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Announcement ADV Resource Directory & Info Hub [Samples, Resources, & More]

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:tyranitar: ADV OU Resource Directory :tyranitar:
Beginner's Lounge ( FAQ / Q&A )
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Ruleset & Analyses
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Viability Rankings
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Sample Teams
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Teambuilding / Role Compendium
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Speed Tiers & In-depth Speed Thresholds
Usage /stats/ Dashboard by
:pikachu-original:FJ2K
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Tournament Directory by
:teddiursa:Toasty
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The ADV Team Index Project by
:teddiursa:Toasty
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:swampert: ADV Discord Server :swampert:
https://discord.gg/wquy6dwxg8
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:zapdos: ADV OU Community Engagement:zapdos:
Metagame Discussion24.png
Battle of the Week
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Set & Team Sharing
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Ladder Achievements
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Teambuilding Competition
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:delibird:Secret Santa ( '25 / '23 / '22 / '21 )
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Bans & Ruleset Changes Discussion
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Bug Reporting
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:gengar: ADV OU Game Theory & Tools :gengar:
Archetypes & Cores by:vaporeon:vapicuno
Creative Sets & Synergistic Cores by
:vaporeon:vapicuno
Snorlax EVs Demystified by
:vaporeon:vapicuno
Sets Aggregator, Statistifier, & Builder Sorter by
:vaporeon:vapicuno
Lead Matchups by
:clefable:zr
"Root" Defenses by
:chansey:gnore
Teambuilding Heuristics by
:snorlax:dice
Mixed Bulk Optimizer by
:jirachi:Tetrafolium​
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:metagross: ADV OU Teambuilding Guides :metagross:
Building Offense by:vaporeon:vapicuno
Building Slop by :regirock: shitrock enjoyer
Building Special Offense by
:venusaur:DarthTyros
Building Rain Offense by
:eevee:Sadlysius
Building Bellypass by
:gengar:CrashinBoomBang
Building Recycle Pass by
:grumpig:Forte
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:snorlax: ADV Mechanical Idiosyncrasies :snorlax:
Generational Mechanics
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Order of Battle Effects
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Sleep Talk Mechanics
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:raikou: Lower Tiers & Other Metagames :registeel:
Lower Tiers Hub by:vileplume: Erfder
Other Metagames Hub by
:tauros:Yak Attack
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:salamence: All Things ADV :salamence:
Teams Throughout the Ages by:larvitar:M Dragon
Lanturn's Ideal Teammates by
:chinchou:SEA
The Last Move on Lanturn by
:lanturn:Harb1ng3r
Policy & Announcements Archive by
:teddiursa:Toasty
Superseded Resource Archive by
:teddiursa:Toasty
ELO Project by
:swampert:Wilhelm
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:skarmory: ADV Council :skarmory:
:metagross:
Star
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:murkrow:Endill
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:regirock: shitrock enjoyer
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:blissey: ADV Moderation Team :blissey:
:vileplume:
Erfder
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:flygon:mielke

:gloom:JoaF ('25–'26)
:charizard:Zpanther ('25–'26)
:mew:AC7 ('25–'26)
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:salamence:Hiro' ('23–'25)
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:skarmory:McMeghan ('21–'23)
 
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Banner by TheBaker and Erfder. Thread maintained by the ADV moderation team.

ADV OU Sample Teams​

Welcome to the wonderful tier that is ADV OU!

To get you started, we are providing a bunch of free teams! These are teams that have mostly made their way into the history books of ADV, they represent ADV's major archetypes. Over time, this thread may become outdated, so if you think any team should be added or removed, let a moderator know. If you're looking for teams that have left their print on the ADV metagame, but have fallen in usage and relevance in ADV's landscape lately, you can refer to this post.

Each archetype comes with a general description of its philosophy, while each team comes with its own description so that you can have at least a rough idea of how it works. Some of these have been around for a really long time now but rest assured, the pastes we're providing here are updated with modern versions of these teams.

Click on the Pokemon sprites to get the paste!


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Spikes_______________________________
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Balance
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:skarmory::blissey::tyranitar::swampert::gengar::starmie:
Big 5 + Starmie (Beerlover) – by UD
The quintessential TSS style of ADV, this team features bulky physical Tyranitar (often called BKCTar), which can break opposing defensive cores easily with the help of Spikes. Gengar acts as an offensive spinblocker, spreading burns and generating momentum with Explosion (which is very important to punish opposing bulky Water-types). Swampert is a defensive response that punishes Rock-types and other kinds of physical pressuring pieces while boasting crucial longevity in sand. This is augmented by Skarmory, which sponges strong attacks and potential explosions. Blissey acts as the special wall; however, its EV spread and moveset are very offensive oriented, punishing Steel-types with Fire Blast and other defensive pieces with Toxic. The offensive Starmie version, popularized by UD and colloquially known as Beerlover, utilizes the Pokémon as speed and Spikes control, helping the team deal with chipped Pokémon and Water-types that can otherwise be troublesome.

:tyranitar::forretress::dugtrio::gengar::swampert::blissey:
Forretress Gengar Dug – by M Dragon
Featuring a very standard balance structure, this team adds Dugtrio to the equation. Arena Trap enables Dugtrio to revenge-kill targets that would otherwise be threatening to the defensive core, like Celebi, Jirachi, and Tyranitar. Forretress is the main progress maker of the team due to Spikes, but it's also capable of removing them with Rapid Spin; with this in mind, ghost-type Pokémon might try to negate Forretress's hazard removal capabilities. Pursuit Tyranitar comes in handy, being capable of eliminating ghost types and Rapid Spin users (Claydol and Starmie), while also threatening Choice-Band-locked Salamence or Aerodactyl. Blissey and Swampert act as the special and defensive walls, respectively. Gengar functions as a Rapid Spin denier itself, while also checking a multitude of threats (Flygon, Salamence, Suicune, etc). With its access to Explosion, Gengar can keep most of the metagame in check as long as Dugtrio manages to revenge-kill the Pokémon in question right after.

:tyranitar::skarmory::flygon::zapdos::gengar::jirachi:
Gengar + Jirachi "Superman" TSS – by ADV Community
One of the oldest styles in ADV, Superman's gameplan is based around trading Spikes with the opponent, while having most of your team members hover above them, ensuring the Spikes damage will be more impactful on the opposing side. Flygon and Jirachi are your main physical checks; Flygon being Spikes immune, and Jirachi being Toxic immune and able to heal your teammates with Wish. Tyranitar with Pursuit helps to keep your team from being destroyed by Gengar and fire birds like Moltres and Charizard. Rest Zapdos works as a special check alongside Gengar, who helps keep Spikes up and break opposing SkarmBliss, with Destiny Bond as a last resort move against Calm Mind Pokémon.

:tyranitar::skarmory::moltres::jirachi::gengar::flygon:
Moltres "Superman" TSS – by Golden Sun
Functioning as an offensive version of the previous Superman squad, this team (made by Golden Sun) should be played similarly; however, there is a key difference: the lack of Fire Blast on Tyranitar. As a result, the green kaiju is unable to heavily damage Skarmory, meaning that a combination of Jirachi’s Fire Punch and Gengar’s super-effective moves becomes the team’s primary way to wear it down. At the same time, opting for Moltres over Zapdos makes this structure stronger against offensive teams; yet, the absence of a secondary special wall places more pressure on Jirachi. Spikes serves as the team’s main progress-making tool alongside Toxic, which means Gengar must reliably fulfill its role as a spinblocker. Destiny Bond is particularly useful for removing Rapid Spin users, as well as dealing with potential last-mon Snorlax or Suicune scenarios.

:skarmory::swampert::magneton::blissey::celebi::aerodactyl:
SkarmMag + Aerodactyl TSS – by ABR
This style combines the strength of Spikes while easily dealing with opposing Skarmory by trapping it with Magneton. Not having to deal with opposite Skarmory long term allows the team to double down on defensive sets that can't really touch Skarmory well. Blissey and defensive Celebi form a decent barrier against most attacks, while Curse Rest Swampert can take physical hits and help break defensive squads. Aero works as a speed support and fast cleaner, while giving another barrier against mixed attackers. Even with bold Blissey to help deal with uninvested physical moves, be aware that mixed attackers and Gengar can be difficult to deal with. Overall, an interesting style to surprise your opponents.

:tyranitar::salamence::skarmory::blissey::claydol::metagross:
MixMence Claydol TSS – by ADV Community
A classic mixed Salamence Spikes team that has solid ways to pressure opposing teams with midground moves and the help of Spikes. Pieces like Tyranitar and Metagross break for Salamence, while Blissey absorbs special attacks while retaliating with its own. Claydol helps deal with opposing Spikes, especially in this "beat down" style for opposing Skarmory. While not performing this function alone, the combination of Salamence's Intimidate, Metagross, and Claydol acts as a solution against opposing Tyranitar.

:zapdos::tyranitar::forretress::blissey::swampert::salamence:
Zapdos MixMence Forre TSS – by ADV Community
Forretress is a very interesting Spiker, providing the role compression of Spikes+spin and being able to limit Skarmory's Spikes to zero most of the time. However, being a grounded Pokémon, Forretress is ironically weak to Spikes itself, so guaranteeing its spin is tougher than it looks. Pursuit Tyranitar is the ideal partner for Forretress, helping to fight against the spin-blocker problem and also being able to punish other flying Pokémon like Charizard. Swampert is the main defensive backbone as usual, and Blissey provides speed control and Aromatherapy support to help deal with the lack of Toxic immunities. Rest Zapdos can dish out powerful hits with the help of Spikes while also being an important anti-setup measure with Roar. Mixed Salamence with Wish can help ameliorate the damage taken on pivots while still being a powerful Spikes abuser.


Offense
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:tyranitar::skarmory::swampert::gengar::zapdos::aerodactyl:
Special Wall-less TSS "El clásico" – by Hclat
Popularized by Hclat, this team has a similar gameplan to AeroBi teams, doubling down on Rock-types to overwhelm opposing defenses with the help of Spikes. However, the addition of Gengar and defensive Refresh Swampert allows the team to play slower against other balance matchups and have a Ghost-type to spinblock. Be aware that, by not having an Electric resist, Electric-type attacks need to be dealt with by pivoting the defensive pieces and eventually putting the opposing Electric-type into a bad position.

:skarmory::jolteon::tyranitar::gengar::metagross::starmie:
Jolteon Starmie Spikes Stack – by Kerts
Jolteon is a fast early game Zapdos answer that generates a lot of momentum by absorbing attacks and forcing specific lines. The ability to force switches additionally makes it a great Spikes abuser. Gengar acts as a spinblocker while still maintaining special momentum with an offensive set. Starmie punishes potential Ground-type Pokémon that might be used to answer Jolteon, and provides offensive pressure with its high speed stat and wide movepool. Tyranitar and Metagross act as a way to punish Blissey/Snorlax, while helping break through opposing defenses. Claydol can cause trouble to most Jolteon squads, so its important to keep Skarmory decently healthy to deal with a potential spin. Cloyster can be used as a Spiker to help against the Claydol matchup while also being a more offensive option, being able to dish a powerful Surf and force damage on switch-ins like Gengar while threatening Explosion.

:zapdos::skarmory::celebi::swampert::aerodactyl::tyranitar:
Zapdos + AeroBi Spikes Offense – by Shitrock enjoyer
Aerobi teams are based around the concept of overwhelming opposing defenses with Pokémon that share offensive profiles; for example, Dragon Dance Tyranitar lures in physical walls and opens holes on enemy teams, making them weaker to Aerodactyl's attacks. Spikes should be prioritized in the early game, helping all the attackers make offensive progress through midground moves. Celebi and Zapdos work as the defensive profile of the team, checking Water-type Pokémon and other resisted moves while still dishing out powerful moves under sand and Spikes; Swampert is a defensive check that helps against opposing physical attackers while still hitting hard with invested Hydro Pump.

:tyranitar::skarmory::celebi::starmie::salamence::metagross:
DDTar + Starmie Spikes Offense – by Shitrock enjoyer
A more offensive take on the combination of Spikes and mixed Salamence. This team aims to generate early game momentum with Spikes and Pokémon like offensive Celebi, which pressure the opponent to react with switches and allow spikes chip to ramp up. Tyranitar helps break physically defensive pieces to facilitate a Agility Metagross endgame, while offensive Starmie provides crucial speed control while also managing Spikes. The goal of this team is to focus on making positive trades and effectively converting to an endgame win condition.

