ayte, guess i'm bumping this after the unprecedented double semis tie with some of my own. similarly, i'd like to go ahead and invite
Chill Shadow to share his experiences (as well as the other players once the second tie break has been resolved), thoughts, and ofc. sets / dumps that they might feel comfortable divulging.
personally, i had fun this season, even if it came at the 'expense' of not playing this one; for as chill as it can be playing the non-affiliated helper as i was doing for the first half of the season, there is some merit to stepping past that and pursuing a bit more (would have been fine to get carried too ig). i'll opt out of making general comments on the meta, since i'm making two big boy posts atm and i figure one can divulge a fair amount from the details on sets and the like i'll get into, but on the whole i feel it's in a pretty good way rn, and in spite of some trends i'd deem a bit foolhardy i think it's one of the better sm tiers. i was feeling mildly inspired, but what i'm going to discuss vary from entirely fresh and simple edits on the standard, so hopefully i can provide enough reason for each that it all feels valid. in no particular order:
Steelix-Mega @ Steelixite
Ability: Sand Force
EVs: 232 HP / 124 Atk / 144 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Ice Fang
- Toxic / Screech
this was born out of a reasonable distaste for the application of curse + sr lix. while i won't dismiss the validity of the set, i have felt the ability to ensure sr in the long term is greatly exaggerated, beating ~2 defoggers in gligar + buzz in the reasonably short term in exchange for being incapable of pressuring moltres, rotom formes, bulky waters and more in any significant way. to a lesser extent i was also put off by the often noted french benefit of checking a lax, as oftentimes the pace set by a curselax team allowed for it to fairly easily outlast this set (with notable exceptions, such as the one showcased by diogo in the addition of vaporeon). this edit strives to maximize its positive match-ups, opting out of heavy slam as a move i would ultimately deem a luxury in favour of ice fang, which here 2hkos both 0 / 4 and 248 / 0 rotom-c w/o triggering iapapa and continues to pressure gligar, effectively stalling out roost pp in a vacuum. tox is obviously the more broad utility move here, but screech replicates that coverage of snorlax while also ensuring steelix's performance against the most obscenely pdef invested of gligar.
Milotic @ Leftovers
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Recover
- Scald
- Dragon Tail
- Ice Beam
as it's always been, the ev spread is very malleable so i won't bother with the specifics there, but the core concept of this is pretty nice and generally unexplored at this time. i find many balances tend to strike a somewhat off balance in their attempts to remain defensively sound and incorporate tools to push through opposing, slightly defensive builds. oftentimes i feel players get bogged down by defensive core + type cohesive beater, when minute techs such as this can push advantage rather effectively as well. the notion here is obviously to pair it with spikes, with the roserade stand-by being validated nicely here at a time where mandibuzz has rather thoroughly cut its usage. the boost in power you pick up passively through opposing defogs really make milo a hassle to navigate for the opponent, since the usual type-neutrals are being belted in a way they never tended to and the usual grass pivots are thrashed by a +2 ib (as far as traditional rotom-c being ohkoed outright, with rose barely fairing any better). i touched upon it in brief elsewhere, but i felt the stark leap away from milo in the second half of this season was a bit of an over-correction on the part of players, as it to me is as strong as ever, and continues to be on of the most self-sufficient and curmudgeonly waters.
Jynx @ Leftovers
Ability: Dry Skin
EVs: 200 HP / 96 Def / 28 SpA / 48 SpD / 136 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- Mean Look
- Protect / Lovely Kiss
- Ice Beam
i was never quite able to convince anybody to pursue this particular set, but i do firmly stand by its potency in this meta and especially the more milo-dense one. after tinkering w/upteen ways to cheese any circulating milo set, i finally landed on this gem; jynx is capable of pretty consistently hitting its defensive targets due to the potency of a solid ice stab at this time, and between that and a decent speed stat + special bulk it doesn't totally dead itself in non-optimal match-ups. traditional bulky waters and bronzong can both pretty consistently be trapped here, and even the more iffy switches have their outs (esca switches into psong, protect to scout, mean look and live if it locks pursuit, trade / jynx is ev'ed to live +1 bslam from lax). it also is ev'ed to live m-toise dark pulse, buzz's knock off, and 2 stab foul plays ~93% of the time.
