Metagame USUM AG Metagame Discussion Thread

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Welcome to the Anything Goes Metagame Discussion thread! Here you can discuss sets you think are effective or underrated in the current metagame, as well as any other metagame trends that might be noteworthy! Besides that, this thread is pretty lax and you can feel free to talk about anything you feel is relevant to the Anything Goes metagame and aren't sure where to post. There are a few rules on what you can post, please take a minute to give them a read:
  • Make sure your posts are relevant to the Anything Goes metagame. This seems obvious, but this is just to clarify that things like your 6 Weedle ladder challenge don't belong here.
  • Try to make sure your post is actually contributing something! Avoid posting one-liners, make sure to include some details about whatever it is you're saying.
  • Be nice. It's okay to disagree with what other users are saying, but make sure you do so in a respectful manner. Posts that are deliberately trolling or flaming are subject to deletion.
  • Keep discussion related to the current metagame, try to avoid theorymonning about what the meta would be liked if certain Pokemon were buffed / nerfed / gone.
That's all, discuss away!
 
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First thoughts on the metagame:
  • It seems that the Darkrai and Prankster Swagger nerfs have impacted the metagame the most, with checks to either are no longer needed.
  • Solgaleo and Lunala seem to not be as influential as Xerneas and Yveltal, yet only time will tell if they are as splashable or as powerful.
  • Zygarde-Complete seems to be a new monster that is quite capable of sweeping many unprepared teams
  • Tapu Lele offense is scary, yet not particularly prevalent
  • Z-Moves are scary and unpredictable
 
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Lele is a beast- It's pretty terrible on it's own, but nplot deo-a is an absolute menace unless you run Arceus Dark/Steel, and it can get around those with Focus Blast. Running rocks neuters it quite a bit, but I wouldn't know anything about that.

Zygarde complete, OTOH, seems really not that good. It's weak, and has some difficulty getting into complete form. Furthermore, even complete has a lot of problems with some common picks, like Fairy Arceus and Ground Arceus.

Lunala is pretty much useless, but Solgaleo is a great Xerneas counter and a decent threat- it isn't beating Giratina or Lugia, but it can 2HKO PDon on the switch and lives attacks like +1 EQ from Mega Rayquaza or +2 eq from Lum Arceus.

The swagger and rai nerfs are defo the biggest changes, though- Darkrai was the face of AG for a while, and Klefki was still a reasonably common mon. You can't run Mega Diancie yet, so this is a blessing in disguise, but it still means that many pokemon formerly kept in check are now free to roam. The thunder wave nerf has also hit Groudon hard, as it relied on that to check a bunch of things.

Z-Moves range from Mediocre to amazing- Steel- and Ghost-Arceus can hit really hard with it, and I've seen decent things from Z-Geomancy/Z-Splash, but otherwise they seem like a wasted item slot.
 

