Gen 3 Blissey [QC 2/2] [GP 0/2]

vapicuno

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[OVERVIEW]

Blissey is the defining special wall of ADV OU. It has no special weaknesses and shrugs off special attacks with impunity, countering a wide range of special threats, and minimally acting as a safe pivot into those that run utility moves to get past it. Because it takes so little damage, it can choose not to recover after taking a hit even under Sand or Spikes, generating free turns that can be used to gain momentum via its punishing moves or double switches. Its moveset can be customized to suit both defensive and offensive needs; it can apply three different kinds of status, support teammates with Wish or Heal Bell, fire off punishing elemental coverage moves, and even pull off a surprise Counter in the face of a physical threat. Due to its enormous HP stat, Blissey can also deal with a number of physical moves from mixed attackers like Salamence, Zapdos, and even mixed Tyranitar or defensive Swampert to some extent.

Blissey's main weaknesses are its lack of resilience against powerful physical moves and relative passivity. This makes it easy for Metagross, physical Tyranitar, and Snorlax to exert pressure on Blissey, and also for Calm Mind users, especially those with a healing move, to overwhelm Blissey with boosted special attacks. Blissey can also be forced out by status and Spiked on. Still, many of these weaknesses can be patched by the appropriate filler moves. Blissey on Spikeless teams usually carries Wish and is ideal for supporting bulky wallbreakers like Choice Band Salamence, Metagross, and Suicune.

Blissey is mostly used with Spikes, and is especially resilient in Sand and Spikes compared to other special tanks like Celebi, Snorlax, and Regice. It is by far the most commonly used special wall in the Toxic + Spikes + Sandstorm (TSS) archetype. However, it can also be used without Spikes to shield and support a late-game setup sweeper like Curse Snorlax or Calm Mind Jirachi. Blissey can also be used on Spikeless offensive teams as a robust special wall and one of the few Gengar check.

[SET]
name: Utility
move 1: Soft-Boiled
move 2: Ice Beam / Counter
move 3: Seismic Toss / Fire Blast / Thunderbolt
move 4: Thunder Wave / Toxic / Wish / Heal Bell / Sing
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 44 HP / 252 Def / 212 SpA

[SET COMMENTS]

Set Description
=========

Soft-Boiled is mandatory because Blissey tends to participate in mid- and slow-paced games and will likely get worn out over the course of a game. Blissey can usually wait to take two or three hits before using Soft-Boiled because of its amazing bulk.

The second move ensures that Dugtrio does not simply remove Blissey with zero effort. Ice Beam hits Gengar and allows Blissey to check mixed and Dragon Dance Salamence somewhat reliably. Counter is good for teams with a Pursuit trapper to get rid of Gengar, or for teams that are just a little soft against physical attacks like Metagross' Meteor Mash, Swampert's Earthquake, Mixed Tyranitar's Brick Break, and any of Aerodactyl's attacks. Counter should not be the primary means by which these attacks are dealt with, because Blissey is usually vital to keep alive mid-game, but in the late-game, Blissey can lure and take out physical or mixed attackers just as the opponent thinks a sweep is assured. Some examples of Pursuit trapper teams that benefit from Counter are Forretress teams, and teams that don't have a solid physical check-all but instead using synergistic combinations to soft-check Tyranitar and Metagross, like Flygon/Metagross/offensive Suicune + Zapdos/Moltres, such as so-called Superman teams that use hovering Pokemon to avoid Spikes. Counter, unlike Ice Beam, also ensures that Dugtrio gets OHKOed regardless of its bulk, but will completely falter to the rare Beat Up Dugtrio.

By doing a fixed amount of damage regardless of the opponent's defensive boosts, Seismic Toss is the most consistent attacking move as it allows Blissey to force Suicune to Rest, and beats chipped or statused Calm Mind users that have no ability to recover like offensive Celebi, Jirachi, Suicune, and Raikou. It still is not entirely reliable however against these offensive Calm Mind users as Blissey needs to recover quite a bit against them and can get affected by Special Defense drops or paralysis. Seismic Toss also allows Blissey to reliably chip most other Pokemon bar Gengar without concern of the incoming target's elemental resistances. Fire Blast and Thunderbolt relieve the Spikes pressure a bit by hitting Skarmory hard. Thunderbolt additionally also clobbers Cloyster. Fire Blast 2HKOs Metagross and Heracross, and OHKOs Breloom; Thunderbolt provides immense pressure on Milotic, Suicune, Recover Starmie, and Gyarados. It prevents Suicune from PP stalling with Rest if it is has not yet used Calm Mind, but Blissey should not be used solely to deal with Suicune in any case.

Blissey can run a variety of status moves in its filler slot. Thunder Wave paralyzes most switchins &mdash Tyranitar, Metagross, and Skarmory &mdash, and helps slow Pokemon like Tyranitar, Swampert, or Metagross to outrun them. Thunder Wave is useful for stopping physical offenses in a pinch. It threatens to thwart Dragon Dance Tyranitar's and Agility Metagross's sweeps with Thunder Wave, and gives Blissey an out against Aerodactyl by relying on full paralysis, all of which while unreliable is still notable. Thunder Wave also helps Blissey beat offensive Jirachi. Toxic is a much better status against Tyranitar not only because it is the only way Blissey can consistently do damage to Tyranitar, but also because paralysis ironically allows Tyranitar to switch freely into Will-O-Wisp from Gengar. Toxic also forces out Swampert and Blissey, and can be useful on Pursuit Tyranitar teams that do not have the physical pressure to otherwise punish opposing Blissey. Ice Beam + Fire Blast + Toxic is a good combination of moves that nail all of Blissey's common switchins &mdash Metagross, Skarmory, and Tyranitar &mdash at the expense of special walling Calm Mind users. Sing can completely shut down a huge threat like Tyranitar, Metagross or Skarmory, which can help Pokemon like Jirachi or Aerodactyl. However, if it misses, it can also lure in sleep fodder like Magneton, Claydol, and Pursuit Tyranitar, all of which can be trapped by Dugtrio or one's own Pursuit Tyranitar. Sing, while unreliable, may help to take down tanks like Milotic, Rest Zapdos, and even other Blissey, denying them recovery opportunities as they get chipped down by Seismic Toss and perhaps Spikes damage.

For supportive options, Wish is good for sustaining the team especially on more offensive Skarmory + Blissey teams. For example, it heals Choice Band Salamence by Wishing as a Fighting-type or Celebi comes in, and also supports soft Tyranitar checks like Metagross, Flygon, and Suicune as well as soft Metagross checks like Zapdos and Moltres. Wish also supports Skarmory, especially against mixed attackers which chip Skarmory hard but can't quite get rid of it, and also supports defensive Suicune as it is a weaker physical check than Swampert in Sand. Wish + Counter is common pairing on teams with a Pursuit trapper that helps to minimize the reliance on dedicated physical walls.

Heal Bell supports stall teams that use Wish or Rest on other Pokemon for longevity like Jirachi and Suicune, occasionally Snorlax or Vaporeon, and with enough support for taking down Skarmory, also allows Claydol to use Explosion over Refresh. As an auxiliary benefit, Heal Bell also helps Blissey deal with foes that use Toxic like Swampert and Zapdos without having to switch out, possibly take Spikes damage, and perhaps let a teammate take a nasty hit or Toxic again. Note however that this can only be done occasionally due to Heal Bell's low PP.

The listed EVs allow Blissey to OHKO bulkless Dugtrio with Ice Beam after one layer of Spikes while giving Blissey maximum physical bulk. If special attacks are not used on Blissey, the Special Attack EVs can go into HP or Speed. Blissey can also use a Modest nature with EVs of 252 Def / 252 SpA / 4 Spe to OHKO bulkless Dugtrio without Spikes and for higher power on its special attacks in general. Note that a non-negligible fraction of Dugtrio carry some special bulk, so considering that Blissey doesn't benefit much more from additional HP or speed, it's not a bad decision to invest in more Special Attack.

