Metagame SV Pokebilities AAA

I didn't think about this at all actually that's impressive! I'm glad yall chipped in it's nice to hear from more experienced players for sure.

I won't pretend like I didn't have ulterior motives for Enam (I just love that ugly ass fairy) but I'm genuinely surprised at how broken the combination of SFLO is for so many special attackers.

For Hawlucha I can concede that Talon BB is really the only counter once it gets going, but I DO see Talon in minimum every third battle it feels like.

Would Basculin not be hard walled by Water Absorb Tusk/Treads that was popularized to handle Hamu and Craw?

And what's your gut reaction with those other Ubers mentioned if you don't mind me asking? I'd be very curious to see a meta resembling OU, but including mons like Lando-I or Gouging Fire. There's not many sets I can personally cook up that make them obviously broken. Thanks for the insight tho!


Sheer force actually provides a slightly smaller boost than the other boosting abilities (30% compared to ~33%), but the fact that it can make Life Orb drawbackless is the main appeal, it's a lot more threatening when you can switch moves. (boosting physical is also nice but more niche)

Landorus-Incarnate would be a keep banned from me, paired with a damage boosting ability it simply does too much damage.
+2 252 SpA Life Orb Sheer Force Beads of Ruin Landorus Focus Blast vs. 4 HP / 252+ SpD Blissey: 629-741 (96.4 - 113.6%) -- 75% chance to OHKO
+2 252 SpA Life Orb Sheer Force Beads of Ruin Landorus Earth Power vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 378-446 (73.5 - 86.7%)
(blast ohkos but this shows the raw power of NP Lando-I). Sand Force would very rarely come into play, but if you pair it with a regenvest Tyranitar it cranks up Earth Power to disgusting levels.

Gouging Fire is not as banworthy but it would be a very threatening bulky setup sweeper with a fairly solid stab combination with for example MGLO. It preys on Corviknight (except WBB IDBP), Non-Tickle Mola, Pecharunt, and other more passive pokemon and its fantastic bulk (Lives uninvested Tusk Headlong from full!) + Morning Sun gives it great longevity potentially letting it outlast checks. And it actually has solid damage output, Outrage is 2hko-s spdef Heatran after rocks while Earth Power maxes out at 60%.
 
Sheer force actually provides a slightly smaller boost than the other boosting abilities (30% compared to ~33%), but the fact that it can make Life Orb drawbackless is the main appeal, it's a lot more threatening when you can switch moves. (boosting physical is also nice but more niche)

Landorus-Incarnate would be a keep banned from me, paired with a damage boosting ability it simply does too much damage.
+2 252 SpA Life Orb Sheer Force Beads of Ruin Landorus Focus Blast vs. 4 HP / 252+ SpD Blissey: 629-741 (96.4 - 113.6%) -- 75% chance to OHKO
+2 252 SpA Life Orb Sheer Force Beads of Ruin Landorus Earth Power vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 378-446 (73.5 - 86.7%)
(blast ohkos but this shows the raw power of NP Lando-I). Sand Force would very rarely come into play, but if you pair it with a regenvest Tyranitar it cranks up Earth Power to disgusting levels.

Gouging Fire is not as banworthy but it would be a very threatening bulky setup sweeper with a fairly solid stab combination with for example MGLO. It preys on Corviknight (except WBB IDBP), Non-Tickle Mola, Pecharunt, and other more passive pokemon and its fantastic bulk (Lives uninvested Tusk Headlong from full!) + Morning Sun gives it great longevity potentially letting it outlast checks. And it actually has solid damage output, Outrage is 2hko-s spdef Heatran after rocks while Earth Power maxes out at 60%.
I'm curious how you're calculating SFLO on top of BoR, I think my brain is too smooth to figure it out lol.
In any case, the best counter I can come up with to Lando-I would be AV Bronzong with Ice Spinner, looks like it's taking 61% max not including BoR, so I guess not a real counter tbf.

Perhaps AV Regen Latias? It's faster, threatens the KO with Ice Beam, and handles Lando's usual moves. EP immune, resists FB, and resists Psychic. Unsure if Lando would wanna run Sludge. Even +2 Sludge Wave is only doing 60% to non invested Latias with AV (again without counting BoR)
 
I'm curious how you're calculating SFLO on top of BoR, I think my brain is too smooth to figure it out lol.
In any case, the best counter I can come up with to Lando-I would be AV Bronzong with Ice Spinner, looks like it's taking 61% max not including BoR, so I guess not a real counter tbf.

Perhaps AV Regen Latias? It's faster, threatens the KO with Ice Beam, and handles Lando's usual moves. EP immune, resists FB, and resists Psychic. Unsure if Lando would wanna run Sludge. Even +2 Sludge Wave is only doing 60% to non invested Latias with AV (again without counting BoR)
I just modify the base power of the move directly and tack it on to the calc to show that I've taken it into consideration, so with sheer force giving a 30% boost Earth Power becomes 90 > 117 BP and Focus Blast 120 > 156 BP.


Of course there are pokemon that can check these pokemon, but an important question to ask is whether these pokemon are truly a good part of the metagame or simply a pokemon that counters a threat or 2.
I would say Sludge wouldn't be chosen since it hits very little pokemon, but maybe Lando-I could go hit Latias with a strong U-turn dealing a lot and maintaining momentum. (Scarf might be a decent option considering how strong it is already.)

EDIT: Another point to consider how broken a pokemon is how many checks it has and how splashable and consistent they are at warding off all its sets.
 
