AAA Almost Any Ability

Think

formerly Thinkerino
is a Pre-Contributor
Art by brzozod526


AAA GEN 8 ART.png
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!

Council Members
Thinkerino (Leader)
Jrdn
xavgb
shiloh
The Number Man

Banlist & Clauses

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

Buzzwole
Calyrex-Ice
Calyrex-Shadow
Dialga
Dracovish
Dragapult
Dragonite

Eternatus
Giratina
Giratina-Origin
Groudon
Ho-Oh
Kartana
Keldeo
Kyogre
Kyurem
Kyurem-Black
Kyurem-White
Lugia
Lunala
Magearna
Marshadow
Melmetal
Mewtwo
Naganadel
Necrozma-Dawn-Wings
Necrozma-Dusk-Mane
Palkia
Pheromosa
Rayquaza
Regigigas
Reshiram
Shedinja
Solgaleo
Spectrier
Urshifu-Single-Strike
Urshifu-Rapid-Strike

Victini
Xerneas
Yveltal
Zacian
Zacian-Crowned
Zamazenta
Zamazenta-Crowned
Zekrom
Zeraora
Zygarde

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
Poison Heal
Power Construct
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.
Resources:
> Sample Teams
> Viability Rankings
> Set Compendium
> Speed Tiers
> Almost Any Ability Old Gens Hub

FAQ:
Q: "Why can't I use abilities on Pokemon that get them naturally in standard play?"
A: "Native Users" don't exactly exist in AAA

Q: "What about the Pokemon/Abilities that don't have hyperlinks? Why are they banned?"
A: Banlist Reasonings
 
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Think

formerly Thinkerino
is a Pre-Contributor
AAA Sample Teams
[Last updated January 21, 2021]

:Archeops: :Blacephalon: :Blissey: :Corviknight: :Swampert: :Tapu Bulu: Archeops + Blacephalon Offense by Atha


:Landorus-Therian: :Genesect: :Volcarona: :Tapu Fini: :Tapu Bulu: :Jirachi: Double Explosion Offense by aesf


:Grimmsnarl: :Mew: :Heatran: :Landorus-Therian: :Tapu Fini: :Zarude:Grimmsnarl balance by Jrdn


:Corviknight: :Swampert: :Mew: :Volcarona: :Archeops: :Garchomp: Utility Volcarona Balance by xavgb


:Slowbro: :Tapu Koko: :Weavile: :Entei: :Corviknight: :Garchomp: Special Entei Offense by Thinkerino

:Gourgeist: :Tapu Fini: :Heatran: :Hippowdon: :Zapdos: :Blissey: Gourgeist Stall by Ivar57

:Victini: :Noivern: :Tapu Bulu: :Silvally-Electric: :Swampert: :Corviknight: Victini + Noivern Bulky Offense by The Number Man

:Kyurem: :Blissey: :Garchomp: :Noivern: :Moltres: :Tapu Fini: Skill Link Kyurem + Noivern Balance by Racool

:Zapdos: :Zarude: :Hippowdon: :Tapu Fini: :Blissey: :Blacephalon:
Zarude Balance by Thinkerino

:Slurpuff: :Zapdos-Galar: :Kyurem: :Barraskewda: :Heatran: :Blacephalon:
Permaweather Webs Hyper Offense by motherlove

:Cinderace: :Golisopod: :Chansey: :Tapu Fini: :Palossand: :Nihilego:
Hazard Stack Balance by xavgb

:Glastrier: :Conkeldurr: :Porygon2: :Slowbro: :Stakataka: :Tapu Bulu:
Trick Room by rozes

:Victini: :Swampert: :Dhelmise: :Naganadel: :Blissey: :Zapdos:
Naganadel Bulky Offense by xavgb

:Swampert: :Tapu Koko: :Mew: :Naganadel: :Tapu Fini: :Zygarde:
Zygarde Bulky Offense by Thinkerino
 
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Think

formerly Thinkerino
is a Pre-Contributor
AAA Pokemon Viability Rankings
[last updated March 26, 2021]
Top Tier
:Garchomp:
Garchomp (Regenerator)

