Metagame Almost Any Ability

the treads is the smogon set? mainly to make it completely wall ghold and be safe from focus blast and weather ball, and yeah I did decide to stick with fluffy corv, I wanted wbb mainly bc of iron moth, that thing kinda dismantles my team a lot. neither way thx for the word ;-; I usually do a lot of research before making a team on a format idk so it doesn't look like hot trash (edit: also why all the replies are at the dead of night lol)
lmfao my b, gonna be real I never look at the smogon sets >.> they never match my playstyle haha. Regardless, that's *fascinating* that the treads set is to wall Ghold and non-HW Zapdos.

I usually go into a metagame off of hopes, dreams and my own teambuilding skill, and tinker with my team(s) based on what I find are popular/strong in the metagame from experience.
 
lmfao my b, gonna be real I never look at the smogon sets >.> they never match my playstyle haha. Regardless, that's *fascinating* that the treads set is to wall Ghold and non-HW Zapdos.

I usually go into a metagame off of hopes, dreams and my own teambuilding skill, and tinker with my team(s) based on what I find are popular/strong in the metagame from experience.
I usually do that in normal formats but with the ones with special roles or changes I kinda HAVE to research to know what I'm doing
 
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So the mega meganium, feraligatr, and emboar's abilities all got revealed and both meganium and feraligatr got new abilities for their megas which means more AAA strats so i was wondering if dragonize boomburst goatmo-o Kommo-o_Mini_Sprite.webp will be a near-unstoppable threat or will it unfortunately just get banned to the bottomless pit that is the shadow realm?
 
Dragonize is likely going to be rarely used as an ability.

The most common use of the -ate abilities is gaining STAB on Boomburst or Extreme Speed. Going over the possible users:
1774452627623.png


Dragonite and Noivern already have a STAB -ate option with generally better coverage and are likely to use that instead (or even more likely, remain banned).

Zygarde likes Extreme Speed, but way prefers spamming Thousand Arrows and would prefer an ability that amps that instead.

For Kommo-o, Dragonize Boomburst is effectively the same power as Dragon's Maw Clanging Scales, which is already rarely seen and will proably not be very impactful.
252 SpA Choice Specs Dragon's Maw Kommo-o Clanging Scales vs. 252 HP / 4 SpD Assault Vest Manaphy: 225-265 (55.6 - 65.5%) -- guaranteed 2HKO
252 SpA Choice Specs Dragonize Kommo-o Boomburst vs. 252 HP / 4 SpD Assault Vest Manaphy: 229-270 (56.6 - 66.8%) -- guaranteed 2HKO
And of course Flygon is even weaker.

Mega Sol could be interesting if it also works in Primordial Sea, provides the 50% damage amp to Fire moves, and applies to Weather Ball. It would basically be Desolate Land that cannot be cancelled out by Primordial Sea but doesn't carry a Water immunity, which probably a net improvement still. If all it does is boost Synthesis and let you use one turn Solar Beam and is still blocked by PSea, or forgoes the Fire amp / doesn't work with Weather Ball, Desolate Land will likely still be better.
 
I'll find a way to make people fear him one way or another (im desperately trying to find a way to make kommo-o viable)

Tinted Lens Kommo-o is decent, specs or LO. Nothing spectacular and generally outclassed by Latios but it does work.

Something along the lines of this:

Kommo-o @ Life Orb
Ability: Tinted Lens
Tera Type: Dragon
EVs: 156 Atk / 212 SpA / 140 Spe
Rash Nature
- Clanging Scales
- Poison Jab
- Close Combat
- Vacuum Wave

calcs:

