Metagame [Gen 9] Clubmons: Requiem

ausma

my own master
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Jiselle (Ogerpon-Costar), the mod's mascot!

:ogerpon-hearthflame: JOIN THE DISCORD HERE!!! :ogerpon-hearthflame:
:ogerpon-cornerstone: What is Clubmons? :ogerpon-cornerstone:

At the beginning of my Pet Mod career, I hosted a server called Clubmons, which was essentially a format where I arbitrarily edited Pokemon to create a metagame for me and my friends to enjoy and feel unpressured to learn a metagame. It was extremely hectic, but it's one of my more fond memories regarding Pokemon Showdown-based activities and has always stuck with me even after I couldn't run the server anymore.

Fast forward to about 3 years later, and I join the council of Megas for All and become close to two Pet Mod users I have utmost respect for and look up to in Hematite and inkbug. A little bit later, I'm invited to their Evolution Project, and with it I experienced the most fun I had ever had in building teams, playing with my friends, and designing Pokemon. Evolution Project's metagame had made me realize something very interesting about the way in which people "immerse" into metagames, in the sense that metagames often have a great deal of centralization and thus have polarized viabilities across the available Pokemon. Evolution Project is a genuine masterpiece to me, in the sense that it manages to propel numerous bizarre strategies to the forefront. Before I saw it in action, I wouldn't have believed you if you had told me Liquid Ooze of all things was an incredible ability to have, and on top of that, bizarre options like Echoed Voice and fucking Normalize were not just niche, but genuinely good. You see, Evolution Project also looped in canon Pokemon, which ended up rounding off the creative subs that the project often saw to create for a bizarrely diverse and incredibly well balanced format. Understanding what made it tick has been a really interesting thought experiment for me, and that is what has inspired me to finally make my own solomod and to revitalize the spirit of my old coding server.

The idea of this project is to build a highly balanced micromod, with an emphasis on enabling concentrated teambuilder freedom, minimizing teambuilder stress, and making innovation not just viable, but the lifeblood of the format. I want to build a metagame that builders and casual battlers can just jump into, without needing to learn or conform to a gigantic range of overwhelmingly powerful options. Think of it like this: you should be able to open up the teambuilder for the first time, see what's there, and immediately be able to build a viable team without having to do much other research. That is the initiative of this project, and the philosophy in which all balance decisions and additions are made upon.
Items:
Nothing is safe from the chopping block, and some things I evaluated were items. Although a great range of items are viable, there are a lot that have a lot of unique potential but fall just short. In order to both encourage their dynamics and also provide reinforcement into potent offensive-types like Water or Ice, I wanted to experiment a bit.

:absorb-bulb::cell-battery::snowball:: No longer consumable.
This one is a simple, but effective change that lets Pokemon autonomously add a way to punish potent offensive types throughout the game but in a way that isn't too overbearing. Absorb Bulb is the most interesting to me, as it provides a rare opportunity to punish one of the most spammable moves in the game: Scald.

:berry-juice:: Now heals 1/8 of the user's max HP every time they are hit under 50%.
Some changes are a bit more nuanced. Berry Juice now becomes a blend between Sitrus Berry and Leftovers, providing more burst healing, which can be a useful substitute for offensive Pokemon that want a bit more leeway in setting up.

:metronome:: No longer disrupted by Protect, missing, or Substitute.
Some changes are a bit simpler. This was how it worked on Showdown back in early Gen 8 before it was discovered that it was actually leagues worse than we thought. This is a reversion that brings back the sauced Metronome we thought it was.

Pokemon:
:leavanny:
+Encore, Solar Blade, Taunt, U-turn
Overcoat -> Technician


Big changes to canon Pokemon are a bit uncommon, but Leavanny is a different story to me, as a Pokemon that really wants the help but has some fundamental tools that give it an established niche. This provides Leavanny a more outlined niche for Sticky Web structures, while letting it operate as a bit of an offensive pivot and a more threatening Chlorophyll user.

