Metagame Suicide Cup

Welcome family clause and RIP TrickScarf Goth teams.


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I think it's time for a deep dive into one of the more underused and pleasantly cancerous offensive abilities in Suicide Cup, one that has several users overdue for viability ranking…yes, it's Magician! By combining this ability with certain attacks, you can build item thieves that function even while Taunted and against opponents with Subs up. Eat your heart out, Prankster Trick!

Hoopa

Very challenging to use due to its excessive offensive stats, this mon is nonetheless unmatched in its item manipulation abilities.

Hoopa
Ability: Magician
Happiness: 0
EVs: 252 Spe
Jolly Nature
IVs: 2 HP / 0 Atk / 0 Def / 0 SpA
- Hyperspace Hole / Round
- Fling
- Return / Astonish
- Substitute

(Other good move options include Block, Trick and Magic Coat. Starting without an item is probably easiest, but Hoopa could be given Black Sludge, Pecha/Lum Berry/Leftovers as a Trick soaker or Light Ball to paralyze on Fling. Using Choice Scarf to open with a fast Fling may have been optimal pre-ban <_< )

Magician steals the opponent's item when an attacking move is used. Hyperspace Hole hits the opponent though Sub or even Protect and can't be prevented using Taunt. Together, the two almost guarantee Hoopa steals an opponent's damage item before it can activate, unless that opponent has Dark typing or Sticky Hold, crippling many Pokemon. Round is an option to reduce damage inflicted, but at that point you may as well go for Braixen (see below).

Unfortunately, Hyperspace Hole is a strong (80BP) STAB attack coming off a base 150 special attack, so even with a SpA-lowing nature, it can easily KO neutral NFEs or Psychic-weak targets. However, Hoopa can run minimum happiness Return to steal a predicted fragile switch-in's item while inflicting almost imperceptible damage. Astonish is an option to be able to hit Ghosts on the switch, although this forces you to inflict noticeable damage when Taunted, and Curse means that most Ghosts don't care much about item deprivation.

Finally, Fling is an attack that has almost as incredible synergy with Magician as Hyperspace Hole. Hoopa can use it to dispose of non-damaging items like Mental Herb in order to go hunting for something more useful with HH, or remove an activated Toxic Orb against a sub so that you can starve additional opposing Pokemon (be aware that flinging a Toxic Orb will badly poison an opponent unless blocked by a sub). Absurdly, a direct hit will allow Hoopa to steal an additional item in the same turn that Hoopa removes and destroys its own old one, enabling chained theft and deprivation of Black Sludge users.

Hoopa's underwhelming 70 Speed means that it would appreciate Agility (and Sub) passes from Accelgor in order to be able to use Fling and Return more often, although running multiple attacking moves allows it to care about an outspeeding Taunt much less than most Pokemon. Accelgor also provides a safe switch out against opponents likely to try to trick their stolen item back.

Usage example: Hoopa trolls a Belly Drum HO team:-

https://replay.pokemonshowdown.com/gen7suicidecup-757147824

Klefki

Do not use. What a shame that Steel typing makes this mon outclasses when it has two fantastic offensive abilities (Prankster as well) to use and bluff between. It has access to Round and Switcheroo, some other nice stuff like Thunder Wave, and weirdly its typing doesn't prevent damage from Black Sludge. But as thieves need every opportunity they can get to abuse opponents items, not being able to activate Toxic Orb is fatal. Or, rather, non-fatal.

Maybe the best mon in Suicide Cup Steel Monothreat, though? Or a hidden gem in SC Camomons.

Delphox family

Delphox and co have more moderate - although still higher than ideal - special attack. In terms of sub-bypassing attacks, they have access to Round, but also the even better Echoed Voice, with a mere 40BP on its first turn of usage. That said, the danger of being trapped and Taunted into an increasingly strong Echoed Voice almost necessitates running Snore in a second slot.
Unfortunately, this family lacks access to Fling, which generally means no item-cycling, and the risk of permanently absorbing a useless item like Mental Herb on a bad prediction. Delphox and Braixen do have Trick/Switcheroo to alleviate the latter problem somewhat, however, and they aren't as risky to misuse as Hoopa, especially if you have something like Perishpass Smeargle or semi-reliable hazards to rescue them from a bad item.

Interestingly, each Delphox family arguably has some small niche of its own due to stats and move pool differences.

Fennikin generally has the best stats, as its decently bad 40/40 physical bulk makes it into solid Struggle fodder if there isn't a good Magician target, and it has the lowest Special Attack to minimise Echoed Voice damage further (speed doesn't matter as much for this family considering than Echoed Voice works the same regardless of whether the opponent got off a Taunt or Sub first). On the other hand, Fenniken lacks access to some of its evolved forms' useful moves like Switcheroo and Snatch, forcing it to fall back on Magic Coat.

Fennekin
Ability: Magician
EVs: 252 Spe
Jolly Nature
IVs: 2 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Echoed Voice
- Snore
- Substitute
- Magic Coat

(Could run a Def-lowering nature.)

