Yeah, I don't know what happened :( but I'll fix them after I finish working on the suspect post :PImages currently can't be viewed.
Yeah, I don't know what happened :( but I'll fix them after I finish working on the suspect post :PImages currently can't be viewed.
Tier | Standard deviation (%) |
---|---|
SV AAA | 5,27 |
SV OU | 4,68 |
SV BH | 5,96 |
SV MnM | 4,19 |
SS AAA | 4,35 |
SS OU | 3,96 |
yo ik i said i was out and im cringe for this but saw some takes in the suspect thread that made me wanna drop my own lmaoo. also ik Siamato wrote a giant post up there and ur the goat for that + i agree probably. Anyways im just here to focus on setup
To start, here's a short list of some furscales setup guys that come to mind https://pokepast.es/feb86e874a6ee5c7. This list is a small fraction of whats possible/viable, point is theres a LOT of reasonably fittable sets to keep in mind that have strong potential to win a game at preview or after just one favorable interaction. this is extremely uncompetitive.
Furscales is good enough to make mons with otherwise poor defensive stats have lots of defensive utility -- for ex. you can slap a 85/65 defense fur coat bug type to your team and be fine against 90% of physical attackers in the meta, including aerilate dragonite. This is what makes so many mons viable as furscales users. Instead of running passive momentum sinks for your defensive backbone there is minimal opportunity cost to instead running a furscales setup mon, perhaps something that would more conventionally be seen as offensive. The way I see it is you still get the defensive utility, but by running a setup move you have (usually 2, up to 3 including fluffy) free realistic slots to fish an easy win without compromising the rest of your team noticeably--you can still easily fit your breakers, your crazy ideas, your gag hazard spinblock core, whatever. They dont even often throw much momentum either, like what are you doing to force out a (basically) +2 / +2 / +2 / +2 oricorio or a +2 / +1 / +1 florges? Ive found you can often pigeonhole your opponent into picking options that are just favorable for you. This is all just to say furscales setup is far from dead weight if it doesnt instantly win and fits on most teams. Meta rn encourages fishing to not play the game.
Theres a lot of other dumb interactions with furscales setup, for ex. simply losing because you gave a furscales mon too many turns to setup while you were trying to figure out what ability/set it was (this actually happens a LOT in my experience and its not even necessarily due to poor play). I think there is some degree of counterplay but it will always be easier for furscales setup to adapt than it is for new counterplay to pop up. You could carefully engineer your team to be better versus some furscales setup mons and the furscales mon just adds, say, taunt, to its moveset and 6-0s you. Funnily enough the most reliable answer ive found is to just run furscales setup yourself and hope yours beats theirs
I think it would be fine if it didn't feel optimal to run this degen shit or if these setup guys didn't win that much or if there just werent so goddam many options but i swear a third to half the games i play end the same way (with my many games against jordan even though we run shit like unaware, trick + phasing, etc i swear like 50% of them end with furscales setup dominating no outplay possible; on ladder im usually the abuser lmao). Which sucks cus i have enjoyed the meta otherwise but it gotta go
![]() | Slowking @ Light Clay Ability: Prankster Tera Type: Water EVs: 252 HP / 4 Def / 252 SpD Sassy Nature IVs: 0 Atk / 0 Spe - Reflect - Light Screen - Slack Off - Chilly Reception |
This is basically a Kyurem, right...? | |
![]() | Baxcalibur @ Life Orb / Heavy-Duty Boots Ability: Mold Breaker Tera Type: Dragon EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Dragon Dance - Icicle Crash - Glaive Rush - Ice Shard |
This and Xerneas are basically the same mon if you keep your eyes closed | |
![]() | Florges (F) @ Leftovers Ability: Ice Scales Tera Type: Fairy EVs: 248 HP / 164 Def / 96 SpD Calm Nature IVs: 0 Atk - Moonblast - Calm Mind - Wish - Synthesis |
This is actually an amazing process for building and almost step by step what I like to do when building. Because our teambuilding processes are so similar I thought I'd give another example of this process working out well.My teambuilding processI figured it would be cool to share my teambuilding process in hopes that it gives people some perspective on how someone who plays a lot of AAA might approach it. I should put the stipulation that this is by no means "solved"; nothing I say here is absolute or infallible. There are 1001 different ways to approach teambuilding, and there is no perfect formula to always producing a good team. There's a quote attributed to Thomas Edison about failure that I think applies pretty well here:
“I have not failed 10,000 times. I have not failed once. I have succeeded in proving that those 10,000 ways will not work. When I have eliminated the ways that will not work, I will find the way that will work.”
