What do 104 Hp and 152 Speed (+ Timid) do on Zapdos?
It gives it enough Speed to outspeed Max Speed Great Tusk, with rest in bulk is what I'm assumingWhat do 104 Hp and 152 Speed (+ Timid) do on Zapdos?
gz on peak! I definitely got cooked by the dnite on ladder/during testing...I have finally done it, I have hit #1 on the AAA ladder. I am super hyped about this as this is the first time I have done this, even after sitting in the top 10 for quite a bit. I have been every place but first, and when I would go for the #1 the queue times would be insanely long or I would get discouraged after losing one or two games(and in turn like 40 elo), but today I just decided I'm gonna do it and I did. I don't care how small of an achievement this is, I'm hyped about it so I'm gonna make a post about it.
Here is the team I used to finally get there:
Mixed dnite is the truth if you aren't going for setup, and even if you are it still works as evident from Cumps (gz on making council!) dnite spread from Maybca's game. Thing also tears it up in ND AAA (which you should play!), which leads me to believe it is an actual set one should prepare for and not just a gimmick. Dumped the bulk invested in HP into spatk so it could hit harder, I am honestly not sure if this affects dnite not living any important hits, but the extra damage is nice for things such as mandi.
The gholdengo spread allows for a +2 shadow ball to 2HKO a pert after getting its vest knocked. A niche-ish interaction but I still found it useful. The spread could go down to 96 spatk but the extra bulk was meh so I just kept the dump in the spatk for other interactions. WBB no item allows for you not to get steamrolled by ceru. I initially ran colbur/lefties but realized it's more advantageous to run no item as that helps against ceru and all the knock spam. Honestly found myself wanting EE more so I could actually 1v1 the pert, but having 3 flying types that would have been greedy and cost me the fire mu.
I had initially tried boots zama as I had faced off against some hazard stack and wanted to see if boots would help. They do not. You miss out on guaranteed KOs and that causes more of a headache than not taking hazards. The flexibility in clicking moves also doesn't matter as you are getting more or less the same net damage between clicking two neutral moves w band or a neutral and super effective with boots. So again, learn from my mistakes, just run CB if you're running SoR.
This team honestly was me wanting to get nice with defensive/utility EVs/items, but realizing that is silly and it's more worth to just dump into attack to do more damage. Also wanted to expand on the idea of 'mixed' attacking mons, as I still think that teams that are able to slot in random physical/special coverage on multiple mons will fare better as the meta progresses.
This next team I used was inspired by CareerEnded's gterrain HO team, although I tweaked it to be a balance team. I used it when I was in the 1500s but wanted to share anyway as it was a fun team to use.
I was watching the Wolfey video where he uses an AV gambit and thought that maybe this could work. I had also played a game against slither wing where I had tricked their WBB gambit a scarf, and despite no passive recovery, it still had longevity, so I thought why not try it. Building off the idea of a non phys def invested WBB mon, something I touched on in my tourney team post, this is what I ended up with. The spdef investment allows one to take on 3 attack heatran very well, something this team would otherwise struggle with, with EP having a 4.1% to 3HKO. With max atk it is able to dish out quite a bit of damage that some may not expect from a defensive gambit. Steel already has a great synergy w pert, but having a fire and psychic immunity in one slot was really useful and allowed for much need breathing room when it came to defenses.
I had experimented with this mon before my games with Isaiah to see if it could work, and while I don't think it is the best, it can carve out a small niche for itself on the right team structures. Intimidate helps with non-contact physical moves (specifically ic chien, eq moon, any physical fire), which clef otherwise folds to despite investment. I didn't run moonlight on this as lefties + gterrain meant it was getting a good amount back + I did not want corv to come in for free on clef every time. Overall mon is fun/has a surprisingly good amount of positive MU's into the physical threats of the tier but lacking in actual stats + not too much flexibility in what it can run makes it not the greatest.