:runerigus:
+ Pain Split

:escavalier:
+20 HP

Most changes look something like this, where Pokemon receive just one or two tools to round off their kit. I'm keeping most of these changes to a minimum because I want these Pokemon to maintain their identity and core attributes. Runerigus having Pain Split feels like a hole being filled, as it has the base HP to really make use of it, and a deluxe typing/toolkit in this metagame. Escavalier is already perfect, but having the extra base HP lets it defy power creep a bit and become more of the splashable utilitarian tank that it was designed to be.

:iron_crown:
+ Stealth Rock
- Focus Blast
- Stored Power


In rare situations, some Pokemon actually lose some options in order to expand options, if that makes sense. In the case of Iron Crown, the bulk of its design in canon is immensely interesting and its movepool is full of potential to make for a highly flexible and creatively rewarding Pokemon. However, Focus Blast and Stored Power both are so centralizing to its kit that most variants tend to make use of them in an OU context, and in earlier patches, did so even with just Stored Power removed. With Stealth Rock to make up for it and play into its defensive utility, Iron Crown becomes much more of a dynamic attacker and pivot which contributes positively to the format.

Abilities:
Shell Armor: Now boosts Defense by 1 stage when hit directly under 50% HP.
Heatproof: Now provides a Fire-type and burn immunity.

Some abilities in the format that feel a bit tenuous have been altered to become more practical. Shell Armor and Heatproof are the two primary changes as of right now. Shell Armor's rework lets Escavalier and Lapras become more splashable tanks, while Heatproof lets Bronzong sport an interesting Ability dichotomy that rewards good building, and also rewards players able to sense trends in their opponents' teams.

Rewind: Consumed items are restored on switch-out.

Custom abilities are also a thing! This is a custom ability that has been distributed to all Paradox Pokemon in the format, as well as some time adjacent Pokemon like Celebi. This ability has the potential to be extremely strong with the right mindset, but can also be a splashable choice to play into a Pokemon's defensive qualities or ability to force switches.
Pokemon available in the format were chosen very deliberately; there are tons to go through so I won't talk about them here, but here are a few of the highlights, especially with some changes they received.

:shiftry:
Shiftry is both a sun Pokemon and an offensive Defog user thanks to the change to both Wind Rider and Defog being counted as a wind move (as it should be). It lacks any overly polarizing traits, with a crispy offensive profile and very exploitable weaknesses that limit how easily it gets in, and rewards good play. Also fascinatingly, Shiftry is the format's only Defog absorber thanks to Defog's change, which makes it a high risk high reward option for non-Sun structures.

:escavalier:
Escavalier is the tank to end all tanks. Although it lacks auto recovery, it makes up for it with an elite defensive typing, great offense, and buffed defensive stats. It is filled to the brim with useful options, such as Pursuit and Knock Off.

:hydrapple:
Hydrapple is a badass and provides the format with its one of two Regenerator options (alongside Cyclizar). Because of its x4 Ice weakness and large spread of weaknesses in general, it can be overwhelmed easily, but still provide an excellent wall/wallbreaker for teams that can make use of its talents. With the new move Compost, sets such as Eject Pack are boosted in efficiency.

:rotom:
Rotom and the Rotom appliances are available, and while the Rotom appliances have been untouched, base Rotom has been given a significant stat boost to mirror the appliances in BST. It provides the format with its fastest Electric-type, as well as a solid offensive Ground-type immunity/Ghost-type.

On top of canon additions, there will be some regional variants/evolutions and custom Pokemon entirely entering the mix. These will be a bit more sparse, but I think sometimes you have to realize that there may be a Pokemon you want to fill a given role, but the set of traits you need would tear away its identity. You may recognize some from Evolution Project, as I believe some of these fit the objective of the project perfectly. There are then some custom examples like Stormulex and Iron Convector which fill very unique offensive niches that would not be feasibly replicated by a canon Pokemon without major identity-warping revisions.

