Metagame Typemons

#26
Congratulations for this amazing work but it's said nowhere that unreleased moves are banned. (even if that would make sense)
Also Hyperspace Fury and Dark Void should be slashed since they're basically useless on everything not named Hoopa-Unbound (which already learns Hyperspace Fury) or Darkrai (which is banned and already learns Dark Void).
Also nothing important but Dragon Rage is written Draogn Rage, sorry to bother you with that.
Also Teleport, Trick, Trick Room and Wonder room are not listed.

Again, congratulations.
While it doesn't say that they aren't allowed, it also doesn't say that they are. The default for cases like this is to go with not allowed since they aren't released. As for Hyperspace Fury and Dark Void, I'll give them a different notation since technically they aren't banned or unavailable, just useless. (These moves will be in Light Gray). Fixed up all the other problems, thanks for pointing them out!
 
#27
Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sunsteel Strike
- Leaf Blade
- Sacred Sword
- Night Slash

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 216 HP / 252 Atk / 40 Spe
Adamant Nature
- Anchor Shot
- Earthquake
- Stealth Rock
- U-turn

Zygarde @ Leftovers
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shift Gear
- Thousand Arrows
- Extreme Speed
- Glare

Tapu Lele @ Focus Sash
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Psyshock
- Focus Blast
- Calm Mind

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Icy Wind
- Secret Sword
- Scald

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Metal Burst
- Giga Drain
- Earthquake
- Hidden Power [Fire]



Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash
- Waterfall
- Crunch
- Dragon Dance

Mimikyu @ White Herb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Play Rough
- Shadow Sneak
- Swords Dance

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Fire
- Earthquake
- Dragon Claw
- Rock Slide

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Blue Flare
- Ice Beam
- Low Kick
- Gunk Shot

Tapu Lele @ Focus Sash
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Psyshock
- Moonblast
- Shadow Ball

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Will-O-Wisp
- Gyro Ball
- Leech Seed
- Stealth Rock


Here's two sample teams for ya, Steel and Fire. Steel relies on Shift Gear + Kartana to break teams, while Lando can trap common swithcins like Fini and nuke with Z-EQ. Fire just has a bunch of offensive mons with better coverage via Fire typing.
 

G-Luke

We Eat Losers
is a Pre-Contributor
#28
I suggest running Adamant for Shift Gear Zygarde, as not much is outspeeding it at +2 even with a neutral nature. Plus

+1 252 Atk Life Orb Zygarde Thousand Arrows vs. 252 HP / 4 Def Celesteela: 231-274 (58 - 68.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+1 252+ Atk Life Orb Zygarde Thousand Arrows vs. 252 HP / 4 Def Celesteela: 255-302 (64 - 75.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Thats really nice.
 

wishes

ghost
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#30

Pidgeot-Mega @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Heat Wave
- Hurricane
- Focus Blast

Here's a fun set. No miss Focus Blast is always great, and combining that with Hurricane gives nearly perfect coverage. You never will click anything but Hurricane and Focus Blast, but it's still nice to have Roost and Heat Wave for coverage if you're down for that. Run Hidden Power Ice if you're incredibly worried about Zygarde.


Mismagius @ Ghostium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Shadow Ball
- Focus Blast

On the same team as above, I'm running this. The combination of the two are devastatingly powerful Special Attackers. Weaken bulkier things with the raw power that Mismagius provides, then smack things with Pidgeot. Or the other way around! I decided to run this because Gengar didn't bring Nasty Plot to the table, meaning the two would have a harder time breaking through the opponent's team. Fun set!
 
#31

Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- U-Turn
- Bolt Strike

I think Darmanitan has the potential to be a really threatening wallbreaker in this meta. When granted access to Sheer Force-boosted Electric moves like Bolt Strike and Volt Tackle, it has the power to lure bulky Waters and pulverize them. This set in particular can 2HKO max physically defensive Mega Slowbro.

252 Atk Life Orb Sheer Force Darmanitan Bolt Strike vs. 252 HP / 252+ Def Slowbro-Mega: 237-281 (60.1 - 71.3%) -- guaranteed 2HKO

How about that?


Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Hidden Power Grass
- Thunderbolt

Keldeo, I imagine, would also be a fine addition to an offensive Electric team. Usually, it has to choose to run either Grass or Electric coverage, depending on which checks it wants to lure in. But now it can say, "¿Por qué no los dos?"

This set also has pretty solid offensive synergy with the above Darmanitan, clearing away the hefty Rock and Ground-types that still give Darm some trouble.
 