And what's your gut reaction with those other Ubers mentioned if you don't mind me asking? I'd be very curious to see a meta resembling OU, but including mons like Lando-I or Gouging Fire. There's not many sets I can personally cook up that make them obviously broken. Thanks for the insight tho!
Lando I has already been explained enough by people way better at the tier than me but Gouging Fire would be broken for the same reasons it is broken in SV OU. It has really great bulk a solid defensive typing (even despite the stealth rock weakness) burning bulwark and most importantly booster energy either patching up its somewhat low attack (and even then 110 is still respectable) or making it even stronger defensively. Add on an extra ability like adaptability, sword of ruin, etc. and it is extremely powerful. Sure there is no tera but I don't think Gouging Fire will need it anyway.
 
I want to bring attention to another mon that I find is wholly underrated in a role that might not seem suited for it at first glance, but I find is VERY effective and I'd argue even better than its more well-known offensive role- DEFENSIVE Breloom!

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Breloom @ Toxic Orb
Ability: Marvel Scale
EVs: 252 HP / 192 Def / 64 Spe
Impish Nature
- Leech Seed
- Focus Punch/Force Palm/Substitute
- Protect
- Bullet Seed

Now, I know what you might be saying- Lavender, you're cooking way too hard, this is on the same level as Protean Indeedee. BUT- I have been using this on a stall team to amazing success and let me tell you why.

First thing, Breloom's defensive profile because of its typing gives it four VERY nice resistances in Grass, Ground, but more importantly Dark AND Water. Because of this, it checks both Hamu and its less used but terrifying wallbreaker sibling in Crawdaunt. All the while it threatens back with a terrifying Bullet Seed and threat of Effect Spore. Because of Poison Heal also, as Gliscor showed us before it was banned, it has incredible passive healing and status immunity, giving it great longevity akin to that of a regenerator mon.

Oh, by the way, Marvel Scale, unlike Fluffy, ignores Mold Breaker AND frees up Fluffy for another mon (Fluffy Alo <3). So, what you get is a semi passive, but very threatening to physical attacker mon that checks a LOT of popular threats in Meow (scouting what it does with Protect), Hamu, Rillaboom, etc. all the while helping pressure setup threats with leech seed, punish switch ins with Focus Punch, or threaten status with Force Palm and Effect Spore, while also having amazing longevity. Oh, and the 64 Spe is to outspeed no speed Heatran. If you don't care about that matchup just go 252/252/4.

Some calcs below for the curious~

252 Atk Choice Band Sharpness Sword of Ruin Samurott-Hisui Ceaseless Edge vs. +1 252 HP / 192+ Def Breloom: 81-96 (25 - 29.6%) -- possible 6HKO
252+ Atk Choice Band Adaptability Sword of Ruin Crawdaunt Knock Off (97.5 BP) vs. +1 252 HP / 192+ Def Breloom: 130-153 (40.1 - 47.2%) -- 4.9% chance to 3HKO after Grassy Terrain recovery and Poison Heal
252+ Atk Choice Band Sword of Ruin Rillaboom Wood Hammer vs. +1 252 HP / 192+ Def Breloom in Grassy Terrain: 159-188 (49 - 58%) -- guaranteed 3HKO after Grassy Terrain recovery and Poison Heal
252+ Atk Sword of Ruin Great Tusk Close Combat vs. +1 252 HP / 192+ Def Breloom: 169-201 (52.1 - 62%) -- 67.6% chance to 2HKO after Poison Heal
I think this set partially walls cornerstone doesn’t it?
 
Breloom most likely has some of the best tools in this meta

- priority
- status absorbtion
- physical wall
- stall breaker
- cleaner
- reverse sweeper
- knock off absorber
- ogerpon answer
- lead

The plant council endures
 
Here’s a fun idea for yall

Mycelium might pecharunt

Pecharunt @ Heavy-Duty Boots
Ability: Mycelium Might
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Toxic
- Parting Shot
- Recover

Being able to slow pivot and weaken Garg + other clear body users is really good apparently
 
Here’s a fun idea for yall

Mycelium might pecharunt

Pecharunt @ Heavy-Duty Boots
Ability: Mycelium Might
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Toxic
- Parting Shot
- Recover

Being able to slow pivot and weaken Garg + other clear body users is really good apparently
Love this idea, I've climbed to the 1500s elo off the back of Pecharunt with Corrosion. I wonder how this will fare!
 
I got an electric Terrain team that peaked 1512 (you gonna have to take my word unfortunately, i forgot to screenshot) but ultimately ends up with me getting hardstuck in 1380-1460 range. Pecharunt + Hazards Vomit is really fucking annoying to deal with. Hydrapple is also a massive nuisance, along with any grass type as I have 1 measly resist. I'd love to fit hazards but I have no idea on who.

Iron Boulder, Alolan Raichu and Iron Hands Break for each other, not a lot of things can handle both of them. On Iron Hands i run ada because there isnt anything in the 400-412 particularly worth outrunning. Same with Modest Raichu

Alo is there as a fat reliable Electric Terrain Setter, id try Slowking but then id just be too vulnerable to ghost and dark types at that point.

Iron Treads is the team's spinner, ground type, and steel type, and one of 2 ground immunities. I have another team where this the exact same problem, expect there its even worse because its not nearly as offensively capable (still got like 1400s). I cannot for the life of me find a way to get this to spin on Pecharunt without exterminating it first and by then the damage has been done, if its corrosion then just forget about clearing hazards all together. Ive tried levitate Glimmora out a little as they'd be similar enough for the roles I want them to play, well except for the speed and rock resist, which are extremely important and why im not using it.