If you want to hedge your bets by running Switcheroo, Delphox may be the best option in order to try to outspeed opposing subs, coming at the cost of maximised Voice damage and bulk.

Delphox
Ability: Magician
EVs: 252 Spe
Jolly Nature
IVs: 4 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Echoed Voice
- Snore
- Switcheroo
- Substitute

(Switcheroo is better than Trick to avoid common Imprison users.)

Finally, Braixen occupies a middle ground in terms of attack, defence and speed, but retains access to the juiciest parts of the family movepool; if you want to run Snatch in slot 4, Braixen seems like the best option. Not to go all Middle Cup on you but she is likely the overall most viable Delphox family member, and arguably the most robust Magician user in standard SC.

Braixen
Ability: Magician
EVs: 252 Spe
Jolly Nature
IVs: 4 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Echoed Voice
- Snore
- Substitute
- Snatch

Usage example: Salazzle gets locked down:-

https://replay.pokemonshowdown.com/gen7suicidecup-769196730
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And just for fun…

Magician Smeargle in Suicide Cup AAA (quickly banned):-

https://replay.pokemonshowdown.com/gen7suicidecup-762145536
https://replay.pokemonshowdown.com/gen7suicidecup-762151540
 
It's been a fun month!

Here's one of my most successful Suicide Cup teams--hopefully, it's worthy of being a sample team.

Sub-Pass Abuse
Espeon @ Toxic Orb
Ability: Magic Bounce
EVs: 252 Spe
Hasty Nature
IVs: 1 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Substitute
- Baton Pass
- Protect
- Trick

Marowak-Alola @ Mental Herb
Ability: Cursed Body
EVs: 252 Spe
Hasty Nature
IVs: 2 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Curse
- Snore
- Sandstorm

Charizard @ Black Sludge
Ability: Solar Power
EVs: 252 Spe
Hasty Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Roar
- Sunny Day
- Snore

Gulpin @ Sticky Barb
Ability: Sticky Hold
EVs: 252 Spe
Timid Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belch

Smeargle @ Mental Herb
Ability: Own Tempo
EVs: 252 Spe
Jolly Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Mind Blown
- Perish Song
- Baton Pass
- Whirlwind

Hawlucha @ Toxic Orb
Ability: Mold Breaker
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Taunt
- Encore
- Tailwind
- Substitute

This team abuses passing Substitutes to relatively vulnerable but fast-self-KOing Pokemon.

Espeon is the Sub-Passer because it's the most reliable one you can get. Magic Bounce ensures that, unlike Accelgor, it's nearly impossible to interrupt. Unlike Mega Absol, Espeon can still hold an item that hurts it. I picked Toxic Orb because I found that Espeon was often too weak to pass a third Sub with Black Sludge. Protect is always a useful third move. Espeon's movepool is so bad that I've rarely found a use for the 4th moveslot. It's defensive Trick right now in case Espeon is handed a bad item, but it could be Magic Coat if the Mold Breaker population goes up. Espeon's HP is one more than a number divisible by 4 so it can use Sub as often as possible. (0 IVs and EVs leave it with a number divisible by 4.)

What loves being passed Subs? Belly Drummers that don't need to use Substitute in order to KO themselves in 2 turns! Marowak-Alola is the first such Drummer in the team. Belly Drum into Curse reliably self-2HKOs. Both Drummers have Snore because they're Taunt-weak, although Alolawak's Mental Herb can soak up one Taunt. Alolawak at least gets Sandstorm so it can try to self-KO in one more way. Alolawak's HP is divisible by 4 because you never know.

Charizard is the second Drummer on the team. Sunny Day, Solar Power, Belly Drum, Black Sludge, and an HP number divisible by 8 all work together to have Charizard self-2HKO. Charizard has Roar to boot out Snatch users and Perish Song recipients.

The third Sub-Pass abuser is Gulpin, who is Taunt- and Encore-proof along with phazing-resistant. It uses Belch as its only move...this means that all it can do is Struggle. With Sticky Barb and an HP number divisible by 8, that's a self-3HKO. Sticky Hold ensures that Gulpin's item cannot be taken away or traded off. It's Timid in order to make its Struggle as weak as possible.

What Suicide Cup team doesn't have a Smeargle? For this team, I ended up picking the Perish Passer because it's the most splashable--things won't always go right for this team, and Perish Passing can at least salvage mons who end up being unable to KO themselves fast enough. Mental Herb can block Taunt/Encore/etc. one crucial time. Whirlwind prevents opponents from taking advantage of hearing the Perish Song. Mind Blown ensures that Smeargle can reliably self-2HKO through Taunt. Jolly ensures that Mind Blown hits like a wet noodle. A bonus is that Smeargle has 2 ways to KO itself, so it can do neat things like outrace Gothitelle with Heal Pulse.

