In a meta with so many spidops - we really need magic bounce to be reintroduced to AAA.
No thanks, I'm happy to never see Magic Bounce ever again.
In a meta with so many spidops - we really need magic bounce to be reintroduced to AAA.
Magic Bounce or not, it can never be overstated how easily Spidops can be countered. More specifically, Great Tusk is arguably a good fit on any team and counterleads Spidops (they can never get up Prankster Webs against Rapid Spin).
More serious answer though: We don't unban or ban abilities just to nerf or buff a playstyle; we wouldn't say "Spidops's Sticky Web is a problem, so let's unban Magic Bounce". If this was really the case, then we'd quickban or suspect test Spidops. Not gonna leak anything about a Magic Bounce re-suspect, but reasoning for unbanning it should be because we believe it isn't broken in the context of the meta--not just to counter any playstyles we don't like playing against :P hope that clears things up
I hate this set so much, lucky for me though kings rock is banned! Stench isn't though so that's annoyingOk, I would like to just put something here to avoid new people falling into the inevitable trap of using something horribly inconsistent.
Maushold @ King's RockDon't bother with Flinch Maushold
Ability: Compound Eyes
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Population Bomb
- Beat Up
- Super Fang / Filler
In theory, this set works by just chaining flinches so the opponent isn't allowed to move, so you get to spam moves and KO them. In practice, this doesn't work so well.
One important thing to note is that the chances to flinch are not additive - you don't have a 100% chance to flinch with PopBomb because it's 10 hits at 10% for each hit. This is basically just going into probability - the odds are never really in your favour relative to the amount of effort you need to put in to actually have this potentially do anything. Maushold can't boost Accuracy (and Baton Pass is banned) so you're always working with 90% accurate PopBomb.
For one layer of flinching (King's Rock or Stench - they don't stack), the chance of 10-hit Population Bomb flinching is about 65.1%. This is because any amount of activations will mean you flinch the target, so you can basically do 100% - (chance they don't get flinched as a %) to get what you need. The chance each hit doesn't flinch is 90%, so 0.9 ^ 10 is 0.3486..., which you then subtract from 1 to get your 0.6513... or 65.1%.
For two layers of flinching (King's Rock and Serene Grace), the chance of 10-hit Population Bomb flinching is about 89.3%. The same calculation process can be used here, except that the chance to dodge a flinch is 80% or 0.8 instead. Chance of dodging a flinch is about 10.7%.
In theory, these seem like appealing numbers - if you grab a Tidy Up on the switch, you can attack into whatever's in front of you, and if you don't OHKO it then they have to play the flinching game. However, there are 3 key flaws in this logic - Accuracy, Rocky Helmet, and Covert Cloak.
In case you weren't aware, Population Bomb makes contact - this means that if you attack into a Rocky Helmet user, you take chip damage for each individual hit, essentially meaning the user instantly faints if you aren't bailed by a low amount of hits. This is generally difficult to manage with Knock Off support, since if the opponent sees a Maushold, they instantly know that preserving the Rocky Helmet makes their life significantly easier. Covert Cloak disruptive to a lesser extent in that it prevents the flinch from ever happening. Moreover, since you need the item slot to either hit your moves or to actually be able to flinch, you're really going to struggle to justify Protective Pads.
However, and this is the main reason i'm making the guide, the primary issue is that you're relying on actually hitting the move to get the gimmick to work. This is less than ideal, and i'll do the maths in the spoiler below:
If my maths is correct, then when adjusted for accuracy:Population Bomb works by following the logic of "It hits until it misses", same as Triple Axel - after every hit, there's a new accuracy check for if the next hit connects. This makes it "easy" to work out the chances of landing a given number of hits, and thus the chances of a successful flinch.
Chance for 0 hits = 0.1 or 10%
Chance for 1 hit = Hit -> Miss = 0.9 * 0.1 = 0.09 or 9%
Chance for 2 hits = 2 Hits -> Miss = 0.9^2 * 0.1 = 0.081 or 8.1%
3 hits = 0.0729 or 7.29%
4 hits = 0.06561 or 6.561%
5 hits = 0.059049 or 5.9049%
6 hits = 0.0531441 or 5.31441%
7 hits = 0.04782969 or 4.782969%
8 hits = 0.043046721 or 4.3046721%
9 hits = 0.0387420489 or 3.87420489%
10 hits = 0.9^10 = 0.3486784401 or 34.86784401%
From here, you can individually work out the chances that an amount of hits both occurs and gets the flinch.