High Tier
:Archeops:
Archeops (Magic Guard)
:Barraskewda:
Barraskewda (Primordial Sea)
:Blacephalon:
Blacephalon (Magic Guard, Desolate Land, Sheer Force)
:Blissey:
Blissey (Magic Bounce, Regenerator, Unaware)
:Chansey:
Chansey (Unaware, Magic Bounce, Sticky Hold, Regenerator)
:Corviknight:
Corviknight (Unaware, Delta Stream, Intimidate, Regenerator, Mummy, Wandering Spirit, Volt Absorb, Flash Fire)
:Genesect:
Genesect (Sheer Force, Tinted Lens, Galvanize, Regenerator, Magic Guard, No Guard, Refrigerate)
:Heatran:
Heatran (Desolate Land, Regenerator, Mold Breaker, Levitate)
:Mew:
Mew (Dauntless Shield, Intimidate, Regenerator, Magic Bounce, Mold Breaker)
:Noivern:
Noivern (Aerilate)
:Silvally-Electric:
Silvally-Electric (Regenerator)
:Swampert:
Swampert (Regenerator)
:Tapu Bulu:
Tapu Bulu (Triage, Tough Claws)
:Tapu Fini:
Tapu Fini (Regenerator)
:Tapu Koko:
Tapu Koko (Magic Guard, Adaptability, Refrigerate, Primordial Sea)
:Toxapex:
Toxapex (Prankster, Volt Absorb, Regenerator, Unaware, Magic Bounce)
:Volcarona:
Volcarona (Magic Guard, Desolate Land, Sheer Force)
:Weavile:
Weavile (Adaptability, Technician, Tough Claws, Galvanize)

Mid Tier
:Alakazam:
Alakazam (Psychic Surge, Tinted Lens)
:Dhelmise:
Dhelmise (Grassy Surge, Tinted Lens, Adaptability)
:Ferrothorn:
Ferrothorn (Dauntless Shield, Mold Breaker, Flash Fire, Primordial Sea, Magic Bounce)
:Gengar:
Gengar (Sheer Force, Triage, No Guard, Adaptability, Normalize, Water Absorb)
:Golisopod:
Golisopod (Tinted Lens, Triage, Magic Bounce)
:Jirachi:
Jirachi (Regenerator, Magic Guard)
:Kommo-o:
Kommo-o (Regenerator, Triage, Galvanize, Unburden, Dauntless Shield)
:Landorus-Therian:
Landorus-Therian (Regenerator, Aerilate)
:Mandibuzz:
Mandibuzz (Unaware, Magic Bounce, Flash Fire, Volt Absorb)
:Nihilego:
Nihilego (Regenerator, Unburden)
:Scizor:Scizor (Flash Fire, Regenerator)
:Skarmory:
Skarmory (Mold Breaker, Delta Stream, Dauntless Shield, Magic Bounce, Flash Fire, Volt Absorb, Water Absorb)
:Tapu Lele:
Tapu Lele (Tinted Lens, Sheer Force, Triage)
:Talonflame:
Talonflame (Magic Guard, Water Absorb)
:Terrakion:
Terrakion (Adaptability, Regenerator, Queenly Majesty)
:Togekiss:
Togekiss (Triage)
:Tyranitar:
Tyranitar (Regenerator, Bulletproof)
:Zapdos-Galar:
Zapdos-Galar (Magic Guard, Regenerator, Adaptability, Tinted Lens)
:Zapdos:
Zapdos (Primordial Sea, Intimidate, Desolate Land, Magic Bounce, Delta Stream)
:Zarude:
Zarude (Tough Claws, Grassy Surge, Adaptability)
:Zygarde-10%: Zygarde-10% (Adaptability)

Viable (Needs more time)
:Bisharp:
Bisharp (Adaptability, Tinted Lens)
:Cinderace:
Cinderace (Magic Guard, Desolate Land, Sheer Force)
:Cobalion:
Cobalion (Magic Guard)
:Conkeldurr:
Conkeldurr (Triage, Tinted Lens, Tough Claws)
:Doublade:
Doublade (Regenerator, Flash Fire, Levitate)
:Dracozolt:
Dracozolt (Adaptability, Surge Surfer)
:Entei: Entei (Desolate Land, Refrigerate, Galvanize, Pixilate)
:Excadrill:
Excadrill (Water Absorb, Serene Grace, Refrigerate, Galvanize, Regenerator)
:Grimmsnarl:
Grimmsnarl (Adaptability)
:Hippowdon:
Hippowdon (Wandering Spirit, Dauntless Shield, Intimidate, Water Absorb, Bulletproof)
:Hydreigon:
Hydreigon (Dragon’s Maw, Galvanize, Queenly Majesty, Sheer Force)
:Incineroar:
Incineroar (Regenerator, Tinted Lens, Magic Guard)
:Krookodile:
Krookodile (Bulletproof, Adaptability, Flash Fire)
:Landorus:
Landorus (Aerilate, Regenerator, Sheer Force)
:Latios:
Latios (Dragon’s Maw, Tinted Lens, Psychic Surge)
:Lucario:
Lucario (Magic Guard, Tough Claws, Sheer Force, Refrigerate, Galvanize)
:Mamoswine:
Mamoswine (Adaptability)
:Moltres:
Moltres (Desolate Land, Delta Stream, Volt Absorb)
:Necrozma: Necrozma (Unburden, Magic Bounce)
:Palossand:
Palossand (Dauntless Shield, Water Absorb, Magic Bounce)
:Primarina:
Primarina (Triage, Primordial Sea, Regenerator, Tinted Lens, Swift Swim)
:Regieleki:
Regieleki (Refrigerate, Magic Bounce, Electric Surge)
:Slowbro:
Slowbro (Magic Bounce, Dauntless Shield, Regenerator)
:Stakataka:
Stakataka (Steelworker, Levitate, Regenerator, Tinted Lens)
:Volcanion:
Volcanion (Primordial Sea, Desolate Land, Regenerator, Sheer Force, Swift Swim)
:Xurkitree:
Xurkitree (Electric Surge, Surge Surfer)


