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ZU ADV ZeroUsed

Wiki | Pokémon Amino

*GASP* AN ADV ZU VR UPDATE???​

First, I want to announce our two newest council members, missangelic and Scizornite. We're happy to have both of you on the team and cannot wait for the future. Speaking of, our newest VR update has finally landed. This update includes all the metagame development since Gold Rush, ZU Classic, and ZU Open. Below, I've shared a screenshot of the rises and drops. I will not take the time to go into detail on all of them, but I will discuss the more substantial shifts in VR. Our sample teams are also being updated and will be completed soon.

Screenshot 2024-12-10 154735.png

#262 Mightyena

A ---> S

Mightyena was initially touted as a decent physically defensive wall and dug in a niche despite facing competition from Tropius. Its access to Heal Bell made it our only physically defensive Heal Bell user, pivotal in a metagame mainly consisting of physical attackers. Then, people started experimenting with more physical variants such as Choice Band, max Attack, special attacking, etc. This all led to perhaps Mightyena's most significant set, Howl. In conjunction with Heal Bell, Howl allows Mightyena excellent staying power against slower Pokemon. Mightyena is bulky enough to use Howl once or twice and strong enough to 2HKO most physically defensive Pokemon. This set has found a home on almost every team archetype. Mightyena has solidified itself as one of the best Pokemon in the metagame.


#095 Onix

C ---> B-

Onix was thrown away after previously proving itself to be a solid check to Flaaffy and Aipom. Then, during the later rounds of Gold Rush, it regained momentum, demonstrating its usefulness as an attacker and Normal-type resist. With access to excellent STAB, Explosion, and base 70 Speed, it seems like the perfect A tier. However, its poor base attack means Onix struggles to use all its tools efficiently. Onix requires a moderate amount of chip damage on more physically defensive Pokemon like Koffing or Mightyena to remove them with Explosion. Moreover, it drops to most special and mixed attackers thanks to the abundant use of Hidden Power Grass.


#012 Butterfree


B- ---> C

When sleep was banned, Butterfree lost considerable viability. However, it could hang onto its position in the Bs because of its Sub Petaya sweeper set and its access to Stun Spore. Unfortunately, Butterfree struggles to find any opportune times to set up. It's too weak to force any switches and too slow to reliably clean. It's wholly outclassed as a pinch-berry user. Butterfree's one saving grace is its access to Stun Spore and Morning Sun, which allows it to function on Paraspam teams.



#325 Spoink

Spoink no longer has any conceivable use in ADV ZU. It loses to Ponyta, gets crippled with Toxic by Quilava, its bulk is subpar, and so is its speed. It all boils down to just using Abra instead.


Let's Talk About Clamperl

#366 Clamperl


I'd like to start by saying that these are my own opinions and do not reflect those of the council as a whole. Clamperl is certainly not broken, unhealthy, or suspect-worthy. When I see this Pokemon, it reminds me of Frozen ZU Wailmer. It was the king of trading with your opponent. If you're lucky or have a solid MU, you might even claim another Pokemon. It seemed like a crazy advantage and cemented itself as an excellent lead. Clamperl, on the other hand, is the same way. Except it does not have to use Self-Destruct to claim two Pokemon. This sounds pretty broken on paper, and it may seem overwhelming in practice. However, Clamperl can only function to its highest degree on ParaSpam teams. It needs some setup to succeed, and it can struggle to find this setup, thanks to the popularity of Heal Bell. Additionally, its poor speed, HP, and special defense make it easy for special attackers to remove it. Clamperl is so good because it has no safe counters, and the meta leans more heavily into Physical Attackers. I do not see Clamperl as encompassing, unbeatable, or warping. I think it's just strong.
 
A Entry from plznostep;
Interesting Finds in the Adventures of ADV ZU


Snorunt Spikes

snorunt.png

​

How Do Spikes Work in ADV ZU?

snorunt-ice.gif


Snorunt is ADV ZU's main Spiker since the loss of Pineco from ADV PU shifts. It's mainly used in a lead role with an Endure Salac Berry and Endure, allowing it to get Spikes off on anything that does not carry priority. The set below is the set I like to use on a lot of my Spikes teams, with enough special investment to always live attacks from Pokemon such as Abra. In general, Snorunt has a lot of neutral lead matchups, with one losing matchup to Ponyta, but otherwise it will get one Spike off in exchange for sacrifricing itself.
Snorunt @ Salac Berry
Ability: Inner Focus
EVs: 168 SpA / 112 SpD / 228 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Ice Beam
- Hidden Power [Grass]
- Endure
- Spikes

Spikes excel when facing slower teams, as their impact is much more prevalent in longer games. Additionally, they are great for Pokemon looking to clean up the opposing team using strategies such as weather as checks can be worn down easily when taking vast amounts of chip damage.
​

Who are Good Partners for Spikes?

ponyta time.gif


Pokemon in the metagame such as Ponyta, Elekid, and Aipom, all Pokemon who appreciate Spikes immensely in their endeavors to break the opposing team. Ponyta in particular can really appreciate having Spikes up for Pokemon such as Anorith, who can usually live a hit from Ponyta but with Spikes, it's no longer safe for Anorith to tank a Fire Blast.

Other Pokemon have moves that synergize well with Spikes. For instance, Thief users like Elekid, Abra and Magby can be quite decent when used with Spikes. Special walls such as Delcatty, Porygon, Drowzee severely struggle to wall these Pokemon when they no longer have Leftovers recovery with Spikes also giving them trouble switching in, and Pokemon relying on Leftovers for longevity like Mightyena are completely neutered by Thief, and is only compounded with the addition of spikes

Leech Seed users such as Sunflora and Gloom as well as phazers such as Dustox and Tropius can also benefit from Spikes, as Leech Seed heavily incentivizes switching, which Spikes punish while phazing forces a switch all together and is great for chip damage on targets such as Ponyta.