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#32
Ground definitely seems to be a worth-using type. Here's a set I came up


Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 56 HP / 196 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- U-turn
- Shore Up
- Stealth Rock/Spikes

Since Landorus-T is all around one of the best Pokemon in the OU based metagame, why leave it out of Typemons? Using Ground for a typing to add moves to Lando may not be the most move expansive option, but it does get great options to enhance it's performance in battle and pose itself as a bigger threat. One of the biggest standard moves that Landorus-Therian uses in other OMs that provide new moves is Thousand Arrows, which is a good, well-covering and self-reliant move that can hit typical ground immunity Pokemon neutrally, making Stone Edge not as mandatory as it is on the standard OU set. U-Turn is for Lando-T's general pivoting purposes to switch out on a Pokemon that Lando can't stand up to. Shore Up provides reliable recovery to keep Landorus alive a lot longer on the field, as Landorus's regular moveset lacks reliable recovery. Stealth Rock is for the typical hazard setting that Landorus likes to do, being able to slowly wear down the foe's Pokemon to be later cleaned up by another teammate. Spikes is another possible option over Stealth Rock, but Stealth Rock is the preferred hazard move. Using U-Turn for frequent pivoting in and out, a reliable recovery move, backup recovery from Leftovers, and Intimidate dropping your opponent's attack every time they come in, Lando-T serves to be a real threat that can severely annoy (and slowly cripple) your opponent's team, while also being able to give off immense STAB damage with Thousand Arrows. Getting your hazards up from Landorus as early as possible is mandatory, as pivoting in and getting Intimidate drops will often force your opponent to switch out, thus crippling their team even more from rock damage. 196 Attack and an Adamant nature brings it up to a menacing 400+ attack, for giving off plenty of damage from U-Turn and Thousand Arrows. 56 HP and 4 SpD is simply for small additional bulk, and 252 Speed is for outspeeding as many threatening Pokemon as possible to either attack or pivot away, such as HP Ice Heatran, Tapu Fini, and Rotom-Wash, all of which would either OHKO or 2HKO with Water/Ice attacks.


Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Dazzling Gleam/Hidden Power [Ice]
- Thunderbolt
- Earth Power/Hidden Power [Ice]

Tapu Koko is a great teammate for Landorus-T. I've always loved using Lando and Koko as an offensive core, and it's always worked great for me. Although sometimes adding an additional third partner to ease some of the pressure off one of the two or to support them is necessary to get full effectiveness, the two by themselves still perform notably well. Life Orb is for increasing damage dealt without having to be locked into a move from Choice Specs/Scarf. Electric Surge immensely boosts the power of Volt Switch and Thunderbolt, which are Koko's two most reliable attacks in the set. Dazzling Gleam is for backup coverage and Fairy STAB. Although, Hidden Power Ice is a good secondary option to take care of Ground types that otherwise wall and check Koko. Hidden Power Ice also works as a great method for taking care of Sceptile-Mega, which absorb Volt Switch and Thunderbolt and aren't always OHKOd by Dazzling Gleam. Earth Power is used as the now-available Ground move to not only provide more coverage, but to have a method for taking down opposing Electric types that can potentially annoy Tapu Koko. Another valid option is keeping Dazzling Gleam and HP Ice, and removing Earth Power all together, leaving it solely up to Landorus to take care of opposing Electric types. Although, Earth Power provides more coverage, and makes Koko not as reliant and pressurizing on Landorus. Maximum Speed investment paired with Timid makes Tapu Koko as fast as possible, to outspeed opposing threats that would otherwise outspeed both Koko and Landorus and pose a threat to the core. The other stack of 252 EVs is invested into SpA to ensure that plenty of damage is being dealt, and the remaining 4 is thrown onto SpD (instead of HP, as doing this would make Koko's HP stat even, thus causing Stealth Rock to hurt it even more than before.)
 
#33
Well i really like this metagame, sounds like a really interesting idea. Is this playable anywhere yet?

why isnt thousand arrows banned?? In other, other metagames like sketchmons or stabmons its banned. Its the most spammable move ever and its dumb af.
Excadrill is unwallable and can get over its counters like skarm and zapdos easily just using thousand memes

Metal burst should also be considered for a ban as chansey can utilize it to literally ohko every special (and most physical) mon in the tier.

