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SP Shared Power

OMCL Wrap Up

OMCL was the first team tournament in a long time to feature Shared Power. Finals are ongoing, and with no Shared Power picked, all SP games have been played. I'm going to post my teams here and comment on the games. I am a big bad tournament player now, and as such am obligated to say stuff like "that works on ladder but would never work in tournament play". Just kidding. This was a pretty weird tournament since everyone I played was a novice at SP. The best players are definitely still the people at the top of the ladder. Nevertheless, six games against thoughtful people with fresh perspectives was exciting.

Thanks a lot to Goldbanker27 for helping me prep. Your insights were fantastic, and my record would be much worse without you. I think you have some of the deepest understanding of anyone of this meta and are one of the few people that can build teams of any style. If there's ever another SP tournament, I would not be surprised at all to see you make a big run. Also, thank you to Potatochan for bringing fresh eyes and ideas to our team's prep. Finally, thank you to prunyy and Lightniong for slotting me six times, and the rest of the Machamps for playing a fun season. Next year is our year. Now without further ado, let's get into the games!

Week 1
:flutter-mane: :ting-lu: :houndstone: :heatran: :giratina-origin: :okidogi: vs :perrserker: :solgaleo: :iron-crown: :dragalge: :samurott-hisui: :houndstone:
My team - The replay
Flutter Mane balance

The first thing that I did after getting drafted was ask Goldbanker27 to help me prep. We started out with this Shield Dust Flutter Mane team, which I had just used to hit #1 on the ladder. That success gave us a firm foundation to build off of, and we produced my most detailed team to date. Since Axzel had never played SP before, I was expecting them to load a linear playstyle. Steel spam, grassy spam, and stall were at the top of my list to prep for. Testing with Goldbanker revealed a big Heatran problem, as well as weaknesses to Basculegion-F and Lilligant-H. In light of those struggles and what I expected to see, adding my own Heatran was a no-brainer. Heatran's IDBP set provided a backstop against physical attackers that Houndstone can't handle, like Ogerpon, Cloyster, and Scale Shot Dragons. Specially defensive EVs with Iron Defense allowed Heatran to cover a lot of roles defensively. We still had a Lilligant-H problem, so we added Okidogi. Goldbanker came up with this EV spread for Okidogi, and I really like it. Hitting 230 speed is the new version of hitting 210. The speed tier gets right above some key ability donors in Crawdaunt and Golurk, both of which are threats to this team. Rocky Helmet, Drain Punch and defensive EVs ensure that even Triple Axel Encore Lilligant sets can't beat Okidogi. That insurance against Triple Axel freed me up to add Giratina, carrying another Goldbanker EV spread. This set outspeeds Basculegion-F and kills it with Poltergeist while threatening a KO on Porygon-Z with Draco Meteor. Porygon-Z was a big threat after dropping Frosmoth and Terapagos, so we ran with this funky set. Houndstone and Ting-Lu are pretty standard sets. I was pretty down on Houndstone at the time (still am) but thought it was good noob-crusher insurance in case Axzel tried bringing a basic Lyacanroc/Crawdaunt/Quaquaval ability-stacking offense. Ting-Lu carries Earthquake to beat Rocky Payload teams. I think Levitate usage in general is down, too. Overall, I think this team has a lot of progress-makers and offers flexible routes for winning games.

:perrserker: :solgaleo: :iron-crown: :dragalge: :samurott-hisui: :houndstone:

Axzel did indeed bring steel spam, loading a recently-posted team by Levy'sChair. The sets turned out to all be the same, but I was cautious about modifications and tried not to assume too much. This matchup was about as good as I could ask for. On turn 2, I made a pretty nice play by hitting Perrserker with Ruination. I could have KO'd with Earthquake, but I wanted to conceal that information. Solgaleo carried Close Combat most likely, so my best bet to kill it would be to bait a matchup against Ting-Lu and then snag a surprise KO with Earthquake. That Ruination was the last good play I made this game. What should have been a 6-0 came down to the wire. I blew Memento early with Houndstone, hoping to get some value before Solgaleo came out. Bringing Heatran out before Okidogi was a disaster and a total choke. I tried to 6-0 but only ended up beating the Samurott. I did get the Ting-Lu kill on Solgaleo later. Flutter Mane's Pain Split , CM, and Tera Electric were enough to close out the game against a scary Iron Crown... except I got crit and then could have lost if Houndstone had Poltergeist. Despite my nearly blowing it at every turn, I don't think Axzel could reasonably hope to win that matchup. If they did anything wrong, it was pivoting around early with Dragalge and Samurott. SP rewards damage and trading more than pivoting, in my opinion. Chunking me down might have prevented my Ting-Lu from trading with Solgaleo and Perrserker. That said, Axzel almost pulled off a win in an impossible matchup, so I can't criticize too much.

Set of the Week
:sv/flutter-mane:
Flutter Mane @ Booster Energy
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Pain Split
- Moonblast

I had laddered BH a little before the tournament started, and I was impressed by how effective Flutter Mane could be at beating Blissey with Pain Split. Special breakers that can beat Blissey obviously have huge value in this meta, too, so I started building around this set. What I like best about the set is that Flutter can enter the game at any point and get value. Flutter Mane carries lots of utility as a combo breaker, revenge killer, and setup sweeper. It can taunt hazard leads, it can revenge kill fast threats to the team like Iron Valiant, and it can set up in Iron Crown's face to win the endgame. So few mons in this meta are able to fill distinct roles at different parts of the game, so I value the flexibility that this set gives me. Moonblast is the STAB here since it has no immunities and has good power. Taunt allows Flutter to crush the kind of fat Arceus setup builds that I saw in week 6 along with most stalls. I had Tera Steel on the Shield Dust version, but Electric preserves a Steel resistance while also only taking 12.5% from Salt Cure.

Week 2
:krookodile: :lilligant-hisui: :golurk: :solgaleo: :houndstone: :okidogi: vs :basculegion: :baxcalibur: :roaring-moon: :whimsicott: :cloyster: :shiftry:
My team - The replay
:krookodile: :lilligant-hisui: :golurk: :solgaleo: :houndstone: :okidogi:
I had never played in a tournament before this one, and it showed in my approach to prep for this week. Axzel had been pretty conservative, picking a proven team with a linear playstyle. I saw no reason why tbp24 should do differently. Both players are experience tour grinders, and I thought they'd both have no problem receiving teams from other people. With that mentality in mind, I circled a few teams in this thread that I wanted to beat: both stall samples, the long reach Maushold sample, and both of my Terapagos sash spams. The end result was a team that was pretty shaky on the ladder but would do the job that I believed it needed to do. In retrospect, this approach is pure matchup fishing, and I completely misunderstood how tbp24 would prepare.

Mea culpas aside, the team here is a basic Hustle build with a Moxie lead wrinkle. I've posted before about how I like Moxie leads since they allow a team to capitalize on every KO in the game. In a trade-heavy meta like this, having that 1.5 threat on the board immediately is far more valuable than activating it late game. Houndstone is on the team to ease Agility setups for Solgaleo. Solgaleo is the heart of the team and is supposed to leverage its bulk to beat offensive threats that would otherwise run over the frail rest of the team. The team's speed control relies on Solgaleo outspeeding most stuff at +2, which came back to bite me in the game.

:basculegion: :baxcalibur: :roaring-moon: :whimsicott: :cloyster: :shiftry:

Tbp24 was kind enough to provide the paste for their team, which you can see by clicking the sprites. Tbp24 understands that the ethos of Shared Power is to go fast and hit hard. Tailwind is good traditional speed control, and there's a smattering of priority and bulk here. The offensive potential is high, with Wind Rider giving an immediate 1.5x boost and Cloyster enabling some high-BP moves. The abusers in Baxcalibur and Roaring Moon are generally bulky enough to avoid OHKOs from neutral priority. Whimsicott is an innovation and reliably sets Tailwind for the abusers. This kind of set is exactly what I was hoping to see by joining OMCL: something that is new and pushes the meta forwards. The only thing I don't like is that Whimsicott doesn't have Encore. I think this team is really good at running over bulky offenses and breaking ability-based stalls that lack steels. Where it falls short, in my opinion, is against priority-heavy Comfey/Lokix HOs and against Tera Steel users. That second one sounds like a nitpick, but this is Shared Power. You WILL face a Steel IDBP set, be it the Heatran I brought in week 1, the Garganacl that I brought in week 4, or the Arceus that DripLegend brought in week 6. In general, this team lacks a way to beat the "BS factor", like fat Arceus setups, Steels with berries, Heatran with a bunch of immunities, Lokix, Unaware Dondozo with all the extra abilities, just all the stuff that makes you throw up your hands and say "Why is that legal?". Encore on Whimsicott would solve so, so many of these issues.

All that said, these six mons form a fearsome engine that were more than enough to beat me. In the game, I knew from preview that I had misunderstood how to prep and faced long odds here. I brought Levitate, Flutter Mane, and IDBP Heatran last week! Why was I looking at Toxic Spikes Shiftry, and Cloyster, and Baxcalibur, and Roaring Moon??? Cloyster did big damage right away. I blew Houndstone's Memento for nothing. The game quickly spiraled out of control. Whimsicott loomed in the back, presumably with Encore, which would squash any attempts to set up enough Agilities or Victory Dances to outspeed Tailwind. I started taking kills with Solgaleo, playing for a desperate endgame where Tera Fairy Lilligant could hopefully catch a Scale Shot and land an Encore of my own. Tbp24 wisely picked up the final kill with Icicle Spear instead, and that was that.

Set of the Week
:sv/roaring-moon:

Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 32 HP / 220 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Dragon Dance
- Iron Head
- Tailwind

Tailwind Booster Speed Roaring Moon is a cool way to go ridiculously fast. At the cost of a free turn, it outspeeds even the very upper echelons of the speed tiers. Tailwind and Dragon Dance on the same set is a little greedy, and Taunt over either one would probably be better. Tera Steel is a good catch-all type to get an extra setup opportunity.

:groudon: :flutter-mane: :walking-wake: :dragalge: :ting-lu: :raging-bolt: vs :flutter-mane: :cinderace: :lycanroc-dusk: :comfey: :groudon: :solgaleo:
The replay
The first SP game that I wasn't involved in! Both teams opted for sun, with GlalieGoesBoom bringing a Proto spam and Electra102 carrying a Tough Claws build. I like GlalieGoesBoom's team and admire its restraint in packing only Adaptability as a shared boost. Ting-Lu plus special spam is a time-honored build to cancel out opposing Vessel of Ruin, but I was a little surprised to see it here in a non-mainer game since the synergy is not obvious. For Electra102's part, there are a few more moving pieces, with Libero powering up the Dark coverage on Lycanroc and Solgaleo. I like Libero Tough Claws Sucker Punch a lot, and I like coupling it with Solgaleo to beat Fluffy.

GlalieGoesBoom seized momentum early with Eject Button Groudon, pretty cool. Electra102 went all in by popping Tera on Comfey, but it did not do the kind of damage that was hoped for. Seems like Tough Claws alone was not enough of a boost. From the damage, Comfey was probably carrying Specs, so I understand going all-in there to beat a dangerous Walking Wake. Wake does pretty well against most of Electra's team barring Comfey and Flutter Mane. Without many pivots, I understand trying to nail the kill to prevent Wake from picking up a KO every time it came in. The counter-Tera won the day, though, keeping Wake alive and stealing a kill on Comfey. Both Solgaleo and Lycanroc had Focus Sash, which was neat paired with Court Change. I am a big fan of multi sash teams and it was nice to see someone confirm that preference. The final pivotal turn of this game was when Raging Bolt sniped Groudon with Solar Beam. SP does not see a lot of Solar Beam Raging Bolt, but maybe we will see more of it. Electra's Groudon had a pretty good position otherwise, so that was a big kill.

All in all, I like both of these teams, and I thought they were pretty sophisticated. I especially admire the restraint that both players showed to only stack a couple of boosting abilities.

Week 3
:archaludon: :blissey: :ho-oh: :toxapex: :wo-chien: :corviknight: vs :dragonite: :houndstone: :heatran: :basculegion-f: :ting-lu: :azumarill:
My team - The replay
:archaludon: :blissey: :ho-oh: :toxapex: :wo-chien: :corviknight:
After the last week's loss, I realized a couple of things. First, I remembered that I was the best SP player in the tour pool, and I didn't need to cteam anyone. Secondly, none of the teams brought so far had great breaking tools. I dusted off my old Toedscruel stall and discovered that it really needed Zamazenta to cover Hustle and other immediate boosts that couldn't be phazed away. This stall is a polished up version of a similar concept, where I try to limit opposing boosts with phazing. Meanwhile, we limit boosting abilities with Wo-Chien and general bulk on both sides of the spectrum. Pressure shortens the lifespan of breakers that we can't limit long term while also providing a wincon against opposing fat stuff. Since I added Pressure, I wanted Leftovers over boots most of the time. That way I could heal without burning pp in long games. I chose Corviknight as the Defogger and Pressure donor over Giratina since Corv is immune to Spikes. Ball knowers have already realized, but this team was heavily influenced by finnaggann / Mhie Mhie's work on stall, as well as InkyDarkBird's double regen stall. I added Archaludon and Shed Shell Pex to their ideas. Arch is great for bursting its defense to great heights. I think Wo-Chien's biggest limitation is that it's rather easy to outboost a .75 multiplier. As such, Wo-Chien appreciates a teammate that can boost side by side with the opponent. Zamazenta used to fill this role well, but since the ban, I have used Archaludon to similar effect in this narrow role. Shed Shell Pex lets me burn Magma Storm PP to ease the matchup with Taunt Heatran. I like Infestation on Pressure stalls since it forces the opponent to stay in and burn PP. The biggest weakness of this team is that we don't have hazards, so a way to keep the opponent from switching forever is appreciated. That's also the reason why so many of these mons have a setup move, like the weirdly aggressive Blissey moveset. I really like this stall, and I'd recommend it for a sample except that we already have two stall samples.

:dragonite: :houndstone: :heatran: :basculegion-f: :ting-lu: :azumarill:

I LOVE THIS TEAM. Very cool team, probably my favorite of all my opponents' teams. I've said it before but I think that IDBP Heatran occupies a privileged seat in the meta and answers so many styles. Tran/Houndstone/Ting-Lu is tried and true, but what is really exciting to me is the Azumarill slot. These first five mons have a huge weakness to Lilligant-H with Triple Axel plus stabs. Belly Drum Azumarill is an awesome way to cover the weakness without being overly passive. The Dragonite set also threads a needle, being offensively threatening and defensively helpful. If I were going to change anything on the team, I would drop Roost on Dragonite for Encore, or I would drop Flash Cannon on Heatran for Taunt. Either way, it could use a little X factor. Beyond that, though, this is a really solid build that has lots of flexibility and puts the game in the player's hands. Ballfire helped with prep, which I'm sure influenced the solidity of the defensive core.

This game was 167 turns long, and I won in the end with Pressure stall. I'm going to skim the replay but not recap everything. Bulk Up Corviknight proved to be a wise choice, as it allowed me to Defog and Roost even in the face of Ting-Lu's Earthquake. Basculegion exposed my lack of hazards early, forcing in Blissey and chunking it with Flip Turn. I was eventually able to claim a kill on Basuclegion with a +5 Ho-oh, which was the beginning of the end for The Hisui Region. I had an answer for everything except Basculegion: Corviknight answered Ting-Lu, Ho-oh answered Houndstone, and Toxapex answered Dragonite. It was all smooth sailing until Azumarill popped off with Belly Drum and gave me a heart attack. After many calculations, I hazed with Pex and all was back to normal. On turn 132, I took a dumb chance and tried to pick up a Hurricane kill on Azumarill. Ho-oh missed and lost its boots. Why did I do that? Well, we had been playing for over 30 minutes and my butt was getting numb since I had sat down to prep much earlier. I was able to boost Ho-Oh up several times this game, but I feared Scarf Trick Houndstone and frustratingly had to switch out every time it came in. Houndstone was Toxic'd, though, so the interaction favored me over time. In the end, I was able to chip THR's team enough to punish infinite switching and force PP usage. Long game but my team did the job it was designed to do. Outside of the Knock turn, I think this was my best-played game.

Set of the Week
:sv/ho-oh:
Ho-Oh @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Whirlwind
- Recover

Physically defensive CM Ho-oh is the cousin of my Heatran set in week 1. Fire is such a nice typing that checks Steel spammers and Ogerpon. This set sits on pretty much every Flutter Mane set, even Psyshock. Physically defensive Ho-oh is not common in our meta, despite being commonly seen in stuff like MnM and GG. This set carries Whirlwind to give me the board control that is crucial to this team. Mono Hurricane is wacky, but CM is important to give a backup special check to keep Blissey from getting overloaded. Tera Ghost lets me escape from Taunt Heatran. Paired with Toxapex, Taunt Heatran is not a threat to this team, despite not carrying a Flash Fire of my own.

Week 4
:trevenant: :gastrodon: :giratina: :garganacl: :maushold: :nosepass: vs :blissey: :giratina-origin: :houndstone: :ting-lu: :dondozo: :klefki:
My team - The replay
:trevenant: :gastrodon: :giratina: :garganacl: :maushold: :nosepass:
This team needs no introduction. I did not build it, finnaggann did, so I am free to lavish praise upon it. Nosepass looks like a meme, but this team is genuinely the most consistent build of 2025. The Educated Fool used it to nearly achieve a 90% GXE, which is unheard of in this metagame. I have never seen another team that managed to integrate double hazard removal. DOUBLE HAZARD REMOVAL. D-O-U-B-L-E. Insanity. It's hard enough to fit one spinner usually. This team is a Pressure stall with FEAR characteristics, as the other five members of the team are a formidable stall core in their own right. Nosepass often plays more like Shedinja in OU, walling certain threats that are otherwise unreasonable to wall. Given hazard removal, Nosepass can wall every single special move (outside of Photon Geyser lol). With that expansive blanket check in mind, I shifted Giratina's EVs away from the SpD of the original version over to physical defense. I also switched Destiny Bond Trevenant to Knock Off, which turned out to be pivotal. Nosepass should really have Gravity over Smack Down, which came back to haunt me in the game.

I kept this team in my back pocket all season until Week 4 as a get out of jail free card. My original plan was to bring this funky Ganlon Berry Volcarona team with Ripen. FlamPoke is a Real Tournament Player who would never leave home without Stealth Rock. I was actually expecting to play against an offense this week. The plan was to switch Volc into rocks, get an instant +2, and win the game from there with Quiver Dance. Playtesting indicated a stall weakness, though, so I scrapped the team the day of the game and loaded up the Nosepass Pressure stall instead.

:blissey: :giratina-origin: :houndstone: :ting-lu: :dondozo: :klefki:
FlamPoke had a week to learn the metagame and opted to build an original stall. Gotta admire the chutzpah. This stall has a few things I like and a few things I don't like. First, the good:
- Iron Defense Klefki is neat. A fundamental question for stall is "how do I boost my defense before getting hit by this Adaptability Tough Claws Hustle Close Combat?". Prankster ID is an effective way to deliver defense without incorporating awkward stuff like Gogoat.
- Dondozo is generally rising, and its inclusion is a heads-up move. A lot of new builders would opt for Wo-Chien here, which would be good too, but Dondozo checks a few things that Wo-Chien does not like Cloyster, Solgaleo, and physical Download abusers.
- Levitate + Klefki + Ting-Lu is an efficient way to create infinite switchability.
- Ting-Lu has a fine set. Spikes are up right now.