Switch Blissey into special threats or status moves. One of Blissey's biggest advantages in the early-game is its unrevealed moveset; one can play off the fear of firing off a status move to make a double-switch to Skarmory or some other threat. Use Wish as a mid-ground mid-game when it is unclear whether the opponent will pivot out. The key to winning games with Blissey is to exploit the free turns it gets from soaking special hits, either to induce chip by itself on more defensive teams, or by supporting offensive teammates with Wish, aggressive double-switching, or exploiting its coverage on offensive teams, such that the sequence loops in a way that is unfavorable to the opponent.

Team Options
========

Blissey teams tend to play a mid- to slow-paced game and want a way to punish its switch-ins continuously. Spikes is really helpful for that, and the usual suspects are Skarmory, Forretress, and Cloyster. Skarmory is perhaps the most common partner as the transition from one to the other is seamless. Skarmory lures all the special threats which Blissey can fend itself off against, while Calm Mind users usually don't have enough power to really hurt Skarmory before they get phazed out. Skarmory's high defense and immunity to Spikes also allows it to switch in against any Snorlax, Metagross and perhaps Fighting-types that pivot in on Blissey. Forretress also acts similarly, giving up the ability to hit Fighting-types and phaze in return for spinning and the ability to OHKO Magneton on the switch. Blissey can also be used with Cloyster on offensive Spikes teams, where despite the seeming mismatch of pace, it helps to pivot against Gengar and Zapdos.

Spikes frequently comes with Spikes support which is aimed at getting more layers up than the opponent. Gengar spinblocks Claydol and Starmie and is great for mid- and fast-paced TSS teams; Magneton traps opposing Skarmory and helps to enable physical offenses. Claydol and Starmie can spin away Spikes, and they can be used on TSS teams, or slow-paced stall teams in conjunction with Magneton or Dugtrio. Finally, one's own Dugtrio and Magneton can trap opposing Magneton. Generally, spinning and trapping Skarmory are efforts geared towards mitigating Blissey's propensity to be Spikes fodder, while spinblocking and trapping Magneton are attempts at pressuring the opponent with Spikes before one gets undone by the opponent's Spikes.

Tyranitar is a great partner because Sand really makes Blissey's bulk shine; as a comparison, while Celebi can function as a solid special wall in a vacuum, its frailer special bulk becomes notable in the presence of Sand and Spikes. Tyranitar suited to the pace of Blissey teams are usually the bulky physical attacking set or Pursuit Tyranitar, but there is nothing strictly restricting the use of any Tyranitar set. Tyranitar + Skarmory + Blissey form the core that is synonymous with the TSS archetype. Tyranitar also helps to make progress against Snorlax and Suicune by retaining chip damage with Sand, which otherwise come in almost freely on Blissey to dish out powerful attacks or set up.

Using Blissey requires answers to physical threats like Tyranitar, Metagross, and Salamence. Bulky Water-types like Swampert, Suicune, and Milotic help Blissey deal with them, and their passivity tends to invite Electric-types which Blissey can deal with. Suicune isn't too robust as it lacks the Rock-type resistance of Swampert and the immediate recovery of Milotic, so Wish or Aromatherapy support is a great option to go with Suicune. Another answer not to be missed is Dugtrio, which cannot switch into Tyranitar and Metagross, but can trap them with some chip damage. Dugtrio also threatens to stop pesky Celebi from harrassing with Leech Seed and Jirachi from setting up on Blissey.

Offensive Pokemon with good pivoting abilities are great partners for Wish Blissey. Choice Band Salamence can come in on Fighting-types and Celebi. Metagross, Flygon, and Suicune can pivot in against Tyranitar. Moltres, Zapdos, and likewise different Suicune variants can also pivot in against Metagross. All these Pokemon would be frail physical checks in a vacuum, but become a lot more reliable when supported by Wish.

Finally, bulky setup sweepers like Curse Snorlax and Wish Jirachi also appreciate Blissey's ability to support them with Wish or Aromatherapy respectively, and they also appreciate Blissey's special walling presence midgame so that their HP can be preserved for the late-game.

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Soft-Boiled
move 3: Ice Beam / Flamethrower
move 4: Thunderbolt / Hidden Power Grass
Item: Leftovers
ability: Natural Cure
nature: Modest
evs: 252 Def / 252 SpA / 4 Spe

[SET COMMENTS]

Set Description
=========

Calm Mind Blissey was once a metagame staple that is rarely used nowadays. Despite its fall in relevance, it still offers some niche advantages over utility Blissey. Calm Mind allows Blissey to take on other Calm Mind users that don't have a phazing move. These include offensive Celebi and different variants of Jirachi and Suicune depending on the coverage moves chosen. Note that scouting for their movesets is necessary first though as Blissey can recklessly lose the Calm Mind war upon being phazed. It can also muscle past opposing Blissey without Toxic; although opposing Blissey can loop the boosted attacks with Soft-Boiled, it is likely to get afflicted by status, fall to a critical hit, or run out of Soft-Boiled PP before it can stall Blissey out. Finally, Calm Mind Blissey also puts pressure on Milotic and Celebi teams, which otherwise have an easy time stalling Blissey out with Toxic and Leech Seed.

Ice Beam and Thunderbolt are the more common coverage moves. Ice Beam confers Calm Mind Blissey all the advantages of standard Blissey in facing Dugtrio and Salamence, and with Calm Mind, allows Blissey to push its way past Celebi. Notably though, Thunderbolt allows Blissey to 3HKO maximum HP Suicune with good odds, and with certainty in Sand. This is particularly relevant for beating RestTalk Suicune. Thunderbolt also exerts more pressure on Milotic and Cloyster than Hidden Power Grass. It also eases the matchup against Moltres and Charizard. Note that while Blissey theoretically wins the Calm Mind war with offensive Jirachi without Wish, Jirachi is favored to land a critical hit especially in Sand. As alternative coverage, Flamethrower therefore allows Blissey to 3HKO maximum HP Jirachi, allowing Blissey to reliably defeat Calm Mind + Wish Jirachi. It also pressures Metagross hard and OHKOs Forretress. Hidden Power Grass helps to round up the coverage against Water-types, especially Swampert, but cannot be used to reliably beat Suicune.

Calm Mind is rarely used in the early-game, as all of Blissey's checks are still around and need to be removed. Furthermore, revealing Calm Mind throws away the surprise value of this set. Calm Mind should only be used in the mid-game hence to force out Pokemon that try to stall out Blissey like Milotic, and draw in specific targets like Metagross and Tyranitar that can be chipped or trapped. Once all of Blissey's checks are removed though, it can set up at will and push its way past passive PP stallers and certain Calm Mind users.

This set has very specific purposes, and its lack of a status or supporting move makes Calm Mind Blissey more of something to support rather than something it supports. It should therefore only be used with a very good reason.

Team Options
========

Calm Mind Blissey's has two huge weaknesses. First, it has no options for pressuring Tyranitar and Metagross; they can switch in endlessly and not fear getting hit by a Status move or super-effective coverage. Second, it is also helpless against Calm Mind users that have a utility move that is useful against Blissey, like Roar Suicune, Wish Jirachi, and Leech Seed Celebi. Dugtrio is an excellent partner that covers both the physical weaknesses to Tyranitar and Metagross as well as the special weakness to Wish Jirachi and Celebi. It is also good at removing other Blissey, especially those carrying Toxic. Zapdos is a great Suicune check that can be used with Blissey; its Roar also helps as an emergency check against other Calm Mind users. Snorlax can also be used as a Suicune check, and Self-Destruct can lure and severely dent or remove Tyranitar and Metagross.

[STRATEGY COMMENTS]
Other Options
=============

Snatch can be used with Toxic in conjunction with mixed sweepers to sustain the chip on Milotic, Suicune and Celebi, never letting them exploit Blissey's passivity to Recover. It also helps Blissey deal with Calm Mind users a little better. For example, as Suicune is worn down by Toxic and it is about to Rest, a surprise snatch can cause Suicune to get KOed by Toxic and Sand damage. Light Screen can be used to support Skarmory or Forretress against Magneton.

Checks and Counters
===================

**Bulky Physical Threats**: Tyranitar, Metagross, Snorlax, and offensive Swampert all force Blissey out. Snorlax can exploit Blissey's passivity to set up Curses especially out of Sand, and Tyranitar with Lum Berry can set up Dragon Dance on Blissey. These physical threats however need to be careful of Blissey's mitigating strategies: Toxic on Tyranitar and Swampert, Fire Blast on Metagross, and Counter on all of them. These physical threats can also have their progress stalled out by Wish. In addition, these Pokemon have to be wary of double-switches into Dugtrio.

