AAA Almost Any Ability

AAA Open is now officially over (congrats to Ivar!) and with its closing comes a flood of fairly good games to pour over and look at. As I was looking to ramble about the meta sometime anyway, AAA Open gives a good chance to look at some interesting statistics to analyse with the fairly large sample, though don't take too much from it.

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Corviknight        |  128 |  52.46% |  51.56% |
| 2    | Great Tusk         |  109 |  44.67% |  53.21% |
| 3    | Roaring Moon       |   84 |  34.43% |  52.38% |
| 4    | Empoleon           |   70 |  28.69% |  45.71% |
| 5    | Gholdengo          |   69 |  28.28% |  56.52% |
| 6    | Scream Tail        |   57 |  23.36% |  59.65% |
| 7    | Manaphy            |   56 |  22.95% |  53.57% |
| 8    | Pecharunt          |   54 |  22.13% |  40.74% |
| 9    | Walking Wake       |   48 |  19.67% |  52.08% |
| 10   | Iron Moth          |   39 |  15.98% |  43.59% |
| 11   | Dragonite          |   38 |  15.57% |  63.16% |
| 12   | Primarina          |   35 |  14.34% |  60.00% |
| 13   | Swampert           |   34 |  13.93% |  50.00% |
| 13   | Zamazenta-*        |   34 |  13.93% |  41.18% |
| 13   | Skarmory           |   34 |  13.93% |  38.24% |
| 16   | Garchomp           |   30 |  12.30% |  56.67% |
| 17   | Mandibuzz          |   28 |  11.48% |  53.57% |
| 18   | Heatran            |   27 |  11.07% |  55.56% |
| 19   | Iron Hands         |   26 |  10.66% |  57.69% |
| 19   | Latios             |   26 |  10.66% |  46.15% |
| 19   | Azelf              |   26 |  10.66% |  46.15% |
| 22   | Ceruledge          |   21 |   8.61% |  57.14% |
| 22   | Deoxys-Speed       |   21 |   8.61% |  52.38% |
| 22   | Chien-Pao          |   21 |   8.61% |  33.33% |
| 25   | Zapdos             |   20 |   8.20% |  45.00% |
| 26   | Sandy Shocks       |   18 |   7.38% |  66.67% |
| 27   | Electrode-Hisui    |   14 |   5.74% |  50.00% |
| 27   | Ting-Lu            |   14 |   5.74% |  50.00% |
| 27   | Blissey            |   14 |   5.74% |  35.71% |
| 30   | Kingambit          |   13 |   5.33% |  53.85% |
| 31   | Iron Boulder       |   12 |   4.92% |  50.00% |
| 31   | Chansey            |   12 |   4.92% |  41.67% |
| 33   | Cinderace          |   11 |   4.51% |  45.45% |
| 33   | Ogerpon-Hearthflame |   11 |   4.51% |  27.27% |
| 35   | Landorus-Therian   |   10 |   4.10% |  40.00% |
| 35   | Barraskewda        |   10 |   4.10% |  30.00% |
| 37   | Deoxys-Defense     |    9 |   3.69% |  44.44% |
| 38   | Meloetta           |    8 |   3.28% |  62.50% |
| 38   | Quaquaval          |    8 |   3.28% |  37.50% |
| 38   | Ogerpon-Cornerstone |    8 |   3.28% |  37.50% |
| 41   | Iron Crown         |    7 |   2.87% |  71.43% |
| 41   | Ogerpon-Wellspring |    7 |   2.87% |  57.14% |
| 41   | Jirachi            |    7 |   2.87% |  42.86% |
| 44   | Thundurus-Therian  |    6 |   2.46% |  66.67% |
| 44   | Chesnaught         |    6 |   2.46% |  50.00% |
| 44   | Mew                |    6 |   2.46% |  50.00% |
| 44   | Gengar             |    6 |   2.46% |  50.00% |
| 44   | Smeargle           |    6 |   2.46% |  50.00% |
| 49   | Archaludon         |    5 |   2.05% |  40.00% |
| 49   | Toxapex            |    5 |   2.05% |  40.00% |
| 49   | Volcarona          |    5 |   2.05% |  20.00% |
| 49   | Regieleki          |    5 |   2.05% |   0.00% |
| 53   | Cobalion           |    4 |   1.64% | 100.00% |
| 53   | Slither Wing       |    4 |   1.64% |  75.00% |
| 53   | Kilowattrel        |    4 |   1.64% |  50.00% |
| 53   | Zoroark-Hisui      |    4 |   1.64% |  25.00% |
| 53   | Zapdos-Galar       |    4 |   1.64% |  25.00% |
| 58   | Meowscarada        |    3 |   1.23% | 100.00% |
| 58   | Gliscor            |    3 |   1.23% |  66.67% |
| 58   | Goodra-Hisui       |    3 |   1.23% |  66.67% |
| 58   | Hydreigon          |    3 |   1.23% |  33.33% |
| 58   | Garganacl          |    3 |   1.23% |  33.33% |
| 58   | Iron Treads        |    3 |   1.23% |  33.33% |
| 58   | Milotic            |    3 |   1.23% |   0.00% |
| 65   | Ursaluna-Bloodmoon |    2 |   0.82% |  50.00% |
| 65   | Clefable           |    2 |   0.82% |  50.00% |
| 65   | Kommo-o            |    2 |   0.82% |  50.00% |
| 65   | Volcanion          |    2 |   0.82% |  50.00% |
| 65   | Moltres-Galar      |    2 |   0.82% |   0.00% |
| 65   | Cresselia          |    2 |   0.82% |   0.00% |
| 65   | Fezandipiti        |    2 |   0.82% |   0.00% |
| 65   | Mamoswine          |    2 |   0.82% |   0.00% |
| 73   | Talonflame         |    1 |   0.41% | 100.00% |
| 73   | Cloyster           |    1 |   0.41% | 100.00% |
| 73   | Samurott-Hisui     |    1 |   0.41% | 100.00% |
| 73   | Moltres            |    1 |   0.41% | 100.00% |
| 73   | Diancie            |    1 |   0.41% | 100.00% |
| 73   | Skeledirge         |    1 |   0.41% | 100.00% |
| 73   | Clodsire           |    1 |   0.41% | 100.00% |
| 73   | Revavroom          |    1 |   0.41% | 100.00% |
| 73   | Thundurus          |    1 |   0.41% | 100.00% |
| 73   | Metagross          |    1 |   0.41% | 100.00% |
| 73   | Blastoise          |    1 |   0.41% | 100.00% |
| 73   | Entei              |    1 |   0.41% | 100.00% |
| 73   | Enamorus-Therian   |    1 |   0.41% | 100.00% |
| 73   | Landorus           |    1 |   0.41% | 100.00% |
| 73   | Infernape          |    1 |   0.41% |   0.00% |
| 73   | Latias             |    1 |   0.41% |   0.00% |
| 73   | Lucario            |    1 |   0.41% |   0.00% |
| 73   | Salamence          |    1 |   0.41% |   0.00% |
| 73   | Tornadus-Therian   |    1 |   0.41% |   0.00% |
| 73   | Chi-Yu             |    1 |   0.41% |   0.00% |
| 73   | Zarude             |    1 |   0.41% |   0.00% |
| 73   | Regirock           |    1 |   0.41% |   0.00% |
| 73   | Ribombee           |    1 |   0.41% |   0.00% |
| 73   | Ursaluna           |    1 |   0.41% |   0.00% |
| 73   | Alomomola          |    1 |   0.41% |   0.00% |
| 73   | Gyarados           |    1 |   0.41% |   0.00% |
| 73   | Hydrapple          |    1 |   0.41% |   0.00% |
| 73   | Dusclops           |    1 |   0.41% |   0.00% |
| 73   | Bronzong           |    1 |   0.41% |   0.00% |

