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Yes, but it is very old (edit: it's not actually as old as I thought). Ideally they will update theirs to reflect what we end up with here. I will check with the Ubers leaders to ensure we are on the same page, however it is my understanding that the Ubers community has had limited interest in RBY/GSC Ubers in general so hopefully they won't be too wedded to the existing VR to acknowledge the upcoming 2019 VR as being the better resource.
Speaking of which, is there any point in making a viability ranking for RBY Ubers? I guess Mewtwo is the unquestionable #1 and Mew equally clear #2, but I'm curious to see what people think of the rest.
Speaking of which, is there any point in making a viability ranking for RBY Ubers? I guess Mewtwo is the unquestionable #1 and Mew equally clear #2, but I'm curious to see what people think of the rest.
No less than in other Tiers. In fact, I don,t think everyone thinks that Mewtwo is the best. I, for example, voted Snorlax as 1, Mew as 2 and Mewtwo as 3. And I don,t think that I was the only one at that.
No less than in other Tiers. In fact, I don,t think everyone thinks that Mewtwo is the best. I, for example, voted Snorlax as 1, Mew as 2 and Mewtwo as 3. And I don,t think that I was the only one at that.
Some notable trends here are that there were far more Fire Laxes than in the previous tournament, and Toxic use is widespread in general, especially on Mewtwo. In the previous tour, Toxic was only used in around 13% of battles involving Mewtwo; in this tour, Toxic's use has more than doubled. Corresponding with the rise in Firelax is a big drop in Forretress's win rate and a rise in Golem's win rate. Lugia's win rate is much lower than the previous tournament, as was Celebi's.
For lesser used Pokemon, Marowak (which was used by the winner of the tournament a lot), Heracross, Umbreon, and Blissey were particularly successful.
Hello everyone, hope y'all are doing well. This thread's been dead for a while so I figured I'd try to revive it. There's been a couple big tours in the last few months: first ROA Olympics, then GSCPL, and finally a GSC Ubers circuit tour. After seeing Fc make a post in the Ubers Old Gen Hub discussion thread, I was inspired to share the usage from these three tours:
Had to break this into separate posts since the usage stats are insanely large and I was past the 65000 character limit. S/O to cherryb0ng btw for compiling the GSCPL Replay Thread, was of great help for this. Also, there's no stats for ROA Olympics as replays weren't mandatory. :/
S/O Fc for compiling these, I greatly appreciate it!
From looking at the usage stats the first things that jumps out is the Snorlax usage, its at 100% in GSCPL and at 96% for the circuit tour, which very likely could have been even higher considering how many games had unrevealed mons. This is of no surprise, as Snorlax is irreplaceable in the tier as a special wall and a progress maker, with dangerous sets such as Lovely Kiss Curse and LK Belly Drum. Next up we have Mewtwo and Mew, just above and just below 80% respectively. It's clear that these are the best two ubers, and they make progress like no other. Later on in this post I'll delve more into some cool sets, that I've been running for them. After the two psychic behemoths, we have Forretress and Zapdos. When looking at the 2019 viablility rankings, it is interesting to note that Zapdos is ranked at the 5th best mon while Forre is the 7th, with Lugia at number 4 and Steelix at number 6. Obviously, usage doesn't necessarily reflect viability and the threat of Lugia in the builder forces teams to run dedicated checks (look at high Zapdos, Tyranitar, and Raikou usage), but it's still interesting how much more usage Zapdos and Forre have compared to it. One thing I will note, from spectating conversations and talking to people like Isa, is that people in early gsc ubers (such as when it was in UPL many years ago) didn't rate spikes as highly as they do now. Forre and Cloyster were much rarer than they are today, and obviously Isa can correct me if I'm wrong but a lot of his early dominance in the tier could be attributed to that. These days, I would almost never load up a team without spikes, as spikes are so crucial for making progress in the tier. Another thing of interest to note is that Steelix was the 6th most used mon in the circuit tour (aligning with its spot in the 2019 viability rankings) while only 11th in GSCPL. I'm personally not a big fan of it, as it has somewhat of a 4mss and is often can be baited to boom prematurely. Finally, the last usage I will touch on is Celebi and Ho Oh, the two other ubers in our tier, as a lot of players new to GSC Ubers often wonder why they aren't used as much. Celebi is 10th in the circuit tour in usage and 8th in GSCPL, while Ho Oh is all the way down at 14th and 16th. Celebi has somewhat of a niche on fat teams as the best cleric in the tier, but it has 4 mss and can often be pp stalled out of Leech Seed, which neuters its progress making. Ho-Oh faces similar problems of getting pp stalled, as Sacred Fire has limited pp and it really struggles to break through the super popular Resttalk Zapdos, that feels like it's on every team. I still think Hooh can be further explored. Theres some cool sets like Toxic + Nightmare to pressure rest mons that are used to absorb its status, but the current sets its running are underwhelming.
