Part of the default four — picked in 100% of games.
The current top 30.
Teams discovered by an always-on evolutionary search, verified in real Pokémon Showdown battles, and scouted with practice-sim probes. Snapshot generated 2026-09-02 14:09:04 UTC.
How to read this board
Each card leads with four chips, and only four. Rating is the team's Elo on the lab's verified Showdown ladder, with the number of series behind it. Won is its share of verified games. Opposition grades how varied the teams behind that record were — broad, mixed, or narrow. A narrow record is mostly wins over the lab's fixed sparring partners and generalises less than the same number earned against many distinct cores. Gauntlet is the crucible verdict: a verified run against the team's own hardest known counters, shown with the matchup it did worst in. Most teams on this board lose it, and that is the point of running it.
The matchup row leads with the losses. It shows the worst archetype matchups first, then the best, out of the most-played archetypes on file. Everything else — the full matchup list, the sample breakdown, the rating uncertainty, and the practice-sim probes — sits one click down in each card's evidence & detail panel, and the full dossier is behind scout report.
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
evidence & detail
| search rating | 1813 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 25,872 verified games · 641 opponents · 112 distinct cores |
| vs fixed references | 45.9% of games (11,880 of 25,872) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Milotic (ranked build) 79.9% 576 gamesGholdengo 79.2% 624 gamesRaichu (ranked build) 78.2% 600 gamesStaraptor-Mega 71.7% 576 gamesPelipper (ranked build) 68.8% 696 gamesAerodactyl-Mega 66.5% 648 gamesFarigiraf (ranked build) 66.2% 600 gamesWhimsicott (ranked build) 65.5% 600 gamesFarigiraf 60.2% 648 gamesArchaludon 60.1% 576 gamesSableye (ranked build) 58.2% 576 gamesKingambit 56.0% 648 games |
team 42580 · show paste
Excadrill @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Iron Head - Protect - Rock Slide - Earthquake Basculegion-F @ Life Orb Ability: Adaptability Level: 50 EVs: 4 HP / 14 Def / 16 SpA / 32 Spe Modest Nature - Shadow Ball - Muddy Water - Protect - Ice Beam Gholdengo @ Choice Scarf Ability: Good as Gold Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Timid Nature - Shadow Ball - Make It Rain - Reflect - Nasty Plot Talonflame @ Expert Belt Ability: Gale Wings Level: 50 EVs: 2 HP / 29 Atk / 3 SpD / 32 Spe Impish Nature - Tailwind - Protect - Flare Blitz - Brave Bird Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Close Combat - Protect - Brave Bird - Roost Garchomp @ Roseli Berry Ability: Sand Veil Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Jolly Nature - Protect - Earthquake - Rock Slide - Dragon Claw
Excadrill · Basculegion-F · Gholdengo · Talonflame · Staraptor-Mega · Garchomp
Based on 25,872 verified Showdown games under the current rules, against 641 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 17% of 6,762 verified games — a roster slot doing very little work.
Won only 4% of 24 verified games against it.
Won only 17% of 24 verified games against it.
Won only 21% of 24 verified games against it.
under max scrutiny: vs Farigiraf (engine) 50.0% (crucible, real engine)
under max scrutiny: vs mixed players 50.0% (crucible, real engine)
Basculegion-F carries the hard games: 44.0% WR brought (641 probe games) vs 67.6% benched (37) (it gets sent into the tough matchups — if IT can't win them, nothing on the bench does)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 95% of games.
Picked or benched depending on the opponent (69% of games overall); the matchup decides.
Picked or benched depending on the opponent (55% of games overall); the matchup decides.
A specialist, picked in 44% of games — and almost only for specific matchups.
A specialist, picked in 37% of games — and almost only for specific matchups.
Does every slot pull its weight? · 6,762 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| role player | 23.9% (1,619/6,762) | 65.5% (1,619) / 68.2% (5,143) | -3pp ±1 | 6,762 | |
| core pick | 98.8% (6,680/6,762) | 67.6% (6,680) / 61.0% (82) | +7pp ±6 | 6,762 | |
| core pick | 93.0% (6,291/6,762) | 67.7% (6,291) / 65.6% (471) | +2pp ±2 | 6,762 | |
| rarely picked | 17.0% (1,152/6,762) | 67.5% (1,152) / 67.6% (5,610) | 0pp ±2 | 6,762 | |
| core pick | 99.9% (6,756/6,762) | 67.5% (6,756) / 83.3% (6) | -16pp ±20 | 6,762 | |
| role player | 67.3% (4,550/6,762) | 68.0% (4,550) / 66.7% (2,212) | +1pp ±1 | 6,762 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 678 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 99.9% | closecombat 67.4% bravebird 18.5% |
33.8% | 33.6% | 45.3% / — | |
| 94.5% | 37.8% | shadowball 45.5% icebeam 33.5% |
29.3% | 24.4% | 44.0% / 67.6% | |
| 69.2% | 40.9% | makeitrain 58.3% shadowball 32.8% |
11.7% | 17.6% | 31.8% / 75.6% | |
| 43.5% | 5.8% | earthquake 47.1% ironhead 47.1% |
10.3% | 10.2% | 39.3% / 49.9% | |
| 55.3% | 50.9% | flareblitz 41.9% bravebird 24.1% |
7.7% | 7.5% | 53.9% / 34.7% | |
| 37.5% | 14.6% | earthquake 64.9% dragonclaw 29.7% |
7.1% | 6.7% | 67.7% / 31.8% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 23.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (38% of its leads) — it applies immediate damage pressure.
Talonflame most often opens Flare Blitz (35% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 23.3% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Reflect
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 83.3%win rate over 60 practice-sim games · Repeated pattern
Basculegion-F most often opens Shadow Ball (98% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 89.4% over 47 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 35.0%win rate over 60 practice-sim games · Repeated pattern
Gholdengo most often opens Make It Rain (52% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (87% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 48.4% over 31 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 19.2%win rate over 60 practice-sim games · Repeated pattern
Gholdengo most often opens Make It Rain (91% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 16.7% over 33 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 47.5%win rate over 60 practice-sim games · Repeated pattern
Gholdengo most often opens Shadow Ball (58% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (97% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 46.6% over 59 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Reflect
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 23.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (92% of its leads) — it applies immediate damage pressure.
Talonflame most often opens Flare Blitz (53% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 22.0% over 59 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 24.2%win rate over 60 practice-sim games · Repeated pattern
Gholdengo most often opens Make It Rain (87% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (83% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 22.3% over 47 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 74.2%win rate over 60 practice-sim games · Repeated pattern
Basculegion-F most often opens Shadow Ball (65% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (55% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 74.2% over 31 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Reflect
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Basculegion-F / Talonflame / Garchomp; archetype adds Milotic / Sinistcha / Tyranitar
this team adds Excadrill / Basculegion-F / Talonflame; archetype adds Sinistcha / Incineroar / Kingambit
this team adds Basculegion-F / Talonflame / Garchomp; archetype adds Tyranitar / Milotic / Sinistcha
Fine print — what these numbers can and can’t say
- 6,984 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 6,984 earlier games at 72.0% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1792 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 25,372 verified games · 540 opponents · 164 distinct cores |
| vs fixed references | 39.3% of games (9,976 of 25,372) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Kingambit 78.1% 384 gamesRaichu (ranked build) 77.8% 288 gamesPelipper (ranked build) 69.4% 288 gamesFarigiraf (ranked build) 69.0% 336 gamesMilotic (ranked build) 68.5% 432 gamesFarigiraf 66.7% 312 gamesGholdengo 62.1% 456 gamesAerodactyl-Mega 61.5% 408 gamesStaraptor-Mega 54.2% 288 gamesSylveon 53.5% 288 gamesWhimsicott (ranked build) 51.4% 360 gamesAerodactyl (ranked build) 41.2% 456 games |
team 21090 · show paste
Hydreigon @ Choice Scarf Ability: Levitate Level: 50 EVs: 2 HP / 4 Def / 32 SpA / 28 Spe Modest Nature - Dark Pulse - Draco Meteor - Snarl - Earth Power Talonflame @ Sharp Beak Ability: Gale Wings Level: 50 EVs: 2 HP / 28 Atk / 4 Def / 4 SpD / 28 Spe Jolly Nature - Tailwind - Protect - Flare Blitz - Brave Bird Swampert @ Swampertite Ability: Torrent Level: 50 EVs: 29 HP / 29 Atk / 2 Def / 6 Spe Adamant Nature - Protect - Wave Crash - Ice Punch - Earthquake Corviknight @ Leftovers Ability: Mirror Armor Level: 50 EVs: 32 HP / 32 SpD / 2 Spe Jolly Nature - Brave Bird - Tailwind - Roost - Iron Head Pelipper @ Focus Sash Ability: Drizzle Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Timid Nature - Hurricane - Tailwind - Weather Ball - Wide Guard Archaludon @ Wise Glasses Ability: Stamina Level: 50 EVs: 32 HP / 1 Def / 5 SpA / 22 SpD / 6 Spe Bold Nature - Electro Shot - Flash Cannon - Protect - Reflect
Hydreigon · Talonflame · Swampert-Mega · Corviknight · Pelipper · Archaludon
Based on 25,372 verified Showdown games under the current rules, against 540 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 40 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
under max scrutiny: vs Incineroar (engine) 40.0% (crucible, real engine)
under max scrutiny: vs mixed players 50.0% (crucible, real engine)
under max scrutiny: vs nash players 43.8% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 95% of games.
Picked or benched depending on the opponent (52% of games overall); the matchup decides.
Picked or benched depending on the opponent (52% of games overall); the matchup decides.
A specialist, picked in 2% of games.
Does every slot pull its weight? · 11,244 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| role player | 65.9% (7,414/11,244) | 64.6% (7,414) / 62.0% (3,830) | +3pp ±1 | 11,244 | |
| matchup specialist | 3.5% (396/11,244) | 73.5% (396) / 63.4% (10,848) | +10pp ±3 | 11,244 | |
| core pick | 100.0% (11,240/11,244) | 63.7% (11,240) / 25.0% (4) | +39pp ±25 | 11,244 | |
| role player | 36.6% (4,117/11,244) | 61.0% (4,117) / 65.3% (7,127) | -4pp ±1 | 11,244 | |
| core pick | 100.0% (11,244/11,244) | 63.7% (11,244) / never benched | — | 11,244 | |
| core pick | 94.0% (10,565/11,244) | 63.8% (10,565) / 62.9% (679) | +1pp ±2 | 11,244 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 662 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 45.0% | wavecrash 68.5% earthquake 14.1% |
39.5% | 40.8% | 52.4% / — | |
| 95.3% | 56.6% | flashcannon 35.0% electroshot 29.7% |
28.7% | 24.9% | 52.8% / 45.2% | |
| 100.0% | 99.1% | weatherball 57.5% tailwind 19.7% |
14.4% | 19.0% | 52.4% / — | |
| 51.5% | 3.5% | dracometeor 50.0% darkpulse 50.0% |
12.5% | 12.0% | 53.4% / 51.4% | |
| 51.5% | 0.0% | — | 4.6% | 3.0% | 51.3% / 53.6% | |
| 1.7% | 9.1% | bravebird 100.0% | 0.2% | 0.2% | 36.4% / 52.7% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 66.7%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Protect (17% of its leads) — it scouts the opening and preserves board position.
Pelipper most often opens Tailwind (43% of its leads) — it establishes immediate speed control.
Record with this lead pair: 62.5% over 48 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Snarl
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; offers Reflect
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 55.0%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (95% of its leads) — it applies immediate damage pressure.
Swampert most often opens Wave Crash (70% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 55.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Snarl
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; offers Tailwind
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a flexible preview choice rather than part of the automatic four; directly reduces physical damage; offers Reflect
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 71.7%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (93% of its leads) — it applies immediate damage pressure.
Swampert most often opens Wave Crash (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.1% over 43 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Snarl
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 16.7%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Flash Cannon (53% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (58% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 12.8% over 47 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Snarl
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 40.0%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Electro Shot (62% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Hurricane (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 40.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Snarl
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; offers Reflect
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 61.7%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Electro Shot (84% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (55% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.5% over 55 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Snarl
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 61.7%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Flash Cannon (48% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (68% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 61.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Snarl
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 45.0%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (27% of its leads) — it applies immediate damage pressure.
Swampert most often opens Wave Crash (57% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 45.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Snarl
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; offers Reflect
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Hydreigon / Talonflame / Corviknight; archetype adds Sableye / Sinistcha / Basculegion
this team adds Hydreigon / Talonflame / Corviknight; archetype adds Basculegion / Grimmsnarl / Sinistcha
this team adds Hydreigon / Talonflame / Corviknight; archetype adds Grimmsnarl / Sinistcha / Basculegion
Fine print — what these numbers can and can’t say
- 51,606 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 51,606 earlier games at 69.6% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1797 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 25,644 verified games · 669 opponents · 77 distinct cores |
| vs fixed references | 78.1% of games (20,016 of 25,644) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 44.1% ≈53.0% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 61.1% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 29.9% worst result across several competent play styles; the styles disagree by 17 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +8 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | Incineroar 92.5% 360 gamesangrypnuts (tournament team) 82.6% 408 gamesarsalpuri (tournament team) 75.5% 384 gamesfrancescopiopero (tournament team) 73.5% 528 gamesStaraptor-Mega 62.5% 360 gamesKingambit 52.5% 360 gamesAerodactyl-Mega 50.0% 360 gamesqu1ck (tournament team) 46.3% 456 gamesFarigiraf 40.0% 360 gamesArchaludon 37.5% 360 gamesSylveon 27.5% 360 gamesjackg (tournament team) 15.8% 480 games |
team 197056 · show paste
Aegislash @ Leftovers Ability: Stance Change Level: 50 EVs: 32 HP / 31 Atk / 3 Spe Impish Nature - King's Shield - Iron Head - Shadow Sneak - Poltergeist Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 29 HP / 1 Atk / 4 SpD / 32 Spe Jolly Nature - Close Combat - Protect - Brave Bird - Roost Excadrill @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Impish Nature - Iron Head - Protect - Rock Slide - Earthquake Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Impish Nature - Rock Slide - Knock Off - Low Kick - Earth Power Garganacl @ Sitrus Berry Ability: Purifying Salt Level: 50 EVs: 32 HP / 2 Def / 32 SpD Careful Nature - Salt Cure - Wide Guard - Recover - Protect Bellibolt @ Expert Belt Ability: Electromorphosis Level: 50 EVs: 30 HP / 11 Def / 7 SpA / 18 SpD Modest Nature - Endure - Protect - Soak - Thunderbolt
Aegislash · Staraptor-Mega · Excadrill · Tyranitar · Garganacl · Bellibolt
Based on 25,644 verified Showdown games under the current rules, against 669 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 8% of 24 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Kingambit (engine) 52.5% (crucible, real engine)
under max scrutiny: vs Farigiraf (engine) 40.0% (crucible, real engine)
under max scrutiny: vs Sylveon (engine) 27.5% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Part of the default four — picked in 83% of games.
A specialist, picked in 18% of games — and almost only for specific matchups.
A specialist, picked in 0% of games.
Does every slot pull its weight? · 21,540 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| role player | 23.7% (5,106/21,540) | 56.1% (5,106) / 59.2% (16,434) | -3pp ±1 | 21,540 | |
| core pick | 100.0% (21,533/21,540) | 58.5% (21,533) / 28.6% (7) | +30pp ±19 | 21,540 | |
| pulls its weight | 97.2% (20,928/21,540) | 58.9% (20,928) / 43.8% (612) | +15pp ±2 | 21,540 | |
| core pick | 100.0% (21,540/21,540) | 58.5% (21,540) / never benched | — | 21,540 | |
| matchup specialist | 1.4% (311/21,540) | 69.1% (311) / 58.3% (21,229) | +11pp ±3 | 21,540 | |
| core pick | 77.7% (16,742/21,540) | 58.5% (16,742) / 58.5% (4,798) | 0pp ±1 | 21,540 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 670 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 99.0% | 2.4% | ironhead 75.0% protect 12.5% |
30.3% | 29.6% | 37.6% / 0.0% | |
| 100.0% | 99.3% | closecombat 84.1% protect 8.7% |
27.0% | 35.0% | 37.2% / — | |
| 100.0% | 98.4% | knockoff 51.3% rockslide 20.3% |
20.7% | 14.7% | 37.2% / — | |
| 82.8% | 0.0% | — | 16.6% | 17.7% | 38.4% / 31.7% | |
| 18.2% | 0.0% | — | 5.4% | 3.0% | 29.9% / 38.9% | |
| 0.0% | 0.0% | — | 0.0% | 0.0% | — / 37.2% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 44.2%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (75% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (73% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 44.2% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
a frequent selection in this matchup; selected for direct matchup pressure
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 71.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (87% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (42% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 71.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
a frequent selection in this matchup; selected for direct matchup pressure
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 28.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (98% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (83% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 28.3% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
a frequent selection in this matchup; selected for direct matchup pressure
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 16.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (97% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (82% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 16.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
a frequent selection in this matchup; selected for direct matchup pressure
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 21.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (80% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (45% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 21.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
usually held out unless its narrow coverage is needed
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 11.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (87% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (5% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 11.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
a frequent selection in this matchup; selected for direct matchup pressure
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 21.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (98% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (83% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 21.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
a frequent selection in this matchup; selected for direct matchup pressure
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 40.0%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (55% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (60% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 40.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
a frequent selection in this matchup; selected for direct matchup pressure
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Aegislash / Garganacl / Bellibolt; archetype adds Milotic / Sinistcha / Gholdengo
this team adds Aegislash / Garganacl / Bellibolt; archetype adds Milotic / Sinistcha / Gholdengo
this team adds Aegislash / Garganacl / Bellibolt; archetype adds Gholdengo / Milotic / Tsareena
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1783 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,836 verified games · 755 opponents · 78 distinct cores |
| vs fixed references | 80.2% of games (19,108 of 23,836) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | arsalpuri (tournament team) 86.7% 188 gamesangrypnuts (tournament team) 79.6% 240 gamesux9p70xuw8yanagitpoke (tournament team) 76.6% 192 gamesKingambit 76.2% 168 gamesdryster (tournament team) 72.9% 288 gamesFarigiraf (ranked build) 71.4% 192 gamesFarigiraf 56.0% 168 gameskardeas (tournament team) 51.4% 212 gamesqu1ck (tournament team) 49.8% 624 gamesjackg (tournament team) 41.9% 456 gamesfrancescopiopero (tournament team) 41.6% 308 games8pjewg3e9k1803gi (tournament team) 31.1% 360 games |
team 128562 · show paste
Serperior @ Sitrus Berry Ability: Contrary Level: 50 EVs: 3 HP / 32 SpA / 31 Spe Timid Nature - Leaf Storm - Protect - Glare - Reflect Victreebel @ Life Orb Ability: Chlorophyll Level: 50 EVs: 32 HP / 14 Def / 20 SpD Jolly Nature - Leaf Storm - Poison Jab - Knock Off - Protect Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 32 Atk / 2 SpD / 32 Spe Adamant Nature - Rock Slide - Knock Off - Ice Punch - Low Kick Lycanroc @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Rock Slide - Close Combat - Protect - Accelerock Corviknight @ Leftovers Ability: Mirror Armor Level: 50 EVs: 32 HP / 25 Def / 9 Spe Impish Nature - Brave Bird - Roost - Tailwind - Body Press Blastoise @ Blastoisinite Ability: Rain Dish Level: 50 EVs: 32 HP / 2 Def / 28 SpA / 4 SpD Modest Nature - Water Spout - Dark Pulse - Aura Sphere - Fake Out
Serperior · Victreebel · Tyranitar · Lycanroc · Corviknight · Blastoise-Mega
Based on 23,836 verified Showdown games under the current rules, against 755 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 17% of 23,324 verified games — a roster slot doing very little work.
Chosen for the battle in only 14% of 23,324 verified games — a roster slot doing very little work.
Won only 0% of 24 verified games against it.
Won only 13% of 24 verified games against it.
Won only 13% of 24 verified games against it.
predictable preview: Blastoise + Tyranitar leads 99.4% of games (678 of 682 probe games) — a scouted opponent can counter-lead it
Tyranitar is glass: faints in 97.1% of its 682 probe games — it must trade up before going down
biggest problem mon: Garchomp (219 KOs across 210 losses) · Charizard (204 KOs across 198 losses) · Archaludon (114 KOs across 55 losses) — bring the designated answer or ban the matchup
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 92% of games.
Picked or benched depending on the opponent (75% of games overall); the matchup decides.
A specialist, picked in 25% of games — and almost only for specific matchups.
A specialist, picked in 9% of games — and almost only for specific matchups.
Does every slot pull its weight? · 23,324 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| rarely picked | 14.3% (3,346/23,324) | 59.7% (3,346) / 65.4% (19,978) | -6pp ±1 | 23,324 | |
| rarely picked | 17.3% (4,033/23,324) | 55.7% (4,033) / 66.4% (19,291) | -11pp ±1 | 23,324 | |
| core pick | 100.0% (23,318/23,324) | 64.6% (23,318) / 50.0% (6) | +15pp ±20 | 23,324 | |
| pulls its weight | 79.9% (18,630/23,324) | 66.9% (18,630) / 55.1% (4,694) | +12pp ±1 | 23,324 | |
| core pick | 88.6% (20,660/23,324) | 64.9% (20,660) / 61.6% (2,664) | +3pp ±1 | 23,324 | |
| core pick | 99.9% (23,309/23,324) | 64.6% (23,309) / 60.0% (15) | +5pp ±13 | 23,324 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 682 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 100.0% | waterspout 97.9% darkpulse 0.4% |
30.7% | 37.2% | 59.0% / — | |
| 74.8% | 0.0% | — | 22.2% | 17.6% | 59.1% / 58.7% | |
| 92.1% | 0.5% | bravebird 33.3% | 21.1% | 15.9% | 62.1% / 23.1% | |
| 100.0% | 99.4% | rockslide 56.9% icepunch 6.0% |
20.7% | 24.6% | 59.0% / — | |
| 24.6% | 0.6% | protect 100.0% | 3.7% | 3.1% | 55.7% / 60.1% | |
| 8.5% | 0.0% | — | 1.6% | 1.6% | 34.5% / 61.3% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 95.0%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (97% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (78% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 95.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Reflect
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 21.7%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (100% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (3% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 21.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 85.0%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (100% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 85.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 92.5%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (100% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 92.5% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 8.3%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (98% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 8.3% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; offers Reflect
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 55.0%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (100% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (2% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 55.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 61.7%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (100% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 61.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 59.2%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (98% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (28% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 59.2% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Reflect
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; offers Fake Out
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Serperior / Victreebel / Lycanroc / Blastoise; archetype adds Hydreigon / Froslass / Garchomp / Arcanine-Hisui
this team adds Serperior / Victreebel / Lycanroc / Blastoise; archetype adds Basculegion / Garchomp / Scizor / Sneasler
this team adds Serperior / Victreebel / Lycanroc / Blastoise; archetype adds Hydreigon / Froslass / Garchomp / Arcanine-Hisui
Fine print — what these numbers can and can’t say
- 30 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 30 earlier games at 86.7% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1766 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 16,182 verified games · 391 opponents · 88 distinct cores |
| vs fixed references | 55.2% of games (8,928 of 16,182) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 72.0% ≈80.9% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 86.1% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 57.1% worst result across several competent play styles; the styles disagree by 10 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +3 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | qu1ck (tournament team) 97.0% 168 gamesIncineroar 92.5% 160 gamesfrancescopiopero (tournament team) 83.0% 176 gamesGholdengo 72.5% 160 gamesFarigiraf 67.5% 160 gamesjackg (tournament team) 65.6% 288 gamesKingambit 62.5% 160 gamesSylveon 60.0% 160 gamescrf0satqllinfppoke (tournament team) 48.3% 240 gamesAerodactyl-Mega 35.0% 160 gamesStaraptor-Mega 32.5% 160 gamesArchaludon 30.0% 160 games |
team 203339 · show paste
Feraligatr @ Life Orb Ability: Sheer Force Level: 50 EVs: 29 HP / 15 Atk / 22 SpD Careful Nature - Liquidation - Ice Punch - Aqua Jet - Rock Slide Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Jolly Nature - Close Combat - Protect - Brave Bird - Roost Salazzle @ Focus Sash Ability: Corrosion Level: 50 EVs: 2 HP / 28 SpA / 4 SpD / 32 Spe Timid Nature - Fake Out - Sludge Bomb - Dragon Cheer - Heat Wave Ninetales @ Choice Scarf Ability: Drought Level: 50 EVs: 2 HP / 4 Def / 29 SpA / 31 Spe Modest Nature - Heat Wave - Solar Beam - Overheat - Fake Tears Meowstic-F @ Expert Belt Ability: Infiltrator Level: 50 EVs: 32 HP / 7 Def / 20 SpD / 7 Spe Calm Nature - Psychic - Thunderbolt - Dark Pulse - Protect Typhlosion @ Charcoal Ability: Flash Fire Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Sassy Nature - Eruption - Scorching Sands - Protect - Heat Wave
Feraligatr · Staraptor-Mega · Salazzle · Ninetales · Meowstic-F · Typhlosion
Based on 16,182 verified Showdown games under the current rules, against 391 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 4% of 14,742 verified games — a roster slot doing very little work.