:corviknight:= As much as Corviknight retains various haters within the community, as so far as to avoid it like the plague, its utility is still undeniable and lands at a comfy #1 position. Being one of the few viable removers we have and compressing great defensive use with its ability as a pivot makes it still the best glue for an immense amount of teams. While there is no ability usage statistics, Fluffy is by far the most popular set for its security against mons like Roaring Moon and the Fighting-types and specially defensive VA is also a fine pick that can let it flex its role.

:great-tusk: = Great Tusk lands into a secure 2nd position in usage, being again one of the few viable removers but in comparison to Corviknight far less passive, retaining flexible use defensively and offensively with strong STABs useful in Moldy/Scrappy sets combined with Knock/Rocks able to exert extensive offensive pressure and its bulk + typing still affords the ability to check the likes of Roaring Moon and Kingambit, it's easy to see why GTusk lands itself high above the rest and there seems to be little reason it'll change any time soon.

:roaring-moon: ↑ Roaring Moon has seen a steady slow rise from its position as a fine mon up to secure a well deserved 3rd position in usage and become a great staple. Offensively, it's flexible and extremely consistent. Knock + U-Turn practically guarantee it progress on any given turn, especially with such a strong STAB Knock that RMoon wields. Scarf sets abuse it to act as fantastic speed control that still can guarantee progress while Band sets take it further to focus on utilising it to break though somewhat set back by Fluffy Corv but not immensely. MGLO sets have also found popularity in recent weeks, able to really focus on spamming Knock + U-turn without Choice lock or being hindered by chip like omnipresent Rocks/Rocky Helmet as well as being able to retain defensive utility with Roost as a bulky Dragon-type on the special side for threats like Electrode/Iron Moth. RegenVest serves as a rarer option though for those who want to maximise the defensive utility they want out of RMoon on certain structures.

:empoleon: Another mon that has seen a slow rise from its respectable position to being one of the pre-eminent defensive options on the special side, edging out 4th place. In part Empoleons rise can be attributed to the increasingly acknowledgment that Walking Wake is really really strong but has mostly just been about discovery as Swampert as fallen off. Empoleon's base in its typing and bulk are quite notable, with a good Water, Fairy and Psychic resist, letting it check the popular aforementioned Wake as well as Psysurge and STail check and being an ok Manaphy check which has risen. Combined with a movepool that is also quite respectable, with Knock/Rocks/Flip Turn letting it contribute progress consistently, it can fit on many teams quite comfortably as a easy glue and SpD blanket with a variety of abilities that just help to amplify its base utility.

:gholdengo: = Gholdengo retains respectable usage, only barely losing to Empoleon to sit at 5th place. Gholdengo for the most part does what it likes to do, with immunities and its unique defensive profile it serves as a fine defensive glue while not being entirely passive with Nasty Plot letting it exert considerable offensive pressure. Arguably it has seen a small rise as Swampert has fallen off quite a bit, with Manaphy taking its place and being a bit more exploitable for Gholdengo with its lack of EQ and also ability to be hit with T-Wave and Hexed. EE has generally been the predominant ability, with WBB rare corresponding to the popularity of Fire-types and fine amount of resists/ways to outplay. More offensive sets like Scarf and particularly offensive sets like Hex MGLO/Specs have also cropped up rather recently which are rather interesting and I've tested to mild success but haven't made too much of a splash in Open but it could be interesting to see in OMPL.

:scream-tail: ↑ With the addition of Psychic Noise to its movepool as well as just general discovery, speedy PixiBurst has become extremely popular, pumping out results with one of the notably higher win rates. Able to chase out and soft check a myriad of mons like Walking Wake/Latios/Ogerpon formes and with other utility like Rocks/TWave or PsyNoise, STail can serve as an ever annoying progress maker on the field. I don't think the general meta conditions have affected STail too much, though offensive Steels like Heatran and Gholdengo are no longer at their absolute peak popularity, they generally dont appreciate PixiBurst/PsyNoise regardless.

:manaphy: ↑ Manaphy has seen a return to forme, usurping Swampert as the premier RegenVest and Regen in general, almost seeming to approach mimicking its dominance in DLC1, though with greater competition and diversity in team structures seen it's unlikely to return to its monstrous peak. Its sheer utility in Knock Off, Scald and U-turn make sure it always keep up progress and annoy the opponent, with solid typing and bulk, critically resisting Water to act as a better Wake check and also not being quadruple weak to the various Grass-type moves flying around to snipe Swampert. Offensive sets have mostly fallen off, but Take Heart is still an interesting option for defensive Manaphy sets.

