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Metagame Touhoumons v5

Akira

A bird who can't fly is just another bird....
is a Metagame Resource Contributor

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Welcome to Touhoumons v5, a solomod by Akira featuring the cast of the Touhou Project series as a full fakemon dex!

This thread will be for compiling resources for the tier, as well as meta discussion.
Please join the Discord Server for matchmaking and chatting about the tier.

Touhoumons v5 features 121 characters (126 counting alternate formes), including all characters that appear in official Touhou games from 6 to 19. In addition, VIVIT from the Seihou series (a sister series to / parody of Touhou) is also included.
Currently, the vast majority of these characters are viable, with the latest VR having only 25 unranked, and even then some of them are just unproven, not unviable. As such, the tier is quite diverse, and if you are a fan of Touhou you can likely build a team around your favorite.

Touhoumons v5 is, as the name would indicate, the 5th iteration I've made of this concept, with the first iteration being all the way back in 2019 as something I would write down to pass the time at school. Version 4 was briefly playable but I was dissatisfied with how the balancing was, so v5 was a full rebuild taking the best ideas from v4 and trying to be a lot more careful with balancing. The tier has no banlist, with balance patches being applied if anything is broken and movepools not containing any uncompetitive moves (evasion, ohkoes, sleep outside of Yawn etc). There are also no modifications to any vanilla elements, all the moves and abilities you are familiar with act as expected, and only the new moves and abilities have new effects.

Touhoumons v5 is also built with Doubles in mind, although admittedly I am not familiar with the format and the balance testing has been far less in-depth, so Touhoumons Doubles is still a work-in-progress in terms of balancing. A tournament for Doubles is in the works for early 2026, and hopefully after that the meta will be developped enough for resources to exist.

The mod's Spreadsheet can be found here and other resources will be posted below.
 
Touhoumons v5 resources
Here is the current Viability Ranking, compiled from the personal VRs of several of the Opening Tournament qualified players.
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S rank
Yukari Yakumo
VIVIT
A+ rank
Remilia Scarlet
Soga no Tojiko
Shinmyoumaru Sukuna
Chimata Tenkyuu
A rank
Kogasa Tatara
Lily White
Kanako Yasaka
Fujiwara no Mokou
Iku Nagae
Yamame Kurodani
Suwako Moriya
A- rank
Rumia
Utsuho Reiuji
Youmu Konpaku
Cirno
Komachi Onozuka
Marisa Kirisame
Zanmu Nippaku
B+ rank
Junko
Tenshi Hinanawi
Kaguya Houraisan
Hong Meiling
Flandre Scarlet
Minamitsu Murasa
Sannyo Komakusa
Ran Yakumo
B rank
Reimu Hakurei
Takane Yamashiro
Minoriko Aki
Reisen Inaba
Eirin Yagokoro
Seiga Kaku
Nazrin
Luna Child
Raiko Horikawa
Enoko Mitsugashira
B- rank
Sumireko Usami
Mystia Lorelei
Suika Ibuki
Shizuha Aki
Patchouli Knowledge
Shion Yorigami
Momiji Inubashiri
Toyosatomimi no Miko
Byakuren Hijiri
Hina Kagiyama
Rin Kaenbyou
Misumaru Tamatsukuri
Star Sapphire
Joon Yorigami
Eika Ebisu
C rank
Ichirin Kumoi
Satori Komeiji
Koishi Komeiji
Wriggle Nightbug
Keiki Haniyasushin
Alice Margatroid
Mononobe no Futo
Keine Kamishirasawa
Yuuka Kazami
Yuyuko Saigyouji
Chen
Kasen Ibaraki
Mamizou Futatsuiwa
Doremy Sweet
Sanae Kochiya
Nitori Kawashiro
Wakasagihime
Eiki Shiki
Kagerou Imaizumi
Chiyari Tenkajin
D rank
Yoshika Miyako
Cirno-Tanned
Koakuma
Sakuya Izayoi
Sagume Kishin
Daiyousei
Letty Whiterock
Tewi Inaba
Lyrica Prismriver
Aya Shameimaru
Medicine Melancholy
Shou Toramaru
Sunny Milk
Hata no Kokoro
Benben Tsukumo
Seiran
Hecatia-Otherworld
Hecatia-Earth
Hecatia-Moon
Eternity Larva
Nemuno Sataka
Aunn Komano
Narumi Yatadera
Tsukasa Kudamaki
Momoyo Himemushi
Hisami Yomotsu
Unranked
Lunasa Prismriver
Merlin Prismriver
Kisume
Parsee Mizuhashi
Yuugi Hoshiguma
Nue Houjuu
Hatate Himekaidou
Kyouko Kasodani
Sekibanki
Yatsuhashi Tsukumo
Seija Kijin
Ringo
Clownpiece
Mai Tereida
Satono Nishida
Urumi Ushizaki
Kutaka Niwatari
Yachie Kicchou
Mayumi Joutouguu
Saki Kurokuma
Yuuma Toutetsu
Mike Gotoukuji
Megumu Iizunamaru
Son Biten

Brief Analyses for S -> B Ranks:
S Rank
Yukari Yakumo

Yukari is the tier's blanket physical check, with 100/100 bulk and intimidate alongside a typing that keeps her neutral to most attackers. Her high Spdef also makes her more than capable of taking a weak special hit from mixed attackers or special utility mons, which are common. She isn't just tanky, but also incredibly hard to switch in to, with Psychic and Dark STABs and Earth Power for coverage as well as Glare to cripple anything that can take the hits or Teleport to pivot out. That said, the base power of her STAB options are unimpressive at 80 and she suffers from being such a good answer to the meta that her lack of recovery can lead to her easily being overwhelmed from needing to check multiple threats, especially given she has no resistances. Physically defensive spreads are most common, but 80 base speed is respectable enough to make Choice Scarf sets effective with Switcheroo to discard it when unneeded. Scarf's opportunity cost is relatively low as she has high enough stats all around to still function whether the speed came at the cost of bulk or special attack. Her S rank mostly derives from her near-guaranteed potency regardless of matchup, with very few ways to exploit her.