Water Absorb on SpDef Moltres instead of Desolate land because I really needed a solid water immunity/resist, grass resist, and ground immune and if Woger Switches in after Moltres I dont want to be left with my pants down. It doubles as a decent enough kingdra check and general rain check. I may try hurricane instead of wisp because I've literally never clicked that move.
 

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Hey lovelies, it has been a minute and a half since I made a proper post here! FINALLY hit Rank 1 again on ladder after a very difficult and long grind, and wanted to share the teams I used to make this happen! :D

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Defensive Breloom Stall
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Breloom @ Toxic Orb
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Leech Seed
- Force Palm
- Protect
- Bullet Seed

The star of the show for this team and my crowning achievement in the teambuilder, this thing takes hits incredibly well, has fantastic passive recovery with PHeal making it essentially a third regenerator mon, amazing defensive typing AND threatens mons with powerful Technician Bullet Seeds and Force Palms, all while threatening contact users with Effect Spore and setup mons with Leech Seed. It looks awful on paper, but in practice it is so so powerful. Continues to shock me to this day how amazing this thing is.

Pecharunt @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Night Shade
- Hex

Does Corrosion Pecha things, helps break through and wear down threats like Corvi, Heatran, etc. It's basically always a threat because of its ability to put almost any mon on a timer.

Alomomola @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Scald
- Wish
- Tickle

It's Fluffy Alo. It eats physical hits for breakfast and destroys most physical attackers' hopes of winning. Tickle for Woger and stopping slow bulky setup threats like Dondozo.

Goodra-Hisui @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Knock Off
- Dragon Tail
- Heavy Slam
- Earthquake

I never use Hoodra but it provides great role compression in being a disgustingly tanky special wall that also has Knock Off support, AND threatens Hatt and DesoHeatran.

Corviknight @ Leftovers
Ability: Well-Baked Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Brave Bird
- Roost
- Defog

CORVI ON EVERY TEAM HAHAHAHAHAHHAHAHAHJajbgjbgiuwuieghfuweie!!11!! (ahem). It's the best mon in the tier and our hazard removal. SpD WBB is an amazing special check.

Diancie @ Leftovers
Ability: Earth Eater
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Power Gem
- Moonblast

The REALLY weird one, Earth Eater Diancie provides a unique set of tools and role compression for the team that it really needed despite it being a 'less than stellar' mon. A Dragon Immunity for Drag Spam and walling things like Garchomp, Great Tusk and friends was an amazing niche while also being able to set both stealth rocks and spikes. Power Gem or Body Press can be used, your choice.


Hamurott Semi-Stall
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Samurott-Hisui @ Choice Band
Ability: Sword of Ruin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Cutter
- Ceaseless Edge
- Knock Off
- Aerial Ace

Hamu is really interesting on stall because it serves as a stallbreaker with Knock AND Spikes support. Aerial Ace because when I used the team a lot there was a LOT of Defensive Breloom going around on the ladder. Could probably just use Sucker or Flip now that its usage has died down. Wish support from Alo also helps keep it topped off.

Ditto @ Choice Scarf
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 30 Atk
- Transform

The beginning of an arc for me, iirc it was The Educated Fool who had been pushing us all to try out Ditto and I always resisted... until this team. It does everything. It outstalls Regen Cores. It slaughters HO teams. It revenge kills. It's effectively immune to Paralysis because of Limber and immune to hazards from MG. It. Does. Everything. Genuinely incredible mon, and a staple on my teams from here on out.

Blissey (F) @ Heavy-Duty Boots
Ability: Unaware
EVs: 252 Def / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss
- Stealth Rock
- Soft-Boiled
- Heal Bell

Special wall that keeps Hamu from being burned by flame body and whatnot with Heal Bell, and sets up rocks. It's... it's Blissey what do you want from me lol.

Alomomola @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Tickle

See Alo description above

Corviknight @ Leftovers
Ability: Well-Baked Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Body Press
- Defog
- Roost
- U-turn

ANfabgijhiwuhgijrhegwjkam,l;fklwfew

Slowking-Galar @ Assault Vest
Ability: Vessel of Ruin
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Sludge Bomb
- Future Sight
- Flamethrower
- Psychic Noise

With Reuniclus being banned, a new era of special walls has begun, and I think the rise of the Slowkings will begin. AV Glowking with Vessel is a super hard to break special wall, and with Future Sight it hilariously can help Hamu break through things even more.


Keldeo Balance
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Keldeo-Resolute @ Choice Specs
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flip Turn
- Surf
- Secret Sword
- Hydro Pump

With Keldeo being free now... dear lord. THIS THING. This MONSTER, it is one of the breakers of all time. PrimSea Surf with Secret Sword Coverage has VERY very switch ins, and coupled with Keldeo's solid speed tier of 346 it just... wow. It does so much. Hydro over Vacuum Wave because it helps hit some certain thresholds like against Glowking, and idt the very weak prio of Vacuum Wave is that necessary.

Corviknight @ Leftovers
Ability: Well-Baked Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- Defog
- Roost
- U-turn

This is good news Mark, we can be Corvis

Meowscarada @ Choice Band
Ability: Long Reach
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Flower Trick
- U-turn
- Triple Axel

Long Reach CB Meow is imo the best physical breaker in the tier, and a well played Meow has 0 switch ins. Knock support is amazing, Flower Trick's auto crit helps break through setup mons like ID Garg, STAB Uturn that can't be punished with contact is disgusting, Triple Axel is fucking just broken, and Meow has an INSANE speed tier. Genuinely unwallable without forcing 50/50s.

Garchomp @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 244 Def / 12 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Spikes

Regen Chomp is awesome, if not a little passive. Sets up Spikes and Stonks all while having unremovable contact chip with Regen. DTail also helps rack up chip damage and forces things out. 12 Spe for speed creep wars against opposing chomp.

