AAA Almost Any Ability

That doesnt look like 2700
sorry (I am a noob in AAA) But why do you consider hoopa broken? Any <insert fast physical sweeper here> can just easily wipe it out. It's just an information and probably it's a (aa) stupid question.
Hoopa-U just demolishes any sort of balance or stall build. Band Tinted has no counters, Lo Sheer Force has no counters and different checks, Scarf Hustle is still hard to switch into while demolishing offense, Psyterrain is really strong and nearly impossible to revenge... it does have a few pokemon that check most sets, but they cant switch in and can still be surprised and taken out by, say, weather sweeper varients. Its just too powerful and unpredictable for the metagame.
 
Today's installment of TheCoastsOfToast tries to make relatively unused Pokémon fun:

Klinklang @ Life Orb
Ability: Technician
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Wild Charge
- Facade

Technician + Life Orb + Gear Grind. What an amazing, amazing combo, especially after a Shift Gear boost. I originally was using Metal Coat so as not to deal with recoil from LO but this changed my mind:

+1 252+ Atk Metal Coat Technician Klinklang Gear Grind (2 hits) vs. 248 HP / 0 Def Magearna: 356-422 (98 - 116.2%) -- approx. 93.8% chance to OHKO
+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 248 HP / 0 Def Magearna: 390-460 (107.4 - 126.7%) -- guaranteed OHKO

The slim chance of not OHKOing without it convinced me enough, because I didn't when I needed to. Also, it can hit some nice resists pretty hard, like Volcarona.

+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 0 HP / 0 Def Volcarona: 310-366 (99.6 - 117.6%) -- approx. 93.8% chance to OHKO

Also, hits hard enough to hurt Unaware mons like Chansey, Mew, and Mandibuzz.

It's a great sash-breaker, Mimikyu destroyer, and overall powerhouse. It's immune to Toxic, and I carry Facade just in case there's a Will-O-Wisper around. Wild Charge does a bit of damage to walls like Celesteela and Skarmory, as well as bulky Waters. It resists common ESpeeds, other than Galvanize, but is vulnerable to Mach Punch so like most sweepers it appreciates Psychic Terrain. It is badly walled by Heatran and Rotom-W (among others) so keep that in mind! I EVd it so that it has 500 speed after a Shift Gear, but you could give it more speed to beat Scarf Keldeo I suppose, even though you won't kill it and it will likely kill you with SS. Edit: Keldeo is banned whoops!! But same applies for Scarf Terrakion, except you can take it out.

Here's a nice replay of it in action from today:
http://replay.pokemonshowdown.com/gen7almostanyabilitysuspecttest-601744552
 
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Today's installment of TheCoastsOfToast tries to make relatively unused Pokémon fun:

Klinklang @ Life Orb
Ability: Technician
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Wild Charge
- Facade

Technician + Life Orb + Gear Grind. What an amazing, amazing combo, especially after a Shift Gear boost. I originally was using Metal Coat so as not to deal with recoil from LO but this changed my mind:

+1 252+ Atk Metal Coat Technician Klinklang Gear Grind (2 hits) vs. 248 HP / 0 Def Magearna: 356-422 (98 - 116.2%) -- approx. 93.8% chance to OHKO
+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 248 HP / 0 Def Magearna: 390-460 (107.4 - 126.7%) -- guaranteed OHKO

The slim chance of not OHKOing without it convinced me enough, because I didn't when I needed to. Also, it can hit some nice resists pretty hard, like Volcarona.

+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 0 HP / 0 Def Volcarona: 310-366 (99.6 - 117.6%) -- approx. 93.8% chance to OHKO

Also, hits hard enough to hurt Unaware mons like Chansey, Mew, and Mandibuzz.

It's a great sash-breaker, Mimikyu destroyer, and overall powerhouse. It's immune to Toxic, and I carry Facade just in case there's a Will-O-Wisper around. Wild Charge does a bit of damage to walls like Celesteela and Skarmory, as well as bulky Waters. It resists common ESpeeds, other than Galvanize, but is vulnerable to Mach Punch so like most sweepers it appreciates Psychic Terrain. It is badly walled by Heatran and Rotom-W (among others) so keep that in mind! I EVd it so that it has 500 speed after a Shift Gear, but you could give it more speed to beat Scarf Keldeo I suppose, even though you won't kill it and it will likely kill you with SS.

