and it's better at revenging birds but it feels like you either get walled by skarm + rock resist anyway, or you don't have enough juice to bypass dual rock res (pert meta or pert rachi type stuff) on offense. it will never be unviable but honestly not a huge fan rn.
the only spike immune physical wall, amazing vs things like rock spam. tox tect with either of hprock or flame is always reliable if your partners can deal with the gar type of mons which they usually can. id say the main issue with flygon is how it matches up vs meta mag combos and differing suicune sets. i also like cb gon as a way to hybridize a dug/aero of sorts that can hard into tar or meta, usually alongside defensive jirachi.
used to not be a fan, but now i am. i still don't rly use it as a skarm replacement but i like it as a spiker on more offensive teams alongside trappers. i had some success with cloy mag and cloy dug, as cloys boom is a good way to secure those traps. i still like going timid with it.
very solid. without dug i like investing in a ton of atk (like near max neutral) for boom ranges on blissey and the like, and with dug even weak booms are good positioning tools. it's incredible vs zapdug teams but also bliss-less spike teams as well. vs blissey you just trade and open up for something like offmie which is plenty good. seismic toss is a neat trick alongside leads that are zapdos weak so you can break the sub pass (i used this with cloy for example).
super deadly in the late games, imo a better function than leading with it most times. you can gain subs on a ton of mons (refpert, skarm if ur lastmon, non cm psy cele, cm bliss, def rachi, gar), and steamroll from there. i've been using it more on spike spin teams rather than offenses because early bliss chips dug or baits beatup -> then you can counter-trap and your kou is set to sweep in the late game. you can also ev it to live a single eq from meta mence dol etc.
B
amazing at what it does (walling mixed attackers), but i really only like to use it on v5 styles (bliss dug dol milo skarm for those unaware). it also unfortunately faces competiton from cune who is a lot better vs opposing milo cune and lax, but it is definitely more comfortable vs zard mence and the like.
honestly, not a big fan. i feel like on spikeless teams it needs dugtrio for progress but i often prefer mons like jynx and explosion users to guarantee my progress more. on spike teams it can make progress but i prefer blissey as a special wall and it also gives claydol opportunity to spin, unless ur using a ghost type but skarm zap ghost(gar) is already a lot of slots and really only fits on superman. if i use it, its with spdef evs and alongside a flygon most likely.
similar to zapdos, while being much worse vs eq and spikes it's often better vs opposing special attackers. i pretty much only use it with meta mie skarm but those teams are timeless.
my guy. i used it quite a bit in revival 1 and for this batch a couple more times in jimvitational. i honestly like hprock over slide for reliability, but besides that and boom there's a lot of flexibility. usually superpower is good vs lax tar, but twave counter etc are great picks as well. it amazingly checks every dragon dancer, lax, zard, mixmence, and does all this while threatening boom on the offensive end. this type of role compression is massive for teams that need help vs the aforementioned threats, like mag teams do. i mean, it's kind of like a tar with better defense and explosion... it just doesn't set sand. rock lax mag, rock lax dol, rock skarm spin, imo these are all good and honestly fairly consistent.
not a ton to say, just better at forcing kills for dug teams than zap usually is. perish (with sub cb dug) is my fav set for that reason, but within that nevermelt and modest are cool options for stuff like nuking opposing zap t1 or 2hkoing offensive tars.
strong dad energy, the hit n run king. for a spike team i really liked the forry umb combo to help vs skarm and gar without necessitating mag. for my own mag team i liked the lax cele combo to bait gar and have backup help vs special attackers. if you get it in the right position (weather reset ideally, skarm dealt with in some form, or just facing offense) it is truly unbeatable. super good at patching up physical weaknesses as well due to its crazy defense.
the best for trapping gar, synchro vs wisp pretty much kills it on the spot. wish tect is good, and honestly umb walls stuff like zap and mixmence pretty well too. charm is a cute option over toxic if you want to use it as a lax check. i would use it with a spinner and 1 of spikes / mag still.
something about this or baton pass still needs to be banned.
B-
i only used it once but i will probably use it more in the future. it's one of the most self sufficient attackers in the tier, not really mandating trapping or spikes even if they are cool bonuses. it's like a mixmence that's better vs skarmbliss and threatens cele rachi more directly. you really need tools vs cune/milo teams tho.
more sufficient than zard in that it kinda needs spikes, but it can be really potent due to its added strength. personally, though, i find its main appeal over zard to be its bulk and because of that i like rest moltres. rest status or rest sunnyday are really good on skarmbliss teams for fighting opposing fires and sitting around to beat opposing skarmbliss with no real time limit.
the best fighter, probably should be ou soon. reversal is cute in the back but it also has an amazing spread at lead. cb is fun and deadly if ur ready to click right.
