This is the one of attachments of "Proposals for rational team management".
I considered building a team from various perspectives.
I wrote this to clear my head, but I thought it might be helpful to other players, so I wrote a detailed explanation.
Please note that this classification applies to GSCOU in general but it is my own opinion.
I considered building a team from various perspectives.
I wrote this to clear my head, but I thought it might be helpful to other players, so I wrote a detailed explanation.
Please note that this classification applies to GSCOU in general but it is my own opinion.
Teams classified here are ones whose win or loss largely depends on how they play flexibly after each other loading the team.
In particular, this includes Standard Offense, which is the most solid option in GSCOU, and eventually all competitive players should learn Standard Offense.
GSC is often said to be the Stall generation, but this format has never been designed to give Stall an advantage.
(If that were the case, games over 100 turns would frequently occur, causing operational problems, and it will be forced to revise the format)
In particular, this includes Standard Offense, which is the most solid option in GSCOU, and eventually all competitive players should learn Standard Offense.
GSC is often said to be the Stall generation, but this format has never been designed to give Stall an advantage.
(If that were the case, games over 100 turns would frequently occur, causing operational problems, and it will be forced to revise the format)
In general classification, this is classified as a "Bulky Offense," and in this document, with that as a premise, teams which do not have a niche structure/tactic are called "Standard Offense".
Fundamentally, this consists of "Big 5 like structure".
"Big 5 like structure" is defined as below in this document.
I don't think that all standard offenses are classified in this "Big 5 like structure", but even in those cases, I think they should not be called standard offenses unless they meet at least the following requirements.
A sample team can be found below.
https://www.smogon.com/forums/threads/gsc-ou-sampl...
The teams representing "Big 5 like structure" are "Nidoking + Gengar Offense", "Jynx + Gengar Offense by Fear", "Vaporeon + Explosions Offense by Borat" and "Double Electric + Gengar Offense".
About other teams, although "Nidoking + Machamp Offense" is not a "Big 5-like structure", it should be classified as a Standard Offense. It does not just meet the requirements of "Rest Lax + Electric + Spiker", but has a structure close to a "Big 5-like structure". This team uses Nido instead of Mixed Exploder. Nido also contributes to attacks like Mixed Exploder by reducing the functionality of one mon with LK, especially against the Champ checker Zap. Nido is often replaced by Eggy, which is also rational.
By looking for a kind of Standard Offense which your opponent doesn't seem to value too much, and using it well, you can gain an advantage due to your team's a little superiority and the difference in play skill.
In tournament play, you usually don't have an advantage of deciding the most of development in the game on the moment you load a team, and you need to maintain a sense of tension while playing, but it is a low risk option. And the most common choice.
There are the rock -> paper -> scissors relationships among Standard Offenses, specifically "Electric / Ice Oriented -> Ground / Rock Oriented -> Water / Fighting Oriented -> Electric / Ice Oriented...".
This rock -> paper -> scissors relationship is by no means definite, but your opponent may prefer one of these options, in which case you can loosely gain an advantage by bringing a team with an advantage in this rock -> paper -> scissors relationship.
Below are some examples of specific teams for each option.
If your opponent has an exploitable habit in its play, attempting a surprise can give you a big advantage at the risk of it may being just another stupid play.
For example, if you know that your opponent's Zap lead will play HP Ice->HP Ice against Nido lead, you can get rid of its Zap by playing Ice Beam->Counter.
Fundamentally, this consists of "Big 5 like structure".
"Big 5 like structure" is defined as below in this document.
- Rest Lax
- RT Zap
- Spikes Boom Cloy
- Lax Checker + Phazer (Golem / Lix / Pursuit Tar)
- Mixed Exploder (Gar / Eggy)
- Filler (Fundamentally Any Sweeper)
I don't think that all standard offenses are classified in this "Big 5 like structure", but even in those cases, I think they should not be called standard offenses unless they meet at least the following requirements.
- Rest Lax
- Electric (Zap or Kou)
- Spiker (Cloy or Forre)
A sample team can be found below.
https://www.smogon.com/forums/threads/gsc-ou-sampl...
The teams representing "Big 5 like structure" are "Nidoking + Gengar Offense", "Jynx + Gengar Offense by Fear", "Vaporeon + Explosions Offense by Borat" and "Double Electric + Gengar Offense".