AAA Ability Rankings
[last updated April 13, 2021]

Splashable - Reasonably easy to fit onto most if not all teams/Pokemon
Adaptability: Free damage amplification on both STABS (~1.33x) without any drawbacks--what more can one ask for? A decent amount of powerful attackers benefit from getting extra damage without any conditions like Life Orb or Choice Band attached (although several of them will run those items regardless)
Offensive Users:
:Gengar: Gengar :Grimmsnarl: Grimmsnarl :Latios: Latios :Mamoswine: Mamoswine :Tapu Koko: Tapu Koko :Terrakion: Terrakion :Weavile: Weavile :Zarude: Zarude :Zygarde-10%: Zygarde-10%

Defensive/Utility Users:
N/A

Magic Bounce: A lot of the appeal with Magic Bounce is its utility. It's a quick way to deter hazards/status without having to click a move, and in some cases it prevents defensive Pokemon from being trapped (think Magic Bounce Blissey or Chansey vs. a Magma Storm + Taunt Heatran).
Offensive Users:
N/A

Defensive/Utility Users:
:Blissey: Blissey :Chansey: Chansey :Corviknight: Corviknight:Mandibuzz: Mandibuzz :Regieleki: Regieleki :Slowbro: Slowbro :Skarmory: Skarmory

Magic Guard: Hazards? Dodged. Damage-over-time effects? No thanks. Avoiding some of the most standardized forms of chip damage means a lot of pokemon can opt for Magic Guard Life Orb (MGLO) without having to worry about recoil, or even a Choice item for speed control. Magic Guard also patches up type matchups versus Stealth Rock for Pokemon who are weak to it and enables others to use moves they wouldn't normally be able to run comfortably (see: Steel Beam, Head Smash, Mind Blown)
Offensive Users:
:Arcanine: Arcanine :Archeops: Archeops: :Blacephalon: Blacephalon :Cobalion: Cobalion :Genesect: Genesect :Talonflame: Talonflame :Tapu Koko: Tapu Koko :Volcarona: Volcarona :Weavile: Weavile :Zapdos-Galar: Zapdos-Galar

Defensive/Utility Users:
:Jirachi: Jirachi

Regenerator: 1/3 max HP on switchout is amazing. This is probably overall the most valuable ability to have on any non-HO team--it enables a lot of things that don't innately have recovery and also allows threatening breakers/setup sweepers to keep coming back to wreak havoc over the course of a game.
Offensive Users:
:Garchomp: Garchomp:Landorus-Therian: Landorus-Therian :Terrakion: Terrakion :Zapdos-Galar: Zapdos-Galar

Defensive/Utility Users:
:Blissey: Blissey :Chansey: Chansey :Corviknight: Corviknight :Garchomp: Garchomp :Genesect: Genesect :Heatran: Heatran :Landorus-Therian: Landorus-Therian :Nihilego: Nihilego :Silvally-Electric: Silvally-Electric :Swampert: Swampert :Tapu Fini: Tapu Fini

Tough Claws: Allows Pokemon to boost their non-STAB coverage moves--that's pretty much the only reason to run this over Adaptability. (It's also slightly weaker, being 1.3x whereas adaptability is 4/3x)
Offensive Users:
:Weavile: Weavile :Zarude: Zarude

Defensive/Utility Users:
N/A

Triage: +3 Priority on what are typically STAB moves (unless we're talking about Giga Drain Gengar) is very valuable, especially since most if not all Triage-enabled Pokemon seem to get Swords Dance or Nasty Plot respectively. Triage also allows its users to opt for bulkier EV spreads because their priority bracket is so much higher than everything else.
Offensive Users:
:Gengar: Gengar :Golisopod: Golisopod :Kommo-o: Kommo-o :Tapu Bulu: Tapu Bulu :Togekiss: Togekiss

