Resource SV OU Simple Questions, Simple Answers Thread

Why is the OU tier so big? What is the justification in allowing 44 pesky little monster creatures to run around as if they are OU?
Usage statistics influence what is OU or not. Although being OU doesn't exactly correlate to viabillity, amoonguss was UU for a time while it was A+ rank in viability thus being higher than actually OU ranked mons, it is a sign of a healthy metagame if there are more mons that are ranked in OU. It simply means that people are using a wide variety of mons in their teams.
 
Okay, why is the cut off percentage 4.52% as opposed to 10%?
edit1: do not be cheeky about my chosen percentage. You knoe exactly what my question is here.
I don't know why, but they have increased it from 3 something % in previous generations, I think it was introduced in gen 7, or 8. It's probably so people have an idea of what is good in the tier, as if it was 10%, then mons that are good but are less used might not become OU proper. Again, I am no expert on the matter but that's just what I believe the reason why.
 
Please! Seriously need to know this. Does usage rate for low ladder (1200 ELO) impact tier rankings? I don’t want to be grinding Ampharos on ladder towards OU in vain.
 
Please! Seriously need to know this. Does usage rate for low ladder (1200 ELO) impact tier rankings? I don’t want to be grinding Ampharos on ladder towards OU in vain.
It does impact usage stats, but not to a very large extent. It's based on a calculated likelihood that your "true" ranking is above a certain threshold. At 1200 that likelihood would probably not be huge, but it does affect the stats to a degree.

Also you should try Meteor Beam Ampharos because it gets that now and it sounds funny
 
It does impact usage stats, but not to a very large extent. It's based on a calculated likelihood that your "true" ranking is above a certain threshold. At 1200 that likelihood would probably not be huge, but it does affect the stats to a degree.

Also you should try Meteor Beam Ampharos because it gets that now and it sounds funny
This is what I’ve been using and it’s true, Ampharos has a niche in OU. https://www.smogon.com/forums/threa...2380-for-jan-usage-stats.3732644/post-9919055
 
Please! Seriously need to know this. Does usage rate for low ladder (1200 ELO) impact tier rankings? I don’t want to be grinding Ampharos on ladder towards OU in vain.

Taken from the usage stats thread:

1704697461572.png


Looks like you need to be around 1695 or above rating. Also, sorry to burst your bubble, but looking at the number of battles in OU at that rating last month (1069916) and doing some very rough math - you'd need to do about 53,500 battles with Ampharos at that level to get Ampharos to 5% usage. That's about 1725 battles a day.

If you truly believe Ampharos is OU viable, attempting to get it there yourself isn't the answer - you'd be better off convincing other players of it's viability and getting them to use it.
 
I don't know why, but they have increased it from 3 something % in previous generations, I think it was introduced in gen 7, or 8. It's probably so people have an idea of what is good in the tier, as if it was 10%, then mons that are good but are less used might not become OU proper. Again, I am no expert on the matter but that's just what I believe the reason why.
While that number looks like it was just pulled out of thin air, it is not quite that arbitrary. Any Pokemon whose usage is above the cutoff had more than a 50% chance to be seen at least once in 20 battles on the given ladder. For example, if you play 20 battles on the UU Ladder on a simulator, while it is not guaranteed that you will see every Pokemon that is UU, these are generally the Pokemon that you will be fighting. For this reason, it is helpful to see tiers as sort of threatlists when you're building teams.
From the Tiering FAQ
 
So some days ago I was around the OU main thread and read something about the dominance and superiority of "SpD GFire" and couldn't find the set, and I was building a new team and cooked this up:

Gouging Fire @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Dragon Dance
- Temper Flare
- Dragon Rush
- Morning Sun

This is extremely inconsistent at best and pure trash at worst, but it's a surprisingly great wall at times. Also not sure if SpD really meant special defense bc other GFires I've seen run max Atk and Spe. So basically my question is, is there a standard defensive GFire set or could y'all help me improve on mine? This is the team I'm running for reference but I'm still improving on it: https://pokepast.es/33a203dcf9225660

Thanks in advance!
 
So some days ago I was around the OU main thread and read something about the dominance and superiority of "SpD GFire" and couldn't find the set, and I was building a new team and cooked this up:

Gouging Fire @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Dragon Dance
- Temper Flare
- Dragon Rush
- Morning Sun

This is extremely inconsistent at best and pure trash at worst, but it's a surprisingly great wall at times. Also not sure if SpD really meant special defense bc other GFires I've seen run max Atk and Spe. So basically my question is, is there a standard defensive GFire set or could y'all help me improve on mine? This is the team I'm running for reference but I'm still improving on it: https://pokepast.es/33a203dcf9225660

Thanks in advance!

