I had fun playing BW Cup, which is probably the first time I have had fun playing BW in about two years.
It's not that I disliked the metagame so much as I felt more motivated in CG OU (which I still do) and was busier in life. I like current BW and think it is an underrated generation that receives a lot of hate due to misunderstanding and weird generalizations. I also think we have a ton of motivated players, including some fresh faces, who deserve recognition and will do well in the immediate future (taking over for old players like me perhaps).
It was a bit weird being more distant from BW as it is the metagame I literally grew up playing (been 13 years since I began in '11), so when I made it to the semifinals of BW Cup for a third time, I was definitely hoping for a bit of a "full circle" moment where I finally broke through and won the tournament, clinched classic playoffs, etc. Didn't happen -- oh well, the world goes on. Yea, I am definitely sad because I had pretty great odds if not for the freeze G3, but that's how it goes sometimes. I really appreciated this experience regardless.
Thanks to a couple of my friends like Monai, Meessm, Fakes, and I am sure others for the discussions we had; it was refreshing to build my own teams each week again, but I did take a Fakes team and rip a SoulWind team with edits in prior rounds. They are both awesome BW players of course, so no shame in that I guess.
Of the numerous team I did build, here are some cool sets/concepts I used that could help continue to push the metagame forward:
Reuniclus (M) @
Flame Orb
Ability: Magic Guard
EVs: 244 HP / 244 Def / 20 Spe
Bold Nature
IVs: 2 Atk / 30 Def
- Calm Mind
- Psyshock / Thunder
- Hidden Power [Ice] / Focus Blast
- Recover
Flame Orb Reuniclus is not new, but it has been used with Trick on Psychic Spam teams prior to this. People frequently use paralysis to slow down Reuniclus on balance teams -- Clefable, Jirachi, Latios, Latias, Ferrothorn, Chansey, Blissey, and a few others have been able to limit Reuniclus in this way. Jaajgko in particular leaned into this with a vast majority of his teams being bulkier and even one team with Togekiss. Flame Orb allows you to stop this method of counterplay and bluff Trick, meaning you can often buy yourself a free set-up turn or avoid them going directly to Tyranitar, Scizor, or Jirachi against your Reuniclus.
Leftovers and Rocky Helmet are traditionally good items on CM Reuniclus while Life Orb can help with certain damage ranges, too, but Flame Orb at very least deserves a piece of the pie-chart here. It flips certain bulky mirror match-ups and players are not always sure how to react to this set. The spread can be changed to whatever you normally use and the coverage varies depending on team, too.
Latios (M) @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Surf
-
Ice Beam
- Roost
Latios can run a lot of different moves, but Ice Beam has not seen much of any play in my experience. I do not think it will ever become mainstream, but I feel it is at least viable, specifically on the surging Colbur Berry variant. You typically need a faster Ice move or two on Sand bulky-offense and a way to beat SD Gliscor + Pursuit Tyranitar, which is a clasically strong core. Draco Meteor and Surf do not do close to enough damage to SDef Gliscor, sometimes even failing to 2HKO depending on investment and Protect turns. You can bluff using this as a way to trade health and get an OHKO with Ice Beam -- it happened to work out ideally
here, where I rolled into an awesome match-up. Nothing much SoulWind could do here and I was fortunate to have the ideal set.
It is also good into Celebi, which is actually what I initially thought of it for -- I assumed for some reason Latios learned Signal Beam like other Psychic types, but it does not and I lost badly to NP Celebi with the right moves. Because of this, I knew Ice Beam did 40% (or a little more depending on investment) to standard SDef Celebi and this provided me with many turns to land a crit or freeze while it had to cycle through many Recover PPs. It is not a perfect science, but the odds are pretty good overall here.
There is trade-off: missing out on HP Fire means your team needs secure Ferrothorn counterplay (I had Clefable + Trick Rotom-W + Spin Excadrill + Flamethrower Tyranitar, for example), not having Thunder Wave or Roar makes it a worse partner for other Psychic types like Reuniclus or Alakazam, and not having Psyshock is tougher into Blissey, Tentacruel, and Clefable of course.
Other applications of this include picking off Dragonite (post-Sand chip), Landorus-T, Garchomp (not Yache), Salamence (not Scarf), and other Ice weak Pokemon without risking a Draco Meteor miss or going -2 for the following Pokemon, but Dragon Pulse performs similarly here of course.
Mamoswine @ Leftovers
Ability: Thick Fat
EVs: 8 HP / 244 Atk / 116 SpD / 140 Spe
Adamant Nature
- Ice Shard
- Earthquake
-
Toxic
- Icicle Crash
Pivoting back to the Jaajgko set, he used a ton of different Mamoswine checks: Rotom-W, utility Mew, Slowbro, Balloon Jellicent, Sun Cresselia, etc. -- I did not think I would use Mamoswine in the set, but I wanted to hedge my bet a bit by having an Ice Shard user on a certain structure that wanted to RK Dragon and Ground types easier. Given this, I came up with this set as a midground with Toxic to catch all of the bulky checks and avoid being a liability while having Ice Shard for the offenses.
Lefties Mamoswine as is feels underrated as you are able to sequence a bit more comfortably and NMI damage only has so many situations it factors into (none of which I needed here). Bulk can be made into standard spread, but I did not feel an urge to max out, so this helped chew a Draco Meteor and some other attacks, so I went for it. This is not some groundbreaking innovation, but it does let Mamoswine cover some weak spots and function well with Excadrill or Gliscor, who love these Pokemon being chipped away at by Toxic, too.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 88 HP / 44 Atk / 140 Def / 8 SpD / 228 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Ice Fang
- Protect
Gliscor that can outrun Landorus-T and surprise it with +1 Ice Fang. It also is quicker than Excadrill, meaning it is not flinchable unless Choice Scarf (which cannot SD and needs multiple or a critical hit). The bulk is for a few different HP Ice damages while maximizing the Excadrill match-up and still being good into standard Terrakion and Dragonite.
This set has been used many times before obviously, but this specific spread on it has not been used much on SD Ice Fang as far as I know (Feaniix used a similar spread before) and I think it is very practical right now.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 160 HP / 160 SpD / 188 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Nasty Plot
- Giga Drain
- Hidden Power [Ice]
- Recover
Like the Gliscor concept: surprise Ice move with speed for utility Landorus-T, which usually tries to U-turn loop Celebi.
Flipping this interaction can make it so that an Excadrill or Gliscor can destroy the opponent who misses their primary check/counter to them. It does sting to lose special bulk and while investing less into HP and more into SDef helps a little bit, you can only do so much with so many EVs -- this spread covers a lot, but you still wish you were 5-6% bulkier than you normally are when slower I admit. In hilarious fashion, it also took multipl % more damage from Seismic Toss
here, which spoiled my set to some observant spectators.
Scizor @ Sitrus Berry
Ability: Technician
EVs: 248 HP / 216 Atk / 8 Def / 36 SpD
Adamant Nature
- Bullet Punch
- Bug Bite
- Pursuit
- U-turn
Touched on this Scizor set
here and it still works well + I think more people should try it as glue on Rain. It can flip rough match-ups.