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Metagame Twisted Dimension

Defiant Kingambit:
Court change webs isn't supposed to activate defiant/competitive (at least in gen 8) but it does on showdown
court changed webs does actually work in gen 9, so it doesnt matter.

also court change webs is asking for the opp to switch in a sweeper and setup while you try to setup the gimmick, i would not use it.
 
Some disappointments:

:serperior:
Scale Shot boosts defense and speed but you'll need to use it like 3-5 times to be slower than a lot of the defensive pokes

:crabominable:
Ice Hammer (120 BP after Iron Fist) boosts speed and unlike Glastrier this has fighting stab, unfortunately, the -100 total in its bulk is simply unignorable

:stakataka: :ferrothorn: :steelix: :cursola: :drampa::victini::shedinja:
Not in Gen 9

:melmetal:
Not in Gen 9, but it wouldn't even be free on the first day

:muk:
Doesn't learn any multi-hit moves for Stench, though it does still have Curse and ideal bulk to use it
(:muk-alola: looks decent)

:regigigas:
Slow start lets it underspeed base 50s but it still has all the same problems as normal gigas so unusable it is

:raichu-alola:
lmao

:numel:
Simple + Curse but Atk/Def at +2 are lower than Camerupt's at +1 (not counting eviolite)

:calyrex-shadow:

If freed, it would either be a monstrous but prediction-dependent wallbreaker (no Focus Blast) or eat a Knock Off and die, no in-between
 
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Having a TR fetish, I look forward to play this meta! Being able to use slow mons in a viable way, without the requirement of TR, is very nice!

So here some ideas:

:Carbink: @ Mental Herb / Red Card
Ability: Sturdy
Shiny: Yes
Tera Type: Rock
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Body Press
- Spikes
- Misty Explosion / Iron Defense

The only benefit of using :carbink: over :Diancie: is Sturdy; combined with Mental Herb, you're almost sure to set your rocks or 1 layer of spikes unless you face :hatterene: (which should be very great here too).
Misty Explosion prevents Rapid Spin / Defog but I guess Iron Defense can be nice if you don't want to be completely passive.
It reaches 94 Spe with this spread which should be fine.

:Crabominable: @ Assault Vest / Choice Band / Punching Gloves / HDB
Ability: Iron Fist
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Ice Hammer
- Close Combat / Drain Punch
- Knock Off
- Earthquake / Drain Punch

This mon is made for TR yet it barely shine despite its massive Atk stat.
Ice Hammer basically makes you faster.

:Rampardos: @ Life Orb
Ability: Sheer Force
Tera Type: Rock
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Rock Slide
- Crunch
- Earthquake
- Head Smash
Will the bulldozer be any good?

:Spidops: @ Focus Sash
Ability: Stakeout
Tera Type: Bug
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Sticky Web
- Knock Off
- Circle Throw
- Spikes
I guess it has a niche since it's the only one thing that learns Sticky Web + Spikes.

:Vikavolt: @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Bug
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Sticky Web
- Volt Switch
- Bug Buzz
- Energy Ball
145 SpA and decent coverage should be fine.
 
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Q: “What happens if a Pokémon uses Trick Room?”
A: “The move fails, rather than reversing the speed priority back to that of standard play.
Back in Gen 7, there was a failed metagame suggestion "SlowMons". When I implemented that on ROM, it was technically easier to support Trick Room than not to, the difference was between inserting an exclamation mark or deleting two lines of code. As such, while I have added Twisted Dimension to ROM, I have implemented Trick Room, but if you don't want to use it, you can always ban it in a challenge code.
The description of the meta states "the move order within each priority bracket is reversed", which seems to imply that a move that would normally go last in its priority bracket due to Lagging Tail or Stall would instead go first in its priority bracket in this meta.
Technically Quick Claw, Lagging Tail, Stall etc. create a priority sub-bracket, so that a quick claw +0 priority move has more priority than a regular +0 priority move but less than a stall +1 priority move etc. (In the source code this is referred to as fractional priority.)
:solgaleo: being unbanned is 100% intentional,
Does that also apply to Deoxys and Shaymin-Sky? (Also, the banlist isn't quite in alphabetical order, so I thought that Palkia wasn't banned.)
 
Back in Gen 7, there was a failed metagame suggestion "SlowMons". When I implemented that on ROM, it was technically easier to support Trick Room than not to, the difference was between inserting an exclamation mark or deleting two lines of code. As such, while I have added Twisted Dimension to ROM, I have implemented Trick Room, but if you don't want to use it, you can always ban it in a challenge code.

Oh wow, thank you! We can do some tentative playtesting. :)

Yes, Deoxys and Shaymin Sky are intentionally freed, as they are severely nerfed without speed stats, as well as many former OU mons such Spectier, Flutter Mane, Palafin, Archaludon and Annihilape.

I believe Ho-Oh being freed was the only oversight.
 
Tested out some games on ROM (mostly against myself), and here are some promising sets for some lesser-mentioned mons (and maybe a few greater ones):

:SV/Granbull:
Granbull @ Power Bracer
Ability: Intimidate
Tera Type: Steel
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Play Rough
- Earthquake
- Curse
- Encore

Hot dang does this meta miss Aromatisse. Hatterene is a must-wall threat that 6-0's unprepared teams in my testing, but sometimes, you want a Fairy that actually resists Dark and Fighting and also doesn't get OHKOed by Glastrier. Enter Granbull and its 45 base Speed. Tied for second slowest fastest fully evolved Fairy-type in the meta with Wigglytuff, Granbull is a typical Curse sweeper that can Encore attempts to set up alongside it. It's also one of the few Intimidate users in the meta.

