AAA Almost Any Ability

Jrdn

Not a promise, I'm just gonna call it.
is a Metagame Resource Contributor
OMPL Champion
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Thanks to Jackii for the amazing banner!

What is Almost Any Ability?
Almost Any Ability (AAA) is a metagame that lives up to its name. Pokemon in this meta have access to "almost every ability" with the exception of a few that me, the council and the community deem broken or unhealthy for this metagame. (Keep in mind that you cannot change the ability of a mega pokemon, that is, when you mega evolve a pokemon, it does not retain the ability you have given it, it reverts to the ability the mega has.) With new abilities at Pokemons disposal, new, old and even some unexpected threats emerge from the depths of OU, UU, NU, and maybe even some PU. After all, an ability can make or break a Pokemon!

AAA Discord: https://discord.gg/3bUz7va

Resources

Council Members


Jordn
Racool
Funbot28
Sylveon.

Clauses, Banlists, and Unbans

AAA's clauses are similar to OU's, however mons and abilities shall be banned seperately from OU. Take note that mons that naturally gain these abilities can still use them, so huge power azumarill is still legal despite huge power being banned. Likewise with megastones.

Abilities
  • Comatose
  • Contrary
  • Fluffy
  • Fur Coat
  • Huge Power
  • Illusion
  • Imposter
  • Innards Out
  • Parental Bond
  • Protean
  • Pure Power
  • Simple
  • Stakeout
  • Speed Boost
  • Water Bubble
  • Wonder Guard

Pokemon
  • Archeops
  • Dragonite
  • Hoopa-Unbound
  • Kartana
  • Keldeo
  • Kyurem-Black
  • Terrakion
  • Regigigas
  • Shedinja
  • Slaking
  • Zygarde
  • Weavile
Clauses
  • OU Clauses
  • Ability Clause-teams are limited to 2 of the same ability, this includes "variants" such as Teravolt and Turboblaze.

Unbans

  • Genesect
  • Landorus
  • Mega Metagross
  • Nagadadel

Ban history

[11/27/16] Quick banned Simple and Contrary
[12/1/16] Almost Any Ability is on Showdown!
[12/3/16] Parental Bond has been quick banned
[12/14/16] Comatose has been quick banned
[12/23/16] Speed Boost has been quick banned
[2/8/17] Fluffy has been banned via suspect
[2/8/17] Dragonite has been quick banned
[2/8/17] Kyurem-Black has been quick banned
[2/8/17] Illusion has been quick banned
[2/8/17] Protean has been quick banned
[2/8/17] Stakeout has been quick banned
[2/23/17] Innards Out has been quick banned
[3/17/17] Keldeo has been quick banned
[3/21/17] Dugtrio has been quick banned
[4/6/17] Kartana has been banned via suspect
[7/23/17] Hoopa-Unbound has been banned via suspect
[10/11/17] Terrakion has been banned via suspect
[08/28/18] Zygarde has been banned via suspect
[12/31/18] Weavile has been banned via suspect
 
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Sample Teams

Sabella Balance
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Talonflame @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Ferrothorn @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 108 Def / 148 SpD
Careful Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Knock Off

Tapu Koko @ Choice Band
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Defog
- Return
- U-turn
- Wild Charge

Manaphy @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 100 Def / 156 SpD
Calm Nature
- U-turn
- Knock Off
- Scald
- Energy Ball

Hippowdon @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 172 Def / 84 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Whirlwind
- Earthquake

Genesect @ Choice Scarf
Ability: Aerilate
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Blaze Kick
- Ice Beam
- Extreme Speed
Basic idea was that I wanted to use talonflame bc not many people running checks these days but i went with a solid breaker set w magic guard life orb that way i couldnt be toxicd or any thing. Ferrothorn was basically to keep hazards off with a surprise set plus itll block the slower rockers and spikers. Koko to help aid with talon in breaking and help serve as buzz check plus additional removal. Talon bust through the steels like tran and steele that way koko can just go in so they kinda help each other that way. Mana as the typical water check and general fat spdf sponge w regen knocking off scarfs etc. Hippo to punish u turners get up rocks help check band buzz and other big physical threats and gene to round the team w aerilate to help check volc and scarf to outpace mega zam as well

Rozes Pivot Balance
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yokai (Jirachi) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 72 Def / 112 SpD / 72 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Skill Swap

bhum bukket (Golisopod) @ Waterium Z
Ability: Triage
Shiny: Yes
EVs: 248 HP / 232 Atk / 16 Def / 12 Spe
Adamant Nature
- Swords Dance
- Leech Life
- Liquidation
- Poison Jab

skatewitch (Mandibuzz) @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 220 Def / 36 SpD
Impish Nature
IVs: 28 Spe
- Knock Off
- Defog
- Roost
- U-turn

hockey pukk (Toxapex) @ Black Sludge
Ability: Volt Absorb
EVs: 252 HP / 16 Def / 232 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

fvkkk (Zygarde-10%) @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Earthquake
- Outrage
- Extreme Speed

jet grind radio (Tapu Koko) @ Choice Scarf
Ability: Pixilate
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Return
- Wild Charge
- U-turn
- Roost
simple balance centered around zygarde-10% which is the main breaker w/ tspikes support. use of quite a few pivots in rachi/mandi/koko get it in safely due to its bulk, and pod works as a cleaner w/ triage


Sylveon Balance
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Thundurus @ Life Orb
Ability: Magic Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- Knock Off
- Superpower

Magearna @ Fairium Z
Ability: Tinted Lens
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fleur Cannon
- Shift Gear
- Calm Mind
- Pain Split

Victini @ Choice Scarf
Ability: Regenerator
EVs: 252 HP / 116 SpD / 136 Spe
Jolly Nature
- V-create
- U-turn
- Final Gambit
- Will-O-Wisp

Gligar @ Eviolite
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Toxic
- Defog
- Roost

Buzzwole @ Leftovers
Ability: Triage
EVs: 252 HP / 60 Atk / 136 Def / 60 Spe
Adamant Nature
- Drain Punch
- Thunder Punch
- Bulk Up
- Roost

Nihilego @ Black Sludge
Ability: Water Absorb
EVs: 252 HP / 176 SpD / 80 Spe
Calm Nature
- Stealth Rock
- Knock Off
- Acid Spray
- Power Gem
This one utilises mixed magic guard thundy to snipe stuff like AV mons and chansey , henceforth opening up for Mag to break through. Again Magearna on the other hand does the same, luring and breaking through stuff like Volt Absorb mons such as Toxapex and all in all being a pretty good win-con against offensive teams. Rest of the team is just ample support for both of them, Gligar comes on and pivots on most physical attackers, while not being set up bait, with nihi protecting it from common defensive water types. (Toxic Spikes over knock is an option on nihi) And to wrap up we have two forms of speed control, Defensive Scarf victini with regen, which comes on psychics as well as problematic stuff like heatran easily. and Buzz with triage and just enough speed to outspeed defensive fini to hit it with thunder punch for decent damage.





