Camomons

Octillery @ Leftovers
252 HP / 252 SpA / 4 Def
Ability: Suction Cups
Quiet Nature
-Energy Ball
-Flash Cannon / Acid Spray / Fire Blast
-Soak
-Substitute / Thunder Wave

Most Pokémon in this meta will rely on their new type to get useful STABs - this set will throw a wrench in those plans. While Soak + Energy Ball already hits most things SE, Octillery can tap into its ridiculous coverage to gain useful resists and status immunities as your team needs.
 
No ORAS megas discussion yet? Well, that's understandable, since this meta is made before ORAS.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double Edge/Meteor Mash
- Hammer Arm
- Earthquake/Grass Knot
- Ice Punch/Thunder Punch

Mega Metagross looks great in this meta. You can get a super strong 240 BP Double-Edge and 200 BP Hammer Arms. Or you can just use the regular Meteor Mash to gain Steel typing. There are many combination in this poke that makes it unpredictable. A powerful threat definitely.

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Foul Play/Slack Off
- Shadow Ball
- Calm Mind
- coverage/Slack Off

Oh my god. A Dark/Ghost or Normal/Ghost Mega Slowbro? It'll be a pain to break, definitely.

Hoopa-Unbound @ Choice Scarf/Life Orb
Ability: Magician
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
- Hyperspace Fury
- Gunk Shot
- Focus Blast
- filler

With Dark/Poison typing, Hoopa-Unbound only has Ground weakness. Well, it doesn't matter because it'll still be frail. What matters is the STAB it gains.
 

SpartanMalice

Y'all jokers must be crazy
I 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!
 
Well, 120 x 1.5 (STAB) x 1.33 (Tough Claws) = 239.4

Close, but yeah not x2.

Another potential poke I see is Sheer Force Feraligatr and Contrary Serperior. Feraligatr can go Physical or mixed, as it has a wide movepool. Well it has quite low Special Attack (79), but with STAB, Focus Blast can hit incredibly hard too.

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Jolly/Hasty Nature
- Crunch/Waterfall
- Ice Punch/Earthquake/Focus Blast
- Focus Blast/Aqua Jet
- Dragon Dance

Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire/Ground
- Giga Drain

Well, because Hidden Power counts as Normal type, the only thing Serperior gains is the STAB on Dragon Pulse. Considering Dragon coverage isn't bad, it can hit many things pretty well I think.
 
Well dragon stab's quite nice but that ice weakness isn't nice. Especially in a meta where every mon that gets ice punch can potentially have stab on it
 

SpartanMalice

Y'all jokers must be crazy
Hmm fair enough, I though he'd meant before STAB but eh yeah it works. Gross also has the option of exploding if need be.

Serp can run status moves to get an additional typing though.
 
Forgot about this.

Beedrill @ Beedrillite
Ability: Swarm
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double Edge/U-turn
- Drill Run/Knock Off
- Protect
- Poison Jab/filler

Now Beedrill can run Adaptability with its 150 base Attack. Double Edge is for power, Knock Off is for, well, knocking off items. Drill run is a Ground type move, which can be good for coverage. U-turn is for scouting. Beware for priorities though.
 
So, 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?
Gogoat
Ability: Sap Sipper
EVs: 252 HP / 4 Atk / 252 SpD
- Earthquake
- Surf
- Milk Drink
- Aerial Ace / Bulk Up

Better recovery, more accurate Water-type move, and can boost or use Aerial Ace for coverage. (If using Aerial Ace, probably 104 HP / 252 Atk / 152 Def EVs or something.)

But if you don't want a Freeze-Dry weakness, try a Poison/Dark Levitator. I think Gengar might fit the bill:

Gengar @ Black Sludge
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 30 SpA (which sucks, but the alternative is 30 Spe) / 30 SpD
- Sludge Wave
- Dark Pulse
- Hidden Power [Ground]
- Focus Blast / Taunt
 


@ Life Orb/Choice Band/Choice Scarf
Ability: Skill Link
- Bullet Seed
- Aqua Tail
- Rock Blast
- U-Turn/Knock Off
Seeing what this meta can be, I really want to make lesser/unused type combinations work. One that instantly popped into my was Grass/Water. Many mons are going to be gaining Water, Ground, and Steel typing, and Cinccino can now reliably switch into all of them. It still has no real way of harming Steel types back, but many of them will likely not have the traditional high defense of Steel-types. As for weaknesses, Poison and Bug will rarely see use as an offensive typing, and any Flyers will not appreciate a 5-hit Rock Blast.

Couldn't find a Mega sprite ;~;

Ability: Solid Rock ---> Sheer Force
@ Cameruptite
-Flash Cannon/Iron Head
-Will-O-Wisp
-Fire Blast/Stealth Rock
-Earth Power/Earthquake/Rock Slide
A slower, but more offensive version of Heatran. Trades in 21 HP, 6 Defense, and 1 Sp.Def for 30 more Attack and 15 more Sp.Attack. Hits harder than any non-Specs Heatran could hope to achieve, and can run either attacking side or mixed (has no abusable physical Fire STAB, sadly). Allergic to EQs just like the real deal. Counters the popular Steel/Poison-Levitate typing, and cannot be burned or poisoned. Absolute powerhouse under Trick Room.