0 hits -> 10% chance to occur -> never flinches
1 hit -> 9% chance to occur -> 10% to flinch -> 0.9% to one-hit flinch
2 hits -> 19% to flinch -> 1.539% chance to 2-hit flinch
3 hits -> 27.1% to flinch -> 1.97559% chance to 3-hit flinch
4 hits -> 34.39% to flinch -> 2.2563279% chance to 4-hit flinch
5 hits -> 40.951% to flinch -> 2.418115599% chance to 5-hit flinch
6 hits -> 46.8559% chance to flinch -> 2.490114635% chance to 6-hit flinch
7 hits -> 52.17031% chance to flinch -> 2.495289755% chance to 7-hit flinch
8 hits -> 56.953279% chance to flinch -> 2.451651911% chance to 8-hit flinch
9 hits -> 61.2579511% chance to flinch -> 2.373258537% chance to 9-hit flinch
10 hits -> 65.13215599% chance to flinch -> 22.71017855 chance to 10-hit flinch
Adding these up, you get that the accuracy-accounted flinch chance is only 41.6% to one decimal place. This is if you wanted just Stench or King's Rock.
(41.60952689%)
If we account for King's Rock + Serene Grace, flinching is now 20%:
0 hits -> no flinch
1 hit -> 9% to occur, 20% to flinch -> 1.8% for 1-hit flinch
2 hits -> 36% to flinch -> 2.916% for 2-hit flinch
3 hits -> 48.8% to flinch -> 3.55752% for 3-hit flinch
4 hits -> 59.04% to flinch -> 3.8736144% for 4-hit flinch
5 hits -> 67.232% to flinch -> 3.969982368% for 5-hit flinch
6 hits -> 73.7856% to flinch -> 3.921269305% for 6-hit flinch
7 hits -> 79.02848% to flinch -> 3.7799077% for 7-hit flinch
8 hits -> 83.222784% to flinch -> 3.582467964% for 8-hit flinch
9 hits -> 86.5782272% to flinch -> 3.354217912% for 9-hit flinch
10 hits -> 89.26258176% to flinch -> 31.12393777% for 10-hit flinch
Adding these up, you get that the accuracy-accounted flinch chance is 61.9% to one decimal place. This is for Serene Grace + King's Rock.
(62.87891742%)
If we now account for Wide Lens' 99% accuracy, and use Wide Lens + Stench:
0 hits -> 1% to occur -> no flinches
1 hit -> 0.99% to occur -> 0.099% to 1-hit flinch
2 hits -> 0.9801% to occur -> 0.186219% to 2-hit flinch
3 hits -> 0.970299% to occur -> 0.262951029% to 3-hit flinch
4 hits -> 0.96059601% to occur -> 0.3303489678% to 4-hit flinch
5 hits -> 0.9509900499% to occur -> 0.3894399353% to 5-hit flinch
6 hits -> 0.9414801494% to occur -> 0.4411389973% to 6-hit flinch
7 hits -> 0.9320653479% to occur -> 0.4862613814% to 7-hit flinch
8 hits -> 0.9227446944% to occur -> 0.5255333603% to 8-hit flinch
9 hits -> 0.9135172475% to occur -> 0.5596019488% to 9-hit flinch
10 hits -> 90.4382079% to occur -> 58.90435464% to 10-hit flinch
These add up to an accuracy-adjusted flinch chance of 62.2% to once decimal place. This is for Wide Lens + Stench.
(62.1848495%)
So, basically, none of these are better than Compound Eyes + King's Rock, which I only remembered existed after i'd done all the maths. Even with this combination (where you're guaranteed to always hit 10-hit PopBomb), the flinch chance is only 65.1%, so given that + the vulnerability to Rocky Helmet + Covert Cloak + Maushold being a heavy defensive liability + it doing very little damage + priority or scarfers rolling up, I would not recommend using it.
