Resource ZU Old Gens Hub - ADV Unfrozen & Quickbans #311

:snover::delibird: Oh hey it's Christmas, so let's talk about Fire and Ice-types in ORAS. :delibird::snover:


:heatmor::magcargo::magmar::lampent::pignite:

So in general, Fire-types tend to be pretty helpful despite how common Ground and Water-types are in the metagame, as they play an important role of keeping Grass and Ice-types at bay, as well as checking Steel-types that are a part of common defensive cores.

Heatmor has fallen off a bit, mainly due to lackluster speed and low bulk compared to other wall breakers in the tier. I think despite that, it's still a heavily dangerous threat that shouldn't be underestimated. This thing's move pool is pretty good, consisting of Dark, Fighting and Grass coverage to nail a wide range of threats that resist its Fire STAB. I think myself using Assault Vest the majority of the time, but Life Orb or choice sets are decent in their own right. Definitely worth a try.

Magcargo is a pretty hard sell. On paper, it seems entirely outclassed by a lot right now in terms of Stealth Rock setters. To that point... Don't use this as your Stealth Rock setter. Shell Smash is where this Pokémon, barely, shines thanks to Fire and Ground-type coverage. You're not going to find a lot that can safely switch in, if at all, but that also leads to the biggest issue with offensive sets: Speed. Something like Huntail, that have a much better typing to safely set-up, also have a workable base speed tier to correctly abuse Shell Smash. Thirty base speed is just not hitting NASCAR levels of fast, even after the doubled speed. That can lead to awkward situations where you're getting revenge killed by common Choice Scarf users even after set-up. I think this still has some potential, but outside specifically catered teams, it's a difficult Pokémon to make work.

Magmar is just about as brainless as you can get in terms of spammable Pokémon. Choice Specs Fire Blast and Overheat hit insanely hard, even on resists like Politoed or Whiscash, but it also has tools like Focus Blast and Psychic to nail switch-ins like Dragon-types and Pignite. Eviolite based sets and Substitute Toxic sets are also equally annoying, baiting in otherwise safe switch ins with poison or turning into a pseudo scarfer with Flame Charge. This thing is definitely a top tier.

Lampent is rather awkward. I think this is a neat anti-meta tool that tends to suffer from newer trends in team building. A lot of specially defensive Pokémon has started making the rounds, meaning Choice Specs sets are more easily walled than previously. On top of that, the low speed and susceptibility to hazard damage means it's getting heavily pressured and chipped at throughout a game. It still has some things going for it, Flash Fire allows it to act as a niche offensive check to opposing Fire-types, and Calm Mind sets definitely have some hidden potential on Sticky Web centric builds. For now though, it's definitely more of a situational pick than previously.

Pignite is something I feel gets pretty underrated despite being a top cut Pokémon. This is one of the better Ice-type checks in the tier, and there's not much that enjoys having to eat a powerful Flare Blitz or Superpower on switch in. Curse sets are also disgustingly bulky thanks to how naturally fat Pignite is. This is a Christmas ham that doesn't play around.



:beartic::glaceon::glalie::vanilluxe::walrein:

Ice-types are an absolute nightmare to switch into, in part thanks to the few natural resists we have in ORAS ZU. You better have some hot cocoa and a proper answer, otherwise you're looking to have a complete whiteout instead of a peaceful white Christmas.

Beartic, admittedly, is probably my least favorite among our viable Ice-types. That doesn't mean I don't respect how dangerous it can be at team preview. Choice Band sets are pretty lackluster, mainly due to the low speed and poor bulk. Where this frosty bear really shines is on teams that abuse the liquid snow: Rain. Paired with Golduck, Swords Dance Beartic can cleave through picked apart teams with its vicious Fighting and Ice coverage. It could even opt for Shadow Claw for the rare Honedge or Slowpoke that try to switch in thinking they are proper counters. Despite how dangerous it can be because of that, it ends up having to completely rely on rain being set to make work, which is why I value it lower than the others mentioned.

Glaceon on paper seems like a worse off Vanilluxe. How can it possibly compete without access to Freeze-dry? The answer is its gargantuan 130 Special Attack. Even bulky resists like Pignite or Klang get 3HKO by a well-timed Hidden Power Ground, and Bronzor is easily scared by Shadow Ball. It's such a dangerous breaker to try and account for, especially without relying on Munchlax to try and check. Do not sleep on this thing.

Glalie is probably the black sheep (or black ice?) of Ice-types. It's definitely no slouch when it comes to damage, but it actually shines best thanks to Spikes. Hazard setting turns Glalie from a mediocre breaker into a great utility Pokémon, having wide access of tools like Earthquake, Explosion, Super Fang and Taunt to take advantage of more passive builds. Competition from Quilladin and Whirlipede definitely eat into its niche, but I think it has the right amount of tools offensively to help maintain its top tier status.

Vanilluxe is bar none one of the best Ice-types and breakers we have in ORAS. Freeze Dry is just a great tool to have with so many viable Water-types, especially coming from a meaty 110 Special Attack to fire off Choice Specs hits. It can also opt for a more stall breaker centric role with Taunt + Toxic, which can help pressure Steel-types like Bronzor that try to make Vanilluxe an opportunity for setting Stealth Rock. Admittedly, it does have more clear-cut checks and counters compared to other Ice-types, but like Glalie has a good amount of toys in its arsenal to make work.

Walrein has seen better days, but it's still an offensive and defensive sponge that just spams its Ice and Water-type STABs to wear down bulkier team compositions. Choice Scarf is probably my favorite variant, making use of its decent speed tier to land surprise kills on Magmars or Pidgeots that believe they can safely stay in or U-turn out. Substitute Toxic and bulky sets utilizing Rindo Berry can also be fairly annoying to face off against without the proper chip damage to KO. Obviously, it has to compete with Politoed and Whiscash for a team slot, and there's definitely issues with consistency and hazard weakness to turn players away from using it. I think despite that, it still manages to be a holly jolly menace that can carefully pick apart teams for a late game cleaner.


:stantler::sawsbuck-winter: I hope this holiday you can enjoy yourself with family among the madness that is 2020. Hopefully 2021 will be a brighter year for everyone, including ZU as older generations are explored and newer ones evolve. :sawsbuck-winter::stantler:
 
Happy holidays Old Genners! I've put together a fun little tiering template that you can use to help develop the newly birthed GSC ZU! Available are the most fully evolved forms of all legal Pokemon that can learn 4 moves. I'll update the template to reflect any bans, rises, or drops as the meta progresses.

https://tiermaker.com/create/gsc-zu-december-2020-676437

Have fun, and I'm excited to maybe see some GSC ZU in ZUPL this year :)
 

5gen

jumper
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Hello all. The SM ZU VR update (here is the voting sheet) is finally done and here are the changes:
Golem A+ to A
Silvally-Dragon A+ to A

Bouffalant A to A+
Mareanie A to A+
Pinsir A to B+
Torterra A to S

Mawile A- to A
Muk A- to B+
Silvally-Dark A- to A+

Simisage B+ to A-

Bellossom B to B-
Chatot B to B-
Furfrou B to A-
Monferno B to B-
Servine B to B-
Silvally-Ground B to B+
Shuckle B to B+
Vigoroth B to B+

Rampardos B- to C+
Raticate B- to C+
Shiinotic B- to C+
Silvally-Electric B- to B
Silvally-Poison B- to B
Volbeat B- to B

Cradily C+ to B-
Drifblim C+ to C
Dusknoir C+ to C
Misdreavus C+ to C
Wishiwashi C+ to B-
Zebstrika C+ to C

Arbok C to C-
Gabite C to C-
Gourgeist-S C to B-
Grimer-A C to C+
Grumpig C to UR
Lapras C to C+
Murkrow C to C-
Natu C to C+
Smeargle C to C+
Vullaby C to C+

Trevenant C- to C+
Wormadam-T C- to UR

Ampharos UU to UR
Gothitelle UU to C-
Leavanny UU to C-
Maractus UU to UR
Masquerain UU to UR
Meowstic-F UU to UR
Meowstic UU to C-
Onix UU to C-
Politoed UU to UR
Shedinja UU to C-
Silvally-Fire UU to UR
Slaking UU to C-
Togetic UU to C-
Whirlipede UU to UR
Zweilous UU to C-

D Rank/Usually Useless was removed

This was a pretty large update and potentially the final update the SM ZU VR will ever receive. Although SM ZU hasn't been current gen for some time, SM ZU continued to evolve and develop ever since the tail end of generation 7 through tournaments such as official room tours, ZUPL, and ZU Classic. These are mainly what were used to gauge metagame trends and create a more accurate viability rankings.

Notable Changes

:torterra: Torterra from A to S
Torterra has proven itself to be arguably the most versatile Pokemon in the metagame due to its incredible splashability and versatility. While Torterra is pressured by top Pokemon such as Swanna, Combusken, and Exeggutor, it has tremendous upside and is able to mold itself to pretty much any team.

:golem: Golem from A+ to A
Golem has been in A+ for as long as I can remember, but with Torterra around and the metagame trends that followed, its viability has waned. For example, Golem is easily pressured by Pokemon like Torterra, Swanna, and Exeggutor, and defensive sets have become worse as a result too.

:silvally: Silvally-Dragon from A+ to A and :silvally: Silvally-Dark from A- to A+
Silvally-Dark flourishes in the current metagame and is the top Silvally forme at the moment mainly due to its ability to check and Pursuit trap Exeggutor and Bronzor. On the other hand, Silvally-Dragon has dipped in viability because of increased competition from Silvally-Dark and is not as potent offensively as it used to be because of Pokemon such as Mareanie, specially defensive Komala, Choice Band Furfrou, and so on.

:bouffalant: Bouffalant from A to A+
Bouffalant has shown itself to be a highly potent setup Pokemon and carves an excellent niche for itself because of it. Sap Sipper combined with its fantastic natural bulk and Swords Dance enable Bouffalant to take advantage of trends like Exeggutor, Bronzor, and Mareanie. Moreover, Bouffalant can overwhelm Normal-type checks such as Bronzor, Mawile, and Gourgeist-XL that see more usage nowadays.

:mareanie: Mareanie from A to A+
This should come as no surprise to anyone who has played or watched SM ZU games these past couple years. Mareanie is one of the most splashable defensive Pokemon because of its ability to check threats like Combusken and Swanna, set and absorb Toxic Spikes, pivot around with Regenerator, and break down teams with Knock Off+poison. Mareanie is a top glue Pokemon in this metagame and it heavily shapes team structures and metagame trends.

There are other changes I could write about and they are mostly covered in the VR sheet, so be sure to check it out. Feel free to leave any comments or questions.
 
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GSC ZU Moveset Guide

Hello, everyone! In this Moveset Guide, I will be covering several movesets for the current most prominent threats in GSC ZU. Note: This is NOT an exhaustive list. However, for each Pokémon listed, I will include the set(s) that I find to be the most effective/relevant in the current state of the meta, as well as summarize why they are effective.

:gs/Togetic:

CurseTalk :Togetic:

With its stellar Base 105 Special Defense and access to STAB (Same-Type Attack Bonus) Double-Edge, Togetic makes excellent use of Curse's Attack and Defense boosts. In tandem with Rest + Sleep Talk, Togetic is able to function as a powerful tank that can often sweep late game, provided the opposing Normal-resists/Haze-users/phasers have been eliminated or significantly weakened. There are no Ghost-types or Steel-types in GSC ZU, so Normal-type moves thrive here.

Togetic @ Leftovers
Ability: None
- Curse
- Double-Edge
- Rest
- Sleep Talk


RestTalk (2 Attacks) :Togetic:

STAB Double-Edge + Psychic coverage makes it difficult for the opponent to safely switch into this set. Psychic punishes overeager Koffing and Grimer that switch in hoping to Haze a Curse Togetic.

Togetic @ Leftovers
Ability: None
- Psychic
- Double-Edge
- Rest
- Sleep Talk


Metronome Support "Spiker" :Togetic:

Because GSC ZU lacks a Spikes user, pulling Spikes with the roulette-like move Metronome is the only method of laying Spikes. Although obviously gimmicky, Metronome still has a chance to pull useful status moves, ordinarily illegal OHKO moves, and even powerful unique moves, like Sacred Fire. Psychic provides Togetic the means to hit the tier's many dangerous Poison-types for super-effective damage, while also dealing at least neutral damage to everything except Natu, Smoochum, Wobbuffet, and Unown, thanks to the absence of any Dark-types in GSC ZU. Charm allows Togetic to eliminate opposing Attack boosts. Encore can be used to lock something into a boosting move or Rest, allowing a Haze-user/phaser teammate to come in more safely to remove the opponent's boosts. Mint Berry enables instant awakening from Rest, while Leftovers offers more longevity in drawn-out games. Rest + Sleep Talk variants use Leftovers.

Togetic @ Mint Berry/Leftovers
Ability: None
- Psychic
- Metronome
- Charm/Encore/Rest
- Rest/Sleep Talk


SunnyBeam :Togetic:

Sun teams enjoy Togetic's bulk, as well as its ability to set up Sunny Day. Solar Beam + Fire Blast offers outstanding coverage, being an offensive combination that is only resisted by the tier's Fire-types. This set pairs well with Sun-abusers, in addition to things that can reliably dispatch Fire-types. Although this set can support its teammates, it should be used first and foremost as an offensive tool. This set relies on Mint Berry to sustain momentum. Lack of Leftovers makes it vital to preserve Togetic's HP by avoiding switching it into attacks. Because this set is considered offensive, Togetic's low Speed can be bypassed with the aid of paralysis support from its team.

Togetic @ Mint Berry
Ability: None
- Sunny Day
- Solar Beam
- Fire Blast
- Rest

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:gs/meowth:

Lead :meowth:

With blistering Speed and access to Hypnosis, Meowth makes for a phenomenal lead. STAB Double-Edge deals good neutral damage, while Bubblebeam helps Meowth muscle through Onix. Thunder is an option that hits the ubiquitous Croconaw for super-effective damage while adding to Meowth's disruptive potential via the 30% Paralysis chance.

Meowth @ No Item
Ability: None
- Double-Edge
- Thunder/Bubblebeam
- Thief
- Hypnosis

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:gs/Teddiursa:

Curse + 2 Attacks :Teddiursa:

With the help of Curse, Teddiursa is able to fortify its Defense, and more importantly, its nice Base 80 Attack. Normal + Ground offers perfect neutral coverage for the tier, while Rest is Teddiursa's method of reliably healing itself. Although Teddiursa would appreciate having Body Slam and Double-Edge in its arsenal, it cannot learn those moves. However, STAB Return hits hard, especially after a boost. Unboosted Earthquake has a 96.8% chance to 2HKO Grimer, but only a 1.7% chance to 2HKO Koffing, so play cautiously around Haze/Explosion. Teddiursa performs best after phasers/Haze-users have been chipped significantly, or outright eliminated. While it has decent bulk, Teddiursa prefers coming in after a teammate has fallen in order to avoid unnecessary chip damage.

Teddiursa @ Leftovers
Ability: None
- Curse
- Return
- Earthquake
- Rest


CurseTalk :Teddiursa:

STAB Return is a powerful tool when backed by both Rest and Sleep Talk. This set can deal huge damage while maintaining offensive momentum, granted the opponent's Normal-resists/Haze-users/phasers are removed or otherwise incapacitated beforehand.