**Fighting-types**: Heracross and Breloom exert immense pressure should they get a switch in on Blissey. Heracross's Guts allow it to absorb status from Blissey rather well. Hariyama also comes in easily on Blissey with its high HP and make progress with Knock Off.

**Dugtrio**: Standard Dugtrio can pick off a weakened Blissey, and bulky Dugtrio, especially on special offense, can even threaten to 2HKO Blissey and live to tell the tale.

**Toxic**: Toxic forces Blissey lacking Heal Bell out, and threatens again to cripple the incoming Pokemon. It also frequently weakens Blissey enough to make it susceptible to a Dugtrio trap

**Taunt**: Taunt Skarmory and Gengar prevent it from recovering after coming in. Skarmory can proceed to Spike on, apply Toxic, or attack Blissey, while Gengar's Will-O-Wisp provides immense pressure on Blissey.

**Leech Seed**: Blissey's huge HP can feed Celebi and to some extent Venusaur indefinitely.

**Spikes**: Many teams use Blissey to compensate for huge special weaknesses on the rest of the team. It's very easy to draw Blissey in with a special threat and double switch or phaze to get Spikes damage.

[CREDITS]

- Written by: [[vapicuno, 5454]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:

wyc2333

A=X+Y+Z Y: Hard Work
is a Pre-Contributor
imo status, wish, and aroma deserve different sets.

when it comes to cm bliss, 4 hp>4 spe but that's just me.
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Past WCoP Champion
Moderator
i've turned the notes into prose that is qc ready. retained the notes for reference just in case.
 

pasy_g

Banned deucer.
[OVERVIEW]

Blissey is the defining special wall of ADV OU. It has no special weaknesses and shrugs off special attacks with impunity, acting as a counter to every special threat that does not carry Calm Mind. Misleading, Blissey still beats a lot of CM users and loses to stuff like Rest Zapdos and Refresh Milotic. Because it takes so little damage, it can choose not to recover after taking a hit even under Sand or Spikes, generating free turns that can be used to gain momentum via its punishing moves or double switches. Its moveset can be customized to suit both defensive and offensive needs; it can apply three different kinds of status, support teammates with Wish or Heal Bell, fire off punishing elemental coverage moves, and even pull off a surprise Counter in the face of a physical threat.

Blissey's main weaknesses are its lack of physical resilience and relative passivity. This makes it easy for Tyranitar, Metagross, and Snorlax to exert pressure on Blissey, and also for Calm Mind users to overwhelm Blissey with boosted special attacks. Blissey can also be forced out by status and Spiked on. Still, many of these weaknesses can be patched by the appropriate filler moves.
I'd phrase this differently, Blissey acts as a pretty good Wall for mixed mons like Salamence, Drill Peck Zapdos and Swampert/Ttar to some extent. Something like "Due to its enormous HP stat Blissey can also deal with a lot of physical moves, but can't really take strong physical attacks."

Blissey is mostly used with Spikes, and is especially resilient in Sand and Spikes compared to other special tanks like Celebi, Snorlax, and Regice. It is by far the most commonly used special wall in the Toxic + Spikes + Sandstorm (TSS) archetype. However, it can also be used without Spikes to shield and support a late-game setup sweeper like Curse Snorlax or Calm Mind Jirachi. Blissey can also be used on Spikeless offensive teams as a robust special wall and one of the few Gengar check.

- best special wall in sand, no special weak, can choose not to recover even after taking a hit with sand or spikes.
- moveset customizable to suit defensive and offensive needs with either status or coverage/wish/counter
- passive, and physically not that resilient: can be abused by physicals, cmers, forced out by status, spiked on. all that however can be mitigated by appropriate moves mentioned above.
- mostly used with spikes, but without spikes can also play supportive role to shield/support a late setup like curselax/cmrachi or as gar check.

[SET]
name: Utility
move 1: Soft-Boiled
move 2: Ice Beam / Counter
move 3: Seismic Toss / Fire Blast / Thunderbolt
move 4: Thunder Wave / Toxic / Wish / Heal Bell / Sing
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 44 HP / 252 Def / 212 SpA

[SET COMMENTS]

Set Description
=========

Soft-Boiled is mandatory because Blissey tends to participate in mid- and slow-paced games and will likely get worn out over the course of a game. Blissey can usually wait to take two or three hits before using Soft-Boiled because of its amazing bulk.

The second move ensures that Dugtrio does not simply remove Blissey with zero effort. Ice Beam hits Gengar and allows Blissey to check mixed and Dragon Dance Salamence somewhat reliably. Counter is good for teams with a Pursuit trapper to get rid of Gengar, or for teams that lack a reliable way to deal with physical attacks like Metagross' Meteor Mash, Swampert's Earthquake, Mixed Tyranitar's Brick Break, and any of Aerodactyl's attacks. Some examples of Pursuit trapper teams that benefit from Counter are Forretress teams, and teams that don't have a solid physical check-all but instead using synergistic combinations to soft-check Tyranitar and Metagross, like Flygon/Metagross/offensive Suicune + Zapdos/Moltres, such as so-called Superman teams that use hovering Pokemon to avoid Spikes. Counter, unlike Ice Beam, also ensures that Dugtrio gets OHKOed regardless of its bulk, but will completely falter to the rare Beat Up Dugtrio.

By doing a fixed amount of damage regardless of the opponent's defensive boosts, Seismic Toss is the most consistent attacking move as it allows Blissey to force Suicune to Rest, and beats chipped or statused Calm Mind users that have no ability to recover like offensive Celebi, Jirachi, Suicune, and Raikou. It still is not entirely reliable however against these offensive Calm Mind users however, as Blissey needs to recover quite a bit against them and can get affected by Special Defense drops or paralysis. Seismic Toss also allows Blissey to reliably chip most other Pokemon bar Gengar without concern of the incoming target's elemental resistances. Fire Blast and Thunderbolt relieve the Spikes pressure a bit by hitting Skarmory hard. Fire Blast also 2HKOs Metagross, while Thunderbolt provides immense pressure on Milotic, Suicune, and Recover Starmie. It prevents Suicune from PP stalling with Rest if it is has not yet used Calm Mind, but Blissey should not be used solely to deal with Suicune in any case. Add Cloyster and Gyarados for Thunderbolt targets.

Blissey can run a variety of status moves in its filler slot. Thunder Wave paralyzes most switchins &mdash Tyranitar, Metagross, and Skarmory &mdash, and helps slow Pokemon like Tyranitar, Swampert, or Metagross to outrun them. It also gives Blissey an out against Aerodactyl by relying on full paralysis, which while unreliable is still notable. Thunder Wave also helps Blissey beat offensive Jirachi. Maybe add that Thunder Wave can stop sweeps from like dd tar and agility gross Toxic is a much better status against Tyranitar not only because it is the only way Blissey can consistently do damage to Tyranitar, but also because paralysis ironically allows Tyranitar to switch freely into Will-O-Wisp from Gengar. Toxic also forces out Swampert and Blissey, and can be useful on Pursuit Tyranitar teams that do not have the physical pressure to otherwise punish opposing Blissey. Ice Beam + Fire Blast + Toxic is a good combination of moves that nail all of Blissey's common switchins &mdash Metagross, Skarmory, and Tyranitar &mdash at the expense of special walling against Calm Mind users. Sing can completely shut down a huge threat like Tyranitar, Metagross or Skarmory, which can help Pokemon like Jirachi or Aerodactyl. However, if it misses, it can also lure in sleep fodder like Magneton, Claydol, and Pursuit Tyranitar, all of which can be trapped by Dugtrio or one's own Pursuit Tyranitar. Sing with a lot of speed investment can also be used to beat Blissey (but not very reliable cuz accuracy and crocune).