Exeggutor-Alola @ Dragonium Z
Ability: Frisk
EVs: 128 HP / 80 Atk / 216 SpA / 84 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Draco Meteor
- Wood Hammer
- Flamethrower
mind, this was far more vicious at the first stages of the tour, but i feel it is still a very usable and even good pokemon atm. i was drawn to alolan egg for its ability to exploit the various grass locks that were forced by balances at the time of, specifically advocating for its use by soulgazer in his game v.new breed. while this is perhaps less common now, eggy is still rather difficult to work around, especially when propped against a beater that can effectively syphon advantage off the trick room it can set (i paired it w/cb pangoro to account for the concessions made to zong and buzz). having the leniency to go mixed is really great in preventing pokemon like av king and garde from buffering one out for the team while still allowing for the more versatile nuke in devasting drake. the spread here ensures the ohko on standard av king after sr (plus garde after 2 sr switches ~94% of the time) and the ability to live 2 timid m-toise dark pulses from full.
Blastoise @ Blastoisinite
Ability: Torrent
EVs: 144 HP / 16 Def / 148 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Dark Pulse
- Rest
bastiontoise, the fisherman's apprentice. the inspiration for this one comes from the various issues i felt plague a 'standard' diancie balance at this time: gligar defogs for free every time, scarf rose balances nab layers too easily, and nine times of ten you're losing out in the chip game b.c your cleric doesn't afford itself wish. this blastoise allows you leeway on almost all fronts, providing a reliable spinner that can punish a gligar free turn well w/o sacrificing sustainability in the face of a long-term game vs.something like a buzz balance. while you do have to engage in lengthier cycles, this blastoise allows you the liberty to play the long game v.a variety of pokemon, fishing for the burn and thereafter a flinch v.a milo in such a manner that statistically favours you in all situations beyond mirror coat, while attaining secondary value in sitting in on stallbreak buzz and loosely functioning as one might hope for in a bulky water.
Noivern @ Leftovers
Ability: Infiltrator
EVs: 168 HP / 40 Def / 88 SpA / 4 SpD / 208 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Roost
- Super Fang / U-turn
- Hurricane
as i might've mentioned, i'm very pro-noivern rn; while it isn't quite the crobat facsimile i would've liked, this is a pokemon that is supremely versatile in play and fills such a crucial niche that i can't help but feel it should see a large uptick in play. this particular set was in the initial draft of the webs team that chillshadow brought v.nat, though there are a few good permutations that can incorporate lo, z fly, and so forth. this one in particular is ev'ed to ohko bewear from full and switch into 'mons like virizion and rising meta threat cb goli well (252+ Atk Choice Band Golisopod Leech Life vs. 168 HP / 40 Def Noivern: 120-141 [33.9 - 39.9%] -- guaranteed 3HKO after Stealth Rock and Leftovers recovery), even granting the freedom to live mixed aboma ice shard + the proceeding hail turn should it become necessary.
Araquanid @ Focus Sash
Ability: Water Bubble
EVs: 212 HP / 148 Atk / 148 Spe
Adamant Nature
- Sticky Web
- Liquidation
- Magic Coat
- Mirror Coat
tweaking the webs formula has been something of a recurring pet project for me over this season, as i do feel it is really potent atm and underperforms largely on the merit of poor compartmentalization. while i had felt that perhaps one of the most consistent picks in terms of maintaining its own webs and providing ulterior purpose had been webs + qd ribombee, a set i was tweaking with
Ban Manaphy at the time, our particular variation was in need of something will a bit more midgame presence. this set was my shot at optimizing araquanid's performance as a hazards setter and i'm fairly satisfied with it; it's ev'ed to ohko espeon and 2hko even max / max gligar, magic coat prevents a buzz from trying to cheese it via taunt, and w/the given spread it ko's 4 / 0 blastoise through the combination of mirror coating dark pulse + liquidation, obviously living two. while sash is ultimately superfluous in many cases with this iteration, it is not gainful to the point where i wouldn't want to utility of it vs., say, a tyrantrum lead. give it custap when we get it though, for sure.
Gigalith @ Choice Band
Ability: Sand Stream
EVs: 160 HP / 216 Atk / 80 SpD / 52 Spe
Adamant Nature
- Stone Edge
- Explosion
- Superpower / Rock Blast
- Earthquake / Rock Blast
this one got used against feliburn in one of the later weeks. i really enjoy the utility this set offers in the current metagame, buffering out hits from many beaters of choice and offering up a cool 1-2 punch alongside stoutland (mine originally touting 3 atk howl, later opted out for band). in addition, gigalith has utility of being able to ko milotic outright via explosion + sand damage, an option its main competition in rhyperior can only attempt to reciprocate w/rock wrecker (which does fall short w/o sr support, but i would generally encourage b.c its one of the better final moveslot picks), setting up all sorts of partners, contextually blastoise and moltres. the spd investment seeks specifically to live two specs yanmega bug buzzes.