:skarmory::regice::gengar::suicune::claydol::metagross:
Regice Spikes Offense – by Jirachee
Regice is arguably the best lead Skarmory partner, being able to generate lots of offensive momentum when switching into lead Zapdos which is one of the few matchups that Skarm cannot spike into. Thunder Waving a Tyranitar or Metagross on the switch or threatening Skarmory with super effective moves can be crucial for the development of the game, while threatening Explosion into special checks can be helpful for Suicune and Gengar. Gengar oppresses offensively with great coverage and the threat of Explosion, while providing spinblock support. Sleep Talk Suicune is a great midgame breaker that can exploit the holes made by the other offensive pressure Pokémon. Agility Metagross provides a defensive physical check to the team while taking advantage of simplified positions to set up with Agility and clean chipped pokémon. Claydol provides Rapid Spin support, works defensively for the team and runs a high speed investment to explode possible slow setup Pokémon like Suicune.

:zapdos::skarmory::jirachi::flygon::charizard::tyranitar:
Charizard Spikes Offense – by giraffefromholland
Decently unexplored, however extremely effective, Charizard with Spikes support is a powerful combination that aims to use the chip damage caused from spikes to help Charizard achieve the damage ranges to get KOs it usually wouldn't. Dragon Dance Tyranitar works as the main breaker and trader at the early stages of the game, baiting in and trading down with Water-type Pokémon, allowing defensive Flygon to be more effective at checking opposing attackers. Fire Blast on Flygon has a similar effect as Hidden Power Fire on mixed Metagross, as Flygon lures in Skarmory and can kill it before too many spikes go down if it catches the switch-in. Jirachi can Calm Mind and break defensive structures with ease, while Zapdos acts as a check to many threats with Thunder Wave and powerful moves under Spikes. Charizard, while being an effective damage dealer, helps mitigate the Jirachi and Celebi weakness on the team, while being able to switch into some moves like Meteor Mash and Will-o-Wisp and reverse momentum in those interactions. This particular squad was used by Fruhdazi in the Jimothy Cool Invitational I.


Stall
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:tyranitar::milotic::blissey::skarmory::claydol::dugtrio:
Tyranitar + MiloDol TSS – by Zokuru
Blissey and Milotic are two Pokémon that often feel impossible to eliminate when paired together. However, as bulky as they are, they can also be considered quite passive. To address this issue, the team employs passive damage strategies such as Skarmory’s Spikes and Tyranitar’s sand; together, this duo also provides defensive stability to an already resilient core, particularly against normal-type moves. Offensively, Tyranitar is a key component of the team, as its physical power offers an effective way to pressure opposing walls and wallbreakers alike. The game plan centers on wearing down threats such as Calm Mind Jirachi, Heracross, and Dragon Dance Salamence through Sand, Spikes, and Toxic, or eliminating them outright with Dugtrio, while using Claydol to remove opposing Spikes. This process continues until there is nothing left capable of breaking through Blissey and Milotic.

:zapdos::suicune::blissey::skarmory::claydol::dugtrio:
Zapdos + CuneDol – by ADV Community
A timeless team. Rest Zapdos and Thunder Wave Blissey can handle most special attackers outside of Calm Mind Blissey, Celebi, and Jirachi, while Suicune’s longevity allows it to comfortably manage threats such as Tyranitar, Metagross, and Swampert. Suicune also serves as a powerful win condition thanks to Calm Mind and Roar, which, when combined with Skarmory’s Spikes and Dugtrio’s oppressive presence, will eventually break through most defensive walls and typical Suicune answers. As strong as this may sound, the team is extremely dependent on Spikes and on removing opposing hazards with Claydol, much like most stall builds. To fully capitalize on the team’s strengths, Skarmory must be used carefully: it should aim to set Spikes multiple times when facing a spinner; Suicune should avoid unnecessary damage whenever possible; and finally, Blissey is more than capable of absorbing physical hits in exchange for spreading Thunder Wave on threats such as Snorlax, Salamence, and Metagross. The matchup against Aerodactyl should be played carefully, as the Fossil Pokémon can be extremely threatening in the late game.

:salamence::celebi::blissey::skarmory::starmie::metagross:
Triple Natural Cure – by ABR
A more defensive take on the mixed Salamence Spikes concept, this team utilizes defensive Starmie as Spikes control and a paralysis spreader to facilitate Salamence's breaking potential and help the team defensively against fast threats. Defensive Celebi scares out potential setup threats like Snorlax and Suicune, while sponging Water-type attacks and forcing switches under Spikes. Metagross acts as your main physically defensive answer, especially because it has Salamence's Intimidate support; however, it can also function as a potent breaker against slower teams. Blissey provides Wish support to help with the longevity of your defensive pieces, while still sponging special moves.

:blissey::suicune::milotic::skarmory::claydol::dugtrio:
Suicune + MiloDol ("Vir5in") – by Kerts
One of the most popular defensive Dugtrio structures; this team specializes in winning the Spikes game by utilizing Skarmory as a reliable long term spiker and Claydol as a spinner, while maintaining a solid defensive backbone to minimize the amount of health lost on Skarmory. Blissey and Milotic are the bread and butter of the defensive core utilized by Kerts in the "Vir5in" team presented on this paste (often known as Virgin 5), sponging special and mixed/physical attacks, respectively. Suicune complements the defensive core while also being a good phazer ("pseudo hazer"; a pokemon with roar or similar) and a potent breaker for the endgame. Dugtrio is the star of the team, eliminating offensive cores and wallbreakers that would otherwise tear the team apart. Spikes chip damage is important to make Dugtrio one hit KO Pokémon that would normally take an attack and eliminate the Choice Banded Ground-type Pokémon.

:suicune::dugtrio::blissey::claydol::snorlax::forretress:
Curse RestLax ForreDol – by ABR
One of the most divisive teams in ADV history, this composition centers around a core of Rest Suicune, Blissey, and Rest Snorlax, which collectively keep the majority of the metagame in check and result in a team that is extremely difficult to break through. What elevates it to the next level is the inclusion of Forretress and Spikes, as many of the most common team structures struggle to push past more than one extremely bulky Pokémon without eventually succumbing to Spikes damage. Many of the tier’s most common wallbreakers—such as Calm Mind Jirachi, Dragon Dance Tyranitar, and Raikou—can be trapped by Dugtrio, whose disruptive nature, thanks to Arena Trap, forces opponents into awkward lines and suboptimal decisions as they attempt to avoid being trapped. Claydol is also more than capable of removing threats like Dragon Dance Salamence or Calm Mind Blissey on its own through Explosion, while simultaneously clearing Spikes with Rapid Spin. When paired with Thunder Wave Blissey, this makes meaningful progress extremely difficult to achieve. Finally, Sunny Day on Claydol serves to remove sand, allowing Leftovers to function effectively and restore HP on sand-vulnerable Pokémon.


Hyper Offense
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:smeargle::tyranitar::swampert::metagross::gengar::aerodactyl:
Smeargle Offense – by ADV Community
Smeargle Spikes teams are fast paced offensive teams that rely on a suicide lead with sleep support to create an advantage on the first turns of the game. Smeargle thrives on being able to Spikes or Spore on most of the common leads of the meta. Dragon Dance Tyranitar helps break physical defenses, facilitating the late game Liechi Aerodactyl setup. Endeavor Swampert acts as a check for physical attacks, while still threatening defensive cores with the combination of Roar and Endeavor alongside Spikes. Mixed Metagross acts as an early game Skarmory beater and wallbreaker, while also providing defensive utility for the team. Gengar is an important piece on the squad, spinblocking and being able to explode to turn around momentum for your team. This is especially important considering sinking momentum and letting spinners work freely are the scariest things for Smeargle teams.



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Trappers Spike-less_______________________________
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Offense
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:suicune::snorlax::magneton::salamence::metagross::heracross:
Blue Offense – by Noitu
With its signature monotone color palette, Blue Offense is one of the most iconic Magneton offense squads. Lead Suicune threatens Tyranitar out and forces favorable early sequences. Suicune is also very flexible in the lead slot, both defensively as a bulky Water-type and offensively as a setup breaker and sweeper. Snorlax is your main special check, coming into special moves and forcing switches. It also beats down the incoming pokémon with strong physical moves, while always threatening Explosion. Banded Metagross is a powerful breaker and a one-time-check to most physical pokémon, while mixed Salamence is a key anti-offense piece. Heracross, with the help of Magneton's weather clearing potential, can work as a cleaner with the combination of Sub-Salac + Swords Dance + Swarm.
:medicham::salamence::suicune::snorlax::magneton::metagross:
Medicham Cune Offense – by Mana
Medicham is one of the most threatening leads in the metagame, being able to scare Tyranitar out and create advantageous positions against most of the possible switch-ins. This team, popularized by Mana, takes advantage of the early lines and chip damage Medicham can force. Salamence and Suicune enjoy dealing with chipped Flying-type Pokémon, Magneton can easily trap chipped Metagross, and other Pokémon like Gengar are outright countered by Lum Berry Medicham. Snorlax acts as your main special check and progress-maker against early game Zapdos and other special attackers. Calm Suicune (also known as ManaCune) can win the duel against Calm Mind Blissey and help deal with Zapdos. Agility Metagross acts as a physical check that can also blow holes through opponents' defenses and close out games.

:tyranitar::celebi::magneton::swampert::metagross::aerodactyl:
Aero SD Pass – by z0mOG
Another classic archetype, Swords Dance Baton Pass Celebi can support a lot of strong sweepers, turning fast cleaner Pokémon into breakers. However, Celebi needs a lot of support itself to achieve this scenario. Pursuit Tyranitar helps deal with Gengar and Fire-types that annoy attack-less Celebi. Magneton eliminates Skarmory, which would otherwise phaze Celebi without issues. Leech Seed helps Celebi deal with other Roar Pokémon and give it long term survivability, while Recover works in short term situations. Swampert acts as your main physical check, relieving Metagross of the defensive check role. Metagross and Liechi Aerodactyl are your main breakers and sweepers, one being able to break defenses to facilitate the work of the other.

:zapdos::dugtrio::suicune::claydol::metagross::celebi:
ZapDug – by ADV Community
ZapDug teams abuse the many structures that utilize Blissey as their main Zapdos check in the early turns. Beat up bulky Dugtrio can easily trap Blissey, living an Ice Beam without Spikes chip damage, and Baton Pass Zapdos enables this interaction. Mixed Metagross and Claydol work together as the main Skarmory bait+Spikes clearing combination on this squad, while acting as the defensive backbone of the team. Suicune can help break defensive cores and open holes in offensive ones, while still helping check some of the offensive threats like Salamence. Calm Mind + 3 attacks Celebi is a potent cleaner for the late game.

:jynx::suicune::dugtrio::claydol::gengar::jirachi:
Jynx Special Offense – by Hclat
Like ZapDug, Jynx teams rely on Dugtrio to trap Blissey and open space for your special threats to break the opposing defenses. However, Jynx starts the game instantly threatening opposing Pokémon with Lovely Kiss and Calm Mind. Being a more glass-cannon play style, Suicune can be used early game to overwhelm opposing defenses. This will usually open up setup situations for Substitute Jirachi, a strong cleaner Pokémon that heavily abuses passive sets. Claydol is a defensive check that also helps teammates by removing Spikes, and Gengar acts as a Normal-type attack switch-in that also helps generate offensive momentum for the squad.

:zapdos::tyranitar::swampert::aerodactyl::dugtrio::metagross:
Quad Band – by M Dragon
Popularized by M Dragon, this team features 4 Choice Band users. It showcased the concept of overwhelming opposing defenses by utilizing banded Tyranitar and banded Metagross as hard hitters early game, crippling opposing walls into Dug range, then allowing Aero to clean at the endgame. Zapdos is your main special defense check, with the ability to toxic opposing threats and Rest off damage. Swampert provides its usual defensive sturdiness against physical threats.

Balance
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:salamence::metagross::suicune::claydol::blissey::magneton:
CB Mence MagDol – by BKC
This style of team specializes in reliably trapping Skarmory and spinning Spikes away afterwards. With Spikes gone, grounded Pokémon can exercise better defensive functions and have more longevity. Magneton can be extremely helpful to cripple other Steel-type Pokémon like Metagross and Jirachi after Skarmory is gone. It also carries Sunny Day, clearing Sand for Suicune, Blissey, and Salamence once Tyranitar is fainted. Banded Salamence is the main progress maker against slower Pokémon, while Metagross and Suicune can both provide breaking potential and physical resistances for the team. Blissey sponges special attacks and can heal up teammates with Wish


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Trap-less Spike-less_______________________________
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Offense
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:zapdos::metagross::celebi::tyranitar::swampert::charizard:
Charizard Houdini CMPass – by SEA
Calm Mind Baton Pass is an effective way to break through special checks and offensively threaten most teams. Popularized by SEA, this team takes advantage of the Skarmory-luring capabilities of Metagross to use Banded Explosion and kill it in one hit. This type of gameplan is often referred to as "Houdini" because it "disappears", just like the real life illusionist. Celebi takes advantage of free turns to Calm Mind up and pass it to its teammates, while Zapdos can take advantage of its boosts and still keep up the baton pass chain. Dragon Dance Hidden Power Grass Tyranitar is an effective way to deal with Swampert and break opponents' defenses, while Substitute Swampert can both act as a defensive piece for the team and a Blissey breaker. Charizard complements the team offensively, threatening opposing Calm Minders and dishing powerful Fire-type moves, especially if boosted by Celebi's Calm Minds.