The Do's and Don'ts of Generation 7 Anything Goes
Part 1: New Pokemon + Alola Forms
Pokemon Sun and Moon introduced many new Pokemon, and it is now time to see which Pokemon fare well in Anything Goes and which don't. I have a list of all fully evolved Pokemon, Alola forms, and new forms of old Pokemon sorted into five groups, those being Metagame Changing, Good, Ok, Important Niche, and Unviable
Metagame Changing: These Pokemon is good enough to make significant changes in Anything Goes threat list and viability rankings because of what they can do
Good: These Pokemon are good enough to make it onto a high ladder team, though they are not powerful enough to distinctly change the meta
Ok: These Pokemon will most likely not be used much, but they are good enough to not be considered unviable
Important Niche: These Pokemon are generally unviable, but a niche that they have separates them from being entirely unviable
Unviable: These Pokemon have no niches to make them useful
Only Pokemon labeled Metagame Changing, Good, and Important Niche will be getting an in depth discussion
Decidueye:Unviable
Incineroar: Unviable
Primarina: Unviable
Toucannon: Unviable
Gumshoos: Unviable
Vikavolt: Unviable
Crabominable: Unviable
Oricorio(All Forms): Unviable
Ribombee: Unviable
Lycanrock(Both Forms): Unviable
Wishiwashi(Solo and School): Unviable
Toxapex: Good (Could be considered Ok)
Mudsdale: Unviable
Araquanid: Unviable
Lurantis: Unviable
Shiinotic: Unviable
Salazzle: Important Niche
Bewear: Unviable
Tsareena: Unviable
Comfey: Unviable
Oranguru: Unviable
Passimian: Unviable
Golisopod: Unviable
Palossand: Unviable
Pyukumuku: Unviable
Silvally: Unviable
Minior: Unviable
Komala: Unviable
Turtonator: Unviable
Togedemaru: Unviable
Mimikyu: Unviable
Bruxish: Unviable
Drampa: Unviable
Dhelmise: Unviable
Kommo-o: Unviable
Tapu Koko: Good
Tapu Lele: Metagame Changing
Tapu Bulu: Ok
Tapu Fini: Good
Solgaleo: Metagame Changing
Lunala: Good
Nihilego: Ok
Buzzwole: Ok
Pheromosa: Good
Xurkitree: Ok
Celesteela: Good
Kartana: Ok
Guzzlord: Ok
Necrozma: Ok
Magearna: Good
Marshadow (When it is released): Good
Alolan Raticate: Unviable
Alolan Raichu: Ok
Alolan Sandslash: Unviable
Alolan Ninetales: Unviable
Alolan Dugtrio: Unviable
Alolan Persian: Unviable
Alolan Golem: Unviable
Alolan Muk: Unviable
Alolan Exeggutor: Unviable
Alolan Marowak: Unviable
Zygarde 10%: Unviable
Zygarde 100%: Good
Ash Greninja: Ok
All of these could change over time
Now on to the analysis: Important Niche
Salazzle: This Pokemon's main niche is it's ability Corrosion. Corrosion allows it to Toxic bulky steels like Klefki, Celesteela, and Solgaleo. The downsides are that it is super frail and lacking in damage output, though the speed is nice​
Good
Toxapex: This Pokemon is considered good because of three main things, it's poison typing, insane bulk, and it's access to reliable recovery, though it has many more good tools such as Scald, Toxic Spikes, and Baneful Bunker. This Pokemon on it's own is bulkier than Mega Sableye, and the tools above are used to further benefit from it's high defense. It can deal with Xerneas fairly well (Bar Thunder).​
Tapu Koko: This Pokemon can be an amazing wallbreaker. With choice specs, it can OHKO Ho-Oh and 2HKO 252 HP/252+ SpD at full health. It can even run Tapunium Z and Nature's Madness to be even more of a wallbreaker. In case you don't know, Guardian of Alola (Tapu's Z-Move) removes 75% of the opponent's current HP and unlike super fang, night shade, and seismic toss, it has no immunities. Also it's immune to sleep for 5 turns, so Darkrai is even more nerfed​
Tapu Fini: This Pokemon is an amazing addition to stall teams because of it's ability to make it's entire team immune to status. On top of that it has a great defensive typing and stats and it has access to Natures Madness.​
Lunala: Being one of the box art legendaries, it has very high stats and it also has access to shadow shield, a clone of multiscale. The thing that makes it not super op is the fact that it has two 4x weaknesses, and Yveltal, Mega Gengar, and Ghostceus are very prominent threats in Anything Goes. It has good coverage in ice beam and focus blast.​
Phermosa: This thing is a weaker deoxys-attack, but with better STAB options. For a physical set U-turn, High Jump Kick, Lunge, Rapid Spin, Poison Jab, and Ice Beam can be used, and for a special set Bug Buzz, Focus Blast, Ice Beam, Rapid Spin, U-Turn, and Poison Jab can be used. Be sure to pair it with Tapu Lele, as it's low defense means it can't take Priority at all. But with an amazing ability like beast boost, it is unlikely to be stopped​
Celesteela: You know how Skarmory is used in Anything Goes because of it's amazing Steel/Flying type and high defense. This is the same thing but better. It for some reason has leech seed and flamethrower, which can be used because of it's lack of reliable recovery and as a way to abuse it's high Special attack stat.​
Magearna: Imagine Klefki without prankster but with high defenses and special attack and you get Magearna. It has access to shift gear, so it can get faster before sweeping with Soul Heart Boosts. It can always just switch out with volt switch too.​
Marshadow: While this Pokemon is not officially released, I am still going to discuss it. It's main tool is Spectral Thief, which steals the opponents stats before it hits, so if you use it against a +1 attack Mega Rayqu​
aza, It hits it with a +1 90 BP STAB Ghost move while gaining speed in the process. It also has one of the best offensive typings in the game, and fighting STAB to make good use of it​
Zygarde 100%: Although you would have to run Zygarde 10% or Zygarde 50%, the trade is very appreciated. Once​
it goes under 50% HP, It has nearly Blissey level HP that can be used in conjunction with Rest and Sleep Talk and can run dragon dance and thousand arrows to have a ground type attack that hits flying types.​
And now for the best of the best, the Metagame Changing
Solgaleo: Solgaleo changes the meta by providing a definite Xerneas counter with it's high attack, bulk and Steel typing. This allows it to run a banded set to kill Xerneas before it can kill you, or a Specially Defensive set to live +2 Xerneas' hits and to deal heavy damage back. It also gets reliable recovery in morning sun to beat Xerneas and to take advantage of a predicted Primal Groudon switch-in. It also gets some gimmicky options such as Z-Splash which can sweep unprepared teams.​
Tapu Lele: Tapu Lele drastically changes the meta because of it's ability, Psychic Surge. Psychic Terrain is huge because it blocks all priority for five turns, even when it is not switched in, unlike Bruxish and Tsareena. This is useful because Pokemon like Deoxys-Attack, Pheromosa, and Diancie-Mega can sweep entire teams and not have to worry about priority from Arceus and Rayquaza-Mega.​
But these are just my thoughts after a bit of testing, and they are not concrete facts. Maybe I overhyped Solgaleo or Tapu Lele, or maybe I under looked Toucannon, who might end up being the best Pokemon in AG! Of course this is just fuel for discussion, and any of these could change with the right amount of evidence.​
 
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MZ

And now for something completely different
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So some of this stuff might be recycled from some ubers threads (for now we're experimenting with very similar metagames with swagger and darkrai being less relevant so some of their stuff is totally applicable here) but I'm having a ton of fun with the new stuff and wanted to share some sets/thoughts. Not gonna do sprites bc new stuff

Solgaleo @ Choice Scarf
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Flare Blitz
- Zen Headbutt
- Earthquake

This is probably gonna be bread and butter sun lion, it really makes an excellent scarfer that shows why Jirachi could've been a lot better. Very nice coverage options, decent strength, sunsteel is a very spammable stab move, its much more impressive bulk lets you not be flattened by Espeed anyway, and it has the nice ability to pivot into fairies and psychics. The obvious stuff like Pdon and Zygarde hold it back from being incredible, but overall I'm impressed with how solid this mon is.

Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Moongeist Beam
- Psychic
- Focus Blast

Probably not Lunala's best set compared to generic offensive ones but this also makes a decent scarfer for generally the same reasons of checking psychics/ekiller, bulk, and spammable moves with solid coverage. Don't have as much glowing stuff to say about this, but it gets the job done. Of all the sets I could most easily see this becoming complete garbage as the meta develops, but it's worth trying out.

Tapu Koko @ Air Balloon
Ability: Electric Surge
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Volt Switch
- Grass Knot
- Dazzling Gleam

I was as excited for this as everybody else, ok? And yeah, it sorta sucks. But this is the best thing I came up with. Utility attacker that can still check ray and perform some annoying stallbreaker functions is cool, balloon is mostly for surprise pivoting into Pdon. Evs+item make sure that the only thing +1 ray can KO you with is V-Create if they have it, at which point the speed drop hopefully makes it more easy to revenge. Overall the best thing about this is that it also checks yveltal, certainly doing it better than lele, and considering how strong Ybird is that's not just nothing.

Ho-Oh @ Normalium Z
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Celebrate
- Brave Bird
- Sacred Fire
- Earthquake / Roost

Not as great as I was hoping but lots of fun. Plenty of stuff can revenge, but as a mid game breaker it's cool, even if regen would make this 10x more useful. Only pointing it out bc it's that one mon you look to and say "hey it gets celebrate let's try it out", and I can definitely say go for it.