Chosen for the battle in only 9% of 14,742 verified games — a roster slot doing very little work.
Won only 4% of 24 verified games against it.
Won only 4% of 24 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Archaludon (engine) 30.0% (crucible, real engine)
under max scrutiny: vs Staraptor-Mega (engine) 32.5% (crucible, real engine)
under max scrutiny: vs Aerodactyl-Mega (engine) 35.0% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 81% of games.
A specialist, picked in 19% of games — and almost only for specific matchups.
A specialist, picked in 0% of games.
Does every slot pull its weight? · 14,742 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| core pick | 99.8% (14,715/14,742) | 61.4% (14,715) / 51.9% (27) | +10pp ±10 | 14,742 | |
| core pick wins less when picked, but it sat out only 14 times — too few benched games to judge, so no flag |
99.9% (14,728/14,742) | 61.4% (14,728) / 92.9% (14) | -31pp ±13 | 14,742 | |
| rarely picked | 9.4% (1,385/14,742) | 63.2% (1,385) / 61.2% (13,357) | +2pp ±1 | 14,742 | |
| pulls its weight | 98.7% (14,544/14,742) | 61.7% (14,544) / 36.9% (198) | +25pp ±4 | 14,742 | |
| rarely picked | 4.2% (614/14,742) | 48.0% (614) / 62.0% (14,128) | -14pp ±2 | 14,742 | |
| core pick | 88.1% (12,982/14,742) | 61.5% (12,982) / 60.8% (1,760) | +1pp ±1 | 14,742 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 671 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 80.2% | liquidation 45.7% icepunch 39.8% |
44.7% | 39.8% | 61.1% / — | |
| 100.0% | 99.7% | closecombat 57.7% bravebird 31.8% |
22.8% | 30.4% | 61.1% / — | |
| 100.0% | 20.1% | solarbeam 42.2% overheat 40.7% |
20.3% | 17.5% | 61.1% / — | |
| 81.1% | 0.0% | — | 9.1% | 9.5% | 57.0% / 78.7% | |
| 18.9% | 0.0% | — | 3.1% | 2.8% | 78.7% / 57.0% | |
| 0.0% | 0.0% | — | 0.0% | 0.0% | — / 61.1% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 86.7%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Ice Punch (87% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (52% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 93.5% over 31 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Fake Out
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 83.3%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Liquidation (95% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 83.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 68.3%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Liquidation (71% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 66.1% over 56 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 61.7%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Ice Punch (92% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (53% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 78.4% over 37 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a flexible preview choice rather than part of the automatic four; offers Fake Out
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 29.2%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (62% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 29.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 31.7%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Ice Punch (88% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (70% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 29.3% over 58 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 56.7%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Rock Slide (77% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (58% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 56.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 51.7%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Liquidation (87% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (65% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 51.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Feraligatr / Salazzle / Ninetales / Meowstic-F / Typhlosion; archetype adds Milotic / Sinistcha / Tyranitar / Gholdengo / Excadrill
this team adds Feraligatr / Salazzle / Ninetales / Meowstic-F / Typhlosion; archetype adds Raichu / Kingambit / Sylveon / Farigiraf / Arcanine-Hisui
this team adds Feraligatr / Salazzle / Ninetales / Meowstic-F / Typhlosion; archetype adds Farigiraf / Kingambit / Sylveon / Torkoal / Garchomp
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1763 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 25,706 verified games · 681 opponents · 93 distinct cores |
| vs fixed references | 77.5% of games (19,928 of 25,706) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | angrypnuts (tournament team) 92.3% 336 gamesqu1ck (tournament team) 89.7% 456 gamesGholdengo 85.0% 440 gamesAerodactyl-Mega 85.0% 440 gamesIncineroar 75.0% 440 gamesArchaludon 67.5% 440 gamesFarigiraf 52.5% 440 gamesfrancescopiopero (tournament team) 48.6% 348 gamesSylveon 45.0% 440 gamesKingambit 42.5% 440 gamesStaraptor-Mega 25.0% 440 gamesarsalpuri (tournament team) 17.7% 396 games |
team 133805 · show paste
Arcanine-Hisui @ Focus Sash Ability: Rock Head Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Flare Blitz - Head Smash - Extreme Speed - Protect Pidgeot @ Pidgeotite Ability: Keen Eye Level: 50 EVs: 4 Def / 32 SpA / 1 SpD / 29 Spe Timid Nature - Hurricane - Heat Wave - Protect - Tailwind Leafeon @ Life Orb Ability: Chlorophyll Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Solar Blade - Knock Off - Leaf Blade - Detect Steelix @ Lum Berry Ability: Sturdy Level: 50 EVs: 32 HP / 32 Atk / 2 Def Adamant Nature - Earthquake - High Horsepower - Heavy Slam - Bulldoze Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 29 HP / 1 Atk / 4 SpD / 32 Spe Jolly Nature - Close Combat - Protect - Brave Bird - Roost Ninetales @ Choice Scarf Ability: Drought Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Bold Nature - Heat Wave - Solar Beam - Overheat - Fake Tears
Arcanine-Hisui · Pidgeot-Mega · Leafeon · Steelix · Staraptor-Mega · Ninetales
Based on 25,706 verified Showdown games under the current rules, against 681 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 40 verified games against it.
Won 100% of 40 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 11% of 19,320 verified games — a roster slot doing very little work.
Wins 54% of verified games when it plays (7,142 games) versus 64% when it is benched (12,178). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Won only 4% of 96 verified games against it.
Won only 4% of 24 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Kingambit (engine) 42.5% (crucible, real engine)
under max scrutiny: vs Farigiraf (engine) 52.5% (crucible, real engine)
under max scrutiny: vs Sylveon (engine) 45.0% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Part of the default four — picked in 80% of games.
Part of the default four — picked in 78% of games.
A specialist, picked in 39% of games — and almost only for specific matchups.
A specialist, picked in 3% of games — and almost only for specific matchups.
Does every slot pull its weight? · 19,320 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| role player | 74.6% (14,407/19,320) | 61.7% (14,407) / 56.2% (4,913) | +5pp ±1 | 19,320 | |
| wins more when benched | 37.0% (7,142/19,320) | 54.1% (7,142) / 63.9% (12,178) | -10pp ±1 | 19,320 | |
| core pick | 81.9% (15,818/19,320) | 61.1% (15,818) / 56.8% (3,502) | +4pp ±1 | 19,320 | |
| rarely picked | 11.1% (2,142/19,320) | 65.5% (2,142) / 59.6% (17,178) | +6pp ±1 | 19,320 | |
| core pick | 96.3% (18,600/19,320) | 60.2% (18,600) / 61.1% (720) | -1pp ±2 | 19,320 | |
| core pick | 99.2% (19,171/19,320) | 60.3% (19,171) / 52.3% (149) | +8pp ±4 | 19,320 |
node cli.js roster-ablate 133805 1.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 674 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 99.4% | 86.1% | closecombat 62.2% bravebird 29.5% |
33.4% | 37.1% | 52.5% / 50.0% | |
| 80.4% | 13.8% | flareblitz 44.0% headsmash 32.0% |
25.9% | 19.0% | 54.3% / 45.1% | |
| 78.5% | 7.6% | solarblade 45.0% knockoff 27.5% |
22.7% | 19.6% | 54.2% / 46.6% | |
| 99.6% | 92.7% | overheat 69.1% heatwave 18.8% |
13.2% | 20.4% | 52.5% / 66.7% | |
| 39.2% | 12.9% | hurricane 73.5% heatwave 11.8% |
4.2% | 3.4% | 47.0% / 56.1% | |
| 3.0% | 0.0% | — | 0.7% | 0.5% | 35.0% / 53.1% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 44.2%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (43% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (75% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 44.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; can contest the speed race; offers Tailwind
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers sun setter
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 66.7%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (87% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (55% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 66.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; offers Tailwind
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers sun setter
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 50.0%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (87% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 49.0% over 49 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers sun setter
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 52.5%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (62% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (69% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 57.3% over 55 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers sun setter
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 40.0%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (83% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 39.6% over 53 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers sun setter
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 29.2%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (90% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 26.4% over 36 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers sun setter
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 52.5%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (48% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 66.7% over 42 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers sun setter
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 65.0%win rate over 60 practice-sim games · Repeated pattern
Ninetales most often opens Overheat (80% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (63% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 71.7% over 53 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; offers Tailwind
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers sun setter
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Pidgeot / Leafeon / Steelix / Ninetales; archetype adds Raichu / Kingambit / Sylveon / Farigiraf
this team adds Pidgeot / Leafeon / Steelix / Ninetales; archetype adds Raichu / Farigiraf / Sylveon / Kingambit
this team adds Pidgeot / Leafeon / Steelix / Ninetales; archetype adds Whimsicott / Garchomp / Raichu / Gholdengo
Fine print — what these numbers can and can’t say
- 102 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 102 earlier games at 83.3% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1759 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 30,367 verified games · 615 opponents · 208 distinct cores |
| vs fixed references | 48.4% of games (14,707 of 30,367) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | rycornyt (tournament team) 81.7% 240 gameskennogonzales (tournament team) 75.0% 216 gamesMilotic (ranked build) 72.2% 216 gamesayushxd (tournament team) 70.4% 240 gamesstallcelth (tournament team) 70.4% 216 gamestesting444 (tournament team) 70.0% 240 gamesAerodactyl-Mega 69.9% 216 gamesfrancescopiopero (tournament team) 68.1% 260 gamesqu1ck (tournament team) 58.7% 264 gamesPelipper (ranked build) 49.6% 240 gamesdracojack (tournament team) 45.5% 264 gamesarsalpuri (tournament team) 29.7% 236 games |
team 54888 · show paste
Rotom-Heat @ Sitrus Berry Ability: Levitate Level: 50 EVs: 32 HP / 32 SpA / 2 SpD Sassy Nature - Overheat - Reflect - Discharge - Will-O-Wisp Overqwil @ Life Orb Ability: Swift Swim Level: 50 EVs: 1 HP / 29 Atk / 1 Def / 3 SpD / 32 Spe Adamant Nature - Protect - Throat Chop - Poison Jab - Gunk Shot Feraligatr @ Muscle Band Ability: Sheer Force Level: 50 EVs: 31 HP / 32 Atk / 3 Spe Jolly Nature - Liquidation - Protect - Ice Punch - Bite Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 32 HP / 2 Atk / 32 Spe Jolly Nature - Close Combat - Protect - Brave Bird - Roost Delphox @ Choice Scarf Ability: Blaze Level: 50 EVs: 29 HP / 32 SpA / 5 Spe Modest Nature - Overheat - Psychic - Foul Play - Protect Pelipper @ Wise Glasses Ability: Drizzle Level: 50 EVs: 4 HP / 30 SpA / 32 Spe Modest Nature - Hurricane - Tailwind - Weather Ball - Wide Guard
Rotom-Heat · Overqwil · Feraligatr · Staraptor-Mega · Delphox · Pelipper
Based on 30,367 verified Showdown games under the current rules, against 615 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 48 verified games against it.
Won 100% of 48 verified games against it.
Won 100% of 48 verified games against it.
Won 100% of 48 verified games against it.
Chosen for the battle in only 1% of 6,060 verified games — a roster slot doing very little work.
Chosen for the battle in only 7% of 6,060 verified games — a roster slot doing very little work.
Won only 8% of 24 verified games against it.
Won only 10% of 48 verified games against it.
Won only 13% of 24 verified games against it.
under max scrutiny: vs tournament winners 37.5% (crucible, real engine)
predictable preview: Feraligatr + Pelipper leads 62.0% of games (408 of 658 probe games) — a scouted opponent can counter-lead it
Pelipper is glass: faints in 94.1% of its 658 probe games — it must trade up before going down
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
A specialist, picked in 1% of games.
A specialist, picked in 0% of games.
Does every slot pull its weight? · 6,060 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| rarely picked | 7.4% (447/6,060) | 46.1% (447) / 56.1% (5,613) | -10pp ±2 | 6,060 | |
| core pick | 94.9% (5,751/6,060) | 55.4% (5,751) / 55.0% (309) | +0pp ±3 | 6,060 | |
| pulls its weight | 98.3% (5,955/6,060) | 55.6% (5,955) / 43.8% (105) | +12pp ±5 | 6,060 | |
| pulls its weight | 98.9% (5,991/6,060) | 55.9% (5,991) / 13.0% (69) | +43pp ±6 | 6,060 | |
| rarely picked | 0.6% (36/6,060) | 52.8% (36) / 55.4% (6,024) | -3pp ±8 | 6,060 | |
| core pick | 100.0% (6,060/6,060) | 55.4% (6,060) / never benched | — | 6,060 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 658 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 98.6% | 6.9% | gunkshot 97.8% throatchop 2.2% |
34.4% | 30.2% | 65.3% / 55.6% | |
| 100.0% | 62.0% | icepunch 52.5% liquidation 35.8% |
26.7% | 24.8% | 65.2% / — | |
| 100.0% | 31.2% | closecombat 78.5% bravebird 15.1% |
23.1% | 25.5% | 65.2% / — | |
| 100.0% | 100.0% | weatherball 63.5% hurricane 16.7% |
15.8% | 19.5% | 65.2% / — | |
| 1.4% | 0.0% | — | 0.0% | 0.1% | 55.6% / 65.3% | |
| 0.0% | 0.0% | — | 0.0% | 0.0% | — / 65.2% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 78.3%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Liquidation (44% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (32% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 79.7% over 59 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Reflect + Will-O-Wisp
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 42.5%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (97% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 42.5% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect + Will-O-Wisp
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 65.0%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Ice Punch (88% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (93% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect + Will-O-Wisp
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 55.0%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Ice Punch (88% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (93% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 55.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect + Will-O-Wisp
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 41.7%win rate over 60 practice-sim games · Repeated pattern
Overqwil most often opens Gunk Shot (98% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Hurricane (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 46.7% over 45 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Reflect + Will-O-Wisp
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 29.2%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Ice Punch (72% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (50% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 29.2% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect + Will-O-Wisp
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 95.0%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Liquidation (77% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (97% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 95.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Reflect + Will-O-Wisp
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 65.8%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (53% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (63% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.8% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Reflect + Will-O-Wisp
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Rotom-Heat / Overqwil / Feraligatr / Pelipper; archetype adds Whimsicott / Glimmora / Garchomp / Kingambit
this team adds Rotom-Heat / Overqwil / Feraligatr / Delphox; archetype adds Grimmsnarl / Sinistcha / Garchomp / Archaludon
this team adds Rotom-Heat / Overqwil / Feraligatr / Delphox; archetype adds Sinistcha / Incineroar / Archaludon / Swampert
Fine print — what these numbers can and can’t say
- 204 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 204 earlier games at 52.0% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1734 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 25,146 verified games · 571 opponents · 178 distinct cores |
| vs fixed references | 35.2% of games (8,856 of 25,146) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | jackg (tournament team) 78.1% 288 gamesMilotic (ranked build) 77.1% 96 gamesGholdengo 75.0% 96 gamesfrancescopiopero (tournament team) 75.0% 116 gamesarsalpuri (tournament team) 60.6% 188 gamesangrypnuts (tournament team) 60.4% 192 gamesKingambit 53.1% 96 gamesPelipper (ranked build) 51.4% 144 gamesSableye (ranked build) 50.0% 96 gamesArchaludon 47.5% 120 gamesux9p70xuw8yanagitpoke (tournament team) 37.5% 144 gamesqu1ck (tournament team) 30.9% 408 games |
team 63491 · show paste
Primarina @ Life Orb Ability: Liquid Voice Level: 50 EVs: 32 HP / 29 SpA / 3 SpD / 2 Spe Modest Nature - Hyper Voice - Protect - Moonblast - Calm Mind Charizard @ Choice Scarf Ability: Solar Power Level: 50 EVs: 2 HP / 3 Def / 29 SpA / 32 Spe Modest Nature - Heat Wave - Solar Beam - Weather Ball - Ancient Power Salazzle @ Focus Sash Ability: Corrosion Level: 50 EVs: 2 HP / 28 SpA / 4 SpD / 32 Spe Timid Nature - Fake Out - Sludge Bomb - Heat Wave - Overheat Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 32 HP / 2 Atk / 32 Spe Jolly Nature - Close Combat - Protect - Brave Bird - Roost Espeon @ Wise Glasses Ability: Magic Bounce Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Timid Nature - Psychic - Power Gem - Dazzling Gleam - Protect Musharna @ Sitrus Berry Ability: Telepathy Level: 50 EVs: 32 HP / 32 SpA / 2 SpD Quiet Nature - Trick Room - Psychic - Moonblast - Helping Hand
Primarina · Charizard · Salazzle · Staraptor-Mega · Espeon · Musharna
Based on 25,146 verified Showdown games under the current rules, against 571 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 12% of 14,976 verified games — a roster slot doing very little work.
Won only 8% of 24 verified games against it.
Won only 13% of 24 verified games against it.
Won only 13% of 24 verified games against it.
predictable preview: Primarina + Staraptor leads 99.4% of games (668 of 672 probe games) — a scouted opponent can counter-lead it
win-condition concentration: Primarina scores 45.9% of all probe KOs — Intimidate, redirection, or focus fire on it stalls the team
Primarina is glass: faints in 84.5% of its 672 probe games — it must trade up before going down
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Part of the default four — picked in 83% of games.
A specialist, picked in 19% of games — and almost only for specific matchups.
A specialist, picked in 0% of games.
Does every slot pull its weight? · 14,976 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| core pick | 100.0% (14,976/14,976) | 62.1% (14,976) / never benched | — | 14,976 | |
| role player | 67.9% (10,172/14,976) | 64.5% (10,172) / 57.0% (4,804) | +8pp ±1 | 14,976 | |
| core pick | 75.7% (11,339/14,976) | 62.6% (11,339) / 60.5% (3,637) | +2pp ±1 | 14,976 | |
| core pick | 100.0% (14,976/14,976) | 62.1% (14,976) / never benched | — | 14,976 | |
| rarely picked | 11.6% (1,735/14,976) | 56.9% (1,735) / 62.8% (13,241) | -6pp ±1 | 14,976 | |
| role player | 44.8% (6,706/14,976) | 58.9% (6,706) / 64.7% (8,270) | -6pp ±1 | 14,976 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 672 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 100.0% | moonblast 70.7% hypervoice 25.6% |
45.9% | 39.7% | 42.3% / — | |
| 100.0% | 99.4% | closecombat 61.7% bravebird 28.9% |
22.1% | 32.4% | 42.3% / — | |
| 82.6% | 0.0% | — | 15.4% | 13.3% | 45.2% / 28.2% | |
| 98.5% | 0.6% | heatwave 75.0% solarbeam 25.0% |
14.3% | 13.0% | 42.1% / 50.0% | |
| 18.9% | 0.0% | — | 2.2% | 1.6% | 29.9% / 45.1% | |
| 0.0% | 0.0% | — | 0.0% | 0.0% | — / 42.3% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 52.5%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (97% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (57% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 52.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Fake Out
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; can contest the speed race; offers Trick Room + Helping Hand
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 85.0%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Hyper Voice (75% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 85.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Fake Out
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers Trick Room + Helping Hand
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 6.7%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (80% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (95% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 6.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Fake Out
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers Trick Room + Helping Hand
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 18.3%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (98% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (82% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 18.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Fake Out
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; can contest the speed race; offers Trick Room + Helping Hand
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 45.0%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (93% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (83% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 45.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Fake Out
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; can contest the speed race; offers Trick Room + Helping Hand
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 56.7%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (92% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (73% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 56.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Trick Room + Helping Hand
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 1.7%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Hyper Voice (83% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 1.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; offers Fake Out
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; can contest the speed race; offers Trick Room + Helping Hand
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 57.5%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (70% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (62% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 57.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Fake Out
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers Trick Room + Helping Hand
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Primarina / Salazzle / Espeon / Musharna; archetype adds Whimsicott / Garchomp / Kingambit / Basculegion
this team adds Primarina / Salazzle / Espeon / Musharna; archetype adds Whimsicott / Garchomp / Basculegion / Kingambit
this team adds Charizard / Salazzle / Espeon / Musharna; archetype adds Raichu / Farigiraf / Ceruledge / Ninetales-Alola
Fine print — what these numbers can and can’t say
- 25,392 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 25,392 earlier games at 64.8% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1725 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,332 verified games · 459 opponents · 135 distinct cores |
| vs fixed references | 37.2% of games (8,680 of 23,332) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Farigiraf 87.5% 240 gamesPelipper (ranked build) 77.1% 192 gamesArchaludon 72.5% 240 gamesAerodactyl-Mega 65.0% 240 gamesSylveon 60.0% 240 gamesKingambit 55.0% 240 gamesGholdengo 44.8% 192 gamesfrancescopiopero (tournament team) 40.3% 196 gamesGholdengo 40.0% 240 gamesStaraptor-Mega 40.0% 240 gamesIncineroar 39.4% 216 gamesIncineroar 35.0% 240 games |
team 42465 · show paste
Aggron @ Aggronite Ability: Sturdy Level: 50 EVs: 32 HP / 2 Def / 32 SpD Brave Nature - Body Press - Heavy Slam - Rock Blast - Protect Dragonite @ Dragon Fang Ability: Multiscale Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Extreme Speed - Dragon Claw - Protect - Low Kick Pelipper @ Focus Sash Ability: Drizzle Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Timid Nature - Hurricane - Tailwind - Weather Ball - Wide Guard Archaludon @ Life Orb Ability: Stamina Level: 50 EVs: 30 HP / 1 Def / 5 SpA / 25 SpD / 5 Spe Modest Nature - Electro Shot - Flash Cannon - Protect - Dragon Pulse Swampert @ Swampertite Ability: Torrent Level: 50 EVs: 6 HP / 26 Atk / 2 SpD / 32 Spe Adamant Nature - Protect - Wave Crash - Ice Punch - Earthquake Excadrill @ Muscle Band Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Iron Head - Protect - Rock Slide - Earthquake
Aggron-Mega · Dragonite · Pelipper · Archaludon · Swampert-Mega · Excadrill
Based on 23,332 verified Showdown games under the current rules, against 459 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 96% of 24 verified games against it.