VIVIT
Vivit fills a similar role to Iron Valiant, in that she is blessed with an incredible ability in Cactus Drive (a Quark Drive clone for grassy terrain) that lets her operate as a very scary late game sweeper with Growth, an abuser of Grassy Surge from Lily, or just ignore her ability and still put in work thanks to a great offensive statline of 110/110/120. Grass coverage on top of powerful Steel and Electric STABs hit nearly everything in the meta hard, with only Sannyo acting as a hard counter and Kanako and Yukari as soft counters to physical sets. Her S ranking may prove a little deceptive, as she has lost Swords Dance in a recent patch, but her incredibly strong typing, statline, coverage and ability should still place her as an elite threat in the tier.

A+ Rank
Remilia Scarlet

Remilia is a fast attacker capable of going physical or special with surprising longevity and utility thanks to Strength Sap and Vampirism. Her Brave Bird is very hard to switch-in to, to the point that Crunch is optional and she can easily slot in moves like Sucker Punch for speed control, Defog or Taunt. On the special side, Nasty Plot can allow her to sweep off of a mistaken switch to a physical wall, especially if paired with Substitute. Speed investment is critical, but outside of that there's a lot of variance in spreads, with defensive, physically offensive and special investment all proving viable. Boots are most common, especially for utility sets, but Life Orb takes her to another level of power and makes her very tricky to wall. Unfortunately, she is held back by a very poor matchup into Shinmyoumaru and a speed tier that isn't quite as good as she'd like.

Soga no Tojiko
Tojiko's viability is simple to explain: she is fast, strong and has STAB on Shadow Ball and Volt Switch in a tier with few viable Ground-types, and even fewer grounds with recovery. Levitate + Ghost-Typing gives her lots of entry points and resistance to hazards, while blasting away with her STABs is likely to make good progress. Very little that can block her Volt Switch is willing to take a specs Shadow Ball. Specs is by far the most common set, but Calm Mind has been seen. Pursuit users can prove troublesome for Tojiko, but neither can comfortably take specs Thunderbolt and she can escape by Volt Switching as they come in, so she often goes 1 for 1 even when she can be pursuit-trapped. Benben and Yatsuhashi have been buffed to hard wall her STAB combo, but their viability is highly suspect so whether that will impact Tojiko is unclear.

Shimyoumaru Sukuna
Shinmyoumaru is a confluence of a lot of very powerful traits. Her typing is exellent and checks powerful breakers like Remilia and Cirno, Gigaton Hammer is incredibly hard to switch in to, she can spike, and her unique ability to Dynamax for a turn lets her basically eat any single hit. However, her recovery with Wish requires 2 moveslots and her coverage moves are low BP, requiring Dynamax to get the KOs she wants out of them. That said, she's probably the most splashable mon in the tier after Yukari and it's hard to go wrong with adding her.

Chimata Tenkyuu
Chimata is the tier's resident defensive Steel/Flying mon, similar to Corviknight in that her main job is to use Defog and pivot, although this time with Volt Switch. Her ability ensures she keeps her item, so she's a good user of both Leftovers and Rocky Helmet, with a statline that's biased special but perfectly capable of running a physically defensive set. Volt Switch and Make It Rain being her main attacks means that Suwako or other Steel-resistant grounds like Nazrin or Keiki can give her a lot of trouble. Her recovery can be kinda limited, especially against weather teams since Moonlight will lose potency. Despite that, her top of the line defensive stats and typing keep her as a common glue mon to wall, pivot and defog with.

A Rank
Kogasa Tatara

Kogasa combines an excellent typing both offensively and defensively with a strong ability, deceptively strong STAB in Wave Crash and great speed tier to act as a pivot and a wallbreaker with Swords Dance. Her access to Defog also allows her to act as a more defensive fast pivot for bulky offense teams. Surprise is a game-changing ability that can help control special attackers, although it falters against Psychic spam. That said, the aforementioned Psychics as well as Electrics are some of the best special attackers in the game so using her as your dedicated SpDef is unlikely to go well, and she can only supplement a more robust special check. Her offensive potential is her best asset but its main flaw is that she can struggle to break past Kanako due to Storm Drain.

Lily White
Lily is the tier's only defensive Regenerator user, her stats are sub-par but her support movepool is stellar and her typing is surprisingly useful. Nature's Madness keeps her from being exploitable while she can tech in whatever utility a team needs, be it Wish, Defog or Aromatherapy. Teleport and U-turn off 105 speed let her control how she pivots to bring in the team's threats. AV and Boots are both solid choices depending on her investment. Not only does Lily see use as a Regenpivot, but also for Grassy Surge, which can allow Vivit to use her blazing speed multiple times in a game, activate grassy seeds for setup sweepers, or enable Grassy Glide users like Kasen and Mamizou.