Here's some replays of non-lele HO I picked up, in general offense seems like it's gotten a lot better as power creep increases and stall's gotten lunala and magearna (eh) and toxapex (if it's any good)

http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-479308115
http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-480800252
http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-480403012

overall AG has felt a lot more fun and less broken save for hexgar so far, and while it may ruin the novelty as we feel really close to ubers there's definitely a lot of stuff to mess around with that I haven't even gotten to yet. free marshadow
The Do's and Don'ts of Generation 7 Anything Goes
Part 1: New Pokemon + Alola Forms​
Pokemon Sun and Moon introduced many new Pokemon, and it is now time to see which Pokemon fare well in Anything Goes and which don't. I have a list of all fully evolved Pokemon, Alola forms, and new forms of old Pokemon sorted into five groups, those being Metagame Changing, Good, Ok, Important Niche, and Unviable

Metagame Changing: These Pokemon is good enough to make significant changes in Anything Goes threat list and viability rankings because of what they can do
Good: These Pokemon are good enough to make it onto a high ladder team, though they are not powerful enough to distinctly change the meta
Ok: These Pokemon will most likely not be used much, but they are good enough to not be considered unviable
Important Niche: These Pokemon are generally unviable, but a niche that they have separates them from being entirely unviable
Unviable: These Pokemon have no niches to make them useful
Only Pokemon labeled Metagame Changing, Good, and Important Niche will be getting an in depth discussion

Decidueye:Unviable
Incineroar: Unviable
Primarina: Unviable
Toucannon: Unviable
Gumshoos: Unviable
Vikavolt: Unviable
Crabominable: Unviable
Oricorio(All Forms):
Unviable
Ribombee:
Unviable
Lycanrock(Both Forms): Unviable
Wishiwashi(Solo and School): Unviable
Toxapex: Good (Could be considered Ok)
Mudsdale:
Unviable
Araquanid: Unviable
Lurantis: Unviable
Shiinotic: Unviable
Salazzle: Important Niche
Bewear: Unviable
Tsareena: Important Niche
Comfey: Unviable
Oranguru: Unviable
Passimian: Unviable
Golisopod: Unviable
Palossand: Unviable
Pyukumuku: Unviable
Silvally: Unviable
Minior: Unviable
Komala: Unviable
Turtonator: Unviable
Togedemaru: Unviable
Mimikyu: Unviable
Bruxish: Important Niche
Drampa: Unviable
Dhelmise: Unviable
Kommo-o: Unviable
Tapu Koko: Good
Tapu Lele: Metagame Changing
Tapu Bulu: Ok
Tapu Fini: Good
Solgaleo: Metagame Changing
Lunala: Good
Nihilego: Ok
Buzzwole: Ok
Pheromosa: Good
Xurkitree: Ok
Celesteela: Good
Kartana: Ok
Guzzlord: Ok
Necrozma: Ok
Magearna: Good
Marshadow (When it is released): Good
Alolan Raticate: Unviable
Alolan Raichu: Ok
Alolan Sandslash: Unviable
Alolan Ninetales: Unviable
Alolan Dugtrio: Unviable
Alolan Persian: Unviable
Alolan Golem: Unviable
Alolan Muk: Unviable
Alolan Exeggutor: Unviable
Alolan Marowak: Unviable
Zygarde 10%: Unviable
Zygarde 100%: Good
Ash Greninja: Ok
All of these could change over time


Now on to the analysis: Important Niche

Tsareena and Bruxish: These two Pokemon have the same Niche that can make them somewhat viable, and that is their abilities, Queenly Majesty and Dazzling. These two abilities both prevent the opponent from using any priority moves, so it can shut down extreme speed and Prankster users. Tsareena should be used if you fear Arceus-Normal, and Bruxish should be used if you fear Rayquaza-Mega. Though they should be not used if priority does not affect your team that much.

Salazzle: This Pokemon's main niche is it's ability Corrosion. Corrosion allows it to Toxic bulky steels like Klefki, Celesteela, and Solgaleo. The downsides are that it is super frail and lacking in damage output, though the speed is nice

Good

Toxapex: This Pokemon is considered good because of three main things, it's poison typing, insane bulk, and it's access to reliable recovery, though it has many more good tools such as Scald, Toxic Spikes, and Baneful Bunker. This Pokemon on it's own is bulkier than Mega Sableye, and the tools above are used to further benefit from it's high defense. It can deal with Xerneas fairly well (Bar Thunder).


Tapu Koko: This Pokemon can be an amazing wallbreaker. With choice specs, it can OHKO Ho-Oh and 2HKO 252 HP/252+ SpD at full health. It can even run Tapunium Z and Nature's Madness to be even more of a wallbreaker. In case you don't know, Guardian of Alola (Tapu's Z-Move) removes 75% of the opponent's current HP and unlike super fang, night shade, and seismic toss, it has no immunities. Also it's immune to sleep for 5 turns, so Darkrai is even more nerfed


Tapu Fini: This Pokemon is an amazing addition to stall teams because of it's ability to make it's entire team immune to status. On top of that it has a great defensive typing and stats and it has access to Natures Madness.


Lunala: Being one of the box art legendaries, it has very high stats and it also has access to shadow shield, a clone of multiscale. The thing that makes it not super op is the fact that it has two 4x weaknesses, and Yveltal, Mega Gengar, and Ghostceus are very prominent threats in Anything Goes. It has good coverage in ice beam and focus blast.


Phermosa: This thing is a weaker deoxys-attack, but with better STAB options. For a physical set U-turn, High Jump Kick, Lunge, Rapid Spin, Poison Jab, and Ice Beam can be used, and for a special set Bug Buzz, Focus Blast, Ice Beam, Rapid Spin, U-Turn, and Poison Jab can be used. Be sure to pair it with Tapu Lele, as it's low defense means it can't take Priority at all. But with an amazing ability like beast boost, it is unlikely to be stopped


Celesteela: You know how Skarmory is used in Anything Goes because of it's amazing Steel/Flying type and high defense. This is the same thing but better. It for some reason has leech seed and flamethrower, which can be used because of it's lack of reliable recovery and as a way to abuse it's high Special attack stat.


Magearna: Imagine Klefki without prankster but with high defenses and special attack and you get Magearna. It has access to shift gear, so it can get faster before sweeping with Soul Heart Boosts. It can always just switch out with volt switch too.