Teddiursa @ Leftovers
Ability: None
- Curse
- Return
- Rest
- Sleep Talk

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:gs/Snubbull:

Pavlov's Dog (Heal Bell Cleric) :Snubbull:

As the only Heal Bell user in GSC ZU, Snubbull can be a useful tool for some builds. Heal Bell instantly removes status ailments from the whole team at once, including Snubbull itself. While Heal Bell is great for waking up RestTalk teammates earlier than their normal two-turn sleep counter, it can also allow some teammates to ditch Sleep Talk entirely, while retaining Leftovers (rather than relying on Rest + Mint Berry), potentially freeing up a moveslot for them. STAB Return hits decently hard thanks to Snubbull's nice Base 80 Attack. However, it is arguably inferior to both Togetic and Teddiursa as a Normal-type Curse-user, because Snubbull has less natural bulk than Togetic and Teddiursa. Snubbull also has less defensive utility than Togetic, and Snubbull crucially lacks access to Earthquake, unlike Teddiursa. Rest + Sleep Talk is Snubbull's best option for reliably restoring its HP. Sleep Talk can successfully pull Heal Bell, which will awaken Snubbull.

Snubbull @ Leftovers
Ability: None
- Heal Bell
- Return
- Rest
- Sleep Talk


Curse + Lovely Kiss :Snubbull:

With Lovely Kiss, Snubbull can create its own opportunities to set up Curse. This can drastically shift momentum in the Snubbull user's favor. Return/Frustration is the only viable STAB option. Snubbull has a terrible physical movepool, and as a result it is subject to being walled more easily than Teddiursa by the likes of Koffing and Onix. Hidden Power Ground can threaten the former, while Hidden Power Grass is needed to deal significant damage to the latter. Hidden Power Water also hits Onix, but it fails to hit the exceedingly rare Kabuto with super-effective damage. Rest gives Snubbull the ability to fully heal itself and remove status ailments, but it should be used with caution as this set lacks the constant pressuring capabilities of Sleep Talk. Protect is an option in the last slot that can allow safe chip recovery without committing to two Rest turns, but it is also very passive and can be played around with ease once it is revealed.

Snubbull @ Leftovers
Ability: None
- Lovely Kiss
- Curse
- Return
- Hidden Power [Ground]/Hidden Power [Grass]/Rest/Protect


Disruptor Lead :Snubbull:

This set combines the role of Status Inflictor and Thief Lead into one teamslot. As usual with Snubbull, its coverage move is a pick-your-poison scenario. Hidden Power Rock is mainly used to 2HKO Butterfree, as Magby and Doduo are 2HKO'd by Return anyway. Notably, Hidden Power Rock Snubbull has a tiny 2.6% chance to OHKO Butterfree. Hidden Power Grass 2HKOs Onix. While generally dismissed as "cheese" moves, Dynamic Punch and Zap Cannon are high-risk, high-reward attacking options that are reasonable in the context of this particular set.

Snubbull @ Miracle Berry
Ability: None
- Lovely Kiss
- Return
- Hidden Power [Rock]/Dynamic Punch/Zap Cannon
- Thief
:gs/Butterfree:

Anti-Lead :Butterfree:

Butterfree is an exceptional status inflictor, as well as a good check to opposing status leads, such as Nidorino, Meowth, and opposing Butterfree. Miracle Berry allows it to shrug off status and set up a Substitute, immediately disallowing another status attempt from the opponent. Behind a Substitute, Butterfree can freely inflict damage, paralyze a foe, or put them to sleep with Sleep Powder. Psychic is used to hit Poison-types, Mankey, and Machop for super-effective damage. Hidden Power Rock guarantees the 2HKO versus opposing Butterfree, as well as granting Butterfree a 72.7% chance to 2HKO Smoochum. Hidden Power Rock also deals super-effective damage to Fire-, Flying-, and Bug-types. Hidden Power Grass can be used over Giga Drain because it enables Butterfree to OHKO Onix, Kabuto, and Larvitar. It also hits pure Water-types for significant damage.

Butterfree @ Miracle Berry
Ability: None
IVs: 22 HP / 26 Atk / 24 Def
- Sleep Powder/Stun Spore/Substitute
- Psychic
- Hidden Power [Rock]/Substitute
- Giga Drain/Hidden Power [Grass]


Double Powder :Butterfree:

Butterfree is also capable of supporting the team when it is not in the lead slot. Access to both Sleep Powder and Stun Spore gives Butterfree two options for crippling the opposing team, providing crucial momentum. While Charcoal Magby's Fire Blast has only a 20.5% chance to OHKO Hidden Power Grass Butterfree from full HP, one can opt to use Giga Drain over Hidden Power Grass, as retaining max DVs guarantees (barring a critical hit) that Butterfree survives Charcoal Magby's Fire Blast from full HP, outside of Sun. This gives Butterfree a chance to inflict paralysis on Magby with Stun Spore. Forcing an opposing high-value target to use Rest is a great way to give your proposed check a safe switch-in opportunity.

Butterfree @ Miracle Berry/Leftovers
Ability: None
- Sleep Powder
- Psychic
- Giga Drain/Hidden Power [Grass]
- Stun Spore

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:gs/Doduo:

Endure Flail Attacker :Doduo:

Doduo has a potent offensive combination in Endure + STAB Flail, reaching an enormous 200 Base Power when Doduo is at less than 4.17% HP. Drill Peck is the obligatory STAB Flying-type move that allows Doduo to effectively threaten the tier's various Bug-, Grass-, and Fighting-types, which are all conveniently slower than Doduo, with the exception of Yanma and Skiploom. Hidden Power Grass is Doduo's best way of damaging its would-be counters, such as Onix, Larvitar, and Kabuto. Miracle Berry is used to avoid status, as Endure + Leftovers is counterproductive in terms of damage output. If Doduo's team is confident against its checks/counters, Thief can be used in the last slot to steal Leftovers from opposing physical walls that are keen on switching into Doduo, like Koffing and Croconaw. No item is used for the Thief variant. Bright Powder is inconsistent, but it can be useful versus Pokémon whose best/only move to hit Doduo is already inaccurate, like Fire Blast, Thunder, or Rock Slide. Quick Attack is another option for the last slot if Doduo's team benefits from having a move with increased priority.

Doduo @ Miracle Berry/No Item (Thief variant)/Bright Powder
Ability: None
IVs: 6 HP / 28 Atk / 28 Def
- Endure
- Flail
- Drill Peck
- Hidden Power [Grass]/Thief/Quick Attack


Anti-Lead :Doduo:

Thanks to its nice Base 85 Attack, Doduo hits incredibly hard with STAB Double-Edge. Body Slam can be used in place of Double-Edge to threaten paralysis, but the drop in power is noticeable. Substitute allows Doduo to avoid status from opposing leads, such as Butterfree, Weepinbell, Parasect, and the occasional Thunder Wave Dratini/Jigglypuff. Forcing out the opponent's lead can provide some crucial early-game momentum. Miracle Berry is used to negate status once, while Leftovers help mitigate Double-Edge recoil, and give Doduo more opportunities to craft a Substitute.

Doduo @ Miracle Berry/Leftovers
Ability: None
IVs: 6 HP / 28 Atk / 28 Def
- Double-Edge/Body Slam
- Drill Peck
- Hidden Power [Grass]
- Substitute/Quick Attack

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:gs/Yanma:

Endure Reversal Attacker :Yanma:

With Base 95 Speed, Yanma is tied with Diglett for the fastest Pokémon in GSC ZU. This gives Yanma a crucial advantage when sitting at low HP and using Reversal to pick off weakened opponents late-game. Giga Drain is used with Hidden Power Flying for coverage versus Rock-, Ground-, and Water-types. Using Wing Attack allows Yanma to carry Hidden Power Grass, which performs similarly to Giga Drain, but with higher Base Power. Hidden Power Grass also lacks the HP-leeching effect of Giga Drain, which can hinder Reversal damage output. While Miracle Berry is more consistent, Bright Powder can be used to evade opposing attacks, with a little luck. Thief can be run in the last slot to disrupt the opposing team, but taking away Grass-type coverage makes Yanma more susceptible to being checked.

Yanma @ Miracle Berry/Bright Powder
Ability: None
IVs: 7 HP / 12 Atk / 13 Def
- Endure
- Reversal
- Hidden Power [Flying]/Wing Attack
- Giga Drain/Hidden Power [Grass]/Thief

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:gs/Ledyba:

AgiliPass :Ledyba:

With Base 40 HP and 80 Special Defense, Ledyba is the tier's most Specially-bulky Baton Pass user, notably surviving Magby's STAB Fire Blast from full HP. Baton Passing an Agility boost can be devastating once opposing phasers/Haze-users have been defeated. This set pairs best with slow, heavy-hitting teammates, like Weepinbell and Sandshrew. Light Screen halves incoming Special damage for five turns. Reflect halves Physical damage for five turns, however, Barrier is superior to Reflect on this set because it can stack. Because Ledyba has such pitiful offensive presence, Ice Punch is its best option if you wish to have at least one move that can inflict damage on the opponent. Ice Punch's power rivals that of a wet tissue, but it hits everything except Water- and Ice-types for at least neutral damage, while threatening a Freeze on anything besides Smoochum and the unviable Swinub. Thunder Punch is an option, but it cannot touch Ground-types, making it arguably suboptimal as an "only attacking move." Although it is possible, it is not advisable to run two attacks, as this set is designed to prioritize supporting its team. Miracle Berry is preferred to avoid status and to Baton Pass safely, but Leftovers are a decent alternative if you are confident in your ability to remove status inflictors prior to Ledyba's debut.

Ledyba @ Miracle Berry/Leftovers
Ability: None
- Agility
- Baton Pass
- Barrier/Thunder Punch
- Light Screen/Ice Punch
:gs/Croconaw:

Tank (RestTalk) :Croconaw:

The combination of STAB Surf + Rock-move offers great coverage, struggling versus only Grass-types, Water-types, and the occasional Mareep. Ancient Power's boost chance is a mere 10%, but it can be quite impactful if it nets an omniboost at the right time. Croconaw's great bulk and ability to force switches provides ample opportunity to fish for an omniboost throughout a battle. Rock Slide outdamages Ancient Power, and it sports a 30% chance to make the foe flinch. Ice Beam is another highly spammable option that punishes common switch-ins and threatens the opponent with Freeze. The reliable healing and momentum preservation granted by Rest + Sleep Talk is what makes this set so consistent. Croconaw can also opt to run a Surfless set consisting of Ice Beam/Rock-move/Rest/Sleep Talk in order to pressure its checks more robustly.

Croconaw @ Leftovers
Ability: None
- Surf/Ice Beam
- Rock Slide/Ancient Power
- Rest
- Sleep Talk


Phaser :Croconaw:

With Base 65 HP, 80 Defense, and 63 Special Defense, Croconaw can make good use of Roar, phasing out dangerous physical setup sweepers. Surf is for STAB and Toxic is for crippling bulky targets, often forcing them to Rest earlier than they would like. Leftovers are ideal for longevity, but Mint Berry is an option to consider for retaining momentum.

Croconaw @ Leftovers/Mint Berry
Ability: None
- Surf
- Toxic
- Rest
- Roar


CurseTalk :Croconaw:

Because all Water moves are Special in GSC, CurseTalk Croconaw makes use of its respectable Base 80 Attack with the Normal-type move Return/Frustration. Dealing neutral damage to everything besides Rock-Types is a huge boon to CurseTalk Croconaw. This set is especially useful when paired with a Sun team, as Croconaw's typing is excellent defensively, while Return/Frustration suffers no damage penalty from Sun the way a Water-type move would. Rock Slide is an option that gives Croconaw a significant advantage in a Curse war versus Togetic.

Croconaw @ Leftovers
Ability: None
- Curse
- Return/Rock Slide
- Rest
- Sleep Talk


Curse + 2 Attacks, or, 3 Attacks :Croconaw:

With access to Rock Slide, Croconaw can threaten Smoochum and the tier's Bug-, Fire-, and Flying-types with super-effective damage. Surf can be used to cleanly OHKO Onix and Larvitar. Surf has a considerably low chance to 2HKO Kabuto, so Hydro Pump can be used to guarantee the 2HKO. Three attacks can be used for more super-effective coverage, but this forces Croconaw to choose between Curse and Rest, when it would usually rather have both. Mint Berry is used to awaken from Rest immediately. Variants lacking Rest can use either Leftovers or Miracle Berry, depending on what its team benefits from most.

Croconaw @ Mint Berry
Ability: None
- Curse/Surf/Hydro Pump
- Return
- Rock Slide/Surf/Hydro Pump
- Rest/Surf/Hydro Pump


Curse + Roar :Croconaw:

This set is capable of setting up Curse alongside boosting opponents, then phasing them out. Roar can also force predicted switch-ins to return to their Poké Ball, potentially revealing more of the opposing team. This set is most consistent with one attacking move, but Rock Slide + Leftovers can be used in place of Rest + Mint Berry.

Croconaw @ Mint Berry/Leftovers
Ability: None
- Curse
- Return
- Rest/Rock Slide
- Roar

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:gs/Tentacool:

Swords Dance :Tentacool:

Armed with great coverage in dual-STAB Sludge Bomb and Hydro Pump, Tentacool is able to take advantage of its good Base 70 Speed. Swords Dance allows Tentacool to break through bothersome Grass/Poison dual-types, like Weepinbell and Ivysaur. Substitute gives Tentacool a way to avoid status and capitalize on its ability to force opposing switches. Barrier is an option that enables Tentacool to outpace opposing Curse users and set up Swords Dance with a bit more safety. Barrier can also be used in preparation for an opposing Diglett revenge-kill attempt, for example, as +2 Defense allows Tentacool to survive a Soft Sand-boosted Earthquake from Diglett and OHKO it in return with Hydro Pump. Hidden Power Rock is a more niche option that 2HKOs Yanma and Butterfree, the latter of which notably Speed-ties with Tentacool. Leftovers is nice for longevity, but Miracle Berry can be particularly useful on the Hidden Power Rock variant to nullify status if Tentacool's team appreciates more insurance versus Butterfree. Mystic Water gives Tentacool's Hydro Pump a 53.8% chance to OHKO max-DV Magby, an 84.6% chance to OHKO HP Water Magby, and a 100% chance to OHKO HP Grass Magby. Mystic Water also grants Tentacool's Hydro Pump a guaranteed 2HKO on Koffing, as well as a 42.6% chance to OHKO Growlithe. Hard Stone is another niche option that gives Tentacool an 89% chance to 2HKO Smoochum unboosted, with a guaranteed OHKO at +2 Attack. Thanks to Tentacool's excellent Base 100 Special Defense, it can survive even Twisted Spoon Smoochum's Psychic from as low as 71% HP. Rest + Mint Berry can be used for an instant heal and wake-up.

Tentacool @ Leftovers/Miracle Berry/Mystic Water/Hard Stone/Mint Berry
Ability: None
- Swords Dance
- Sludge Bomb
- Hydro Pump
- Substitute/Barrier/Hidden Power [Rock]/Rest

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:gs/Seel:

RestTalk :Seel:

While Seel lacks significant offensive presence, it has a niche that is desirable for some teams--Seel takes less damage than Croconaw when switching into powerful Special attacks, namely those from Smoochum and Magby. This trait makes it a particularly good partner for Croconaw, as Seel can alleviate a portion of Croconaw's role pressure as a bulky Water-type. Encore punishes opponents by locking them into one move for 2 to 6 turns, and can be used to force a switch, providing a window to snatch momentum with the aid of Seel's more offensively-inclined teammates. Surf is Seel's STAB move of choice. With a paltry Base 45 in both Attack and Special Attack, offensive alternatives for the Encore slot are generally less appealing, as Encore's ability to disrupt the opponent's tempo is one of the main reasons to use Seel in the first place.

