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fc kart ho team I made to abuse the mon before it gets banned. plan is to get screens up early with blissey, get in your physical breakers like pdon and zekrom ASAP and deny any ssap recovery with the bounce chomp + prank encore bliss sapblock core. kartana really shines on this team as it easily forces out annoying fairies like fairyceus and maud with a gigaton ohko while luring in steels to become setup fodder for my breakers. i think if kartana lasted more than a week or 2 it could find lots of use as a defensive tool similar to flutter thanks to its good defensive utility, strong gigaton to always stay threatening offensively and ability to use pain split well to deny imp recovery
Will this broken new set break the meta? Only time will tell...
Anyways, speaking about broken new sets,
@ Black Sludge
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Topsy-Turvy
- Revelation Dance
- Strength Sap
- Steam Eruption
Levitate is feeling really cool right now. It can cleanly OHKO :groudon-with giant steam eruption and beats most of the headlong-bblade-electric sets going around on ladder. You can also use it to improof your own regenvest really well which then improofs your although this will mean you can't run epow. It also 1v1s sort of kind of with black sludge because you can sap it on boomburst which you always live unless modest specs and then you're out of range again and can cleanly blow it up with steam and should be able to tank burst into espeed (because it has to be life orb to do that and then it isn't specs). You can also beat a lot of other mons that are good right now like etc. You also benefit from how should be falling off right now because replaces it really well but unfortunately no one told ladder that yet.
Another fun pokemon to play around with is
@ Earth Plate
Ability: Fur Coat
Tera Type: Electric
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Cage
- Strength Sap
- Judgment
- Take Heart
Because no one is running ground coverage on their kartana yet, I've only ever seen sunsteel grass water or sunsteel gigaton fighting or weird stuff like that. Levitate heatran could be cool for ground grass sunsteel but idk. Just gonna push this one out.
I am back with another expert analysis, this time on Kartana. Let me ask you something. What is Kartana's best move? The answer is obviously Gigaton Hammer. How can we get around the annoying "cooldown" drawback? Traditionally it's been to just run Band SOR/Steely Spirit and use "hit and run" tactics which don't plan on staying in a second turn. This is a tried and true solution. However, today I present another solution: Copycat. Everyone is familiar with this 1100 elo set. A slow mon like Mega Aggron/Steelix/Melmetal clicks Gigaton Hammer, then the next turn you can surprise attack with a +1 priority Gigaton Hammer via Prankster Copycat. Well I think we can elevate this set with Speed Boost Kartana.
The critical success factor of Speed Boost Copycat Kartana is to force switches. Speed Boost does nothing on the very first turn. You HAVE to stay in for at least 2 turns for Speed Boost to be better than other abilities. However, thanks to Kartana's massive attack stat and Life Orb, it can threaten kills better than the other Steel-types. I recommend Spikes because it fits the game plan very well. Spikes help Kartana force switches because of chip AND it punishes switches. Assuming you support Kartana well, it can be extremely threatening with Swords Dance and Gigaton Hammer. You can either safely Gigaton twice or SD aggressively to snowball and sweep.
252+ Atk Choice Band Steely Spirit Kartana Gigaton Hammer vs. 252 HP / 252 Def Fur Coat Arceus-Ghost: 288-340 (64.8 - 76.5%) -- guaranteed 2HKO
252+ Atk Choice Band Sword of Ruin Kartana Gigaton Hammer vs. 252 HP / 252 Def Fur Coat Arceus-Ghost: 258-304 (58.1 - 68.4%) -- guaranteed 2HKO
252+ Atk Life Orb Kartana Gigaton Hammer vs. 252 HP / 252 Def Fur Coat Arceus-Ghost: 168-199 (37.8 - 44.8%) -- guaranteed 3HKO
+2 252+ Atk Life Orb Kartana Bitter Blade vs. 252 HP / 252 Def Marvel Scale Kartana: 629-743 (89.3 - 105.5%) -- guaranteed OHKO after Stealth Rock
As you can see, if we multiply Life Orb Kart's damage by 2x (via Copycat or SD) it would deal (74 - 88%) damage over two turns. This is higher than even Band Steely Spirit Kart. Furthermore, this Kartana has great Imposter matchup because of Speed Boost and Bitter Blade. If you SD on the switch, you can even instantly OHKO Imposter with no risk with rocks. I think Horn Leech or Ivy Cudgel are both fine alternatives to Bitter Blade. Although they are much worse into Imposter, they are better into Pdon or Water types. Depending on the team, I can see it being better.