Jrdn Balance
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Victini @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Thunderbolt
- Psychic
- Glaciate

Tapu Fini @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Scald
- Haze
- Defog

Buzzwole @ Leftovers
Ability: Triage
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Roost
- Bulk Up
- Toxic

Landorus-Therian @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- U-turn
- Earthquake
- Knock Off
- Stealth Rock

Muk-Alola @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Stone Edge

Magearna @ Fightinium Z
Ability: Storm Drain
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Shadow Ball
- Focus Blast
Special Victini holds a special place in my heart. People always fear physical Victini and it can really lead them open to the devastating special set. Volt Absorb Toxapex, Zygardes, or Tapu Finis won't save you from such a set. Glaciate and Focus Blast are both really great options, but I usually regret not having Glaciate more. Tyranitar isn't so common to warrant the switch at the moment. Blue Flare hits like a truck, and the rest is coverage. Good times

Tapu Fini does what it always does. Defogger, Physical sponge, and great for scouting with Regenerator.

Buzzwole is an interesting set. The idea is to be a hybrid defensive/offensive pokemon. The Triage is almost more important for the Roost than the Drain Punch, since it allows Buzzwole to check all other Buzzwoles. Tinted might 2hko with Superpower, but being able to Roost on -1 Buzzwole makes it a safe switch regardless. Toxic is for other Triage Buzzwoles and Zygardes/Other Buzz switch ins. It looks funky, but it works.

Speaking of funky. This Landorus-T is basically for Heatran and Victini + rocks. It's definitely strange, and I don't know how strongly I feel about it, but It's been serviceable for me. Gaining initiative vs scary fire types is pretty useful for such a team like this.

Alolan Muk is classic Alolan Muk. Sponge special hits, pursuit the spooky ghost and psychic types.

And this Magearna is pretty fun. It sets up on Manaphy and Fini pretty easily and can do some damage to unexpecting teams. Shift Gear and CM is standard affair for set up Magearna, and I choke Focus Blast and Shadow Ball for neutral coverage, and to hit heatrans. I go back and forth with Sball and Tbolt, but It's Sball for now


Funbot Stall
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Chansey @ Eviolite
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Heal Bell
- Soft-Boiled

Skarmory @ Shed Shell
Ability: Unaware
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Brave Bird
- Spikes
- Defog
- Roost

Hippowdon (F) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Muk-Alola @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 29 Spe
- Knock Off
- Pursuit
- Poison Jab
- Clear Smog

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 204 Def / 52 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Defog
- Taunt
- Protect

Buzzwole @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Drain Punch
- Roost
- Bulk Up
- Ice Punch
Coming soon ;p






Aesf Grassy Terrain Bulky Offense
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Tapu Fini @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Protect
- Scald
- Moonblast

Zygarde @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Thousand Arrows
- Dragon Tail
- Core Enforcer
- Extreme Speed

Doublade @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Sacred Sword

Tapu Bulu @ Choice Band
Ability: Tinted Lens
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Synthesis

Heatran @ Leftovers
Ability: Desolate Land
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Stealth Rock
- Flash Cannon

Celesteela @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 60 Def / 200 SpD
Careful Nature
- Leech Seed
- Heavy Slam
- Protect
- Earthquake
This idea of this team is to utilize Grassy Terrain both offensively and defensively to smother and break your opponent's team.

Tapu Fini is the Terrain setter, and is really effective at filling multiple rolls here. It's ability allows it to switch into the usual cast of characters like Zygarde, however now the always terrifying Mamoswine becomes completely nullified. Protect is a necessary move, essentially allowing for Poison Heal-like recovery and helps with scouting. Defog and Scald are also just the obvious picks here. Not much else to say

The Zygarde is an interesting choice as a regenvest user, but it does it's job admirably. Sponges special hits without being affected by Magnet Pull (ahem, Magearna) or Pursuit (ahem, Meloetta), while also being able to Dragon Tail threats that think they can set up, for example, like Snorlax. Grassy Terrain also provides some cheeky recovery as well, which is appreciated for an AV user.

Doublade makes Buzzwole, Nuh-swole

Bulu is the main breaker of the team, aiming to blast through defensive walls with Tinted Lens + Grassy Terrain. It can 2hko Celesteelas, so that's pretty useful. It can 2hko most things tbh

Heatran is the rocks setter, scald sponger, and magma trapper. It is another option vs stall, with taunt, which is huge. Grassy Terrain of course is nice for tran as well, for extra recovery and the reduction of Earthquake damage. Set up pokemon like Manaphy and CM Fini presented an issue, so this addition to the team was pretty necessary.

Finally, Celesteela glued the team together. Even though volt absorb might seem like overkill with a Bulu and an AV Zygarde, but TG Xurkitree and Electric Surge teams in general were problematic, and this shuts those down in a hurry. Strong Heavy Slams and more recovery for the team through leech seed helps the team immensely. Psychic Surge Teams, even with an AV pokemon, 2 other steel types and a grassy terrain pokemon was still a problem, and this helped patch up that weakness as well.

Funbot Webs Offense
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Smeargle @ Focus Sash Ability: Mold Breaker EVs: 252 HP / 4 Def / 252 Spe Jolly Nature - Spore - Sticky Web - Stealth Rock - Nuzzle

Zygarde @ Sitrus Berry Ability: Aerilate EVs: 160 HP / 216 Atk / 28 SpD / 104 Spe Adamant Nature - Coil - Thousand Arrows - Dragon Dance - Extreme Speed

Hoopa-Unbound @ Choice Band Ability: Hustle EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Hyperspace Fury - Zen Headbutt - Fire Punch - Trick

Manaphy @ Waterium Z Ability: Beast Boost EVs: 108 HP / 252 SpA / 148 Spe Timid Nature IVs: 0 Atk - Surf - Ice Beam - Energy Ball - Tail Glow

Mimikyu @ Life Orb Ability: Disguise EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Swords Dance - Shadow Claw - Play Rough - Shadow Sneak

Thundurus @ Life Orb Ability: Competitive EVs: 4 Atk / 252 SpA / 252 Spe Naive Nature - Thunderbolt - Superpower - Hidden Power [Ice] - Knock Off
Mold Breaker Smeargle is the main lead of this team, since it can set up both Webs and Stealth Rocks, benefiting the team immensely. If it is able to net a Spore on a target, it usually is able to set up both layers with ease and can also cripple Taunt users and offensive threats with Nuzzle if it every needs to. Smeargle is the main glue mon that holds this team together, as without it the team does not function as properly as it should.