Seel @ Leftovers
Ability: None
- Surf
- Encore
- Rest
- Sleep Talk
:gs/Magby:

Sunny Day :Magby:

With Base 83 Speed, Magby is a swift Fire-type attacker, as well as a Sunny Day setter. Hidden Power Grass is used to fend off opposing Rock-types. Magby can Toxic foes that it cannot hit super-effectively. Charcoal allows Magby to 2HKO Togetic in Sun.

Magby @ Charcoal/Miracle Berry
Ability: None
IVs: 6 HP / 28 Atk / 28 Def
- Fire Blast
- Hidden Power [Grass]/Thunder Punch/Sunny Day
- Sunny Day/Rest
- Toxic/Sleep Talk/Thunder Punch


All-Out Attacker
:Magby:


This set aims to steal Leftovers from opposing switch-ins that would rather not lose their Item, such as Croconaw, while offering the utility of two coverage moves. Hidden Power Water smites opposing Fire-types, offering a 3HKO on opposing Magby. Hidden Power Ground can 2HKO opposing Magby.

Magby
Ability: None
IVs: 7 HP / 14 Atk / 13 Def
- Fire Blast
- Thunder Punch
- Hidden Power [Water]/Hidden Power [Ground]
- Thief


Barrier :Magby:

Barrier quickly bolsters Magby's Defense, allowing Magby to fare better against faster physical revenge-killers like Diglett and the rare Yanma. +2 Defense allows Magby to survive Diglett's Soft Sand-boosted Earthquake.

Magby
Ability: None
IVs: 7HP / 14 Atk / 13 Def
- Fire Blast
- Thunder Punch
- Hidden Power [Water]/Hidden Power [Ground]
- Barrier


ProTox :Magby:

Toxic + Protect gives Magby a way to cripple opposing checks, often forcing them to Rest early. While Magby is frail, this set's role is more defensive than the Sunny Day and All-Out Attacker sets, so Thunder Punch is preferred over Hidden Power Grass/Hidden Power Water to prevent Magby from missing out on HP and Defense DVs.

Magby @ Leftovers
Ability: None
- Fire Blast
- Thunder Punch/Hidden Power [Grass]/Hidden Power [Water]
- Toxic
- Protect

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:gs/Growlithe:

RestTalk :Growlithe:

Growlithe's mixed bulk is higher than that of Magby, which allows Growlithe to function better as a defensive Fire-type. Flamethrower never OHKOs Weepinbell from full HP, so Fire Blast is preferred. Body Slam is used to spread paralysis and is especially spammable when Growlithe forces an opposing switch. Rest heals Growlithe fully, while Sleep Talk maintains momentum and can provide more Fire Blast uses in the event that Growlithe exhausts Fire Blast's PP. Hidden Power Grass is an option to deal super-effective damage to Water-, Rock-, and Ground-types. However, Growlithe's low Speed leaves it vulnerable to many of the things that it wishes to hit with HP Grass, so Body Slam is generally more practical.

Growlithe @ Leftovers
Ability: None
- Fire Blast/Flamethrower
- Body Slam/Hidden Power [Grass]
- Rest
- Sleep Talk
:gs/Weepinbell:

Swords Dance Wallbreaker :Weepinbell:

This set uses Weepinbell's Base 90 Attack and Base 85 Special Attack to tear into the opposing team. Swords Dance doubles Weepinbell's Attack stat, making it a powerful wallbreaker. This set pairs well with paralysis spam, which helps circumvent Weepinbell's mediocre Speed. Hidden Power Ground is used to hit Poison-types for super-effective damage. Lovely Kiss and Sleep Powder are identical in effect and Accuracy, with Lovely Kiss being the more humorous option and Sleep Powder simply having 8 more PP than Lovely Kiss.

Weepinbell @ Leftovers
Ability: None
IVs: 14 HP / 24 Atk
- Swords Dance
- Sludge Bomb
- Giga Drain/Lovely Kiss/Sleep Powder/Stun Spore
- Hidden Power [Ground]/Lovely Kiss/Sleep Powder/Stun Spore


Anti-Lead :Weepinbell:

This set functions similarly to Anti-Lead Butterfree, but with dual-STAB mixed attacking potential.

Weepinbell @ Miracle Berry
Ability: None
- Lovely Kiss/Sleep Powder
- Sludge Bomb
- Hidden Power [Grass]/Giga Drain/Hidden Power [Rock]/Hidden Power [Ground]
- Substitute

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:gs/Parasect:

Swords Dance Wallbreaker :Parasect:

With Base 95 Attack and access to Spore + Swords Dance, this Parasect set creates its own setup opportunities. Putting an opponent to sleep with its 100%-accurate Spore is a good way to secure momentum for its teammates. Upon sleeping a foe, Parasect is free to dish out damage.

Parasect @ Leftovers
Ability: None
IVs: 3 HP / 14 Atk / 14 Def
- Swords Dance
- Body Slam/Return/Hidden Power [Bug]
- Hidden Power [Grass]/Giga Drain/Hidden Power [Rock]
- Spore


Anti-Lead :Parasect:

Miracle Berry allows Parasect to safely set up a Substitute versus opposing status leads.

Parasect @ Miracle Berry
Ability: None
IVs: 3 HP / 14 Atk / 14 Def
- Spore
- Body Slam/Hidden Power [Rock]/Hidden Power [Bug]
- Hidden Power [Grass]/Giga Drain
- Substitute


Paralysis + Thief Support :Parasect:

This set allows Parasect to spread Paralysis with Stun Spore and steal Leftovers from common switch-ins, like Magby and Togetic.

Parasect
Ability: None
IVs: 3 HP / 14 Atk / 14 Def
- Stun Spore
- Sludge Bomb/Hidden Power [Rock]/Hidden Power [Bug]
- Hidden Power [Grass]/Giga Drain
- Thief

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:gs/Ivysaur:

RestTalk :Ivysaur:

Razor Leaf gives Ivysaur a 64 PP, high critical-hit rate, STAB Grass-type move. Ancient Power is a Rock-type move that hits opposing Bug-, Fire-, Ice-, and Flying-types for super-effective damage, while dealing neutral damage versus Grass-types. Ancient Power has a 10% chance to boost every stat by one stage, except HP. Thanks to its bulk, Ivysaur can often freely fish for the Ancient Power omniboost, as it can be devastating to the opponent if it manages to get one. Synthesis can be useful, but Ivysaur's vulnerability to status often leaves Ivysaur wishing it had Rest + Sleep Talk or Rest + Mint Berry instead.

Ivysaur @ Leftovers
Ability: None
- Razor Leaf
- Ancient Power
- Rest
- Sleep Talk


Anti-Lead :Ivysaur:

Razor Leaf is useful for PP stalling and crit-fishing. Leech Seed can be used to force switches and provide Ivysaur with a form of passive recovery in addition to that of Leftovers. Body Slam is used to fish for Paralysis, especially when Ivysaur is situated behind the relative safety of a Substitute. Hidden Power Rock is a coverage option that it is used in place of Ancient Power, due to Ancient Power + Substitute being incompatible.

Ivysaur @ Leftovers/Miracle Berry
Ability: None
- Sleep Powder
- Razor Leaf
- Leech Seed/Body Slam/Hidden Power [Rock]
- Substitute


Sun Attacker :Ivysaur:

Sunny Day allows Ivysaur's STAB Solar Beam to forego its ordinary charge turn. Hidden Power Fire hits opposing Grass-, Bug-, and Ice-types for big damage in Sun. Both the Synthesis variant and the RestTalk variant prefer Leftovers, while Rest-only variants run Mint Berry. Ancient Power is an option to hit Fire-type switch-ins. Razor Leaf can be used alongside Solar Beam if one is fearful of Sun running out at an inopportune time, or an opposing Rain counter-team.

Ivysaur @ Leftovers/Mint Berry
Ability: None
- Solar Beam
- Hidden Power [Fire]/Hidden Power [Poison]/Growth
- Synthesis/Rest/Growth/Razor Leaf
- Sunny Day/Sleep Talk/Ancient Power

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:gs/Bayleef:

Mixed Wall :Bayleef:

With Base 60 HP, 80 Defense, and 80 Special Defense, Bayleef functions well as a mixed wall. Leech Seed provides passive recovery and can force switches. Because Giga Drain is blocked by an opponent's Substitute in GSC, Razor Leaf is Bayleef's go-to Grass-type STAB, while Solar Beam is only used on Sun teams. Because Bayleef's only available powder move is Poison Powder, Body Slam can be used to fish for paralysis. Synthesis is generally preferred, but especially on Sun teams for its healing power boost, while Rest + Sleep Talk gives Bayleef a way to heal status while preserving momentum.

Bayleef @ Leftovers/Mint Berry
Ability: None
- Razor Leaf/Solar Beam
- Ancient Power/Body Slam/Sunny Day
- Leech Seed/Rest
- Synthesis/Sleep Talk


Swords Dance :Bayleef:

Swords Dance is an effective way for Bayleef to overwhelm its ordinary checks. However, Bayleef cannot cover everything in one set, so it is faced with a pick-your-poison scenario. +2 Hidden Power Rock 2HKOs Togetic and Growlithe, and OHKOs Butterfree, Yanma, and Smoochum. +2 Hidden Power Rock also guarantees the 2HKO versus Parasect, and offers a 20.5% chance to OHKO Magby. +2 Hidden Power Ground 2HKOs Koffing and Grimer, and has a 51.3% chance to OHKO Tentacool. Hidden Power Flying has a 99.9% chance to 2HKO opposing Bayleef, and guarantees the 2HKO on Ivysaur and Weepinbell. Although it doesn't benefit from Swords Dance, Razor Leaf is a STAB option that more immediately pressures Pokémon like Onix, Croconaw, Sandshrew, et cetera. Return/Body Slam offers neutral damage on everything besides Rock-types. Body Slam's paralysis chance can help support Bayleef's teammates. Unless Bayleef is running three attacking moves, Synthesis is used for instant recovery.

Bayleef @ Leftovers
Ability: None
- Swords Dance
- Return/Body Slam
- Hidden Power [Rock]/Razor Leaf/Hidden Power [Flying]/Hidden Power [Ground]
- Synthesis/Razor Leaf


Dual Screens, or, Reflect/Light Screen Support :Bayleef:

With access to both Reflect and Light Screen, Bayleef is capable of supporting its team by halving Special and/or Physical damage with Light Screen and Reflect, respectively. This can create much safer setup opportunities for Bayleef's partners. Razor Leaf is chosen for its high PP and critical-hit rate. While Leftovers is preferred, Mint Berry is an option to mitigate status.

Bayleef @ Leftovers/Mint Berry
Ability: None
- Razor Leaf
- Light Screen/Reflect
- Reflect/Leech Seed/Rest
- Synthesis/Sleep Talk
:gs/Onix:

Phaser :Onix:

With its massive Base 160 Defense, Onix is arguably the best Normal-resist in the tier. Roar allows Onix to phase opposing threats, which removes their boosts. While its Attack stat is quite low, STAB Rock- + Ground-type coverage is nice to have. At Base 70 Speed, Onix has the fastest Explosion in GSC ZU, albeit the weakest.

Onix @ Leftovers
Ability: None
- Rock Slide
- Earthquake
- Roar
- Explosion


Sharpen Sweeper :Onix:

This set uses Sharpen to boost Onix's humble Attack stat in order to get the most out of its good Speed. +1 Explosion guarantees OHKOs versus several high-value targets, like Croconaw, Ivysaur, and Bayleef. +1 Rock Slide 2HKOs Togetic and OHKOs Smoochum. +1 Earthquake guarantees OHKOs on Larvitar and Tentacool, the latter of which notably Speed-ties with Onix. Miracle Berry can be used to negate status once.

Onix @ Leftovers/Miracle Berry
Ability: None
- Rock Slide
- Earthquake
- Sharpen
- Explosion


Curse + Roar :Onix:

Curse allows Onix to outpace boosting opponents, such as Togetic, and Roar them out. This also gives Onix a chance to reveal more of the opponent's team.

Onix @ Leftovers
Ability: None
- Curse
- Rock Slide
- Earthquake
- Roar

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:gs/Sandshrew:

Swords Dance Wallbreaker :Sandshrew:

With Base 75 Attack and 85 Defense, Sandshrew can both inflict and absorb physical damage. Swords Dance doubles Sandshrew's Attack, which allows it to shred opposing walls. Substitute gives Sandshrew some breathing room to set up. Leftovers is ideal for longevity; however, Miracle Berry can be used to set up a Substitute in the face of a status inflictor. While it is generally considered too passive, Protect can be run over Substitute to guard against opposing Explosion/Roar attempts, allowing Sandshrew to scout for its team. If using Protect, Leftovers is the preferred item.

Sandshrew @ Leftovers/Miracle Berry
Ability: None
- Earthquake
- Rock Slide
- Substitute/Protect
- Swords Dance

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:gs/Diglett:

Cleaner :Diglett:

With Base 95 Speed, Diglett is tied with Yanma for the fastest Pokémon in GSC ZU. Diglett's Speed allows it to pick off weakened foes, effectively cleaning late game. STAB Earthquake is mandatory, as well as Rock Slide for coverage. Sludge Bomb is used to hit Grass-types hoping to switch into Earthquake. Substitute is used in conjunction with Diglett's Speed to PP stall opponents, to distance itself from opposing status, and to prevent an opposing Giga Drain from working. Diglett is extremely frail, and should therefore not be switched into any attacks, besides the uncommon Electric-type moves, as it will likely take huge damage or simply faint. Screech is an option to cut the opponent's Defense, giving Diglett a much better chance at breaking the opposing defensive core. Although bulkier Pokémon generally make for better Thief users, Diglett's Speed allows it to steal from anything, crippling walls and offensive enemies alike. Soft Sand boosts Diglett's STAB Earthquake by 10%, which greatly increases Diglett's chance of OHKOing Mareep and Magby. It also gives Diglett a chance at 2HKOing Onix.

Diglett @ Soft Sand/No Item (Thief variant)/Leftovers
Ability: None
- Earthquake
- Rock Slide
- Sludge Bomb/Screech/Thief
- Substitute
:gs/Grimer:

CurseTalk :Grimer:

Curse allows Grimer to boost its Attack and Defense simultaneously, turning it into a monstrous tank. Because there are no Steel-types in GSC ZU, Sludge Bomb hits everything for neutral or better damage, with the exception of Ground-, Poison-, and Rock-types.

Grimer @ Leftovers
Ability: None
- Curse
- Sludge Bomb
- Rest
- Sleep Talk


Haze + Boom Support :Grimer:

Sludge Bomb is for STAB. Haze gives Grimer a way to remove opposing stat boosts. With Base 80 Attack, Grimer has the most powerful unboosted Explosion in GSC ZU, guaranteeing the OHKO on bulky threats like Croconaw, Togetic, and Koffing. Although Rest is preferred for longevity, Grimer can run Giga Drain in the third slot to hit things like Onix, Larvitar, and Kabuto on the switch, cleanly 2HKOing them, with the added bonus of stealing their HP. At the cost of significantly lowered bulk, Hidden Power Grass can be used in place of Giga Drain for higher damage and the ability to break Substitutes. Leftovers + Sleep Talk can be used over Explosion to maintain momentum after using Rest, but Rest + Mint Berry generally does this better, as Explosion is one of Grimer's greatest tools. The variant consisting of Haze/Sludge Bomb/Giga Drain/Explosion uses Miracle Berry to shrug off status ailments from dangerous setup sweepers, such as Weepinbell.