Next, I'd like to talk about some mons' win rates that really stood out to me. It's not that useful to focus on the GSCPL stats too much as the sample is only 16 games, but one thing I will say is that it's interesting how Cloyster's win rate is much higher than Forretress, while its flipped in the circuit tour. I think this could likely be to the fact that a lot of people tech for Forre in the more prep-heavy Premier League running random fire coverage on mons, while we saw less of that in the circuit tour. When looking at the circuit tour stats, the first thing I notice is the low win rate of Lugia. This confirms the metagame trend I had noticed earlier, where Lugia is being used less and has been less effective. People are simply just bringing teams that don't lose to it, bar running Aeroblast crits of course. Another thing I notice is that Golems winrate is high while Rhydons is low. The main difference between the two is Golem runs a spin set with boom and Rhydon runs a more offensive curse set. I think this shows how much spikes have become a central part of the metagame as winning the spike war is as important as ever, and of course boom is always great. I wonder if people are getting some inspiration from GSC OU as Golem has also been picking up in that tier. I'm not sure what to make of this high Exeggutor win rate. I feel like its probably more of whoever's been using it being good at GSC Ubers as opposed to it being a legit pick, that should more usage. Sleep and boom are obviously nice to make progress and it comes in on HP Water Zapdos pretty reliably, so who knows maybe people will explore more with Eggy offenses. Finally the last mon I want to touch on is Jolteon, who had a pretty abysmal 39% winrate in the circuit tour. I think growth pass is a viable strategy (and even agility pass into Marowak, Bomber. was farming people with that in a past GSC Ubers ROA tour), but it's challenging to play and often requires getting some 50-50s right on whether they are going to phaze meaning you should attack, or attack you instead meaning you should pass the boosts. I also think the current growth pass sample can be optimized and there is room to explore outside the current builds.
For the last part of this post, I would like to highlight a few sets that I've used that have been coming increasingly common in the metagame and sets that I've been using that I believe are underrated:
Lead Miracle Berry Mewtwo is something I theorized prior to GSCPL, and brought week 1 vs Isa. Basically the idea is that the two most common leads are Mewtwo and Snorlax, and they very often try to status you. Most of the time, opposing Mewtwo goes for either Twave or Thunder fishing for status. Miracle Berry lets you get your own Twave off for free putting you in an advantageous position. More often than not, lead Snorlax will click Lovely Kiss turn 1, either hitting your Mewtwo staying in or catching a switch to a normal resist, this again lets you get a free Twave off (or Dynamic Punch if you are running that) putting you in an advantageous position. I bolded Self-Destruct as I feel as one of SD or Recover is always mandatory on Mewtwo, and Recover variants really want Leftovers for stalling out opposing mons/fishing for misses. Thus, I can only see running Miracle Berry on boom variants. In the game vs Isa, it created a pretty funny turn 1, where I T-waved his lead (itemless) Mew and he Theifed my berry causing him to heal the para.