Defensive/Utility Users:
N/A


Viable - Several Pokemon cycle through using these, but they aren't exactly team staples
Desolate Land: (replaces Delta Stream and Primordial Sea) Effectively a water immunity and extra STAB boost to fire-type moves. Singlehandedly dominates matchups versus [regular] weather teams and deprives potentially Tinted Lens water-type attacks from causing too much pain.
Offensive Users:
:Entei: Entei :Volcarona: Volcarona

Defensive/Utility Users:
:Heatran: Heatran :Moltres: Moltres

Dauntless Shield: Is especially valuable in situations where a defensive Pokemon is expected to not only switch into physical attackers, but be able to stay in and deal with multiple of them on an opposing team. The main difference between this and Intimidate is that DShield allows the user to check multiple physical attackers without having to switch. Additionally, Body Press users really appreciate the extra damage.
Offensive Users:
N/A

Defensive/Utility Users:
:Hippowdon: Hippowdon :Skarmory: Skarmory :Slowbro: Slowbro :Ferrothorn: Ferrothorn :Kommo-o: Kommo-o :Mew: Mew

Intimidate: Being able to temporarily weaken a physical attacker so that one can pivot into a more offensive solution can be worth having. This also has the utility of being able to repeatedly switch an Intimidate user into a physical attacker to prevent them from picking up too many boosts.
Offensive Users:
N/A

Defensive/Utility Users:
:Corviknight: Corviknight :Hippowdon: Hippowdon :Skarmory: Skarmory :Slowbro: Slowbro :Mew: Mew :Zapdos: Zapdos

Mold Breaker: Often used on hazard setters, but can also occasionally be featured on breakers meant to blast through Unaware walls.
Offensive Users:
:Volcarona: Volcarona

Defensive/Utility Users:
:Ferrothorn: Ferrothorn :Heatran: Heatran :Mew: Mew :Shuckle: Shuckle :Skarmory: Skarmory

Primordial Sea: (replaces Delta Stream and Desolate Land) Effectively a fire immunity and extra STAB boost to water-type moves. Singlehandedly dominates matchups versus [regular] weather teams and deprives potentially Tinted Lens fire-type attacks from causing too much pain.
Offensive Users:
:Barraskewda: Barraskewda

Defensive/Utility Users:
:Ferrothorn: Ferrothorn :Zapdos: Zapdos

Tinted Lens: Gives Pokemon with already powerful stab options the ability to completely upend the type chart in certain matchups, meaning they can blow back would-be resists. Realistically, any Pokemon with good offensive stats and at least one really powerful STAB option can take advantage of Tinted Lens--it's just that they often prefer the raw damage amplification from abilities like Adaptability, Tough Claws, or Sheer Force
Offensive Users:
:Genesect: Genesect :Golisopod: Golisopod :Heatran: Heatran :Tapu Lele: Tapu Lele

Defensive/Utility Users:
N/A

Unaware: Works as a decent deterrent to especially terrifying setup Pokemon (i.e. Tapu Bulu, Garchomp, Volcarona), but can make its users weak to damage boosts that Unaware can't protect from (i.e. Adaptability, Sheer Force, Tough Claws, -ate abilities, etc.).
Offensive Users:
N/A

Defensive/Utility Users:
:Blissey: Blissey :Chansey: Chansey :Corviknight: Corviknight :Mandibuzz: Manidbuzz :Mew: Mew :Skarmory: Skarmory

Viable, but niche - Strong when used, but should really only be used on specific team comps or by a very selective group of Pokemon
-Ate Abilities that aren't Aerilate (Galvanize, Pixilate, Refrigerate): These are grouped together because they share many of the same issues. While they do an excellent job of cracking down on whatever type matchup they're meant to cover, they typically require the use of Pokemon that either aren't considered viable or are ranked [significantly] higher in the Pokemon Viability Rankings for using other abilities that are more consistently effective (i.e. Galvanize Weavile hits flying-types really hard with Double-Edge, but Adaptability or even Tough Claws lets it score OHKOs it can't get with its STAB moves otherwise, and Magic Guard lets it switch in repeatedly even with hazards up).
Offensive Users:
:Entei: Entei :Genesect: Genesect :Tapu Koko: Tapu Koko Weavile: Weavile

Defensive/Utility Users:
N/A

Aerilate: Being able to give Flying STAB to Pokemon that desperately want/need it is amazing, but it's not exactly a long list.
Offensive Users:
:Landorus-Therian: Landorus-Therian :Noivern: Noivern

Defensive/Utility Users:
:Corviknight: Corviknight

Delta Stream: (replaces Desolate Land and Primordial Sea) The 0.5x super effective damage to flying-types is convenient, but not exactly highly sought after.
Offensive Users:
N/A

