AAA Almost Any Ability

Ribombee @ Focus Sash
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Hidden Power [Ground]
- Quiver Dance

Tapu Koko @ Choice Band
Ability: Pixilate
EVs: 252 Atk / 40 Def / 216 Spe
Adamant Nature
- Return
- Wild Charge
- U-turn
- Brave Bird

Landorus @ Choice Band
Ability: Magnet Pull
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- U-turn
- Rock Slide

Blacephalon @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Mind Blown
- Psychic
- Shadow Ball
- Hidden Power [Grass]

Garchomp @ Garchompite
Ability: Beast Boost
EVs: 156 HP / 120 Atk / 232 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Rock Slide

Weavile @ Life Orb
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Knock Off
- Pursuit
for sample teams
You’ve posted a couple teams for sample, but you haven’t explained how to use them at all. Additionally, you don’t show proof that these teams are successful on the ladder. Maybe you could add descriptions and high-ladder replays of the teams winning?
 
You’ve posted a couple teams for sample, but you haven’t explained how to use them at all. Additionally, you don’t show proof that these teams are successful on the ladder. Maybe you could add descriptions and high-ladder replays of the teams winning?
sorry i didn't have enough time to write it
This is a Web HO team that aims to let Garchomp sweep. As you see, the given EV's on mon allows them to safely revenge kill AAA Meta pokemon. Ribombe with Teravolt can pass Magic Bounce users, and ignore non-prankster Taunt users. Pixilate Tapu Koko allows you to keep Fairy pressure on Dark types, and giving 4-type attack to high Spe and Atk allows new players to experience the meta even more. Landorus allows you to trap Steel-types like Levitate Magnezone (also blocking its Volt Switch), Ferrothorn and even non-scarf Heatran (which is very safe to switch if you have full Health and Heatran doesn't run HP Ice), however, you must be watch out for trapping Levitate users, as your Earthquake doesn't affect them and you will be waste your trapping ability because you're using a Choice item. Blacephalon with Magic Guard and Life Orb allows you to punch the holes and break the walls without no sacrifice because Magic Guard allows you to avoid damage from Life Orb and Mind Blown. The other three opitons are for type-coverage but you can replace HP Grass with HP Ground for handling Fire types. Also, Blacephalon can be a good check for ExSpeed sweepers and is a rapid spin blocker. Weavile is your Ice-type support, this team also needs a Ice-type coverage (which is none of them cannot counter Dragon types or Thick Fat Gliscor except for Garchomp, which is main sweeper), so Weavile gives you Knock Off and Ice damage support.
When you got a safe time, Switch Garchomp to mons like Defog or Rapid Spin users so you can benefit from its Beast Boost. BB allows you to boost your speed by 1, allows you to outspeed everything. After gaining enough boosts, you can Mega Evolve can continue to sweep with higher Attack stage. Keep in mind that RefWeavile can OHKO Garchomp with Fake Out, so be careful before you are ready to sweep.

Hope this helps.
 
How do AAA stall teams usually deal with Magearna? When I try to use stall against Magearna, they just keep spamming volt switch and generating free turns, and I can never seem to kill them. I'm afraid to switch in ground Pokemon because they might use ice beam.
 
Last edited:

Ryota Mitarai

Shrektimus Prime
is a Pre-Contributor
How do AAA stall teams usually deal with Magearna? When I try to use stall against Magearna, they just keep spamming volt switch and generating free turns, and I can never seem to kill them. I'm afraid to switch in ground Pokemon because they might use ice beam.
You could opt for Volt Absorb Toxapex. it practically walls Magearna completely
 
What are the pros and cons of Suicune and Manaphy when compared to each other? And why do so many Suicunes on the ladder know waterfall?
 

Ryota Mitarai

Shrektimus Prime
is a Pre-Contributor
What are the pros and cons of Suicune and Manaphy when compared to each other? And why do so many Suicunes on the ladder know waterfall?

Suicune is a bulky wall that can set up CMs and pmuch shit on any special attacker while being practically immune to Poison (cause Pheal). Manaphy is more of a wallbreaker, often runs Waterium Z and isn't much of a wall.

