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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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