Notes in general: None of the mons have EQ bc of gterrain, dnite is running flame bc clef already has tbolt coverage, and this team does struggle against set-up sweepers, especially phys def ones if clef is gone.
Proof Below - Name comes from Bonehead's Bank Holiday by Oasis
Had to re-open the cellar of dastardly ideas for this, but here are some of the things still in my teambuilder:hello friends, as I look through the builder I keep finding mons that I feel should be good or at least usable but don't see too much actual play. these are the ones that I've collected so far.
View attachment 614693
I'm looking for any useful, anti-meta, or even just fun sets that people have for these mons or any other ones you think are underutilized. for example, I used this set in AAALT:
Fezandipiti (M) @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 228 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Toxic
- Heat Wave
- Moonblast
this was intended as a wake and prima hard counter, but it ended up being very useful against IDBP zama, which I didn't even consider. keep in mind these are "underexplored" just from my perspective, perhaps you consider dragalge or something a meta staple and have entirely solved all possibilities for it. in that case, please share!
Enough time has passed.hello friends, as I look through the builder I keep finding mons that I feel should be good or at least usable but don't see too much actual play. these are the ones that I've collected so far.
View attachment 614693
I'm looking for any useful, anti-meta, or even just fun sets that people have for these mons or any other ones you think are underutilized. for example, I used this set in AAALT:
Fezandipiti (M) @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 228 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Toxic
- Heat Wave
- Moonblast
this was intended as a wake and prima hard counter, but it ended up being very useful against IDBP zama, which I didn't even consider. keep in mind these are "underexplored" just from my perspective, perhaps you consider dragalge or something a meta staple and have entirely solved all possibilities for it. in that case, please share!
Ok, I know how this looks... but that shit is nasty. This meta heavily supports mixed attackers because defensive walls almost always invest in defense with Intimidate or Fluffy or in special defense typically being an AV user. However, mixed attackers can be supported in both offensive stats thanks to abilities like Adaptability and Sheer Force, and Adaptability being the example in this case. This mon is scary and congrats to Gia for making this!Been a moment since I posted anything AAA (I post all the time in the discord) but here is a monster mixed set:
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Pecharunt @ Spell Tag
Ability: Adaptability
Tera Type: Poison
EVs: 220 Atk / 252 SpA / 36 Spe
Naughty Nature
- Poltergeist
- Shadow Ball
- Malignant Chain
- Nasty Plot
It 2hko's many common answers to Pecharunt through it's mixed nature and how stupidly good Ghost typing is offensively.
Replay of it in extreme action: https://replay.pokemonshowdown.com/gen9almostanyability-2080419477
Calcs ahead:
252+ SpA Spell Tag Adaptability Pecharunt Shadow Ball vs. 252 HP / 0 SpD Corviknight: 204-240 (51 - 60%) -- 85.5% chance to 2HKO after Leftovers recovery
252 Atk Spell Tag Adaptability Pecharunt Poltergeist vs. 252 HP / 4 Def Swampert: 240-284 (59.4 - 70.2%) -- guaranteed 2HKO
252 Atk Spell Tag Adaptability Pecharunt Poltergeist vs. 252 HP / 4 Def Manaphy: 220-260 (54.4 - 64.3%) -- guaranteed 2HKO
252+ SpA Adaptability Pecharunt Malignant Chain vs. 0 HP / 4 SpD Roaring Moon: 182-216 (51.8 - 61.5%) -- guaranteed 2HKO
252 Atk Spell Tag Adaptability Pecharunt Poltergeist vs. 0 HP / 0 Def Roaring Moon: 147-173 (41.8 - 49.2%) -- guaranteed 3HKO
252 Atk Spell Tag Adaptability Pecharunt Poltergeist vs. 252 HP / 4 Def Empoleon: 246-290 (66.1 - 77.9%) -- guaranteed 2HKO after Leftovers recovery
This set looks the most promising against stall. It has mixed potential while also preventing heals. It unfortunately gets walled by most team's regenerator slot (and Empoleon), but stall typically uses pokemon like Great Tusk as their regen slot, since Blissey is Blissey. If this had knock it would be really good at forcing progress.