If you want to know everything that's available, check out the Available Pokemon tab in the document, or just open up the builder and see for yourself!
We are live and playable on the Dragon Heaven server, so if you're wanting to get into the meat of things, check out the format on there!

:ogerpon: Ruleset & Banlist :ogerpon:

Clauses:
Mechanics Clause: Terastalization, Z-Moves, and Dynamax are banned.
Species Clause: Limit one of each Pokémon
OHKO Clause: OHKO moves are banned
Evasion Items Clause: Evasion items are banned
Evasion Moves Clause: Evasion moves are banned
Endless Battle Clause: Forcing endless battles is banned
Sleep Clause: Pokemon can only put 1 opposing Pokemon to sleep at a time.

Move Bans:
- Last Respects
- Shed Tail
- Hidden Power

Ability Bans
- Sand Veil
- Snow Cloak

Item Bans
- King's Rock
- Quick Claw
- Razor Fang
- Absolite
- Sablenite

:ogerpon-wellspring: Resources: :ogerpon-wellspring:

Discord Server
Main Document
Suggestion Form

A big thank you to the following people for their support/help:
Hematite
abismal
inkbug
jazzmat
Violettes
BlueRay
Magmajudis
lydian
cyclonez_
@Colossi_Productions
ESkywarrior99
@zumplewumpy
 
Viability List:

Because of the goal of the format, It does not have a dedicated "order", and is moreso focused on helping establish what Pokemon are generally the most flexible and consistent at filling their primary roles, and which ones are a bit more difficult to make work. As such, the philosophy by which the viability list is constructed is a bit different, focusing more on consistency and effectiveness in tandem, but still fundamentally operates in the same way.

Best of the Best:
Pokemon found here are the most versatile and potent at their jobs. They glue teams very effectively, or are major playmakers themselves.

:iron-crown: Iron Crown
:noivern: Noivern
:reuniclus: Reuniclus-Neural
:tyrantrum: Stormulex

Highly Consistent:
These Pokemon are always a safe pick and will almost always succeed at fulfilling their designated roles, though have one or two notable weaknesses.

QJICqle.png
Aleon
:araquanid: Araquanid
:aurorus: Aurorus
:baxcalibur: Avalange
:bombirdier: Bombirdier
:celebi: Celebi
:cobalion: Cobalion
:cyclizar: Cyclizar
:delphox: Delphox
:escavalier: Escavalier
:hydrapple: Hydrapple
:heliolisk: Heliolisk
:kricketune: Krickoncerto
:krookodile: Krookodile
:manectric-mega: Manectric-Mega
:ninetales: Ninetales
:noibat: Noivern-Variant
:overqwil: Overqwil
:pelipper: Pelipper
:politoed: Politoed
:rotom: Rotom
7Gt5sun.png
Skiversnow
:starmie: Starmie
:sylveon: Sylveon
:tapu-bulu: Tapu Bulu
:torterra: Torterra-Unidentified

Very Solid:
These Pokemon will usually get the job done, but require a bit more dedicated support and creativity to get the most value out of.

:absol: Absol
:accelgor: Accelgor
:bronzong: Bronzong
:chesnaught: Chesnaught
:clawitzer: Clawitzer
:claydol: Claydol
:decidueye-hisui: Decidueye-Hisui
:empoleon: Empoleon
:espeon: Espeon
:flapple: Flapple
:glaceon: Glaceon
:golduck: Golduck
:grafaiai: Grafaiai
:hippowdon: Hippowdon
:honchkrow: Honchkrow
:kleavor: Kleavor
:ogerpon-hearthflame: Ogerpon-Costar
:porygon-z: Porygon-Z
:rotom-wash: Rotom-Wash
:runerigus: Runerigus
:sandslash: Sandslash
:sandslash-alola: Sandslash-Alola
:sandy-shocks: Sandy Shocks
:seismitoad: Seismitoad
:shiftry: Shiftry
:quilladin: Quilladin
:tinkaton: Tinkaton
:vaporeon: Vaporeon
:vileplume: Vileplume
:weezing-galar: Weezing-Galar

Decent Options:
These Pokemon have notable flaws but can work when under the right conditions.