Chosen for the battle in only 3% of 11,880 verified games — a roster slot doing very little work.
Wins 47% of verified games when it plays (4,661 games) versus 68% when it is benched (7,219). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Won only 8% of 24 verified games against it.
Won only 8% of 24 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Farigiraf (engine) 50.0% (crucible, real engine)
under max scrutiny: vs Staraptor-Mega (engine) 37.5% (crucible, real engine)
under max scrutiny: vs nash players 35.4% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 96% of games.
Picked or benched depending on the opponent (62% of games overall); the matchup decides.
A specialist, picked in 42% of games — and almost only for specific matchups.
A specialist, picked in 0% of games.
Does every slot pull its weight? · 11,880 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| wins more when benched | 39.2% (4,661/11,880) | 46.8% (4,661) / 68.4% (7,219) | -22pp ±1 | 11,880 | |
| pulls its weight | 69.6% (8,274/11,880) | 64.7% (8,274) / 49.1% (3,606) | +16pp ±1 | 11,880 | |
| pulls its weight | 99.8% (11,860/11,880) | 60.0% (11,860) / 25.0% (20) | +35pp ±11 | 11,880 | |
| pulls its weight | 88.7% (10,537/11,880) | 62.2% (10,537) / 42.2% (1,343) | +20pp ±1 | 11,880 | |
| core pick | 99.9% (11,865/11,880) | 59.9% (11,865) / 80.0% (15) | -20pp ±13 | 11,880 | |
| rarely picked | 2.7% (323/11,880) | 52.9% (323) / 60.2% (11,557) | -7pp ±3 | 11,880 |
node cli.js roster-ablate 42465 0.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 667 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 95.5% | 77.1% | dragonpulse 57.0% electroshot 18.9% |
38.1% | 32.7% | 55.9% / 46.7% | |
| 99.7% | 12.5% | wavecrash 54.2% earthquake 25.3% |
22.8% | 24.8% | 55.5% / 50.0% | |
| 62.4% | 25.0% | dragonclaw 97.1% protect 1.0% |
19.5% | 19.9% | 56.1% / 54.4% | |
| 99.9% | 98.2% | weatherball 42.4% tailwind 37.8% |
10.1% | 14.4% | 55.6% / 0.0% | |
| 42.4% | 0.7% | heavyslam 100.0% | 9.5% | 8.2% | 53.5% / 56.9% | |
| 0.1% | 0.0% | — | 0.0% | 0.0% | 0.0% / 55.6% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 75.8%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Dragon Pulse (13% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Tailwind (57% of its leads) — it establishes immediate speed control.
Record with this lead pair: 75.8% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 31.7%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Claw (100% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 31.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 71.7%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Dragon Pulse (82% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Tailwind (60% of its leads) — it establishes immediate speed control.
Record with this lead pair: 71.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 45.8%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Dragon Pulse (88% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Tailwind (62% of its leads) — it establishes immediate speed control.
Record with this lead pair: 45.8% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 62.5%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Electro Shot (88% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Hurricane (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 62.5% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 44.2%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Electro Shot (35% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Weather Ball (50% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 44.2% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 40.0%win rate over 60 practice-sim games · Repeated pattern
Archaludon most often opens Dragon Pulse (92% of its leads) — it applies immediate damage pressure.
Pelipper most often opens Tailwind (58% of its leads) — it establishes immediate speed control.
Record with this lead pair: 40.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 55.0%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Hurricane (25% of its leads) — it applies immediate damage pressure.
Swampert most often opens Wave Crash (58% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 55.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Aggron / Dragonite / Excadrill; archetype adds Sableye / Sinistcha / Basculegion
this team adds Aggron / Dragonite / Excadrill; archetype adds Basculegion / Grimmsnarl / Sinistcha
this team adds Aggron / Dragonite / Excadrill; archetype adds Grimmsnarl / Sinistcha / Basculegion
Fine print — what these numbers can and can’t say
- 25,596 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 25,596 earlier games at 63.0% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1731 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,809 verified games · 413 opponents · 184 distinct cores |
| vs fixed references | 26.2% of games (6,240 of 23,809) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Incineroar 92.5% 280 gamesSableye (ranked build) 79.2% 216 gamesArchaludon 57.5% 280 gamesSylveon 55.0% 280 gamesStaraptor-Mega 55.0% 280 gamesFarigiraf 52.6% 192 gamesFarigiraf 47.5% 280 gamesSylveon 46.8% 216 gamesKingambit 44.3% 192 gamesKingambit 40.0% 280 gamesAerodactyl-Mega 30.0% 280 gamesGholdengo 27.5% 280 games |
team 80398 · show paste
Flareon @ Charcoal Ability: Flash Fire Level: 50 EVs: 32 HP / 32 Atk / 2 Def Adamant Nature - Flare Blitz - Superpower - Quick Attack - Protect Primarina @ Life Orb Ability: Liquid Voice Level: 50 EVs: 32 HP / 30 SpA / 2 SpD / 2 Spe Modest Nature - Hyper Voice - Protect - Moonblast - Calm Mind Garchomp @ Garchompite Ability: Sand Veil Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Protect - Earthquake - Rock Slide - Dragon Claw Gyarados @ Expert Belt Ability: Intimidate Level: 50 EVs: 32 HP / 28 Atk / 6 Def Careful Nature - Earthquake - Stone Edge - Power Whip - Icy Wind Typhlosion-Hisui @ Choice Scarf Ability: Frisk Level: 50 EVs: 5 HP / 4 Def / 25 SpA / 32 Spe Calm Nature - Eruption - Shadow Ball - Heat Wave - Burn Up Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 32 HP / 2 Atk / 32 Spe Jolly Nature - Close Combat - Protect - Brave Bird - Roost
Flareon · Primarina · Garchomp-Mega · Gyarados · Typhlosion-Hisui · Staraptor-Mega
Based on 23,809 verified Showdown games under the current rules, against 413 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 16% of 11,238 verified games — a roster slot doing very little work.
Wins 59% of verified games when it plays (11,016 games) versus 73% when it is benched (222). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Chosen for the battle in only 20% of 11,238 verified games — a roster slot doing very little work.
Won only 5% of 40 verified games against it.
Won only 17% of 24 verified games against it.
Won only 17% of 24 verified games against it.
under max scrutiny: vs Garchomp (engine) 45.0% (crucible, real engine)
under max scrutiny: vs Metagross-Mega (engine) 50.0% (crucible, real engine)
under max scrutiny: vs Sylveon (engine) 42.5% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Part of the default four — picked in 90% of games.
Picked or benched depending on the opponent (65% of games overall); the matchup decides.
A specialist, picked in 29% of games — and almost only for specific matchups.
A specialist, picked in 17% of games — and almost only for specific matchups.
Does every slot pull its weight? · 11,238 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| rarely picked | 19.7% (2,215/11,238) | 55.2% (2,215) / 59.7% (9,023) | -5pp ±1 | 11,238 | |
| wins more when benched | 98.0% (11,016/11,238) | 58.6% (11,016) / 72.5% (222) | -14pp ±3 | 11,238 | |
| core pick | 82.0% (9,214/11,238) | 58.7% (9,214) / 59.2% (2,024) | 0pp ±1 | 11,238 | |
| core pick | 89.1% (10,015/11,238) | 58.3% (10,015) / 63.0% (1,223) | -5pp ±2 | 11,238 | |
| rarely picked | 15.7% (1,768/11,238) | 61.2% (1,768) / 58.4% (9,470) | +3pp ±1 | 11,238 | |
| pulls its weight | 95.4% (10,724/11,238) | 60.0% (10,724) / 33.7% (514) | +26pp ±2 | 11,238 |
node cli.js roster-ablate 80398 1.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 671 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 99.7% | 63.1% | moonblast 74.9% hypervoice 21.8% |
28.9% | 27.2% | 38.0% / 100.0% | |
| 90.2% | 30.9% | powerwhip 47.6% stoneedge 34.8% |
26.9% | 20.7% | 37.4% / 45.5% | |
| 99.1% | 83.2% | closecombat 72.2% protect 13.7% |
22.9% | 28.8% | 38.6% / 0.0% | |
| 65.0% | 38.1% | dragonclaw 60.2% earthquake 15.1% |
14.7% | 15.2% | 42.3% / 30.6% | |
| 29.4% | 0.5% | burnup 100.0% | 4.3% | 6.4% | 30.7% / 41.4% | |
| 16.7% | 11.6% | flareblitz 38.5% protect 15.4% |
2.3% | 1.7% | 38.8% / 38.1% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 51.7%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (88% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (62% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 50.0% over 56 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Icy Wind + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 83.3%win rate over 60 practice-sim games · Repeated pattern
Garchomp most often opens Dragon Claw (81% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (87% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 83.1% over 59 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 15.0%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (88% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (84% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 17.5% over 40 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 10.0%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (83% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (86% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 15.4% over 39 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 27.5%win rate over 60 practice-sim games · Repeated pattern
Gyarados most often opens Power Whip (93% of its leads) — it applies immediate damage pressure.
Primarina most often opens Moonblast (58% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 28.1% over 48 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Icy Wind + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 36.7%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (87% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (78% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 36.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 18.3%win rate over 60 practice-sim games · Repeated pattern
Gyarados most often opens Stone Edge (97% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (91% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 15.6% over 32 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 51.7%win rate over 60 practice-sim games · Repeated pattern
Garchomp most often opens Dragon Claw (44% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (70% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 50.0% over 36 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Intimidate
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Flareon / Primarina / Gyarados / Typhlosion-Hisui; archetype adds Farigiraf / Kingambit / Sylveon / Torkoal
this team adds Flareon / Primarina / Gyarados / Typhlosion-Hisui; archetype adds Gholdengo / Sinistcha / Incineroar / Kingambit
this team adds Flareon / Primarina / Gyarados / Typhlosion-Hisui; archetype adds Whimsicott / Charizard / Kingambit / Basculegion
Fine print — what these numbers can and can’t say
- 19,632 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 19,632 earlier games at 69.1% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1717 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,676 verified games · 584 opponents · 132 distinct cores |
| vs fixed references | 42.9% of games (10,152 of 23,676) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Incineroar 83.3% 168 gamesFarigiraf (ranked build) 81.8% 192 gamesAerodactyl (ranked build) 79.2% 168 gamesMawile (ranked build) 76.6% 192 gamesGholdengo 75.6% 168 gamesMilotic (ranked build) 74.4% 168 gamesFarigiraf 70.2% 168 gamesStaraptor-Mega 69.7% 264 gamesSylveon 67.1% 216 gamesAerodactyl-Mega 64.8% 216 gamesKingambit 64.6% 240 gamesPelipper (ranked build) 54.7% 192 games |
team 49398 · show paste
Froslass @ Froslassite Ability: Cursed Body Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Modest Nature - Psychic - Protect - Shadow Ball - Aurora Veil Primarina @ Life Orb Ability: Liquid Voice Level: 50 EVs: 32 HP / 29 SpA / 2 SpD / 3 Spe Modest Nature - Hyper Voice - Protect - Moonblast - Calm Mind Dragonite @ Dragoninite Ability: Multiscale Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Modest Nature - Heat Wave - Dragon Pulse - Hurricane - Tailwind Excadrill @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Iron Head - Protect - Rock Slide - Earthquake Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Rock Slide - Knock Off - Ice Punch - Low Kick Hawlucha @ White Herb Ability: Unburden Level: 50 EVs: 32 Atk / 1 Def / 1 SpD / 32 Spe Jolly Nature - Close Combat - Protect - Brave Bird - Coaching
Froslass-Mega · Primarina · Dragonite-Mega · Excadrill · Tyranitar · Hawlucha
Based on 23,676 verified Showdown games under the current rules, against 584 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 13% of 15,954 verified games — a roster slot doing very little work.
Chosen for the battle in only 7% of 15,954 verified games — a roster slot doing very little work.
Won only 8% of 24 verified games against it.
Won only 13% of 24 verified games against it.
Won only 13% of 24 verified games against it.
under max scrutiny: vs Garchomp (engine) 37.5% (crucible, real engine)
under max scrutiny: vs Metagross-Mega (engine) 40.0% (crucible, real engine)
under max scrutiny: vs aggro players 54.2% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Part of the default four — picked in 90% of games.
A specialist, picked in 11% of games — and almost only for specific matchups.
A specialist, picked in 0% of games.
Does every slot pull its weight? · 15,954 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| rarely picked | 7.1% (1,125/15,954) | 48.7% (1,125) / 62.7% (14,829) | -14pp ±2 | 15,954 | |
| core pick | 97.4% (15,543/15,954) | 61.7% (15,543) / 59.9% (411) | +2pp ±2 | 15,954 | |
| core pick | 99.7% (15,906/15,954) | 61.7% (15,906) / 50.0% (48) | +12pp ±7 | 15,954 | |
| pulls its weight | 83.4% (13,300/15,954) | 63.1% (13,300) / 54.7% (2,654) | +8pp ±1 | 15,954 | |
| core pick | 99.9% (15,944/15,954) | 61.7% (15,944) / 70.0% (10) | -8pp ±16 | 15,954 | |
| rarely picked | 12.5% (1,998/15,954) | 59.2% (1,998) / 62.1% (13,956) | -3pp ±1 | 15,954 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 675 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 90.7% | dragonpulse 36.9% hurricane 33.2% |
32.8% | 28.1% | 64.0% / — | |
| 90.2% | 0.5% | ironhead 66.7% protect 33.3% |
29.3% | 27.0% | 65.7% / 48.5% | |
| 98.8% | 10.0% | moonblast 62.7% hypervoice 23.9% |
24.9% | 22.2% | 63.9% / 75.0% | |
| 100.0% | 99.0% | knockoff 32.5% rockslide 26.5% |
11.1% | 20.8% | 64.0% / — | |
| 10.8% | 0.0% | — | 2.0% | 1.9% | 52.1% / 65.4% | |
| 0.1% | 0.0% | — | 0.0% | 0.0% | 0.0% / 64.1% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 64.2%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (25% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (37% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 64.2% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 73.3%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Hurricane (88% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (83% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 73.3% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 70.0%win rate over 60 practice-sim games · Repeated pattern
Primarina most often opens Moonblast (81% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (93% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.6% over 32 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 52.5%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (73% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (47% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 52.5% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 90.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Hurricane (100% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (75% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 90.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 43.3%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (68% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (3% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 43.3% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 60.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (63% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (58% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 60.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 65.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Heat Wave (65% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (33% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
usually held out unless its narrow coverage is needed
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Primarina / Excadrill / Tyranitar / Hawlucha; archetype adds Sneasler / Kingambit / Basculegion / Garchomp
this team adds Froslass / Primarina / Dragonite / Hawlucha; archetype adds Milotic / Sinistcha / Staraptor / Gholdengo
this team adds Primarina / Dragonite / Excadrill / Hawlucha; archetype adds Corviknight / Hydreigon / Garchomp / Arcanine-Hisui
Fine print — what these numbers can and can’t say
- 24,906 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 24,906 earlier games at 68.1% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1716 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 13,116 verified games · 178 opponents · 95 distinct cores |
| vs fixed references | 2.7% of games (360 of 13,116) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Kingambit 75.0% 40 gamesSylveon 75.0% 40 gamesStaraptor-Mega 72.5% 40 gamesFarigiraf 62.5% 40 gamesAerodactyl-Mega 62.5% 40 gamesGholdengo 52.5% 40 gamesarsalpuri (tournament team) 50.0% 20 gamesArchaludon 35.0% 40 gamesIncineroar 32.5% 40 gamesfrancescopiopero (tournament team) 15.0% 20 games |
team 29472 · show paste
Ninetales-Alola @ Focus Sash Ability: Snow Warning Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Modest Nature - Blizzard - Protect - Freeze-Dry - Aurora Veil Beartic @ Choice Scarf Ability: Slush Rush Level: 50 EVs: 3 HP / 29 Atk / 5 SpD / 29 Spe Relaxed Nature - Icicle Crash - Close Combat - Protect - Rock Slide Excadrill @ Life Orb Ability: Sand Rush Level: 50 EVs: 32 HP / 14 Def / 20 SpD Relaxed Nature - Iron Head - High Horsepower - Rock Slide - Earthquake Dragonite @ Roseli Berry Ability: Multiscale Level: 50 EVs: 32 HP / 32 Atk / 2 Def Adamant Nature - Extreme Speed - Stomping Tantrum - Fly - Low Kick Noivern @ Wise Glasses Ability: Telepathy Level: 50 EVs: 4 HP / 32 Atk / 4 SpD / 26 Spe Jolly Nature - Tailwind - Moonlight - Sky Attack - Super Fang Blastoise @ Blastoisinite Ability: Torrent Level: 50 EVs: 32 HP / 30 SpA / 4 SpD Quiet Nature - Water Spout - Fake Out - Blizzard - Focus Blast
Ninetales-Alola · Beartic · Excadrill · Dragonite · Noivern · Blastoise-Mega
Based on 13,116 verified Showdown games under the current rules, against 178 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 75% of 40 verified games against it.
Won 75% of 40 verified games against it.
Won 73% of 40 verified games against it.
Won 63% of 40 verified games against it.
Chosen for the battle in only 14% of 4,968 verified games — a roster slot doing very little work.
Chosen for the battle in only 12% of 4,968 verified games — a roster slot doing very little work.
Won only 15% of 20 verified games against it.
Won only 33% of 40 verified games against it.
Won only 35% of 40 verified games against it.
under max scrutiny: vs Incineroar (engine) 32.5% (crucible, real engine)
under max scrutiny: vs Archaludon (engine) 35.0% (crucible, real engine)
under max scrutiny: vs Gholdengo (engine) 52.5% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 94% of games.
Part of the default four — picked in 93% of games.
Part of the default four — picked in 81% of games.
A specialist, picked in 25% of games — and almost only for specific matchups.
A specialist, picked in 6% of games — and almost only for specific matchups.
Does every slot pull its weight? · 4,968 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| pulls its weight | 95.6% (4,749/4,968) | 59.5% (4,749) / 25.6% (219) | +34pp ±3 | 4,968 | |
| pulls its weight | 82.9% (4,120/4,968) | 59.8% (4,120) / 49.4% (848) | +10pp ±2 | 4,968 | |
| rarely picked | 11.9% (590/4,968) | 43.6% (590) / 59.9% (4,378) | -16pp ±2 | 4,968 | |
| core pick | 95.9% (4,765/4,968) | 58.0% (4,765) / 58.1% (203) | 0pp ±4 | 4,968 | |
| rarely picked | 14.0% (695/4,968) | 48.5% (695) / 59.5% (4,273) | -11pp ±2 | 4,968 | |
| pulls its weight | 99.7% (4,953/4,968) | 58.1% (4,953) / 6.7% (15) | +51pp ±13 | 4,968 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 668 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 94.3% | 26.0% | stompingtantrum 42.1% lowkick 28.7% |
39.4% | 30.2% | 31.3% / 18.4% | |
| 100.0% | 98.2% | waterspout 81.1% blizzard 7.0% |
24.1% | 33.1% | 30.6% / — | |
| 80.8% | 0.0% | — | 18.2% | 15.9% | 30.1% / 32.8% | |
| 93.0% | 82.8% | blizzard 27.4% freezedry 24.7% |
15.1% | 17.6% | 31.8% / 14.9% | |
| 25.4% | 1.2% | ironhead 50.0% | 3.0% | 2.5% | 27.6% / 31.6% | |
| 6.4% | 0.0% | — | 0.2% | 0.6% | 20.9% / 31.3% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 35.8%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (65% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Blizzard (16% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 35.7% over 49 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 10.0%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (97% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Blizzard (47% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 14.0% over 43 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 13.3%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (82% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Aurora Veil (40% of its leads) — it sets dual damage mitigation.
Record with this lead pair: 10.0% over 40 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 16.7%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (82% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Freeze-Dry (37% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 14.3% over 49 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 63.3%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (100% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Freeze-Dry (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 64.9% over 57 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 13.3%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (83% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Blizzard (17% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 16.7% over 48 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 16.7%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (87% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Freeze-Dry (38% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 16.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Fake Out
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 30.0%win rate over 60 practice-sim games · Repeated pattern
Blastoise most often opens Water Spout (97% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Blizzard (95% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 48.6% over 37 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; offers Fake Out
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Beartic / Excadrill / Noivern / Blastoise; archetype adds Gengar / Incineroar / Sneasler / Kingambit
this team adds Beartic / Excadrill / Noivern / Blastoise; archetype adds Sneasler / Basculegion / Froslass / Kingambit
this team adds Ninetales-Alola / Beartic / Excadrill / Noivern / Blastoise; archetype adds Froslass / Sneasler / Kingambit / Basculegion / Garchomp
Fine print — what these numbers can and can’t say
- 24,090 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 24,090 earlier games at 65.9% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1702 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 9,224 verified games · 343 opponents · 70 distinct cores |
| vs fixed references | 78.9% of games (7,280 of 9,224) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Sinistcha (ranked build) 96.9% 360 gamesGarchomp (ranked build) 90.5% 336 gamesSableye (ranked build) 88.0% 384 gamesPelipper (ranked build) 86.7% 360 gamesIncineroar 82.7% 336 gamesKingambit 72.2% 360 gamesFarigiraf 69.9% 408 gamesGholdengo 65.4% 384 gamesAerodactyl-Mega 62.5% 336 gamesRaichu (ranked build) 61.2% 384 gamesArchaludon 60.6% 480 gamesAerodactyl (ranked build) 59.5% 336 games |
team 246358 · show paste
Skarmory @ Leftovers Ability: Sturdy Level: 50 EVs: 32 HP / 30 Def / 4 SpD Impish Nature - Body Press - Roost - Tailwind - Iron Defense Ceruledge @ Colbur Berry Ability: Flash Fire Level: 50 EVs: 28 HP / 25 Atk / 5 Def / 8 Spe Jolly Nature - Bitter Blade - Shadow Sneak - Bulk Up - Protect Garchomp @ Life Orb Ability: Rough Skin Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Jolly Nature - Earthquake - Rock Slide - Dragon Claw - Protect Gholdengo @ Spell Tag Ability: Good as Gold Level: 50 EVs: 32 HP / 28 SpA / 6 Spe Bold Nature - Make It Rain - Shadow Ball - Nasty Plot - Reflect Kingambit @ Occa Berry Ability: Defiant Level: 50 EVs: 32 HP / 32 Atk / 2 SpD Sassy Nature - Metal Burst - Sucker Punch - Low Kick - Iron Head Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 32 HP / 2 Atk / 32 Spe Jolly Nature - Close Combat - Roost - Brave Bird - Protect
Skarmory · Ceruledge · Garchomp · Gholdengo · Kingambit · Staraptor-Mega
Based on 9,224 verified Showdown games under the current rules, against 343 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Wins 69% of verified games when it plays (6,516 games) versus 86% when it is benched (2,268). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Wins 73% of verified games when it plays (8,501 games) versus 83% when it is benched (283). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Chosen for the battle in only 9% of 8,784 verified games — a roster slot doing very little work.
