Yeah, that would be probably be better.
It is playable on Aqua already. Might've wanted to check that.This meta looks very interesting. Any chance of this playable?
After STAB it'd be 2x thoughI think you overshot the mark with Tough Claws a bit there Chopin, as it's 1.33x and not 2x. In any case, I agree. MMeta is so good in this meta its crazy. Not needing to use Zen Headbutt really frees it up.
Yet another meta where it has a bit of a 4mss!
GogoatSo, no one is gonna talk about Goodra?
Goodra @ Leftovers
Ability: Sap Sipper
EVs: 136 HP / 240 Attack / 96 Defense / 36 Sp. Defense
Adamant Nature
- Earthquake
- Aqua Tail
- Acid Armor/Sleep Talk
- Rest
Meet the real Mega-Swampert!
No weaknesses except from Freeze Dry. Switch him in on a grass move and you'll be causing some pain with nearly 500 Attack and unbelievable bulk. You don't really need Acid Armor but it helps it take a hit from nearly anything even better than it already could. Rest/Talk after getting a boost from Sap Sipper could make this a very slow but powerful sweeper.
Where is your god now?
Note that its own hail now damages it.If megas keep their new typing after they mega evolve, Abomasnow could be a very potent threat, gaining access to a variety of new typings, including Dragon, Ground, Fighting, and Steel. I feel like a mixed attacking set could be really good, something like this:
Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Outrage
- Iron Tail
- Earthquake
- Blizzard
Note that since this is Camomons, any Pokémon choosing Surskit's Bug/Water typing resists both Ice and Ground.Ice/Ground Coverage is literally unresisted outside of items/abilities.
Here's the Shedinja I would personally run:
Shedinja @ Air Balloon
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Toxic
- Hone Claws / Night Slash
- Fury Cutter
- Baton Pass
As someone pointed out before, Air Balloon Shedinja is immune to everything aside from Mold Breakers, statuses and hazards. You can setup with Hone Claws and then use BP to pass your boosts or to gain momentum, or use Night Slash to deal some damage (considering that you won't need to boost if you're stalling). Unfortunately it appears that Sucker Punch isn't compatible with BP, or I would have used it for this set.
Defog is incompatible with Magic Bounce. Also, Xatu can't really abuse Dark/Ghost typing like Mega Sableye can because its stats are utter ass -- not acceptable for stall (shut up Shedinja). And further, as a Mega-evolution, it can absorb Knock Offs!
Xatu @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Foul Play
- Confuse Ray / Wish / Baton Pass
- Defog
- Roost
This mon can avoid statuses and hazard or Defog them out if you let your opponent set them. I would prefer to run a Ghost/Dark set rather than a Ghost/Normal, due to Fairy type being less common than Dark type.
Cobalion doesn't mesh with defensive teams -- its statline and lack of recovery lends it more an offensive support role. I'm not sure that Justified, er, justifies its spot on a team. I guess since I'm building my own riff on your core, here's what I would use to compliment Sableye and Shedinja, besides a trapper like Dugtrio.
Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
or
252 Atk / 4 Def / 252 Spe
Adamant/Jolly Nature
- Sacred Sword / Aerial Ace
- Iron Head
- Stealth Rock
- Taunt
Cobalion can absorb the Knock Offs for your other mons and boost itself. The Fighting/Steel type is useful to resist to Knock Offs, but the Flying/Steel can help you to deal with EQs from Mold Braker Haxorus, that your other mons suffer.
Toxicroak's movepool loves a Dark typing, so you're on track there probably. Dunno if it has the stats to really excel though. Dark/Poison is an option for Bisharp to hit things it otherwise wouldn't, but Dark/Steel is probably still a better defensive and offensive typing overall. Mega Swampert is particularly useful on rain teams for its ability to absorb Electric-type attacks, but I suppose that you can always outsource that job to Earth Power Omastar. Then I guess default Kabutops would come into play as your Flying resist.Some interesting concepts to analyze:
Dark/Poison Toxicroak
Dark/Poison Bisharp
Water/Fighting Mega Swampert
Ground/Fighting for a STAB Reversal, or I guess Dark could go somewhere for a STAB Sucker Punch. Its defensive typing is mildly irrelevant with its trapper set because its bulk is minimized, and it's too strapped for moveslots to fit some bullshit move on it just for a situational typing advantage.[/quote]And can you suggest what could be a good typing for Dugtrio?
Thanks a lot for your feedback :)Here's the Shedinja I would personally run:
Shedinja @ Lum Berry / Safety Goggles
Ability: Wonder Guard
EVs: 252 Atk
Brave Nature
IVs: 0 Def / 0 SpD / 0 Spe
- Protect
- Baton Pass
- Will-O-Wisp
- Filler
Mono-normal is normally a pretty undesirable type by virtue of not having resistances, but mono-normal with Wonder Guard leaves you with a singular weakness, without forcing Shedinja to run subpar moves. Mono-Normal typing lets your Dark/Ghost Magic Bounce user to switch easily into the Fighting-type moves that are targeted at you. The EVs are set to maximize Shadow Sneak's damage, give you the slowest Baton Pass possible, and leave the rare Ditto as easily-disposed-of as possible.
Shadow Sneak is probably an option in the last slot, but it does open you up to shit like Iron Barbs or Rocky Helmet; keep in mind that most users of those do NOT appreciate being burnt. You ultimately have some flexibility there.
Defog is incompatible with Magic Bounce. Also, Xatu can't really abuse Dark/Ghost typing like Mega Sableye can because its stats are utter ass -- not acceptable for stall (shut up Shedinja). And further, as a Mega-evolution, it can absorb Knock Offs!