Marshadow: While this Pokemon is not officially released, I am still going to discuss it. It's main tool is Spectral Thief, which steals the opponents stats before it hits, so if you use it against a +1 attack Mega Rayqu
aza, It hits it with a +1 90 BP STAB Ghost move while gaining speed in the process. It also has one of the best offensive typings in the game, and fighting STAB to make good use of it

Zygarde 100%: Although you would have to run Zygarde 10% or Zygarde 50%, the trade is very appreciated. Once
it goes under 50% HP, It has nearly Blissey level HP that can be used in conjunction with Rest and Sleep Talk and can run dragon dance and thousand arrows to have a ground type attack that hits flying types.


And now for the best of the best, the Metagame Changing

Solgaleo: Solgaleo changes the meta by providing a definite Xerneas counter with it's high attack, bulk and Steel typing. This allows it to run a banded set to kill Xerneas before it can kill you, or a Specially Defensive set to live +2 Xerneas' hits and to deal heavy damage back. It also gets reliable recovery in morning sun to beat Xerneas and to take advantage of a predicted Primal Groudon switch-in. It also gets some gimmicky options such as Z-Splash which can sweep unprepared teams.


Tapu Lele: Tapu Lele drastically changes the meta because of it's ability, Psychic Surge. Psychic Terrain is huge because it blocks all priority for five turns, even when it is not switched in, unlike Bruxish and Tsareena. This is useful because Pokemon like Deoxys-Attack, Pheromosa, and Diancie-Mega can sweep entire teams and not have to worry about priority from Arceus and Rayquaza-Mega.


But these are just my thoughts after a bit of testing, and they are not concrete facts. Maybe I overhyped Solgaleo or Tapu Lele, or maybe I under looked Toucannon, who might end up being the best Pokemon in AG! Of course this is just fuel for discussion, and any of these could change with the right amount of evidence.
Interesting analyses, but I really disagree with the idea that Tsareena and Bruxish are any good. While I was promoting their potential and hoping there might be some reason to use them, just look at the base stats. They can't hold up to anything really, and while I haven't seen them in action and accept that not testing something means you could be 100% wrong, I think it's fairly safe to say that neither are gonna get anywhere solely on ability. Lele works because it actually has nice typing and stats and can support others but these mons are rly lame.
 
Interesting analyses, but I really disagree with the idea that Tsareena and Bruxish are any good. While I was promoting their potential and hoping there might be some reason to use them, just look at the base stats. They can't hold up to anything really, and while I haven't seen them in action and accept that not testing something means you could be 100% wrong, I think it's fairly safe to say that neither are gonna get anywhere solely on ability. Lele works because it actually has nice typing and stats and can support others but these mons are rly lame.
I can agree with you on both of those, because of their stats and generally bad typing they just die to something like Mega Rayquaza's Dragon Ascent or something like Ghostceus's Shadow Force. And the fact that their abilities effect only affects them and it disappears when you switch out. Moving them to unviable.
 
Couldn't agree more with your two picks for "metagame changing". Extremekiller and GeoXern are probably the two most immediately threatening 'mons to ever exist in any generation--IMO, even moreso than RBY Mewtwo. Of course the two who directly impede the progress of the reigning champions are going to be the most impactful additions to the roster. (No, Zygarde, I didn't forget about you, having to lose half your HP to become "good" means you're trash so get out)

And of course the nerf to Darkrai and Klefki is actually even more profound than Sun Simba or the fairy Cloyster. I'm a little sad to see Darkrai go--I've always liked the mon--but I'm SO EXCITED to see Kelfki get sent straight to the deepest pits of Hell. Honestly, they were always super vulnerable to lum spam anyway...

With the buff to MGar, do you guys think we'll be seeing a lot more teams running it instead of MRay? Could MGar even become more prevalent than MRay? If it does, does this mean there's a chance MRay could get unbanned from Ubers?
 
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Funbot28

Banned deucer.


I really feel people are underrating how potent Zygarde-C is on stall teams. Specially Defensive RestCoil sets are honestly such a nuisance to actually take down and it acts as one of the best wincons stall could ask for due to Thousand Arrows pertaining no drawbacks at all. I also don't feel its too hard to revert to its Complete form as vanilla Zygarde already has respectable 108/121/95 bulk and gaining back HP when it transforms really helps it sustain itself. Unaware mons also can't even stop it as RestTalk shenanigans just PP stall out Clefable (if it is not Calm Mind) and Quagsire's moves. I would not be surprised to see Zygarde as a top threat in the AG metagame due to how effective it acts as a bulky setup sweeper (Substitute Dragon Dance sets are also p good).



Another actually pretty decent mon on Stall teams that I thought would be really niche at first. Alolan Muk is actually p decent thanks to its great Poison/Dark typing that lets it check so many threats to stall such as Xerneas, Mega Gengar, Lunala, and Yveltal. Pursuit Assault Vest is really the set that makes it really good as it could just trap Mega Gengar p easily (as long as it avoids the Hypnosis....) and can tank a +2 Moonblast from Xern and have a chance to KO it with Gunk Shot. Real cool mon that I find players should actually try out on stall atm.

Here is the set I see/use:
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 104 Atk / 152 SpD
Adamant Nature
- Knock Off
- Pursuit
- Gunk Shot
- Shadow Sneak


Also DeoLele Psychic Spam offense is bs and CM Sub Lunala is a beast,
 
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Zygarde-C...on STALL teams...that actually sounds a lot better than what I was imagining. Zygarde-C on offense would just suck out all the momentum IMO, but it's much more interesting on stall...

Still, what does it do against special setup sweepers and phazers? Its offenses are pretty underwhelming unboosted, and I can see Xerneas just loooooving the opportunity to punish its rest phase. Its set doesn't even have room to run roar to catch Xern on the Geomancy! Even Yveltal massively pressures its weaker special defense, OR takes advantage of its boosts with Foul Play.

"It has enough power to overwhelm even Xerneas or Yveltal" my butt!
 
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MGar is nearly 50% chance to die to Geomancy Moonblast...with stealth rock, that's bumped up to near guaranteed OHKO...and it's just done if Xern runs Psyshock.
Unless the Zygarde user has some cheeky double switching going on, I don't see how MGar is a consistent answer to Xern. Although he def can take care of the other fairies just fine.
 