:appletun: Appletun
:arcanine: Arcanine
:tadbulb: Bellibrr
:brute-bonnet: Brute Bonnet
:crobat: Crobat
:altaria: Cyclonimbus
:dodrio: Dodrio-Cyarian
:falinks: Falinks
:flareon: Flareon
:flygon: Flygon
:vikavolt: Iron Convector
:incineroar: Incineroar
:klawf: Klawf
:lapras: Lapras
:leafeon: Leafeon
:leavanny: Leavanny
:ludicolo: Ludicolo
:spidops: Spidops
:squawkabilly: Squawkabilly
:talonflame: Talonflame
:umbreon: Umbreon

Niche:
These Pokemon are significantly limited, but have some unique qualities that a creative builder can make work.

:bellossom: Bellossom
:braixen: Braixen
:gothitelle: Gothitelle-Allira
:scyther: Scyther
:sudowoodo: Sudowoodo
:tentacruel: Tentacruel
:wugtrio: Wugtrio

Unranked:
Pokemon found here have either seen sparse usage or are too recent to solidly rank. Will you be the first to discover one of these Pokemon's potential?

:abomasnow: Abomasnow
:abomasnow-mega: Abomasnow-Mega
:avalugg: Avalugg
:bergmite: Avalugg-Alpine
:avalugg-hisui: Avalugg-Hisui
:bellibolt: Bellibolt
:decidueye: Decidueye
:dragalge: Dragalge
:froslass: Froslass
:glalie: Glalie
:glalie-mega: Glalie-Mega
:goodra: Goodra
:malamar: Malamar
kvnvm52.png
Malamar-Alola
:oinkologne: Oinkologne
:oinkologne-f: Oinkologne-F
:persian: Persian
:persian-alola: Persian-Alola
:bellossom: Petaled Pyre
:poliwrath: Poliwrath
:porygon2: Porygon2
:porygon: Porygreen2
:porygon-z: Porygreen-Z
:primeape: Primeape
:qwilfish: Qwilfish
:qwilfish-hisui: Qwilfish-Hisui
:rotom-heat: Rotom-Heat
:rotom-fan: Rotom-Fan
:rotom-frost: Rotom-Frost
:rotom-mow: Rotom-Mow
:sableye: Sableye
:salazzle: Sneezibia
:uxie: Uxie
:weezing: Weezing
 
Last edited:
Since the beginning of this post, we've received about 2 more patches! We have a few more fun moves, items, and abilities that expand the viability of archetypes like Gravity and Hail, as well as... Hyper Beam?!

The format is reaching a point where I am growing increasingly happy with letting it grow more organically, and possibly looking into a proper tournament. As soon as Patch 1.5 goes live, I would love to hear what you guys have to think about the metagame as well as the changes in general (the document is now fully updated up to 1.5). This format is a really important one to me and I really want to do what I can to make it a successful project. Thank you!
 
Hey all, we are finally starting a kickoff tour after a few weeks' worth of fine tuning and metagame development! If you want to sign up, check out this post here!

We also now have an official viability list to make teambuilding more accessible! You can check it out in the posts above.
 
Subs have been officially reopened. Nothing will actually be implemented until the tour is over, but I wanted to get discussion open on this project again now that it's starting to wind down and I'm easing into my new routine. If you're interested in contributing, I advise you join the discord.
 
Rotom will no longer have Signal Beam from Week 3 onward in SoloPL. While it's still a fairly oppressive presence otherwise and I will probably be nerfing it post-tournament regardless, Signal Beam was an oversight on my end that I did not consciously balance the stat spread around. This move completely shits on pretty much all forms of defensive counterplay that I had considered for the tier and makes Rotom go from an extremely powerful top tier presence to disgustingly overpowered.

