AAA Almost Any Ability

Jrdn

Future manager of The Algophobic Fearows
is a Pre-Contributor
What is Almost Any Ability?
Almost Any Ability (AAA) is a metagame that lives up to its name. Pokemon in this meta have access to "almost every ability" with the exception of a few that me, the council and the community deem broken or unhealthy for this metagame. With new abilities at Pokemon's disposal, new, old and even some unanticipated threats emerge from unexpected places!

AAA Discord: https://discord.gg/3bUz7va

AAA Resources Thread

Council Members

Jrdn
Thinkerino
Funbot28
xavgb
rozes

Banlist & Clauses

AAA's ruleset is similar to OU's; however, Pokemon and Abilities shall be banned independently of OU.

Pokemon
  • Dracovish
  • Eternatus
  • Keldeo
  • Kyurem-Black
  • Kyurem-White
  • Lunala
  • Marshadow
  • Mewtwo
  • Necrozma-Dawn-Wings
  • Necrozma-Dusk-Mane
  • Reshiram
  • Shedinja
  • Solgaleo
  • Zacian
  • Zamazenta
  • Zekrom

Abilities
  • Arena Trap
  • Comatose
  • Contrary
  • Fluffy
  • Fur Coat
  • Gorilla Tactics
  • Huge Power
  • Ice Scales
  • Illusion
  • Imposter
  • Innards Out
  • Intrepid Sword
  • Libero
  • Moody
  • Neutralizing Gas
  • Parental Bond
  • Protean
  • Pure Power
  • Shadow Tag
  • Simple
  • Stakeout
  • Speed Boost
  • Water Bubble
  • Wonder Guard

Clauses
  • Species Clause: A player cannot have two Pokemon with the same National Pokédex number on a team.
  • 2 Ability Clause: A player cannot have more than two Pokemon with the same Ability on a team.
  • OHKO Clause: A Pokemon may not have the moves Fissure, Guillotine, Horn Drill, or Sheer Cold in its moveset.
  • Evasion Clause: A Pokemon may not have either Double Team or Minimize in its moveset.
  • Sleep Clause: If a player has already put a Pokemon on his/her opponent's side to sleep and it is still sleeping, another one can't be put to sleep.
  • Endless Battle Clause: Players cannot intentionally prevent an opponent from being able to end the game without forfeiting.
 

Jrdn

Future manager of The Algophobic Fearows
is a Pre-Contributor
AAA Sample Teams

Thinkerino Stall
:toxapex::corviknight::clefable::ferrothorn::mantine::avalugg:
Ferrothorn is probably the greatest non-normalize Gengar counter ever created, walling every single coverage move (shadow ball, sludge wave, focus blast, energy ball, thunderbolt, psychic) and generally making Gengar a non-factor. Mantine is one of very few mons that can somewhat comfortably switch into SFLO Chandelure (or "the light", because that's what it makes most teams see) and also gives this team a convenient volt absorb immunity. Mantine can also somewhat deal with Hydreigon with the combination of ice beam/haze. You're free to run mirror coat over haze, but I prefer not to open the matchup to those mindgames. Clefable offers much the same benefits as it offers in OU as a reliable unaware pokemon and ALWAYS useful dragon immunity, and can either run calm or aromatherapy depending on how much you care about status affecting the team. Alternatively, Aromatisse can fit basically the same role. The Corviknight set is a really interesting one, but it basically answers things like excadrill pretty well, and can be a primary noivern switchin because the rocky helmet also punishes uturn. Avalugg exists primarily because of mamoswine, and on this team has magic bounce over its usual ability of dauntless shield just in case of stealth rocks, and also because non mold-breaker corsola is actually very annoying for this team to handle. Toxapex does what toxapex does best: prankster haze/toxic and a great defensive typing, so I don't think that needs much explanation.


Thinkerino Stall #2
:snorlax::toxapex::hippowdon::avalugg::corsola-galar::sylveon:
Corsola-Galar makes it possible to get stealth rocks up no matter what, and also serves as a spinblocker which is often extremely useful. Assault Vest Sylveon helps a lot against strong dragon types like Dragapult, Hydreigon, and Kommo-o by not only giving the team a dragon immunity but also decreasing the burden on Toxapex. Otherwise, this team uses the same core 4 mons of Snorlax, Toxapex, Hippowdon, and Avalugg to collectively attempt to wall out the tier. Toxapex is pretty much a staple must-have on every stall team because prankster haze singlehandedly saves the team from losing to a lot of common setup mons such as golisopod, kommo-o, and the like. Avalugg is probably a very familiar mon on stall because it answers huge threats like mamoswine without a problem, and +1 body press is EXTREMELY powerful. Snorlax exists just so the team has some form of status immunity/avoidance, because otherwise the team is generally weak to that, and Hippowdon gives a much needed electric immunity with how powerful bolt beak is as a whole as well as having a decent matchup vs most non-elemental physical attackers.


Aesf Balance
:snorlax::dracozolt::corviknight::toxapex::dragapult::ferrothorn:
Set up hazards with ferrothorn if possible, u-turn with dragapult against steels to trap with dracozolt, and win with dragapult or lax.