- King's Rock or Stench has a 41.6% chance to flinch the target.
- King's Rock + Serene Grace has a 61.9% chance to flinch the target.
- Wide Lens + Stench has a 62.2% chance to flinch the target.
AAA DesoLand Volcarona
Volcarona @ Heavy-Duty Boots
Ability: Desolate Land
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Fiery Dance
- Giga Drain
- Quiver Dance
- Solar Beam
Desoland volcarona could be viable, as it removes its second largest counter, water, while also giving fire moves a nice buff. However, a four times stealth rock weakness leaves it almost necessarily using heavy-duty boots. Solar beam, once boosted with a couple uses of quiver dance, can easily remove rock types who would usually prove a threat to Volcarona, but for specially defensive rock types and pokemon of other types with rock moves, it is quite frail.
Fair point there, I have some experience using Bug Buzz Volcarona, chose solar beam for the extra kill power, as Giga Drain can struggle a bit with it. Bug Buzz is definitely the better overall option, allowing supereffective STAB hits against popular psychic and dark pokemon. I'll edit to include it.IMO Solar Beam isn't worth it, especially if you're already running Giga Drain. While Desolate Land hard counters water moves, running Solar Beam makes you very weak into Primordial Sea users. I'd personally recommend using Psychic or Bug Buzz instead.
I’m away from my computer rn so I can’t write a huge post to justify my opinion but it’s my firm belief that if you can’t break through corv you simply have a bad teamIt has come to my attention that Corviknight is absolutely broken in this OM. It has way too much versatility, being able to run the "Ruin" Abilities to lower Atk/Spa, or run Flash Fire/WBB (or PrimSea) or Lightning Rod/Volt Absorb to remove either one of its two weaknesses. on top of its already insane bulk, it has Iron Defense. if that is combo'd with the "Ruin" ability that lowers SpA, Corv becomes practically unbeatable. It also invalidates Hazard setters with Defog, making it pointless to even try to set up hazards since this near-unkillable wall is just gonna come in and remove them. Corv pretty much forces an opposing team to carry an answer to it, which is difficult to do since you never know whether to bring a fire-type or an electric-type, since chances are one or the other will be useless against it. This thing just plain isn't healthy for the metagame and needs to be banned from AAA post-haste.
https://replay.pokemonshowdown.com/gen9almostanyability-1798444835 here's a battle involving a Corviknight for further proof. View attachment 491544
some severe waffle
It has come to my attention that Corviknight is absolutely broken in this OM. It has way too much versatility, being able to run the "Ruin" Abilities to lower Atk/Spa, or run Flash Fire/WBB (or PrimSea) or Lightning Rod/Volt Absorb to remove either one of its two weaknesses. on top of its already insane bulk, it has Iron Defense. if that is combo'd with the "Ruin" ability that lowers SpA, Corv becomes practically unbeatable. It also invalidates Hazard setters with Defog, making it pointless to even try to set up hazards since this near-unkillable wall is just gonna come in and remove them. Corv pretty much forces an opposing team to carry an answer to it, which is difficult to do since you never know whether to bring a fire-type or an electric-type, since chances are one or the other will be useless against it. This thing just plain isn't healthy for the metagame and needs to be banned from AAA post-haste.