About other teams, although "Nidoking + Machamp Offense" is not a "Big 5-like structure", it should be classified as a Standard Offense. It does not just meet the requirements of "Rest Lax + Electric + Spiker", but has a structure close to a "Big 5-like structure". This team uses Nido instead of Mixed Exploder. Nido also contributes to attacks like Mixed Exploder by reducing the functionality of one mon with LK, especially against the Champ checker Zap. Nido is often replaced by Eggy, which is also rational.
By looking for a kind of Standard Offense which your opponent doesn't seem to value too much, and using it well, you can gain an advantage due to your team's a little superiority and the difference in play skill.
In tournament play, you usually don't have an advantage of deciding the most of development in the game on the moment you load a team, and you need to maintain a sense of tension while playing, but it is a low risk option. And the most common choice.
There are the rock -> paper -> scissors relationships among Standard Offenses, specifically "Electric / Ice Oriented -> Ground / Rock Oriented -> Water / Fighting Oriented -> Electric / Ice Oriented...".
This rock -> paper -> scissors relationship is by no means definite, but your opponent may prefer one of these options, in which case you can loosely gain an advantage by bringing a team with an advantage in this rock -> paper -> scissors relationship.
Below are some examples of specific teams for each option.
- Electric / Ice Oriented Standard Offense
- The sample team "Double Electric + Gengar Offense"
- Ground / Rock Oriented Standard Offense
- The most representative example would be "Double Rock Offense" which uses Lix and Tar together. This is a team with the concept which Lix reduces the burden on Tar with Lax checks and Explosions (especially against Water or Skarm), then mixed Tar sweeps. Although this has proliferated in various tournament scenes including SPL in 2025, there is no sample team. Therefore, I introduce three solid teams which are suitable as a team which resembles to sample team.
- LixEggyTar Offense (https://pokepast.es/313fc4fd7393ccab)
- Of even the three teams introduced this article, this team with Eggy is probably the most solid.
- Eggy is not only a good checker for Ground and Water (often Grass) which Lix and Tar are weak against, but also has the ability to bring Para to mons like Zap with Stun Spore. Zap is at a disadvantage in 1 on 1 with Tar, but it often tries to prevent Tar from sweeping or destroy Lax, so it is important to weaken its function. And you can respond to plays which try to absorb Para with Lax by threatening Explosion (conbining Zap).
- Three Explosions can limit your opponent's switch options in the late game, and Screech Tar is violent in this situation.
- LixMieTar Offense (https://pokepast.es/9e16952e8b47c3b7)
- If you don't like the predictability risk which comes with Explosion, Mie is going to be your most solid option. Mie checks Ground like Eggy and gives you the opportunity to attack.
- Para Spreading from Mie can be absorbed by Lax, but if you bring in Curse EQ Lax, you will be able to win the Curse War and increase your chances of sweeping with Curse EQ Lax. Fortunately, Mie can help with Jynx checks, reducing the risk of you running Sleeptalk less Lax. Also, Mie's Spin is not an entirely defensive option. When combined with Toxic Cloy, it can create a wincon posibility with Spikes War against all teams but a few Spikes Oriented teams.
- If you expect that your game will have a lot of switching, Dynamic Punch is a better option than Screech. It deals more direct damage to Lax and gives you a better matchup against Tar in the meaning of probability. Even in 2 vs 2 or 3 vs 3 situation where switching is restricted, Dynamic Punch is often better than Screech if your opponent's Lax doesn't use Curse.
- LixGarTar Offense (https://pokepast.es/5548f61053597d23)
- This is the most aggressive option in these examples. Gar appears to have a stronger weakness to Ground, but like NidoGarTar, his aggressive tendencies (specifically being outspeeding and having Sleep Moves or Explosions against Ground) mask that weakness.
- Hypnosis is a key move for this team. It improves matchups against Zap, Gar/Eggy, etc, and makes it harder for Lix and Tar to check. There is a chance of being checked by RT Lax, but this can intimidate with Explosion.
- The combination of Explosion which can easily land on soft targets and Spin Block (combining Lix), can make it difficult for Stall Teams to deal with. Of the three teams introduced here, this team is probably the best in this regard.