Atha Hyper Offense
:gengar::hydreigon::cinderace::mew::dragapult::togekiss:
It's a HO that I built around psychic terrain. In the beginning it was a psyspam, but the psyspammers didn't do shit so I only kept the good part of it. Psychic terrain is here for 2 purposes : preventing priorities and activating psychic seed for sweeps.
In order to play it, you need to understand your wincond at preview (aka the mon you're going to sweep with) and get the job done (this is the actual concept of any HO but whatever). I honestly think this team's main strenght is that it will always have 1 mon that almost 6-0s.

Mew is the utility mon. Puts up terrain, prevents hazards and stuff with taunt, gets up rocks. Almost nothing ohkoes it, so it will always do what you want. Slow nature to try and get a slow u-turn, although it still outspeeds 60% of the metagame. Be careful about mbounce.

Cinderace is basically here as an emergency option against hazards. It still hits really hard. I pretty often sacrifice it for some useful chip.

Gengar is a really good sweeper as it outspeeds and ohkoes at +2 a large part of the metagame. Sash helps it at setting up as well as the immunities. It loves psychic terrain preventing priorities. Keeping the sash is key if your opponent has a strong and fast mon like Noivern, opposite Gengar, etc ; not to get swept. It also prevents a lot of sweeps. Taunt is for bulky stuff, as you don't need coverage.

Sheer force Dragapult is sooo good. Nothing walls it completely, so I often sweep with it. With rocks up it's absolutely unstoppable. Speed nature is an option but you loose too much damage imo.

Hydreigon gets in, activates unburden while boosting its spdef, sets up a nasty plot and say bye to your team.

Same for Togekiss.



Stresh Semi-Stall + Dragapult
:seismitoad::corviknight::excadrill::dragapult::snorlax::mandibuzz:
This team is built to be a solid balance team with a lot of freedom in how it's played. Seismitoad operates in pretty much the same way as PH Swampert did last gen, though it drops some bulk. Thanks to its status immunity it's able to stay around for a long time and repeatedly set up rocks, while deterring Magic Bouncers from coming in freely by using Scald. This also makes it good at pressuring teams long-term, allowing the rest of the team to be built more defensively. Regen Corviknight is one of the best sets that Corviknight has, gaining flexibility as a Defogger and pivot due to having nice passive recovery. Excadrill makes use of Bulletproof by becoming a hard counter to most Gengar sets, especially Sheer Force Gengar. It can also pose a threat to some teams if it grabs a speed boost with Rapid Spin. Dragapult acts as the main speed control on the team and is also a big threat to a lot of teams with its coverage. It can opt to run a Rash Nature over a Naive Nature for some extra power at the cost of missing out on some less relevant speed tiers such as Barraskewda, opposing neutral nature Dragapult, and Weavile. The last two slots mainly needed to cover the stall matchup and a couple major threats to the team. I decided to go with PH Snorlax + Unaware Mandibuzz. The intent here isn't generally to force a win against stall so much as it is to never lose. Between the different hazard removal options, 2 Poison Heal users, and a Regenerator user, it should be able to do this most of the time if played correctly, as there are multiple passive recovery elements to avoid being forced to use PP. Unaware Mandibuzz helps out against the likes of Sheer Force Hydreigon, PH Lax, and Triage Golis. Major threats to this team are Mamoswine, Grimmsnarl, and Chandelure. If handled well the team won't necessarily let them in too much, but you may have to sack something anyway.
 
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ban neutralizing gas lol
it prevents pretty much all (ability) forms of phazing
Intrepid Sword / Dauntless Shield mayyy be too strong as guaranteed stat boosts
I also assume that all abilities will be legal, regardless if they were in S/S.

anyways here's some theorymon from a non native player

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Dracozolt @ Life Orb / Choice Band / Expert Belt
Ability: Steam Engine
EVs: 248 Hp / 252 Atk / 8 SpA
Naughty Nature
- Bolt Beak
- Outrage
- Fire Blast / Fire Fang / Earthquake
- Low Kick
[If using Arctozolt, replace Bolt Beak and Fire Blast with Fishious Rend and EQ]

Steam Engine gives you +6(!) speed when hit with a water/fire move. Now take a normally slow 'mon with moves that double power if it goes first, that also resists both water and fire...

While this set is probably too predictable to work out well, Steam Engine as a whole is probably too strong for AAA, potentially punishing any water/fire move with the type resist berries.

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Barraskewda @ Life Orb
Ability: Primordial Sea / Intrepid Sword
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Liquidation
- Close Combat
- Drill Run

Barraskewda never really needed Swift Swim, because of its already great speed stat. Pretty self-explanatory otherwise.

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Dragapult @ Draco Plate
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Darts
- Steel Wing / U-Turn
- Dragon Dance
- Sucker Punch / Wil-O Wisp / Sub

Dragapult doesn't have to deal with its bad coverage (without going into SpA) in order to break through threats. Dragpult as a whole can probably be used more creatively (screens, mixed sheer force, etc.) and can threaten/revenge lots of the meta with its high speed stat.

If Intrepid Sword is banned, an ability that would be really interesting is Gorilla Tactics. More reliable than Hustle or Download, and could cause choice lock mindgames and the like.
 

vivalospride

The Man Your Man Could Smell Like
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I also assume that all abilities will be legal, regardless if they were in S/S.
I have held off on building this meta bc I didn't wanna assume that, is this the case or nah

For those curious on what abilities exist in the new gen that are relevant to meta...


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Also quoting this here so it's visible on this thread, quite a helpful post. Hope this gen is fun and solidifies aaa as the best om >:), I will be taking all of your heads in the future.
 