Kanako Yasaka
Kanako is a very tight physically defensive role compressor with several unique attributes: her fantastic typing in Ground/Flying makes her fill Ground and Electric immunities, which are both highly valued traits. In addition to this, her immunity to Water in Storm Drain also makes her a solid counter to Kogasa and Murasa. Her movepool is also solid - whilst she lacks recovery and pivoting, she has coverage for the majority of targets she’ll come up against - Wood Hammer allows her to deny Suwako from sitting on her and allows her to much more convincingly scare away SD Kogasa, Hurricane hits Lily White and Takane, and Stone Edge hits Utsuho. She can also set either Spikes or Rocks with her spare moveslots to supplement a team's hazard game.
Finally, her access to Glare allows her to easily punish some of the harder to hit punish removal options for her like Lily White and Chimata.

Fujiwara no Mokou
Mokou is a very powerful physical breaker with the classically powerful Fire/Fighting STAB combo and high base power moves in Flare Blitz and High Jump Kick, but with the added bonus of not worrying too much about chip from recoil or hazards thanks to Regenerator. Choice Band and Choice Scarf are the most common, with STABs, wild charge and a 4th slot typically running a no-drawback STAB in Blaze Kick or Defog. Life Orb and other items have seen use to better allow Defog or Bulk Up to be used while AV gives Mokou genuine defensive value to take Cirno's Blizzard while still being able to boost with Power Up Punch. Answers are tricky with Utsuho and Kogasa forcing her out but fearing Wild Charge. Komachi fares better doesn't enjoy Wild Charge either so the only hard counter is the somewhat niche Eika. That said, between fighting resists like Kanako, Lily and Ghosts and fire resists like Suwako and Iku, in addition to Yukari's ability to take neutral hits, it's certainly possible to hold out against choiced Mokou while non-CB lacks immediate OHKO power.

Iku Nagae
Iku’s role is one that is highly variable. Her movepool is filled with excellent traits - recovery, removal, pivoting, Dragon Dance, and loads of useful and rare coverage to go with it, like Fiery Dance and Dragon Ascent. On top of this, she has two excellent abilities in Levitate and Multiscale, allowing her to either completely subvert Ground checks or act as a strong blanket check. Her typing is also exceptionally valuable for Touhoumons - being one of the few mons blessed with a Fire resistance for attackers like Mokou and Utsuho, and, additionally, a useful Flying resistance for Remilia. Combined with Multiscale, these make Iku an excellent middle-term answer to some of the hardest mons to answer in the metagame. Iku’s main two sets are Dragon Dance and Special 3 Attacks, both of which should ideally use Multiscale, but can use Levitate if Ground weaknesses are a major issue. Ideally, both sets should also run Heavy-Duty Boots to keep Multiscale in play, but Levitate sets can experiment more with item slots. Special 3A should ideally use Fiery Dance as her coverage move, as it allows her to easily counter VIVIT. Defensive sets can run Levitate a lot more viably, which turns her into a very solid Ground check, but also loses a lot of Iku’s advantage into her resists like Lily White and Kaguya. Iku also has access to Swift Swim, but the general mediocrity of Rain makes this a niche option by comparison to her other two abilities.

Yamame Kurodani
Yamame works best as an offensive pivot, with access to First Impression and an assortment of coverage moves, such as Knock Off and Stomping Tantrum, as well as access to Stakeout, she can overcome the issues of her incredibly poor offensive typing and even get through mons like Kanako and Chimata. Her main set should run U-turn, Gunk Shot, First Impression, and has a very variable final, but her main final should be Knock Off, for Ghost coverage (i.e hitting Komachi) and general utility. Whilst her access to Dexterity is secondary to her access to Stakeout, she can also use this to run Choice Band on her pivot set for more initial damage. In addition, she is the only user of Sticky Web, which, in addition to learning Stealth Rock, makes her an ideal lead for Hyper Offense.

Suwako Moriya
Suwako's role is as a pivot, with slow speed and access to U-turn, an exellent typing in Water/Ground and a great statline with high offenses and special defense. She can go physical or special, although trends special to get to use Scald. Her movepool is nice with useful coverage moves on both ends like Gunk Shot and Lava Plume, as well as Stealth Rock to get hazards, Toxic to cripple checks and Yawn to force switches. Her spread and item variety is huge, with offensive and defensive investments on both sides all having seen use, but a general trend towards special sets. Items include Assault Vest, Leftovers and Choice Specs. She acts as a great check to Tojiko and Iku as well as soft-checking a lot of miscellaneous threats, but risks getting chipped down too easily.

A- Rank
Rumia

Rumia is defined by a nuclear Dark Aura-boosted Knock Off and Pursuit. Her high bulk and passable speed tier give her lots of opportunities to enter and throw out her Dark moves, with Knock Off dealing tremendous damage and Pursuit eliminating frail mons and Ghosts. She can make good use of Choice Band, Choice Scarf, Black Glasses and Assault Vest, with either 2 STAB + 2 coverage all-out attacking sets, or Bulk Up with coverage or recovery for bulkier sets. Rumia also has two good defensive abilities, but the opportunity cost of not taking Dark Aura is very steep so these haven't seen much usage.