Ability: Gale Wings
@ Leftovers
-Steel Wing
-Brave Bird
-Swords Dance/Bulk Up/Flare Blitz/Will-O-Wisp
-Roost
You knew birdspam was gonna find a way into this meta eventually. Works about the same as before, but now it can't be worn down by Toxic or repeated Stealth Rock switch-ins. It's not going to appreciate actually being able to be burned, but Talonflame is too busy abusing its new resistances to care. Talon can still run Flare Blitz or Will-O-Wisp as a means to muscle/harass its way through other Steel types, but will likely need to forgo a setup move to do so. Same terrifying mon, better longevity.



Ability: Trace/Adaptability
@ Eviolite (P2), @ Life Orb/Choice Scarf (PZ)
-Recover (P2), Tri Attack (PZ)
-Shadow Ball (P2/PZ)
-Discharge (P2), Thunderbolt/Ice Beam/Nasty Plot (PZ)
-Ice Beam/Tri Attack (P2), Ice Beam/Thunderbolt/HP Fire (PZ)
Putting these two together because they will likely compete for the same sort of niche. P2 and PZ will both attempt to be the Normal/Ghost special attacking glue that many teams will covet. Broad type-coverage will be paramount, and they will hard-stop the common Ghost/Fighting attacking combination. P2 eats up any neutral hit, while PZ sets up on checks or runs past them with a Scarf set. P2 doesn't mind the Dark weakness, as it didn't want to stay in on Knock Off in the first place, while PZ likely wasn't going to live more than one hit anyway.


This idea is actually really unique, and I really do want to see it go far. Looking forward to see how this progresses!
 
So, given that the Normal/Ghost typing might be popular, you need something that doesn't care:
Lopunny @ Lopunnite
- Shadow Ball
- Return
- High Jump Kick / Power-Up Punch
- Fake Out

Don't actually click Shadow Ball of course.

Levitators would like Electric, Fire, Poison, Rock or Steel types; in particular Steel/Poison's only weakness is Fire, which was previously covered with Bronzong, but for Electric, there's always this:
Latios @ Latiosite / filler
Ability: Levitate
- Thunder Wave
- Thunderbolt
- Ice Beam
- Recover

Water Absorb/Storm Drain would like to be Ground/Fire type (only weak to Ground). Unfortunately no Water Absorbers get any Fire-type moves, and the only Storm Drainer with a Fire type move is Cradily with Sunny Day.

A Water Absorbing/Storm Draining Rock/Ground type might be a good idea as that's already a very offensive typing:
Cradily / Gastrodon @ Leftovers
Ability: Storm Drain
- Earth Power
- Ancient Power
- Recover
- Toxic

Since Ground resists Fire, Dry Skin also works:
Toxicroak @ Leftovers (I almost gave it Black Sludge by mistake)
Ability: Dry Skin
- Earthquake
- Stone Edge / Rock Slide / Rock Tomb
- Swords Dance
- Drain Punch / Sucker Punch / Rain Dance

Electric ability would like to be Water/Flying type (only weak to Rock). That gives you Bounce Lanturn, Bounce/Peck Goldeen/Seaking or Fly Raichu.

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 its own hail now damages it.
 

OM

It's a starstruck world
is a Community Contributor Alumnusis a Battle Simulator Moderator Alumnus
This is probably a better M-abomasnow set.

Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 112 HP / 252 Atk / 144 SpA
Brave Nature
- Blizzard
- Earthquake
- Swords Dance
- Ice Shard/Rock Slide

Ice/Ground Coverage is near unresisted outside of items/abilities. Blizzard Nukes, SD for boosting, ICe shard for priority and EQ as a main physical STAB.
Edit: You could also use Rock slide as another move to not get walled by surskit copycats.
 
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I tried to build a core for a Stall team:

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.


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 @ 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.


Some interesting concepts to analyze:
Dark/Poison Toxicroak
Dark/Poison Bisharp
Water/Fighting Mega Swampert

And can you suggest what could be a good typing for Dugtrio?
 
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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.
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.

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.
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 @ 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.
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.

Some interesting concepts to analyze:
Dark/Poison Toxicroak
Dark/Poison Bisharp
Water/Fighting Mega Swampert
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.
And can you suggest what could be a good typing for Dugtrio?
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]
 
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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.
Thanks a lot for your feedback :)
 
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.
 
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.
Weak to both Mach Punch and Bullet Punch though.
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.
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.
 

OM

It's a starstruck world
is a Community Contributor Alumnusis a Battle Simulator Moderator Alumnus
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.
First of all, Electric Resists Steel, leaving it with a weakness to mach punch only.

And I'd rather use hydreigon since it has access to reliable recovery in roost, and can go both physical or special due to being a psuedo-legend. Meaning Offensive Presence
 
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.
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.

Just pair it with a Dark type to absorb Psychic moves -- Dark-types should also conveniently handle the Darks and Ghosts in the way that Dark/Poison Gengar would. In particular, a Dark/Water-type would have great offensive and defensive synergy with Electric/Poison Gengar.

Clefable looks grossly good here, Fairy/Fire and Fairy/Steel are great typings.

EDIT: Apparently this was my 500th post. No shout-outs because I don't like anybody here. Here's to more Pokemon or whatever.
 
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