has better typing as a dd'er than mence even if its slower and weaker. i don't really like dragon dancing much in general tho, often feels like too much has to be set up to get an otherwise mediocre mon going. still, it can definitely sweep some endgames with the right set and i respect that.
same ol same ol, ddpass is cheese but can win t1, while spikes sets are far more consistent. i like mixing it up with encore, dbond, dd boom, whirlwind, etc. really good vs stuff like skarm zap cune leads and can build huge early advantages.
same ol same ol, great vs claydol but meh vs offense (tho dbond is a nice touch in the lax mu). perish song is a good panic button but overall a lot less deadly than something like gar with wisp and boom. i feel like the missy classic with zapmolt can get overrun by offense pretty fast due to being slow paced with not much to change that. still, can definitely autowin some games vs spinner teams.
can be super good but also needs a lot in its favor. i liked it with cloy dug and 3 other boom mons (gar regi meta) to eliminate bliss cune stuff. rd boom gar is an amazing way to get ur kingdra a headstart without taking chip prior, shoutout to Mana for that.
super good physical wall, but needs specific support to not lose to skarm. that is, either run a magneton or do something like mu division don forry where donphan beats peck skarm and forry beats tox skarm, but this doesn't work as well vs pecktox combo and you still need to bypass the gengar. however, huge upside vs some physical offenses and garless teams than run peck skarm.
knock off mon that owns dol and lax (psychup for curse, but yea u can get crit). hits super well in its good mus but also extremely frail for its less good mus (mixed attackers, specoff in general) that it is hard to justify sometimes. still, a viable way to beat some top tiers mons that should be considered.
C+
alright, honestly not my cup of tea, but let me explain. dd has many of the same issues as dd gyara but kind of made worse by the 4x ice weak. mix is its overall best set but idk if intimidate really justifies it over zard which is a much better breaker. its a fast bird but really mid at checking cmers compared to dug aero zard etc. cb has a defined niche of being good vs fighting types and cune, but its still cbmence and can often thud super hard vs tss. im ranking it out of respect, but i genuinely used 0 mence in my last 26 games and i never felt the urge to build with it.
~
hope you enjoyed the read, until next time
An insightful take on much of what is considered "standard" in ADV. Even has some team structure recommendations for some mons. Definitly food for thought on many of the less utilized mons (Raiku, Cloyster, Regirock) but taking a meta analysis of ABR's VR based on their play style and preferred team structures might lead some back to what is already considered top tier.Disclaimer: This VR is representative of my usage over my last 26 important ADV tour games (jimvitational + classic playoffs). While, in theory, usage does not have to fully align with viability, I believe in putting my money where my mouth is. As such, I use things I believe to be good and don't use things I don't believe to be good.
S
this is evidently going to seem crazy to most people. however... i used blissey in over half my games. it's pretty much the only real special wall in adv, and that type of defensive certainty is near mandatory when you are using things that invite special attacks. spikers, like skarmory and forretress, invite these types of special attacks, and as such i use blissey on roughly 99% of my spike balance teams. the only real exception would be superman, but even then blissey can fit on those (such as the missy 6 where bliss is the only mon taking spikes). the other thing that makes blissey so amazing is its set versatility, between twave toxic sing aroma cm counter you have a ton of options to choose from that help make it more of an active presence.
the best revenge killer in the tier by far. it can trap, with minimal or no chip: bliss, loom, cele, hera, rachi, mag, meta, tar, and other non-ou mons too. the main way to fight against dug is spikes, but dug spike spin teams are the overall most consistent in adv (they also feature blissey...) and dug offenses can often overwhelm spike teams by winning first. i also have to mention the lead dug trend that is absolutely real and makes people consider the lead meta in a different way. there is also the enabling of weather reset (tarless) teams that i love recently.
https://replay.pokemonshowdown.com/smogtours-gen3ou-798195?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786563?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786733?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786631
https://replay.pokemonshowdown.com/smogtours-gen3ou-785570
spikes are more important than sand in terms of shaping adv, and skarm is the best spiker. the only reason i'm not putting it higher is my appreciation of other spikers, which is mostly forry but cloy smear have their uses i will talk about as well.
A+
gar only really fits on spike teams and dug teams, but 90% of my teams have 1 of those 2 elements and gar is amazing when you can fit it. i still believe that boom is the best no matter what team, but things like dbond, raindance, and modest full atker sets are super cool alongside boom too. it's just fast with great immunities and offensive versatility, so long as you don't over-rely on wisp it will be good.
the best mon at exploding, and enabler of offensive strategies. i like cb, mix, and agility (boom, not slide) a lot, cuz the other sets feel like they rely on mash accuracy more. i also like how these sets play into skarm teams, because cb and mix threaten skarm more directly, and agility means you can boom on a defensive piece cuz dug can't revenge you anymore. however, it is not a great physical wall / dd answer and that needs to be kept in mind.
i used to be a big suicune hater, but rain dance changed this for me. i mean, the modest non-rest sets are still amazingly threatening and defensively useful for faster paced teams, but rest alongside dugtrio and weather reset is extremely consistent. when you get the conditions right, and they aren't that hard to get right, then it's often either unkillable or sweeping outright. the right suicune set beats pretty much any team.