Hawlucha's here to both cuck opposing Belly Drummers and prevent the team from being too Mega Absol-weak. (Mega Absol with Snatch can otherwise get really annoying.) Mold Breaker ensures that Mega Absol can't do its job well enough. Taunt is bread-and-butter disruption, can help get the self-KOers in more safely, and can help Hawlucha get KOed. Encore locks those Oblivious Drummers into Sub or Drum. Substitute is one of the best moves in the game, IMO--it rips out 25% of your HP and blocks so many ill effects (Heal Pulse, Knock Off, Trick/Switcheroo, etc.). Tailwind is kinda useless in comparison, but I suppose speed boosts can be nice. Hawlucha has Toxic Orb because it helps it self-KO faster than Black Sludge does (from my experience) and it's less vulnerable to Knock Off. Hawlucha is Timid in case it gets Taunted.

Espeon, Alolawak, and Charizard are Hasty in order to get KOed by Struggle faster. None of them end up injuring anyone with attacks in practice, so none of them get offence-lowering natures.

Early-game, I tend to lead with Espeon and Sub and Pass as quickly as possible. I tend to pass to Gulpin if the opponent is a Taunt/Encore/Snatch/Heal Pulse carrier and to Charizard (then Alolawak) otherwise. Once an abuser self-KOs, get out Espeon again and repeat. Hawlucha's mainly here to be used against Mega Absol and rival Belly Drummers, but it's a decent generic disruptor against all teams. Save Smeargle for late-game--its Perish Passing is less reliable than Mega Absol's, so Perish Pass as little as possible. Often, all Smeargle does is save itself for last and spam Mind Blown. Less often, Smeargle needs to Whirlwind ASAP mid-game and get the hell outta dodge.

 
I'm going to join Lectrys by agreeing that it's been a really fun month, and by posting some teams. A lot of the sample teams in the OP were posted at the beginning of the month before the meta stabilized, so it would be nice to close the meta with some newer teams and maybe a final VR adjustment so that, if this meta ever gets jumpstarted again (which it hopefully will), some of the discoveries and innovations will still be in place.

The first of my main teams was a Perish Pass team built around Espeon as a temporary Perish Song holder:

Code:
Malamar @ Pecha Berry
Ability: Suction Cups
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Switcheroo
- Hypnosis
- Taunt
- Embargo

Smeargle @ Mental Herb
Ability: Own Tempo
EVs: 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpD
- Mind Blown
- Baton Pass
- Whirlwind
- Perish Song

Absol-Mega @ Absolite
Ability: Magic Bounce
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Perish Song
- Snatch
- Baton Pass
- Taunt

Walrein @ Black Sludge
Ability: Oblivious
EVs: 252 Spe
Hasty Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Substitute
- Roar
- Encore

Espeon @ Black Sludge
Ability: Magic Bounce
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def
- Baton Pass
- Substitute
- Mimic
- Trick

Poliwag @ Black Sludge
Ability: Damp
EVs: 252 Spe
Serious Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Substitute
- Encore
- Hail
The biggest flaw with Perish Pass teams is that once you pass the song, you're usually just waiting around to die, and since you're using a fairly predictable strategy, the opponent can use this time to send out the appropriate Belly Drummer or some other mon that can kill itself efficiently in the same time period, or faster.

The key difference that helps this team get around this issue is Espeon. The idea is to pass a Perish Song, wait out for a few turns, and then send it to a final recipient just before the perish activates. This allows you to do several key things:

1) Espeon takes damage from Black Sludge and Substitute while you're waiting, making it quick to kill at the end, maintaining momentum
2) Deflect and discourage roars, taunts, and other disruption to ensure you can get the song to a recipient
3) Allow you to scout what the opponent does right after the Perish Song, allowing you to pick a final recipient who can effectively counter the opposition
4) Get your Perish Song-Baton Pass user off the field to prevent it from being KO'd by the occasional disruptive attacker

There are two Perish Passers, Absol and Smeargle, who each have their own advantages. Absol is obviously the more reliable passer, but Smeargle, like Espeon, can damage itself while waiting out the turn, and it can can also phaze when the opportunity allows. Absol, meanwhile, can taunt the opposition (don't use against magic coat Goth family) and Snatch opposing Substitutes and Belly Drums, slowing down any opponents who try to kill themselves before the Perish finishes.

The recipients each have different strengths depending on the situation. Malamar can't be phased out, and can sometimes disrupt the opponent with Trick, Taunt, or Hypnosis. Walrein can do it's own phazing if the opponent doesn't have Magic Coat. Poliwag is great at slowing down most opposing Smeargle. Both Walrein and Poliwag can KO themselves if need be (Walrein can't if it's been tricked though).

With this team, I peaked at 1544 on the ladder (6th place at the time). That was before the Choice Scarf ban, so I'm tempted to believe it would do even better if I kept using it.



