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Metagame Almost Any Ability

Topped ladder again, here is a very small team dump of the two teams I used in the process!

:Iron Treads::Scream Tail::Zapdos::Roaring Moon::Great Tusk::Pecharunt:
MGLO Iron Treads Balance

I think this is as good as it is gonna get for this team, the addition of prankster Pecharunt covers for surprise setup sweepers and dangerous threats like Chien-Pao, Mamoswine, and Iron Hands. Mixed MGLO Treads handles lots of different teams that have structures that only really handle either physical or special, not mixed and is really only bothered by VA specially defensive Corviknight.

:Metagross::Latios::Primarina::Great Tusk::Corviknight::Pecharunt:
CB Tinted Metagross Balance

CB Tinted Metagross is a scary monster that shouldn't be slept on, rest of the team is bog standard. Get Metagross in as often as possible and dismantle teams by inflicting massive damage on most metagame elements. Best know what Heavy Slam works best versus and when to Meteor Mash instead... Example Roaring Moon is fat af and iirc only takes 40 bp from Heavy Slam...
you are wonderful for my videos thank you gia. the treads team felt insanely strong and idt i ever regret loading lorbmglo on it--just very consistent as a progress maker and steel beam lures in so much shit.
 
you are wonderful for my videos thank you gia. the treads team felt insanely strong and idt i ever regret loading lorbmglo on it--just very consistent as a progress maker and steel beam lures in so much shit.
Yeah, I just stumbled upon that set whilst randomly testing out mixed sets on Pokemon. I found that even relatively low SPA can be made useful through high BP moves like Steel Beam, MGLO was the logical choice as you avoid the recoil, can run Life Orb for free and it boosts both special and physical power. The thing that Iron Treads brings to the table is both access to Steel Beam and Volt Switch meaning it can pressure non-VA Corvs heavily and do decent chip damage with it to various potential switchins like EE Gholdengo whilst keeping up momentum. Rapid Spin is lure for stuff like Pecharunt as it gets 2hko'd by Steel Beam, and boosted Earthquake is also fairly powerful
 
Yeah, I just stumbled upon that set whilst randomly testing out mixed sets on Pokemon. I found that even relatively low SPA can be made useful through high BP moves like Steel Beam, MGLO was the logical choice as you avoid the recoil, can run Life Orb for free and it boosts both special and physical power. The thing that Iron Treads brings to the table is both access to Steel Beam and Volt Switch meaning it can pressure non-VA Corvs heavily and do decent chip damage with it to various potential switchins like EE Gholdengo whilst keeping up momentum. Rapid Spin is lure for stuff like Pecharunt as it gets 2hko'd by Steel Beam, and boosted Earthquake is also fairly powerful
If you don't mind me asking, why did you choose Primarina as the regenvester? I'm not a fan of prim, i think it's typing make it so that its weaknesses add up and give it a hard time in fulfilling its role, while also being terrible at taking physical hits. I know its role is not to take physical hits, but in a pinch, it has to be basically at full hp to take a phys hit, which isn't gonna be very often. I personally like Swampert more, who only has to worry about grass moves and even those are pretty rare
 
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Primarina brings several qualities that stuff like Manaphy don't, while lacking great defensive prowess in addition to no scald, Primarina's dual Water/Fairy typing gives several useful resistances and a immunity. Resistance to fighting, immunity to dragon, and stab Moonblast are great things to have when some of the top dogs of the metagame are an actual dog (Zamazenta) and though with my investment it doesn't handle switching into said things, it can be slowpivoted in. The big thing with Primarina is its good offense in tandem with its typing, something that Swampert lacks, as with it you are forced to run Knock, EQ, and Flip, and it is quite weak to burn.

The combo of moonblast/surf/pnoise lets it hit a lot things and deny healing.

Primarina is a more offensive orientated regener. Lacks defensive prowess and as such takes max investment to really take advantage of physical defensive qualities of its typing.

Swampert and Manaphy are more defensively orientated regeners. Swampert is crippled by burn, Manaphy is reliant on Scald getting those burns.

Roaring Moon is a fast regener with phazing potential. Weak to fairies and certain mixed attackers.