For supportive options, Wish is good for sustaining the team especially on more offensive Skarmory + Blissey teams. For example, it heals Choice Band Salamence by Wishing as a Fighting-type or Celebi comes in, and also supports soft Tyranitar checks like Metagross, Flygon, and Suicune as well as soft Metagross checks like Zapdos and Moltres. Wish also supports Skarmory, especially against mixed attackers which chip Skarmory hard but can't quite get rid of it, and also supports defensive Suicune as it is a weaker physical check than Swampert in Sand. Wish + Counter is common pairing that here seems to be something missing!

Heal Bell supports stall teams that use Wish or Rest on other Pokemon for longevity like Jirachi, Suicune, Snorlax, or Vaporeon, and with enough support for taking down Skarmory, also allows Claydol to use Explosion over Refresh. As an auxiliary benefit, Heal Bell also helps Blissey deal with foes that use Toxic like Swampert and Zapdos without having to switch out, possibly take Spikes damage, and perhaps let a teammate take a nasty hit or Toxic again. Good point, but maybe add the low PP on Heal Bell so thats not turned into a regular play.

The listed EVs allow Blissey to OHKO Dugtrio with Ice Beam after one layer of Spikes while giving Blissey maximum physical bulk. If special attacks are not used on Blissey, the Special Attack EVs can go into HP or Speed. Blissey can also use a Modest nature with EVs of 252 Def / 252 SpA / 4 Spe to OHKO Dugtrio without Spikes and for higher power on its special attacks. That is only for 0 bulk dugtrio, with a bit of investment it can still live the Ice Beams. And maybe add a "in general" at the end of the sentence, sounds a bit wonky to me, cause the Ice Beam is a special attack already :harold:

Switch Blissey into special threats or status moves. One of Blissey's biggest advantages in the early-game is its unrevealed moveset; one can play off the fear of firing off a status move to make a double-switch to Skarmory or some other threat. Use Wish as a mid-ground mid-game when it is unclear whether the opponent will pivot out. The key to winning games with Blissey is to exploit the free turns it gets from soaking special hits, either to induce chip by itself on more defensive teams, or by supporting offensive teammates with Wish, aggressive double-switching, or exploiting its coverage on offensive teams, such that the sequence loops in a way that is unfavorable to the opponent.

moves
- second move is to hit dug.
- ice beam hits gar checks mence semi-reliably.
- counter is good for more offensive skarmbliss teams or superman. allows u to get away with a slight gross or pert weak when physical coverage is done synergistically using soft tar checks like flygon/metagross/offcune + soft gross (pert) checks like zap/molt/offcune.
- countering dug's eq also 1hkos for sure, unlike ice beam.
- counter usually used with toss so that u get neutral coverage against most things, but that leaves bliss open to taunt gar exploit, so unless bliss is using counter + 2atks, its used with suit tar.
- stoss most consistent for special walling: allows bliss to force rests on suicune and beat chipped or statused cmers that have no ability to recover like superbi, superjira, subcune, raikou. but not reliable bc cmers however bc blissey has to recover quite a bit facing them and can face sp.def drops or paralysis.
- fire blast / tbolt hits relieves spikes pressure a bit by skarm hard
- fire blast also hits meta
- tbolt pressures milo/cune/mie harder on switchin, prevents cune restloop if cant afford to cm, but should not be used solely to deal with cune.
- twave blanket paras most switchins - ttar, meta, skarm; helps slow mons like tar, pert or meta against these guys. gives out vs aero
- twave helps to beat superjira
- tox forces out pert and bliss. especially useful in suit tar teams which might not have physical pressure to otherwise punish blissey.
- tox is a better status vs ttar bc twave prevents ttar from getting wisped.
- tox also helps bliss rest loop cune if its not using stoss
- ice beam/fire blast/tox is a good combo to nail all of bliss' common switchins meta skarm ttar, at the expense of special walling vs cmers
- wish is good for sustaining the team when running more offensive skarmbliss teams just like use of counter. eg. supports cbmence by wishing as fighter/cel comes in, supports metagross/flygon/offcune by tanking ttar eqs or molt/zap/offcune by tanking meta/pert. counter + wish is a common pairing. wish also supports defensive cune as its a weaker physical check than pert in sand. wish also good for skarm beatdown.
- aroma good to support stall teams using wish/rest to sustain like jira, vap, cune, lax, and also allows dol to boom.
- aroma auxiliary benefit: also helps team deal with spikes + tox users like zap pert without having to switch out, take spikes dmg and get another mon tox'd.
- sing good for trapping. lures in typical sleep fodders mag dol should sleep be revealed and miss and can be removed by dug/suit tar. also can put ttar meta out of commission to be dugtrapped, or prevent spikes by sleeping skarm switchin.
- propensity to put ttar/meta out of commission also good for mons like aero and rachi.

usage
- come in on specials
- defensive teams can play the status and slow stoss chip game
- more offensive teams can try to catch the switchin with coverage move/status, or support teammates with wish. can also aggressively double to skarm
- be careful with counter. don't get trigger happy countering a metagross only to die to zap later on.

evs
- bold evs kos dug after 1 spike
- if not using special attacks, put evs in hp or speed
- 252 Def / 252 SpA / 4 Spe with Modest Nature can be used also, kos dug without spikes. use for added power on fire blast / tbolt

Team Options
========

Blissey teams tend to play a mid- to slow-paced game and want a way to punish its switch-ins continuously. Spikes is really helpful for that, and the usual suspects are Skarmory, Forretress, and Cloyster. Skarmory is perhaps the most common partner as the transition from one to the other is seamless. Skarmory lures all the special threats which Blissey can fend itself off against, while Calm Mind users usually don't have enough power to really hurt Skarmory before they get phazed out. Skarmory's high defense and immunity to Spikes also allows it to switch in against any Snorlax, Metagross and perhaps Fighting-types that pivot in on Blissey. Forretress also acts similarly, giving up the ability to hit Fighting-types and phaze in return for spinning and the ability to OHKO Magneton on the switch. Blissey can also be used with Cloyster on offensive Spikes teams, where despite the seeming mismatch of pace, it helps to pivot against Gengar and Zapdos. Blissey is also helpful when using Cloyster with Aerodactyl, on top of Gengar and Zapdos also lures in Water-types a lot. The last sentence needs to be rewritten

Spikes frequently comes with Spikes support which is aimed at getting more layers up than the opponent. Gengar spinblocks Claydol and Starmie and is great for mid- and fast-paced TSS teams; Magneton traps opposing Skarmory and helps to enable physical offenses. Claydol and Starmie can spin away Spikes, and they can be used on TSS teams, or slow-paced stall teams in conjunction with Magneton or Dugtrio. Finally, one's own Dugtrio and Magneton can trap opposing Magneton. Generally, spinning and trapping Skarmory are efforts geared towards mitigating Blissey's propensity to be Spikes fodder, while spinblocking and trapping Magneton are attempts at pressuring the opponent with Spikes before one gets undone by the opponent's Spikes.

Tyranitar is a great partner because Sand really makes Blissey's bulk shine; as a comparison, while Celebi can function as a solid special wall in a vacuum, its frailer special bulk becomes notable in the presence of Sand and Spikes. Tyranitar suited to the pace of Blissey teams are usually the bulky physical attacking set or Pursuit Tyranitar, but there is nothing strictly restricting the use of any Tyranitar set. Tyranitar + Skarmory + Blissey form the core that is synonymous with the TSS archetype. Tyranitar also helps to make progress against Snorlax and Suicune by retaining chip damage with Sand, which otherwise come in almost freely on Blissey to dish out powerful attacks or set up.

Using Blissey requires answers to physical threats like Tyranitar, Metagross, and Salamence. Bulky Water-types like Swampert, Suicune, and Milotic help Blissey deal with them, and their passivity tends to invite Electric-types which Blissey can deal with. Suicune isn't too robust as it lacks the Rock-type resistance of Swampert and the immediate recovery of Milotic, so Wish or Aromatherapy support is a great option to go with Suicune. Another answer not to be missed is Dugtrio, which cannot switch into Tyranitar and Metagross, but can trap them with some chip damage. Dugtrio also threatens to stop pesky Celebi from harrassing with Leech Seed and Jirachi from setting up on Blissey.