Ditto @ Choice Scarf
Ability: Magic Guard
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 30 Atk
- Transform

See above explanation for Ditto. This team especially is weak to setup threats without Ditto, so you have to play it very carefully.

Slowking-Galar @ Assault Vest
Ability: Vessel of Ruin
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Sludge Bomb
- Future Sight
- Flamethrower
- Psychic Noise

See above explanation on what Glowking does.


SShield Torn Balance
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Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Shadow Shield
EVs: 252 HP / 80 SpD / 176 Spe
Timid Nature
- Hurricane
- Knock Off
- Taunt
- U-turn

Shout out to Popcoke for introducing me to this set! I've tweaked it a bit to have 176 Timid to outspeed Scream Tail but underspeed other certain threats and top up on bulk. This thing is a shockingly tanky pivot that knocks, threatens a LOT of things with its amazing speed tier and a fast taunt. Very strong mon and I highly recommend trying it out.

Keldeo @ Choice Specs
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Flip Turn
- Secret Sword
- Hydro Pump

See above for Keldeo.

Corviknight @ Leftovers
Ability: Well-Baked Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Brave Bird
- Defog
- Roost
- U-turn

"Corviknight" doesn't begin to describe my Corviknight, this Pokemon rewards blind Defog and nothing else, I am beyond convinced at this point. After getting completely tooled by U-Turning with my Corviknight pivoting teammates on me last minute and refusing to provide Roost prior to the day of the match as to play Corviknight, Brave Birding this way somehow felt even worse than I had thought possible. My preparation was Corviknight, my play was Corviknight, and I Corviknighted, so I don't see a reason to continue engaging in a Pokemon where what is within my Corviknight is overwhelmingly outweighed by what is Corviknight.

Great Tusk @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Rapid Spin
- Knock Off
- Body Press
- Stealth Rock

Defensive Great Tusk does what it says on the tin. VERY tanky and hard to tear through, with a strong STAB Body Press making it threatening towards Intimidate Corvis while also having Knock, Rapid Spin and Stonks support.

Ditto @ Choice Scarf
Ability: Magic Guard
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 30 Atk / 0 Spe
- Transform

See above for Ditto- actually, no, I'm going to explain the EVs and IVs. Max Def and Min Spe for opposing Ditto matchups, letting you (I believe?) outstall and beat them in a struggle war.

Cinderace @ Choice Band
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- High Jump Kick
- Sucker Punch

This was the team slot that has kept bothering me, but I've settled on Banded Deso Cinderace. It hits INSANELY hard with Pyro Ball, and STAB Uturn, HJK are great moves to click while Sucker is a nice backup move. Also provides a nice bit of defensive utility being effectively immune to water and stopping opposing weather and PrimSea while having a great speed tier.​


And those are the teams! the last one is what got me through that final push to #1 :) hope you all enjoy the team dumps and explanations (also apologies for my format changing like, literally every post. Still experimenting with how I want to make these types of posts).
 

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Hey lovelies, it has been a minute and a half since I made a proper post here! FINALLY hit Rank 1 again on ladder after a very difficult and long grind, and wanted to share the teams I used to make this happen! :D

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Defensive Breloom Stall
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Breloom @ Toxic Orb
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Leech Seed
- Force Palm
- Protect
- Bullet Seed

The star of the show for this team and my crowning achievement in the teambuilder, this thing takes hits incredibly well, has fantastic passive recovery with PHeal making it essentially a third regenerator mon, amazing defensive typing AND threatens mons with powerful Technician Bullet Seeds and Force Palms, all while threatening contact users with Effect Spore and setup mons with Leech Seed. It looks awful on paper, but in practice it is so so powerful. Continues to shock me to this day how amazing this thing is.

Pecharunt @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Night Shade
- Hex

Does Corrosion Pecha things, helps break through and wear down threats like Corvi, Heatran, etc. It's basically always a threat because of its ability to put almost any mon on a timer.

Alomomola @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Scald
- Wish
- Tickle

It's Fluffy Alo. It eats physical hits for breakfast and destroys most physical attackers' hopes of winning. Tickle for Woger and stopping slow bulky setup threats like Dondozo.

Goodra-Hisui @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Knock Off
- Dragon Tail
- Heavy Slam
- Earthquake

I never use Hoodra but it provides great role compression in being a disgustingly tanky special wall that also has Knock Off support, AND threatens Hatt and DesoHeatran.

Corviknight @ Leftovers
Ability: Well-Baked Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Brave Bird
- Roost
- Defog

CORVI ON EVERY TEAM HAHAHAHAHAHHAHAHAHJajbgjbgiuwuieghfuweie!!11!! (ahem). It's the best mon in the tier and our hazard removal. SpD WBB is an amazing special check.

Diancie @ Leftovers
Ability: Earth Eater
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Power Gem
- Moonblast

The REALLY weird one, Earth Eater Diancie provides a unique set of tools and role compression for the team that it really needed despite it being a 'less than stellar' mon. A Dragon Immunity for Drag Spam and walling things like Garchomp, Great Tusk and friends was an amazing niche while also being able to set both stealth rocks and spikes. Power Gem or Body Press can be used, your choice.


Hamurott Semi-Stall
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Samurott-Hisui @ Choice Band
Ability: Sword of Ruin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Cutter
- Ceaseless Edge
- Knock Off
- Aerial Ace

Hamu is really interesting on stall because it serves as a stallbreaker with Knock AND Spikes support. Aerial Ace because when I used the team a lot there was a LOT of Defensive Breloom going around on the ladder. Could probably just use Sucker or Flip now that its usage has died down. Wish support from Alo also helps keep it topped off.