A
offensive all the way. modest surf and then honestly pick any 3 of tbolt ice spin recover and you're good. it cleans through offensive teams as well as defensive teams after some steps are taken (like using gar or dug to remove bliss). offmie is also beautiful in the sense that it actually scares skarm out directly so you can keep those spikes off. twave sets are valid but hinge more on the spinning and it requires very precise play vs tox skarm, gar, or suit tar.
gonna be real, i think eq is mid on claydol. psy spin boom are mandatory on pretty much all sets (run boom on mons that learn it), so that leaves eq vs the refresh/rest slot. frankly, if you want any sort of longevity then you need the status healing options and all the eq targets take spikes (or get dugged) anyway. if you happen to use a dol offense with like lax meta and no dug or spikes, then yea you should run eq. anyway, it soft checks pretty much the entire tier with boom and fits on a large variety of teams. it glues many mons, like rest cune, together with a larger team.
so, i have been enjoying forry more lately, but i still don't like the usual structures. i think that forry tar with no other spinner is mid and does not set the right conditions vs opposing spike teams. some ways i've been using forry that feel good are: physdef firetox to 1v1 skarm and other forry alongside umbreon, spike bug zapcannon boom + dol, and spike ghost spin rest + aroma.
versatile in sets and the teams it can fit on. cm and mixed sets are very threatening but usually my favorite is just toxic physdef. it 1v1s tar meta pert and the things that threaten it (fires, dug, gar) can't come in safely or repeatedly. it also takes spikes but wishtect in sand is amazing healing and fully stops things like aero.
A-
one of the best traders and most important mons in the tier for spikeless / dugless teams. whether you use mag, meta, or both to batter skarm, that will generally open up enough room for lax to do its thing. far from a perfect special wall but it, like claydol, soft checks about every mon in the tier yet does so with a much stronger boom.
okay, yes. tar is low on my vr, and i only used it 5/26 games. i did not get rampantly swept by lax, cune, or salac hera. so why do i use less tar than most? i think it's a jack-of-all-trades that does not excel at any one role. it is not a physical wall, special wall, boom trader, spinner, spiker, or spike immune. it can trap, but not as majorly as dug or mag. it can soft check zapdos while applying pressure on a blissey, but performing one role worsens its ability to do the other. it often needs spikes to get past its checks (say, waters), but using a slow pokemon with no defined defensive niche on a spike team is very hard to do. i'd often rather be using a spinner, dug, or gar on my spike teams. sand is nice in some games but hurts a lot of ur own mons too. i also feel like none of tars sets are that amazing, but my favorite right now is probably cb or suit. high ceiling pokemon but i prefer more defined roles from the mons i use.
i think pert is good and important, but my recent high suicune usage has led to less perts. it's probably the best solo physwall in the tier, but that's usually best on teams with spikes. if you're using pert spikes, you may end up weak to opposing spikes, and thus want spin. but if you're spinning, then you feel like you should use cune or milo with your dol to be better vs mixed attackers, so this leaves pert less room. pert is still valid on spinless defensive teams (usually with wish bliss for me), or on offenses. but also on offenses i prefer things like meta, regirock, mie, dol, offcune in place of where pert would usually go, and those other mons also don't need to pump to threaten skarm. timelessly important but not its time to shine right now.
not much to say, skarmforry are good and therefore magneton has use. i still only use modest magnet, and i guess the main thing i could say about magneton is that regirock is amazing with it. more on regi later tho.
it's bad at being a special wall, good at applying pressure. i don't use leech 3 cuz i don't really use cele tar skarm, but i like cele with mag a lot. leech pass sets or honestly just super (cm 3atk) is very good and checks things that magoff usually dislikes (pert and gar to name a couple).