Slowking @ Leftovers
Ability: Regenerator
EVs: 180 HP / 40 Def / 184 SpA / 104 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Thunder Wave
- Surf
- Psychic
this one pulls from part of a longer conversation i had w/hotncold discussing the merits of gama's otr king (which i did rip almost wholesale for our week 9, so shouts him haha). while we both agreed it was a good pick for the game, both of us shared some hang-ups with its tendency to just get weathered down by your average haze milo, which got me experimenting. mind, this set like the blastoise before it does operate in some small amount of odds fishing, but it does so in a way that strives to maximize those odds. twave allows slowking to not only improve its general utility, being able to paralyze a mid-tier pokemon to effectively pressure it thereafter, but also gives it the ability to strong-arm through that milo by outpacing and 2hkoing w/+2 psychic. this forces even the most un-cheesable variant of haze + refresh into cycles where it is almost entirely disallowed from attacking the king at any point, allowing you leniency in grabbing that one key fp turn. decent para support also improves the performances of our slew of strong beaters circling the 235-284 speed range, which is all the better.
Minior @ Liechi Berry
Ability: Shields Down
EVs: 172 HP / 164 Atk / 172 Spe
Adamant Nature
- Shell Smash
- Substitute
- Acrobatics
- Earthquake
dredged this one up from early-ish sm with a couple tweaks, pulling it out for our game v.the sharks. earnestly a pretty devastating pokemon, though in this current environment i can totally understand the hang-ups folks might have about a pokemon that has to so fully commit to a sweep. basically, this is one of the most dangerous pokemon to exploit a gligar with, and in a post-milo meta that we seemed to experience at the time of its use i felt it to be a perfect fit. meant to be paired with a capable pursuit user to help remove or greatly weaken zong (contextually cb drap, which also helped chip lix / knock waters), you're basically striving to open up that free turn v.gligar or a normal / ground lock to set up and go in. the spread provided i feel open up as many opportunities as possible for this, surviving even a +2 acidic downpour via salazzle from full (as well as various other common scenarios, ex: scarfgon outrage after sr) and outpacing both scarf ttrum in +2 shields up form and everything past yanmega in shields down unboosted. while it didn't quite hit the match-up we were looking for, perhaps due in part to dodmen picking up building that week, i do stand by it as a very worthwhile pokemon.
Shaymin @ Leftovers
Ability: Natural Cure
EVs: 176 HP / 72 Def / 152 SpA / 108 Spe
Timid Nature
IVs: 0 Atk
- Leech Seed
- Protect
- Seed Flare
- Air Slash
hardly a fresh take on the pokemon, but conceptually i think there's enough there and in light of the manner this meta has been trending i figured it would be alright to talk about. bulkier shaymin should 100% be getting more play at a time when running max speed has never been less essential and the benefits of being able to play liberally into buzz, blastoise, etc. is great. this spread in particular hones in on viriz a bit, always living 2 cc's after sr and ko'ing a -1 one w/air slash after sr, but a lot can be done with this pokemon that i feel gets unexplored. leech + tect is also particularly nice atm, punishing the choice-heavy trends set rn in addition to allowing a buffer of sorts for pokemon to sneak into the escavalier and bronzong (more important for something like a non-drap pursuiter, since it removes the option of tect + attack chipping againt the pursuit lock). great pokemon for pushing an offensive agenda and ofc it is another great fisherman for those looking to optimize odds.
e:
Gardevoir @ Metronome
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Psychic / Psyshock
- Moonblast
- Taunt
totally slipped my mind when initially drafting this up, apologies. this is a set i feel does compete pretty heavily with the specs variant, since most of the conventional checks and counters aren't too reliant upon exploiting a lock, the flexibility of it in conditioning certain responses is pretty unique. ostensibly this set looks to achieve something similar to specs, using speed tier and natural bluff to bear in on common cores, dropping some immediacy for the ability to encourage certain responses off the expectation of a scarf set. this can manifest in a few key ways, the most notable of which being the pursuit turn from an esca or drap, the recover from a milo or similar all-purpose defensive lynchpin, or even the rose / queen looking to make use of a free turn in the presumed moonblast lock.
s.o the ruiners for having me, as well as the other teams that hosted me beforehand. appreciate y'all