:metagross::snorlax::suicune::claydol::tyranitar::salamence:
CBMeta CroCune Skarm beatdown – by ADV Community
A classic spikesless archetype, this team style utilizes many Pokémon that can lure Skarmory in with the intention of heavily chipping its HP. It also typically boasts spin support to clear up the spikes acquired in the process. Banded Metagross is one of the most consistent Skarmory beaters and early game breakers, while still being a defensive piece with the help of Salamence's Intimidate. Snorlax serves a similar purpose; however, it is targeted at punishing special attackers instead of physical ones. Pursuit Tyranitar is important to eliminate Gengar and alleviate moveslot choices on your other Pokémon, while still helping check other fliers. Suicune is an important breaker for the team, and Salamence takes advantage of the simplified positions to clean up in endgames.

:zapdos::metagross::tyranitar::swampert::jirachi::salamence:
MixZap Houdini DDTar MixOff – by ADV Community
Similarly to the Charizard Calm Mind Pass, this team also shares the "Houdini" gameplan; however, it has a different take on the breakers chosen to accompany it. Mixed Zapdos is an interesting Celebi punisher, while still forcing damage with its special attacks and checking troublesome Pokémon like Starmie. Swampert is a defensive force with offensive capabilities, while Tyranitar provides offensive breaking power with defensive capabilities. Jirachi is a powerful breaker with enough bulk to Calm Mind in the face of multiple special attackers, and Salamence takes advantage of a beaten up team to impact late game with Dragon Dance.

:salamence::snorlax::suicune::claydol::jirachi::tyranitar:
WishJira Skarm Beatdown – by Astamatitos
A more defensive take on the Skarmory beatdown style of team. This squad features Wish Jirachi to help with the longevity of its pieces, while still being able to threaten Skarmory long-term. Mixed Salamence is a fast threat to many offensive mons. Snorlax and Jirachi have the role of luring Skarmory into entering the pitch to chip it early game, limiting the amount of Spikes it can stack. Claydol cleans the residual Spikes up while it threatens Explosion, being able of forcing progress that way. Pursuit Tyranitar alleviates the ghost weakness of the team, and it checks Flying-type Pokémon in a pinch. Suicune can help break opposing walls midgame and is still able to clean up endgames after most of the pieces are traded up.
:tyranitar::registeel::swampert::celebi::raikou::salamence:
Raikou Celebi Slop – by Shitrock enjoyer and giraffefromholland
Commonly known as "Slop", this Fruhdazi creation is the most recent addition to the Hyper Offense of ADV OU. Built around a distinctly setup-sweeper–driven structure, this team focuses on opening winning paths for one of its multiple sweepers by forcing trades. As a heavily gameplan-oriented team, it is crucial to understand that Dragon Dance Tyranitar and Endeavor Swampert are fundamental to its success. Tyranitar should use Dragon Dance on turn one against every Pokémon not named Metagross, then attack whatever is in front of it on turn two; its goal, much like Endeavor Swampert’s, is to weaken its checks and counters as much as possible to enable a sweep from one of its partners in crime. Registeel acts as the team’s sponge, being capable of taking at least one hit from virtually any Pokémon, spreading paralysis or toxic poison, and ultimately exploding to secure momentum. Finally, depending on the state of the game, one of Calm Mind Celebi, Calm Mind Raikou, or Dragon Dance Salamence will serve as the cleaner, dismantling the remaining Pokémon in the endgame. The main objective of the team is to overwhelm the opponent’s defensive core.

Balance
PinRS385.png


:salamence::hariyama::claydol::suicune::jirachi::blissey:
Yama BandMence – by ADV Community
Hariyama is a very unique Pokémon in the metagame, being the only fighter with access to the move knock off. By removing opposing items, Hariyama can force progress very easily even without spikes, being great at punishing Pokémon like Blissey and Skarmory. Choice Band Salamence complements Yama well, providing a better matchup against offense with access to intimidate and great coverage moves. Salamence also takes advantage of Knock Off support to break through now itemless defensive threats. Suicune and Jirachi offer defensive profile for your team while supporting the squad in different ways, with Wish on Jirachi as well as both being capable of breaking walls long term. Blissey sponges special attacks and supports the team with Aromatherapy to cover for the lack of status immunities, and Claydol helps clean up spikes and force damage on opposing threats.
 
ADV OU SPEED TIER LIST
​
The idea of this thread is to provide a comprehensive Speed Tiers list for ADV OU. The list covers all Speed investments featured in each mon's analyses. Bold pink denotes important Speed benchmarks. Green text denotes Speed ties. Credit to McMeghan for his 2020 Speed Tiers, which I'm sure we've all made good use of over the years, and to quote the wise man himself: "Keep in mind that HP Fighting, HP Fire and HP Rock will always reduce your Speed IV".

Companion Post by Ummbr
Original Post by McMeghan
Written by jimmy the card

ADV OU Speed Tiers​

Final SpeedPokémonBase SpeedEVs / NatureBoost
810:ninjask: Ninjask160196+2
700:jumpluff: Jumpluff110252+Chlorophyll
667:ninjask: Ninjask160196++1
656:salamence: Salamence / :zapdos: Zapdos100252++2
607:ninjask: Ninjask160196+1
598:salamence: Salamence / :zapdos: Zapdos100252+2
590:kingdra: Kingdra85252+Swift Swim
574:gyarados: Gyarados81252++2
542:salamence: Salamence100140+2
540:zapdos: Zapdos100136+2
538:gyarados: Gyarados81188++2
524:metagross: Metagross70252++2
524:ludicolo: Ludicolo70252+Swift Swim
522:gyarados: Gyarados81252+2
492:salamence: Salamence / :linoone: Linoone100252++1
490:gyarados: Gyarados81188+2
488:kingdra: Kingdra85152Swift Swim
486:tyranitar: Tyranitar61252++2
478:metagross: Metagross70252+2
458:exeggutor: Exeggutor / :omastar: Omastar55252+Chlorophyll
Swift Swim
448:salamence: Salamence / :linoone: Linoone100252+1
445:ninjask: Ninjask160196+/
442:tyranitar: Tyranitar61252+2
442:heracross: Heracross85252++1
430:gyarados: Gyarados81252++1
428:dragonite: Dragonite8072+2
426:medicham: Medicham / :blaziken: Blaziken / :dragonite: Dragonite80252++1
419:ninjask: Ninjask160252/
418:exeggutor: Exeggutor / :omastar: Omastar55252Chlorophyll
Swift Swim
416:electrode: Electrode140252+/
409:smeargle: Smeargle75252++1
406:tyranitar: Tyranitar61180+2
406:scizor: Scizor65148+2
406:salamence: Salamence100140+1
406:linoone: Linoone100140+1
405:ninjask: Ninjask160196/
404:ludicolo: Ludicolo70104Swift Swim
403:gyarados: Gyarados81188++1
403:heracross: Heracross85252+1
398:omastar: Omastar55140+Swift Swim
396:metagross: Metagross7088+2
396:electrode: Electrode140176+/
396:exeggutor: Exeggutor55208Chlorophyll
394:aerodactyl: Aerodactyl /:jolteon: Jolteon130252+/
391:gyarados: Gyarados81252+1
383:swellow: Swellow125252+/
374:crobat: Crobat130176+/
372:dugtrio: Dugtrio /:alakazam: Alakazam /:sceptile: Sceptile120252+/
367:gyarados: Gyarados81188+1
364:tyranitar: Tyranitar61252++1
363:dragonite: Dragonite80184+1
362:omastar: Omastar55140Swift Swim
361:raikou: Raikou / :starmie: Starmie115252+/
360:swampert: Swampert60252++1
352:starmie: Starmie115216+/
350:gengar: Gengar / :espeon: Espeon / :jumpluff: Jumpluff / :tauros: Tauros110252+/
339:dugtrio: Dugtrio120252/
336:gengar: Gengar110200+/
331:tyranitar: Tyranitar61252+1
330:gengar: Gengar110176+/
329:raikou: Raikou / :starmie: Starmie115252/
328:celebi: Celebi /:flygon: Flygon / :jirachi: Jirachi
:salamence: Salamence
/ :zapdos: Zapdos / :charizard: Charizard
:slaking: Slaking
/:linoone: Linoone /:miltank: Miltank
100252+/
322:exeggutor: Exeggutor5560Chlorophyll
319:gengar: Gengar / :espeon: Espeon / :jumpluff: Jumpluff / :tauros: Tauros110252/
317:arcanine: Arcanine / :houndoom: Houndoom / :jynx: Jynx95252+/
309:celebi: Celebi100180+/
308:gengar: Gengar11096+/
306:moltres: Moltres90252+/
304:tyranitar: Tyranitar61180+1
300:hitmonlee: Hitmonlee87252+/
300:houndoom: Houndoom95188+/
300:raikou: Raikou115136/
300:jynx: Jynx95188+/
299:celebi: Celebi / :flygon: Flygon /:jirachi: Jirachi
:salamence: Salamence
/ :zapdos: Zapdos / :charizard: Charizard
:slaking: Slaking
/:linoone: Linoone /:miltank: Miltank
100252/
297:jirachi: Jirachi100136+/
295:suicune: Suicune / :heracross: Heracross / :articuno: Articuno
:kingdra: Kingdra / :misdreavus: Misdreavus
85252+/
289:arcanine: Arcanine / :houndoom: Houndoom / :jynx: Jynx95252/
287:gyarados: Gyarados / :milotic: Milotic81252+/
284:medicham: Medicham / :blaziken: Blaziken / :dragonite: Dragonite
:venusaur: Venusaur / :gardevoir: Gardevoir
80252+/
281:celebi: Celebi100180/
280:blastoise: Blastoise78252+/
279:moltres: Moltres90252/
273:smeargle: Smeargle / :claydol: Claydol75252+/
271:celebi: Celebi / :salamence: Salamence100140/
270:zapdos: Zapdos / :jirachi: Jirachi / :linoone: Linoone100136/
269:gyarados: Gyarados81188+/
269:suicune: Suicune /:heracross: Heracross /:articuno: Articuno
:kingdra: Kingdra
/:misdreavus: Misdreavus
85252/
266:raikou: Raikou / :starmie: Starmie1150/
264:blaziken: Blaziken / :kabutops: Kabutops80176+/
263:suicune: Suicune85228/
262:breloom: Breloom / :metagross: Metagross / :cloyster: Cloyster
:skarmory: Skarmory / :magneton: Magneton
70252+/
261:gyarados: Gyarados / :milotic: Milotic81252/
259:medicham: Medicham / :blaziken: Blaziken / :dragonite: Dragonite
:venusaur: Venusaur / :gardevoir: Gardevoir
80252/
256:lanturn: Lanturn67252+/
251:vaporeon: Vaporeon / :umbreon: Umbreon / :scizor: Scizor65252+/
249:smeargle: Smeargle / :claydol: Claydol75252/
245:gyarados: Gyarados81188/
244:cloyster: Cloyster70184+/
244:kingdra: Kingdra / :suicune: Suicune85152/
244:arcanine: Arcanine9572/
244:celebi: Celebi / :flygon: Flygon / :jirachi: Jirachi10032/
243:tyranitar: Tyranitar61252+/
241:celebi: Celebi10020/
240:swampert: Swampert / :porygon2: Porygon260252+/
239:breloom: Breloom / :metagross: Metagross / :cloyster: Cloyster
:skarmory: Skarmory / :magneton: Magneton
70252/
237:zapdos: Zapdos1004/
236:celebi: Celebi / :jirachi: Jirachi /:zapdos: Zapdos
:salamence: Salamence
/ :flygon: Flygon / :charizard: Charizard
:slaking: Slaking
/:linoone: Linoone /:miltank: Miltank
1000/
233:lanturn: Lanturn67252/
229:blissey: Blissey / :machamp: Machamp / :ursaring: Ursaring
:exeggutor: Exeggutor
/ :omastar: Omastar
55252+/
229:vaporeon: Vaporeon / :umbreon: Umbreon / :scizor: Scizor65252/
226:arcanine: Arcanine / :houndoom: Houndoom / :jynx: Jynx950/
223:scizor: Scizor65228/
222:umbreon: Umbreon65224/
222:misdreavus: Misdreavus8564/
221:tyranitar: Tyranitar61252/
219:swampert: Swampert / :porygon2: Porygon260252/
218:registeel: Registeel / :regice: Regice / :regirock: Regirock
:donphan: Donphan / :hariyama: Hariyama / :sableye: Sableye
50252+/
216:moltres: Moltres900/
212:jirachi: Jirachi / :flygon: Flygon1000-/
210:suicune: Suicune8516/
209:blissey: Blissey / :machamp: Machamp / :ursaring: Ursaring
:exeggutor: Exeggutor / :omastar: Omastar
55252/
208:metagross: Metagross70128/
208:articuno: Articuno858/
207:marowak: Marowak / :armaldo: Armaldo45252+/
206:suicune: Suicune / :heracross: Heracross / :articuno: Articuno
:kingdra: Kingdra / :misdreavus: Misdreavus
850/
204:gardevoir: Gardevoir8032/
204:arcanine: Arcanine954-/
203:tyranitar: Tyranitar61180/
202:ludicolo: Ludicolo70104/
202:blastoise: Blastoise7840/
202:venusaur: Venusaur8024/
199:registeel: Registeel / :regice: Regice / :regirock: Regirock
:donphan: Donphan
/ :hariyama: Hariyama / :sableye: Sableye
50252/
199:omastar: Omastar55140+/
198:metagross: Metagross7088/
198:milotic: Milotic / :gyarados: Gyarados810/
197:exeggutor: Exeggutor55204/
196:camerupt: Camerupt / :rhydon: Rhydon40252+/
192:blastoise: Blastoise780/
189:marowak: Marowak / :armaldo: Armaldo45252/
188:claydol: Claydol758/
186:claydol: Claydol750/
179:camerupt: Camerupt / :rhydon: Rhydon40252/
177:skarmory: Skarmory704/
176:breloom: Breloom / :metagross: Metagross / :cloyster: Cloyster
:skarmory: Skarmory / :magneton: Magneton
700/
170:ursaring: Ursaring5596/
170:lanturn: Lanturn670/
167:claydol: Claydol750-/
166:vaporeon: Vaporeon / :umbreon: Umbreon / :scizor: Scizor650/
165:aggron: Aggron50116/
161:exeggutor: Exeggutor5560/
160:rhydon: Rhydon40176/
159:swampert: Swampert6012/
159:metagross: Metagross / :cloyster: Cloyster704-/
158:tyranitar: Tyranitar610/
156:swampert: Swampert / :porygon2: Porygon2 / :weezing: Weezing600/
149:umbreon: Umbreon650-/
147:registeel: Registeel5044/
147:swampert: Swampert6032-/
146:blissey: Blissey / :machamp: Machamp / :ursaring: Ursaring
:exeggutor: Exeggutor / :omastar: Omastar
550/
143:aggron: Aggron / :hariyama: Hariyama5028/
143:weezing: Weezing6012-/
143:tyranitar: Tyranitar614-/
142:donphan: Donphan5024/
140:swampert: Swampert600-/
136:registeel: Registeel / :regice: Regice / :regirock: Regirock
:donphan: Donphan / :hariyama: Hariyama / :sableye: Sableye
500/
126:marowak: Marowak / :armaldo: Armaldo450/
122:muk: Muk / :regice: Regice500-/
116:forretress: Forretress / :camerupt: Camerupt / :rhydon: Rhydon400/
106:quagsire: Quagsire350/
104:forretress: Forretress /:camerupt: Camerupt400-/
99:snorlax: Snorlax3012/
96:snorlax: Snorlax / :steelix: Steelix / :slowbro: Slowbro300/
95:quagsire: Quagsire350-/
86:dusclops: Dusclops250/
 