Grimer @ Mint Berry/Miracle Berry/Leftovers
Ability: None
- Haze
- Sludge Bomb
- Rest/Giga Drain/Hidden Power [Grass]
- Explosion/Sleep Talk

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:gs/Koffing:

Haze + Boom Support :Koffing:

This set functions nearly identically to Grimer's Support set, but with Pain Split for recovery. Koffing's high Base 95 Defense enables it to stomach powerful physical attacks and retaliate with either Haze or Explosion. Hidden Power Grass is an option that gives Koffing a chance to OHKO Onix, and prevents Rock-types and Ground-types from setting up Substitute for free. Miracle Berry is particularly useful for its ability to shrug off Weepinbell's Lovely Kiss / Sleep Powder, denying its would-be free setup opportunity.

Koffing @ Leftovers/Miracle Berry
Ability: None
- Haze
- Sludge Bomb
- Pain Split/Hidden Power [Grass]
- Explosion


CurseTalk :Koffing:

This set is offensively inferior to CurseTalk Grimer, but has significantly better Defense, making for a more physically bulky setup sweeper. After one Curse boost, Koffing can survive two Soft Sand-boosted Earthquakes from Diglett.

Koffing @ Leftovers
Ability: None
- Curse
- Sludge Bomb
- Rest
- Sleep Talk

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:gs/Nidorina:

Curse + Moonlight :nidorina:

With good mixed bulk and access to Curse, Nidorina can naturally assume the role of a tank. She is able to heal off powerful consecutive hits with Moonlight. Return offers neutral damage versus most foes, while Ice Beam is effective at damaging Onix. Ice Beam can also be used to hit dangerous boosted targets, like Curse Togetic.

Nidorina @ Leftovers
Ability: None
- Curse
- Return
- Ice Beam
- Moonlight


Anti-Lead :Nidorina:

Lovely Kiss allows Nidorina to put a foe to sleep. Substitute + Miracle Berry gives Nidorina insurance versus opposing status leads. Thunderbolt + Ice Beam coverage offers at worst neutral damage versus the whole tier. Thunder has a chance to 2HKO Croconaw, but Thunderbolt is preferred for its 100% Accuracy. Lovely Kiss and Moonlight are incompatible, so Nidorina must choose only one of these moves. Although Nidorino can also run this set with Morning Sun over Moonlight, Nidorina has more staying power due to her better Base HP and Defense.

Nidorina @ Miracle Berry
Ability: None
- Lovely Kiss/Moonlight
- Thunderbolt
- Ice Beam
- Substitute

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:gs/Nidorino:

3 Attacks :Nidorino:

Carrying three attacks provides Nidorino with outstanding offensive presence. Morning Sun is incompatible with Lovely Kiss, so choose the one that benefits Nidorino's team the most. Leftovers is preferred for passive recovery, while Miracle Berry assists with Nidorino's matchup versus opposing status inflictors. Thunder is preferred over Thunderbolt because it gives Nidorino a great chance to 2HKO Croconaw lacking Leftovers, which can be made possible by pairing this set with a Thief teammate. Blizzard is preferred over Ice Beam because it guarantees the 2HKO on Weepinbell. Body Slam is highly spammable for scenarios in which BoltBeam coverage is not cutting it. Double-Edge notably guarantees the 2HKO on Smoochum. Hidden Power Fire is an option that guarantees the 2HKO on Parasect.

Nidorino @ Leftovers/Miracle Berry
Ability: None
- Morning Sun/Lovely Kiss
- Thunder
- Blizzard
- Body Slam/Double-Edge/Hidden Power Fire


Curse + Amnesia, CurseTalk, or, Curse + Morning Sun:Nidorino:

Amnesia gives Nidorino an edge over other Poison-types versus Special attackers. Because Nidorino lacks a Poison-type STAB move besides the pitiful Poison Sting, Hidden Power Poison is used. Return or Double-Edge do not offer STAB, but they are both reasonable options that allow Nidorino to retain maximum DVs, while hitting everything besides Rock-types for neutral damage. Curse + Amnesia enables Nidorino to boost both Defense and Special Defense, making it difficult to topple. Morning Sun is incompatible with Amnesia, but it can be used to free a moveslot for a second attacking move. Rest + Mint Berry is preferred for its instant recovery, but the Rest + Sleep Talk variant benefits more from Leftovers.

Nidorino @ Mint Berry/Leftovers
Ability: None
IVs: 3 HP / 12 Atk / 14 Def
- Curse
- Hidden Power [Poison]/Return/Double-Edge
- Rest/Return/Double-Edge/Ice Beam
- Amnesia/Sleep Talk/Morning Sun
:gs/Smoochum:

All-Out Attacker :Smoochum:

With unique access to dual-STAB Ice- and Psychic-type moves, Smoochum threatens the entire tier with at worst neutral damage. Blizzard is used to hit Ice-weak opponents as hard as possible, most notably guaranteeing the OHKO versus Weepinbell, provided Blizzard connects. Ice Beam is a more reliable secondary Ice-type STAB option with its 100% Accuracy. Psychic is Smoochum's strongest Psychic-type move. Shadow Ball is used to hit opposing Smoochum for super-effective damage, although opposing Smoochum is its only target. Thief allows Smoochum to steal Leftovers or Berries from common switch-ins, like Croconaw and Seel. With its abysmal 55% Accuracy, Sing is inconsistent, but it is Smoochum's only way to put an opponent to sleep.

Smoochum @ Leftovers/No Item (Thief variant)
Ability: None
- Ice Beam
- Psychic
- Blizzard
- Shadow Ball/Thief/Sing


3 Attacks :Smoochum:

This set gives Smoochum the ability to heal herself and awaken instantly with Rest + Mint Berry. Because Smoochum's movepool is fairly limited, the last slot is dictated by the needs of the team. If only one Ice-type move is used, Blizzard is preferred for its ability to guarantee the OHKO versus Weepinbell on a successful hit. Ice Beam's 100% accuracy makes it a reliable secondary STAB option. Thief can be used to steal an opponent's Item after Smoochum has eaten her Mint Berry. Shadow Ball is used solely to 2HKO opposing Smoochum.

Smoochum @ Mint Berry
Ability: None
- Psychic
- Blizzard
- Rest
- Ice Beam/Thief/Shadow Ball


Perish Trap :Smoochum:

This set allows Smoochum to ensnare her foes with Mean Look, disabling them from switching. Perish Song is used alongside Mean Look to KO opposing Pokémon after three turns. Without access to Substitute, the combination of Protect + Rest + Mint Berry gives Smoochum her best chance at surviving long enough to stall out the Perish Song turns, ensuring the opponent's demise. Note: Smoochum must be switched out the turn before the Perish Song timer hits zero, or Smoochum will also faint.

Smoochum @ Mint Berry
Ability: None
- Mean Look
- Perish Song
- Protect
- Rest

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:gs/Natu:

RestTalk :Natu:

Despite its frailty, Natu threatens the many Poison- and Grass-types in the tier, as well as the few available Bug- and Fighting-types. Dual-STAB Psychic + Drill Peck offers the most consistent offensive presence, while Haze gives Natu means to eliminate opposing boosts. Grass is the preferred Hidden Power type as it deals huge damage to would-be checks, such as Onix, Larvitar, and Kabuto. Although its other options are generally significantly more valuable, it should be noted that Natu has access to Night Shade, which offers totally consistent damage output. Rest + Sleep Talk is Natu's most reliable recovery option.

Natu @ Leftovers
Ability: None
- Psychic
- Drill Peck/Hidden Power [Grass]/Night Shade
- Rest
- Sleep Talk


Haze :Natu:

Natu can use Haze to remove opposing boosts. Maintaining maximum DVs is important for getting the most out of Natu's bulk, so Hidden Power is not ideal. Thief can be used over Rest to exert more offensive pressure.

Natu @ Mint Berry/No Item (Thief variant)
Ability: None
- Psychic
- Drill Peck
- Haze
- Rest/Thief


3 Attacks :Natu:

Carrying more attacking moves gives Natu the means to offensively pressure many targets in the metagame with super-effective damage. Rest + Mint Berry gives Natu instant, full recovery of both HP and status.

Natu @ Mint Berry
Ability: None
IVs: 6 HP / 28 Atk / 28 Def
- Psychic
- Drill Peck
- Hidden Power [Grass]
- Rest
:gs/Mankey:

SubMeditate Attacker :Mankey:

Substitute + Meditate allows Mankey to avoid status, or to prepare for a predicted opposing switch. While its low PP can be troublesome in longer battles, Cross Chop is Mankey's most powerful STAB Fighting-type move. Rock Slide is used to deal the highest possible damage to Pokémon like Togetic, Butterfree, and Yanma. Leftovers is preferred for longevity, but Miracle Berry gives Mankey a better matchup versus status inflictors.

Mankey @ Leftovers/Miracle Berry
Ability: None
- Meditate
- Cross Chop
- Rock Slide
- Substitute

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:gs/Machop:

CurseTalk :Machop:

Curse allows Machop to boost its Attack and Defense, at the cost of Speed. This gives Machop's STAB Cross Chop huge wallbreaking potential.

Machop @ Leftovers
Ability: None
- Curse
- Cross Chop
- Rest
- Sleep Talk


RestTalk :Machop:

This set also makes use of Rest + Sleep Talk, but with Earthquake to hit Poison-types for super-effective damage. Rock Slide can be used over Earthquake to hit Bug- and Flying-types for super-effective damage, but this vastly worsens Machop's matchup versus the tier's common Poison-type Pokémon.

Machop @ Leftovers
Ability: None
- Cross Chop
- Earthquake/Rock Slide
- Rest
- Sleep Talk
:gs/Mareep:

RestTalk :Mareep:

Mareep is the only viable Electric-type in GSC ZU. This set allows Mareep to threaten the numerous Electric-weak foes in the tier with STAB Thunderbolt. Hidden Power Grass is used to hit Ground-types for super-effective damage. Magnet is used to guarantee that Thunderbolt 2HKOs Togetic. Thunder can be used over Thunderbolt. However, Magnet is not used with Thunder, as this combination does not net any improved KOs. Despite Mareep's frailty, Leftovers can be used on the Thunder variant, as it gives Mareep passive recovery.

Mareep @ Magnet/Leftovers
Ability: None
IVs: 6 HP / 28 Atk / 28 Def
- Thunderbolt/Thunder
- Hidden Power [Grass]/Hidden Power [Ice]
- Rest
- Sleep Talk


Thunder Wave Support :Mareep:

Thunder Wave allows Mareep to paralyze opponents, drastically reducing their Speed. This form of Speed-control can be useful for both Mareep and its teammates. Thunder is used in order to make room for Mint Berry, which grants instant awakening from Rest.

Mareep @ Mint Berry
Ability: None
IVs: 6 HP / 28 Atk / 28 Def
- Thunder
- Hidden Power [Grass]/Hidden Power [Ice]
- Rest
- Thunder Wave
:gs/dratini:

Thunder Wave Support :dratini:

As the only Dragon-type in GSC ZU, Dratini has the unique quality of being resistant to Fire, Water, Grass, and Electric. Dratini also has access to the relatively rare Thunder Wave. BoltBeam coverage is great, while Hidden Power Rock hits Magby for super-effective damage.

Dratini @ Leftovers
Ability: None
- Thunder Wave
- Thunderbolt
- Ice Beam
- Hidden Power Rock

I love GSC ZU and I hope you will, too!
Enjoy! :Leftovers:
 
Last edited:
Hey :) hope everyone has been enjoying the early GSC ZU metagame so far. I still find GSC ZU to be pretty unique without a doubt, so I built a few teams. They can be used to point someone who wants to learn the metagame into the right direction while also having fun and opening up a few windows to more teambuilders / people who who want to delve in more. I will be covering each team's goal and usage tips.

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click sprites for pastes

Wobbuffet + Koffing Stall

Wobbuffet is back, but not with a very sky high ranking but has a reputation as a niche enabler Pokemon to prevent spreading status and keep the opposing team from burning your RestTalk turns and force you out. Wartortle lead allows you to enable 3 for 1s vs. Curse leads like Togetic and friends, and double haze allows you to elongate the battle with your walls. The only problem is that there are a slew of RestTalk users in GSC ZU, so you'd have to burn hazes / get a positive Explosion metronome roll after you get spikes up with Togetic.

Lead Doduo Hyper Offense

Quite similar to the boom offense I posted when I got interested in the tier, Doduo is in the lead position because despite being frail, you have the ability to apply a lot of pressure early-game. Ground resist Togetic to not lose vs opposing Diglett and offer spikes distribution. Diglett can clean late game when the opponents' walls have been weakened enough and Grimer explodes on tougher to crack defensive cores.


Birdspam + Explosion

Birdspam balanced team to break down opposing walls while having your own small defensive core to fall back on. HP Grass Doduo allows you to break through Onix while applying massive pressure, Swords Dance Weepinbell also gives you a potential wincon when Natu, Togetic and Doduo put in work. Onix explodes on more superstructured defensive pokemon while the momentum falls into your favor as you play.

Will probably edit this post with more teams, enjoy :)

what are you doint here wart and quil bans have rolled through
 
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5gen

jumper
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The ORAS ZU VR revamp is officially complete. Thank you to the council members for all the time and effort. Here is the voting slate that was used.

Here are the changes. S/o to Charles A. Theist for cowriting the reasoning.
ORAS ZU update reasonings

D & E ranks abolished: The ORAS ZU council came to the conclusion that the D and E ranks previously featured on the viability rankings were not necessary. While many of the Pokémon that occupy the C-ranks have a degree of viability, many would already classify them as rather niche and fringe choices when compared to the B-ranks. As a result, we combed through the Pokémon included to properly determine whether they were viable enough to include in the already established C-ranks. Any previous E-rank that are not mentioned in the update have been unranked.

Rises:

:lairon: Lairon A to A+: Lairon has been a staple for years now. It is a premier Stealth Rock user that provides teams with excellent defensive support and offensive capabilities. Beyond its ability to blanket check notable threats such as Normal-, Ice-, and Flying-types, Lairon can pretty much cater its set to whatever the team needs. For example, it can tweak its move pool and EVs to act as a phazer with Roar, a tank variant with Toxic, a sweeper+SR setter with Rock Polish, and a wallbreaker with Choice Band.

:servine: Servine A to A+: Servine carves an incredible niche for itself with Contrary Leaf Storm, reliable recovery, and solid Speed and mixed bulk. Simply put, Servine can muscle past most of the metagame with minimal support and it provides teams fantastic role compression between the support moves it can run.

:purugly: Purugly A to A+: This rise is a no brainer because Purugly is the top revenge killer in the metagame. Base 112 Speed means Purugly outpaces pretty much all relevant threats bar Swoobat, which is incredibly useful considering Electabuzz, Simipour, Simisage, and Jumpluff are top Pokemon. Purugly also wears down pretty much all Pokemon thanks to Knock Off and Fake Out, and it provides great pivot support to boot.

:regigigas: Regigigas A- to A: Regigigas really showcased itself this past ZUPL and ORAS Cup. Most attackers don't 2HKO or 3HKO Regigigas, and it capitalizes on most walls or passive Pokemon. Regigigas can sit there behind a Substitute and spread paralysis so easily thanks to its immense bulk. Teams tend to struggle to break through Regigigas, which we saw quite a bit of.

:frogadier: Frogadier A- to A: Frogadier excels in the current meta because of its ability to threaten a wide range of Pokemon, pivot with U-turn, and set Toxic Spikes. Frogadier sits in a great spot in this meta because of these traits.

:magmar: Magmar A- to A: Magmar excels as a Fire-type Pokemon in the meta. Magmar's Choice Specs set gives it tremendous wallbreaking potential, allowing it to threaten most of the metagame. Eviolite sets give Magmar solid utility, making it the go-to Ice-type check for offensive teams and allowing it to adapt to its checks and counters.

