Gen 9 Aleatory Alliance #3: Demonic Danmaku (Godly Gift)

In a similar vein to the second installment, this Aleatory Alliance is in line with the usage stats that were announced at the end of the month when the Teal Mask DLC was released. That’s why this post is so much earlier than usual.

20 formats: 1v1, Almost Any Ability, Anything Goes, Balanced Hackmons, Create-a-Pokémon, Doubles, Godly Gift, Little Cup, Mix and Mega, Monotype, Not Fully Evolved, Never Used, Overused, PU, Rarely Used, STABmons, Tier Shift, Uber, Underused, Zero Used

Number 7 is Godly Gift, an Other Metagame where each team can contain one Uber/AG Pokémon (although the only current AG Pokémon is Shadow Calyrex, which is banned from the format) that gives its base stats to every other Pokémon on the team. This will make more sense in due time, but for now, let’s see which Uber is the “god” for this team. I skipped over Annihilape, Espathra, and Palafin because clearly their stat lines are not what makes them Uber (given that Hero Palafin is an in-battle form change like Crowned Zacian). Considering this and how Original Magearna is not different enough from its base form to justify being an extra number, I came up with an upper bound of 49.

29 corresponds to Origin Giratina. As for the remaining team members, I tripled the odds of the thirty eligible Pokémon currently in OU and added the ninety eligible sub-OU Pokémon with OU strategies (with the Godly Gift ban list also including Blissey, Chansey, Dragapult, Unbound Hoopa, Iron Hands, Kingambit, Toxapex, Ursaluna, and Zamazenta), which resulted in an upper bound of 180.

These numbers correspond to Maushold, Clefable, Scizor, Cloyster, and Sneasler. The majority is sub-OU, yes, but I think caring too much about that was one of the issues with the previous Aleatory Alliance. At any rate, let’s round up the team in a manner to further supplement my explanation of this Other Metagame.

Origin Giratina has a base stat line of 150/120/100/120/100/90, which is projected onto the rest of the team as follows:

  • Clefable gets base 150 HP (150/70/73/95/90/60)
  • Maushold gets base 120 Attack (74/120/70/65/75/111)
  • Sneasler gets base 100 Defense (80/130/100/40/80/120)
  • Cloyster gets base 100 Special Defense (50/95/180/85/100/70)
  • Scizor gets base 90 Speed (70/130/100/55/80/90)

That should cover it for the format explanation. Origin Giratina holds the Special Attack slot since nothing else on the team really has much use for its Special Attack stat, and it is also best off as a special utility tank because of how physically oriented the team is as a whole. Maushold does what it usually does: throws out Population Bomb (now with an actual Attack stat) alongside minor utility in Tidy Up and Encore. What Clefable does best is passing Wishes (especially with its shiny new base 150 HP, which makes it resemble a souped-up Alomomola) and setting up Stealth Rock. Scizor is the source of raw power, complete with strong priority in Technician-boosted Bullet Punch, with a touch more Speed to match the average Uber. (At least, what used to be the average Uber, but who knows anymore?) Cloyster is the setup sweeper of the team, having the luxury of Shell Smash and solid mixed potential, and its gifted Special Defense is a much-needed supplement to its otherwise exploitable special frailty. As for Sneasler, the best way for it to complement the team is using Poison Touch alongside Dire Claw, U-turn, and Fake Out partly to facilitate boosting Giratina’s Hex.

What do they do?

Clefable @ Leftovers
Ability: Magic Guard
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
– Wish
– Protect
– Stealth Rock
– Moonblast

It’s crazy to think that Clefable has been OU in every generation since it became Fairy-type, even though all of its base stats are below 100. That’s the power of being pure Fairy with Magic Guard, perhaps. With this Ability, no hazards or status conditions can counteract its Leftovers recovery. Besides Leftovers, the combination of Wish and Protect is its primary source of longevity now that it has lost Soft-Boiled. The former can also contribute to the longevity of the team by healing its recipient for up to 252 HP per use. Stealth Rock serves to punish switches as much as any entry hazard can. Moonblast is its best method of dealing damage, given its swell one-move coverage and rather high chance of lowering Special Attack. Tera Water serves to turn its Steel weakness into a resistance while maintaining its total weakness count of 2.

Maushold @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Population Bomb
– Bite
– Tidy Up
– Encore

The funny multi-hit mouse family has already returned, largely unchanged from the first Aleatory Alliance, with the only difference being its Tera type and Origin Giratina’s Attack stat. Ghost Tera allows it to surprise an opposing Fighting-type attacker like Koraidon or Sneasler, or to thwart an opponent’s Rapid Spin attempt.