Won only 17% of 24 verified games against it.
Won only 25% of 24 verified games against it.
Won only 25% of 24 verified games against it.
under max scrutiny: vs Farigiraf (engine) 47.5% (crucible, real engine)
under max scrutiny: vs Sylveon (engine) 37.5% (crucible, real engine)
under max scrutiny: vs Archaludon (engine) 50.0% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 97% of games.
Part of the default four — picked in 85% of games.
Part of the default four — picked in 83% of games.
A specialist, picked in 31% of games — and almost only for specific matchups.
A specialist, picked in 4% of games.
Does every slot pull its weight? · 8,784 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| matchup specialist | 24.3% (2,138/8,784) | 82.2% (2,138) / 70.6% (6,646) | +12pp ±1 | 8,784 | |
| rarely picked | 9.2% (804/8,784) | 78.6% (804) / 72.9% (7,980) | +6pp ±2 | 8,784 | |
| pulls its weight | 95.7% (8,409/8,784) | 74.2% (8,409) / 55.5% (375) | +19pp ±3 | 8,784 | |
| wins more when benched | 96.8% (8,501/8,784) | 73.1% (8,501) / 83.4% (283) | -10pp ±3 | 8,784 | |
| wins more when benched | 74.2% (6,516/8,784) | 69.2% (6,516) / 85.6% (2,268) | -16pp ±1 | 8,784 | |
| pulls its weight | 99.8% (8,768/8,784) | 73.5% (8,768) / 25.0% (16) | +49pp ±13 | 8,784 |
node cli.js roster-ablate 246358 3.node cli.js roster-ablate 246358 4.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 667 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 97.5% | 60.6% | ironhead 67.3% suckerpunch 17.0% |
34.5% | 30.4% | 50.2% / 70.6% | |
| 84.7% | 34.3% | dragonclaw 47.4% earthquake 33.0% |
25.2% | 25.1% | 56.5% / 19.1% | |
| 100.0% | 96.9% | closecombat 77.6% protect 11.1% |
24.8% | 31.5% | 50.7% / — | |
| 83.1% | 18.1% | shadowball 59.0% makeitrain 30.0% |
11.2% | 9.8% | 49.6% / 56.2% | |
| 31.2% | 0.0% | — | 3.5% | 2.6% | 36.1% / 57.4% | |
| 3.6% | 0.0% | — | 0.9% | 0.6% | 83.3% / 49.5% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 40.0%win rate over 60 practice-sim games · Repeated pattern
Kingambit most often opens Iron Head (75% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (83% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 40.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Reflect
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 48.3%win rate over 60 practice-sim games · Repeated pattern
Garchomp most often opens Dragon Claw (88% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 48.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; directly reduces physical damage; offers Reflect
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 58.3%win rate over 60 practice-sim games · Repeated pattern
Kingambit most often opens Iron Head (90% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (97% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 58.3% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 45.0%win rate over 60 practice-sim games · Repeated pattern
Kingambit most often opens Iron Head (97% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (93% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 45.0% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 65.0%win rate over 60 practice-sim games · Repeated pattern
Gholdengo most often opens Shadow Ball (92% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 69.6% over 56 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Reflect
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 10.0%win rate over 60 practice-sim games · Repeated pattern
Kingambit most often opens Sucker Punch (3% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (90% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 2.6% over 39 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 41.7%win rate over 60 practice-sim games · Repeated pattern
Kingambit most often opens Iron Head (90% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (91% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 41.7% over 54 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; directly reduces physical damage; offers Reflect
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 55.8%win rate over 60 practice-sim games · Repeated pattern
Garchomp most often opens Earthquake (98% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (43% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 55.8% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; offers Reflect
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Skarmory; archetype adds Whimsicott
this team adds Skarmory / Ceruledge; archetype adds Sinistcha / Incineroar
this team adds Skarmory / Ceruledge / Gholdengo; archetype adds Farigiraf / Sylveon / Torkoal
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1709 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 21,029 verified games · 555 opponents · 130 distinct cores |
| vs fixed references | 55.4% of games (11,640 of 21,029) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Incineroar 91.0% 456 gamesSinistcha (ranked build) 90.2% 336 gamesMawile (ranked build) 83.6% 360 gamesAerodactyl (ranked build) 73.2% 336 gamesFarigiraf 70.1% 408 gamesFarigiraf (ranked build) 68.1% 360 gamesAerodactyl-Mega 65.0% 432 gamesKingambit 59.8% 336 gamesGholdengo 46.4% 336 gamesPelipper (ranked build) 44.8% 504 gamesArchaludon 34.6% 408 gamesStaraptor-Mega 24.8% 480 games |
team 21093 · show paste
Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Rock Slide - Knock Off - Ice Punch - Low Kick Excadrill @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Iron Head - Protect - Rock Slide - Earthquake Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 32 HP / 14 Def / 20 SpD Jolly Nature - Close Combat - Protect - Brave Bird - Roost Gholdengo @ Life Orb Ability: Good as Gold Level: 50 EVs: 32 HP / 32 SpA / 2 SpD Relaxed Nature - Shadow Ball - Make It Rain - Protect - Nasty Plot Armarouge @ Wise Glasses Ability: Flash Fire Level: 50 EVs: 28 HP / 32 SpA / 3 SpD / 3 Spe Relaxed Nature - Trick Room - Armor Cannon - Protect - Psychic Dragonite @ Dragon Fang Ability: Multiscale Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Extreme Speed - Dragon Claw - Protect - Low Kick
Tyranitar · Excadrill · Staraptor-Mega · Gholdengo · Armarouge · Dragonite
Based on 21,029 verified Showdown games under the current rules, against 555 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Wins 51% of verified games when it plays (3,540 games) versus 64% when it is benched (8,141). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
under max scrutiny: vs Garchomp (engine) 52.5% (crucible, real engine)
under max scrutiny: vs Sylveon (engine) 45.0% (crucible, real engine)
Tyranitar is glass: faints in 91.3% of its 667 probe games — it must trade up before going down
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 99% of games.
Part of the default four — picked in 93% of games.
Picked or benched depending on the opponent (78% of games overall); the matchup decides.
Picked or benched depending on the opponent (70% of games overall); the matchup decides.
A specialist, picked in 42% of games — and almost only for specific matchups.
A specialist, picked in 19% of games — and almost only for specific matchups.
Does every slot pull its weight? · 11,681 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| core pick | 98.5% (11,504/11,681) | 60.1% (11,504) / 65.5% (177) | -5pp ±4 | 11,681 | |
| role player | 68.1% (7,957/11,681) | 61.1% (7,957) / 58.3% (3,724) | +3pp ±1 | 11,681 | |
| pulls its weight | 90.0% (10,511/11,681) | 63.2% (10,511) / 33.8% (1,170) | +29pp ±2 | 11,681 | |
| role player | 42.2% (4,935/11,681) | 57.0% (4,935) / 62.6% (6,746) | -6pp ±1 | 11,681 | |
| wins more when benched | 30.3% (3,540/11,681) | 50.8% (3,540) / 64.3% (8,141) | -14pp ±1 | 11,681 | |
| role player | 70.9% (8,277/11,681) | 61.7% (8,277) / 56.6% (3,404) | +5pp ±1 | 11,681 |
node cli.js roster-ablate 21093 4.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 676 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 92.9% | 45.9% | closecombat 73.6% protect 14.2% |
27.6% | 27.0% | 53.7% / 58.3% | |
| 77.7% | 20.4% | dragonclaw 60.7% protect 29.0% |
22.1% | 18.6% | 57.5% / 41.7% | |
| 98.7% | 98.4% | icepunch 44.4% rockslide 19.1% |
21.2% | 23.1% | 54.3% / 33.3% | |
| 69.7% | 0.0% | — | 19.9% | 20.9% | 57.9% / 45.1% | |
| 18.6% | 56.3% | shadowball 74.6% makeitrain 15.5% |
5.7% | 4.7% | 26.2% / 60.4% | |
| 42.5% | 80.1% | armorcannon 29.6% protect 22.2% |
3.5% | 5.7% | 53.5% / 54.4% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 83.3%win rate over 60 practice-sim games · Repeated pattern
Armarouge most often opens Armor Cannon (45% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (53% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 83.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Trick Room
a flexible preview choice rather than part of the automatic four
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 94.2%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (82% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 94.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; has a direct Trick Room answer; offers Trick Room
a frequent selection in this matchup; selected for direct matchup pressure
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 38.3%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Claw (59% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 34.7% over 49 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a flexible preview choice rather than part of the automatic four
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers Trick Room
a frequent selection in this matchup; selected for direct matchup pressure
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 73.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (85% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 73.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; can contest the speed race; offers Trick Room
a frequent selection in this matchup; selected for direct matchup pressure
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 18.3%win rate over 60 practice-sim games · Repeated pattern
Gholdengo most often opens Shadow Ball (88% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (65% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 16.9% over 59 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; can contest the speed race; offers Trick Room
a flexible preview choice rather than part of the automatic four
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 8.3%win rate over 60 practice-sim games · Repeated pattern
Armarouge most often opens Armor Cannon (40% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (7% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 8.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Trick Room
a flexible preview choice rather than part of the automatic four
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 58.3%win rate over 60 practice-sim games · Repeated pattern
Armarouge most often opens Psychic (43% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (83% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 58.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Trick Room
a frequent selection in this matchup; selected for direct matchup pressure
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 29.2%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (55% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (32% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 29.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; has a direct Trick Room answer; offers Trick Room
a frequent selection in this matchup; selected for direct matchup pressure
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Armarouge / Dragonite; archetype adds Milotic / Sinistcha
this team adds Armarouge / Dragonite; archetype adds Milotic / Sinistcha
this team adds Armarouge / Dragonite; archetype adds Milotic / Tsareena
Fine print — what these numbers can and can’t say
- 50,343 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 50,343 earlier games at 68.7% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1712 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,282 verified games · 619 opponents · 85 distinct cores |
| vs fixed references | 80.7% of games (18,800 of 23,282) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 48.6% ≈57.5% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 63.9% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 48.6% worst result across several competent play styles; the styles disagree by 9 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +3 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | Incineroar 87.5% 440 gamesGholdengo 80.0% 440 gamesarsalpuri (tournament team) 71.0% 404 gameskardeas (tournament team) 63.1% 360 gamesfrancescopiopero (tournament team) 57.7% 428 gamesStaraptor-Mega 57.5% 440 gamesKingambit 47.5% 440 gamesArchaludon 40.0% 440 gamesAerodactyl-Mega 37.5% 440 gamesSylveon 32.5% 440 gamesFarigiraf 27.5% 440 gamesqu1ck (tournament team) 19.4% 288 games |
team 187223 · show paste
Goodra @ Leftovers Ability: Sap Sipper Level: 50 EVs: 23 HP / 3 Def / 1 SpA / 15 SpD / 24 Spe Timid Nature - Life Dew - Draco Meteor - Flamethrower - Dragon Tail Gholdengo @ Wise Glasses Ability: Good as Gold Level: 50 EVs: 32 HP / 28 SpA / 6 SpD Relaxed Nature - Shadow Ball - Steel Beam - Sandstorm - Thunderbolt Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 30 HP / 32 Atk / 1 Def / 3 Spe Adamant Nature - Close Combat - Helping Hand - Brave Bird - Roost Lycanroc @ Focus Sash Ability: Sand Rush Level: 50 EVs: 1 HP / 32 Atk / 1 SpD / 32 Spe Adamant Nature - Close Combat - Rock Slide - Protect - Psychic Fangs Corviknight @ Sitrus Berry Ability: Mirror Armor Level: 50 EVs: 32 HP / 32 Atk / 2 SpD Brave Nature - Reflect - Tailwind - Brave Bird - Body Press Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Rock Slide - Knock Off - Low Kick - Ice Punch
Goodra · Gholdengo · Staraptor-Mega · Lycanroc · Corviknight · Tyranitar
Based on 23,282 verified Showdown games under the current rules, against 619 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won only 4% of 24 verified games against it.
Won only 4% of 24 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Kingambit (engine) 47.5% (crucible, real engine)
under max scrutiny: vs Farigiraf (engine) 27.5% (crucible, real engine)
under max scrutiny: vs Sylveon (engine) 32.5% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Picked or benched depending on the opponent (68% of games overall); the matchup decides.
A specialist, picked in 31% of games — and almost only for specific matchups.
A specialist, picked in 2% of games.
Does every slot pull its weight? · 18,420 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| matchup specialist | 3.7% (677/18,420) | 67.7% (677) / 58.8% (17,743) | +9pp ±2 | 18,420 | |
| role player | 45.8% (8,432/18,420) | 54.9% (8,432) / 62.8% (9,988) | -8pp ±1 | 18,420 | |
| pulls its weight | 98.1% (18,079/18,420) | 59.5% (18,079) / 42.5% (341) | +17pp ±3 | 18,420 | |
| role player | 65.6% (12,076/18,420) | 61.4% (12,076) / 54.8% (6,344) | +7pp ±1 | 18,420 | |
| core pick | 88.4% (16,292/18,420) | 59.0% (16,292) / 60.4% (2,128) | -1pp ±1 | 18,420 | |
| core pick | 98.4% (18,124/18,420) | 59.1% (18,124) / 60.5% (296) | -1pp ±3 | 18,420 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 687 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 65.8% | closecombat 67.7% bravebird 23.7% |
31.4% | 34.0% | 51.3% / — | |
| 99.7% | 44.8% | bravebird 48.5% tailwind 24.8% |
26.0% | 24.7% | 51.3% / 50.0% | |
| 99.4% | 89.9% | icepunch 32.4% rockslide 19.9% |
18.3% | 19.5% | 51.5% / 25.0% | |
| 68.4% | 0.0% | — | 17.3% | 15.3% | 54.7% / 44.0% | |
| 30.6% | 0.5% | thunderbolt 100.0% | 6.6% | 5.9% | 42.6% / 55.1% | |
| 1.9% | 0.0% | — | 0.5% | 0.4% | 61.5% / 51.1% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 42.5%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (67% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (49% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 45.9% over 49 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; offers Helping Hand + Intimidate
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
a frequent selection in this matchup; offers sand setter
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 88.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (95% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (77% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 88.3% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; offers sand setter
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 43.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (87% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (75% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 40.4% over 52 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; offers sand setter
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 55.8%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (39% of its leads) — it establishes immediate speed control.
Tyranitar most often opens Ice Punch (65% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 58.3% over 54 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; offers sand setter
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 26.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (72% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (15% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 28.6% over 42 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
a frequent selection in this matchup; offers sand setter
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 35.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (62% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Low Kick (4% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 26.4% over 53 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; offers sand setter
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 53.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (84% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (73% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 52.3% over 44 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; offers sand setter
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 26.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (67% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (26% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 26.3% over 57 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Reflect + Tailwind
a frequent selection in this matchup; offers sand setter
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Goodra / Lycanroc / Corviknight; archetype adds Milotic / Sinistcha / Excadrill
this team adds Goodra / Lycanroc / Corviknight; archetype adds Excadrill / Milotic / Sinistcha
this team adds Goodra / Lycanroc / Corviknight; archetype adds Excadrill / Milotic / Tsareena
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1702 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 28,014 verified games · 651 opponents · 136 distinct cores |
| vs fixed references | 40.4% of games (11,328 of 28,014) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Sinistcha (ranked build) 97.7% 480 gamesGholdengo 78.3% 480 gamesMilotic (ranked build) 76.5% 480 gamesPelipper (ranked build) 64.6% 576 gamesStaraptor-Mega 62.9% 504 gamesSableye (ranked build) 56.1% 528 gamesAerodactyl (ranked build) 54.6% 480 gamesAerodactyl-Mega 54.0% 480 gamesFarigiraf 48.2% 504 gamesSylveon 42.6% 528 gamesKingambit 42.3% 504 gamesFarigiraf (ranked build) 39.2% 480 games |
team 139689 · show paste
Corviknight @ Sitrus Berry Ability: Mirror Armor Level: 50 EVs: 20 HP / 29 Def / 2 SpD / 15 Spe Jolly Nature - Reflect - Tailwind - Brave Bird - Body Press Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 32 HP / 18 Def / 12 SpD / 4 Spe Careful Nature - Close Combat - Protect - Brave Bird - Roost Hydreigon @ Choice Scarf Ability: Levitate Level: 50 EVs: 2 HP / 3 Def / 29 SpA / 32 Spe Calm Nature - Dark Pulse - Draco Meteor - Snarl - Earth Power Gholdengo @ Life Orb Ability: Good as Gold Level: 50 EVs: 27 HP / 3 Def / 29 SpA / 7 SpD Quiet Nature - Shadow Ball - Make It Rain - Sandstorm - Thunderbolt Charizard @ Wise Glasses Ability: Blaze Level: 50 EVs: 32 HP / 11 Def / 20 SpD / 3 Spe Timid Nature - Heat Wave - Bulldoze - Weather Ball - Overheat Garchomp @ Muscle Band Ability: Rough Skin Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Jolly Nature - Dragon Claw - Earthquake - Protect - Rock Slide
Corviknight · Staraptor-Mega · Hydreigon · Gholdengo · Charizard · Garchomp
Based on 28,014 verified Showdown games under the current rules, against 651 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Wins 53% of verified games when it plays (5,122 games) versus 61% when it is benched (2,312). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Wins 55% of verified games when it plays (6,706 games) versus 63% when it is benched (728). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Won only 8% of 24 verified games against it.
Won only 8% of 24 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Kingambit (engine) 50.0% (crucible, real engine)
under max scrutiny: vs Farigiraf (engine) 52.5% (crucible, real engine)
under max scrutiny: vs tournament winners 47.5% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 98% of games.
Part of the default four — picked in 91% of games.
Picked or benched depending on the opponent (75% of games overall); the matchup decides.
A specialist, picked in 25% of games — and almost only for specific matchups.
A specialist, picked in 11% of games — and almost only for specific matchups.
Does every slot pull its weight? · 7,434 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| wins more when benched | 90.2% (6,706/7,434) | 54.5% (6,706) / 63.2% (728) | -9pp ±2 | 7,434 | |
| pulls its weight | 95.4% (7,089/7,434) | 56.6% (7,089) / 30.7% (345) | +26pp ±3 | 7,434 | |
| wins more when benched | 68.9% (5,122/7,434) | 52.9% (5,122) / 61.0% (2,312) | -8pp ±1 | 7,434 | |
| core pick | 90.0% (6,694/7,434) | 55.3% (6,694) / 55.9% (740) | -1pp ±2 | 7,434 | |
| matchup specialist | 3.3% (243/7,434) | 64.2% (243) / 55.1% (7,191) | +9pp ±3 | 7,434 | |
| role player | 52.2% (3,882/7,434) | 57.5% (3,882) / 53.0% (3,552) | +5pp ±1 | 7,434 |
node cli.js roster-ablate 139689 0.node cli.js roster-ablate 139689 2.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 680 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 75.0% | 20.4% | shadowball 41.3% makeitrain 37.5% |
25.2% | 23.5% | 48.8% / 60.9% | |
| 97.5% | 71.5% | tailwind 44.9% bravebird 24.9% |
23.7% | 19.1% | 51.7% / 58.8% | |
| 91.2% | 18.2% | darkpulse 64.6% dracometeor 14.2% |
22.4% | 21.1% | 54.5% / 24.2% | |
| 100.0% | 96.3% | closecombat 61.2% bravebird 17.4% |
21.6% | 28.7% | 51.8% / — | |
| 25.4% | 8.1% | earthquake 78.6% dragonclaw 21.4% |
5.6% | 5.8% | 61.6% / 48.5% | |
| 10.9% | 0.0% | — | 1.5% | 1.6% | 29.1% / 54.6% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 24.2%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (58% of its leads) — it establishes immediate speed control.
Staraptor most often opens Protect (13% of its leads) — it scouts the opening and preserves board position.
Record with this lead pair: 24.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Snarl
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
usually held out unless its narrow coverage is needed
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 45.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (58% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (62% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 38.5% over 52 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Snarl
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; selected for direct matchup pressure
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 66.7%win rate over 60 practice-sim games · Repeated pattern
Hydreigon most often opens Dark Pulse (90% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (90% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 66.1% over 59 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Snarl
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
usually held out unless its narrow coverage is needed
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 11.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Reflect (52% of its leads) — it reduces incoming physical damage.