Ditto @ Choice Scarf
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 30 Atk
- Transform

The beginning of an arc for me, iirc it was The Educated Fool who had been pushing us all to try out Ditto and I always resisted... until this team. It does everything. It outstalls Regen Cores. It slaughters HO teams. It revenge kills. It's effectively immune to Paralysis because of Limber and immune to hazards from MG. It. Does. Everything. Genuinely incredible mon, and a staple on my teams from here on out.

Blissey (F) @ Heavy-Duty Boots
Ability: Unaware
EVs: 252 Def / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss
- Stealth Rock
- Soft-Boiled
- Heal Bell

Special wall that keeps Hamu from being burned by flame body and whatnot with Heal Bell, and sets up rocks. It's... it's Blissey what do you want from me lol.

Alomomola @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Tickle

See Alo description above

Corviknight @ Leftovers
Ability: Well-Baked Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Body Press
- Defog
- Roost
- U-turn

ANfabgijhiwuhgijrhegwjkam,l;fklwfew

Slowking-Galar @ Assault Vest
Ability: Vessel of Ruin
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Sludge Bomb
- Future Sight
- Flamethrower
- Psychic Noise

With Reuniclus being banned, a new era of special walls has begun, and I think the rise of the Slowkings will begin. AV Glowking with Vessel is a super hard to break special wall, and with Future Sight it hilariously can help Hamu break through things even more.


Keldeo Balance
View attachment 828902View attachment 828903View attachment 828904View attachment 828905View attachment 828906View attachment 828897
https://pokepast.es/afd310608f575997
keldeo-resolute.gif

Keldeo-Resolute @ Choice Specs
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flip Turn
- Surf
- Secret Sword
- Hydro Pump

With Keldeo being free now... dear lord. THIS THING. This MONSTER, it is one of the breakers of all time. PrimSea Surf with Secret Sword Coverage has VERY very switch ins, and coupled with Keldeo's solid speed tier of 346 it just... wow. It does so much. Hydro over Vacuum Wave because it helps hit some certain thresholds like against Glowking, and idt the very weak prio of Vacuum Wave is that necessary.

Corviknight @ Leftovers
Ability: Well-Baked Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- Defog
- Roost
- U-turn

This is good news Mark, we can be Corvis

Meowscarada @ Choice Band
Ability: Long Reach
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Flower Trick
- U-turn
- Triple Axel

Long Reach CB Meow is imo the best physical breaker in the tier, and a well played Meow has 0 switch ins. Knock support is amazing, Flower Trick's auto crit helps break through setup mons like ID Garg, STAB Uturn that can't be punished with contact is disgusting, Triple Axel is fucking just broken, and Meow has an INSANE speed tier. Genuinely unwallable without forcing 50/50s.

Garchomp @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 244 Def / 12 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Spikes

Regen Chomp is awesome, if not a little passive. Sets up Spikes and Stonks all while having unremovable contact chip with Regen. DTail also helps rack up chip damage and forces things out. 12 Spe for speed creep wars against opposing chomp.

Ditto @ Choice Scarf
Ability: Magic Guard
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 30 Atk
- Transform

See above explanation for Ditto. This team especially is weak to setup threats without Ditto, so you have to play it very carefully.

Slowking-Galar @ Assault Vest
Ability: Vessel of Ruin
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Sludge Bomb
- Future Sight
- Flamethrower
- Psychic Noise

See above explanation on what Glowking does.


SShield Torn Balance
View attachment 828911View attachment 828912View attachment 828913View attachment 828914View attachment 828915View attachment 828917
https://pokepast.es/c04a4bb4dd1405e8
tornadus-therian.gif

Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Shadow Shield
EVs: 252 HP / 80 SpD / 176 Spe
Timid Nature
- Hurricane
- Knock Off
- Taunt
- U-turn

Shout out to Popcoke for introducing me to this set! I've tweaked it a bit to have 176 Timid to outspeed Scream Tail but underspeed other certain threats and top up on bulk. This thing is a shockingly tanky pivot that knocks, threatens a LOT of things with its amazing speed tier and a fast taunt. Very strong mon and I highly recommend trying it out.

Keldeo @ Choice Specs
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Flip Turn
- Secret Sword
- Hydro Pump

See above for Keldeo.

Corviknight @ Leftovers
Ability: Well-Baked Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Brave Bird
- Defog
- Roost
- U-turn

"Corviknight" doesn't begin to describe my Corviknight, this Pokemon rewards blind Defog and nothing else, I am beyond convinced at this point. After getting completely tooled by U-Turning with my Corviknight pivoting teammates on me last minute and refusing to provide Roost prior to the day of the match as to play Corviknight, Brave Birding this way somehow felt even worse than I had thought possible. My preparation was Corviknight, my play was Corviknight, and I Corviknighted, so I don't see a reason to continue engaging in a Pokemon where what is within my Corviknight is overwhelmingly outweighed by what is Corviknight.

Great Tusk @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Rapid Spin
- Knock Off
- Body Press
- Stealth Rock

Defensive Great Tusk does what it says on the tin. VERY tanky and hard to tear through, with a strong STAB Body Press making it threatening towards Intimidate Corvis while also having Knock, Rapid Spin and Stonks support.

Ditto @ Choice Scarf
Ability: Magic Guard
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 30 Atk / 0 Spe
- Transform

See above for Ditto- actually, no, I'm going to explain the EVs and IVs. Max Def and Min Spe for opposing Ditto matchups, letting you (I believe?) outstall and beat them in a struggle war.