Offensive Pokemon with good pivoting abilities are great partners for Wish Blissey. Choice Band Salamence can come in on Fighting-types and Celebi. Metagross, Flygon, and Offensive Suicune or even RestTalk Suicune can pivot in against Tyranitar. Change to just Suicune maybe, since all sets can pivot into Tyranitar (especially with Wish support, as you mentioned) Moltres, Zapdos, and likewise different Suicune variants can also pivot in against Metagross. All these Pokemon would be frail physical checks in a vacuum, but become a lot more reliable when supported by Wish.

Finally, bulky setup sweepers like Curse Snorlax and Wish Jirachi also appreciate Blissey's ability to support them with Wish or Aromatherapy respectively, and they also appreciate Blissey's special walling presence midgame so that their HP can be preserved for the late-game.

standard tss mons:
- skarm bc no better way to use the sturdiest special tank than to use a mon that gives so many free turns to special threats and vice versa phys tank vs free phys switchin. spikes to play the long game. sometimes cloy too.
- ttar bc sand makes bliss bulk really shine, still allows bliss to switch in twice before it needs to recover in sand and spikes, so u can get a free turn. huge advantage compared to cel lax.
- pert bc of physical switchins and zap weak

spikes support for skarm:
- to make progress from being so tanky
- gengar, claydol, mag, dug

standard stall mons:
- dug bc bliss draws in meta tar so easily
- cune bc tanks tbolt for cune and gets wish/aroma support
- milo tanks physicals and mixed too

bulky offense:
- cbmence passed wish tanking fightings
- metagross, flygon, offcune all can be passed wish tanking ttar
- molt, zap, offcune passed wish tanking meta
- cbmence/cbmeta teams can use cel instead of spikes to generate chip

bulky setup:
- use curselax/wish jira instead of spikes to mount pressure instead of spikes

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Soft-Boiled
move 3: Thunderbolt
move 4: Ice Beam
Item: Leftovers
ability: Natural Cure
nature: Modest
evs: 252 Def / 252 SpA / 4 Spe

[SET COMMENTS]

Set Description
=========

Calm Mind Blissey was once a metagame staple that is rarely used nowadays. Despite its fall in relevance, it still has surprise value, and offers some niche advantages over utility Blissey. Calm Mind allows Blissey to take on other Calm Mind users that don't have a phazing move These include offensive Celebi, offensive Jirachi, and Suicune without Roar or Toxic. It can also muscle past opposing Blissey; although opposing Blissey can loop the boosted attacks with Soft-Boiled, it is likely to get afflicted by status, fall to a critical hit, or run out of Soft-Boiled PP before it can stall Blissey out. Calm Mind Blissey also puts pressure on Milotic and Celebi teams, which otherwise have an easy time stalling Blissey out with Toxic and Leech Seed. Finally, Calm Mind Blissey pressures Swampert a little harder than normal Blissey, and might even be able to force it out.

Calm Mind is rarely used in the early-game, as all of Blissey's checks are still around and need to be removed. Furthermore, revealing Calm Mind throws away the surprise value of this set. Calm Mind should only be used in the mid-game hence to force out Pokemon that try to stall out Blissey like Milotic, and draw in specific targets like Metagross and Tyranitar that can be chipped or trapped. Once all of Blissey's checks are removed though, it can set up at will and sweep.

CM Bliss doesnt really beat Jirachi without flamethrower (at least the Wish variants), i would add the flamethrower/grass set to the moves. Its purpose is also not really to sweep, but to beat certain mons that can get really dangerous like CM wish rachi or crocune. In the bliss vs bliss mention that it completely loses to toxic bliss.
Also probably add another paragraph to say that this set has veeery specific purposes and the lack of a status move completly shifts the pressure it can exert into a very discrete direction and should therefore only be used with a very good reason.


qcers, do check this section bc i did not come from an era of cmbliss and i only have one cm bliss team to base my experience on.

- once a metagame staple that is rarely used nowadays, needs the right support to get it going
- attempts to muscle pass opposing bliss with status side-effects and crits
- allows bliss to solo superbi and talk cune
- puts pressure on milo/cel teams
- pressures pert a bit harder than normal bliss, might even force it out

Team Options
========

Calm Mind Blissey's has two huge weaknesses. First, it has no options for pressuring Tyranitar and Metagross; they can switch in endlessly and not fear getting hit by a Status move or super-effective coverage. Second, it is also helpless against Calm Mind users that have a utility move that is useful against Blissey, like Roar Suicune, Wish Jirachi, and Leech Seed Celebi. Dugtrio is an excellent partner that covers both the physical weaknesses to Tyranitar and Metagross as well as the special weakness to Wish Jirachi and Celebi. Zapdos is a great Suicune check that can be used with Blissey; its Roar also helps as an emergency check against other Calm Mind users. Snorlax can also be used as a Suicune check, and Self-Destruct can lure and severely dent or remove Tyranitar and Metagross.

Maybe lets talk this through some time cause i think the option for flamethrower is legit and helps versus a few of those.

- zap as cune check
- dug as rachi check and complements zap, also takes out meta tar since cm bliss has no real way to pressure those
- alternatively lax as cune check, can also run curse boom to lure away ttar meta.

[STRATEGY COMMENTS]
Other Options
=============

Snatch can be used with Toxic in conjunction with mixed sweepers to sustain the chip on Milotic and Celebi, never letting them exploit Blissey's passivity to Recover. It also helps Blissey deal with Calm Mind users a little better. Specifically mention rest cune, that one is really big Flamethrower + Hidden Power Grass can be used for better coverage against Swampert, but severely magnifies the weakness against Dugtrio, Salamence, and Aerodactyl. Light Screen can be used to support Skarmory or Forretress against Magneton.

- flamethrower/hp grass coverage for better pert pressure. a lot more dug/mence/aero weak that way.
- snatch, prevent milo from recovering on mixed offense
- light screen for supporting skarm/forre against mag

Checks and Counters
===================

**Bulky Physical Threats**: Tyranitar, Metagross, Snorlax, and offensive Swampert all force Blissey out, but need to be careful of Blissey's mitigating strategies: Toxic on Tyranitar and Swampert, Fire Blast on Metagross, and Counter on all of them. These physical threats can also have their progress stalled out by Wish. In addition, these Pokemon have to be wary of double-switches into Dugtrio.

**Fighting-types**: Heracross and Breloom are frail but exert immense pressure should they get a switch in on Blissey.

**Dugtrio**: Standard Dugtrio can pick off a weakened Blissey, and bulky Dugtrio, especially on special offense, can even threaten to 2HKO Blissey and live to tell the tale.

**Toxic**: Toxic forces Blissey lacking Heal Bell out, and threatens again to cripple the incoming Pokemon. It also frequently weakens Blissey enough to make it susceptible to a Dugtrio trap

**Taunt**: Taunt Skarmory and Gengar prevent it from recovering after coming in. Skarmory can proceed to Spike on, apply Toxic, or attack Blissey, while Gengar's Will-O-Wisp provides immense pressure on Blissey.

**Leech Seed**: Blissey's huge HP can feed Celebi and to some extent Venusaur indefinitely.

**Spikes**: Many teams use Blissey to compensate for huge special weaknesses on the rest of the team. It's very easy to draw Blissey in with a special threat and double switch or phaze to get Spikes damage.

//

**Bulky Physical Threats**: ttar, meta, lax, offpert. all force blissey out and dont take much, but need to be careful of counter, and could have their progress stalled by wish. need to be wary of dugtrap.

**Fighting-types**: hera, loom - frail but immensely pressure tss teams

**Dugtrio**: some are ev'd to survive ice beam with some probability, and can threaten to 2hko blissey esp under sand.

**Toxic**: forces non aroma blissey out, or makes it more susceptible to dug trap.

**Taunt**: taunt skarm and taunt gar prevent it from recovering after coming in and taking spikes and/or status.

**Leech Seed**: bliss' huge hp can feed celebi indefinitely and to some extent venusaur.

**Spikes**: bliss teams usually use bliss to compensate for huge special weaknesses on the rest of the team. it's very easy to draw bliss in with a special threat and double switch or phaze to get spikes damage.