Staraptor most often opens Close Combat (87% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 11.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a flexible preview choice rather than part of the automatic four; offers Snarl
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; offers Bulldoze
usually held out unless its narrow coverage is needed
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 55.0%win rate over 60 practice-sim games · Repeated pattern
Gholdengo most often opens Shadow Ball (70% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (75% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 55.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Snarl
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
usually held out unless its narrow coverage is needed
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 63.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (87% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (95% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 63.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Snarl
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
usually held out unless its narrow coverage is needed
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 76.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (65% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (78% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 77.6% over 58 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Snarl
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
usually held out unless its narrow coverage is needed
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 64.2%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (60% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (53% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 64.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Reflect + Tailwind
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Snarl
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; selected for direct matchup pressure
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Corviknight / Hydreigon / Charizard; archetype adds Sinistcha / Incineroar / Kingambit
this team adds Corviknight / Hydreigon / Gholdengo; archetype adds Whimsicott / Kingambit / Basculegion
this team adds Staraptor / Gholdengo / Charizard; archetype adds Tyranitar / Froslass / Arcanine-Hisui
Fine print — what these numbers can and can’t say
- 1,050 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 1,050 earlier games at 63.4% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1703 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,695 verified games · 659 opponents · 134 distinct cores |
| vs fixed references | 72.2% of games (17,113 of 23,695) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Incineroar 95.0% 400 gamesFarigiraf 77.5% 400 gamesSylveon 72.5% 400 gamesfrancescopiopero (tournament team) 71.0% 300 gamesux9p70xuw8yanagitpoke (tournament team) 69.1% 456 gamesKingambit 67.5% 400 gamesFarigiraf 63.6% 264 gamesarsalpuri (tournament team) 61.9% 252 gamesGholdengo 52.5% 400 gamesArchaludon 45.0% 400 gamesAerodactyl-Mega 30.0% 400 gamesStaraptor-Mega 30.0% 400 games |
team 57108 · show paste
Scolipede @ Focus Sash Ability: Speed Boost Level: 50 EVs: 32 HP / 22 Atk / 3 Def / 4 SpD / 5 Spe Careful Nature - Steel Roller - Poison Jab - Swords Dance - Leech Life Basculegion-F @ Life Orb Ability: Adaptability Level: 50 EVs: 4 HP / 17 Def / 16 SpA / 29 Spe Modest Nature - Shadow Ball - Muddy Water - Protect - Ice Beam Gyarados @ Expert Belt Ability: Intimidate Level: 50 EVs: 32 HP / 28 Atk / 6 Def Careful Nature - Earthquake - Stone Edge - Power Whip - Icy Wind Chimecho @ Chimechite Ability: Levitate Level: 50 EVs: 32 HP / 2 Def / 32 SpA Sassy Nature - Flash Cannon - Psychic - Trick Room - Protect Krookodile @ Choice Scarf Ability: Intimidate Level: 50 EVs: 2 HP / 30 Atk / 8 SpD / 26 Spe Adamant Nature - Earthquake - Knock Off - Rock Slide - Protect Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 32 HP / 14 Def / 20 SpD Jolly Nature - Close Combat - Protect - Brave Bird - Roost
Scolipede · Basculegion-F · Gyarados · Chimecho-Mega · Krookodile · Staraptor-Mega
Based on 23,695 verified Showdown games under the current rules, against 659 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Wins 59% of verified games when it plays (8,207 games) versus 69% when it is benched (11,088). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Chosen for the battle in only 0% of 19,295 verified games — a roster slot doing very little work.
Won only 4% of 24 verified games against it.
Won only 8% of 24 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Archaludon (engine) 45.0% (crucible, real engine)
under max scrutiny: vs Staraptor-Mega (engine) 30.0% (crucible, real engine)
under max scrutiny: vs Aerodactyl-Mega (engine) 30.0% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Part of the default four — picked in 92% of games.
Picked or benched depending on the opponent (63% of games overall); the matchup decides.
A specialist, picked in 45% of games — and almost only for specific matchups.
A specialist, picked in 1% of games.
Does every slot pull its weight? · 19,295 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| rarely picked | 0.3% (58/19,295) | 63.8% (58) / 65.0% (19,237) | -1pp ±7 | 19,295 | |
| pulls its weight | 96.6% (18,643/19,295) | 65.3% (18,643) / 55.7% (652) | +10pp ±2 | 19,295 | |
| core pick | 99.4% (19,187/19,295) | 65.0% (19,187) / 63.0% (108) | +2pp ±5 | 19,295 | |
| wins more when benched | 42.5% (8,207/19,295) | 59.0% (8,207) / 69.4% (11,088) | -10pp ±1 | 19,295 | |
| pulls its weight | 61.8% (11,930/19,295) | 68.5% (11,930) / 59.3% (7,365) | +9pp ±1 | 19,295 | |
| core pick | 99.3% (19,155/19,295) | 65.0% (19,155) / 59.3% (140) | +6pp ±4 | 19,295 |
node cli.js roster-ablate 57108 3.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 676 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 91.7% | closecombat 80.5% protect 4.7% |
35.9% | 36.3% | 37.9% / — | |
| 99.4% | 59.7% | earthquake 50.4% stoneedge 31.2% |
27.4% | 27.6% | 37.9% / 25.0% | |
| 92.0% | 11.6% | shadowball 12.5% muddywater 4.2% |
21.8% | 19.7% | 40.2% / 11.1% | |
| 44.5% | 6.3% | earthquake 78.9% protect 10.5% |
8.4% | 9.5% | 45.5% / 31.7% | |
| 62.9% | 56.5% | flashcannon 25.4% protect 25.0% |
6.3% | 6.6% | 28.9% / 53.0% | |
| 1.2% | 0.0% | — | 0.2% | 0.3% | 37.5% / 37.9% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 12.5%win rate over 60 practice-sim games · Repeated pattern
Chimecho most often opens Flash Cannon (32% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (17% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 12.5% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Icy Wind + Intimidate
a frequent selection in this matchup; can contest the speed race; offers Trick Room
usually held out unless its narrow coverage is needed; offers Intimidate
a frequent selection in this matchup; offers Intimidate
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 85.8%win rate over 60 practice-sim games · Repeated pattern
Gyarados most often opens Stone Edge (90% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 85.8% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers Trick Room
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 30.0%win rate over 60 practice-sim games · Repeated pattern
Gyarados most often opens Earthquake (92% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 32.7% over 52 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers Trick Room
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 25.0%win rate over 60 practice-sim games · Repeated pattern
Gyarados most often opens Earthquake (92% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 25.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
a frequent selection in this matchup; can contest the speed race; offers Trick Room
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 41.7%win rate over 60 practice-sim games · Repeated pattern
Gyarados most often opens Power Whip (63% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (81% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 46.0% over 50 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Icy Wind + Intimidate
a frequent selection in this matchup; has a direct Trick Room answer; can contest the speed race; offers Trick Room
usually held out unless its narrow coverage is needed; offers Intimidate
a frequent selection in this matchup; offers Intimidate
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 62.5%win rate over 60 practice-sim games · Repeated pattern
Chimecho most often opens Trick Room (67% of its leads) — it reverses the speed order.
Staraptor most often opens Close Combat (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 62.5% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
a frequent selection in this matchup; can contest the speed race; offers Trick Room
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 10.0%win rate over 60 practice-sim games · Repeated pattern
Chimecho most often opens Protect (50% of its leads) — it scouts the opening and preserves board position.
Gyarados most often opens Earthquake (85% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 6.4% over 47 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
a frequent selection in this matchup; can contest the speed race; offers Trick Room
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 19.2%win rate over 60 practice-sim games · Repeated pattern
Basculegion-F most often opens Protect (2% of its leads) — it scouts the opening and preserves board position.
Staraptor most often opens Close Combat (58% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 17.8% over 59 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers Trick Room
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Intimidate
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Scolipede / Basculegion-F / Gyarados / Chimecho / Krookodile; archetype adds Milotic / Sinistcha / Tyranitar / Gholdengo / Excadrill
this team adds Scolipede / Basculegion-F / Gyarados / Chimecho / Krookodile; archetype adds Raichu / Kingambit / Sylveon / Farigiraf / Arcanine-Hisui
this team adds Scolipede / Basculegion-F / Gyarados / Chimecho / Krookodile; archetype adds Farigiraf / Kingambit / Sylveon / Torkoal / Garchomp
Fine print — what these numbers can and can’t say
- 30 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 30 earlier games at 16.7% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1693 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 21,764 verified games · 664 opponents · 129 distinct cores |
| vs fixed references | 64.9% of games (14,120 of 21,764) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | ux9p70xuw8yanagitpoke (tournament team) 77.3% 216 gamesSylveon 76.9% 216 gamesArchaludon 76.4% 216 gamesFarigiraf (ranked build) 75.5% 216 gamesSinistcha (ranked build) 75.0% 216 gamesKingambit 73.3% 240 gamesGholdengo 71.7% 240 gamesPelipper (ranked build) 70.4% 240 gamesFarigiraf 69.4% 288 gamesMilotic (ranked build) 69.0% 216 gamesStaraptor-Mega 68.3% 240 gamesAerodactyl-Mega 28.4% 264 games |
team 27514 · show paste
Ninetales-Alola @ Light Clay Ability: Snow Warning Level: 50 EVs: 26 HP / 9 Def / 31 SpA Modest Nature - Blizzard - Protect - Freeze-Dry - Aurora Veil Staraptor @ Choice Scarf Ability: Intimidate Level: 50 EVs: 32 HP / 2 Atk / 4 SpD / 28 Spe Impish Nature - Final Gambit - Close Combat - Brave Bird - Roost Dragonite @ Dragoninite Ability: Multiscale Level: 50 EVs: 32 HP / 2 Def / 29 SpA / 3 Spe Modest Nature - Heat Wave - Dragon Pulse - Hurricane - Tailwind Typhlosion @ Life Orb Ability: Flash Fire Level: 50 EVs: 26 HP / 6 Def / 31 SpA / 3 Spe Modest Nature - Eruption - Scorching Sands - Heat Wave - Shadow Ball Garchomp @ Muscle Band Ability: Sand Veil Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Jolly Nature - Protect - Earthquake - Rock Slide - Dragon Claw Gardevoir @ Wise Glasses Ability: Telepathy Level: 50 EVs: 32 HP / 4 Def / 28 SpA / 2 SpD Sassy Nature - Moonblast - Dazzling Gleam - Psychic - Aura Sphere
Ninetales-Alola · Staraptor · Dragonite-Mega · Typhlosion · Garchomp · Gardevoir
Based on 21,764 verified Showdown games under the current rules, against 664 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 19% of 21,324 verified games — a roster slot doing very little work.
Won only 0% of 24 verified games against it.
Won only 4% of 48 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Aerodactyl-Mega (engine) 42.5% (crucible, real engine)
under max scrutiny: vs tournament winners 50.0% (crucible, real engine)
predictable preview: Dragonite + Staraptor leads 100.0% of games (666 of 666 probe games) — a scouted opponent can counter-lead it
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 97% of games.
Picked or benched depending on the opponent (58% of games overall); the matchup decides.
A specialist, picked in 35% of games — and almost only for specific matchups.
A specialist, picked in 10% of games — and almost only for specific matchups.
Does every slot pull its weight? · 21,324 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| rarely picked | 19.1% (4,080/21,324) | 60.8% (4,080) / 63.4% (17,244) | -3pp ±1 | 21,324 | |
| core pick | 100.0% (21,324/21,324) | 62.9% (21,324) / never benched | — | 21,324 | |
| core pick | 100.0% (21,324/21,324) | 62.9% (21,324) / never benched | — | 21,324 | |
| pulls its weight | 80.4% (17,138/21,324) | 65.4% (17,138) / 52.7% (4,186) | +13pp ±1 | 21,324 | |
| role player | 64.0% (13,656/21,324) | 62.5% (13,656) / 63.6% (7,668) | -1pp ±1 | 21,324 | |
| role player | 36.5% (7,774/21,324) | 59.2% (7,774) / 65.0% (13,550) | -6pp ±1 | 21,324 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 666 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 100.0% | tailwind 31.7% hurricane 28.8% |
47.7% | 45.6% | 72.7% / — | |
| 100.0% | 100.0% | finalgambit 64.4% bravebird 29.4% |
19.1% | 22.1% | 72.7% / — | |
| 97.1% | 0.0% | — | 13.2% | 14.0% | 73.2% / 57.9% | |
| 35.4% | 0.0% | — | 8.9% | 8.9% | 78.8% / 69.4% | |
| 57.5% | 0.0% | — | 8.4% | 7.3% | 65.8% / 82.2% | |
| 9.9% | 0.0% | — | 2.7% | 2.2% | 87.1% / 71.2% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 81.7%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Tailwind (83% of its leads) — it establishes immediate speed control.
Staraptor most often opens Final Gambit (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 81.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil + snow setter
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 90.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Hurricane (90% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (90% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 90.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil + snow setter
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 68.3%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (52% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Final Gambit (90% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 68.3% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil + snow setter
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 71.7%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Tailwind (77% of its leads) — it establishes immediate speed control.
Staraptor most often opens Final Gambit (92% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 71.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil + snow setter
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 87.5%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Hurricane (90% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (82% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 87.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 70.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Tailwind (68% of its leads) — it establishes immediate speed control.
Staraptor most often opens Final Gambit (57% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 70.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil + snow setter
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 11.7%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (48% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Final Gambit (97% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 11.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil + snow setter
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; can contest the speed race; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 76.7%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Heat Wave (72% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (45% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 76.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Aurora Veil + snow setter
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Ninetales-Alola / Staraptor / Typhlosion / Gardevoir; archetype adds Froslass / Sneasler / Kingambit / Basculegion
this team adds Ninetales-Alola / Dragonite / Typhlosion / Gardevoir; archetype adds Farigiraf / Kingambit / Sylveon / Torkoal
this team adds Ninetales-Alola / Dragonite / Typhlosion / Gardevoir; archetype adds Gholdengo / Sinistcha / Incineroar / Kingambit
Fine print — what these numbers can and can’t say
- 96 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 96 earlier games at 62.5% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1712 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 27,558 verified games · 450 opponents · 181 distinct cores |
| vs fixed references | 30.5% of games (8,400 of 27,558) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Incineroar 90.0% 360 gamesfrancescopiopero (tournament team) 79.2% 192 gamesArchaludon 75.0% 360 gamesangrypnuts (tournament team) 73.2% 228 gamesGholdengo 67.5% 360 gamesStaraptor-Mega 62.5% 360 gamesarsalpuri (tournament team) 56.8% 192 gamesqu1ck (tournament team) 56.3% 192 gamesAerodactyl-Mega 52.5% 360 gamesSylveon 47.5% 360 gamesKingambit 40.0% 360 gamesFarigiraf 30.0% 360 games |
team 47899 · show paste
Ninetales-Alola @ Never-Melt Ice Ability: Snow Warning Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Bold Nature - Blizzard - Protect - Freeze-Dry - Aurora Veil Froslass @ Wide Lens Ability: Snow Cloak Level: 50 EVs: 32 HP / 2 Atk / 32 Spe Jolly Nature - Triple Axel - Protect - Will-O-Wisp - Aurora Veil Gyarados @ Expert Belt Ability: Intimidate Level: 50 EVs: 32 HP / 28 Atk / 6 Def Careful Nature - Earthquake - Stone Edge - Power Whip - Icy Wind Flareon @ White Herb Ability: Flash Fire Level: 50 EVs: 32 HP / 20 Atk / 14 Def Brave Nature - Flare Blitz - Superpower - Detect - Roar Typhlosion-Hisui @ Choice Scarf Ability: Frisk Level: 50 EVs: 4 HP / 4 Def / 29 SpA / 29 Spe Calm Nature - Eruption - Shadow Ball - Heat Wave - Burn Up Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Close Combat - Protect - Brave Bird - Roost
Ninetales-Alola · Froslass · Gyarados · Flareon · Typhlosion-Hisui · Staraptor-Mega
Based on 27,558 verified Showdown games under the current rules, against 450 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 96% of 24 verified games against it.
Won 96% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 8% of 24 verified games against it.
Won only 8% of 24 verified games against it.
under max scrutiny: vs Farigiraf (engine) 42.5% (crucible, real engine)
under max scrutiny: vs Sylveon (engine) 50.0% (crucible, real engine)
under max scrutiny: vs disruptor players 39.6% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 97% of games.
Part of the default four — picked in 97% of games.
Picked or benched depending on the opponent (64% of games overall); the matchup decides.
A specialist, picked in 22% of games — and almost only for specific matchups.
A specialist, picked in 20% of games — and almost only for specific matchups.
Does every slot pull its weight? · 13,386 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| core pick | 99.7% (13,351/13,386) | 58.4% (13,351) / 62.9% (35) | -4pp ±8 | 13,386 | |
| role player | 48.4% (6,477/13,386) | 61.7% (6,477) / 55.3% (6,909) | +6pp ±1 | 13,386 | |
| core pick | 92.8% (12,416/13,386) | 58.7% (12,416) / 54.5% (970) | +4pp ±2 | 13,386 | |
| role player | 30.1% (4,031/13,386) | 53.1% (4,031) / 60.7% (9,355) | -8pp ±1 | 13,386 | |
| role player | 29.7% (3,973/13,386) | 57.0% (3,973) / 59.0% (9,413) | -2pp ±1 | 13,386 | |
| pulls its weight | 99.3% (13,296/13,386) | 58.6% (13,296) / 34.4% (90) | +24pp ±5 | 13,386 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 672 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 77.2% | closecombat 53.6% bravebird 26.0% |
32.9% | 32.0% | 31.8% / — | |
| 97.3% | 30.4% | powerwhip 47.2% stoneedge 44.2% |
26.5% | 23.4% | 32.6% / 5.6% | |
| 96.9% | 94.0% | blizzard 43.0% freezedry 27.5% |
19.3% | 23.9% | 31.2% / 52.4% | |
| 63.8% | 0.9% | eruption 75.0% burnup 25.0% |
9.5% | 12.0% | 28.7% / 37.4% | |
| 19.9% | 0.0% | — | 6.2% | 4.5% | 36.6% / 30.7% | |
| 22.0% | 6.8% | flareblitz 50.0% superpower 20.0% |
5.6% | 4.3% | 36.5% / 30.5% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 19.2%win rate over 60 practice-sim games · Repeated pattern
Ninetales-Alola most often opens Aurora Veil (32% of its leads) — it sets dual damage mitigation.
Staraptor most often opens Brave Bird (4% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 19.4% over 49 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
usually held out unless its narrow coverage is needed; offers Will-O-Wisp + Aurora Veil
a frequent selection in this matchup; can contest the speed race; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; offers phazing
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 71.7%win rate over 60 practice-sim games · Repeated pattern
Ninetales-Alola most often opens Blizzard (83% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (97% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 68.1% over 36 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Will-O-Wisp + Aurora Veil
a frequent selection in this matchup; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers phazing
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 13.3%win rate over 60 practice-sim games · Repeated pattern
Ninetales-Alola most often opens Blizzard (53% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (96% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 10.6% over 47 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Will-O-Wisp + Aurora Veil
a frequent selection in this matchup; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers phazing
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 8.3%win rate over 60 practice-sim games · Repeated pattern
Gyarados most often opens Power Whip (97% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Freeze-Dry (60% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 13.3% over 30 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Will-O-Wisp + Aurora Veil
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; offers phazing
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 45.0%win rate over 60 practice-sim games · Repeated pattern
Ninetales-Alola most often opens Freeze-Dry (88% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 56.8% over 44 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
usually held out unless its narrow coverage is needed; offers Will-O-Wisp + Aurora Veil
a frequent selection in this matchup; can contest the speed race; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers phazing
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Intimidate
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 35.0%win rate over 60 practice-sim games · Repeated pattern
Ninetales-Alola most often opens Blizzard (97% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (91% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 36.2% over 47 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; directly reduces physical damage; offers Will-O-Wisp + Aurora Veil
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; offers phazing
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 38.3%win rate over 60 practice-sim games · Repeated pattern
Gyarados most often opens Stone Edge (60% of its leads) — it applies immediate damage pressure.
Ninetales-Alola most often opens Blizzard (60% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 38.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
a frequent selection in this matchup; directly reduces physical damage; offers Will-O-Wisp + Aurora Veil
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Icy Wind + Intimidate
usually held out unless its narrow coverage is needed; offers phazing
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 11.7%win rate over 60 practice-sim games · Repeated pattern
Ninetales-Alola most often opens Blizzard (65% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (65% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 11.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Aurora Veil + snow setter
usually held out unless its narrow coverage is needed; offers Will-O-Wisp + Aurora Veil
a frequent selection in this matchup; offers Icy Wind + Intimidate
a frequent selection in this matchup; has a direct Trick Room answer; carries anti-setup control; offers phazing
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Intimidate
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Froslass / Gyarados / Flareon / Typhlosion-Hisui; archetype adds Raichu / Primarina / Farigiraf / Ceruledge
this team adds Gyarados / Flareon / Typhlosion-Hisui / Staraptor; archetype adds Sneasler / Dragonite / Basculegion / Kingambit
this team adds Ninetales-Alola / Gyarados / Flareon / Typhlosion-Hisui / Staraptor; archetype adds Sneasler / Kingambit / Basculegion / Garchomp / Dragonite
Fine print — what these numbers can and can’t say
- 26,958 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 26,958 earlier games at 65.9% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1688 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,840 verified games · 621 opponents · 117 distinct cores |
| vs fixed references | 73.4% of games (17,504 of 23,840) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 63.7% ≈72.6% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 47.2% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 56.6% worst result across several competent play styles; the styles disagree by 7 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +17 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | Staraptor-Mega 97.5% 440 gamesFarigiraf 95.0% 440 gamesAerodactyl-Mega 87.5% 440 gamesSylveon 87.5% 440 gamesKingambit 85.0% 440 gamesGholdengo 72.5% 440 gamesIncineroar 60.0% 440 gamesdryster (tournament team) 50.8% 240 gamesqu1ck (tournament team) 27.0% 408 gamesorangesteve (tournament team) 12.1% 240 gamesArchaludon 7.5% 440 gamesarsalpuri (tournament team) 7.2% 236 games |
team 181365 · show paste
Gyarados @ Gyaradosite Ability: Intimidate Level: 50 EVs: 32 HP / 24 Atk / 10 Spe Adamant Nature - Waterfall - Ice Fang - Dragon Dance - Crunch Azumarill @ Sitrus Berry Ability: Huge Power Level: 50 EVs: 32 HP / 32 Atk / 2 Def Sassy Nature - Aqua Jet - Play Rough - Bulldoze - Liquidation Ninetales @ Choice Scarf Ability: Flash Fire Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Bold Nature - Heat Wave - Solar Beam - Overheat - Fake Tears Corviknight @ Leftovers Ability: Mirror Armor Level: 50 EVs: 24 HP / 29 Def / 13 Spe Jolly Nature - Reflect - Tailwind - Brave Bird - Body Press Salazzle @ Focus Sash Ability: Corrosion Level: 50 EVs: 6 HP / 28 SpA / 32 Spe Timid Nature - Fake Out - Sludge Bomb - Toxic - Heat Wave Typhlosion @ Life Orb Ability: Flash Fire Level: 50 EVs: 32 HP / 2 Def / 30 SpA / 2 Spe Timid Nature - Blast Burn - Burn Up - Heat Wave - Eruption
Gyarados-Mega · Azumarill · Ninetales · Corviknight · Salazzle · Typhlosion
Based on 23,840 verified Showdown games under the current rules, against 621 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 3% of 18,426 verified games — a roster slot doing very little work.
Wins 60% of verified games when it plays (17,858 games) versus 73% when it is benched (568). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Chosen for the battle in only 16% of 18,426 verified games — a roster slot doing very little work.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
under max scrutiny: vs Archaludon (engine) 7.5% (crucible, real engine)
under max scrutiny: vs tournament winners 45.0% (crucible, real engine)
predictable preview: Corviknight + Gyarados leads 94.7% of games (649 of 685 probe games) — a scouted opponent can counter-lead it
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 98% of games.
Part of the default four — picked in 92% of games.
A specialist, picked in 10% of games — and almost only for specific matchups.
A specialist, picked in 0% of games.