:SV/Rabsca:
Rabsca @ Power Belt
Ability: Synchronize
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Revival Blessing
- Bug Buzz
- Earth Power
- Psychic Noise

At 45 base Speed, Rabsca outspeeds juggernauts like Kingambit, Azumarill, Iron Hands, and Enamorus-T and sneaks some attacks in first, then holds Revival Blessing in its pocket. At 115 base Special Attack, this mon is no slouch at putting on the hurt.

:SV/Slowbro-Galar:
Slowbro-Galar @ Iron Ball
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Curse
- Shell Side Arm
- Earthquake
- Slack Off

People know that Slowking-G rocks, but its twin, Slowbro-G, should similarly shine. Slowbro-G is a Curse sweeper with considerably more longevity than average, thanks to Slack Off. 30 base Speed also gets the jump on a lot, but the Iron Ball (and friends) means that, speed-wise, it starts off 2 Curses ahead (and frankly, so will most of the meta).

:SV/Arboliva:
Arboliva @ Power Anklet
Ability: Seed Sower
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Strength Sap
- Hyper Voice
- Earth Power
- Encore

Holy cow does this look annoying to face, especially at 39 base Speed! Strength Sap is a nigh-busted healing move, and Arboliva can and will Encore any attempts to boost past its Attack nerf.

:SV/Solgaleo:
Solgaleo @ Leftovers
Ability: Full Metal Body
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Teleport
- Sunsteel Strike
- Knock Off
- Morning Sun

Gholdengo is a fraud that can't wall Glastrier compared to this. Solgaleo is a capable wall that can tank hits from Glastrier, Hatterene, Scizor, Granbull, and more. Knock Off and Teleport add to its utility. Solgaleo ends up going second pretty much all the time, so it gets to hold a real item: Leftovers.

:SV/Palafin-Hero:
Palafin @ Power Weight
Ability: Zero to Hero
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Jet Punch
- Drain Punch
- Bulk Up
- Encore

The old classic Bulk Up set can still make an impact, it turns out. Palafin is now slower than pretty much all the meta, so it's stuck using Encore instead of Taunt. Palafin-H's Jet Punch is still an attack to respect, though, especially since it's a priority move.

:SV/Dragalge:
Dragalge @ Iron Ball
Ability: Adaptability
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Draco Meteor
- Sludge Bomb
- Scald / Focus Blast
- Flip Turn

Just like Clodsire is the best Spikes lead in the meta, Dragalge just might be among the best offensive pivots in the meta. 44 base Speed could be better but could also be a lot worse. Dragalge has Dragon's nice set of resistances, so it gets some switch-in opportunities.

:SV/Lurantis:
Lurantis @ Power Lens
Ability: Contrary
Tera Type: Fighting
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Defog
- Leaf Storm
- Knock Off
- Superpower

Yes, Torkoal is probably the best Rapid Spinner in the meta (especially when offensive), but Lurantis has Defog (and 45 base Speed) and naturally breaks Dondozo and Alomomola (yes, Wish passing still works in this meta, as Alomomola walls Glastrier and more). Knock Off means that Lurantis still puts in work even if it hits a wall or Gholdengo. Lurantis wishes it could fit in Trailblaze to get virtual speed boosts with Contrary.

:SV/Conkeldurr:
Conkeldurr @ Power Anklet
Ability: Iron Fist
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Mach Punch
- Knock Off
- Curse / Defog / Poison Jab / Ice Punch

Saved a more boring mon for last...except losing an Agility boost's worth of speed tiers by using Flame Orb (with Guts) really does hurt that much! Especially since one of Conkeldurr's selling points is that it's a Fighting-type that outspeeds Kingambit, Conkeldurr prefers ditching the power boost of Flame Orb Guts in order to actually outspeed all Kingambits by using a Power item or Iron Ball instead - especially since it takes 2 Curse turns to get the same speed boosts as a Power item. Yes, Hammer Arm is a punching move.
 
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Here's Wave 2 of promising Pokemon in Twisted Dimension (at least from my testing on ROM against myself and AbyssalBot)! Mostly Pokemon with worse speed tiers this time, with a few faster ones.

:SV/Spiritomb:
Spiritomb @ Iron Ball
Ability: Pressure
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Taunt
- Pain Split
- Dark Pulse
- Will-O-Wisp / Toxic

Dusclops is passive, vulnerable to Taunt, and needs Eviolite and then gets outsped by Power item users like Glastrier. Spiritomb isn't so passive and can actually hold a Power item or Iron Ball (base 35 Speed greatly helps here). Spiritomb can switch into Normal- and Fighting-types (especially since its only weakness is Fairy, which is an uncommon coverage type), status some mons, and stallbreak reasonably well.

:SV/Landorus-Therian:
Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge

Reports of Lando-T's downfall in this meta have been greatly exaggerated. ...At least for Defensive Lando-T. He's still a great catch-all (except for Glastrier) physically defensive slow pivot that sets Stealth Rock. He indeed tanks hits from Fighting-types, Kingambit, and more.