Defensive/Utility Users:
:Corviknight: Corviknight :Skarmory: Skarmory

Electric Surge Allows Rising Voltage users to get free damage amp. [versus grounded opponents] and enables Surge Surfer. Realistically though, every competitive team will have a Ground-type or at least some hard counter to Electric-type moves, so that makes electric surge not the most sought after ability.
Offensive Users:
:Dracozolt: Dracozolt :Xurkitree: Xurkitree :Regieleki: Regieleki :Rotom-Wash: Rotom-Wash

Defensive/Utility Users:
N/A

Grassy Surge: Allows Grassy Glide users to benefit from the +1 priority and allows for stacking several Pokemon that are weak to ground-type attacks, but can be shortlived when stalled out. (also enables Unburden builds)
Offensive Users:
:Dhelmise: Dhelmise :Zarude: Zarude

Defensive/Utility Users:
N/A

Immunity Abilities (Flash Fire, Water Absorb/Storm Drain, Lightning Rod/Volt Absorb): There isn't typically much reason to use these unless it's to patch up a type matchup weakness on a pokemon/team, or to an enable a setup sweeper with an obvious weakness or weaknesses.
Offensive Users:
:Gengar: Gengar:Gyarados: Gyarados

Defensive/Utility Users:
:Corviknight: Corviknight :Excadrill: Excadrill :Ferrothorn: Ferrothorn :Mandibuzz: Mandibuzz :Scizor: Scizor Skarmory: Skarmory :Toxapex: Toxapex

Magnet Pull: Just like in standard play, gives breakers/setup sweepers who struggle against certain Steel-types the means to break them down, but can fall short if the opposing Steel-types have any immunity abilities.
Offensive Users:
:Heatran: Heatran :Rotom-Heat: Rotom-Heat

Defensive/Utility Users:
N/A

Prankster: Toxapex category. (Prankster Haze/Toxic/Recover)
Offensive Users:
N/A

Defensive/Utility Users:
:Toxapex: Toxapex

Psychic Surge: Allows Expanding Force users to get free damage amp. and protection from priority [if they're grounded], and also opens up opportunities for unburden builds.
Offensive Users:
:Alakazam: Alakazam :Latios: Latios

Defensive/Utility Users:
:Jirachi: Jirachi :Mew: Mew

Queenly Majesty/Dazzling: Because they aren't announced until an opponent attempts to attack, users of these abilities tend to be able to take advantage of surprise factor versus common priority users like Triage Pokemon--basically preying on the expectation of a more commonly run ability.
Offensive Users:
:Garchomp: Garchomp :Hydreigon: Hydreigon :Terrakion: Terrakion :Weavile: Weavile

Defensive/Utility Users:
N/A

Serene Grace: Probably the ability that is most synonymous with gimmicks. Frankly, there is but one reason to run Serene Grace over damage amp or even regenerator, and that is to flinch the opponent into oblivion.
Offensive Users:
:Excadrill: Excadrill :Genesect: Genesect

Defensive/Utility Users:
N/A

Sheer Force: Same reasoning as Adaptability for the most part, only in this case it's usually maximizing the damage amp through what is [more often than not] the combination of Sheer Force and Life Orb (SFLO). Some of the would-be users of Sheer Force tend to opt for more splashable abilities [like Magic Guard] that might do a better job of patching up weaknesses, but when it comes to pure damage, it doesn't get a whole lot better than this.
Offensive Users:
:Genesect: Genesect :Gengar: Gengar :Tapu Lele: Tapu Lele :Thundurus: Thundurus :Volcarona: Volcarona

Defensive/Utility Users:
N/A

Sticky Hold: Nice for avoiding Trick/Switcheroo shenanigans and also makes the user effectively a Knock Off counter.
Offensive Users:
N/A

Defensive/Utility Users:
:Chansey: Chansey :Porygon2: Porygon2

Technician: No real reason to use this over the more splashable damage amp. unless there's a specific calc you want to hit or the user doesn't have a lot of high base power moves to begin with.
Offensive Users:
:Weavile: Weavile

Defensive/Utility Users:
N/A

Unburden: Because Triage is so common and many offensive Pokemon have their damage amplified so high, Unburden Pokemon are hard-pressed to find opportunities to set themselves up--nonetheless, it still gets the job done once an opening is found.
Offensive Users:
:Kommo-o: Kommo-o :Nihilego: Nihilego