Lastly, weather teams can really appreciate the extra chip damage Spikes provides on bulky checks such as Seaking, so in general Snorunt can be a decent pick there as well.
​

Miscellaneous

ariados.gif


In most of my Spikes teams, there has been one Pokemon that I think is absolutely amazing at facilitating a few abusers that otherwise cannot get in at all, such as Abra. Ariados with Baton Pass is still one of my most rated Pokemon to use in the tier with is great stats and typing still shining on a majority of teams. Without it, it is much harder to use these threats. If your Snorunt lead is somehow conserved, Ariados can also help Snorunt get in another time to Spike as well, which can be a great boon in the right scenario.

I also want to give a funny honourable mention to Zigzagoon. If you really want to try make Zigzagoon work, you are going to need Spikes as otherwise Zigzagoon can struggle to meet OHKO thresholds on Pokemon like Anorith without them.
​
 

ADVLTL I - ZU Replays & Usage Statistics​

Week One:
[SS] Baoba vs [SPS] Hachimaki
[RG] Melninja vs [GGB] plznostep
[AFW] Tempokin vs [ZGG] Cow
:ponyta: :mightyena: :aipom:
Moves and Teammates | Combos | Leads
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon | Use | Usage % | Win % |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1 | Ponyta | 5 | 83.33% | 60.00% |
| 2 | Mightyena | 3 | 50.00% | 66.67% |
| 2 | Aipom | 3 | 50.00% | 33.33% |
| 2 | Gloom | 3 | 50.00% | 0.00% |
| 5 | Seaking | 2 | 33.33% | 50.00% |
| 5 | Koffing | 2 | 33.33% | 50.00% |
| 5 | Ariados | 2 | 33.33% | 50.00% |
| 5 | Flaaffy | 2 | 33.33% | 50.00% |
| 9 | Chinchou | 1 | 16.67% | 100.00% |
| 9 | Lombre | 1 | 16.67% | 100.00% |
| 9 | Cubone | 1 | 16.67% | 100.00% |
| 9 | Magnemite | 1 | 16.67% | 100.00% |
| 9 | Porygon | 1 | 16.67% | 100.00% |
| 9 | Wartortle | 1 | 16.67% | 100.00% |
| 9 | Doduo | 1 | 16.67% | 100.00% |
| 9 | Meditite | 1 | 16.67% | 100.00% |
| 9 | Anorith | 1 | 16.67% | 0.00% |
| 9 | Tropius | 1 | 16.67% | 0.00% |
| 9 | Beedrill | 1 | 16.67% | 0.00% |
| 9 | Clamperl | 1 | 16.67% | 0.00% |
| 9 | Nosepass | 1 | 16.67% | 0.00% |
| 9 | Corsola | 1 | 16.67% | 0.00% |

Week Two:
[SS] Baoba vs [AFW] BP
[RG] Melninja vs [SPS] Hachimaki
[GGB] plznostep vs [ZGG] Cow
:onix: :seaking: :ponyta:
Moves and Teammates | Combos | Leads
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon | Use | Usage % | Win % |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1 | Onix | 4 | 66.67% | 50.00% |
| 2 | Seaking | 3 | 50.00% | 33.33% |
| 2 | Ponyta | 3 | 50.00% | 33.33% |
| 2 | Anorith | 3 | 50.00% | 0.00% |
| 5 | Doduo | 2 | 33.33% | 50.00% |
| 5 | Castform | 2 | 33.33% | 50.00% |
| 5 | Gloom | 2 | 33.33% | 50.00% |
| 5 | Mightyena | 2 | 33.33% | 50.00% |
| 5 | Elekid | 2 | 33.33% | 0.00% |
| 10 | Corsola | 1 | 16.67% | 100.00% |
| 10 | Wartortle | 1 | 16.67% | 100.00% |
| 10 | Voltorb | 1 | 16.67% | 100.00% |
| 10 | Cacnea | 1 | 16.67% | 100.00% |
| 10 | Dustox | 1 | 16.67% | 100.00% |
| 10 | Quilava | 1 | 16.67% | 100.00% |
| 10 | Meditite | 1 | 16.67% | 100.00% |
| 10 | Noctowl | 1 | 16.67% | 100.00% |
| 10 | Bayleef | 1 | 16.67% | 100.00% |
| 10 | Ariados | 1 | 16.67% | 0.00% |
| 10 | Porygon | 1 | 16.67% | 0.00% |
| 10 | Clamperl | 1 | 16.67% | 0.00% |
  • Missing 1 Pokemon from PLZNOSTEP.

Week Three:
[SS] Baoba vs [RG] Melninja
[ZGG] estra vs [SPS] Zpice
[AFW] BP vs [GGB] plznostep
:ponyta: :onix: :mightyena:
Moves and Teammates | Combos | Leads
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon | Use | Usage % | Win % |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1 | Ponyta | 5 | 83.33% | 60.00% |
| 2 | Onix | 3 | 50.00% | 66.67% |
| 2 | Mightyena | 3 | 50.00% | 66.67% |
| 2 | Gloom | 3 | 50.00% | 33.33% |
| 5 | Quilava | 2 | 33.33% | 100.00% |
| 5 | Flaaffy | 2 | 33.33% | 50.00% |
| 5 | Clamperl | 2 | 33.33% | 50.00% |
| 5 | Ariados | 2 | 33.33% | 50.00% |
| 5 | Cubone | 2 | 33.33% | 0.00% |
| 5 | Porygon | 2 | 33.33% | 0.00% |
| 11 | Koffing | 1 | 16.67% | 100.00% |
| 11 | Smoochum | 1 | 16.67% | 100.00% |
| 11 | Chinchou | 1 | 16.67% | 0.00% |
| 11 | Seaking | 1 | 16.67% | 0.00% |
| 11 | Rhyhorn | 1 | 16.67% | 0.00% |
| 11 | Aipom | 1 | 16.67% | 0.00% |
| 11 | Doduo | 1 | 16.67% | 0.00% |
  • Missing 1 Pokemon from PREPOTENZA.
  • Missing 1 Pokemon from SKIRK.
  • Missing 1 Pokemon from PLZNOSTEP.
Moves and Teammates | Combos | Leads