:pecharunt: ↑ Another who has seen a steady rise from its place of modicum to one of the most popular defensive glues and pivots within the tier. This is in large part due to the discovery of the Prankster set which pairs well with many of the more fast pace teams developing in the meta. With tremendous physical bulk, Pecharunt can act to soft check many like Zama-H and Hands and even come in and eat many super effective hits and exert pressure with Prankster Destiny Bond, combined with Prankster Parting Shot it can serve to act as a stopgap even against the majority of offensive threats, acting as a overall very useful compression on the defensive side. It does sport a uniquely low winrate, though not too low to be too much of a sign.

:walking-wake: = Walking Wake has always been a strong breaker and the Open serves to confirm its place within the meta, boasting the highest usage rate of a true pure breaker. Specs power is truly spectacular, with Primordial Sea Weather Ball smashing through the majority of neutral walls, especially amplified with access to Knock Off. To attest to its strength further, recent meta developments have shown to its strength, with the rise of Manaphy/Empoleon in some part response to Wake strength being far too great for things like Swampert. Its quadruple Fire and Water resists also are fairly useful, just an extra cherry on top. Though now, the even more niche Water Absorb has seen usage in mons like Heatran and Gholdengo, which could spell a potential worse future for Wake but we'll see for stuff like Empoleon/Manaphy isn't even too secure and need to be kept healthy and other sets like DMaw can somewhat bypass these. Outside of Specs, Scarf also is strong for Knock + Pivot and its raw power even Scarfed make it a fine candidate though not as fast as entirely desirable, just to add to variety, making it no surprise why Wake secures such high usage.

:iron-moth: = Not too much to say about Moth, it for the most part does what it always does with great utility and offensive presence, though Wake's strong usage has further secured Iron Moths utility as a Water immunity. TSpikes has seen a fair rise in amount of usage on Moth as well, being on almost half on them now, though not to extremely notable success as far as I can tell.

From now on, I'm just going to be talking about mons I find interesting to cut down on length as this is this is already probably a bit too long...

:dragonite: = Dragonite remains firmly quite good with just about the same tricks it has always used. Its typing and defensive utility is personally the more appealing part of DNite to me, able to check the likes of Moth, Heatran and Zama-H and a stopgap for others like Wake as those fishy all-out offensive sets are rather inconsistent but are undeniably somewhat strong, with an interestingly high winrate though these may be result of lower-level games. Bulkier Manaphy's popping up with Ice Beam are somewhat a nuisance though I've also seen some interesting Facade DNites for them, though not to too much success.

:zamazenta: = Personally, I hate (to use) Zama-H and I am somewhat vindicated with its lower win-rate in Open even if it doesn't mean that much. With Fluffy and prime resists with STail/Pecha/Gholdengo/DNite being extremely popular, it feels rather awful to use Zama-H to me. Through the Open it has found alright usage at a shared 13th place and probably the most usage of the purely offensive Fighting-types, though that's not saying much as most has found fairly low usage nowadays. It can probably be built around to a degree as these aforementioned mons aren't impossible to bypass with coverage or support but... just use Slither Wing tbh...

:skarmory: = The lesser of the metal birds, Skarm has maintained a continued position as a niche option on generally fatter teams with its ability to setup Spikes and phaze as well. Its usage is a bit higher than I expected, though it has an oddly low winrate attached so... Corv stays winning. Ting-Lu has also risen up as a pre-eminent Spiker so I'm curious if Skarm can continue to maintain its position (also I saw some people using Wabs Skarm... wtf...)

:swampert: Swampert has seen a dramatic fall from grace from its position as the premier RegenVest/Regen in the earlier stages of the meta to falling out of favour from most experienced players with the majority preferring Manaphy to it, with a respectable usage but certainly nowhere near what it once was. With stuff like Wake roaming around and strong Grass coverage now used in adaption, Swamperts flaw become very exposed and its positives overshined with Gouging out of the picture and Electric-types not that hard to answer. As Manaphy reigns, it's doubtful Swampert will ever come to reclaim its crown for the foreseeable future.

:heatran: = Heatran has gone through its ups and downs, falling off quite a bit from its dominance with MGLO back in Home and suffering under the reign of Manaphy in DLC1 though seeing neat exploration of various sets like Sub and Desoland in the meantime. Heatran continues to maintain a pretty respectable position with new sets like Water Absorb popularised for Walking Wake and the appreciated recovery. Manaphy's strength isn't entirely appreciated though Heatran maintains a plethora of utility in Wisp and Rocks to annoy it. Its low speed isn't the best in the faster pace the meta is up now but I think it has its neat strengths as a fairly neat mon defensively and as a progress maker, time will tell if it really catches on or not.

:iron-hands: I swear there was a moment where it had a load of hype, but it has mostly died off and Hands has settled into its ok position. Its usage and win-rate is mostly respectable, tying 19th with Azelf and Latios but I think it definitely did not live up to the hype. The increasing usage of STail/Pecharunt isn't exactly too favourable for Hands and while it isn't surmountable by any means with strong Electric STAB they are undeniable popular nuisances and its low speed can make it a bit annoying at times to get in for more offensive sets like MGLO that seem appealing. Bulkier EE sets have seen ok usage, with GTusk/RMoon ever popular and also the increasing rise of Ting-Lu, Iron Hands will continue to have a pretty fine niche but I don't think it's insanely special or great.

:deoxys-speed:= Deo-S sits in a fine position currently, maintaining pace with other fairly popular breakers like CPao/Ceruledge/Latios. SFLO/Psysurge sets remain the most popular with some more niche sets like Protean also seeing some sparse usage. I have heard some form of hype behind Deo-S being kind of broken, which I dont really believe, but sets like mixed LO Psysurge are interesting and I expect that Deo-S will maintain fine usage or even increase in usage as we head into OMPL.