212+ SpA Life Orb Kommo-o Clanging Scales vs. 252 HP / 0 SpD Pecharunt: 231-273 (60.7 - 71.8%) -- guaranteed 2HKO
156 Atk Life Orb Tinted Lens Kommo-o Close Combat vs. 252 HP / 252+ Def Primarina: 182-216 (50 - 59.3%) -- guaranteed 2HKO
156 Atk Life Orb Kommo-o Close Combat vs. 252 HP / 4 Def Swampert: 230-270 (56.9 - 66.8%) -- guaranteed 2HKO
212+ SpA Life Orb Tinted Lens Kommo-o Clanging Scales vs. 252 HP / 4 SpD Corviknight: 234-278 (58.5 - 69.5%) -- guaranteed 2HKO
156 Atk Life Orb Kommo-o Close Combat vs. 252 HP / 4 Def Goodra-Hisui: 416-494 (114.2 - 135.7%) -- guaranteed OHKO

etc... etc...

Probably best pair it with like Scream Tail so you can get even more value out of it defensively and lessen the effects of the LO. Not necessary by any means but hey.
 
:ss/zygarde:
Zygarde is the probably only mon (if any) that could use Dragonize effectively. Here are the two sets that come to mind. It's nothing crazy though
Zygarde @ Leftovers
Ability: Dragonize
Tera Type: Dragon
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Coil
- Glare / Substitute
Zygarde @ Choice Band
Ability: Dragonize
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Superpower / Glare / Toxic / Dragon Tail...
- Earthquake / ...
 
matte is a bum and played like ass in finals but heres a stall team I made to cteam betti's cteam.

:Great-Tusk::Chesnaught::Corviknight::Goodra::Rotom-heat::Deoxys-Defense:

Betti is quite predictable with his teams, usually resorting to some form of bulky offense and a bulky setup sweeper to clean up (Gholdengo). These style of teams are quite susceptible to stall, which is usually alleviated through a combination of taunt spikes gliscor and pnoise scream tail. Betti also avoids heavy breaks like specs dengo, deos, chienpao, and the ogerpons, which freed up team slots that would normally be reserved for checking those threats.
1775067694836.png
As seen in the scout above, the main threats are Gholdengo (np or scarf), scream tail, iron moth, and the occasional zamazenta. For stall, something else to consider is spikes Gliscor or Tinglu, combined with a spin blocker like lev dengo or pecharunt. Therefore, the best hazard answer is refrigerate tusk, as it can't be stopped by either taunt or a spinblocker. Rest is necessary for recovery.

The second thing to consider is pnoise stail. Aroma veil corv is the perfect answer as it can also clear up rocks, with aroma veil also blocking taunt from gliscor incase tusk is asleep. Heavy slam and taunt for setup stail shenanigans. Flame body deoD outspeeds taunt tusk, and can consistently keep spikes up. Regen Chesnaught is another answer to taunt tusk, and can roar out howl zamazenta or sd lando which matte is historically weak to.

Goodra and Rotom heat is the spdef core to deal with all of gholdengo, iron moth, moltres, zapdos and cinderace. Pickpocket goodra steals boots off the fires and zapdos, which really cuts down on their longevity and ability to spam uturn. Bulletproof rotom should (in theory) hard wall gholdengo, and also helps with cinderace and iron moth. This was originally going to be a haze psalt empoleon.

As seen by the replays, this team worked quite well. I will also consider trick proofing in the future.
https://replay.pokemonshowdown.com/smogtours-gen9almostanyability-920326?p2
https://replay.pokemonshowdown.com/smogtours-gen9almostanyability-920320?p2

*Disclaimer: This is NOT a good stall team. Only works against betti. Your mileage might vary.
 
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Been a hot minute since I posted a team, as usual it is a balanced team this time centred around the unusual Grassy Surge Primarina! Grassy! Now you on first glance may think the combination of Grassy Surge and a water type may seem... counterintuitive but think about it, Grassy Surge gives recovery to your defensive Primarina (and team (I guess and opponent)) and nerfs Earthquake in addition it isn't as if Primarina is gonna stay in on grass type regardless so the buff to them is kinda inconsequential. Since I am opting out of Terrain Extender (it is an option) and am instead running Leftovers this results in a lot of recovery every single turn which combined with Calm Mind and Draining Kiss means Primarina can regain a vast amount of health. The lack of hazards and focus on momentum synergizes with Grassy Terrain as you probably negate most of the chip that hazards incur anyways.