B+
still really good vs some offenses but often feels like it relies on prediction / doesn't have enough time to create the autowin scenarios with spikes. its worse than dug at revenge killing cm'ers, and it's better at revenging birds but it feels like you either get walled by skarm + rock resist anyway, or you don't have enough juice to bypass dual rock res (pert meta or pert rachi type stuff) on offense. it will never be unviable but honestly not a huge fan rn.
the only spike immune physical wall, amazing vs things like rock spam. tox tect with either of hprock or flame is always reliable if your partners can deal with the gar type of mons which they usually can. id say the main issue with flygon is how it matches up vs meta mag combos and differing suicune sets. i also like cb gon as a way to hybridize a dug/aero of sorts that can hard into tar or meta, usually alongside defensive jirachi.
used to not be a fan, but now i am. i still don't rly use it as a skarm replacement but i like it as a spiker on more offensive teams alongside trappers. i had some success with cloy mag and cloy dug, as cloys boom is a good way to secure those traps. i still like going timid with it.
very solid. without dug i like investing in a ton of atk (like near max neutral) for boom ranges on blissey and the like, and with dug even weak booms are good positioning tools. it's incredible vs zapdug teams but also bliss-less spike teams as well. vs blissey you just trade and open up for something like offmie which is plenty good. seismic toss is a neat trick alongside leads that are zapdos weak so you can break the sub pass (i used this with cloy for example).
super deadly in the late games, imo a better function than leading with it most times. you can gain subs on a ton of mons (refpert, skarm if ur lastmon, non cm psy cele, cm bliss, def rachi, gar), and steamroll from there. i've been using it more on spike spin teams rather than offenses because early bliss chips dug or baits beatup -> then you can counter-trap and your kou is set to sweep in the late game. you can also ev it to live a single eq from meta mence dol etc.
B
amazing at what it does (walling mixed attackers), but i really only like to use it on v5 styles (bliss dug dol milo skarm for those unaware). it also unfortunately faces competiton from cune who is a lot better vs opposing milo cune and lax, but it is definitely more comfortable vs zard mence and the like.
honestly, not a big fan. i feel like on spikeless teams it needs dugtrio for progress but i often prefer mons like jynx and explosion users to guarantee my progress more. on spike teams it can make progress but i prefer blissey as a special wall and it also gives claydol opportunity to spin, unless ur using a ghost type but skarm zap ghost(gar) is already a lot of slots and really only fits on superman. if i use it, its with spdef evs and alongside a flygon most likely.
similar to zapdos, while being much worse vs eq and spikes it's often better vs opposing special attackers. i pretty much only use it with meta mie skarm but those teams are timeless.
my guy. i used it quite a bit in revival 1 and for this batch a couple more times in jimvitational. i honestly like hprock over slide for reliability, but besides that and boom there's a lot of flexibility. usually superpower is good vs lax tar, but twave counter etc are great picks as well. it amazingly checks every dragon dancer, lax, zard, mixmence, and does all this while threatening boom on the offensive end. this type of role compression is massive for teams that need help vs the aforementioned threats, like mag teams do. i mean, it's kind of like a tar with better defense and explosion... it just doesn't set sand. rock lax mag, rock lax dol, rock skarm spin, imo these are all good and honestly fairly consistent.
not a ton to say, just better at forcing kills for dug teams than zap usually is. perish (with sub cb dug) is my fav set for that reason, but within that nevermelt and modest are cool options for stuff like nuking opposing zap t1 or 2hkoing offensive tars.
strong dad energy, the hit n run king. for a spike team i really liked the forry umb combo to help vs skarm and gar without necessitating mag. for my own mag team i liked the lax cele combo to bait gar and have backup help vs special attackers. if you get it in the right position (weather reset ideally, skarm dealt with in some form, or just facing offense) it is truly unbeatable. super good at patching up physical weaknesses as well due to its crazy defense.
the best for trapping gar, synchro vs wisp pretty much kills it on the spot. wish tect is good, and honestly umb walls stuff like zap and mixmence pretty well too. charm is a cute option over toxic if you want to use it as a lax check. i would use it with a spinner and 1 of spikes / mag still.
something about this or baton pass still needs to be banned.
B-
i only used it once but i will probably use it more in the future. it's one of the most self sufficient attackers in the tier, not really mandating trapping or spikes even if they are cool bonuses. it's like a mixmence that's better vs skarmbliss and threatens cele rachi more directly. you really need tools vs cune/milo teams tho.
more sufficient than zard in that it kinda needs spikes, but it can be really potent due to its added strength. personally, though, i find its main appeal over zard to be its bulk and because of that i like rest moltres. rest status or rest sunnyday are really good on skarmbliss teams for fighting opposing fires and sitting around to beat opposing skarmbliss with no real time limit.
the best fighter, probably should be ou soon. reversal is cute in the back but it also has an amazing spread at lead. cb is fun and deadly if ur ready to click right.
has better typing as a dd'er than mence even if its slower and weaker. i don't really like dragon dancing much in general tho, often feels like too much has to be set up to get an otherwise mediocre mon going. still, it can definitely sweep some endgames with the right set and i respect that.
same ol same ol, ddpass is cheese but can win t1, while spikes sets are far more consistent. i like mixing it up with encore, dbond, dd boom, whirlwind, etc. really good vs stuff like skarm zap cune leads and can build huge early advantages.