I've seen one in one of Blim's YouTube videos. He was using it on a Sun team. It was max HP and mostly SpDef with like 44 speed investment. The set was Dragon Dance, EQ, Heat Crash, and Burning Bulwark. It was holding Leftovers as the item. Since it was used on Sun, it would get a +1 SpDef boost when it came in from the sun, and could set up DDs on a lot of things, using Bulwark to get back some Leftovers recovery as well when needed, and be annoying to physical attackers in general because of Bulwark.
 
Having trouble getting the numbers, but which is stronger? An Adamant Tera Normal Dragonite's Extremespeed or an Adamant Tera Normal Ursaluna w/Guts' Flame Orb boosted Facade? Thanks in advance
 
Having trouble getting the numbers, but which is stronger? An Adamant Tera Normal Dragonite's Extremespeed or an Adamant Tera Normal Ursaluna w/Guts' Flame Orb boosted Facade? Thanks in advance
Ursaluna's Facade by a country mile, even if you were to give Dragonite a Choice Band.

252+ Atk Tera Normal Dragonite Extreme Speed vs. 0 HP / 0 Def Mew: 147-174 (43.1 - 51%) -- 3.1% chance to 2HKO
252+ Atk Choice Band Tera Normal Dragonite Extreme Speed vs. 0 HP / 0 Def Mew: 220-259 (64.5 - 75.9%) -- guaranteed 2HKO

252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 0 HP / 0 Def Mew: 530-624 (155.4 - 182.9%) -- guaranteed OHKO
 
Ursaluna's Facade by a country mile, even if you were to give Dragonite a Choice Band.

252+ Atk Tera Normal Dragonite Extreme Speed vs. 0 HP / 0 Def Mew: 147-174 (43.1 - 51%) -- 3.1% chance to 2HKO
252+ Atk Choice Band Tera Normal Dragonite Extreme Speed vs. 0 HP / 0 Def Mew: 220-259 (64.5 - 75.9%) -- guaranteed 2HKO

252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 0 HP / 0 Def Mew: 530-624 (155.4 - 182.9%) -- guaranteed OHKO

That's insane! Thanks, Ruft
 
I’ve been building teams and playtesting them

But I keep running into random matchups where I just get 6-0d. Today I was 6-0d by Booster Tusk, NP Hypnosis Darkrai, Wogre, SD Tera Ghost Weavile, and Iron Crown.

Good teams have bad matchups, but they always have a way to play around them. My teams don’t have that. Am I doing something wrong? Cause I’m coming to the conclusion that I suck at teambuilding.

For reference, here is some of my work. (Yes I’m aware they all have Kyurem and Slowking-G)

https://pokepast.es/84839480eccd8e62

https://pokepast.es/b2f79b0f0f8cbf70

https://pokepast.es/1e60894f9c3ae3e3
 
I’ve been building teams and playtesting them

But I keep running into random matchups where I just get 6-0d. Today I was 6-0d by Booster Tusk, NP Hypnosis Darkrai, Wogre, SD Tera Ghost Weavile, and Iron Crown.

Good teams have bad matchups, but they always have a way to play around them. My teams don’t have that. Am I doing something wrong? Cause I’m coming to the conclusion that I suck at teambuilding.

For reference, here is some of my work. (Yes I’m aware they all have Kyurem and Slowking-G)

https://pokepast.es/84839480eccd8e62

https://pokepast.es/b2f79b0f0f8cbf70

https://pokepast.es/1e60894f9c3ae3e3

Keep in mind I'm not an expert battler, and there are far better builders than me on here but I believe I can at least give some general pointers to start off with.

When in team preview, try and keep an eye for things that could feasibly steamroll your team and think about what mons you need to use and how they deal with that threat. During a match, if one of those mons can switch in or pivot in safely and set up before you can respond, you need to make a mid play that can punish that or other wise find a way to position a mon that can threaten it.

In general you want something on your teams that can comfortably revenge kill whatever you come across. Generally something with a lot of power, a bunch of speed and/or strong priority. It could be worth substituting meowscarada with banded rillaboom on your teams for example, grassy glide is massive priority damage even when not tera'd.

In general you also want some more immediate power in your team, specs kyurem does help in the latter two but you could certainly do with something else which has enough power to punch holes in the enemy team (even if that team is filled with bulk) without taking a passive turn to set up (banded rillaboom also accomplishes this, but you can also look at things like specs darkai or banded dragonite). The exceptions to this are ofc teams more closely aligned to stall, but you don't seem to be trying to build those kinds of teams.
 
On the sample team called Hawlucha Grass Spam Offense isn't it counterproductive to have Great tusk whose ground type moves are hindered due to this team that uses the Rillaboom grassy terrain + Hawlucha core?
Only Earthquake proper has its damage halved by Grassy Terrain, not all Ground type moves. Access to Headlong Rush is one of the many things that makes Tusk such a stupidly versatile 'mon.

eidt: somehow didn't see that there was another page and the question was answered, feel free to ignore me :psysad:
 
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