Someone probs can explain this better than me but *shrug*
 
What are the pros and cons of Suicune and Manaphy when compared to each other? And why do so many Suicunes on the ladder know waterfall?
Suicune is bulkier, and therefore better for defensive roles, but Manaphy gets tail glow, giving it more immediate power. Suicune can gradually set up with calm mind, but it's easily hazed on. Manaphy is much stronger after just one boost, allowing you to hit a slower pokemon hard before it can haze (e.g toxapex with psychic).
 
It's been a while, just wanted to share a team I enjoy using!

FairyMag HO (submitting for sample teams)

This is one of my favourite and best teams to use, Tinted Lens Magearna + Mawile alone can lure/break through fairy checks but Magnet Pull Victini is extra insurance for things like opposing RegenVest Magearna. The team has a really BW-esque feel to it and it's really fun, feels like running DragMag in modern play.
 
Blacephalon @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Will-O-Wisp
- Taunt

Excadrill @ Steelium Z
Ability: Magnet Pull
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance

Genesect @ Choice Scarf
Ability: Aerilate
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Extreme Speed
- U-turn
- Blaze Kick
- Ice Beam

Ferrothorn @ Leftovers
Ability: Primordial Sea
EVs: 252 HP / 208 Def / 48 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Thunder Wave
- Stealth Rock
- Gyro Ball

Muk-Alola @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Fire Punch

Buzzwole @ Choice Band
Ability: Tinted Lens
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ice Punch
- Drain Punch
- Leech Life
- Thunder Punch
Super new to AAA, but built this team recently and wanted to get better so here I am. It’s super bad, but I wanted to build around Magic Guard Blacephalon to nuke things with mind blown, and also shut down Chansey. Excadrill is meant to shut down AV Magearna, but fighting moves are bad. Genesect is there because I needed a scarfed and I also wanted an ate-speeder, and Ferro is my rocker and mixed wall. I have AV Regen Muk to wall most special attackers, and then band TL Buzzwole. I know the team is definitely bad, so could someone give some feedback?
 
Super new to AAA, but built this team recently and wanted to get better so here I am. It’s super bad, but I wanted to build around Magic Guard Blacephalon to nuke things with mind blown, and also shut down Chansey. Excadrill is meant to shut down AV Magearna, but fighting moves are bad. Genesect is there because I needed a scarfed and I also wanted an ate-speeder, and Ferro is my rocker and mixed wall. I have AV Regen Muk to wall most special attackers, and then band TL Buzzwole. I know the team is definitely bad, so could someone give some feedback?
Hi, first of all so sorry this has gone unnoticed for so long. Even being new to AAA, you definitely have a solid start considering the mons and respective abilities you chose.
Blace is a great mon to start with, considering it basically beats almost everything except hard Regen vest counters like mana. Anyways coming to the set, wisp doesn't really work for the simple reason most of blace counters are flash fire and it doesn't have the bulk to even withstand other burnt physical hits. So going knock off over wisp has great merits, since it allows you to 2hko Alolan muk, chansey with mind blown. As for last slot, you can even try substitute for free af subs on chansey etc on stall and dismantling the playstyle.
Again your team doesn't necessarily need magpull but it's rather weak to CM taunt fini. So you can switch around the exca to water absorb variant, you can even keep the z nuke to bop the incoming buzzwole.
As for the rest of the team, your defensive core is quite solid tho you could argue skarmory over Ferro with same ability could decrease your susceptibility to aerialate landorus, but that's optional and does take away your water resist. Anyways you do need ice punch on muk over fire seeing how weak you are to noivern which unfortunately can't really be altered much without changing the basic structure.
As for buzz you might like how the triage variant might mesh with the team over tinted one giving you another prio, you can take the set from the setpedia on the resources thread.
 

drampa's grandpa

#sobblesquad
is a Pre-Contributor

Lucario @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Focus Blast
- Flash Cannon
- Psychic / Vacuum Wave / Shadow Ball or Dark Pulse

This is a fun breaker I've been running recently. It, in theory, smashes through basically all of the SpD walls in the tier.