Here's a nice replay of it in action from today:
http://replay.pokemonshowdown.com/gen7almostanyabilitysuspecttest-601744552
In general, klingklang is just not very good. Your replay could be better, as their team lacked checks to sweepers in general; while it does have a decently good offense matchup, it isnt getting anywhere aganst stall and semistall, as staples such as skarmory (252+ Atk Life Orb Klinklang Wild Charge vs. 248 HP / 252+ Def Unaware Skarmory: 133-159 (39.9 - 47.7%) -- guaranteed 3HKO), Hippowdon, Buzzwole, Gligar, Doublade, volt absorb toxapex... offense also has answers like special Lucario, entei, zygarde , Ferrothorn, Victini, genesect, chesnaught, choice scarf terrakion, and the aforementioned heatran that give it issues. Its certainly usable with team support, but this seems to only consider its upsides.

Also, you dont need to worry about scarf keldeo since keldeo is banned.
 

Laxpras

One small yeet for man, one giant yeet for mankind
I think Klingklang is definitely a viable choice (you should run Rock Smash or Substitute over Facade, though. Rock Smash pairs well with Technician to hit Heatran), your listed offensive checks aren't really reliable checks, or checks at all Quantum Tesseract
+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 0 HP / 0 Def Genesect: 228-270 (80.5 - 95.4%) -- approx. 50% chance to OHKO after Stealth Rock
+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 0 HP / 0 Def Victini: 218-258 (63.9 - 75.6%) -- approx. 6.3% chance to OHKO after Stealth Rock
+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 4 HP / 0 Def Zygarde: 374-440 (104.4 - 122.9%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 0 HP / 0 Def Entei: 250-296 (67.3 - 79.7%) -- approx. 25% chance to OHKO after Stealth Rock
+1 252+ Atk Life Orb Technician Klinklang Gear Grind (2 hits) vs. 248 HP / 0 Def Chesnaught: 370-436 (97.6 - 115%) -- guaranteed OHKO after Stealth Rock
252+ Atk Chesnaught Drain Punch vs. 80 HP / 0 Def Klinklang: 210-248 (74.7 - 88.2%) -- guaranteed 2HKO
and if Heatran is weakened:
+1 252+ Atk Life Orb Technician Klinklang Rock Smash vs. 0 HP / 0 Def Heatran: 221-263 (68.4 - 81.4%) -- guaranteed 2HKO after Stealth Rock

your point is valid about Klinklang being deadweight against stall or semistall, though.

e: Minior kinda outclasses on all accounts tho
 
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Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
Today's installment of TheCoastsOfToast tries to make relatively unused Pokémon fun:

Klinklang @ Life Orb
Ability: Technician
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Wild Charge
- Facade
I tried such set earlier, honestly, There are too many Pokemon that resist its STAB. Ferrothorn, Scizor, Victini, etc.. Pretty much defeat this. Even more, Klinklang is weak to Fire-type, which is really common along with their Desolate Land.
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
What about technician marowak on trick room?
Just Thick Club Magic Guard Marowak-A is better tbh, since Flare Blitz has 120 BP, has a Ghost STAB and the only useful moves that Technician would boost are Bonemerang and Flame Wheel. (Bonemerang doesn't really need to get increase, and Flame Wheel is just weaker than Flare Blitz, even if boosted by Tech
 
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Sylveon.

Penny saved is still a fucking penny
What about technician marowak on trick room?
Actually most sets of Marowak-A under TR are genuinely threatening, only problem that TR being a bad play-style. If you still want to go for it, I'd personally recommend water absorb.
As appealing as more power sounds, Marowak has enough raw power imo, water absorb on the other hand gives it a free sd against one of it's perennial counter in fini, since fini can take +2 shadow bone, and taunt fini in general is a bad match-up for TR teams. I have used a lot of water absorb wak and it generally puts plenty of work seeing how common fini is.
(This is assuming you were referring to alolan wak not normal one x_x)
 
You guys are def right about Klinklang not being as good as my post made it sound, but it can be fun. Truly a horrible matchup against stall no doubt. Laxpras Rock Smash is a good idea, thank you!
I like the idea of Technician-boosted multi-hit moves, but without Skill Link any of the 2-5s are pretty useless (Pokébilities Cinccino, anyone?). I did see a Technician Dual Chop Garchomp, though. Not a horrible idea alongside Rock Tomb and Bulldoze.
 