Now the stuff I don't like:
- This Giratina set is not good. It would have been good a year ago, but WispHex gets its lunch eaten by Garganacl so badly. It turns Gira into a complete momentum sink against fat. Offenses generally aren't that afraid of Wisp Gira either, as Gira often has to burn tera to actually get that Wisp off.
- Draining Kiss Klefki and Avalanche Dondozo in a meta with Fluffy Heatran is a bold choice. This whole team is Taunt Heatran bait, and these two movesets did nothing to help. Stored Power over Rest would be far more threatening. I think that players new to SP often try to over-synergize and incorporate shared abilities at every opportunity.
- Coupled with those two sets, the no-attacks Blissey completes the team's tendency to do nothing and hope the opponent runs out of gas. PP stall is good right now, but this team left Pressure at home. Regular Giratina would have been better over Gira-O. Unfortunately it seems like FlamPoke did not keep up with the recent literature about stall's relationship with Levitate.
- In general, this team has no wincons. You can call Dondozo and Klefki wincons if you want, but the counterplay to those two is common outside of very linear offenses. The team is chock full of crit-me-nots that seemingly want to boost and stay on the field, but using Natural Cure requires switching. I feel like this team should have picked one of Shell Armor or Pressure and then changed some sets accordingly.
- This Houndstone set of Wisp/Night Shade/Protect/Rest is just way, way too passive.

Overall, this team is internally inconsistent, and I do not think it is a good team. FlamPoke threw a little fit after the game in OMcord about SP. But when you bring a team as out of tune with the meta as this one, there are no valuable insights to be had.

I did not watch this replay, and you shouldn't either. The game went for 655 turns and ended in a 6-4 forfeit. Speaking in broad strokes, here's what I think were the key points of the game:
- Pressure won me the hazards war. I was a little worried that FlamPoke might try to only set hazards after I had set rocks. I was prepared for that scenario, as berries would allow me to more comfortably weather hazards than FlamPoke's lefties mons. But FlamPoke decided to use hazards at will, allowing me to drain all of their PP. Pressure also took away all of Gira-O's Defogs, letting me keep rocks up. Rocks and Pressure were clearly my wincon, and I just had to do enough chip to keep Dondozo and Klefki from setting up too much. I thought that Klefki was Stored Power for most of the game, leading to me playing pretty aggresively against it.
- My goal for most of the game was to land Knock Off with Trevenant on as many Pokemon as possible. The two that really mattered were Ting-Lu and Klefki since they could otherwise switch infinitely. I burned a lot of Curse PP early trying to get Houndstone and Giratina to burn their Rests. They effectively blocked Knock for a long time but eventually succumbed. I played way too aggressively early with Knock Off's PP, and Trevenant was down to one PP at the end. I do not really know why my opponent allowed Ting-Lu to take a knock, but losing infinite switchability effectively ended the game. After I knocked Ting-Lu, my biggest worries were Stored Power Klefki and the thought that FlamPoke could possibly push the game to a 1000 turn tie. A final Knock Off on Klefki put my fears to rest.
- Using Smack Down over Gravity on Nosepass was a big mistake on my part that greatly limited Nosepass's ability to make progress.

Set of the Week
:sv/giratina:
Giratina @ Sitrus Berry
Ability: Pressure
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Will-O-Wisp
- Shadow Ball
- Dragon Tail

Physically defensive Giratina solves a lot of Nosepass's problems. It defogs and is a physical counterpart to Nosepass's special blanket checking. Tera Steel also lets Giratina check Lilligant's Triple Axel and Cloyster's Icicle spear, which are otherwise quite dangerous.

Week 5
No SP games this week. I was hosting family and knew I wouldn't have prep time, so I asked to ride the bench.

Week 6
:regidrago: :clawitzer: :porygon-z: :dialga-origin: :giratina-origin: :dragapult: vs :ribombee: :arceus-dragon: :giratina-origin: :ting-lu: :houndstone: :heatran:
My team - The replay
:regidrago: :clawitzer: :porygon-z: :dialga-origin: :giratina-origin: :dragapult:
On a cold Sunday night, the center of the Shared Power universe was in Missouri, as I faced off with fellow Show-Me State resident DripLegend. Prepping for this week, I realized that SP is actually a VGC format. Offense is king, hazards aren't thaaaat important, and speed control is paramount to the point that you can build teams with a fast mode and a slow mode. This dragon spam is a mixed offense semi-Room offense with Scarf Dragapult providing the fast mode. Dialga is a self-sufficient OTR mon, with Clawitzer and Giratina as backup room abusers. I really like Dialga as a big stat ball and ability receiver. With all three boosts online, Dragon Pulse does 44% to Vessel of Ruin max SpD Blissey. The power easily takes kills against offense under Trick Room and also serves as a pretty good breaker. However, Dialga does have a hard damage ceiling since it can't boost. Giratina has Calm Mind to overpower opposing CM-boosting mons. Tera Blast also allows Giratina to go mixed, as the move will be phsyical if Giratina gets an Attack Download boost. Regidrago and Clawitzer have offensive sets to trade in the early game. I tried Eject Button on various mons but ultimately decided that staying on the field to make trade attempts was more valuable than pivoting. Dragapult provides alternative speed control and is very strong with an Attack boost from Download. Pult has a limited ability to go mixed itself with Tera Blast. Infiltrator is the ability here to take away Substitutes that can waste Trick Room turns. Porygon is a secondary Trick Room setter that also chips mid-speed offensive threats like Quaquaval and Basculegion. Overall I am quite please with this team. It took me from 1200 to 1600 without taking a loss, and it easily topped the ladder. There are a few holes, though, like against CM steels or Guts prio spams that can afford to bring Mach Punch.

:ribombee: :arceus-dragon: :giratina-origin: :ting-lu: :houndstone: :heatran:

Potatochan assisted with prep this week and helped test my dragon spam. They also helped DripLegend test teams before realizing that they were my opponent lol. Drip brought a team that Potatochan built. The squad is pretty standard, featuring solid defensive pieces around a final boss Arceus. TrickScarf Ribombee is an unusual choice, opting for Shield Dust over the usual Purifying Salt. It's a good move since Garg is probably more common at this point than Toxic. This team is a nightmare matchup for mine. Fat Arceus is the worst possible matchup since it can boost, can tera to resist my best moves, and has recovery to prevent getting chipped down. This team looked like a CM Arceus build, so Dragapult and Tera Gira were my plan to beat it down and hopefully force it to burn all of its recovery... oof, not a great plan. I was pretty sure this game was over at preview.

Things went my way in the early game. I got chip on Ting-Lu with Clawitzer, which to me was great since Ting-Lu could possibly chunk Dialga later, while my Clawitzer would be deadweight against the inevitable steel Arceus. I also landed the Explosion on Ribombee with Regidrago. By turn 6, two major threats were down, but it was kind of immaterial as Arceus still loomed. Dragapult's Download on turn 6 revealed that Heatran was specially defensive, which at the time seemed bad for me. After a U-turn and Ting-Lu sac, Porygon ended up against Heatran. I sac'd it for minor chip, just wanting it off the field. At this point my plan was to try and set up CM enough times with Gira against Heatran to blow past Arceus. However, Drip switched to Houndstone, foiling my plan. Here's another situation where Goldbanker's Week 1 suggestion to hit 230 speed paid off. Giratina outsped and KO'd Houndstone without taking a Poltergeist. Arceus came in, and I choked a bit by clicking Dragon Pulse against Tera Steel and doing a paltry 27%. What's worse is that Arceus revealed Cosmic Power. Hitting X was tempting as this team had nothing for Cosmic Power. I switched to Dialga to start fishing for Aura Sphere crits as Arceus reached +2. The next turn, Arceus switched out and Heatran took 47 percent. DripLegend later said that he thought Dialga would click Thunder Wave. I think this play makes sense, as Dialga runs twave in a lot of other metas and I hadn't yet revealed the OTR set. On the one hand, paralyzed Arceus probably wins still, but on the other hand, there's nothing I could really do to stop Arceus from getting to +2 again if he could trade against Dialga. Why risk para turns if you don't have to? Two things are true about this turn: DripLegend made a good play and did not choke, and I got massively bailed out. Heatran surviving the Aura Sphere allowed me to set up a Trick Room and clean the game from there, landing three KOs in three turns. Turned out lucky for me that Heatran was SpD after all.

Set of the Week
:sv/porygon-z:
Porygon-Z @ Room Service
Ability: Download
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick Room
- Tera Blast
- Dark Pulse
- Ice Beam

Max Speed Room Service Porygon-Z let's goooo. I put a lot of value in the 306 speed tier since it matches all the base 90 Ubers and outspeeds common offensive pieces like Quaq, Basc, Regidrago, Kleavor, just a lot of stuff. Pory is supposed to be a secondary TR setter, but running max HP did not appreciably avoid KOs. The compromise was to run Room Service, allowing Porygon to operate under its own TR while still outspeeding those offensive donors. Unfortunately, I did not get to show this off during the game.

:houndstone: :giratina-origin: :blissey: :nosepass: :blissey: :gastrodon: vs :landorus: :crawdaunt: :galvantula: :indeedee: :dragapult: :deoxys:
The replay
Electra102 elected to play SP again, woohoo! This matchup is a contrast in styles. At first glance, Blissey and Nosepass seem pretty strong here. Except for Dragon Darts, which is easily circumvented by Tera, Fissure's team is entirely without multi-hit moves. Special spam is exactly the kind of team that Nosepass should dunk on. I'm a little iffy on the rest of Electra's team, since the point of running Nosepass is that you don't have to run stuff like Blissey and Houndstone. Also, Nosepass with one remover will require Electra to be on point with the gameplay. All that said, loading Blissey plus Nosepass into special spam is certainly a good start. I do like non-Cheek Pouch berries a lot, too, since you theoretically can add more bulky stuff. I used to do it a lot with Zamazenta. The more I think about this team, the more I like it despite my first impression. Still not sold that it should be a Nosepass squad, but I see the vision. Meanwhile, Fissure's team is a very cool offensive structure. Nasty Plot Deoxys with Webs is something I've thought about before to maintain Deo's speed dominance while also cashing in on the breaking power. Levitate/Clear Body scarfers are threatening to Deoxys, so Fissure's own scarf Dragapult adds some speed insurance. Galvantula indicates that Deoxys is probably carrying Focus Blast, and Landorus might be, too. Really neat build with a lot of breaking power and speed control.

The game starts out with Taunt rocks Landorus, and Electra is immediately in trouble. As long as Lando is on the field, Nosepass can't enter and Blissey can't heal. Fissure chips Giratina and blocks Defog, but takes 65% cumulatively from Blissey and Giratina. On turn 6, Blissey gets nuked by Psyshock Indeedee, and suddenly the situation looks dire for Electra. Rocks are up so Nosepass can't come in, and the other special wall is down against a team with Deo lurking in the back. Electra burns tera to clear rocks, getting Nosepass back in the game theoretically. Electra stays in, probably trying to KO Lando with a Dragon Tail on the switch. If that worked, Electra's position is suddenly strong again. But Fissure stays in with Indeedee and reveals Encore, allowing Lando to come back in and set rocks. Those rocks pretty much seal the game. Giratina can't Defog on anything left on Fissure's team. Trevenant makes a spirited effort, but ultimately Deoxys cleans up. I think this game was closer than the final score indicates, and Fissure made some nice plays to pull out the win.

Week 7
:smeargle: :empoleon: :cinderace: :comfey: :dialga-origin: :porygon2: vs :jirachi: :fezandipiti: :solgaleo: :garganacl: :basculegion: :decidueye:
My team - The replay
:smeargle: :empoleon: :cinderace: :comfey: :dialga-origin: :porygon2:
The Machamps were eliminated this week, so I got a little silly. This is my take on those goofy self-webs Eject Pack teams, which use Defiant and Competitive to put all of your abilities in play on one turn. Trick Room with this style is a twist that I haven't seen before outside of Farigiraf, which is kind of bad. Trick Room with real mons is neat, though, since you're already forcing yourself to take webs. Porygon2 is the straw that stirs the drink. Download is nice extra oomph and allows a bit of mixed offense. Dialga is using another OTR set here. I built the team since I like OTR Dialga a lot, but delivering boosts to it is difficult. This version is not as powerful as Dragon's Maw plus Mega Launcher, but it is close. Silly team overall, but I did manage to get to #2 on the ladder at 1550, so it's not terrible.

:jirachi: :fezandipiti: :solgaleo: :garganacl: :basculegion: :decidueye:
Chloe's team was also eliminated from playoff contention. This Serene Grace/Toxic Chain team is funny. As far as I know, Serene Grace doesn't actually boost the Toxic Chain chance, but there's still a lot of rng flying around. Buried under the meme is a cool idea, which is Toxic Chain plus Solgaleo. Sunsteel Strike ignores abilities, which means that Solgaleo can poison Garganacl teams that aren't prepared to clear status. I haven't built too much with that idea yet, but I really want to make it work.

I played pretty fast and loose with this game since Download Cinderace had such a crazy matchup. I was very lucky, taking almost no flinches and getting to set my webs up. We traded in the midgame a little bit as we both got abilities online. I got lucky again with an Air Slash miss against Cinderace, but it didn't matter in the end as Specs Comfey had enough oomph to pick up the remaining kills.

This post is super long at this point, so I'm stopping here. I'll make a post with some more opinions after the usage stats come out.
 
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I’ve been making Berry teams basically non-stop for the last month and pushing my understanding of the archetype beyond what I call the “standard berry core.” While I’ve mentioned a lot of what I’m going to say here on the OM discord, I figured collecting the knowledge I have gained and the teams I’ve been using in one post on the forum here would be of some value.

So without further ado:
The standard berry core is a set of four or five abilities that occur on only a select few pokémon, and which at least used to be used on nearly every Berry team.

The parts of a standard berry core:

Harvest (almost always trevenant, alolan exeggutor is nearly viable, but almost never superior, ) which is obviously non-negotiable.

Cheek pouch (usually maushold, greedent is fine as a bulky alternative—more on that later, dedenne has very little going for it) also non-negotiable in nearly every case. If you only plan to use healing berries, ripen can substitute acceptably.

Gluttony (almost always alolan muk, flapple, snorlax, and greedent are maybe not completely without niches) which is necessary to run pinch berries, especially stat boosting ones, which are one of the classic appeals of Berry teams.

Cud chew (Paldean tauros, pretty much exclusively, farigiraf could maybe work as offensive trick room, but being weak to dark sucks) significantly improves the matchup aganst unnerve (if you eat a berry when the enemy switches or is knocked out, you get a free berry consumption the next turn regardless of unnerve) and generally makes the team more consistent. Sometimes can be dropped for drought, which also provides consistency.

Sticky hold (gastrodon, muk, and hydrapple are all decent, on a standard berry core, I usually prefer hydrapple as a bulky offensive mon) this is the only part of the standard berry core I regularly see/saw dropped without a similarly functioning ability in its place, relying instead on fast substitute to protect from knock off and trick.

Ripen or drought often end up in the sixth slot of a standard berry core, but generally a good abuser like annihilape is more valuable.

One issue you might have noted is that very few of those pokémon I listed are classically good, and they also fail to really provide a solid defensive or offensive core. The more defensive mons are generally not able to truly wall much in the meta, and the offensive mons aren’t quite bulky enough, powerful enough or fast enough to be consistent, meaning they rely upon getting the right in to snowball buffs and sweep.

These teams often end up weirdly straddled across stall and hyper offense without actually functioning as balance, because they are forced into inconsistent pokémon for almost every role. They aren’t necessarily bad teams, because the effect of berries is really strong and the last slot or two can be really powerful, making up for the inconsistency of the rest of the team to some degree, but it’s usually pretty simple to exploit the flaws in the standard berry core, because it is so well known, and there is so little variation. If you prepare for the common abusers as well, you don’t even need to resort to inconsistent matchupfishes like unnerve.

So, I went looking for alternatives.

“Reduced” Berry cores, as I am going to refer to them aren’t entirely new, but they have never (to my knowledge) been more common than the standard core. A reduced core is basically Trevenant (or another harvest mon I suppose), a cheek pouch mon, and maybe a sticky hold or drought mon (cud chew might also work but I have yet to make a team that actually wants tauros or farigiraf over groudon, groudon is just really really good)

A reduced core makes room for proper offensive or defensive support to be added to the team at the cost of not being able to effectively use liechi, salac, ganlon, petaya, or apicot berries. While those berries are strong, running pokemon that already know good set-up moves can fulfill the same purpose of creating difficult to remove set-up sweepers, and is often more effective due to the greater healing of a sitrus berry.

My first reduced core was my infamous nosepass trap team, which was mostly constructed that way out of trying to fit everything I thought nosepass would need to actually function, but since I have begun constructing teams from the principle that all a berry team absolutely needs is harvest and cheek pouch.

As part of this journey, I have found a number of important insights.

Firstly, custap is really good and doesn’t really need gluttony to function at all, and with cheek pouch, you effectively get priority substitutes which preserve your low health decently well, allowing for a number of shenanigans, especially if the substitute can survive a hit from something like knock off.

Kee and maranga are highly underrated, and are easily as good as ganlon and apicot without needing gluttony to function. Kee especially can make for scary body press sweeps.

Jaboca is really really good (credits to vnmmv for their team that I stole this idea from) because it gets eaten on knock off instead of being lost and doesn’t rely on being weak to dark like colbur. It also works especially well on hazard setters, because it can pull the rocky helmet trick of knocking out rapid spinners preventing them from actually clearing hazards.

Berry teams are generally kind of happy to leave a layer or two of spikes or stealth rocks up—being able to manipulate your own health to activate berries by switching can be really powerful—but having hazard control is still important, especially for games against slower teams that end up being stally. Hazard control also helps to protect non-health activated berry holders from needless chip damage.

Berries really like being paired with hazard stack, when berry teams natural longevity means more opportunity for switches, and all that chip damage means they can use all sorts of pokémon as effective breakers, including ones that are generally considered more defensive, like houndstone, heatran, Trevenant, Wo chien, and more.

Defensive pivots actually work on Berry teams because 58.33% healing is way more that 33.33%, enough so that they can come in multiple times pretty safely, while regenerator pivots generally can’t.

Let’s take a look at some samples.

this was my first intentional foray into the territory of reduced berry cores. It took me half a dozen attempts to make the team work, strangely most of which (including the first version) had the exact same line-up of pokemon. It just took a while to learn what the members of a team like this were actually supposed to be doing. After building this team, the style became a lot easier to wrap my head around, but this first team was really confusing for me even after I piloted it to number one on the ladder twice.

The Trevenant set here was a significant challenge for me to actually find but it has become a standard for me since, because it’s really good. I’ve often found Trevenant to be a little lackluster as a defensive support in SP, despite that being the main set people use. The standard curse leech seed set is great against stall, but it often kind of ends up as nothing more than a sacrifice and ability donor against more offensive teams.

Trevenant @ Custap Berry
Ability: Harvest
Tera Type: Dark
EVs: 244 HP / 252 Atk / 12 Def
Adamant Nature
- Knock Off
- Endure
- Wood Hammer
- Substitute

This set however makes trev into a decent offensive threat that can also stall out turns to make space for itself. Wood hammer gives it great damage, and the recoil actually helps keep it in custap range after cheek pouch healing, turning the “drawback” into a benefit. This trev set has longevity, often being able to get use multiple times in a game, even though it basically always stays under half hp. Tera dark is strong both offensively and defensively, and let it set up priority substitutes that aren’t broken by knock off, which is of particular value.

Maushold is a pretty typical offensive/hazard control set.

Rotom-heat is a weird choice that basically only works here because sun support makes it offensively scary with overheat, and custap lets it outspeed threats it would otherwise just be knocked out by. Levitate is simply a nice ability.

Apart from that, the team uses heatran, groudon, and houndstone as a three part defensive core, with heatran for special, houndstone for physical, and groudon as a mixed wall. Roar acts as a kind of pseudo pivot, putting the opponent out of position allowing for you to position. Houndstone often ends up sweeping with body press, or else it ends up sacrificing its berry to take out a knock off mon.