Week Four:
[SS] Baoba vs [ZGG] estra
[AFW] BP vs [RG] Melninja
[GGB] plznostep vs [SPS] Hachimaki
:mightyena::koffing::onix:
Moves and Teammates | Combos | Leads
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon | Use | Usage % | Win % |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1 | Mightyena | 5 | 83.33% | 60.00% |
| 2 | Koffing | 4 | 66.67% | 75.00% |
| 2 | Onix | 4 | 66.67% | 75.00% |
| 2 | Ponyta | 4 | 66.67% | 50.00% |
| 5 | Seaking | 3 | 50.00% | 33.33% |
| 6 | Lombre | 2 | 33.33% | 100.00% |
| 6 | Gloom | 2 | 33.33% | 50.00% |
| 6 | Aipom | 2 | 33.33% | 0.00% |
| 6 | Doduo | 2 | 33.33% | 0.00% |
| 10 | Flaaffy | 1 | 16.67% | 100.00% |
| 10 | Porygon | 1 | 16.67% | 100.00% |
| 10 | Quilava | 1 | 16.67% | 100.00% |
| 10 | Wartortle | 1 | 16.67% | 0.00% |
| 10 | Voltorb | 1 | 16.67% | 0.00% |
| 10 | Snorunt | 1 | 16.67% | 0.00% |
| 10 | Staryu | 1 | 16.67% | 0.00% |
| 10 | Elekid | 1 | 16.67% | 0.00% |

Week Five:
[SS] Baoba vs [GGB] Vaictador
[RG] Melninja vs [ZGG] Cow
[SPS] Hachimaki vs [AFW] Eeveeto
:Mightyena::gloom::volbeat:
Moves and Teammates | Combos | Leads

+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon | Use | Usage % | Win % |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1 | Mightyena | 3 | 50.00% | 66.67% |
| 1 | Gloom | 3 | 50.00% | 66.67% |
| 1 | Volbeat | 3 | 50.00% | 33.33% |
| 4 | Onix | 2 | 33.33% | 100.00% |
| 4 | Delcatty | 2 | 33.33% | 50.00% |
| 4 | Clamperl | 2 | 33.33% | 50.00% |
| 4 | Ponyta | 2 | 33.33% | 50.00% |
| 4 | Koffing | 2 | 33.33% | 50.00% |
| 4 | Porygon | 2 | 33.33% | 50.00% |
| 4 | Wartortle | 2 | 33.33% | 50.00% |
| 4 | Seaking | 2 | 33.33% | 50.00% |
| 4 | Flaaffy | 2 | 33.33% | 0.00% |
| 13 | Quilava | 1 | 16.67% | 100.00% |
| 13 | Doduo | 1 | 16.67% | 100.00% |
| 13 | Ariados | 1 | 16.67% | 100.00% |
| 13 | Lileep | 1 | 16.67% | 100.00% |
| 13 | Tropius | 1 | 16.67% | 0.00% |
| 13 | Anorith | 1 | 16.67% | 0.00% |
| 13 | Abra | 1 | 16.67% | 0.00% |
| 13 | Corsola | 1 | 16.67% | 0.00% |
| 13 | Meditite | 1 | 16.67% | 0.00% |

Semifinals:
[SPS] Hachimaki vs [ZGG] zause - DG
[GGB] plznostep vs [AFW] BP
:ponyta::mightyena::onix:
Moves and Teammates | Combos | Leads
Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Ponyta             |    2 | 100.00% |  50.00% |
| 1    | Mightyena          |    2 | 100.00% |  50.00% |
| 3    | Onix               |    1 |  50.00% | 100.00% |
| 3    | Clamperl           |    1 |  50.00% | 100.00% |
| 3    | Porygon            |    1 |  50.00% | 100.00% |
| 3    | Croconaw           |    1 |  50.00% | 100.00% |
| 3    | Volbeat            |    1 |  50.00% |   0.00% |
| 3    | Koffing            |    1 |  50.00% |   0.00% |
| 3    | Abra               |    1 |  50.00% |   0.00% |
| 3    | Wartortle          |    1 |  50.00% |   0.00% |

Finals:
[SPS] Hachimaki vs [AFW] BP
:gloom::onix::doduo:
Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Gloom              |    2 | 100.00% |  50.00% |
| 2    | Onix               |    2 | 100.00% |  50.00% |
| 3    | Doduo              |    1 |  50.00% |   0.00% |
| 4    | Koffing            |    1 |  50.00% |   0.00% |
| 5    | Lombre             |    1 |  50.00% |   0.00% |
| 6    | Seaking            |    1 |  50.00% |   0.00% |
| 7    | Nidorina           |    1 |  50.00% | 100.00% |
| 8    | Clamperl           |    1 |  50.00% | 100.00% |
| 9    | Delcatty           |    1 |  50.00% | 100.00% |
| 10   | Ponyta             |    1 |  50.00% | 100.00% |

