Japan Meta Team
Aggressive sun offense with Mega Charizard Y, Chlorophyll Venusaur, Sneasler, Choice Scarf Basculegion, Garchomp, and Incineroar. It offers broad role coverage, mixed offensive pressure, and strong pivoting, but lacks formal Speed control and depends heavily on Charizard and Incineroar.
2026-06-07 · pokemon_champions
executive summary
Decision-ready overview
Analysis
Static
It does not simulate turns nor is it equivalent to a real victory percentage.
Team static score
69.4
Good offensive identity, but less stability than teams with Tailwind or Trick Room.
Static grade
B+
Playable and aggressive team with clear design risks.
Role coverage
100.0
Intimidate, Fake Out, pivoting, priority, anti-setup, anti-TR, status and weather.
Speed control
55.0
There is no Tailwind, Trick Room, Icy Wind, Electroweb, Thunder Wave, or Rock Tomb.
Protect coverage
50.0
Only 3/6 have Protect; Venusaur, Incineroar and Basculegion can be punished.
- Status
- Playable, but with clear stability problems
- Pilot difficulty
- Medium
- Confidence
- Medium
- Best use
- Aggressive Sun offense with Charizard + Venusaur, supported by Incineroar and physical cleaners.
- Hardest matchup
- Tailwind offense or hard Trick Room if Incineroar cannot negate the opponent's plan.
- Priority change
- Add or validate formal speed control.
- Next step
- Private multi-rival validation and technical review of Mega/Chlorophyll.
- Summary
- The team has a clear identity and good pieces, but it is worse closed than other sun balance because it does not have Tailwind or Trick Room. Relies on natural speed, Choice Scarf, Chlorophyll, Unburden and Fake Out.
team
Published set
Curated public content. Internal files and raw reports are not included.
- Item
- Charizardite-Y
- Ability
- Blaze
- Nature / EVs
- Timid · 2 HP / 32 SpA / 32 Spe
- Role
- Weather sweeper and sun setter.
- — Heat Wave
- — Air Slash
- — Weather Ball
- — Protect
special attacker · Spread attacker · Protect user · Mega candidate
It is the axis of the climate. Without Charizard, Venusaur loses much of Chlorophyll's value and Weather Ball loses consistency. This version does not have Solar Beam, so it loses direct pressure on Water, Rock and Ground.
- Stats
- Label
- H.P.
- Value
- 78
- Rank
- #123
- Label
- Atk
- Value
- 84
- Rank
- #158
- Label
- Def
- Value
- 78
- Rank
- #152
- Label
- SpA
- Value
- 109
- Rank
- #79
- Label
- SpD
- Value
- 85
- Rank
- #121
- Label
- Spe
- Value
- 100
- Rank
- #68
- Weaknesses
- — Rock x4
- — electric
- — Water
- Resistances
- — Bug x0.25
- — fairy
- — fighting
- — Fire
- — Grass x0.25
- — Steel
- Immunities
- — ground
- Notes
- — It is the only clear switch to Ground and the only weather setter. Rock x4 requires careful positioning.
- Item
- White Herb
- Ability
- Unburden
- Nature / EVs
- Jolly · 2 HP / 32 Atk / 32 Spe
- Role
- Fast physical wallbreaker.
- — Close Combat
- — Dire Claw
- — Throat Chop
- — Protect
cleaner · unburden sweeper · Protect user
It hits hard and is very fast, but it does not have Fake Out in this version. The technical report marks it as Mega, but with White Herb it should be treated as a quality warning, not as a real plan.
- Stats
- Label
- H.P.
- Value
- 80
- Rank
- #114
- Label
- Atk
- Value
- 130
- Rank
- #43
- Label
- Def
- Value
- 60
- Rank
- #245
- Label
- SpA
- Value
- 40
- Rank
- #258
- Label
- SpD
- Value
- 80
- Rank
- #170
- Label
- Spe
- Value
- 120
- Rank
- #21
- Weaknesses
- — Psychic x4
- — flying
- — ground
- Resistances
- — Bug x0.25
- — dark
- — fighting
- — Grass
- — poison
- — Rock
- Notes
- — Psychic x4 is very relevant because Incineroar is the main switch to Psychic.