But then I started using this somewhat gimmicky but super fun Tapu Bulu Grassy Terrain Team:

Code:
Charizard @ Black Sludge
Ability: Solar Power
EVs: 252 Spe
Timid Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Substitute
- Sunny Day
- Roar

Murkrow @ Black Sludge
Ability: Prankster
EVs: 252 Spe
Timid Nature
IVs: 2 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Taunt
- Substitute
- Perish Song
- Whirlwind

Xatu @ Leftovers
Ability: Magic Bounce
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Pain Split
- Substitute
- Trick
- Tailwind

Mismagius @ Black Sludge
Ability: Levitate
EVs: 252 Spe
Timid Nature
IVs: 2 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Taunt
- Substitute
- Curse
- Pain Split

Absol-Mega @ Absolite
Ability: Magic Bounce
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Perish Song
- Snatch
- Taunt
- Baton Pass

Tapu Bulu @ Terrain Extender
Ability: Grassy Surge
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def
- Substitute
- Roar
- Taunt
- Torment
The idea here is obviously to slow down the opponent with Grassy Terrain, while your own flying, levitating, and Perish Song using pokemon can go business as usual. Perish Pass is a much smaller part of this team, mainly existing as the means to kill Tapu Bulu. Everyone else is designed to kill themselves and disrupt the opponent while doing it.

Xatu is the primary disruptor. This is one of those occasions where it has a definite niche over Espeon, as it takes no healing from the grass, and is able to heal the opponent with Pain Split, which works great in conjunction with the terrain. Leftovers Trick has even better synergy with the field effect, and although Xatu isn't as fast at it as Espeon, it is still quick enough to swap items with a lot of opponents. After you've gotten a damaging item (ideally Black Sludge), use a combo of Pain Split, Substitute, and switching to bring it's health down while the opponent tries to regain momentum. If you can't pull off the Trick, Magic Bounce makes Xatu a reliable recipient for Perish Song.

Of the others, Charizard is by far the best at killing itself in two turns, with both Substitute and Solar Power as options to use alongside Belly Drum, depending on the risk of Trick and whether Charizard has taken damage already. Mismagius can also kill itself in two turns, although it has to be careful about using Curse, so it's often good to take the extra time to disrupt with Taunt and Pain Split. Murkrow isn't quite as fast at killing itself, but it is a great disruptor due to Prankster Taunt. It's low attack and defense also make it a good absorber of Taunts and Struggles from opponents. These and Prankster Substitute make it a good switch-in. Perish Whirlwind is to kill itself if it loses its item.

Tapu Bulu has a terrain extender to maximize the healing the opponent takes, and since it can't really kill itself anyway, a damaging item isn't worth it. Tapu Bulu does have the excellent combo of Taunt and Roar, so after being passed the Perish Song, you can stop the opponent from trying to phaze you away, and then you can phaze them. Substitute and Torment are fillers, but Torment can keep Smeargle from using Mind Blown twice in a row.

While this strategy is definitely a little bit unusual, I was still able to hit 1519 on the ladder (10th place at the time). Unfortunately I was dumb and never saved any replays for either team.



Finally, I'd like to summarize the suggested updates to the viability rankings from the last few weeks before we completely close out on this awesome meta. Many of the suggested pokemon didn't actually have VR ratings assigned to them, so I graded them based on the discussion around them and my experiences with them. Please chime in if I missed or misinterpreted anything:



Mega Gengar: generally outclassed by Gothitelle, but does seem to have some niche due to being able to kill itself with controlled curses that the opponent can't switch out from: B-
Malamar/Inkay: un-phazable Perish Pass recipients: B+
Paras: better Sunkern due to access to Spore: B or B+
Toxicroak: Sun recipient with Snatch: B
Xatu: MB user with access to Tailwind, Thunder Wave, Pain Split and flying type, making it better than Espeon in rare circumstances: B- or B
Hoopa: Can steal items through subs, but dangerously powerful: B- or B
Delphox family: Same as Hoopa minus Fling, but with lower damage output. I tried this and wasn't very impressed with it: B- or lower

Also I think Hawlucha should rise to A or A+. Fast Mold Breaker Taunt makes it the premier counter to Perish Pass, period. And it can stop lots of other things too.
 
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It's been a fun month!

Here's one of my most successful Suicide Cup teams--hopefully, it's worthy of being a sample team.

Sub-Pass Abuse
Espeon @ Toxic Orb
Ability: Magic Bounce
EVs: 252 Spe
Hasty Nature
IVs: 1 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Substitute
- Baton Pass
- Protect
- Trick

Marowak-Alola @ Mental Herb
Ability: Cursed Body
EVs: 252 Spe
Hasty Nature
IVs: 2 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Curse
- Snore
- Sandstorm

Charizard @ Black Sludge
Ability: Solar Power
EVs: 252 Spe
Hasty Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belly Drum
- Roar
- Sunny Day
- Snore

Gulpin @ Sticky Barb
Ability: Sticky Hold
EVs: 252 Spe
Timid Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Belch

Smeargle @ Mental Herb
Ability: Own Tempo
EVs: 252 Spe
Jolly Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Mind Blown
- Perish Song
- Baton Pass
- Whirlwind

Hawlucha @ Toxic Orb
Ability: Mold Breaker
EVs: 252 Spe
Timid Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Taunt
- Encore
- Tailwind
- Substitute

This team abuses passing Substitutes to relatively vulnerable but fast-self-KOing Pokemon.