Claiming custody of swift swim Dracovish and Surge Surfer Dracozolt. Gonna be nasty on rain and surge teams respectively.

Sheer force gengar and Mega Launcher hydreigon are also alot better with the addition of nasty plot into their movepools. And the removal of assvest magearna.

Kommo will be alot better while using punk rock to amp up clanging scales and boomburst while using possibly using clangorous soul to set up or just running a breaker specs set. Having access to aura sphere now is also nice and allows it run mega launcher builds as well.

Thatsball i can get off the top of my head. Aaa this time around looks nutty. Also Using mimicry on some.mons on terrain teams may have a niche who knows.
 
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Funbot28

Men say I taste like sugar but ain't shit sweet
is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogon
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Yay gen 8 time bitches, lemme drop some heat:


Kommo-o @ Toxic Orb
Ability: Poison Heal
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Clangorous Soul
- Drain Punch
- Protect
- Earthquake / Poison Jab / Thunder Punch

A dope set that can avoid the HP drop from Clanger's new move somewhat thanks to PH recovery + Protect + Drain Punch, potentially enabling it to nab a boost or two and potentially sweep. Coverage depends on what you wanna hit, where EQ covers the most threats such as Aegislash / Doublade, Gengar, while Pjab can nab the Fairies. Dope mon that I feel will really be a dangerous mon with other abilities such as Adaptability, Unburden + Bdrum, and specially defensive Regen as it did in the previous gen thanks to typical checks such as Tapu Fini and Buzzwole not being here anymore.

Kommo-o @ Life Orb
Ability: Triage
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Clangorous Soul / Swords Dance
- Drain Punch
- Poison Jab
- Taunt

Kommo-o @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Dragon Dance
- Close Combat
- Clanging Scales
- Poison Jab

Kommo-o @ Leftovers
Ability: Regenerator
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Protect



Corsola-Galar @ Eviolite
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Will-O-Wisp
- Strength Sap
- Haze
- Night Shade

An annoying ass mon that I can see use on stall and balanced teams alike. Luckily, Dark-types just rain down on it's parade but otherwise can be a nice blanket check to a ton of nasty sweepers.


Duraludon @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steel Beam
- Draco Meteor
- Thunderbolt / Body Press
- Stealth Rock

Steel Beam + Magic Guard + LO = GG lol. But ye a cute Dialga knockoff mon that can take advantage of it's great power in order to set up hazards and force a lot of switchins. I just wish it's special movepool was a bit better, but It can usually get away with running two powerful STAB moves and Tbolt / Bpress to break checks such as Pex and Ferro respectively. Rlly intrigued with this one.

Other dope mons that I don't have time to talk about now are Dragapult, Rilaboom, Corviknight, and Griminsawl. The power level this gen has definitely died down a bit but I am still intrigued to see how the metagame will develop especially given the introduction of busted dope abilities such as Gorilla Tactic, Intrepid Sword, and Neutralizing Gas. Lets hope for a fulfilling gen!
 
Punkrock kommo anyone?

Kommo-o @ Choice Specs
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Clanging Scales
- Flamethrower
- Focus Blast

Kommo-o @ Throat Spray
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Clanging Scales
- Clangorous Soul
- Flamethrower/Focus Blast
 
I've played a lot of gen 8 aaa the past few days, so here are some thoughts on some really good mons I've found or seen within the first few days of the gen :
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Jellicent @ Leftovers
Ability: Neutralizing Gas
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Taunt
- Strength Sap
- Scald
- Hex

Neutralizing gas is probably one of the most intriguing abilities right now. Not too sure of its capabilities offensively. From a defensive standpoint, it's still probably inferior to regen and poison heal, but aside from that, the possibilities of this are endless. Played a game where I managed to prevent electric terrain from going up for like the first 25 turns; it stops obnoxious mons like PH lax in their tracks, can just break down regen cores...and most importantly, it checks all the power creeping mons running gorilla tactics, and, assuming that gets banned in the future, later adaptability and tinted lens and aerilate among other abilities.
I actually think this might be a really healthy addition to the meta. This is a very different meta than BH, namely one that isn't balanced by prankster. And there's a lot of mons like PH lax, like regen everything, that really have no big downsides to being used. Even if you adequately prepare for snorlax, for regen, or whatever, 9 times out of 10 they're still putting in massive work. Neutralizing gas gives a way of punishing these options in a compressible, teambuilding-realistic way. But I could see it also be slightly centralizing in the long run if exploited right.
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Corviknight @ Leftovers / Shed Shell / Terrain Extender / Weather rock
Ability: Volt Absorb / Neutralizing Gas / Grassy Surge / Magic Bounce / Drizzle / Drought / Regenerator / Unaware / Flash Fire / Water Absorb / ???
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Defog
- Brave Bird
- Roost
- U-turn

This mon does it all. It's probably the best terrain/weather setter AAA has ever had, and can fulfill an insane amount of defensive roles in one slot. The movepool is absolutely perfect, letting it fit on offenses with uturn, giving free defogs, and just all aorund being an insane mon to deal with
A+ or S-tier mon for sure imo
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Toxapex @ Leftovers
Ability: Prankster
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Haze
- Recover

If there's any sort of meta right now, it's pretty much "can your mon kill prankster toxapex". This mon is even more insane when you remove the gen 7 power creep and once gorilla tactics/intrepid sword go it'll probably be even more problematic. A must-have for almost all non HO teams.