Sneasler @ Protective Pads
Ability: Poison Touch
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Close Combat
– Dire Claw
– U-turn
– Fake Out

Speaking of Sneasler, its main purpose is to spread status conditions primarily using Poison Touch, and the ability of Dire Claw to inflict sleep is valuable with Sleep Moves Clause in effect (which prohibits sleep-inducing status moves including Yawn). Close Combat is a staple on any Fighting-type that can learn it, and Fighting-type Tera can make it especially devastating, although the defense drops present some extra difficulty in surviving opposing hits (which otherwise it would do more easily thanks to its increased Defense). U-turn is best used for predicting an opponent’s switch out or to preserve Sneasler at the expense of another ally. Fake Out serves as an extra quick way to activate Poison Touch, beating out all relevant forms of priority (e.g., Extreme Speed from Dragonite, Grassy Glide from Rillaboom, Sucker Punch from Hisuian Samurott). Since this set is so reliant on contact moves, Protective Pads are vital for circumventing users of Rocky Helmet, Flame Body (Volcarona), Static (Zapdos), and the like.

Giratina-Origin @ Griseous Core
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 88 Def / 116 SpA / 40 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
– Draco Meteor
– Hex
– Will-O-Wisp
– Defog

Presenting the stat giver itself, the specially offensive powerhouse (kinda) that none of the non-Uber team members can be. The Griseous Core is required for Giratina to take its Origin form, which applies out-of-battle unlike the change into Zacian’s Crowned form. This gives it the Ability Levitate, the only immunity on the entire team to Ground-type moves, terrain effects, and grounded hazards. Draco Meteor is its hardest-hitting special attack, although Hex can match it in power if the target has a non-volatile status condition, whether inflicted by Sneasler or by Will-O-Wisp. The latter inflicts less residual damage than Sneasler’s poison, but it hinders physical attackers that don’t have Guts or Facade. Defog is an alternative hazard removal option from a less frail Pokémon that can freely switch into Spikes, Toxic Spikes, and Sticky Web. Poison Tera turns its Fairy weakness into a resistance while not giving it a weakness to Fighting, Fire, or Rock. (It also grants an immunity to opposing poison spreaders.)

The EV spread is just from a sample set; I have no idea what any of it does, apart from the extra Speed creep past opposing base 90s.

Cloyster @ White Herb
Ability: Skill Link
Tera Type: Rock
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
– Shell Smash
– Icicle Spear
– Rock Blast
– Hydro Pump

After a Shell Smash, neutral-natured Cloyster can outspeed any unboosted foe not named Regieleki, as well as Choice Scarf or Protosynthesis / Quark Drive users (granted, Booster Energy is banned) with base 95 Speed or lower (and ties with neutral-natured base 110). In addition, its Icicle Spear hurts more than any other thanks to Skill Link. This Ability also affects Rock Blast, which additionally covers Fire-types and opposing Ice-types. Hydro Pump benefits from being neutral against Steel-types and strong against foes with exploitable Special Defense. White Herb serves to negate the defense drops from Shell Smash, putting Cloyster’s gifted Special Defense to better use. Rock-type Tera is for when Cloyster wants to switch from Icicle Spear to Rock Blast as its primary weapon.

Scizor @ Choice Band
Ability: Technician
Tera Type: Electric
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
– Bullet Punch
– U-turn
– Close Combat
– Tera Blast

Last but not least, here is the raw power representative of the team. Technician boosts Bullet Punch to 60 BP, making it an exceptionally strong priority move, especially when backed by the Choice Band. To ease prediction, Scizor can also opt to go for U-turn, which still deals decent damage despite no priority or Technician. Close Combat covers opposing Steel-types with high base power in exchange for the reduction of defenses. Electric-type Tera Blast primarily serves as coverage against Dondozo and Corviknight.

The Speed investment is another example of quirky creeping, a combination of going a cut above the Origin Giratina creep (lest anyone forget the gifted Speed) and keeping its HP odd.


Importable: https://pokepast.es/a7ee9834c4a6aa35

What went wrong?

Not enough special attackers. Not enough coverage. (No Fire, no Ground, no Flying, no Grass, and no Psychic.) Not enough switch-ins. Not enough OU material. The one source of Ice, Rock, and Water is a Shell Smash user. Origin Giratina is not the best “god” out there, with its only notable benefits in this case being those of Clefable and Maushold.