Dugtrio should go too, sleep trapping is uncompetitive no matter what tier it is


Well other than that i really like this metagame, i thought of some interesting sets. Buckle up because this is gonna be a long post
Fires uses are literally endless, its easily gonna be one of the top types used

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Overheat/V-Create
- Substitute
- Leech Seed/Hidden Power [Ice]

Obvious contrary meme is obvious


Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash
- Earthquake
- Roost
- Dragon Dance

Fire lash is cool, allows u to beat walls with constant defense drops



Ban me @ Choice Scarf/Twisted Spoon
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Psychic
- Moonblast
- Focus Blast

Pretty obvious, all the tapus gets huge buff from this (bar fini)


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Serious Nature
- Heat Crash
- Heavy Slam
- Leech Seed
- Protect

Heat crash is perfect for celesteela, its basically a 150 bp no drawback fire move

Other than the obvious stuff such as lando and celesteela getting recovery and spikes, there is also


Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Spikes
- Shore Up
- Encore/Taunt
- Moonblast

Whimsicott benefits from this as it can now have a reliable recovery in shore up (it doesnt even get synthesis), and can set up spikes. Basically an alternative to klefki


Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Shore up
- Shadow Sneak/Thousand Waves/Precipice Blades
- Gyro Ball

Alternatively, you can use doublade and finally have recovery in shore up, it also gets no guard precipice blade which is neat for offensive sets.


Keldeo-Resolute @ Life Orb/Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Welcome the ultimate stall/balance breaker


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def or 252Atk / 4 Def / 252 Spe
Impish Nature
- U-turn/First Impression
- Hammer Arm
- Ice Punch
- Roost

Buzzwole can actually pivot now wowow, or it can utilize a full attack set and hit hard with first impression


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fell Stinger
- Bullet Punch
- Swords Dance
- Roost

Its still garbage but worth mentioning


Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Sticky Web
- Spikes/Toxic Spikes
- Megahorn
- Protect

Yea id expect this to be on alot of hyper offensive teams. One of the best suicide lead there is

And theres also defensive uses for it.
Yea too much to go over, but basically every defensive poke would love to abuse defend order/heal order, a few mons like tangrowth also appreciate u-turn making them better pivots than they already are


Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sunsteel Strike
- Sacred Sword
- Swords Dance

Another metagame where kartana gets sunsteel strike, nice


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Anchor Shot
- Metal Burst
- Soft-Boiled
- Toxic/Stealth Rock

This set is broken, and not only chansey can use it so many defensive pokes can trap u in and f#$k you over, please ban trapping moves + metal burst


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gear Grind
- Bug Bite
- Knock Off/Superpower/Bullet Punch
- Swords Dance

Technician gear grind hits really really hard, other than that its standard scizor


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Doom Desire
- Magma Storm
- Earth Power
- Toxic

Oh hey its Heatran, except its more even more annoying


Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Power Trip

Power trip shell smash woo (bh anyone?)


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- U-turn
- Poison Jab
- Drill Run

No longer walled by lando finally


Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Bolt Strike
- Brave Bird
- U-turn
- Hidden Power [Ice]

This is actually busted


Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Parabolic Charge
- Heat Wave
- Hidden Power [Ice]
- Roost

Standard Zapdos, except its more annoying


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 152 SpD
Sassy Nature
IVs: 0 Spe
- Powder
- Heal Order
- Gyro Ball
- Spikes

Noooo


Whimsicott | Klefki | Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
- Spore
- Strength Sap
- Encore | Thunderwave
- Moonblast | Play Rough | Foul Play

Ah, prankster spore + strength sap, good for annoying your opponent


Whimsicott | Klefki | Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
- Parting Shot
- Leech Seed | Spikes | Will-O-Wisp (or knock off)
- Encore | Thunderwave
- Moonblast | Play Rough | Foul Play

Prankster parting shot is amazing no matter where its used


Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Volt Switch
- Knock Off
- Giga Drain
- Hidden Power [Ice]

Good pivot with assault vest regenerator

Ground is an excellent type as now any defensive poke can get shore up + spikes. So many psychics/fairies benefit from earth power/earthquake

Psychic is also decent as it gives psystrike to mons like tapu lele, alakazam-mega and others. They also get hypnosis which is eh an option, also gives access to nice utilities such as trick and trick room. Oh and chansey also gets magic coat

Ice is really good as physical attackers that struggled with lando can now blow it back with icicle crash, it also gives ice beam as an option for mons that have to rely on hpice, defensige pokes can also get haze

Dark is also amazing giving mons nasty plot (why isnt this a more widely distributed move), power trip, knock off, darkest lariat and the best pivot move parting shot


Phew, well congrats for reaching the end if you read all that. Uh feel free to copy them i guess ?