Bonemerang isn't STAB on Marowak-A and normal Marowak is bad.
Normal Marowak is a pretty decent, albeit niche wallbreaker. It's typing and coverage pair really well with technician and it hits a 2hko on a large portion of the meta.

smt like
Marowak @ Thick Club
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bonemerang
- Smack Down
- Aerial Ace
- Swords Dance / Substitute

252+ Atk Thick Club Technician Marowak Bonemerang (2 hits) vs. 248 HP / 8 Def Tapu Fini: 342-404 (99.7 - 117.7%) -- approx. 93.8% chance to OHKO
252+ Atk Thick Club Technician Marowak Bonemerang (2 hits) vs. 248 HP / 252+ Def Skarmory: 444-528 (133.3 - 158.5%) -- guaranteed OHKO
252+ Atk Thick Club Technician Marowak Aerial Ace vs. 248 HP / 252+ Def Buzzwole: 356-420 (85.3 - 100.7%) -- 6.3% chance to OHKO
252+ Atk Thick Club Technician Marowak Bonemerang (2 hits) vs. 248 HP / 252+ Def Eviolite Chansey: 516-608 (73.3 - 86.4%) -- guaranteed 2HKO
252+ Atk Thick Club Technician Marowak Bonemerang (2 hits) vs. 252 HP / 240+ Def Hippowdon: 254-300 (60.4 - 71.4%) -- guaranteed 2HKO after Leftovers recovery

It can usually do pretty decently against stall.
 
I started AAA for fun, but it seems like I have the reqs
Screenshot_11.png
(yeah, shitty W/L ratio, let me learn the tier please)

I just started AAA, but there's no doubt: Hoopa-U is broken. I don't think i have to explain why, you have a brain

BAN this thing
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
I'd like to share some Volcarona sets that I found really good and are easy to use.
Volcarona @ Firium Z / Leftovers
Ability: Unaware
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance / Fire Blast
- Bug Buzz
- Giga Drain

This thing is really good against Pokemon that try to setup and have no priority (Especially Pokemon that try to boost Spa/Spd). The brief example is Tapu Fini (which was the thing I wanted to hit when I was creating a team). It would go CM because it would think it can heal off damage and later hit back like a launcher. However, Volcarona can use it as a setup fodder and Quiver Dance till the opponent realizes that Volcarona is Unaware. Then, Giga Drain kills it. Of course, stuff like Flash Fire Doublade ruin this thing, although Doublade particularly has problems switching into boosted STAB Bug Buzz. Firium Z is meant so you can break through some walls that could otherwise be troublesome to Volcarona, although if the Z-Slot is occupied already, Leftovers is a nice option.


Next we have....
Volcarona @ Firium Z / Leftovers
Ability: Turboblaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance / Fire Blast
- Bug Buzz
- Giga Drain

With Mold Breaker, Volcarona destroys Skarmory, Ferrothorn, Celesteela, Doublade, any Unaware user (Turboblaze ignores Unaware and therefore it can setup). This is meant to wallbreak all of these, while also being effective against most of the Unaware users. After some Quiver Dances, Z-Fiery Dance is capable of nuking Unaware Chansey and later finishing it off with Fiery Dance. Fire Blast can be run to hit harder, albeit lower accuracy when not used as Z-Move.
 
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Lcass4919

The Xatu Warrior
Normal Marowak is a pretty decent, albeit niche wallbreaker. It's typing and coverage pair really well with technician and it hits a 2hko on a large portion of the meta.

smt like
Marowak @ Thick Club
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bonemerang
- Smack Down
- Aerial Ace
- Swords Dance / Substitute

252+ Atk Thick Club Technician Marowak Bonemerang (2 hits) vs. 248 HP / 8 Def Tapu Fini: 342-404 (99.7 - 117.7%) -- approx. 93.8% chance to OHKO
252+ Atk Thick Club Technician Marowak Bonemerang (2 hits) vs. 248 HP / 252+ Def Skarmory: 444-528 (133.3 - 158.5%) -- guaranteed OHKO
252+ Atk Thick Club Technician Marowak Aerial Ace vs. 248 HP / 252+ Def Buzzwole: 356-420 (85.3 - 100.7%) -- 6.3% chance to OHKO
252+ Atk Thick Club Technician Marowak Bonemerang (2 hits) vs. 248 HP / 252+ Def Eviolite Chansey: 516-608 (73.3 - 86.4%) -- guaranteed 2HKO
252+ Atk Thick Club Technician Marowak Bonemerang (2 hits) vs. 252 HP / 240+ Def Hippowdon: 254-300 (60.4 - 71.4%) -- guaranteed 2HKO after Leftovers recovery