Full Usage Statistics:
:ponyta::mightyena::onix:
Moves and Teammates | Combos | Leads
Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Ponyta             |   20 |  62.50% |  55.00% |
| 2    | Mightyena          |   18 |  56.25% |  61.11% |
| 3    | Onix               |   15 |  46.88% |  66.67% |
| 4    | Gloom              |   13 |  40.62% |  38.46% |
| 5    | Koffing            |   11 |  34.38% |  54.55% |
| 5    | Seaking            |   11 |  34.38% |  36.36% |
| 7    | Doduo              |    8 |  25.00% |  37.50% |
| 8    | Porygon            |    7 |  21.88% |  57.14% |
| 8    | Clamperl           |    7 |  21.88% |  42.86% |
| 10   | Ariados            |    6 |  18.75% |  50.00% |
| 10   | Wartortle          |    6 |  18.75% |  50.00% |
| 10   | Flaaffy            |    6 |  18.75% |  50.00% |
| 10   | Aipom              |    6 |  18.75% |  16.67% |
| 14   | Anorith            |    5 |  15.62% |   0.00% |
| 15   | Quilava            |    4 |  12.50% | 100.00% |
| 15   | Lombre             |    4 |  12.50% |  75.00% |
| 15   | Volbeat            |    4 |  12.50% |  25.00% |
| 18   | Meditite           |    3 |   9.38% |  66.67% |
| 18   | Delcatty           |    3 |   9.38% |  66.67% |
| 18   | Cubone             |    3 |   9.38% |  33.33% |
| 18   | Corsola            |    3 |   9.38% |  33.33% |
| 18   | Elekid             |    3 |   9.38% |   0.00% |
| 23   | Chinchou           |    2 |   6.25% |  50.00% |
| 23   | Castform           |    2 |   6.25% |  50.00% |
| 23   | Voltorb            |    2 |   6.25% |  50.00% |
| 23   | Tropius            |    2 |   6.25% |   0.00% |
| 23   | Abra               |    2 |   6.25% |   0.00% |
| 28   | Magnemite          |    1 |   3.12% | 100.00% |
| 28   | Cacnea             |    1 |   3.12% | 100.00% |
| 28   | Dustox             |    1 |   3.12% | 100.00% |
| 28   | Noctowl            |    1 |   3.12% | 100.00% |
| 28   | Bayleef            |    1 |   3.12% | 100.00% |
| 28   | Smoochum           |    1 |   3.12% | 100.00% |
| 28   | Lileep             |    1 |   3.12% | 100.00% |
| 28   | Nidorina           |    1 |   3.12% | 100.00% |
| 28   | Croconaw           |    1 |   3.12% | 100.00% |
| 28   | Beedrill           |    1 |   3.12% |   0.00% |
| 28   | Nosepass           |    1 |   3.12% |   0.00% |
| 28   | Snorunt            |    1 |   3.12% |   0.00% |
| 28   | Staryu             |    1 |   3.12% |   0.00% |
 
Last edited:
Things That Just Got Better (Post-Clamperl Ban Edition)
Note: Pokémon are listed in alphabetical order


Leads

:anorith: Anorith


Frail but packs a punch. A 95 Attack stat coupled with a Rock/Bug type combination make it an amazing Choice Band user, letting it win many lead matchups while starting to break your opponent defensive core right away.
Anorith @ Choice Band
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Rock Slide
- Hidden Power [Bug]
- Brick Break
- Rock Blast / Ancient Power

:cubone: Cubone

It makes electrics leads (and Anorith) cry. Also people underestimate its bulk, you can EVs this thing to even tank a Double-Edge from CB Doduo.
Cubone @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Bonemerang
- Double-Edge
- Substitute / Protect

:quilava: Quilava

Amazing early game breaker and while it seems to be countered by things like Ponyta and bulky waters, Substitute + Toxic heavily cripples their staying power.
Quilava @ Leftovers
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Fire Blast / Flamethrower
- Hidden Power [Grass]
- Substitute
- Toxic
Quilava @ Petaya Berry
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 30 SpA
- Flamethrower
- Hidden Power [Electric]
- Overheat
- Substitute

:volbeat: Volbeat

Probably one of the best leads right now. It hits really hard while having an amazing speed, nice bulk, a priority and utility moves like Trick and Baton Pass.
Volbeat (M) @ Choice Band
Ability: Swarm
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Signal Beam
- Double-Edge / Brick Break / Focus Punch
- Quick Attack
- Trick / Baton Pass

Offensive Threats/Wallbreakers

:cubone: Cubone

Better as a lead because its hard to bring out in the middle of a game but if you manage to do it it's really tricky to switch into and not losing a Pokémon in the process.

:mightyena: Mightyena

Howl Mightyena is now even scarier than before, not having to worry abount giving free switch to Clamperl while howling or ringing bells.
Mightyena @ Leftovers
Ability: Intimidate
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Howl
- Return
- Hidden Power [Ground] / [Fighting]
- Heal Bell

:meditite: Meditite

Might be the best wallbreaker in the tier right now, teams will become slower and bulkier with Clamperl gone and that means Meditite will wreak havoc.
Meditite @ Leftovers / Liechi Berry / Salac Berry
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Naughty / Naive Nature
- Brick Break
- Hidden Power [Flying]
- Psychic
- Substitute / Bulk Up

:rhyhorn: Rhyhorn

Swords Dance and Choice Band sets can actually pose a threat right now, especially if people start experimenting with stall-ish teams.
Rhyhorn @ Leftovers
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide / Rock Blast
- Substitute / Megahorn
Rhyhorn @ Choice Band
Ability: Rock Head
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Earthquake
- Rock Blast / Rock Slide
- Megahorn
- Double-Edge