None of the above are perfect, and the other regeners like meloetta and Goodra-hisui have major flaws as well such meloetta beubg weak to U-turn meaning things like Zapdos can pressure it just by pivoting and Goodra-hisui lacks pivot.


(Edit: In regards to my team, I chose Primarina over others because of the immunity and offensive potential it has over others.)
 
Since I've just qualified for the AAALT, I wanted to share some few cool teams that I've been laddering with:

:Ting-Lu: :Primarina: :Iron Treads: :Pecharunt: :Roaring Moon: :Deoxys-speed:
:Ting-Lu: :Iron Crown: :Great Tusk: :Manaphy: :Iron Moth: :Roaring Moon:
These two centers around the Prankster Ting-Lu set with team 1 more of a traditional hazard stack while team 2 is more of a BO with lu getting up hazard to help chip thing in range. I really like this set bc it does everything a Ting-Lu need to do: put up hazard and spam ruinations. Atha might make you believe I stole his idea but his ting-lu is a HO lead while I came up with this idea after taking inspiration from ABR's hazard stack team in OU with double hazard lu.

:Landorus-Therian: :Deoxys-Speed: :Great Tusk: :Sandy Shocks: :Manaphy: :Pecharunt:
Now this is where it's at. Gravity Hustle Lando. I was tinkering around with a gravity team when I rmb gravity also boost accuracy so I immediately thought of putting Hustle on Lando and made this masterpiece. In case you run into ee there's also scarf mb tusk which has no switch in under gravity. Highly recommend everyone trying it.

:Weezing-Galar: :Great Tusk: :Pecharunt: :Zamazenta: :Goodra-Hisui: :Cinderace:
Can't end it off without a weezing-g team. This is the team that I used for a good part of the ladder tour. I went like 20-1 from 1450s to 1650s in a day with this team and I can tell you it's a banger. The main idea is for mb tusk to break down zama's check like corv, tusk and pech and let it clean up. Very simple but effective idea. Ace slot is the only thing Im not really sure about but there arent many fast pivots that also put up rocks.

Anws that's all. S/o Atha who wouldnt have qualified for playoff if I hadnt sniped Rofna for him.
 
Built a new stall team for aaalt, peaked 1704

:Gholdengo::Ting-Lu::Pecharunt::Chesnaught::Skarmory::Blissey:
  • Originally intended to go full superman, but Ting-Lu gets overloaded too easily by random spattackers like mglo crown. Protect for fsight teams.
  • Gholdengo could be spdef volt absorb to brick Cobalion, Zapdos, and Thundy, but you rly want a second knock absorber that can switch into tusk, as well as an answer for Mamo and bulk up lando. Aforementioned electrics are still playable with proper regen cycling and prank pecha
  • Chienpao is a pretty suspect mu, but chienpao is pretty fradulent anyway
  • Specs Primsea primarina is theoretically unwinnable
  • Special setup sweepers other than gholdengo (tail glow mana, blursa, etc) can be beaten with trick twave blissey
  • Moldy/Scrappy Taunt offensive tusk can only be beaten with flame body burns
  • Baked Skarm and Flame Body Naught is fine to hard counter mglo molt/talonflame and firepon, but chesnaught doesn't like taking knock off if spikes are up
  • Almost every other matchup is favorable or free
 
I'm trying to build balance teams but I'm really struggling with how to prepare for Latios.
No matter what I do, one of its common abilities (Hadron, Adaptability, Tinted Lens) absolutely destroys my check.

Any advice?
 
I'm trying to build balance teams but I'm really struggling with how to prepare for Latios.
No matter what I do, one of its common abilities (Hadron, Adaptability, Tinted Lens) absolutely destroys my check.

Any advice?
One of the best ways to prepare for it is a RegenVest and a Dark-type. It will normally be Choice-locked, so if they make the read and use Psyshock as your RegenVest Mana / Primarina / Swampert comes in, it's a free switch to your Roaring Moon / Chien-Pao (and your Regen will recover most of the damage off).

Other options include RegenVest Ting-Lu, most Scream Tail sets (since they outspeed), Specially Defensive Volt Abosrb Corviknight, and Tinkaton ~~and Volt Absorb Grimmsnarl~~.
 
Just started playing AAA a few days ago and hit rank 1, thought I'd share my team and the reasonings behind it.