Snorlax @ Leftovers
Ability: none
- Lovely Kiss
- Double-Edge / Body Slam - Fire Blast / Earthquake
- Self-Destruct
This isn't anything too innovative to be fair, but pretty much all Lax's I've seen before GSCPL, were LK/Curse/Double Edge/Rest, with a few Curse RestTalk variants and the occasional Boom > Rest. This set is great at pressuring Lax checks early game, as it can sleep Rock types and Fire Blast Steels (I'd almost always run FB > EQ but I guess if your opponent spams Ttar or something could be good), making it function great as a lead. It's an excellent breaker for offensive teams that do not require the longevity and status absorb of Rest. As this set picks up in popularity (quite a few people were using it in GSCPL) make sure not to be too willy-nilly about switching in Forre or other Steels into Lax.
I'm not sure who came up with this first (Mr.378 likes to claim he did) but its amazing and honestly I think Flamethrower is the best 4th move on Mew, with Boom as a close second. This set aims to pray on the Forretress trend, and specifically Toxic variants that aim to status Mew or boom on it. Flamethrower absolutely cooks Forre, and if you get the right matchup with your other 2 coverage moves it can be unstoppable. Obviously, once more people run Flamethrower people will start expecting it and play differently around Mew, making Flame lose its effectiveness. Thus, I predict the metagame to adapt where first there's a rise in Fire Mews and then a drop in it as people find new 4th moves to deal with the new Fire Mew counterplay.
To continue with the trend of random fire moves to destroy Forre, this Cloyster set is really cool. Hidden Power Fire really helps win the spike war, stopping Forre from spinning and such. Icy Wind is also really cool on Cloyster (as people mentioned earlier in this thread) to get more precise booms off. Even Forres themselves are starting to run HP Fire more often. Not much more to add, spikes are just great in the tier and winning the spikes war is crucial for success.
On teams that do not require the status absorb of Rest Zapdos, this set can be very effective. My main inspiration for this set was I noticed that I would very often switch in Zapdos into Steelix to force them to boom, as they are walled otherwise. Steelix + Lugia is a very common core which uses this strategy of booming on Zapdos paving the way for a Lugia Sweep. Protect lets me switch in, and often protect on the boom. Many players don't see it coming, and I had three straight room tour games where I caught a Steelix boom. Protect is also great for scouting moves and gaining extra leftovers recovery. By freeing up a slot with Protect > Rest + Sleep Talk. This allows Zapdos to run WW to phaze out scary stuff like Lugia (Thunder can be unreliable vs a boosting lugia) as well as racking up spike chip vs teams that will switch in Raikou or Lax into Zapdos. Twave is also an option in this slot on para spam teams, such as my GSCPL finals team where I was paraspam + SD Marowak. Technically Reflect is an option too but I'm not much of a fan.
Overall, I think this tier is in great shape, with lots of activity from old and new players alike. People are continuously innovating and it will be fun to see the metagame evolve as more people begin to build. Like vani mentioned in his GSC Circuit Tour winpost yesterday, I really hope that GSC Ubers will be seriously considered for UPL, as there are tons of great players and room for growth. Finally, I'd like to ask if other people can share some of their favorite sets, or cool sets they used in these past couple tours. GSC Ubers is in a great place, and I'm excited to see what the future holds.
Thanks for you that read all the way through this, really appreciate you taking the time out of your day. Let me know if you guys have any questions, either here or in PMs would love to help you out!
Cool post. Will refer to this next time I want to learn more about Ubers.
Should also S/O Reecehughes who did the much more arduous task of compiling GSC PL usage stats.
Great post 64 Squares
I'm not great at writing big posts but I also wanna talk about some mons and highlight some of the sets and teams I used in these past tournaments. Generally I tried to experiment a bit more in the Ubers Circuit tournament but in the end I used mostly variations of like 4-5 teams I felt very confident with. I really wanted to try some different sets and mons so I'll probably dropping these ideas here too so somebody else might try and experiment with them.