:dusclops: Dusclops B+ to A-: Despite the prevalence of Krokrorok and Knock Off, Dusclops is one of the best walls in the metagame. Dusclops's fantastic Eviolite-boosted bulk make it very difficult to break through, which is really valuable for defensive and balance teams. It also pretty easy to support and forms reliable backbones for teams, something that is not that easy to accomplish for teams.

:hippopotas: Hippopotas B+ to A-: Put simply, Hippopotas is the premier defensive Stealth Rock setter. It blanket checks physical attackers, has reliable recovery, can phaze, and is one of the few rockers that reliably checks Electabuzz. Has tremendous upside and little competition.

:scraggy: Scraggy B+ to A-: Scraggy is a premier setup sweeper. Bulk Up Scraggy has plenty of setup opportunities and is incredibly consistent, and it forces teams to always pack one or two dedicated checks. DD sets are less viable, but still pack a punch and allow Scraggy to play around faster checks.

:vibrava: Vibrava B+ to A-: Vibrava is arguably the best entry hazard remover in ORAS ZU. Great defensive typing + Roost + U-turn means Vibrava checks common entry hazard setters really well and provides great support for teams. No other entry hazard remover matches Vibrava's effectiveness.

:whirlipede: Whirlipede B+ to A-: Whirlipede does an exceptional job at wearing down teams with entry hazards and Toxic/poison. It is one of the main reasons why Dustox, Pidgeot, and Natu are that much better now at entry hazard removal/prevention. In addition, Whirlipede is one of the few entry hazard setters that checks Grass-types, which is highly valuable.

:wigglytuff: Wigglytuff B+ to A-: Wigglytuff's set diversity and effectiveness between sets make it a cut above B+. Wigglytuff can run a multitude of offensive and defensive sets that allow it to fit on pretty much all teams. Moreover, being one of the only Fairy-type Pokemon gives Wigglytuff an excellent niche.

:bronzor: Bronzor B to A-: Bronzor jumps to A- mainly because it blanket checks a wide range of relevant attackers and has great matchups against most entry hazard setters and entry hazard removers. While Bronzor is weak to a handful of common attackers such as Krokorok, Magmar, and Scraggy and dislikes how common Knock Off is, its defensive capabilities are greatly valued in this meta and it pairs well with a number of bulky Pokemon.

:meganium: Meganium B to B+: Meganium's defensive support is highly valued as it checks numerous top threats such as Simipour, Krokorok, Purugly, etc and provides cleric support, which is uncommon. Meganium's great mixed bulk and base 80 Speed also differentiate it from other bulky Grass-types such as Gourgeist-L, Servine, and Quilladin.

:swalot: Swalot B to B+: Swalot is the only Simisage counter and that alone makes it highly valuable. Furthermore, Swalot is more valuable now as a bulky Poison-type because of the increased viability of Grass-types, the increased prevalence of Toxic Spikes, and effectiveness as a tank or win condition.

:carbink: Carbink B- to B: Carbink's fantastic bulk and defensive typing is especially valued in the current metagame because it is the only Stealth Rock setter that can check Scraggy, Magmar, Pignite, Pidgeot, Purugly, Regigigas, and so on in one slot.

:chimecho: Chimecho C+ to B-: Chimecho provides fantastic offensive support with Healing Wish sets and has good versatility across Healing Wish, Choice Specs, and Cosmic Power sets. Chimecho also brings added utility through Knock Off and Thunder Wave as well as through its ability to check Scraggy and Krokorok thanks to Dazzling Gleam+Colbur Berry.

:chinchou: Chinchou B- to B: Chinchou niche is more relevant now as more Electabuzz sets pack Toxic to wear down Ground-types and Pokemon like Frogadier, Magmar, NP Simipour, and Glaceon are increasingly viable/common.

:dragonair: Dragonair B- to B: Dragonair has gotten better due to its ability to find setup opportunities against top Pokemon such as Electabuzz, Simipour, Simisage, Servine, and so on. While Carbink and Wigglytuff are more common, Dragonair has Iron Tail.

:dustox: Dustox B- to B+: Dustox is one of the more popular Defoggers nowadays because of its defensive capabilities and ability to bring in breakers off a slow U-turn. Dustox also checks Grass-types and a range of special attackers, something that other entry hazard removers usually cannot do as effectively.

:furfrou: Furfrou B- to A-: Furfrou makes a significant rise mainly because Choice Band and Leftovers pivot sets are so effective. Furfrou is a pivot with above average bulk and base 102 Speed, which is really valuable because Furfrou threatens top threats and has the bulk to tank hits.

:meowstic-f: Meowstic-F B- to B: Entry hazard stack teams are quite viable and Meowstic-F acts as a good Defog deterrent thanks to Competitive, making it a great choice on those teams. Meowstic-F sits in a great Speed tier and has solid coverage, allowing it to threaten much of the metagame after a boost.

:palpitoad: Palpitoad B- to B: Palpitoad rises because of the role compression and positive matchups it brings to teams. It is a Stealth Rock user that checks non-Hidden Power Grass Electabuzz, threatens Lairon/Hippopotas/Krokorok, and soft checks Politoed, Golduck, Pignite, etc.

:whiscash: Whiscash B- to B+: Choice Specs Whiscash is an excellent breaker with plenty of switch-in opportunities thanks to its typing and bulk. Whiscash takes advantage of and/or threatens top Pokemon such as Electabuzz, Klang, Krokorok, Pignite, and so on. Moreover, Whiscash can pick and choose its counterplay to a large degree because of its ability to run Choice Specs, Dragon Dance, and Substitute+Toxic sets.

:illumise: Illumise UR to B-: TWiTT initially used Choice Specs Illumise and since then, it has risen as a solid anti-meta breaker thanks to Tinted Lens and U-turn. In addition to STAB Bug Buzz and Tinted Lens, Illumise has the Speed and coverage to tear through unprepared and slower teams.

:trubbish: Trubbish UR to B-: Trubbish carves a niche for itself as a defensive Poison-type with access to Spikes and Toxic Spikes. Unlike Whirlipede, Trubbish has Sticky Hold and Pain Split, which means it is not vulnerable to Knock Off/Trick and has greater longevity. In addition, Trubbish has access to Drain Punch and Haze, allowing it to hit Lairon as well as help against setup sweepers.

:ariados: Ariados E → C+: While this may confuse some, Ariados has proven itself to be one of the best Sticky Web setters alongside Kricketune. Toxic Spike allows for Ariados to not only pressure teams lacking a Poison-type, but also can heavily pressure teams along with Sticky Web for slower teammates such as Luxray or Krokorok. Additionally, it also heavily pressures hazard removal with a powerful STAB Megahorn that can be further boosted when in Swarm range.

:gothitelle: Gothitelle C- → C+: Gothitelle’s combination of bulk and Competitive allows it to pressure popular Defog users such as Vibrava and Dustox, and can pressure opponents by setting up a Calm Mind or fire off hits from its 95 Special Attack. It can also opt for support options such as Heal Bell, Taunt, Thunder Wave or Trick Room.

:ivysaur: Ivysaur UR → C+: With a Grass/Poison anti-meta typing, Ivysaur’s bulk and coverage can dismantle bulkier play styles. Knock Off in conjunction with Energy Ball and Sludge Bomb heavily pressures Fairy, Grass and Ground-types, while also chipping at Bronzor and Dustox by getting rid of their bulk and passive recovery.

:kricketune:Kricketune C → C+: With Sticky Web’s resurgence, Kricketune has seen more exploration thanks to its support move pool. Taunt is invaluable as a lead to prevent opposing hazards, and Endeavor + Knock Off can weaken switch-ins such as Natu that try to bounce back Sticky Web.

:meditite: Meditite C → C+: Thanks to an anti-meta STAB Psychic/Fighting combination and Pure Power, Meditite can easily pressure bulkier builds. Trick can also be invaluable for disabling walls, and Choice Scarf can catch offensive threats such as Simipour and Furfrou off guard.

:natu: Natu D → C+: The omnipresence of hazards in the tier have made teams at times desperate for hazard control, and thanks to Magic Bounce, Natu can act as an outright deterrent. It can also fit support for the team, such as Reflect or Thunder Wave to better facilitate dangerous sweepers.

:solrock: Solrock C → C+: Thanks to Levitate, Solrock can act as a niche alternative to Bronzor or Carbink that can spread Will-O-Wisp burns. Morning Sun recovery also gives it more longevity than its Stealth Rock competition.

:beedrill: Beedrill D → C: Beedrill’s special bulk alongside access to Defog and Toxic Spikes allow for it to be a bulky hazard setter and remover that can pivot thanks to STAB U-Turn. Choice Band sets are also dangerous to switch into thanks to the threat of a CB boosted Knock Off and U-Turn.

:corsola: Corsola E → C: While Water/Rock may not be the best type combination currently, Stealth Rock and Regenerator more than make up for this. With Rocky Helmet and Toxic, it can continually wear down Flying and Normal-types such as Pidgeot and Purugly.

:dunsparce: Dunsparce C- → C: Glare is amazing support on top of hazard setting and recovery, which is excellent for Dunsparce. Serene Grace boosted Headbutts can also turn matches lucked based in tandem with paralysis. This can be rather inconsistent however, which is why the council opted for a single sub-rank rise.

:grotle: Grotle UR → C: Grotle’s mixed bulk and access to Stealth Rock as a bulky Grass-type gives it a niche over Quilladin, allowing it to better check Electric-types like Electabuzz and Pikachu. Superpower or Toxic can also improve its overall matchup against opposing Stealth Rock setters.

:magnemite: Magnemite C- → C: Choice Specs has seen renewed interest as a reliable check to prevalent Steel-types thanks to Magnet Pull. In addition, key resistances allow Magnemite to act as a slow, but powerful Volt Switch user to partner with Normal-type wall breakers.

:mothim: Mothim E → C: In the wake of Illumise, Mothim has also seen an uptick in use as a powerful Choice Specs wall breaker thanks to Tinted Lens. Bug/Flying are difficult to switch into coverage wise, and it can easily U-Turn out into dangerous partners.

:pancham: Pancham UR → C: Thanks to Smogon user czim, Pancham has seen some use for the first with a newly realized tech: Parting Shot! Thanks to this and its Eviolite boosted bulk, Pancham can easily soften the blows of physical breakers or set-up sweepers for bulkier teammates to abuse.

:stunky: Stunky UR → C: Stunky’s Poison/Dark typing allows for it to act as a Psychic-type check that can not only Defog away hazards, but also absorb Toxic Spikes. Aftermath and Toxic can also be handy for chipping away at physical threats.

:tentacool: Tentacool C- → C: Tentacool’s unique Water/Poison typing has come to attention with the rise of Toxic Spike. Its key selection of utility, such as Rapid Spin and Toxic Spike in tandem with a meaty Special Defense allows Tentacool to not only keep Water-types like Politoed in check, but to assert pressure on teams threatening to either Knock Off or set a layer of toxic spikes.

:lickitung: Lickitung D → C-: Although a bit contentious, Lickitung’s Eviolite bulk alongside Wish, Oblivious and support options such as Dragon Tail, Seismic Toss and Knock Off can make it a niche pick for stall teams.

:onix: Onix D → C-: Although not much in the metagame has changed for Onix, the council felt it was still viable enough to be kept ranked in C-. Onix’s unique role on sun as a Stealth Rock lead thanks to its Speed and Taunt has warranted the slight rise.

:phione: Phione D → C-: Phione’s combination of utility options in Knock Off, U-Turn or Heal Bell and decent bulk allows it to be a reliable pivot to bring in powerful breakers like Magmar and Simisage.

:snubbull: Snubbull D → C-: Snubbull’s ability to check physical threats thanks to Intimidate and typing is well appreciated, in addition to its utility as a cleric thanks to Heal Bell.

Drops:

:wartortle: Wartortle A+ to B: Wartortle is now a subpar choice for entry hazard removal. It lacks recovery and is affected by all forms of entry hazards, unlike Vibrava, Dustox, and Pidgeot. This makes Wartortle incredibly easy to wear down. Wartortle also struggles against Gourgeist-L and Dusclops and needs Foresight as a result, which restricts it from running options such as Haze, Toxic, Rest, or Seismic Toss.

:huntail: Huntail A+ to A: Huntail drops down to A mainly because it has more difficulty setting up and sweeping because it is threatened by a number of common Pokemon such as Politoed, Choice Scarf Simisage, Electabuzz, Meganium, and so forth.

:murkrow: Murkrow A+ to A-: A+ greatly overrates Murkrow's capabilities. Murkrow is easily threatened by faster Pokemon such as Electabuzz, Furfrou, Frogadier, etc and wears itself down quickly because of Brave Bird and Life Orb recoil. Metagame trends such as Carbink and Wigglytuff also give it trouble defensively.

:butterfree: Butterfree A to A-: Butterfree's numerous weaknesses, middling Speed, and poor bulk leave it easily threatened by plenty of offensive Pokemon. Because of this, Butterfree has difficulty setting up and is threatened by Choice Scarf users at +1. Moreover, Butterfree requires significant team support to function effectively and is not easy to fit onto teams.

:lopunny: Lopunny A- to B: Without Baton Pass, Lopunny's viability plummets. It is still an okay choice for something that can disrupt teams and provide Healing Wish support, but faces too much competition from Normal-types.

:gogoat: Gogoat A- to B+: Gogoat faces considerable competition as a bulky Grass-type from Meganium and Servine. Gogoat is also inconsistent as a setup Pokemon because it is easily walled or threatened by common Pokemon such as Gourgeist-L, Bronzor, Quilladin, Jumpluff, Magmar, Vanilluxe, and so forth.

:gigalith: Gigalith A- to B+: The primary reason for this drop is that Lairon gives Gigalith strong competition as a Stealth Rock setter. Moreover, Gigalith's pure Rock typing and low Speed leave it weak to common attackers such as Simisage, Simipour, and Krokrok. Gigalith also does not appreciate trends such as Hippopotas, Bronzor, and Vibrava.

:heatmor: Heatmor A- to B+: While Heatmor is still a threatening Pokemon, Magmar and Pignite outclass/overshadow it as Fire-types. Heatmor's low Speed does not lend itself well either, leaving it vulnerable to many faster Pokemon.

:beartic: Beartic B+ to B: Beartic has too much natural counterplay in the metagame, which limits it as a sweeper or breaker under rain. Beartic requires heavy support and is not really consistent as an attacker, and a drop to B reflects that.

:luxray: Luxray B+ to B: Luxray fell off somewhat as an attacker mainly because many offensive Pokemon such as Krokorok, Furfrou, Simisage, etc outpace and threaten to OHKO it (outright or after minimal chip). Luxray also doesn't appreciate the rise of Hippopotas, Palpitoad, Whiscash, and Vibrava.

:girafarig: Girafarig B to B-: Girafarig drops down slightly because it dislikes meta trends such as Bronzor, Furfrou, and Dusclops. Also, Girafarig lacks the firepower to threaten teams and is too inconsistent as a setup sweeper due to its lack of setup opportunities. In addition, the Baton Pass ban removed Girafarig's central niche as a stat passer.

:mightyena: Mightyena B to B-: Mightyena has dipped in viability because it does not appreciate how well the metagame prepares for Krokorok and Scraggy. As a result, Mightyena requires significant support to function and is also less consistent now.

:slaking: Slaking B to B-: Slaking in B overrates its capabilities slightly because many teams naturally prepare for Slaking's STAB and coverage. In addition, the rise of Bronzor, Carbink, Lairon, and Dusclops makes Slaking that much more prediction reliant and less effective.