Due to the nature of this metagame, I’ll do the watchlist a little differently this time around: by adding 3 “gods” alongside the usual 5, which I’ll call “followers” for the sake of separation.

Top 3 “God” Watchlist

Ice Rider Calyrex has the highest base Defense of any current Uber: 150. It also has a super-effective Glacial Lance on Origin Giratina, although it cannot simply switch in because of Will-O-Wisp and Hex. Moreover, if its Defense stat is gifted to Iron Moth or Clodsire, then the team will be hard-pressed to stop it.

Groudon, while in second place with base 140 Defense, is scarier on its own due to its better typing, on which the team’s only super-effective moves are Cloyster’s Icicle Spear and Hydro Pump (the latter of which is weakened by Drought). Origin Giratina can burn it with Will-O-Wisp and target its lower defense, but Crunch is a possibility to not be overlooked. Clefable may also have a chance, but Groudon is faster and possibly has Swords Dance.

Although its stats are not as impressive for gifting, Magearna cannot be hit super-effectively by anything on the team. It also cannot be poisoned by Sneasler, and it does not mind Will-O-Wisp as long as it can avoid Hex. The best ways for the team to wear down this threat are Sneasler’s Close Combat, Cloyster’s Hydro Pump, and Scizor’s Electric-type Tera Blast.

Top 5 Follower Watchlist

Dondozo has insane natural physical bulk, not to mention Unaware to negate Cloyster’s Shell Smash and Maushold’s Tidy Up, and a gifted Special Defense can help it deal with the special attackers of the team.

Only weak to Cloyster’s Rock Blast and Hydro Pump, as well as immune to burn and poison, Iron Moth is capable of wreaking serious havoc if gifted a higher Defense stat. However, Origin Giratina resists all its relevant coverage except Dazzling Gleam and Psychic.

Corviknight with improved bulk is one tough nut to crack, especially with Scizor and Origin Giratina out of commission. Cloyster might be able to put up a fight with its physical bulk and White Herb, but it will likely not prevent a Defog or U-turn.

Better nerf Greninja. Besides Clefable, nothing on the team can safely switch into this thing. Cloyster needs a Shell Smash, Maushold needs a Tidy Up, and even Sneasler is slower. Not to mention, even if one of them does get a boost, Water Shuriken is a possibility. Origin Giratina is weak to Dark Pulse, while Scizor is neutral to Water-type moves and has rather exploitable special bulk. All of this is before mentioning Battle Bond, and of course a gifted Special Attack is likely.

While prone to pressure from Scizor and Sneasler, Alolan Ninetales can set up Aurora Veil on just about anything else, especially with a gifted Defense or HP. Origin Giratina, the one team member that can clear it, is weak to Freeze-Dry and Moonblast, especially if Special Attack is the gifted stat instead.

Afterword

“Just in time for Spooktober!”

“Cleanup on aisle 12!” “We’re in high demand, folks!”

“Just like a genie!”

“Some people think they can outsmart me. Maybe. *sniff* Maybe. I’ve yet to meet one that can outsmart bullet.”

“Get your head out of the gutter!”

“Just call me Freddy Krueger.”

Gen 9 Aleatory Alliance #1: Black Ice and Rodent Love (Uber)

With the ninth generation of Pokémon in full swing, I figured now would be a good time for a fresh start in the Aleatory Alliance series. I have selected seventeen competitive formats this time: 1v1, Almost Any Ability, Anything Goes, Balanced Hackmons, Create-a-Pokémon, Doubles, Godly Gift, Little Cup, Mix and Mega, Monotype, Not Fully Evolved, National Pokédex, Overused, Rarely Used, STABmons, Uber, and Underused. So, what’s it going to be? Drumroll, please…

Uber! Same start as last gen; what a coincidence. The tier currently consists of nine Pokémon, one whose form changes in battle, and 49 lower-tier Pokémon with strategies. That adds up to 58, which brings me to the next set of random numbers.

I’ve decided to introduce the team members like this from now on, because obviously I have to find them out before I decide upon their roles. First, there’s the obvious: Froslass is a lead, Maushold is a hazard remover, Alomomola is a wall/cleric, and Kingambit is a late-game cleaner. That just left the less one-sided Roaring Moon and Chien-Pao. I decided to make them both Choice Band attackers because the only other thing they do in the Uber tier (at least from what I can tell) is physical setup, which is better off left entirely to Kingambit and its signature Ability. (Figures that this had to be an Uber team with no actual Ubers.)