same ol same ol, great vs claydol but meh vs offense (tho dbond is a nice touch in the lax mu). perish song is a good panic button but overall a lot less deadly than something like gar with wisp and boom. i feel like the missy classic with zapmolt can get overrun by offense pretty fast due to being slow paced with not much to change that. still, can definitely autowin some games vs spinner teams.
can be super good but also needs a lot in its favor. i liked it with cloy dug and 3 other boom mons (gar regi meta) to eliminate bliss cune stuff. rd boom gar is an amazing way to get ur kingdra a headstart without taking chip prior, shoutout to Mana for that.
super good physical wall, but needs specific support to not lose to skarm. that is, either run a magneton or do something like mu division don forry where donphan beats peck skarm and forry beats tox skarm, but this doesn't work as well vs pecktox combo and you still need to bypass the gengar. however, huge upside vs some physical offenses and garless teams than run peck skarm.
knock off mon that owns dol and lax (psychup for curse, but yea u can get crit). hits super well in its good mus but also extremely frail for its less good mus (mixed attackers, specoff in general) that it is hard to justify sometimes. still, a viable way to beat some top tiers mons that should be considered.
C+
alright, honestly not my cup of tea, but let me explain. dd has many of the same issues as dd gyara but kind of made worse by the 4x ice weak. mix is its overall best set but idk if intimidate really justifies it over zard which is a much better breaker. its a fast bird but really mid at checking cmers compared to dug aero zard etc. cb has a defined niche of being good vs fighting types and cune, but its still cbmence and can often thud super hard vs tss. im ranking it out of respect, but i genuinely used 0 mence in my last 26 games and i never felt the urge to build with it.
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hope you enjoyed the read, until next time
Does Medicham being higher than 3 ou ranked mons mean anything for it's tiering?Quick summary of VR:
S:
A1:
A2:
B1:
B2:
C1:
C2:
D:
E:
Main things I noted data-wise are
1. Tyranitar and Skarmory stand in similar relative order to last year - 5 people ranked Skarmory above Tyranitar.
2. Tier boundaries don't appear so clearly this year. I wonder if people have started to see many traditionally defined roles as blurred.
Refer to previous posts on reading the following plots.
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Files attached - refer to previous posts for details
Ask adv council!Does Medicham being higher than 3 ou ranked mons mean anything for it's tiering?
Seeing Medicham ranked surprisingly high is remarkable, a Fighting type Rampardos, but it works given its workable 80 base speed.
Tyranitar | 18.2% | Out-speeds all sets |
Zapdos | 17.4% | Usually gets out-sped, but does not get ohko'd |
Salamence | 7.8% | usually gets out-sped |
Metagross | 7.3% | out-speeds all common sets |
Skarmory | 6.6% | Need Jolly to outrun YOLO Skarm I guess lol |
Suicune | 3.8% | Does not always out-speed, does not get ohko'd |
Hariyama | 2.5% | out-speeds all sets |
Jolteon | 2.3% | Does not out-speed, does not get ohko'd |
Jynx | 2.1% | You risk getting slept unless Lum Berry |
Snorlax | 1.5% | out-speeds all sets |
Blaziken | 1.5% | same base speed stat |
Smeargle | 1.4% | gets slept unless Lum Berry or Jolly |
Glalie | 1.3% | same base speed stat |
Gengar | 1.3% | gets out-sped |
Slaking | 1.2% | gets out-sped |
Breloom | 1.2% | Depends on Nature |
Jirachi | 1.2% | Usually gets out-sped, but does not get ohko'd |
Forretress | 1.1% | out-speeds all sets |
Vaporeon | 1.0% | out-speeds all sets |
Aerodactyl | 1.0% | gets out-sped |
Regirock | 0.9% | out-speeds all sets |
Ninjask | 0.9% | gets out-sped |
Heracross | 0.9% | out-speeds and kills if Hera is adamant. If Jolly it's a roll to kill. |
Celebi | 0.8% | Usually gets out-sped, but does not get ohko'd |
Please do not discuss bans here.I've only just recently been able to stay above 1600/now around 1700 and am not trying to make a tier list. I noticed that Ninjask is getting banned in some tournaments, is there a time when people might vote on banning it or limiting it in general play? I enjoy playing and losing vs almost anything except for Ninjask.
I came up with a Skarmory build with Substitute, Roar, (Spikes) + 1. If the Ninjask doesn't Baton Pass on the same turn I switch it in, I can Substitute and successfully Roar out a Magneton. This stops the initial Ninjask pass and gives me a chance to preserve Skarmory, and enables a possible double switch to take out their Magneton with another trapper (or a switch to a non-trapper).
However I still have a feeling that most players don't like Ninjask, and I feel like I enjoy teambuilding around other threats more.
Also are discussions on bans ok to have here? I like that ABR said it should be banned.