I am back with another expert analysis, this time on Kartana. Let me ask you something. What is Kartana's best move? The answer is obviously Gigaton Hammer. How can we get around the annoying "cooldown" drawback? Traditionally it's been to just run Band SOR/Steely Spirit and use "hit and run" tactics which don't plan on staying in a second turn. This is a tried and true solution. However, today I present another solution: Copycat. Everyone is familiar with this 1100 elo set. A slow mon like Mega Aggron/Steelix/Melmetal clicks Gigaton Hammer, then the next turn you can surprise attack with a +1 priority Gigaton Hammer via Prankster Copycat. Well I think we can elevate this set with Speed Boost Kartana.
The critical success factor of Speed Boost Copycat Kartana is to force switches. Speed Boost does nothing on the very first turn. You HAVE to stay in for at least 2 turns for Speed Boost to be better than other abilities. However, thanks to Kartana's massive attack stat and Life Orb, it can threaten kills better than the other Steel-types. I recommend Spikes because it fits the game plan very well. Spikes help Kartana force switches because of chip AND it punishes switches. Assuming you support Kartana well, it can be extremely threatening with Swords Dance and Gigaton Hammer. You can either safely Gigaton twice or SD aggressively to snowball and sweep.
252+ Atk Choice Band Steely Spirit Kartana Gigaton Hammer vs. 252 HP / 252 Def Fur Coat Arceus-Ghost: 288-340 (64.8 - 76.5%) -- guaranteed 2HKO
252+ Atk Choice Band Sword of Ruin Kartana Gigaton Hammer vs. 252 HP / 252 Def Fur Coat Arceus-Ghost: 258-304 (58.1 - 68.4%) -- guaranteed 2HKO
252+ Atk Life Orb Kartana Gigaton Hammer vs. 252 HP / 252 Def Fur Coat Arceus-Ghost: 168-199 (37.8 - 44.8%) -- guaranteed 3HKO
+2 252+ Atk Life Orb Kartana Bitter Blade vs. 252 HP / 252 Def Marvel Scale Kartana: 629-743 (89.3 - 105.5%) -- guaranteed OHKO after Stealth Rock
As you can see, if we multiply Life Orb Kart's damage by 2x (via Copycat or SD) it would deal (74 - 88%) damage over two turns. This is higher than even Band Steely Spirit Kart. Furthermore, this Kartana has great Imposter matchup because of Speed Boost and Bitter Blade. If you SD on the switch, you can even instantly OHKO Imposter with no risk with rocks. I think Horn Leech or Ivy Cudgel are both fine alternatives to Bitter Blade. Although they are much worse into Imposter, they are better into Pdon or Water types. Depending on the team, I can see it being better.
I think baneful bunker would be a better last over copycat, it does the same function of allowing gigaton to be spammed while denying ssap between turns (shore arceus gets 2HKOed ever after recovering). But unlike copycat, bunker also gives kart much more utility in-game as a speed control option (that your team desperately needs) while copycat could only be used when you’re already setup and spamming gigaton
+2 252+ Atk Life Orb Kartana Gigaton Hammer over 2 turns vs. 252 HP / 252 Def Fur Coat Arceus-Ghost: 670-790 (150.9 - 177.9%) -- guaranteed KO in 2 turns
+2 252+ Atk Life Orb Kartana Gigaton Hammer over 2 turns vs. 252 HP / 252+ Def Fur Coat Arceus-Ghost: 610-720 (137.3 - 162.1%) -- guaranteed KO in 2 turns
bold fc arceus dies after any hazard chip
So, while grieving how much I utterly hated what Moldy PDon did to the initial teams I made, I came up with a case study for a mon I'd like to share!