Jirachi @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Future Sight / Doom Desire
- Iron Head
- Psychic Noise
RegenVest that can switch in on the broken Psychic types running around. Future Sight / Doom Desire gives it some interesting techs over the main RegenVesters, and it can do stuff like Psychic Noise on predicted switch ins.
there's definitely a case to free ice scales but i don't think you're looking at it correctly. expecting one mon to effortlessly cover every single special attacker in the meta is a bad idea from a building perspective. the reality is that you'll be giving up matchups whenever you choose your regenvest, and you can't or shouldn't really change that. if you're struggling vs special attackers, just remember two things:Please Free Ice ScalesHi, I'm back with a proposition. Please free Ice Scales. I feel like the special attackers we have in the current metagame are a lot to handle, and I think that this might help the problem. Here's why I think we should free Ice Scales:
Swampert is currently the most popular way of dealing with special attacker thanks to its solid natural bulk and the Assault Vest it always holds. However, it can sometimes struggle against Walking Wake. This is because Walking Wake can freely Weather Ball against Swampert, allowing it to almost always 2HKO Swampert. In addition to that, Walking Wake is also able to Knock Off Swampert's Assault Vest, making it even more vulnerable to Weather Ball, as well as Draco Meteor.
So, if Walking Wake is the problem, why not just use Manaphy? It has even higher bulk, also uses an Assault Vest, and is able to resist Weather Ball from Walking Wake. Well, the issue with using Manaphy is that you are now vulnerable to Electric-types like Zapdos, which can 3HKO with Thunder and threaten paralysis, and Sandy Shocks, which 2HKOs with Thunderbolt.
If the problem is Electric-types, then why not Volt Absorb Empoleon? It easily switch ins to Zapdos and can't get punished by Knock Off from Walking Wake, as well as the fact that it resists both of Wake's STABs. Unfortunately, it gets 2HKOed by Earth Power from Sandy Shocks.
Loses to Latios, Azelf, Deoxys-Speed, Sandy Shocks, and Scream Tail.
Loses to Zapdos, Sandy Shocks, SFLO Gengar (if Sludge Bomb).
Loses to Scream Tail, Primarina, and doesn't switch in to most physical attackers like most special defensive mons can.
Scream Tail, Primarina, Deoxys-Speed, Walking Wake.
Beats pretty much every special attacker ig, but loses to Trick and is easy setup fodder for physical attackers and also can't pivot.
This mon actually seems pretty good, but U-turn chips it down quite a bit.
But why?
Struggles with Walking Wake and Primarina and can't pivot.
I don't know what to say here but I think Ice Scales should be added back. Also, I would keep on eye on Sandy Shocks cause I find that it seems really, really good right now.
Please Free Ice Scales
Ok, while it shouldn't be the case that the special defensive mon you have should not counter every single special attacker, there's still combinations like Sandy Shocks + Walking Wake or Latios + Iron Moth that can straight-up beat Empoleon, Swampert, and Manaphy, and if Ice Scales existed, this wouldn't be a problem.there's definitely a case to free ice scales but i don't think you're looking at it correctly. expecting one mon to effortlessly cover every single special attacker in the meta is a bad idea from a building perspective. the reality is that you'll be giving up matchups whenever you choose your regenvest, and you can't or shouldn't really change that.
It is usually very tough to fit in double immunity on a team since you always want a phys def mon, a speed control mon, and 2 wall breakers, so at most you're typically only fitting in one immunity mon. Also, RegenVest Manaphy and VA Empoleon isn't a good pairing, plus Air Balloon is rarely ever used on Empoleon.a. most teams don't have more than 2 special attackers, so you can often get away with just running a regenvest + double immunity to special attackers you're specifically scared of (e.g regenvest mana + air balloon va emp)