I also think I saw a wave of teams using things from the ABR tier list and I do think Clear Body on several of his picks like the Regis are interesting. I was playing lead Salamence for a while and noticed I had to get lucky vs lead Regirock. Normally Regirock uses either Rock Slide, Thunder Wave, or Explosion, and of these Rock Slide still can be subbed once or twice against in order to fish for a miss or switch in a check.
I also tried using a Blissey team for a time and constantly got wrecked by Zapdug and dropped quite a bit, but Regice seems like a nice alternative.
i'm surprised porygon2 isn't on this list at all given its ability to trap dugtrio. i know this is based on your personal usage but i agree with your dug take and i like using pory2 to help with opposing dugsDisclaimer: This VR is representative of my usage over my last 26 important ADV tour games (jimvitational + classic playoffs). While, in theory, usage does not have to fully align with viability, I believe in putting my money where my mouth is. As such, I use things I believe to be good and don't use things I don't believe to be good.
S
this is evidently going to seem crazy to most people. however... i used blissey in over half my games. it's pretty much the only real special wall in adv, and that type of defensive certainty is near mandatory when you are using things that invite special attacks. spikers, like skarmory and forretress, invite these types of special attacks, and as such i use blissey on roughly 99% of my spike balance teams. the only real exception would be superman, but even then blissey can fit on those (such as the missy 6 where bliss is the only mon taking spikes). the other thing that makes blissey so amazing is its set versatility, between twave toxic sing aroma cm counter you have a ton of options to choose from that help make it more of an active presence.
the best revenge killer in the tier by far. it can trap, with minimal or no chip: bliss, loom, cele, hera, rachi, mag, meta, tar, and other non-ou mons too. the main way to fight against dug is spikes, but dug spike spin teams are the overall most consistent in adv (they also feature blissey...) and dug offenses can often overwhelm spike teams by winning first. i also have to mention the lead dug trend that is absolutely real and makes people consider the lead meta in a different way. there is also the enabling of weather reset (tarless) teams that i love recently.
https://replay.pokemonshowdown.com/smogtours-gen3ou-798195?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786563?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786733?p2
https://replay.pokemonshowdown.com/smogtours-gen3ou-786631
https://replay.pokemonshowdown.com/smogtours-gen3ou-785570
spikes are more important than sand in terms of shaping adv, and skarm is the best spiker. the only reason i'm not putting it higher is my appreciation of other spikers, which is mostly forry but cloy smear have their uses i will talk about as well.
A+
gar only really fits on spike teams and dug teams, but 90% of my teams have 1 of those 2 elements and gar is amazing when you can fit it. i still believe that boom is the best no matter what team, but things like dbond, raindance, and modest full atker sets are super cool alongside boom too. it's just fast with great immunities and offensive versatility, so long as you don't over-rely on wisp it will be good.
the best mon at exploding, and enabler of offensive strategies. i like cb, mix, and agility (boom, not slide) a lot, cuz the other sets feel like they rely on mash accuracy more. i also like how these sets play into skarm teams, because cb and mix threaten skarm more directly, and agility means you can boom on a defensive piece cuz dug can't revenge you anymore. however, it is not a great physical wall / dd answer and that needs to be kept in mind.
i used to be a big suicune hater, but rain dance changed this for me. i mean, the modest non-rest sets are still amazingly threatening and defensively useful for faster paced teams, but rest alongside dugtrio and weather reset is extremely consistent. when you get the conditions right, and they aren't that hard to get right, then it's often either unkillable or sweeping outright. the right suicune set beats pretty much any team.
A
offensive all the way. modest surf and then honestly pick any 3 of tbolt ice spin recover and you're good. it cleans through offensive teams as well as defensive teams after some steps are taken (like using gar or dug to remove bliss). offmie is also beautiful in the sense that it actually scares skarm out directly so you can keep those spikes off. twave sets are valid but hinge more on the spinning and it requires very precise play vs tox skarm, gar, or suit tar.
gonna be real, i think eq is mid on claydol. psy spin boom are mandatory on pretty much all sets (run boom on mons that learn it), so that leaves eq vs the refresh/rest slot. frankly, if you want any sort of longevity then you need the status healing options and all the eq targets take spikes (or get dugged) anyway. if you happen to use a dol offense with like lax meta and no dug or spikes, then yea you should run eq. anyway, it soft checks pretty much the entire tier with boom and fits on a large variety of teams. it glues many mons, like rest cune, together with a larger team.
so, i have been enjoying forry more lately, but i still don't like the usual structures. i think that forry tar with no other spinner is mid and does not set the right conditions vs opposing spike teams. some ways i've been using forry that feel good are: physdef firetox to 1v1 skarm and other forry alongside umbreon, spike bug zapcannon boom + dol, and spike ghost spin rest + aroma.
versatile in sets and the teams it can fit on. cm and mixed sets are very threatening but usually my favorite is just toxic physdef. it 1v1s tar meta pert and the things that threaten it (fires, dug, gar) can't come in safely or repeatedly. it also takes spikes but wishtect in sand is amazing healing and fully stops things like aero.