Does every slot pull its weight? · 18,426 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| core pick | 100.0% (18,426/18,426) | 60.5% (18,426) / never benched | — | 18,426 | |
| pulls its weight | 89.4% (16,479/18,426) | 63.8% (16,479) / 32.4% (1,947) | +31pp ±1 | 18,426 | |
| rarely picked | 15.7% (2,901/18,426) | 44.3% (2,901) / 63.5% (15,525) | -19pp ±1 | 18,426 | |
| wins more when benched | 96.9% (17,858/18,426) | 60.1% (17,858) / 73.2% (568) | -13pp ±2 | 18,426 | |
| rarely picked | 2.5% (469/18,426) | 64.8% (469) / 60.4% (17,957) | +4pp ±2 | 18,426 | |
| core pick | 95.4% (17,571/18,426) | 60.3% (17,571) / 63.5% (855) | -3pp ±2 | 18,426 |
node cli.js roster-ablate 181365 3.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 685 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 100.0% | crunch 39.4% icefang 37.5% |
33.5% | 36.2% | 52.4% / — | |
| 91.5% | 3.3% | liquidation 47.6% playrough 14.3% |
26.5% | 19.2% | 55.7% / 17.2% | |
| 98.4% | 2.2% | eruption 80.0% burnup 13.3% |
20.4% | 24.9% | 52.4% / 54.5% | |
| 99.9% | 94.9% | tailwind 59.6% bravebird 29.1% |
19.3% | 19.4% | 52.3% / 100.0% | |
| 9.9% | 0.0% | — | 0.2% | 0.4% | 22.1% / 55.8% | |
| 0.3% | 0.0% | — | 0.0% | 0.0% | 100.0% / 52.3% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 61.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (82% of its leads) — it establishes immediate speed control.
Gyarados most often opens Crunch (52% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 61.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Bulldoze
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; selected for direct matchup pressure
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 26.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (70% of its leads) — it applies immediate damage pressure.
Gyarados most often opens Crunch (87% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 26.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Bulldoze
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; selected for direct matchup pressure
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 58.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (82% of its leads) — it establishes immediate speed control.
Gyarados most often opens Ice Fang (72% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 58.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Bulldoze
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; selected for direct matchup pressure
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 43.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (90% of its leads) — it establishes immediate speed control.
Gyarados most often opens Ice Fang (80% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 43.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Bulldoze
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; selected for direct matchup pressure
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 20.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (80% of its leads) — it applies immediate damage pressure.
Gyarados most often opens Crunch (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 20.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed; offers Bulldoze
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; selected for direct matchup pressure
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 63.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (58% of its leads) — it establishes immediate speed control.
Gyarados most often opens Ice Fang (95% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 63.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Bulldoze
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; selected for direct matchup pressure
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 65.8%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (82% of its leads) — it establishes immediate speed control.
Gyarados most often opens Waterfall (78% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.8% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Bulldoze
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; selected for direct matchup pressure
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 80.8%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (77% of its leads) — it establishes immediate speed control.
Gyarados most often opens Ice Fang (53% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 80.8% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Bulldoze
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Fake Out
a frequent selection in this matchup; selected for direct matchup pressure
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Gyarados / Azumarill / Ninetales / Salazzle / Typhlosion; archetype adds Garchomp / Froslass / Whimsicott / Incineroar / Glimmora
this team adds Gyarados / Azumarill / Ninetales / Salazzle / Typhlosion; archetype adds Tyranitar / Hydreigon / Froslass / Garchomp / Arcanine-Hisui
this team adds Gyarados / Azumarill / Ninetales / Salazzle / Typhlosion; archetype adds Basculegion / Garchomp / Scizor / Tyranitar / Sneasler
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1696 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 28,932 verified games · 723 opponents · 145 distinct cores |
| vs fixed references | 44.5% of games (12,888 of 28,932) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Farigiraf 82.2% 600 gamesRaichu (ranked build) 77.8% 600 gamesSylveon 74.2% 648 gamesArchaludon 71.5% 600 gamesFarigiraf (ranked build) 70.8% 648 gamesAerodactyl (ranked build) 68.8% 600 gamesPelipper (ranked build) 66.7% 576 gamesAerodactyl-Mega 65.1% 696 gamesMilotic (ranked build) 57.6% 696 gamesWhimsicott (ranked build) 57.4% 720 gamesGholdengo 48.4% 672 gamesStaraptor-Mega 42.4% 720 games |
team 44120 · show paste
Aerodactyl @ Aerodactylite Ability: Unnerve Level: 50 EVs: 22 HP / 12 Atk / 32 Spe Jolly Nature - Rock Slide - Tailwind - Dual Wingbeat - Protect Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 1 HP / 32 Atk / 1 SpD / 32 Spe Adamant Nature - Close Combat - Protect - Brave Bird - Roost Sylveon @ Fairy Feather Ability: Pixilate Level: 50 EVs: 18 HP / 10 Def / 21 SpA / 17 Spe Quiet Nature - Light Screen - Hyper Beam - Hyper Voice - Detect Kingambit @ Chople Berry Ability: Defiant Level: 50 EVs: 32 HP / 32 Atk / 1 Def / 1 Spe Relaxed Nature - Low Kick - Iron Head - Protect - Sucker Punch Excadrill @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Iron Head - Protect - Rock Slide - Earthquake Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 32 Atk / 2 SpD / 32 Spe Adamant Nature - Rock Slide - Knock Off - Ice Punch - Low Kick
Aerodactyl-Mega · Staraptor-Mega · Sylveon · Kingambit · Excadrill · Tyranitar
Based on 28,932 verified Showdown games under the current rules, against 723 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 14% of 8,082 verified games — a roster slot doing very little work.
Won only 8% of 24 verified games against it.
Won only 8% of 24 verified games against it.
Won only 10% of 48 verified games against it.
under max scrutiny: vs Sneasler (engine) 50.0% (crucible, real engine)
under max scrutiny: vs Staraptor-Mega (engine) 47.5% (crucible, real engine)
under max scrutiny: vs Metagross-Mega (engine) 42.5% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Picked or benched depending on the opponent (67% of games overall); the matchup decides.
A specialist, picked in 19% of games — and almost only for specific matchups.
A specialist, picked in 15% of games — and almost only for specific matchups.
Does every slot pull its weight? · 8,082 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| role player | 31.2% (2,521/8,082) | 57.0% (2,521) / 56.3% (5,561) | +1pp ±1 | 8,082 | |
| core pick | 91.8% (7,422/8,082) | 55.9% (7,422) / 62.7% (660) | -7pp ±2 | 8,082 | |
| core pick | 95.6% (7,725/8,082) | 56.7% (7,725) / 51.5% (357) | +5pp ±3 | 8,082 | |
| rarely picked | 13.5% (1,092/8,082) | 45.2% (1,092) / 58.2% (6,990) | -13pp ±2 | 8,082 | |
| role player | 68.0% (5,493/8,082) | 59.0% (5,493) / 51.2% (2,589) | +8pp ±1 | 8,082 | |
| core pick | 99.9% (8,075/8,082) | 56.5% (8,075) / 85.7% (7) | -29pp ±19 | 8,082 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 681 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 99.4% | 74.2% | hypervoice 70.5% hyperbeam 13.9% |
30.1% | 32.2% | 57.6% / 100.0% | |
| 99.7% | 28.1% | bravebird 69.1% closecombat 19.4% |
27.1% | 24.6% | 57.7% / 100.0% | |
| 67.1% | 0.0% | — | 23.2% | 20.7% | 61.6% / 50.2% | |
| 99.9% | 98.2% | knockoff 21.7% icepunch 14.7% |
10.7% | 14.1% | 57.9% / 0.0% | |
| 18.6% | 0.0% | — | 4.8% | 4.2% | 54.3% / 58.7% | |
| 15.3% | 1.0% | ironhead 100.0% | 4.1% | 4.3% | 47.6% / 59.7% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 71.7%win rate over 60 practice-sim games · Repeated pattern
Sylveon most often opens Hyper Voice (82% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (22% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 71.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Light Screen
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 38.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Brave Bird (97% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (10% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 38.3% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Light Screen
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 69.2%win rate over 60 practice-sim games · Repeated pattern
Sylveon most often opens Hyper Beam (73% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (90% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 69.2% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Light Screen
a flexible preview choice rather than part of the automatic four
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 62.5%win rate over 60 practice-sim games · Repeated pattern
Sylveon most often opens Hyper Voice (77% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (52% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 62.5% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; can contest the speed race; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Light Screen
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 71.7%win rate over 60 practice-sim games · Repeated pattern
Sylveon most often opens Hyper Voice (97% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (73% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 71.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Light Screen
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 56.7%win rate over 60 practice-sim games · Repeated pattern
Sylveon most often opens Hyper Voice (98% of its leads) — it applies immediate damage pressure.
Tyranitar supplies a frequent selection in this matchup; offers sand setter.
Record with this lead pair: 56.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Light Screen
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 50.8%win rate over 60 practice-sim games · Repeated pattern
Sylveon most often opens Hyper Voice (83% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (52% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 53.8% over 53 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Light Screen
a flexible preview choice rather than part of the automatic four
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 30.8%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (62% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (27% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 28.7% over 47 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Light Screen
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Staraptor / Excadrill / Tyranitar; archetype adds Garchomp / Charizard / Farigiraf
this team adds Aerodactyl / Sylveon / Kingambit; archetype adds Milotic / Sinistcha / Gholdengo
this team adds Aerodactyl / Excadrill / Tyranitar; archetype adds Raichu / Farigiraf / Arcanine-Hisui
Fine print — what these numbers can and can’t say
- 6,276 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 6,276 earlier games at 68.9% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1680 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 30,242 verified games · 536 opponents · 102 distinct cores |
| vs fixed references | 73.0% of games (22,088 of 30,242) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 41.1% ≈50.0% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 23.6% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 32.4% worst result across several competent play styles; the styles disagree by 13 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | -3 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | Gholdengo 70.0% 480 gamesStaraptor-Mega 70.0% 480 gamesfrancescopiopero (tournament team) 66.8% 440 gamesFarigiraf 65.0% 480 gamesIncineroar 65.0% 480 gamesSylveon 57.5% 480 gameskennogonzales (tournament team) 53.8% 312 gamesKingambit 47.5% 480 gamesqu1ck (tournament team) 46.5% 312 gamesAerodactyl-Mega 40.0% 480 gamesarsalpuri (tournament team) 26.8% 488 gamesArchaludon 17.5% 480 games |
team 197194 · show paste
Altaria @ Focus Sash Ability: Cloud Nine Level: 50 EVs: 14 HP / 29 Atk / 23 Spe Jolly Nature - Protect - Brave Bird - Roost - Tailwind Corviknight @ Sitrus Berry Ability: Mirror Armor Level: 50 EVs: 24 HP / 27 Def / 2 SpD / 13 Spe Jolly Nature - Reflect - Tailwind - Brave Bird - Body Press Feraligatr @ Life Orb Ability: Sheer Force Level: 50 EVs: 29 HP / 15 Atk / 17 SpD / 5 Spe Adamant Nature - Liquidation - Ice Punch - Aqua Jet - Rock Slide Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 30 HP / 32 Atk / 1 Def / 3 Spe Adamant Nature - Close Combat - Helping Hand - Brave Bird - Roost Goodra @ Leftovers Ability: Sap Sipper Level: 50 EVs: 27 HP / 32 Def / 1 SpA / 6 Spe Bold Nature - Life Dew - Draco Meteor - Flamethrower - Dragon Tail Typhlosion @ Choice Scarf Ability: Flash Fire Level: 50 EVs: 28 HP / 2 Def / 28 SpA / 8 Spe Modest Nature - Bulldoze - Burn Up - Heat Wave - Eruption
Altaria · Corviknight · Feraligatr · Staraptor-Mega · Goodra · Typhlosion
Based on 30,242 verified Showdown games under the current rules, against 536 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 48 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 18% of 7,602 verified games — a roster slot doing very little work.
Won only 4% of 48 verified games against it.
Won only 6% of 48 verified games against it.
Won only 8% of 48 verified games against it.
under max scrutiny: vs Kingambit (engine) 47.5% (crucible, real engine)
under max scrutiny: vs Archaludon (engine) 17.5% (crucible, real engine)
under max scrutiny: vs Aerodactyl-Mega (engine) 40.0% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Part of the default four — picked in 93% of games.
Part of the default four — picked in 86% of games.
A specialist, picked in 15% of games — and almost only for specific matchups.
A specialist, picked in 7% of games — and almost only for specific matchups.
Does every slot pull its weight? · 7,602 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| rarely picked | 17.8% (1,353/7,602) | 44.6% (1,353) / 53.9% (6,249) | -9pp ±1 | 7,602 | |
| core pick | 95.6% (7,264/7,602) | 52.3% (7,264) / 51.8% (338) | +0pp ±3 | 7,602 | |
| pulls its weight | 96.6% (7,345/7,602) | 52.6% (7,345) / 42.8% (257) | +10pp ±3 | 7,602 | |
| core pick | 100.0% (7,602/7,602) | 52.2% (7,602) / never benched | — | 7,602 | |
| role player | 56.0% (4,254/7,602) | 53.3% (4,254) / 50.9% (3,348) | +2pp ±1 | 7,602 | |
| role player | 34.1% (2,590/7,602) | 53.4% (2,590) / 51.6% (5,012) | +2pp ±1 | 7,602 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 690 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 93.5% | 7.3% | liquidation 53.2% rockslide 25.5% |
39.6% | 33.4% | 47.3% / 8.9% | |
| 98.8% | 93.7% | tailwind 50.7% bravebird 27.5% |
20.4% | 20.5% | 44.3% / 87.5% | |
| 86.4% | 1.2% | dracometeor 85.7% flamethrower 14.3% |
20.1% | 16.9% | 44.6% / 45.7% | |
| 100.0% | 99.3% | closecombat 54.7% bravebird 28.0% |
17.0% | 25.3% | 44.8% / — | |
| 14.8% | 1.0% | eruption 100.0% | 2.2% | 3.0% | 43.1% / 45.1% | |
| 6.5% | 2.2% | protect 100.0% | 0.6% | 0.8% | 22.2% / 46.4% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 50.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (80% of its leads) — it establishes immediate speed control.
Staraptor most often opens Brave Bird (7% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 50.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 25.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (8% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (97% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 25.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 28.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (60% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (52% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 28.3% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 21.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (52% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (60% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 21.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 5.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (47% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 5.0% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; offers Bulldoze
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 75.8%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (63% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (65% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 75.8% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 41.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (90% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 41.7% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; can contest the speed race; offers Tailwind
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 79.2%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (67% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (52% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 79.2% over 60 games. That shows what the team chose, not proof the choice is best.
usually held out unless its narrow coverage is needed; offers Tailwind
a frequent selection in this matchup; offers Reflect + Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Helping Hand + Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; offers Bulldoze
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Altaria / Corviknight / Feraligatr / Goodra / Typhlosion; archetype adds Milotic / Sinistcha / Tyranitar / Gholdengo / Excadrill
this team adds Altaria / Corviknight / Feraligatr / Goodra / Typhlosion; archetype adds Raichu / Kingambit / Sylveon / Farigiraf / Arcanine-Hisui
this team adds Altaria / Corviknight / Feraligatr / Goodra / Typhlosion; archetype adds Farigiraf / Kingambit / Sylveon / Torkoal / Garchomp
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1675 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,640 verified games · 404 opponents · 68 distinct cores |
| vs fixed references | 90.5% of games (21,384 of 23,640) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 55.7% ≈64.7% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 19.4% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 45.7% worst result across several competent play styles; the styles disagree by 24 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +6 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | evanscott (tournament team) 96.1% 336 gamesmarcosilva (tournament team) 88.8% 384 gamesux9p70xuw8yanagitpoke (tournament team) 88.6% 360 gameslorenzoprofeta (tournament team) 84.2% 336 gamesarashommati (tournament team) 82.7% 336 gamesericrios (tournament team) 71.3% 480 gamesnicknavarre (tournament team) 64.3% 336 gamesmichaelzhang (tournament team) 56.9% 360 gameswolfeglick (tournament team) 56.3% 432 gamesarsalpuri (tournament team) 55.3% 456 gamesfrancescopiopero (tournament team) 55.0% 456 gamesdavidecarrer (tournament team) 53.9% 336 games |
team 247002 · show paste
Leafeon @ Life Orb Ability: Chlorophyll Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Solar Blade - Knock Off - Leaf Blade - Detect Ninetales @ Choice Scarf Ability: Drought Level: 50 EVs: 1 HP / 4 Def / 32 SpA / 29 Spe Modest Nature - Heat Wave - Solar Beam - Overheat - Foul Play Goodra-Hisui @ Leftovers Ability: Shell Armor Level: 50 EVs: 26 HP / 15 Atk / 25 Def Brave Nature - Body Press - Life Dew - Shelter - Heavy Slam Dragonite @ Dragoninite Ability: Multiscale Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Modest Nature - Protect - Dragon Pulse - Tailwind - Heat Wave Bastiodon @ Chople Berry Ability: Sturdy Level: 50 EVs: 32 HP / 2 Atk / 32 SpD Careful Nature - Body Press - Iron Defense - Protect - Heavy Slam Typhlosion-Hisui @ Wise Glasses Ability: Frisk Level: 50 EVs: 29 HP / 2 Def / 32 SpA / 3 Spe Modest Nature - Eruption - Shadow Ball - Heat Wave - Overheat
Leafeon · Ninetales · Goodra-Hisui · Dragonite-Mega · Bastiodon · Typhlosion-Hisui
Based on 23,640 verified Showdown games under the current rules, against 404 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Chosen for the battle in only 0% of 21,000 verified games — a roster slot doing very little work.
Chosen for the battle in only 18% of 21,000 verified games — a roster slot doing very little work.
Wins 64% of verified games when it plays (19,340 games) versus 73% when it is benched (1,660). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Won only 8% of 240 verified games against it.
Won only 8% of 48 verified games against it.
Won only 15% of 48 verified games against it.
predictable preview: Dragonite + Ninetales leads 96.8% of games (658 of 680 probe games) — a scouted opponent can counter-lead it
win-condition concentration: Dragonite scores 52.2% of all probe KOs — Intimidate, redirection, or focus fire on it stalls the team
Ninetales is glass: faints in 92.9% of its 680 probe games — it must trade up before going down
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 90% of games.
Part of the default four — picked in 87% of games.
A specialist, picked in 24% of games — and almost only for specific matchups.
A specialist, picked in 0% of games.
Does every slot pull its weight? · 21,000 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| wins more when benched | 92.1% (19,340/21,000) | 63.6% (19,340) / 73.0% (1,660) | -9pp ±1 | 21,000 | |
| core pick | 100.0% (20,998/21,000) | 64.3% (20,998) / 50.0% (2) | +14pp ±35 | 21,000 | |
| rarely picked | 18.3% (3,843/21,000) | 61.8% (3,843) / 64.9% (17,157) | -3pp ±1 | 21,000 | |
| core pick | 99.8% (20,966/21,000) | 64.3% (20,966) / 70.6% (34) | -6pp ±9 | 21,000 | |
| rarely picked | 0.2% (34/21,000) | 67.6% (34) / 64.3% (20,966) | +3pp ±9 | 21,000 | |
| pulls its weight | 89.6% (18,819/21,000) | 65.6% (18,819) / 53.2% (2,181) | +12pp ±1 | 21,000 |
node cli.js roster-ablate 247002 0.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 680 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 99.7% | dragonpulse 89.7% heatwave 4.0% |
52.2% | 44.8% | 36.4% / — | |
| 86.8% | 2.2% | detect 38.5% leafblade 30.8% |
24.4% | 19.4% | 37.9% / 26.7% | |
| 89.6% | 1.3% | eruption 87.5% heatwave 12.5% |
12.5% | 12.9% | 39.2% / 12.7% | |
| 100.0% | 97.1% | overheat 43.9% heatwave 37.1% |
7.2% | 19.7% | 36.4% / — | |
| 23.7% | 0.6% | heavyslam 100.0% | 3.7% | 3.1% | 20.5% / 41.3% | |
| 0.0% | 0.0% | — | 0.0% | 0.0% | — / 36.4% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 30.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (80% of its leads) — it applies immediate damage pressure.
Ninetales most often opens Overheat (42% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 30.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sun setter
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 35.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (100% of its leads) — it applies immediate damage pressure.
Ninetales most often opens Heat Wave (58% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 35.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 30.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (100% of its leads) — it applies immediate damage pressure.
Ninetales most often opens Heat Wave (45% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 30.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 26.7%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (100% of its leads) — it applies immediate damage pressure.
Ninetales most often opens Heat Wave (45% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 26.7% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sun setter
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 43.3%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (90% of its leads) — it applies immediate damage pressure.
Ninetales most often opens Solar Beam (40% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 43.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 58.3%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (100% of its leads) — it applies immediate damage pressure.
Ninetales most often opens Overheat (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 58.3% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sun setter
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 10.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (98% of its leads) — it applies immediate damage pressure.
Ninetales most often opens Overheat (49% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 10.2% over 59 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sun setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 72.5%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (65% of its leads) — it applies immediate damage pressure.
Ninetales most often opens Overheat (35% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 72.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sun setter
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Leafeon / Ninetales / Goodra-Hisui / Bastiodon / Typhlosion-Hisui; archetype adds Froslass / Sneasler / Kingambit / Basculegion / Garchomp
this team adds Leafeon / Ninetales / Goodra-Hisui / Bastiodon / Typhlosion-Hisui; archetype adds Froslass / Sneasler / Basculegion / Garchomp / Kingambit
this team adds Leafeon / Ninetales / Goodra-Hisui / Bastiodon / Typhlosion-Hisui; archetype adds Basculegion / Sneasler / Kingambit / Ceruledge / Froslass
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1673 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 21,828 verified games · 625 opponents · 96 distinct cores |
| vs fixed references | 81.5% of games (17,784 of 21,828) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 52.1% ≈61.0% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 52.8% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 48.9% worst result across several competent play styles; the styles disagree by 12 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +0 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | francescopiopero (tournament team) 96.5% 284 gamesKingambit 85.0% 360 gamesux9p70xuw8yanagitpoke (tournament team) 82.5% 360 gamesAerodactyl-Mega 70.0% 360 gamesKingambit 69.0% 216 gamesevanscott (tournament team) 64.2% 212 gamesSylveon 62.5% 360 gamesFarigiraf 60.0% 360 gamesIncineroar 57.5% 360 gamesArchaludon 47.5% 360 gamesStaraptor-Mega 40.0% 360 gamesGholdengo 32.5% 360 games |
team 178046 · show paste
Excadrill @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Relaxed Nature - Iron Head - Protect - Rock Slide - Earthquake Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Rock Slide - Knock Off - Low Kick - Ice Punch Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 30 HP / 32 Atk / 1 Def / 3 Spe Adamant Nature - Close Combat - Helping Hand - Brave Bird - Roost Corviknight @ Sitrus Berry Ability: Mirror Armor Level: 50 EVs: 24 HP / 29 Def / 13 Spe Jolly Nature - Reflect - Tailwind - Brave Bird - Body Press Gyarados @ Gyaradosite Ability: Intimidate Level: 50 EVs: 31 HP / 5 Atk / 30 Spe Adamant Nature - Waterfall - Dragon Dance - Protect - Crunch Floette-Eternal @ Life Orb Ability: Flower Veil Level: 50 EVs: 2 Atk / 4 Def / 32 SpA / 28 Spe Calm Nature - Light of Ruin - Moonblast - Dazzling Gleam - Charm
Excadrill · Tyranitar · Staraptor-Mega · Corviknight · Gyarados-Mega · Floette-Eternal
Based on 21,828 verified Showdown games under the current rules, against 625 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 188 verified games against it.