Pinging players:
lydian TDNT EeveeGirl1380 BP Fangame10
 
now that my team is out i'd like to comment on the meta! for the most part, i think the clubmons that we saw in the inaugural tournament was very different than that of solopl. with a lot more eyes on the tier and a lot more at stakes (although i personally prefer the 10$ from the inaugural tournament than any "clout" from winning solopl hahaha) i think the strategies in the tier definitely changed a lot. in my games before i was just building more fun teams and i think that's the approach of most people that joined that tournament. so not a lot of pokémon were as thoroughly explored as they were now: rotom, avalange, krook, mglalie, buzzwole, and tspikes were an archetype i saw a lot more in solopl than i remember seeing in the inaugural tournament. and i think my building shifted a lot from the first tour which was mostly for fun in my mind, than this one where i didn't wanna let my teammates down. here are the teams i built.

in general. i think this tier hasn't been as fun as i remembered from the inaugural tournament to be completely frank. and i don't blame that one bit on ausma. i think she did a wonderful job w the new fakemon and curating the returning pokémon, but it's just impossible to playtest a tier before it reaches a higher level of play like what happened in solopl, so this is the first time we really get to see what the tier is like at the highest level (for a solomod). in general, i think the tier doesn't have enough offense / has too much defense, whichever way you wanna look at it, which is something that didn't show up in the inaugural tour, since people were taking it more lightly! especially as physical breakers, the only one that really excels in my eyes is mega glalie, but that does come with a big rocks weakness as a drawback. rotom and avalange could try to take advantage of blissey, but even those can be foiled by shadow ball blissey, and avalange just doesn't have the damage or pp to be able to stall out blissey like i originally thought it would be able to even with 101 subs (learned that the hard way LOL). i think all things considered the tier probably needs to be reined back in a little bit in terms of defensive pokémon - blissey in particular feels a bit suffocating for pretty much every special attacker in the tier and as in my view the physical breakers aren't as strong or ubiquitous. idk if there's any other pokémon i can particularly point out to that helps exacerbate this issue, all of the other defensive pokémon feel balanced in a way, but it just seems hard to construct something that can handle ALL of them together at once, i feel. i don't have anything specific to suggest to be added to or removed from the tier still. especially since there is plenty of solopl left still, and i'd love to see how builders tackle the seeming shift to a much more semi-stall approach to the tier, maybe there's a bunch of answers out there that i just neglected. but in general i think removing some of the strongest defensive mons and perhaps adding a few more dedicated breakers that are also good in other aspects would be a path i think would make the tier a bit more interesting to me :D i'm still in the clubmons discord and happy to talk there about ideas for the tier if anyone else also thinks it could benefit to go on a different way. i'm rlly excited to see a more balanced clubmons in the future, because the first couple of times i played the tier it really felt incredibly fun and fresh in a way that i don't think many pet mods or solomods do, and i hope we can bring that part of it back a bit :D

ofc i do wanna say these are only my opinions, and i've only played 6 serious games of the tier, so my perspective is nowhere near complete either. i just wanted to add my perspective to help ausma make the most informed decisions she can if the wants to adjust the tier! that's all ^^
 