The first mon I wanna talk about is Tyranitar. I'm probably the biggest Tyranitar fan atm out there. I used it in the Ubers Circuit tour 6/13 games and in GSCPL I think also once or twice. In my RoA Olympic, GSCPL and early Ubers Circuit tour games I mostly used the Phazer 3 Attacks set, sometimes with Rest for longevity to better check Mono-Lax. Later in the Ubers tour I shifted to mostly using Curse sets and I really love Curse on Tyranitar. I think it's even better than 3 or 4 Attacks. Once the opponent's Steel/Ground mon is dead, this set just wins or atleast makes big progress. You beat Mewtwo's without Submission/DPunch and force the opponents Mew to take chip which helps the rest of the team to beat/check it. And if you already have atleast 2 Curses up you beat Mew in the 1v1 most of the time. I used two different Curse sets, one with Roar and one with Sleep Talk, but Roar is far superior and should always be the first choice. I also used Tyranitar as a lead twice or thrice but a lot more people kinda adjusted for Tyranitar and Snorlax with their Mewtwo lead and play DPunch/Submission so Lead-TTar is very situational and comes down to the opponent tendecies.
I think the sets people are running at the moment are really optimized in my eyes. Curse Monolax with either LK or Sleep Talk, Curse + EQ, Curse + FB or and All-out Attacker set are the best options but I toyed a lot with Surf in the builder. I think in conjunction with Curse it could lure in mons like Steelix, Tyranitar, Golem and Rhydon and nails them hard. EQ and FB are doing a fine job as coverage options but Surf would be most efficient vs these four. I don't know how worth Surf would really be but I'll definetly try it out in the future.
Mew is definetly the scariest mon in this tier. Depending on the moves it runs it often has no checks besides forcing opposing Mews/Mewtows to boom or Snorlax to hit LK. I think Substitute and Flamethrower are really nice options for the last move if you don't wanna run Explosion. I'm not really a fan of Soft Boiled on SD Sets. But the set I wanna talk about here is the one I used on a stall team. The idea of the set isn't mine and I think it was posted in this thread before but I still wanna give it a highlight since I think it's quite a nice set for stall teams. Basically you want to pair it with a Belly Drum Snorlax but Curse Lax works too. Fire Blast is for the steels and and TWave Support helps vs opposing Mewtwos and Mews. Transform is really neat helping vs setup mons but it often comes down to Speed ties. I used it only once and in a semioptimal team, I'll definetly try different stall variants with this set and I see even some niche in offense teams.
The three electrics. Zapdos is undoubtedly the best one and 64 Squares also highlighted a nice set. I would probably ranking Jolteon much closer behind Raikou than it is at the moment in the Viability ranking. Even with the low win rate I think Growth pass is really potent and Jolteon is with his Speed stat a nice lategame cleaner. The only thing Raikou has going for him is that it's a nice secondary check for Mewtwo and Zapdos. I think you're pretty much forced to use RestTalk or else this is pretty much deadweight once it sleeps. I tried to use a double eletric team this tournament and was quite succesfull both times but it's a lot more matchup depending than in OU. I also think using HP Water is the far superior option over HP Ice. But with a increased Exeggutor usage and win rate this might change in the future. It'll be interesting to watch how that whole dynamic will change some sets and maybe even enabling some other mons.
The stall stable. To be honest I wasn't the biggest fan of this mon in the beginning since it's quite passive most of the time and invites a lot of mons onto the field and just annyoys them with Toxic and Leech Seed. I honestly think that sets with 0 attacks are unviable or atleast bad. You can't even really do anything to the opponent's Zapdos besides forcing one or two Rest PP. So when I decided to use a Celebi stall i tried to use a bit more offensive set with 1 attack and Perish Song which helps vs a lot of mons especially with Snorlax which can't just curse up and Mew when it's not SBall. It's also coming in clutch vs last mon setup. Since you don't have passive damage on this set without Toxic and Leech Seed you should atleast pair it with two Toxic mons.