Espeon is the Sub-Passer because it's the most reliable one you can get. Magic Bounce ensures that, unlike Accelgor, it's nearly impossible to interrupt. Unlike Mega Absol, Espeon can still hold an item that hurts it. I picked Toxic Orb because I found that Espeon was often too weak to pass a third Sub with Black Sludge. Protect is always a useful third move. Espeon's movepool is so bad that I've rarely found a use for the 4th moveslot. It's defensive Trick right now in case Espeon is handed a bad item, but it could be Magic Coat if the Mold Breaker population goes up. Espeon's HP is one more than a number divisible by 4 so it can use Sub as often as possible. (0 IVs and EVs leave it with a number divisible by 4.)

What loves being passed Subs? Belly Drummers that don't need to use Substitute in order to KO themselves in 2 turns! Marowak-Alola is the first such Drummer in the team. Belly Drum into Curse reliably self-2HKOs. Both Drummers have Snore because they're Taunt-weak, although Alolawak's Mental Herb can soak up one Taunt. Alolawak at least gets Sandstorm so it can try to self-KO in one more way. Alolawak's HP is divisible by 4 because you never know.

Charizard is the second Drummer on the team. Sunny Day, Solar Power, Belly Drum, Black Sludge, and an HP number divisible by 8 all work together to have Charizard self-2HKO. Charizard has Roar to boot out Snatch users and Perish Song recipients.

The third Sub-Pass abuser is Gulpin, who is Taunt- and Encore-proof along with phazing-resistant. It uses Belch as its only move...this means that all it can do is Struggle. With Sticky Barb and an HP number divisible by 8, that's a self-3HKO. Sticky Hold ensures that Gulpin's item cannot be taken away or traded off. It's Timid in order to make its Struggle as weak as possible.

What Suicide Cup team doesn't have a Smeargle? For this team, I ended up picking the Perish Passer because it's the most splashable--things won't always go right for this team, and Perish Passing can at least salvage mons who end up being unable to KO themselves fast enough. Mental Herb can block Taunt/Encore/etc. one crucial time. Whirlwind prevents opponents from taking advantage of hearing the Perish Song. Mind Blown ensures that Smeargle can reliably self-2HKO through Taunt. Jolly ensures that Mind Blown hits like a wet noodle. A bonus is that Smeargle has 2 ways to KO itself, so it can do neat things like outrace Gothitelle with Heal Pulse.

Hawlucha's here to both cuck opposing Belly Drummers and prevent the team from being too Mega Absol-weak. (Mega Absol with Snatch can otherwise get really annoying.) Mold Breaker ensures that Mega Absol can't do its job well enough. Taunt is bread-and-butter disruption, can help get the self-KOers in more safely, and can help Hawlucha get KOed. Encore locks those Oblivious Drummers into Sub or Drum. Substitute is one of the best moves in the game, IMO--it rips out 25% of your HP and blocks so many ill effects (Heal Pulse, Knock Off, Trick/Switcheroo, etc.). Tailwind is kinda useless in comparison, but I suppose speed boosts can be nice. Hawlucha has Toxic Orb because it helps it self-KO faster than Black Sludge does (from my experience) and it's less vulnerable to Knock Off. Hawlucha is Timid in case it gets Taunted.

Espeon, Alolawak, and Charizard are Hasty in order to get KOed by Struggle faster. None of them end up injuring anyone with attacks in practice, so none of them get offence-lowering natures.

Early-game, I tend to lead with Espeon and Sub and Pass as quickly as possible. I tend to pass to Gulpin if the opponent is a Taunt/Encore/Snatch/Heal Pulse carrier and to Charizard (then Alolawak) otherwise. Once an abuser self-KOs, get out Espeon again and repeat. Hawlucha's mainly here to be used against Mega Absol and rival Belly Drummers, but it's a decent generic disruptor against all teams. Save Smeargle for late-game--its Perish Passing is less reliable than Mega Absol's, so Perish Pass as little as possible. Often, all Smeargle does is save itself for last and spam Mind Blown. Less often, Smeargle needs to Whirlwind ASAP mid-game and get the hell outta dodge.

Nice team !
A few remarks :
- Your team doesn't really need Tailwind support (apart from Wak), you could use Baton Pass on Hawlucha instead. It is a very good BPasser for abusing MAbsol's Perish Song.
- Gulpin is... meh. It's very safe but it's really a sitting duck and its passivity can be abused.