:honedge: Honedge B- → C+: While unique offensively thanks to an excellent Ghost/Steel typing, it lacks much of the offensive presence without a Swords Dance. On top of a poor speed tier, common weaknesses to Dark, Fire and Ground pressure its ability to get a sweep going.

:lampent: Lampent B- → C+: A rather anti-meta choice currently, Lampent hasn’t really made much of a name for itself since the dominance of Magmar. Despite its defensive capabilities as an offensive breaker, it lacks longevity thanks to its hazard vulnerability and mediocre speed tier, further pressuring its ability to keep such Pokémon as Magmar and Sawsbuck in check.

:mienfoo: Mienfoo B+ → C+: Among one of the largest drops in terms of rankings, Mienfoo has not performed as well over the years. Increased competition from Fighting-types and faster wall breakers have not been too kind to it, in addition to Baton Pass’s banning preventing it from supporting set-up sweepers as consistently. It’s still perfectly usable, but the council felt its rank was too inflated for its niche.

:noctowl: Noctowl B- → C+: While still relatively bulky as a Defog user, increased competition from Vibrava, Pidgeot and Dustox have left Noctowl to the wayside. Offensive sets are also not worth the hassle of use when there are more consistent Choice Specs users.

:banette: Banette C+ → C: Between its slowness, lack of strong STAB options and frailty, Banette has simply not held up as a wall breaker. Better Ghost-types exist, and much better wall breakers are widely available to warrant Banette to drop to C.

:hypno: Hypno C+ → C: With Baton Pass banned, players will have to be committed to sweeping with Hypno. It’s not necessarily terrible, choosing between Belly Drum or Nasty Plot under Trick Room. But on top of being slow, it’s also susceptible to constant chip damage that can hamper its set-up opportunities.

:octillery: Octillery C+ → C: Although a Choice Specs boosted Water Spout is not something to underestimate, Octillery’s lackluster speed and bulk tends to hold it back from tearing teams apart. Increased Water-type competition has also put question into its worth as Choice Specs Politoed and Whiscash continue to see renewed interest.

:persian: Persian C+ → C: Persian has continued its fall from grace with the looming presence of Purugly in the tier, and although Nasty Plot and specially offensive variants have seen experimentation, it’s too largely outclassed by many mainstays such as Simipour and Swoobat to justify staying in C+.

:carvanha: Carvanha C+ → C-: Speed Boost and Destiny Bond can make for interesting trades, but it’s so heavily outclassed by most offensive Water-types that not only have staying power, but assert much more pressure on the opponent.

:magcargo: Magcargo C → C-: The sheer amount of common weaknesses Magcargo has is a huge liability as any sort of defensive Pokémon, and while Shell Smash sets have seen play, the amount of support required in team building is too strenuous to have it higher than C-.

:masquerain: Masquerain C → C-: Masquerain has greatly fallen out of favor as a Sticky Web setter thanks to the increased interest in Ariados and Kricketune. In addition, it's outclassed by a myriad of special attackers such as Butterfree and Illumise as an offensive threat.

:stantler: Stantler C → C-: Stantler suffers from the immense Normal-type wall breaker competition present in the tier, and although Intimidate and Sucker Punch are a unique combination, it isn’t enough to keep higher than C-.

:weepinbell: Weepinbell C → C-: Weepinbell is simply not viable on play styles that are not Sun. The council felt that while it was still a valued member of that team structure, C- better reflected its niche worth in the tier.

:anorith: Anorith C → UR: Similarly to Staryu, increased hazard removal competition has only shown how poorly it performs as an offensive spinner. Even on rain centric teams, it tends to not be needed due to being heavily overshadowed by Beartic. We’ll choose to let this fossil sink in the sand.

:cherrim: Cherrim D → UR: Access to Healing Wish does appear on paper to be a big benefit in using Cherrim, but it’s admittedly the weakest user of the move. Chimecho and Lopunny provide far better support and offensive utility, and other Grass-types such as Simisage and Servine are far better Grass-types for Cherrim to be worth using.

:croconaw: Croconaw C → UR: Croconaw has seen little to no play for a long time, and it’s plainly clear to understand. Despite Sheer Force, it’s rather weak even after setting up a Dragon Dance or Swords Dance. Amongst a plethora of better Water-type sweepers and breakers, Croconaw lacks the needed bulk and power to justify a continued ranking.

:shedinja: Shedinja D → UR: Although Wonder Guard does allow opportunities for Shedinja to check various threats such as Klang, Fufrou, Gogoat, and non-Toxic carrying Whiscash, It simply requires too much team support to gain any semblance of success. Many things that it would check otherwise have a tendency to tack on Knock Off or Toxic that naturally deter Shedinja to check them. Additionally, its weighty vulnerability to hazards requires ludicrous amounts of hazard removal to function as a spotty check to a handful of threats.

:spritzee: Spritzee C- → UR: Aroma Veil alongside Eviolite bulk does look viable on paper, but in practice it tends to underperform. Fairy-types such as Wigglytuff, Carbink or the more obscure Snubbull are far better defensively, and Spritzee’s status as a Dark and Fighting-type check is unreliable due to the abundance of Knock Off and Switcheroo/Trick. The increased viability of Poison-types also greatly hinder its defensive niche.

:staryu: Staryu C+ → UR: Absolutely no one is using Staryu as their hazard removal, and the increased experimentation in that field has further shown Staryu’s mediocrity. It’s too weak to break anything and too frail to take a hit, meaning Staryu will be dropping from 2.5 to 0 Michelin Stars.

:tropius: Tropius C+ → UR: Tropius has just not been the same since the banning of Arena Trap. Moreover, increased competition offensively from Jumpluff and Whiscash, to defensively from Dustox and Meganium has led to the council deeming Tropius unfit to stay on the viability rankings.

:unfezant: Unfezant D → UR: While it does have a meaty Attack stat and a decent speed tier, Unfezant just doesn’t have the move pool to truly make use of its assets. Far too many Flying and Normal-types provide more offensive utility and wall-breaking potential to warrant any continued ranking.

:venipede: Venipede C → UR: Just use Whirlipede.

:wailord: Wailord D → UR: Wailord has failed to truly stand out defensively and offensively in the metagame for a considerable amount of time. Countless Water-types from Simipour to Bibarel are worth your time to use or build around, and it just doesn’t compare to the many defensive options available in the tier to see ranked.

:wormadam-sandy: Wormadam-S D → UR: Despite having a unique Bug/Ground typing and decent defenses, Wormadam-S fails to deliver defensively. The amount of options available for Ground-types such as Hippopotas and Palpitoad provide more consistent defensive utility. In addition, its susceptibility to chip damage and lack of recovery result it in being a rather shaky check to many popular offensive threats in the tier.
 
:poliwag::togetic: Hey guys, we have a few announcements regarding GSC ZU! :weepinbell::grimer:

First of all, I'd like to announce the formation of the GSC ZU council consisting of Charles A. Theist, File 13, ReeceHughes, t045t3r and myself!

Secondly, following the community's input during these last few weeks we are gonna have a vote (the first ever GSC ZU vote!!!) on Quilava and Wartortle. The reasoning for this vote is below.
:wartortle: Wartortle has been arguably the best mon in the GSC ZU metagame since it has no bad matchups depending on its moveset. Haze helps it beats Curse attackers like Togetic and Grimer. Great coverage between Surf, Ice Beam and the newly discovered Zap Cannon can make no switch in safe to it, not even opposing water-types like Croconaw and opposing Wartortle. Its bulk coupled with Rest+Sleep Talk(or Mint Berry) makes it really hard to break. Finally its decent firepower and speed lets it even 1v1 checks like the Grass-types and Mareep if given the chance. Its main flaw is that its only has 4 moveslots so it can't beat everything it wants to but overall it's a very strong pick in the metagame
:quilava: Quilava's excellent Firepower between Fire Blast and Hidden Power Grass is very strong in the metagame and its decent bulk and speed gives it several opportunities to come in and break, while overshadowing all the other Fire-types in the tier. Wartortle has been pretty much the only safe defensive check to it and the fact that Wartortle is on this slate pushes Quilava to be in it as well, while other defensive checks like Togetic and Croconaw can be overwhelmed by Sun and HP Grass respectively.

Finally, so the community can give input in this vote we will be hosting 2 GSC ZU tours in the ZU room in which the winner gets requirements for this vote!. The two tours will happen at 7PM EST (GMT-5) on Thursday and Sunday (This is subject to change but if it does I'll announce it at least 1 full day before the new set time).

EDIT: The 2nd suspect tour will happen on Sunday 5PM EST (GMT-5) so our european friends can also play!

Thanks for reading!
 
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Tours happened and due to the great turnout, we also gave the chance for the 2nd places to vote with us! Congrats to Lukee , Ho3nConfirm3d, JonAmon 25 and Dragonillis who got reqs to vote! The results are as following:

:gs/quilava: 9 ban votes - Banned
:gs/wartortle: 8 ban votes, 1 abstain - Banned

To no one's surprise, both Quilava and Wartortle are banned nearly unanimously from GSC ZU. Here are the votes from everyone
Quilava: Ban

Excellent SpAtk and Speed combined with respectable Fire STAB makes Quilava a chore to play against both offensively and defensively. Teams are forced to run a combination of a bulky Water-type, the handful of Pokemon faster naturally or Dratini, an otherwise niche pick in GSC. These answers are easily dispatched by common move set options, including Hidden Power Grass, Toxic or Sunny Day to better pressure opponents with Charcoal boosted Fire Blasts. In many matchups, this can force late game stall wars with opposing Quilavas, and further emphasizes how necessary a game plan is needed to prevent late game Quilava clean ups.

Wartortle: Ban

Wartorle's bulk and offensive presence are insane. Offensive coverage in STAB Surf, Ice Beam/Blizzard and Zap Cannon ensure a majority of the metagame is unable to reliably check Wartortle, or are severely punished for trying by a Zap Cannon paralysis. Opting for Haze results in teams unable to break defensively outside of Explosion or select Grass-types, which are easily prepped for by powerful Fire-types and Togetic.
Wartortle - Ban. Wartortle has no reliable switch ins aside from Wartortle itself and can easily punish whatever it wants if it carries the right move. Its defensive utility coupled with its decent wallbreaking potential is too much for the tier to handle consistently without using gimmicks

Quilava - Ban. Quilava's unmatched offensive presence makes it have no reliable checks aside from broken turtle. If you couple it with its decent bulk and great speed and coverage it has way too many opportunities to wallbreak and isn't healthy for the tier.
Wartortle:Ban, this mons defensive prescense and movepool allow it to 1v1 almost every pokemon in the tier, it can even run zap cannon for the opposing wartortle matchup. This mon is game defining in every game it is in and incredibly unhealthy for the tier. Quillava:Ban, Quillava would seem to be quite a bit less broken then wartortle at first glance. Then you realize its only reliable switch ins are chipped heavily by hp grass or crippled by toxic and without wartortle in the picture to keep it in check this mon becomes a nightmare to deal with. As a result Quillava is a package deal with Wartortle so I will be voting ban on it as well.
Wartortle: ban, can be played with a lot of options and you can't wall it with only 1 pokemon
Quilava : ban, he has exactly same stats than charmeleon (PU GSC) and a good movepool, if charmeleon isn't in GSC ZU, why quilava will be allowed in this format ? Except wartortle with a good PV and spedef, it's hard to wall this pokemon.
Wartortle: Ban
As a pure Water-type, Wartortle has arguably the best defensive typing in the tier. That, coupled with its hearty base HP, Defense, and Special Defense, and access to Haze, undeniably makes Wartortle the best defensive Pokémon in the tier. However, it does not have to be used solely defensively. Its powerful STAB Surf + Ice coverage makes switching into Wartortle incredibly troublesome. When I discovered that Wartortle has access to Zap Cannon in GSC, I knew that it would be a great tool to overcome the ubiquitous threat of an opposing Wartortle, as it scores a clean 3HKO through Leftovers. This meant that Wartortle was capable of defeating its only true counter: itself. Players quickly became aware that Wartortle's presence on a team was of paramount importance, as its ability to successfully 1v1 most of the tier is highly appreciated on any team archetype. Being able to safely switch Wartortle into many of the tiers most sinister attacks, then immediately pressure the opponent with its astounding Water + Ice + Electric coverage sets Wartortle clearly above anything else in GSC ZU, in terms of potential contributions to the team.

Quilava: Ban
With solid base stats and its potent combination of STAB Fire Blast + Hidden Power Grass, Quilava is capable of effectively threatening everything in the tier with at least neutral damage. Sunny Day + Charcoal makes Quilava's Fire Blast profoundly lethal, 2HKOing Leftovers Togetic, which has the highest Special Defense in the tier. Because Wartortle is the main thing in Quilava’s way, hypothetically banning Wartortle without banning Quilava would be a mistake, as it would invite Sunny Day spam, sharply skewing the tier in favor of the already-dangerous Quilava.
Quil ban. Faster than most and has perfect neutral coverage for the tier. Sunny Day makes for a great sweeper / wallbreaker, not easy at all to switch into.
Wartortle abstain. Didn't play around with/against it enough
Wartortle: Ban. Wartortle’s amazing bulk would already make it a good mon, but in combination with its great movepool, good Special Attack, and annoying speed tier, Tortle is frustrating and difficult to play around. All of Tortle’s checks usually can’t safely switch in due to Surf/Ice Beam/Zap Cannon doing massive amounts of damage and requires a lot of prediction to even threaten it. There really isn’t a consistent way of dealing with Tortle and is unhealthy for the metagame as a whole.

Quilava: Ban. I think Quilava is borderline broken in the current metagame, but it’s pretty hard to justify not banning it if Wartortle (its best check) gets banned. Quil’s insane offensive presence with decent enough bulk to switch in on a lot of the metagame makes it a struggle to consistently check it, especially if they’re running Sunny Day. The metagame is very weak to STAB Fire + Grass coverage moves and there is nothing in the metagame that resists both. While not as broken as Tortle due to having actual checks (Wartortle and Croconaw can win the 1v1, Togetic PP stalls Fire Blast without Sunny Day), Quil’s offensive presence is still too much for the tier to handle.
Wartortle: BAN. Tortle is too good against the majority of the tier and has barely any bad matchups depending on its sets. It’s also just really tough to break and pretty fast
Quilava: BAN. Quilava is only really safely checked by Wartortle and has too many opportunities to come in and deal serious damage, and since Tortle is also being voted on at the same time I vote BAN on Quilava
ban wart and quil imo, not to use the argument of broken checking broken but outside of that quil has very little switchins under sun and can wear down its checks and force rests wart can also be a tough defensive mon to crack, zap cannon sets have very good potential at punishing its checks and make chipping / wallbreaking it much more difficult

So, what comes next now that these 2 are banned?
:gs/poliwag::gs/weepinbell: These two are probably gonna be the 2 next mons to be looked into. Poliwag just lost its biggest answer in Wartortle and it could become something unhealthy for the tier. Weepinbell is just a terrifying wallbreaker that lost its best offensive check in Quilava and has virtually no switchins despite its low speed and average bulk.
:gs/togetic::gs/grimer: Togetic and Grimer are also pretty strong but with Turtle leaving the tier we might see more Ground- and Rock-types like Onix and Sandshrew that can help keep those two in check. Maybe it will not be enough though.
:gs/magby::gs/croconaw: These two will probably fill in for the banned duo. Magby is a decent special attacker but it doesn't have Quilava's bulk nor power to do it repeatedly. Croconaw is slightly more frail that Wartortle, has a worse movepool and notably lacks Haze having to run Roar instead for setup control, but it will probably see a lot more usage now!