Utsuho Reiuji
Utsuho is designed around one crippling weakness: Stealth Rocks. Her base stats far outclass everything else in the tier bar in-battle transformations, but Klutz simulates the experience of a mega evolution while denying her access to Boots. She tends to run mixed sets with Brave Bird, special Fire STAB, Roost, and a coverage move of choice or Taunt. Her typing grants her a really nice defensive profile that lets her answer otherwise tricky threats such as Mokou, Shinmyoumaru and Reimu, but of course a team reliant on her defenses must be extremely vigilant in keeping Rocks off the field. She should invest at least somewhat in speed, but her base offenses are high enough that she remains a threat even with a lot of defensive investment. Her item choice is between nothing for reduced Knock Off damage and Sticky Barb to punish contact moves. Offensively very little checks her, Iku being the best option alongside the rocks, but she is weak to many fast offensive mons so forcing her out is trivial. In other words, she provides extreme value every time she gets in, but keeping her out is as simple as keeping Rocks up, so teams with her need to dedicate extra effort to hazard control.

Youmu Konpaku
Youmu boasts a blazing fast speed tier of 130 and the (nearly) unresisted STAB combo of Ghost and Fighting which she can boost with Swords Dance. However, her moves have terrible base power and her offenses are underwhelming. Bulletproof gives her an immunity to Shadow Ball so her defensive profile is actually quite good, but not enough to justify an A- ranking. No, Youmu's main niche is as a Snow setter thanks to Chilly Reception, and her solid STAB combo and speed tier allow her to force switches to get both snow and momentum active at once. Movesets are always Chilly Reception and 3 out of Sacred Sword, Drain Punch, Shadow Claw, Ice Spinner and Swords Dance. Icy Rock is the main item, although others are possible. Youmu's ranking is pretty much carried by her partnership with Cirno.

Cirno
Cirno has exactly one set. Choice Specs modest with Slush Rush, Blizzard, Freeze Dry, Moonblast and Surf. (Life Orb might be usable as well). That set is incredibly threatening as she becomes the fastest mon in the tier, with very little able to tank her Blizzard since there very few viable Steels and the Waters get blown up by Freeze Dry. She's very resistant to priority, neutral or resistant to everything but Bullet Punch and with boosted defense from snow. She can appreciate Revival Blessing support from Seiga to come in more times and sack herself once for progress.

Komachi Onozuka
Komachi is the tier's defensive Unaware user, leveraging her great matchup into physical Fighting types like Mokou and Meiling. She typically runs physically defensive with Rocky Helmet or Heavy-Duty Boots, although special investment could help deal with certain Junko sets. Sharpness is also potentially usable to boost her Aqua Cutter, since Mokou doesn't often run setup. Komachi's access to Yawn synergises exellently with Spirit Shackle, and can act as pseudo-phazing by highly encouraging switches. She also has Court Change, which can completely upend the tempo of the game, especially against Webs offense or Screens. That said, her weaknesses to Dark and Electric are really painful, with these types being both common and strong in the tier, so Komachi can struggle with being too easy to account for with typing.

Marisa Kirisame
Marisa is a highly potent mixed attacker who struggles severely with longevity, but works exceptionally well in shorter games and with other aggressive pivots like Tojiko and Vivit. Her main set works off of a special bias, using Light of Ruin to force KOs on otherwise good checks like Komachi and Tenshi. She also has access to Knock Off as a viable midground option, which can also work better on physical sets to punish Komachi instead of Light of Ruin. It’s worth mentioning that it is not advisable to run Flare Blitz on Marisa, as she is already reliant on recoil moves to push out 2HKOs, and she doesn’t have a better alternative for her Normal STAB. In addition, both Fire Blast and Overheat work off of her higher Special Attack, and generally have similar base powers.

Zanmu Nippaku
Zanmu is a straightforward but dangerous wallbreaker on aggressive offense that gets past typical walls due to her access to Wicked Blow. Due to her access to Swords Dance and lack of weaknesses of the Dark type, she can use her bulk to easily push through walls like Yukari. She will usually also use Earthquake for coverage for other Dark resists like Shinmyoumaru and Mokou. Her final slot can vary - Flame Charge makes her especially dangerous on Hyper Offense, as she can boost her Speed beyond the usual speed tiers of scarfers like Mokou, and she can use Pain Split for more longevity, making setup on some resists like Remilia easier. Her item slot can vary a lot due to her relatively solid all-around stats: she can run Leftovers to heal off chip and get out of ranges of priority, she can run Roseli Berry to lure Kogasa, she can run Black Glasses for extra damage on her main STAB, and can run Lum Berry to more easily push through status users like Yukari and Kanako. Special sets can be run using Forbidden Barrage and Nasty Plot, but these do have to compete strongly with other offense picks like NP Remilia.
B+ Rank
Junko

Junko's design concept is "Purity". In touhou, she attacks with simple and effective bullets rather than fancy patterns. In touhoumons this is translated by giving her balanced stats with access to optimal coverage and strong set up for both physical and special attacking. Her set variety is therefore massive, with Calm Mind, Bulk Up, Nasty Plot, Swords Dance and Agility all seeing use, with 2 attacks 2 setup moves, 2 attacks Recover or 3 attacks. 2 attacks often are Frustration and Earthquake or Hyperspace Fury for the physical side, and 2 of Thunderbolt, Ice Beam and Earth Power for special. 3 attacks sets can implement Close Combat or Moongeist Beam as well. She typically runs Leftovers but Grassy Seed has seen some use, and in terms of investment there's a large selection of viable spreads. Junko's strength is her unpredictability, although she can pretty much always be expected to use setup. Her weakness is in her Normal typing, which leaves her without a good special move (Tri Attack is not worth it), and a weakness to the strong Fighting-Types that can break past her great bulk. She often forgoes offensive investment, so until she gets a couple boosts, she is very passive and greatly fears Toxic.