Having no sticky hold or jaboca (I hadn’t learned about jaboca yet, but I have since decided it just doesn’t fit the team) isn’t really a problem most of the time because your offensive pressure is sufficient, but teams with flash fire or worse full immunity stack can neutralize that enough to be a big issue. When heatran/flashfire is popular this team is less good, and heatran became popular shortly after I hit number one with this team.

This is not actually mark I of this team, because I iterate a lot, and have been using this for more than a month, but it is essentially the first idea I had for how to make hazard stack with berries work. The first version actually used an offensive dedenne mostly to try it out, and had no jaboca, I switched to greedent to abuse jaboca better when I learned about it, and as a result I adjusted this team to be way more defensive, to the point it’s somewhere between semi-stall and bulky balance. It plays way slower against stall and against other Berry teams, but it has pretty reliable ways of making progress on every member of the team, so I think it leans more towards the bulky balance.

Stuff cheeks jaboca is a nice way of giving greedent healing, proofing against unnerve, and generally giving it unique purpose maushold can’t replicate.
Besides that though, this team is actually pretty derivative of the previous in terms of team construction, even if it plays way different.

My second take on hazard stack berries was geared way more toward offense, using hamurott with a custap set similar to my trevenant, a defensive pivot adaptability dragalge, (remember pivoting being good with berries, yeah, this thing is really nice) and maushold to abuse sharpness and adaptability to sweep. It’s weird running hazard stack and tidy up maushold, but generally the maushold is an early or late sweeper, setting up before hazards are up or after the enemy clears them. Sometimes it needs to clear hazards for my side as well, which is what it’s for. Really, I haven’t found tidy up to impede hazard stack when you have berries for longevity.

Garganacl prevents status, which would really impede the offense half of the team, and acts as a decent jaboca holder that can heal itself elsehow.

This team hasn’t done as well for me as the previous two, but I also know I am way worse at playing it; I caught myself making constant mistakes and ended up moving on to other ideas quicker because it didn’t feel as fun to me. I did find myself having to make more reads as well though, which is usually a bad sign vis a vis strength.

This team is silly and also not very good and also really annoying to play against, so I strongly advise not playing it, but it does exist. The idea was abusing sub-protect kyurem, which kinda works, but is just a bad idea, probably this team is better with something other than kyurem, but I don’t my care enough to test what worked.

Dragalge is still good, maybe even better here than on the last team, I definitely want to experiment more with defensive pivots on berry teams.

Oh and wo chien is weirdly good here offensively, which inspired some of my choices in the next team.

And finally, I hit number one with this yesterday. A return to groudon, this time Tera fire heat crash for serious offensive power even when uninvested, and double ruin abilities because I couldn’t fit fluffy heatran but wanted more defense to support perish trap fluttermane. Sun Proto boost gives it special defense, and it has enough speed to beat life orb porygon, which I see a lot right now.

Perish trap was intended to make stall matchups a lot simpler, but I didn’t encounter many on my climb. It still ended up being a nice way to force out special set-up sweepers that I couldn’t bring groudon in on, and simply a nice way to control the flow of a match. Once perish trap was revealed in a match, fluttermane was actually of more value than before, because the threat controlled the flow of the match.

Foul play Wo chien ended up way stronger than I expected, and generally punishing physics attackers that might want to come in on the specially defensive power wall, and picking up a bunch of OHKOs with hazard support.

Groudon proved especially good both offensively and defensively, and also a bit of a Tera hog which I hadn’t expected (I had expected fluttermane to be, but it ended up needing Tera less often than expected and groudon just used Tera so well in so many games).

While sun without any natural fire resists and two fire weak mons is kinda a bad idea normally, my two most likely/preferred Tera targets both gave me resistance, and that ended up being enough for the meta of SP where very little actually runs fire type other than heatran, which often got baited in by fluttermane and trapped. Even without Tera fluttermane deals pretty well with heatran as long as they aren’t offensively invested. If they are offensive Tera and sub breaking magma storm trapping make the matchup still good.

I want to see more variety in other people’s Berry teams, because I still see so much potential I haven’t managed to tap myself, and I hope this post and these teams inspire ideas.
 
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This post is inspired by a 235 turn double berry stall game against finnaggann where it should have been a tie, but I lost because I was watching animations and ran out of time.

I first want to shout out the great post above by finnaggann which goes into incredible depth on berries and the new reduced berry core. It is one of if not the best team comps at the moment. After the post I was able to get to #2 on the ladder with an annihilape reduced berry core team.

Now I'm going to get on my soap box and talk about the meta. Zamazenta was an incredible pokemon for unmatched defensive utility that can be slapped on any team. Post its ban, it has become a lot more difficult to have that defensive utility so there have been many innovations on how to have a strong defensive team.

The first was Goldbanker27 post on all of the defensive abilities and pokemon who could replace Zama. Then finnaggann posted their rest natural cure pressure stall team. vnmmv made their incredible post on OMCL which included a fair amount of stall teams including the infamous Nosepass berry stall team by finnaggann. Finally, there is the post above on reduced berry teams.

I love shared power as so many mons and team comps are usable and there is always innovation. However, I am seeing a trend of very defensive stall teams both when I sit down to build and try and get inspiration from this forum and on ladder. I want to remind people that there is also lots of room for offensive innovation as well.

The Anti-Berry Team
After that stall game I sat down and made an updated version of my steel spam team that was used in the first round of OMCL. Berry teams rely so much on harvest and also sticky hold if they are running that instead of Jaboca Berry. I think unnerve is a very bad ability that doesn't even counter berry teams, but mold breaker is incredible to stop berry teams. The star of this team is moldbreaker Tinkaton. Steely spirit boosted gigaton hammer, encore, knock off and sword dance decimate stall berry teams, it is glorious to see. Also double scarf trick works very well if they don't have sticky hold. The rest of the mons fit well in the package. I don't feel the need to go in depth on how to play it as you can look at my post of the original team. I got fairly high on the ladder and would have gotten higher, but very few people were playing today and yesterday so I ran out of time.

Something I want to add is I think the Lati twins are currently a better levitate user than Giratina-Origin. The ability to either run scarf or stored power offers such useful speed and power. I feel Giratina-O is a jack of all trades mon that has solid defenses, attacks, ability and movepool. However, it has a bad speed stat, does not deal outrageous damage, and shares a lot of defensive overlap with Houndstone. As the meta is becoming more optimized, jack of all trade mons get worse as specialized users that fill specific nieces get better such as the Lati twins.

The goal of this post is to push the meta in a more offensive direction. You can make all the reduced berry core stall teams you want, and they will be good, but they will also be boring and slow. There are also so many innovative offensive teams which are possible and while I'm not saying that I want every game to be HO, I just want to push people in a less defensive mindset.

While this post was me kind of bashing berry teams, I want to say I have so much respect for finnaggann and really appreciate all they do for this tier.

Would love to hear people's thoughts and for more people to be sharing their teams in this forum. I love that all of us are here sharing our ideas and innovation for our silly meta game. Glad to be a part of this community and hope everyone is having a good day :)
 
Something I want to add is I think the Lati twins are currently a better levitate user than Giratina-Origin. The ability to either run scarf or stored power offers such useful speed and power. I feel Giratina-O is a jack of all trades mon that has solid defenses, attacks, ability and movepool. However, it has a bad speed stat, does not deal outrageous damage, and shares a lot of defensive overlap with Houndstone. As the meta is becoming more optimized, jack of all trade mons get worse as specialized users that fill specific nieces get better such as the Lati twins.
I noted similar things at the start of the post-zamazenta meta, Giratina is more effective as a mixed attacker, with better typing to boot, but in defensive or offensive special attacker roles, I think the lati twins usually outclass it yeah. They have better movepools for those roles.

But yeah, a lot of the people pushing the meta right now trend more defensive, so I think the meta trends more defensive. I am so bad at building offense. Been working on that though.
 
Something I want to add is I think the Lati twins are currently a better levitate user than Giratina-Origin. The ability to either run scarf or stored power offers such useful speed and power. I feel Giratina-O is a jack of all trades mon that has solid defenses, attacks, ability and movepool. However, it has a bad speed stat, does not deal outrageous damage, and shares a lot of defensive overlap with Houndstone. As the meta is becoming more optimized, jack of all trade mons get worse as specialized users that fill specific nieces get better such as the Lati twins.
I have as well been focusing on the berry/stall match up a lot lately and how do you beat different berry teams. Pass/Unaware/Setup/Stall Berry teams all are slightly different in the needs to beat each. finnaggann 's teams have given me a headache over the last week and half building counters to them as I was supporting a The Mentality Republic and frogfacts as they had to play sp. With frog being brand new to the meta game berries were a major issue and we needed simple solutions for a 1v1 player to beat them effectively. Sadly this homework was wasted when we faced a some what mirror match dragon spam but below are some of my counters/ideas for berries. This is a slight variation on my previous dragons maw team https://pokepast.es/86c1f3cca997ff1a that was used in the tournament with some of the berry counter ideas.

Nosepass was a major problem well preparing frogfacts for their game so this my breakdown on how to beat it. Pass berry teams are honestly some of the hardest to beat teams imo and require a lot of planning and game progression changes. To beat pass teams you need 1 or more of the following hazards, multi-hit 3 or more hits preferred, phasing, dot, and taunt/encore. The key for beating these teams is generally to ko hazard removers then deal with pass. Levitate is really good in this match up as it forces pass to use gravity so you can use taunt to prevent it or encore locking it into the move. Smack down is a free switch however your likely eating a pain split on something. But pass can never really get a ko without sand tomb or pp stall. I used this arceus set https://pokepast.es/d2eae2ccc2378270 to great success verse these pass teams on dragon spam and download/adapt. I have also used a mixed set with judgement+gunk shot on download as well to decent success. Poison helps beat the common tera fairy.

Lilligant-h is also extremely good into pass teams. I have very much leaned away from scarf lilligant for this reason. Encore+Victory dance+Triple Axle is the way. Way to often people are throwing away the best counter to these teams. Triple axle beats pass majority of times and it threatens giratina. CC/Petal dance in last slot to take care of maushold or any other mon. I do want to stress lilligant is major threat to these team do not throw it away. Also the most common pairing with lilligant is golurk another option for beating pass. Golurk dynamic punch confusion and again people sack this mon way to early in this match up holding golurk for later is really good. Pass teams really flip the logic on how these mons are generally used early in match but now become your win con. Poltergeist/curse is also great. Giest deals with giratina and dynamic deals with maushold. I have personally started running curse on ghosts just to threaten pass.

Another unconventional thing I have used now against less experience pass users with people using the paste is trapping and dot moves on odd ball pokemon. For example crawdaunt. Craw normally only runs big single hit moves that are easily walled by pass often baiting it in. Whirlpool is one of my new techs for beating these teams. And in my opinion is really easy for craw to have on its move set. I only have about a 10-20 games using this because I only started using it in the last 2 weeks. https://pokepast.es/03f7f4eea5ae9681

Also something I found more effective verse pass teams is mid to late game hazards. Having hazards available through out the game. Also using hazards to bait in removal mons is major factor. So having a hazard setter that can do serious damage to the remover is key or predicting the switch. Good examples are arceus or golurk above. Also things like Hamurott or Kleavor are also great options setting hazards well dealing damage for removal mons.

Jaboca berry is good and enables the use of other abilities which is really good. However it has some glaring weaknesses. First off they are generally your physical attacker counter which leaves them open to mixed attackers at times as they often are heavily invested in defense. Second trick/switcheroo is great against these teams. For example trick on houndstone/proygon allows you to steal everyone's berry. Sitrus for free heals, setup berries, and jaboca berry. Taking all the berries away cripple these teams. So a major thing for these teams to succeed is removing trick users before they do too much damage. Another major factor for beating berries is setup and I think this really important verse jaboca berries. So far most jaboca users have been extremely slow or passive ting lu, oinklonge, and less so garganacl. These all can get abused by setup users but all generally using phasing or damage of over time to force switches. With this being said these setup sweepers need to be somewhat bulky in their own right and generally need some type of healing. Also phasing and damage over time is really strong verse jaboca berry as without berry activation they may never get healing from cheek pouch. Personally running multiple Jaboca berries is a decent idea to cover the weaknesses of the other. Also secondary healing as a safety net might not be bad.

Okidogi is probably the single best mon I have found at beating all forms of berry teams other than pass. Dogi is often faster than the majority of berry team mons and has a lot of ev variation allowance for different speed tiers. It is a great defensive to check maushold pop bomb. It also has taunt which ruins setup from berry teams and knock off ruins non sticky hold. However the biggest piece is the ability guard dog. Guard dog removes the phasing that slow berry teams use to prevent setup. Making majority of slow berry teams really easy to setup on with taunt/encore pokemon. Dogi is also not super concerned with burn or jaboca as bulk up+drain punch counter act it.

Hydreigon was a surprising find for me when it comes to dealing with berry teams. With the combination of taunt and levitate it makes for a really strong teammate into all berry teams. It offers 2 things that weezing-g and azelf do not have bulk and setup. Weezing-g lacks setup and azelf lacks bulk. For this reason hydreigon is in a sweet spot of having good enough bulk and having firepower needed to break stall. Taunt+levitate make pass a really bad switch into hydreigon and other berry teamates need to live +2 dragon pulse. Also I found hydreigon very independent from items and can run a ton of different things black glasses, draco plate, leftovers, and mirror herb are some of my favorites. It also reaches a great speed tier matching speed nature iron crown and slightly faster that galeo so it is decent into that matchup as well.

Arceus as seen above. It has so much set variety and berry teams often lack ohko potential allowing arceus to click buttons kind of freely for a turn or 2. Between hazards, setup, taunt, and mixed attacks it has so much flexibility.

Currently this is the team https://pokepast.es/d2a84f3a9d2bae20 I have been running with good success verse berry squads. Pass teams are the one that still give it issues but you have the tools to deal with them on the team just requires good play.

I agree with most of what Levy'sChair said about levitate and giratina-o. I have heavily leaned away from giratina-o over the last 2 months. Leaning much more to Latias, the red one, with its great movepool and game sweeping potential with stored power and cm, however the lats are tera hogs. I much prefer Latias(red) over its twin in Latios(blue) because of the slight bulk differences allowing for more consistent setup. Giratina-o still has a place and much easier to slot on a team because it has better utility and is a much better mixed/physical attacker it still smacks with investment. Also hydreigon is really good at breaking stall with nasty plot/taunt.

My smooth brain is growing wrinkles but jaboca berry levitate weezing-g might be really good with it's role in OU being a physical check and having a potentially better move pool than giratina-o with haze/clear smog/taunt/pain split. Forcing physical attacker to hit you and preventing setup. Just need to be wary of solgaleo. Someone better at playing berries please try this.
 
I was supporting a The Mentality Republic and @frogfacts as they had to play sp.
Hey, Frogs opp here and I just wanted to ramble about the tier post the ISTT tour for my team. This was a very experimental tour for APA in general as I have been lurking in the argentinian scene for a while, mainly doing prep with some of my friends as that is what I enjoy the most which ended up in a couple of us Winning NDFL. APA saw ISTT as a way to experiment with new players that they hadnt seen, and they were kind enough to let me be their Self Pick and play Shared Power. For Week 1 I was debating to bring dragspam or some berry stall team, so the prep from Goldbaker was spot on, I didnt want to bring Pass Stall week 1 as I intended to save some ver I made for some later week (never happened). After some test with my friends (In which I realised its very hard to test against your own teams) and some tweaks to not insta-lose to pass stall
(it still does)
I ended up running This:



I thought that being new to Shared Power Frog would be inclined bring some Offense. So I wanted a team that could cover all of the archetypes someone new to the tier would bring, looking back on it it maybe should have been a little more Stall resilient but im not mad at how it ended up. Also for the mayority of the week I thought of bringing this instead: https://pokepast.es/6ac5b50c011960e7 which from testing I could tell it was not good enough against Offense imo.
For Week 2 we rambled with our team for me to play BW LC and build the team for another teammate in Shared Power, but we decided against It. I knew for this week I wanted to run stall, I was pretty unsure if I wanted to bring pass, maybe some berry thing, Regen, or Rest-Cure. This is probably the week I built the most teams for, I was on a Stall streak of building like 12 stalls in a row as I was on my "Offense is actually bad, heatran is too good, berry teams require too niche counterplay" era. This ended up in me cooking too hard tbh, I was feeling myself and wanted to run something fancy, to which I landed in a reduced berry core inspired by this thread, after a lot of testing I ended up in this:



This is probably my 2nd fav team I ever made in Shared Power, only behind the 1st team that made me reach rank 1 on the ladder. I Love sub tect pressure stalling and this was the biggest abuse of that I ever made. It ended up facing vnmmv's OMCL week 2 team in a mu where in team preview when I saw dogi I said, "Fuck" as I realised that even tho this team beat or tied anything in testing it was not without its flaws, I ended up losing to it as i could not pp stall every move with tera fairy lu with the jaboca berry (at the time I was even more upset cuz if I just brought regular sticky hold Sitrus fairy lu would have been able to just pp stall him) (Maybe a choke tho, I think I could have played it better). Looking back on it I was too greedy and too focused on the Sub Tect Pressure Galore. Even tho it lost I still love this team and think it rocks, and im sure someone can find a way to fix it, or use the same idea to a greater extent.

For Week 3 I was back to square one into loading something that didnt lose to offense and was planning on using a team inspired by DripLegend's OMCL Week 6 team, I wanted to also use Latias over Giratina as I thought it was better in this type of team. After testing for a bit, debating if i should run dogi or bee, doing some move tweaks (I'll talk about that 4th move on latias later) I decided I was going to run this:




I wanted to try the idea of a Cosmic Power ceus in SP, tho I was uncertain in what set to run, I ended up running just normal Stored-BPress-Cosmic-Recover with tera steel, this in test ate offenses up by itself almost every game, not even needing to have the full team be brought out for the abilities, I knew i wanted to try this with Latias over giratina for a 2nd wincon in the structure, i ended up going on Kee Berry tera Steel Cm, Imo it cant be underestimated how good tera steel is in the current meta of Shared Power, there is almost no punishment for being a steel as the main offensive styles are not good into it and Levitate + Flash Fire + Fluffy just makes it so hard to actually hit them for big damage. I had a feeling in the back of my mind someone would bring Nosepass vs me so I tried to make sure my team wouldnt Insta-lose to it so I decided to run Whirlpool last on latias hoping for a choke, as Maus could still pp stall me if webs werent up. Tbf even tho in testing it did win vs the pass stall I kinda knew it was fake, like if the pass player played good there was nothing I could really do but I said, meh, we lost both weeks and we are playing for ISTT, I dont expect my opp to play a perfect Nosepass stall game. Then I realised (10 mins before actually playing the match). Wait, we lost both weeks, we are already out. So i asked the team if I could bring some less serious teams
(the so called "MOMAZOS")
.
They said yeah so I looked at my builder and decided between a team literally called "GIGA CHEESE 2" and "TERA STEEL MEDICHAMP" after talking to the team I went with the medichamp one, its just a team I made for fun while laddering when I was kinda bad at the tier, no real deep thoughts went into this. I look at team preview and see... The full on nosepass stall team. I was inclined to click the X button but played it out as a formality to my team, fully expecting to get crushed, I ended up making some decent plays and being in a position where i could realistically win, then Nosepass entered the field and I knew I was cooked, I have no way of forcing it out and my flame orbs meant that he just needed to click pain split and win. Thankfully for me on turn 24 opp choked (No flame) and clicked endure (no idea why they werent using the tect ver) at full hp and harvest didnt proc, allowing me to kill nosepass and later win the game with medichamp doing 52% to a +2 Full Phys def Garg.