Last edited by a moderator:
ADV OU SPEED TIER COMPENDIUM
​
The idea of this thread is to provide a description of the speed thresholds that each Pokemon commonly seen in the Gen 3 OU metagame will hit and what those thresholds aim to accomplish. Which Pokemon would be placed on this list was determined through a 3% usage threshold on the Gen 3 OU ladder. Stat graphics are taken from MunchStats. Note that there is currently an issue with the graphics on MunchStats that causes all minus speed nature Pokemon to appear as if they have 0 IVs on the graphic.

Companion Post by jimmy the card
Original Post by McMeghan
Written by Spreek
Edits: Ummbr and goldmason
QC: Johnald
:aerodactyl:
Aerodactyl (Base 130 Speed)
1XHZoBtIw_7Y85TP_dYleg.png

SDISuduTl2u6MR_A4XoeyA.png

​
Standard, 394 (Jolly, 252 EVs): This is overwhelmingly the most common speed tier Aerodactyl will hit. This tier will outspeed almost the entire metagame, only speed-tying with other Aerodactyl and Jolteon.

Hidden Power Fighting, 374 (Jolly, 180 EVs): This speed tier is seen on Aerodactyl running Hidden Power Fighting, which requires 30 speed IVs, making speed tying other Aerodactyl and Jolteon impossible. This amount of speed investment will allow Aerodactyl to outspeed the next relevant speed tier of the 372 speed max speed Jolly Dugtrio and other niche threats, such as Timid max speed Alakazam and Sceptile.

Adamant, 359 (Neutral, 252 EVs): Adamant Aerodactyl is seen much less commonly in the modern meta, as it misses out on critical speed benchmarks. Most notably, Adamant Aerodactyl will be outsped by Timid max speed Raikou and Starmie, as well as a Salac Berry boosted Timid Endeavor Swampert.
:blissey:
Blissey (Base 55 Speed)
J2udiheMyP703xB1tcYSbQ.png

SrNlEupcS5OJ5P6auGzlQQ.png

Standard, 146-147 (Neutral, 0/4 EVs): This set is the most common, allowing Blissey to invest entirely into either extra HP investment or Special Attack. This set is especially common on Modest Blissey, as they typically invest entirely into Special Attack and Defense.

Slight Investment, 150-153 (Neutral, 16-28 EVs): Modest Blissey can afford a small amount of speed creep, almost always taken out of Special Attack, into the low 150s. This amount of investment will also help Blissey outspeed various slow threats that may attempt to speed creep it, such as the Regis, Donphan, and slow fighters. Most importantly, this set speed creeps standard Blissey sets. It should be noted that excessive amounts of investment in speed will have a high cost in the form of worse Ice Beam rolls into Dugtrio and Special Defense invested Salamence.

Mono Seismic Toss Investment, 158-164 (Neutral 48-64 EVs): Mono Seismic Toss Blissey has a much lower opportunity cost of speed creeping, so it is not as uncommon to speed creep heavily. Investing to 159 speed will allow Blissey to speed creep no investment Tyranitar and Swampert, while additional speed investment will allow Blissey to creep Tyranitar and Swampert that invest 4-12 points into speed.

Fire Blast Blissey, 179-182 (Neutral, 132-144 EVs): The rare Fire Blast Blissey may run this set to speed creep Skarmory if it desires to limit spikes. A mono Seismic Toss Blissey may also run this speed benchmark, although it limits its utility as a physical check.
:breloom:
Breloom (Base 70 Speed)
1jJElpsuXQLf0Lafgb0SMg.png

8-Qydh92ShRcA-_LScW3lw.png

Standard, 262 (Jolly, 252 EVs): This is the most common Breloom set as it does not benefit much from marginal bulk. This benchmark allows Breloom to speed tie opposing Breloom and outspeed Adamant Medicham. This Breloom will outspeed most timid Magneton, as they typically drop their speed by running Hidden Power Fire.

Fast Bulky, 244-246 (Jolly, 184-192 EVs): This benchmark allows Breloom to outspeed notable threats like Jolly Tyranitar and Endeavor Swampert. The downside is that this threat does not hit as hard as the standard set. This set cannot afford to creep much more without losing important defensive benchmarks.

Adamant, 239 (Neutral, 252 EVs): Maximum speed investment on Adamant Breloom will allow it to usually outspeed opposing Magneton, as they typically drop their speed by running Hidden Power Fire. This set will also speed tie the rare opposing 252 Speed Adamant Breloom and Metagross. Importantly, Adamant Breloom is outsped by Endeavor Swampert and Jolly Tyranitar.

Bulky Adamant, 222-226 (Neutral, 184-200 EVs): This set outspeeds Adamant Tyranitar and mostly only misses out on opposing Breloom and Magneton as relevant targets in the 226-239 range.

Super Bulky Adamant, 200-204 (Neutral, 96-112 EVs): The more rare Bulky Breloom benchmark. This set should outspeed the standard Milotic set at a minimum.
:celebi:
Celebi (Base 100 Speed)
QWUyMof_SmEQm5bu3cbiRw.png

k7X44BXIEIzmLmWdM7X28w.png

Max Speed, 328 (Timid, 252 EVs): This set allows Celebi to speed tie other base 100 speed fully invested Pokémon. This set is uncommon because most offensive Celebi run Hidden Power Fire, which requires Celebi to drop its speed by one point. This set is primarily seen on the rare Substitute Leech Seed Baton Pass set or on the rare Superbi with Hidden Power Ice.

Fast Offensive, 307-312 (Timid, 176-188 EVs): Investing to 307 speed will allow Celebi to outspeed Timid Moltres. Additional speed creep can be helpful for Defensive Starmie and Gengar that frequently go to around 307-309 speed. This set is the most common for offensive Celebi because they almost always run Hidden Power Fire, which requires 30 Speed IVs.

Modest Max, 299 (Neutral, 252 EVs): This set is only seen on offensive Celebi with weird coverage, such as Hidden Power Ice, because Hidden Power Fire requires it to run 30 speed IVs. This speed benchmark will allow Celebi to speed tie fellow 252 speed non-natured base 100 Pokémon.

Slight Bulk, 285-288 (Neutral, 196-208 EVs): This benchmark is to outspeed Jolly Medicham. Celebi at this benchmark struggle to hit key defensive benchmarks that slower Celebi tend to EV for.

280 (Neutral, 176 EVs): This speed benchmark allows Celebi to outspeed Modest Moltres.

Bulky Offensive, 270 (Neutral, 136 EVs): This benchmark is used to outspeed Adamant Heracross and Offensive Suicune. These sets can speed creep further into 271-275, but this range offers few valuable targets.

Defensive, 244-250 (Neutral, 32-56 EVs): 244 speed creeps Jolly Tyranitar. Almost all defensive Celebi live somewhere in this range. This is a common speed area for many different Pokémon, so more speed can go a long way here if desired. Bulky offensive sets (e.g. CM+3 attacks, CM Leech 2 attacks, Leech 3 Attacks) usually run high 24x/low 25x to creep everything else in the 24x range .

Slow Baton Pass, 237 (Neutral, 0 EVs): Baton Pass (especially dry pass or Swords Dance pass) sets sometimes use this to get the slower Baton Pass against opposing Celebi and other Pokemon in the 244 range. This set is not very common.
:charizard:

Charizard (Base 100 Speed)
3ksuL0FUV2F0Ky5Ul_9DEw.png

RIEd0d9lW4lr718oCpg9LQ.png

Timid, 328 (Timid, 252 EVs): Typically, speed ties are too valuable to give up for bulk that is unlikely to matter for Charizard.

Modest, 299 (Neutral, 252 EVs): This set will be outsped by Timid Base 100s as well as Defensive Gengar, Starmie, and Offensive Celebi that frequently go to around 307-309 speed.
:claydol:
Claydol (Base 75 Speed)
JNQcYeLtNlHT26LexpHyEA.png

NzftmnHUuHxwoL4nM6emeg.png


Minus Speed,167 (Minus Speed, 0 EVs): This speed tier is run to allow Claydol to avoid having to run a minus special attack nature. This set will lose out on fast booming on Skarmory and the Claydol mirror.

Standard, 186-191 (Neutral, 0-20 EVs): This is the most common Claydol benchmark. Neutral Nature is to outspeed Skarmory, which lets you boom on it to deny Spikes. Additional speed creep is for Claydol mirror, which allows Claydol to Explode on an opposing Claydol before they can Rapid Spin.

Fast, 244-249 (Neutral, 232-252 EVs): Heavy speed investment is occasionally seen to creep Jolly Tyranitar and potentially others trying to speed creep Tyranitar.
:cloyster:
Cloyster (Base 70 Speed)
sAPfPulKT2bHZIBFKeeWyw.png

6AlunQhrwYng2x0bqKq9kg.png

Standard, 244-249 (Timid, 184-204 EVs): This is the most common Cloyster speed tier. This speed tier crucially outspeeds Jolly Tyranitar. Additional speed will allow Cloyster to creep others in this range that attempt to speed creep Jolly Tyranitar.

Non-Timid, 222-226 (Neutral, 184-200 EVs): This set aims to outspeed Adamant Max Tyranitar without investing into a plus nature. This is the fastest worth going if you don’t want to run Timid.