Decision Speed (Eternatus) @ Ability Shield
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
- Earth Power
- Spirit Shackle
- Strength Sap
- Mortal Spin
Eternatus is bulky enough to live even +2 sun-boosted LO Bitter Blade, while casually outspeeding unboosted positive-nature Groudon-Primal. Ability Shield preserving Levitate allows it to sit on even Mold Breaker Groudon-P's Ground STAB, while its typing makes it very difficult to wear down with the more common coverage options it tends to run. Its Poison typing specifically comes in handy, as it also makes it immune to Mortal Spin's poison, another common progress option. While Earth Power does fail into Levitate PDon, a partner Fur Coat Arceus forme could likely cover those variants well enough, since the common sets are not usually too offensively threatening. Spirit Shackle disincentivizes imposter switch-ins and dooms Groudon sets that do not have an effective answer to it, while Mortal Spin allows it to stack poison on non-Cloak PDon to reach 2HKO thresholds with Earth Power, usually forcing it into Bitter Blade loops that can be managed with Strength Sap and eventually outdamaged.
+2 252+ Atk Life Orb Groudon-Primal Bitter Blade (90 BP) vs. 252 HP / 252+ Def Eternatus in Harsh Sunshine: 300-354 (61.9 - 73.1%) -- guaranteed 2HKO (300, 304, 307, 311, 315, 317, 321, 324, 328, 331, 335, 339, 343, 346, 350, 354)
252+ Atk Life Orb Groudon-Primal Bolt Strike (130 BP) vs. 252 HP / 252+ Def Eternatus: 96-113 (19.8 - 23.3%) -- possible 5HKO (96, 97, 99, 100, 100, 101, 103, 104, 105, 107, 108, 109, 109, 110, 112, 113)
252 SpA Eternatus Earth Power (90 BP) vs. 252 HP / 252+ SpD Groudon-Primal: 166-196 (41 - 48.5%) -- guaranteed 2HKO after poison damage (166, 168, 170, 172, 174, 176, 178, 180, 182, 184, 186, 188, 190, 192, 194, 196)
The gameplan for this one is fairly straightforward. Click Shift Gear on Groudon, blank and choke imps with eternatus. Shuffle and scout opposing teams with Celesteela/Chansey, and have Regen assist with Rocks chip to achieve thresholds easier with PDon. The team needs Ability Shield intact on Eternatus at all times to function properly (and therefore it should be used to wall unknown pdon sets with relative care). It should be fine to blank most conventional Groudon sets, but the mon's versatility makes potential Knock Off or Trick Moldy sets problematic. (if those ever become viable?)
In retrospect, this team doesn't really have much need for a wishpasser, given that the Groudon solution is self-sustaining. So Blissey was removed in favor of Audino's versatility.
Ok so, I've changed a few of the sets, though not that many, and changed the team a little bit.
Changelog : Calm -> Timid : Well-Baked Body -> Fur Coat : Shore Up -> Topsy Turvy
:
Obviously, one of the main aspects of specifically choosing this Arceus-Ghost set was the natural self-proofing ability. As long as the opposing team's Imposter Chansey /Blissey was not Spooky Plate (which is VERY uncommon), this proof was self-proof, with being Knock Off immune as it is a Arceus holding a Plate and opposing side's Judgement being Normal type. With Calm Nature, however, Imposter can live a few Ghost Judgements and repeatedly spam Strength Sap to heal. This combined with a natural stalling out of PP made this set harder to punish Imposter sets, especially Eviolite Chansey.
:
Originally, Celesteela had Well-Baked Body as a countermeasure for opposing Groudon-Primals , with a granted Fire immunity and a natural Ground immunity. This made it effective into Groudon-Primals with no coverage, but struggled into various other Physical attackers such as Garchomp-Mega :garchomp-mega, even with a Dragon resist and Ground immunity. I decided to pivot towards using my own Groudon-Primal as a Groudon-Primal check, with a Fire resist and Ground immunity with Levitate.
:
I found dual-healing (Shore Up and Strength Sap ) redundant and unnecessary, so I replaced Shore Up with Topsy Turvy . With Celesteela being Fur Coat again, it couldn't reliably come into a boosted Groudon-Primal and click Topsy Turvy, so Groudon-Primal now takes on that role.
Updated Paste:
Proof:
Replays
Will keep updating here until I get to 1500? I'm not sure.