Defensive Threats/Walls

:ariados: Ariados


The best pivot in the tier can now click moves freely instead of brainlessly spam baton pass.
Ariados @ Leftovers
Ability: Swarm
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Signal Beam
- Sludge Bomb / Toxic
- Psychic / Hidden Power [Grass]
- Baton Pass

:corsola: Corsola

Corsola is one of the best assets in ADV ZU and now the only thing keeping it from being playable is gone. Good Typing, Good Bulk, Good Movepool, Good Ability. It has it all.
Corsola @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Recover
- Refresh / Ice Beam / Psychic

:koffing: Koffing

My boy can now run bulk instead of speed and maybe even drop Explosion for other moves.
Koffing @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Sludge Bomb
- Flamethrower
- Hidden Power [Grass]
- Explosion / Will-o-Wisp / Pain Split

:nosepass: Nosepass

If you really hate Ponyta, The Nose counters it. And then clicks Thunder Wave and explodes.
Nosepass @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rock Slide
- Earthquake / Hidden Power [Grass]
- Explosion / Hidden Power [Grass]
- Thunder Wave

:numel: Numel

Sucks on paper, carried by its typing. Completely shuts down most electrics and can switch freely on things like Koffing and Quilava. Also EQ + FT is an amazing STAB combo.
Numel @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Flamethrower / Fire Blast
- Rest
- Sleep Talk / Toxic

:porygon: Porygon

Best special wall in the tier and can also check Ponyta.
Porygon @ Leftovers
Ability: Trace
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Recover
- Thunder Wave / Toxic

:rhyhorn: Rhyhorn

Defensive Rock types are playable now, and this one eats Normals and Bugs for breakfast.
Rhyhorn @ Leftovers
Ability: Rock Head
EVs: 252 HP / 116 Def / 140 Spe
Impish Nature
- Earthquake
- Rock Blast / Rock Slide
- Megahorn / Toxic / Swords Dance
- Protect
Rhyhorn @ Leftovers
Ability: Rock Head
EVs: 252 HP / 12 Def / 244 SpD
Impish Nature
- Earthquake
- Rock Blast
- Counter
- Protect

:tropius: Tropius

Probably the only true counter to Cubone and Meditite, has the potential to be a staple in bulkier teams.
Tropius @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Hidden Power [Flying]
- Synthesis
- Swords Dance / Leech Seed
- Leech Seed / Magical Leaf / Earthquake

Happy building y'all
 
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ADV ZU Team Dump (curated for sample submission)

2025 was a great year for the ADV ZU tier as there were ample team tours and individuals to take part in. I managed to take 2nd in ADV ZU Slam and also focused much of my support for ZUPL with czim who went 7-1, and ZU Open with Zpice who won the individual. All in all, I feel confident in saying I had a pretty decent year in the tier while a Clamperl was dominating the tier.

Though I was the biggest proponent of its ban, I did enjoy building around it during this meta. Post Clamperl ban will hopefully make for a much better metagame. Ivysaur & Grovyle are neat additions (moreso Grov) that will enable some exciting structures. Being able to trade anything down with Endeavor plus being able to out-speed the tier gives Grovyle nice functionality but it’s still weak enough to not feel overwhelming in the builder.

Teams shared below have all been used successfully versus top players in the tier (outside of Grov teams obv).

 

:rs/magnemite: Magnemite Suspect :rs/magnemite:

Magnemite has been considered as one of ADV ZU's top wallbreakers for a very long time thanks to its powerful offenses and utility options which can shut down several Pokemon. However, recent metagame changes have made Magnemite more threatening, as it has been able to paralyse passive metagame threats and wittle down their HP through repeated attacks with its powerful 95 base special attack STAB Thunderbolts with Hidden Power coverage. This has resulted in a lot of discussions from the ADV and ZU Discord servers alike, and as we are approaching both ZUPL and ADVLTL, the ADV ZU Council has voted to conduct a suspect test on Magnemite.



As ADV ZU trends towards a more defensive metagame, Magnemite has emerged as one of the tier's most formidable threats to balance teams. Notable defensive staples such as Ariados, Delcatty, and Porygon serve as key entry points for Magnemite to switch in and start breaking down teams. Toxic is widely considered to be one of the tier's strongest progress makers, and Magnemite is able to pivot in safely against it. Once Magnemite is behind a Substitute, it becomes quite challenging to stop. It can spread paralysis and overwhelm potential defensive counterplay, such as Gloom, Ivysaur, and Nosepass, especially if these Pokémon become fully paralysed. Many balance teams often need to include either a dedicated slot for countering Magnemite or multiple stopgaps to prevent it from steamrolling their team.

While Magnemite is strong, it is not without its flaws. Its coverage options are extremely limited outside of Hidden Power, making it impossible for Magnemite to cover all of Gloom, Ivysaur, Chinchou, and the uncommon Numel depending on its type. Offensive teams can navigate around Magnemite effectively as it struggles to cope with fast threats like Meditite, Ponyta, and Quilava without Thunder Wave. Flaaffy, with defensive investment, can withstand numerous Magnemite hits and respond with Fire Punch for a 2HKO. Magnemite, the only viable Steel-type in the tier, can be a positive presence in ADV ZU due to its ability to handle toxic spam teams. Since Magnemite is the only viable Steel-type in the tier, one may argue that it can be a positive presence in ADV ZU due to its ability to handle Toxic spam teams. Furthermore, Magnemite provides a valuable role in fending off threats such as Beedrill and Grovyle in emergencies.​