:chien-pao: Remember when we wanted to ban Chien-Pao? Crazy times... Chien-Pao still maintains respectable usage, but has seen a slow decline from the days when it was "broken" with quite a poor winrate not helping its case. With rise of Manaphy over Swampert, Empoleon increasing usage and other checks like Iron Hands, Primarina and even Protect on Ting-Lu, CB Chien-Pao has found it hard to really click to much effectiveness these days in spite of Corvs becoming more cocky and running far more Fluffy and less Intimidate. SD SoR LO is a fairly interesting set to me that could try to bypass these checks though time will tell if it'll pick up.

:ceruledge:Ceruledge had its moment to shine, when it was spammed everywhere with SoR but this phase is over now with the increasing amount of counterplay in form of itemless and sets like Regen Ting-Lu rising in popularity, Ceruledge's popularity has levelled off and declined in comparison to past glory. I don't think it's too bad, with still respectable usage and winrates and can still be quite threatening with correct piloting or tech, but the reward has decreased to not be so braindead and Ceruledge has always been a risky mon to pilot with its typing and bulk. Time will tell if it'll return back to its heights.

:ting-lu: ↑ Ting-Lu has seen a notable climb from its past usage (zero). While it's not particularly high overall, which can be attributed to its still limiting effect on structures when using it and being a more recent thing among top players, you can see its usage and success in the later games at higher levels. It can serve as a fine check to threatening mons in the meta like Psysurgers and Ceruledge/Roaring Moon, further amplified with Tect to scout out threatening Banded breakers like Fighting-types and Chien-Pao. It serves mostly well as a hazard-setter able to abuse Corv as does everything and annoy GTusk with chip as the majority lack Regenerator these days. I do find Ting-Lu structures can be a bit restricting and exploitable in places... but that might be more because I'm bad lol. It'll be interesting see if this fad can cement its place or fall to the wayside as the meta develops further.

:zapdos-galar:Remember when this mon was broken? Sitting with an abysmal usage rate, it can most likely be attributed to rise of a whole lot of Fighting checks within the meta and the increasing pace of it. Pecharunt, Scream Tail and especially Fluffy Corviknight spell annoyances for Zapdos-Galar that while not unsurmountable are troublesome to get past and for a mon of its speed tier it wants to make sure it kills when it gets in. Without this ability, it's hard to justify as it rarely gets in with the majority of the meta outspeeding it and it having trouble keeping up with the pace of the meta. If the meta ever slows down, it could see some increased usage though that also depends on the popularity of aforementioned checks.

:slither-wing: Slither Wing has always been a more niche Fighting-type and the decreasing validity of the type as a whole has not helped but I am a believer! Tinted U-turn and First Impression is great and it gets fine coverage in EQ/Flare Blitz in comparison to others like Gapdos... I even tinkered around with some defensive sets as a RMoon/GTusk/Hands check. Hopefully I'll be vindicated in OMPL...

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Stall has seen a pretty noticeable decrease in popularity, levelling off since the craze that was initiated where it was "broken". Part of this can be attributed to just the craze just dying off, but also to general adaptions. MGLO RMoon has become more popular and more breakers are being popularised every day it feels... Regen Manaphy is a constant nuisance to the longevity of stall and the hazard game remains quite bad that further makes it not fun and other tools like Scream Tail just contribute to the pain. It still has some potential to me, maybe in some Superman build as removal is kind of fucked lol, but we'll see. Balance remains the premier style for now, though faster-pace styles I've seen have some pretty decent success in Open compared to traditional slower balances.

:ogerpon-cornerstone::ogerpon-wellspring: These mons have always felt like the epitome of potential and I've tried to make them work well though not to much success so I wondered if others had better success, but it seems it hasn't faired that much better. Their usage is fairly low across the board and I only remember seeing one Wellspring used to decent effect before. A far fall from when the likes of Ogerpon-C was "broken" (even though some people still claim it is...) but maybe it'll see some more interesting play in OMPL.

:ogerpon-hearthflame::cinderace: Physical Fire-types in general kind of just feel on the down low to me, with rarely anybody running Fire-immunities and sometimes even just lacking physical Fire-resists in general on some structures... I still have hope for them, though Ogerpon-H definitely has not has the greatest showing so far though and Ace has Manaphy to contend with but... I believe in them...

It's been quite interesting to see the meta develop over the months, and there have definitely been some rather noticeable shifts over that time with the stuff like Swampert falling off and a whole bunch of mons coming to the forefront more clearly like Manaphy, RMoon (particularly MGLO) and Scream Tail. The meta will probably stabilise a bit more with no changes expected with OMPL coming up, but I've building some more recently and there's still quite still a few sets I expect to be discovered and I expect there to still have plenty more exploration to be done and OMPL will be the perfect time for this development so it'll be exciting to see what happens... until then this is the end of my rambling, hopefully the cooking in OMPL will be fun to see!
 