Psychic is almost entirely for Toxapex, although it will come in handy against some other Poison types like uhhhhh Tentacruel the boss. If you have Pex covered by other teammates Vacuum Wave can be used to give more utility against offensive teams. Shadow Ball or Dark Pulse enable you to hit Victini on switchin, Blacephalon on switchin, Jellicent, Marowak-Alola, and Chandelure (watch out for scarf) along with some other, less viable Pokemon.

+2 252 SpA Life Orb Sheer Force Lucario Psychic vs. 252 HP / 252+ SpD Toxapex: 341-403 (112.1 - 132.5%) -- guaranteed OHKO
+2 252 SpA Life Orb Sheer Force Lucario Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 619-733 (96.4 - 114.1%) -- 81.3% chance to OHKO
+2 252 SpA Life Orb Sheer Force Lucario Focus Blast vs. 248 HP / 252+ SpD Assault Vest Muk-Alola: 292-344 (70.7 - 83.2%) -- guaranteed 2HKO
+2 252 SpA Life Orb Sheer Force Lucario Focus Blast vs. 248 HP / 252+ SpD Assault Vest Magearna: 265-313 (73 - 86.2%) -- guaranteed 2HKO
+2 252 SpA Life Orb Sheer Force Lucario Focus Blast vs. 248 HP / 252+ SpD Assault Vest Manaphy: 292-344 (72.4 - 85.3%) -- guaranteed 2HKO
+2 252 SpA Life Orb Sheer Force Lucario Flash Cannon vs. 248 HP / 0 SpD Tapu Fini: 324-382 (94.4 - 111.3%) -- 68.8% chance to OHKO after Poison Heal
+2 252 SpA Life Orb Sheer Force Lucario Focus Blast vs. 248 HP / 252+ SpD Unaware Mandibuzz: 227-269 (53.6 - 63.5%) -- guaranteed 2HKO after Leftovers recovery


Basically Lucario will OHKO most defensive Pokemon in the metagame after some chip, and 2HKO almost everything regardless of chip. Notably most of the Pokemon that are avoiding OHKOs after Nasty Plot that have any way of doing anything back are regenvesters, which can be work down into KO range with rocks and unboosted hits providing you keep the pressure on and don't let them in for free with other teammates. Lucario can also lure in Pokemon that are used to check the Tough Claws or -ate sets which are more common and dent or KO them or just steal set up turns.

Despite its power however Lucario has some major drawbacks.

1-Focus Blast. Accuracy sucks. Any 2hko that requires two Focus Hits in a row has less than a 50% chance of actually happening. When possible use Focus Blast into Flash Cannon, but even then it's an incredibly unreliable move. When possible you should ideally play this set so that Lucario is forcing the opponent to rely on you missing, rather than you relying on hitting (IE, you are in a situation where even if you miss you don't lose Lucario, you can still maintain offensive momentum / pressure, stuff like that. This requires good plays and good teambuilding.)

2- Speed. Lucario isn't fast for an offensive Pokemon. It's outsped and forced out by offensive juggernauts like Landorus-Therian and Victini who really don't mind switching in once or twice. Even if it ran coverage for these Pokemon it's forced to hit them on switch-in which, while better than doing little to nothing, isn't ideal. It also makes Lucario serious deadweight against most offensive teams without Vacuum Wave, and even with Vacuum Wave there are Pokemon like Tapu Koko, Victini, Mega Alakazam, etc. etc. on most offensive teams that tank Vacuum Wave easily.

3- Frailty. To my mind this is the least important of the three major flaws Lucario has. It's not tanky at all, but you shouldn't be trying to tank hits with it. What Lucario is good at is tearing apart or applying huge amounts of pressure to slower tankier builds, and that doesn't require taking hits from powerful Pokemon. Still, being frail severely limits Lucario's setup opportunities, and prevents it from doing anything against offensive teams where its outsped (see flaw 2) and often gets OHKO'd. (for reference 252 Atk Aerilate Landorus-Therian Frustration vs. 0 HP / 0 Def Lucario: 289-342 (102.8 - 121.7%) -- guaranteed OHKO)

Despite these flaws Lucario is good at doing what it wants to. I wouldn't say its a top tier Pokemon or anything, mostly because it's really matchup dependent, but it's fun and I've seen it do some impressive things to unprepared teams.