In conclusion I really love this tier and think it doesnt get the love it trully deserves, I have been playing it in the shadows for almost 6 years now as I loved SS Shared Power, and it was refreshing to actually play SP for a tournament even tho we lost, horribly. I agree with the meta rn being more defensive leaning as I think Offenses are kinda bad in general at not only breaking stall but winning vs other offenses at the same time, maybe its just a builder diff idk.
Just wanted to end with Shoutouts to Maarck , LimonPokefan and AfuroVictini for being down to test games even tho you guys knew nothing about the tier And to Maxisc23 and APA in general for letting me play SP on ISTT
 
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Hey, its me again. This time I dont have a reason to ramble so this post wont be so long as the last one (Hopefully). I just wanted to post about a team I made that has made me rethink about how offenses in Shared Power should be built and how they work in general against more defensive teams. After my ISTT shenanigans of building like, a billion stall teams I wanted to build some actually decent offenses.

My first thought was Solgaleo, as avoiding Fluffy is a big part of what makes its teams somewhat viable and I knew if I wanted to make a good offensive team, I had to have a plan arround Fluffy that wasnt
decidueye.png.m.1771754000
as even tho I think decidueye is not necessarily bad I wanted to run something else that would not allow me to run him. I wanted to run Solgaleo specifically as its typing allows it to be really good into Offensive teams and its great bulk and movepool would allow him to abuse the rest of ideas I had for the team. I once tested running Agility but I ended up just running regular Scarf as I thought the team needed a somewhat fast mon to check things and actually be the "Sweeper" of the team. The moveset I wasnt very sure about, I knew I wanted to run CC (More on that later), Knock, and Sunsteel but was very Indecisive of the last and im still am, I ended up going with Psychic Fangs but think things like Wild Charge, Outrage, Heat Crash, Stone Edge or even moves like Morning Sun, Metal Burst or even Giga Impact could work here last. As a Side Note, I do believe the Agility set is fully viable and its better vs stall if you want to run that.

Ok ok, I know this looks wierd, but running wo chien in offenses is something I have been thinking about for a while now, If you played shared power you know both Wo-Chien and Ting-Lu abilities read as follows "Active Pokemon without this Ability have their Attack/Special Attack Multiplied by 0.75" this wording is very specifically made so both Wo-Chien and Ting-Lu dont have their own attack decreased by this effect, but, in shared power this means that if you run your own Wo-chien/Ting-lu you wont be affected with opposing Wo-chien/Ting-Lu abilities, effectively canceling both out. This meant that when solgaleo clicks Sunsteel Strike, there will be no deffensive abilities affecting the damage of the move, this in particular was what the whole team was built arround and the main idea I wanted to expand on. Wo-Chien works both as a way to both ease the Stall match up and to make the team actually take hits vs offense, as crazy as it sounds even when they have Adaptability + Hustle + Tough Claws you can actually take some big hits with this. I know the set looks a little wierd, I have to be honest and say this isnt the best idea I ever had but it Kinda did work for me on some games, I wanted Wo-Chien to not feel useless in the Stall Match up and tought about Mean Look Taunt as an Idea, the problem I found its that even if you trap them u cant kill berry stall teams with Leech Seed, there are some mons you can trap as Foul Play with all the abilities does do some real damage but it isnt really, Real, Talking about boosted Foul Play, it Blows Up offensive mons, no joke, when I made the team I thought of sacking Wo-Chien for tempo on offensive match ups (I still did) but it actually did better that I tought in those match ups, Taunt also lets it not be Set Up fodder in those kind of matches, I have just clicked Taunt till I die on Wo-Chien for tempo.

+ +/
This is the bulk of Offensive abilities of the team. Inspired by Electra102's OMCL Week 2 team I wanted to also run Tough Claws Sucker Punch with Libero, and I wanted to run adaptability with it to make it even stronger. I had been looking at ace for a long time now as my perception on how broken the Steel Type was in Shared Power kept growing and growing I wanted some fighting type answers but didnt think any of them where super good in general outside of a dedicated team for them (Appart from
quaquaval.png.m.1771754000
but we will talk about him later) and then I realised that I didnt need a fighting type if I can Make one. I switched up the sets of these 3 the most in testing as I couldnt make up my mind on what i wanted to run on none of these mons, From scarf, to non scarf Flame Charge, to Court Change 252 hp, to LO Taunt Ace, the only thing I had clear all the way is that I wanted to run HJK, its crazy how much Libero Tough Claws Adaptability HJK does (I know it sounds crazy but Shared Power players will have all that for a Ting-Lu to take 36% and heal it with sitrus cheek pouch so you did negative damage). Ace also made me rethink all of my teras as Libero worked both ways in boosting my moves and removing the good typings of my mons, I ended up making most of them the original tera type/the tera of the main prio move they wanted to use to gain stab back, this ended up winning me some games specially with Solgaleo switching from a steel to a fight to a steel again, that was pretty funny. Lycanroc and Basculegion where also hard to pinpoint a set I wanted to run, I wanted rocks + taunt on my Lycanroc but didnt want to run the normal sash as the Wo-Chien actually allowed it to take some hits and I wanted to boost even more Sucker Punch. I ended up going with LO Lycanroc with CC, same as the whole HJK libero thing, I wanted to make Lycanroc able to click stab CC and blow up things. The Adaptability Slot was also very disputed between Basculegion And Crawdaunt, and tbh, to this day I think about who is actually better here, Crawdaunt has CC (which I rambled enough about why I like it), A Stronger Jet, Knock to pressure Tina, and it even can run Whirlpool to beat Nosepass. It came down to preference in my opinion, Basculegion gives you another Speed Control Check that isnt destroyed by terrain and the Offensive momentum of Flip Turn, Scale shot is there to do something to Tina and Pass and Head Smash is just a big hit you use to kill yourself for tempo.

For the last slot of the team I came and went on a few pokemon, Mainly
quaquaval.png.m.1771754000
,
porygon-z.png.m.1771754000
and
perrserker.png.m.1771754000
. Quaquaval is the best other option imo as its a good mon on its own with the boosts of the team and Moxie is nice in offensive match ups. You know whats also nice on offensive match ups? just outprioritizing everything and 2hkoin it. Comfey was somewhat of a last minute add for this team, it doesnt take advantage of Tablets of Ruin not being in the picture but I think it was a nice addition nonetheless, Draining Kiss does get boosted with Tough Claws so it actually does a lot of damage, Tablets of Ruin and 252 hp evs makes it deceptively tanky and surviving 1 Dkiss of comfey its not that hard, but taking two actually is a nightmare for offensive teams. This is by far the weakest slot into stall out of all, So I wanted it to at least trick some specs into it and have nosepass coverage with Bullet Seed. I guess the addition of Comfey made this team a "Prio Spam" even tho that was not the idea at all.

Finally, The team. Wo-Ffense™
cinderace.png.m.1771754000
wo-chien.png.m.1771754000
solgaleo.png.m.1771754000
lycanroc-dusk.png.m.1771754000
crawdaunt.png.m.1771754000
comfey.png.m.1771754000
(and the Bascu Ver if you like that one better).
I have to be honest and say before making this post I wanted to peak the ladder once again, but I couldnt find the patience to search for enough games to actually do it, I went 16-1 before I got tired and switched accs with the only loss being a Scale Shot 2 hit where 3 hit would have won me the game. The Main Weakness of this team I would have to say its Pressure Stalling, both berry and regular. Pressure makes it so CC and Sunsteel only have 4 pp so you cant even hit 3 times if a mon has protect, Maybe someone out there can do some tweeks that makes the match up better, idk I personally think Pressure is insanely good rn and it fundamentally changes the way teams should be built, maybe I am biased as I love Pressure in general. As a side note, bump up regular Giratina on the VR, that guy is nowhere near C viability imo.

I think Offenses are kinda bad in general at not only breaking stall but winning vs other offenses at the same time, maybe its just a builder diff idk.
I wanted to end this by saying that even tho I did find some success in building a offense that I think its decent I still maintain my claim of Offense being Meh, but after this I do think there are some ways of breaking thru. Maybe its just the nature of the metagame rn that makes Offense seem so underwhelming for me.
Shoutout LimonPokefan por los "momazos"
 
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So I have been heavily exploring double dance sets and what pokemon have the ability to use 2 setup moves or safely click setup 2 turns in row and then sweep. A perfect example of what I am talking about is Iron crown agility+calm mind. Why does this mon work so well at using 2 setup moves: agility and calm mind? The stat spread of 90hp, 72atk, 100def, 122spatk, 108spdef, and 98speed. Why is this stat spread so good? Well after much experimenting I found that 80hp, 90def, 90spdef, 95speed, and 100atk/spatk makes an ideal candidate for double dance sets. Generally your looking at mons with over a 530 bst total. Using this rule of thumb I was able to build multiple teams that enabled me make a run from 1295 to number 1 at 1554. Lets break this down a little further.

Speed of 95 (316 after ev/nature investment) is the bare minimum because at +2 speed you out pace scarf dragapult the fastest scarf user in the meta game and the most important speed tier to beat/match in the meta game. Having higher speed is important if using a single stage speed boosting move like dragon dance or quiver dance as things like booster crown or scarf lilligant-h can be faster than you for 2 turns instead of 1. Agility provides the instant ability to be the fastest threat and potential 1 turn sweeping potential. Other ideal speed tiers to beat common scarf/booster 324(crown), 339(lilligant-h), and 350(lat/pon). I think crown is the second most important benchmark.
Defenses are a bit harder to explain and is easier to explain as a total. The total base stat of defenses should be around 260bst. The reason is because it allows you to use evs to patch potential weaknesses. For example things like zapdos-g, iron crown, and fezandipiti all have a very nice balance and do not need add evs/nature support to reach good thresholds for bulk. However mons like volcarona have a glaring deficiency in a defensive stat were they need investment with evs/nature to lessen risks of double dancing. Mons that have a glaring deficiency need to have great stats in other categories to make up for this so that ev/nature investment is available. In the order of importance def, hp, and spdef. The reason defense is most important is to lessen the blows of priority, hp provides more hit taking potential, and spdef is least important as special lacks priority moves. However this ranking can vary for example a bulk up mon does not need to worry as much about defense the opposite for calm mind. Something like nasty plot or swords dance need a good mix.
Attacking stats are still important here because we may need to take advantage just 1 turn of setup. For me I found at least 100 atk for physical is ideal as things like hustle/moxie can make up for a lacking attack stat. However on the special side because there are less options to boost special attack with abilities, so having a higher base stat is needed for me that cut off is 110. What if something meets all other criteria but atk/spatk, fenzandipiti for example has abilities that can make up for a lack of damage from base stats with technician or toxic chain. Overall this is the least important stat category but having a decent attacking stat helps with flexibility/balance.
Typing really matters here crown for example has an excellent defensive profile with weaknesses that can be patched up with abilities. Limiting the amount of types your weak too is major for this idea. Volcarona is another option that fits this idea 3 weaknesses flying, rock, and water. Limiting what you have to prepare for is key. For example something like Latias is extremely weak to common attacking types: dark, ghost, dragon, and fairy. All of which are extremely hard to patch up with abilities so choosing a proper tera is key. With this in mind you should have a mon on your team that covers your weaknesses for example crown could be covered by okidogi+levitate to deal with dark types. Volcarona could be covered by fluffy ogerpon-wellspring which can counter anything volcarona is weak too.

Tera types are really important for enabling double dance sets. Vast majority of the time you want to take a defensive tera that buys you another turn of setup or removes the threat of priority move. For example Iron crown often loses to shadow sneak/sucker punch users so using tera steel to remove the weakness and still get an power buff is ideal. Latias on the other hand may choose tera fairy to be immune to dragon and save hp and power up a coverage move like draining kiss. You may even choose a tera type that enables the use of tera blast to get ideal coverage for example fezandipiti has a hard time dealing with steels so tera dark or fighting provides much better coverage than fairy/poison. Try different teras based on what your setup sweeper is losing too or expand the mons you can setup on. For example tera water could enable setup on crawdaunt/quaquaval.
Supporting abilities are a major factor here. You need to take defensive abilities: fluffy, levitate, flash fire, and ruin abilities for example to enable these mons to succeed in setting up and sweeping. Anything to live an extra hit. Fluffy is extremely important, and imo the most important ability to enable the game plan of using 2 setup moves. The main reason is priority moves are not your friend and often are the reason your double dance mon will koed and your sweep will end. Something like ting lu can be used to patch a poor spdef stat on iron valiant, gliscor, or haxorus for example. Levitate is used prevent webs from harming your ability to out pace dragapult. Flash fire is used to prevent physical sweepers from being burned on turn 1. Something like water absorb can provide setup opportunities on common mons like crawdaunt or quaquaval. Tailor your support abilities to enable your sweeper. I heavily favor the classic levitate, fluffy, flash fire combo as it provides just the right amount of bulk to enable double dance for a ton of pokemon.
https://pokepast.es/4c03ecf38ef340ee
Already posted this team but it makes use of 2 double dance pokemon using the ideas above to enable both. And uses berry counters that I previously posted about.
https://pokepast.es/72aa2317b8f6fe6d
This team uses double dance zapdos-g with the unconventional focus energy to beat stall and ignore things like curse, bulk up, and iron defense. Shout out to decidueye banded shadow sneak for changing my opinion on long reach and to the person who swept me 5 times with it.
https://pokepast.es/f00c196c8ebbc1ee
Team is built to enable volcarona to setup 2 quiver dances and sweep. The nice part about quiver is that it only takes up 1 move slot compared to the agility+atk boost in other sets. However this can lose to scarf dragapult if they switch in on turn 1 of volcarona being in or to scarf/booster mon like boulder/roaring moon. The nice part is this offers more damage potential on turn 1 and 2 of setup over something like latias or latios who need 3 turns to match similar power.
https://pokepast.es/587c4e9a2e91776c
Arceus is normally built to be a special sweeper or cosmic power body press mon but I wanted to take advantage of hustle/no guard and gunk shot. With this set Arceus is extremely hard to remove with bulk up. Sadly the only other non contact move is stone edge but I wanted a way to hit steels so I settled on super cell slam with its high power and ability to hit everything that poison typing can not.
https://pokepast.es/ef2c2cbedb6fd07a
Being a special attacker removes the need to avoid burn. So Valiant can use download to have an absolute nuke of a vacuum wave or moon blast. Calm mind is more used to break defensive teams on this set or poison types or if you do not get a download boost. Just agility is often more than enough to sweep if you have download spatk boost. Someone else used a similar Val set not to long ago.
https://pokepast.es/299331954b1b8a63
Kingdra does not hit the speed rule however with one agility it is only threatened by dragapult and tera fairy covers dragon darts. After a focus energy and scope lens you have a 100% crit rate so stat drops on draco meteor no longer matter paired with dragons maw+adapt+sniper you can do 50% to max hp max spdef vessel of ruin blissey. Kingdra just breaks stall. Dragon water is also a great typing eliminating aqua jet or bullet punch as priority threats.
https://pokepast.es/27add2bd6225e653
Fezandipiti is pretty decent since it has a great typing of poison and fairy with good resists verse priority mach punch and sucker punch. It does lack answers to steel types so tera fighting/dark helps a lot. There is another option here and that is to run technician over toxic chain and use double kick which will do more damage than tera blast fighting to non fluffy teams and is not tera reliant. This team is kind of gimmicky but it is fun and not terrible.
 
What happens if you stack -ate abilities? Stacking Refrigerate, Aerialate, Pixilate, Galvanize, etc. Which one applies first, and do the rest apply because the move was originally Normal or does a Pixilate not apply because Refrigerate already applied and changed the move to Ice so it's not Normal any more to trigger Pixilate? And if that's the case, can you layer the abilities such that you get Refrigerate --> Normalize (to change it back to Normal and boost it again) --> Pixilate so you get a triple boosted Fairy move when you use a Normal move?
 
Stacking -ate abilities merely randomizes what type the move ends up being with equal probability across all abilities.

I haven’t tested Normalize, but even if it works and turns all your moves into a singular type, this doesn’t sound useful because all of your Pokemon now have no coverage whatsoever. It’s still weaker than Adaptability, Sheer Force, Tough Claws, and other modifiers.
 
Hey, just a note that Byleth has stepped down from the council, thanks for your service!

To keep this from being a one-liner, I'd also want to make some comments on the meta shifts caused by Sturdy's ban:

:ogerpon-cornerstone::donphan::cosmoem:: These Pokemon were indirectly banned by no longer having a legal ability, and it's a bit of a shame for Ogerpon-C as it had far healthier roles than the FEAR-like abusers of Sturdy, especially with it being locked to a level too high for FEAR-like stuff to be used, but at the same time, minimizing complex bans compared to past gens has been a nice way to ease accessibility on the tier IMO.

:trevenant:: Harvest teams took a bit of a hit as they no longer have a blanket wall of sorts, which is neat as this addresses some of the complaints regarding such structures, hopefully Harvest teams are finally a more healthy part of the metagame over one that keeps needing nerfs as to still retain such structures at all per userbase appeal.

:Maushold::Solgaleo:: These were the most naturally viable forms of counterplay (in the sense of holding up quite well outside this matchup) against Sturdy teams, and while they're no longer as needed per the patent teambuilding centralization, their increase of usage did make them more noticeable as potentially problematic either way, bonus points for Solgaleo as it had the 2nd highest score for a potential suspect after Zamazenta in the last survey.

As the tier is quite adapting quickly to the post-Sturdy metagame, it'd be nice to see what others think of potentially problematic aspects in the tier such as those highlighted or mentioned in the prior-linked survey or if there's anything to potentially free back in the format down the line, as what's brought up may be showcased directly in the next tiering survey.
 
Hey, just here to speak a little about my thoughts on post sturdy ban shared power before I probably make a post on the pre-OMPL thread.