Zygarde is the first setup sweeper that abuses the speed drops from Sticky Web, enabling it to outspeed threats it couldn't have before at +1 and proceed to sweep lategame. Aerilate also allows it to beat would be counters such as Buzzhole and Chesnaught, making it even more menacing to face. It also provides the team with pseudo-bulk, since it can switch into Fire and Rock types reliably if its at near full health with this EV spread.

Hustle Hoopa-U is back at it again but this time with a Choice Band equipped. Nothing can really avoid the 2HKO from Hyperspace Fury coming off this monster besides Intimidate Buzzhole niche stuff like Intimidate Mandibuzz. Hoopa-U also appreciates the Speed drops since it also allows it to not fear offensive threats such as Greninja and Terrakion that could otherwise revenge kill it with ease. Broke af mon once again putting in so much work for the team.

Manaphy acts as the second setup sweeper that can break through balance teams thanks to Tail Glow. I appreciate Beast Boost since it allows Manaphy to boost its speed every time it lands a KO, meaning that Ground-immunes such as Noivern and Thundurus-I fail to revenge kill it regardless of Sticky Webs. It also possesses decent bulk for an offensive mon, acting as a semi-reliable Weavile switchin for the team.

Although not abusing the mechanics of AAA, Mimikyu was still placed on the team to not only act as a Spinblocker, but also a great setup sweeper that can mostly always get the chance to setup a Swords Dance thanks to Disguise. Its typing also gives the team an immunity to Fighting, Normal and Dragon type attacks, deterring threats such as Terrakion, Garchomp, and Snorlax from just spamming their STAB moves.

Lastly, Thundurus was added to act as a means of Defog "prevention" thanks to Competitive. Meaning that it can switchin versus common Defog users such as Tapu Fini and Skarmory, gain the +2 in Special Attack and proceed to sweep if faster revenge killers have been taken out. It also acts as a great wallbreaker since it can go mixed, punishing switchins such as Chansey with Knock Off + Superpower.

Jrdn Bulky Offense
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Celesteela @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Heavy Slam
- Earthquake
- Seed Bomb
- Flamethrower

Golisopod @ Life Orb
Ability: Triage
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Leech Life
- Swords Dance
- Liquidation
- Aqua Jet

Nihilego @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Sludge Wave
- Clear Smog

Zygarde @ Groundium Z
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Extreme Speed
- Outrage

Mew @ Leftovers
Ability: Unaware
EVs: 252 HP / 192 Def / 64 SpD
Impish Nature
IVs: 0 Atk
- Skill Swap
- Defog
- Soft-Boiled
- Ice Beam

Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Volt Switch
- Fleur Cannon
- Ice Beam
- Flash Cannon
The original idea of the team was to make an offensive core between Triage Golisopod, which can seriously threaten offensive teams that are unprepared (i.e. dazzling/psy-surge) as well as weaken fatter teams for a sweep later in the match, and Steelworker Celesteela. Celesteela you say? Yes. Celesteela absolutely eats common cores such as Tapu Fini + Magearna.

Here are some calcs:

252+ Atk Choice Band Steelworker Celesteela Heavy Slam (120 BP) vs. 252 HP / 0 Def Magearna: 360-424 (99.1 - 116.8%) -- 93.8% chance to OHKO
252+ Atk Choice Band Steelworker Celesteela Heavy Slam (120 BP) vs. 248 HP / 252+ Def Tapu Fini: 267-315 (77.8 - 91.8%) -- guaranteed 2HKO

These are 2 pokemon that usually like to switch in on Celesteela, since people expect to eat a hit and scald (Fini) or pivot out (Magearna). I use max speed Adamant to outspeed Fini, even with some speed creep, as well as a plethora of other mons that being slower than wold be a huge pain. Golisopod's EVs are pretty simple, 252+ Attack, and almost full EVs in HP with a few speed EVs to potentially outspeed other Golisopods.

After deciding to use these 2 pokemon, I recognized a few things: 1) I need Stealth Rocks 2) Noivern is spoopy 3) Scald is equally spoopy. To cover all 3 of these issues I went with an interesting set in Water Absorb Nihilego. Admittedly I had Tapu Fini in mind here, since the Poison type + Water Absorb basically hard counter all possible sets. The set is pretty straight forward. Max Hp/SpDef to switch in on Noivern. Rocks + Stab Moves are obvious, and clear smog is just so Calm Mind users (Again, Fini) cannot get out of hand.

While Nihilego can hard switch into a lot of specific pokemon, a lot of pokemon can, in turn, switch right in on Nihilego. Pokemon like Ferrothorn or Heatran don't really care about anything it can dish out and can proceed to set up their own hazards. Enter Magic Bounce Zygarde. It combines the great bulk and ability to punish hazard setters with an equally great potency for breaking down stall/balance/offense teams alike. Magic bounce really can mess up stall teams trying to Toxic or Whirlwind/Roar, and it allows Zygarde all the time in the world to set up. Max Speed Adamant allows Zygarde to maintain it's maximum power while outspeeding some important pokemon like +Speed Hoopa-U. The moves are also simple. Thousand Arrows/DD/Outrage/Espeed is basically what you would expect. Groundium-Z is simply to help break out defensive pokemon that think they can take a hit. It works out well

Defensive pokemon aren't the only pokemon that like to switch in on Nihilego. Something like zygarde has no issues switching directly in and beginning to set up. I also knew I needed to get a defogger on this team, as well as simply having a pokemon that can handle myriad of pokemon that like to set up and sweep. Mew is the perfect little weird alien thing for the job. Ice Beam/Defog/Softboiled/Skill Swap is my personal favourite set for Unaware variants of Mew. Ice beam is to tackle bulky substitute Zygardes, as well as hit other pokemon nicely as well. Defog and Recovery are obvious. Skill swap might be weird to the untrained eye, but people who know the power of Poison Heal know that Skill Swap + Unaware is a great pair. EVs are so LO Adamant Lucario can't 2hko with Crunch, rest evs in Spdef.

Finally we have the ever so usefull Assault Vest Magearna. I use Max HP/Def just to bolster up my relative lack of defensive pokemon, and Magearna has really great defenses, so it works really well as a slow pivot. Not much else to say about this thing. It's S tier for a reason, pivots into threats and proceed to smash things with Celesteela or something :D

Jrdn Tyrantrum Offense
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Tyrantrum @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Head Smash
- Toxic
- Earthquake

Talonflame
Ability: Magic Bounce
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Taunt

Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 148 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Ice Beam
- Flash Cannon

Landorus-Therian @ Choice Scarf
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Earthquake
- Stealth Rock
- U-turn

Tapu Fini @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Defog
- Taunt

Lucario @ Fightinium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Vacuum Wave
- Nasty Plot
- Flash Cannon
- Focus Blast
I'll try to keep this one a little shorter since it was a little while ago since I used the team.