What do they do?

Roaring Moon @ Choice Band
Ability: Protosynthesis
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
Tera Type: Dark
– Crunch
– U-turn
– Earthquake
– Dragon Claw

This one has a Speed equivalent to Nature-boosted base 104, enough to exceed Palafin and Garchomp. With its considerable base 139 Attack, it will mostly either Crunch holes into the opposing team or use U-turn to keep itself scarce. Earthquake is strong and reliable coverage that hits every Fairy-type for neutral or more damage, thanks to the current absence of Fairy/Flying, Fairy/Grass, and Fairy/Bug. Dragon Claw is about on the same level of power as Crunch, falling a bit short due to its lack of a secondary effect, primarily useful for being super-effective against Koraidon, Miraidon, and opposing Roaring Moon.

Chien-Pao @ Choice Band
Ability: Sword of Ruin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
Tera Type: Ice
– Ice Spinner
– Crunch
– Ice Shard
– Sacred Sword

More of a speed demon, able to keep up with Flutter Mane, Koraidon, and Miraidon without needing any boosting or priority. Make no mistake, though; Sword of Ruin makes its Attack roughly equivalent to base 177. Ice Spinner is the reliable physical Ice-type attack that has been needed all along, and it has the added benefit of almost literally pulling out the rug from underneath the Violet paradoxes and their Quark Drive. (Aside: Strangely enough, there is no move, let alone one as reliable as Ice Spinner, that clears the weather.) Crunch is to Ice Spinner as Roaring Moon’s Crunch is to its Dragon Claw, putting aside the terrain removal utility, and it does neutral or more damage to most of the Pokémon that resist Ice. (Notable exceptions include Chi-Yu, Azumarill, and Kingambit, two of which are weak to Sacred Sword.) In case of even faster foes, like Dragapult and certain Speed boosters, Ice Shard is a possible clutch factor with its boosted priority. I chose Ice-type Tera by the logic that Dark would be redundant with Roaring Moon.

Kingambit @ Leftovers
Ability: Supreme Overlord
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
Tera Type: Ghost
– Swords Dance
– Iron Head
– Kowtow Cleave
– Sucker Punch

What Kingambit does best is switching in when its five allies have fainted, making Supreme Overlord boost its Attack to an equivalent of base 226, and cleaning up shop. Its EV spread looks to be a Speed creep past Scizor doing a Speed creep past Corviknight, on the grounds that Scizor now has Close Combat for coverage. (Also, the HP EVs give a value of 369, the lowest odd number that allows Leftovers to restore 23 HP per turn.) Swords Dance boosts Kingambit’s already nutty Attack to astronomical levels, although it requires mind games with Terastallization and Sucker Punch to pull off. The former is a quick way to become immune to its quad weakness to Fighting and neutral to its other weaknesses, while the latter is a decent form of priority against many possible foes faster than uninvested base 67. Others, or those who get outwitted, are at the mercy of its two most powerful moves: Iron Head and Kowtow Cleave. (Ironic in the latter case, as kowtowing is a gesture to beg for mercy.) Leftovers help keep Kingambit around for slightly longer, especially the more frequently prediction wars beget stalemates.

Alomomola @ Leftovers
Ability: Regenerator
EVs: 164 HP / 252 Def / 92 SpD
Relaxed Nature
Tera Type: Fairy
– Play Rough
– Wish
– Protect
– Whirlpool

This one will obviously take more hits than any of its teammates. Its HP EVs give it 512 HP, enough for a 256-HP Wish (at least 69% of every teammate’s HP, nice) and 32 HP per turn of Leftovers recovery. Fairy-type Tera gives it a whole different set of resistances and adds pseudo-Adaptability STAB to Play Rough, a tool strongest against foes like Annihilape, Koraidon, and Miraidon. Protect is used primarily for Alomomola to gain HP from its own Wishes, while Whirlpool serves to limit the number of switches on the opposing side and deal chip damage in the process.

Maushold @ Wide Lens
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Tera Type: Normal
– Tidy Up
– Population Bomb
– Bite
– Encore

Funny multi-hit mouse family. Tidy Up removes opposing hazards even in the presence of Gholdengo, and it also provides a Dragon Dance boost. (With one Speed boost, it outspeeds the whole unboosted metagame, as well as Houndstone with Sand Rush active.) Wide Lens is essential in boosting the accuracy of Population Bomb to 99%, increasing tenfold the chance of each 30 BP (as boosted by Technician) hit to land.* Bite is 90 BP coverage against Ghost-types, and its 30% flinch chance is not to be overlooked. Encore is also not to be overlooked, as it can shut down a setup-reliant foe, which would offer a free switch or the opportunity for a Tidy Up boost.