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful / Calm Nature
- Knock Off / Foul Play
- Confuse Ray / Shadow Ball
- Recover
- Will-O-Wisp
Standard utility Mega Sableye. It's a downgrade from standard since Confuse Ray and Shadow Ball are suboptimal, but it's still probably the best Shedinja partner you're going to get.
Cobalion doesn't mesh with defensive teams -- its statline and lack of recovery lends it more an offensive support role. I'm not sure that Justified, er, justifies its spot on a team. I guess since I'm building my own riff on your core, here's what I would use to compliment Sableye and Shedinja, besides a trapper like Dugtrio.
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 252 Def / 8 SpD
Bold
IVs: 0 Atk
- Scald
- Toxic / Gunk Shot
- Defog
- Roost
Basically, Sableye and Shedinja both lack good ways to seriously hurt Fire-types, and the former is susceptible to being burnt itself, so Mew threatens them with Scalds (which conveniently spread more burns!). A secondary Fighting-type switch-in and something to switch into Fairies for Mega Sableye also seemed wise. Quagsire and Gastrodon were considered for the role, and could be subbed in here if you like, but Mew has a better defensive statline and can Defog, plus it's less predictable. It is also vasty faster, even without investment. Gunk Shot exists to murder Mega Gardevoir, even after Calm Mind.
The EVs let it take on Mega Gardevoir's off-STAB Psyshock after Stealth Rock... usually. It's more of a backup check than anything. A physically defensive spread also optimizes its performance against the Scrappy Fighting-types (namely Mega Lopunny, Stoutland, and Pangoro) that hit Shedinja and Mega Sableye hard.
252 SpA Mega Gardevoir Psyshock vs. 248 HP / 252+ Def Mew: 150-178 (37.2 - 44.1%) -- 1.2% chance to 2HKO after Stealth Rock
+2 252+ Atk Mega Lopunny High Jump Kick vs. 248 HP / 252+ Def Mew: 174-204 (43.1 - 50.6%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Mew Scald vs. 0 HP / 0 SpD Mega Lopunny: 90-106 (33.2 - 39.1%) -- 100% chance to 3HKO
0- Atk Mew Gunk Shot vs. 0 HP / 0 Def Mega Gardevoir: 330-390 (119.1 - 140.7%) -- guaranteed OHKO
* Support sets can burn it and avoid the 2HKO from Gunk Shot, but they can also barely damage it and get burnt by Synchronize.
The core would struggle with Mold Breakers of all stripes -- an Electric-type Kyurem-Black utterly plows through it, for one. But then, I'm somewhat at a loss as for what exactly defensive teams should do against Kyurem-Black??? Dugtrio is a good start I guess, 1HP Reversal OHKOs Steel and Ice variants, while Earthquake takes a chunk off of Steel and Electric variants.
Toxicroak's movepool loves a Dark typing, so you're on track there probably. Dunno if it has the stats to really excel though. Dark/Poison is an option for Bisharp to hit things it otherwise wouldn't, but Dark/Steel is probably still a better defensive and offensive typing overall. Mega Swampert is particularly useful on rain teams for its ability to absorb Electric-type attacks, but I suppose that you can always outsource that job to Earth Power Omastar. Then I guess default Kabutops would come into play as your Flying resist.
Ground/Fighting for a STAB Reversal, or I guess Dark could go somewhere for a STAB Sucker Punch. Its defensive typing is mildly irrelevant with its trapper set because its bulk is minimized, and it's too strapped for moveslots to fit some bullshit move on it just for a situational typing advantage.
Weak to both Mach Punch and Bullet Punch though.Porygon-Z @ Lum Berry
Ability: Adaptability
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Thunderbolt
- Ice Beam
- Agility
- Nasty Plot
STAB BoltBeam with Adapatbility. Agility to clean against offensive teams, Nasty Plot to wreck stall.
If you want bulk, Uxie has about twice as much, although it's got no Atk, so you'd need to use Foul Play and Toxic.Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Sludge Wave
- Focus Blast
- Taunt / Substitute / Destiny Bond
No weaknesses! It's still very frail though.
First of all, Electric Resists Steel, leaving it with a weakness to mach punch only.Weak to both Mach Punch and Bullet Punch though.
If you want bulk, Uxie has about twice as much, although it's got no Atk, so you'd need to use Foul Play and Toxic.
Ah, I keep forgetting that. Sorry about that.Electric Resists Steel, leaving it with a weakness to mach punch only.
Agreed, Gengar does that best, given that he's the most powerful levitator with an actual Poison type attack.Offensive Presence
Electric/Poison Gengar looks largely superior. Electric/Poison has eight resistances to Dark/Poison's four, including important attacking types such as Fighting, Steel, Flying (fuck Mach/Bullet Punch and Talonburd), Fairy, and Electric. Dark/Poison is neutral to all of those, and with Gengar's bulk, neutrality = death. The only problem being that its STABs are walled by Ground-types, but thankfully, Gengar learns Energy Ball.This looks like a really fun meta, hope it wins OM of the month soon. Some sets I want to try:
Porygon-Z @ Lum Berry
Ability: Adaptability
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Thunderbolt
- Ice Beam
- Agility
- Nasty Plot
STAB BoltBeam with Adapatbility. Agility to clean against offensive teams, Nasty Plot to wreck stall.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Sludge Wave
- Focus Blast
- Taunt / Substitute / Destiny Bond
No weaknesses! It's still very frail though.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 176 Def / 80 SpD
Calm Nature
- Flash Cannon / Flamethrower
- Moonblast
- Calm Mind
- Soft-boiled
Choose between Steel /Fairy or Fire / Fairy depending on whether you prefer the extra resistances or the superperior offensive typing.