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Doublade @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow Claw
- Shadow Sneak
- Sacred Sword
- Swords Dance

Goodra @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Draco Meteor
- Earthquake
- Dragon Tail
- Flamethrower

The gen 6 core is back! Goodra is ridiculously good in this fire/water/electric/grass spammy meta and doublade is as good as ever, especially with a good amount of its checks gone from gen 7. Very very solid core.
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Mamoswine @ Life Orb / Choice Band / Choice Scarf
Ability: Intrepid Sword
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stone Edge / Superpower / Stealth Rock

Buzzwole gone? Fini gone? We might get a glimpse of the monster of gen 6 mamo, which ended up actually getting banned from the meta. Very few teams are poised to take this mon on -- golisopod is really the only common thing that can realistically stand in its way. I have a feeling this is going to be broken again, even if intrepid sword goes first, but time will tell.
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Corsola-Galar @ Eviolite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock / Haze / Will-o-wisp
- Strength Sap
- Destiny Bond
- Scald / Night Shade / Hex

Corsola-Galar stands out to me most as the new best prankster destiny bonder. Prankster dbond has always flown under the radar as something that has the potential to be immensely uncompetitive in aaa and we might see this strategy emerge more in gen 8 aaa with the new best abuser of it by far, galarian corsola. It's ridiculously tanky, gets rocks, gets a broken recovery move, and also prankster haze. This thing is actually so good
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Conkeldurr @ Life Orb / Fist Plate
Ability: Triage
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Bulk Up
- Payback
- Defog

For speed control, this mon seems to be one of the most consistent out there. It provides speed control, defogging, and a wincon in one slot, and it's ridiculously strong too. One big change this gen is that a ton of fairies got axed, making fighting/dark coverage once again one of the best coverage combinations. Despite not having too much defensive capability, I think this mon might be really good.
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Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- U-turn
- Flamethrower
- Switcheroo

In gen 7 aaa there was always a small movement of "let's ban magearna and then immediately ban noivern afterwards cause it'll be busted then" Well GF has done the first part for us. Even with corviknight in the meta, noivern looks ridiculously good, especially paired with a magnet puller. Ttar no longer traps it, either...it's hard for me to imagine this mon remaining healthy for the metagame.


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(actual size)
Snorlax @ Toxic Orb
Ability: Poison Heal
EVs: 156 HP / 92 Atk / 100 Def / 144 SpD / 16 Spe (gen 7 spread)
Careful Nature
- Facade
- Protect
- Earthquake
- Curse

Obstagoon @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Facade
- Obstruct
- Bulk Up
- Knock Off

Snorlax doesn't actually look any better this gen; with all the ghosts floating around, and neutralizing gas being a thing, losing buzzwole might not be enough to offset these changes. But it's still incredibly good. Obstagoon probably isn't better, but it handles the influx of ghosts better, and obstruct is actually a decent deal better than protect.

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Cinderace @ Choice Scarf / Choice Band / Life Orb / Heavy-Duty Boots
Ability: Gorilla Tactics / Intrepid Sword / Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pyro Ball
- U-turn / whatever
- High Jump Kick
- Court Change / extra coverage

court change is ridiculous, its power is ridiculous, its coverage is ridiculous -- it's fast, strong, not mcuh else to say

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oh my god this thing is good. I won't even list sets because there's too many -- CB gorilla tactics, I've seen scarf regen, Intrepid sword + DD, magic bounce screens lead (it's the best screener now) -- I don't think it's unfair to compare this to the tapu koko of last gen.

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lucario is back too with more sets than I can count -- All the espeed sets -- including galvanize and fridge and intrepid sword -- just became 5X better without buzzwole and Zapdos and Fini and the like in the tier. As for new toys, apparently Magic guard LO/sash steel beam is incredibly good and kills pretty much everything.
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With a variety of new water type threats, rain is probably the best it's ever been. NP rotom is great, and the other 3 just hit ridiculously hard from the get go. Regarding dracovish and dracozolt, however, I don't think they'll be as broken as people think they'll be, since their special moves don't double damage on the switch, so it might be relatively easy to find counterplay.

Terrain also looks pretty good but not busted or anything.

Oh and
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finally gets belly drum + acrobatics in the same set, so watch out..especially with dynamax
 

Attachments

So many new toys °_° And now that AAA is finally implemented, let's have fun!
I'm bummed by the fact that Ice Scales has already been declared dead :( I wanted to toy with it :( Whyyyyyyy. (Apart from the fact that AVest/Eviolite+Ice Scales i guess makes every pokemon Chansey, lol)
At least I have neutralizing gas (at least for a bit.)
Just one thing: how much is the gorilla tactics attack boost? The calculator is somehow broken.
252 Atk Choice Band Cinderace Pyro Ball vs. 0 HP / 4 Def Cinderace in Harsh Sunshine: 256-302 (85 - 100.3%) -- 6.3% chance to OHKO
252 Atk Choice Band Cinderace High Jump Kick vs. 0 HP / 4 Def Cinderace: 247-291 (82 - 96.6%) -- guaranteed 2HKO

252 Atk Choice Band Cinderace Pyro Ball vs. 0 HP / 4 Def Cinderace in Harsh Sunshine: 256-302 (85 - 100.3%) -- 6.3% chance to OHKO
252 Atk Choice Band Cinderace High Jump Kick vs. 0 HP / 4 Def Cinderace: 247-291 (82 - 96.6%) -- guaranteed 2HKO

First two with Desolate Land, second two with Gorilla Tactics. It does not show any change whatsoever.