I don't remember the teambuilding process, but the team began around the idea of this really wacky Talonflame that was designed to beat stall and bounce back a lot of common hazard users. I was convinced that Magic Bounce was being underutilized but I did not expect that this set would be so successful. It didn't really scream success, but boy was I pleasantly surprised. Max HP and Spdef make it able to take on a lot of hits, as well taking 2 scalds from pokemon like Suicune/Tapu Fini. Taunt/Bulk Up is a really nice stallbreaking pair, as it stops pokemon from healing as you set up more and more. It can even beat non-unaware variants of skarmory, which is just insane. Acrobatics with no item is the attack of choice, and it's a really nice dependable move. Roost just increases longevity, and it's a necessity.

Tyrantrum was added to smash things with its face

Magearna+Fini rounds out a really nice core with Talon and can take on a lot of threats. Magearna, like in the first team, is just so damn good, and can help me pivot into big threats. Fini is just the usual Defog set. I've begun to believe that Regenerator is better on Fini for defog sets, and CM Fini is more suited for Poison Heal.

Landorus is a bit of a surprise factor, with Refrigerate, it can really catch some teams off guard. I don't know how to explain it; the addition of Refrigerate Return makes for way less risky plays with Lando, and it just seems to work out so well. U-turn is a must of course, just like every other Scarfed Lando, and obviously Earthquake as well. The last move I added Stealth Rocks because my team needed it.

Lucario is the final mon, and it probably puts in the most work on a game to game basis. People expect a physical set, and make a fatal error in switching to their physical wall. With a Nasty Plot, this thing becomes an absolute monster.

Here are some joyous contabulations

+2 252 SpA Life Orb Adaptability Lucario All-Out Pummeling (190 BP) vs. 248 HP / 252+ SpD Assault Vest Magearna: 432-510 (119 - 140.4%) -- guaranteed OHKO

+2 252 SpA Life Orb Adaptability Lucario Flash Cannon vs. 248 HP / 0 SpD Tapu Fini: 333-393 (97 - 114.5%) -- 81.3% chance to OHKO

+2 252 SpA Life Orb Adaptability Lucario All-Out Pummeling (190 BP) vs. 248 HP / 0 SpD Zapdos: 538-634 (140.4 - 165.5%) -- guaranteed OHKO

+2 252 SpA Life Orb Adaptability Lucario Focus Blast vs. 252 HP / 0 SpD Golisopod: 341-402 (96.3 - 113.5%) -- 75% chance to OHKO

It's absurd.

LorisMasta Rain
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Volcanion @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Blast
- Sludge Wave
- Hidden Power [Ice]

Tornadus @ Damp Rock
Ability: Drizzle
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Focus Blast
- Knock Off

Ferrothorn @ Leftovers
Ability: Regenerator
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

Garchomp @ Waterium Z
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Aqua Tail

Greninja @ Choice Specs
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Porygon2 @ Eviolite
Ability: Unaware
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Ice Beam
- Toxic
- Tri Attack
As you can probably tell by the make up of the team, this is in fact a rain team. I really love using weather in AAA because you can make your setter/abuser an already good mon. I already had a sun team so I wanted rain as well (I've also tried out hail with snow warning Jynx with Aurora Veil).

I started off the team with the Swift Swim Keldeo/Drizzle Tornadus pair, but Keldeo got banned shortly after I made the team so I replaced it with Volcanion and it is is doing just fine without needing any changes. Swift Swim makes up for Volcanion's subpar speed and turns modest specs Steam Eruption into an absolute nuke in rain. Very mons can take Steam Eruptions under rain, and it can break through a lot of walls, scoring a 2HKO on stuff like AV Magearna, Chansey with Eviolite knocked off, and even physdef Fini and Suicune if it is in the rain. Fire Blast is the secondary STAB move, which can still deal big damage to grasses in the rain. It also hits non flash fire steels outside of rain, but in the rain you will want to use Steam Eruption on them. Sludge Wave hits basically just Fini, and HP Ice is there to revenge kill Noivern under rain as it is a big threat to this team.

Tornadus is the rain setter with Drizzle and Damp Rock. It was chosen for it's ability to pivot into the offensive threats with U-turn, and can threaten grass types with STAB Hurricane that is 100% accurate. Knock Off is a great option that can remove AVs and Eviolites from special walls like Magearna and Chansey, which is extremely helpful for the rest of the team. Focus Blast is there to hit Steels that resist Hurricane as well as Rock types.

Next up I needed a hazard setter as well as a switch in for water moves that can use my rain against me, so Ferrothorn was the obvious choice on a rain team. I went with Regenerator because it can switch into a lot of offensive threats and pivot into P2. If you aren't worried about getting worn down you can change the ability if you want. You can run Flash Fire to deal with Desolate Land FIre types, which are threats to the tea, but you can get away with not running it until you switch out because people expect it. Stealth Rock is needed on all teams, and Leech Seed wears things down and gets back some health. Gyro Ball is the main STAB and Power Whip hits bulky waters that can take Steam Eruptions and Hydro Pumps.

After the first three mons I wanted an offensive pokemon that can function perfectly fine outside of rain but still benefits from rain being up. I decided on SD Adaptability Garchomp, but with a twist: Waterium Z Aqua Tail. This lets Garchomp take on its usual checks. +2 Hydro Vortex in the rain one shots Skarm, Zapdos, and does 78% min to Buzzwole, unless they are Intimidate or Unaware. Even though there is a very good possibility they are running this abilites, it can still do a lot of damage to them and the rest of the team can take these mons down fine. Swords Dance is there to boost your attack and EQ + Dclaw are the STABs alongside adaptability.

For my last offensive mon I was looking for a fast mon that could use water moves and priority, and Greninja has all 3 of them. I debated whether I should run Adaptability or Battle Bond for a while, and I tried out both, but I settled with Adapt since the immediate power is nice. However, Battle Bond would help more with stuff like Noivern, gives a more consistent Water Shuriken, and also does like 1% less damage when transformed so feel free to change it. The moveset is standard for Specs Greninja. Hydro Pump for strong STAB, especially in rain. With Adaptability it is about as strong as Volcanion's modest Steam Eruption. Dark Pulse is the second STAB, Shuriken is priority, and U-turn is momentum.

To finish the team I wanted a blanket check to a ton of stuff, so I decided on Unaware Porygon2. It's insane bulk with eviolite allows it to tank a plethora of hits. Unaware lets me beat dangerous set up sweepers like Volcarona, Minior (I lose to this thing way too much lol), Golisopod, and much more. The EV spread is just to make it as mixed bulky as possible because I haven't found anything I need a specific amount of bulk for. Recover is necessary to stay healthy. Ice Beam hits a lot of pokemon super effectively, most notably Zygarde, but also any Dragon, Ground, Flying, or Grass type. Tri Attack is my second attack to do as much damage as possible to pokemon like Alakazam and Hoopa. Toxic wears down walls and pokemon I can't take down with Ice Beam and Tri Attack.