Milotic Creep, 200-212 (Neutral, 96-144 EVs): This speed tier speed creeps most Milotic, some Tyranitar, and some Metagross. Additional speed creep into the low 21x helps to creep some Suicune.
:dugtrio:
Dugtrio (Base 120 Speed)
p_Gc4sX6FPTNcGCa5xYCAg.png

eCqp-jpC-eZtvw-qacsQDg.png

​
Standard, 372 (Jolly, 252 EVs): Full speed investment allows Dugtrio to creep important targets like Raikou, Starmie, a +1 Jolly Tyranitar, and + 1 Endeavor Swampert. Full Speed investment allows Dugtrio to speed tie other Dugtrio and the rare Sceptile.

Minimal Bulk, 365 (Jolly, 244 EVs): This speed tier allows Dugtrio to allot some slight bulk for Blissey Ice Beam from full, while still outspeeding all +1 Tyranitar, Raikou, Starmie, and +1 Endeavor Swampert.

Bulked, 330-339 (Jolly, 96-132 EVs OR Adamant, 216-252 EVs): The Jolly variants of this set are trying to live Blissey Ice Beam after 1 spike and has to sacrifice speed down to the 330-339 range. 330 outspeeds Modest Starmie. 333 speed allows Dutrio to outspeed +1 Adament Tyranitar and is generally recommended. Adament Dugtrio is usually in the lead slot and bulks for 252+ Adament Tyranitar Earthquake.

Super Bulky, 300-319 (Jolly, 0-56 EVs OR Adamant, 96-172 EVs): This speed tier is generally exclusive to the lead slot, aiming to hit very specific bulk benchmarks. This set is very rare in general.
:flygon:
Flygon (Base 100 Speed)
MghJzouN7S619U9Sn8Xibg.png

KsXkQqryiDNrJPXQqdAeXQ.png

Standard Defensive, 244-246 (Neutral, 32-40 EVs): Defgon is overwhelmingly in the 244-246 range. It can’t afford much creep to still do its job of checking rocks.

Adamant Off Gon, 299 (Neutral, Max): Occasionally Offensive Flygon will run this speed tier, but it’s uncommon.

OffGon, 328 (+Speed, Max): Offensive Flygon is overwhelmingly max speed to speed tie with other base 100 birds.
:forretress:
Forretress (Base 40 Speed)
Txtt__DRfZo812a_SyHE-g.png

cRPVBqpn1LK5bRK7O05RPg.png

Minimum Speed, 104 (- Nature, 0 EVs): Forretress will use a negative speed nature when using Zap Cannon or Hidden Power Fire to maximize damage.

Standard, 115-116 (Neutral, 0-4 EVs): Forretress is overwhelmingly 0 investment neutral nature. Some people creep for other Forretress, but I suggest against this - if anything I’d rather underspeed opposing Forre so that you can spam spin freely in the mirror vs Forretress and Gengar to keep spikes off.
:gengar:
Gengar (Base 110 Speed)
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Max Speed, 350 (Timid, Max): This speed tier allows gengar to creed for Defensive Starmie in the 34X range and and speed tie with the rare opposing max speed Gengar.

Adamant Tyranitar Creep, 333-341 (Timid, 188-216 EVs): This speed tier is to creed a +1 Adament Tyranitar. Additional Creed allows Gengar to speed creep other threats aiming to speed creep in this range.

Defensive, 330 (Timid, 176 EVs): This speed tier is common on Defensive Gengar sets and allows Gengar to outspeed Modest Starmie and Raikou, as well as the slew of base 100 threats.

Moltres Speed Creep, 307-311 (Timid, 96-108 EVs OR Modest, 204-220 EVs): This tier is to to outspeed Timid Moltres and creep others in that range (commonly ran on 248 HP + 48 def gar bulked to live +1 DDMence HP Fly).

Non-Natured Base 100 Creep, 300 (Timid, 68 EVs OR Modest, 176 EVs): This tier is to outspeed Neutral Base 100s.

Medicham Creep, 285-286 (Timid, 16 EVs OR Modest 116-120 EVs): This is a rare tier that outspeeds Jolly Medicham.
:gyarados:
Gyarados (Base 81 Speed)
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Max Speed, 286–287 (Jolly, 248-252 EVs): This tier outspeeds Jolly Medicham and speed creeps others creeping Medicham.

Heracross Creep, 270-275 (Jolly, 192-208 EVs): This amount of speed allows Gyarados to outspeed Adamant Heracross at +0. Additional creep allows it out outspeed some DD Salamence, some Zapdos, Celebi, and Jirachi.

Standard, 264 (Jolly, 168 EVs): This tier allows Garados to outspeed Max Speed Breloom and Magneton at +0 and the entire metagame at +1.

Bulky DD, 245-250 (Adamant, 188-208 EVs) This tier is seen on DD Gyarados to outspeed Jolly Tyranitar and creep others outspeeding Jolly Tyranitarar. 249 speed allows Garados to to outspeed Dugtrio, Alakazam, and Sceptile at +1, which is often unnecessary.

Defensive, 199-205 (Neutral, 4-28 EVs): This speed tier is seen on defensive Gyarados or Rest DD to outspeed Milotic and some Tyrantiar and Metagross.
:heracross:
Heracross (85 Base Speed)
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Max Speed, 295 (Jolly, Max): This tier will speedtie in the Heracross mirror and against Timid max suicune. This tier will also allow Heracross to creep nearly every base 100 not running max speed EV investment.

Jolly With Bulk, 286-288 (Jolly, 216-224 EVs): This Heracross outspeeds Jolly Medicham, and creeps others in this range. 288 will allow Heracross to outspeed all Gyarados.

Adamant Max, 269 (Adamant, Max): This set is nearly always the speed on Salac sets and is also very common on Leftovers attacker.

Bulky, 222-224 (Neutral, 64-80 EVs): This tier is seen on the rare on bulky Leftovers 3 attacks sets.

Minimum Speed Investment, 206-211(Neutral, 0-20 EVs): This tier is seen on the very rare bulky rest variants.
:jirachi:
Jirachi (Base 100 Speed)
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Wish Bodyslam, 212 (-Nature, 0 EVs): Commonly seen on Body Slam/Fire Punch/Wish/Protect Defensive Jirachi - there is little to no reason to ever invest more on speed with this set.

Mixed, 222-224 (-Nature 44-52 EVs). Seen rarely on Mixed Jirachi, usually with fighting coverage, that may want to creep Adamant Tyranitar.

Tyranitar Creep, 244 (Neutral, 32 EVs). Toxic/Fire Punch/Wish/Protect usually runs this to outspeed Jolly Tyranitar. Further creep is usually a bad idea because you lose out on important benchmarks necessary to Wish Protect loop.

Bulky Offensive, 244-253 (Neutral, 32-68 EVs): Bulky Offensive variants have a greater incentive to creep further as there are a lot of others in this speed range. Most commonly Bulky Calm Mind 3 Attacks or Wish Calm Mind, but sometimes Substitute or MixRachi will run this tier as well.

Moderate Investment, 270-275 (Neutral, 136-156 EVs): This tier outspeeds Adamant Heracross and creeps some Salamence. 274 speed allows Jirachi to outspeed Smeargle. This tier is commonly seen on Bulky Calm Mind variants, especially Substitute Calm Mind.

Modest Moltres, 280 (Neutral, 176 EVs OR Timid, 76 EVs): This tier outspeeds Modest Moltres.

Medicham Creep, 285-290 (Neutral, 196-216 EVs OR Timid, 96-112 EVs): This tier outspeeds Jolly Medicham and speed creeps some Zapdos and Celebi.

Modest Max, 299 (Modest, Max): This tier is rare, but sometimes seen on Super Rachi or mixed Jirachi.

Neautral Base 100 Creep, 300 (Timid, 148 EVs): This speed tier creeps Neutral Base 100s. Seen sometimes on Calm Mind Jirachi sets.

Timid Moltres, 308-311 (Timid, 176-188 EVs): This tier outspeeds Timid Moltres. Additional creep will allow Jirachi to outspeed some Defensive Starmie, Gengars, and some Celebi. Seen sometimes on Substitute Calm Mind sets.

Max Speed, 328 (Max Timid): This set is seen on Fast Superrachi, rarely on Substitute Calm Mind, and on the extremely rare fast Substitute Protect Toxic Fire Punch Jirachi.
:jolteon:
Jolteon (Base 130 Speed)
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Max Speed, 394 (Timid max): Jolteon will almost always be max investment to speed tie with max speed Aerodactyl and outspeed the rest of the metagame.

Bulky, 374 (Timid, 176 EVs): This speed tier allows Jolteon to outspeed Dugtrio while investing in some bulk. Do not use this set without a good reason.
:machamp:
Machamp (Base 55 Speed)
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Maximum Bulk, 148-153 (Neutral, 8-28 EVs): This tier runs some speed to outspeed some Blissey, most Swampert, and some Registeel. This set is not common.

162-166 (Neutral, 64-80 EVs): Outspeeds most Blissey, most Swampert, and some Tyranitar.

178-182 (Neutral, 128-148 EVs): Outspeeds minimum speed Skarmory, Metagross, and creeps others in this range.

189-191 (Neutral, 172-180 EVs) Outspeeds the most common Claydol set. This set is common for bulkier spreads.

Fast, 200-209 (Neutral, 216-252 EVs): This speed tier will outspeed the standard Milotic set and creeps other things in this range trying to creep standard Milotic. This set is most often 200-203 or 209.
:magneton:
Magneton (70 Base Speed)
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Standard Skarm Creep, 180-185 (Neutral, 16-36 EVs): This tier outspeeds most Skarmory. Seen only on the very rare extremely bulky Magneton.

Milo Creep, 206-211 (Neutral, 120-140 EVs): This tier outspeeds standard Milotic, and speed creeps some Tyranitar, Metagross, and Suicune. Seen sometimes on the very rare very bulky Magneton.

Ada Tar Creep, 222-224 (Neutral, 184-192 EVs): This tier outspeeds Adamant Tyranitar and creeps some others in this range. This speed tier is seen sometimes on slightly bulky Magneton with Leftovers.

Standard, 238/239 (Neutral Max. 238 if HP Fire, 239 otherwise): This speed tier is the most common, max speed is useful for the mirror. If you are not running HP Fire, hitting 239 speed can be occasionally useful for speed tying Adamant yolo Skarmory, Adamant Breloom, and Adamant Metagross.

Bulky Timid Mag, 249-251 (Timid, 204-212 EVs): Used sometimes with a Salac Berry to outspeed Dugtrio at +1 and speed creep others in this range.

Timid Mag, 261/262 (Timid, Max. 261 if HP Fire, 262 otherwise). This speed tier is sometimes used with Salac Berry (Note; Magneton does NOT outspeed Aero/Jolt at +1). Max speed allows Magneton to outspeed Adamant Medicham. Hitting 262 helps in the Timid Magneton mirror and for speed tying Jolly yolo Skarmory, Jolly Breloom, and Jolly Metagross.
:medicham:
Medicham
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Bulky Medicham, 222-226 (Jolly, 24-40 EVs): This speed tier is seen on the rare bulky Medicham. This tier outspeeds Adamant Tyranitar. Additional speed creep allows Medicham to creep others creeping Adamant Tyranitar.

Adamant, 244-259 (Adamant, 192-252 EVs): 244 outspeeds Jolly Tyranitar. These Medicham are most commonly max (259) to speed tie opposing Medicham, but they can cheat a little bit sometimes.

Smeargle Creep, 275 (Jolly, 176 EVs): Outspeeds Smeargle. This tier gets extra bulk but is outsped by Modest Moltres, Zapdos, Celebi, and Jirachis. This tier will also lose out on the speed tie against most other Jolly Medicham.

Max Speed, 284 (Jolly, Max): This tier outspeeds Modest Moltres and some Zapdos, Celebi, Jirachi, and speed ties opposing Medicham.
:metagross:
Metagross
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Bulky Mixed, 158-163 (-Nature, 0-20 EVs): This tier is seen on the rare Bulky Mixed Metagross. This tier creeps some Tyranitar, Swampert and, Blissey.

Bulky, 176-181 (Neutral Nature, 0-20 EVs): Seen on some tanky sets. Extra speed can creep some opposing Metagross and Skarmory.

Mixed, 191-194 (Neutral, 60-72 EVs): Seen on some Mixed Metagross sets. This tier outspeeds most Claydol and non-taunt Skarmory.

Agility, 198-203 (Neutral, 88-108 EVs): Seen on Agility Metagross. 198 is needed to outspeed Aerodactyl and Jolteon at +2. Additional speed creeps standard Milotic, some Tyranitar, and some Metagross while unboosted.

Standard CB, 208-213 (Neutral, 128-148 EVs): Seen on Choice Banded Metagross and some Metagross that run four attacks. 208 speed used to be for out speeding Jolly Marowak, but that is no longer as relevant post speed pass ban. 210 speed outspeeds Adamant Machamp. Additional investment creeps more Tyranitar, Metagross, and Suicune.