1771695743404.png

Roaring Moon @ Choice Band
roaring-moon.png

Ability: Sword of Ruin
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Stone Edge
- Earthquake

THE breaker of the team, this thing forces progress and, against more defensive cores like RegenTusk, Fluffy Corv, etc. does the crucial job of knocking their Rocky Helmet(s) off. It just hits REALLY hard, there isn't much more to say here. Knock Uturn and EQ for obvious reasons, but I slotted in Stone Edge because I kept running into Fluffy Zapdos' that gave me a lot of trouble. Basically autowins if your opponent loses/has their phys wall get chipped down too much.

Iron Hands @ Assault Vest
iron-hands.png

Ability: Regenerator
Tera Type: Fighting
EVs: 4 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Volt Switch
- Close Combat
- Earthquake
- Fake Out

My favorite member of the team, Hands is absolutely monstrous and idk why I never saw it. It takes hits like a champ, pivots, hits hard, checks both physical AND special threats, devours Roaring Moon... it kinda does it all. The ONLY problem it has (and tbh the team in general has) is that it's weak to Deo-S. Other than that though, this thing is a demon. Volt and CC for obvious reasons, EQ for things like Pecha, Ghold and Iron Moth, and Fake Out was what I teched in a bit later on and found insane use from. It revenge kills, chips, and forces 50/50s against say, enemy Meowscaradas who would just freely Uturn on you, but when they're getting chunked for like, 20% each time they do that, it forces them to hard switch, allowing you to do mixups like CC, Volt, hard switch yourself. Not to mention it revenge kills like a MF and does loads of work to helping stop most Deo-S sets.

Corviknight @ Rocky Helmet
1771694706159.png

Ability: Volt Absorb
Tera Type: Flying
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Roost
- Defog
- Tailwind

The crucial special check of the team. It uh... it eats special hits and slow uturns. What uh... what do you want me to say. OH RIGHT TAILWIND! Yeah, I teched in Tailwind early on because I wanted to help support originally Prima, then Volcanion, then I just found letting Roaring Moon outspeed threats like Deo-S and Scarf RM was way too good to give up. I mean... you could use BPRess or Brave Bird, but... why would you? It's not like Corvi does THAT much damage with either. Hence, Tailwind being op af. Rocky Helmet for opposing Corv chip.
Great Tusk @ Choice Scarf
1771694640960.png

Ability: Mold Breaker
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Headlong Rush
- Knock Off
- Stone Edge

Another absolute GOAT of a mon, this thing is a DEMON and nobody respects it. CC and Headlong hit like semis, and Pechas with ground immunity can't switch in or else they get slaughtered. Knock is just general good support, and Stone Edge for said annoying af Fluffy Zapdos and Moltres. It hits hard, outspeeds a LOT of threats and greedy sets like CB RM or Meow, always outspeeds Scarf Ghold... etc. not too mention that it chunks Fluffy Corv because MB ignores it. Amazing mon.
Pecharunt @ Black Sludge
1771694656973.png

Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 1 Spe
- Malignant Chain
- Nasty Plot
- Recover
- Shadow Ball

Eh. It's the tusk answer... that's it. Well, also a Prima check. But like, what do you want me to say? I suppose I should give it Bold now that I slotted out Parting for NP, that's mb, but it didn't really matter. Literally all this thing did was try and poison Tusk lmfao. I mean, it's a crucial part of the team, as everyone else is weak to it, but it's just boring to say 'oh yeah, it checks the mon on almost every single team.' Plot to deal with annoying Corvis and Swamperts, or break through special walls like Bliss. You can slot in Parting instead, up to preference.
Cobalion @ Life Orb
1771694678283.png

Ability: Magic Guard
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Steel Beam
- Close Combat
- Volt Switch

This was slotted in so late, but my god. I faced and got mowed down by way too many people with this thing, so I decided to try it myself. WHY DOES THIS HIT SO HARD????? Steel Beam + CC + Volt has quite literally 0 switch-ins besides my beloved AV Hands (that nobody uses). SpD Corvi gets bowled over by CC, Fluffy Corv hates Volt, AV Ting-Lu hates CC, etc. etc. Not to mention you can set up stealth rocks AND are naturally faster than a great deal of threats. Like what the actual hell is this cursed mixed attacker, and why is it so good hahaha. Jokes aside, yeah, Cobalion was the mixed breaker of the team, and MG to ignore hazards was really handy. Makes cores like Pecha/Corvi/Tusk rue the day they were born.