Now, this team is more of an offensive oriented team, and it definitely has it's defensive weaknesses. Most notably, both Ferro and P2 are weak to fighting. Pokemon like Terrakion and Lucario basically get to spam fighting attacks and gets kills. Scarf Terrak in particular is a threat as it outspeeds Volc in rain, so you have to revenge with Torn if it's locked into CC or Gren's Water Shuriken. Noivern is another big threat as it 2hkos Ferro and P2 with Boomburst. Volc's HP Ice is needed to revenge kill it. Scarf Hustle Hoopa and Mega Zam are 2 more big threats, which are both revenge killed by Volcanion. Desolate Land Fire types are real pains, but can be revenge killed by Chomp and Gren's Dark Pulse. Knock Off mons that can take down Ferrothorn also have ot be revenge killed. The rest of the weaknesses are just strong wall breakers in general, like Hoopa and Mamo.

And that is the team. It does have it's flaws, but it's nothing that can't be played around. The team is very overwhelming offensively, and I have had no trouble beating stall with it. I hope you all enjoy my rain team. Depending on how much people like this I may post a sun team, but it is more standard and I don't think it is as good in general.

Semako Victini Semi-Stall
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Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Ice Beam

Landorus-Therian @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature
- U-turn
- Stone Edge
- Earthquake
- Knock Off

Flash Fire or die! (Victini) @ Choice Band
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Chansey @ Eviolite
Ability: Unaware
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Soft-Boiled
- Aromatherapy

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Calm Mind
- Scald
- Taunt

Skarmory @ Shed Shell
Ability: Unaware
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Roost
- Brave Bird
- Stealth Rock
- Whirlwind
Do you have anything that can switch into Victini's V-create? If you don't have a flash fire mon, then the answer is "no". With a combination of choice band, adamant nature and tinted lens, its V-create destroys the bulkiest of the bulkiest mons - even physically defensive Tapu Fini is OHKOed after Stealth Rocks. But V-create also has its drawbacks, as speed and both defensive stats drop after each usage, so that Victini is usually forced to switch out after one V-create. It has decent bulk, but should be brought safely onto the field, because it lacks recovery and might get worn down quickly if switched directly into attacks.

To bring Victini safely onto the field, I opted for a VoltTurn core of two RegenVest mons, Magearna and Landorus. Magearna is pretty standard and a pretty common choice for a RegenVest mon, while Landorus is rarely seen with an assault vest. It has great synergy with Magearna, as both cover each other's weaknesses, and thanks to the additional special bulk, it is no longer killed by random HP ices or ice beams. They both not only help to bring Victini safely onto the field, but also check a lot of threats and generally deal good damage and are, thanks to the recovery provided by Regenerator, very difficult to take down.

As I said, Victini has to switch out after a V-create due to the stat drops it causes, so that I need pokemon that can not only sponge strong hits, but also deal with setup sweepers - and Chansey and Skarmory are optimal for that purpose. They both compliment each other so well as they can deal with each others weaknesses nearly perfectly and support the whole team with entry hazards and aromatherapy. For Chansey, I choose a pretty standard moveset with Toxic to pressure opposing setup sweepers that can heal off Seismic Toss damage, while for Skarmory I choose to run Brave Bird over Defog to be able to actually kill those Chestnaughts and Golisopods and not only wall them, while Whirlwind phazes out sweepers that don't fear Brave Bird.

Finally, there's Tapu Fini, which acts as both a Defogger and a win condition. It is the standard poison heal set, but with Defog over Protect. It may be a bit suboptimal, but the team needs both - hazard removal and another win condition besides Victini. I thought about Defog on Skarmory, but that would cost me either Brave Bird or Whirlwind, both are moves I don't want to miss on Skarmory. Thanks to taunt, it also shuts down opposing hazard setters like Ferrothoorn or Skarmory, while being able to set up on them.

Problems I've encountered are especially opposing setup sweepers like Talonflame or Volcarona with both recovery and magic guard/bounce, as there's no way to pressure them with Chansey, so that they can PP stall it while setting up to +6 - especially when Landorus is weakened too much or already dead, since it is the only mon in the team that can easily kill them with a stone edge.
Also, the team somehow lacks a good switchin into the specs Mamoswine from the post above, as it kills five of my six mons with the appropriate move, so that I have to predict which move it will use.
 

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Just stopping by to drop some sets I think might be fun.

Pheromosa @ Focus Sash / Life Orb
Ability: Magic Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- High Jump Kick
- U-turn
- Bug Buzz
- Ice Beam

Fast, strong, doesn't mind SR. Just keep it away from priority. If its sash it can nab an unsuspecting Dragonite with Ice Meme however.
Tapu Koko @ Choice Band
Ability: Pixilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Brave Bird
- Wild Charge
- U-turn

-Ate: Fixing movepool problems since 2014.
Drampa @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Glare
- Substitute
- Roost
- Nature Power / Dragon Pulse

I was trying really hard to find a niche for Drampa for some strange reason that has nothing at all to do with my PS username, and I hit on this set. Drampa has Glare, Recovery, and... passable bulk. Prankster makes up for its abysmal speed. This would have been much better last gen, before the paralysis nerf, but I'll take what I can get. The last move is a bit weird, but I went for STAB, not really knowing what else would work. Thoughts?

EDIT: OKAY THIS SET JUST GOT GOOD WHEN I REALIZED DRAMPA GOT NATURE POWER. Priority 80 bp attack off of 135 Spa is good, good enough for a prankster specs / LO Roost set to be a thing.
Dragonite @ Choice Band
Ability: Aerilate
EVs: 252 Atk / Filler
Adamant Nature
- Extreme Speed
- Filler
Also Ban Dragonite, maybe not instantly, but the one game I've played with LaxLapras so far shows that that thing is still borked as all hell. I'll try and rustle up the replay. (It was played when we still thought stuff like Regigigas was going to be legal... so some stuff in it is banned.) It also can do Dragon Dance and... you know what it does. Wreck lives.
 
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Since, we all like to get on hype train,
Pheromosa :

Pheromosa @ Choice Band / Life Orb
Ability: Tinted Lens
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- High Jump Kick
- U-turn
- Lunge
- Ice Beam
Tinted Lens actually lets you run a banded set since U-turn/High Jump Kick hurts as hell. Basically nothing switches on it anymore, and most of the time it'll be u-turning anyways so making it pretty hard to kill. Obviously, you don't leave it against extreme speed users, but anything else that switches gets hurt plain and simple, it also alleviates it's movepool issues to some extent.

It 2hkoes intimidate zapdos, so well : -1 252 Atk Choice Band Tinted Lens Pheromosa High Jump Kick vs. 252 HP / 172+ Def Zapdos: 190-224 (49.4 - 58.3%) -- 67.2% chance to 2HKO after Leftovers recovery

Pheromosa @ Life Orb
Ability: Dazzling
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Focus Blast
- Ice Beam
Also this set is specifically made to shit over priority users(come at me, dragonite) and could work really well late game, once stuff like fairies and celesteela are weakened. Having to use Focus Blast as your sole fighting coverage is sad, but atleast it's pretty strong.