Won 100% of 40 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 4% of 24 verified games against it.
under max scrutiny: vs Archaludon (engine) 47.5% (crucible, real engine)
under max scrutiny: vs Staraptor-Mega (engine) 40.0% (crucible, real engine)
under max scrutiny: vs Gholdengo (engine) 32.5% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 88% of games.
Picked or benched depending on the opponent (66% of games overall); the matchup decides.
A specialist, picked in 38% of games — and almost only for specific matchups.
A specialist, picked in 8% of games — and almost only for specific matchups.
Does every slot pull its weight? · 17,694 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| pulls its weight | 67.0% (11,855/17,694) | 64.3% (11,855) / 56.0% (5,839) | +8pp ±1 | 17,694 | |
| core pick | 99.7% (17,638/17,694) | 61.6% (17,638) / 66.1% (56) | -5pp ±7 | 17,694 | |
| core pick | 99.7% (17,647/17,694) | 61.6% (17,647) / 63.8% (47) | -2pp ±7 | 17,694 | |
| role player | 63.7% (11,264/17,694) | 60.9% (11,264) / 62.7% (6,430) | -2pp ±1 | 17,694 | |
| role player | 49.7% (8,795/17,694) | 58.0% (8,795) / 65.2% (8,899) | -7pp ±1 | 17,694 | |
| role player | 20.2% (3,577/17,694) | 63.6% (3,577) / 61.1% (14,117) | +3pp ±1 | 17,694 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 676 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 85.5% | closecombat 58.0% bravebird 27.9% |
28.4% | 33.6% | 39.7% / — | |
| 100.0% | 93.9% | icepunch 24.9% rockslide 17.6% |
22.2% | 20.7% | 39.7% / — | |
| 65.8% | 0.0% | — | 20.6% | 22.1% | 41.2% / 36.8% | |
| 87.7% | 22.9% | tailwind 44.9% reflect 27.9% |
19.4% | 13.8% | 38.0% / 51.8% | |
| 38.5% | 1.2% | protect 33.3% crunch 33.3% |
8.2% | 8.8% | 40.8% / 39.1% | |
| 8.0% | 0.0% | — | 1.2% | 1.1% | 40.7% / 39.6% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 56.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Brave Bird (22% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (56% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 60.4% over 48 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; offers Helping Hand + Intimidate
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
a flexible preview choice rather than part of the automatic four; offers Intimidate
usually held out unless its narrow coverage is needed
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 15.0%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (72% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (3% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 15.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 30.0%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (83% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (65% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 30.0% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
a flexible preview choice rather than part of the automatic four; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 28.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (83% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (65% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 16.7% over 30 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 46.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (73% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (12% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 47.4% over 57 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; offers Helping Hand + Intimidate
a flexible preview choice rather than part of the automatic four; can contest the speed race; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed; offers Intimidate
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 28.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (63% of its leads) — it establishes immediate speed control.
Tyranitar most often opens Rock Slide (9% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 31.7% over 41 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a flexible preview choice rather than part of the automatic four; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 30.0%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (85% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Ice Punch (67% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 30.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Intimidate
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a flexible preview choice rather than part of the automatic four; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 23.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (68% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (23% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 23.3% over 60 games. That shows what the team chose, not proof the choice is best.
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; offers Helping Hand + Intimidate
a frequent selection in this matchup; offers Reflect + Tailwind
a flexible preview choice rather than part of the automatic four; offers Intimidate
usually held out unless its narrow coverage is needed
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Corviknight / Gyarados / Floette-Eternal; archetype adds Milotic / Sinistcha / Gholdengo
this team adds Corviknight / Gyarados / Floette-Eternal; archetype adds Milotic / Sinistcha / Gholdengo
this team adds Corviknight / Gyarados / Floette-Eternal; archetype adds Gholdengo / Milotic / Tsareena
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1669 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 32,752 verified games · 501 opponents · 144 distinct cores |
| vs fixed references | 66.0% of games (21,627 of 32,752) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 54.2% ≈63.1% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 44.4% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 51.7% worst result across several competent play styles; the styles disagree by 11 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | -28 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | Sylveon 80.0% 560 gameschefrich22 (tournament team) 79.5% 312 gamesArchaludon 72.5% 560 gamesStaraptor-Mega 72.5% 560 gamesadrigame (tournament team) 70.6% 360 gamesFarigiraf 65.0% 560 gamesarsalpuri (tournament team) 64.7% 360 gamesAerodactyl-Mega 60.0% 560 gamesIncineroar 57.5% 560 gamesfrancescopiopero (tournament team) 47.5% 360 gamesKingambit 45.0% 560 gamesGholdengo 12.5% 560 games |
team 156536 · show paste
Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 31 HP / 14 Def / 17 SpD / 4 Spe Impish Nature - Close Combat - Tailwind - Brave Bird - Roost Scizor @ Life Orb Ability: Technician Level: 50 EVs: 32 HP / 30 Atk / 4 Spe Jolly Nature - Bullet Punch - Protect - Bug Bite - Swords Dance Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Rock Slide - Knock Off - Ice Punch - Low Kick Excadrill @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Iron Head - Protect - Rock Slide - Earthquake Hatterene @ Wise Glasses Ability: Magic Bounce Level: 50 EVs: 32 HP / 2 Def / 32 SpA Bold Nature - Dazzling Gleam - Trick Room - Protect - Psychic Gyarados @ Expert Belt Ability: Intimidate Level: 50 EVs: 29 HP / 32 Atk / 5 Def Careful Nature - Waterfall - Protect - Power Whip - Earthquake
Staraptor-Mega · Scizor · Tyranitar · Excadrill · Hatterene · Gyarados
Based on 32,752 verified Showdown games under the current rules, against 501 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 98% of 48 verified games against it.
Chosen for the battle in only 11% of 5,317 verified games — a roster slot doing very little work.
Won only 0% of 24 verified games against it.
Won only 4% of 48 verified games against it.
Won only 6% of 48 verified games against it.
under max scrutiny: vs Kingambit (engine) 45.0% (crucible, real engine)
under max scrutiny: vs Gholdengo (engine) 12.5% (crucible, real engine)
under max scrutiny: vs cautious players 54.2% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Picked or benched depending on the opponent (78% of games overall); the matchup decides.
Picked or benched depending on the opponent (63% of games overall); the matchup decides.
Picked or benched depending on the opponent (58% of games overall); the matchup decides.
A specialist, picked in 2% of games.
Does every slot pull its weight? · 5,317 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| pulls its weight | 96.1% (5,108/5,317) | 51.3% (5,108) / 32.5% (209) | +19pp ±4 | 5,317 | |
| rarely picked | 10.9% (580/5,317) | 53.1% (580) / 50.3% (4,737) | +3pp ±2 | 5,317 | |
| core pick wins less when picked, but it sat out only 66 times — too few benched games to judge, so no flag |
98.8% (5,251/5,317) | 50.2% (5,251) / 84.8% (66) | -35pp ±6 | 5,317 | |
| role player | 75.0% (3,987/5,317) | 51.5% (3,987) / 47.8% (1,330) | +4pp ±2 | 5,317 | |
| role player | 69.4% (3,692/5,317) | 50.5% (3,692) / 50.8% (1,625) | 0pp ±1 | 5,317 | |
| role player | 49.8% (2,650/5,317) | 48.2% (2,650) / 53.0% (2,667) | -5pp ±1 | 5,317 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 679 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 99.9% | 64.3% | closecombat 54.1% bravebird 24.8% |
29.2% | 28.4% | 49.9% / 0.0% | |
| 77.8% | 0.2% | ironhead 100.0% | 25.6% | 25.4% | 52.1% / 42.1% | |
| 99.7% | 76.5% | rockslide 40.0% knockoff 12.7% |
22.4% | 23.5% | 49.9% / 50.0% | |
| 58.0% | 0.0% | — | 14.4% | 12.2% | 50.6% / 48.8% | |
| 62.6% | 94.6% | dazzlinggleam 17.2% protect 16.7% |
8.0% | 10.3% | 46.9% / 54.7% | |
| 2.1% | 7.1% | bulletpunch 100.0% | 0.5% | 0.4% | 28.6% / 50.3% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 55.8%win rate over 60 practice-sim games · Repeated pattern
Hatterene most often opens Trick Room (12% of its leads) — it reverses the speed order.
Tyranitar most often opens Rock Slide (45% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 55.8% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; offers Tailwind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Trick Room
usually held out unless its narrow coverage is needed; offers Intimidate
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 82.5%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (85% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (95% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 82.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Tailwind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four; has a direct Trick Room answer; offers Trick Room
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 53.3%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (75% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (50% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 53.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Tailwind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; offers Trick Room
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 43.3%win rate over 60 practice-sim games · Repeated pattern
Hatterene most often opens Dazzling Gleam (23% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Brave Bird (49% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 43.9% over 41 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Tailwind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Trick Room
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Intimidate
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 41.7%win rate over 60 practice-sim games · Repeated pattern
Staraptor most often opens Close Combat (60% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (35% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 41.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; offers Tailwind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed; has a direct Trick Room answer; can contest the speed race; offers Trick Room
a frequent selection in this matchup; offers Intimidate
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 51.7%win rate over 60 practice-sim games · Repeated pattern
Hatterene most often opens Dazzling Gleam (38% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (7% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 51.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Tailwind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Trick Room
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Intimidate
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 48.3%win rate over 60 practice-sim games · Repeated pattern
Hatterene most often opens Protect (37% of its leads) — it scouts the opening and preserves board position.
Tyranitar most often opens Rock Slide (55% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 50.0% over 58 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Tailwind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Trick Room
a flexible preview choice rather than part of the automatic four; directly reduces physical damage; offers Intimidate
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 15.0%win rate over 60 practice-sim games · Repeated pattern
Hatterene most often opens Protect (8% of its leads) — it scouts the opening and preserves board position.
Staraptor most often opens Close Combat (47% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 15.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Tailwind + Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; has a direct Trick Room answer; offers Trick Room
usually held out unless its narrow coverage is needed; offers Intimidate
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Scizor / Hatterene / Gyarados; archetype adds Milotic / Sinistcha / Gholdengo
this team adds Scizor / Hatterene / Gyarados; archetype adds Milotic / Sinistcha / Gholdengo
this team adds Scizor / Hatterene / Gyarados; archetype adds Gholdengo / Milotic / Tsareena
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1675 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 8,108 verified games · 237 opponents · 106 distinct cores |
| vs fixed references | 50.1% of games (4,064 of 8,108) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 65.0% ≈73.9% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 55.6% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 59.6% worst result across several competent play styles; the styles disagree by 9 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +42 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | Staraptor-Mega 92.5% 160 gamesKingambit 88.2% 144 gamesKingambit 87.5% 160 gamesMilotic (ranked build) 86.3% 168 gamesFarigiraf 80.0% 160 gamesSylveon 80.0% 160 gamesFarigiraf 76.0% 192 gamesAerodactyl-Mega 72.5% 160 gamesIncineroar 60.0% 160 gamesArchaludon 36.3% 168 gamesGholdengo 30.0% 160 gamesArchaludon 30.0% 160 games |
team 237644 · show paste
Gyarados @ Gyaradosite Ability: Intimidate Level: 50 EVs: 32 HP / 24 Atk / 10 Spe Adamant Nature - Waterfall - Ice Fang - Dragon Dance - Crunch Samurott-Hisui @ Choice Scarf Ability: Sharpness Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Jolly Nature - Sacred Sword - Aqua Cutter - Ceaseless Edge - Sucker Punch Flareon @ Charcoal Ability: Flash Fire Level: 50 EVs: 32 HP / 28 Atk / 6 Def Jolly Nature - Flare Blitz - Superpower - Quick Attack - Bite Corviknight @ Leftovers Ability: Mirror Armor Level: 50 EVs: 24 HP / 29 Def / 13 Spe Jolly Nature - Reflect - Tailwind - Brave Bird - Body Press Delphox @ Delphoxite Ability: Blaze Level: 50 EVs: 32 HP / 14 Def / 20 SpD Calm Nature - Heat Wave - Protect - Psychic - Nasty Plot Typhlosion @ Life Orb Ability: Flash Fire Level: 50 EVs: 32 HP / 2 Def / 30 SpA / 2 Spe Timid Nature - Blast Burn - Earthquake - Heat Wave - Eruption
Gyarados-Mega · Samurott-Hisui · Flareon · Corviknight · Delphox-Mega · Typhlosion
Based on 8,108 verified Showdown games under the current rules, against 237 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
under max scrutiny: vs Archaludon (engine) 30.0% (crucible, real engine)
under max scrutiny: vs Gholdengo (engine) 30.0% (crucible, real engine)
predictable preview: Corviknight + Gyarados leads 96.4% of games (660 of 685 probe games) — a scouted opponent can counter-lead it
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 83% of games.
Picked or benched depending on the opponent (76% of games overall); the matchup decides.
A specialist, picked in 22% of games — and almost only for specific matchups.
A specialist, picked in 20% of games — and almost only for specific matchups.
Does every slot pull its weight? · 6,348 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| pulls its weight | 95.7% (6,078/6,348) | 63.5% (6,078) / 52.2% (270) | +11pp ±3 | 6,348 | |
| role player | 71.6% (4,545/6,348) | 65.0% (4,545) / 58.0% (1,803) | +7pp ±1 | 6,348 | |
| role player | 33.6% (2,135/6,348) | 59.4% (2,135) / 64.8% (4,213) | -5pp ±1 | 6,348 | |
| pulls its weight | 92.6% (5,877/6,348) | 63.7% (5,877) / 54.4% (471) | +9pp ±2 | 6,348 | |
| role player | 38.2% (2,427/6,348) | 62.1% (2,427) / 63.6% (3,921) | -2pp ±1 | 6,348 | |
| role player | 68.2% (4,330/6,348) | 61.6% (4,330) / 66.1% (2,018) | -4pp ±1 | 6,348 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 685 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 100.0% | icefang 45.7% crunch 38.2% |
37.7% | 37.7% | 47.2% / — | |
| 99.6% | 96.8% | tailwind 47.0% bravebird 31.7% |
21.4% | 21.6% | 46.9% / 100.0% | |
| 82.6% | 1.2% | aquacutter 71.4% ceaselessedge 28.6% |
18.3% | 16.2% | 47.9% / 43.7% | |
| 76.2% | 1.5% | eruption 100.0% | 16.0% | 18.7% | 50.9% / 35.3% | |
| 19.6% | 2.2% | flareblitz 100.0% | 3.4% | 2.6% | 44.4% / 47.8% | |
| 22.0% | 4.6% | protect 42.9% psychic 28.6% |
3.2% | 3.3% | 35.1% / 50.6% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 79.2%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (83% of its leads) — it establishes immediate speed control.
Gyarados most often opens Crunch (60% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 79.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 15.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (85% of its leads) — it applies immediate damage pressure.
Gyarados most often opens Crunch (75% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 15.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 36.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (43% of its leads) — it establishes immediate speed control.
Gyarados most often opens Ice Fang (63% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 36.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 31.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (45% of its leads) — it establishes immediate speed control.
Gyarados most often opens Ice Fang (67% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 31.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a flexible preview choice rather than part of the automatic four
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 25.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (83% of its leads) — it applies immediate damage pressure.
Gyarados most often opens Crunch (97% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 25.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 42.5%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (70% of its leads) — it establishes immediate speed control.
Gyarados most often opens Ice Fang (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 42.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 54.2%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (75% of its leads) — it establishes immediate speed control.
Gyarados most often opens Waterfall (75% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 54.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 65.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (72% of its leads) — it establishes immediate speed control.
Gyarados most often opens Ice Fang (98% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Gyarados / Samurott-Hisui / Flareon / Delphox / Typhlosion; archetype adds Garchomp / Froslass / Whimsicott / Incineroar / Glimmora
this team adds Gyarados / Samurott-Hisui / Flareon / Delphox / Typhlosion; archetype adds Tyranitar / Hydreigon / Froslass / Garchomp / Arcanine-Hisui
this team adds Gyarados / Samurott-Hisui / Flareon / Delphox / Typhlosion; archetype adds Basculegion / Garchomp / Scizor / Tyranitar / Sneasler
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1676 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 22,294 verified games · 671 opponents · 90 distinct cores |
| vs fixed references | 85.2% of games (19,000 of 22,294) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 64.8% ≈73.7% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 66.7% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 53.7% worst result across several competent play styles; the styles disagree by 13 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +24 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | Kingambit 82.5% 320 gamesAerodactyl-Mega 77.5% 320 gamesKingambit 76.5% 264 gamesIncineroar 72.5% 320 gamesStaraptor-Mega 65.0% 320 gamesStaraptor-Mega 64.4% 264 gamesFarigiraf 62.5% 320 gamesSylveon 62.5% 320 gamesGholdengo 52.5% 320 gamesSylveon 52.1% 288 gamesArchaludon 43.8% 288 gamesArchaludon 25.0% 320 games |
team 157943 · show paste
Staraptor @ Staraptite Ability: Intimidate Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Jolly Nature - Close Combat - Protect - Brave Bird - Roost Goodra @ Leftovers Ability: Sap Sipper Level: 50 EVs: 20 HP / 23 Def / 7 SpA / 16 Spe Timid Nature - Life Dew - Draco Meteor - Flamethrower - Dragon Tail Feraligatr @ Life Orb Ability: Sheer Force Level: 50 EVs: 29 HP / 17 Atk / 20 SpD Adamant Nature - Liquidation - Ice Punch - Aqua Jet - Rock Slide Typhlosion-Hisui @ Choice Scarf Ability: Frisk Level: 50 EVs: 1 HP / 4 Def / 32 SpA / 29 Spe Timid Nature - Eruption - Shadow Ball - Heat Wave - Overheat Excadrill @ Excadrite Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Impish Nature - Earthquake - Protect - Iron Head - High Horsepower Corviknight @ Sitrus Berry Ability: Mirror Armor Level: 50 EVs: 24 HP / 29 Def / 13 Spe Jolly Nature - Reflect - Tailwind - Brave Bird - Body Press
Staraptor-Mega · Goodra · Feraligatr · Typhlosion-Hisui · Excadrill-Mega · Corviknight
Based on 22,294 verified Showdown games under the current rules, against 671 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Wins 51% of verified games when it plays (5,393 games) versus 60% when it is benched (13,207). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 4% of 24 verified games against it.
predictable preview: Corviknight + Staraptor leads 65.2% of games (442 of 678 probe games) — a scouted opponent can counter-lead it
win-condition concentration: Feraligatr scores 45.2% of all probe KOs — Intimidate, redirection, or focus fire on it stalls the team
Excadrill carries the hard games: 39.1% WR brought (293 probe games) vs 54.9% benched (385) (it gets sent into the tough matchups — if IT can't win them, nothing on the bench does)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 97% of games.
Part of the default four — picked in 92% of games.
A specialist, picked in 44% of games — and almost only for specific matchups.
A specialist, picked in 43% of games — and almost only for specific matchups.
A specialist, picked in 23% of games — and almost only for specific matchups.
Does every slot pull its weight? · 18,600 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| pulls its weight | 99.2% (18,443/18,600) | 57.6% (18,443) / 41.4% (157) | +16pp ±4 | 18,600 | |
| role player | 40.8% (7,589/18,600) | 53.7% (7,589) / 60.1% (11,011) | -6pp ±1 | 18,600 | |
| pulls its weight | 87.3% (16,242/18,600) | 61.1% (16,242) / 32.7% (2,358) | +28pp ±1 | 18,600 | |
| wins more when benched | 29.0% (5,393/18,600) | 51.3% (5,393) / 60.1% (13,207) | -9pp ±1 | 18,600 | |
| role player | 57.7% (10,723/18,600) | 55.0% (10,723) / 60.9% (7,877) | -6pp ±1 | 18,600 | |
| pulls its weight | 86.1% (16,010/18,600) | 59.3% (16,010) / 46.4% (2,590) | +13pp ±1 | 18,600 |
node cli.js roster-ablate 157943 3.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 678 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 92.0% | 32.5% | liquidation 86.7% rockslide 5.9% |
45.2% | 36.8% | 50.8% / 16.7% | |
| 97.3% | 70.6% | tailwind 36.3% bravebird 29.0% |
18.9% | 16.7% | 48.0% / 52.8% | |
| 100.0% | 95.1% | closecombat 55.0% bravebird 35.0% |
13.7% | 25.7% | 48.1% / — | |
| 44.1% | 0.3% | dracometeor 100.0% | 11.1% | 8.9% | 53.8% / 43.5% | |
| 43.2% | 14.0% | ironhead 63.4% protect 31.7% |
6.8% | 7.0% | 39.1% / 54.9% | |
| 23.3% | 0.0% | — | 4.4% | 4.9% | 43.7% / 49.4% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 66.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (57% of its leads) — it establishes immediate speed control.
Staraptor most often opens Brave Bird (95% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 66.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 72.5%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Liquidation (94% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 68.3% over 52 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 21.7%win rate over 60 practice-sim games · Repeated pattern
Feraligatr most often opens Liquidation (92% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (80% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 28.2% over 39 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 25.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (35% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (58% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 25.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a flexible preview choice rather than part of the automatic four
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 18.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Reflect (56% of its leads) — it reduces incoming physical damage.
Staraptor most often opens Brave Bird (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 23.5% over 34 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 43.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (55% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (73% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 43.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 41.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (53% of its leads) — it establishes immediate speed control.
Staraptor most often opens Close Combat (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 42.4% over 59 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 77.5%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (42% of its leads) — it applies immediate damage pressure.