Sometimes trial and error is what it takes, and that's totally fine. Don't be discouraged if you finish a team you worked hard on and get a test game, only to lose to something you forgot to account for or just didn't know to be ready for. It happens. Just use those experiences as information on what to improve on next :]
Step 1: Inspiration
In my opinion, before defensive cores (unless a particular defensive core is the idea), before techs, and even before entry hazards/removal, the first thing you want to identify is your ideal path to victory--that is, in an ideal battle, how do you want to win? Is it setting screens/webs and clicking buttons? Is it spamming hazards + phazing? Is it 1-2 cool/broken sets? The more you can narrow it down, the better. Oftentimes people try to cram too much "heat" into a team and corner themselves into a position where it can be difficult to reliably beat standard builds. Here's a basic of how that can happen:
https://pokepast.es/6b6ebce78438db20
Here's a team Kris made (full disclosure: I lost to this ;-;). You could probably fly with 1-2 of these sets and make it work, but when you have all six on the same team, there's nowhere else to go--it's get the gimmick or face eradication.
I'll refer to a team I built like for furscales suspect test since I feel it has enough good and bad points to serve as a decent example:
I'm pretty goofy and I like to build teams based on tiers completely unrelated to AAA. This time, I wanted to adapt a cool BH team I saw @Ivar57 use in OM Circuit Championship Finals, so here goes.
Suicune might not be in gen 9, but Slowking comes close enough (in theory). Thus, the "inspiration" is set: some kind of double screens team where I can set them up and (ideally) pivot out to Pokemon that abuse screens being up. With this, I'm probably next looking for:
Slowking @ Light Clay
Ability: Prankster
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Reflect
- Light Screen
- Slack Off
- Chilly Reception
- Physical attacker(s) that can abuse screens being up to set up and click strong moves
- Special attacker(s) that are either immediately powerful or can Nasty Plot/Calm Mind to a sweep
- Maybe something for weather-related abilities? I don't want to run into rain/sun and just autolose to random sweeper number umpteen
- Whatever else seems cool
Step 2: Finding some friends
I really wanted to try DD Baxcalibur under screens, so I decided to make this the "stubborn" slot: AKA the set I'm trying to preserve/build around no matter what because it's part of my defined "ideal path to victory". I vacillated between LO for power and HDB for safety a lot, but the latter is probably more consistent in theory.
This is basically a Kyurem, right...?
Baxcalibur @ Life Orb / Heavy-Duty Boots
Ability: Mold Breaker
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Icicle Crash
- Glaive Rush
- Ice Shard
Any team with a Baxcalibur on it is immediately super weak to Fighting-types, so I figured it would be cool to have some kind of Fairy-type to take advantage of them and try to start up a win of its own. Scream Tail has 3 Special Attack and Flutter Mane is banned, so I settled on Florges (also: this happened to give me a switch-in to Iron Bundle, Dragapult, and Iron Valiant, which seemed good considering how slow Baxcalibur is).
This and Xerneas are basically the same mon if you keep your eyes closed
Florges (F) @ Leftovers
Ability: Ice Scales
Tera Type: Fairy
EVs: 248 HP / 164 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Wish
- Synthesis
Step 3: Patch up holes (as well as you can)
Most of the time, you'll have an up-to-date Viability Rankings to refer to so you can have an idea of what "major" mons you want to have some kind of gameplan against. Due to the constant tiering in AAA, we don't have that right now, but there are still some things that generally never fail when filling out the rest of an AAA team:
> To satisfy the first point, I threw on a MGLO Dragapult because it's 1) very fast 2) can burn physical attackers 3) has the coverage to severely weaken pretty much every offensive Pokemon (anti-cheese) 4) pivots.
- Resident fast/priority mon(s): No matter how fast your team is with abilities (perhaps you're running weather/terrain to double Speed), you always want a backup plan against other fast foes.
- "Anti-cheese": You always want SOMETHING that can at least blanket cover things like random immunity abilities and super common setup users like QD, CM, SD, and DD mons, or at least weaken them enough for you to revenge kill.
- Find the most obvious things you lose to and figure out how you can make it possible to win. e.g. If you're running a team with three Fighting-types, somebody on your team must beat Fairy-types and Aerilate Dragonite; it's pretty much non-negotiable.
- Don't forget to abuse whatever The Combo™ (super common + consistent combination of abilities that [almost] everyone is using on their teams)is: In this case, it's Fur Coat and Ice Scales, which power up pretty much any half-decent mon you slap them onto.
> In this team's case, I realized that pretty much any Fire-type (especially if Desolate Land or Orichalcum Pulse) dances all over my team and calls it a day, so I added a Primordial Sea Kingambit, which covers things like Gholdengo (terrifying mon), Volcarona, Iron Moth, can pivot into Cinderace (afraid of HJK, though), and non Close Combat Ceruledge. Sucker Punch also cleans up anything that Dragapult doesn't quite KO (anti-cheese). Well-Baked Body (WBB) is actually also an option since the team ends up being really weak to Skeledirge. WBB also gives me a pretty consistent switch-in to MGLO Dragapult other than Florges, which is nice.