Gardevoir :

Gardevoir @ Gardevoirite
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psychic
- Focus Blast
- Calm Mind

Since, people like to run slower bulky teams and priority, this just feeds on them. This might not be the best pokemon to abuse psychic terrain, but I guess it could work.

Magaerna :

Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Flash Cannon
- Ice Beam
Though, I am sure people will be using this stuff for offensive roles, but I guess with all the psychic and fairy spam we are going to see this generation it could work much better as a regenerator pivot, since it gets volt switch and has a solid movepool, while being bulkier and stronger than genesect(though movepool is a little worse) and provides a slow volt switch for stuff like pheromosa to some in and wreck stuff.
 
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Some sets to abuse:

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Magearna @ Choice Scarf
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Focus Blast
- Volt Switch

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Victini @ Leftovers
Ability: Contrary
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- V-create
- Overheat
- Energy Ball
- Thunderbolt

Not much to say individually, Contrary speaks for itself and is absurdly powerful. Stuff like Kyurem also works really well. Pair it with Illusion to automatically win by taking out checks.

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Porygon-Z @ Normalium Z
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Conversion
- Dark Pulse
- Ice Beam

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Jirachi @ Normalium Z
Ability: Simple
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Happy Hour
- Iron Head
- Zen Headbutt
- Drain Punch

Z-Moves and Simple are ridiculously powerful individually, but combine to pose a huge threat to every team. Jirachi might have a more ideal set with Happy Hour but that's what I came up with. In case you don't know, Z-Conversion boosts all stats and changes typing to that of first moveslot, and Happy Hour boosts all stats. They are +2 to each with Simple.

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Volcarona @ Life Orb
Ability: Queenly Majesty
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

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Kommo-o @ Lum Berry / Life Orb
Ability: Dazzling
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Sky Uppercut
- Poison Jab

Set Up sweepers that are weak to Flying/Ice/Fairy etc will really appreciate these abilities.

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Buzzwole @ Life Orb
Ability: Fluffy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Leech Life
- Superpower
- Roost
- Taunt / Earthquake

Mons that are already weak to Fire will be absurd with Fur Coat Fluffy, and Buzzwole is the ideal fit with its insane bulk and attacking stat, Leech Life, Taunt, and Roost.

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Xurkitree @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Thunderbolt
- Energy Ball
- Protect

181 SpA, Tail Glow, fair bulk, now fast as hell. Yeah go sweep.

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Tapu Koko @ Leftovers
Ability: Parental Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nature's Madness
- Thunderbolt
- Taunt
- U-turn

394 Spe and Nature's Madness does 75% dmg to every mon in the game. Absurdly powerful.

I've found a bunch of other things that are crazy powerful atm, but I'm going to stop here because
1. I'm hoping we ban some of these abilities/Pokemon as I think the power level is way too high atm - You guys should all give your opinion on what you think should be banned/unbanned/left for testing/whatever
2. Not sure if this will be helpful for anyone/If anyone that I don't already talk to is playing GVII AAA atm. If this is helpful for anyone I'll gladly make another post continuing my thoughts.

For other things I came up with before Gen7 was released you can see my speculative post here: http://www.smogon.com/forums/threads/gen-7-competitive-discussion.3578811/page-5#post-7019778

Also feel free to look at my replays on Showdown for what I've been using/examples of these mons. Battles have been taking place in Custom Battles/Gen7 Hackmons.

You're all always welcome to challenge me!

(Sorry I'm not sure the images I used for Gen7 are working, fight me about it)
(e. they're ugly but they work atm)
 

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To be honest, stuff like contrary should be quick-banned, they are manageable in BH because of the flexibility there, but we have never seen the power creep this high and add to that abilities like simple or contrary, this just makes team-building too difficult. Even dazzling takes away the one weakness of setup sweepers in priority and thus only way left to stop them is Unaware? Also don't forget z-moves, though they take up item slot, but they give you a chance to blow surefire counters away with one humongous super-effective hit.
I guess there is no harm in trying out abilities like speed boost but in the long run banning them will be the optimum choice for a stable meta like the one we had at the end of gen-6.
 
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Alakazam @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Dazzling Gleam/HP Fire/HP Ice/Substitute/Encore/Anything that works
Wow this hits hard. A 263 BP move coming off of 369 Special Attack. Focus Blast and Shadow Ball are to hit types that psychic doesn't. On top of that, Psychic terrain gives Alakazam a priority immunity so it doesn't have to worry about getting outsped by priority users and getting hit hard because of it's low defenses.
 
Haven't gotten a chance to battle yet but here's some theorymonning. The post was getting long so I broke it down into sections.
Tapu Koko @ Life Orb
Ability: Galvanize
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Brave Bird
- U-Turn / Filler

Strong. Fast. Priority. Fairy coverage is for babies. Probably the standard "fast attacker" galvanize user.
Raikou @ Life Orb
Ability: Galvanize
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Extreme Speed
- Volt Switch
- Hidden Power Ice
- Filler

The options for Electric-type Extreme Speed users are nothing special. You're probably better off just slapping Galvanize on some other Espeeder to use as coverage.
Kyurem @ Life Orb
Ability: Galvanize
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Return
- Ice Beam
- Earth Power
- Dragon Claw / Outrage / Filler

Boltbeam is really cool, y'all. Fuck a Water-type.
Wait what the f? KyuB is unbanned? Just use that until it gets banned lmao.
Mew @ Icy Rock
Ability: Snow Warning
EVs: Defensivish
- Stealth Rock
- Aurora Veil
- Baton Pass / Volt Switch / U-Turn
- Filler

The only Aurora Veil user that doesn't stack weaknesses with Hail sweepers. It sets up rocks too.
I'm not going to bother typing out a set for this. You're all smart, you can figure it out. Jynx can kinda do it too since it gets Nasty Plot.
Keldeo @ Choice Specs
Ability: Slush Rush
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Filler

Whatever it is that they sent out to tank your Blizzards, Keldeo can probably KO it with something. It's just good synergy with Ice-types -- it beats Fire-types, Steel-types, Water-types, and other Ice-types.
Kartana @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike / Night Slash
- Swords Dance / Night Slash

Swift Swim won't fix Kartana's primary flaws (bad offensive typing, terrible Special Defense), but rain-sweeping teammates can. Meanwhile, it can switch in on like, one or two physical attacks that trouble rain and then outspeed & deal heavy damage to most things.
Latios @ Psychium Z
Ability: Psychic Surge / Tinted Lens / Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Heal Block
- Psyshock
- Draco Meteor
- Filler