[CREDITS]

- Written by: [[vapicuno, 5454]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 

Triangles

Done Ripping Myself Up
is a Contributor to Smogonis a Past SPL Champion
[OVERVIEW]

Blissey is the defining special wall of ADV OU. It has no special weaknesses and shrugs off special attacks with impunity, countering a wide range of special threats, and minimally acting as a safe pivot into those that run utility moves to get past it. Because it takes so little damage, it can choose not to recover after taking a hit even under Sand or Spikes, generating free turns that can be used to gain momentum via its punishing moves or double switches. Its moveset can be customized to suit both defensive and offensive needs; it can apply three different kinds of status, support teammates with Wish or Heal Bell, fire off punishing elemental coverage moves, and even pull off a surprise Counter in the face of a physical threat. Due to its enormous HP stat, Blissey can also deal with a number of physical moves from mixed attackers like Salamence, Zapdos, and even mixed Tyranitar or defensive Swampert to some extent.

Blissey's main weaknesses are its lack of resilience against powerful physical moves and relative passivity. This makes it easy for Metagross, physical Tyranitar, and Snorlax to exert pressure on Blissey, and also for Calm Mind users, especially those with a healing move, to overwhelm Blissey with boosted special attacks. Blissey can also be forced out by status and Spiked on. Still, many of these weaknesses can be patched by the appropriate filler moves.

Blissey is mostly used with Spikes, and is especially resilient in Sand and Spikes compared to other special tanks like Celebi, Snorlax, and Regice. It is by far the most commonly used special wall in the Toxic + Spikes + Sandstorm (TSS) archetype. However, it can also be used without Spikes to shield and support a late-game setup sweeper like Curse Snorlax or Calm Mind Jirachi. Blissey can also be used on Spikeless offensive teams as a robust special wall and one of the few Gengar check. Worth mentioning that bliss on spikeless teams is very commonly Wish, ideal for supporting the likes of Metagross, CB Mence, and cune.

- best special wall in sand, no special weak, can choose not to recover even after taking a hit with sand or spikes.
- moveset customizable to suit defensive and offensive needs with either status or coverage/wish/counter
- passive, and physically not that resilient: can be abused by physicals, cmers, forced out by status, spiked on. all that however can be mitigated by appropriate moves mentioned above.
- mostly used with spikes, but without spikes can also play supportive role to shield/support a late setup like curselax/cmrachi or as gar check.

[SET]
name: Utility
move 1: Soft-Boiled
move 2: Ice Beam / Counter
move 3: Seismic Toss / Fire Blast / Thunderbolt
move 4: Thunder Wave / Toxic / Wish / Heal Bell / Sing
item: Leftovers
ability: Natural Cure
nature: Bold
evs: 44 HP / 252 Def / 212 SpA

[SET COMMENTS]

Set Description
=========

Soft-Boiled is mandatory because Blissey tends to participate in mid- and slow-paced games and will likely get worn out over the course of a game. Blissey can usually wait to take two or three hits before using Soft-Boiled because of its amazing bulk.

The second move ensures that Dugtrio does not simply remove Blissey with zero effort. Ice Beam hits Gengar and allows Blissey to check mixed and Dragon Dance Salamence somewhat reliably. Counter is good for teams with a Pursuit trapper to get rid of Gengar, or for teams that lack a reliable way to deal with physical attacks like Metagross' Meteor Mash, Swampert's Earthquake, Mixed Tyranitar's Brick Break, and any of Aerodactyl's attacks. I'd rephrase this a bit because Countering bliss obviously shouldn't be the primary gameplan you have in mind vs these guys, and if your team 'lacks a reliable way to deal with physical attackers' Blissy is not the answer. Just say that with Counter you can lure and remove these threats. Some examples of Pursuit trapper teams that benefit from Counter are Forretress teams, and teams that don't have a solid physical check-all but instead using synergistic combinations to soft-check Tyranitar and Metagross, like Flygon/Metagross/offensive Suicune + Zapdos/Moltres, such as so-called Superman teams that use hovering Pokemon to avoid Spikes. Counter, unlike Ice Beam, also ensures that Dugtrio gets OHKOed regardless of its bulk, but will completely falter to the rare Beat Up Dugtrio.

By doing a fixed amount of damage regardless of the opponent's defensive boosts, Seismic Toss is the most consistent attacking move as it allows Blissey to force Suicune to Rest, and beats chipped or statused Calm Mind users that have no ability to recover like offensive Celebi, Jirachi, Suicune, and Raikou. It still is not entirely reliable however against these offensive Calm Mind users as Blissey needs to recover quite a bit against them and can get affected by Special Defense drops or paralysis. Seismic Toss also allows Blissey to reliably chip most other Pokemon bar Gengar without concern of the incoming target's elemental resistances. Fire Blast and Thunderbolt relieve the Spikes pressure a bit by hitting Skarmory hard. Thunderbolt additionally also clobbers Cloyster. Fire Blast 2HKOs Metagross and Heracross, and OHKOs Breloom; Thunderbolt provides immense pressure on Milotic, Suicune, Recover Starmie, and Gyarados. It prevents Suicune from PP stalling with Rest if it is has not yet used Calm Mind, but Blissey should not be used solely to deal with Suicune in any case.

Blissey can run a variety of status moves in its filler slot. Thunder Wave paralyzes most switchins &mdash Tyranitar, Metagross, and Skarmory &mdash, and helps slow Pokemon like Tyranitar, Swampert, or Metagross to outrun them. Thunder Wave is useful for stopping physical offenses in a pinch. It threatens to thwart Dragon Dance Tyranitar's and Agility Metagross's sweeps with Thunder Wave, and gives Blissey an out against Aerodactyl by relying on full paralysis, all of which while unreliable is still notable. Thunder Wave also helps Blissey beat offensive Jirachi. Toxic is a much better status against Tyranitar not only because it is the only way Blissey can consistently do damage to Tyranitar, but also because paralysis ironically allows Tyranitar to switch freely into Will-O-Wisp from Gengar. Toxic also forces out Swampert and Blissey, and can be useful on Pursuit Tyranitar teams that do not have the physical pressure to otherwise punish opposing Blissey. Ice Beam + Fire Blast + Toxic is a good combination of moves that nail all of Blissey's common switchins &mdash Metagross, Skarmory, and Tyranitar &mdash at the expense of special walling Calm Mind users. Sing can completely shut down a huge threat like Tyranitar, Metagross or Skarmory, which can help Pokemon like Jirachi or Aerodactyl. However, if it misses, it can also lure in sleep fodder like Magneton, Claydol, and Pursuit Tyranitar, all of which can be trapped by Dugtrio or one's own Pursuit Tyranitar. Sing, while unreliable, may even help to take down Blissey, denying it opportunities for recovery as it comes in while taking Spikes damage. Sing is also really good at punishing Refresh milotic for sitting and staring bliss down.

For supportive options, Wish is good for sustaining the team especially on more offensive Skarmory + Blissey teams. For example, it heals Choice Band Salamence by Wishing as a Fighting-type or Celebi comes in, and also supports soft Tyranitar checks like Metagross, Flygon, and Suicune as well as soft Metagross checks like Zapdos and Moltres. Wish also supports Skarmory, especially against mixed attackers which chip Skarmory hard but can't quite get rid of it, and also supports defensive Suicune as it is a weaker physical check than Swampert in Sand. Wish + Counter is common pairing on teams with a Pursuit trapper that helps to minimize the reliance on dedicated physical walls.

Heal Bell supports stall teams that use Wish or Rest on other Pokemon for longevity like Jirachi, Suicune, Snorlax, a lot of mentions of blisslax in this analysis - that's quite a fringe archetype imo or Vaporeon, and with enough support for taking down Skarmory, also allows Claydol to use Explosion over Refresh. As an auxiliary benefit, Heal Bell also helps Blissey deal with foes that use Toxic like Swampert and Zapdos without having to switch out, possibly take Spikes damage, and perhaps let a teammate take a nasty hit or Toxic again. Note however that this can only be done occasionally due to Heal Bell's low PP.

The listed EVs allow Blissey to OHKO bulkless Dugtrio with Ice Beam after one layer of Spikes while giving Blissey maximum physical bulk. If special attacks are not used on Blissey, the Special Attack EVs can go into HP or Speed. Blissey can also use a Modest nature with EVs of 252 Def / 252 SpA / 4 Spe to OHKO bulkless Dugtrio without Spikes and for higher power on its special attacks in general. Note that a non-negligible fraction of Dugtrio carry some special bulk, so considering that Blissey doesn't benefit much more from additional HP or speed, it's not a bad decision to invest in more Special Attack.