SoloPL recap post woooo

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Stormulex          |   11 |  36.67% |  54.55% |
| 1    | Iron Crown         |   11 |  36.67% |  54.55% |
| 3    | Blissey            |   10 |  33.33% |  70.00% |
| 3    | Empoleon           |   10 |  33.33% |  50.00% |
| 5    | Avalange           |    8 |  26.67% |  62.50% |
| 5    | Chesnaught         |    8 |  26.67% |  62.50% |
| 5    | Claydol            |    8 |  26.67% |  50.00% |
| 8    | Buzzwole           |    7 |  23.33% |  42.86% |
| 8    | Glalie             |    7 |  23.33% |  42.86% |
| 10   | Rotom              |    6 |  20.00% |  50.00% |
| 11   | Noivern            |    5 |  16.67% |  80.00% |
| 11   | Ogerpon-Costar     |    5 |  16.67% |  60.00% |
| 11   | Rotom-Wash         |    5 |  16.67% |  20.00% |
| 14   | Weezing-Galar      |    4 |  13.33% |  50.00% |
| 14   | Sandy Shocks       |    4 |  13.33% |  50.00% |
| 14   | Flygon             |    4 |  13.33% |  25.00% |
| 14   | Cyclizar           |    4 |  13.33% |  25.00% |
| 18   | Petaled Pyre       |    3 |  10.00% | 100.00% |
| 18   | Talonflame         |    3 |  10.00% |  66.67% |
| 18   | Umbreon            |    3 |  10.00% |  66.67% |
| 18   | Hydrapple          |    3 |  10.00% |  33.33% |
| 18   | Aleon              |    3 |  10.00% |   0.00% |
| 23   | Espeon             |    2 |   6.67% | 100.00% |
| 23   | Bombirdier         |    2 |   6.67% | 100.00% |
| 23   | Celebi             |    2 |   6.67% |  50.00% |
| 23   | Krookodile         |    2 |   6.67% |  50.00% |
| 23   | Araquanid          |    2 |   6.67% |  50.00% |
| 23   | Accelgor           |    2 |   6.67% |  50.00% |
| 23   | Lapras             |    2 |   6.67% |  50.00% |
| 23   | Reuniclus-Neural   |    2 |   6.67% |  50.00% |
| 23   | Manectric          |    2 |   6.67% |  50.00% |
| 23   | Tinkaton           |    2 |   6.67% |  50.00% |
| 23   | Tapu Bulu          |    2 |   6.67% |  50.00% |
| 23   | Arcanine           |    2 |   6.67% |   0.00% |
| 23   | Sylveon            |    2 |   6.67% |   0.00% |
| 23   | Torterra-Unidentified |    2 |   6.67% |   0.00% |
| 23   | Oinkologne         |    2 |   6.67% |   0.00% |
| 23   | Escavalier         |    2 |   6.67% |   0.00% |
| 39   | Vaporeon           |    1 |   3.33% | 100.00% |
| 39   | Hippowdon          |    1 |   3.33% | 100.00% |
| 39   | Tentacruel         |    1 |   3.33% | 100.00% |
| 39   | Runerigus          |    1 |   3.33% | 100.00% |
| 39   | Incineroar         |    1 |   3.33% | 100.00% |
| 39   | Porygon-Z          |    1 |   3.33% | 100.00% |
| 39   | Ninetales          |    1 |   3.33% | 100.00% |
| 39   | Primeape           |    1 |   3.33% | 100.00% |
| 39   | Absol              |    1 |   3.33% |   0.00% |
| 39   | Crobat             |    1 |   3.33% |   0.00% |
| 39   | Clawitzer          |    1 |   3.33% |   0.00% |
| 39   | Guzzlord           |    1 |   3.33% |   0.00% |
| 39   | Golduck            |    1 |   3.33% |   0.00% |
| 39   | Scyther            |    1 |   3.33% |   0.00% |
| 39   | Kleavor            |    1 |   3.33% |   0.00% |
| 39   | Bellossom          |    1 |   3.33% |   0.00% |


Overall, I was pretty happy with the tier. I felt like I could justify bringing a lot of team styles, which hasn't been the case for a lot of formats I've played. I'm not sure if defense is TOO strong, but it's definitely really good. I've compiled some of my thoughts on specific things below to be taken with a grain of salt. Hope this helps!

Iron Crown is pretty nuts and I'm surprised I didn't see even more of it. Its stats are amazing for this power level, it can Volt Switch or Psychic Noise to get around its checks, and it can even play support now with Rewind Sitrus and Stealth Rock.