some brief thoughts on some mons

:great-tusk: This mon is straight up top 1 imo. It's like pre-DLC Gholdengo in that you can run Literally Anything Ever on it and it can probably be good. I've ran Scrappy, Mold Breaker, Regenerator, Fluffy, Intimidate, Well-Baked Body, Water Absorb, it's endless. Yes, that includes mixed MGLO Giagantic. We're far past the days of this guy being broken, but it's still absurdly strong and brings too much utility to pass up on. You can't just have all of Knock, Spin, good STABs, amazing typing, that physical bulk, and absurd flexibility and not be top 1 tbh. Generally for items I like Helmet but Lefties and Boots are good too.
:corviknight: Saying this mon fell off is just wrong, but it definitely doesn't feel like a top 1 anymore. Hell, I'd argue both Manaphy and Great Tusk are better than it rn. It's still Corviknight, you need to use it on a lot of structures because it's simply the best at compressing a lot of roles, but...man, it just doesn't feel great. Half the time you're a U-Turn bot, the other half the time you're a Roost bot. Intimidate is the future, Fluffy gets owned by Ogerpons and C-Pao too easily imo.
:roaring-moon: I was down on this mon for a while, but SoR and MGLO are something to behold. It's impossible to find a mon that both wants to switch into this thing and doesn't absolutely despise getting its item knocked. Tusk is the best I've found but without Helmet you really struggle to force damage on those weirder Regen variants. Speaking of which, not a fan of RegenVest. I think Regen Scarf has some potential though, would def be interested in seeing players better than me try it out.
:manaphy: Manaphy is pretty great. Manaphy is the most pretty great Pokemon in all of SV AAA. After a year of development, Manaphy will probably be pretty great.
:empoleon: Don't get me wrong, this guy is good, but...that good? For that level of usage, I'd expect it to be like, top 1 spdef mon of all time, not just a pretty good alternative for RegenVests on physdef Regen teams. It's obviously not bad, you can't be bad with all of Rocks/Knock/pivot/recovery/broken typing, but it feels pretty weird for me to build with. You want to check all of Azelf, Deo-S, Dengo, Moth, STail, Wake, but all these guys can either mess with your item, use potential coverage to beat you, or are Scream Tail and just Psychic Noise your ass forever.
:gholdengo: MGLO and Specs Hadron are the new wave. MGLO with TWave is amazing speed control and wallbreaking, while Specs Hadron just clicks the right moves and watches their "walls" simply not exist anymore. Really appreciates Pert falling off a fucking cliff in terms of usage, since now you can just click the Electric move unless they make the absolute baller move of switching Tusk into a Specs Dengo. Defensive sets are solid, as always, but I personally think you gotta be abusing its offensive value.
:ogerpon-wellspring: Seriously? A whole 7 people used this mon in Open? This thing is absolutely incredible, why are more people not seeing this? Seriously, Oger-W is one of the scariest wallbreakers in the game imo, especially for those teams relying on old cores like Fluffy Corv + RegenVest Mana + misc offensive mon. It can be pivoted around, absolutely, but unless you've got a healthy Poison move Pecha in the back, it will not be pretty. Knock is best 4th imo but Superpower and Play Rough are like, fine. Run Stomping Tantrum if you're fucking crazy.
:walking-wake: This is the only mon I actually have a problem with rn. I personally think the stranglehold this mon has on the builder is ridiculous, with sets like Water Absorb Heatran rising to just try and check it. RegenVesters aren't safe with Knock being so easy to click on so many forced switches, it can just pivot on you with Flip Turn, you just straight up do 40 to Empoleon with Specs Modest Weather Ball, it's absurd. Even if your team seems like it's sound into the Wake MU, like Empo + Mana, it probably gets destroyed with some pivot support and a stray Knock here and there. I'd advocate for a suspect for this mon after OMPL finishes.
:iron-moth: I don't know why, I just can't bring myself to build around this mon. Anyone able to provide details on what they like about it? It's not that I dislike Moth, I think it's pretty good rn and deserves top 10 in usage for Open, but...it just feels weird, I don't know why. Maybe I'm just not a fan of Poisons in general.
:pecharunt: I don't like this mon, but I have to use it because what else can do what it does? The only set I actually love using is Prankster, DBond is the sickest move to click in existence. Either you autowin or autolose. In general though, this mon feels pretty heavily farmed by RMoon and Empo, and it can't do much to Ghold outside of a weak Shadow Ball/Hex. Corrosion has some potential but I doubt it when most people will just switch an MGLO into it anyways.
I'd talk about more stuff like Iron Hands, Deo-S, and Scream Tail, but quite frankly, I'm just eepy.
 
A Novices View On One-Ability-Clause
I have no reason to lie and say that I am not a novice. I am uncomfortable with my lack of skill in the tier, and I am working to improve. I only started getting into OMs in January. I have always been interested in the reasons given for tiering decisions that happened before I started playing, whether it be to learn from past mistakes or to simply not be left behind in conversation. One specific thing has always confuddled me: the single-ability-clause.
The main reason for argument behind the amount of abilities has always been how impactful having a second regenerator slot would be for a team. Regenerator is simply the best ability in this current meta. And judging by the fact that my "Regenerator the Goat" post hasn't been picked to shreds by critics, I don't think that it's a controversial opinion. Sure some hyper offense teams may benefit from having two SoR pokemon, but that in no way as centralizing as having 2 regenerator pokemon per team.

Regenerator Pecharunt. A theoretically fine pokemon capable of taking many physical hits and spreading status. But it will never see the light of day because of how competitive regenerator is as a slot. Some feel that the regenerator slot is too heavy in competition, and that having multiple slots would allow for less conventional set to see prominence. I agree with this idea in principle, but I doubt its reliability in execution. The idea of an offensive regenerator pokemon is in no way new, whether it be LO Garchomp or Scarf Genesect. The issue at large is whether or not offenses can keep up. Manaphy is renowned for its near monopoly over the slot, offering both a staunch wall as well as progress through scald burns, knock off, and U-turn. Manaphy is just good. But using Manaphy can often mean that pokemon that would be incredibly viable in the regenerator slot are benched in favor of old reliable. And so some people believe that a second regenerator slot would boost the viability of auxiliary pokemon that don't fulfill the role of special wall that regenerator pokemon so often provide.
You cannot have an argument with only one side, and this is no exception. The issue however with these arguments is that they typically devolve into debates over personal playstyle and enjoyment, which is neither quantifiable nor substantial enough to warrant tiering relevance. The debate typically involves whether or not one finds an endgame that is decided by the amount of PP used to be an enjoyable endgame. I am much more interested in the argument that is quantifiable: can offensive pokemon keep up with the defensive onslaught.
According to my source of UT (thank you for the info), there were some calls to ban regenerator in Sword and Shield. A single-ability-clause is seen almost directly as a limit on the power of regenerator as a tool for teams to switch endlessly until their opponent runs out of ways to break through them. Regenerator is seen as a near limitless pool of use cases but is instead stuck on bulky walls that support teams through pivoting or knock off, not through offense. Regenerator should be a great boon to offensive pokemon, but it unfortunately can make up for the absurdity it provides defensive pokemon. Regenerator just ends up being a tool for defensive pokemon to extend the gap between wall breakers and things that can't wall break. Regenerator only helps out defense in practice.
I do not think that 2ac should be seriously considered to replace the current standard of this generation. I would enjoy study of the meta that may form from a 2ac AAA, but I am not in any way shape or form condoning any calls for a replacement of the SAC system for a 2AC system.
 