Basculegion-Male
- Item
- Choice Scarf
- Ability
- Adaptability
- Nature / EVs
- Adamant · 2 HP / 32 Atk / 32 Spe
- Role
- Physical cleaner and revenge killer.
- — Wave Crash
- — Last Respects
- — Aqua Jet
- — Flip Turn
Priority user · Offensive pivot · speed patch
Choice Scarf makes up for some of the lack of speed control and Flip Turn provides pivoting. The cost is being locked into a move and not having Protect.
- Stats
- Label
- H.P.
- Value
- 120
- Rank
- #5
- Label
- Atk
- Value
- 112
- Rank
- #78
- Label
- Def
- Value
- 65
- Rank
- #213
- Label
- SpA
- Value
- 80
- Rank
- #157
- Label
- SpD
- Value
- 75
- Rank
- #177
- Label
- Spe
- Value
- 78
- Rank
- #136
- Weaknesses
- — dark
- — electric
- — Ghost
- — Grass
- Resistances
- — Bug
- — Fire
- — Ice
- — poison
- — Steel
- — Water
- Immunities
- — fighting
- — Normal
- Notes
- — It provides useful immunities and priority, but Electric/Grass/Ghost/Dark punish it.
- Item
- Occa Berry
- Ability
- Rough Skin
- Nature / EVs
- Jolly · 2 HP / 32 Atk / 32 Spe
- Role
- Physical wallbreaker and bulky offensive pivot.
- — Dragon Claw
- — Earthquake
- — Rock Slide
- — Protect
Spread attacker · cleaner · electric check
One of the best pieces of equipment. It covers Electric, presses with Earthquake/Rock Slide, and can punish Fire/Rock/Steel. Occa Berry improves the Fire or sun mirror, but Ice x4 is still the main risk.
- Stats
- Label
- H.P.
- Value
- 108
- Rank
- #18
- Label
- Atk
- Value
- 130
- Rank
- #39
- Label
- Def
- Value
- 95
- Rank
- #86
- Label
- SpA
- Value
- 80
- Rank
- #159
- Label
- SpD
- Value
- 85
- Rank
- #124
- Label
- Spe
- Value
- 102
- Rank
- #61
- Weaknesses
- — Ice x4
- — Dragon
- — fairy
- Resistances
- — Fire
- — poison
- — Rock
- Immunities
- — electric
- Notes
- — Electric and Rock key check; must coordinate Earthquake so as not to punish allies.
- Item
- Figy Berry
- Ability
- Intimidate
- Nature / EVs
- Careful · 32 HP / 1 Atk / 18 Def / 10 SpD / 5 Spe
- Role
- Bulky pivot and disruptor.
- — Fake Out
- — Flare Blitz
- — Parting Shot
- — Taunt
Intimidate yourself · Fake Out · Anti-setup · Anti-Trick Room · Status support
He is the real glue of the team. Fake Out, Intimidate, Parting Shot and Taunt make for difficult matchups, but not having Protect can be punished by double targeting.
- Stats
- Label
- H.P.
- Value
- 95
- Rank
- #50
- Label
- Atk
- Value
- 115
- Rank
- #75
- Label
- Def
- Value
- 90
- Rank
- #102
- Label
- SpA
- Value
- 80
- Rank
- #161
- Label
- SpD
- Value
- 90
- Rank
- #114
- Label
- Spe
- Value
- 60
- Rank
- #196
- Weaknesses
- — fighting
- — ground
- — Rock
- — Water
- Resistances
- — dark
- — Fire
- — Ghost
- — Grass
- — Ice
- — Steel
- Immunities
- — Psychic
- Notes
- — Single point by Psychic switch, Fake Out and anti-Trick Room.
- Item
- Focus Sash
- Ability
- Chlorophyll
- Nature / EVs
- Timid · 2 HP / 32 SpA / 32 Spe
- Role
- Weather abuser and special attacker.