Faster CB, 222-226 (Neutral, 184-204 EVs): Seen on Choice Banded Metagross lead. This tier outspeeds Adamant Tyranitar and speed creeps others in this range.

Neutral Full Investment, 239 (Neutral, Max). Very rare, mostly useful for a trying to lure in an opposing Magneton (Hidden Power Fire Magneton will be slower).

Bulky Salac, 249-251 (Jolly, 204-212 EVs). This tier is seen occasionally on the rare Salac Berry set to outspeed Dugtrio at +1 and speed creep others in this range.

Salac, 262 (Jolly, Max). Used sometimes on the rare Salac Berry set (Note: Metagross does not outspeed Aero/Jolt at +1). Outspeeds Adamant Medicham. Speedties fellow +speed base 70s like Breloom, Magneton, and opposing Metagross.
:milotic:
Milotic
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Standard, 198-203 (Neutral, 0-20 EVs): The usual speed for Defensive Milotic. Be careful of excessively removing from bulk to speed creep this set, each additional point taken from bulk makes Recover looping more difficult.

Slow Modest, 210-211 (Neutral, 48-52 EVs): Outspeeds Adamant Machamp, creeps some Suicune, and most Tyranitar and Metagross. This tier is more often used on offensive Slow Modest sets, but in theory some defensive sets can speed creep this much (with the same caveats as above).

Offensive Milotic, 244-250 (Neutral, 184-208 EVs). Outspeeds Jolly Tar and creeps others in this area. Seen on the rare fast offensive milo.

Max Speed, 287 (Timid, Max). This tier is very very rare, but can surprise some Zapdos and Celebi with an Ice Beam.
:moltres:
Moltres
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Bulky Moltres, 244-250 (Neutral, 112-136 EVs): Seen on the very rare bulky Moltres. Outspeeds Jolly Tyranitar and speed creeps others in this range.

Modest, 270-279 (Neutral, 216-252 EVs): Modest Moltres is almost always in this range. 270 speed lets you outspeed Adamant Heracross. 274 speed outspeeds Smeargle and others speed creeping Adamant Heracross. 279 speed is mostly useful for the speed tie with opposing Modest Moltres.

Slight Bulk, 300-301 (Timid, 228-232 EVs): This tier outspeeds Neutral Base 100s.

Timid, 306 (Timid, Max): This tier speed ties opposing Timid Moltres and occasionally catches a Gengar or Defensive Starmie cheating at the 300 range.
:raikou:
Raikou
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Bulky, 270-285 (Neutral, 16-80 EVs): This tier is very rare, only seen on certain bulky rest variants to hit important defensive benchmarks, such as living a hit from Dugtrio.

Neutral Base 100, 300 (Neutral, 136 EVs OR Timid, 28 EVs): This benchmark is important to outspeed neutral nature base 100 speed threats. This tier is rare on Raikou, but occasionally seen on Modest Rest Raikou variants

Modest, 329 (Modest, Max): This tier is seen sometimes on Super Raikou. Modest Raikou still appreciates the full investment in speed in order to out speed max investment base 100 threats.

Bulky Sub CM, 333-341 (Timid, 148-176 EVs): This tier is occasionally seen on Bulky Substitute Calm Mind Raikou, designed to live Calm Mind Blissey Ice Beam at equal boosts and Defensive Jirachi Body Slam. The additional investment allows this Raikou to speed creep some Gengar and Adamant Dragon Dance Tyranitar at +1.

Standard, 361 (Timid, Max): This tier is overwhelmingly the most common for both fast Substitute Calm Mind and Calm Mind three attacks. Full investment allows Raikou to always outspeed Gengar, outspeed bulkier Dugtrio, and speed tie opposing max investment Raikou and Starmie.
:regice:
Regice
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Standard, 122-123 (-Nature, 0-4 EVs): Most common by far. Regice commonly elects for a minus speed nature for a stronger Explosion because there is little reason to speed creep.

Boomless, 136-137 (Neutral, 0-4 EVs): This tier is seen on boomless variants.

Defpert Creep, 141-142 (Neutral, 20-24 EVs): This tier is to outspeed the standard defensive Swampert.
:regirock:
Regirock
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Curse, 136-137 (Neutral, 0-4 EVs): This tier is seen on curse variants or Regirock that elect for maximum bulk.

Standard, 149-153 (Neutral, 52-68 EVs): Speed creeps some Blissey and most Swampert.

Fast, 162-164 (Neutral, 104-112 EVs): Speed creeps most Blissey, some Tyranitar, most Swampert.
:registeel:
Registeel
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Mixed, 122-123 (-Nature, 0-4 EVs): This tier is seen on the rare Mixed Registeel.

No Creep, 136-137 (Neutral, 0-4 EVs): Seen on teams that don’t care much about exploding on Blissey and would rather have maximum bulk.

Slight Creep, 148-153 (Neutral, 48-68 EVs): This tier creeps some Blissey and most Swampert, giving Registeel the potential to have a faster Explosion to use against them.

Superpower, 158-162 (Neutral, 88-108 EVs): Creeps some Tyranitar and Swampert. This tier is mostly seen on Superpower variants that appreciate getting the jump on slower Tyranitar.
:salamence:
Salamence
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Extreme Bulk, 244-250 (Neutral, 32-56 EVs): Outspeeds Adamant Tyranitar and speed creeps others in this range. Seen on the rare Bold Wish Salamence, and rare super bulky DD sets (often ones that drop Rock Slide and thus, have less desire to outspeed Aerodactyl at +1 speed). Note: for DD you need 249 if you want to out speed Dugtrio at +1 (not necessarily required).

Bulky DD, 263-264 (Neutral, 108-116 EVs): Seen occasionally on Dragon Dance Salamence. This is the minimum speed needed to out speed Aerodactyl and Jolteon at +1. Unboosted this tier allows you to speed creep max speed Breloom and Magneton. 270 is generally preferable unless you need a specific bulk benchmark.

Standard DD, 270-275 (Neutral, 136-160 EVs): Typical Dragon Dance Salamence speeds. 270 outspeeds Adamant Heracross, 274 outspeeds Smeargle. Additional speed creep is for speed creep wars with other Base 100s creeping to around the same range.

285 (Neutral, 196/200 EVs depending on IVs) Outspeeds Jolly Medicham. Seen mostly on MixMence bulked to live opposing MixMence and rarely on DDMence or PhysWishTect Mence.

299 (Neutral, Max): Most common Mixed Salamence speed. Speed tie with opposing neutral base 100s is valuable.

Max max, 328 (+Speed, Max): This tier is occasionally used on Mixed Salamence. Mostly useful for the Mixed Salamence mirror.
:skarmory:
Skarmory
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176-183 (Neutral, 0-28 EVs) Most common on standard skarm sets by far. Speed creep helps with getting faster roar in the mirror mostly, sometimes with Meta/Tar/Pert as well.

181-194 (Neutral, 20-80 EVs) Speeds for slow taunt skarm. Usually outspeeds normal opposing skarms but loses to opposing taunt skarm and notably can’t taunt other useful things like Milotic. Higher 18x is safer. 19x is likely to outspeed most Claydols - especially useful on taunt toxic to deny refresh/rest dol.

200-203 (Neutral, 96-108 EVs) Speed for normal taunt skarm. More likely to outspeed opposing taunt Skarm and Milotic.

211-212 (Neutral, 144-148 EVs) Speed for fast taunt skarm (rare). Very likely to outspeed opposing taunt Skarm. Also outspeeds many Suicunes

239 (Neutral, Max) Speed for YoloSkarm (rare). Outspeeds HP Fire Modest Magneton and oneshots it with HP Ground.

244-246 (Jolly, 184-192 EVs) Speed for the rare Jolly suicide lead skarm (usually with hp fighting and max HP). Outspeeds Jolly Tar, can outspeed and taunt almost all opposing Skarms and outspeeds and chips Modest Magnetons with HP Fighting/Ground.

262 (Jolly, Max). Usually only seen on the extremely antiquated Soft Sand Yoloskarm (Jolly Max Attack HP Ground is only a roll to kill Magneton so not advisable).
:snorlax:
Snorlax
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Mixed, 86 (-Speed, 0 EVs): Used on the rare mixed lax (fire or electric coverage typically).

Curse & Non-Slam, 96-97 (Neutral, 0-4 EVs): Used on most Curse Snorlax and most non Body Slam Snorlax.

Body Slam, 99-102 (Neutral, 12-24 EVs): Used on Body Slam Snorlax, out speeds paralyzed Aerodactyl and Jolteon. Additional speed creep is for the Snorlax mirror.
:starmie:
Starmie
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Maximum Bulk, 266-270 (Neutral, 0-20 EVs): This tier is very rare. I guess this helps you recover loop the best, though I wouldn’t recommend it. 270 speed outruns Adamant Heracross.

285-286 (Neutral, 76-80 EVs): Outspeeds Jolly Medicham and some Zapdos, Celebi, and Jirachi. Extra bulk helps to recover loop more effectively, but is rarely seen outside of very specific teams.

300 (Timid, 28 EVs): Used on a few Defensive Starmie. This tier outspeeds Neutral Base 100s. Misses important speed benchmarks against Timid Moltres and Defensive Gengar

308-311 (Timid, 56-68 EVs): Used on some Defensive Starmie. Outspeeds Timid Moltres and speed creeps others in this range trying to speed creep Moltres.

Modest Mie, 329 (Modest, Max): Out speeds Base 100s.

330-342 (Timid, 136-176 EVs): This is the most common speed tier for Defensive Starmie. 330 outspeeds Modest Starmie and Raikou. 333 outspeeds +1 Adamant Tyranitar. More speed than that is largely to creep others in this speed range, particularly Gengar/Dugtrio.

352 (Timid, 216 EVs): Outspeeds Gengar. This tier misses critical benchmarks to ourspeed +1 Endeavor Swampert and speed ties against max investment Starmie and Raikou.

361 (Timid, Max): Outspeeds opposing +1 Endeavor Swampert and speedties opposing max investment Starmie and Raikou.
:suicune:
Suicune
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206-210 (Neutral, 0-16 EVs): 210 speed speed creeps Adamant Machamp. Other speed creep is mostly useful for opposing Tyranitar, Metagross, and Suicune. Suicune running Roar should usually be at least 210 speed.

211-216 (Neutral, 20-40 EVs): Roar Suicune can cheat into here to have a better matchup vs opposing Bold Roar Suicune.

223-226 (Neutral, 64-80 EVs): This tier is seen on Roar Suicune that REALLY don't want to lose to opposing Roar Suicune. This tier also outspeeds Adamant Tar and speed creeps others in this range.

244-250 (Neutral, 152-180 EVs): This tier is common on Substitute Suicune and bulkier Offensive Suicune. 244 speed outspeeds Jolly Tyranitar and more creep helps with others in this range.

263-264 (Neutral, 228-232 EVs): This tier is most common for Offensive Suicune. Outspeeds +Speed Breloom, Magneton, Metagross, and Adamant Medicham.

269 (Neutral, Max): This tier is rarely used on Offensive Suicune. Mostly useful to speed tie Heracross and opposing Max Speed Suicune.

275 (Timid, 176 EVs): This tier is rarely used on Offensive Suicune. This tier outspeeds Smeargle and most Dragon Dance Salamence which can be useful on some lead Offensive Suicune.

280 (Timid, 196 EVs): This tier is rarely used on Offensive Suicune. Outspeeds Modest Moltres.

286 (Timid, 216 EVs): This tier is rarely used on Offensive Suicune. Outspeeds Jolly Medicham and creeps some Zapdos and Celebi.

295 (Timid, Max): This tier is occasionally used on Offensive Suicune. Speed creeps many Zapdos and Celebi and speed ties opposing Jolly Heracross and Timid Suicune.
:swampert:
Swampert
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140 (-Nature, 0 EVs): This is the most common speed tier and is used on most 3 Attacks Defensive Swampert and some Offensive Swampert.

148-152 (-Nature, 36-52 EVs): This tier outspeeds many Blissey and speed creeps others in this range. Commonly seen on a lot of Offensive Swampert.

159-163 (Neutral, 12-28 EVs): Usually seen on mono-Surf Swampert. Outspeeds some Tyranitar and most Blissey. Additional speed creep is for more Tyranitar and more opposing Swampert.

179-181 (Neutral, 92-100 EVs): Outspeeds many Skarmory. This tier is mostly seen on Substitute Focus Punch Swampert that can afford a -Atk Nature.

211-219 (Neutral, 220-252 EVs): This tier is mostly seen on the rare Adamant Swampert, and occasionally on other offensive Swampert. This tier creeps many Suicune, Tyranitar, and Metagross but is very squishy.