Tenshi Hinanawi
Tenshi's typing grants her near-perfect STAB coverage and a surprising amount of defensive value, with the scarcity of Electric and Flying resists in Touhoumons. She can run defensive sets, but has also seen usage with Choice Scarf, leveraging her passable speed tier to check Remilia very well. Mighty Cleave and Earthquake are mandatory, with defensive sets running Morning Sun and moves like Stealth Rock or Defog, while offensive sets can use Temper Flare to hit Minoriko harder and not waste Mighty Cleave pp on Chimata, in that case taking advantage of a blocked Earthquake to activate Temper Flare's boost. Tenshi's ability would indicate a synergy with weather teams, and indeed she does benefit a lot from sand, but the Sand Stream and Drought users in the tier are quite poor and Rain has better options. Therefore the most likely weather for Tenshi to benefit from is Snow, which is easy to set with Youmu or Letty. Don't think she needs weather to function though, as her attack stat is already solid given her great STABS.

Kaguya Houraisan
Kaguya is the tier's best Magic Guard user, with very high HP giving her great physical bulk and passable special bulk, her speed and special attack are also quite good, so she can viably run Life Orb even on defensive sets to have more of an offensive presence. Moonblast and Recover are pretty much mandatory, while the last 2 slots are a choice between coverage options like Mystical Fire, Power Gem, Water Pledge and Luster Purge and utility in Stealth Rock and Burning Bulwark. Item choice is mostly between Life Orb, Rocky Helmet and Leftovers while spreads can vary between full physdef and full speed and spatk. She is a great answer to threats like Rumia, Meiling and Reimu, whose stabs she can comfortably take and threaten a super effective Moonblast in return. If she runs Power Gem, she can also answer Utsuho in a pinch.

Hong Meiling

Meiling uses her exellent statline and status immunity with Comatose to be an all-around solid attacker. Choice Scarf is her most popular set, with U-Turn, Close Combat and any 2 coverage moves. She also has Dragon Dance, but setup sets have big issues with coverage, since she wants Knock Off for ghosts, Meteor Mash for fairies, Stone Edge for Utusho and Clownpiece, Petal Blizzard for Kogasa, and Dragon Claw to hit neutrals like Kanako as hard as possible. She also needs to consider if she wants Close Combat or Drain Punch. It's very hard for Meiling to hit everything she wants to, and Scarf sets can at least compensate by pivoting with U-turn, but Dragon Dance needs teammates to help clearing out certain mons before it can really do much. That said Dragon Dance sets have a basically free item slot, so tech items like resist berries, Red Card or Expert Belt can find uses. Meiling has also experimented with fatter sets leveraging her rare Dragon type's defensive value, with her decent utility box in Taunt, Stealth Rock, Yawn and U-turn, but her inability to recover can be a big issue.

Flandre Scarlet
Flandre has outstanding offenses and a great typing into the tier, but struggles with longevity if not holding Boots and not so great coverage options on the physical end. That said, Moxie is great for snowballing so her most common set is Scarf, using Fire Lash to break past walls and accumulate Moxie boosts to clean up weakened teams. For a wallbreaking set, mixed Boots or LO can be used. Flan's speed tier is solid and lets her get the jump on most defensive mons, but she can struggle a lot with Kogasa's prevalence in the tier, as well as Fire and Dark being very good types meaning most teams pack solid resists to them.

Minamitsu Murasa
Murasa is a wallbreaker meant exclusively for fast paced offense teams. Despite her poor longevity due to reliance on Wave Crash and her low defenses, she is still capable of switching into a few stray hits due to her high HP and unique typing. In particular, it allows her to check Mokou, which otherwise can cause issues for bulky offense due to the relative rarity of Fire resists in the metagame. She almost exclusively runs Choice Band with Wave Crash and Poltergeist as her STABs, but she’s very free in her remaining two moveslots and ability. Watery Grave can potentially allow her to snowball slightly harder, Aftermath gives her some minor blanket checking capabilities, and Steelworker can work if you want to use Anchor Shot, which is her hardest hitting move for Lily White.

Sannyo Komakusa
Sannyo is the Touhoumons equivalent to a specially defensive Unaware, with Black Smoke acting in a similar way to Unaware. Her Dragon typing is very nice and makes her the best Vivit check in the game, resisting every move she viably runs while blocking her setup. Sannyo isn't passive, with Corrosive Gas for item removal, Wisp for physical attackers and the typically powerful Fire / Dragon STAB combo. Against fairies she can also use Nerve Poison, a decently strong Poison move with a high paralysis chance, which can be crippling for switch-ins like Kaguya, Kogasa or Clownpiece. That said, she can struggle with a poor matchup into Suwako, as well as physical frailty in a tier with many mixed attackers (for instance, she can't wall Marisa or reliably switch in on an unrevealed Remilia to block Nasty Plot). She nearly always runs defensive with Heavy Duty Boots, but a more offensive spread is possible with a little speed for uninvested Chimata or Shinmyoumaru.