Celebi @ Leftovers
Ability: none
- Psychic/Hidden Power Fire
- Recover
- Heal Bell
- Perish Song
Ho-Oh's usage and win rate was really low which wasn't surprising to me. I tried using and building with it but I'm really not a fan. It just feels useless a lot of times especially since it doesn't beat/check the top tier mons consistently. I think Curse and Toxic sets are definetly working with the right team support but often times a different mon feels simply more useful in Ho-Oh's slot. All-out Attacker sets are pretty bad. I played vs Ho-Oh twice and besides being annyoing with burning my mons it didn't do much and the one time I used it myself it did literally nothing and stayed unrevealed. I'll definetly try to use it again, probably in a stall team since I don't see Ho-Oh being working efficiently in a offensive oriented team.
I think Heracross is definetly underused. It's a risky but worthwile pick. It's a nice Mew check and OHKO's at +1 both Mew and Mewtwo. You've to be careful of Fire coverage from both but it can stomach 1 from Mewtwo and 2 from Mew if its Flamethrower. It helps also as a status absorber vs LK Snorlax. It's also a nice lategame cleaner if you get rid of Steelix and Zapdos beforehand.
I think Skarmory is not very good in this tier. It's main task is it to check Snorlax, Mew and Steelix but I feel like it often gets overwhelmed by one of them through fire coverage or a well timed boom and since often times these three are paired together Skarmory can't be used as the sole check for all three. Barrier Mewtwo, Steelix and Lugia are far superior options in my eyes.
Ghosts are a really interesting option in this tier since almost every team has boom mons and they've a lot of utility options with Hypnosis, Thief and Mean Look + Perish Trap. Misdreavus is probably the better option for more defenisve orientied teams since it has some recovery options with Pain Split and Rest while Gengar has more use in offensive teams with an extra boom. I think I only saw Gengar until now in teams from Mr.378 and with more tournament games this year to come I think ghosts could be really usable and benefical for a lot of teams. I'll definetly try them too.
Probably the most underused mon in this tier in my eyes. I also didn't use it at all but I think Umbreon could be really good since it could literally mono wall the top 3 mon in this tier in a match with the right set and force booms/generate setup opportunities for his teammates. I think it can use 3 sets, RestTalk, Toxic and Mean Look + Baton Pass.
Blissey is an interesting option for stall teams since it walls every special attacking mon but can be quite passive and abused. Blisseys biggest problem probably is being forced in by Mewtwo just to get boomed. Because of that I think Protect is a nice option on Blissey to catch the boom and to scout the opponent and get a extra turn lefties. Counter instead of Protect is also a potent option which should be tested.
Vaporeon is the latest ideas I toyed with but didn't dare to bring in this tournament. In a team where you catch the opposing Zapdos and Mewtwo with LK/Boom Vaporeon can really be potent with a RestTalk or Double Dance set especially the Doucle Dance I think. I really want to try that out soon.
This is by far my favourite team at the moment. Curse Snorlax, Steelix and Tyranitar share a lot of checks and together they whittle down their checks so lategame atleast one of them will get the chance to clean house. Toxic Mewtwo helps a lot by increasing the chip damage. With 3 boom resists the opposing Mewtwo will have a hard time breaking a hole in the team. SD Mew can be dangerous but with 3 booms yourslef and if you opt for it LK on Snorlax it can be handled. Probably the biggest threat for this team is lategame Jolteon and GrowthPass from Jolteon in general. A +1 or +2 Mewtwo will probably clean house, so you've to be careful. You can opt for EQ on Steelix to help with that matchup. Overall this team has alot of wincons and not a lot of bad matchups.
My take on double electric in Ubers. This isn't the best team since double electric kinda forces you to give up boom resists but with calculated decisions when you've to sack a mon for boom this team can be succesfull. I originally build this team because I expected a Jolteon GrowthPass team from my opponent which this team has a nicely matchup against. I opted for a Reflect + Roar set on Raikou to have the best answer to Jolteon but generally having the sets switched on the elctrics is better. You've to be careful with using Refelct and Curse on Lugia because of the overflow mechanic but having Reflect up helps Lugia to directly phaze the Mew out without the need to Curse up first.