https://replay.pokemonshowdown.com/gen9almostanyability-1798444835 here's a battle involving a Corviknight for further proof. View attachment 491544
Ok so I'm back at my computer and can actually give criticism now outside of my statement before. Corviknight is absolutely one of the premier defensive mons in the tier but that does not make it banworthy, nor is it particularly hard to break if you build correctly and play around it. For example lets look at the simple core of Baxcalibur + Chi-Yu, a core that I have been using ever since fur scales was around to great effect. This simple core is able to break most, if not all, corviknight sets. If Corv is running tablets of ruin then it can check Bax if it doesnt have dragon dance but neither of the ruin abilities can check Chi-Yu, the only Corv set that can check Chi-Yu is well baked body which easily is beaten by Bax. My final point is about defog since you seemed to have a problem with your hazards being taken away a lot. One way to stop defog from being a problem is to run a good as gold mon in conjunction with some hazard setters, although if you don't want to do that you could always take the route most players take of forcing it out with mons like the 2 I mentioned and disallowing defog. Hell if worse comes to worst you can always take the route of pp stalling defogs, it may be tedious but if you didn't pack any other ways of keeping hazards up then it's on you. I believe that I have shown enough evidence with this incredibly simple core that it isn't all that hard to have a good gameplan to beat Corv so with the right teambuilding you should have no problem fitting an answer or 2, sometimes on accident. Hell the core could be something as easy as an electric type + a fire type, which matches well into a lot of other meta pokemon too since we have good options to fit in that core like Cinderace and Sandy Shocks. Finally, as someone above mentioned your replay only has the mon that you're hoping to get banned in for 5 turns and it barely did anything when it was in. You had things like chien pao that could have beaten it but you just sacrificed it to their dondozo instead of trying to carefully position around their threats and walls.It has come to my attention that Corviknight is absolutely broken in this OM. It has way too much versatility, being able to run the "Ruin" Abilities to lower Atk/Spa, or run Flash Fire/WBB (or PrimSea) or Lightning Rod/Volt Absorb to remove either one of its two weaknesses. on top of its already insane bulk, it has Iron Defense. if that is combo'd with the "Ruin" ability that lowers SpA, Corv becomes practically unbeatable. It also invalidates Hazard setters with Defog, making it pointless to even try to set up hazards since this near-unkillable wall is just gonna come in and remove them. Corv pretty much forces an opposing team to carry an answer to it, which is difficult to do since you never know whether to bring a fire-type or an electric-type, since chances are one or the other will be useless against it. This thing just plain isn't healthy for the metagame and needs to be banned from AAA post-haste.
https://replay.pokemonshowdown.com/gen9almostanyability-1798444835 here's a battle involving a Corviknight for further proof. View attachment 491544
In regards to Houndstonebeing on the watchlist, I think that is a huge joke.
Even with a 450 BP STAB move (with Supreme Overlord), it is so weak, half of the metagame is able to easily counter it and abuse its horrendous speed, such as scarf Meowscarada, Sucker Punch Kingambit
Intimidate/Tablets of Ruin Dondozo
, Dragonite
, and so many more that I don't have the time to list. I'm astonished it managed to get itself on the watchlist, it is such a horrible Pokemon. #HoundstoneIsOverParty
(edit for calcs)
252+ Atk Houndstone Last Respects vs. 252 HP / 252+ Def Tablets of Ruin Dondozo: 331-391 (65.6 - 77.5%) -- guaranteed 2HKO
252+ Atk Adaptability Kingambit Sucker Punch vs. 0 HP / 0 Def Houndstone: 344-408 (120.7 - 143.1%) -- guaranteed OHKO
252+ Atk Meowscarada Knock Off (97.5 BP) vs. 0 HP / 0 Def Houndstone: 308-366 (108 - 128.4%) -- guaranteed OHKO
252+ Atk Aerilate Dragonite Extreme Speed vs. 0 HP / 0 Def Houndstone: 177-208 (62.1 - 72.9%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Houndstone Last Respects vs. 252 HP / 252+ Def Tablets of Ruin Dondozo: 331-391 (65.6 - 77.5%) -- guaranteed 2HKO
i would definitely use calm mind on the hatterene set, replacing either nuzzle or mystical fire. i would replace giga drain with either psyshock or stored power (real trust me)I'm a relatively new competitive player, and this is the first metagame I've really invested any time in. I've had a pretty solid team I've been using that's gotten me up and down the ladder, and I wanted to post it here to hopefully get some feedback on what I should change for more consistent results. Thanks!
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Condor (Corviknight) @ Leftovers
Ability: Sand Spit
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- Defog
- Roost
- U-turn
With Garg taking center stage as the team sand setter, Corviknight acts as a good defensive pivot, and can set sand back up without switching Garg into a bad situation. The 0 Speed IV and negative Speed nature is to make sure Corv takes a hit, activates Sand Spit, and pivots out with U-Turn right after to provide a safe switch. Although I've been questioning how redundant it is to have two sand-setters on the team, and also playing my hand on Corv's ability often early in the game when what Corv's ability can be is one of the biggest threats in the metagame at the moment. On the flip side, it helps keep bringing in chip damage on the opposing team and can help enable Gengar if Garg went down earlier in the match.