Blissey, Mega Glalie, Flygon, Petaled Pyre, Rotom, Ogerpon-Costar, and Noivern all had moments of looking broken, but they have more answers. The Flygon set I brought with Yache and DWB seems particularly restrictive in the current meta, almost requiring double priority or a bulky grass + Glalie. Petaled Pyre can be stopped by a single fire type (or dragon for the special sets), but quickly snowballs if the opponent doesn't have one. I also think a combination of Pokemon like Glalie, Ogerpon, and Flygon could be extremely difficult for most teams to handle.

These Pokemon felt pretty hard to justify bringing for various reasons, usually due to being outclassed:

Both Abomasnow - skiver and aurorus seem better
Absol - awkward stats and coverage, nice ability and prio though
The Avaluggs (mainly Hisui) - better phys walls and avalange exist
Bellibrr - very outclassed by blissey/other walls and avalange
Cyclonimbus - nice tools but stats suck
Flapple - flygon
Flareon - gimmicky pure breaker that dies too quickly + can't hit rock
Glaceon - avalange
Grafaiai - unburden sets are too weak + better prankster options
Iron Convector - tried to fit this many times but stats and typing are so awkward
Jolteon - competes with mmane and rotom
Leafeon - could be neat with more special attack for weather ball
Noivern-Variant - if we're getting walled by fairy might as well use the rewind one
Politoed - pelipper defensive profile still too good
Poliwrath - dont really know what this guy does still ngl
Both Porygreen - cultivate is neat on sun and hail teams but the stats and typing are quite mid
Spidops - sorry
Squawkabilly - another pure breaker that dies too quickly + can't hit rock
Torterra-UFO - grav wave merchant but it can't pressure dark types well enough; typing sucks and climate crash is gimmicky
Wugtrio - stakeout banded wave crash in rain go brrr but it has 35 hp so it just dies

It'd be nice to see buffs for some of these if we want to keep them around. There could also be nerfs to the stronger mons that make these better choices

Chilly Reception on something like Oinkologne or another mon in need of buffs
Unaware would be appreciated for stall if offense gets buffed or defense gets nerfed

The new/buffed items didn't really feel worth bringing in a team tour setting but I liked the ideas. Cell Battery and friends could see use if the meta develops more, but they're very fishy without much info on what people will bring. Berry Juice had potential for setup sweepers with draining moves like Sylveon and Primeape (even though I forgot to bring it), but there aren't many of those and Leftovers is more consistent. Metronome is probably still too gimmicky but there might be a place for it. Newton's Apple is pretty cool but sucks when every team has a Chesnaught or Buzzwole to eat ground moves. Similar deal with Magnetic Soles. Fuel Cell is funny but seems bad when you have a high chance of getting walled or letting something else set up on the recharge turn. Branching Wand is kinda neat on Delphox, but Braixen is just too slow and frail to get anything out of it most of the time. Spiked Jacket has potential on Quilladin imo, but I think Chesnaught usually wants other items. Trick-or-Treat Bag doesn't seem awful but I don't know what would run it.

:Accelgor::Espeon::Lapras::Rotom::Flygon::Iron Crown:
:Accelgor::Tyrantrum::Lapras::Rotom::Flygon::Iron Crown:
I used mostly the same team for weeks 1 and 5, with the updated version accounting for Rotom's nerf and meta trends. The original idea was just raw screens HO- Rotom, Flygon, and Iron Crown all seemed really strong compared to other attackers in the tier, and I thought the Lapras and Accelgor sets would catch people off-guard. I was especially interested in Accelgor being able to use a full-power Electro Ball against nearly everything thanks to its buff and Unburden. When updating the team, I wanted to keep Rotom and make it the screen setter because its stat spread is still amazing. Stormulex became the dedicated lead- I'm not a big fan of it on most teams, but nearly guaranteed rocks alongside Rapid Spin and priority Healing Wish seemed amazing for this type of team. Flygon was updated to have Yache Berry and Dual Wingbeat, helping it set up in the presence of the common Ice Shard and Buzzwole.