> I realized that I didn't take advantage of Fur Coat, so I decided to try out Fur Coat Great Tusk; the idea was to replicate the Bulk Up + Rapid Spin set that used to be popular when Poison Heal was allowed--basically the same thing, right? Also gives me some form of entry hazard control and checks most of the common physical attackers.
The finished paste:
Dragapult = Giratina
Baxcalibur = Kyurem
Kingambit = Heatran
Slowking = Suicune
Great Tusk = Groudon
Florges = Xerneas
Step 4: TEST YOUR TEAM (LOSING IS FINE, EVERYONE DOES IT)
A lot of people build a team, then delete it without even giving said team a chance :C. TEST YOUR TEAMS. You never know what you might learn: maybe all you need is a couple of tweaks to get a decent build, or maybe you'll get inspiration for something even better! If testing in a battle isn't possible, at the very least share it with someone you trust to give you good advice. If you're really trying to get to the point where you can make decent teams without even testing them, you've gotta start somewhere.
Step 5: Trial and error
Because I built this team to speed run a suspect test, I wasn't too worried about the things I lost to (got thrashed by Skeledirge a couple of times and also lost my very first game to OPulse Cinderace + Mold Breaker Specs Chi-Yu), but I still noted ways to fix that (see: Primordial Sea vs WBB Kingambit). There are a lot of things you can change about a team: movesets, EV spreads, abilities (Gholdengo can use like 617 of them viably!), and even entire Pokemon themselves.
It's absolutely fine to swap things around until you find the one that works--and sometimes, it's also okay to accept that an idea isn't working and take a break (or move on from it entirely)!
Anyway, that's all I've got for now. If you want help with stuff you're working on, you should definitely ping me in the OM Rating channel in Smog Discord or the AAA channel in the OM Discord; I will see it eventually :]
My issue with FurScales is not merely that it's centralizing, it's that FurScales is simply TOO centralizing. As an example, a non-insignificant number of breakers, such as Great Tusk, Baxcailbur, Chi-Yu, and Iron Bundle, are running Mold Breaker solely to break past FurScales mons, forfeiting other damage amp abilities like the Ruin abilities or Adaptability. The limited recovery also doesn't really matter IMO; due to the way healing works in conjunction with FurScales bulk, items like Lefties actually heals double of what it would on a non-FurScales mon if you're only hitting on one side (basically, if your Fur Coat mon only takes physical moves, the effectiveness of healing is doubled, which isn't hard considering you also get other defensive slots), effectively doubling your recovery PP with proper management. This is why the only realistic ways to beat FurScales are by using things that are already broken, such as mixed Iron Valiant and Dragapult, or your own FurScales mons with setup moves.The next most common argument I see is that furscales is centralizing because it forces furscales on every team and only allows for pokemon that can beat furscales. The first bit is right; yes, furscales are going to be on every team, because they are the best legal abilities by a significant margin. My point to this is just: so what? If we ban furscales, we'll probably have a couple different defensive sidegrades like intim/tablets and AV/vessel but structures will likely remain the exact same and these abilities will still be as omnipresent as furscales are. Centralization is inevitable in most metas, even moreso with OMs where the power level is higher and the meta's mechanics have clear "best recipients", and chasing a meta which isn't centralizing just isn't realistic. The second bit is also just pretty fake, making progress against furscales mons is pretty easy if you do things that aren't just trying to brute-force through, both due to limited recovery and to their general passivity, you just need to not be impatient.
Gonna throw back a question you asked: so what? Who cares if 20+ brokens are banned in a hypothetical FurScalesless meta? A Pokemon being banned from a tier means that 99% of the time, the player base has decided that the negative aspects that these brokens provide outweigh the positive aspects that they provide. The 1% of the time they don't, they are unbanned and treated as healthy aspects. The only currently broken mon with a sizable amount of defensive utility is Great Tusk (great STABs + Ice Spinner + Knock + tons of offensive set diversity + solid Speed = no switch-ins and limited offensive counterplay), and while it would be sad to see it go, many previous tiers have consistently decided that broken mons with sizeable defensive utility are still banworthy. I don't really see an issue with a big banlist, especially in a meta with a double digit amount of brokens as is.One more thing is that banlist inflation is very possible and real if furscales gets banned. Last gen there were 16 non-uber bans (not including base kyurem & gene) in a meta with better defensive options, 2AC for double regen, and higher recovery PP. In my opinion, this number is going to be SIGNIFICANTLY higher if furscales gets banned, since there are less defensive options, 8PP recovers (which people will figure out how to take the piss out of), and nerfed longevity through 1AC whilst offensive abilities are basically not impacted by the clause.