- — Energy Ball
- — Sludge Bomb
- — Sleep Powder
- — Earth Power
Status spreader · Support · Cleaner under sun
He is the sun abuser. Sleep Powder and Chlorophyll give him a lot of cover, but not having Protect makes him dependent on Focus Sash and entering with the sun active.
- Stats
- Label
- H.P.
- Value
- 80
- Rank
- #116
- Label
- Atk
- Value
- 82
- Rank
- #163
- Label
- Def
- Value
- 83
- Rank
- #122
- Label
- SpA
- Value
- 100
- Rank
- #110
- Label
- SpD
- Value
- 100
- Rank
- #81
- Label
- Spe
- Value
- 80
- Rank
- #132
- Weaknesses
- — Fire
- — flying
- — Ice
- — Psychic
- Resistances
- — electric
- — fairy
- — fighting
- — Grass x0.25
- — Water
- Notes
- — Good switch to Water/Electric, but Fire/Flying/Psychic/Ice are relevant threats.
team structure
Competitive reading
Strengths
- — Clear sun-offense identity through Charizardite Y, Weather Ball, and Chlorophyll Venusaur.
- — Excellent role coverage: Intimidate, Fake Out, pivoting, priority, anti-setup, anti-Trick Room, status, and weather.
- — Incineroar combines Fake Out, Intimidate, Taunt, and Parting Shot.
Weaknesses
- — Lack of formal speed control: if the opponent uses Tailwind or speed control, the team may be overwhelmed.
- — Charizard is a single weather point and also the only clear immunity to Ground.
- — Incineroar concentrates Psychic switch, Fake Out and anti-Trick Room.
- — Low Protect Coverage: Basculegion, Incineroar and Venusaur can be punished by double targeting.
- — There is no redirect to protect Charizard, Venusaur or Sneasler.
- — The technical report marks Sneasler as Mega and does not recognize Charizardite-Y well in mega_analysis.
- — Charizard does not have Solar Beam, so it loses direct pressure on Water, Rock and Ground.
Game plan
- — Preserve Charizard to keep sun and enable Venusaur.
- — Use Incineroar to buy turns with Fake Out, Intimidate, Parting Shot and Taunt.
- — Play Basculegion as a speed patch with Choice Scarf and offensive pivot with Flip Turn.
- — Use Garchomp to cover Electric and press with Earthquake/Rock Slide.
- — Do not assume that natural speed is enough against teams with Tailwind or real speed control.
- — Use Venusaur under sun to threaten Sleep Powder or Grass/Poison damage, but respect its lack of Protect.
Roles
- — Charizard: sun setter, weather sweeper and spread attacker.
- — Sneasler: Fast physical wallbreaker and possible Unburden sweeper.
- — Basculegion-Male: Choice Scarf cleaner, Aqua Jet and Flip Turn.
- — Garchomp: physical wallbreaker, Earthquake, Rock Slide and Electric immunity.
- — Incineroar: Intimidate, Fake Out, Taunt and Parting Shot.
- — Venusaur: Chlorophyll abuser, Sleep Powder and special attacker.
Defensive profile
- — Incineroar holds the team with Intimidate, Parting Shot, Taunt, and Figy Berry.
- — Garchomp provides good HP, Electric immunity and Rock resistance.
- — Basculegion provides high HP and immunity to Fighting/Normal.
- — Venusaur covers Water, Electric, Fighting, Fairy and Grass.
- — Charizard is the only immunity to Ground, but Rock x4 makes it vulnerable.
- — Sneasler resists several types, but Psychic x4 and low defense force careful positioning.
Offensive profile
- — Offensive types present: Dark, Dragon, Fighting, Fire, Flying, Ghost, Grass, Ground, Normal, Poison, Rock and Water.
- — Physical Attackers: Sneasler, Basculegion-Male, Garchomp and Incineroar.
- — Special Attackers: Charizard and Venusaur.
- — There is no real mixed attacker.
- — Spread damage with Heat Wave, Earthquake and Rock Slide.