- Water / Fighting Oriented Standard Offense
- The sample team "Vaporeon + Explosions Offense by Borat"
If your opponent has an exploitable habit in its play, attempting a surprise can give you a big advantage at the risk of it may being just another stupid play.
For example, if you know that your opponent's Zap lead will play HP Ice->HP Ice against Nido lead, you can get rid of its Zap by playing Ice Beam->Counter.
A team that aims for short-term games with pushing through the certain objective.
The decisions you make on each turn have a significant impact on the development of the game, and there are scenes from the beginning of the game where you (and your opponent) are forced to make such decisions.
If your opponent makes even one wrong decision (this is not just a matter of whether or not your opponent make a mistake, but is also influenced by your opponent's prediction, so there are parts which have nothing to do with the level of skill of the player), you will gain a decisive advantage.
However, you also have to make important decisions while you has little information of the opponent's side.
Unless you incorporate the elements of "Niche Offense" (mentioned later) to gain an advantage intendedly, the result of the game will largely depend on how your opponent plays.
Considering that Hyper Offense generally does not have as much consistency as Standard Offense, it is necessary to scout the opponent's tendency in advance and design an appropriate hyper offense.
(If you can do that, you will be able to surprise your opponent and go to the win quickly with leaving low chance for turing around)
Also, in terms of compatibility with the real life, games with Hyper Offense will end quickly, so it's also suitable for those of you who are busy with family and work and don't have enough time.
Even in situations where scouting is insufficient, there are (in reality) cases where using Hyper Offense can be a reasonable.
Hyper Offense in GSCOU is classified into the following three types.
The decisions you make on each turn have a significant impact on the development of the game, and there are scenes from the beginning of the game where you (and your opponent) are forced to make such decisions.
If your opponent makes even one wrong decision (this is not just a matter of whether or not your opponent make a mistake, but is also influenced by your opponent's prediction, so there are parts which have nothing to do with the level of skill of the player), you will gain a decisive advantage.
However, you also have to make important decisions while you has little information of the opponent's side.
Unless you incorporate the elements of "Niche Offense" (mentioned later) to gain an advantage intendedly, the result of the game will largely depend on how your opponent plays.
Considering that Hyper Offense generally does not have as much consistency as Standard Offense, it is necessary to scout the opponent's tendency in advance and design an appropriate hyper offense.
(If you can do that, you will be able to surprise your opponent and go to the win quickly with leaving low chance for turing around)
Also, in terms of compatibility with the real life, games with Hyper Offense will end quickly, so it's also suitable for those of you who are busy with family and work and don't have enough time.
Even in situations where scouting is insufficient, there are (in reality) cases where using Hyper Offense can be a reasonable.
Hyper Offense in GSCOU is classified into the following three types.
- Baton Pass
- Pass fatal stats like Agility and Growth.
- This is good for punishing players who neglect necessary countermeasures like phazing, or players who always countermeasure this with a specific mon.
- The most representative example is "Standard Agility Baton Pass" (https://www.smogon.com/forums/threads/gsc-ou-sampl...) one of the sample teams.
- Boom Offense
- This reduces the number of each other's mons while hiding mons which are strong in 1v1 and mons which have a high possibility of defeating two mons.
- This is suitable for dismantling a team which assumes cooperation between multiple mons, such as a passive team which does not have sufficient countermeasures against Boom.
- The Boom Offense (https://www.smogon.com/forums/threads/swagger-in-g...) which I built to test Swagger Zap (and actually used several times in tournaments) is an easily understandable example of this type of team.
- Something Spam
- This aim to dismantle your opponent's team with continuing to fling a burden on the same checker.
- Even in Standard Offense, we often see strategies which run a sweeper which is checked by a specific mon after getting rid of that mon with Boom, and that strategy has this element.
- The most representative example is "Sunny Day Spam by Siatam" (https://www.smogon.com/forums/threads/gsc-ou-sampl...) one of the ex sample teams.
This includes Stall Teams and Niche Teams.
The reason of using these teams which are generally at a disadvantage is that you gain an advantage which cannot be reversed in play when the moment in the both loading a team is.