Cinderace @ Choice Band
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- High Jump Kick
- Sucker Punch

This was the team slot that has kept bothering me, but I've settled on Banded Deso Cinderace. It hits INSANELY hard with Pyro Ball, and STAB Uturn, HJK are great moves to click while Sucker is a nice backup move. Also provides a nice bit of defensive utility being effectively immune to water and stopping opposing weather and PrimSea while having a great speed tier.​


And those are the teams! the last one is what got me through that final push to #1 :) hope you all enjoy the team dumps and explanations (also apologies for my format changing like, literally every post. Still experimenting with how I want to make these types of posts).
Unfortunate doesn’t begin to describe..
 
Is critical spam viable?

Gallade @ Razor Claw
Ability: Super Luck
EVs: 252 Atk / 4 SpD/ 252 Spe
Adamant Nature
- Psycho Cut
- Sacred Sword
- Night Slash
- Agility

A basic set I found with gallade, for more offensive teams. Sword of Ruin is more basic, but it can't guarantee critical hits, and I wanted sword of ruin go to another member of the team. I believe that critting all the time, on top of the sharpness boost makes Gallade a sleeper pick. Going through screens and ignoring intimidate to sweep, or KO half the enemy team is ecstasy in my nugatory opinion. Psycho cut is extremely strong and dependable, even caught outside of psychic terrain. It is a stab guaranteed crit that is a clean 2HKO on anything that doesn't resist. Sacred Sword unfortunately does not have heightened crit chance, but does still ignore enemy defensive bonuses. The Iron swords require an expensive amount of investment in order to not be OHKO'd by night slash. The set also requires agility to sweep, because base 80 speed just isn't cutting it.
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Quark Drive Iron Boulder on a critical hit: 236-278 (61.4 - 72.3%) -- guaranteed 2HKO
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Iron Crown on a critical hit: 264-312 (68.7 - 81.2%) -- guaranteed 2HKO
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Quark Drive Iron Leaves on a critical hit: 220-260 (57.2 - 67.7%) -- guaranteed 2HKO

I am new to this metagame(Unfortunately I was not able to abuse shadow shield on reuniclus before he was banned) and I would like some pointers on how to psyspam the right way. Most Pokemon that are immune to crit with battle armor or shell armor get folded anyway(252+ Atk Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Goodra-Hisui: 338-402 (92.8 - 110.4%) -- 56.3% chance to OHKO, but most Hoodra sets are specially defensive). Here is my team https://pokepast.es/93e0b4275688761d.

The replay below demonstrates gallades ability to not give a fuck about many defensive countermeasures.
https://replay.pokemonshowdown.com/gen9pokebilitiesaaa-2600244171

Strengths/Pros:
Gallade is functionally immune to intimidate, and ignores opposing screens and defensive boosts (It feels like he has more than four abilities.)
Setup is difficult to stop behind screens
Armarouge has insane aura
Can handle dark types with thoughtful play
519 speed(Gallade +2) seems to outspeed most choice scarfers. Pokemon with scarf and a base speed of 108(which ties) or higher can outspeed.
546 speed(Armarouge +2, Gallade would be faster, but is adamant) is TRUE AND NEO in psychic terrain
600 speed(Hitmonlee when unburdened) becomes peak fiction paired with reckless, sword of ruin STAB high jump kick
You can take your priority and shove it.


Weaknesses/Cons:
No hazards
Weak to status spam
Weak to Unaware
Sturdy and Sash are problematic
Weak to wattrel
Booster energy speed iron boulder invalidates armarouge
Endure has a lot of counterplay
Sand chip invalidates armarouge
Parting shot can't be used during psychic terrain(maybe replace it with an attack?)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Any suggestions(I need stall to die in a ditch) or (constructive)criticisms would be greatly appreciated.
 

Attachments

Last edited:
Is critical spam viable?

Gallade @ Razor Claw
Ability: Super Luck
EVs: 252 Atk / 4 SpD/ 252 Spe
Adamant Nature
- Psycho Cut
- Sacred Sword
- Night Slash
- Agility

A basic set I found with gallade, for more offensive teams. Sword of Ruin is more basic, but it can't guarantee critical hits, and I wanted sword of ruin go to another member of the team. I believe that critting all the time, on top of the sharpness boost makes Gallade a sleeper pick. Going through screens and ignoring intimidate to sweep, or KO half the enemy team is ecstasy in my nugatory opinion. Psycho cut is extremely strong and dependable, even caught outside of psychic terrain. It is a stab guaranteed crit that is a clean 2HKO on anything that doesn't resist. Sacred Sword unfortunately does not have heightened crit chance, but does still ignore enemy defensive bonuses. The Iron swords require an expensive amount of investment in order to not be OHKO'd by night slash. The set also requires agility to sweep, because base 80 speed just isn't cutting it.
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Quark Drive Iron Boulder on a critical hit: 236-278 (61.4 - 72.3%) -- guaranteed 2HKO
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Iron Crown on a critical hit: 264-312 (68.7 - 81.2%) -- guaranteed 2HKO
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Quark Drive Iron Leaves on a critical hit: 220-260 (57.2 - 67.7%) -- guaranteed 2HKO

I am new to this metagame(Unfortunately I was not able to abuse shadow shield on reuniclus before he was banned) and I would like some pointers on how to psyspam the right way. Most Pokemon that are immune to crit with battle armor or shell armor get folded anyway(252+ Atk Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Goodra-Hisui: 338-402 (92.8 - 110.4%) -- 56.3% chance to OHKO, but most Hoodra sets are specially defensive). Here is my team https://pokepast.es/93e0b4275688761d.