- — Control with Fake Out, Intimidate, Taunt, Parting Shot, Sleep Powder, priority and pivoting.
- — Offensive gaps: Electric, Ice and Fairy coverage.
Recommendations
- — Add or validate formal speed control before closing the device.
- — Review the technical detection of Mega on Charizard and Sneasler.
- — Validate redirection or Wide Guard if Charizard, Venusaur or Sneasler suffer double target.
- — Review Charizard without Solar Beam against rain, sand and bulky Water.
- — Test Venusaur with Protect if Focus Sash is forced too early.
- — Validate if Choice Scarf Basculegion truly makes up for the lack of Tailwind.
Limitations
- — Static analysis; does not claim actual victory percentage.
- — Does not run public simulation from the web.
- — The expected matchups are testing hypotheses, not definitive conclusions.
- — The detection of Mega and Chlorophyll must be validated before making final decisions.
- — The lack of formal speed control requires private testing against Tailwind and hard Trick Room.
speed
Speed plan
- Classification
- Offensive but incomplete
- Speed control
- — There is no Tailwind, Trick Room, Icy Wind, Electroweb, Thunder Wave, or Rock Tomb.
- — Basculegion uses Choice Scarf as a speed patch.
- — Venusaur depends on Chlorophyll under sun.
- — Sneasler relies on natural speed or Unburden if activated.
- — Incineroar provides Fake Out as a specific control.
- Trick Room
- — There is no Trick Room setter.
- — Incineroar is the main anti-Trick Room tool for Taunt and Fake Out.
- — Hard Trick Room is dangerous because it requires repeated denials.
- — If Incineroar goes down, the team loses a lot of control of the matchup.
- Notes
- — Calculated speeds: Charizard 167, Sneasler 189, Basculegion-Male 130, Garchomp 169, Incineroar 85, and Venusaur 145.
- — Natural speed can be enough against teams without formal control.
- — Against Tailwind offense, the team can be outmatched if they don't get immediate trades.
- — The report suggests checking if Chlorophyll is correctly reflected in effective_speed.
analysis
Team type profile
- Attack Type
- Flying
- Weak
- 2
- Resist
- 0
- Immune
- 0
- Risk
- High
- Attack Type
- Psychic
- Weak
- 2
- Resist
- 0
- Immune
- 1
- Risk
- Stop by Sneasler x4 and Venusaur
- Attack Type
- Rock
- Weak
- 2
- Resist
- 2
- Immune
- 0
- Risk
- Medium-High for Charizard x4
- Attack Type
- Electric
- Weak
- 2
- Resist
- 1
- Immune
- 1
- Risk
- Medium
- Attack Type
- Ground
- Weak
- 2
- Resist
- 0
- Immune
- 1
- Risk
- Medium-High
- Attack Type
- Ice
- Weak
- 2
- Resist
- 2
- Immune
- 0
- Risk
- Medium by Garchomp x4
- Attack Type
- Water
- Weak
- 2
- Resist
- 2
- Immune
- 0
- Risk
- Medium
- Attack Type
- Fire
- Weak
- 1
- Resist
- 4
- Immune
- 0
- Risk
- Low-Medium
- Attack Type
- Fighting
- Weak
- 1
- Resist
- 3
- Immune
- 1
- Risk
- Low
- Attack Type
- Grass
- Weak
- 1
- Resist
- 4
- Immune
- 0
- Risk
- Low
analysis
Win conditions
- Pokémon
- Charizard
- Plan
- Weather sweeper with Heat Wave, Air Slash and Weather Ball.
- Needs
- Sun active, Rock/Electric/Water control and Incineroar support.
- Risks
- Rock x4, weather war and lack of redirection.
- Partners
- Incineroar, Venusaur, Garchomp.
- Comment
- He is the axis of the team and the climate setter.
- Pokémon
- Venusaur
- Plan
- Chlorophyll sweeper + Sleep Powder under sun.
- Needs
- Sun active, Focus Sash intact or safe entry.
- Risks
- Without Protect, Fire/Flying/Ice/Psychic, Taunt and Safety Goggles.