Thank you everyone who voted and participated in the tournaments! I'm looking forward for the next stage of GSC ZU.
 
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I played some GSC ZU, got a couple thoughts.

I don't see why you'd ever run HP Bug on this. The only thing Bug STAB hits that Flying doesn't as far as I'm aware is Smoochum, and Bug resists are everywhere. HP Flying and Wing Attack comparatively have few resists that aren't hit very hard by Giga Drain or HP Grass. And wouldn't SubReversal work better than Endure Reversal? Yanma is faster than just about everything and should be able to freely set up subs until it hits 1 HP, shields it from status allowing it to better check Lovely Kiss + Belly Drum Poliwag, and lets it abuse Bright Powder more. It learns Sunny Day & Solar Beam backed by an alright 75 SpA, so Yanma seems like it could work on Sun teams as well. I'm also experimenting a bit with a Miracle Seed HP Grass RestTalk set for a strong switch in to Poliwag (it can switch into Poliwag as it drums and OHKO after leftovers recovery, and can still function after Lovely Kiss), not sure how it compares with Reversal or SunnyBeam yet.

Goldeen is mostly outclassed by Croconaw, but it does have some advantages. Firstly, it has Haze to clear Curse boosts before taking a hit unlike Croc. Secondly, it has Swords Dance. Thirdly, it can be run alongside Croc, letting it check Onix without risking your Croc for example. Not sure how it'll pan out in the long run, but it has worked out fine for me so far in a Croconaw + Goldeen team.

Growlithe is effectively a Magby with less speed and a little more bulk. This 'little' bulk matters where things like Weepinbell are concerned, letting it survive 2 Sludge Bombs, or a +2 Sludge Bomb slightly more than half the time, while outspeeding and threatening it with a Fire Blast OHKO. Its higher physical bulk also helps it check SunnyBeam Togetic if it brings STAB to get past the squishier Magby. It also has Roar, but at the moment I can't think of much it can pull that off against besides Baton Pass Ledyba or Spinarak. While outclassed offensively by Magby due to speed and move pool, Growlithe has its niche as a defensive Fire-type that can hold back opposing Sun and has pulled its weight in matches I've played.

This is just theorymon right now, but might be worth looking at. In GSC, apparently Metal Powder works like permanent Eviolite for Ditto, even while transformed:
+6 Ditto (Togetic) Double-Edge vs. +6 Togetic: 94-111 (30 - 35.4%) -- guaranteed 4HKO after Leftovers recovery
+6 Togetic Double-Edge vs. +6 Metal Powder Ditto (Togetic): 63-75 (21 - 25%) -- 0% chance to 4HKO
Ditto (Onix) Earthquake vs. Onix: 98-116 (35.8 - 42.4%) -- 94% chance to 3HKO after Leftovers recovery
Onix Earthquake vs. Metal Powder Ditto (Onix): 68-80 (22.7 - 26.7%) -- 28.1% chance to 4HKO
Ditto (Magby) Fire Blast vs. Magby in Sun: 111-131 (37.8 - 44.7%) -- guaranteed 3HKO after Leftovers recovery
Magby Fire Blast vs. Metal Powder Ditto (Magby) in Sun: 74-87 (24.7 - 29%) -- 99.9% chance to 4HKO


Basically, whatever Ditto transforms into, the rule of thumb seems to be Ditto lives one turn longer even without Leftovers. In a generation full of Curse and RestTalk, Ditto can more easily find opportunities to Transform and even outtank its opponents. It might not work out due to only having 20 PP (5 PP per move) after using Transform, but maybe with the right player it can outmaneuver and frustrate opponents with its theoretical maximum PP of 320 (assuming it uses up every bit of PP each time it Transforms) and Metal Powder bulk.
 
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I played some GSC ZU, got a couple thoughts.

I don't see why you'd ever run HP Bug on this. The only thing Bug STAB hits that Flying doesn't as far as I'm aware is Smoochum, and Bug resists are everywhere. HP Flying and Wing Attack comparatively have few resists that aren't hit very hard by Giga Drain or HP Grass. And wouldn't SubReversal work better than Endure Reversal? Yanma is faster than just about everything and should be able to freely set up subs until it hits 1 HP, shields it from status allowing it to better check Lovely Kiss + Belly Drum Poliwag, and lets it abuse Bright Powder more. It learns Sunny Day & Solar Beam backed by an alright 75 SpA, so Yanma seems like it could work on Sun teams as well. I'm also experimenting a bit with a Miracle Seed HP Grass RestTalk set for a strong switch in to Poliwag (it can switch into Poliwag as it drums and OHKO after leftovers recovery, and can still function after Lovely Kiss), not sure how it compares with Reversal or SunnyBeam yet.

Goldeen is mostly outclassed by Croconaw, but it does have some advantages. Firstly, it has Haze to clear Curse boosts before taking a hit unlike Croc. Secondly, it has Swords Dance. Thirdly, it can be run alongside Croc, letting it check Onix without risking your Croc for example. Not sure how it'll pan out in the long run, but it has worked out fine for me so far in a Croconaw + Goldeen team.

Growlithe is effectively a Magby with less speed and a little more bulk. This 'little' bulk matters where things like Weepinbell are concerned, letting it survive 2 Sludge Bombs, or a +2 Sludge Bomb slightly more than half the time, while outspeeding and threatening it with a Fire Blast OHKO. Its higher physical bulk also helps it check SunnyBeam Togetic if it brings STAB to get past the squishier Magby. It also has Roar, but at the moment I can't think of much it can pull that off against besides Baton Pass Ledyba or Spinarak. While outclassed offensively by Magby due to speed and move pool, Growlithe has its niche as a defensive Fire-type that can hold back opposing Sun and has pulled its weight in matches I've played.

This is just theorymon right now, but might be worth looking at. In GSC, apparently Metal Powder works like permanent Eviolite for Ditto, even while transformed:
+6 Ditto (Togetic) Double-Edge vs. +6 Togetic: 94-111 (30 - 35.4%) -- guaranteed 4HKO after Leftovers recovery
+6 Togetic Double-Edge vs. +6 Metal Powder Ditto (Togetic): 63-75 (21 - 25%) -- 0% chance to 4HKO
Ditto (Onix) Earthquake vs. Onix: 98-116 (35.8 - 42.4%) -- 94% chance to 3HKO after Leftovers recovery
Onix Earthquake vs. Metal Powder Ditto (Onix): 68-80 (22.7 - 26.7%) -- 28.1% chance to 4HKO
Ditto (Magby) Fire Blast vs. Magby in Sun: 111-131 (37.8 - 44.7%) -- guaranteed 3HKO after Leftovers recovery
Magby Fire Blast vs. Metal Powder Ditto (Magby) in Sun: 74-87 (24.7 - 29%) -- 99.9% chance to 4HKO


Basically, whatever Ditto transforms into, the rule of thumb seems to be Ditto lives one turn longer even without Leftovers. In a generation full of Curse and RestTalk, Ditto can more easily find opportunities to Transform and even outtank its opponents. It might not work out due to only having 20 PP (5 PP per move) after using Transform, but maybe with the right player it can outmaneuver and frustrate opponents with its theoretical maximum PP of 320 (assuming it uses up every bit of PP each time it Transforms) and Metal Powder bulk.
Endure is used on Yanma because it cannot learn Substitute in Gen 2. I will test SunnyBeam Yanma to get an idea of its performance. Haze Goldeen sounds interesting, too. Thank you for posting!
 
Endure is used on Yanma because it cannot learn Substitute in Gen 2. I will test SunnyBeam Yanma to get an idea of its performance. Haze Goldeen sounds interesting, too. Thank you for posting!
Right, right. I keep forgetting GSC mons can't learn Sub.
 
:remoraid: very quick gsc nominations :remoraid:

:Diglett: Mid -> High
I think Diglett is far from Mid-Tier in GSC ZU, it has the ability to clean up the opponent's team when needed, and can dish out a beating with soft sand equipped. With all of the Poison types running wild in GSC ZU, It's able to hit plenty of other opponents super effectively. Not to mention, Diglett can beat out Poliwag if played correctly. It can provide utility on any team you throw it on, and can completely save games in a pinch.
:Rattata: UR -> Low
Ratatta's access to Super Fang in my opinion makes it a notable choice. Super Fang when combined with double edge makes a pretty scary combo, meaning you can usually knock your opponent low enough to force a rest on them. I still think Ratatta is pretty niche, but super fang slicing the opposing Pokemon's HP in half is definitely great for forcing a rest, and can allow a teammate to switch in.
:Ekans: UR -> Low
With all of the Posion-type Pokemon running around in GSC ZU, I think Ekans does have a notable niche. Earthquake allows it to threaten out common poison types like Koffing, Grimer, and Ivysaur. With the combination of Glare, Ekans can spread paralysis effectively all over the opposing team throughout a game. Ekans lacks any form of recovery, so It's definitely not the best, but I think it fits well with mons like Weepingbell, which appreciate paralysis support.

vroom vroom cleaning up the low ranks

:skiploom: Low -> UR
Skiploom has one thing Butterfree doesn't, speed. Even then, base 80 speed isn't a whole lot better than butterfree's Base 70, and you only outspeed a handful of mons, most of witch aren't even that great to begin with. It has very little room to come in and spread status, and is very frail. Butterfree is simply far more reliable.

:Pidgeotto: Low -> UR
I understand wanting to use a flying-type that isn't Doduo, but at this point you'd be better off not bringing a flying type at all. Pidgeotto has to resort to HP flying just for its STAB moves, whereas Doduo has a far superior Drill Peck. If Skiploom was outclassed by butterfree, There's no competition between Pidgeotto and Doduo. That's how outclassed and unviable it is.


:Jigglypuff: :Phanpy: :Spinarak: Low -> UR
I don't see any good way to talk about them all individually, because they're all just bad. These guys have got to go, they have just about no niche, and barley see any play, if any.


Diglett @ Soft Sand
Ability: none
- Earthquake
- Rock Slide
- Sludge Bomb
- Substitute

twinkie (Rattata) @ Leftovers
Ability: none
IVs: 6 HP / 28 Atk / 28 Def
- Super Fang
- Double-Edge
- Quick Attack
- Hidden Power [Grass]

Ekans @ Leftovers
Ability: none
- Glare
- Earthquake
- Sludge Bomb
- Giga Drain

Skiploom @ Leftovers
Ability: none
- Stun Spore
- Encore
- Synthesis
- Sleep Powder

Pidgeotto @ Leftovers
Ability: None
IVs: 14 HP / 24 Atk / 26 Def
- Return
- Hidden Power [Flying]
- Toxic
- Steel Wing


feel free to tell me if u disagree
 

pac

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feel free to tell me if u disagree
EKANS.png


I definitely agree with most of RextheNoname's nominations. Diglett has proven to be an absolute menace as of late, and i've been wanting to drop Puff/Spinarak/Phanpy for a while now. However, I would like to disagree with the proposal of Ekans to the Viability Rankings, for multiple reasons.

Ekans has to compete as a Poison-type with Koffing, Grimer, and Ivysaur. It is also rather frail, falling susceptible to many of the upper threats.

Smoochum Psychic vs. Ekans: 256-302 (93.7 - 110.6%) -- 64.1% chance to OHKO
Diglett Earthquake vs. Ekans: 241-284 (88.2 - 104%) -- 25.6% chance to OHKO
Soft Sand Diglett Earthquake vs. Ekans: 265-312 (97 - 114.2%) -- 82.1% chance to OHKO
Togetic Double-Edge vs. Ekans: 125-147 (45.7 - 53.8%) -- 44% chance to 2HKO


Now, while Ekans does indeed have Earthquake to act as a Poison-type to counter Poison-types, there is a very notable issue with this.

ONIXWOOOO.png

Onix both takes very little damage from Sludge Bombs from Koffing and Grimer, which is the main reason being a anti-poison Poison-type is relevant, and threatens them back with a very immediate (and faster) Earthquake. The difference between an Onix Earthquake and an Ekans Earthquake is notable.

Onix Earthquake vs. Grimer: 205-242 (56.4 - 66.6%) -- guaranteed 2HKO
Onix Earthquake vs. Koffing: 142-168 (50.1 - 59.3%) -- guaranteed 2HKO

Ekans Earthquake vs. Grimer: 159-188 (43.8 - 51.7%) -- 10.7% chance to 2HKO
Ekans Earthquake vs. Koffing: 110-130 (38.8 - 45.9%) -- guaranteed 3HKO


Onix also resists an Explosion from Grimer or Koffing, while Ekans does not.
Grimer Explosion vs. Ekans: 498-586 (182.4 - 214.6%) -- guaranteed OHKO

Now, I will grant that Ekans does act as a better counter towards the other notable Poison-type (Ivysaur) than Onix would. However, as a Grass-type Ivysaur is naturally countered by notable ZU threats such as Magby, which is on the vast majority of teams.

Finally, the topic of Glare. For starters, there are numerous better paralysis spreaders in the meta. Dratini, Bayleef, Weepinbell, Butterfree, Mareep, the list goes on. While Glare has the advantage over Thunder Wave in the aspect that it can hit something like Dugtrio or Onix, Stun Spore also exists in this regard. Also, Ekans neither survives long enough, nor is fast enough, to make proper use of this unique trait.

TL;DR: Basically, Ekans is fully outclassed in nearly every area, and there is very little reason to ever use it seriously in a GSC ZU match.
 
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After playing the post Wartortle/Quilava GSC ZU metagame, I would like to share my current Viability Rankings for GSC ZU. This tier is actually pretty fun and has a lot of interesting strategies.

Holly VR
S Rank:

#1: Togetic :gs/Togetic:

The clear best Pokemon in the tier in my eyes. Incredibly bulky, diverse, and easy to splash on just about any team. Curse RestTalk sets are great wincons when Normal-resists like Onix are gone. SunnyBeam sets are also dangerous.

#2: Poliwag :gs/Poliwag:
Poliwag is the most broken mon in the tier. It can end games with the insanely dangerous LK+Belly Drum+90 speed combo. Teams run stuff like Diglett and bulky Roar mons to not be dead in the water against it.

S- Rank

3: Weepinbell :gs/Weepinbell:

I would definitely say Weep is the third best mon but I don’t view it as dominant as Togetic or Poliwag so S- it is. An excellent wallbreaker with boosted Sludge Bomb doing huge damage to everything in the tier. Very tough to switch into in spite of its bulk and speed.

A+ Rank

4: Croconaw :gs/Croconaw:

Croc is an amazing mon. Checks key threats like Smoochum and Diglett, is generally useful with its good bulk and great movepool, and can be splashed onto any team. I could definitely see an argument for this being S-.

5: Smoochum :gs/Smoochum:
Despite being really frail, Smooch is definitely one of the most potent offensive mons in the tier. Ice/Psychic is a scary STAB combo and hits a huge amount of top mons like Togetic, Weepinbell, and Grimer. Its not uncommon to see Smooch’s face off.

6: Grimer :gs/Grimer:
Grimer is a pretty threatening mon. Curse+STAB Sludge Bomb is great, but having Explosion is really useful for turning the tide of the game. Haze sets are also useful for annoying boosters.


7: Magby :gs/Magby:
Magby is really useful with its strong offences and ability to check threats such as Weepinbel and Smoochum. Sunny Day sets are also really powerful and it has fantastic coverage.

8: Koffing :gs/Koffing:
Pretty similar to Grimer, only Koffing is used defensive more so. Haze and great physical bulk are very useful for combating Curse Togetic and can play the role of bulky sweeper pretty well.