My issue with FurScales is not merely that it's centralizing, it's that FurScales is simply TOO centralizing. As an example, a non-insignificant number of breakers, such as Great Tusk, Baxcailbur, Chi-Yu, and Iron Bundle, are running Mold Breaker solely to break past FurScales mons, forfeiting other damage amp abilities like the Ruin abilities or Adaptability. The limited recovery also doesn't really matter IMO; due to the way healing works in conjunction with FurScales bulk, items like Lefties actually heals double of what it would on a non-FurScales mon if you're only hitting on one side (basically, if your Fur Coat mon only takes physical moves, the effectiveness of healing is doubled, which isn't hard considering you also get other defensive slots), effectively doubling your recovery PP with proper management. This is why the only realistic ways to beat FurScales are by using things that are already broken, such as mixed Iron Valiant and Dragapult, or your own FurScales mons with setup moves.
As for the second point, this is more personal but I don't want games to be 100-turn fat fests trying to play around ultra bulky defensive cores if I'm not running one of the few (most likely broken) ways of dealing with them.
Gonna throw back a question you asked: so what? Who cares if 20+ brokens are banned in a hypothetical FurScalesless meta? A Pokemon being banned from a tier means that 99% of the time, the player base has decided that the negative aspects that these brokens provide outweigh the positive aspects that they provide. The 1% of the time they don't, they are unbanned and treated as healthy aspects. The only currently broken mon with a sizable amount of defensive utility is Great Tusk (great STABs + Ice Spinner + Knock + tons of offensive set diversity + solid Speed = no switch-ins and limited offensive counterplay), and while it would be sad to see it go, many previous tiers have consistently decided that broken mons with sizeable defensive utility are still banworthy. I don't really see an issue with a big banlist, especially in a meta with a double digit amount of brokens as is.
"The majority of offensive mons can pretty handily keep these things out since, even despite furscales, they're not exactly keen on switching in to stuff." The majority of offensive mons don't have much to say about a FurScales guy setting up in front of them. In fact, furscales setup mons can be quite accurately be described as walls. FC Polteageist (60/65 on the physical side) does wall most physical attackers like Tusk, Hands, Dragonite, even Kingambit. Only thing it struggles walling on the physical side are Orichalcum Pulse boosted Fire moves and Mold Breaker moves. The same applies for Florges, Volcarona, Oricorio and Scream Tail ; but also any random mons with CM like Armarouge or Dudunsparce. In normal tiers like OU and gen8AAA, when your opponent has a random setup mon, you can always just hit it very hard - because there's nothing he can do about that. When a Corviknight starts bulking up, worst case scenario (= you don't have Pex or a Regen guy with whirlwind for example) you can just go Zapdos or Zarude or whatever your special breaker is, click attacking moves and be fine. That is out of question against a FurScales mon, cause you're doing 30%. You're left with your status / phazing moves. Not reliable. Take FC Oricorio-sensu and look at Grim Blazer's (strong) team that he posted above. Taunt Oricorio ? You're fine with Dragon Tail. Sub ? Too bad, you lose. On the physical side you have ID + Body Press FC Garg keeping most things in check (a ghost type like Sub IS Ceru will be a problem but we're arguaby getting into nitpicking territory). Put Whirlwind > Tspikes on Moth, now you have 2 phazing options, one defensive, one specially defensive - starting to look solid. But your only option against most Furscales setup guys (IS Curse Hippo, IS Curse Dozo, CM FC Vaporeon, I can find you loads), is clicking a phazing move. Should that be expected from every team ? No. Should clicking attacking moves against setup mons always be an option ? Yes.By far the most common reason I see for people voting ban is due to furscales setup stuff. You have things like ghold, volc, teapot, tusk, hands, rmoon, even stuff like oricorio running around with one of the two and grabbing free boosts. Denying that these mons aren't kind of stupid is just sort of wrong, however I think the majority of ban voters hideously overstate how uncounterable these things are. Games with these rarely end "as soon as it hits the field" unless you just have an objectively bad team (even if it's a setup mon with an advantage against your furscales mon, you should never just "not have options"), and the majority of offensive mons can pretty handily keep these things out since, even despite furscales, they're not exactly keen on switching in to stuff. Hazards, Knock, Moldy, Phazing and random hardwalls because of abilities are also all things that these mons hate (even if some, such as the last, can't really be relied on too much). There's also ultra-cope stuff like Prank Clodsire but doesn't anywhere near warrant its own point.