:SV/Rotom-Wash:
Rotom-Wash @ Choice Scarf
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Trick

The meanest item you can Trick/Switcheroo in Twisted Dimension is Choice Scarf - it force Encores and slows down its holder. It looks like Scarf Trick's best users are slow defensive pivots, though. Luckily, Rotom-W fits the bill. It can switch into Glastrier, Iron Hands, and more for just long enough to Trick its Scarf away (or pivot away or burn as need be).

:SV/Dragonite:
Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Extreme Speed
- Outrage
- Earthquake
- Ice Spinner

Dragonite's small array of boosting moves boost Speed and therefore hurt it in Twisted Dimension. It's likely capable of stallbreaker movesets, but the Choice Band user is one of its most obvious remaining movesets. Banded Extreme Speed still hits like a truck.

:SV/Primarina:
Primarina @ Assault Vest
Ability: Torrent
Tera Type: Poison
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Draining Kiss
- Surf
- Flip Turn
- Psychic Noise

At least in my testing, Base 50 Speed is the last bastion of "fast", and Primarina's base 60 Speed means that it is slower than a ton of offensive mons and walls. Primarina still tanks many hits and pivots with an Assault Vest set, though. Just be careful about Torkoal's Solar Beam when Primarina is chipped too hard...

:SV/Slowbro:
Slowbro @ Power Anklet
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Slack Off
- Scald
- Body Press
- Psychic Noise

Slowking may have Chilly Reception the pivot move, but Slowbro gets Body Press and therefore can lure Kingambit. Slowbro is better suited to wall Glastrier, Conkeldurr, Copperajah, and more.

:SV/Jirachi:
Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Wish
- Protect
- Meteor Mash
- U-turn

This Jirachi is a side-grade for defensive Solgaleo. While Solgaleo has Knock Off, Jirachi can Wish pass. Eruption users like Torkoal and Camerupt love it when you Wish pass!

:SV/Pecharunt:
Pecharunt @ Colbur Berry / Air Balloon
Ability: Poison Puppeteer
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Parting Shot
- Malignant Chain
- Shadow Ball

One of the sturdiest Ghost-types in the meta, Pecharunt can tank hits from Glastrier, Snorlax, Iron Hands, and more, inflict Toxic-level poison, and slow pivot away. It's a great partner for Dark-types such as Kingambit.

:SV/Brute Bonnet:
Brute Bonnet @ Iron Ball
Ability: Protosynthesis
Tera Type: Dark
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Sucker Punch
- Crunch
- Seed Bomb
- Close Combat

Speaking of Kingambit, Brute Bonnet isn't completely outclassed by its fellow Dark-type Sucker Puncher despite having a worse base 55 Speed. Unlike Kingambit, it naturally breaks Dondozo, and it's likely the best Protosynthesis user in the meta and therefore loves Torkoal's primacy as the best offensive Rapid Spinner in the meta. Unless Kingambit techs Brick Break, Close Combat Brute Bonnet wins against it due to taking paltry damage from Low Kick. Unlike its fellow base-55-Speed Dark-type Crawdaunt, Brute Bonnet can actually take a neutral hit or two.

:SV/Walking Wake:
Walking Wake @ Power Lens
Ability: Protosynthesis
Tera Type: Water
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Flip Turn
- Hydro Steam
- Draco Meteor
- Knock Off / Flamethrower

Possibly the slowest viable Pokemon in the meta, Walking Wake is likely the best switch-in for Torkoal in the entire meta (4x resists Fire, neutral to Torkoal's coverage). It also partners well with your own Torkoal, slow pivoting it back in. This set comes close to OHKOing Dondozo with Draco Meteor in the sun. Don't forget that Walking Wake also switches into Water-types well, not just Fire-types!

:SV/Goodra-Hisui:
Goodra-Hisui @ Power Anklet
Ability: Shell Armor
Tera Type: Flying
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Curse
- Iron Head
- Body Press
- Dragon Tail

A sublime defensive typing means that Goodra-H is a viable slower Curse user (at 60 base Speed). Titanic Special Defense and a phazing move help, as it can force out Hatterene and more. Goodra-H can lack power at times, though.

:SV/Incineroar:
Incineroar @ Assault Vest
Ability: Intimidate
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- U-turn
- Flare Blitz
- Earthquake / Drain Punch

Incineroar actually has a nice defensive typing for the meta, and this mixed defensive pivot set can switch into Kingambit, Torkoal, Hatterene, Glastrier, and more. Earthquake is nice tech for Torkoal, while Drain Punch is helpful for longevity. (Yes, base 60 Speed is slow pivot territory.)
 
Q: “What happens if a Pokémon uses Trick Room?”
A: “The move fails, rather than reversing the speed priority back to that of standard play.
We did discuss the possibility of having Trick Room reverse speed tiers back to normal when developing the TDOM, however our Community Leader KaenSoul explained that ‘the interaction with Trick Room while somewhat logical, would go a bit beyond what OMs are allowed to do as you would be modifying a specific move beyond the premise of the tier.’”
What if instead of "in this meta trick room is always active" it was "in this meta everyone's real speed is set to 10000-current before all other effects when calculating turn order?" Like, idk if that would be hell to code, but this would allow that TR interaction to work without ever mentioning TR directly no?
 
Lectrys you are putting in the work! I loved watching your games on ROM. Creative stuff.