Qualifying Players & Methodology
The following requirements will determine our voter pool:
- Played three games and won at least once in ZUCL I
- Played three games and won at least once in ADVPL VI
- Played three games and won at least once in ZUPL VII
- Placed in the Top 4 of the most recent ADV ZU Cup for ZU Classic VII
- Placed in the Top 4 of the most recent ADV ZU Open for ADV Grand Slam III

Three games, one win in ZUCL I
Baoba
Fogbound Lake
Hachimaki
Melninja
Zcarlett
Zpice

Three games, one win in ADVPL VI
Baoba
big tony 2014
Fragments
Hachimaki
Joaf
Nal
plznostep
Sossa

Three games, one win in ZUPL VII
Baoba
bydy
czim
DD Joe
evakiyama!
Fogbound Lake
mielke
Parpar
plznostep

Top 4 ADV ZU Cup for ZU Classic VII
bydy
diego
THE_CHUNGLER
Zpice

Top 4 ADV ZU Open II for ADV Grand Slam
Baoba
Heysup
Joaf
Zpice

A suspect vote will be opened up in the coming days where voters will be able to fill out and decide whether or not they would like to ban Magnemite from ADV ZU. It is encouraged for individuals to voice their opinions on Magnemite, and all forms of constructive discussion is appreciated.

Reposted from Old Gens ZU Hub
 
Hello everyone, please take a moment to imagine what OU would be like if subcm jirachi got buffed. It now enters the field already boosted to +3/+3, and every other mon conveniently lost the coverage moves needed to hit it. This is effectively the reality for Magnemite in ZU. So how can we build a team to adequetly deal with this threat?

Option A: Use Ivysaur or Gloom as a special wall.
The issue: These mons must run hp fire and synthesis to effectively deal with magnemite. traditionally they rely on sludge bomb + giga drain to fill out their coverage. without status or leech seed, these mons are often too passive to make progress at all. Another option for Ivy is to run curse + hp ground, but this set needs support and still loses to a fair number of common threats. The other, and much more glaring issue, is that these mons don't actually wall magnemite very well. HP Ice is still a 3hko vs max bulk ivy/gloom, so magnemite can just click twave and fish for full paras. this puts ivy/gloom in a position where they have to click synthesis every turn and end up running out of PP, assuming they hadn't already gotten full para'd twice.

Option B: Use a pokemon that actually walls it.
The issue: Numel and Chinchou are not viable. In the last advpl, they combined for a single use and funnily enough, still lost to the magnemite team. Numel has an interesting typing and has a lot going for it on paper. Unfortunately, it instantly dies to hp water - a common move on the mons it's meant to wall. It also relies on rest talk for longevity, leaving it vulnerable the instant it goes to sleep. On the other hand, Chinchou is made of paper and basically needs to switch in on tbolt to get safe entry. This leaves it susceptible to status and getting worn down. It's also just walled by delcatty, the most common special check in the tier. I tried to build with these two for advpl and was never able to sufficiently cover their vulnerabilities.

Option C: so if we can't reliably wall it, lets trap it.
The issue: spdef nosepass will trap magnemite and knock it out with earthquake. Unfortunately even at max bulk, it takes 40-48% from tbolt. So if you get crit or para'd or chipped doing any of the other roles nosepass fills, it will fail and you will lose.

Option D: use slow bulky magnemite to trap the opposing offensive magnemite
The issue: we're using the broken to counter itself. This was my favored approach to building towards the end of the tour

Okay so we can't reliably wall or trap it, what about just dealing with it head on? Well magnemite is often supported by heal bell and wish, so you can't wear it down. You must outright threaten it. How hard can that be you ask?? Very...

Magnemite is the only steel type in ZU, a tier where most mons have 0 coverage moves besides hidden power and stab (if they even get that). So they need to run dedicated coverage if they want to be able to break magnemite's substitute. This is a massive constraint in the builder because unless you want to roll the dice with a wall, all 6 mons must prevent mag from clicking substitute. Below I've made a tier list for ZU ranking how hard magnemite walls eveyone. All the mons in the top 4 rows must compromise their sets in order to adequately handle it. The problem here is this leaves them unable to handle the broader metagame. You're forced to build a team that either loses to magnemite or loses to everything else.

1783460712681.png


So what am I to do? Everything besides dedicated walls gets 1-2 shot and half the tier can't even hit it. It was immensely frustrating to build under these conditions for advpl. Banning it is a no brainier for the health of the tier, and also to dramatically increase viable teambuilding configurations.


EDIT:
I figured I should address the listed reasons Zpice gave for magnemite being a positive presence in the tier.

1) It handles toxic spam teams:
ZU has 7 poison types! there are already several viable mons who are immune. Furthermore, almost every team has a heal bell user so this is a non-issue.

2) It helps beat beedrill and grovyle:
Beedrill is already kinda niche in the current metagame because it is checked by very common rock and poison types. It could use a buff! also a mag ban would empower ariados, who counters it.
Similarly, grovyle is already kept in check by the grass/fire/poison/bug types which the tier is absolutely filled with. there's additional counterplay like twin-needle beedrill, pursuit/quickattack aipomb, and spikes to limit it's powerful endeavor set. In fact, banning mag would be a considerable (and imo needed) nerf to grovyle. Currently they break for each other by trading with the opposing grass type, and mag can freely switch in to opposing poison/bugs that give grovyle trouble.
The only actual potential downside to banning mag is delcatty structures will be much weaker to abra (a niche mon with an abysmal winrate so maybe that's good as well!)