A Rank

9: Bayleef :gs/Bayleef:

I really like Bayleef. While it struggles vs Weepinbell, Smoochum, and the Poisons, its all around really solid stats are useful for combating Diglett, Croconaw, and it can save the game vs Poliwag. Swords Dance sets are pretty solid as well.

10: Butterfree :gs/Butterfree:
One of, if not the most common leads in the tier. Excellent at supporting with dual powders and hitting decently hard with Psychic and Giga Drain.

11: Diglett :gs/Diglett:
Diglett extremely usefully outspeeds and revenge kills Poliwag. It also is good offensively with unmatched Speed, decent attack, and good coverage moves, although it is stuud

12: Doduo :gs/Doduo:
Another strong and fast mon. Tough to answer without something like Onix and can clean up lategame with Endure+Flail sets. Frailty does hold it back though, like Diglett.

13: Onix :gs/Onix:
I have found this mon to be really useful, probably the best Normal resist available. It dominates CurseTalk Togetic and is able to Boom.

14: Parasect :gs/Parasect:
Parasect has some of the best stats in the tier and can spread status really nicely. Swords Dance sets are dangerous due to slowing down/sleeping the opponent.

A- Rank

15: Tentacool :gs/Tentacool:

I have found this mon to be very underrated. Its Sub+SD sets are suprsingly threatening and it has a positive matchup agains that the Fires and other threats such as RestTalk Croc who it can setup on.

16: Nidorino :gs/Nidorino:
Has a solid niche due to good speed+Good coverage+Lovely Kiss or Moonlight. Boosting sets with either Curse or Amnesia can be threatening as well.

17: Mareep :gs/Mareep:
Its him! As the only viable Electric in the tier, Mareep can be a decent check to Pokemon such as Croconaw, although its stats are really bad.

18: Yanma :gs/Yanma:
Yanma can be a decent attacker with its amazing Speed, and ability to either threaten with Reversal or SunnyBeam sets. Outspeeding and revenge killing Poliwag with HP Grass is also an incredibly useful trait to have.

19: Dratini :gs/Dratini:
Dratini can be a decent Special Attacker. It has access to some of the best coverage in the tier and can paralyse stuff. I’ve seen Rain Dance sets do some work.

20: Mankey :gs/Mankey:
Mankey is quite fast and pretty strong, and can boost up with Meditate. Cross Chop crits can also nab key KOs.

B+ Rank

21: Nidorina :gs/Nidorina:

Nidorina is decent at being an anti lead, since it has Lovely Kiss and good coverage. I generally prefer Nidorino over it though.

22: Ledyba :gs/Ledyba:
Ledyba is the best BPer in the tier, but I find it underwhelming a lot of the time since its frail and does absolutely no damage lol

23: Sandshrew :gs/Sandshrew:
Shrew has some potential with Swords Dance and STAB Earthquake. I’ve used it a few times.

And that’s it! I don’t really see a reason to continue listing anything else. This is just my personal VR and it will prolly change in the future

 
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Due to increased interest in old gens lately I am proud to introduce a new project, Old gen of the week!

As the name suggests, every week we will be focusing on one of the old gens. This includes increased discussion in the room, increased number of room tours and some scheduled tours hosted by yours truly (or someone else in case im afk). The scheduled tours will happen on 5PM EST (GMT-4) on Tuesday, Friday and Sunday in the Zeroused room. If we have more interest in other timezones we can try to work out something else.

To kick it off until next sunday, we will be focusing on everyone's favorite old gen, GSC SM, and we will be going down from it (so ORAS, then BW, then DPP, then ADV, then GSC, then SM again...)

That's all for now!
 
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1616424254647.png

After several weeks of endless GSC ZU battling in the Cup, Hazing Cursers and rolling Rest with Sleep Talk, the GSC ZU VR update has concluded and here are the votes from council and the other 2 finalists of the cup. Thanks Earthworm and BeatsBlack for joining us for this vote and everyone for voting so quickly :)

Some notable changes include
:croconaw::togetic: High to S = The 2 most used pokemon in the GSC ZU Cup are a very reliable backbone for teams and very hard to build without, so they just claimed their spot at the top of the metagame
:Bayleef: Mid to A+ = Bayleef found a ton of usage in the cup to help handle Croconaw and the Ground-types that were on the rise, such as Onix, Diglett and Sandshrew and was a pretty good glue for most teams
:Ivysaur: High to B+= Ivysaur struggled to find a place on teams due to Weepinbell being better offensively and Bayleef being more consistent defensively due to resisting Ground, making its viability drop considerably.
:Butterfree::Diglett::onix: Mid to A = 3 mons that found a ton of usage in the cup due to their utility as lead and status spreader, revenge killer and weather setter, and physical wall and attacker respectively.
:tentacool: Low to A- = Tentacool was a slept on threat that got some considerable use in the cup with its fast Swords Dance sets, having a decent matchup vs Croconaw, Magby and Bayleef.

That's it, hope you all enjoy the new (and more accurate) viability rankings!

Edit: Oh yeah, the VR is on this post. Check it out!​
 


Temporal Totodile moment, otherwise VR looks great. Just a few thoughts.

S -> S- (or A+)

I still like this mon, but I feel like it fell off a little. It has fantastic splashability and it's a Pokemon bulky enough to run many sets ranging from Metronome, SunnyBeam, Psychic to lure poisons like Koffing and Curse sets being the most popular. Even with this being its best trait, it feels quite underwhelming.

Stay where it is

Ends games on its own, this mon had some parts of the community wanting to look into it in the past with how powerful it was. Contrary to post Quilava and Wartortle bans at the beginning of the new meta it reached a point to be considered for a suspect and then became a bit underwhelming afterwards. That doesn't change my entire view on Poliwag, though.

UR -> C-

Double powder or just Stun Spore support is a nice trait to have and DryPass to lure poisons and bring in Smoochum or a different breaker like Diglett. Extremely beneficial for breakers like Weepinbell, Krabby or Diglett.

UR -> C-

Glare.
 

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aka Ho3nConfirm3d
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a defending SCL Champion
DPP ZU VR Update!

:kecleon: A > A+
:magmar: A > A+
:banette: A- > A
:grovyle: B+ > A
:arbok: B > B+
:glaceon: B > A-
:luxray: B > B+
:walrein: B > A-
:pikachu: B- > B+
:vigoroth: B- > B+
:chimecho: C+ > B+
:girafarig: C+ > B-
:sudowoodo: C+ > B
:grotle: C > B
:machop: C > B-
:mucnhlax: C > C+
:omanyte: C > B
:seadra: C > B-
:plusle: C- > B
:minun: C- > B-
:togetic: C- > C
:wailord: C- > B+

:lapras: S > A
:diglett: A+ > B+
:Persian: A+ > A
:probopass: A+ > A
:quagsire: A+ > A-
:raticate: A+ > A-
:kingler: A > A-
:solrock: A > A-
:flareon: A- > B
:huntail: A- > B
:sableye: A- > B-
:slaking: A- > B-
:swalot: A- > B+
:biberal: B+ > B
:exploud: B+ > C
:lairon: B+ > B
:mightyena: B+ > B-
:clefairy: B > UR
:fearow: B > B-
:yanma: B > B-
:octillery: B- > C+
:pupitar: B- > C
:wartortle: B- > C+
:ariados: C+ > C
:chatot: C+ > C
:clamperl: C+ > C-
:Lopunny: C+ > C
:magcargo: C+ > C
:parasect: C+ > C-
:pineco: C+ > C
:trapinch: C+ > C
:dustox: C > UR
:houndour: C > C-
:pidgeot: C > UR
:shedinja: C > C-
:delibird: C- > UR
:masquerian: C- > UR

:tangela: A > A
:mawile: A- > A-
:Beedrill: B > B
:lunatone: B > B
:seviper: B > B
:butterfree: B- > B-
:meditite: B- > B-
:shelgon: B- > B-
:carnivine: C+ > C+
:noctowl: C+ > C+
:staryu: C+ > C+
:dunsparce: C > C
:marshtomp: C > C
:tropius: C > C
:vespiquen: C- > C-
:wormadam-sandy: C- > C-

Thank you Cigtar, Heysup, and Chokepic for your votes! I apologize that I wasn't able to get this out sooner, but DPP ZU should be ready and updated in time for its Old Gen of the Week debut.
 
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S1nn0hC0nfirm3d

aka Ho3nConfirm3d
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a defending SCL Champion
Is vespiqueen and Wormadam-Sandy supposed to be unranked or C-? I see them in the Drops and their initial ranking of C- changes to C-.
just my mistake, they should be unchanged at at C-

DPP ZU also has three new sample teams that I'll be updating into the anchor post momentarily.

Persian BO by Cigtar
:persian: :lapras: :grovyle: :flareon: :shelgon: :lairon:
https://pokepast.es/7dec5b392755e592

Baton Pass Mawile by Cigtar
:banette: :kecleon: :magmar: :grovyle: :mawile: :lapras:
https://pokepast.es/334e0216839ace68

Hazards BO by Ho3nConfirm3d
:persian: :beedrill: :probopass: :grovyle: :wartortle: :banette:
https://pokepast.es/160809a873b63ffb
 
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forgive me for tripleposting, because i have a lot of squads and promised this in zu cord / somewhere else in regards to post cup dump iirc. very long overdue on this

:croconaw: :koffing: :smoochum: :sandshrew: :venonat: :parasect:
built this dog:psywoke: in like 2 minutes and somehow won a zu room tour with it, even with the smoochum, bayleef, diglett weaknesses being deplorable, i don't advise using this but it is somewhat fun

:butterfree: :yanma: :croconaw: :smoochum: :magby: :mareep:

i had an older version of this team but that was much worse than the edited team. newer is much better than the 4 atks rattata + seel version because older team was laughably weak to croconaw that game. easily patched up though, mareep + wincon yanma is pretty decent, forcing offensive rocks to attack and win the game after chipping magby a little.

:butterfree: :dratini: :krabby: :smoochum: :tentacool: :magby:

i think this is my favorite squad by far and an incredibly easy one to use. the idea is to ease prediction vs defensive pokemon and spam paralysis w/ dratini while winning the game with krabby. you can set up on things such as croconaw and krabby's physical bulk in some situations will allow it to keep up sub.

:butterfree: :bayleef: :tentacool: :dratini: :magby: :togetic:

swiss dual screens, i had an older version of this that BloodAce brought to gsc zu cup, but i feel like this one is more consistent. in that regard though if you like the older version better with lead doduo > butterfree and general structural changes other than that feel free to run it :)

:doduo: :larvitar: :tentacool: :natu: :grimer: :seel:

hp rock natu is kinda interesting, after chip with your teammates you can beat smoochum 1v1. i encourage somewhat good play for using this build because of a bad diglett weakness but other than that, this is more fun than actually good.

:butterfree: :seel: :koffing: :togetic: :ivysaur: :magby:

i mean this is a sample squad, but i was okay with further explaining the build on end and had the morale to post it in the dump, basically seel + grass + water as sd ivysaur and curse toge are the wincons for the team. dual poison is very powerful right now i feel with multiple smoochum answers.

:croconaw: :mareep: :magby: :smoochum: :ivysaur: :pidgeotto:

pidgeotto is so bad but i had to do it for the memes. essentially a worse rattata with flying typing but it has an interesting 112.2 BP return with the pink bow boost. toxic smoochum is also a decent lure to opposing smoochum, as it's the 1st if not 2nd most common reliable switch-in.

:meowth: :koffing: :smoochum: :larvitar: :mareep: :yanma:

i'm a bit of an advocate for meowth as a lead, my eyes have also been opened to larvitar. built around some interesting mons with wincon yanma and hazer koffing

:butterfree: :rattata: :koffing: :seel: :togetic: :magby:

standard rattata offense stuff, liked spamming seel for a while as my primary smoochum switch in because of how weak i was to it in the past

:meowth: :ivysaur: :magby: :yanma: :smoochum: :growlithe:

i felt so weird building sun because i havent played that style since early post-quilwart or late-quilwart meta, but it's fun to use. feel like toxic smoochum is much more interesting to wear down opposing smoochum and your checks midgame.

thats all of the teams i'm really going to post because i dont want to elongate this post too much, hope you enjoy
 
DPP ZU Annoucements

First off I'd like to announce that Chokepic and I have been placed on the DPP ZU council.

Next it's my pleasure to announce that Bronzor has been freed.

With how much offensive there is in this tier it is nice to see more defensive utility.

(Lastly, as a side note, I'd like to add that yes Camerupt is banned. There was a mistake in the validator due to drops which has since been corrected.)
 

Aaronboyer

Something Worth Fighting For
is a Contributor to Smogon
For what will probably be the last time in a very, very long time, ADV ZU has a few tiering changes to announce, just in time for ADV week! The tiering changes are as follows:
Gains:
Aipom
Quilava

Losses:
Flaaffy
Meditite

Furthermore, the ADV Council composed of Czim, DnB, S1nn0hC0nfirm3d, and myself voted on our two new drops and the votes were as follows:
ADV QB Voting.png

With 3/4 votes, Quilava is banned from ADV ZU. With its above average Special Attack and Speed both sitting at Base 80, and its near-perfect coverage between Fire Blast and Hidden Power Grass, only a handful of Pokemon like Seaking and Growlithe were able to stomach two attacks from full health. Furthermore, Quilava's access to Quick Attack allows it to outspeed other Quick Attack users like Delibird before it can get Quick Attacked itself, while Toxic put Pokemon that could take on Quilava 1-on-1 such as Growlithe on a timer. RestTalk sets also gave Quilava the longevity needed to break through teams over the course of an entire match. For these reasons, Quilava has been banned.

With 1/4 votes, Aipom is legal in ADV ZU, although Council will be returning to Aipom at the end of the week. Aipom's Base 70 Attack and unreal Base 85 Speed makes it one of the fast wallbreakers ZU has ever had. With that being said, its pitiful Special Attack makes using coverage moves like Ice Punch and Hidden Power Grass extremely weak, meaning physically defensive Pokemon like Nosepass are able to take on Aipom fairly well. Aipom is also forced to run maximum Speed in order to tie with Pokemon like Staryu and Taillow, constraining what roles Aipom can perform. We'll just have to wait and see how Aipom fares at the end of the week!

ADV Week has officially begun! Get out there and give ADV ZU a try!

EDIT: At the end of ADV Week the ADV Council came to a unanimous decision to not vote on banning Aipom due to it being a healthy mix between Taillow and Castform, being fast like Taillow without access to Quick Attack or a secondary STAB option, and strong like Castform without special coverage moves to muscle through physically defensive walls.
 
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:gs/snubbull: GSC ZU announcement :gs/snubbull:
GSC's time to shine in "Old Gen of the Week" is right around the corner, and the GSC ZU council has decided to use this week to retest Snubbull into the tier. We unanimously agreed on this resuspect and will be voting on Snubbull again by the end of the week.
Snubbull was preemptively banned due to it being the only mon in the tier with access to Heal Bell. Now that the tier has settled down and is not as passive as we expected, maybe Snubbull's effect in the tier will not be the one we experienced early on. Its stats are very similar to Teddiursa (a niche threat), with Teddiursa completely outclassing it in offensive Curse sets due to Earthquake and higher Spdef. So that means that Snubbull will most likely only be viable in a supportive/bulky role with excellent support moves such as Lovely Kiss, Thief, Roar and the aforementioned Heal Bell, and its somewhat average bulk might hold its impressive movepool back.
That's pretty much it, I hope you enjoy playing with Snubbull on GSC week and stay tuned for the scheduled tours that happen on Tuesday, Friday and Sunday at 5PM EST (GMT-4).
 
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