*Wide Lens is more significant for Maushold alone than it ever has been since its debut. Here is some mathematical proof.

The “Miss” row consists entirely of fixed values, the one-to-nine-hit percentage formula is the cell above multiplied by 0.9 with Wide Lens and 0.99 without, the ten-hit percentage formula is 1 minus the percentages above it, BP is the percentage multiplied by what it would normally be with that many hits (e.g., 90 BP for three hits), and the Expected BP is the sum of all BPs above it.

Yep, just the one tenth makes that much of a difference. That is why Maushold always holds Wide Lens, instead of Heavy-Duty Boots to facilitate switching into entry hazards or Protective Pads as a measure against Rough Skin and Rocky Helmet users.

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Tera Type: Steel
– Spikes
– Taunt
– Icy Wind
– Destiny Bond

One of the Spikes setters of all time. Focus Sash is a lifeline required of her flimsy 70/70/70 bulk and defensively unfavorable typing. The latter is what Steel-type Tera is for, but I would advise to use it sparingly. Taunt is a means to sabotage slower status move users, Icy Wind makes opponents slower if they are not already, and Destiny Bond uses her frailty to her advantage via the possibility of taking an opposing Pokémon down with her.


Importable: https://pokepast.es/5420851014cb437f

What went wrong?

Three Dark-types. (Again.) Two Ice-types. Not enough special attacks. Non-boosting Scarlet paradox (thanks in part to Kingambit) with no Koraidon. One flimsy Spikes user, and no Stealth Rock or Gholdengo. Not enough allies that benefit from Wish. No Aromatherapy or Heal Bell for the many allies that would prefer it. No shiny new offense-enabling tools like Shed Tail or Revival Blessing. No resistances to Fairy or Ground. Aside from Froslass, the only resistance to U-turn is when Alomomola or Kingambit Terastallizes. With the thorough lack of Flying, Dugtrio can trap and KO just about anything.

Top 5 Watchlist

Iron Bundle can run Taunt to prevent Froslass from setting up Spikes or taking it out with Destiny Bond. It is faster than the entire team, and its decent physical bulk enables it to take a Sucker Punch from Kingambit without a Swords Dance boost. Being quad resistant to Ice Shard also helps its cause. The best case scenario would be for Maushold to get a Tidy Up boost and hit it with a Population Bomb; even then, in the likely event that the opposing team has a Miraidon to activate Quark Drive, one boost is not enough.

Speaking of Miraidon, that in itself is a force to be reckoned with. The way it sets Electric Terrain to make foes like Iron Valiant and Speed-oriented Iron Treads harder to deal with, one can only hope to safely bring in Chien-Pao and remove the terrain, which is most likely a matter of switching it in after a fainted ally and hoping that it either can win the Speed tie or is dealing with a slower Miraidon.

Due to the offensive nature of this team, Shed Tail from Cyclizar can be quite a pain to deal with, especially when Maushold cannot use Population Bomb or Tidy Up to remove the Substitute. With Population Bomb being the only multi-hit move on the team, not to mention the lack of sound-based moves and Infiltrator, even slower threats can prove difficult to eliminate when given a free Substitute.

Pawmot is not weak to anything from the team, apart from Alomomola’s Play Rough and Roaring Moon’s Earthquake. Not to mention, its Mach Punch is dangerous against Roaring Moon, Chien-Pao, non-Tera Kingambit, and Maushold. If this little “Pika-clone” is left unanswered, it can use Revival Blessing to bring back two threats (or one threat twice) that should have been eliminated.

Corviknight can take advantage of the team’s lack of Fire- and Electric-type moves, and if Froslass sets up her Spikes too hastily, you can bet that it has free rein to remove them with Defog. Also, if it’s the physically defensive variant, it will be even harder to break with the dearth of special attacks.

Afterword

♪ “Don’t even need no shade, when your sun don’t shine, shine…” ♫

“Weavile, eat your heart out.”

“Most of you are mere pawns. Alomomola is my queen.”

“Dude, your Egg Group is Human-like, while I’m in Water 1 and Water 2. Besides, our genders aren’t even determined until the battle starts.”

“I can be like 10 pawns at once! En passant, mother-lovers!”

“I can put three pawns on the board, but…is that even legal?”