Anyway, I might as well share my "main" team. It's far from perfect but pretty fun to play with

Accelgor @ Black Sludge
Ability: Sticky Hold
EVs: 252 Spe
Naive Nature
IVs: 2 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 30 Spe
- Baton Pass
- Substitute
- Encore
- Sandstorm

Mightyena @ Toxic Orb
Ability: Quick Feet
EVs: 252 Spe
Timid Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Substitute
- Taunt
- Snatch
- Roar / Heal Bell

Abra @ Black Sludge
Ability: Synchronize
EVs: 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Taunt
- Magic Coat
- Snatch
- Knock Off

Smeargle @ Black Sludge
Ability: Own Tempo
EVs: 252 Spe
Jolly Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Mind Blown
- Defog / Sticky Web / Snatch / Baton Pass
- Floral Healing
- Taunt / Sticky Web / Snatch / Magic Coat

Espeon @ Black Sludge
Ability: Magic Bounce
EVs: 244 Spe
Hasty Nature
IVs: 1 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Baton Pass
- Substitute
- Magic Coat / Trick
- Heal Bell / Magic Coat

Hawlucha @ Toxic Orb
Ability: Mold Breaker
EVs: 252 Spe
Hasty Nature
IVs: 6 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD
- Taunt
- Baton Pass / Defog
- Substitute
- Encore
It's a SubPass heavy team the two secondary passers have HP divisible by 4 so that the team dies faster. Don't hesitate to dry pass a lot, that's the key to stay a step ahead of your opponent. It's also Snatch and Encore heavy to mess up BDrum users, and it's resistant to common disruption techniques.

Espeon is simply amazing. It's quite possibly the best lead. Magic Bounce usually prevents Turn 1 Taunt so that it can freely BPass or switch to the appropriate teammate. The 244 Spd Evs makes it slower than other Espeons and some MAbsol with negative speed creep (yeah this is a thing). Anyway this spread only loses the speed tie against non-mega Gengar (very rare), Jumpluff (can't do anything to Espeon) and Trick Lati@s (never seen). Trick is a leftover from ScarfGoth era, it's far from necessary but since people don't use Hawlucha much for some reason Magic Coat is disposable. Heal Bell is there so that the team doesn't instantly lose if Mightyena gets paralyzed.
Yeah Dugtrio is annoying.

Accelgor is a back-up plan against Trick, and Accelgor+Espeon+BPass spam is the closest thing to a Smeargle "check", as well as a bunch of fast thing with both Taunt and Trick. The set itself is straightforward : SubPass, Encore to force Smeargle to Mind Blown on you rather than going for webs or Taunt, Sandstorm is filler.

Mightyena is there because Prankster is cancer. It's not great, especially because it's very weak to Thunder Wave, but TWave is easy to get around, while Prankster is not. Heal Bell frees up a moveslot on Espeon, but Roar counters Murkrow (without it, you can still force a 1-for-1 anyway, and Mightyena is a good PSong fodder).

Abra is amazing because it's the quintessence of disruption. It gets almost all the useful moves in the meta, and people tend to forget it has access to stuff like Snatch. It also creates a lot of momentum by dying to nearly any Struggle, taking reasonnable damage from Mind Blown, forcing switches with Taunt , etc. In a typical situation, you want to get a free switch a Abra as early as possible to disable something. Once Koff and Snatch are revealed, it can proceed to spam Taunt and MCoat, or just wait to switch on a random Struggle.

Smeargle does Smeargle things, ie Mind Blown + random disruption. People rarely expect Taunt, Snatch or MCoat from Smeargle so it can abuse it freely. No Mental Herb because I never felt the need for it, and because Black Sludge means it can KO itself in a single turn in some situations. Floral Healing is important because it's the team's sole source of healing, and this team does not dies extremely fast. Defog must be on either Smeargle or Hawlucha, and is better on Smeargle. Btw, Dry Pass Smeargle is amazing if you run a trapper alongside it, because nobody expect Dry Pass Smeargle.
Taunt is useful because people tend to think they can counter God with terribad stuff like Paras (or Poliwag even if it's decent), and hitting Taunt on the switch generates a lots of momentum.

Hawlucha is another great BPass spammer but is mostly there to add some more Taunts and Encores to the mix. Encore is great because it doesn't let the opponent Struggle when Struggle fodders are dead, and even if Absol and Espeon start running Magic Coat it won't let them do their thing. Toxic Orb is there because I once lost due to Knock Off but it's probably sub-optimal. Anyway it's a good status absorber, especially since it can run Defog to check Webs setters. It's also the best user of Taunt + Baton pass (very effective to kill fodder like Abra).

Weaknesses : Mightyena is amazing against Prankster but is a weak link otherwise as it dies slowly, is prone to para, wants to Sub to die faster and wants to be BPassed a Sub at the same time. It's also quite a momentum killer unless you have a very favorable matchup. Dugtrio is problematic. MGengar is manageable if you spam BPass (which you are supposed to), just don't let the opponent suicide something in front of Hawlucha or Mightyena (the 4 other team members have no problem with it bar Pain Split). Goth is outsped by everything on this team so shouldn't be too much of a problem, but it forces a 50-50 vs Mightyena. Status spam considerably slows down this team's strategy as it forces you to SubPass to activate orbs instead of dry passing for momentum.
PSong Teams are usually rolled over, even if they run Magic Coat + Magic Bounce.
Be sure not to let Abra die too early, you really want that Knock Off off.

tl;dr : I should probably replace Mightyena by Murkrow or Purrloin.

On a side note, I'm an advocate of using "common" moves (Taunt, Snatch, Magic Coat, Baton Pass) on Smeargle, as illustrated above. People don't expect these and they usually end up with a Taunted Accelgor or Paras, both of which are highly abusable. The best course of actions against non-Trick Smeargle is, in my opinion, switching to Espeon then Dry Passing to Accelgor/Poliwag.

