Intro to AAA

By Quantum Tesseract and Funbot28. Released 2019/06/28
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Art

Art by MamOwOswine.

What is AAA?

AAA, or Almost Any Ability, is an Other Metagame permaladder on Pokémon Showdown whose thread can be found here. In it, every legal Pokémon can freely change their ability from the ones they naturally get to almost any other; for instance, you could have a Latios with Psychic Surge or a Chansey with Unaware. For the most part, the metagame is based off of OU. Compared to OU, it has four unbanned Pokémon—Genesect, Landorus, Mega Metagross, and Naganadel—and a few more banned Pokémon, namely Archeops, Dragonite, Hoopa-U, Kartana, Keldeo, Kyurem-B, Regigigas, Shedinja, Slaking, Terrakion, and Weavile.

Unlike OU, however, Pokémon bans aren't enough to solely balance the metagame. While some abilities are balanced on their native user, they become wildly unbalanced when they can be applied to anything and thus must be removed from the metagame. AAA seeks to keep as many abilities as possible legal, but while even extremely powerful abilities like Adaptability can avoid the cut, some things would require extremely extensive Pokémon bans to balance or in some cases might be unbalanced regardless and must be removed. These banned abilities are Comatose, Contrary, Fluffy, Fur Coat, Huge Power, Illusion, Imposter, Innards Out, Parental Bond, Protean, Pure Power, Simple, Speed Boost, Stakeout, Water Bubble, and Wonder Guard.


Basics of AAA teambuilding

While AAA shares many viable Pokémon with OU and very nearly shares a banlist, the viable teams and archetypes can differ vastly. Since every Pokémon can draw from the same pool of abilities, that section of the playing field is completely leveled. In AAA, Pokémon such as Clefable can no longer rise above their average base stats with an excellent ability, but at the same time Pokémon like Doublade and Alolan Muk are no longer held back by their mediocre ability options. As a result, more Pokémon are too broken to safely remain in a balanced metagame, but after they get removed, more Pokémon are readily usable at the highest level thanks to the extra freedom this increased customization allows team builders. AAA might only have four major team archetypes—offense, balance, stall, and weather—but more options do exist, and each category contains far more variety than its umbrella classification suggests.

Offense

Offense is an interesting playstyle in the Almost Any Ability metagame where abilities such as Triage, -ates (Aerilate, Pixilate, etc.), and Magic Bounce are found on many teams, hindering the playstyle's ability to effectively sweep or set up hazards. Thankfully, abilities such as Dazzling, Psychic Surge, and Mold Breaker can help circumvent the aforementioned abilities that may hold offense back from properly breaking opposing balance, bulky offense, and stall teams. Common breakers typically seen on offense teams are Noivern, Victini, Tapu Koko, Thundurus, and Blacephalon, Pokémon that can all pose a threat to more defensive teams due to their outstanding power. Almost Any Ability also supplies the playstyle with an abundance of terrifying setup sweepers as well, with the most notable examples including Volcarona, Manaphy, Naganadel, Kommo-o, and Xurkitree. Since offense is a typically momentum-based playstyle, enabling opposing threats such as Triage Golisopod, Triage Buzzwole, and Shift Gear Magearna to set up can be extremely devastating, especially if there are no priority-blocking teammates available to take on the Triage users. Offense can also rely on blanket checks to deal with opposing offensive threats in a pinch, with the best examples being Assault Vest Regenerator Magearna, Poison Heal Tapu Fini, and Flash Fire Doublade, pivots that can all deal with the majority of common revenge killers that can pose a nuisance to their offensive teammates.

lando noivern victini golisopod mage kommo

Landorus-Therian @ Focus Sash
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Explosion
- Smack Down


Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- U-turn
- Heat Wave
- Switcheroo


Victini @ Choice Scarf
Ability: Magnet Pull
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick


Golisopod @ Insect Plate
Ability: Triage
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Swords Dance
- Leech Life
- Spikes
- Liquidation


Magearna @ Fairium Z
Ability: Tinted Lens
EVs: 144 HP / 196 SpA / 168 Spe
Modest Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Fleur Cannon
- Pain Split


Kommo-o @ Salac Berry
Ability: Dazzling
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Drain Punch
- Poison Jab
- Substitute


Weather and Terrain

While weather (typically sun and rain) and Terrain (typically Electric) are technically different conditions, for most purposes they play identically. Both are replaced by new versions of their type on the field, both enable horrifically strong breakers or fast sweepers, and both must watch out for foes that are immune to them. For standard weather, the last of these takes the form of the common Flash Fire or Desolate Land Pokémon, such as Ferrothorn and Heatran, while Electric Terrain teams must watch out for Ground-types such as Landorus-T and Pokémon with immunity abilities like Volt Absorb Celesteela. Surge Surfer is the equivalent of Swift Swim and Chlorophyll, while other setters form reset buttons that these sweeper teams need to play around.