EDIT #2:
@ the post below me.Sorry for not being more clear. When I mean suboptimal sets, I mean they are sacrificing the ability to pressure or check other mons in the metagame in order to prevent magnemite from subbing. Because magnemite is the only steel type, these "adaptations" often have zero or limited utility in non-magnemite matchups. Since these mons have shallow movesets, these accommodations for exactly ONE pokemon have significant tradeoffs. This results in more coinflip games, where your opponent hopes they bring the specific mons/sets that you had to cheat on to not lose to mag. So I'd like to reiterate my point. You can build teams that lose to magnemite, or ones that risk losing to the broader metagame. You must chose one.
 
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I don’t have a ton to add but I’d like to highlight a few things;
  1. ADVPL isn’t enough evidence by itself.
  2. Standard sets are only standard because people converge on them.
  3. Being forced to adapt isn’t automatically unhealthy.
It’s a shame that one team tour can have such a large influence on public opinion of both a tier and a Pokémon.

Unlike OU, ZU doesn’t get much time to develop and let counterplay emerge. Whether that’s fair or not, that’s the reality.

Personally, Magnemite has never felt especially problematic, largely because of the kinds of teams and sets I tend to build with. Some of those sets may be considered “sub-optimal,” but I don’t think deviating from the standard is itself evidence that Magnemite is unhealthy.

The “completely walled” and “forced to run sub-optimal sets” argument assumes the current standard sets are the only good ones. But standard sets carry their own opportunity cost: everyone knows exactly what they do. Delcatty is a great example. Its standard set is arguably one of the strongest in the tier, and every team already has to account for it despite seeing essentially the same set every game.

The same applies to common slow pivots like Ariados and specially defensive Gloom/Ivysaur. Those predictable sets are exactly what Magnemite exploits. Running something like Hidden Power Fire over Sludge Bomb or Giga Drain may not be optimal in a vacuum, but I think “sub-optimal” is being treated as synonymous with “unviable,” and those aren’t the same thing.

The same logic applies elsewhere. Choice Band users can drop the Band and still function if the matchup calls for it. They lose power, but they gain flexibility. We accept and understand those tradeoffs all the time in teambuilding in OU, so I’m not convinced adapting sets in ZU to improve the Magnemite matchup is fundamentally different.

In every metagame, standard sets become standard because they’re generally good, not because every alternative is suddenly bad. This is understood in OU and I’m unsure why ZU is viewed so differently in this regard.

Conclusion: Despite all this, I’m indifferent to whether or not Magnemite is banned. I care more about whether or not players actually enjoy playing this tier. Though I’d like to remind people that Magnemite has long been in this tier, and generally has not been considered a problem until this most recent ADVPL. My main goal of this post is to remind voters that maybe a single tour of exclusively bo1 matches doesn’t offer us the greatest set of data to draw a conclusion on Magnemite. What I’ll be voting? I’m not sure, but I’m sympathetic to the idea that players will simply enjoy the tier more with Mag gone. I think that alone is a valid reason to ban it. Though I can’t help but wonder if we’ve fully explored the metagames capacity to adapt.
 
I don’t have a ton to add but I’d like to highlight a few things;
  1. ADVPL isn’t enough evidence by itself.
  2. Standard sets are only standard because people converge on them.
  3. Being forced to adapt isn’t automatically unhealthy.
It’s a shame that one team tour can have such a large influence on public opinion of both a tier and a Pokémon.

Unlike OU, ZU doesn’t get much time to develop and let counterplay emerge. Whether that’s fair or not, that’s the reality.

Personally, Magnemite has never felt especially problematic, largely because of the kinds of teams and sets I tend to build with. Some of those sets may be considered “sub-optimal,” but I don’t think deviating from the standard is itself evidence that Magnemite is unhealthy.

The “completely walled” and “forced to run sub-optimal sets” argument assumes the current standard sets are the only good ones. But standard sets carry their own opportunity cost: everyone knows exactly what they do. Delcatty is a great example. Its standard set is arguably one of the strongest in the tier, and every team already has to account for it despite seeing essentially the same set every game.

The same applies to common slow pivots like Ariados and specially defensive Gloom/Ivysaur. Those predictable sets are exactly what Magnemite exploits. Running something like Hidden Power Fire over Sludge Bomb or Giga Drain may not be optimal in a vacuum, but I think “sub-optimal” is being treated as synonymous with “unviable,” and those aren’t the same thing.

The same logic applies elsewhere. Choice Band users can drop the Band and still function if the matchup calls for it. They lose power, but they gain flexibility. We accept and understand those tradeoffs all the time in teambuilding in OU, so I’m not convinced adapting sets in ZU to improve the Magnemite matchup is fundamentally different.

In every metagame, standard sets become standard because they’re generally good, not because every alternative is suddenly bad. This is understood in OU and I’m unsure why ZU is viewed so differently in this regard.

Conclusion: Despite all this, I’m indifferent to whether or not Magnemite is banned. I care more about whether or not players actually enjoy playing this tier. Though I’d like to remind people that Magnemite has long been in this tier, and generally has not been considered a problem until this most recent ADVPL. My main goal of this post is to remind voters that maybe a single tour of exclusively bo1 matches doesn’t offer us the greatest set of data to draw a conclusion on Magnemite. What I’ll be voting? I’m not sure, but I’m sympathetic to the idea that players will simply enjoy the tier more with Mag gone. I think that alone is a valid reason to ban it. Though I can’t help but wonder if we’ve fully explored the metagames capacity to adapt.
i have to agree with literally everything joaf is saying here. the reason i voted to not suspect was because i personally havent witnessed any overcentralization in the metagame around mag. to me, i think that folks arent leaning into metagame adaptations. if your delcatty is walled by magnemite, it's because youre running standard wish/protect/body slam/heal bell, which is extremely passive and easily exploitable. dropping heal bell for baton pass and making predicts, or even swapping it for hp ground, is not a bad thing. same with ariados, dustox, noctowl--running hp fire or ground is adjusting to metagame trends in my eyes. i also think some of nal's categorizations are incorrect--mons like flaaffy, elekid, abra, koffing, and castform all have fire-type coverage that should be considered when building.