EDIT : I love Hawlucha but it's a bit of a mixed bag. It's mostly effective because people are not very prepared for it. Espeon basically has two free moveslots and can run Magic Coat very easily. MAbsol can run it too, probably over Sub. Hawlucha also relies on Encore to beat common threats, and more often than not it does not beat them reliably.
Anyway the VR needs cleaning. MGengar is legit, while some ranked things are not (Jumpluff ? why should you ever run that over Ribombee for ? Worry Seed ?).
I also think Goth family should move down, they are clearly not S-worthy without TrickScarf + several Goth on the same team. Yeah Trick still works with webs support but that's predicable and easier said than done (Espeon, MAbsol, Ditto, Webs Smeargle, Magic Coat anything, Defog Smeargle are all very common and are legitimate Smeargle-switch-ins). They also lose to the other three S mons almost everytime.
 
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Well, since everyone else is, I might as well post my teams, but they never got insane usage due to the ladder going dead after the changes were implemented.

https://pokepast.es/cfea6ce42d63239a
This team was built around Mega Absol to pass its beautiful song to Inkay, and to kill itself afterward. Normalium Z makes Murkrow Taunt resistant, and is probably my favorite set for Murkrow (although I have used other sets for it). The rest of the sets are pretty self explanatory.


https://pokepast.es/ff352d927127b55a
This team was simply built around Dugtrio, which is nice for setting up Rocks against MAbsol and Espeon. Goth was also later placed on to help with Dugtrio getting Rocks against said Pokemon. Charizard was another Pokemon that I had somehow never played with until that point, with the IVs guaranteeing the kill after SubDrum. Murkrow was purely a utility set, and the rest is pretty obvious.


Murkrow is a really nice Pokemon tbh, its just a shame I've never really used it until after the metagame went dead. I hope these teams help people to keep playing even after the metagame died, just use AG for the MAbsol team, or else Absol can't mevo. Have fun, I'll try to accept challenges when I can, but let's see if we can't keep a high standard for this metagame!
 
Well, since everyone else is, I might as well post my teams, but they never got insane usage due to the ladder going dead after the changes were implemented.

https://pokepast.es/cfea6ce42d63239a
This team was built around Mega Absol to pass its beautiful song to Inkay, and to kill itself afterward. Normalium Z makes Murkrow Taunt resistant, and is probably my favorite set for Murkrow (although I have used other sets for it). The rest of the sets are pretty self explanatory.


https://pokepast.es/ff352d927127b55a
This team was simply built around Dugtrio, which is nice for setting up Rocks against MAbsol and Espeon. Goth was also later placed on to help with Dugtrio getting Rocks against said Pokemon. Charizard was another Pokemon that I had somehow never played with until that point, with the IVs guaranteeing the kill after SubDrum. Murkrow was purely a utility set, and the rest is pretty obvious.


Murkrow is a really nice Pokemon tbh, its just a shame I've never really used it until after the metagame went dead. I hope these teams help people to keep playing even after the metagame died, just use AG for the MAbsol team, or else Absol can't mevo. Have fun, I'll try to accept challenges when I can, but let's see if we can't keep a high standard for this metagame!
Just a question : why do you run Snore on Espeon ? isn't it strictly inferior to Magic Coat (bar Skill Swap but it's rare)?
I've never been a fan of Snore. It's actually abusable because it means you can be trapped and Taunted something for many turns, without the possibility of Struggling. I know it prevents the common Taunt Goth + Struggle fodder strategy from working, but both Accelgor and Espeon can escape/beat Goth reliably.
Anyway I also regret I did not use Murkrow more ! But all in all it was a great, refreshing OMotM, it's a shame activity died out during the last weeks.
 
Just a question : why do you run Snore on Espeon ? isn't it strictly inferior to Magic Coat (bar Skill Swap but it's rare)?
I've never been a fan of Snore. It's actually abusable because it means you can be trapped and Taunted something for many turns, without the possibility of Struggling. I know it prevents the common Taunt Goth + Struggle fodder strategy from working, but both Accelgor and Espeon can escape/beat Goth reliably.
Anyway I also regret I did not use Murkrow more ! But all in all it was a great, refreshing OMotM, it's a shame activity died out during the last weeks.
How? Accelgor without Snore kills that entire team. As for why Espeon has Snore...I don't know, but Espeon has an unfortunate case of not having enough amazing moves to fill up a full moveset that you have to take some chances. Espeon's Snore at least gives security from Hawlucha, which is annoying without Snore and marginally less annoying with it.
Yeah, great month, but the last weeks' activity coming right after that major balancing decision was really disappointing. Hopefully it gets some activity later this year, or maybe sooner than November!
 
Accelgor can escape Goth with BPass, even if Webs are up. But anyway since Sandstorm isn't great anyway, running Snore (so that Tailwind is not a problem) is ok.
Magic Coat Espeon is better for handling Hawlucha. The only inconvenient compared to Snore is that you cannot switch on Moldy Taunt, but why would you do that even if you run Snore ? (especially when you have another Snore user that actually outspeeds Hawlucha)
Anyway it's just a detail, great teams.
 
