With scooters SPL long over, ready yourself for the 0-3 SPL set dump that nobody asked for! Gonna be cutting down how much I play/think about mons for a little while because this metagame is kinda miserable
I've spoken at length in discord about how I'm not a huge fan of the current metagame and find teambuilding right now to be 100% "pick your poison", taking punts on which top 10 offensive mon you're gonna be really bad against. Every team is a match-up fish of some kind - we can point to every single SPL team so far and they're all weak to at least one of Breloom, Cloyster, Volcarona, Thundurus-T, Keldeo, Dragonite, or Reuniclus. In any other metagame you'd be an idiot not to cover mons as good as this in the builder but in BW its actually essential to majorly compromise some match-ups to build remotely competent teams. I'll be the first to admit that I've adjusted to this shift worse than most, having built some absolute crap and played poorly to boot, but this point of view does seem to be shared with many of the players who are on good tournament runs themselves. We may need to act on something in the very near future.
I'd like to see some discussion on Volcarona / Cloyster / Gems.
The fact that Volcarona is counterless with its access to multiple great coverage options and several viable Gem choices means that Stealth Rock and positioning become of upmost importance in keeping it in check, unless you run two of Heatran/Keldeo/Dragonite on every team. A year ago, I found this solution absolutely fine as the only good Volcarona builds were Starmie Volcarona Smurf-type, which isn't too far a stretch to prep for in the teambuilder (see: the spinblocking thread). However, as time has gone on we've seen increasingly diverse ways for Volcarona teams to overcome the Stealth Rock issue, including fast Taunt/Imprison leads which require a completely different type of counterplay (Mental Herb, double rockers, scarf rockers), or pairing Volcarona with Cloyster which abuses the common Stealth Rockers to the point of near autowin if you ever click the move. The fact Cloyster itself can spin too makes reliably keeping hazards up vs the diverse Volcarona builds a pipedream and exposes how problematic Volcarona truly is.
The other way of prepping for mons like Gem Volcarona and Cloyster, outside of hazard control, is ensuring that they don't get free set-up on anything. Unfort if you rely on this then you're probably gonna get pumped by Screens / Memento / Healing Wish supported HO which we've seen a lot of in recent months too. Even relying on momentum to prevent these mons getting set-up chances can be simply overcome by Eject Button HO teams like the EB Magnezone + Cloyster build we saw from Crucify/TDK earlier in SPL - I'm sure there's undiscovered tech here too.
The issue here for me is the fact that Gem Volc and Gem Cloyster just OHKO shit they have no business removing so your main counterplay has to be preventing them ever setting up in the first place, which is easier said than done thanks to the wealth of supporting cast these teams can use to grant them the turns needed - between Rapid Spin, Taunt/Imprison leads, Stealth Rock lead abusers (Cloy), Eject Button, Screens, Memento, Healing Wish, and so on, combined with their variable Gem and Coverage, there will always be a variation of Volcarona or Cloyster that your team is well and truly shredded by.
Personally lean towards action on Gems but solid chance Volcarona is busted even without them
Anyway, the shit I brought / tested / theorymon'd over SPL:
Ferrothorn @
Mental Herb
Ability: Iron Barbs
IVs: 0 Spe
- Stealth Rock
- Spikes
- Power Whip
- Gyro Ball
Week1 vs soulwind:





MH Ferrothorn for Taunt leads with a particular eye on the Aerodactyl/Azelf Baton Pass teams that were legal week 1. Ferrothorn can run a million item choices because realistically it gets knocked most games anyway - items that have big upside on turn 1 are really viable here and Mental Herb didn't feel too wild. I also tested a bit of Mental Herb Landorus-T in later weeks on teams that were otherwise plowed by Aero Volc.
Thundurus-Therian (M) @ Leftovers
Ability: Volt Absorb
EVs: 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Substitute
- Thunder
- Focus Blast
- Hidden Power [Ice]
Week1 vs soulwind:





Again, kinda a tech for the BP hype although it has other applications. Max Speed SubThundurus outspeeds Timid Mew and therefore Subs before the Taunt. Combined with MH Ferrothorn, this set wins vs BP from there as once the sweeper comes in, you just spam Sub until the Screens go down and then retaliate with the appropriate coverage. Being faster than Jolly Drill and faster than other Thundurus-T was also important on this Lati-less Rain team.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 72 Spe
- Spikes
- Power Whip
- Knock Off
- Thunder Wave
Week 2 vs crucify:





Turbo Ferrothorn. We had 3x Thunder Wave on this Magnet Pull PsySpam team (Tyranitar, Ferrothorn, Magnezone) and so it makes sense to give Ferrothorn some speed investment to bring it into a decent window vs paralysed opponents. With 72 Spe, Turbo Ferrothorn outspeeds everything up to and including paralysed Alakazam, just giving you more options vs the fast Psychics + Sword horses.
Tornadus (M) @ Leftovers
Ability: Prankster
IVs: 0 Atk
- Hurricane
- Focus Blast
- Substitute
-
Torment
Week 3 vs finch:





Honestly this team for week 3 was a super risky pick that we knew had some atrocious match-ups as was evidenced - we punted quite hard on Finch not bringing rain due to my known PsySpam usage but unfortunately loaded into Scarf Mamoswine rain + SubKeldeo, which is really really rough on a team who's Icicle Spear switch-ins all give Keldeo free set-up... The offensive core of Latios Tornadus and ScarfChomp felt like it has the upside to take the risk here, though we didn't leave ourselves
completely fucked if we loaded into something bad - pocket Torment Tornadus was a last-minute solution to several issues and having used it a decent amount since, I remain impressed by it. Tornadus mostly uses Torment sacrificially, similarly to Tailwind, in order to turn the tables on a sweeper in the mid/late-game. Torment prevents the opponent from clicking the same attack twice in a row and is therefore a nice solution on a team that has triple Ice-weak offensive Pokemon and the redundant defensive waters. Paired with Protect Tentacruel and Protect/Encore Polited, a whole range of Pokemon get ruined by Torment Tornadus. It can also be used alongside Substitute to annoy some other mons but this has always felt pretty inconsistent on a mon without the resistances that, say, Heatran has.
Gastrodon @ Custap Berry / Mystic Water
Ability: Storm Drain
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Earth Power
- Recover





Earlier versions of the team vs finch had Scarf Latios and alternative Grounds over Garchomp, and we tried a bunch of stuff. Offensive Gastrodon and Offensive Seismitoad (yes, really!) are super interesting options as Tornadus supporters that shut down Rotom-W and having workable MUs vs Thundurus-T. Gastro/Seis Rains seem really underrated to me and I hope we see more of them in future, as they can run more varied sets than you'd normally see on Sand.
Amoonguss @
Eject Button
Ability: Regenerator
Landorus-Therian @ Leftovers
Ability: Intimidate
Relaxed Nature
IVs: 8 Spe
- U-turn
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
Terrakion @ Choice Band
Ability: Justified
Full team:





This is a pretty well known 6 that I tested my own variants of in prep for a couple of weeks but never ended up using - the sets above are the cooler tech things I tried on it, with one such tech, EB Amoonguss, getting run out by dice a couple weeks after I passed the import. Eject Button is a truly absurd item and isn't respected enough. The most common applications we've seen of it are on specific HOs to provide set-up opportunities and disrupt pivots like Rotom-W and Gliscor - see EB Jellicent, Jirachi, even Magnezone. However, its also super potent combined with Choiced / Gem wallbreakers that otherwise struggle to get switch-in opportunities and I believe EB Amoonguss to be a viable partner for CB Terrakion, a mon I otherwise think is very bad. Something else I had tested on this team and others was snail Landorus-T, which underspeeds Skarmory and therefore can prevent it from Roosting. This is a strategy we've seen gain popularity with Gliscor over the last year or so and Landorus-T can perform the same slow Pivot / Skarm punisher role, but with a strong HP Ice is still robust into the likes of Dragonite. I don't think this was the perfect 6 for slow Lando but I'm certain its a viable set on teams that otherwise struggle into defensive cores containing Skarmory (possibly some kind of Alakazam offense).
Politoed @ Eject Button
Ability: Drizzle
- Thief
Keldeo @ Choice Specs
Ability: Justified
Same as above. Eject Button + absurd Choiced mon is really potent. Politoed extra good because it can thief after Button activation and still act as a regular Poli.
Nidoqueen (F) @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 84 Def / 176 SpD
Bold Nature
IVs: 0 Atk / 18 Spe
- Stealth Rock / Protect
- Toxic Spikes
- Earth Power
- Flamethrower