I’ve been playing TD on ROM as well. In addition to the move Trick Room being functional here, I can confirm Room Service does not auto-proc, but I still cannot confirm if this is how the meta will work when it is implemented on Showdown. I am personally not opposed to Trick Room working, but I can’t see it being very good here. Since the meta will be largely bulk invested, running frailer, fast TR mons will result in a net loss for the playstyle compared to standard singles play, where it’s already pretty inconsistent.

———————

I’ve been itching to gush about the top meta threats as well, who give this OM such a fun identity, so I wrote you all a small novel.

Most of these have been touched on already, but here’s my take on the big boys. If you are in doubt of how to start team building, any of these guys should serve as a solid place to start. Conveniently, I’ve listed them in order of speed, and then, I’ve also got some more niche wild takes at the bottom.

:sv/torkoal:

20 base speed.

With its blend of power, utility and a fantastic speed tier, Torkoal is likely the number one threat to account for in the meta. Besides being the fastest weather setter, the tortoise also offers Rapid Spin, Will o’ Wisp and the virtue of being a Stealth Rock setter that gets the jump on Hatterene.

If you want, you could lean in on the offensive route and nuke stuff with your Fire STAB of choice, be it Fire Blast, Weather Ball, Flamethrower, Lava Plume, Flare Blitz, or the dreaded Eruption. It’s got Solar Beam for the Waters/Garg, and can even run physical or mixed sets with Iron Defense + Body Press and Curse so Blissey, Tyranitar and Heatran will have to think twice about switching in.

Specs Eruption is definitely its scariest offensive option, but it runs the risk of being worn down by hazards, and becomes particularly vulnerable to mons like Chansey, Clodsire, Pinurchin (who naturally outspeeds it), other Torkoals with Earth Power, Slowking, Pelliper, Tyranitar, the Protosynthesis Dragons or anything with Flash Fire.

Torkoal’s biggest flaw is having to choose between which item it wants to hold, be it Heat Rock for optimal Sun support, Iron Ball for the ultimate form of speed control or Heavy-Duty Boots to maximize its best hazard removal utility and longevity.

Still, Torkoal is all around solid and a great base to build a team around. Put on your sunscreen, it’s going to be on a lot of teams.
:sv/hatterene:

29 base speed.

Hatterene was designed to be THE mixmaxed Trick Room Pokémon. So why wouldn’t it be here?

What DOESN’T Hat do in this OM? Hazard control, status deterrence, HO dual screens lead with Misty Explosion and/or Healing Wish, Iron Ball speed control, Life Orb cleaner, Calm Mind sweeper, Trick Specs.

It can wear down walls with Psychic Noise, go “mixed” with Psyshock, or break through Unaware mons with Stored Power (though Calm Mind boosting sets will probably struggle with the meta’s high offensive power level and Hat’s bad physical bulk). Draining Kiss and Giga Drain can grant a bit more longevity while Mystical Fire is nice coverage for Steels, which also benefits from Sun.
:sv/Reuniclus:

30 base speed.

While it is a tiny bit slower that Hat, Reun is also much more immediately threatening by virtue of being able to run Life Orb without recoil and Fighting coverage, and tends to have less 4mss space to run Shadow Ball on offensive sets, while still threatening special walls with Psyshock or Psychic Noise. It can even run Encore on such sets to mess with its defensive checks.

Magic Guard being naturally immune to Life Orb, hazards, Salt Cure, Toxic, Infestation, Leech Seed and Sand is HUGE, so I’d forgive you for thinking that’s all Reun has going for it, but don’t forget, this little ball of fun also has Regenerator, so with an Assault Vest, it can help contain special attackers like Hat and Ursaluna-BM. Being a special wall while not being weak to Psychic and Fighting moves in this meta is very handy.

For the Regen AV set, I think Psychic Noise, Night Shade, Knock Off are the moves of choice, with the last slot being being more mailable, with any of Future Sight, Energy Ball, Grass Knot, Focus Blast, or Shadow Ball all being good options. Knock Off is especially nice in this meta for removing the all important speed halving items, Covert Cloak or Heavy-Duty Boots.

Focus Miss is the usually its greatest flaw, but Reun could even run the weaker Hammer Arm for accuracy and to lower its speed, while still hitting Tyranitar/Kingambit/Blissey for some good chunks on switch in. Hammer Arm + Psychic Noise in particular is great for shutting down walls and clearing a sweeper to go for the win.
:sv/Glastrier:

30 base speed.

Bad defensive typing including a weakness to Body Press + rocks weakness. Yes, and? Just look at that bulk! The Moxie-clone ability Chilling Neigh also lets Glas snowball like crazy.

The ice horse has also has access to non-Ghost type Curse, arguably the best boosting move in the OM, and Ground coverage in High Horsepower for Torkoal and Toxapex.

Slowbro is likely Glas’ most reliable defensive answer who can switch in multiple times thanks to Regenerator. While the horse thuds into Dondozo, who can Body Press right through Curse Defense boosts, and Avalugg if it isn’t running Close Combat, the horse also has access to Taunt to deny the use of recovery, while also shutting down Toxapex. With Taunt, Glastier becomes particularly scary as it helps it and other physical attackers overwhelm the defensive staples of the tier. I can also see Bronzong and Orthworm having niches for being Ground-immune Steel types, which blanket check good amounts of the meta. Both could help contain this steed, but they also lack reliable recovery.

I can see screen support or even Abomasnow support making this guy even more difficult to handle.
:sv/dondozo:

35 base speed.