Staraptor most often opens Close Combat (43% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 77.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Reflect + Tailwind
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Goodra / Feraligatr / Typhlosion-Hisui / Corviknight; archetype adds Milotic / Sinistcha / Tyranitar / Gholdengo
this team adds Goodra / Feraligatr / Typhlosion-Hisui / Corviknight; archetype adds Tyranitar / Milotic / Sinistcha / Gholdengo
this team adds Goodra / Feraligatr / Typhlosion-Hisui / Corviknight; archetype adds Tyranitar / Gholdengo / Milotic / Tsareena
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1664 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 23,108 verified games · 656 opponents · 80 distinct cores |
| vs fixed references | 81.4% of games (18,820 of 23,108) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | Kingambit 87.5% 360 gamesFarigiraf 72.5% 360 gamesSylveon 70.0% 360 gamesangrypnuts (tournament team) 64.2% 316 gamesSylveon 64.2% 288 gamesAerodactyl-Mega 60.0% 360 gamesIncineroar 56.9% 288 gamesStaraptor-Mega 55.0% 360 gamesfrancescopiopero (tournament team) 50.0% 336 gamesIncineroar 45.0% 360 gamesArchaludon 32.5% 360 gamesGholdengo 30.0% 360 games |
team 123414 · show paste
Sylveon @ Fairy Feather Ability: Pixilate Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Modest Nature - Hyper Voice - Hyper Beam - Helping Hand - Reflect Gyarados @ Gyaradosite Ability: Intimidate Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Waterfall - Protect - Rain Dance - Crunch Hydreigon @ Choice Scarf Ability: Levitate Level: 50 EVs: 6 HP / 32 SpA / 28 Spe Modest Nature - Dark Pulse - Draco Meteor - Snarl - Earth Power Corviknight @ Sitrus Berry Ability: Mirror Armor Level: 50 EVs: 24 HP / 29 Def / 2 SpD / 11 Spe Impish Nature - Reflect - Tailwind - Brave Bird - Body Press Excadrill @ Muscle Band Ability: Sand Force Level: 50 EVs: 32 HP / 7 Atk / 10 Def / 17 SpD Relaxed Nature - Iron Head - Protect - High Horsepower - Earthquake Garchomp @ Garchompite Ability: Sand Veil Level: 50 EVs: 32 HP / 14 Def / 20 SpD Jolly Nature - Draco Meteor - Earthquake - Rock Slide - Bulldoze
Sylveon · Gyarados-Mega · Hydreigon · Corviknight · Excadrill · Garchomp-Mega
Based on 23,108 verified Showdown games under the current rules, against 656 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
under max scrutiny: vs Incineroar (engine) 45.0% (crucible, real engine)
under max scrutiny: vs Archaludon (engine) 32.5% (crucible, real engine)
under max scrutiny: vs Gholdengo (engine) 30.0% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 98% of games.
Part of the default four — picked in 91% of games.
Picked or benched depending on the opponent (53% of games overall); the matchup decides.
Picked or benched depending on the opponent (49% of games overall); the matchup decides.
A specialist, picked in 10% of games — and almost only for specific matchups.
Does every slot pull its weight? · 19,228 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| pulls its weight | 99.9% (19,202/19,228) | 58.4% (19,202) / 15.4% (26) | +43pp ±10 | 19,228 | |
| core pick | 79.8% (15,339/19,228) | 57.8% (15,339) / 60.6% (3,889) | -3pp ±1 | 19,228 | |
| role player | 74.7% (14,369/19,228) | 56.6% (14,369) / 63.5% (4,859) | -7pp ±1 | 19,228 | |
| core pick | 82.8% (15,919/19,228) | 59.1% (15,919) / 54.9% (3,309) | +4pp ±1 | 19,228 | |
| matchup specialist | 8.2% (1,579/19,228) | 66.4% (1,579) / 57.6% (17,649) | +9pp ±1 | 19,228 | |
| role player | 54.6% (10,504/19,228) | 59.2% (10,504) / 57.4% (8,724) | +2pp ±1 | 19,228 |
node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 688 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 90.7% | 3.5% | waterfall 63.6% protect 27.3% |
27.0% | 25.2% | 43.3% / 32.8% | |
| 100.0% | 97.5% | hypervoice 55.7% hyperbeam 8.3% |
20.8% | 25.2% | 42.3% / — | |
| 48.5% | 9.0% | rockslide 43.3% dracometeor 33.3% |
18.8% | 18.6% | 46.4% / 38.4% | |
| 97.7% | 95.4% | tailwind 35.3% reflect 23.2% |
18.0% | 15.7% | 42.9% / 18.8% | |
| 53.3% | 2.7% | dracometeor 70.0% snarl 20.0% |
14.0% | 14.2% | 39.2% / 45.8% | |
| 9.7% | 3.0% | ironhead 50.0% | 1.3% | 1.1% | 23.9% / 44.3% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 68.3%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (63% of its leads) — it establishes immediate speed control.
Sylveon most often opens Hyper Voice (52% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 68.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Helping Hand + Reflect
a frequent selection in this matchup; offers Intimidate
a flexible preview choice rather than part of the automatic four; offers Snarl
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a flexible preview choice rather than part of the automatic four; offers Bulldoze
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 25.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (12% of its leads) — it establishes immediate speed control.
Sylveon most often opens Hyper Voice (23% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 25.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Reflect
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a flexible preview choice rather than part of the automatic four; offers Snarl
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Bulldoze
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 16.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Reflect (64% of its leads) — it reduces incoming physical damage.
Sylveon most often opens Hyper Voice (82% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 16.9% over 59 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Reflect
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Snarl
a frequent selection in this matchup; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 20.8%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Brave Bird (40% of its leads) — it applies immediate damage pressure.
Sylveon most often opens Hyper Voice (97% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 20.8% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Reflect
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a flexible preview choice rather than part of the automatic four; offers Snarl
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
a flexible preview choice rather than part of the automatic four
a flexible preview choice rather than part of the automatic four; offers Bulldoze
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 65.0%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Reflect (73% of its leads) — it reduces incoming physical damage.
Sylveon supplies a frequent selection in this matchup; offers Helping Hand + Reflect.
Record with this lead pair: 65.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Helping Hand + Reflect
a frequent selection in this matchup; offers Intimidate
a frequent selection in this matchup; offers Snarl
a frequent selection in this matchup; can contest the speed race; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 71.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (78% of its leads) — it establishes immediate speed control.
Sylveon most often opens Hyper Voice (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 71.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Reflect
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a flexible preview choice rather than part of the automatic four; offers Snarl
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Bulldoze
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 31.7%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Reflect (52% of its leads) — it reduces incoming physical damage.
Sylveon most often opens Hyper Voice (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 31.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; directly reduces physical damage; offers Helping Hand + Reflect
a frequent selection in this matchup; directly reduces physical damage; offers Intimidate
a frequent selection in this matchup; offers Snarl
a frequent selection in this matchup; can contest the speed race; directly reduces physical damage; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; offers Bulldoze
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 34.2%win rate over 60 practice-sim games · Repeated pattern
Corviknight most often opens Tailwind (63% of its leads) — it establishes immediate speed control.
Sylveon most often opens Hyper Voice (13% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 34.2% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers Helping Hand + Reflect
a frequent selection in this matchup; offers Intimidate
usually held out unless its narrow coverage is needed; offers Snarl
a frequent selection in this matchup; offers Reflect + Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Bulldoze
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Sylveon / Gyarados / Excadrill; archetype adds Tyranitar / Froslass / Arcanine-Hisui
this team adds Sylveon / Gyarados / Excadrill; archetype adds Tyranitar / Froslass / Arcanine-Hisui
this team adds Sylveon / Gyarados / Excadrill; archetype adds Tyranitar / Froslass / Arcanine-Hisui
Fine print — what these numbers can and can’t say
- 30 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 30 earlier games at 26.7% won; excluded from the headline record and the confidence grade.
evidence & detail
| search rating | 1656 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 21,994 verified games · 607 opponents · 51 distinct cores |
| vs fixed references | 92.9% of games (20,440 of 21,994) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| practice-sim score | 60.1% ≈69.0% calibrated the fast simulator’s own guess — a hypothesis, not a result. it currently reads about 9 points cold versus real Showdown. |
| hidden-teams Bo3 (sim) | 70.8% practice-sim best-of-3 with team sheets hidden — a habit probe. |
| any-pilot floor | 56.3% worst result across several competent play styles; the styles disagree by 5 points. A team only a perfect pilot can win with scores low here. |
| surprise bonus | +18 pts how much more it wins when its sets are hidden, on the same opponents. |
| all verified matchups | ux9p70xuw8yanagitpoke (tournament team) 92.9% 336 gamesFarigiraf 90.0% 320 gamesSylveon 85.0% 320 gamesAerodactyl-Mega 77.5% 320 gamesgmkxphas7didntfwelon (tournament team) 75.4% 720 gameswolfeglick (tournament team) 68.8% 336 gamesIncineroar 62.5% 320 gamesfrancescopiopero (tournament team) 61.3% 592 gamesKingambit 60.0% 320 gamesericrios (tournament team) 58.7% 424 gamesqy3xfxcejakim0227poke (tournament team) 48.1% 480 gamesStaraptor-Mega 37.5% 320 games |
team 195888 · show paste
Swampert @ Swampertite Ability: Torrent Level: 50 EVs: 29 Atk / 5 SpD / 32 Spe Adamant Nature - Protect - Wave Crash - Ice Punch - Earthquake Pelipper @ Scope Lens Ability: Drizzle Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Calm Nature - Hurricane - Weather Ball - Tailwind - Wide Guard Charizard @ Choice Scarf Ability: Blaze Level: 50 EVs: 32 HP / 1 Def / 32 SpA / 1 SpD Timid Nature - Heat Wave - Solar Beam - Weather Ball - Overheat Arbok @ Muscle Band Ability: Unnerve Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Careful Nature - Gunk Shot - Knock Off - Psychic Fangs - Protect Rotom-Fan @ Wise Glasses Ability: Levitate Level: 50 EVs: 2 HP / 32 SpA / 4 SpD / 28 Spe Modest Nature - Thunderbolt - Air Slash - Dark Pulse - Protect Tyranitar @ Expert Belt Ability: Sand Stream Level: 50 EVs: 32 Atk / 2 SpD / 32 Spe Adamant Nature - Rock Slide - Knock Off - Ice Punch - Low Kick
Swampert-Mega · Pelipper · Charizard · Arbok · Rotom-Fan · Tyranitar
Based on 21,994 verified Showdown games under the current rules, against 607 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Wins 63% of verified games when it plays (17,309 games) versus 72% when it is benched (1,135). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Chosen for the battle in only 0% of 18,444 verified games — a roster slot doing very little work.
Won only 0% of 24 verified games against it.
Won only 0% of 24 verified games against it.
Won only 4% of 24 verified games against it.
under max scrutiny: vs Archaludon (engine) 22.5% (crucible, real engine)
under max scrutiny: vs Staraptor-Mega (engine) 37.5% (crucible, real engine)
under max scrutiny: vs aggro players 45.8% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 99% of games.
Picked or benched depending on the opponent (62% of games overall); the matchup decides.
A specialist, picked in 39% of games — and almost only for specific matchups.
A specialist, picked in 1% of games.
Does every slot pull its weight? · 18,444 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| core pick | 100.0% (18,444/18,444) | 64.0% (18,444) / never benched | — | 18,444 | |
| core pick | 100.0% (18,444/18,444) | 64.0% (18,444) / never benched | — | 18,444 | |
| role player | 43.1% (7,949/18,444) | 67.4% (7,949) / 61.4% (10,495) | +6pp ±1 | 18,444 | |
| rarely picked | 0.0% (8/18,444) | 75.0% (8) / 64.0% (18,436) | +11pp ±18 | 18,444 | |
| role player | 63.0% (11,622/18,444) | 62.5% (11,622) / 66.6% (6,822) | -4pp ±1 | 18,444 | |
| wins more when benched | 93.8% (17,309/18,444) | 63.5% (17,309) / 72.2% (1,135) | -9pp ±2 | 18,444 |
node cli.js roster-ablate 195888 5.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 681 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 99.3% | wavecrash 48.8% icepunch 35.1% |
45.2% | 48.1% | 59.5% / — | |
| 98.5% | 0.4% | knockoff 33.3% | 28.4% | 22.3% | 59.8% / 40.0% | |
| 100.0% | 100.0% | weatherball 50.2% tailwind 27.9% |
14.1% | 16.9% | 59.5% / — | |
| 61.5% | 0.0% | — | 7.4% | 8.5% | 59.3% / 59.9% | |
| 39.4% | 0.7% | weatherball 100.0% | 4.7% | 4.2% | 59.0% / 59.9% | |
| 0.6% | 0.0% | — | 0.1% | 0.1% | 75.0% / 59.5% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 48.3%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (18% of its leads) — it applies immediate damage pressure.
Swampert most often opens Ice Punch (87% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 48.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 31.7%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (97% of its leads) — it applies immediate damage pressure.
Swampert most often opens Wave Crash (60% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 31.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 93.3%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Tailwind (63% of its leads) — it establishes immediate speed control.
Swampert most often opens Ice Punch (57% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 93.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 76.7%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (82% of its leads) — it applies immediate damage pressure.
Swampert most often opens Ice Punch (60% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 76.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
a frequent selection in this matchup; selected for direct matchup pressure
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers sand setter
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 23.3%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Hurricane (40% of its leads) — it applies immediate damage pressure.
Swampert most often opens Wave Crash (53% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 23.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 40.0%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Tailwind (52% of its leads) — it establishes immediate speed control.
Swampert most often opens Ice Punch (63% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 40.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 65.0%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (82% of its leads) — it applies immediate damage pressure.
Swampert most often opens Wave Crash (73% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 65.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 80.8%win rate over 60 practice-sim games · Repeated pattern
Pelipper most often opens Weather Ball (58% of its leads) — it applies immediate damage pressure.
Swampert most often opens Earthquake (83% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 80.8% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Tailwind + Wide Guard + rain setter
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers sand setter
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Arbok / Rotom-Fan / Tyranitar; archetype adds Archaludon / Venusaur / Grimmsnarl
this team adds Arbok / Rotom-Fan / Tyranitar; archetype adds Archaludon / Venusaur / Grimmsnarl
this team adds Arbok / Rotom-Fan / Tyranitar; archetype adds Archaludon / Venusaur / Grimmsnarl
Fine print — what these numbers can and can’t say
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
evidence & detail
| search rating | 1661 the lab’s own search ladder. It tracks the verified Elo almost exactly (r≈0.99 across the top 30) and is not evidence — the verified rating above is the one that counts. |
| rating uncertainty | ±45 at the ladder’s floor — this team has played far too many series for the rating to move much, which is true of every team on this board. |
| sample | 22,124 verified games · 626 opponents · 81 distinct cores |
| vs fixed references | 82.5% of games (18,248 of 22,124) games played against the lab’s fixed sparring teams. They count as rating evidence, but a record built mostly on them generalises less. |
| all verified matchups | francescopiopero (tournament team) 96.0% 348 gamesarsalpuri (tournament team) 95.0% 300 gamesKingambit 81.4% 312 gamesKingambit 80.0% 400 gamesAerodactyl-Mega 80.0% 400 gamesFarigiraf 77.5% 400 gamesSylveon 75.0% 400 gamesux9p70xuw8yanagitpoke (tournament team) 75.0% 408 gamesIncineroar 47.5% 400 gamesStaraptor-Mega 37.5% 400 gamesArchaludon 35.0% 400 gamesGholdengo 20.0% 400 games |
team 27669 · show paste
Tyranitar @ Choice Scarf Ability: Sand Stream Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Rock Slide - Knock Off - Ice Punch - Low Kick Excadrill @ Focus Sash Ability: Sand Rush Level: 50 EVs: 2 HP / 32 Atk / 32 Spe Adamant Nature - Iron Head - Protect - Rock Slide - Earthquake Dragonite @ Dragoninite Ability: Multiscale Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Modest Nature - Protect - Dragon Pulse - Fire Blast - Tailwind Scizor @ Life Orb Ability: Technician Level: 50 EVs: 30 HP / 30 Atk / 2 SpD / 4 Spe Jolly Nature - Bullet Punch - Protect - Bug Bite - Swords Dance Rotom-Mow @ Wise Glasses Ability: Levitate Level: 50 EVs: 2 HP / 32 SpA / 32 Spe Modest Nature - Leaf Storm - Volt Switch - Will-O-Wisp - Thunderbolt Steelix @ Leftovers Ability: Sturdy Level: 50 EVs: 32 HP / 1 Atk / 13 Def / 20 SpD Careful Nature - Heavy Slam - Wide Guard - Body Press - Earthquake
Tyranitar · Excadrill · Dragonite-Mega · Scizor · Rotom-Mow · Steelix
Based on 22,124 verified Showdown games under the current rules, against 626 different opponents.
How to read this report
Two kinds of evidence appear here, and they are not equal.
Verified numbers come from real Pokémon Showdown battles played under the current ruleset — the engine the game is actually played on. These are the numbers that count.
Practice sim numbers come from a fast approximate simulator the lab uses to scout habits: which four get picked, who leads, what moves open the game. Good for reading tendencies, but hypotheses only — a practice-sim number is never proof and is always labelled.
Confidence chips grade the verified sample: Strong evidence means 500+ verified games against 8+ different opponents; Established 200+ against 6+; Still developing 60+ against 3+; Early anything less. “Scouting probe out of date” means the habit data was recorded before the latest rules update — the verified record itself is always current.
A “game” is counted from this team’s side of a battle. “Picked” means chosen among the four Pokémon actually brought to a battle — teams register six, only four play.
Typical game plan — how this team is usually played
What holds up / what breaks
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Won 100% of 24 verified games against it.
Wins 56% of verified games when it plays (4,422 games) versus 65% when it is benched (13,302). A pattern from matchup choices, not proof — roster-ablate is the definitive test.
Won only 0% of 24 verified games against it.
Won only 0% of 20 verified games against it.
Won only 4% of 48 verified games against it.
under max scrutiny: vs Incineroar (engine) 47.5% (crucible, real engine)
under max scrutiny: vs Archaludon (engine) 35.0% (crucible, real engine)
under max scrutiny: vs Staraptor-Mega (engine) 37.5% (crucible, real engine)
Who gets picked, and when — per-Pokémon guide
Part of the default four — picked in 100% of games.
Part of the default four — picked in 100% of games.
Part of the default four — picked in 93% of games.
Picked or benched depending on the opponent (53% of games overall); the matchup decides.
A specialist, picked in 44% of games — and almost only for specific matchups.
A specialist, picked in 10% of games — and almost only for specific matchups.
Does every slot pull its weight? · 17,724 verified games
| Pokémon | verdict | picked | wins when picked / benched | swing | verified games |
|---|---|---|---|---|---|
| core pick | 100.0% (17,724/17,724) | 62.5% (17,724) / never benched | — | 17,724 | |
| pulls its weight | 94.1% (16,673/17,724) | 63.4% (16,673) / 48.0% (1,051) | +15pp ±2 | 17,724 | |
| core pick | 100.0% (17,724/17,724) | 62.5% (17,724) / never benched | — | 17,724 | |
| matchup specialist | 22.1% (3,915/17,724) | 70.9% (3,915) / 60.1% (13,809) | +11pp ±1 | 17,724 | |
| role player | 58.9% (10,438/17,724) | 60.5% (10,438) / 65.4% (7,286) | -5pp ±1 | 17,724 | |
| wins more when benched | 24.9% (4,422/17,724) | 56.4% (4,422) / 64.5% (13,302) | -8pp ±1 | 17,724 |
node cli.js roster-ablate 27669 5.node cli.js roster-ablate <team> <slot>.Habits from practice-sim scouting · 678 practice-sim games
| Pokémon | picked | leads when picked | opening moves | share of team’s KOs | share of damage | wins when picked / benched |
|---|---|---|---|---|---|---|
| 100.0% | 100.0% | dragonpulse 61.4% protect 18.1% |
34.3% | 33.2% | 49.0% / — | |
| 100.0% | 100.0% | rockslide 57.2% knockoff 6.6% |
24.6% | 29.0% | 49.0% / — | |
| 93.2% | 0.0% | — | 24.0% | 23.9% | 50.9% / 22.8% | |
| 44.0% | 0.0% | — | 8.2% | 6.6% | 46.3% / 51.1% | |
| 52.7% | 0.0% | — | 6.9% | 6.1% | 46.6% / 51.6% | |
| 10.2% | 0.0% | — | 1.9% | 1.3% | 55.1% / 48.3% |
Matchup record — how often it beats each archetype
Practice-sim matchup hypotheses (8)
Matchup playbook — who to pick, who to lead, and why
IntoKingambitpreview shows Tailwind · spread damage 75.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (58% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (100% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 75.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; offers Will-O-Wisp
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Wide Guard
IntoIncineroarpreview shows Fake Out · redirection · Trick Room · spread damage · physical-heavy damage 31.7%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (98% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (48% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 31.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Will-O-Wisp
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Wide Guard
IntoFarigirafpreview shows Trick Room · spread damage · physical-heavy damage 50.0%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (58% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (95% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 50.0% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
a flexible preview choice rather than part of the automatic four
a frequent selection in this matchup; directly reduces physical damage; offers Will-O-Wisp
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
IntoSylveonpreview shows Tailwind · spread damage · physical-heavy damage 52.5%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (38% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (93% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 52.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Will-O-Wisp
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Wide Guard
IntoArchaludonpreview shows rain mode · Tailwind · redirection · Trick Room · spread damage 66.7%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (87% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (57% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 66.7% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; offers Will-O-Wisp
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
IntoStaraptor-Megapreview shows Tailwind · spread damage · physical-heavy damage 13.3%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Dragon Pulse (80% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Rock Slide (8% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 13.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
a frequent selection in this matchup; directly reduces physical damage; offers Will-O-Wisp
usually held out unless its narrow coverage is needed; can blank spread damage with Wide Guard; offers Wide Guard
IntoAerodactyl-Megapreview shows Tailwind · spread damage · physical-heavy damage 57.5%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Protect (38% of its leads) — it scouts the opening and preserves board position.
Tyranitar most often opens Rock Slide (88% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 57.5% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; can contest the speed race; offers Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; directly reduces physical damage; offers Will-O-Wisp
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Wide Guard
IntoGholdengopreview shows setup pressure · redirection · Trick Room · Fake Out · spread damage 23.3%win rate over 60 practice-sim games · Repeated pattern
Dragonite most often opens Fire Blast (53% of its leads) — it applies immediate damage pressure.
Tyranitar most often opens Knock Off (35% of its leads) — it applies immediate damage pressure.
Record with this lead pair: 23.3% over 60 games. That shows what the team chose, not proof the choice is best.
a frequent selection in this matchup; offers sand setter
a frequent selection in this matchup; selected for direct matchup pressure
a frequent selection in this matchup; offers Tailwind
usually held out unless its narrow coverage is needed
usually held out unless its narrow coverage is needed; offers Will-O-Wisp
a frequent selection in this matchup; can blank spread damage with Wide Guard; offers Wide Guard
Verified counters — teams with a winning record against this one
How it compares — is this team actually new?
this team adds Dragonite / Scizor / Rotom-Mow / Steelix; archetype adds Milotic / Sinistcha / Staraptor / Gholdengo
this team adds Excadrill / Dragonite / Rotom-Mow / Steelix; archetype adds Basculegion / Garchomp / Sneasler / Corviknight
this team adds Dragonite / Scizor / Rotom-Mow / Steelix; archetype adds Milotic / Sinistcha / Staraptor / Gholdengo
Fine print — what these numbers can and can’t say
- 702 Showdown games played under older rules or an older lab setup are kept as historical context only; they do not count toward the verified record or the confidence grade.
- Knockout shares, damage shares, opening moves, and the sim matchup hypotheses come from the fast practice simulator. The slot-weight table uses verified Showdown games when available. The two data sets are labelled with their own game counts because they measure different things — their numbers will not match.
- Matchup playbooks describe what the team repeatedly chose against each opponent in practice-sim scouting. They do not claim the most-used bring or lead causally outperforms the alternatives.
- Picked-versus-benched win rates are observational: a Pokémon saved for the hardest matchups can look harmful when it is actually doing the hardest work. A negative swing is a question to investigate, not a verdict.
- Older-rules context: 702 earlier games at 65.5% won; excluded from the headline record and the confidence grade.