The replay below demonstrates gallades ability to not give a fuck about many defensive countermeasures.
https://replay.pokemonshowdown.com/gen9pokebilitiesaaa-2600244171

Strengths/Pros:
Gallade is functionally immune to intimidate, and ignores opposing screens and defensive boosts (It feels like he has more than four abilities.)
Setup is difficult to stop behind screens
Armarouge has insane aura
Can handle dark types with thoughtful play
519 speed(Gallade +2) seems to outspeed most choice scarfers. Pokemon with scarf and a base speed of 108(which ties) or higher can outspeed.
546 speed(Armarouge +2, Gallade would be faster, but is adamant) is TRUE AND NEO in psychic terrain
600 speed(Hitmonlee when unburdened) becomes peak fiction paired with reckless, sword of ruin STAB high jump kick


Weaknesses/Cons:
No hazards
Weak to status spam
Weak to Unaware
Sturdy and Sash are problematic
Booster energy speed iron boulder invalidates armarouge
Endure has a lot of counterplay
Sand chip invalidates armarouge
Parting shot can't be used during psychic terrain(maybe replace it with an attack?)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Any suggestions(I need stall to die in a ditch) or (constructive)criticisms would be greatly appreciated.
I feel like crit spam is definitely viable since it’s literally a guaranteed 50% boost to all attacks with no drawbacks
 
Is critical spam viable?

Gallade @ Razor Claw
Ability: Super Luck
EVs: 252 Atk / 4 SpD/ 252 Spe
Adamant Nature
- Psycho Cut
- Sacred Sword
- Night Slash
- Agility

A basic set I found with gallade, for more offensive teams. Sword of Ruin is more basic, but it can't guarantee critical hits, and I wanted sword of ruin go to another member of the team. I believe that critting all the time, on top of the sharpness boost makes Gallade a sleeper pick. Going through screens and ignoring intimidate to sweep, or KO half the enemy team is ecstasy in my nugatory opinion. Psycho cut is extremely strong and dependable, even caught outside of psychic terrain. It is a stab guaranteed crit that is a clean 2HKO on anything that doesn't resist. Sacred Sword unfortunately does not have heightened crit chance, but does still ignore enemy defensive bonuses. The Iron swords require an expensive amount of investment in order to not be OHKO'd by night slash. The set also requires agility to sweep, because base 80 speed just isn't cutting it.
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Quark Drive Iron Boulder on a critical hit: 236-278 (61.4 - 72.3%) -- guaranteed 2HKO
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Iron Crown on a critical hit: 264-312 (68.7 - 81.2%) -- guaranteed 2HKO
252+ Atk Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Quark Drive Iron Leaves on a critical hit: 220-260 (57.2 - 67.7%) -- guaranteed 2HKO

I am new to this metagame(Unfortunately I was not able to abuse shadow shield on reuniclus before he was banned) and I would like some pointers on how to psyspam the right way. Most Pokemon that are immune to crit with battle armor or shell armor get folded anyway(252+ Atk Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Goodra-Hisui: 338-402 (92.8 - 110.4%) -- 56.3% chance to OHKO, but most Hoodra sets are specially defensive). Here is my team https://pokepast.es/93e0b4275688761d.

The replay below demonstrates gallades ability to not give a fuck about many defensive countermeasures.
https://replay.pokemonshowdown.com/gen9pokebilitiesaaa-2600244171

Strengths/Pros:
Gallade is functionally immune to intimidate, and ignores opposing screens and defensive boosts (It feels like he has more than four abilities.)
Setup is difficult to stop behind screens
Armarouge has insane aura
Can handle dark types with thoughtful play
519 speed(Gallade +2) seems to outspeed most choice scarfers. Pokemon with scarf and a base speed of 108(which ties) or higher can outspeed.
546 speed(Armarouge +2, Gallade would be faster, but is adamant) is TRUE AND NEO in psychic terrain
600 speed(Hitmonlee when unburdened) becomes peak fiction paired with reckless, sword of ruin STAB high jump kick


Weaknesses/Cons:
No hazards
Weak to status spam
Weak to Unaware
Sturdy and Sash are problematic
Booster energy speed iron boulder invalidates armarouge
Endure has a lot of counterplay
Sand chip invalidates armarouge
Parting shot can't be used during psychic terrain(maybe replace it with an attack?)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Any suggestions(I need stall to die in a ditch) or (constructive)criticisms would be greatly appreciated.
I'm going to say this is a no, for quite a few reasons but especially so on Gallade (also with love, I don't think the game you showed really... shows off Gallade. I mean no disrespect, but facing a very slow, frail team against a 1035 opponent isn't really selling the mon.)

First off, yes, it is weak to Shell Armor natives but also the fact that crit needs so much setup for something that *isn't reliable*. You need to give up both your AAA ability, item and in some cases moveslot(s) for a CHANCE, yes 50% but that is not reliable enough, to do choice band damage. At that point just use something like MGLO for better defensive utility and similar damage that's reliable, Sword of Ruin + boosting item, just a choice band, so many other options that doesn't require an unreliable 50% boost.