Shared Power Imo has always been a difficult tier to gaze what is actually good in, especially after a suspect that brings such a Teambuilding relief and opens up more interesting things. I think that your vision on the meta highly revolves around what you actually face, and there isnt a truly objective look at the metagame rn, so here is mine.

regidrago.png
Dragspam for me is the closest thing Shared Power has to a "Centralizing" Offense team, not in the sense that its the strongest but the one the meta is built from, sort of like a fundamental building point of Shared Power. Having just gotten better with the Sturdy suspect as it really wasnt a match up they liked they still reign supreme imo, Its an archetype of team that I think every single serious Shared Power team should have an answer to, the rise of
clawitzer.png.m.1771754000
dragon pulse spam teams means actually taking hits for offense teams become almost impossible even as a steel type. Dragspam can allow it self to run only 3 or even 2 boosting abilities with 3 big stat blobs and a scarf pult and still be insanely strong and consistant. The only thing that keeps these kind of teams in check is tera imo, Tera Fairy is super easy to just slot in and its actually really efective against the team, im not saying you can just put Tera Fairy on 1 mon and the match up is suddenly solved but it reliefs a lot of the pain of the match up, Tera Fairy also has counterplay on the Dragspam side of the mu, as things such as
dialga-origin.png.m.1771754000
, tera steel
arceus-dragon.png.m.1771754000
or even less mainstream things such as
palkia.png.m.1771754000
/
palkia-origin.png.m.1771754000
(seriously, someone else needs to try palkia on these teams) imo bring healthy counterplay to both players and reliefs the whole Mu fish problem.

trevenant.png
Berry teams seem to me in a wierd spot right now, if you go on ladder basically every single berry team you will ever see is some kind of "cheese" strat with some set up mon, the loss of nosepass to berry stall meant that they no longer have this "check all" thing to fall back on, the loss of nosepass has made me personally in team building shift a little from my stall structures to some more offensive teams, the rise of things like hustle, and "stronger" teams in general due to not having to check the nosepass box hurts berry stall teams that actually aim to take hits with only Tablets of Ruin and Vessel of Ruin as the defensive abilities. I still think they are viable outside of all of the cheese involved, and even underexplored in more balanced/even offensive teams, (Dont let Goldbanker know about harvest endure custap berry teams)

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Dont get me wrong, stall is good rn, deffensive abilities simply out class offensive ones in power imo, you dont need much to actually seem like you are inmortal. But, in my humble opinion, stall is a bit overrated rn. I wholeheartedly think that you can built consistant, good offensive teams that have playable match ups vs stall, now I dont think you can cover every single one of stalls variations, maybe you make a team that wins vs the normal fluffy + wo chien thing but cant really deal with Aroma Veil Dozo, Beating every stall would obv be impossible without leaving massive holes in other match ups, but I do think that my vision of the metagame rn does allow enough leniency for offensive/balance teams to bring these stall killers or to break through with sheer power. You will see me ramble about how a lot of things are unexplored on shared power, but I trully believe that this is the case, especially with stall counterplay.

solgaleo.png
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Tbh, I dont see any of these two being too much for the metagame. Solgaleo for me is completely healthy for the metagame as the best way to bypass one of if not the strongest ability in fluffy, while also being kinda Slow for the metagame, 97 speed is insanely slow for shared power, basically every single scarfer in the tier outspeeds it, and even agility sets cant afford to run adamant as Scarf pult comes at 631 speed, Steel type is also not good offensively as steel and water types are very common, and its not wierd at all for a solgaleo to fail to kill key targets that ressist sunsteel or to have to lock itself into another move for it to work. Special/Mixed Solgaleo is something I have been looking at in the past, I had a Lo agility mixed solgaleo with Thunder and Psychic, for dozo and pex. Maushold on the other end I could see why one would want to ban it though I disagree with it being too powerfull, Maushold just wants too much support from abilities to sweep, so much in fact that it cant even fit them all on a team, Maus wants: No guard + Hustle, Adaptability, Terrain Support, Scrappy/Pixilate, Long Reach and Sharpness. You cant fit all of them, you have to choose power or utility, and it can never cover every single match up to completely break maushold, Even if you could run it with every ability, there still would be checks like Scarf Pult, Booster Flutter, Scarf Ace, and less explored ones like Iron Valiant or Roaring Moon.

quaquaval.png
I knew Quaquaval was good before, and maybe its just that im building more offensive teams, but quaquaval has been looking to me as insanely broken as of late, Spinning is hard in shared power no doubt, Quaq not only allows offensive teams to run Focus Sash, But its a mon that not only can just run with the game incredibly easy, it makes its partners able to do it too. As of lately I have been testing this team (yes vnmmv, that was me) in which LO Quaq has proven to be insanely good, Scrappy Rapid Spin negates the Spin Block and Allows for you to stack the sashes. Same with Terapagos in the sense that being reliable allows you to go more on the offensive .The speed boost from it its actually really important, Tough Claws + Adapt turns this into a demon and Tera Fairy is for the Dragspam Mu, And Yes, I know this team is weak to indeedee and even tho I really like what pawmot allows you to do with Revival Blessing I have made an Iron Valiant Version for that MU in particular

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I wanted to talk about Chi-Yu Specifically because I think the Unban of Chi-Yu (with Beads of Ruin restricted, obviously) Would be perfect for what I think shared power wants as a Metagame, Chi-Yu would not be broken in any sort of way in my opinion, base 100 speed really puts a Stop to most of the disgusting things he wants to do, Even if Tailwind Chi-Yu teams somehow out of nowhere rise up, Nice, tailwind teams really need some appreciation and are not any good in the metagame. What im saying is, Chi-Yu wouldnt really mess with the whole offense thing of Shared Power, at least not substantially, And it would play into more Counterplay for Stall (which again most of us agree is insanely good Rn) I do not think Chi-Yu would just destroy every stall team to ever exist, Dark Pulse is not a strong move, and Flash Fire is pretty common with Fluffy being so strong. Special Offense teams also need a little bit more help in order to compete with all of the boosts of Physical mons and I think Chi-Yu would be good for Special Offense to have this big breaker. Mega Launcher Dark Pulse teams dont really exist and If Chi-Yu pushes one it would be completely fine and it would bring Divesity to a an archetype dominated by Dragspam. I dont think bringing back Palafin/Conk/Scizor would do anything more than bringing up the need of indeedee and making the metagame more MU fishy, Deo-A seems a little too much to me on paper, I think Chi-Yu works just fine if we want to Unban a Strong Special Attacker, Arceus-Fly seems fine but I dont really see a need from him that would separate it from basically any arceus form

I would love to just Post all of the teams I have built for the metagame post-sturdy ban, I will hold off on it in the Ultra Slim chance Shared Power makes it to OMPL, But just know that I like the State of the Metagame we are in, I think its actually very competitive and has a lot of space for innovation. I will talk about this If I make the post in the OMPL thread but I really think Shared Power gets the "MU FISH TIER" stamp quite unfairly, while It would be foolish to deny the nature of the metagame, I truly believe its not nearly as bad as people make it to be, and It even pushes creative teambuilding to cover and relieve hard match ups. To say that Shared Power is all MU fishing would be a mere attempt to minimize and simplify how important teambuilding actually is on this tier, and an excuse to not push yourself to build greater teams.

Shoutouts to eldids and Maarck for taking the time to play this tier with me and always helping me push new ideas
 
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Hello, I'm not sure if this has been brought up before, but I have a question about the way Cloud Nine is implemented, as I may have found a bug of some sorts. I played a game of SP B12P6. In this game, I had a mon with Cloud Nine active, removing their Sun. However, when it was hit by an attack, Cursed Body activated, and after that Cloud Nine wasn't active anymore. If this is an intended mechanic, fair enough, but I doubt it's supposed to be? Because Cloud Nine should stay active as long as the mon is on the field?
Replay is added. The turn in question is Turn 13 to 14. Thanks in advance!

https://replay.pokemonshowdown.com/gen9randombattlesharedpowerb12p6-2589916050

Edit: Thanks to some helpful mods in the Random Battles room, we deducted this was purely a visual bug, not a mechanics one. Probably lesser priority lol
 
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Been pretty dead here for a while, and the ladder has been super deflated for more than a month now, but there has been new life the past week or so, seen a lot more higher level players on the ladder than the few weeks before.
I’ve also been building a lot of new teams, mostly berry teams (I am a known quantity in this respect), and I figured I would share some of what I made and my thoughts on the meta.

My dear sweet innocent war crime has been cast to the shadow realm, and now I have to make do with a mere giant catfish. Still a good team, not as good as the original though. Shallower peaks and shallower valleys, with a lower skill ceiling.

Overall, I am not too sad about the casualties of the sturdy ban, and I can see why sturdy is what had to go: if the ban had just been nosepass, I would have gone pineco, and that probably would have needed a ban too (though sand would work against it so uou would have to choose between tera to deal with sand and tera for scale shot). Carbink I think was distinctly worse for no pain split and so there is a reason it had never had the impact nosepass did.

Could have been an oran ban I guess, but I’m really just thankful it wasn’t a ban that hit berry as a whole, because I think that berry is one of the reasons why this meta is actually interesting.
Without it, i think HO damage multiplier stacks would outdo almost everything else (except hard stall, which doesn’t have the same range of expression and creativity as berry does in my opinion, because berries can be run as defensive or offensive items, and support a bunch of different kinds of pokemon), and then a huge amount of other stuff would need banning before the meta got playable again. Not that that is a fundamentally horrible idea, it would just make the meta bad in the mean time.

A collection of various teams for perusal, none of these felt like amazing teams, but none of them felt bad, and the ladder was usually pretty dead while i was testing them so I don’t have the best idea of their actual potential in a competitive metagame.

Adapt + Terapagos
Terapagos is weird on berry, because multiscale style effects dont really work as well with berry as you might wany, but its a bulky spinner, starstorm is good, and toxic is nice. Adapt makes ceruledge and trev scary.

Sun custap offense
this can kind of suck into guts prio, just because they can get so much damage and prio beats fake prio from custap, but it was fun to use.

Grafaiai and ditto
Interesting idea, I didn’t feel like it really delivered on the promise of copycat prankster very often, probably the team needs some more work to utilize that idea, or maybe a whole different path for that idea would be better. When it worked it was really scary though.
Swapping grafaiai for ditto with a sitrus made a great anti-stall team, and I used that version for a while, but against hyper offense the team was basically a speed tie simulator.

Offensive and balanced berry teams are generally really good against unnerve, it turns out strong offensive pokemon can get KOs and eat their berries pretty easily.

If you’ve played gen3 OU you’re probably aware of TSS (toxic, spikes, sandstorm) strategies, a sort of bulky archetype that is a little like hazard stack before hazard stack was really possible (SR was a fourth gen introduction). The accumulated chip damage helps stop the enemy from setting up and lets the team’s own breakers sweep more easily. I figured something similar would actually work great for a berry team, but not feel too derivative of my past teams, so i wanted to try something inspired by it.

I tried a hazard stack corrosion team first, thinking that toxic and hazards were really the more effective and important parts, but the main thing was that the team was too passive, and not tanky enough to be able to afford that passivity. It couldn’t afford to run sticky hold either, it was hazard weak itself and weak to status conditions, so it just didn’t work out.

I made another attempt, thinking about sandstorm and what it actually does in the modern day. I realized that garganacl in sand is actually a great special wall (that prevented status from being a weakness), and I started building around that, as my core.

Tyranitar is obviously a great setup sweeper and a good rocker, and with jaboca its a decent knock absorber for a berry team—being dark type itself for the resist. It is very fighting weak, which is a bit of a problem for the team especially with scrappy running around, but tera fairy can mitigate that a lot.

Trevenant was obvious, though the set is none of my normal ones, with haze to stop setup sweepers that threaten berry teams. And i spent a while debating cheek pouch mons, but encore maus won out for not being easy setup fodder like greedent can be (dedenne is kind of just worse than maushold: slower, significantly more frail, less offensively threatening).

Houndstone was kind of the obvious defensive choice, will-o-wisp, fluffy, roar, great holder of kee berry with body press. Wo chien just worsened my already tenuous type matchups too much, and none of the other defensive options i considered really fit.

Infiltrator spiritomb was kind of a “i doubt this will work so let me try it first” choice. I was assuming that a flash fire mon would would be best, or maybe even well-baked body dachsbun, for the type matchups, but i wanted to try inflitrator because bypassing substitute seemed really valuable, if i could support it.

As it turns out, I’ve lost only two games since starting off with the team and gone from 1400 to 1560, so, I think I can conclude it is well supported.

Infiltrator oddly enough acts as a defensive ability, because a lot of set-up sweepers use sub to prevent effects like toxic, burn, leech seed or salt cure, and without that protection they can’t set up enough to truly break a berry team. Haze, my own boosting, and sub protect stalling further limit the viability of boosting up against the team.

And neutral hits without boosts tend to be pretty useless against berry teams, because 2hkos are fake when you heal half your health afterward. This means that not having the best type coverage defensively is actually quite manageable, as long as I keep pressure up.

This does often require being willing to effectively sacrifice something for a vital status condition or ko, which means this team plays a lot more like an offense team than I expected from the amount of defensive focus I put on my sets and my team comp. Nothing here is offensively invested, not even ttar or maus (though houndstone cheats with body press), but keeping up offensive pressure is very much important to how the team is played.

The last noteworthy thing I haven’t mentioned is the choice of avalanche over body press on garganacl. Part of that is for coverage: hitting grass types like hisuian lilligant, wo chien, and trevenant, ground types like ting lu, ursaluna, and the occasional gliscor, and all the many dragon types in the meta supereffectively is really valuable, especialy since many of those threaten garganacl if they get to stay in against it. Also not being walled by ghosts is nice, and salt cure threatens water, steel and fire types ice is weak against. Very good coverage.

The other part is that hitting with 120 power from an uninvested base 100 attack stat is actually better than 80 power from an uninvested base 130 defense stat (because garg is spdef invested here). You don’t get that unless you’re hit first, but it pretty much always moves last with -4 priority and curse stacks, and if you’re forcing defensive moves while bearing down with constant chip you’re probably winning anyway. Most garganacl would probably prefer body press, but this set and team gets a lot out of avalanche that body press could never.

Now for some meta thoughts.

I feel like dragon spam has been mysteriously absent lately, when it was like THE offense during nosepass’ reign (and i don’t think the meta should really be that different now than then). And when I do see it it’s almost never the mixed or special attacking variants that I think of, its this scale shot spam HO that frankly feel way worse to me (though there is a screens regi scale shot spam I thought was good and cool, but most of them weren’t clever about it like that). I genuinely don’t know why that is, I don’t think the meta has anything pushing that trend, but maybe I’m wrong? I would love coherent thoughts or theories. All I have is a very winning record against physical dragon spam.

I’ve heard a number of people on ladder saying stall is bad, or that stall other than berries is bad, or that stall can’t beat berries.
And I decided to put that to the test by playing my old rest-cure hard stall (with a spdef dozo instead of the full physical defense one and tera dark on blissey but I didn’t use tera on blissey even once in this testing so, whatever), and it was really good?

It still beat every berry team i faced (as i recall it generally doing), and it beat almost all of the HO. It was climbing ladder pretty well alone (enough i could have gotten top with it if i just persisted, as i originally did when i made it), and even better when i rotated using it and an offensive team so matchupfishing me was harder.

So like, I’m trying to figure this out: what are people who want to play non-berry stall doing wrong that they feel stall is bad against berry, so these are my thoughts:

One thing I think might be going on is people not using pressure. Pressure really helps stall with consistency on ladder and is great against berry teams in particular. Berry teams often use boost sweepers that have limited pp on their small number of offensive moves. Often only one mon on their team (and sometimes zero) actually has any chance of breaking a stall team’s unaware mon or their haze user or whatever strategy the stall team has for boost sweepers. Running those pokémon out of pp moves things from the midgame (where stall can lose but is still favored, because they should be able to survive boost sweepers if they built remotely well) to the long endgame (which is highly advantageous to the stall team if the berry team doesn’t have drought). Most berry teams should lose if they don’t sweep a stall team, and their best hope is usually going to be a draw, at this point the berry team will often offer a draw and the stall team should reject it if they care about winning or accept it if they don’t want to play for another ten to forty minutes (depending on the teams and player skill).

When the berry team has Drought, things are not so clear cut, I have won most of my games in drought berry v stall from whichever side I played, and I have played both sides many times. If one team has hazard stack I would generally favor it over the other, unless the other has levitate or a significant advantage in pp for removal. The ability to apply persistent status is a slightly less important factor but can decide the game as well or lessen the hazard advantage. Phasing can help the stall team significantly but doesn’t generally much help the drought berry team unless they already have a hazard advantage. If the berry team has pressure as well (very unlikely if they have drought, fitting both is hard) that might be an advantage, if their team is somehow well constructed (but i haven’t seen a team that fit both and felt solid with both, and i have tried building one myself without much success). Overall though, I think these matches are grueling but highly skill dependent, usually going to whoever is better at the matchup, over whoever has the technical advantage, because those advantages are thin in stall vs drought berry.

Another issue might be spotting win conditions, win conditions in long stall games are generally about forced error and/or playing to the chance of something happening eventually. Flip a hundred coins, and there will most likely be a chain of five heads in there, this is the easiest way for stall to beat berry, by forcing the berry harvest coin flip enough times that eventually they fail enough enough times in a row to be taken out. To do this you also need to force conditions where the berry coin flip occurs, which is why forced errors are important. Basically this means setting up a condition where the optimal play is something you can take advantage of. If you keep switching, and they cant kill you or chip you appreciably, they should respond by switch stalling too, then you use this to find an opportunity to get an advantage (apply status to a previously healthy mon, phase out something that doesn’t have berry rn and was chipped down by status or hazards to force it to get even lower, then chip it more when it comes in and force the issue). It will be by a thousand cuts, but thats the game you sign up for playing stall, really. Learn to play conservative and watch for weaknesses, instead of playing like the berry team has an advantage. They usually don’t.

When I play berry against stall, I do still win most of my games (though less than the other way round), but I do it with trickery and deceit (and superior knowledge of the matchup). I often make technically suboptimal plays that are hard reads or bait for even worse plays from my opponent, and I hope not to get caught. It’s not an advantageous matchup for most berry teams. As discussed earlier, some drought berry teams have an advantage against some stall, but usually, if it has pressure, stall is highly advantaged against berry. (Oh also, ditto, but i’ve never seen ditto berry apart from my trying of it)

There are, I think, three phenomena that all end up getting called matchupfishing.
1: “there is a lot of x in the tier rn, I need a team that beats x”
2: “I want anybody playing x strategy to lose on team preview and I care about nothing else”
3: “I lost to a player playing x strategy let me bring y to counter them in particular and hope to queue into them again”

The first is a natural consequence of being good at the game and meta-aware, and it fosters meta diversity and advancement.
The second is largely a result of being bad at the game, and it can be pretty unfun, but it is primarily unfun for the employer of said “strategy” and so is largely not affective to the state of the meta
The third makes the meta more volatile and less fun, and is only particularly common (or effective) in very small metas with few concurrent players. But SP happens to be one such meta. It isn’t a terrible strategy in the right situation, but it is more likely to be chosen by players who might matchupfish in the second manner anyway.

I think it is easier to come up with a way to matchupfish in SP, and many abilities happen to have outsized impacts on certain strategies, meaning that the team builder is more important than the match itself to a greater degree than the average meta. But the real root of matchupfishing being part of the identity of SP is the small playerbase. Still, I experience more matchhpfishing and am more annoyed by it the fewer people are playing SP, and it is more impactful the fewer games I can play in a session. More players means faster matchmaking, less chance for targeted matchupfishing of me as a player, and more fun. You still end up being targeted some if you’re very high rated or very successful, and playing for a while, but it will be less impactful and the matchupfishes will be forced to be slightly less targeted, and if you want, you can respond by choosing some other team that is good into the micrometa developing in that moment, and then the problem is resolved and the option 3 matchupfishing kind of stops being viable and people just have to build good teams in response to the meta around them.
 
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Okay so the Randbats ladder kicks ass. Actually a super sick metagame and a super cool way to be introduced to the meta. I will be playing this metagame in tournements if given the opportunity. I believe this metagame has a lot to offer in terms of interesting, fun, and unique interactions. I've been mostly grinding the randbats ladder and I find myself really wanting Mega Evolutions thrown into the mix. I hope this becomes something worth looking at in the future. I strongly dislike Tera especially in this metagame but thats besides the point. I am looking forward to hearing more and potentially playing this at a higher level.
 
IML IV Shared Power Wrap Up

Ill firstly start by giving some context on IML and how it works, IML, or Instinct Mixed League. Is a tour hosted by the Poke Instinct group, a group of Spanish Players that host many tours such as Instinct Smash or Regional Hispano, Its a group that aims to discover and expand on new spanish-speaking talent. And even though most of the tours they host are made on Spanish Discords (for now, we will talk about this later) basically every World Cup of Pokemon Spanish-Speaking players takes part in these tours.

The format for IML IV is simple, 6 Teams, 8 slots, 2 Static SV OU and 3 Self Picks for both teams each week, the Pickable tiers are, basically every single tier you can Imagine. As long as there is a place where you can play it, you can pick it, So you are highly encouraged to draft players that are good in niche tiers that nobody really knows much about. Our team, managed by my 2 Long Time Friends eldids and Maarck, aimed to exploit this the most by picking players such as Estuardo19 (A Known Gsc Low Tiers Player) and DerpySux (One of, if not the best BSS player on the site) and well, Me. The nature of the format makes a for a lot of ties in general as its "expected" you win your 3 self picks and lose the other 3, and while our team did tie a lot of weeks, things never go perfectly while playing pokemon. On a side tangent I joined this friend group arround when IML II was happening and they always told me things like "Rarh would destroy IML" and things alike, so im happy to perform for them.