Switch Blissey into special threats or status moves. One of Blissey's biggest advantages in the early-game is its unrevealed moveset; one can play off the fear of firing off a status move to make a double-switch to Skarmory or some other threat. Use Wish as a mid-ground mid-game when it is unclear whether the opponent will pivot out. The key to winning games with Blissey is to exploit the free turns it gets from soaking special hits, either to induce chip by itself on more defensive teams, or by supporting offensive teammates with Wish, aggressive double-switching, or exploiting its coverage on offensive teams, such that the sequence loops in a way that is unfavorable to the opponent.

moves
- second move is to hit dug.
- ice beam hits gar checks mence semi-reliably.
- counter is good for more offensive skarmbliss teams or superman. allows u to get away with a slight gross or pert weak when physical coverage is done synergistically using soft tar checks like flygon/metagross/offcune + soft gross (pert) checks like zap/molt/offcune.
- countering dug's eq also 1hkos for sure, unlike ice beam.
- counter usually used with toss so that u get neutral coverage against most things, but that leaves bliss open to taunt gar exploit, so unless bliss is using counter + 2atks, its used with suit tar.
- stoss most consistent for special walling: allows bliss to force rests on suicune and beat chipped or statused cmers that have no ability to recover like superbi, superjira, subcune, raikou. but not reliable bc cmers however bc blissey has to recover quite a bit facing them and can face sp.def drops or paralysis.
- fire blast / tbolt hits relieves spikes pressure a bit by skarm hard
- fire blast also hits meta
- tbolt pressures milo/cune/mie harder on switchin, prevents cune restloop if cant afford to cm, but should not be used solely to deal with cune.
- twave blanket paras most switchins - ttar, meta, skarm; helps slow mons like tar, pert or meta against these guys. gives out vs aero
- twave helps to beat superjira
- tox forces out pert and bliss. especially useful in suit tar teams which might not have physical pressure to otherwise punish blissey.
- tox is a better status vs ttar bc twave prevents ttar from getting wisped.
- tox also helps bliss rest loop cune if its not using stoss
- ice beam/fire blast/tox is a good combo to nail all of bliss' common switchins meta skarm ttar, at the expense of special walling vs cmers
- wish is good for sustaining the team when running more offensive skarmbliss teams just like use of counter. eg. supports cbmence by wishing as fighter/cel comes in, supports metagross/flygon/offcune by tanking ttar eqs or molt/zap/offcune by tanking meta/pert. counter + wish is a common pairing. wish also supports defensive cune as its a weaker physical check than pert in sand. wish also good for skarm beatdown.
- aroma good to support stall teams using wish/rest to sustain like jira, vap, cune, lax, and also allows dol to boom.
- aroma auxiliary benefit: also helps team deal with spikes + tox users like zap pert without having to switch out, take spikes dmg and get another mon tox'd.
- sing good for trapping. lures in typical sleep fodders mag dol should sleep be revealed and miss and can be removed by dug/suit tar. also can put ttar meta out of commission to be dugtrapped, or prevent spikes by sleeping skarm switchin.
- propensity to put ttar/meta out of commission also good for mons like aero and rachi.

usage
- come in on specials
- defensive teams can play the status and slow stoss chip game
- more offensive teams can try to catch the switchin with coverage move/status, or support teammates with wish. can also aggressively double to skarm
- be careful with counter. don't get trigger happy countering a metagross only to die to zap later on.

evs
- bold evs kos dug after 1 spike
- if not using special attacks, put evs in hp or speed
- 252 Def / 252 SpA / 4 Spe with Modest Nature can be used also, kos dug without spikes. use for added power on fire blast / tbolt

Team Options
========

Blissey teams tend to play a mid- to slow-paced game and want a way to punish its switch-ins continuously. Spikes is really helpful for that, and the usual suspects are Skarmory, Forretress, and Cloyster. Skarmory is perhaps the most common partner as the transition from one to the other is seamless. Skarmory lures all the special threats which Blissey can fend itself off against, while Calm Mind users usually don't have enough power to really hurt Skarmory before they get phazed out. Skarmory's high defense and immunity to Spikes also allows it to switch in against any Snorlax, Metagross and perhaps Fighting-types that pivot in on Blissey. Forretress also acts similarly, giving up the ability to hit Fighting-types and phaze in return for spinning and the ability to OHKO Magneton on the switch. Blissey can also be used with Cloyster on offensive Spikes teams, where despite the seeming mismatch of pace, it helps to pivot against Gengar and Zapdos. Blissey is also helpful when using Cloyster with Aerodactyl, as Aerodactyl lures Gengar, Zapdos, and Water-types in quite easily all of which can be threatening should Blissey not be around. That last sentence doesn't make sense to me, I'd cut it.

Spikes frequently comes with Spikes support which is aimed at getting more layers up than the opponent. Gengar spinblocks Claydol and Starmie and is great for mid- and fast-paced TSS teams; Magneton traps opposing Skarmory and helps to enable physical offenses. Claydol and Starmie can spin away Spikes, and they can be used on TSS teams, or slow-paced stall teams in conjunction with Magneton or Dugtrio. Finally, one's own Dugtrio and Magneton can trap opposing Magneton. Generally, spinning and trapping Skarmory are efforts geared towards mitigating Blissey's propensity to be Spikes fodder, while spinblocking and trapping Magneton are attempts at pressuring the opponent with Spikes before one gets undone by the opponent's Spikes.

Tyranitar is a great partner because Sand really makes Blissey's bulk shine; as a comparison, while Celebi can function as a solid special wall in a vacuum, its frailer special bulk becomes notable in the presence of Sand and Spikes. Tyranitar suited to the pace of Blissey teams are usually the bulky physical attacking set or Pursuit Tyranitar, but there is nothing strictly restricting the use of any Tyranitar set. Tyranitar + Skarmory + Blissey form the core that is synonymous with the TSS archetype. Tyranitar also helps to make progress against Snorlax and Suicune by retaining chip damage with Sand, which otherwise come in almost freely on Blissey to dish out powerful attacks or set up.

Using Blissey requires answers to physical threats like Tyranitar, Metagross, and Salamence. Bulky Water-types like Swampert, Suicune, and Milotic help Blissey deal with them, and their passivity tends to invite Electric-types which Blissey can deal with. Suicune isn't too robust as it lacks the Rock-type resistance of Swampert and the immediate recovery of Milotic, so Wish or Aromatherapy support is a great option to go with Suicune. Another answer not to be missed is Dugtrio, which cannot switch into Tyranitar and Metagross, but can trap them with some chip damage. Dugtrio also threatens to stop pesky Celebi from harrassing with Leech Seed and Jirachi from setting up on Blissey.

Offensive Pokemon with good pivoting abilities are great partners for Wish Blissey. Choice Band Salamence can come in on Fighting-types and Celebi. Metagross, Flygon, and Suicune can pivot in against Tyranitar. Moltres, Zapdos, and likewise different Suicune variants can also pivot in against Metagross. All these Pokemon would be frail physical checks in a vacuum, but become a lot more reliable when supported by Wish.