- Partners
- Charizard, Incineroar.
- Comment
- Win condition very strong if the sun is active.
- Pokémon
- Sneasler
- Plan
- Fast wallbreaker with Close Combat, Dire Claw and Throat Chop.
- Needs
- Activate Unburden or stay ahead in speed.
- Risks
- Psychic x4, Flying/Ground and lack of Fake Out in this set.
- Partners
- Incineroar, Charizard, Basculegion.
- Comment
- Great physical pressure, but less utility than versions with Fake Out.
- Pokémon
- Basculegion-Male
- Plan
- Choice Scarf cleaner with Wave Crash, Last Respects, Aqua Jet and Flip Turn.
- Needs
- Weaken targets and don't get locked into bad movement.
- Risks
- Choice lock, Electric, Grass, Ghost and Dark.
- Partners
- Incineroar, Charizard, Venusaur.
- Comment
- Speed indirect control and important cleaner.
- Pokémon
- Garchomp
- Plan
- Physical wallbreaker with Earthquake, Rock Slide and Dragon Claw.
- Needs
- Avoid Ice/Fairy and coordinate Earthquake with allies.
- Risks
- Ice x4, Fairy and allied damage with Earthquake.
- Partners
- Charizard, Incineroar, Basculegion.
- Comment
- One of the best members of the team.
- Pokémon
- Incineroar
- Plan
- Tempo control with Fake Out, Intimidate, Parting Shot and Taunt.
- Needs
- Don't fall early to Water, Ground, Rock or Fighting.
- Risks
- Without Protect; It is single point by Fake Out and anti-Trick Room.
- Partners
- The whole team.
- Comment
- It is more support than cleaner, although it can close games by controlling tempo.
analysis
Lead plans
- Title
- Standard lead
- Lead
- Incineroar + Charizard
- Back line
- Sneasler + Basculegion-Male
- Plan
- Fake Out, Taunt or Parting Shot along with pressure from Charizard.
- Risks
- Rock Slide, Electric pressure and double target Charizard.
- When to use
- Balance, unknown and teams without obvious Rock lead.
- Title
- Fast counter offensive
- Lead
- Incineroar + Charizard o Incineroar + Sneasler
- Back line
- Basculegion + Venusaur/Garchomp
- Plan
- Fake Out to stop pressure and force trades.
- Risks
- Without Tailwind of his own, he can be overwhelmed if the opponent activates speed control.
- When to use
- Hyper offense without clear redirection.
- Title
- Against Trick Room
- Lead
- Incineroar + Charizard
- Back line
- Sneasler + Basculegion
- Plan
- Taunt or Fake Out to the setter and immediate pressure.
- Risks
- Mental Herb, redirection and Fake Out immunity.
- When to use
- Standard Trick Room.
- Title
- Against rain
- Lead
- Incineroar + Charizard
- Back line
- Venusaur + Basculegion
- Plan
- Rewrite weather and press Water with Venusaur.
- Risks
- Electric/Rock coverage on Charizard.
- When to use
- Rain offense.
- Title
- Against sun mirror
- Lead
- Incineroar + Charizard o Charizard + Venusaur
- Back line
- Garchomp + Basculegion
- Plan
- Control mirror and prevent your rival from abusing your own sun.
- Risks
- Fire mirror and Chlorophyll faster abusers.
- When to use
- Sun mirror.
- Title
- Defensive Lead
- Lead
- Incineroar + Garchomp
- Back line
- Charizard + Venusaur/Basculegion
- Plan
- Intimidate + physical pressure or pivot with Parting Shot.
- Risks
- Ice/Fairy on Garchomp.
- When to use
- Rock/Electric teams that threaten Charizard.
- Title
- Risky lead
- Lead
- Charizard + Venusaur
- Back line
- Incineroar + Basculegion
- Plan
- Immediate pressure of sun + Sleep Powder.
- Risks
- Fake Out, Taunt, Safety Goggles, Rock/Electric pressure.