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Hoodoo (Garganacl) @ Smooth Rock
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Salt Cure
- Earthquake
- Stealth Rock
- Recover
I came up with Sand Stream Garg (in what I thought was a stroke of genius) and built my team around it a good while before I realized SS Garg was pretty meta to begin with. A real tank that can take physical and defensive hits decently well, the only thing consistently OHKOing it being Steel Beam/Make it Rain Gholdengo. It and Corv make the best leads for the team, and it's especially satisfying to force out Orichalcum Pulse Cinderaces due to the slower speed negating their weather. Past the early game, Garg is swapped in to reset Smooth Rock-boosted sand or set rocks in the faces of mons that can't offensively threaten it.
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Cacti (Toxapex) @ Black Sludge
Ability: Corrosion
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Toxic
- Baneful Bunker
- Recover
- Infestation
Toxapex has gone through a few notable changes, at first running T Spikes, then replacing Recover with Chilling Water, before currently settling on bringing back Recover and introducing Infestation. Tox's role on the team has always been a bit dubious and everchanging, at first being a hazard setter before every Iron Moth would just switch in, absorb the T Spikes and blast it with a Grass move. It's now a mixed wall/trapper, using Corrosion to Toxic anything that switches in and using Infestation/BB/Recover to wear down offensive threats before they can escape. I'd say it has a niche, but is the most expendable member of the team at the moment, unless the rest of the team changes around them to make their niche more desirable.
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Southern Belle (Hatterene) (F) @ Assault Vest
Ability: Triage
Tera Type: Psychic
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
- Draining Kiss
- Giga Drain
- Mystical Fire
- Nuzzle
Built as an answer to Iron Hands right before the ban, but proved to be a good member of the team regardless. It's not that different from the standard Triage Hatt sets I've seen run, but sacrificed Leftovers and Calm Mind for Assault Vest and Giga Drain to provide more coverage. When it gets walled, it gets walled hard, but when it gets in, it can threaten to sweep all on its own.
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Bronco (Great Tusk) @ Assault Vest
Ability: Scrappy
Tera Type: Ground
EVs: 252 Atk / 252 Def / 4 Spe
Adamant Nature
- Headlong Rush
- Close Combat
- Rapid Spin
- Knock Off
With its immense bulk and power, it comes in and does good chip with Knock Off, which is an almost always safe option if I'm unsure if the opponent is going to stay in or switch. In lieu of predicting good chances to land Headlong Rush or CC, Rapid Spinning in the face of mons that can't offensively threaten it or predict wrong can make it a menace, with two RSs letting it outspeed a majority of the meta. The addition of Scrappy over Regenerator is a recent change, to get the jump on Ghost spinblockers like Gholdengo or Skeledirge that aren't running Good as Gold.
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Dustdevil (Gengar) @ Choice Specs
Ability: Sand Rush
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Energy Ball
- Sludge Bomb
- Thunderbolt
This team slot has cycled through a couple other Ghost-type powerhouses, from Gholdengo running Hex to capitalize on when Tox was a hazard setter to Houndstone abusing Scarfed Last Respects which, while good, left you screwed if what was left of the opposing team had any Ghost resists/immunes since its other options were running off a substantially lower base power. Gengar has a respectable amount of natural speed to not need Scarf, running Specs to maximize damage and carrying Sand Rush to capitalize the best off of my two leads' sand-setting. Barring priority, Gengar can outspeed everything else in the tier under sand if the stars align, and turn a losing game around. Of course, Specs means if every remaining team member isn't weak or neutral to one of its coverage options, its sweep is gonna get cut short. Outside of that, it can come in on a slow switch or sac and be a decent revenge-killer out of but especially in sand if the opponent doesn't predict what coverage options you have.
Don't use Bisharp, it's overall worse than Kingambiti would definitely use calm mind on the hatterene set, replacing either nuzzle or mystical fire. i would replace giga drain with either psyshock or stored power (real trust me)
would use Bisharp or smth that has high attack / special attack and lower speed as my sand rusher