Team Here

:Meowscarada: :Corviknight: :Pecharunt: :Roaring Moon: :Zapdos: :Primarina:

Box lover (Meowscarada) @ Choice Band
Ability: Tinted Lens
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Flower Trick
- U-turn
- Sucker Punch / Trick

The Teams cleaner and heavy hitter, benefits from Grassy Surge but isn't reliant on it to work which fits the lack of Terrain Extender as a result. Tinted Lens lets it hit a large number of the metagame hard with Flower Trick and Knock Off. Sucker Punch is that emergency priority backup which can be swapped to Trick if you wish to have a way of crippling stuff like Corviknight or Stall. As a whole, Meowscarada is pretty dang good, though struggles into Corviknights and doesn't have a massive amount of power backing it as if it fails to KO a Pecharunt it can often just outheal.

Kakaw (Corviknight) @ Rocky Helmet
Ability: Intimidate
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Body Press
- U-turn
- Defog
- Roost

Standard Intimidate Corviknight, used for hazard removal and as a blanket check / slow pivot versus a lot of scary physical attackers like Roaring Moon.

Purps (Pecharunt) @ Rocky Helmet
Ability: Fluffy
Tera Type: Poison
EVs: 252 HP / 32 Def / 108 SpD / 116 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Malignant Chain
- Parting Shot
- Recover

Another answer to a vast array of physical attackers, my EVs let it outspeed base 100s without investment in addition to allowing it to always living two psychic noises from Scream Tails. With Fluffy and its massive defensive stat it can live virtually every contact move in existence, even headlong rush from a offensive Great Tusk (reminder if they are using EQ it is nerfed by Grassy Surge).

Other Options includes various immunities from Well Baked Body to whatever, Pecharunt doesn't mind but as a whole I think Fluffy is the best fit. Now as for why Fluffy Pecharunt over Intimidate comes down to mostly preference. Fluffy Pecharunt gives it better matchups into strong darks, letting it trade hits with Malignant and coming out on top whereas Intimidate is more one and done on the switchin.

Blue Moon (Roaring Moon) @ Assault Vest
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 64 SpD / 192 Spe
Jolly Nature
- Knock Off
- Dragon Tail
- Stone Edge
- U-turn

Standard Regenvest Roaring Moon, handles most special attackers whilst Knocking teams items or hitting things where it hurts and phazing special setup sweepers. Really dislikes special attackers running fairy coverage especially offensive variants of Primarina (SFLO / Primsea) so you have to deny as many opportunities for them to get in as it can be a hard matchup otherwise.

Zippy (Zapdos) @ Life Orb
Ability: Magic Guard
Tera Type: Electric
EVs: 252 Atk / 16 SpA / 240 Spe
Naughty Nature
- Brave Bird
- Thunderbolt
- Heat Wave
- Roost

My patent pending MGLO Zapdos, breaks a shit ton of the metagame and is very hard to switch into. At minimum 2hko's all regenvests but Goodra-Hisui, which is still 3hko'd with Brave Bird despite the resist. Just a high quality set that I feel is underrated and should see more play.

Sing-A-Long (Primarina) @ Leftovers / Terrain Extender
Ability: Grassy Surge
Tera Type: Water
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Psychic Noise
- Surf / Flip Turn
- Calm Mind

The core of the team is Grassy Surge Primarina which gives it great longevity, acting almost as if it has regenerator whilst being able to run Calm Mind for some nice bulky sweeping. The negative as mentioned before of buffing opposing grass types is kinda inconsquential as most would force you to switch regardless (example opposing Meowscaradas, Ogerpons, Iron Moths (unless you've set up)). Other options include running Flip Turn and Terrain Extender over Surf which changes the dynamics of the set to one that supports the team more with momentum but losing your special water attack in surf is a harsh exchange in my opinion.