A-
one of the best traders and most important mons in the tier for spikeless / dugless teams. whether you use mag, meta, or both to batter skarm, that will generally open up enough room for lax to do its thing. far from a perfect special wall but it, like claydol, soft checks about every mon in the tier yet does so with a much stronger boom.
okay, yes. tar is low on my vr, and i only used it 5/26 games. i did not get rampantly swept by lax, cune, or salac hera. so why do i use less tar than most? i think it's a jack-of-all-trades that does not excel at any one role. it is not a physical wall, special wall, boom trader, spinner, spiker, or spike immune. it can trap, but not as majorly as dug or mag. it can soft check zapdos while applying pressure on a blissey, but performing one role worsens its ability to do the other. it often needs spikes to get past its checks (say, waters), but using a slow pokemon with no defined defensive niche on a spike team is very hard to do. i'd often rather be using a spinner, dug, or gar on my spike teams. sand is nice in some games but hurts a lot of ur own mons too. i also feel like none of tars sets are that amazing, but my favorite right now is probably cb or suit. high ceiling pokemon but i prefer more defined roles from the mons i use.
i think pert is good and important, but my recent high suicune usage has led to less perts. it's probably the best solo physwall in the tier, but that's usually best on teams with spikes. if you're using pert spikes, you may end up weak to opposing spikes, and thus want spin. but if you're spinning, then you feel like you should use cune or milo with your dol to be better vs mixed attackers, so this leaves pert less room. pert is still valid on spinless defensive teams (usually with wish bliss for me), or on offenses. but also on offenses i prefer things like meta, regirock, mie, dol, offcune in place of where pert would usually go, and those other mons also don't need to pump to threaten skarm. timelessly important but not its time to shine right now.
not much to say, skarmforry are good and therefore magneton has use. i still only use modest magnet, and i guess the main thing i could say about magneton is that regirock is amazing with it. more on regi later tho.
it's bad at being a special wall, good at applying pressure. i don't use leech 3 cuz i don't really use cele tar skarm, but i like cele with mag a lot. leech pass sets or honestly just super (cm 3atk) is very good and checks things that magoff usually dislikes (pert and gar to name a couple).
B+
still really good vs some offenses but often feels like it relies on prediction / doesn't have enough time to create the autowin scenarios with spikes. its worse than dug at revenge killing cm'ers, and it's better at revenging birds but it feels like you either get walled by skarm + rock resist anyway, or you don't have enough juice to bypass dual rock res (pert meta or pert rachi type stuff) on offense. it will never be unviable but honestly not a huge fan rn.
the only spike immune physical wall, amazing vs things like rock spam. tox tect with either of hprock or flame is always reliable if your partners can deal with the gar type of mons which they usually can. id say the main issue with flygon is how it matches up vs meta mag combos and differing suicune sets. i also like cb gon as a way to hybridize a dug/aero of sorts that can hard into tar or meta, usually alongside defensive jirachi.
used to not be a fan, but now i am. i still don't rly use it as a skarm replacement but i like it as a spiker on more offensive teams alongside trappers. i had some success with cloy mag and cloy dug, as cloys boom is a good way to secure those traps. i still like going timid with it.
very solid. without dug i like investing in a ton of atk (like near max neutral) for boom ranges on blissey and the like, and with dug even weak booms are good positioning tools. it's incredible vs zapdug teams but also bliss-less spike teams as well. vs blissey you just trade and open up for something like offmie which is plenty good. seismic toss is a neat trick alongside leads that are zapdos weak so you can break the sub pass (i used this with cloy for example).
super deadly in the late games, imo a better function than leading with it most times. you can gain subs on a ton of mons (refpert, skarm if ur lastmon, non cm psy cele, cm bliss, def rachi, gar), and steamroll from there. i've been using it more on spike spin teams rather than offenses because early bliss chips dug or baits beatup -> then you can counter-trap and your kou is set to sweep in the late game. you can also ev it to live a single eq from meta mence dol etc.