Defensive/Utility Users:
N/A

Weather (Drought, Rain)/ Weather abilities that boost speed (Chlorophyll, Swift Swim):
Because of the existence of permaweather abilities in the meta, it's difficult to find success with weather-based teams since the risk of running into a permaweather ability that just cancels out the entire strategy is relatively high. That being said, weather teams are very much capable of blowing teams without explicit counters sideways--it's mostly just a matter of risk vs reward.
:Corviknight: Corviknight :Mew: Mew :Zapdos:
:Arctovish: Arctovish :Entei: Entei :Heatran: Heatran :Inteleon: Inteleon :Primarina: Primarina :Volcanion: Volcanion :Zapdos: Zapdos

Do not use - In [very] obscure situations they can work, but realistically these won't produce consistent results in a competitive setting
Weather (Sand Stream, Snow Warning)/ Weather abilities that boost speed/evasion (Sand Rush/Sand Veil, Slush Rush/Snow Veil):
These forms of weather are largely inferior to the more popular rain/sun due to the fact that there aren't really any noteworthy abusers and the forms of weather themselves don't give as many benefits (Hail doesn't even boost Ice-type attacks, Sand doesn't boost Rock or Ground unless the user has Sand Force). As an extension, using up ability slots on the weather-dependent evasion abilities is often a waste because there are more consistent options out there and permaweather just cancels them out completely anyway.

Soul Heart/Moxie/As One (Glastrier/Spectrier): Snowball abilities don't tend to perform well in AAA due to the fact that they require scoring a knockout to get started. In a meta where it's both possible and viable to run things like Unaware, Intimidate/Dauntless Shield, Prankster Haze or even just bulky Regenerator pivots who can easily bring in offensive threats, it can be extremely difficult to get away with offensive abilities that aren't straight up damage amplification.

Skill Link: In many situations, Skill Link users have one STAB that's great with Skill Link while the other isn't affected by it and thus remains unboosted. Because of this, it's typically better to just opt for damage amp. unless it's for a specific strategy (i.e. Skill Link + King's Rock users)

Stamina: Realistically, bulk that only activates on hit is not very appealing. Oftentimes physical attackers are running enough damage amp. to blast through a Stamina user anyway, and in many situations abilities like Intimidate or Dauntless Shield offer better immediate protection.
 
Last edited:

Think

formerly Thinkerino
is a Pre-Contributor
AAA Speed Tiers
[last updated January 21, 2021]