Big threats to team are mostly nicher sets (Iron Boulder for example) or offensive Primarinas.
Enjoy!
 

Turns out Mega Sol does indeed boost Fire type moves by 50% and ignore the damage reduction in rain, so that's gonna be huge for Fire and Grass types
 
Hello, i have lost in the AAA Open and i thought i will leave the teams i used here and some thoughts for each team. I am overall happy for the way i perfomed, as i made it to the semi finals and had lots of fun! I will only leave the teams that i built, as in some matches i used teams built by others.

WEEK 1:
:iron-hands: :landorus-therian: :roaring-moon: :corviknight: :scream-tail: :zapdos:

I saw some folks glaze Iron Hands and knew i had to try it. This dude feels impossible to kill sometimes, as it has a humongous HP stat. I paired it up with good tusk answers like stail and Zapdos.
:arcanine-hisui: :roaring-moon: :swampert: :corviknight: :deoxys-speed: :zapdos:

Harc is pretty good of a mon, i can't lie. A fire type that can murder deso moltres is nice. In the game i used it also got a crucial burn on pecharunt, securing me the win. Just like ihands, u gotta pair with mons that help you against tusk.


WEEK 2:
:GARCHOMP: :ROARING-MOON: :CORVIKNIGHT: :THUNDURUS: :HEATRAN: :IRON-CROWN:

Thundy my beloved. Psea user that can knock regenvesters by himself. It's essentially a less bulky, more faster Zapdos but with no cane. Its attack stat is also not too bad, like ur actually gonna chunk mons like swampert with knock. It formed a dual weather core with Heatran, as they are able to cover each other's weaknesses pretty well. Regen chomp was something i randomly wanted to use so i slapped his ass on there and the Iron Crown was legit just filler.
:ROARING-MOON: :ZAPDOS: :GREAT-TUSK: :PECHARUNT: :SWAMPERT: :SKARMORY:

This team was my go to team for a time after i returned to this tier after a few months of hiatus. Solid all around team. I used a lot during the lt and it was doing good against meta teams. Taunt Skarmory trolls tf outta corvi and puts ur opponent in a very awkward position where they take serious chip. This team does have a few weaknesses, which i tried to patch later down the line, as you'll see.

WEEK 4:
:MEOWSCARADA: :DEOXYS-SPEED: :COBALION: :CORVIKNIGHT: :ZAPDOS: :TING-LU:

I was always tempted to build Meowscarada, but i could never find slots for it. I decided fuck it, let's just build a whole team around it. It can chip down teams with ease if you play ur cards right, as it can do serious damage on the switch if rocks are up. Corv shits on you tho. I also still feel bad for haxxing my opp :C
:ZAPDOS: :GREAT-TUSK: :CORVIKNIGHT: :ROARING-MOON: :CINDERACE: :SWAMPERT:

Choice Specs Zapdos cuz why not? It's basically a 2hko machine. It wasn't able to shine that much in this match, as my opp had va corv with wbb dengo. Will try giving this set a shot another time, it is very, very fun to use. For my final match i used the mglo rmoon hstack i shared earlier.


WEEK 5:
:ZAPDOS-GALAR: :MANAPHY: :CORVIKNIGHT: :GREAT-TUSK: :SANDY-SHOCKS: :GHOLDENGO:

I messed up the timezones by 1 hour and had to play on my phone while i was out with friends at a coffee shop. Intense match, as i realised at team preview that my team gets demolished by waterpon, but it worked out fine in the end. Gdos basically flips on its head matchups against mons like fluffy corv and skarm and ensures they cannot stay for a long time against them.
:roaring-moon: :moltres: :great-tusk: :gholdengo: :ting-lu: :skarmory:

This was me trying to remake the mglo rmoon hstack, however it didnt serve me well this round.