B
amazing at what it does (walling mixed attackers), but i really only like to use it on v5 styles (bliss dug dol milo skarm for those unaware). it also unfortunately faces competiton from cune who is a lot better vs opposing milo cune and lax, but it is definitely more comfortable vs zard mence and the like.
honestly, not a big fan. i feel like on spikeless teams it needs dugtrio for progress but i often prefer mons like jynx and explosion users to guarantee my progress more. on spike teams it can make progress but i prefer blissey as a special wall and it also gives claydol opportunity to spin, unless ur using a ghost type but skarm zap ghost(gar) is already a lot of slots and really only fits on superman. if i use it, its with spdef evs and alongside a flygon most likely.
similar to zapdos, while being much worse vs eq and spikes it's often better vs opposing special attackers. i pretty much only use it with meta mie skarm but those teams are timeless.
my guy. i used it quite a bit in revival 1 and for this batch a couple more times in jimvitational. i honestly like hprock over slide for reliability, but besides that and boom there's a lot of flexibility. usually superpower is good vs lax tar, but twave counter etc are great picks as well. it amazingly checks every dragon dancer, lax, zard, mixmence, and does all this while threatening boom on the offensive end. this type of role compression is massive for teams that need help vs the aforementioned threats, like mag teams do. i mean, it's kind of like a tar with better defense and explosion... it just doesn't set sand. rock lax mag, rock lax dol, rock skarm spin, imo these are all good and honestly fairly consistent.
not a ton to say, just better at forcing kills for dug teams than zap usually is. perish (with sub cb dug) is my fav set for that reason, but within that nevermelt and modest are cool options for stuff like nuking opposing zap t1 or 2hkoing offensive tars.
strong dad energy, the hit n run king. for a spike team i really liked the forry umb combo to help vs skarm and gar without necessitating mag. for my own mag team i liked the lax cele combo to bait gar and have backup help vs special attackers. if you get it in the right position (weather reset ideally, skarm dealt with in some form, or just facing offense) it is truly unbeatable. super good at patching up physical weaknesses as well due to its crazy defense.
the best for trapping gar, synchro vs wisp pretty much kills it on the spot. wish tect is good, and honestly umb walls stuff like zap and mixmence pretty well too. charm is a cute option over toxic if you want to use it as a lax check. i would use it with a spinner and 1 of spikes / mag still.
something about this or baton pass still needs to be banned.
B-
i only used it once but i will probably use it more in the future. it's one of the most self sufficient attackers in the tier, not really mandating trapping or spikes even if they are cool bonuses. it's like a mixmence that's better vs skarmbliss and threatens cele rachi more directly. you really need tools vs cune/milo teams tho.
more sufficient than zard in that it kinda needs spikes, but it can be really potent due to its added strength. personally, though, i find its main appeal over zard to be its bulk and because of that i like rest moltres. rest status or rest sunnyday are really good on skarmbliss teams for fighting opposing fires and sitting around to beat opposing skarmbliss with no real time limit.
the best fighter, probably should be ou soon. reversal is cute in the back but it also has an amazing spread at lead. cb is fun and deadly if ur ready to click right.
has better typing as a dd'er than mence even if its slower and weaker. i don't really like dragon dancing much in general tho, often feels like too much has to be set up to get an otherwise mediocre mon going. still, it can definitely sweep some endgames with the right set and i respect that.
same ol same ol, ddpass is cheese but can win t1, while spikes sets are far more consistent. i like mixing it up with encore, dbond, dd boom, whirlwind, etc. really good vs stuff like skarm zap cune leads and can build huge early advantages.
same ol same ol, great vs claydol but meh vs offense (tho dbond is a nice touch in the lax mu). perish song is a good panic button but overall a lot less deadly than something like gar with wisp and boom. i feel like the missy classic with zapmolt can get overrun by offense pretty fast due to being slow paced with not much to change that. still, can definitely autowin some games vs spinner teams.
can be super good but also needs a lot in its favor. i liked it with cloy dug and 3 other boom mons (gar regi meta) to eliminate bliss cune stuff. rd boom gar is an amazing way to get ur kingdra a headstart without taking chip prior, shoutout to Mana for that.
super good physical wall, but needs specific support to not lose to skarm. that is, either run a magneton or do something like mu division don forry where donphan beats peck skarm and forry beats tox skarm, but this doesn't work as well vs pecktox combo and you still need to bypass the gengar. however, huge upside vs some physical offenses and garless teams than run peck skarm.
knock off mon that owns dol and lax (psychup for curse, but yea u can get crit). hits super well in its good mus but also extremely frail for its less good mus (mixed attackers, specoff in general) that it is hard to justify sometimes. still, a viable way to beat some top tiers mons that should be considered.
C+
alright, honestly not my cup of tea, but let me explain. dd has many of the same issues as dd gyara but kind of made worse by the 4x ice weak. mix is its overall best set but idk if intimidate really justifies it over zard which is a much better breaker. its a fast bird but really mid at checking cmers compared to dug aero zard etc. cb has a defined niche of being good vs fighting types and cune, but its still cbmence and can often thud super hard vs tss. im ranking it out of respect, but i genuinely used 0 mence in my last 26 games and i never felt the urge to build with it.
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hope you enjoyed the read, until next time