Ran Yakumo
Ran has an expansive toolbox that lets her operate both as a hazard lead on Hyper Offense and as a mixed attacker with highly customizable coverage, as well as many more niche sets. Both Fluffy and Download are great abilities, giving her a real defensive profile and massively boosting her offensive power respectively. For the hazard lead role, she uses Stealth Rock, Rapid Spin and Taunt while leveraging her unique access to Final Gambit to get favorable trades. Offensive sets run Choice items or Life Orb and a huge movepool, with staples being Psychic Fangs, Psychic, Fire Blast, Thunderbolt, Extreme Speed, U-Turn, and Healing Wish. An example of her ability to run niche sets is the use of Fluffy Weakness Policy with Stored Power. Ran has the tools to account for pretty much every bad matchup, but 4 moveslots isn't enough to run everything she wants, so information is critical in dealing with her.
B Rank

Reimu Hakurei

Reimu boasts an amazing typing that gets her lots of entry opportunities, from there, she acts as a terrifying bulky Calm Mind sweeper who can use her boosted great spdef to ignore even type weaknesses like Kaguya or Tojiko. She can also run a defensive set, but this is substantially worse, since her typing is great for getting entry opportunities, but not so much at walling. CM runs Dream Seal, Aura Sphere, Recover and Calm Mind, while defensive trades CM for a utility move like Defog or Thunder Wave and often goes mixed with her access to Thunderous Kick.

Takane Yamashiro
Takane has a simple niche of being the best, non-passive Water & Ground check in the game. Most of the time she will be running a physically defensive set with Leaf Storm, Surf, U-turn and Synthesis, which allows her to best check Kogasa and Murasa, whilst also preserving the most of her offensive presence. She can run Knock Off, but it is hard to drop any single move shown here, and it’s easier to use the item slot + Pickpocket to potentially pawn off items anyway. Her item slot is fairly variable because of the aforementioned Pickpocket, but it is often better to just run Heavy-Duty Boots and use her as a knock absorber due to her pivot heavy nature.

Minoriko Aki
Minoriko is a niche, very bulky Ground type for balance teams, notable for being the best counter to Tojiko (and Volt Switch pivots as a whole). Most sets will be running specially defensive investment and Earth Power, Apple Acid, Synthesis and Stealth Rock. Sap Sipper lets her theoretically block Strength Sap, although she doesn't want to switch in to Remilia anyway… the main use is probably taking on Vivit a little better since she can switch in freely on Power Whip. Harvest allows her to run Sitrus or Occa Berry as her item.

Reisen Inaba
Reisen is one of the two Psychic Surge users in the tier, and is the much more offensive one. Her great speed and powerful Freezing Glare let her force many switches which she can capitalize on with Volt Switch to generate momentum and bring in more Psychic Terrain abusers or simply synergistic breakers like Marisa or Remilia. Lunatic Bullet is a priority move that ignores Psychic Terrain, letting her get the jump on even faster mons like Tojiko and Marisa (but NOT Youmu, since it's a bullet move!). Psychic Surge enables Psychic Seed on setup threats like Junko, and amplifies already strong attackers like Sumireko, Byakuren and Yukari.

Eirin Yagokoro
Eirin has extreme special bulk and a surprising movepool that lets her be quite threatening. She uses Swords Dance to boost up and harass the vast majority of the tier with Thousand Arrows + Toxic, Poison Jab or Knock Off. She can wall most non-ghost special attackers, and it's very hard to switch in to her after a Swords Dance. She struggles with the prevalence of physical and mixed attackers in the tier and therefore fits best on fatter structures, not much else can match her ability to wall neutral special attackers.

Seiga Kaku
Seiga is a very straightforward fast special attacker. Her speed is exellent but not outstanding, her special attack is very high but held back by Dark Pulse's low BP, but she shines from having Fire Ice and Electric coverage as well as Nasty Plot, so she is very hard to wall. That said, her unique access to Revival Blessing is a big reason to want to include her on your team. In the pretty offensive metagame that is Touhoumons, being able to sack your Cirno or Remilia for chip on their wall, only to bring them back in the endgame is incredibly valuable. Seiga CAN go without the move, but at that point there are other great fast special breakers in the tier like Tojiko, Marisa, Remilia or even Vivit, so it's hard to justify. One other good trait is that with Limber + an immunity to Psychic and resistance to Dark, Seiga can pretty comfortably switch in on the omnipresent Yukari.

Nazrin
Nazrin uses her outstanding speed and type to compensate for a mediocre statline. STAB Make it Rain is incredibly powerful in the tier, and combined with STAB Earth Power and Volt Switch, Nazrin is surprisingly hard to switch in to for a mon with 95 base special attack. Choice Specs sets with last move Spikes or Psychic Noise are pretty solid, although struggle with the prevalence of Suwako and Tojiko. Chimata would also be an issue but doesn't enjoy Volt Switch. Nazrin also has a fair bit of defensive value, checking some Vivit sets and coming in on flying moves from Remilia. She is also an Electric immunity, even moreso since Lightning Rod gives her a power boost if she successfully blocks a Volt Switch or TBolt, her also a great switch-in to specs Tojiko, despite not being able to hit her very hard. Nazrin also has an interesting Physical movepool, although this hasn't really been explored yet. The 2 main sets are Specs 4 attacks or 3 attacks spikes, and bulky with Leftovers.

Luna Child
Luna is a fast specially defensive pivot with a strong STAB in Moonblast, recovery in Moonlight, and a strong utility movepool with Knock Off, Trick, U-turn, and Defog. Her typing is an especially strong boon, as it gives her a 4x resistance to Dark, as well as an incredibly good matchup all around to the tier’s Psychic types, due to her neutrality to Fighting and Fire. However, due to her reliance on speed, she can find herself easily crippled by status from mons she’d otherwise be able to switch into well - mainly Yukari. In addition, she can sometimes have issues with speed - whilst she is fast, being naturally slower than Remilia and Kogasa can be painful, especially for the former, as she’s an excellent check to the NP set. She can rectify this using Choice Scarf sets, but this can make it harder for her to perform utility roles (i.e removal) and hurts her longevity.