The teams classified here are those that exploit the flaws in your opponent's team or tendency, and in order to gain an advantage with these teams, you need to research your opponent and design your team appropriately according to the results of that research.
And while playing, by focusing on passive play or planned play, you will maintain the advantage you gained when the both loaded the team.
The reason of using these teams which are generally at a disadvantage is that you gain an advantage which cannot be reversed in play when the moment in the both loading a team is.
The teams classified here are those that exploit the flaws in your opponent's team or tendency, and in order to gain an advantage with these teams, you need to research your opponent and design your team appropriately according to the results of that research.
And while playing, by focusing on passive play or planned play, you will maintain the advantage you gained when the both loaded the team.
The methods of attack which are effective against Offense Teams and the methods of breaking Stall Team's Wall are often different. Stall Team is used to punish players who neglect to do the latter.
Players who plan a game using a stall team are required to have the ability to identify what kind of wall break methods your opponent has neglected and design an appropriate stall team.
In addition, most of what is called "Stall" in GSCOU is "Semi Stall", and at least Standard Stall falls under this category.
Players who plan a game using a stall team are required to have the ability to identify what kind of wall break methods your opponent has neglected and design an appropriate stall team.
In addition, most of what is called "Stall" in GSCOU is "Semi Stall", and at least Standard Stall falls under this category.
- Standard Stall
- A team consisting of LaxKouSkarm - Fire Lax checker - Spikes Spin Forre/Cloy - Spin Mie, with a structure which can withstand a wide range of attacks from Standard Teams, and at least the attack methods necessary to defeat Standard Offense Teams.
- One of the sample teams "Spin Tentacruel Stall by Zokuru" (https://www.smogon.com/forums/threads/gsc-ou-sampl...) is suitable for learning this structure. If you change Tenta which places too much emphasis on matchups against Stall teams to Mie (Surf/Spin/Filler/Recover) which is easier to play against Offense teams, you will have a structure which can truly be called Standard.
- Stall omitting a part of Spikes War tool (One of Spinners)
- Bringing in Forre without Spin, or a non Spinner (the most likely option is RT Zap) instead of Mie, can change the structure of the team and allow it to respond to a wider range of direct offensive threats.
- The former architecture was tried out by Earthworm in 2021 (https://www.smogon.com/forums/threads/rest-forretr...), and different players are using their own variations now.
- As an example of the latter, I had used the team like this (https://pokepast.es/04b44ad8093bf8d8). I replaced Mie with Zap and hired Quag since Zap reduced the need for Kou. This was based on the certain Conflict's team (https://replay.pokemonshowdown.com/smogtours-gen2o...).
- Stall omitting a part of Spikes War tool (Spiker)
- There is the approach which is to remove Spiker and bring in a wall breaker like Marowak in its place. For example, teams like Quagsire Offense have more problem against Marowak than Spikes War, so you can expect to make stronger matchups against such opponents.
- The most epitome example is one of sample teams "Rest Marowak + Heal Bell Support" (https://www.smogon.com/forums/threads/gsc-ou-sampl...). This team is classified as Spikeless Offense in the sample team article though, in general classification, I think it should be classified as "Semi Stall".
- Stall omitting Fire Lax checker
- I once omitted this and incorporated Curse RT Hera. This is a great way to countermeasure threats like Nido and Champ, but be prepared to auto lose against Fire Lax's Stall Teams which are a little rare.
- This is the team at that time (https://pokepast.es/2719a5440b70ca8c). This team actually won.
- Bringing RoarSpinRest Golem as a Fire Lax checker
- This is a possible method if you want to omit Mie with maintaining Spikes War tool. However, it should be noted that Golem tend to be a bit unstable in the short term due to its inability to spike off immediately against Cloy, also in the long term due to them being forced into Rest by Lax (especially in the case of Curse Lax or with accompaning Pursuit Umbreon) making it impossible to spike off.
- A good example is to change Golem's Explosion to Rest of "Double Electric Stall" (https://www.smogon.com/forums/threads/gsc-ou-sampl...) one of the sample teams (if you don't need to check against Fire Lax with stability, you can leave it as the sample).