It can usually do pretty decently against stall.
to be honest, dispite wanting to agree with you about it not being bad, i kind of have to agree its not the greatest choice out there. sure, techhy bone will hurt like a bitch. but...lets be real...what is this even threatening? without speed you risk getting burned before you can even do anything. and if you invest in speed, even resisted special hits will take off a hefty chunk. compare that to something like...techhy garchomp. (eugh, dont use it. just use adapt) which has a worse main stab in bulldoze(90, but lowers speed, pretty helpful vs scarfers) dual chop which is a 120 base power move now and rock tomb, sure its a bit weaker(pretty sure factoring in thick club maro hits roughly 160?), but its faster, its typing is better defensively AND offensively, and its bulkier so it can set up without fear. plus you fight for a slot with alolan maro, which has a far better typing, much better wallbreaking potential with magic guard, and can hold its own vs offense. its just really not worth it.

actually, rockium z SD adapt chomp with stone edge sounds scary AF. what even walls it?! (unaware skarm obvs) i want to try that.
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
I'm finally free from the suspect...


I will vote with BAN. I will put it into few words/sentences: Put anything on Hoopa-U and it will nuke half the meta. Or not. It will still nuke half of the meta without real ability.

EDIT: Tried to put the actual image, but it doesn't load for some reason, so hopefully the link of the screenshot will be enough.
EDIT 2: After given instructions, I was able to fix the problem. Hopefully, this is also enough proof of ownership of the account.
 
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I have two questions. First, why is Archeops banned? Therian Landorus has better typing and better physical attack, and therian Landorus isn't banned. Second question: Why do you guys care so much about coil ratings when swords dance boosts physical attack by two stages and is a lot more common?
 

RNGIsFatal

Banned deucer.
First, why is Archeops banned? Therian Landorus has better typing and better physical attack, and therian Landorus isn't banned.
It is true that Landorus-Therian has better attack and typing which grants it with STAB Earthquake. However, what draws it back is its speed tier of 90, which leaves it vulnerable to common revenge killers such as Choice Scarf + Adaptability Terrakion, Greninja, Keldeo, or any relevant offensive 'mons that are in the Speed tier around 100.

Meanwhile, Archeops can finally get rid of its useless ability Defeatist and get monsterous abilities:

* Magic Guard:

Magic Guard completely removes the recoil damage from Head Smash, and with Life Orb (the item which also has its recoil removed with Magic Guard), almost nothing in OU list meta can safely switch in:

252 Atk Life Orb Archeops Head Smash vs. 248 HP / 252+ Def Skarmory: 191-226 (57.3 - 67.8%) -- guaranteed 2HKO
252 Atk Life Orb Archeops Head Smash vs. 252 HP / 252+ Def Celesteela: 238-281 (59.7 - 70.6%) -- guaranteed 2HKO after Leftovers recovery

Not only this, but it has respectable Sp.Atk stat which allows it to function as mixed wallbreaker using Sheer Force, and if it has a bit of trouble with any foes, it can U-turn against them to keep momentum, or simply pass them something like Choice Band to cripple them for the rest of the match.

Also Tough Claws, mixed lure sets involving Earth Power / Heat Wave / Focus Blast, Protean (which was allowed by the time Archeops started out in a banlist). 110 Speed tier also made it very hard to revenge kill without relying on priority, and all Archeops has to do is switch out, wait for the right moment, and launch another attack.

This is my personal opinion, AAA council should know better
 
Desolate Land is better than Unaware in most cases (Fini, Suicune, Manaphy are hard walled). Turboblaze is kinda cool for very matchup based since the most relevant thing you really is Flash Fire Skarmory which isn't even a good set anyway.

Desoland is hands down the better Volc set this gen imo.
 

Sylveon.

Penny saved is still a fucking penny
Tho desolate land is pretty superior in general but turboblaze has one really cool niche of beating stall with healing wish support as it can muscle through unaware chansey with a z-move preferably and tbh fucking up flash fire mons should never be under-estimated, as most of them tend to be hard stops to fire-type mons.
 
Tho desolate land is pretty superior in general but turboblaze has one really cool niche of beating stall with healing wish support as it can muscle through unaware chansey with a z-move preferably and tbh fucking up flash fire mons should never be under-estimated, as most of them tend to be hard stops to fire-type mons.
That's implying stall's only answer to volc is unaware chansey (it's not) and that it can beat unaware chansey in the first place.
 

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