Raiko Horikawa
Raiko is a slow attacker that can function both physically and specially, but likes going mixed to take advantage of her great physical coverage, and powerful special moves in Boomburst and Thunderclap. Her offenses are exellent and her bulk is solid, although not exceptional. All 3 of her abilities have uses, but Lightning Rod is probably best for mixed, Inner Focus for physical and Pristine Beat for special. On the physical end she can use Drum Beating to hit Suwako and Tenshi among other ground types (although Boomburst is the better coverage move for Kanako), as well as Cross Chop to hit Vivit, which she can check quite well. On the special end, Boomburst and Thunderbolt provide solid coverage into the tier, with electric hitting spdefs like Chimata and Kogasa while Boomburst destroys the physically defensive grounds. Thunderclap is a monstrously strong priority move that can dissuade fast threats like Remilia, Kogasa and Utsuho and with a Lightning Rod boost or amplification from Pristine Beat can clean up a game. She most often runs Heavy Duty Boots, Metronome, Magnet or Throat Spray, since she values changing moves too much for Choice items to really be the play despite Pristine Beat's synergy with them. She also has Defog, although it's tricky to slot and she has mediocre longevity, so this is a minor niche.

Enoko Mitsugashira
Enoko is sort of a more extreme version of Rumia, trading Rumia's good bulk and passable speed for even more nuclear power and a secondary Steel STAB. She's incredibly slow and her bulk is mediocre despite a solid typing, it's hard to bring her in often and her desire to run Life Orb complicates that further. However, she has Sucker Punch, which can alleviate her speed issues and force opponents into scary guessing games even if they have the means to OHKO her, since between Pursuit and Sucker she can cover all options. Strong Jaw boosted Iron Chomp and Crunch have incredible power and good coverage, making her very hard to switch in to, between all those strengths and her access to Swords Dance, Enoko is a glass cannon that breaks through fat structures effortlessly and can even do well against offense, but only if she's able to make the right predictions every turn.
 
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Doubles yap hoping to get others into it ^~^.

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https://pokepast.es/69da27216bd81e72
These are the top 20 Touhoumons and their best sets, at least from a first glance.