This list of speed tiers is based on the Viability Rankings (VR) above. It serves as a tool by which one can easily find out which benchmarks are most noteworthy while settling EVs for their Pokemon. Speed stats near the pokemon you're using can assist teambuilding by revealing pokemon with speed stats that are close by and giving an idea of what's necessary to speed creep them. Open the tab below and use Ctrl + F to find stats on specific Pokemon.
Total SpeedPokemonBase SpeedNatureEVsIVsBoosts (±)
822:Regieleki:Regieleki200Positive252311
748:Regieleki:Regieleki200Neutral252311
670:Nihilego: Nihilego103Positive252312
656:Volcarona: Volcarona100Positive252312
652:Genesect: Genesect99Positive252312
644:Haxorus: Haxorus97Positive252312
634:Kyurem: Kyurem95Positive252312
612:Moltres-Galar: Moltres-Galar90Positive252312
610:Nihilego: Nihilego103Neutral252312
598:Volcarona: Volcarona100Neutral252312
594:Genesect: Genesect99Neutral252312
590:Kommo-o: Kommo-o85Positive252312
586:Haxorus: Haxorus97Neutral252312
582:Xurkitree: Xurkitree83Positive252312
578:Kyurem: Kyurem95Neutral252312
574:Weavile: Weavile125Positive252311
568:Noivern: Noivern123Positive252311
564:Necrozma: Necrozma79Positive252312
560:Blastoise: Blastoise78Positive252312
558:Moltres-Galar: Moltres-Galar90Neutral252312
558:Alakazam: Alakazam120Positive252311
548:Regieleki: Regieleki200Positive252310
546:Dracozolt: Dracozolt :Toxtricity: Toxtricity75Positive252312
541:Zygarde-10%: Zygarde-10%115Positive252311
538:Kommo-o: Kommo-o85Neutral252312
530:Xurkitree: Xurkitree83Neutral252312
525:Gengar: Gengar :Archeops: Archeops :Latios: Latios110Positive252311
524:Volcanion: Volcanion70Positive252312
519:Terrakion: Terrakion108Positive252311
517:Noivern: Noivern123Neutral252311
516:Blacephalon: Blacephalon107Positive252311
514:Necrozma: Necrozma79Neutral252312
510:Blastoise: Blastoise78Neutral252310
508:Zarude: Zarude105Positive252311
499:Regieleki: Regieleki200Neutral252310
499:Garchomp: Garchomp102Positive252311
498:Dracozolt: Dracozolt :Toxtricity: Toxtricity75Neutral252312
496:Landorus: Landorus101Positive252311
492:Victini: Victini :Zapdos-Galar: Zapdos-Galar100Positive252311
492:Volcarona: Volcarona100Positive252311
489:Genesect: Genesect99Positive252311
487:Volcanion: Volcanion70Neutral252312
486:Celesteela: Celesteela61Positive252312
483:Haxorus: Haxorus97Positive252311
481:Zygarde-10%: Zygarde-10%115Neutral252311
475:Kyurem: Kyurem :Tapu Lele: Tapu Lele95Positive252311
463:Landorus-Therian: Landorus-Therian91Positive252311
454:Garchomp: Garchomp102Neutral252311
453:Excadrill: Excadrill88Positive252311
451:Landorus: Landorus101Neutral252311
448:Victini: Victini :Volcarona: Volcarona :Zapdos-Galar: Zapdos-Galar100Neutral252311
442:Xurkitree: Xurkitree85Positive252311
442:Celesteela: Celesteela61Neutral252312
439:Haxorus: Haxorus97Neutral252311
433:Kyurem: Kyurem :Tapu Lele: Tapu Lele95Neutral252311
426:Chandelure: Chandelure80Positive252311
424:Krookodile: Krookodile92Neutral252311
421:Landorus-Therian: Landorus-Therian91Neutral252311
417:Heatran: Heatran77Positive252311
412:Excadrill: Excadrill88Neutral252311
409:Dracozolt: Dracozolt :Toxtricity: Toxtricity :Tapu Bulu: Tapu Bulu75Positive252311
408:Barraskewda: Barraskewda136Positive252310
394:Tapu Koko: Tapu Koko130Positive252310
386:Talonflame: Talonflame126Poisitive252310
383:Weavile: Weavile125Positive252310
379:Noivern: Noivern123Positive252310
373:Dracozolt: Dracozolt :Toxtricity: Toxtricity :Tapu Bulu: Tapu Bulu75Positive252311
372:Alakazam: Alakazam120Positive252310
370:Cinderace: Cinderace119Positive252310
361:Zygarde-10%: Zygarde-10%115Positive252310
353:Thundurus: Thundurus111Positive252310
350:Gengar: Gengar :Archeops: Archeops :Latios: Latios:110Positive252310
346:Terrakion: Terrakion :Cobalion: Cobalion108Positive252310
344:Blacephalon: Blacephalon107Positive252310
339:Zarude: Zarude105Positive252310
335:Nihilego: Nihilego103Positive252310
333:Garchomp: Garchomp102Positive252310
331:Landorus: Landorus101Positive252310
329:Zygarde-10%: Zygarde-10%115Neutral252310
328:Victini: Victini :Mew: Mew :Volcarona: Volcarona :Zapdos: Zapdos :Zapdos-Galar: Zapdos-Galar :Entei: Entei :Jirachi: Jirachi100Positive252310
326:Genesect: Genesect99Positive252310
324:Hydreigon: Hydreigon98Positive252310
322:Haxorus: Haxorus97Positive252310
317:Kyurem: Kyurem :Tapu Lele: Tapu Lele95Positive252310
311:Krookodile: Krookodile92Positive252310
309:Landorus-Therian: Landorus-Therian91Positive252310
306:Lucario: Lucario :Moltres-Galar:90Positive252310
305:Nihilego: Nihilego103Neutral252310
303:Garchomp: Garchomp102Neutral252310
302:Excadrill: Excadrill88Positive252310
301:Landorus: Landorus101Neutral252310
299:Victini: Victini100Neutral252310
297:Genesect: Genesect99Neutral252310
295:Kommo-o: Kommo-o :Xurkitree: Xurkitree85Positive252310
295:Hydreigon: Hydreigon98Neutral252310
293:Haxorus: Haxorus97Neutral252310
289:Kyurem: Kyurem :Tapu Lele: Tapu Lele95Neutral252310