Edit: apparently stupid morning sun is normal, thanks for the correction
 
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#34
Well i really like this metagame, sounds like a really interesting idea. Is this playable anywhere yet?

why isnt thousand arrows banned?? In other, other metagames like sketchmons or stabmons its banned. Its the most spammable move ever and its dumb af.
Excadrill is unwallable and can get over its counters like skarm and zapdos easily just using thousand memes

Metal burst should also be considered for a ban as chansey can utilize it to literally ohko every special (and most physical) mon in the tier.

Dugtrio should go too, sleep trapping is uncompetitive no matter what tier it is


Well other than that i really like this metagame, i thought of some interesting sets. Buckle up because this is gonna be a long post
Fires uses are literally endless, its easily gonna be one of the top types used

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Overheat/V-Create
- Substitute
- Leech Seed/Hidden Power [Ice]

Obvious contrary meme is obvious


Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash
- Earthquake
- Roost
- Dragon Dance

Fire lash is cool, allows u to beat walls with constant defense drops



Ban me @ Choice Scarf/Twisted Spoon
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Psychic
- Moonblast
- Focus Blast

Pretty obvious, but all the tapus gets huge buff from this (bar fini)

Other than the obvious stuff such as chansey/clefable/celesteela using willowisp theres also


Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Morning Sun
- Encore/Taunt
- Moonblast

Whimsicott benefits from this as it can now have a reliable recovery in morning sun (it doesnt even get synthesis), and can burn everything in sight with WoW. Basically an improved sableye


Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Inferno/Toxic
- Morning Sun
- Shadow Sneak
- Gyro Ball

Alternatively, you can use doublade and finally have recovery in morning sun, it also gets no guard inferno which always has 100% chance to burn which is pretty neat


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Serious Nature
- Heat Crash
- Heavy Slam
- Leech Seed
- Protect

Heat crash is perfect for celesteela, its basically a 150 bp no drawback fire move


Keldeo-Resolute @ Life Orb/Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow/Quiver Dance
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Welcome the ultimate stall/balance breaker


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def or 252Atk / 4 Def / 252 Spe
Impish Nature
- U-turn/First Impression
- Hammer Arm
- Ice Punch
- Roost

Buzzwole can actually pivot now wowow, or it can utilize a full attack set and hit hard with first impression


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fell Stinger
- Bullet Punch
- Swords Dance
- Roost

Its still garbage but worth mentioning


Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Sticky Web
- Spikes/Toxic Spikes
- Megahorn
- Protect

Yea id expect this to be on alot of hyper offensive teams. One of the best suicide lead there is

Yea too much to go over, basically every defensive poke would love to abuse defend order/heal order, a few mons like tangrowth also appreciate u-turn making them better pivots than they already are


Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sunsteel Strike
- Sacred Sword
- Swords Dance

Another metagame where kartana gets sunsteel strike, nice


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Anchor Shot
- Metal Burst
- Soft-Boiled
- Toxic/Stealth Rock

This set is broken, and not only chansey can use it so many defensive pokes can trap u in and f#$k you over, please ban trapping moves + metal burst


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gear Grind
- Bug Bite
- Knock Off/Superpower/Bullet Punch
- Swords Dance

Technician gear grind hits really really hard, other than that its standard scizor


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Doom Desire
- Magma Storm
- Earth Power
- Toxic

Oh hey its Heatran, except its more even more annoying


Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Power Trip

Power trip shell smash woo (bh anyone?)


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- U-turn
- Poison Jab
- Drill Run

No longer walled by lando finally


Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Bolt Strike
- Brave Bird
- U-turn
- Hidden Power [Ice]

This is actually busted


Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Parabolic Charge
- Heat Wave
- Hidden Power [Ice]
- Roost

Standard Zapdos, except its more annoying


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 152 SpD
Sassy Nature
IVs: 0 Spe
- Powder
- Heal Order
- Gyro Ball
- Spikes

Noooo


Whimsicott | Klefki | Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
- Spore
- Strength Sap
- Encore | Thunderwave
- Moonblast | Play Rough | Foul Play

Ah, prankster spore + strength sap, good for annoying your opponent


Whimsicott | Klefki | Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
- Parting Shot
- Leech Seed | Spikes | Will-O-Wisp (or knock off)
- Encore | Thunderwave
- Moonblast | Play Rough | Foul Play

Prankster parting shot is amazing no matter where its used


Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Volt Switch
- Knock Off
- Giga Drain
- Hidden Power [Ice]

Good pivot with assault vest regenerator

Ground is an excellent type as now any defensive poke can get shore up + spikes. So many psychics/fairies benefit from earth power/earthquake

