Scattered thoughts about stuff from CAPPL that I was experimenting with but never got the chance to really see in action, click on minisprites to see sets

Stellar Cawm compresses a lot of what you'd want from tera Flying and Steel, being able to OHKO Pult and Darkrai with stellar BP and get much better rolls on Argh/Ghold/Skarm/Cresceidon etc with stellar Acro. Since Cawm usually just needs to break past a single defensive and/or offensive check before winning the game outright, it doesn't care that much about the tera boost disappearing after each move's first use. Argh being forced to sometimes run different teras to deal with Stored Power Chuggalong also means Cawm has an easier time dealing with it, like in
this game. Cawm remains a huge matchup fish, but it's surprising how well it can perform. I think this current meta state is a little less hostile to it than earlier this gen.

We were theorizing boots 3atk + encore sets as a way to leverage Chugg's great coverage and defensive utility on less offensive structures - 120/115 offenses (soon to be 120/108...) really aren't bad at all, and being able to compress Hemogoblin counterplay as a wallbreaker can give your team a lot more freedom in what defensive backbones you're allowed to run. LO 4atk Chugg was not our idea, it's something the 1v1ers were running to punish greedy Mirror Herb hard switch-ins, but it's a pretty cool set if herb/red card on random stuff starts seeing more usage again. I'd also encourage people to keep experimenting with Throat Spray sets; during playoffs, both the Syclants and us Hemos were messing around with different Teras/EVs/coverage in conjunction with Stored Power.

With how important priority is in SV, not every team will prefer the utility of Spin over Quick Attack. Rapid Spin Cari is pretty inconsistent at clearing hazards anyways - the mon gets more use out of the Speed boost, but QA paired with Lum or Tera Fire lets it win the Dragapult matchup regardless, and investment in bulk means you're harder to revenge kill in general. HP investment, boots, checking the priority box, and Hyper Drill > Double Edge also lends to bulkier archetypes much better than the standard offensive set. I've seen a lot of people run random Caribolt on balance, and I don't usually agree with it, but I think it works better with a set like this.

Nothing fancy, just sub CM Enamorus. Most Libras are dropping Flash Cannon for recovery these days, turning it from a hard counter into an annoying nuisance at worst and setup fodder at best. Venom is still a problem, but has been slowly dropping off in usage / viability for a long time. Solid mon into a lot of the Gking / Argh / Gliscor fats and Lando BOs.

This set is also nothing new, but deserves shouting out since it's never really used anymore. I think RS + Helmet is a solid pick on some BO teams, doing a great job at speeding up progress vs defensive mons like Argh, Lando, Libra, and being uniquely capable of forcing chip on fast offensive pivots that could otherwise avoid taking much damage all match. I had this with DD Kyurem on one team for its ability to put Weavile/Hemo/Cinderace in range of EP/+1 Spear and chip down Argh/Libra. Taunt and Healing Wish are both better support for offense than for the balance teams that Multiscale Cres is usually seen on, so get creative with its last move.

We actually loaded the Fling set once, though it didn't end up hitting anything. Surprise paralyzing a Gliscor and to a lesser extent Libra/Lando is a ton of value - paralysis is great, and no one expects a Lando to paralyze anything. Fully dropping a Gliscor or Lando is obviously huge too. I think both of these sets have seen some OU tour/ladder play, but haven't seen use in CAP yet. Definitely niche, but not bad either.

NASCAR Libra... we actually ran variants of this set a lot, so I'm just here to hype it up. Libra's a great alternative (or supplement) to Lando-T on offense/BO, being one of the few checks to TWave Hex Ghold that offense can fit, generally being a great buffer against special breakers, providing reliable hazard removal, potentially Healing Wish support (also cool for setting up DD combos) or a Red Card out vs Chuggalong/booster mons, and something that can situationally switch into problematic mons for offense like Gambit/Hemo and force them out. EVs are pretty flexible, can run more speed or special bulk or whatever - just max HP, hit 200 speed minimum, the rest can go anywhere. I voted Libra S- on the most recent VR slate because of recent set adaptations like this allowing it to be way more versatile in the structures that it fits on.

Beats any team without a venomicon or garg on it