I'll post some replays once I bother to save some.
 

GL Volkner

season to fall
is a Tiering Contributor
So admittedly, I'm not an AAA main, but I do enjoy playing the metagame and I'd like to bring something up that's always kind of baffled me as we're on the eve of Generation 8.

Why is Ability Clause allowing 2 abilities?

Now, realistically, there's no reason it should be 2 as opposed to 3, 4, 5, or 6, other than to reduce the passive recovery on a team or to reduce the net offensive power of a team to the point where it's unwallable. But where was it decided that 2 is fine? What makes 2 any better than any of the other numbers, other than having less of it?

Don't get me wrong - I know that 3, 4, 5, or 6 abilities on the same team could be ridiculously uncompetitive. Tinted Lens is already a very scary ability, and having to deal with the possibility of 2 users is terrifying. But why is it 2?

I think the ability clause should be changed, preferably to one ability. The reason is that 2 promotes endless battles - If you have two Regenerator Pokemon and your opponent has 2 Regenerator Pokemon, or if you have a Pokemon that cannot outdamage your opponent's Regenerator, etc... These are all endless battle situations. And from what I've seen, there's really no reason an Ability Clause should be at exactly 2, which seems to just be arbitrary. Now, I can see the counterpoints coming, and I'll do my best to address most of them.

1) If we limit Ability Clause to one ability per team, it doesn't stop people from creating endless battles.
To which I reply - Since when has the ability to cause endless battles been a result of one thing in particular? Stuff like Funbro, Leppa Berry stall, and other concepts have all been dealt with in an attempt to axe endless battles, and yet it's still an issue. The point of this proposal isn't to axe endless battles entirely, but reduce the likelihood of it happening.

2) There's legitimate uses for dual abilities on a team.
I'll admit this is true. Weather teams, terrain teams and teams which opt to run dual Tinted Lens, Adaptability, etc. will be hit hard by this. However, it's my belief that reducing the abilities on endless battle clauses has the ability to promote creativity, skill, and competitiveness. When you have two weather setters on a team, you can play fairly relaxed most of the time as you only really need to keep one of them alive if your wincon is dependent on having weather up, while your opponent has pretty much lost the matchup as once they've dealt with one setter, they have to deal with the next as well. And weather teams, which are generally offensive in nature, will probably have won the game by then unless they're playing stall (in which case I hope they've won the game, because stall is aids.) With a change in the ability clause, it'd promote more careful playing in the battle, while also making it a lot more taxing to put an ability on a Pokemon, as once you've put that ability on a Pokemon, you cannot use it on the same team. This would also increase the opportunity cost of running broken threats such as Terrakion, Kartana, and other things (though honestly, they'd still be broken and probably still be banned.) You'd have to decide which Pokemon deserves Tinted Lens or Adaptability more, which is a really large decision to make and would overall make building easier defensively, since the overall threat level of the meta would decrease as a result of there being less threatening Pokemon on the opponent's team.

3) Endless battles aren't actually a thing on the ladder because of the turn limit, and there's policies in place in tournaments to deal with the scenario of an endless battle.
While this is true, the 1000 turn limit isn't a great solution. For this, I'm going to reference my battle vs Chloe in the first edition of OM Snake Draft - While it's in Camomons, I believe the concerns I have with the 1000 turn limit still apply here. In that game, my browser started lagging and I kept disconnecting throughout the game, which made getting back into the battle a difficult experience and consistently reduced my timer. It turned the battle into a competition not of skill or positioning, but of who could last the longest, who had the most free time and who had the better Internet and computer. This isn't something a Pokemon game should come down to. The goal of every meta should be to promote skill and competitiveness. I believe nerfing the Ability Clause is an important step in this direction, as it reduces the amount of means by which this endgame can be achieved.