Oh, the Corsola with neutralizing gas set is almost a counter for Aerilate Noivern, i would say.
 
Thought I'd post a team I've been using to some success.

Corviknight @ Leftovers
Ability: Neutralizing Gas/Volt Absorb/Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird
- U-turn
- Roost
- Defog

Doublade @ Eviolite
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Shadow Claw

Weavile @ Choice Band
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Throat Chop
- Icicle Crash
- Ice Shard
- Low Kick

Snorlax @ Toxic Orb
Ability: Poison Heal
EVs: 156 HP / 88 Atk / 100 Def / 144 SpD / 20 Spe
Careful Nature
- Facade
- Curse
- Darkest Lariat
- Protect

Toxapex @ Black Sludge
Ability: Prankster
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Haze

Goodra @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Draco Meteor
- Earthquake
- Ice Beam
- Flamethrower

I know ladder hasn't been up for very long so elo doesn't mean a lot, but got to #2 with it so far
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It's your basic fat/stall team with doublade/goodra as an all-around defensive core for most physical/special attackers (namely physical watermove spammers and ghost type special setup sweepers), followed by toxagoat (needs no explanation) and corviknight (skarmory's brother). The idea is honestly to basically just switch around and wear the opposing team down until you get a chance to bring weavile in and either heavily dent something or get a kill. It's kind of aids when icicle crash misses, but I guess therein lies the beauty of playing mons.

Two things to note are first that this team doesn't have stealth rocks--which is kind of a personal preference thing because more often than not I prefer spamming defog to setting up rocks in this tier anyway

The second thing is that I haven't really decided if neutralizing gas, volt absorb, or maybe even thick fat is better on corviknight, but it's worth noting that dracozolt's bolt beak--especially if it's banded--kind of just eats this team for breakfast without volt absorb, so take that as you will.

If I had to list some threats based on what I've seen during the short period I've played on the ladder they would be:

Bisharp (If it gets any kind of setup opportunity it's really hard to stop, and I once ran into Neutralizing Gas which pretty much shredded my team)

Cinderace if it has zen headbutt, although usually goodra dynamax + doubling around can kind of finesse that threat

Physical Dragapult with shadow ball=> Now, I haven't seen anyone actually running around with this, but if it became a thing doublade would no longer become a free switchin

Icicle Crash: it seems like a meme, but sometimes I wonder if the accuracy on this stupid isn't actually more like 45%

Other than that though, it's been at least decently solid for me so I wanted to share it
 

GL Volkner

burst into flames
is a Tiering Contributor
im posting a stall team so ppl steal it and you all get mad :)
:corsola-galar: :ferrothorn: :toxapex: :hippowdon: :mandibuzz: :corviknight:
Corsola-Galar @ Eviolite
Ability: Neutralizing Gas
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Strength Sap
- Will-O-Wisp
- Stealth Rock
- Destiny Bond

Ferrothorn @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Protect

Toxapex @ Black Sludge
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Haze
- Recover
- Scald

Hippowdon @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Whirlwind
- Slack Off

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Dauntless Shield
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Defog
- Roost
- Foul Play
- U-turn

Corviknight @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Defense
- Body Press
- Roost
- Taunt
 
Ok so I have a proposal
BAN DRACOVISH
So we have seen Fishious Rend banned in Stabmons (looking at you Barraskewda) but it can't be that bad right?
WRONG.
Dracovish has a base 75 speed. With boosting nature that's 273, not bad but not great. Throw it a choice scarf, 409. Which ya know, getting rid of ubers makes it the 4TH FASTEST MON.
But wait, this little devil can go faster. Swift Swim.
It DOUBLES its base speed to 546. Not counting the scarf, which easily puts it ahead of NINJASK, ya know, the fastest mon in the game? Now, if you got rid of weather abilities you know what triggers rain? Dynamaxing.
In conclusion Dracovish is pretty broken in this meta.
 
100px-823Corviknight (1).png

Corviknight @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bulk Up
- Brave Bird
- Roost
- Substitute
Sub Bulk up Corviknight with Prankster Healing
You Could have Taunt In place of Sub
 

xavgb

:xavgb:
is a Site Staff Alumnusis a Forum Moderator Alumnus
Don't use stall, use this!

Dragapult @ Leftovers
Ability: Neutralizing Gas
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Hex
- Disable

Mamoswine @ Life Orb
Ability: Intrepid Sword
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stealth Rock

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Neutralizing Gas
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Knock Off
- Toxic
- Roost
- Taunt

Doublade @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Gyro Ball
- Shadow Sneak
- Sacred Sword

Corviknight-Gmax @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Roost
- Brave Bird
- U-turn
- Defog

Cinderace @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- High Jump Kick



Basically this team is built around a set that's been going around in OU (SubDisable Dragapult) with the addition of Neutralizing Gas which makes it beat pretty much everything it wouldn't beat otherwise. Mamo and Doublade are a couple of big mons from last generation that seem to have only gotten better in the new dex, Intrepid Sword is also pretty much a direct buff to Adapt Mamo here. Mandi helps out annoying everything fat pretty much, watch out for Pex Scald burns, try and get rocks up if you want real progress there. Corv is here to run Defog so that the Mandi set is freed up and also as a Fire resist/slow pivot. Cinderace is running Desoland Scarf over something like Gorilla Tactics here to give extra insurance against rain/water types in general, Court Change also comes in handy as a secondary means of dealing with hazards. I've been really enjoying this team, i'm currently 19-3 on the ladder with all three losses being due to the bugged Neutralizing Gas mechanics (I'm assuming this is supposed to work on switchin).