also echoing the sentiments in joaf's final paragraph here. while i didnt vote to suspect, i dont disagree that paraspam + fishing for a sub with mag is annoying, frustrating, and at times, uncompetitive. my goal as a councilmember is to do whats best for the players, and with signifcant outcry from the community, im not opposed to a ban in the end
 
I don't think we should keep Magnemite in the tier. I vote Ban

I find it very unhealthy for the tier since it's main goal is to spread para to start fishing for subs. Which often tiles takes the control away of the game from the players.

Magmemite is also very difficult to build for, forcing the use of very specific moves, like hp ground Dustox for example, that will often be way less usefull if you don't run into the Magnet.
I do understand that this can become interesting metagame adaptation, but the issue is that some moves will barely be used outside of Mag matchups.
You basically want to always have a move that can break sub to never let it set up for free.

You can also add dedicated counters to your teams like Nosepass, Chinchou & Numel to handle it. The issue is that these mons that are great mag answers, don't do as much for most other matchups.

Which I don't find to be a healthy presence for the builder.

We haven't had enough time to test how to play around it, but I think Magnemite is way too unhealthy to be kept around. Too unhealthy for the builder & within the games
 
I'm really conflicted on this suspect vote, here's why:

- I really like how Magnemite takes advantage of the now spammed generic bulky goodstuff with catty/poison/onix/tropius/fillers and i think without it that kind of archetipe will become sorta the blueprint of the tier and create and even staler metagame.

- On the other hand the very same thing that makes it good against the staples makes it oppressive in another field: teambuilding in general. You really have to deal with magnemite either in a specific way or by building a team that has multiple answers to it or just doesnt let it switch in for free.

I believe that this last point prevails over the first and for this reason i will lean into a Ban.
 
:rs/Magnemite: Magnemite Suspect Results :rs/Magnemite:

1784252342575.png


A total of 18 users of the possible 21 have voted. Out of those 18, we have 16 votes to ban Magnemite, reaching the required 60% majority for a ban. As a result, Magnemite has been banned from ADV ZU. Tagging Marty and dhelmise to implement the change at earliest convenience. Thank you to everyone who has voted!​
 
:rs/omanyte: ADV ZU News - August 2026 Edition :rs/shedinja:

As a result of ADV PU's most recent Viability Rankings, ADV ZU has underwent several changes. The Council has been discussing how we should go with this procedure, and we have unanimously decided to make the cut-off B2 to differentiate between the two tiers. With that said, here are the following changes:

Rises
:grovyle: Grovyle - ZU -> PU
:lairon: Lairon - ZUBL -> PU
:mightyena: Mightyena - ZU -> PU

Drops
:houndour: Houndour - PU -> ZU
:omanyte: Omanyte - PU -> ZU
:magcargo: Magcargo - PU -> ZU
:shedinja: Shedinja - PU -> ZUBL

In light of this news, the ADV ZU Council has elected to do an unban slate on the following Pokemon: Poliwhirl, Shedinja, and Yanma. Here are the results:

ZUBL Slate
:poliwhirl: Poliwhirl - Unban (7/7)
:shedinja: Shedinja - Unban (4/7)
:yanma: Yanma - Unban (7/7)

>>> Link to Slate <<<

In conclusion, here are the final results
NEW to PU:
Grovyle, Lairon, Mightyena
NEW to ZU: Houndour, Omanyte, Magcargo, Poliwhirl, Shedinja, Yanma

These shifts will apply to the upcoming ZU Classic and ADV Grand Slam. These shifts will NOT apply to the ongoing ZUPL and ADVLTL tournaments.

We once again would like to thank everyone for their continued contributions towards ADV ZU. If anyone is looking to help contribute to the tier, whether it would be resources, sample teams, or artwork, then don't be afraid to reach out to myself either through Smogon pms or Discord, where my handle is the same as my Smogon username. With that said, happy tiering!
​
Reposted from ZU Old Gens Hub
 
:rs/seaking: ADV Viability Rankings :rs/mightyena:​

Greetings folks. The ADV ZU Council have conducted a Viability Rankings to reflect on the Grovyle and Ivysaur metagame. This VR will be a helpful archival tool for the previous metagame prior to shifts. While Pokemon such as Mightyena and Grovyle are no longer in the tier, we felt this beloved metagame deserved a closing update. None of the new drops, such as Magcargo or Yanma, have been ranked.

NEW ADV ZU VR
S :mightyena::seaking:
A+ :anorith::delcatty::gloom::ponyta::quilava:
A :ariados::doduo::grovyle::ivysaur::koffing::porygon::snorunt::tropius:
A- :abra::aipom::beedrill::castform::corsola::flaaffy::meditite::nosepass::onix:
B+ :cubone::noctowl::volbeat:
B :dustox::elekid::lileep::voltorb::wailmer:
B- :chinchou::croconaw::delibird::drowzee::lombre::rhyhorn::staryu::tentacool:
C+ :horsea::weepinbell:
C :aron::exeggcute::masquerain::numel::smoochum::shuppet::sunflora:


>>> Link to the Slate <<<

Thank you to everyone for your continued support towards ADV ZeroUsed, and I should look forward to seeing you next time!
​
Reposted from ZU Old Gens Hub
 
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