Dondozo is the gatekeeper and glue of the OM, I think. If you’re a set up mon, but you can’t beat Don, you ain’t going nowhere. Belly Drum Snorlax, Azurmarril, Greedunt, and the litany of Curse abusers will have a time breaking through it, 1V1.

Offensively Don isn’t the most immediately threatening mon, especially with Toxapex being ubiquitous, but it has lots of tools to do work. It can play as a Rest/Sleep Talk Unaware wall. It can also be a Curse sweeper in its own right, with any combo of Wave Crash, Body Press, Ice Fang, Zen Headbutt, Crunch, Chesto Rest. It does not appreciate Avalanche having reduced priority on sweeping sets, as Ice Fang’s power is pretty lacking.

The most exploitable kink in its armor is that it does rely on Rest for recovery, which may be particularly inconsistent in this meta if Pinurchin gains any traction, as the speed control it offers is unrivaled, even by the base 20s. Dondozo can still benefit from Wish support, but doubling up its typing with Alolamola will result in a large weakness to Grass and Electric moves. There is always Healing Wish support though.

Covert Cloak is probably its best item, so it can just use Garg as set up fodder, and Wave Crash through its defensive boosts unbothered, as well as use Rest against the faster Psychic Noise users, but Leftovers, Boots and Chesto Berry should all be staples as well.
:sv/Toxapex:

35 base speed.

Pex is hella fast, bulky, sustainable, and walls almost everything to hell and back with Haze, including Dondozo. Its also got Toxic, Infestation, Toxic Spikes, Baneful Bunker, Chilling Water, Liquidation, and Recover, on top of Regenerator, as well as a resistance to the all important Body Press.

For items, Pex enjoys holding Covert Cloak to stall out Garg, but it can also use Iron Ball to make Haze faster to counter set up sweepers or alternatively use Red Card to phaze, hold HDB to not get hazard chipped, or Peyappa Berry to tank a Psychic hit from Hat and return fire with Gunk Shot.

All in all, it’s the same old Pex you know and hate, but now it’s fast. Be prepared for it.
:sv/Garganacl:

35 base speed.

We feeling salty yet?

Garg is an Iron Defense/Curse sweeper with access to either Body Press or Earthquake, and one with a means to disrupt both Dondozo and Toxapex with Salt Cure, unless they carry Covert Cloak, so it appreciates Knock Off support very much.

Its only weakness is its lousy typing which is Water, Grass, Ground, Fighting and Steel weak, but it does potentially benefit from Sand being more present due to Tyranitar and Hippowdon’s viability, and of course Covert Cloak which hampers its effectiveness.
:sv/Conkeldurr:

45 base speed.

While Guts is probably everyone’s first thought, which is definitely scary, let’s not forget it also has Sheer Force, so Life Orb with the elemental punches may also be viable and sustainable, and Iron Fist which can be used in tandem with Hammer Arm.

STAB Hammer Arm doesn’t have the raw strength of Close Combat, but it’s very spammable due to being excellent speed control and snowballing, while not lowering its defenses. It also has Knock Off, another huge plus.

Taunt lets it wear stuff down, which is especially silly in conjunction with Hammer Arm.

Mach Punch could be handy for picking off weakened stuff and checkmating Kingambit.

It can even run Defog for anti-hazard / screen / terrain support, pretty cool traits!
:sv/Iron Hands:

50 base speed.

THE bulky physical attacker with STABs that threaten all of Don, Pex, and Garg, and Ice Punch which synergies well with its Electric STAB to nail its defensive switch its for good chunks of health.

It can run Choice Band for immediate power, while being able to pivot with Volt Switch when it doesn’t want to predict.

It can go the defensive route with Iron Defense, Body Press and Whirlwind, with the option of Drain Punch for some passive healing.

It can opt to boost with Swords Dance and Belly Drum or Booster Energy, which Unaware and Haze cannot constrain. Hands may benefit somewhat from Pinurchin having a great speed tier now, as well as access to Memento. That could be a wild game ending combo.

Any physically defensive switch in I could mention including Sinistcha, Trevenant, Amoongus, Golurk, Pallosand, Gliscor, Landorus - all are weak to Ice Punch.

It checks Kingambit, which is a very handy quality.

Hands’ biggest flaw is that its preferred Electric STABs Supercell Slam and Wild Charge are exploitable for their recoil, while its speed tier and its vulnerability to Psychic, Fairy and Ground leaves it in hostile territory and being at risk of being outrun.
:sv/Kingambit:

50 base speed.

Has no one mentioned the King yet?!

Actually I don’t have all that much to say here. Same as in OU, Supreme Overboard and Sucker Punch are huge assets for the endgame, as always. Mid game, I think it actually suffers a lot from its 4x weakness to Body Press. On the other hand, it laughs at Hatterene and Reuniclus.

Sucker Punch helps Gambit be less bothered by its merely “okay” speed tier, but it can also be outplayed by Iron Defense or Curse.

Also note: Magnet Pull is currently free, and all its users have access to Body Press + ID / Curse. Oooof.

Still, I wouldn’t ever underestimate the King.
:sv/ursaluna:

50 base speed.

Probably the scariest breaker to face on paper. It’s got great bulk and Guts STAB Facade and ground moves are stupid strong, plus now it’s faster than most of its defensive checks! Although, that might actually be a good thing in Corviknight and Skarmory’s cases, so they can underspeed and Roost on it.