After getting packed up by Stamina NP Pecharunt in AAA Open Semis, I decided to make my own version--except it's Manaphy:

:sv/Manaphy:
Manaphy @ Kee Berry
Ability: Stamina
Tera Type: Water
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Take Heart
- Scald
- Stored Power
- Aqua Ring

This thing is insane, especially when behind dual screens. I've played a number of matches where it comes in, takes a pivotspam move, and the opponent is now facing Victory Dance Calm Mind Refresh Manaphy. Not much else to say since the principle is relatively straightforward; I just wanted to share the idea. The team I made isn't particularly good or anything, but it'll get the job done for the most part:

:sv/Great Tusk::sv/Regieleki::sv/Manaphy::sv/Roaring Moon::sv/Volcarona::sv/Moltres-Galar:
 
which pokemon would ruin the game the most
Single most ruinous set is probably Volcarona, as after one Quiver Dance you outspeed every relevant Scarfer with Modest and have 135 Modest +2 attacks. Many, many other things would ruin the meta as well to the point that Unaware becomes semi-mandatory, but that’s probably the worst offender.
 
Single most ruinous set is probably Volcarona, as after one Quiver Dance you outspeed every relevant Scarfer with Modest and have 135 Modest +2 attacks. Many, many other things would ruin the meta as well to the point that Unaware becomes semi-mandatory, but that’s probably the worst offender.
thanks.

I will use volcarona then.
lets see if this gimmick will work.

edit: the gimmick was to use latias with prankster simple beam and eject button and give trace to volcarona.
it pushes the anti-simple rule to its limits without breaking them.

it was not all that great, but keep in mind that I am a bad player.

maybe someone here with a million IQ can make it work.
 
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2 abilities that I dislike are desolate land and primordial sea.

I want to use "snow warning" from time to time and these 2 abilities ruin it.

I am not saying that they should be banned, I am just saying that I don't like them.

edit: also the fact they completely shut down water and fire type moves is a little busted.
 
2 abilities that I dislike are desolate land and primordial sea.

I want to use "snow warning" from time to time and these 2 abilities ruin it.

I am not saying that they should be banned, I am just saying that I don't like them.

edit: also the fact they completely shut down water and fire type moves is a little busted.
Assuming your using snow warning for the use of aurora veil, I suggest switching to either regieleki or prankster corviknight for screens. Deso Land and Prim Sea also aren't really that busted as there's still plenty of counterplay. For example, Manaphy and sometimes Swampert (it struggles with Solar Beam variants of Moth and Heatran) can reliably switch in on Lando-T, Heatran, and Iron Moth, then pivot out to some fast revenge killer (Roaring Moon, Azelf, etc), while for Prim Sea users, Primarina, Empoleon, and again Manaphy can somewhat easily switch in on Walking Wake and pivot to a fast revenge killer. They also do a really good job of balancing each other out cause certain switch ins rely on Deso Land mons to counter Prim Sea mons and vice versa. Example: Swampert switches in on Walking Wake but Weather Ball does a bit too much so you go to Deso Land Iron Moth to switch into it. There's also other stuff like Well Baked Body Gholdengo and Pecharunt, as well as Water Absorb Heatran but I don't think I need to go on.
 
Assuming your using snow warning for the use of aurora veil, I suggest switching to either regieleki or prankster corviknight for screens. Deso Land and Prim Sea also aren't really that busted as there's still plenty of counterplay. For example, Manaphy and sometimes Swampert (it struggles with Solar Beam variants of Moth and Heatran) can reliably switch in on Lando-T, Heatran, and Iron Moth, then pivot out to some fast revenge killer (Roaring Moon, Azelf, etc), while for Prim Sea users, Primarina, Empoleon, and again Manaphy can somewhat easily switch in on Walking Wake and pivot to a fast revenge killer. They also do a really good job of balancing each other out cause certain switch ins rely on Deso Land mons to counter Prim Sea mons and vice versa. Example: Swampert switches in on Walking Wake but Weather Ball does a bit too much so you go to Deso Land Iron Moth to switch into it. There's also other stuff like Well Baked Body Gholdengo and Pecharunt, as well as Water Absorb Heatran but I don't think I need to go on.
I want the freedom to negate them on the switch without having to use their polar opposite.

I also want the freedom to use sand stream if I want to, not just snow warning.
 
well, the thing is, in a game as vast as Pokemon, you can't have everything be viable, even if it sounds fun to use
Isn't the whole point of the almost any ability format to have fun with the stupidest combos you can think?

Wasn't neutralizing gas banned due to beating the whole point of the format rathen than making certain pokemon overpowered(like triage) or being too unpredictable(like magic bounce)?

Anyway, I am aware that these 2 abilities are never going to be banned.
 
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8onjrf.jpg
Let's suspect test Ice Scales

Our special walls suck
: excluding RegenVest, we have very few actual special walls at our disposal, and most of them are exceedingly passive. Blissey / Chansey are extreme momentum sinks, Empoleon is heavily reliant on loading the correct immunity ability (more on that later), guys like Heatran and Gholdengo aren't really that speically bulky and rely heavily on resistances / immunities, and other true special walls like Florges are never seen for good reason. Which means...

Relying on RegenVest sucks: Most teams rely on a RegenVest to handle special attackers. Especially in SAC, this is a major restriction, and even then not a particularly effective one. Knock Off, even on special attackers, is extremely common; Walking Wake, Azelf, Deoxys-S, Gengar, etc all can easily remove Assault Vest on a predicted switch. RegenVest are also pretty good at checking a single special attacker, but are relatively easily overwhelmed by threat stacking as their recovery is conditional.

Our specially defensive abilities suck: compared to Intimidate, Fluffy, and a more niche options like Flame Body, we have very few ways to check special attackers outside of Regenerator or immunity abilities. Relying on immunity abilities makes progress very non-linear; either you have a hard wall, or you have effectively no ability, your ability to soft check / play around threats is severely diminished.