MZ

And now for something completely different
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Kirby J. Parasol Mega Gengar would also love to trap all the fairy types that give Zygarde-C a hard time, easily eliminating those threats.
Edit: perhaps that could form a new offensive core?

Funbot28 Alolan-muk is also a fantastic check to the deoxys attack spam, making it one of the best checks on stall

Speaking of Deoxys Attack spam, only dontstealmypenguin has really utilized it, so perhaps it's not that influential?
If the meta's been around for only a week then we can't know. But regardless, he's not the only one, just the only one you can name I guess. While it definitely has checks (as in pack random scarfers asap bc pheremosa rly isn't that good), I find it highly likely that deo spam is gonna be a consistently passable playstyle, it sacrifices a lot with multiple mons with zero defensive presence and 3 psychics in yveltal meta but the pressure you can gain is very legit, sorta like weather in lower tiers can be matchup based but loves abusing those swift swim/chlorophyll/etc breakers to outspeed things that normally bop you
 

sin(pi)

lucky n bad
Heat Xern check coming thru

(Stats: 55/60/130/30/130/5; Water-Type)
Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 8 Def / 248 SpD
Calm Nature
- Recover
- Psych Up
- Baton Pass

- Swagger / Toxic / Curse / Double Team / Protect / Screens / Taunt / Safeguard

This isn't a switchin, so don't play it as such (though it can switch into Geomancy); it's supposed to beat Xerneas 1v1. You click Psych Up as it Thunders/Moonblasts, then Recover/BP depending on how healthy you want to be. Xerneas only wins via crits and/or paras, ie hax skill™, but everything loses to that. By my reckoning, you win about 90% of the time (unless you stay in for ages which is just begging to get critted/para'd), even taking crits into account. That's comparable to Ho-Oh, for reference (wins ~91% of the time), except that Pyuku doesn't lose to SR (Ho-Oh obviously does way more but I'm comparing this specific niche).
252+ SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 248+ SpD Unaware Pyukumuku: 136-162 (43.3 - 51.5%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Xerneas Thunder vs. 252 HP / 248+ SpD Unaware Pyukumuku: 160-190 (50.9 - 60.5%) -- 89.1% chance to 2HKO after Leftovers recovery, but then:
252+ SpA Xerneas Thunder vs. +2 252 HP / 248+ SpD Unaware Pyukumuku: 80-96 (25.4 - 30.5%) -- 2% chance to 4HKO after Leftovers recovery


The 8 defense EVs allow it to also check Adamant LO Ekiller lacking Return/Bullet Seed (or Thunder I guess, but do people even run that?):
252+ Atk Life Orb Arceus Extreme Speed vs. 252 HP / 8 Def Unaware Pyukumuku: 140-165 (44.5 - 52.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Life Orb Arceus Return vs. 252 HP / 8 Def Pyukumuku: 177-211 (56.3 - 67.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Arceus Return vs. +1 252 HP / 8 Def Pyukumuku: 121-142 (38.5 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
Again, you can click Psych Up + BP vs boosted sets, or Toxic stall it.


MGengar can't trap it unless it carries Taunt, as long as you pair it with a Ghost/Shed Shell mon to escape PSong:
252 SpA Mega Gengar Sludge Wave vs. 252 HP / 248+ SpD Pyukumuku: 115-136 (36.6 - 43.3%) -- 99.3% chance to 3HKO after Leftovers recovery


Taunt obviously destroys it, which is a shame, but you can't have everything. Last slot is p much filler, Swagger/Psych Up is a solid meme, Curse helps vs Ekiller (though you may want to adjust the EVs), Double Team is cancer, the rest are just every other semi-relevant move it learns. Taunt MGar on the switch if you're real.
 
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So Pyuku is gonna be the face of "****ing annoying unaware mons" for this gen eh? That's okay, I'd much rather deal with that thing than Kelfki. As long as I get to hold onto my CB MRay I'll be happy.
 
sin(pi) said:
Heat Xern check coming thru
(Stats: 55/60/130/30/130/5; Water-Type)
Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 8 Def / 248 SpD
Calm Nature
- Recover
- Psych Up
- Baton Pass

- Swagger / Toxic / Curse / Double Team / Protect / Screens / Taunt / Safeguard

This isn't a switchin, so don't play it as such (though it can switch into Geomancy); it's supposed to beat Xerneas 1v1. You click Psych Up as it Thunders/Moonblasts, then Recover/BP depending on how healthy you want to be. Xerneas only wins via crits and/or paras, ie hax skill™, but everything loses to that. By my reckoning, you win about 90% of the time (unless you stay in for ages which is just begging to get critted/para'd), even taking crits into account. That's comparable to Ho-Oh, for reference (wins ~91% of the time), except that Pyuku doesn't lose to SR (Ho-Oh obviously does way more but I'm comparing this specific niche).
Calcs vs Xern (open)



The 8 defense EVs allow it to also check Adamant LO Ekiller lacking Return/Bullet Seed (or Thunder I guess, but do people even run that?):
calcs vs Ekiller (open)

Again, you can click Psych Up + BP vs boosted sets, or Toxic stall it.


MGengar can't trap it unless it carries Taunt, as long as you pair it with a Ghost/Shed Shell mon to escape PSong:
calc vs MGar (close)
252 SpA Mega Gengar Sludge Wave vs. 252 HP / 248+ SpD Pyukumuku: 115-136 (36.6 - 43.3%) -- 99.3% chance to 3HKO after Leftovers recovery


Taunt obviously destroys it, which is a shame, but you can't have everything. Last slot is p much filler, Swagger/Psych Up is a solid meme, Curse helps vs Ekiller (though you may want to adjust the EVs), Double Team is cancer, the rest are just every other semi-relevant move it learns. Taunt MGar on the switch if you're real.
Awesome idea; Thimo and I modified it to become this:
(Stats: 55/60/130/30/130/5; Water-Type)
Setup Fodder (Pyukumuku) @ Poisonium Z
Ability: Unaware
EVs: 252 HP / 160 Def / 96 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Recover
- Psych Up
- Baton Pass
- Purify


252 HP/96+ SpD is enough to live 2 moonblasts after rocks and psych up (Thunder 2hkos anyways after rocks), while the rest is dumped into defense to beat more physicall offensive pokemon. Z-Purify is a way to make sure Pyukumuku becomes immediately threatening and can allow a teammate (such as mega rayquaza or primal kyogre) to completely decimate opposing teams.
 