It needs a turn of start up to get Flame Orb to activate, but its physical bulk is superb so if you aren’t switching into Knock Off, you’re golden.

It can run Fire Punch or Crunch to nail its few defensive Grass, Steel and Ghost switch-ins and can run Curse or Hammer Arm for more speed / Avalugg.

Despite all that, it gets stalled on easily with its burn damage and hates the Water and Grass moves and Body Press everywhere.

Ursa is also pretty much item locked to Flame Orb, so it can get outspeed with Iron Ball, and it hates hazard chip, Salt Cure and Rocky Helmet more than most.
:sv/Ursaluna-Bloodmoon:

Base speed 52.

It’s slower than its physical counterpart, but it does have more flexibility with its item and Moonlight for sustain.

Those (almost) unresisted STABs are no joke, and Calm Mind. Well, there’s always Protect for Blood Moon, I guess…

It also has Taunt, so if think twice before you consider Blissey and Chansey your saving grace.

Ultimately, long term defensive play is rough, so out offensing it is the best answer. What can you do defensively? AV Renu and AV Hydrapple? Protect Harvest Trevenant? And Bronzong and Orthworm? Lol. I got my eye on you, bear.

Now for some wild takes, I don’t think these guys will be as dominant as the top dawgs, but I think they will have some strong relevance in countering/supporting them.

:sv/excadrill::sv/tinkaton::sv/empoleon::sv/heatran::sv/deoxys-defense:

While Hat will be everywhere, hazards will be very nice in this meta if you can get them out, as it will be much difficult to run Heavy-Duty Boots, given the utility of Iron Orb/Power Items, Covert Cloak and even pinch berries on slower mons. Hazard chip also lets you scout your opponent’s item, which may be more important than ever.

I think a lot of the hazard game in this in this meta will be dependent on “Does rocks setter X threaten Hat?” I already brought up Torkoal, but Excadrill and Tinkaton come to mind because of Mold Breaker and not needing to predict a Hat switch. Competitive Empoleon and Heatran come to mind as being Steel types that do not fear Mystical Fire. Skill Swap Deoxys-D works as a Spikes setter. Bronzong, Clodsire and Golurk also all fill this criteria, but I’ll get to them in more detail below.

:sv/bronzong::sv/orthworm:

Being hazard setters that can hit Hatterene hard with Steel STAB is really handy, but Zong and Worm are also rare defensive checks to both the Ursalunas. Even if they may ultimately struggle to contain them in practice with the lack of recovery, they can and probably should be run with Wish support for consistency. Zong can utilize Psychic Noise to hit them on their weaker side and deny Bloodmoon healing. Eject Button also helps to pivot around them and seize momentum to force out the bears.

:sv/magnezone:
I’m probably really reaching for Ursa checks but hear me out: Magnet Rise on something you threaten as they switch out and then the Ursas cannot revenge and watch as your opponent finds themself in a very awkward spot, pressuring with either Flash Cannon or Body Press. That could be very challenging to deal with.

Furthermore, Zone is a Body Press + Iron Defense user that Don/Pex want no part of due to its STAB Thunderbolt and then, it’s also got Magnet Pull for Kingsgambit or just Analytic for increased damage for switches. Despite not having the best speed tier, Magnezone has a lot going for it.

:sv/Pincurchin:
Does this thing have actual niche?! Being the fastest mon in the meta with some good utility, yeah, I can actually see it. It may as well be the Regieleki of the Twisted Dimension! (Not really.)

Dondozo absolutely hates Pinurchin preventing Rest. That in and of itself is huge. Toxapex isn’t a fan of its electric STAB either.

Obviously it enables Iron Hands, but beyond that, it can support teammates holding an Electric Seed, granting an instant powered up Body Press which could be great on mixed sweepers like Nasty Plot Hydrapple. While the double ground weakness with IH is not ideal, Memento into a sweeper sounds diabolical, in theory.

Besides just assisting sweeper set up, Zing Zap lets it flinch things ok speed control sets, particularly Hat, which in turn lets it more freely spread Spikes. Specs might be better as a pure speed control mon, however, as physical sets lose to Curse.

It also benefits from Rain, to grant its Water moves some oomph, letting it not be blanked by Ground types.

:sv/Pelipper:
Speaking of Rain, with Torkoal being as good as it is, I think it’s inevitable that Pelliper will also rise as its greatest counter. It’s not the fastest thing, but it doesn’t need to be. It’s got potent STABs, Knock Off and U-Turn. Its Flying STAB Hurricane and Ground immunity are actually rather rare for the meta. Damp Rock enables optimal Water spammage, while HDB lets it pivot around more freely and disrupt Torkoal easier, who has less luxury to run HDB.

:sv/slowbro:
Slowbro does a lot in this meta, countering Dondozo, Pex, Garg, Glas, and the Ursas. It can lean in defensively and run Body Press or it can go all in for a sweeping set with Nasty Plot, Surf, Psychic Noise, Grass Knot, Flamethrower and/or Ice Beam. All around amazing, if not top tier.

:sv/slowking:
A great Torkoal check, Future Sight user, and Chilly Reception will make it a good parter to Glastier and/or Avalugg. You can also play with its speed EVs to make Chilly Reception pivoting “slower.”
I think its brother works better as a Nasty Plot sweeper though, just due to having physical bulk more suited to set up.