Psychic is also decent as it gives psystrike to mons like tapu lele, alakazam-mega and others. They also get hypnosis which is eh an option, also gives access to nice utilities such as trick and trick room. Oh and chansey also gets magic coat

Ice is really good as physical attackers that struggled with lando can now blow it back with icicle crash, it also gives ice beam as an option for mons that have to rely on hpice, defensige pokes can also get haze

Dark is also amazing giving mons nasty plot (why isnt this a more widely distributed move), power trip, knock off, darkest lariat and the best pivot move parting shot


Phew, well congrats for reaching the end if you read all that. Uh feel free to copy them i guess ?
Morning sun is normal type, quiver dance is banned,
 
#35
text WAS here but I'm removing it for my own sake

I'll address a few of these (bc whynot, sleep deprived AND bored)



1kArrows isn't banned because it requires you to use Ground (albeit Ground being a very popular and strong typing) as well as giving only one Pokemon access to 1kArrows. You have Landorus-Therian and Excadrill? Well, pick one to wallbreak with 1kArrows, because the other's stuck without it.

Metal Burst is on a typing that doesn't give too many significant bonuses after Shift Gear's ban and the fact that many wallbreakers still exist that can OHKO/2HKO Chansey, or outstall it via either a weather, phazing + hazard, or status damage, at least to me doesn't make it seem banworthy. If Halliday thinks otherwise, then fuk


Heat Crash isn't basically a 150 BP no drawback Fire move, as at maximum power it not only hits 120 Base Power, as anything over 200 kg takes 100 BP or less from it. Picks from here include Tyranitar, Dragonite, Gyarados, Terrakion, Mamoswine, Hippowdon, Zygarde, Kyurem, Buzzwole... I could go on, but I think my point stands.

Only one Shore Up/Spikes per team.

If you actually stay in vs a Chansey with a mon that can't reliably 2hko/3hko it, what are you doing?
 
#36
I'll address a few of these (bc whynot, sleep deprived AND bored)



1kArrows isn't banned because it requires you to use Ground (albeit Ground being a very popular and strong typing) as well as giving only one Pokemon access to 1kArrows. You have Landorus-Therian and Excadrill? Well, pick one to wallbreak with 1kArrows, because the other's stuck without it.

Metal Burst is on a typing that doesn't give too many significant bonuses after Shift Gear's ban and the fact that many wallbreakers still exist that can OHKO/2HKO Chansey, or outstall it via either a weather, phazing + hazard, or status damage, at least to me doesn't make it seem banworthy. If Halliday thinks otherwise, then fuk


Heat Crash isn't basically a 150 BP no drawback Fire move, as at maximum power it not only hits 120 Base Power, as anything over 200 kg takes 100 BP or less from it. Picks from here include Tyranitar, Dragonite, Gyarados, Terrakion, Mamoswine, Hippowdon, Zygarde, Kyurem, Buzzwole... I could go on, but I think my point stands.

Only one Shore Up/Spikes per team.

If you actually stay in vs a Chansey with a mon that can't reliably 2hko/3hko it, what are you doing?
Well to be fair u can only need to use it on one user and spam it like crazy since its so spammable (especially under sand, excadrill is both impossible to offensively or defensively check). Thats still on theory tho, so i will have to test that

I guess, but the fact that you dont know what type they may be running till you volt switch or u turn on chansey and it then 1hkos what comes in next really sucks. Other than that i guess its okay since steel doesnt sound like its gonna be a great type

Oops, mistake on my part, i thought it would be similar to gyro balls max bp, its still a better option than flamethrower imo tho

Well yea i know, thats why i said "alternatively, you can use doublade.."

trying to flinch/crit it of course
 
#39
Slow Start is weird in that the ability is not required for the effect to take place, just for the effect to start. So Gigas could use skill swap, but it would still have to wait for slow start to end.
I'm pretty sure it actually removes the effect if you remove the Ability.

Edit: Just looked it up. Bulbapedia says it didn't remove the effect in the Japanese versions of Diamond and Pearl but everything after that (including the localized D/P) has the effect go away upon Ability change/removal.
 
#40
Slow Start is weird in that the ability is not required for the effect to take place, just for the effect to start. So Gigas could use skill swap, but it would still have to wait for slow start to end.
I'm pretty sure it actually removes the effect if you remove the Ability.

Edit: Just looked it up. Bulbapedia says it didn't remove the effect in the Japanese versions of Diamond and Pearl but everything after that (including the localized D/P) has the effect go away upon Ability change/removal.
http://replay.pokemonshowdown.com/gen7customgame-610543542

I can confirm Skill Swap does remove Slow Start's debuff.