Our special attackers are extremely varied: just skimming down the top of the VR, Walking Wake, Scream Tail, Iron Moth, Deoxys-Speed, Gholdengo, Gengar (why is he in A-), Latios, Azelf, Electrode-Hisui, and Sandy Shocks are all top threats that you're not going to cover in a single RegenVest, espeically if they stack threats. Without splashable special walls or specially defensive abilities, that means handling the ones your RegenVest does not can be incredibly patchwork and inconsistent. They also tend to have excellent coverage options, potentially throwing a wrench into normally consistenct counters. This doesn't even include the already-banned special attackers like Darkrai, Keldeo, Iron Bundle, and Raging Bolt (okay Raging Bolt is probably never coming back, why does it get Rising Voltage).

Bulky setup is not as big a problem with Ice Scales: the most common broken setup combinations imo are Bulk Up (or Victory Dance) + Recovery + Ice Scales and Calm Mind (or Quiver Dance) + Recovery + Fur Coat. There are 1,001 mons that get Calm Mind + Recovery, but the list that gets Bulk Up + Recovery is far more limited:
1714585046850.png
Outside of the obviously-banned-no-matter-what Slaking, this is not an intimidating list. Maybe Lilligant-H can pull something off, maybe Quaquaval can, but even then these are not world-ending threats (and if it's just one or two of them, we can ban for that).

Yes you can still set up without recovery, but espeically without a boosting ability onboard, it's much harder to setup to a full game-stopping wincon like Calm Mind + Fur Coat could.

Cards on the table, I am generally happy with the meta right now and am enjoying it, but as someone that plays mostly balance / bulky offense, it's hard not to notice how janky my answers to common special attackers can be, especially when threat stacked, and it's frustrating to feel like my Regen is locked to a RegenVest. I legitimately believe that Ice Scales would be a healthy adition to the metagame, improve the consistency of teambuilding, and not end up with runaway bulky setup.

It's worth remembering that Ice Scales was only two votes away from staying legal, it was not a landside result, and that was with it being lumped in with the (imo) more broken Fur Coat. I think Ice Scales by itself is a legitimately balancing element that could improve the meta and I would like to see it tested.
 
Isn't the whole point of the almost any ability format to have fun with the stupidest combos you can think?

Wasn't neutralizing gas banned due to beating the whole point of the format rathen than making certain pokemon overpowered(like triage) or being too unpredictable(like magic bounce)?

Anyway, I am aware that these 2 abilities are never going to be banned.
there's a big difference between neutralazing gas and psea/deso.The format is supposed to let you have (almost) any ability you want, so an ability like neutralizing gas, who nullifies any other ability, would defeat the point.However, desoland and psea being legal do not defeat the purpose, as they are just 2 abilities that are meta.You can still use sand stream and snow warning, but they just aren't viable.It's like asking the ou council to ban meta mons because you wanna use low tier mons.
 
Wasn't neutralizing gas banned due to beating the whole point of the format rathen than making certain pokemon overpowered
Neutralizing Gas is also broken as hell; turning off Regenator on their RegenVest, making a MGLO mon take recoil, making Weather Ball users useless, blocking Unaware / Fluffy / Intimidate, and all the other stuff it does is hella broken.

In a format like AAA where most sets rely heavily on their ability, just turning the ability off is extremely powerful.
 
Neutralizing Gas is also broken as hell; turning off Regenator on their RegenVest, making a MGLO mon take recoil, making Weather Ball users useless, blocking Unaware / Fluffy / Intimidate, and all the other stuff it does is hella broken.

In a format like AAA where most sets rely heavily on their ability, just turning the ability off is extremely powerful.
Really?
Okay then.

Which pokemon could abuse this ability the most?
 
Really?
Okay then.

Which pokemon could abuse this ability the most?
It has never been allowed in this generation, so we have no idea. It won't really be a relevant point of discussion unless there's actual consideration for a suspect test; at the moment, there is not. Theorymonning VRs for this kind of thing is typically avoided because it takes away from talking about the actual metagame at hand.

...That being said, it doesn't really matter who the user is as long as they have decent bulk and a recovery move, because even just stuffing regenvesters is typically broken and at maximum efficiency.
 
Let's suspect test Ice Scales

Our special walls suck
: excluding RegenVest, we have very few actual special walls at our disposal, and most of them are exceedingly passive. Blissey / Chansey are extreme momentum sinks, Empoleon is heavily reliant on loading the correct immunity ability (more on that later), guys like Heatran and Gholdengo aren't really that speically bulky and rely heavily on resistances / immunities, and other true special walls like Florges are never seen for good reason. Which means...

Relying on RegenVest sucks: Most teams rely on a RegenVest to handle special attackers. Especially in SAC, this is a major restriction, and even then not a particularly effective one. Knock Off, even on special attackers, is extremely common; Walking Wake, Azelf, Deoxys-S, Gengar, etc all can easily remove Assault Vest on a predicted switch. RegenVest are also pretty good at checking a single special attacker, but are relatively easily overwhelmed by threat stacking as their recovery is conditional.

Our specially defensive abilities suck: compared to Intimidate, Regenerator, and a more niche options like Flame Body, we have very few ways to check special attackers outside of Regenerator or immunity abilities. Relying on immunity abilities makes progress very non-linear; either you have a hard wall, or you have effectively no ability, your ability to soft check / play around threats is severely diminished.

Our special attackers are extremely varied: just skimming down the top of the VR, Walking Wake, Scream Tail, Iron Moth, Deoxys-Speed, Gholdengo, Gengar (why is he in A-), Latios, Azelf, Electrode-Hisui, and Sandy Shocks are all top threats that you're not going to cover in a single RegenVest, espeically if they stack threats. Without splashable special walls or specially defensive abilities, that means handling the ones your RegenVest does not can be incredibly patchwork and inconsistent. They also tend to have excellent coverage options, potentially throwing a wrench into normally consistenct counters. This doesn't even include the already-banned special attackers like Darkrai, Keldeo, Iron Bundle, and Raging Bolt (okay Raging Bolt is probably never coming back, why does it get Rising Voltage).

Bulky setup is not as big a problem with Ice Scales: the most common broken setup combinations imo are Bulk Up (or Victory Dance) + Recovery + Ice Scales and Calm Mind (or Quiver Dance) + Recovery + Fur Coat. There are 1,001 mons that get Calm Mind + Recovery, but the list that gets Bulk Up + Recovery is far more limited:
Outside of the obviously-banned-no-matter-what Slaking, this is not an intimidating list. Maybe Lilligant-H can pull something off, maybe Quaquaval can, but even then these are not world-ending threats (and if it's just one or two of them, we can ban for that).