288:Blastoise: Blastoise78Neutral0310
284:Mamoswine: Mamoswine :Chandelure: Chandelure80Positive252310
283:Krookodile: Krookdile92Neutral252310
282:Necrozma: Necrozma79Positive252310
279:Lucario: Lucario :Moltres-Galar:90Neutral252310
278:Heatran: Heatran77Positive252310
273:Tapu Bulu: Tapu Bulu :Dracozolt:Dracozolt :Toxtricity: Toxtricity75Positive252310
269:Kommo-o: Kommo-o :Xurkitree: Xurkitree85Neutral252310
262:Volcanion: Volcanion :Bisharp: Bisharp70Positive252310
259:Mamoswine: Mamoswine :Chandelure: Chandelure80Neutral252310
257:Necrozma: Necrozma79Neutral252310
253:Heatran: Heatran77Neutral252310
249:Tapu Bulu: Tapu Bulu :Dracozolt::Dracozolt: Dracozolt :Toxtricity: Toxtricity75Neutral252310
243:Celesteela: Celesteela61Positive252310
240:Grimmsnarl: Grimmsnarl :Primarina: Primarina60Positive252310
239:Volcanion: Volcanion :Bisharp: Bisharp70Neutral252310
236:Mew: Mew100Neutral0310
226:Silvally-Electric: Silvally-Electric95Neutral0310
221:Celesteela: Celesteela61Neutral252310
219:Grimmsnarl: Grimmsnarl :Primarina: Primarina60Neutral252310
219:Victini: Victini100Positive25231-1
218:Landorus-Therian: Landorus-Therian91Neutral0310
216:Moltres: Moltres90Neutral0310
216:Blastoise: Blastoise78Negative00+1
207:Conkeldurr: Conkeldurr45Positive252310
206:Tapu Fini: Tapu Fini :Kommo-o: Kommo-o :Suicune: Suicune85Neutral0310
199:Victini: Victini100Neutral25231-1
198:Milotic: Milotic81Neutral0310
196:Mandibuzz:Mandibuzz :Togekiss:Togekiss80Neutral252310
196:Dhelmise: Dhelmise :Golisopod:40Positive252310
192:Blastoise: Blastoise78Neutral0310
190:Heatran: Heatran77Neutral0310
189:Conkeldurr: Conkeldurr45Neutral252310
186:Tapu Bulu: Tapu Bulu75Neutral0310
184:Jirachi: Jirachi100Negative000
179:Dhelmise: Dhelmise :Golisopod:40Neutral252310
176:Skarmory: Skarmory70Neutral0310
175:Silvally-Electric: Silvally-Electric95Neutral000
172:Blastoise: Blastoise78Negative0310
170:Corviknight: Corviknight67Neutral0310
167:Milotic: Milotic81Neutral000
166:Scizor: Scizor65Neutral0310
162:Turtonator: Turtonator36Neutral031+1
158:Tyranitar: Tyranitar :Celesteela: Celesteela61Neutral0310
156:Swampert: Swampert :Grimmsnarl: Grimmsnarl :Incineroar: Incineroar :Primarina: Primarina: :Clefable:60Neutral0310
150:Milotic: Milotic81Negative000
148:Mandibuzz: Mandibuzz80Negative000
146:Blissey: Blissey55Neutral0310
145:Turtonator: Turtonator36Negative031+1
144:Blastoise: Blastoise78Negative000
137:Stakataka: Stakataka13Positive0310
136:Chansey: Chansey50Neutral0310
130:Hippowdon: Hippowdon47Neutral0310
126:Conkeldurr: Conkeldurr45Neutral0310
125:Corviknight: Corviknight67Negative000
121:Scizor: Scizor65Negative000
116:Dhelmise: Dhelmise :Golisopod::Rhydon: Rhydon40Neutral0310
112:Swampert: Swampert :Incineroar: Incineroar :Primarina: Primarina :Clefable: Clefable60Negative000
108:Turtonator: Turtonator36Neutral0310
106:Palossand: Palossand :Toxapex: Toxapex :Doublade: Doublade:35Neutral0310
103:Blissey: Blissey55Negative000
103:Turtonator: Turtonator36Negative00+1
97:Turtonator: Turtonator36Negative0310
96:Slowbro: Slowbro :Snorlax: Snorlax30Neutral0310
94:Chansey: Chansey50Negative000
69:Turtonator: Turtonator36Negative000
64:Snorlax: Snorlax30Neutral031-1
62:Stakataka: Stakataka13Neutral0310
58:Slowbro: Slowbro30Negative000
55:Stakataka: Stakataka13Negative0310
48:Snorlax: Snorlax30Neutral031-2
27:Stakataka: Stakataka13Negative000
 
Last edited:
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

what you eat dont make me shit
is an official Team Rateris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Battle Simulator Driver
Moderator
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.
 
Last edited:

Funbot28

Banned deucer.
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
 

aesf

OM Grand Slam Winner
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.
 

Think

formerly Thinkerino
is a Pre-Contributor
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
1575091892539.png
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

known by his words
is a Tiering Contributoris a Contributor to Smogon
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 Community Contributoris a Tiering Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnusis the defending Other Metas Circuit Champion
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.
 

Think

formerly Thinkerino
is a Pre-Contributor
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.
 
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.
 
Last edited:

aesf

OM Grand Slam Winner
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
 

Apagogie

Zee you later
is a Battle Simulator Driver
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

known by his words
is a Tiering Contributoris a Contributor to Smogon
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

Not a promise, I'm just gonna call it.
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
 

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