Ill talk shortly about my weeks 1 and 3 because I didnt play Shared Power, as IML literally lets you pick any tier you want, me and my managers wanted to show out my "Tier that no one has ever heard of" repertoire and we Picked SS and SM Chimera 1v1, a tier that if im not mistaken had a playable ladder once in the entire life cycle of SS. So yeah I won both weeks and the original idea was to pick these in more tense situations but later I felt that I had to do too much prep and was more confortable on Shared Power.

Week 2
:Trevenant: :Gastrodon: :Garganacl: :Giratina: :Dondozo: :Maushold: vs :regidrago: :clawitzer: :porygon-z: :dialga-origin: :giratina-origin: :dragapult:
Replay

So for my 1st week of Shared Power I played against Spec, a player in my same friend group where we talk a decent bit about Shared Power, To be honest on the team choice at the start of the week I was thinking about bringing maybe some Dragspam or more offensive thing but the week ended up being 3-3 so my managers asked me if I could play stall (you will se a pattern here) as Stall would be much more safe into what he could bring, I listened and Loaded up Finnaggann' Nosepass-Less team with some minor edits, I actually made this team before it got posted on the forum so I didnt know what Finns full evs of sets where so I just kinda rolled with what I thought It might be and called it a day. on Atoq's side, he told me that he wanted to bring some stall of his own but his team manager told him to run Vnmmv's Week 6 team, because and I quote "Its Broken" so yeah the mu was a little wierd, Infiltrator into sub pp stall is always not good to see but SpD tera Steel Garg clutched up the mu by taking on Dialga-O and with some decent Harvest rates, the mu was over.

Week 4
:Garganacl: :Arceus-Dragon: :Ting-Lu: :Heatran: :Houndstone: :Latias:vs :ho-oh::toxapex::ting-lu::blissey::houndstone::wo-chien:
Replay

So for the 2nd week I played vs Rylon, who is right now playing ORAS in the WCoP Finals for Latin America. Now tbf I didnt really know much about him so I wanted to bring something safe, I thought about bringing "sp goat" a team that I have never lost a single ladder or test game with, but I ended up "saving" it for another week. I thought about what could trip up a good player on a tier he doesnt know and then it hit me, My own Cosmic Power Arceus team that I posted about earlier in ISTT, some test games made me realize garganacl was probably better than bee, as It meant that I didnt have to tera to dodge most status, though I still missed shield dust and the switcheroo scarf on some test games. He ended up bringing InkyDarkBird's stall sample which was not at all something I expected, thankfully I guess he didnt really do much testing (probably because WCoP was happening at the same time) and didnt fully understand how to Share his abilities, tbh I dont know how the game should look with Perfect Play from both sides but I think Latias does end up winning with the right set up.

Week 5
:Flutter Mane: :Landorus: :Porygon-Z: :Ting-Lu: :Houndstone: :Arceus-Dragon:vs :lycanroc-dusk::comfey::porygon-z::glimmora::crawdaunt::lokix:
Replay

This team is the so called "sp goat" it got this nickname while testing with my friends and on ladder as I have never dropped a single game on it, Its somehow 21-0 on ladder and much more than that in testing, I havent been talking much about testing for this tour because I dont want to repeat myself on every week, my friend and manager Maarck is a Shared Power enthusiast that makes cool teams and test with me all the time, and my other manager Eldids knows a thing or two about the metagame as he did the Sturdy suspect, So I spent most of the time testing with them and my good friend AfuroVictini who I always bring in any tour with me as we test every tier for fun. Now talking about the game I could have never expected for someone to bring the prio spam sample, I have to be honest and say I have never ever seen this team in a real game before, it took me by surprise and it ended up being a close game where if not for Fluffy-Lu taking 62 from a Tough Claws +2 Crawdaunt Liquidation (Classic Fluffy-Lu) I would have probably lost. I dont claim for this team to be perfect, far from it in fact, I think it has a really hard mu into Heatran as this was my first time using Fluffy w/o Flash Fire, but I always feel like I am able to outplay bad match ups on this team.

Semi-Finals
:Gholdengo: :Ting-Lu::houndstone: :heatran: :giratina-origin: :okidogi:vs :smeargle: :empoleon: :cinderace: :comfey: :dialga-origin: :porygon2:
Replay

Our Team qualified 4th so we had to play 1st seed going into poffs, we already faced them in week 2 and were the only team to Tie a week vs them in the whole tournament, at this point I gave up entirely of trying to know what they would reasonably bring after the last 2 weeks, I just accepted that most teams would just not prep so hard in a slot they were 90% sure they would lose and started testing against teams posted in the forum. My train of thought with this team was "my friend atoq told me in week 2 he wanted to bring stall but his manager didnt let him, what if they now say to bring stall", So I wanted a team to beat the samples while not insta losing if they didnt. Gholdengo has always been an interesting mon for me in Shared Power, I think everything in the metagame would lead you to think is really good, Steel types are good in general, Fluffy + Flash Fire + Levitate is a really common structure and adding immunities and a 50% contact damage reductions just seems so broken, but the really offensive teams tend to just kinda steamroll it without it getting as much time to shine, Still I think its underrated, Both a Scarf Trick set and Nasty Plot Recover set can be really good into some teams. This team is remarkably similar to Vnmmv's OMCL Week 1 team, and to be honest I really tried for it to not look so similar, In testing I ran things like :Hydrapple:, :Urshifu-Rapid-Strike: or :Great Tusk: but I found that they didnt perform as good as one would hope (Tbh shifu was really good its just that guard dog does so much in the stall match up) so it ended up looking just like it with Ghold>Flutter and some wierd changes like Band Houndstone (which is really good it surprised me) and a Physically offensive max speed Giratina. I talked about this a little in the Shared Power discord but the Fist Plate Ting-Lu was to Ohko maushold even without rocks, as the team in testing proved to be very maushold weak. It ended up facing a match up that I didnt even try to test, I could never imagine they would bring the Self Webs team, It ended up being a decent match up for the team as but could see myself being overwhelmed by Dialga-O, it ended up being fine as they sacked it for trick room pretty early into the game, that probably sumented the match up in my favor. Obv no flame to any of the players on this post or their comments on the replays, they are good players in a tier they know little to nothing about.

Semi-Finals Tiebreak
:Gastrodon: :Wo-Chien: :Giratina: :Trevenant: :Dondozo: :Maushold: vs :Houndstone: :Ceruledge: :Latias: :Okidogi: :Garganacl: :Hatterene:
Replay

Now, I want to take you to a diferent reality, I didnt at all prep this team for the Tiebreak, I was, 100% sure they would bring some insane stall fish like unnerve, Think about it, as Tiebreak is SV-Self Pick-Opp Pick all they had to do was hard fish stall in Shared Power, they were expecting to lose anyways so if the fish didnt go well they still had they own pick and SV to play, they didnt lose anything by fishing and had the chance to win it all. So I did not think for a second to bring stall, I thought my logic was sound enough + I had used stall before vs them in week 2 and openly expressed it was because my managers told me to do it when the week was tied. So I went into the builder and decided I needed to stop being so maushold week, I wanted to bring... Lycanroc. yes, the same one I was rambling about in the discord talking about how I didnt consider bringing it once, it seemed perfect, I started cooking a monster of a team with marcos. :Lilligant-Hisui: :Golurk: :Tyranitar: :Bombirdier: :Lycanroc:and... :Arceus-Fire:???? And the sets where.. something, Worry Seed Lilligant, Scarf Golurk, Tera Fly Tera Blast Taunt Tyranitar, Custap Endure Bombirdier, and A Special Psychic Terrain Arceus Fire??? now there is a slim chance you have seen a version of this team with Arceus-Dragon on the ladder, as my manager Maarck liked the team so much he decided to push ladder with it. Believe it or not this team did insane in testing the wierdness of it was exactly what I wanted to bring, as Offense v Offense in Shared Power is super Volatile, a Single Turn of wierdness can turn into an Instant win, be it Lilligant removing unaware from dozo and not letting it rest, Tyranitar walling and setting up on Ting-Lu, Golurk Tricking set up sweepers or outspeeding things that no one would expect it to or Arceus setting up Psy Terrain on Prio Spam teams that are so infamous for beating Lycanroc, It was perfect. now, when I posted this team in the chat my other manager was like, nope, you are playing stall. So yeah, I played stall, Opp manager was so kind to pass me the team after I won and give me some Insight in that they were going to use Unnerve as I thought but switched up last second, in another universe we see the greatest read of all time and I bring an Insane team on Semis Tiebreak. About the game there is not much to talk about, the mu was basically unlosable, every set up sweeper is hard walled by dozo even if it has 0 pps and Latias can never get past Fast Maushold pp stall, not an easy watch tho It left a funny comment at the end that got spammed in the discord chat after I won.

Finals
:Dialga-Origin: :Arceus-Dragon: :Clawitzer: :Dragalge: :Regidrago: :Dragapult: vs :Lilligant-Hisui: :Lycanroc-Midnight: :Crawdaunt: :Dragapult: :Terapagos: :Flamigo:
Replay

Whats a Shared Power run without some good old dragspam, I knew coming into this week that I would not under any circumstances bring anything but offense this week, I have been bringing balance/stall teams every week so I wanted to bring something offensive just for myself, I also thought about bringing an uptaded version of my Wo-Ffense:tm: team, the Lycan team that I didnt bring to tiebreak or a edited, more serious version of the Self Tspikes Team I shared in the discord not so long ago I ended up choosing Dragspam because I think its a really good and solid archetype that has lately been on an unfairly decline in usage, I evd my dialga to outspeed Vnmmv's Okidogi out of trick room and gave the dragalge an Air Balloon as a sort of "Anti-Lead" to Golurk teams, specially the maus sample that have been giving me so much problems through this tour, and It worked as a good scarf poltergeist switch in from houndstone. The Arceus used to be cm but I liked the tera steel adaptability Flash Cannon coverage, and I could not give up on both Aura Sphere and Dragon Pulse, its evs are to Outspeed scarf pult, +2 252 Jolly Solgaleo, and 252 Jolly lycanroc under sand after an Agility, I also knew Abel would 1000% built for this game not only because it was finals but because he also built for our Week 3 match in where we played Sm Chimera, if he built for Sm chimera that its literally one of the hardest tier of all time to build for he would also build for Shared Power, He ended up bringing an Interesting team tbh, He was kind enough to give me the paste after the game, Its cool that he thought of bringing Meteor Beam Terapagos with a Scrappy Flamigo, the inclusion of this in a hustle team is a little wierd but Im sure it was not prep'd at all for Dragspam, you can see me even click Aura Sphere on Arceus in case of tera Fairy Encore but it doesnt seem like it ended up being that.


After a, not so good start to the tour, Ups and Downs, Losses, Ties, Act wins Drama, some Players dropping, the Glorious Tyranitars won IML IV. And I could not be happier to be the player they trusted the most, this was confirmed the last time IML would be a Discord Hosted Tournament as next year its going to be a Smogon Hosted Tour that gives a Custom Avatar, so going from a random 3k player who the tour host reaction to my nomination was literally "Ghosting Slot?" to being 8-0, winning the tour, and being named the best player is a big important jump for next year, even though I went undefeated I dont think I really did justice to how diverse and creative this tier can be, if I could go back I would push myself to bring more of the "insane" stuff I built that I didnt talk about in this post.

On a Final Note I wanted to thank everyone of my teammates, my managers, the PokeInstinct staff for making such a cool tour, and my friends from the KND discord for puting up with me talking about Shared Power all the time and even playing stuff like ADV Shared Power in customs, I wouldnt be here without you guys, so shoutout my boys Toryyy, old lemons, Kirby Ronin, AfuroVictini and Everyone Involved in my Shared Power shenanigans, Love Y'all
 
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Well, if you’re asking… Here’s a list of every pokémon I could think of that I believe needs an update on the VR. They are arranged by thier current rank on the VR and then alphabetically within said rank.
As I am defining them, A’s are generally definitional to good archetypes or so good as to see regular play across archetypes. B’s are good options but have to compete with other viable options for the archetypes they fit on. C’s are highly niche, only seeing play on very specific teams or on teams that aren’t particularly consistent.

A+

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Giratina-Origin (Levitate) A+ –> A-

It’s still really good, especially on dragon spam and as a mixed attacker, but I really don’t see it as overshadowing other pokémon as completely as a levitate donor anymore. Lacking item flexibility doesn’t help, even if the offensive boost to its stab is good. The main draw is its versatility, able to run a wide variety of attacking moves, and some surprise supporting moves to shore up weaknesses of a team. Basically a slower, bulkier Dragapult, but often seen alongside it for that juicy offensive overlap.


A

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Solgaleo (Full Metal Body) A –> B+

It’s a decent breaker in theory, but outside of Sunsteel Strike, it kind of lacks oomph, making it not particularly reliable at breaking or even pressuring teams that have a physically bulky water or fire type (or an appropriate tera). Metagross competes fiercely for its slot on metal spam HO, due to having priority and ways to boost its attack that Solgaleo lacks. Better bulk, roar and reliable recovery give it its own potential niche on more balanced teams, but building such teams to be viable has generally proven quite difficult. If metal spam were super dominant right now, it would remain in A, but metal spam isn’t that dominant right now.


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Zangoose (Toxic Boost) A –> B+/A-

Zangoose is often treated as a way to get insane multiplicative stacking going, but you rarely need that much damage outside of matches against stall, which is as appreciative of a whole team applying toxic to itself as it is scared of the extra damage. Self defeating really. Treating Zangoose’s ability as if it were restricted gives better results more often than not, but leaves open the possibility that another mon might better serve its team. Feint is still good, and stab facade is nice, obviously but I’ve been more impressed by the occasional team I’ve seen that dropped it for another option. Though nothing in particular has risen to be the replacement.


A-

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Drapagult (Clear Body) A- –> A+ (Infiltrator, Clear Body, Cursed Body)

Dragapult is just really good, a necessity on dragon spam—which is one of the best archetypes I think—and good outside of it too seeing play on most offense teams and a significant number of HO teams. The option to be mixed, or even special attacking and the variety of sets makes it hard to play around if you don’t know somebody’s set already. I am pretty sure infiltrator is the most common ability right now,—to deal with berry teams that use substitute a lot—but the other abilities see niche use still, with clear body being the clear second most popular.


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Trevenant (Harvest) A- –> A+

I would call berry the best archetype right now beside dragon spam, except that I don’t think berry is really a single archetype at all, because it can support HO, semi-stall, and everything inbetween (berry hard stall loses to unnerve so badly it is not viable on ladder). Trevenant is hands down the most versatile and powerful harvest donor for berry teams, vastly out-classing the other options due to its movepool and typing.


B+

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Ceruledge (Weak Armor) B+ –> A- (Weak Armor, Flash Fire)

A great setup sweeper, with poltergeist to ignore fluffy, priority to make up for mid speed, bitter blade for sustain and solid coverage with close combat. Weak armor pairs well with certain off-beat but undoubtedly powerful HO teams, but Flash Fire is, I think, the hidden gem of Ceruledge. It pairs well with Houndstone, doubling up on Shadow Sneak to severely threaten ghost weak pokémon that are common in the tier, and prevents burns for your team, which can be very nice on balance or bulky offense teams.


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Maushold (Technician, Cheek Pouch) B+ –> A

Not as obvious an include for berry teams as trevenant, because greedent has some niche use over it on some teams, but it’s still the primary donor of cheek pouch in the tier, which is necessary for berry teams. Maushold is also quite threatening outside of berry teams with population bomb benefitting a lot from No Guard as well as other common offensive abilities. The sets are variable and often hard to play around.


B

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Alolan Muk (Poison Touch, Gluttony) B –> B-

I have almost never seen poison touch used on Alolan-Muk, the teams that want such an ability are usually bad, and have better options anyway. Gluttony on the other hand is good for berry teams, but the teams that most want gluttony are also usually the berry teams that least want a pokémon like Alolan-Muk. If you have to run it, it’s okay, but it’s hard to make feel like anything other than a necessary evil.


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Dragonite (Multiscale) B –> C-/C

I don’t think I have seen this used in SP by any serious player in recent history. In theory, it should at least be usable, but I would be hard pressed to find a reason to use it over another setup sweeper, especially since many of them offer abilities that benefit the team, while multiscale only provides highly inconsistent protection to Dragonite itself. Multi-hit moves are very common in SP and Dragonite really hates them.


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Glimmora (Toxic Debris, Corrosion)
No change to rank, I just think Corrosion should be mentioned as an option even if it’s not usually as good.

I would have suggested dropping this down, except that I recently used it outside of poison teams, and it’s actually pretty good, toxic debris is nice to share and it’s a great hazard removal and hazard setting mon for hyper offense teams that punishes slower strategies. Poison spam on the other hand feels like it is at its best when it is built around spamming draco meteor, making it really just a less consistent dragon spam.


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Okidogi (Toxic Chain, Guard Dog) B –> B+

Guard dog is really good against stall and semi-stall that typically run lots of phasing, but also against some balance teams, and okidogi itself is great against most berry teams due to its moves, typing, and stats. It’s a great setup sweeper and it enables other set-up sweepers very well. Toxic chain is rarely seen outside of the archetype I will keep saying is bad: posion spam.


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Salazzle (Corrosion) B –> C-

I think poison spam is really bad right now (omg really!?). Since salazzle is only used on poison spam, and isn’t even the only viable option for its role on those teams, I think it merits a much lower rank.


B-

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Alcremie (Aroma Veil) B- –> C-

Aroma veil is a niche pick on stall and semistall, and Alcremie has never distinguished itself as a donor of it to me. In fact, I have largely found it to be a detriment to any team it is on. It wants to setup sweep, but not having unaware makes it vulnerable to enemy setup, which is really bad for a stall or semi-stall team, because if it loses the set-up war (which is very common in my experience, because it isn’t as strong as other calm mind stored power pokemon) the whole team often crumbles after. This means it is often best used as an emergency sacrifice and ability donor, instead of as a whole mon.


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Baxcalibur (Thermal Exchange) B- –> B+

Thermal exchange is probably the easiest anti burn tech to include on HO teams, due to baxcalibur being a solidly good pokémon with good offensive typing, stats, and moves. Thermal exchange also has several advantages over flash fire like blocking flame body burns and removing burns from pokémon that are already burned. Guts is harder punishment for enemy burn spreaders, but none of the guts mons are as solid as pokémon for non dedicated guts teams, so this has a strong place as an option for physical offense teams.


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Breloom (Poison Heal) B- –> B (Technician, Poison Heal)

I have seen Breloom a bunch lately as a powerful wall-breaker for HO, usually with technician, and only occasionally on guts teams. Technician bullet seed is just really strong at breaking stall, especially with access to swords dance and on teams with Skill Link. Mach Punch gives it priority so that it still has a role against offensive teams as a revenge killer.


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Clawitzer (Mega Launcher) B- –> B+

Clawitzer is one of the better supporting pokémon for dragon spam, which I have already said I think is one of the best archetypes. Having access to a stronger move than Draco Meteor with guaranteed hit and no downside is very much worth the pokémon, and a stronger aura sphere can really help against steel types which resist both dragon and the common steel coverage dragon spam runs to deal with fairies.


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Gastrodon (Sticky Hold, Storm Drain) B- –> B

Ususally the best sticky holder for more defensive berry teams or the occasional stall team that wants sticky hold. Defensive berry teams are also more likely to want a dedicated sticky holder than offensive ones, which is the main reason I rate this higher than the other sticky holders: its particular niche is more in demand. Access to Clear smog and hazards give it valuable utility options for defensive teams, though it often suffers from wanting to run five or even six moves.