Z-Heal Block boosts Special Attack by +2 while still stopping the opponent from healing, so it's a higher-boosted Latios than opposing defensive teams are likely prepared for.
+2 252 SpA Tinted Lens Latios Draco Meteor vs. 252 HP / 0 SpD Assault Vest Escavalier: 270-320 (78.4 - 93%) -- 37.5% chance to OHKO after Stealth Rock
Heatran @ [insert Z crystal]
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Solar Beam
- Earth Power / Dark Pulse / Dragon Pulse / Flash Cannon
- Earth Power / Dark Pulse / Dragon Pulse / Flash Cannon / Metal Sound / Taunt / Filler

It does what Desolate Tran normally does, but now it can reliably trap bulky mons that are weak to one of its coverage moves.
Umbreon @ Normalium Z
Ability: Magic Bounce
EVs: 248 HP / 4 Def / 252 SpD
Calm Nature
- Celebrate
- Baton Pass
- Foul Play
- Substitute

Z-Celebrate grants +1 to Attack, Defense, Special Attack, Special Defense, and Speed. Only works once, though. Lord set nonetheless.
Pangoro @ Darkinium-Z
Ability: Prankster
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Parting Shot
- Superpower
- Knock Off
- Poison Jab

Z-Parting Shot heals the ally that switches in when it's used. Pangoro is probably the ideal Prankster user of this move since no Dark-type in its right mind would switch in. For non-Prankster Parting Shots, Silvally might be an option.
Garchomp @ Firium Z
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Fire Fang

Between Levitate, Unaware, and Flash Fire, this excellent set will only function in AAA with Mold Breaker. But it will function, as none of the new Fairy-types enjoy taking on Earthquake AND Inferno Overdrive.
Marowak-Alola @ Thick Club
Ability: Regenerator
EVs: 248 HP / 4 Atk / 252 SpD (up for customization)
Careful Nature
- Shadow Bone
- Flare Blitz
- Will-o-Wisp
- Bonemerang / Stealth Rock / Filler

Alolan Marowak's defensive capabilities are getting attention in OU, so it would probably port decently as a Regen mon over here now that it actually gets recovery.
Celesteela @ Leftovers
Ability: Mold Breaker
EVs: 248 HP / 4 Def / 252 SpD
Sassy Nature
- Heavy Slam
- Flamethrower/Fire Blast
- Leech Seed
- Protect/Substitute/Earthquake

While Celesteela is some dumb shit in standard OU, in AAA there's stuff like Flash Fire, Levitate, Magic Guard, and Magic Bounce to keep it in line easily. So of course the solution is to slap Mold Breaker on it and ignore all that stuff (except Magic Guard, you're fucked vs that lol.
Zygarde @ Leftovers
Ability: Tinted Lens
EVs: 200 HP / 252 SpD / 56 Spe (negotiable)
Careful Nature
- Substitute
- Coil
- Thousand Arrows
-
Toxic / Dragon Tail / Extreme Speed

Thousand Arrows lets it eat Flying-types, and now Tinted Lens will let it eat Grass- and Bug-types. The only thing left is the Unaware / hella physical walls, which generally either don't break your sub or take a Toxic to the face. Old standbys in Dtail and Espeed work if you aren't MLG.
Umbreon @ Leftovers
Ability: Stamina
EVs: 248 HP / 4 Def / 252 SpD
Calm/Sassy nature
- Foul Play
- Wish
- Protect
- Baton Pass

This is what I can see being done best with Stamina -- conceptually similar to Download+BP sets that get slotted onto offensive teams, it's a pivot that passively gathers boosts and sends them off to its teammates.
Marowak-Alola @ Thick Club
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow Bone
- Flare Blitz
- Bonemerang
- Knock Off / Brick Break / Swords Dance
Immunity to Stealth Rock and spammable Flare Blitzes probably make Magic Guard the optimal offensive ability here. If you're a fucking lord, you can run Speed EVs and Flame Charge, or minimum Speed on Trick Room.
Crabominable @ Life Orb
Ability: Dazzling / Adaptability / Stakeout / Flash Fire / Magic Guard / Galvanize
EVs: 248 HP / 252 Atk / 8 SpD
IVs: 0 Spe
- Close Combat
- Ice Hammer
- Stone Edge / Return
- Earthquake / Return

Crabominable shouldn't be used outside of Trick Room, but when it IS in Trick Room, it has a LOT of good options since it has pretty few glaring flaws. My favorite picks are Dazzling and Flash Fire, followed by Stakeout.
Pheromosa @ Life Orb
Ability: Scrappy / Tinted Lens
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- U-Turn
- Ice Beam / Bug Buzz
- Filler / Focus Blast

Your Pheromosa counter is a ghost-type? That's adorable. ALTERNATIVELY: Your Pheromosa counter has a single resistance to Bug and Fighting? That's adorable.
Breloom @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Bullet Seed
- Spore / Substitute / Filler
+3 priority Drain Punch. Self-explanatory. Maybe pair it up with Spam Pheromosa to wear down its resists first.
 
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Seismitoad @ Life Orb / Choice Specs / Splash Splate
Ability: Liquid Voice
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hyper Voice
- Earth Power
- Stealth Rock
- Sludge Wave

Klinklang, Cobalion, Alolan Dugtrio, Lucario, Durant... Plenty of offensive Steel-types love having double STAB on their Steel moves.
 
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steelworker is a bad adapt for steel types that want to use both their stabs, or tc if their moveset caters to that, alolan duggy is trash
 
steelworker is a bad adapt for steel types that want to use both their stabs, or tc if their moveset caters to that, alolan duggy is trash
Steelworker is more powerful than adaptability on steel types. Steelworker = 2.25x / Adaptability = 2x so Steelworker is basically adaptability + a free LO boost.

Anyway: Golisopod is now the monster it's always dreamed to be!

Golisopod @ Life Orb / Choice Band
Ability: Adaptability / Tinted Lens
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- First Impression
- Liquidation
- Leech Life
- Aqua Jet / Sucker Punch / Spikes
Unfortunately Psychic Terrain will likely be everywhere and a pain in the ass for this mon, but that wont stop me from loving it! Due to emergency exit people could never really appreciate how ridiculously bulky this mon is. His defenses are 75/140/90, thats bulkier than Skarmory and on par with mega scizor. And although it lacks reliable recovery it can eat hits like a champ and dish out massive damage.
Both adapt and tinted shine in different situations. Neither ability truly outshines the other
 
Steelworker is more powerful than adaptability on steel types. Steelworker = 2.25x / Adaptability = 2x so Steelworker is basically adaptability + a free LO boost.
steelworker is a bad adapt for steel types that want to use both their stabs, or tc if their moveset caters to that, alolan duggy is trash
Also that's not how maths work...
That's not how maths work at all.