Replays may include old versions of the team. I also may not have saved every replay. Most of these also aren't very impressive.
With Calm Nature, however, Imposter can live a few Ghost Judgements and repeatedly spam Strength Sap to heal. This combined with a natural stalling out of PP made this set harder to punish Imposter sets, especially Eviolite Chansey.
Correct me if I'm wrong but I'm pretty sure this is unnecessary, since Knock Off can remove Spooky Plate from an Arc Imposter iirc, i.e. Shore Up might be better pick? (unless the intent is to check other Arc-Ghost? idk)
Gonna make a quick post regarding some brand-new discoveries in the Fur Coat department. As you may have known, the FC meta has changed since the V-create ban and Kart/Pdon/Diancie unbans. With that in mind, I'd like to nominate some FCs which I think are very solid right now.
Gonna start off with FC Steel Arc. Steel-types enjoy the V-create ban a lot because the next best option (Pyro Ball) is only 2/3 of its base power. This means that if your Steel is tanky enough, you don't have to be scared of dying. Although Steel Arc doesn't wall Pdon, it's very good against Kartana and Diancie. Diancie is shakier because they can be Specs or have special Ground/Fire moves but thanks to Arceus' speed, it can threaten OHKO with Revelation Dance. This means that they have to outplay and predict you. I would say that against Kartana, either Steel or Water Arc are the best type. Water isn't weak to common Ground coverage but it is weak to the STAB Grass so it's a bit fishy. I would say Fire is next though that is held back by the Boots necessity and last is Electric which doesn't wall Diancie but has some niche like the Paralysis-immunity. To be honest, Fighting, Ground and Fire Judgment are all options right now. Fighting is the most consistent to hit Celesteela, Ting-lu and Kartana but Ground lets you OHKO Pdon at +2 which is extremely nice. Fire judge is the worst and most niche but it hits Celesteela and Kartana the hardest. The Kartana damage is only relevant for improofing though. If you have a really scary Kartana set that your Arceus needs to OHKO, then you can try the Flame Plate for maximum damage.
252+ Atk Choice Band Sword of Ruin Headlong Rush vs. 252 HP / 252 Def Fur Coat Arceus-Steel: 386-456 (86.9 - 102.7%) -- 18.8% chance to OHKO
252+ Atk Choice Band Sword of Ruin Headlong Rush vs. 252 HP / 252 Def Fur Coat Arceus-Steel: 258-304 (58.1 - 68.4%) -- guaranteed 2HKO
252 Atk Headlong Rush vs. 252 HP / 252 Def Fur Coat Arceus-Steel: 108-128 (24.3 - 28.8%) -- 99.1% chance to 4HKO
+2 252 SpA Arceus-Steel Judgment vs. 252 HP / 252 SpD Groudon-Primal: 418-492 (103.4 - 121.7%) -- guaranteed OHKO
+2 252 SpA Arceus-Steel Judgment vs. +1 252 HP / 252 SpD 968-1140 (135.5 - 159.6%) -- guaranteed OHKO
This may come as a surprise since I mentioned Water, Fire and Electric Arc above but to be honest, Ghost Arc is just extremely good right now. A lot of people are focused on the scary physical nukes that just dropped but Ghost Arc is secretly the best sweeper in the game since people are ignoring it. This post is about FCs but to be honest Magic Guard, Simple, Good as Gold and Magic Bounce are all really good abilities on this mon. I highly recommend you to abuse Ghost Arc now. Unlike the other sets, this one is here because of how offensively scary Ghost Judgment is. Take Heart is a very good option against Regens but I must say that Nasty Plot gives you a lot of OHKO potential which is very useful.