WEEK 6:
:Cobalion: :pecharunt: :gliscor: :primarina: :roaring-moon: :corviknight:

At this point, it was getting a bit rough. I knew matte was gonna be a tough opp and i also had a bit of a builder's block. I think this team came out pretty good, i just didnt apply pressure w spikes earlier in the match like i should have. My repeated use of Zapdos/ Coba caught up with me, as matte brought unholy counterplay (VA Dengo).

:sinistcha: :ting-lu: :cobalion: :corviknight: :zapdos: :roaring-moon:

Saw the folks talk about big cha in the discord and i was like why not :blobpex: Decent mon that can fuck up the majority of regen vesters.


I had lots of fun playing this series and i can say i improved a lot during these weeks. For any future possibilties of being your designated AAA slot for the upcoming team tournaments, please consult with my lawyer and secretary.:blobuwu:
 
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Everyone post your favorite Deo-S sets so we can do a second suspect before OMPL cause that would be funny.

Deoxys-Speed @ Expert Belt
Ability: Hadron Engine
EVs: 240 Atk / 252 SpA / 16 Spe
Naive Nature
- Psycho Boost
- Thunderbolt
- Knock Off
- Superpower

Deoxys-Speed @ Life Orb
Ability: Libero
EVs: 240 Atk / 252 SpA / 16 Spe
Naive Nature
- Psycho Boost
- Knock Off
- Superpower
- Thunderbolt

Deoxys-Speed @ Twisted Spoon
Ability: Psychic Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Expanding Force
- Knock Off
- Nasty Plot
- Focus Blast
 
BAN DEO IN AAA2 PLEASE

Deoxys-Speed @ Life Orb
Ability: Protean
EVs: 164 Atk / 252 SpA / 92 Spe
Naive Nature
- Thunderbolt
- Psycho Boost
- Superpower
- Knock Off

460 speed for outspeeding other 252 neutral deo, also lets u put more atk iv's in so superpower and knock actually do damage. the spread imo only thing that matters, put whatever moves u want to on this guy

Deoxys-Speed @ Life Orb / ebelt / pspoon
Ability: Hadron Engine
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Thunderbolt
- Psycho Boost
- Focus Blast / Ice Beam
- Knock Off

standard stuff but i always think knock off is good, knocks lu or va corv its only "hard walls". can run whatever on this dude again.

Putting a suspect test up on deo is much different then ghold as ghold has at least contributed some defensive utility in the tier, being really flexible with its admittedly annoying immunities as well as being the other good ghost in the tier (pech) to stop zama/tusk from having too much fun. its offensive sets like specs are slower and u can def feel it in the offense matchup as once u kill the vester ur like slower then everything. deo in a way helps elevate the offensive pressure of ghold thru deo being a great offensive mon with speed forcing knock on very important targets for its other breaker to go for the kill or deo can weaken them for endgame cleaning.

too much yap ban deo that dude is annoying.
 
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Deoxys-Speed
Ability: Bulletproof
- Nasty Plot
- Psychic
- Ice Beam
- Knock Off


Fuck gholdengo and golurk in particular

but fr pls sus this mon, i've been pro for a deos sus and eventual ban for a while now. Please tell me what it adds to the tier besides being crazy offensive powerful threat number 10
 
I had a lot of fun with open this year, the tour always holds a special place for me bc it is where I had my first good run, and was able to connect with some really great friends I still talk with to this day consistently. I didn't play last year bc irl at that time was insane for me, but this time I decided to enter all the opens and have fun with it, I will say one win and two semi's is p good. found myself mostly reusing older builds/these ones with movesets or abilities changed to have better mu's into what I thought my opp would bring. Though when I did find myself building something new, I honestly didn't really build with anyone, I mostly stuck to my own ideas, tho I did spam Chess with some egregious sets I did not bring before finals.