Anywho, that's the team! :) Been fun to try out AAA and didn't think my team would do as well as it did.
 

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Got back to 80 gxe after tanking during a bad tilt. This post is meant to go over two things, the team I used to get there and the key player I hyped up in the discord.

The Key Player!

800px-0145Zapdos.png

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

Key Calcs
252+ Atk Life Orb Zapdos Brave Bird vs. 252 HP / 252+ Def Blissey: 395-465 (55.3 - 65.1%) -- guaranteed 2HKO
252+ Atk Life Orb Zapdos Brave Bird vs. 252 HP / 4 Def Swampert: 238-281 (58.9 - 69.5%) -- guaranteed 2HKO
252+ Atk Life Orb Zapdos Brave Bird vs. 252 HP / 0 Def Manaphy: 218-257 (53.9 - 63.6%) -- guaranteed 2HKO
252+ Atk Life Orb Zapdos Brave Bird vs. 252 HP / 0 Def Primarina: 278-329 (76.3 - 90.3%) -- guaranteed 2HKO
252+ Atk Life Orb Zapdos Brave Bird vs. 252 HP / 0 Def Ting-Lu: 179-212 (34.8 - 41.2%) -- 67.7% chance to 3HKO after Leftovers recovery

Magic Guard Life Orb Zapdos with Brave Bird, Thunderbolt, and Heat Wave is extremely powerful. It takes advantage of regenvesters being practically forced to be specially defensive in order to better handle the numerous strong special attackers that run around in AAA. It isn't stopped by VA Corv, and heavily pressures teams even those with AVregen Ting lu by forcing it out giving you more opportunities to break whatever jumps in to cycle back into Ting-lu. Max Attack Adamant is to really boost the attack making Brave Bird quite powerful and its natural spa backed by LO keep Tbolt and Heat Wave potent enough to handle physical defensive answers; Hoodra is the best answer and even that gets 4hko'd minimum with Brave Bird.

My evs are designed to outspeed max speed Gholdengo as hitting 301 isn't that important since Tusks rarely have anything to answer Zapdos aside from Knock and they normally switch regardless. You could lower speed to other points such as to 285 for Mamoswine (why would you stay in vs it?) or even further down to 241 and throw the rest into SPA but I find you need that speed as you aren't invest in HP at all and don't have the bulk you'd expect out of slower variants of Zapdos.


The Team!
MeowDengDos Balance by Giagantic

So the team is centred around the combination of the breaking power of MGLO Zapdos and cleanup potential of Tinted CB Meow. Gholdengo is unaware to stop random ladder fish and can be instead made into Storm Drain for my relatively poor to non-existent water MU if say a random Inteleon rolls up to me (I usually just out pressure the opponent in those cases or trade). Pecharunt is also there for covering for the randomness of ladder by being Prankster with Destiny Bond being the final resort and Night Shade giving it good chipping potential. Ting-Lu handles *most* special attackers but can be pressured and overloaded if not played well. Other options I went through in place of Gholdengo include SFLO Primarina and Pixilate Scream Tail but I find the defensive qualities of Ghold to be superior and it can trade with most dark types aside from Ting-Lu with Colbur berry.

:Meowscarada:
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

:Corviknight:
Kakaw (Corviknight) @ Rocky Helmet
Ability: Fluffy
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Body Press
- U-turn
- Defog
- Roost
:Pecharunt:
Purps (Pecharunt) @ Rocky Helmet
Ability: Prankster
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Night Shade
- Destiny Bond
- Parting Shot
- Recover
:Ting-Lu:
Bowlhead (Ting-Lu) @ Assault Vest
Ability: Regenerator
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Payback
- Ruination
- Spikes
:Zapdos:
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
:Gholdengo:
Monez (Gholdengo) @ Colbur Berry
Ability: Unaware
Tera Type: Steel
EVs: 252 HP / 104 Def / 152 Spe
Bold Nature
IVs: 0 Atk
- Hex
- Dazzling Gleam
- Thunder Wave
- Recover
 
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