- When to use
- Teams without a clear response to sun.
analysis
Expected matchups
- Archetype
- Rain offense
- Result
- favorable
- Confidence
- medium
- Notes
- It has weather control and Grass/Water resistances, but Rock/Electric coverage can punish Charizard.
- Archetype
- Sun offense
- Result
- playable
- Confidence
- medium
- Notes
- It has its own sun, although the rival can also abuse the weather.
- Archetype
- sand balance
- Result
- playable
- Confidence
- medium
- Notes
- Sneasler and Garchomp pressure Tyranitar; Rock Slide against Charizard is the main risk.
- Archetype
- Snow / Aurora Veil
- Result
- playable
- Confidence
- low
- Notes
- Charizard and Incineroar press with Fire, but Garchomp suffers Ice x4.
- Archetype
- Trick Room
- Result
- playable
- Confidence
- medium
- Notes
- Incineroar provides anti-TR, but is too dependent on one piece.
- Archetype
- Hard Trick Room
- Result
- unfavorable
- Confidence
- medium
- Notes
- Requires repeated denial; redirection + Mental Herb can outperform Incineroar.
- Archetype
- Tailwind offense
- Result
- playable
- Confidence
- medium
- Notes
- Natural speed is high, but can be outpaced without Tailwind of its own.
- Archetype
- Hyper offense
- Result
- playable
- Confidence
- medium
- Notes
- Intimidate, Fake Out and priority help, although defensive pivots are limited.
- Archetype
- Bulky balance
- Result
- playable
- Confidence
- low
- Notes
- Sneasler and Garchomp can break, but the sustained damage is not simulated.
- Archetype
- Stall / control
- Result
- unknown
- Confidence
- low
- Notes
- Static reading is not enough to measure recovery, status and long games.
- Archetype
- Status spam
- Result
- playable
- Confidence
- low
- Notes
- Taunt, Sleep Powder and Parting Shot help, but there is no complete absorption.
- Archetype
- Intimidate cycle
- Result
- playable
- Confidence
- medium
- Notes
- Incineroar itself helps, but there is no anti-Intimidate and several attackers are physical.
- Archetype
- Spam priority
- Result
- playable
- Confidence
- low
- Notes
- Aqua Jet and Fake Out help, but there is no priority lock.
- Archetype
- Balance redirection
- Result
- playable
- Confidence
- low
- Notes
- Spread pressure and Taunt help, but single-target plans can fail.
- Archetype
- weather war
- Result
- playable
- Confidence
- medium
- Notes
- Charizard is the only setter; If it falls, Sun disappears.
- Archetype
- Setup offense
- Result
- playable
- Confidence
- medium
- Notes
- Incineroar has Taunt; If it falls, setup can snowball.
analysis
Single points of failure
- Failure point
- Weather control
- Pokémon
- Charizard
- Impact
- If it falls, Venusaur loses Chlorophyll and sun mode is weakened.
- Recommendation
- Preserve Charizard in weather wars.
- Failure point
- ground switch
- Pokémon
- Charizard
- Impact
- If it falls, the team loses its only immunity to Ground.
- Recommendation
- Don't use Charizard as a defensive bag early.
- Failure point
- Psychic switch
- Pokémon
- Incineroar
- Impact
- If it falls, Sneasler and Venusaur are very exposed to Psychic.
- Recommendation
- Preserve Incineroar against Psychic offense.
- Failure point
- Fake Out
- Pokémon
- Incineroar
- Impact
- If it falls, the best turn 1 control is lost.
- Recommendation
- Use Parting Shot to keep him alive.
- Failure point
- Anti-Trick Room
- Pokémon
- Incineroar
- Impact
- If it falls, hard Trick Room becomes problematic.
- Recommendation
- Validate a second way to negate Trick Room if the meta demands it.
- Failure point
- sleep pressure
- Pokémon
- Venusaur
- Impact
- If he falls, the team loses its most threatening disruption under Sun.
- Recommendation
- Keep Focus Sash until you run Sleep Powder key.
analysis
Internal conflicts
- Title
- Sun offense without formal speed control
- Pokémon
- Charizard, Venusaur, Sneasler, Garchomp
- Severity
- High
- Impact
- Speed depends on stats, Choice Scarf, Chlorophyll or Unburden, not Tailwind or stable control.