:Gliscor::Scream Tail::Ting Lu::Corviknight::Iron Moth::Gholdengo:

Corrosion I think is a great ability right now, with the rise in bulky steels/pecharunt to check a lot of physical threats, in tandem with the decrease of mg on builds, it has become a great ability to run on fatter structures. This glisc set was seeing some use in OU tours, so wanted to build around it here with a hex ghold cleaner. Everything ab this build is p standard, but strong. Tspikes is flexible to be spikes or rocks depending on what you want. Glisc is a great corrosion user as it forces interactions with corv/treads/pech/tusk/other bulky poisons due to setting hazards and it not having a really great way to threaten them, outside of treads, long term.

:Ting Lu::Primarina::Zamazenta::Talonflame::Gholdengo::Kingambit:

Spikes stack offense, not much more to say about this. Features a talonflame>molt due to opposing spikestack/stalls being a nightmare otherwise. Having some form of removal on a build like this is necessary since the wincons are so hazard weak.

:Meowscarada::Pecharunt::Ting Lu::Zamazenta::Corviknight::Moltres:

I think trick barb meow is a great mon, as it does not usually trick itself an AV, and can wear down the defensive walls that check it and zamazenta. Spikes because u can't run knock. Think this is a really cool set and fits on a wider amount of structures than regular band/scarf meow.

:Roaring Moon::Gholdengo::Ting-Lu::Zapdos::Zamazenta::Iron Treads:

Went in a bit more of a traditional route with this build, as I knew scarf zama was a great anti-offense and surprise mon to use, especially in conjunction with mglo moon.

:Great Tusk::Scream Tail::Corviknight::Samurott-Hisui::Zapdos::Gholdengo:

Regen hamu is so cool, it's like lu but u are always making progress. It also has a better mu into deos w sucker. Pretty standard build otherwise, a bit slow but it gets the job done.

:Roaring Moon::Scream Tail::Iron Hands::Skarmory::Blissey::Gholdengo:

A bit of a different build from me, but at the same time not really as the only real difference is there isn't removal. I initially set out to build a full stall + wincon ghold, but I really really really hate playing stall in this tier, its just feels so bleh. I decided to add mg moon bc I remembered how this mon is just absolutely busted especially on fat as a progress maker and added hands as a physical wincon/general regen sponge. Intim stail is nice because it beats chomp, a usual stall killer. Think this build is p solid, unfortunately opposing hazard stacks/rocks are still really annoying for u as skarm is itemless for polter/better knock switch-in.

:Zamazenta::Weezing-Galar::Landorus-therian::Corviknight::Samurott-Hisui::Moltres:

A double defog + hamu build to really pressure any stalls, I think I made two key errors when building this team. Which was having no mg (tho zama could easily be made that tbh) and molt not being more spdef, which I think cost me the game as it could not really sponge hits from stail and ghold better. Molt also should have been faster for bulky ghold! This feels a bit hindsight as I did not realize how weak I was to stail/ghold until I was in the game, it happens, sucks edge missed but it was a roll not in my favor since it was mixed, tho idk exact spread. I also made the last minute change to making zama lefties roar instead of chesto rest, which was another smaller error, and I was way more afraid of status during the game because of that.

I do think deoxys-speed should be suspected. I think as the meta has developed this past year it has become an unhealthy force in game and builder. I do not think it really crossed that threshold until recently tbh, with people experimenting more with nasty plot and other sets that aren't protean/AoA sflo. As I touched on in my sus thread post, I think it and ghold do create a toxic dynamic in builder, as deos forces knocks/has coverage for the vests that ghold hates, and this limits what viable regen options there are to cover for both (since u don't know if you will load into one, neither, or both). Its speed stat also creates an annoying situation where only scarfers above base like 90? are viable offensive checks, and everything else has to be defensive, which has shown itself to be incredibly limiting/linear in terms of what u can bring to consistently beat it. It would really suck to lose the only non-scarf offensive check to zamazenta, but I think that trade-off is minimal in comparison to the harm it does the meta, and it has been shown that teams are much more well equipped to handle zama defensively than deos.
 
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