Further testing with Pyukumuku has produced victories that caused many esteem AG players to fall prey to this unusual strategy:

http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-480140287 vs Yuga42
http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-479383451 vs Chloe.
http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-479388731 vs Funbot28
http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-480047407 vs Fardin

Pyukumuku should definitely be a threat and should be seriously considered in viability rankings in the future.
 
Two replies to that post:
1) I relished your victory over that stall team
2) Pyukumuku makes setup sweepers a liability in a way that Ditto used to, but cranked up to eleven. Holy crap this changes things. So I'm guessing the new rock-paper-scissors is...Setup sweeps beat taunt offense, taunt offense beats Pyuku, Pyuku beats setup sweeps?
 

dusk raimon

Banned deucer.
so I've been really enjoying AG so far in gen 7 and i just thought i would like to talk about one of the play styles/archetypes which I've been using which i believe is a ton more viable this gen. This archetype is Deo-A spam, and DontStealMyPenguin posted a pretty generic copy of a good deo-a spam team in the post above this. The main reasons this play style has got better this generation is because of psychic terrain which blocks priority from pokemon which would usually ohko deo-a with said priority moves before it could hit them. However psychic terrain allows deo-a to abuse its high speed and insane offensive stats to the fullest being able to knock out many pokemon in the tier efficiently and quickly while being immune to priority. Psychic terrain also boosts the power of psychic moves, which allows deo-a to get many koes it may have not normally gotten. Ill post my version of this team I've been using here, however its very similar to DontStealMyPenguin as there are certain roles you need to fill on deo-a HO teams to make the team work and by way of that the teams are similar, but not identical. here is my team: http://pastebin.com/dSiaUgwE

So going through the archetype in more detail the things that teams appreciate/need are a suicide lead to get hazards up to allow deo-a to get kills easier, and also possibly prevent rocks from going up on your side of the field. On my team i used deoxys-speed to do this as it can reliably get up hazards and prevent them with magic coat+taunt and stealth rock+spikes. A very simple set and a lead 99 percent of the time unless the opponent has a sableye on their team. The next two slots are allocated to deo-a number 1 and deo-a number 2. I like one sash and one life orb deoxys-attack as it allows for more diversity and can be useful in different situations. (for example if the opponent has a scarf xerneas and your xerneas check is down) These two are very simple mons and with psychic terrain up can wreak havoc on enemy teams, breaking walls and potentially sweeping incredibly easily. Next I added the just as important tapu lele, however i already knew i was using this before i started the team. This is a vital mon to the potency of the team as it allows both deoxys-a to have more powerful stabs and be immune to priority, which allows them to do their jobs much easier. Its also an incredible stall breaker in tandem with taunt+natures madness which helps a ton in the stall matchup. Next I added ditto to deter set up sweepers such as mega rayquaza and ekiller from setting up, but also to act as a last resort check to these set up sweepers in case i make a misplay which allows me to play a bit more riskily with this team. Ditto also allows me to scout opponent's movesets which can allow me to take advantage of certain pokemon i wouldn't usually be able to. Finally a xerneas check is incredibly useful for this team as if a xerneas sets up its basically gg as it can beat ditto in a 1v1 if its taken any prior damage. I decided to use solgaleo with a choice band to guarantee the kill on xerneas even with +1 in defence, and also i put 176 spdef on it so it can live a +3 hp ground (credits HunterStorm for the spread) and 252+ attack and the rest in speed. DSMP used a pdon as his xerneas check but they both accomplish the same thing; checking xerneas.

yeah so hopefully that was a decently detailed breakdown of deo-a spam/psychic terrain HO. Gen 7 ag so far has been really fun to play and i cant wait to play it some more. Also thanks Megazard for helping a lot with the framework of the team, as my first draft of this team was wack as fk.
 
Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Moongeist Beam
- Psychic
- Focus Blast

Probably not Lunala's best set compared to generic offensive ones but this also makes a decent scarfer for generally the same reasons of checking psychics/ekiller, bulk, and spammable moves with solid coverage. Don't have as much glowing stuff to say about this, but it gets the job done. Of all the sets I could most easily see this becoming complete garbage as the meta develops, but it's worth trying out.
CM Sub Lunala is a beast,
I'm running both on the same team and I'm honestly quite pleased with the results. Both are good sets in their own right -- Scarf Lunala is a solid revenge killer and great cleaner, and the SubCM set is pretty much the best thing ever vs stall teams that rely on Unaware, Blissey, or trapping to take care of stallbreakers. Both have the virtual bulk to take a singular Dark- or Ghost-type attack, meaning that oftentimes one can faint and leave its killer within KO range of the other. Ghost-types in particular lose to the pair, since if they manage to take the first Moongeist, they certainly won't take the second.

Obviously, they enjoy the support of Magic Bounce, Dark resists, a good Ho-Oh check Mega Diancie, but that isn't released so for now you'll have to make do with a counter-lead and a good defogger. Plus whatever other Dark resists you can afford to throw on the team. But as long as people don't start, like, stacking Dark-types or running really sturdy Pursuit trappers, I think it has potential.

http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-486146103 Here's a replay where Scarf Lunala really shines.
http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-486187621 You can be weak to pretty much fucking anything and two Lunalas will cover your ass. CM Lunala sweeps. Don't worry, I replaced Stone Edge with Ice Beam after this battle.

Bonus replays:
http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-486169170 Here's why you don't set up GeoXern against a team with Magearna on it. The opponent knew the trick already, but forgot it, so it evens out.
http://replay.pokemonshowdown.com/gen7pokebankanythinggoes-486172603 Magearna straight-up sweeps late-game because my opponent didn't anticipate Heart Swap. Also note Lunala being tanky as all fucking get-out when its Multiscale is intact. The game would have been a pretty easy win if Focus Blast had hit.
 