Endeavor, 240 (Timid, Max): This tier is seen on Endeavor Swampert to out speed as much as possible at +1.
:tyranitar:
Tyranitar
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142-152 (-Speed, 0-44 EVs): This tier is run on some pursuit Tyranitar with Brick Break or Substitute Focus Punch Mixed Tyranitar. More often these sets opt for a -Attack nature or more heavy speed EV investment.

158-164 (Neutral, 0-24 EVs): This is the typical speed tier for Pursuit Tyranitar, 4 physical attacks Tyranitar, and Substitute Tyranitar. Additional speed helps to creep other Tyranitar and Swampert.

189-192 (Neutral, 124-132 EVs): This tier outspeeds all standard Skarmory and most Claydol. This tier is usually run on spikes and intends to out speed and surprise Claydol in order to prevent it from rapid spinning.

198-203 (Neutral, 160-180 EVs): This is the typical speed for Bulky Dragon Dance Tyranitar. 198 is the minimum to outspeed Aerodactyl and Jolteon at +2. 203 is the most speed you can get without sacrificing either the jump point at 144+ attack or the 184 HP benchmark to always live a Jolly Dugtrio Earthquake from full (among other EQs).

204-211 (Neutral, 184-212 EVs): This tier is sometimes seen on the rare 4 Attacks Tyranitar that don’t need the same benchmarks as other Tyranitar. This tier helps to creep other Tyranitar, Metagross, and Suicune.

221 (Neutral, Max): Most often seen in the lead slot. It lets Dragon Dance Tyranitar at +1 outspeed all Base 100s and Modest Starmie and Raikou. It also lets Mixed Tyranitar leads or brick break physical Tyranitar speed tie with other Tyranitar leads.

243 (+Speed, Max): This tier is a somewhat dying breed these days. This tier lets Tar at worst speed tie with other Tars from lead and out speed most of them. With a Salac Berry or +1 from DD it also lets Tyranitar outspeed everything slower than 364 (notably all Raikou, Starmie, Gengar, and slow Dugtrio).
:vaporeon:
Vaporeon
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166 (Neutral, 0 EVs): Typical on defensive vaporeon. Bulk is super useful and it doesn’t have a lot of incentive to creep up.

178-185 (Neutral, 48-76 EVs): This tier is for outspeeding 0 speed Skarmory and creeping others in the same range. This tier is occasionally seen on bulky Modest Vaporeon.

209-212 (Neutral, 172-184 EVs): This tier creeps most Tyranitar, most Metagross, and some Suicune. It is occasionally seen on bulkier Substitute Baton Pass Vaporeon.

222-227 (Neutral, 224-244 EVs): This tier outspeeds Adamant Tyranitar and speed creeps others in this range. Common on offensive variants.

244-251 (Timid, 224-252 EVs): This tier outspeeds Jolly Tyranitar and speed creeps others in the range. This tier is sometimes seen on offensive Vaporeon variants.
:zapdos:
Zapdos
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236-237 (Neutral, 0-4 EVs): Seen sometimes on Calm Rest Zapdos that wants maximum bulk, especially variants with Roar and no Sleep Talk, as they have little need to compete in the 244-250 range creep contest. This tier is crucially slower than Jolly Tyranitar.

244-251 (Neutral, 32-60 EVs): This is the most common Bulky Zapdos spread. Substitute variants are usually on the higher end of this range, as the upside of dodging Leech Seed from Celebi and status from Defensive Jirrachi can be extremely high. Rest Zapdos generally is on the slower side to loop more things.

270-274 (Neutral, 136-152 EVs): This is a common balanced Zapdos speed. 270 speed outspeeds Adamant Heracross. 274 outspeeds Smeargle (which is especially useful with Substitute on lead). Additional speed creep helps vs others in this same range (especially Dradon Dance Salamence).

280 (Neutral, 176 EVs): This tier outspeeds Modest Moltres.

285-288 (Neutral, 196-208 EVs): This tier outspeeds all Medicham. Additional creeps helps for others in this range. This tier is often seen on Drill Peck Zapdos as a Medicham and general fighter lure.

299 (Neutral, Max): This tier speed ties with other Neutral Base 100s, which is very valuable. However, this Zapdos usually cannot hit important defensive benchmarks.

328 (Timid, Max): This tier is common on offensive Zapdos (and most common overall on ladder, if not necessarily in current tournament play) but shares the same caveats as 299 above.
 
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ADV OU TEAMBUILDING COMPENDIUM
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Amazing Artwork by Erfder​
The idea of this thread is to provide a visual list of what Pokémon does what in the ADV OU metagame. This will help new and experienced players alike in finding Pokémon that fit their teams when looking for specific roles, as well as help players build more diverse teams by not always using the same Pokémon to fill the same role. Each Pokémon on this list are here based on their viability in the OU metagame and their performance of generic or specific (niche, if you will) roles that benefit your team.

Original Post by Mud Kip Mud
Edits: Zpanther, Ummbr, and goldmason
QC: vapicuno

Rules:​

  • Standard Smogon rules apply.
  • When suggesting things to be added / removed, provide decent reasoning as to why something should be added or removed. Things will be added or removed solely based on their viability in the ADV OU metagame.
  • All Pokemon on the ADV OU VR will be represented here if possible. All Pokemon on this list are in VR order, unless their inclusion in any category is more niche/inconsistent. These Pokemon will be listed at the end of their respective lists with an asterisk.

Spikes:​

Spikers:
[OU] :skarmory::forretress::cloyster:
[Non-OU] :smeargle::glalie::roselia:

Spinners:
[OU] :claydol::starmie::forretress::cloyster:
[Non-OU] :armaldo::donphan:

Spin-blockers:
[OU] :gengar:
[Non-OU] :misdreavus::dusclops::sableye::banette:

Teambuilding Core Pokemon:​

Physical attackers:
[OU] :tyranitar::metagross::salamence: :dugtrio::aerodactyl::snorlax::flygon::heracross::medicham::breloom::gyarados:
[Non-OU] :regirock::hariyama::machamp::armaldo::donphan::slaking::marowak::blaziken::miltank::dragonite::tauros::dodrio:

Choice Band:
[OU] :tyranitar::metagross::salamence::dugtrio::aerodactyl::flygon::heracross::medicham: :zapdos:*:snorlax:*
[Non-OU] :regirock::hariyama::machamp::slaking::dragonite::tauros::dodrio:

Special attackers:
[OU] :tyranitar::blissey::zapdos::gengar::jirachi::suicune::celebi::starmie::charizard::jolteon::moltres::raikou:
[Non-OU] :regice::jynx::kingdra::venusaur::porygon2::ludicolo::houndoom::alakazam::blaziken::sceptile:

Mixed attackers:
[OU] :tyranitar::metagross::swampert::zapdos::salamence::jirachi::charizard::flygon:
[Non-OU] :blaziken::dragonite::sceptile:

Physical walls:
[OU] :skarmory::swampert::jirachi::suicune::forretress::milotic::registeel:
[Non-OU] :vaporeon::regirock::armaldo::quagsire::weezing::steelix:

Special walls:
[OU] :blissey::zapdos::jirachi::celebi::snorlax::registeel:
[Non-OU] :regice::ludicolo:

Mixed walls:
[OU] :jirachi::celebi::milotic::registeel:
[Non-OU] :vaporeon::regirock::venusaur::umbreon::porygon2::dusclops:

Rock Resists:
[OU] :metagross::swampert::jirachi::claydol::flygon::registeel: :magneton:*:breloom:*
[Non-OU] :hariyama::machamp::donphan::quagsire::steelix::marowak::rhydon:

Bulky Water:
[OU] :swampert::suicune::starmie::milotic::gyarados:
[Non-OU] :vaporeon::quagsire::lapras:

Common Rest Users:
[OU] :skarmory::zapdos::swampert::suicune::claydol::snorlax::moltres::registeel:
[Non-OU] :hariyama::machamp::misdreavus::donphan::dusclops::quagsire::steelix::houndoom:*

Setup Sweepers:​

Swords Dance:
[OU] :celebi::heracross::breloom:
[Non-OU] :armaldo::venusaur::marowak::blaziken::scizor::ursaring::zangoose::rhydon: :sceptile:*

Dragon Dance:
[OU] :tyranitar::salamence::gyarados::charizard: *
[Non-OU] :dragonite:

Calm Mind:
[OU] :blissey::jirachi::celebi::suicune::raikou:
[Non-OU] :alakazam:

Agility:
[OU] :metagross::zapdos:
[Non-OU] :scizor:

Curse:
[OU] :swampert::snorlax::registeel:
[Non-OU] :regirock::umbreon::quagsire::miltank:

Berry sweeper:
[OU] :tyranitar::metagross::swampert::aerodactyl::charizard::heracross::medicham:
[Non-OU] :blaziken::sceptile:

Rain Sweeper:
[Non-OU] :kingdra::ludicolo: :gorebyss:*:Omastar:*

Baton Pass:​

Baton Passers:
[OU] :zapdos::celebi::jolteon:
[Non-OU] :vaporeon::smeargle::umbreon::espeon: :lunatone:*:scizor:*

Stat Receiver:
[OU] :tyranitar::metagross::swampert::zapdos::jirachi::salamence::suicune::aerodactyl::charizard::heracross::raikou:
[Non-OU] :kingdra::alakazam: :sceptile:*:swellow:*

Substitute Receiver:
[OU] :tyranitar:( :metagross: choice band):salamence::aerodactyl::charizard::heracross::medicham::gyarados::raikou:
[Non-OU] :armaldo::marowak::alakazam:

Status:​

Will-o-Wisp:
[OU] :gengar::moltres:
[Non-OU] :houndoom::dusclops::weezing::gardevoir::banette:

Thunder Wave/Paralysis:
[OU] :blissey::zapdos:(:jirachi:body slam):starmie: (:snorlax:body slam) (:Forretress: zap cannon):magneton::registeel::jolteon:(:breloom: stun spore):gyarados:
[Non-OU] :regirock::regice::porygon2::dragonite::miltank:

Toxic:
[OU] :tyranitar::skarmory::blissey::metagross::swampert::zapdos::jirachi::salamence::suicune::charizard::forretress::magneton::milotic::flygon::jolteon::moltres::registeel:
[Non-OU] :vaporeon::regice::umbreon::porygon2::houndoom::dusclops::quagsire::weezing::steelix::articuno:

Sleep:
[OU] :blissey:(sing):gengar:(hypnosis):milotic:(hypnosis):breloom:(spore)
[Non-OU] :smeargle:(spore):jynx:(lovely kiss):venusaur:(sleep powder):jumpluff: (sleep powder):gardevoir:(hypnosis)

Status Absorbers:​

Will-O-Wisp:
[OU] :blissey:(natural cure):starmie:(natural cure) :celebi:(natural cure):heracross:(guts):charizard: (fire typing):moltres: (fire typing) :swampert: (refresh) :salamence: (refresh) :milotic: (refresh) :claydol: (refresh)
[Non-OU] :machamp:(guts):hariyama:(guts):swellow:(guts):houndoom:(fire typing)(flash fire) :blaziken: (fire typing) :camerupt: (fire typing)

Thunder Wave:
[OU] :flygon:(ground typing):dugtrio:(ground typing):swampert:(ground typing) :claydol: (ground typing) :blissey: (natural cure):celebi: (natural cure):starmie:(natural cure) :salamence: (refresh) :milotic:(refresh)
[Non-OU] :steelix:(ground typing):donphan:(ground typing) :quagsire: (ground typing) :marowak:(ground typing) :camerupt: (ground typing):rhydon:(ground typing)

Toxic:
[OU] :gengar:(poison typing):skarmory:(steel typing):metagross:(steel typing):jirachi:(steel typing):forretress:(steel typing) :registeel: (steel typing) :blissey:(natural cure):celebi:(natural cure):starmie:(natural cure):snorlax:(immunity):heracross:(guts) :swampert: (refresh) :salamence: (refresh) :milotic: (refresh) :claydol: (refresh)
[Non-OU] :hariyama:(guts):machamp:(guts):swellow:(guts):venusaur:(poison typing):weezing:(poison typing):steelix:(steel typing):houndoom: (rest) (early bird):zangoose: (immunity)

Supporters:​

Wish:
[OU] :blissey::jirachi::salamence::jolteon:
[Non-OU] :vaporeon::umbreon:

Heal bell/Aromatherapy:
[OU] :blissey::celebi:
[Non-OU] :miltank::dragonite::articuno::lapras::roselia:

Phazers:
[OU] :tyranitar:(roar):skarmory:(roar):swampert: (roar):zapdos:(roar):salamence:(roar):suicune:(roar):jolteon:(roar):gyarados:(roar) :raikou: (roar):celebi: (perish song)
[Non-OU] :steelix:(roar):hariyama:(whirlwind):articuno:(roar) :donphan: (roar):vaporeon:(haze)(roar) :quagsire: (haze):weezing:(haze):misdreavus: (perish song)