Accelgor can escape Goth with BPass, even if Webs are up. But anyway since Sandstorm isn't great anyway, running Snore (so that Tailwind is not a problem) is ok.
Magic Coat Espeon is better for handling Hawlucha. The only inconvenient compared to Snore is that you cannot switch on Moldy Taunt, but why would you do that even if you run Snore ? (especially when you have another Snore user that actually outspeeds Hawlucha)
Anyway it's just a detail, great teams.
Sandstorm is a useful support move for Accelgor, not something I'd say "isn't great." I consider it more of an option between Snore and Sandstorm. As for Magic Coat on Espeon, I guess that's a good point. I don't feel like creating a separate Pokepaste to slash that in. Honestly, the teams didn't get that much play time, since they were only ever used after the ladder went dead, and I kinda got a little away from SC because of it. There are likely more things that could be improved, but I might never be able to find it out.
 
Well, RIP the last entire year, but on the plus side, I'm happy to announce the availability of a new Suicide Cup: Random Battle ladder that perhaps could be used by new players to casually test out the basic concepts of the meta without having to build or acquire a team. This meta works similar to the regular Random Battle format, in that it tries to generate at least somewhat viable sets for each selected mon, rather than picking sets totally at random. For example, most Pokemon will have a self-damaging item, except in cases such as Trick/Switcheroo users or viable Megas that require Mega Stones. It is available on the following side-server: http://trashchannel.psim.us/

We just ran a small beta tour to test it last week. Replays:-

https://replay.pokemonshowdown.com/trashchannel-gen7suicidecuprandombattle-88
https://replay.pokemonshowdown.com/trashchannel-gen7suicidecuprandombattle-87
https://replay.pokemonshowdown.com/trashchannel-gen7suicidecuprandombattle-89

There are some notable issues so far:-

* Some Pokemon can't learn 4 moves that are considered viable in Suicide Cup (there is a list of about 100 moves split into prioritised groups that Pokemon generate moves from; generally, the moves outside this pool are actively detrimental, such as direct attacking moves without useful side-effects that you could be forced to use if Taunted). Having fewer than 4 moves isn't considered a bug, since for some lower viability Pokemon this will likely be optimal. However, there are a couple of very problematic cases:-

1. Some Pokemon seem to have no viable moves in their learnset at all, and are currently generated with illegal sets that force them to Struggle. This isn't really a big balance problem like it would be in other Random metas, since Struggle-only users like Belch Trubbish have marginal viability in regular SC without being over-powered (in Random, they're if anything probably significantly better than the average set). However, since these sets are illegal, they probably should be prevented from being allowed to be selected. (Only conceptually incapable Pokemon such as Megas other than Absol, Gengar and Banette are currently banned from being generated.)

2. Pokemon usually disallowed from being selected in Randoms are passed, since the viability criteria don't align well with SC (I believe excellent Pokemon such as Purrloin would be culled). On the other hand, this setup also allows in Pokemon such as Kakuna. This thing might be an absolute powerhouse in Inverse Tier Shift Camomons Hackmons Cup, but it isn't well-suited to SC, with a typing that forces it to choose between Sticky Barb and Flame Orb as its only source of self-damage, no Substitute to prevent anything with a contact move potentially stealing its Barb, yet with its only legal ability, Shed Skin, also having a 1/3rd chance to heal Flame Orb burns each turn. Its 'viable' movepool doesn't exactly help, consisting only of String Shot and the bottom-tier Bug Bite, which is almost certain to do more harm than good. Pokemon like this probably need to be manually identified and removed.

* Snatch's seeming lack of availability prevents a lot of typical counterplay against moves like Substitute and Belly Drum. Although it is a high tier Pokemon, it perhaps should be promoted to the level of a Mind Blown or Substitute where anything that learns it is practically guaranteed to get it.

* Trick/Switcheroo perhaps should be limited to 1 user per team. Even though it's a very useful move, it seems like teams frequently end up with multiple users at the moment, which, even with human-built teams of high VR Pokemon, can easily destroy the item economy on both sides, leading to many stalemates.

Anyway, if you are interested, please check out Suicide Cup: Random Battle and submit any feedback or ideas you have: http://trashchannel.psim.us/
 
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Welcome family clause and RIP TrickScarf Goth teams.


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I think it's time for a deep dive into one of the more underused and pleasantly cancerous offensive abilities in Suicide Cup, one that has several users overdue for viability ranking…yes, it's Magician! By combining this ability with certain attacks, you can build item thieves that function even while Taunted and against opponents with Subs up. Eat your heart out, Prankster Trick!






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And just for fun…

Magician Smeargle in Suicide Cup AAA (quickly banned):-

https://replay.pokemonshowdown.com/gen7suicidecup-762145536
https://replay.pokemonshowdown.com/gen7suicidecup-762151540
Damn A, We Wuzz. Why anyone didn't it before?
 

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