With that being said, I think NeuGas might have to go at some point. It's already dominating every other ability right now with only half of the ability actually working, and it's kinda hard to justify not running 1-2 of these mons on every team, since it's also good on just about everything ranging from setup to the Corsola set volkner posted above. The lack of counterplay to NeuGas using status or setup is kinda disgusting, not even ph/regen combos can deal with this.
 
1575583041938.png

Sirfetch'd @ Choice Band
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Close Combat
- Knock Off
- Brave Bird

This thing is ridiculously strong and even though first impression isn't stab, it gets tons of free surprise damage on unsuspecting mons. It's not broken or anything, but it's just a breaker that I've had a lot of fun running on my teams recently, and it pretty much always either gets a kill or leaves something dented.
Some example calcs:

+1 252 Atk Choice Band Sirfetch'd Close Combat vs. +1 252 HP / 252+ Def Hippowdon: 195-229 (46.4 - 54.5%) -- 6.6% chance to 2HKO after Leftovers recovery

+1 252 Atk Choice Band Sirfetch'd Close Combat vs. +1 252 HP / 252+ Def Mandibuzz: 211-249 (49.7 - 58.7%) -- 99.6% chance to 2HKO

+1 252 Atk Choice Band Sirfetch'd Brave Bird vs. 252 HP / 252+ Def Toxapex: 161-190 (52.9 - 62.5%) -- 99.6% chance to 2HKO after Black Sludge recovery

+1 252 Atk Choice Band Sirfetch'd Knock Off (97.5 BP) vs. +1 252 HP / 252 Def Eviolite Corsola-Galar: 172-204 (53 - 62.9%) -- guaranteed 2HKO

In other words, it's pretty strong. Now obviously, its speedtier is less than optimal, but sirfetch'd actually benefits from having relatively decent bulk for such an offensive mon, so it can usually take a hit or two before being forced out.

Side note: I agree with the other comments about neutralizing gas. I haven't seen anything overly busted with it come out yet, but just the idea that it completely nullifies every would-be defensive counterplay is extremely unsettling. I'm also not sure if it's bugged or not, but operating under the assumption that it is bugged, this means even situations where you switch a mon in to avoid the ngas effect will be removed once it's working properly. With that being said, though, it can always be given more time I suppose--after all, the meta is still relatively fresh.
 
Is there any reason why abilities are banned, as opposed to restricted? An important side effect is that it bans Impostor Ditto, one of the best checks to Dynamaxing. Even if Dynamax is banned Ditto would still be a not broken thing. Other stuff like NGas Weezing-G (if NGas is banned) and Araqanid would be better with restricted abilities over bans.
 

The Immortal

is a member of the Site Staffis a Battle Simulator Administratoris a Top Smogon Social Media Contributoris a Programmeris a Super Moderatoris a Community Contributoris a Live Chat Contributor Alumnusis a Tiering Contributor Alumnus
Other Metas Leader
Is there any reason why abilities are banned, as opposed to restricted? An important side effect is that it bans Impostor Ditto, one of the best checks to Dynamaxing. Even if Dynamax is banned Ditto would still be a not broken thing. Other stuff like NGas Weezing-G (if NGas is banned) and Araqanid would be better with restricted abilities over bans.
It was a really complex ban. Everything has every ability in AAA. Restrictions was a relic nobody had the courage to remove. It was necessary to be removed now because AAA includes unreleased abilities as well. You can see old discussion on complex bans in OMs here.

Edit: To go into more details, OMs should be treated like they are actual games. In AAA, every Pokemon can learn every ability. In other words, every Pokemon has every ability naturally. Allowing Ditto to have Imposter means banning Imposter from everything except Ditto. That is a big no. It was allowed before, yes, but we are now part of an official ribbon circuit and it's our responsibility to adhere to the Smogon standards, especially if we hope to receive more perks in the future.
 
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im posting a stall team so ppl steal it and you all get mad :)
:corsola-galar: :ferrothorn: :toxapex: :hippowdon: :mandibuzz: :corviknight:
Corsola-Galar @ Eviolite
Ability: Neutralizing Gas
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Strength Sap
- Will-O-Wisp
- Stealth Rock
- Destiny Bond

Ferrothorn @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Protect

Toxapex @ Black Sludge
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Haze
- Recover
- Scald

Hippowdon @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Whirlwind
- Slack Off

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Dauntless Shield
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Defog
- Roost
- Foul Play
- U-turn

Corviknight @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Defense
- Body Press
- Roost
- Taunt
1575678412199.png
1575678430391.png
1575678453508.png
1575678464155.png
1575678479460.png
1575678489766.png

https://pokepast.es/acdc5bf344099550
steal this instead

https://replay.pokemonshowdown.com/gen8almostanyability-1024598608
 
It was a really complex ban. Everything has every ability in AAA. Restrictions was a relic nobody had the courage to remove. It was necessary to be removed now because AAA includes unreleased abilities as well. You can see old discussion on complex bans in OMs here.