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Hot sets incoming

Solgaleo @ Expert Belt
Ability: Full Metal Body
EVs: 248 HP / 96 Atk / 164 SpD
Adamant Nature
- Sunsteel Strike
- Morning Sun
- Stone Edge/Flare Blitz
- Earthquake

OR

Solgaleo @ Choice Band
Ability: Full Metal Body
EVs: 216 Atk / 176 SpD / 116 Spe
Jolly Nature
- Sunsteel Strike
- Earthquake
- Stone Edge
- Flare Blitz

What this does

Hard counter xern. Like, really, these sets entirely shut Xerneas off.
+3 252+ SpA Xerneas Hidden Power Ground vs. 248 HP / 164 SpD Solgaleo: 336-396 (70.4 - 83%) -- guaranteed 2HKO
96+ Atk Expert Belt Solgaleo Sunsteel Strike vs. 4 HP / 0 Def Xerneas: 420-497 (106.5 - 126.1%) -- guaranteed OHKO
96+ Atk Expert Belt Solgaleo Sunsteel Strike vs. +1 4 HP / 0 Def Xerneas: 281-331 (71.3 - 84%) -- guaranteed 2HKO
252+ SpA Choice Specs Xerneas Hidden Power Ground vs. 248 HP / 164 SpD Solgaleo: 202-238 (42.3 - 49.8%) -- guaranteed 3HKO

The expert belt set ensures that Solgaleo hard counters all xern forms (LO, Specs, geoxern, z geoxern, scarf xern etc) and has reliable recovery to ensure continuity as well (although the PP kinda sucks). There is literally nothing that Xern can do about this set if it comes in full health, and it gets recovery (unlike Aegi, p don and other checks). The best part is that it's not that difficult to bring this in full health vs Xern, either. The rocks resistance only helps its case. Aside from Xern, this set beats Steelceus, non wisp Poisonceus, ferro, non dbond Mgar and other stuff, while having solid answers for common switchins like p don and ho oh.

216 Atk Choice Band Solgaleo Sunsteel Strike vs. +1 4 HP / 0 Def Xerneas: 348-410 (88.3 - 104%) -- 25% chance to OHKO
+3 252+ SpA Xerneas Hidden Power Ground vs. 0 HP / 176 SpD Solgaleo: 330-390 (79.5 - 93.9%) -- guaranteed 2HKO

The CB set hits harder and faster than its Expert Belt counterpart, and also ensures that it gets away with no damage taken when it switches into Xern while it clicks z geo. This naturally pressures teams more, and would fit certain teams more than the other set. But I've found that having the choice of switching between moves is important for Solgaleo, so I'm gonna tilt towards Expert Belt being the better set.
________________________________________________________________________
Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Avalanche
- Extreme Speed

What this does

I almost feel bad taking credit for this, considering how extremely obvious this is. Z eq OHKO's almost all viable uninvested Arc forms after SD, while generally being a very nice surprise element. Avalanche is nice and sweet for Zygarde/Mray, ohko'ing Zygarde after SD and Mray without SD. E speed because duh.

252 Atk Arceus-Ground Tectonic Rage (180 BP) vs. 248 HP / 4 Def Primal Groudon: 368-434 (91.3 - 107.6%) -- guaranteed OHKO after Stealth Rock
252 Atk Arceus-Ground Avalanche vs. -1 4 HP / 0 Def Mega Rayquaza in Strong Winds: 368-436 (104.5 - 123.8%) -- guaranteed OHKO (scarf Mray, and yes it is viable now)
+2 252 Atk Arceus-Ground Tectonic Rage (180 BP) vs. 248 HP / 0 Def Arceus: 475-559 (107.2 - 126.1%) -- guaranteed OHKO

A nice little sweeper and dong counter, if you're looking for one.
___________________________________________________________
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Stealth Rock
- Toxic

This is one of the best anti-stall rock setters in the meta rn, imo. Magma storm traps common defoggers and eliminates them with taunt + toxic, while also luring Chansey/Blissey/Clef or doing a lot of damage to p don/ho oh switchins. I'd replace toxic with flash cannon as soon as Mdiancie is released for Gen 7 in order for this to beat both bouncers. Also has a good time vs Arceus rocks leads. It's not the best rock setter in general, but it does give a great matchup vs stall.

___________________________________________________________

Zygarde-Complete @ Chesto Berry
Ability: Power Construct
EVs: 252 Atk / 104 SpD / 152 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Thousand Waves
- Rest

At last, arguably the hottest set in AG rn. If Zyg isn't S rank in another couple of months, something went really wrong with the meta. Thousand waves ensures that it traps and sets up on just SO MANY things, especially any mon lacking a setup move or Ice/Fairy coverage. I mean, really, the calcs for this are insane. I'd provide specific calcs, but it just basically tanks everything common in the meta except draco/IB/moonblast/Fairy Judgment. It traps support ceus and sets up on it every day of the week, twice on Sunday. OHKO's about everything after rocks once the setup is complete. The speed evs allow it to check the lame hypno-gar sets that have been polluting the meta lately. I've invested the rest in Sp def for maximum tanking. Credit to Thimo for the idea, largely, as I thought of this to be utter garbage initially. The bulk is really, really wicked. Rest chesto makes most attempts at phazing this out laughable, along with max attack adamant making the set up worth it. I came across a lot of bulk invested Zygardes which couldn't kill a lot of stuff even after setting up to max, so I believe max attack is absolutely necessary for this to work. Honestly one of the most broken sets I have ever come across.



On a side note, I've found that certain changes to old sets are more viable in gen 7 now.
Black Glasses Naive Yveltal = LO Rash Yve (both equally viable)
Scarf Mray is viable and good
Toxic on P ogre is good stuff (for shedinja and p don switchins)
4 attacks choice scarf Xern (R.I.P Darkrai)
3 attacks + CM Steelceus (Thunder, EP and Judgment) has very few solid switchins

Peace.
 