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Jirachi (Serene Grace) B- –> C-

There are a bunch of steel/psychic types used right now and this one deserves little consideration and is in fact not really used seriously at all. Serene Grace is more of a noob-trap than an archetype.


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Latias (Levitate) B- –> A-

Latias is an amazing set-up sweeper, and happens to donate levitate, meaning it forms part of a nice Fluffy-Flash Fire-Levitate core easily. It has a bunch of possible sets, making it harder to prepare for. Probably the most reliable set-up sweeper in the tier, and an easy include on offense teams.


C+

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Dondozo (Unaware) C+ –> B/B+

Easily the best unaware mon in the tier, a great choice for defensive teams of all sorts as a reliable bulky sweeper. One of the mons you need to be prepared for if you want to beat stall. Really likes berries for access to options beyond rest talk, but rest talk is still good.


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Paldean Tauros-Blaze (Cud Chew) C+ –> B

Flash fire used to be much more of a concern, which I believe pushed this down lower than its cousin, but a casual Water Absorb or even a Dry Skin are about as common in my experience right now, and a solid B fits both the Tauros because cud chew is very good on teams that need it, but not all berry teams do.


C

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Alolan Ninetales (Snow Warning) C –> B-

I have been very pleasantly surprised by Alolan Ninetales, finding it a good screen setter for a number of teams. Snow teams are bad, but screens teams are actually quite good, and highly underrated. Setting Aurora Veil can be difficult or impossible against weather teams, but on the right team, you can simply abuse snow to end their weather right back, and use Ninetales as the fast offensive threat it is. More exploration of other screens users might lead me to the conclusion ninetales belongs in C+, if they turn out to be much better. But with my current knowledge, it’s a low B.


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Carbink (Sturdy) C –> gone

Yeah, this has no remotely viable use case right now, with sturdy banned.


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Dialga (Pressure) C –> B+

A common and powerful choice for Dragon Spam teams, good bulk and typing, and the option for offensive Trick Room, mixed attacking, or scarf sets gives it nice versatility. Surprised it was still down here in C.


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Giratina (Pressure) C –> A-

A staple of stall and semi-stall, pressure was probably the most underrated ability in the format until recently, due to it being a big old nothing-burger in most formats, but the ability to severely limit the total damage output of breakers and sweepers is a core of what makes stall powerful in SP. Giratina is the most broadly viable pressure donor for stall, with the best combined bulk in the tier, good defensive typing, and great moves like will-o-wisp, dragon tail, and defog. It probably should have been bumped up to at least B last time the vr updated, but I wasn’t sure then that my use of it wasn’t just a weird niche thing. I am quite sure now, having seen others use it successfully.


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Gholdengo (Good as Gold) C –> C+

Gholdengo is definitely a niche mon, but it is an excellent pokémon against stall, preventing defog, the main hazard clearing move of stall teams. I don’t think it has broad viability, but when paired with the right team it is highly effective.


C-

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Krookodile (Intimidate) C- –> C+ (Moxie)

I haven’t seen Intimidate used on Krookodile in SP outside of random battles (which don’t count obvs) and new players at very low ladder, but it is an alright moxie donor and stealth rocker. Out-speeding base 85s like ceruledge and quaquaval is nice, and taunt, stab Knock-off, and good coverage make for a good off-beat lead.


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Milotic (Marvel Scale) C- –> C+

It’s a build around that requires a lot of support to work, and has some notable weaknesses to knock off and mold breaker effects, but the teams built around it can find success in the meta if built very specifically.


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Volcarona (Flame Body) C- –> C+/B-

Flame body is a decent ability, but the main draw of Volcarona is as a set-up sweeper. Quiver dance is really good, and with some defensive support it can pretty easily set up and sweep through opposing teams. I think it has largely languished in the tier due to being treated as an ability donor, supporting the team, instead of its team being built to support its unique advantages as a quiver dance sweeper.


No rank

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Ambipom (Skill Link, Technician) no rank –> C

A decent mon for priority spam teams as well as a good skill link donor for some teams. Being faster than maushold is nice, and options like fake out, last resort, or a more conventional three attacks, taunt set make for a decent if niche mon.


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Bronzong (Heatproof, Levitate) no rank –> C-

I’m putting this here because it did good for me on one team, with heatproof, and I’ve seen it function on a Steel Beam spam berry team with levitate. It’s just weird enough to have uses in the tier, despite being generally bad compared to modern pokémon.


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Farigiraf (Cud Chew, Armor tail) no rank –> C+

Usually, the speed and immediate power of Paldean Tauros makes it preferable as a Cud Chew donor, but Farigiraf is a much better sweeper once it gets going because it can’t be easily walled. On the other hand, Armor Tail provides it a niche as a set-up sweeper for berry teams that beats priority users. Psychic terrain usually wears off by the time berry sweepers actually get sweeping, so this option provides something almost entirely unique, if at the cost of an entire pokémon slot on teams that are notoriously greedy for more of those.


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Gogoat (Grass Pelt) no rank –> C-

Only usable with Thwackey which is itself currently unranked, but it is usable. Barely. I can’t say gogoat deserves higher, because it isn’t even an obvious inclusion on the already niche teams that use Thwackey, but I thank it has a place as a niche mon.


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Oinkologne-F (Aroma Veil) no rank –> B-

This is an aroma veil donor that actually fits with what stall wants a little better than Alcremie. Super fang, body slam, and chilling water are all options that offer more value than anything Alcremie has. Not having reliable recovery seems bad, but stall and semi stall tend to have natural cure to make rest semi-reliable or berries to do recovery for you, meaning that the teams that want it already fix its flaws.


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Thwackey (Grassy Surge) no rank –> C

Grassy Glide spam is only barely a viable archetype, but it at least has some unique benefits over other prio spam, not requiring as many support abilities just to reliably do damage. Thwackey is of course the only grassy surge donor in the tier, so it needs to be mentioned. I honestly don’t know why Rillaboom is banned (I checked the posts, it seems like a quickban that was never reconsidered), I doubt it would make this mediocre archetype suddenly overpowered, just… good… maybe. In the mean time, Thwackey exists.

I don’t have a lot of teams that I think make sense as samples, because we already have too much stall up there. But I do have a sash spam Klawf team that has been consistently good since I built it a month or two after the infamous nosepass. It would make a decent sample.
 
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Well, if we are going to be posting our VR updates I couldnt fall behind!
Here is what I personally think needs to be changed in the current VRs, I will be going from the bottom-up starting with

:Lugia: Lugia (Multiscale, Pressure) C- > C: lugia needs its Pressure ability included in this, I personally think its a decent wincon on more defensive teams and pressure has its niche in pp stalling 1v1, tho I think Multiscale should be listed 1st as its better overall probably

:krookodile: Krookodile (Moxie, Intimidate) C- > C: While being outclassed by :quaquaval: as a moxie mon and :salamence:/:Landorus-therian: as an Intimidate mon, Krook serves his niche as a decent Moxie suicide lead, a role that could be filled by Landorus if it only had Intimidate, so I think its fair to put moxie as its main use case.

:volcarona:Volcarona (Flame Body): I could see an argument for volcarona going from C- > C/C+ with the rise of these screen teams, im not completely sure on it tbf, but I think its niche is bigger than most of the other mons in C-. Flame Body is also great supporting other setup sweepers and is criminally underrated

:Thwackey:Thwackey (Grassy Surge) UR > C-/C: Grassy Glide teams have a niche in the tier as they are the only Prio Spam team thats not instantly beat by Indeedee, even with this big benefit grass is not a good offensive type in Shared Power with so many dragons and steels running around. Still they deserve to at least be in the VR in some way, and Thwackey is The Grassy Glide Spam mon


:giratina:Giratina (Pressure) C > B+/A-: Giratina had an insane rise lately and its entirely deserved in my opinion, Pressure is an actually good secondary wincon for Stall teams and Giratina is probably the best user of it. As a mon its probably the single best defensive defoger in the tier, it can be a great wincon with CM, it has status + Roar/Dtail to not be Set up Fodder. I personally think its B+ worthy, but I want your guys opinion on it.

:dialga-origin:Dialga-O (Pressure) C > B/B+: Dialga-O proved to be an amazing breaker for Dragspam teams, its the go-to big strong stat blob right now, Its main draw its obviously its typing, Steel Dragon with 100-120-120 Defenses and 150 SpA just speaks for itself, With the rise of Mega Launcher dragspam teams there is basically Nothing that takes Dialga-O Dragon Pulse with ease and Fairy types have to worry about Stab Flash Cannon. Its set variety might be unexplored even as I could see things like Idef popping up here and there. I think you could make an Argument to also bump up Regular Dialga, as its basically the same mon with -20 SpD and + 20 Atk, but It can use an item.

:carbink:Carbink (Sturdy): Rip

:Gholdengo:Gholdengo (Good as Gold) and :tinkaton:Tinkaton (Mold Breaker) C>C+: I put this two together as I dont really have a strong opinion on them going up 1 spot in the VR, I guess they could even go up in B-, but they are fine in C+ by me. Both are niche mon that kinda cover the same principal of "Soft-Fishing" for a Stall team and actually being decent if you dont face it. Ghold has basically everything you would ever want to beat a stall team and fits really easily on most "Fluffy-Flash Fire-Levitate" structures, even Scarf Trick its good with an Offensive set as if you give it Adaptability Make It Rain becomes an Insanely strong move. Tinkaton serves its purpose as the only Mold Breaker mon with Knock off to bypass Sticky Hold, but even without this niche, its a decent Sd Breaker, Mold Breaker makes it past dozo and It can Encore thru Aroma Veil.

:Clefable:Clefable (Magic Guard, Unaware) UR > C/C+: I think clef should be on the VR somewhere here, its an actually real Wincon for berry teams and "balance" alike, both CM and Cosmic tend to snowball really fast, the Dtail inmunity also helps but I have personally built more Clef teams as of lately with Okidogi. Its a wierd one for sure, I think clef its kinda the mon you see on team preview and say, well if its X i lost, and the whole game the clef user just has to get maybe 1 or 2 turns to just win the game instantly.


:Gurdurr:Gurdurr (Guts, Iron Fist) UR > C+/C: I found it wierd that Gurdurr is not on the VR, as its even listed as a Guts mon in the "Dedicated Multiplier Teams" (A section that, By the way, should probably be called "Toxic Boost" and have Guts as a Complementary Ability) its a decent mon and a good option for Toxic Boost Prio Spam teams as Hariyama doesnt have Mach Punch.

:dondozo:Dondozo (Unaware) C > B-/B: For me dondozo is by far the best Unaware mon of the tier, It hard walls virtually every physical set up sweeper in the tier and its also an insane wincon vs them, both Curse Rest dozo and Curse Harvest dozo are not only an insurmountable wall for physical offenses not preped for it but its also a Wincon that sometimes just outright wins and most times doesnt even need to tera as water is a great type, Its probably the most reliable wall to a ton of Meta-Relevant pokemon such as Quaq, Lilli (with tera poison), Solgaleo, Crawdaunt, Phys Dragapult, Groudon, etc.

:Oinkologne-F:Oinkologne-F (Aroma Veil) UR > C+/C: I know we have Alcremie in B- as the permier Aroma Veil mon, and I agree its better as a Double Dance Sweeper, but in basically every other aspect, Oinkologne-F is better, It deserves its spot as a niche "Utility Sub-Tect Pp Staller" (if that even exist) a role that it does much better than alcremie being overall tankier, and having Utility moves like Super Fang, Body Press or Trailblaze to fast Sub-Tect stall. I guess it can technically be a curse set up sweeper also but I dont think its that good at that role. Maybe its a problem of Alcremie being too high.

:Ribombee:Ribombee (Shield Dust) UR > C+: Ribombee serves an actual niche in Shared Power as a decent Sticky Web lead, Shield Dust is a good ability to have for setup sweepers, especially defensive ones that like things like Psy Noise not working vs them, while on Ability is mainly outclassed by Purifying Salt, I think its niche grants a spot in the VR, it also can Do a lot in Self Webs Competitive teams as a both a Lead and a Sweeper while running Scarf, even outspeeding Arceus Dragon after its own Webs.


:latias:Latias (Levitate) B- > B/B+: I think Latias has lately got his own niche over Giratina-O as a Levitate mon. It serves as a better wincon to slower teams and has its niche as a Screener with Healing wish or even A decent, more tanky Dragon Pulse Spammer in favor of Latios in dragspam teams. Cm is just really easy to get away with and you can probably find a good Setup opportunity in basically every game.

:gastrodon:Gastrodon (Sticky Hold, Storm Drain) B- > B+/B: Same as dozo, Gastro for me is the best Sticky Hold mon in the game bar none. With Harvest teams being a premiere Archetype in Shared Power and Most of Harvest teams needing a Sticky Hold user gastro pops up as a kind of "Do It All" mon for them, Stealth Rocks, Spikes, Clear Smog, Counter, Mirror Coat, Recover, Substitute, Protect, Yawn, Sludge Bomb, Ice Beam, I have even seen Memento on a Set up Harvest team. You can run some insanely greedy gastrodons such as Double Hazards Clear Smog with any of the moves mentioned as a Last and It would perform, the fact that its mainly there to share Sticky Hold means that you can kinda do w/e with this mon and It would still be impactful.

:clawitzer:Clawitzer (Mega Launcher) B- > B+/B: It seems that Moving foward Mega Launcher Dragon Pulse teams are the Premiere form of Dragspam teams, with Mega Launchers Boost being so Powerful they can sometimes just run Claw + Regidrago + 4 Stat Blobs and be completely fine. The mon itself is also really strong and deceptively bulky, especially for the early game where it tends to come out, Aqua Jet its also good at revenge killing sash pokemon or Limiting Leads like Golurk or Lycanrock to just rocks.

:Breloom:Breloom (Technician, Poison Heal) B- > B: For me, Breloom is the single best "Prio Spam" pokemon in the tier, its the Strongest mon to learn Mach Punch and it has Technician to boost it, I have used it more and more on things like The sash spam team I shared a while back and its Proven to be an insanely strong pokemon, with some good Bullet Seed luck you melt through basically any mon and with things like Moxie Mach Punch snowballs a lot.

:Alcremie:Alcremie (Aroma Veil) B- > C: As I talked about earlier, I think Onkologne-F just outclasses Alcremie in most stall teams that would want Aroma Veil, I still think it has its niche as a Sub-Par setup sweeper but I do not think its anywhere B- worthy

:Baxcalibur:Baxcalibur (Thermal Exchange) B- > B/B+: Bax is just a really solid, good breaker, that offers a good ability to pass to its team, it punishes WoW like no other mon, has Sd + Scale Shot, fits in a good amount of teams from Dragspam To Skill Link to just regular Hustle Phys Offense teams, I dont have much to talk about tbh, its just a good mon on its own that kinda underrated in my opinion, maybe it suffers from being a little slow but if you can support it well its a monster, it also fits insanely good as a Aurora Veil Sweeper


:okidogi:Okidogi (Guard Dog, Toxic Chain) B > B+: I think recent "Anti-Stall" developments shifted Okidogi much more in the way of Guard Dog, Okidogi by itself is a great set up sweeper with Bulk Up that has an amazing typing against most Hustle Phys offense teams, but it also doubles as a really good enabler of other set up sweepers.

:dragonite:Dragonite (Multiscale) B > C/C+: Dragonite is just.. meh. Just that, meh, in testing I always found it to be insanely inconsistant, every team should be prepared for dragons and dnite is just a mid setup sweeper, its slow so even at +1 it cant outspeed most of scarfers in the tier and at +2 it doesnt come even close to Scarf Pult range. It serves his niche as a "defensive" dd sweeper, its just that his niche is, meh.

:salazzle:Salazzle (Corrosion) B > C: Posion teams are "niche", just not, B tier niche, im personally not fond of this team style at all, Tspikes are greatly inconsistant with so much levitate going arround, and Purifying Salt just, existing. Its a decent to bad archetype and The VR should reflect that.

:samurott-hisui:Hisuian Samurott (Sharpness) B > C+: As of Sharpness leads, I think Kleavor is just better, it has the same speed while being much stronger and setting up the better hazard in the tier, it also has more things to do as its a better Scarfer with Stab U-turn, Tailwind and a Great move pool. it seems wierd to me to have both mons in the same tier and I think samu should go down.


:maushold:Maushold (Technician, Cheek Pouch) B+ > A/A-: Harvest teams live and die on Cheek Pouch, Maushold not only provides them with Cheek Pouch mon but its insanely good at abusing Harvest, with it being faster than most mons, Maushold is, in my opinion, The single best Sub-Tect pp staller in the tier a role that even tho it might seem wierd, its a very, very real role that it fills, even without Pressure Maushold its taking 32 pp from any mon Slower 110 speed, it has Popbomb that while being unreliable is a real threat, and things like taunt or encore to stop setup. Not even mentioning that Maushold has his own form of team, that aims to support it as much as posible for it to sweep, its a super scary threat in both archetypes that does bring problems in the builder and will destroy any team not prepped for it.

:comfey:Comfey (Triage) B+ > B-: This might be a controversial take, but I think comfey its not at all that good, yeah non-tera Fairys are good to have in a tier with Dragspam on it but I think personally comfey suffers a lot in basically any match up that isnt specifically Dragspam, and even in the dragspam match up it isnt Foolproof as Recent Dialga-O developements/Tera stop it from just sweeping, Draining Kiss being a Contact move hurts it like no other, Comfey does little to nothing vs the Fluffy match up. Maybe if we still had Beast Boost or Grim Neigh running around it would be good but I cant see it being too strong right now.

:lycanroc-midnight:Lycanroc-Midnight (No Guard) B+ > B/B-: I know Lycanroc-Midnight has a niche over golurk as this faster Lead that also has taunt, but I dont think its niche its enough to merit the B+ in the VR, Golurk is the much preferred choice in Hustle teams and I think it going to still be it moving foward, Dynamic Punch + Poltergeist is just too good to pass on IMO, It even has other things Lycan cant do such as run a Scarf or Banded Set with Trick, use Ghost Type Curse, etc. Golurk just offers so much more than the lead slot that Lycan pales in comparasion.


:dragapult:Drapagult (Infiltrator, Clear Body, Cursed Body) A- > A+: If Shared Power was a Road, Dragapult would be the Speedometer, I think its by far, the most important speed tier for setup sweepers to go for, Scarf Pult is and will always be a Staple of this tier. Dragapult is a mon that can fit on basically any offensive team, any of its 3 abilities are perfectly viable and each one serves its niche, Infiltrator is really good with all of the sudden Pressure Sub Tect stalling, Clear Body is good vs Intimidate Stall/Sticky Webs teams if you dont have Levitate, and Cursed Body is a niche option in Dragspam teams that also aim to abuse Fluffy +/ Tablets/Vessel of Ruin to take hits with setup sweepers such as Arceus Dragon, Latias, or Even Things like Bax. For me Dragapult is The Face of offense in Shared Power as the best abuser of abilities and I think the VR should reflect that.

:garganacl:Garganacl (Purifying Salt) A- > A: I think garg is insanely good, its a great set up sweeper, insanely good at chipping teams out with Salt Cure, good rocker, and has an insanely good Ability for more defensive teams, ironically what I personally think is the best aspect of Purifying Salt is the ghost ressist, Poltergeist is a superb move in a tier Filled with Ghosts-Weak pokemon and Fluffy running around. Its presence is felt in the builder as Purifying Salt molds the metagame to not run basically any status inflicting move. Its Kinda of a Tera hog but its not as bad as regular OU because defensive abilities and Inmunities allow it to overcome its bad typing.