:sv/Basculegion-F:
Not fast by any means, but its typing and bulk lets it pivot into a lot, and just spam the ever living daylights out of Adaptability Shadow Ball and Surf and pivot with Flip Turn. It can also spin block Torkoal! Go with Specs or Assault Vest.

:sv/solgaleo:
After Ursa-Bloodmoon, this is the freed Uber I think has the greatest potential to make waves. While its speed tier is lacking at base 97, its serious bulk, good typing that lets it check Hat and Renu, Knock Off, mixed attacking stats and invaluable ability to slow pivot with Teleport will let tank some hits and steal momentum. It’s got 4mss, but you can tailor it to what your team needs. It loves Wish support.

:sv/gumshoos:
With Stakeout being a legit scary ability, basically being a free Choice Band if your opponent switches out, Gumshoos is a pretty neat offensive pivot, well suited for putting the opponent some tricky checkmate positions. Unfortunately it lacks any defensive utility, but 45 base speed is great and it’s got U-Turn, elemental coverage, Earthquake. I can see it doing work.

:sv/Dragalge:
Dragalge is the special Gumshoos, but WITH defensive utility, as it can switch into stuff like Dondozo, Toxapex and Garganacl and the ability to pick up Toxic Spikes. It also enjoys not being forced out by most forms of priority, resisting Aqua Jet, Mach Punch, Grassy Glide and Thunderclap.

Special walls just get Toxic’d or pivoted on with Flip Turn. Nukes all non-Steels with Specs Adaptability STABs. Should be fun.

:sv/vikavolt:
I’m less certain about this guy than Magenzone as a cleaner, but if balance defensive cores take off, this guy will feast. It probably wants HDB if you feel like pivoting mid game with Volt Switch, but could probably rock Throat Spray for the end game with some Knock Off speed control, or a Power item.


:sv/ting-lu:
Solid bulk and now with speed. While it doesn’t like Hat switching in on its hazards, it could run a Band or Life Orb to nail Hat hard on switch in before it goes for hazard spreading. I also feel like running an Assault Vest on a full attacking set would throw off a lot of people.

:sv/raging bolt::sv/scizor::sv/Crawdaunt::sv/rillaboom::sv/azumarill::sv/palafin::sv/dragonite::sv/arcanine-hisui:

Priority is always good, but Curse becomes an issue for revenging with the physical priority users. I hesitate to put Raging Bolt in the top bracket due to its speed, but its ability to abuse both Sun and Electric Terrain, check Torkoal, pivot, and blanket check so much of the meta with Thunderclap makes its slowness a nonissue. will be very good, despite not being fast.

Scizor’s Bullet Punch is notable as being a great Hat and Glas check, while Rillaboom can check the Waters and support its team with Grassy Terrain. Both can Knock and pivot, which is also nice.

I think Crawdaunt is my favorite of the water priority users as it also has strong STAB Knock Off, or could run Band Switcheroo with Crunch to be cheeky to Sticky Hold Hydrapple. Azurmarill is more of a Band breaker or Belly Drum cleaner, with a better defensive typing than Crawdaunt. I’m less sold on Palafin than the other two, due to it needing to burn a turn to change to Hero form and not having Knock Off, but I wouldn’t call it bad by any means, even if it ultimately isn’t doing much to Dondozo.

Dragonite and Arcanine both can rock ExtremeSpeed while serving as Torkoal switchins.

:sv/hydrapple::sv/appletun::sv/sinistcha::sv/trevenant:

I kinda think bulky grasses with Body Press will actually have some potential in this OM, given that they threaten Dondozo, Garganacl, Kingambit, Iron Hands and the Ursalunas.

Hydrapple in particular, I think will become high tier, with Regenerator making it a good physical check to Ursaluna, Iron Hands, etc, or can provide invaluable Knock Off absorbing with Sticky Hold, it can also go for Nasty Plot sweeps with the speed halving items.

Appletun can tank Fire attacks and (kinda) Ice attacks with access to Thick Fat, while also being a Body Press wincon that can beat Dondozo with Apple Acid.

Sinestcha and Trevenant are also worth mentioning for being immune to both Facade for Ursaluna and Body Press and are some of the best Garg answers with Covert Cloak. Trevenant can Harvest + Sub + Leech Seed stall and can even Protect against Bloodmoon, kinda cool.

:sv/clodsire:

This neat little dude has a lot of cool traits. Like Torkoal, it sits at base 20 speed tier, and like Torkoal, it’s a hazard setter that Hat doesn’t particularly like to switch in on.

I don’t know how great special wall it will be with its Psychic weakness, but it can check Torkoal with investment. It can opt to use Unaware with defense on the physical side, checking Iron Hands and Body Pressers. It can also use Water Absorb to run on rain teams and to check Dondozo and Toxic it. It might even be able to Curse sweep itself through Don and the water priority moves. Applaud the Clod!

:sv/muk-alola:

I’m delighted to hear that others think Muk-A might be relevant! Its typing is great for countering Hat and Renu, but it’s also amazing at spreading Knock Off, given that it hits the normal Knock absorbers like Clefable and Hydrapple hard with STAB Poison moves, on top of Gliscor’s (probably) reduced viability. Knock Off is really handy speed control, ensures Covert Cloak mons cannot ignore its Poison Touch / Poison Fang while also enabling Salt Cure spam. Drain Punch even lets it sustain itself a bit better.