:Vaporeon::Talonflame::Empoleon::Blissey::Hippowdon::Buzzwole:
I have very little experience building defensive teams, so I was a bit worried about this one, but I'm happy with how it turned out. I started wanting to use Empoleon after seeing how dangerous Noivern, Sylveon, and Iron Crown looked, and thought Buzzwole could handle a lot of the physical threats for it. I ended up going for full defense after checking my opponent's scout and seeing a lot of weather and balance. Hippowdon was a good blanket check to weather and a lot of other Pokemon (Stormulex was common), with Vaporeon helping against rain and Talonflame helping against sun (specifically Petaled Pyre). Those three also added Stealth Rock, Defog, and Wish. Blissey felt mandatory to do stall things and heal status for the rest of the team. This team is a bit weak to setup mons with Substitute because Unaware doesn't exist in this tier, but I haven't seen much of that.

:Sandy Shocks::Ninetales::Espeon::Talonflame::Ogerpon-Hearthflame::Bellossom:
I wanted to use Ogerpon with Swords Dance and noticed it still had access to Growth. In hindsight I don't really know why Espeon is on this- Ogerpon doesn't like hazards but the rocks-weak mons ended up with boots. Sandy Shocks is a nice fast breaker/pivot that pressures the rest of the team's checks. Talonflame is extra speed control and offense because the team doesn't have Chlorophyll- all of the options were Grass and I wanted more Fire. Ogerpon itself is meant to sweep with Growth and Trailblaze once the opponent's physical walls and Grass-types are weakened. Petaled Pyre was added for hazard removal and wallbreaking, but Rapid Spin ended up giving it sweeping potential too.

:Sandy Shocks::Celebi::Empoleon::Primeape::Cyclizar::Bombirdier:
For semis I aimed for a pivot-heavy team with Knock Off and hazards to take advantage of the increasingly popular stall teams. I started with Celebi and Primeape. Eject Pack Rewind is an incredible pivoting tool, Future Sight lets me force damage on things, and Healing Wish lets me switch Primeape into attacks more freely. Sandy Shocks was my hazard setter of choice- I'm a big fan of it in other formats and I'm surprised I haven't seen much of it here. Sitrus Rewind even gives it a pseudo-Regenerator effect, letting it come in far more often against stall teams. Empoleon serves as the team's defensive glue, adding a lot of resistances and longevity alongside Knock Off to make the hazards worthwhile. Cyclizar acts as speed control, the main Knock Off user, and hazard removal. It also has Taunt instead of a stronger attack to shut down walls and prevent setup from offensive mons. Bombirdier seemed really cool for hazard stack teams thanks to Territorial and Knock Off, which give it a lot of breaking potential. It also has strong priority to help with faster teams.

Various unused and/or unfinished teams:
:Blissey::Tapu Bulu::Lapras::Rotom::Flygon::Iron Crown: Meant for finals; just good bulky mons with new sets
:Porygon-Z::Reuniclus::Guzzlord::Clawitzer::Bellossom::Ogerpon-Hearthflame: TR WIP, should have claydol or p2 or something as another setter but it might be ok as is
:Rotom-Wash::Tinkaton::Krookodile::Glalie-Mega::Celebi::Noivern: 6 good mons
:Flygon::Shiftry::Iron Crown::Araquanid::Dodrio::Ogerpon-Hearthflame: Webs with shiftry and dodrio as spinblockers
:Heliolisk::Reuniclus::Glalie-Mega::Iron Crown::Noivern::Krookodile: Rising voltage is a broken move
:Primeape::Rotom::Cyclizar::Tinkaton::Quilladin::Clawitzer: 6 good(?) mons
 
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