In tournaments, it's true that the general idea is to replay a game if an endless game is achieved. However, if an endless game is achieved and you do have to replay, then you have more limited time to prepare, as your previous preparation pretty much just went down the drain. One could argue that this situation has never arisen - But why risk it? Why have people play a metagame where this is a very real possibility instead of acknowledging the potential problem before it becomes a problem?

Now, I'm aware that most of the points I've brought up here are related to only AAA really, but I do think this plays a part in BH too as well as smaller OMs (since they're kind of forced to take this clause on), so I think that if a decision is made, it should be with the interest of all of the affected tiers.

I'd like to get the AAA council's input on this, as well as the OM Leaders as they have a hand in policy as well. Since this will also impact BH, I'll tag its leader (although he's also an OM leader, I believe input from him both as an OM leader and a BH leader is important.) I will also be tagging players who have played the metagames in OMWC and AAA & BH Open Semifinals, since those are the two most recent showings and I'm far too lazy to go through the rest. Also tagging motherlove because that guy's hella smart.


Note that if I did tag you, you're not obliged to chip in, and if you're not tagged then your input is just as welcome as the rest. The tags are just so people who play the metagames affected can see this.

(sorry in advance for the tagspam!)

e: regirock wanted a tag
 

The Immortal

They Don't Want None
is a member of the Site Staffis a Battle Simulator Administratoris a Top Smogon Social Media Contributoris a Community Leaderis a Programmeris a Community Contributoris a Live Chat Contributor Alumnusis a Tiering Contributor Alumnus
Other Metas Leader
I won't speak about metagame effects but policy-wise, I've never liked the clause being limited to 2. As mentioned above, it's arbitrary and it doesn't follow any precedents (Smogon clauses such as Species or even Sleep are 1 limit, Nintendo clauses are 1 limit, etc...). And it sets a bad example for smaller or newer OMs in that they would assume it's fine to limit w/e mechanic their meta follows to have a limitation of 2, or any higher number for that matter.
 

E4 Flint

-inactive in BH due corrupt leader-
is a member of the Site Staffis a Community Leaderis a Battle Simulator Moderator
Community Leader
I was staunchly against going for two at the time of its creation (can look through my post history at the time) however I was not the BH leader at the time and that ended up forming the precedent. It was definitely more of an impact on AAA esp last gen where I felt it would’ve prevented a bunch of bans. From my previous conversations about it, I do feel that at this stage though it might be better to start it that way next gen.
 
I'll be the first to admit, I think 2 is arbitrary, but I've honestly felt that about any number of limitations. If an ability is broken when too many people have it, it shouldn't be allowed. I also don't see having the limit taken away as beign that big of a problem. Only a handful of abilities are really usable on more than two mons at a time, like regen and adapt. If you try and put in 6 tinted lens users you're going to struggle.

Just remove it outright, the changes will be minimal and require few to no bans.
 
im glad this is finally brought up.
always been that guy who always asked why is it 2 and why arent all of the abilities clauses across the metagames just 1 like everything else
i believe 1 as a limit is standard and good for the competitive scene.

Teambuilding for every meta(esp AAA) that is affected by this will improve. it feels nice not having to worry about 2 unawares/2 tinted lens/2 phs or 2 of anything. it makes scouting easy and more effective while playing AAA and thats good.
im sure everyone hated those duel combo abilities on teams such as duel tinted lens/duel regen in particular. The viability of pokemon and teambuilding will be changed a bit and impacted positively. Its the main reason why i drifted from AAA, i felt like alot of previous bans even could have been influenced if this change came about earlier.

for bh, im not too sure about how it would affect the metagame because from my experience having 2 tinted lens mons or 2 of anything in bh doesnt have the same effect it does in AAA however if any change were to happen in bh due this change, the impact will be very minimum, though i believe this change is great and should be done now before gen 8 or at least at the start of gen 8, with armored evolution being confirmed and all, we are about to be blessed with some broken mons and abilities once again.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 2)

Top