zapdos manaphy greninja fini ferro swampert

Zapdos @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Roost
- Discharge
- Defog


Manaphy @ Toxic Orb
Ability: Poison Heal
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Tail Glow
- Knock Off
- Scald
- Hidden Power [Ground]


Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- U-turn
- Dark Pulse
- Toxic


Tapu Fini @ Waterium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Hydro Pump
- Surf
- Rain Dance


Ferrothorn @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Leech Seed
- Power Whip
- Spikes
- Knock Off


Swampert @ Swampertite
Ability: Sap Sipper
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Hammer Arm
- Stealth Rock


Balance

Balance in Almost Any Ability is superficially similar to offense, as it must keep the same threats in check without sacrificing all offensive pressure, but they play very differently in practice. Relative to offense, AAA balance teams are heavily momentum focused. Slow defensive pivots that can gain momentum for the team, like Zapdos, Gliscor, and Magearna, are all common picks to control the flow of battle and bring in offensive threats for free; similarly, Pokémon with abilities that activate on the switch rather than having to waste a turn moving, such as Regenerator, Poison Heal, and Magic Bounce Pokémon, are heavily prized. Defensive-leaning Pokémon that can fill multiple roles like stallbreaker Tapu Fini and support Ferrothon can be very helpful to keep up offensive pressure, and there's a corresponding pressure to ensure that each offensive Pokémon can make as much use of the free switches brought by pivots as possible.

noivern doublade ferro fini zapdos xurkitree

Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Flamethrower
- Switcheroo
- U-turn


Doublade @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sacred Sword
- Swords Dance
- Iron Head
- Shadow Sneak


Ferrothorn @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Leech Seed
- Power Whip
- Spikes
- Knock Off


Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Scald
- Moonblast


Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Defog
- Roost
- U-turn
- Discharge


Xurkitree @ Psychium Z
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Zap Cannon
- Tail Glow
- Energy Ball


Stall

Even with the banning of Fluffy and trapping options such as Arena Trap Dugtrio and Adaptability Weavile, stall still holds a formidable place in the current metagame by virtue of the availability of great abilities such as Magic Bounce, Regenerator, Unaware, and Poison Heal. Typical stall builds carry at least one user of each of the aforementioned abilities, with common bearers including Mew, Alolan Muk, Chansey, and Tapu Fini, respectively. However, wallbreakers such as Desolate Land Victini, Adaptability Mamoswine, Pixilate Tapu Koko, Normalize Gengar, and Magic Guard Blacephalon still pose a huge threat to these type of builds. Thankfully, stall has adapted to these threats by running walls such as Thick Fat Hippowdon, Intimidate Buzzwole, Volt Absorb Skarmory, and Mega Tyranitar with Regenerator as a base ability. Setup sweepers such as Magic Guard Volcarona, Calm Mind Magearna, and Bulk Up Magic Bounce Buzzwole all offer solid wincons that appreciate stall's ability to wear down opposing checks via status and hazard chip. Trapping can still be accomplished by Pokémon such as Sneasel and Tyranitar, but Alolan Muk's sustainability is generally preferred.

chansey buzz muk skarmory gligar fini

Chansey @ Eviolite
Ability: Unaware
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Stealth Rock
- Seismic Toss


Buzzwole @ Rocky Helmet
Ability: Flash Fire
EVs: 252 HP / 244 Def / 12 Spe
Impish Nature
- Hammer Arm
- Roost
- Ice Punch
- Earthquake


Muk-Alola @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Poison Jab
- Clear Smog
- Pursuit


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


Gligar @ Eviolite
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Defog
- Earthquake
- U-turn


Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 200 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Scald
- Moonblast


Other playstyles

Most other playstyles are significantly less viable than the aforementioned set, but a select few do enjoy some niche. Sticky Web and Grassy Terrain offense can be effective at enabling sweeping or wallbreaking, but the results they give usually aren't enough to justify the opportunity costs. Dual screens or Aurora Veil setters can enable setup sweepers that might otherwise have issues with their bulk to sweep, but Defog is omnipresent, and defensive walls in AAA are usually pretty good at dealing with setup sweepers.


Closing Thoughts

Get out there! Almost Any Ability is a fascinating metagame with lots of room for creativity and originality, and it’s always exciting to learn whatever creative new team people come up with.

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