252 SpA Arceus-Ghost Judgment vs. 252 HP / 252 SpD 271-321 (84.1 - 99.6%) -- 37.5% chance to OHKO after Stealth Rock
+1 252 SpA Arceus-Ghost Judgment vs. 248 HP / 252 SpD 235-277 (58.3 - 68.7%) -- guaranteed 2HKO
+2 252 SpA Arceus-Ghost Judgment vs. 252 HP / 252 SpD 274-324 (90.1 - 106.5%) -- guaranteed OHKO after Stealth Rock
Palkia has a trait that Water Arc does not have: a secondary typing that resists Grass and Electric. Right now, Dragon and Fairy coverage are quite rare on Pdon and Kart. Thanks to Palkia's speed, it is able to outspeed them at base which is also extremely good. You can get away with Bold nature if you wanna risk being slower than +speed Kartana or Diancie. Don't let the typing fool you, Palkia can 3HKO Kartana even with no item Scald. Another boon from the Dragon typing is being able to threaten Desolate Pdon unlike Water Arc which used to run Thunder Cage. Believe it or not, If your Palkia is already in, you actually beat Diancie since you outspeed and tank Extreme Speed with Fur Coat. Burning Bulwark is an option to improve Diancie and Kartana matchups. Palkia is a pretty good Mortal Spinner thanks to its powerful Water STAB. There is also Topsy/Haze if you want anti-setup. Lustrous Globe is the item of choice but you can run Ability Shield to beat Mold Breakers and Tinted Lens Sunsteel Kartana.
252+ Atk Choice Band Sword of Ruin Flower Trick vs. 252 HP / 252 Def Fur Coat Palkia-Origin on a critical hit: 192-226 (50 - 58.8%) -- guaranteed 2HKO
252 Atk Pixie Plate Pixilate Extreme Speed vs. 252 HP / 252 Def Fur Coat Palkia-Origin: 174-206 (45.3 - 53.6%) -- 41.4% chance to 2HKO
252+ Atk Choice Band Sword of Ruin Headlong Rush vs. 252 HP / 252 Def Fur Coat Palkia-Origin: 219-258 (57 - 67.1%) -- guaranteed 2HKO
252 SpA Lustrous Globe Palkia-Origin Scald vs. 252 HP / 252 SpD 258-306 (84.8 - 100.6%) -- 6.3% chance to OHKO
252 SpA Lustrous Globe Palkia-Origin Scald vs. 252 HP / 252 SpD 127-150 (39.4 - 46.5%) -- guaranteed 3HKO
252 SpA Lustrous Globe Palkia-Origin Dragon Energy (150 BP) vs. 252 HP / 252 SpD 239-282 (74.2 - 87.5%) -- guaranteed 2HKO
252 SpA Lustrous Globe Palkia-Origin Dragon Energy (150 BP) vs. 248 HP / 252 SpD 277-327 (68.7 - 81.1%) -- guaranteed 2HKO
With the disappearance of Garchomp (still a good mon btw), Giratina has returned to show everyone who the bulkiest physical wall truly is. This is the most passive set here but it is extremely safe. Ability Shield is a lot better since Giratina does not resist Sunsteel Strike. If your team can only afford one FC and you wanna use Arceus elsewhere, know that Giratina has got your back. Just make sure you have a good improof though.
252+ Atk Choice Band Steelworker Gigaton Hammer vs. 248 HP / 252+ Def Fur Coat Giratina-Origin: 298-352 (59.2 - 69.9%) -- guaranteed 2HKO
252+ Atk Choice Band Sword of Ruin Precipice Blades vs. 248 HP / 252+ Def Fur Coat Giratina-Origin: 198-234 (39.3 - 46.5%) -- guaranteed 3HKO
Now that I have succesfully baited you into thinking I am suggesting good FC sets, it's time to reveal the highlight of this post: FUR COAT MEGA CHARIZARD-Y. Let me tell you why Charizard is the Fire/Flying that Ho-oh wants to be. The answer is very simple: speed. With a boosting nature, Charizard is able to outspeed the greedy and stupid Kartana and Diancie sets that don't run +speed. But is it really worth sacrificing so much bulk for a mere 10 extra base speed? You have to understand that being slower means taking double damage. This idea should be familiar if you've used FC Zamazenta or Zacian before to wall the likes of Garchomp and Blaziken. Zamazenta is not actually that bulky, but thanks to its speed, it is able to perform the role of FC wall somewhat well. Unlike Zama which relied on respectable bulk and a typing with uncommon weakness, Charizard relies on a very good typing despite terrible bulk. Charizard also has very good SpAtk which lets it threaten Kartana, Diancie and Groudon well. It resists Steel, Fairy, Grass, Ground and Fire which are all the common attacking types right now.
Let's now compare the difference between Ho-oh and Charizard and why that 10 speed matter so much.