This is the Celebi stall I used in the semifinal and final of the Ubers circuit tournament. It has a couple of wincons in Snorlax, Steelix and Lugia. I'm not sure anymore why exactly Steelix is running 2 attacks. You can change it to Explosion or even Rock Slide. Explosion is probably better. Barrier Mewtwo is a monster, literally unkillable without hax and always can force the opponents setup mons to Rest so you can switch out afterwards and phaze it then. Perish Song Celebi helps greatly with that.
This post went way longer than I planed lol. Please excuse the grammatical and spelling mistakes but it already took way too long to write that post that I can't be bothered checking it again. Really happy with the recent spark in discussion here and in the Ubers Old Gen Hub and I hope a lot of other GSC Ubers players also posting their thoughts/sets/teams especially Mr.378steelskitty and Staxi. I also think that it would be the perfect time to update the Viability Ranking Earthworm with the recent tournament and player activity.
Now, i don't know a great deal about gen 2 ubers, but i thought Lugia would rank higher than it did, it still ranks high, but i thought the fact that its basically unkillable would give it top 2.
Speaking of which, what even kills it? Boosted explosions, what else?
Its movepool is not wide as mew or snorlax, but it can break stuff with aeroblast crits, so it can do damage as well, though of course the lack of PP is a problem, it can also whirlwind pokemons that sets up(works well with spike support, i'd imagine).
It just seems to me that unless you sacrifice something, you can't actually kill it, so it can just sit there and PP stall, am i correct?
Now, i don't know a great deal about gen 2 ubers, but i thought Lugia would rank higher than it did, it still ranks high, but i thought the fact that its basically unkillable would give it top 2.
Speaking of which, what even kills it? Boosted explosions, what else?
Its movepool is not wide as mew or snorlax, but it can break stuff with aeroblast crits, so it can do damage as well, though of course the lack of PP is a problem, it can also whirlwind pokemons that sets up(works well with spike support, i'd imagine).
It just seems to me that unless you sacrifice something, you can't actually kill it, so it can just sit there and PP stall, am i correct?
You don,t need to kill Lugia, you just PP Stall it. This works even with offensive teams, since 8 Aeroblasts are way too few.
Also, Zapdos (in my opinion) is the 4th best Mon in the Tier and it actually counters Lugia hard (all sets) and threatens everything else too with powerful Thunders. Similarly, Raikou is a good Mon that only fears EQ. Jolteon can even boost with Growth, scare Lugia away and use Baton Pass.
Lugia checks many things but doesn,t actually make progress unless with Spikes vs no Spinner and no Spikes. So, thats why its not a Top 2 Mon (and for me personally its somewhere between top 5 and top 10). Snorlax is the best Mon everyone has to use and prepare against. Mew uses SD and has very good coverage (also some Transform, Thief and status sets) and also has to be in 99% of teams. Mewtwo is a good breaker that also threatens everything. Zapdos is immune to Spikes and status-absorber that also threatens everything except some Ground + Celebi teams, all this while spreading paralisis. Lugia however just walls and sits there. Eventually it will get a Status, a crit or is PP Stalled. Its not bad, just not the same level of good as the 4 best Mons.
curse mewtwo is a terrible set and should not be used.