Edit: To go into more details, OMs should be treated like they are actual games. In AAA, every Pokemon can learn every ability. In other words, every Pokemon has every ability naturally. Allowing Ditto to have Imposter means banning Imposter from everything except Ditto. That is a big no. It was allowed before, yes, but we are now part of an official ribbon circuit and it's our responsibility to adhere to the Smogon standards, especially if we hope to receive more perks in the future.
Talking about abilities, I will maybe ask a very stupid question so excuse-me in advance if it's a bad one. Is every ability actually coded in the game, even the one which are not present in gen 8 ? Some abilities such as Aerilate were available only on Mega-evolutions or on mons which are not in the game such as Poison Heal. I don't know if these kind of abilities can be allowed in AAA if there is no way to use them on mons even in using cheatcodes.
 

GL Volkner

burst into flames
is a Tiering Contributor
Talking about abilities, I will maybe ask a very stupid question so excuse-me in advance if it's a bad one. Is every ability actually coded in the game, even the one which are not present in gen 8 ? Some abilities such as Aerilate were available only on Mega-evolutions or on mons which are not in the game such as Poison Heal. I don't know if these kind of abilities can be allowed in AAA if there is no way to use them on mons even in using cheatcodes.
Yup, they're all in.
 

Jrdn

Future manager of The Algophobic Fearows
is a Pre-Contributor
Since Baton Pass seems to be usable on our ladder, the AAA council unanimously decided to quickban the move Baton Pass. Tagging The Immortal

Stay tuned as the council will be voting for quickbans to fully kick off the metagame in a strong way!

Things we'll be looking at:
Neutralizing Gas
Intrepid Sword
Gorilla Tactics
Dracovish
 
Since Baton Pass seems to be usable on our ladder, the AAA council unanimously decided to quickban the move Baton Pass. Tagging The Immortal

Stay tuned as the council will be voting for quickbans to fully kick off the metagame in a strong way!

Things we'll be looking at:
Neutralizing Gas
Intrepid Sword
Gorilla Tactics
Dracovish
Thank you for banning Baton Pass now please ban gorilla tactics

To not be a one liner...

newly esteemed user Thinkerino's team has given me inspiration in working with my own team, which utilizes the same defensive combo of Doublade + Goodra but with Sheer Force Dragapult riding the back. Sheer Force makes Dragapult's slightly less than stellar SpAtk become a lot less of an annoyance. Its main draw in comparison to a similar set on Gengar is the speed tier versus the ability to run both STABs with Sheer Force boost. Also, I've found that everyone expects Volt Absorb so Flash Fire has been a nice gimmick against peeps that still is a nice immunity.

Also obvious thing but

1575781585891.png

Kommo-o @ Throat Spray
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Aura Sphere
- Flash Cannon / Boomburst
- Clangorous Soul

This thing is scary asf. Punk Rock serves as a resistance to enemy Boomburst (see: takes neutral damage from Aerilate Noivern) and enemy Clanging Scales along with giving a boost to those exact respective moves. Flash Cannon nails Fairies hard but Boomburst iirc hits harder after Punk Rock. Either way this thing is basically a 'you are prepared for it or you are not prepared for it.' Kinda similar to Draga honestly.

And here's the altered variant of Thinkerino's team.
Dragapult @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Fire Blast
- U-turn

Doublade @ Eviolite
Ability: Regenerator
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Shadow Sneak
- Shadow Claw
- Sacred Sword
- Swords Dance

Goodra @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Draco Meteor
- Flamethrower
- Ice Beam
- Earthquake

Kommo-o @ Throat Spray
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Aura Sphere
- Boomburst
- Clangorous Soul

Corviknight @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- U-turn
- Brave Bird
- Roost
- Defog

Togekiss @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Air Slash
- Wish
- Protect
- Thunder Wave
 
For who still don't know, in SwSh, it seem that Silvally forms can now change thier typing without have RKS System, and by extension, respective Memory. It is pretty cool change in AAA, since we have now a 570 BST mon with AAA ability for every type!
I gonna post some set that I found for Silvally forms (I don't have tried all set tho)

AV RegeVest

Silvally-Water @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Surf
- Ice Beam
- Poison Fang
- U-turn

Basically the RegeVest Manaphy from the last gen. Although that Silvally don't learn Koff, the set still have utility (in papier) with Pfang.

SD TC

Silvally-Ground @ Ground Memory
Ability: Tough Claws / Neutralizing Gas (if Ngas still in aaa)
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Ice Fang
- Thunder Fang

120BP move boost by TC (156bp now!) with the famous Ice/Elect coverage witch are also boosted by TC. It obviously wall by DShield Corvi tho (Although that a SpD set will take 75% from +2 TFang uwu)

SD Aerilate

Silvally-Flying @ Ground Memory
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Double-Edge
- Multi-Attack
- Substitute / Explosion

(Not my set) Flying-type Double-Edge+Ground coverage in Ground Multi-Attack, nice. Sub is mostly filler but sub allow block leech seed from ferro I guess.