Hot sets incoming

Solgaleo @ Expert Belt
Ability: Full Metal Body
EVs: 248 HP / 96 Atk / 164 SpD
Adamant Nature
- Sunsteel Strike
- Morning Sun
- Stone Edge/Flare Blitz
- Earthquake

OR

Solgaleo @ Choice Band
Ability: Full Metal Body
EVs: 216 Atk / 176 SpD / 116 Spe
Jolly Nature
- Sunsteel Strike
- Earthquake
- Stone Edge
- Flare Blitz

What this does

Hard counter xern. Like, really, these sets entirely shut Xerneas off.
+3 252+ SpA Xerneas Hidden Power Ground vs. 248 HP / 164 SpD Solgaleo: 336-396 (70.4 - 83%) -- guaranteed 2HKO
96+ Atk Expert Belt Solgaleo Sunsteel Strike vs. 4 HP / 0 Def Xerneas: 420-497 (106.5 - 126.1%) -- guaranteed OHKO
96+ Atk Expert Belt Solgaleo Sunsteel Strike vs. +1 4 HP / 0 Def Xerneas: 281-331 (71.3 - 84%) -- guaranteed 2HKO
252+ SpA Choice Specs Xerneas Hidden Power Ground vs. 248 HP / 164 SpD Solgaleo: 202-238 (42.3 - 49.8%) -- guaranteed 3HKO

The expert belt set ensures that Solgaleo hard counters all xern forms (LO, Specs, geoxern, z geoxern, scarf xern etc) and has reliable recovery to ensure continuity as well (although the PP kinda sucks). There is literally nothing that Xern can do about this set if it comes in full health, and it gets recovery (unlike Aegi, p don and other checks). The best part is that it's not that difficult to bring this in full health vs Xern, either. The rocks resistance only helps its case. Aside from Xern, this set beats Steelceus, non wisp Poisonceus, ferro, non dbond Mgar and other stuff, while having solid answers for common switchins like p don and ho oh.

216 Atk Choice Band Solgaleo Sunsteel Strike vs. +1 4 HP / 0 Def Xerneas: 348-410 (88.3 - 104%) -- 25% chance to OHKO
+3 252+ SpA Xerneas Hidden Power Ground vs. 0 HP / 176 SpD Solgaleo: 330-390 (79.5 - 93.9%) -- guaranteed 2HKO

The CB set hits harder and faster than its Expert Belt counterpart, and also ensures that it gets away with no damage taken when it switches into Xern while it clicks z geo. This naturally pressures teams more, and would fit certain teams more than the other set. But I've found that having the choice of switching between moves is important for Solgaleo, so I'm gonna tilt towards Expert Belt being the better set.
________________________________________________________________________
Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Avalanche
- Extreme Speed

What this does

I almost feel bad taking credit for this, considering how extremely obvious this is. Z eq OHKO's almost all viable uninvested Arc forms after SD, while generally being a very nice surprise element. Avalanche is nice and sweet for Zygarde/Mray, ohko'ing Zygarde after SD and Mray without SD. E speed because duh.

252 Atk Arceus-Ground Tectonic Rage (180 BP) vs. 248 HP / 4 Def Primal Groudon: 368-434 (91.3 - 107.6%) -- guaranteed OHKO after Stealth Rock
252 Atk Arceus-Ground Avalanche vs. -1 4 HP / 0 Def Mega Rayquaza in Strong Winds: 368-436 (104.5 - 123.8%) -- guaranteed OHKO (scarf Mray, and yes it is viable now)
+2 252 Atk Arceus-Ground Tectonic Rage (180 BP) vs. 248 HP / 0 Def Arceus: 475-559 (107.2 - 126.1%) -- guaranteed OHKO

A nice little sweeper and dong counter, if you're looking for one.
___________________________________________________________
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Stealth Rock
- Toxic

This is one of the best anti-stall rock setters in the meta rn, imo. Magma storm traps common defoggers and eliminates them with taunt + toxic, while also luring Chansey/Blissey/Clef or doing a lot of damage to p don/ho oh switchins. I'd replace toxic with flash cannon as soon as Mdiancie is released for Gen 7 in order for this to beat both bouncers. Also has a good time vs Arceus rocks leads. It's not the best rock setter in general, but it does give a great matchup vs stall.

___________________________________________________________

Zygarde-Complete @ Chesto Berry
Ability: Power Construct
EVs: 252 Atk / 104 SpD / 152 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Thousand Waves
- Rest

At last, arguably the hottest set in AG rn. If Zyg isn't S rank in another couple of months, something went really wrong with the meta. Thousand waves ensures that it traps and sets up on just SO MANY things, especially any mon lacking a setup move or Ice/Fairy coverage. I mean, really, the calcs for this are insane. I'd provide specific calcs, but it just basically tanks everything common in the meta except draco/IB/moonblast/Fairy Judgment. It traps support ceus and sets up on it every day of the week, twice on Sunday. OHKO's about everything after rocks once the setup is complete. The speed evs allow it to check the lame hypno-gar sets that have been polluting the meta lately. I've invested the rest in Sp def for maximum tanking. Credit to Thimo for the idea, largely, as I thought of this to be utter garbage initially. The bulk is really, really wicked. Rest chesto makes most attempts at phazing this out laughable, along with max attack adamant making the set up worth it. I came across a lot of bulk invested Zygardes which couldn't kill a lot of stuff even after setting up to max, so I believe max attack is absolutely necessary for this to work. Honestly one of the most broken sets I have ever come across.



On a side note, I've found that certain changes to old sets are more viable in gen 7 now.
Black Glasses Naive Yveltal = LO Rash Yve (both equally viable)
Scarf Mray is viable and good
Toxic on P ogre is good stuff (for shedinja and p don switchins)
4 attacks choice scarf Xern (R.I.P Darkrai)
3 attacks + CM Steelceus (Thunder, EP and Judgment) has very few solid switchins

Peace.
I've found this solgaleo set to be better. It OHKOes Geoxern, which your set fails to do, while 2HKOing 252/0 PDon, OHKOing Ho-Oh, and living a 0 attack blades from PDon, and a +2 fblast after rocks. It also outspeeds Minspeed Lugia and all geoxern, including thimo's, but slotting 72 EVs to spd to live a +3 Hp ground could also be neat.

Solgaleo @ Expert Belt
Ability: Full Metal Body
EVs: 80 HP / 200 Atk / 120 Def / 108 Spe
Adamant Nature
- Sunsteel Strike
- Morning Sun
- Stone Edge
- Earthquake
So in y'alls opinion, what's the better GeoXern counter? Magearna, or Solgaleo?
Solgaleo.
Solgaleo, on account of it OHKO'ing all Xern sets in return and having recovery (of any form, at all).
Pain split, I guess?
 
So in y'alls opinion, what's the better GeoXern counter? Magearna, or Solgaleo?
Yeah, Solgaleo's the better Xern answer. I just run Magearna because my team can't afford to stack more Dark and Ghost weaknesses -- Heart Swap is a fun way to turn things around on unsuspecting opponents, not something as reliable as Solgaleo's raw bulk and recovery.
 

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