Star Sapphire - I think she's probably the best touhoumon in the meta, best compared to Rillaboom in other doubles formats. Fake Out AV pivot with a high bp nuke in Pixilate Tera Starstorm. Very good at clicking Fake Out since there are 0 fairy immunities and she has an exceptional psyspam match up anyway. You could try and fit Psychic STAB somewhere for Medicine and Yamame but I think all of its moves are really hard to replace. See no reason to run another set honestly, especially in a format without item clause.
Iku Nagae - Electric types are great and she can fit on a variety of teams solely because she is a rain match up by herself. Levitate and Multiscale are also undeniably great abilities, can try to use her for powerful Wildbolt Storms and Dracos. Fiery Dance is nice as a set up option, choiced sets and rain teams can add on Flip Turn to maintain momentum, can't go wrong with Tailwind utility or Thunderbolt for an accurate STAB move. Weather Ball is also justifiable, namely on Snow and Rain. I'd say this could be compared to a Flutter Mane? Very versatile offensive Touhoumonthat benefits off a weather and loves to spam a spread move.
Mystia Lorelei - a Dark-type spread move is absolutely fantastic, and Mystia's got all of Fake Out, Follow Me, and Tailwind, making for the ultimate support mon. The combination of support moves makes her impossible to compare to an already existing Pokemon, but she's perfect and awesome to use.
Aya Shameimaru - 165 Speed is ridiculous LOL, I treat her as a Tornadus even if she lacks prankster, hard hitting Flying-STAB and the EV spread I used notably outspeeds Modest Wakasagihime in rain. Has other utility moves like Quick Guard and Taunt to tweak itself for a team, very simple to use goodmon.
Koakuma - She gave me a headache trying to find the right set to put on here honestly, she gets everything and can go in very different ways: Fast and offensive, relying on prankster for utility, or she could also run purely defensive with Snarl Icy Wind and be a longterm field presence. Just as Aya is the Tornadus of Touhoumons, Koakuma would be the Whimsicott of Touhoumons. She lacks powerful clicks like Aya, but has both Prankster Taunt and an immunity to Prankster Taunt, tools like Will-O-Wisp and Destiny Bond are also exceptional! I think the two of them are pretty equal.
Utsuho Reiuji - This is a very unique Touhou, box art legendary level stats immidietly jump out as broken, but Utsuhoh is significantly limited by Klutz, losing both an ability and an item slot. That being said, Utsuho's stats are still hard to ignore, she can blow through a lot of common Touhoumons with her mixed attacking stats, and singlehandidly justifies Skill Swap strats. In a team near the bottom of this post, you'll notice that I used Sagume's Contrary + Parting Shot to make Utsuho an incredible threat with longterm field presence thanks to Assault Vest.
Yukari Yakumo - Best Intimidator hands down, Yukari brings an optimised stat spread and protect-breaking Hyperspace Hole to the table which make her very potent offensively. I think beyond STABs, Yukari is flexible in what she wishes to run, you could use Shikigami Rush and par her with Ran, or add Flash Cannon as a coverage option to hit Star Sapphire. She's probably one of the better AV users and Trick Room setters, even if I prefer Specs.
Reisen Inaba & Doremy Sweet - I decided to talk about these two together since both are very good psychic terrain setters, I'm sure one will be better than the other after the meta develops, but decided to put them nxt to each other for safety. Reisen encourages faster paced psychic terrain similar to Indeedee-M, though notably a lot better with Volt Switch and a better stat spread. Doremy would be compared to Indeedee-F in that its slow and geared to utility, works with Trick Room stuff well as Psychic Terrain denies attempts from Fake Out to stall turns. Both of these would appreciate Yukari's Hyperspace Hole and struggle against Koakuma most notably.
Eiki Shiki - You can probably do a lot of Judgment combinations here, even a plateless one for strong STAB. I wanted Ghost + Fairy to abuse Black and White (SE moves gain an additional 1.5x boost) as best as I could, but you could realistically run Electric + Dazzling Gleam too. Calm Mind Protect seemed the most appropriate, acting as a very good bulky wincon, Think of Volcarona and Calm Mind Raging Bolt, that's how I think Eiki would play.
Ichirin Kumoi - Best Offensive Trick Room setter pretty easily, has to play like Palafin but those are terrifyingly powerful moves, she could easily break holes in teams with minimal support. The biggest issues beyond having the touhoumons equivalant of Zero-to-hero are probably the reliance on Trick Room and being a single target attacker, but they are all flaws your team won't have a very difficult time covering.
Junko - Hi Junko from madoka magica, didn't know you could also shatter protect with the perfect coverage move. I'd say she can be very similar to specifically Swords Dance Urshifu, as she has a less than stellar speed tier and is a Touhou you're afraid of Protecting against. Junko does have more obvious and reasonable flaws that make her balanced of course, Hyperspace Fury isn't a STAB move and cuts into her bulk with every click, she has a worse offensive typing in Normal, and also has to hold Clear Amulet if she doesn't want to be hindered by Intimidate.
Seija Kijin - Follow Me is a fantastic move. Seija might be frail, but the redirection synergises well with Contrary CC increasing her bulk with every click. She has more unique fighting coverage in speed-boosting Hammer Arm and the very much stupid Triple Arrows, not to mention she also has Skill Swap and Topsy Turvy for shenanigans. I think she has a lot of potential to thrive in the metagame, likely similar to Ogerpon since its an offensive redirector, even if Mystia's toolkit is intimidating.
Wakasagihime - Wakasagihime in rain is probably the biggest builder check in the format, she's the entire reason you run Timid Aya or Swift Swim Iku Nagae, Choice Specs Water Spout in rain is obviously very effective at ripping through the format when positioned well. I'd say this is like Eruption Torkoal in VGC, except of course, its blinding fast instead of slow.
Mayumi Joutouguu - This mon I'm a little clueless on, Mayumi is definitely a good touhoumon but I'm unsure what her true best set is. Marching Orders is insane and fun, but Defiant is also very good, and Stalwart is just as exceptional. I expect her to be very versatile and act like Kingambit maybe; Marching Orders feels like priority, and Kingambit is the most prominent Defiant Pokemon in SV VGC. Notably a Touhou that can OHKO both Star Sapphire and Iku Nagae with her STAB moves.
Sunny Milk - The Fairy/Fire we always deserved, her Fake Out immunity and U-turn enable sets without Protect like AV and Scarf. Just a silly Pokemon that can click STAB buttons vs everything, she might be best represented by Landorus-T? That also had a variety of protectless sets it could run thanks to Stomping Tantrum, and they are very similar in playstyle as offensive pivots.
Momiji Inubashiri - Very simple fast attacker, honestly doesn't matter what move you run last. The immunity to Intimidate is greatly appreciated and lets her trade damage very well. Probably best compared to Landorus-I this time, just a hard hitting attacker that can run a few utility moves if she so chooses.
Megumu Iinzumaru - Weather is good in this format, so screwing over the styles is an immidiete positive for Megumu. I can imagine Trick Room sets being potent but Offensive Tailwind is most likely the easiest, she's a mini Aya with specific benefits in a match up. Think of Tailwind Roaring Moon, just..different. I am giving her the benefit of the doubt a little, maybe too much. There's a very real chance she flops since it's soe asy to add Iku Nagae on your team anyway.
Shinmyoumaru Sukuna - Having literal dynamax is hilarious, she thankfully lacks a flying-type move but still quite strong. Life Orb is the most independent set, using dynamax as a way to break through a check. But Shinmyoumaru could absolutely run a more support orintated build with Gigaton Hammer for burst damage, especially since Max Knuckle is still a great move. Highly doubt she'd be broken in any way since the dynamax is a single turn.
Komachi Onozuka - Spirit Shackle Trick Room drool, she's another self sufficient Trick Room setter that threatens an OHKO on Star Sapphire, pairs well with Ichirin's Fighting-STAB nukes and is very notably a water and fire resist, creating more solid Rain and Utsuho match ups.

Here are a couple of teams I built, many of them are untested
Dragon Dance Chiyari Bulky Offense
Mayumi + Specs Cirno Snow
Yukari + Ran Trick Room
Mayumi + Aya Tailwind
NP Daiyousei Offense
Eika + SD Junko Balance
Utsuho Skill Swap Offense
Yuugi Sand Balance
Wakasagihime Rain HO
Sun Psyspam Semiroom (This one probably sucks)
 
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