Adaptability Specs

Silvally-Dragon @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Flamethrower
- Parting Shot

SD Outrage + Multi-Attack

Silvally-Dragon @ Ground Memory / Fire Memory
Ability: Tough Claws / NGaz (again)
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage
- Multi-Attack
- Iron Head

Both set have coverage to hit Dragon-resists foes. Silvally-Dragon (and other dragon-types btw) benefits from lack of relativly strong fairy this gen overall.

SF

Silvally-Electric @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Flamethrower
- Parting Shot / Filler

Not my idea, but it kinda cool set I feel

Silvally-Fairy @ Fairy Memory
Ability: Regenerator
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Multi-Attack
- Thunder Wave
- Parting Shot
- Filler

uh Silvally Fairy lack of natural fairy stab, and it make forced to run Fairy Memory+Multi-Attack more or less. It make FairyVally more predictable. idk if FairyVally will be used tbh

last one...

LO Magic Guard

Silvally-Steel @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steel Beam
- Flamethrower
- Surf / Parting Shot
- Thunderbolt / Parting Shot

yes Duraludon has much more better SpA but Duraludon also has poor Spd and Speed witch hurt for a bulky Steel. So this set can act for Steel Beam Spammer :p
For who don't know Steel Beam is new move, 140 Base Power but hurt the user by 50%

Also other thing that I have run...
:Gastrodon:
Gastrodon @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Recover
- Clear Smog

I think that Gastrodon is pretty good wall, wall Cinderace, Mamo (I don't have face any mamo on the ladder smh) and other stuff

:Rotom-Heat:

Rotom-Heat @ Zap Plate
Ability: Regenerator
EVs: 252 HP / 216 Def / 40 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Nasty Plot
- Will-O-Wisp / Filler

Cool idea, with NP rotom can do relatively strong Volt Switch and scary Ground-type with Overheat (40spa is for OHKO full defensive Hippowdon) and rege heal rotom very well from toxic damage ect. EV spread can definitely be run with more speed.
 
For who still don't know, in SwSh, it seem that Silvally forms can now change thier typing without have RKS System, and by extension, respective Memory. It is pretty cool change in AAA, since we have now a 570 BST mon with AAA ability for every type!
I gonna post some set that I found for Silvally forms (I don't have tried all set tho)

AV RegeVest

Silvally-Water @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Surf
- Ice Beam
- Poison Fang
- U-turn

Basically the RegeVest Manaphy from the last gen. Although that Silvally don't learn Koff, the set still have utility (in papier) with Pfang.

SD TC

Silvally-Ground @ Ground Memory
Ability: Tough Claws / Neutralizing Gas (if Ngas still in aaa)
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Ice Fang
- Thunder Fang

120BP move boost by TC (156bp now!) with the famous Ice/Elect coverage witch are also boosted by TC. It obviously wall by DShield Corvi tho (Although that a SpD set will take 75% from +2 TFang uwu)

SD Aerilate

Silvally-Flying @ Ground Memory
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Double-Edge
- Multi-Attack
- Substitute / Explosion

(Not my set) Flying-type Double-Edge+Ground coverage in Ground Multi-Attack, nice. Sub is mostly filler but sub allow block leech seed from ferro I guess.

Adaptability Specs

Silvally-Dragon @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Flamethrower
- Parting Shot

SD Outrage + Multi-Attack

Silvally-Dragon @ Ground Memory / Fire Memory
Ability: Tough Claws / NGaz (again)
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage
- Multi-Attack
- Iron Head

Both set have coverage to hit Dragon-resists foes. Silvally-Dragon (and other dragon-types btw) benefits from lack of relativly strong fairy this gen overall.

SF

Silvally-Electric @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Flamethrower
- Parting Shot / Filler

Not my idea, but it kinda cool set I feel

Silvally-Fairy @ Fairy Memory
Ability: Regenerator
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Multi-Attack
- Thunder Wave
- Parting Shot
- Filler

uh Silvally Fairy lack of natural fairy stab, and it make forced to run Fairy Memory+Multi-Attack more or less. It make FairyVally more predictable. idk if FairyVally will be used tbh

last one...

LO Magic Guard

Silvally-Steel @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steel Beam
- Flamethrower
- Surf / Parting Shot
- Thunderbolt / Parting Shot

yes Duraludon has much more better SpA but Duraludon also has poor Spd and Speed witch hurt for a bulky Steel. So this set can act for Steel Beam Spammer :p
For who don't know Steel Beam is new move, 140 Base Power but hurt the user by 50%

Also other thing that I have run...
:Gastrodon:
Gastrodon @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Recover
- Clear Smog

I think that Gastrodon is pretty good wall, wall Cinderace, Mamo (I don't have face any mamo on the ladder smh) and other stuff

:Rotom-Heat:

Rotom-Heat @ Zap Plate
Ability: Regenerator
EVs: 252 HP / 216 Def / 40 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Nasty Plot
- Will-O-Wisp / Filler

Cool idea, with NP rotom can do relatively strong Volt Switch and scary Ground-type with Overheat (40spa is for OHKO full defensive Hippowdon) and rege heal rotom very well from toxic damage ect. EV spread can definitely be run with more speed.
You mean to tell me that we can now run Fairy and Steel Silvally in Inheritance, AAA, BH, and so on?

HELLS TO THE YES

Also Gastro as a whole looks to be good this gen thanks to super strong Fire types and fewer special nukes.


Edit:
Silvally-Steel @ Lum Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Iron Head
- Fire Fang
- Swords Dance
- Parting Shot

Seems fun.
 
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