252+ Atk Choice Band Steelworker Sunsteel Strike vs. 252 HP / 252+ Def 200-236 (48 - 56.7%) -- 89.1% chance to 2HKO
252+ Atk Choice Band Steelworker Sunsteel Strike vs. 252 HP / 252 Def 240-282 (66.6 - 78.3%) -- guaranteed 2HKO
At first it might seem like Ho-oh is way better than Charizard, until you realise that Ho-oh is taking between 98-112% because it is outsped.
You might be wondering why I put double recovery on the set. It's because I am very scared of Sapblock BUT Strength Sap is the best recovery move available, combining anti-setup and healing way over 50%. You can think of Strength Sap as a "Haze"-like move to stop sweepers with a massive upside if they don't have an appropriate sapblocker. If they do have the right sapblocker than at least you can still recover normally. Pain Split is a cute option vs Imposters, Eternatus and Blissey though I don't know how common those are right now. Fire Move + Mortal Spin is solid and has a proven record from Ho-oh before. Scald/Scorching Sands is an option to hit Groudon and Diancie harder though, plus they have a good Burn chance with Lava Plume. God knows Charizard needs as much damage reduction as possible.
Very standard balance team with the classic Regen Ting + Registeel with Arceus, Imposter, breaker and a flex spot, which is FC Zardy in this team. Magic Bounce might be better but there is no way Charizard can be a solo FC with that paper thin bulk so double FC it is.
I started this team 0-2 with a Snow Warning Aurora Veil Abomasnow then lost to a Spooky Plate Imposter. To be honest based on the results, I think this team is pretty trash BUT I know that I have very little experience building and piloting offense so I am putting this here for other people to try/experiment with. The idea is simple, I want to run 4 of the best offensive mons available (Diancie, Kartana, Pdon, Ghost Arc) and it turns out Charizard can improof Diancie and Kartana well so I thought it would work out. Basically the team is trash but the idea itself isn't bad which is why I am posting this.
Cycle of Control (Flutter Mane) @ Assault Vest
Ability: Regenerator
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Astral Barrage
- Moonblast
- Knock Off
- U-turn
Awake Again (Chansey) @ Eviolite
Ability: Imposter
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Block
- Ruination
- Roost
- Transform
Pro-Aging Pills (Drampa) @ Heavy-Duty Boots
Ability: Fur Coat
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
- Fickle Beam
- Strength Sap
- Rapid Spin
- Topsy-Turvy
Description: Toxic Debris slow balance with special-stack breaking
How to Use: pressure with the flutter mane + iceus and try to get tspikes up. most of the team is decent at walling so you should have enough time for tspikes to work their magic. iceus isn't good at switching into things but is surprisingly difficult to force out thanks to mg + sap, also you get sapblocked by like nothing common. iceus and drampa are improofed by flutter, steela is improofed by nothing but like its chill. in case youre wondering what drampa and iceus are for, drampa is our ghostceus answer and water resist (ive also considered fc hooh, fc palk, fc aud), iceus is cause no one is actually using ice resists rn so you usually have a long-term path forward.
Effectiveness: #1 on ladder (finally passed my alt)
i think this team is bullshit but i think all the teams people have come up with so far are bullshit and mine has been winning a lot so yeah
edit: forgot to mention, i wanted to submit this just to motivate myself to build something besides it for open
synopsis: dual torch song unburden + triage kartana offense
how to use: lead pogre set spikes and play proactively. groudon is terrifying and rips apart unprepared teams with ease, lunala and eleceus offers additional support while kart can potentially rk some threats if things get too dicey
weaknesses:
- desoland pdon is hard if your groudon cant win first
- there is a fur coat iron bundle on the team
- no active pivots so youll have to play with doubles
effectiveness: i played a couple games on 1600 and it performs very well. also i gave it to ReSolaris and this is their testimony
Had some delays but we have updated a list of temporary sample teams, hopefully this isn't too late for any newcomers in BH Open.
Thanks to all teams posted in thread so far. We will be looking to update the list constantly so we encourage continuous quality submissions.
On tiering side we are not planning to make any action in the near future. Meta discussions are encouraged, and we will also be monitoring Open games.