However, this also requires you to use Psychic as your type, with extremely limited usefulness in Physical moves (with Psychic Fangs being the best option, and not that great), Psystrike and Psycho Boost being the best and likely only options specially, but a strong support movepool in Hypnosis, Healing Wish+Lunar Dance, Dual Screens, Calm Mind, Magic Coat, Psycho Shift, Trick, and Trick Room.

Basically, if you want to forego Ground's amazing offensive capabilities, Grass's even better supporting movepool, and the benefits coverage types like Fire, Electric, and Ice can provide, go ahead! Make Regigigas Great Again!
 
#41
http://replay.pokemonshowdown.com/gen7customgame-610543542

I can confirm Skill Swap does remove Slow Start's debuff.

However, this also requires you to use Psychic as your type, with extremely limited usefulness in Physical moves (with Psychic Fangs being the best option, and not that great), Psystrike and Psycho Boost being the best and likely only options specially, but a strong support movepool in Hypnosis, Healing Wish+Lunar Dance, Dual Screens, Calm Mind, Magic Coat, Psycho Shift, Trick, and Trick Room.

Basically, if you want to forego Ground's amazing offensive capabilities, Grass's even better supporting movepool, and the benefits coverage types like Fire, Electric, and Ice can provide, go ahead! Make Regigigas Great Again!
Hmmm...
I can run the randbats Sigilyph set with a more viable Magic Guard user...
Like Clefable or Reuniclus...

Edit: Just realized that Clefable gets Cosmic Power, Stored Power and recovery already. Also the fact that the Psycho Shift set loses to Dark types, so Moonblast would be a better option in the fourth slot, with Leftovers for recovery.
 
#42
http://replay.pokemonshowdown.com/gen7customgame-610543542

I can confirm Skill Swap does remove Slow Start's debuff.

However, this also requires you to use Psychic as your type, with extremely limited usefulness in Physical moves (with Psychic Fangs being the best option, and not that great), Psystrike and Psycho Boost being the best and likely only options specially, but a strong support movepool in Hypnosis, Healing Wish+Lunar Dance, Dual Screens, Calm Mind, Magic Coat, Psycho Shift, Trick, and Trick Room.

Basically, if you want to forego Ground's amazing offensive capabilities, Grass's even better supporting movepool, and the benefits coverage types like Fire, Electric, and Ice can provide, go ahead! Make Regigigas Great Again!
Huh, must've changed at some point, cause I distinctly remember it working the way I described. That's good to know, thank you.
 
#43
Quick request so other people won't be suffering later.

Ban Electrify as a move able to be learned in Electric Typemons teams.

It seems weird, but Sceptile Mega makes everything apparent REALLY fast.

With Sticky Webs up through a Pokemon such as Shuckle or Galvantula, which aren't that hard to setup, Electrify immediately begins to negate most counterplay since you can't even HURT Sceptile-Mega, which is made harder with Webs due to Scarfers working a lot less, as well as a Substitute to prevent status (which isn't too frequent, as most teams prefer Hyper Offense). Sure, you can run Levitaters and Flying Types with a Choice Scarf, or making absolutely sure that you have hazard removal with more than just 1 mon running removal, but then it's just excessive.

Priority is available, but you have to use one of the limited types that have Super-Effective priority onto Sceptile as well as have that 'mon still alive. Electric is naturally a strong type as is, since Physically you get Bolt Strike Tapu Koko, who is incredibly strong itself but also boosts the power of every other Electric move, Bolt Beam everywhere, et cetera. Paralysis is also widespread with it through Discharge, Nuzzle, and Thunder Wave, only making the 'outspeeding' method harder. Bug and Ice are most notable with Ice Shard and First Impression being their priority moves, but I digress.



If it wasn't 11 PM i'd have a better more reasonable argument, maybe ill edit it tomorrow fsaggcafctsa
 
#44
Quick request so other people won't be suffering later.

Ban Electrify as a move able to be learned in Electric Typemons teams.

It seems weird, but Sceptile Mega makes everything apparent REALLY fast.

With Sticky Webs up through a Pokemon such as Shuckle or Galvantula, which aren't that hard to setup, Electrify immediately begins to negate most counterplay since you can't even HURT Sceptile-Mega, which is made harder with Webs due to Scarfers working a lot less, as well as a Substitute to prevent status (which isn't too frequent, as most teams prefer Hyper Offense). Sure, you can run Levitaters and Flying Types with a Choice Scarf, or making absolutely sure that you have hazard removal with more than just 1 mon running removal, but then it's just excessive.