<-what i've used the most but theres some other viable 6s
Queen. A bit like the Eject Button stuff, Nidoqueen PsySpam is something that I've had on the backburner for a while as a ladder farm tool but for this one I've never found the perfect opportunity to bring it in tournament. With my playing inspiration at an all time low it might never get its modern tour debut in my hands but if anyone reading this is intrigued I'd highly recommend giving this mon / archetype a try.
Nidoqueen is functionally the same here as in DPP - its a discount Gliscor that gets Toxic Spikes in a metagame where basically nothing good gets Toxic Spikes. TSpikes are,
in theory, super solid on PsySpam teams for a few reasons:
1) They wreck Tyranitar super super hard and completely turn the TTar vs CM Reun / CM Latias interaction on its head
2) They fuck up HO teams super hard by putting mons like Breloom, Cloyster, Volcarona, and Garchomp on a timer - these teams are normally a bad MU for PsySpam as they prey on the passive hazard mons and abuse your over-reliance on Alakazam to revenge kill stuff. TSpike flips the MU on its head nicely and allows you to reduce reliance on Alakazam.
3) PsySpam is inherently strong into the 1 match-up where TSpike is unusable - Tentacruel rain. Other TSpike teams, like rains themselves, can struggle a bit into the Tentacruel mirror depending on what your sweeper is, whereas Psychics are never really going to have that issue.
We've seen a dice TSpike Hail in the past (Aboma / Glisc / Exca / Tenta / Reun / Zam) but I really liked the idea of TSpike + Jellicent, which Hail would run out of teamslots for. The Sand above, using ScarfTar / Nido / Skarmory / Balloon Jellicent / CM Latias / Sash Alakazam is the strongest Nidoqueen 6 I managed to put together.
The spread is for these calcs:
252 SpA Choice Specs / Dragon Gem Latios Draco Meteor vs. 252 HP / 176 SpD Nidoqueen: 324-382 (84.3 - 99.4%)
252 Atk Garchomp Earthquake vs. 252 HP / 84+ Def Nidoqueen: 306-360 (79.6 - 93.7%)
You barely survive these two attacks, which feel like tidy benchmarks on both ends of the attacking spectrum to allow you that extra TSpike turn. Reduced Speed IVs lets you underspeed Skarmory, not super important but EPower on Roost is 2HKOing where Flamethrower can feel weak.
Other viable TSpike mons :
Tentacruel - obviously
Nidoking - fastest Pokemon to get Stealth Rock + Taunt + Toxic Spikes
Scolipede - fast lead dual Spiker than unfortunately does nothing to punish Skarmory
Forretress - Custap lead I guess
Roserade - dual Spiker but awkward trying to fit steels in alongside it
Cloyster - yea
Smeargle - don't laugh, but I think Smeargle can surely do something in this crazy HO metagame. Obviously gets every combination of moves in the game, and stuff like Lunar Dance / Destiny Bond / hazards / Rapid Spin / Encore make for crazy combinations as a 6th slot wildcard mon. We messed around with like TSpike + Lunar Dance Smeargle on a whac Acupressure Tentacruel team, helping it to stall out mons it otherwise struggles with along with giving Tenta a health+PP reset. Maybe something like that on some cheese is viable, who knows