Regardless I think the point tegrof tried to make in his own way is that there isn't really much competitive use for Steelworker in AAA since most steel types would probably prefer to boost both their stabs and / or coverage and, in some cases, don't much care for their steel type offensively. I think Swagodile's point does a pretty good job at showcasing that really since Steelworker makes 0 difference on KlingKlang (aka it's still as bad as tech), Lucaio and Cobalion rely on fighting stab far more than steel stab and alolan duggy is just bad.

From the steel types with more that 120 base attack, Bisharp, Escavalier, Excadrill, Scizor and Kartana would always prefer TC / Adapt (or Hustle in Kart's case). So that really only lives Metagross as a potentially good Steelworker user which doesn't really sound particularly threatening on paper.

Steelworker for coverage on the other hand is just bad and a huge waste of an ability.
 
Steelworker is more powerful than adaptability on steel types. Steelworker = 2.25x / Adaptability = 2x so Steelworker is basically adaptability + a free LO boost.

Anyway: Golisopod is now the monster it's always dreamed to be!

Golisopod @ Life Orb / Choice Band
Ability: Adaptability / Tinted Lens
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- First Impression
- Liquidation
- Leech Life
- Aqua Jet / Sucker Punch / Spikes
Unfortunately Psychic Terrain will likely be everywhere and a pain in the ass for this mon, but that wont stop me from loving it! Due to emergency exit people could never really appreciate how ridiculously bulky this mon is. His defenses are 75/140/90, thats bulkier than Skarmory and on par with mega scizor. And although it lacks reliable recovery it can eat hits like a champ and dish out massive damage.
Both adapt and tinted shine in different situations. Neither ability truly outshines the other
ive been using this set too, but i prefer tough claws over adapt, mostly because i ran suckerpunch and tough claws is literally a slightly (like..0.03%) worse adapt since sucker is slightly stronger...also yeah, its phys bulk is actually insanely good.
 
250px-065Alakazam.png
62312_065Alakazam_Mega_Dream.png

Alakazam @ Alakazite
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Calm Mind
- Dazzling Gleam
- Focus Blast
Got this idea from the psy surge m2y from BH. This guy seems amazing so far. You get the prio block, the psychic buff, and the mega to trace stuff like PBond in early meta AAA.
Though I lost here, look how it traces Adapt from Mamo and Psyshock at +1 dealing massive damage. http://replay.pokemonshowdown.com/almostanyability-487015264

Also Toxapex is great.. I'm trying Volt Absorb with Baneful Bunker and it gets Haze Recover and great coverage.

E: Appending this as well cause it's hilariously stupid. Another tool from BH
ub05_glutton___guzzlord_by_alexalan-daordx2.png


Guzzlord @ Mago Berry
Ability: Innards Out
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Poison Jab
- Gastro Acid
- Crunch
- Dragon Tail
The image clearly captures what his massiveness can do.
 
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Has anyone tried an unburden belly drum kommo-o set seems like it can perhaps be of worth to look at it :O. Especially considering gale wings got a major nerf.
 
Hello. Does anyone have any experience/thoughts on using Lucario with either Flare Boost or Guts? It seems like it could run either at least decently.
 
Innards Out seems like it will be an incredibly annoying (if Gimmicky) thing to deal with, since you can run it on Chansey and even when killed from pretty low health kill most sweepers. For example, the average HP Stat for all fully evolved pokemon (base 80) when uninvested is just 42% of Chansey's max HP. If your opponent sends in Chansey and you got to kill it right away, both mons die, if you stall too long while killing it, Chansey will have whittled you down with Seismic Toss to the point where it can KO you with Innards out from like, 25% health.

It'll be really interesting to see how much use this gets and how set up sweepers will adapt (if they even can)
 
so...we all know how scary golisopod is right. first impression, amazing stats, great typing...all balanced by a horrid ability that forces you out at half hp. well...what would happen if we took away the two biggest issues goliso has...first impression being a well...first impression...and golisos ability...we get...this:

Golisopod @ Leftovers
Ability: Triage
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Leech Life
- Liquidation
- Brick Break/substitute

basically, this mon is perhaps one of the best abusers of triage i could find. great stats, great typing. swords dance is for boosting (duh) leech life is to abuse triage, with its beautiful 80 BP it basically functions as a mini-first impression, but better. liquidation is secondary stab, and to fish for boosts. id slash razor shell, since its arguably better, but in all honesty, the accuracy and slight power liquidation is worth way more then a def drop imo. idk, pick your poison. the last move is up to prefrence. sub is so you can potentially block status (obviously your slower then most, so idk if its even worth using.) brick break is to mostly hit heatran, which otherwise laughs at golisos leech life, and desolate land is probably going to be the returning ability for the tran.
 
I'm having trouble dealing with poison heal pokemon. I can't muster the raw power to break them a lot, and even if I have a good wall, they can just switch-stall me with PP-free double poison heal out of every single move. There must be wisdom found in past gen AAA, yes?

Now, I DO suck, and I accept losing, so long as its fun and creative. But as is, I'm not doing anything but wasting folks time.
 
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I'm having trouble dealing with poison heal pokemon. I can't muster the raw power to break them a lot, and even if I have a good wall, they can just switch-stall me with double poison heal out of every single move. There must be wisdom found in past gen AAA, yes?

Now, I DO suck, and I accept losing, so long as its fun and creative. But as is, I'm not doing anything but wasting folks time.

Actually depends on the mon. Most Poison Heal users can be broken through by sheer power using something like a strong supereffective hit, or just a really strong hit in general coming from LO + Adaptability/Tough Claws/Terrain boosts. So far, I think there are two things that holds the title of making Poison Heal so troublesome, which are Snorlax and Suicune. Any Poison Heal users other than these two shouldn't be that bad.

Regarding Snorlax and Suicune, you must either not let them set up Curse or Calm Mind, or carry a specific counter for them. Snorlax has huge Special Bulk and while not so great Physical bulk, gets patched up after one or two Curses. And it has a Facade that hits VERY hard. Suicune has high bulk in both sides. Usually it Calm Minds until it's unbreakable in Special side, while throwing out Scalds to try to burn anyone that tries to break in Physical side. So yeah, these two are a pain to deal with.

Snorlax usually can be dealt with Levitate Doublade with Swords Dance + Sacred Sword. Doublade is very bulky and can easily tank +1 Crunches. With Swords Dance, you can outboost it's Curse and beat it with Sacred Sword. Other things that deal with it is Taunt users and Unaware users that can outstall it's PP (though I doubt you'd go this route since Facade has 32 PP).

As for Suicune, unlike Snorlax, it doesn't hit as hard, though it's can be harder to break due to Scald burns. I haven't seen PH Suicune so far so I can't really help you with this, but Taunt and Unaware users should be able to deal with it.

Also, apparently PH Zygarde with Coil + Thousand Arrows is a big threat, but I haven't seen it so far so I don't really know about it.
 
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