mewtwo has three strengths that makes it an incredible pokemon: its speed, its coverage and its raw strength. curse boosts a stat where mewtwo is not strong and has no STAB option, has limited and predictable coverage (submission + shadow ball), and removes the speed advantage. even at +1, mewtwo's physical moves are not strong enough to actually be a serious threat, since we're dealing with 80 BP moves without STAB. case in point:
+1 Mewtwo Shadow Ball vs. Zapdos: 104-123 (27.1 - 32.1%) -- 57% chance to 4HKO after Leftovers recovery
+1 Mewtwo Shadow Ball vs. Mew: 187-220 (46.4 - 54.5%) -- 6.8% chance to 2HKO after Leftovers recovery
+1 Mewtwo Shadow Ball vs. Ho-Oh: 99-117 (23.8 - 28.1%) -- possible 5HKO after Leftovers recovery
+1 Mewtwo Submission vs. Cloyster: 122-144 (40.2 - 47.5%) -- guaranteed 3HKO after Leftovers recovery
(you're slower than all of these too now, btw)
+1 Mewtwo Submission vs. Forretress: 74-87 (22.4 - 26.4%) -- possible 5HKO after Leftovers recovery
+1 Mewtwo Submission vs. Steelix: 112-132 (31.7 - 37.3%) -- guaranteed 4HKO after Leftovers recovery
most likely, your mewtwo will get statused from a thunder, toxic or lovely kiss, you're forced to switch out because mewtwo isn't actually that bulky, and when you come back in you won't get mewtwo going because you're still statused and mewtwo hates every single status under the sun, and +0 mewtwo tickles everything not named ttar.
if you want to run a submission/shadow ball sweeper with a recovery move, sd mew is right there. naturally bulkier, has alternate moves that may cause your opponent to send the wrong mon in, does not lose its speed when boosting, and boosts quicker.
curse mewtwo is a terrible set and should not be used.
mewtwo has three strengths that makes it an incredible pokemon: its speed, its coverage and its raw strength. curse boosts a stat where mewtwo is not strong and has no STAB option, has limited and predictable coverage (submission + shadow ball), and removes the speed advantage. even at +1, mewtwo's physical moves are not strong enough to actually be a serious threat, since we're dealing with 80 BP moves without STAB. case in point:
+1 Mewtwo Shadow Ball vs. Zapdos: 104-123 (27.1 - 32.1%) -- 57% chance to 4HKO after Leftovers recovery
+1 Mewtwo Shadow Ball vs. Mew: 187-220 (46.4 - 54.5%) -- 6.8% chance to 2HKO after Leftovers recovery
+1 Mewtwo Shadow Ball vs. Ho-Oh: 99-117 (23.8 - 28.1%) -- possible 5HKO after Leftovers recovery
+1 Mewtwo Submission vs. Cloyster: 122-144 (40.2 - 47.5%) -- guaranteed 3HKO after Leftovers recovery
(you're slower than all of these too now, btw)
+1 Mewtwo Submission vs. Forretress: 74-87 (22.4 - 26.4%) -- possible 5HKO after Leftovers recovery
+1 Mewtwo Submission vs. Steelix: 112-132 (31.7 - 37.3%) -- guaranteed 4HKO after Leftovers recovery
most likely, your mewtwo will get statused from a thunder, toxic or lovely kiss, you're forced to switch out because mewtwo isn't actually that bulky, and when you come back in you won't get mewtwo going because you're still statused and mewtwo hates every single status under the sun, and +0 mewtwo tickles everything not named ttar.
if you want to run a submission/shadow ball sweeper with a recovery move, sd mew is right there. naturally bulkier, has alternate moves that may cause your opponent to send the wrong mon in, does not lose its speed when boosting, and boosts quicker.
It's a bit of a wild team, but it's collectively gone about 28-2 in tour games over the past year that I've used. I actually used it in every single game in RoA Spotlight Tour, and almost in every single game in GSC Ubers tour. I originally made it for UPL Finals vs dawnbuster in which it won pretty decisively, and the premise I think is a bit busted. It may take some getting used to (for example the Snorlax counterplay is very specific, in that you need to not get M2 slept and otherwise handle it with tox/rest Forre and Roar Kou once it sleeps), but if you can figure out how to do that well then there aren't that many MUs that you won't have a solid chance to win.
Not sure where to post samples but Lasen tagging you here to add it wherever that is.