Nothing! I think All of the A tier pokemon are fine as it is, maybe you could argue for :Zangoose:, :Solgaleo: or :Basculegion: to be A- or :Arceus-Dragon:/:Heatran: to be A+ but I dont see much of a rush to push any of these out of A right now.


:giratina-origin:Giratina-Origin (Levitate) A+ > A/A-: Now dont get me wrong, Giratina-O is an amazing pokemon in Shared Power, but I find it losing some ground as of lately, It no longer is the de-facto Levitate donor as things like Latias or Latios have niches over it, and its no longer the Go-to Statblob for Dragspam teams either, Arceus-Dragon is as strong, faster, has a greater move pool, and while having 30 less hp points, thanks to its +20 in each defense, its builkier. Giratina still is an amazing pokemon with Stab Poltergeist, Stab Prio in Sneak, Defog, and even things like Destiny Bond, its just not the world beater it used to be.

:Houndstone:Houndstone (Fluffy): Now I wanted to talk about Houndstone as, while in my opinion its fine in A+, I could really see an argument for it standing alone in S-. Fluffy is probably the best defensive ability in the tier, Houndstone is a great mon on its own with a decent bit of Set Variety, Banded, Scarf, defensive WoW body press sets, Memento, Destiny Bond, not to mention its one of the best Poltergeist users in the tier, a way to bypass itself, Fluffy does a lot of the heavy lifting in "Balance" structures and it can even be run without flash fire as Fire Attacks are less common with so much Heatran. Again, I could see an argument even though I think its fine in A+ but I posted this because I would love to hear what other people think about Fluffy and Houndstone as a whole.


As far as Sample Teams go, ill submit some more offensive teams later, I would also like to add that Vnmmv's OMCL Week 1 team would make a great sample as to cover the new balance "Lu-Fluffy-Heatran-Giratina" wave of teams. And as a final note, if anyone is interested in sharing their own opinions of the VR they are more than welcome to do so!
 
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This is a long one but I have been collecting thoughts for the last couple of months and wanted to put them down on paper and share with others my thoughts. Particularly coming from a player who plays mostly hyper offense and bulky offensive teams. If you are looking for teams, skip to the balanced and hyper offense section. If you are looking for a TLDR: Taunt is king, Trick is Queen, and Stall is Meta.
Stall/Semi stall is the best archetype right now and I do not think it is close. It is just that much better than any other playstyle. HO, bulky offense, and balanced, all of them have major struggles right now and all of them have some type of fatal flaw unlike Stall who has a lot of answers.

Stall is broken down into 3 sub groups in my mind: berry, rest/cure, and regenerator. Berry using cheek pouch+harvest at the very least and being in my opinion the strongest version. Cure comes in second place. Regenerator pulling up in last however I think this is by far the easiest to play and plays a lot like stall in other meta games.

Berries are by far the strongest right now for a few reasons. Cheek pouch+sitrus is insane 58% healing without the use of a move or switching is crazy value. This allows your steel or dragon spam check to stay in even against coverage moves. Regen and Cure both need to switch out to enable healing or allow you are forced to let your mon to sleep. These two are extremely passive in comparison and have a major downside. For how many times harvest has been suspected the broken piece is cheek pouch+sitrus. This is too much healing without a downside. 50% chance to recover a berry is just not enough of a downside and taking the item slot.

I think sitrus berry could be banned. I know it is late in the generation with gen 10 around the corner and this may be something to look at for that generation. I think separately cheek pouch with a pinch or jaboca berry is balanced and sitrus on its own is balanced. But a sitrus berry paired with cheek pouch is way too much 58%. A ban on sitrus would result in running pinch berries forcing users to take weaker gluttony mons or risk hp all the way down to 25% to get either 33% healing with a stat raise or 68% with something like aguav. To get healing without a pinch berry an oran berry can be used to receive 33% hp trigger at 50% hp. I think overall this would be a good change that would put berry healing closer to regenerator stall that uses an item slot instead of relying on switching. This might force a more limited move pool with a recovery move needed like other forms of stall.

That being said, how to counter these teams. For one, having a taunt user is almost mandatory, preventing setup, phasing, and other status moves. Second is a way to deny phasing such as a fairy type to prevent dragon tail, soundproof/wind rider to prevent roar or whirlwind, or guard dog. Okidogi is likely the single best berry team counter with taunt, knock off, setup, and guard dog. Denying phasing allows for setup sweepers to ko these teams. Setup is key with how bulky these teams. You often need to ohko or do over 70% per hit to reliably beat these teams. You need to outpace the 58% healing. However setup is often countered by unaware and the best thing to do there is phasing out the unaware mon and try to ko its teammates or trick a choice item however sticky hold is common. Sticky hold prevents any counter play to healing berries. Without sticky hold trick/switcheroo/knock off will decimate berry teams. Jaboca berry can be used to counter knock off but again this is not safe from trick. To this point, the move trick is extremely valuable right now.

Cure/Rest is in my opinion the second strongest version of stall. Full healing from 1% is great value. Cure is by far the most pure form of stall. I would rarely consider anything using rest cure semi stall. Whereas berries or regen could be considered semi stall. Cure is way more passive as your pokemon could be inactive for 2 turns. For this reason these teams are super super bulky. These teams often have designated counters for stuff. Like blissey walling special attackers, ting lu for physical, giratina for setup. Again phasing and hazards are a main stay for these teams and status moves as they slowly wear down teams. Pressure is also major for these teams and more important for cure than it is for berries. Pressure removing big power moves like cc, sunsteel strike, and stone edge. After moves like these are depleted, opponents become much less threatening. Trick is still useful here and generally removes one pokemon as a threat. Hazards are a big factor against these teams allowing big hit teams like lycanroc sand or dragon spam to break quickly. Hazards are also one of the main ways these teams do damage through phasing and rocks/spikes chip damage. Taunt/encore is also extremely strong, preventing rest from being clicked. The key to these teams is eliminating 1 of the physical or special checks for example removing blissey opens up things like fluttermane or iron crown. Eliminating ting lu opens up setup and physical attackers. Eliminating giratina allows for hazard stacking. Identifying your win con is really important against these teams.

Regen stall is the weakest imo as it really focuses the team on 1-3 regen mons. Any more than that and you're lacking the much needed defense of the ruin abilities, fluffy, and immunity abilities. They play much more like standard ou or ubers stall teams. Rotating between your regen stalls and other walls. These teams are extremely weak if they lose a regen mon. Also these teams generally need healing moves alongside the ability regen. ⅓ is just a bit too little for some hits like dragon spam or steely spirit teams. Also your regen mons are tera hogs for added resists; fairy and steel being the most common. The key mons for this stall are ho oh, toxapex, and hydrapple. All three form good back and forths covering each other very well. Slowking is also available but psychic typing is extremely rough with how common ghost and dark type attacks are in SP. Mola is possible to use but water absorb would ruin that mon preventing flip turn/scald being its progress tools.
I am looping balanced and bulky offenses together. I think balance often becomes a bulky offense in this meta game. In my opinion balanced teams generally have 1-2 offensive abilities, 2-4 defensive abilities and 1-2 “abusers”. Balanced ends up more being about building balanced mons with shared abilities than building a balanced team. Can you build a balanced mon that has good defense and good offense? Generally you need to lean more defensive with ability selection because of how many offensive abilities can be stacked like toxic boost, guts, hustle, and adaptability is a lot to withstand without any defensive investment. Verse hyper offense you just need to live the hit whether that be a pop bomb or stone edge from lycanroc this is where a couple of defensive abilities tilt that scale. Bulk abilities also play a factor versus stall things like levitate preventing hazard chip from spikes. Flash fire or guard dog preventing status or phasing. Offensively most mons only need 1 or 2 abilities to sweep HO but they need a setup move to sweep stall/bulky teams. The classic balance core is fluffy, flash fire, levitate but this has seen a lot of evolution over the last 2 months. But I think there are other combinations that can enable balance like water absorb, thermal exchange, guard dog, scrappy, and sharpness.
Flash fire is most commonly used for preventing burn on physical offense and not the immunity to fire type moves. Due to this heatran has fallen off and is now relegated to bulky offense/semi stall and a hard check to steel and fairy teams. In replacement ceruledge has risen offering better setup, priority, and more consistency with bitter blade over magma storm. Edge also benefits from more offensive abilities like hustle, and sharpness helping synergy with other team mates. Also we have seen a rise in baxcalibur with the main thing physical teams wanting is an immunity to burn. This is often found on dragons maw and skill link teams where bax can run away with games with a full non contact moves set in scale shot, icicle spear, and ice shard. Both I think should rise in viability rankings with a slight decrease to heatran.
Levitate has also seen some evolution with giratina-o dropping in usage. Stall teams in particular favoring pressure and higher defenses from plain giratina. It is still a great removal mon but this brings up another point. Removal is becoming more favored over relying on levitate for hazards. Particularly scrappy teams now having reliable rapid spin. Another point is the rise of other levitate users weezing-g for example in May hit top 100 for the first time running levitate. A great mon that hard counters lilligant-h, counters set up with clear smog or haze. Also comes with fairy typing halting dragon spam and 2 weaknesses to psychic and steel. Hydregion is also a riser offering taunt, physical or special sets, hazards, and is a decent pairing for dragons maw. I personally really like hydregion versus berry teams as with timid nature, taunt, and nasty plot it can break through most berry stall teams. Latias is the most offensive of the levitate users and is very good win condition for teams with stored power+calm mind and a great selection of coverage from aura sphere, draining kiss, ice beam and shadow ball. Cresselia is also a great option I have seen for stall teams where lunar dance provides a full restore for the team.
Double dance is still decent after a few months but stall and berries have made it harder. Latias is probably the best double dance sweeper right now with stored power and draining kiss/aura sphere/dragon pulse breaking nearly everything. Stored power being the best option versus unaware, still allowing Lat to increase damage with setup. I did find a bit of evolution to the double dance formula and that is the inclusion of weak armor. Weak armor particularly helps mons that lack speed boosting setup and have a good setup move like swords dance, nasty plot or tail glow. Special Hydregion for example can now instantly threaten dragapult in a single turn, manaphy becomes an absolute terror with tail glow. This does leave teams very weak to priority and you need to have some type of preparation for this. Good resists like dark type for sucker/shadow sneak, water for bullet punch/aqua jet, poison/steel for fairy, ghost/steel for normal, and fairy for fighting. Below is a team I made using this concept.
https://pokepast.es/26b241537f601ade
Hyper offense is an odd spot right now and it mostly comes down to a lot of match up fishing. Nearly every hyper offense team has a glaring issue where it struggles a lot or is just a straight up loss. There is no clear top team for hyper offense imo the closest being some form of dragon spam.

Priority spam is back and quite strong. Mostly using pixelate, libero, guts, and toxic boost to absolutely crush other hyper offenses in particular dragon spam who can not withstand high damage quick attacks, feints, and facades. These teams also have decent breaking potential verse stall with swords dance facade zangoose. Something team builders should be aware of is 306 speed having something to tie or outspeed to avoid facade. Dragons maw is particularly bad in this matchup because of common scale shot and lowering defense, opening those teams up to priority even more. However priority loses very hard to steel/poison with fluffy. Running long reach limits damage and can cause very bulky pokemon to live hits. It becomes very matchup fishy because of this. However these teams have great breaking potential and some diversity in type of priority move can be extremely beneficial.

Dragon spam has seen less usage as of late as stated by Finn in the previous post. I think this has to do with the rise of stall. Previous to this these teams used large hits to just overwhelm teams but with berry teams they can heal off massive 60% hits like it is nothing. A single tera fairy on these teams causes dragons maw to be useless and limits damage output. This has forced dragon teams to shift to scale shot and setup with a calm mind. A high damage but increasing risk move with the lowering of defenses. If teams lack priority scale shot runs away with games but if teams have overwhelming priority scale shot falls short. For this reason dragon spam now requires setup instead of relying on damage from abilities. An evolution I saw on ladder was screens regidrago enabling setup for baxcalibur or dnite. I decided to steal this idea for myself and try it out. I decided on dragon dance dragapult and acreus calm mind. Dragapult is using an interesting max hp max speed set allowing it to set up versus special or physical sets and with a single dd it has more attack and the same speed as scarf pult. This team does extremely well and surprisingly dragapult can often get 2 turns of dd. It plays extremely similarly to tidy up maushold who inspired the ev spread. The last 4 evs can be used to determine download boost. However this team struggles alot versus bulky fairy types or fast fairies like tera dragapult. https://pokepast.es/22ff70e1f5572bd9

Sand rush lycanroc recently came up in the other meta game discord server and it made me take another look at a now classic team setup. I found a few things that just do not line up in my eyes with the team that improve matchups versus a few different teams. For one dropping rocky payload for adaptability to gain a steel resist, more reliable priority, and an immunity to fighting with the basculegion-m. Also a great pivot with a flip turn. Second was the replacement of indeedee with houndstone. This allows defense against priority still but again provides priority to hit psychic/steels like solgaleo and iron crown who are a major threat to rock spam teams. Another shift I made was the transition to dragon dance ttar over scarf. With taunt and dragon dance it offers a way to break the stall. Hustle/No guard is still required with how inaccurate rock moves are. I thought about dropping this combo but 80% accuracy is a curse. Overall rock spam and sand rush are still really good and have great damage with these teams still being extremely viable.
https://pokepast.es/987376b50b58d437

Steely spirit has seen a decrease but is mostly solgaleo who is heavily affected by two things firstly wo chiens tables of ruin as sun steel strike does not bypass and pressure which quickly depletes the 8pp. With no physical setup move it is stupidly easy for stall or bulky offense to wall this mon. I have seen a download expanding force mixed which was interesting but not sure if that is the play. I think there is some evolution to be done with solgaleo but it clearly can not carry teams against stall using purely physical offense. Metagross on the other hand has seen a rise in usage particularly with guts priority and is slowly becoming the premier physical steel pokemon and pair with solgaleo they actually make a good pairing with solgaleo breaking teams relying on fluffy and the ability to break 1 maybe 2 stall pokemon allowing metagross to run rampant with bullet punch and meteor mash. Crown is still great with calm mind setup and tachyon cutter’s 16 pp is much better versus stall. Also psychic noise and psybeam either to prevent healing or subvert calm mind or special walls like blissey. These teams are still great at dealing with all forms of hyper offense as steel resists so much. They just start to lack against teams running a bulky steel, fire or water type with the ability vessel of ruin.

Sharpness is still really good and is seen on a lot of teams from pop bomb to steely spirit to might cleave teams. All of these are really strong and I think sharpness is 4th best offensive donor ability behind adapt, hustle, and dragons maw. It affects 10 different typings allowing these teams to have very good coverage and making it extremely hard to safely switch into these teams. The two best donors are samurott-h and kleavor as they both have hazard setting moves that also deal damage. Sam-h is my personal favorite as it offers a better typing, sacred sword, non contact aqua cutter, and stab priority. Scared sword offering a way to beat common setup moves of iron defense, bulk up, and cosmic power. Kleavor on the other hand has defog, the better hazard in rocks and the higher damage pivot in u-turn. Shout to gallade though who I think is the better sweeper of the 3 with access to agility an extremely important move in SP imo. Access to the moves, swords dance, sacred sword, and psycho cut allow it to break through some of the toughest walls. It also boasts more coverage than the other two with leaf blade, aqua cutter, knock off, triple axle, and x scissor. I think sharpness leads to very balanced teams in type diversity because of the moves affected. Building very strong cores of water/grass/fire, fire/steel/rock, and fighting/psychic/dark. This mix of typings leads to great offensive and defensive coverage that balanced teams look for. Unlike other types of offense that are more hammer and anvil slamming the same type attacks at the opponent till it breaks (dragons maw/steely spirit/priority); sharpness more acts like a scalpel picking the right mon to cut down the opponent. You can still hammer and anvil your way with things like tachyon cutter or pop bomb but sharpness does provide more type diversity.

Mega launcher acts much in the same way as sharpness but with way less move diversity and this leads to the partnership with dragons maw that enables great coverage from aura sphere and dark pulse.

The real question is where has all the fluttermane sun gone. I have not seen a single variation this month. I think it has to do with finding a balance between attack power and defense against priority. Flutter teams are on a timer with solar power so they need to overpower teams quickly. This can be a problem against stall that can have a defensive steel or poison type with a vessel of ruin and healing off big hits. You only have 8 turns to do everything with fluttermane well using solar power. Stall has pretty much killed these teams as a heal and protect can waste 3 turns limiting flutter to 1-2 kos. For this reason you need to run more damage abilities and potentially add another attacker like walking wake. This leaves these teams extremely weak to priority, a lose lose situation. Not sure what the evolution is here but the teams are in a rough spot.

Anger Shell is also in a bad-ish spot. Anger shell is really good versus big single hit meta games where living a big hit allows you to hit back with big damage and sweep.That is not the current meta right now. Multi hit and priority is the premier HO teams which take advantage of the defensive drops. Stall teams on the other hand often never trip an anger shell with damage coming from hazards, damage over time, and status moves. This causes these teams to have a much less damage output, this compiles into stall boosting defenses and making it even harder for the anger shell team. Taunt basically required on anger shell teams to force the opponent into attacking. Arceus is still the premier abuser with taunt and calm mind. Also opportunist and sheer force are the banes of existence for these teams, which is fairly uncommon on ladder with espathra being at 2.5% usage but any extended time laddering will draw these teams out within a few matches.
 
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:sv/arceus-dragon:
Arceus-Dragon @ Draco Plate
Ability: Multitype
Tera Type: Poison
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Judgment
- Recover
- Thunder Wave

Just wanted to post this set that I like recently. This arc dragon is an anti-lead paralysis spreader. It’s another early-game uber that leverages a BST advantage to get ahead against low-stat ability donors. Rockers like Lycanroc, Perrserker, and Golurk can’t push through arc’s bulk without a few abilities activated. Preventing rocks and forcing switches opens up twave opportunities. Judgment and Thunder Wave are a tough pair to switch into, even without investment. We don’t really have any defensive fairies in the meta right now, so fairies hate taking a twave. Twave is good “coverage” in general since it keeps arc contributing in most matchups. I like twave arc because it’s super flexible. You can run two attacks with special attack investment or a MnM style Calm Mind wincon with 248 hp/136+ def/124 speed EVs. You could probably even make 252/252 defensive work because of the raw stats. It’s like I always say: the best ability is Adaptability, but the second best is 720 BST. Arc Dragon is a crazy attacker with Regidrago; I don’t think people are using it wrong or anything like that. But utility sets have room for exploration. Admittedly, twave arc thuds into bulkier styles, so pair it with a good breaking core.
 
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posting to say that greninja might warrant an unban, iirc it was banned bc of technician boosting water shuriken, but technician is restricted now, so i don't see why gren should remain banned. correct me if i'm wrong and it does smth else that makes it too op, but with technician being restricted it kinda just becomes a sidegrade to meow/cinder
 
posting to say that greninja might warrant an unban, iirc it was banned bc of technician boosting water shuriken, but technician is restricted now, so i don't see why gren should remain banned. correct me if i'm wrong and it does smth else that makes it too op, but with technician being restricted it kinda just becomes a sidegrade to meow/cinder
Strong priority is generally problematic in the tier, case in point this is part of why Extreme Speed and Palafin are banned, with Water Shuriken remaining as a very strong option to enable. Water is a decent offensive typing, and even without Technician the move can quickly overwhelm offensive structures between Drizzle + Skill Link, especially as specially defensive abilities are lacking in the tier. Greninja's mixed breaker capabilities also synergize too well with Protean + Adaptability + Download, thus clearly placing it a league above the rest of the metagame, so in the best case scenario I wouldn't picture it as a healthy addition to the meta.
 
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