Taunt Users:
[OU] :tyranitar::skarmory::gengar::gyarados:
[Non-OU] :smeargle::umbreon::misdreavus::weezing: :glalie::zangoose:

Item Removal:
[OU] :skarmory: (thief) :heracross: (thief)
[Non-OU] :hariyama: (knock off) :armaldo: (knock off) :sableye: (knock off) :alakazam: (knock off) :banette: (knock off)

Defensive Support:
[OU] :metagross: (light screen) (reflect) :jirachi:(light screen) (reflect) :celebi:(light screen) (reflect) :claydol:(light screen) (reflect) :starmie:(light screen) (reflect) :forretress:(light screen) (reflect) :blissey:(light screen) :zapdos:(light screen) :milotic:(light screen) :suicune: (reflect) :magneton: (reflect)

Leech Seed:
[OU] :celebi::breloom:
[Non-OU] :venusaur::ludicolo::Sceptile::jumpluff::roselia:

Weather:
[OU] :tyranitar:(sand stream) :dugtrio: (sunny day) :charizard: (sunny day) :moltres: (sunny day) :suicune: (rain dance) :magneton: (sunny day/rain dance) :claydol: (sunny day)
[Non-OU] :kingdra:(rain dance):ludicolo:(rain dance)

Trappers:
[OU] :gengar:(mean look):dugtrio:(arena trap):magneton:(magnet pull):tyranitar:(pursuit):metagross: (pursuit) :aerodactyl: (pursuit)*
[Non-OU] :porygon2:(can trace arena trap/magnet pull) :gardevoir: (can trace arena trap/magnet pull) :jynx: (mean look):misdreavus:(mean look):dusclops: (mean look):umbreon:(mean look)(pursuit):houndoom:(pursuit)

Explosion/Self-Destruct:
[OU] :metagross::gengar::claydol::snorlax::forretress::registeel::cloyster:
[Non-OU] :regirock::regice::smeargle::glalie::weezing::steelix::camerupt:

Endeavor:
[OU] :swampert:
[Non-OU] :smeargle::sceptile::swellow::aggron:
 
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Tetrafolium's Mixed Bulk Optimizer

The App

(Note: The app is not active 24/7 due to streamlit’s hosting policies. However, you can “wake up” the app at any time to use it. The “waking up” process should take no longer than 3 minutes. Reload the page if necessary. Also, see the parent post here.)
The meat of this project was building the application that allows for finding “optimal” spreads. To note, when I say “optimal”, I mean for the scenarios that you as the user will input. There may be cases that you have not considered that will exploit a weakness in the spread that you get, or you may be overvaluing survival against a situation that has too high an opportunity cost for it to justify. For example, Zapdos can survive a +1 Jolly Tyranitar Rock Slide with 236 HP / 248+ Def after Sandstorm damage. This comes at the cost of specializing Zapdos for a role that it is more commonly valued for—threatening Water- and Flying-types—since the significant Def investment is marginally useful at best in serving this role. The application will not be able to decide whether scenarios such as this are worth prioritizing, so use the application at your own discretion. Beyond this point, I will focus discussion on what is seen in the application and what all of the options can do for you.

The Defender
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At the very top of the application is a slider that controls the Level of the Defending and Attacking Pokemon. It can be dragged with the mouse or controlled with arrow keys for finer adjustments. Currently, there is no way to consider scenarios involving defenders and attackers that have different levels. This is because it is extremely rare to face Pokemon of different levels than your own in standard competitive play. I recommend that you perform your own calculations with the Damage Calc if you are wanting to experiment with lower-level Pokemon.

Below the “Defender” header, you can pick from any of the 386 Pokemon that are usable in the various ADV formats. You can scroll to find the Pokemon in the alphabetical dropdown list or delete the default Pokemon (i.e. Abra) and type in the Pokemon that you want to examine. When you select a Pokemon, the “Defender Ability” will change to match the abilities that the Pokemon can have. The dropdown can be selected to change the ability to any of the legal abilities of the defender. The ability selected may not always affect damage calculation (e.g. Rock Head, Pressure), but abilities that do affect damage calculation such as Thick Fat and Volt Absorb will function as they do in-game. Some modern-generation abilities may be selectable, but they will not be functional at this time—they may be functional in the future if I decide to expand this project for multiple generations.

gJ5vTDX3XyA0x24kVxjaHw.png

There are three checkboxes below the ability. One says “Defender using Hidden Power?”. Selecting this will allow you to change the IVs of the HP, Def, and SpD stats since they may affect the EV calculation later (Atk/SpA/Spe do not affect the calculation and are thus not asked for). You may find this useful if, for example, you are planning to use an Aerodactyl set that has a Hidden Power Flying IV configuration that drops each of its HP, Def, and SpD to 30 IVs. Be sure to lock in your preferred Hidden Power IV configuration before running the rest of your calculations since changing it later may invalidate results that you’ve already obtained. Note that Hidden Power Flying has another IV configuration that allows it to retain 31 IVs in HP, Atk, and Def at the cost of dropping to 30 in SpA, SpD, and Spe.

The next checkbox reads “Leftovers”. This will assume that the defending Pokemon is holding Leftovers, which will add 1/16th max HP chip healing for scenarios that take place over the course of multiple turns. The final checkbox says “Sandstorm”. This will assume that permanent Sandstorm is active and apply 1/16th max HP chip damage at the end of each turn. The app resolves end-of-turn effects such as Leftovers and Sandstorm in the proper in-game order. It knows that Sandstorm damage is applied after the attack and before Leftovers. A resultant spread will only be valid if it survives the full sequence—including a final tick of Sandstorm damage.

Entry Hazards
YfwICuxCjiOWY0SwHJSLtw.png
In ADV, the only entry hazard is Spikes. Spikes can be stacked up to three layers and deal damage to any Pokemon that switches in and is not Flying-type and does not have the ability Levitate (as a shorthand: the Pokemon is “grounded”). (The damage is 1/8 max HP for one layer, 1/6 for two layers, and 1/4 for three layers.) Adding layers will factor the damage into the calculation for surviving the given scenarios.

There is a dropdown menu for “Spikes Timing”. The options are “Switch” and “Revenge”. Switch will assume that the defending Pokemon will be switching into the Spikes and immediately taking the attacks provided. Revenge will assume that the defending Pokemon will switch in after a KO has been dealt. The defender will take Spikes damage and then resolve end-of-turn effects such as Sandstorm and Leftovers. In cases where Sandstorm and Leftovers cancel out, there may not be much difference between the modes, but since Sandstorm affects much of the tier and Leftovers is the most common held item, it is a worthwhile consideration for cases when Sandstorm and Leftovers do not cancel out.

Stat Floors
tTgc3xWTyK1IJULJUOK7ww.png
The “Enable Stat Floors” checkbox allows you to input pre-allocated EVs. There may be situations where you know how much Speed or Attack that your set is required to have. You can input those stats here and use the application to verify that you have enough unassigned EVs leftover to survive the given scenario that you have presented. You can use the + and - signs to move the stats 4 EVs in either direction or delete and type in the investment that you want. If you manually type the number, click Enter afterwards to save the value. You are allowed to type in any whole number between 0 and 252, including non multiples of four, but note that stats are only incremented by every multiple of four EVs.

Additionally, Stat Floors can be assigned for HP, Def, and SpD. This may be useful if you have a particular bulk benchmark in mind that you would like to stress test against other scenarios. For example, say that you know that 8 HP / 0 Def / 188 SpD allows Salamence to survive a -1 Rock Slide from 252+ Atk Tyranitar or a 0 SpA Ice Punch from Gengar assuming that Sandstorm is active. (This is similar to the scenario from Part 2 but requires additional SpD investment to overcome the added Sandstorm damage.) Now you want to see if that spread is capable of surviving a 252+ Atk Metagross Meteor Mash and a 0 SpA Swampert Ice Beam. Input 8 HP and 188 SpD into their respective Stat Floor sections and run a new calculation. If the result doesn’t change, then both scenarios are covered by the spread that was inputted into the Stat Floor.

(It should go without saying, but if you attempt to pre-allocate more than 508 EVs, the app will not be able to return a spread.)

The Attackers
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It is not required to enable either attacker—though the application is not very useful if you don’t choose at least one. Physical and special attackers are divided into their own sections. Moves that have fixed damage such as Seismic Toss and Night Shade are selectable in both sections to improve quality of life. Enabling either attacker will pull up dropdown menus for the attacker, which attack they are using, and which ability they have. Like defenders, most abilities will not affect damage calculation, but some such as Pure Power will be functional. Conditional damage-boosting abilities such as Blaze, Torrent, Overgrow, Swarm, and Guts will populate a new checkbox that asks if the ability is active—meaning the condition has been met.
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There is a checkbox for adjusting the Atk or SpA IV of the attacking Pokemon in case that Pokemon is using a Hidden Power that affects these stats. (Note: Hidden Power can affect other stats, but those stats are not relevant to this calculation.) Additionally, there are checkboxes that correspond to possible held items that the Pokemon may have that will affect the damage calculation. The items will only populate if the move selected will have its damage affected. For example, a Marowak using AncientPower will have the opportunity to select among three different items: Choice Band (since AncientPower is physical), Hard Stone (since AncientPower is a Rock-type move), and Thick Club (since it is Marowak’s signature item). Choosing any one of the possible items will cause the other item checkboxes to disappear to avoid stacking otherwise unstackable damage modifiers.
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If the move is a multi-hit move, a slider will appear that asks how many hits of the multi-hit will land. Any whole number from 1 to 5 is selectable.
BrlQMizUyYknTr1BbAYXbQ.png
Below the checkboxes, there will be a ticker box that asks for how many attacks are used. This corresponds to how many turns in a row an attack will land on the defending Pokemon to check the minimum invested to avoid a chance of a XHKO, where X is the number you entered (e.g. 3 checks for a spread that no longer has a chance to be 3HKO’d without crits). Leftovers and Sandstorm interactions can be considered between each of these hits depending on whether these options were selected earlier. Attack Stage corresponds to the stage of boosts that the attacking Pokemon has on their relevant attacking stat. For example, if the defending Pokemon is Salamence, you may want to set the physical attacking Pokemon’s stage to -1 to reflect Intimidate. Alternatively, if a Suicune has set up to +6 with Calm Mind, you may input that to see how much Salamence needs to survive the incoming Surf.

There is an EV slider which will set the attacking Pokemon’s investment in their attacking stat. The default is 252 but can be set to any multiple of 4 between 0 and 252. Also, the nature can be selected in a dropdown menu. The options are +, Neutral, and -. The default is +.
EuQnhj2HP-pYECMh9UZY7g.png
After all of the defender and attacker options have been configured, there are two more options. One is to allow defensive natures to be considered when calculating the optimal EV spread. The application will test defensive natures and pick whichever one minimizes total EV expenditure. The second option is to “Combine Physical + Special”. This will attempt to find a spread that allows the defender to survive the physical hit sequence and then the special hit sequence together. Right now, the code cannot cleanly handle one specific edge case: if the defender is faster and KOs the first attacker, it might take an extra tick of Sandstorm damage or Leftovers healing that cannot currently be accounted for. Because of this, I recommend that you use this feature with extra scrutiny.

Results

Clicking the Calculate button will provide a “Results” section. We’ll use the Tyranitar vs Metagross and Suicune example from Part 2 to provide an example of how the Results might look. We will assume that Tyranitar only has to survive one Meteor Mash or one Hydro Pump, no Spikes are on the field, no Stat Floors are selected, none of Tyranitar’s IVs have been affected, and defensive natures are not allowed to be assigned to Tyranitar. A screenshot of this scenario will be included below.

J11ZYQazT31ZH33s707FZw.png

Sure enough, the calculator agrees with our by-hand calculation from earlier. The first result is the 232 HP / 8 Def spread that I mentioned in Part 2. The “Total Defensive Investment” has been summed to 240 EVs. Additionally, there is a skeleton of a Showdown import in case you want to copy this spread into your builder. Only information that has been given such as the item (i.e. Leftovers), ability, and calculated EVs will be reported. A nature is also reported, but it defaults to Hardy for defensively-neutral natures (Bold for +Def and Calm for +SpD). Change this nature at your own discretion, but note that natures that positively or negatively impact Def or SpD may deviate from the intended optimization of the spread.

You may notice that additional results populate. In this case, the calibration rule spread of 224 HP / 16 Def and a third spread of 208 HP / 24 Def / 8 SpD have been reported. Both of these spreads also only have a Total Defensive Investment of 240 EVs. You might decide to pick one of these spreads for specific purposes, but in general, the higher HP investment variant is preferred and defaults to the top of the results.
 
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