Priority is available, but you have to use one of the limited types that have Super-Effective priority onto Sceptile as well as have that 'mon still alive. Electric is naturally a strong type as is, since Physically you get Bolt Strike Tapu Koko, who is incredibly strong itself but also boosts the power of every other Electric move, Bolt Beam everywhere, et cetera. Paralysis is also widespread with it through Discharge, Nuzzle, and Thunder Wave, only making the 'outspeeding' method harder. Bug and Ice are most notable with Ice Shard and First Impression being their priority moves, but I digress.



If it wasn't 11 PM i'd have a better more reasonable argument, maybe ill edit it tomorrow fsaggcafctsa
Do note electrify only works that turn, and any priority dodges it as well. This is already something that happens in sketch and isn't a huge deal. Especially because electric doesn't offer as much as many other types do in typemons.
 
#45
Quick request so other people won't be suffering later.

Ban Electrify as a move able to be learned in Electric Typemons teams.

It seems weird, but Sceptile Mega makes everything apparent REALLY fast.

With Sticky Webs up through a Pokemon such as Shuckle or Galvantula, which aren't that hard to setup, Electrify immediately begins to negate most counterplay since you can't even HURT Sceptile-Mega, which is made harder with Webs due to Scarfers working a lot less, as well as a Substitute to prevent status (which isn't too frequent, as most teams prefer Hyper Offense). Sure, you can run Levitaters and Flying Types with a Choice Scarf, or making absolutely sure that you have hazard removal with more than just 1 mon running removal, but then it's just excessive.

Priority is available, but you have to use one of the limited types that have Super-Effective priority onto Sceptile as well as have that 'mon still alive. Electric is naturally a strong type as is, since Physically you get Bolt Strike Tapu Koko, who is incredibly strong itself but also boosts the power of every other Electric move, Bolt Beam everywhere, et cetera. Paralysis is also widespread with it through Discharge, Nuzzle, and Thunder Wave, only making the 'outspeeding' method harder. Bug and Ice are most notable with Ice Shard and First Impression being their priority moves, but I digress.



If it wasn't 11 PM i'd have a better more reasonable argument, maybe ill edit it tomorrow fsaggcafctsa
Mega Sceptile dies to Ice Shard. Done.
 
#48
Actually, that's not a bad point. Ice is one of the best offensive types in the game, so it's definitely going to be a popular type for offensive teams.

Should ban Electrify anyway, but priority that can't be prevented and that has no type immunities will be useful (and scary in the hands of Kyube).
 
#49
To be truly honest, at first i was for the ban of Electrify.
I built an Electric team thinking that i could abuse Electrify while it was legal...
Well, it wasn't that great. Maybe due to the fact that i wasn't using Sticky Webs.

But let's see what could stop that Sceptile + Sticky Webs :
  • Priority
    Alright, the two most obvious choices are Ice Shard and First Impression.
    Ice indeed gives good coverage... but a few support moves. Sure Aurora Veil is great and Haze can be useful against setup, but Ice still doesn't give much. Bug is a really good typing and gives lot of useful moves like Heal Order, Sticky Web and Tail Glow. I don't think Ice will be that common, but i think that Bug won't struggle with Sceptile.

  • Lightning Rod, Motor Drive and Volt Absorb So basically Thundurus-T and Marowak-Alola... Hey, they are quite good. But i definitely can't see them in every team.

  • Magic Bounce
    Doesn't prevent Sceptile from boosting but at least makes you able to hit it.
    Diancite isn't released yet and Sceptile could just use Energy Ball or Giga Drain against it anyway. Sableye can work but only if the Sceptile hasn't set up before. Absol can work but needs Sucker Punch mind games.

  • Unaware
    Clefable has no problem dealing with Sceptile... maybe Swoobat also could... maybe.

  • Mold breaker (and Teravolt)
    Haxorus and Kyurem-Black dies to Dragon Pulse, Excadrill can't switch in.
    Of course, if Webs are removed, Scarf sets could work.

  • Contrary
    If Sticky Webs is the problem... then just use this. Serperior learns Dragon Pulse and Hidden Power Ice, and can easily outspeed and OHKO Sceptile that way. Even better : Serperior can get moves such as V-Create in this meta, and thus is a great mon. After webs, Malamar still can't outspeed Sceptile... so Serperior is still the best at doing this.