- Solution
- Validate Tailwind, Icy Wind, Electroweb, Thunder Wave or Rock Tomb if they are legal and do not break the core.
- Title
- Sneasler marked as Mega
- Pokémon
- Sneasler
- Severity
- High technique
- Impact
- The technical report mixes roles of Mega with White Herb.
- Solution
- Review the Mega detection before using that part of the report as a conclusion.
- Title
- Mega analysis does not recognize Charizardite-Y correctly
- Pokémon
- Charizard
- Severity
- High technique
- Impact
- The Mega reading is not reliable if it says there are no Megas despite Charizardite-Y.
- Solution
- Check local compatibility and Mega detection.
- Title
- physical-heavy equipment
- Pokémon
- Sneasler, Basculegion-Male, Garchomp, Incineroar
- Severity
- Medium
- Impact
- Intimidate and burns can reduce a lot of physical pressure.
- Solution
- Preserve Charizard/Venusaur and use Taunt/Parting Shot to control the pace.
- Title
- Venusaur without Protect
- Pokémon
- Venusaur
- Severity
- Medium
- Impact
- Focus Sash can be forced and Venusaur loses flexibility.
- Solution
- Test Protect over coverage if replays show early KOs.
analysis
Detailed recommendations
- Title
- Validate speed control
- Priority
- High
- Reason
- The team has no Tailwind, Trick Room, or formal speed control.
- Improves
- Matchups against Tailwind, hyper offense and teams with real speed control.
- Trade-off
- May sacrifice coverage or immediate pressure.
- Title
- Review Mega detection
- Priority
- High technique
- Reason
- Charizardite-Y does not appear correctly in mega_analysis and Sneasler appears as Mega with White Herb.
- Improves
- Quality of the report and avoids incorrect conclusions.
- Trade-off
- It doesn't change the team on its own.
- Title
- Validate redirection or Wide Guard
- Priority
- Medium
- Reason
- There is no redirection and several important attackers can be double targeted.
- Improves
- Protect Charizard, Venusaur and Sneasler.
- Trade-off
- Can reduce offensive pressure.
- Title
- Review Charizard without Solar Beam
- Priority
- Medium
- Reason
- The team depends on Charizard for sun, but loses direct pressure on Water/Rock/Ground.
- Improves
- Can improve rain, sand and bulky Water.
- Trade-off
- Air Slash provides Flying coverage and consistency against other targets.
- Title
- Try Protect on Venusaur
- Priority
- Medium-Low
- Reason
- Venusaur relies on Focus Sash and cannot protect itself.
- Improves
- Consistency and management of double target.
- Trade-off
- Loses coverage or Sleep Powder.
analysis
Validation focus
- Title
- Speed control
- Reason
- It is the biggest structural hole in the team.
- Target
- Compare variants with Tailwind, Icy Wind, Thunder Wave or Rock Tomb if they are legal.
- Title
- Mega and Chlorophyll
- Reason
- The technical reading seems to not correctly reflect Charizardite-Y, Sneasler and Venusaur's effective_speed.
- Target
- Confirm that Charizard-Y, Mega detection and Chlorophyll under sun are calculated correctly.
- Title
- weather war
- Reason
- Charizard is the only weather setter.
- Target
- Measure if Charizard + Venusaur + Basculegion sustain rain/sun/sand.
- Title
- Psychic and Flying pressure
- Reason
- Sneasler/Venusaur suffer from Psychic and Flying is high risk.
- Target
- Check if Incineroar and Garchomp are enough to sustain those matchups.
- Title
- Venusaur without Protect
- Reason
- Focus Sash may break before Sleep Powder.
- Target
- Measure frequency of early KOs or turns where Protect would have been decisive.
- Title
- Choice Scarf Basculegion
- Reason
- It is the main speed patch along with Chlorophyll/Unburden.
- Target
- Check if Choice lock wins more games than it loses.