- I don't recommend a triple Spinner structure of Golem + Forre (or Cloy) + Mie (or Tenta) unless you are expecting a rare case like Double Spikes (Forre + Cloy). Spikes War is not all about Spikes and Spin, Spin Blockers (+ Thiefer) like Missy and Pursuiters like Tyranitar and Umbreon that exclude Spin Blockers are also important, and spending three on Spinners is likely to be an overinvestment. Also, Spikes War is not everything, example, having a attack method without Spikes such as Lax + Pursuit or 3 Attack Lax + Heal Bell Miltank is likely to be easier to deal with various opponents.
- Other Niche Stalls
- The most obvious one is (Hard) Stall using Shackle or Aerodactyl. Maybe Blissey should be classified here too. This is a method to punish players with biased and unique tendency.
- I offer the easily understandable example which is the specialized Aero Stall team (https://pokepast.es/d834dd51fd461361) which kumiko used against me and won.
Some teams used in GSCOU may be defensive, even if they don't have mons like Skarm, Rest Forre, or Shackle which mark them as Stall (mons that reliably check Curse EQ Lax), and are certainly viable.
I think such teams should be treated as "Balance".
I think such teams should be treated as "Balance".
- Passive Offense
- Even if you are not using Stall Team, you may use some of the tools used by Stall Teams, such as Miltank (which is recognized to be a Lax checker, but has a certain chance of breaking due to Milk Drink's lack of PP and vulnerability to Crit), Venusaur, and Toxic RT Cune. These mons are certainly passive, but they can create opportunities to go on offensive with Para spreading or Sleep Inducing (including Toxic spreading). At least doing so is desirable.
- There are two reasons for using such mons. First, to provide defensive ability and support for passive mons like BD Quagsire which require long turns for wall breaking / sweeping. Second, to ruin certain wincons (e.g. bringing in RT Cune ruins Boom Lax's plan to break Lax, or mons like Tyranitar and Moltres' plan to break walls).
- I have previously posted a team to RMT called "VenuQuag Offense" (https://www.smogon.com/forums/threads/venuquag-off...) which should fall into this category. Although not mentioned in this RMT, Venusaur also has the ability to ruin wall break attempts by Machamp and Vaporeon.
- Offensive walls surrounding
- Using Rest passively and enduring opponent's attacks is not always the best defense method. Especially against Hyper Offenses, the best defense can be to minimize exploitability by surrounding the wall with 6 mons which have appropriate offensive methods and support methods such as Reflect / Light Screen against wall breakers. Such a team is classfied Balance rather than Stall as generally classification, but its purpose is the same as Niche Stall.
- This is actually a defensive method which was advocated as an alternative to traditional Stall like methods around 2004, when Para Spreading + Fire / Thunder Snorlax + SD Marowak dominated the metagame in Japanese NC2000.
- Even in nowadays GSCOU, I once brought a team like this (https://pokepast.es/a62de4b6d6df78ed) with Miltank + Umbreon + Meganium to the player who preferred Marowak Offense and Boom Offense and actually won (If you want to see the actual unlisted / private replay, I can send it to you via DM).
Using niche gimmicks to expose flaws which almost all players would not expect and gain an advantage.
This may be viable for those with a small repertoire of teams or for players who are biased towards non standard teams.
Normally, Offense is classified as a player oriented approach, but when running a niche after understanding your opponent's tendency, the builder oriented flavor is emphasized.
One of the easier cases to understand is this team with the niche sweepers Rhydon and Venusaur.
Rhydon will perform well against an Offense team which hired Curse RT Lax, and Venusaur will perform well against an Offense team that hired Vap.
(This team is based on the team used by Uncle Eyeroll on ladder in 2023, and was tuned by me)
https://pokepast.es/d5b082c1886b46dc
This may be viable for those with a small repertoire of teams or for players who are biased towards non standard teams.
Normally, Offense is classified as a player oriented approach, but when running a niche after understanding your opponent's tendency, the builder oriented flavor is emphasized.
One of the easier cases to understand is this team with the niche sweepers Rhydon and Venusaur.
Rhydon will perform well against an Offense team which hired Curse RT Lax, and Venusaur will perform well against an Offense team that hired Vap.
(This team is based on the team used by Uncle Eyeroll on ladder in 2023, and was tuned by me)
https://pokepast.es/d5b082c1886b46dc
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