Why it's especially bad for Gallade, is that Gallade doesn't really care about the defense boost ignore since the only mons in the tier that setup +Def are either Dondozo or Garg, and both of which you'd much rather just hit with Sacred Sword WHICH ALREADY IGNORES DEFENSE BOOSTS. The intimidate ignore is handy, I'll give it that... but Intimidate isn't that common. Intimidate Corvi is the main one, but do you really want to gimp your entire set just to beat one ability on a popular mon that also runs several other abilities? Pecha drops anyways to Psycho Cut, Alo drops to Leaf Blade, and not much else really runs Intimidate. And if they are running Fluffy your Gallade just does fuckall. Screens aren't all that common, and here's the thing with Gallade vs screens teams. Screens are used almost exclusively on Hyper Offense, fast paced teams that try to outspeed and out offense the opponent. Gallade is a slow, frail wallbreaker. So it ignores screens on teams it already has a miserable matchup into, so it doesn't matter much that it can ignore them because it'll likely get outsped and one shot. CAN you get an agility off? Sure, you certainly can, but the teams it usually matters against don't care. It does help with balance teams though, I just worry that Gallade will lack the power to get OHKOs it needs but I'll need to test that more. Might be a sleeper move choice on Gallade.

Lastly, crit boosting move coverage is bait on Gallade. You want Sacred Sword, Psycho Cut, and then your choice of Shadow Sneak for priority, Swords Dance for setup, Teleport for cheesy pivoting, Knock for utility/knocking Rocky Helmets or Leaf Blade for coverage against things like Dondozo. Things like Night Slash doesn't really hit much since Reuniclus was banned, as the only popular psychic types (except Deo-S which isn't taking any of your hits regardless and Hatt which is neutral to Night Slash) are already neutral to either Sacred Sword (Crown), Psycho Cut (Glowking).

I'm going to be real, I think PsySpam is pretty bad in the format, as almost every team has a dark type of some kind on it, and there are a plethora of steels in the tier like Heatran, Corvi and Hoodra. Not to mention there are also quite a few other terrain setters, with ETerrain being semi common and running over your team/gimmick, and Rilla and GSurge Woger devour you. The best PsySpammer is probably mixed Deoxys-S with Superpower, which is solid I'll give it that. Can it work lower on ladder and be fun as hell? Oh most certainly, but I don't think the set or playstyle holds up as easily higher on the ladder.
 
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yo lavender

AV glowking is the top set on munchstats
I don't know necessarily what that means, but yes, AV Glowking is popular and a great set for having it be a special wall. Non AV tends to be better for more offensive teams and having it be a terrain setter (like with Hadron Engine) where it wants another item and chilly reception over the defensive power that AV gives. With Reun being gone it helps to fill that power vacuum.
 
I'm going to say this is a no, for quite a few reasons but especially so on Gallade (also with love, I don't think the game you showed really... shows off Gallade. I mean no disrespect, but facing a very slow, frail team against a 1035 opponent isn't really selling the mon.)

First off, yes, it is weak to Shell Armor natives but also the fact that crit needs so much setup for something that *isn't reliable*. You need to give up both your AAA ability, item and in some cases moveslot(s) for a CHANCE, yes 50% but that is not reliable enough, to do choice band damage. At that point just use something like MGLO for better defensive utility and similar damage that's reliable, Sword of Ruin + boosting item, just a choice band, so many other options that doesn't require an unreliable 50% boost.

Why it's especially bad for Gallade, is that Gallade doesn't really care about the defense boost ignore since the only mons in the tier that setup +Def are either Dondozo or Garg, and both of which you'd much rather just hit with Sacred Sword WHICH ALREADY IGNORES DEFENSE BOOSTS. The intimidate ignore is handy, I'll give it that... but Intimidate isn't that common. Intimidate Corvi is the main one, but do you really want to gimp your entire set just to beat one ability on a popular mon that also runs several other abilities? Pecha drops anyways to Psycho Cut, Alo drops to Leaf Blade, and not much else really runs Intimidate. And if they are running Fluffy your Gallade just does fuckall. Screens aren't all that common, and here's the thing with Gallade vs screens teams. Screens are used almost exclusively on Hyper Offense, fast paced teams that try to outspeed and out offense the opponent. Gallade is a slow, frail wallbreaker. So it ignores screens on teams it already has a miserable matchup into, so it doesn't matter much that it can ignore them because it'll likely get outsped and one shot. CAN you get an agility off? Sure, you certainly can, but the teams it usually matters against don't care. It does help with balance teams though, I just worry that Gallade will lack the power to get OHKOs it needs but I'll need to test that more. Might be a sleeper move choice on Gallade.

Lastly, crit boosting move coverage is bait on Gallade. You want Sacred Sword, Psycho Cut, and then your choice of Shadow Sneak for priority, Swords Dance for setup, Teleport for cheesy pivoting, Knock for utility/knocking Rocky Helmets or Leaf Blade for coverage against things like Dondozo. Things like Night Slash doesn't really hit much since Reuniclus was banned, as the only popular psychic types (except Deo-S which isn't taking any of your hits regardless and Hatt which is neutral to Night Slash) are already neutral to either Sacred Sword (Crown), Psycho Cut (Glowking).

I'm going to be real, I think PsySpam is pretty bad in the format, as almost every team has a dark type of some kind on it, and there are a plethora of steels in the tier like Heatran, Corvi and Hoodra. Not to mention there are also quite a few other terrain setters, with ETerrain being semi common and running over your team/gimmick, and Rilla and GSurge Woger devour you. The best PsySpammer is probably mixed Deoxys-S with Superpower, which is solid I'll give it that. Can it work lower on ladder and be fun as hell? Oh most certainly, but I don't think the set or playstyle holds up as easily higher on the ladder.
Thank you for the (constructive) criticism. I am now planning to make a bulky offense team that peels the skin and eyelids off of stall, plucks it's liver out, shoves tetrodotoxin down it's throat, and then buries it in salt. Do you have any wallbreaking Pokemon to recommend to go with old reliable(AV Glowking)?
 
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