  • Setup
    The most obvious yet effective answer. Lot of mons can raise their speed.

  • Aerodactyl-mega and other Scarf users immune to webs
    A realistic answer to that Sceptile, and they definitely work.

  • PP stall
    Possible with Regenerator cores and stuff. What could Sceptile do to Toxapex + Assault Vest Tangrowth ?
    Jirachi with Wish and a Pressure mon also works.

  • Moongeist Beam and Sunsteel Strike
    Of course it works.
My opinion ? Let's wait a little then suspect it if it's really too broken.

EDIT : Replaced Draco Meteor with Dragon Pulse. Excuse-me for that mistake.
 
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#50
To be truly honest, at first i was for the ban of Electrify.
I built an Electric team thinking that i could abuse Electrify while it was legal...
Well, it wasn't that great. Maybe due to the fact that i wasn't using Sticky Webs.

But let's see what could stop that Sceptile + Sticky Webs :
  • Priority
    Alright, the two most obvious choices are Ice Shard and First Impression.
    Ice indeed gives good coverage... but a few support moves. Sure Aurora Veil is great and Haze can be useful against setup, but Ice still doesn't give much. Bug is a really good typing and gives lot of useful moves like Heal Order, Sticky Web and Tail Glow. I don't think Ice will be that common, but i think that Bug won't struggle with Sceptile.

  • Lightning Rod, Motor Drive and Volt Absorb So basically Thundurus-T and Marowak-Alola... Hey, they are quite good. But i definitely can't see them in every team.

  • Magic Bounce
    Doesn't prevent Sceptile from boosting but at least makes you able to hit it.
    Diancite isn't released yet and Sceptile could just use Energy Ball or Giga Drain against it anyway. Sableye can work but only if the Sceptile hasn't set up before. Absol can work but needs Sucker Punch mind games.

  • Unaware
    Clefable has no problem dealing with Sceptile... maybe Swoobat also could... maybe.

  • Mold breaker (and Teravolt)
    Haxorus and Kyurem-Black dies to Draco Meteor, Excadrill can't switch in.
    Of course, if Webs are removed, Scarf sets could work.

  • Contrary
    If Sticky Webs is the problem... then just use this. Serperior learns Dragon Pulse and Hidden Power Ice, and can easily outspeed and OHKO Sceptile that way. Even better : Serperior can get moves such as V-Create in this meta, and thus is a great mon. After webs, Malamar still can't outspeed Sceptile... so Serperior is still the best at doing this.

  • Setup
    The most obvious yet effective answer. Lot of mons can raise their speed.

  • Aerodactyl-mega and other Scarf users immune to webs
    A realistic answer to that Sceptile, and they definitely work.

  • PP stall
    Possible with Regenerator cores and stuff. What could Sceptile do to Toxapex + Assault Vest Tangrowth ?
    Jirachi with Wish and a Pressure mon also works.

  • Moongeist Beam and Sunsteel Strike
    Of course it works.
My opinion ? Let's wait a little then suspect it if it's really too broken.
Priority - Yes, First Impression most likely nets a quick KO on Mega Sceptile, as does Ice Shard (you don't even have to use Ice as your type, just use Weavile or Mamoswine or something). But what if the opponent (or you for that matter) has Tapu Lele?
Lightning Rod, Motor Drive, Volt Absorb - Marowak-Alola and Thundy-T are both viable counters, but Rock Head is generally better on Marowak for most other purposes. Thundy-T seems like the prime Mega Sceptile counter in this meta.
Magic Bounce - Diancite isn't released (and Mega Diancie dies to Leaf Storm anyway), Espeon isn't viable, Mega Sableye can't kill it, and Absol needs to rely on the famously unreliable Play Rough.
Unaware - Sure, but it's so common that most teams will probably have a Clefable counter. And no one uses Swoobat. Quagsire is out of the question.
Mold Breaker - You made your points already; Haxorus and Kyu-B die to Dragon Pulse or whatever (not Draco, Sceptile doesn't get it), Mega Gyarados dies to Leaf Storm, and Excadrill can't switch in safely.
Contrary - Ok, but what if there are no webs? Then what?
Setup - Good luck not getting killed by the Sceptile while trying to set up.
Faster things immune to webs - These exist but are weak to Stealth Rock, which teams with Sticky Web will probably use specifically because of this. Other than that, they're fine.
PP stall - This takes too long. They'll find a way to kill you first.
Moongeist Beam and Sunsteel Strike - Yes, they ignore the Ability, but they're still Electric-type and therefore doubly resisted by Mega Sceptile.