Yes you can still set up without recovery, but espeically without a boosting ability onboard, it's much harder to setup to a full game-stopping wincon like Calm Mind + Fur Coat could.

Cards on the table, I am generally happy with the meta right now and am enjoying it, but as someone that plays mostly balance / bulky offense, it's hard not to notice how janky my answers to common special attackers can be, especially when threat stacked, and it's frustrating to feel like my Regen is locked to a RegenVest. I legitimately believe that Ice Scales would be a healthy adition to the metagame, improve the consistency of teambuilding, and not end up with runaway bulky setup.

It's worth remembering that Ice Scales was only two votes away from staying legal, it was not a landside result, and that was with it being lumped in with the (imo) more broken Fur Coat. I think Ice Scales by itself is a legitimately balancing element that could improve the meta and I would like to see it tested.
I think it would be reasonable to at least give Ice Scales another shot to be tested in this environment. During the FurScales suspect, almost all of the arguments against the two abilities were primarily directed at Fur Coat and specifically Fur Coat setup. Also, Ice Scales almost didn't even get banned, so it's not like the previous suspect test was a hard and fast decision or something.

While it's true that certain Pokemon can do the same thing with Ice Scales, I'm not fully convinced that Ice Scales alone is an unhealthy element for certain. I agree with all of the pro-unban reasons UT already stated, but I also think we should be open to considering the possibility that there's a world where the tier ends up in a fine balance state even with Ice Scales legal. If we get some overly strong setup guys because of their ability to tank strong hits with Ice Scales and then SD or CM to +50 or whatever, then we can just ban them--that possibility isn't a good case for testing in a potentially balanced element. Double spdef is pretty strong, but to me, playing around it isn't particularly different from trying to play around immunity abilities, and although Mold Breaker special attackers would be re-introducing a dynamic we haven't used since before FurScales ban, they do exist as an option. Also, if we end up authorizing unbans of certain strong special attackers later down the line due to the new defensive power level, that just means even more viable options.

And if a suspect does happen and ends in keep banned, then oh well--just means it wasn't meant to be. That's why there are two options to begin with, after all.
 
Has slaking ever been allowed to compete before getting the banhammer?

I am not asking for it to be unbanned, I am just curious on how it broke the game especially when zamazenta is legal.
Yes, specifically for one day - day one of SV AAA. Zamazenta is nowhere close to Slaking in terms of power - 160 Attack is pretty fucking broken and with sets like Guts + Facade or just CB SoR, it will be very broken
 
Let's suspect test Ice Scales
While it would be fun/interesting to see what the meta would look like with ice scales in it, I think that for the health of the meta in the short and long term it would be better to test individual mons before adding an ability that halves all special attack damage. I also don't believe that ice scales setup will be limited to bulk up + recovery, and instead could be used by things with SD or NP to set up and just invest in bulk to live any hit. I believe damage amp abilities are being overvalued here since many mons can function without these abilities and still do huge damage with just regular set-up. Set-up + ice scales doesn't need to be immediately game winning, being able to punch a big enough hole in a team would be more than enough, and I think it would be easier to snowball than not with ice scales since it wouldn't be immediately obvious the mon is running the ability. There would also simply be no reason to not use it, and it would have an offensive presence that regen does not that would make it as if not more centralizing than regen. My final point will be that I simply don't think the meta needs it, g9 has always been full of heavy hitters/more offensive mons than previous gens, and I think atp it has to be accepted that the baseline power level is stronger. There are still ways to answer the meta, but it is more offensively oriented than ever before, which isn't bad compared to defensive answers, just different. I would be more open to suspecting individual mons that put this pressure like wake and deos before susing the ability.

Our special attackers are extremely varied:

I don't believe you should be able to answer all of these threats with just a regenvest, and if you use just one wall to answer a whole form of attacking it is always gonna be p rough. Even with this sentiment, less than a week ago people were complaining about how nothing beats mana and it just sits there, gets health back, and 'never dies' so I am not too sure about the shakiness of some of the regenvesters. The mons listed in this section all have meaningful counterplay outside of regenvest that needs to be considered when building in terms of resistances and immunities. Immunities especially are an integral part of AAA, and having ice scales freed lowers need for them and makes gameplay less dynamic as there isn't any inherent risk in running IS when compared to immunity abilites. Even the physical lowering abilities have risk/drawbacks: fluffy is weak to fires/only on contact and intim only lowers by one stage and is susceptible to set-up, but ice scales has no drawback, it is an effective doubling of one's spdef. The reason that regenvest sometimes doesn't feel like enough is because the best of the best special attackers have ways of getting rid of an AV, and to that I would say the problem lies more in those mons than needing ice scales to fix it. Even then there are more fundamental teambuilding issues at play if a team autoloses if a special mon gets a knock on the regenvest. This also applies to physical attackers as one shouldn't be using just intim or just fluffy to answer them. The best of the best physical attackers also have ways to muscle through these abilities, and using only these answers will always leave holes in a team defensively. 'Overloading' a team with checks and/or using more offensive mons to defensively check some of the biggest threats (mglo rmoon and scarf ghold are prime examples) is something I think one should be doing more often in this meta and not relying on fatter/slower cores to get by. Putting in a bunch of soft checks that are able to pivot in your offensive threats that scare these mons out/force a KO is huge. Finally, one has to put more faith in some special checks like moon, ghold, tran, and stail as these can easily switch in on many spdef mons; it just isn't nearly as free as regenvest.

I am not super against a test after individuals are looked at and it is still seen as an issue, but I think as of now ice scales would be a bandaid over some of the larger 'problem' mons and lock out many weaker spatkers like stail and lead to more centralization in what special mons you could viably use, which wouldn't be nearly as fun or competitive (I put a high enjoyment and comp on the most recent survey so this could be bias but whatev).

In summary: test the individual mons first, a team should already have more varied ways outside of regenvest to take on special mons, ice scales would get rid of this variation and centralize with regen as the blanket answers, and the meta is always gonna lean offensively so let's just go with it.
 
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