Finally, bulky setup sweepers like Curse Snorlax and Wish Jirachi also appreciate Blissey's ability to support them with Wish or Aromatherapy respectively, and they also appreciate Blissey's special walling presence midgame so that their HP can be preserved for the late-game.

standard tss mons:
- skarm bc no better way to use the sturdiest special tank than to use a mon that gives so many free turns to special threats and vice versa phys tank vs free phys switchin. spikes to play the long game. sometimes cloy too.
- ttar bc sand makes bliss bulk really shine, still allows bliss to switch in twice before it needs to recover in sand and spikes, so u can get a free turn. huge advantage compared to cel lax.
- pert bc of physical switchins and zap weak

spikes support for skarm:
- to make progress from being so tanky
- gengar, claydol, mag, dug

standard stall mons:
- dug bc bliss draws in meta tar so easily
- cune bc tanks tbolt for cune and gets wish/aroma support
- milo tanks physicals and mixed too

bulky offense:
- cbmence passed wish tanking fightings
- metagross, flygon, offcune all can be passed wish tanking ttar
- molt, zap, offcune passed wish tanking meta
- cbmence/cbmeta teams can use cel instead of spikes to generate chip

bulky setup:
- use curselax/wish jira instead of spikes to mount pressure instead of spikes

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Soft-Boiled
move 3: Ice Beam / Flamethrower
move 4: Thunderbolt / Hidden Power Grass
Item: Leftovers
ability: Natural Cure
nature: Modest
evs: 252 Def / 252 SpA / 4 Spe

[SET COMMENTS]

Set Description
=========

Calm Mind Blissey was once a metagame staple that is rarely used nowadays. Despite its fall in relevance, it still has surprise value sure, but I don't think surprise value is a reason to be using CM bliss because it's not exactly a early-mid game breaker, just an alternative mid-late game threat, and offers some niche advantages over utility Blissey. Calm Mind allows Blissey to take on other Calm Mind users that don't have a phazing move. These include offensive Celebi and different variants of Jirachi and Suicune depending on the coverage moves chosen Rachi can CM war it especially in sand and is favoured to crit it first a lot of the time, and cune can be roar, so you have to scout that first. It can also muscle past opposing Blissey without Toxic; although opposing Blissey can loop the boosted attacks with Soft-Boiled, it is likely to get afflicted by status, fall to a critical hit, or run out of Soft-Boiled PP before it can stall Blissey out. Calm Mind Blissey also puts pressure on Milotic and Celebi teams, which otherwise have an easy time stalling Blissey out with Toxic and Leech Seed. Finally, Calm Mind Blissey pressures Swampert a little harder than normal Blissey, and might even be able to force it out well not really actually, because hp grass-less cm bliss has the double whammy of not being able to status pert and being more eq vulnerable cuz modest.

Ice Beam and Thunderbolt are the more common coverage moves. Ice Beam confers Calm Mind Blissey all the advantages of standard Blissey in facing Dugtrio and Salamence, and with Calm Mind, allows Blissey to push its way past Celebi. Notably though, Thunderbolt allows Blissey to 3HKO maximum HP Suicune with good odds, and with certainty in Sand. This is particularly relevant for beating RestTalk Suicune. Thunderbolt also exerts more pressure on Milotic and Cloyster than Hidden Power Grass. It also eases the matchup against Moltres and Charizard. Flamethrower however allows Blissey to 3HKO maximum HP Jirachi, allowing Blissey to reliably defeat Calm Mind + Wish Jirachi. It also pressures Metagross hard. And smashes forry. Hidden Power Grass helps to round up the coverage against Water-types, especially Swampert, but cannot be used to reliably beat Suicune.

Calm Mind is rarely used in the early-game, as all of Blissey's checks are still around and need to be removed. Furthermore, revealing Calm Mind throws away the surprise value of this set. Calm Mind should only be used in the mid-game hence to force out Pokemon that try to stall out Blissey like Milotic, and draw in specific targets like Metagross and Tyranitar that can be chipped or trapped. Once all of Blissey's checks are removed though, it can set up at will and push its way past passive PP stallers and certain Calm Mind users.

This set has very specific purposes, and its lack of a status or supporting move makes Calm Mind Blissey more of something to support rather than something it supports. It should therefore only be used with a very good reason.

qcers, do check this section bc i did not come from an era of cmbliss and i only have one cm bliss team to base my experience on.

Cm bliss is a hard set to write about because it was strongest in a different era - it was good at punishing restalk zaps and stuff that liked to pressure stall bliss ice beam's.

- once a metagame staple that is rarely used nowadays, needs the right support to get it going
- attempts to muscle pass opposing bliss with status side-effects and crits
- allows bliss to solo superbi and talk cune
- puts pressure on milo/cel teams
- pressures pert a bit harder than normal bliss, might even force it out

Team Options
========

Calm Mind Blissey's has two huge weaknesses. First, it has no options for pressuring Tyranitar and Metagross; they can switch in endlessly and not fear getting hit by a Status move or super-effective coverage. Second, it is also helpless against Calm Mind users that have a utility move that is useful against Blissey, like Roar Suicune, Wish Jirachi, and Leech Seed Celebi. Dugtrio is an excellent partner that covers both the physical weaknesses to Tyranitar and Metagross as well as the special weakness to Wish Jirachi and Celebi. good at removing other blisseys too Zapdos is a great Suicune check that can be used with Blissey; its Roar also helps as an emergency check against other Calm Mind users. Snorlax can also be used as a Suicune check, and Self-Destruct can lure and severely dent or remove Tyranitar and Metagross.

- zap as cune check
- dug as rachi check and complements zap, also takes out meta tar since cm bliss has no real way to pressure those
- alternatively lax as cune check, can also run curse boom to lure away ttar meta.

[STRATEGY COMMENTS]
Other Options
=============

Snatch can be used with Toxic in conjunction with mixed sweepers to sustain the chip on Milotic, Suicune and Celebi, never letting them exploit Blissey's passivity to Recover. It also helps Blissey deal with Calm Mind users a little better. For example, as Suicune is worn down by Toxic and it is about to Rest, a surprise snatch can cause Suicune to get KOed by Toxic and Sand damage. Light Screen can be used to support Skarmory or Forretress against Magneton.

- flamethrower/hp grass coverage for better pert pressure. a lot more dug/mence/aero weak that way.
- snatch, prevent milo from recovering on mixed offense
- light screen for supporting skarm/forre against mag

Checks and Counters
===================

**Bulky Physical Threats**: Tyranitar, Metagross, Snorlax, and offensive Swampert all force Blissey out, but need to be careful of Blissey's mitigating strategies: Toxic on Tyranitar and Swampert, Fire Blast on Metagross, and Counter on all of them. Worth working into this section the fact that Lax can use bliss to get curses easily especially out of sand, and dd tar, in particular lum, can set up on bliss. These physical threats can also have their progress stalled out by Wish. In addition, these Pokemon have to be wary of double-switches into Dugtrio.

**Fighting-types**: Heracross and Breloom are frail hera's not that frail but exert immense pressure should they get a switch in on Blissey. Hera's guts too potentially vs status bliss.

**Dugtrio**: Standard Dugtrio can pick off a weakened Blissey, and bulky Dugtrio, especially on special offense, can even threaten to 2HKO Blissey and live to tell the tale.

**Toxic**: Toxic forces Blissey lacking Heal Bell out, and threatens again to cripple the incoming Pokemon. It also frequently weakens Blissey enough to make it susceptible to a Dugtrio trap

**Taunt**: Taunt Skarmory and Gengar prevent it from recovering after coming in. Skarmory can proceed to Spike on, apply Toxic, or attack Blissey, while Gengar's Will-O-Wisp provides immense pressure on Blissey.

**Leech Seed**: Blissey's huge HP can feed Celebi and to some extent Venusaur indefinitely.

**Spikes**: Many teams use Blissey to compensate for huge special weaknesses on the rest of the team. It's very easy to draw Blissey in with a special threat and double switch or phaze to get Spikes damage.

//

**Bulky Physical Threats**: ttar, meta, lax, offpert. all force blissey out and dont take much, but need to be careful of counter, and could have their progress stalled by wish. need to be wary of dugtrap.

**Fighting-types**: hera, loom - frail but immensely pressure tss teams

**Dugtrio**: some are ev'd to survive ice beam with some probability, and can threaten to 2hko blissey esp under sand.

**Toxic**: forces non aroma blissey out, or makes it more susceptible to dug trap.

**Taunt**: taunt skarm and taunt gar prevent it from recovering after coming in and taking spikes and/or status.

**Leech Seed**: bliss' huge hp can feed celebi indefinitely and to some extent venusaur.

**Spikes**: bliss teams usually use bliss to compensate for huge special weaknesses on the rest of the team. it's very easy to draw bliss in with a special threat and double switch or phaze to get spikes damage.

[CREDITS]

- Written by: [[vapicuno, 5454]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
QC 2/2
 

vapicuno

你的价值比自己想象中的所有还要低。我却早已解脱,享受幸福
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done. rephrased some things and now ready for gp.
 

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