It’s also got Curse, for what it’s worth, I don’t think of it as being a very good cleaner though. Assault Vest is its item of choice.


:sv/golurk:

Another mon with some neat potential, and one which doesn’t have an OU analog.

Golurk blanks Iron Hands STABs, on top of being fully Body Press immune. 55 base speed ain’t bad, and it’s another Stealth Rocker that threatens Hat, having STAB Poltergeist.

Here’s the real sauce though: No Guard + Dynamic Punch with Ghost is unresisted together, and DP offers a neat 100% confusion perk. Being a ghost type, it can’t boost with Curse, but it can use Hammer Arm.

While it’s also got Knock Off, it could also run something like Klutz + Trick + Choice Scarf to basically screw over any switch, minus Sticky Hold.

Golurk is around just a neat package of utility.
 
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1. why is Calyrex banned with its insane speed it basically requires iron ball and even then it might still be too fast and it is not really bulky
2. Iron ball seems crazy good basically a better scarf in tr
 
1. why is Calyrex banned with its insane speed it basically requires iron ball and even then it might still be too fast and it is not really bulky
2. Iron ball seems crazy good basically a better scarf in tr

1. Yes, you may be right in that Caly-Shadow wouldn’t be overbearing, however, we are limited in which Ubers we are permitted to free before the OM is launched. Certain Ubers may prove healthy enough to be unleashed, but they will need to be tested.

2. Iron Ball and the Power items will be quite good, and the most effective form of speed control, especially against the Curse / Hammer Arm abusers. I think bringing hazards and Knock Off to maneuver around these strong speed boosting items will be a good idea.
 
1. why is Calyrex banned with its insane speed it basically requires iron ball and even then it might still be too fast and it is not really bulky
2. Iron ball seems crazy good basically a better scarf in tr
1. Calyrex-S may not be "really bulky", but it can still switch into mons like Hatterene, Dondozo, and Clodsire and fire off a mighty attack or, at least in versions of this meta where Trick Room works, use Trick Room and outspeed everything for 4 turns. The Trick Room part may be why Calyrex-S started off banned - mighty but slow attackers without priority such as Chi-Yu, Annihilape, and Walking Wake have felt balanced so far in my testing.
2. Yeah, in my testing, Iron Ball and the Power items squeeze out pretty much all other items for offensive mons with decent speed tiers, to the point that Guts mons shouldn't have Flame Orb and Gluttony mons get outsped by too much if they use Berries. Being open and vulnerable to hazards is worth it when the reward is hitting hard first.

On a more optimistic note, Wave 3 of promising Pokemon!

:SV/Skeledirge:
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Torch Song
- Will-O-Wisp
- Slack Off
- Shadow Ball / Earth Power

Meet the meta's best spinblocker. With Torkoal as the best spinner in the meta, and Avalugg and Forretress at least having great speed tiers, Skeledirge spinblocks them all and tanks their attacks. Torkoal can still go for breaking through its checks, but Boots on Skeledirge make that job harder by nullifying Rocks on Torkoal. Skeledirge also does well against Hatterene.

:SV/Donphan:
Donphan @ Iron Ball
Ability: Sturdy
Tera Type: Ice
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Rapid Spin
- Earthquake
- Ice Spinner
- Curse

A meta where Donphan is outright better than both Paradox Donphans - who'd have thought? Donphan has a decent base 50 Speed and is among the better Rapid Spinners in the meta (it notably breaks Skeledirge and the one guy who brought Gholdengo). Like a lot of Curse users, it threatens to sweep with enough boosts.

:SV/Latios:
Latios @ Choice Scarf
Ability: Levitate
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Draco Meteor
- Flip Turn
- Shadow Ball / Luster Purge / Psychic Noise / Surf / Weather Ball / Aura Sphere
- Trick

Actually, at base 110 Speed, Latios might be the viable mon with the highest base Speed in Twisted Dimension. Unlike Latias, Latios gets Flip Turn and therefore can slow pivot. Trick-Scarf is still a mean thing to do - pray your opponent has no slow pivots that can absorb the Scarf. Shadow Ball hits switch-ins like Hatterene, Solgaleo, and Jirachi decently hard, but it thuds into Kingambit.

:SV/Moltres:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- U-turn
- Roost
- Flamethrower
- Scorching Sands

Moltres is among the tankiest Torkoal switch-ins - it resists Fire and Fighting, 4x resists Grass, and is immune to Ground, and it has reliable recovery. Moltres takes advantage of Torkoal by slow pivoting or smacking it super-effectively with Scorching Sands, a move with Scald's burn chance. Moltres also tanks hits from Enamorus-T, Hatterene, Lurantis, Glastrier, and more.

:SV/Zapdos:
Zapdos @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Electric
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Volt Switch / U-turn
- Thunderbolt
- Hurricane

Moltres's partner in the Legendary Birds trio is among the more resilient ways to naturally break Dondozo. It also switches into Fighting-types fairly well and Ground-types fine. Zapdos is also a decent slow pivot, just like Moltres.

:SV/Samurott-Hisui:
Samurott-Hisui @ Power Anklet / Focus Sash
Ability: Sharpness
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Ceaseless Edge
- Aqua Jet / Sucker Punch
- Flip Turn
- Knock Off / Sacred Sword

It turns out that Mr. Spikes is eternal. Samurott-H can switch into Kingambit, Incineroar, and more and set up Spikes that Hatterene can't Magic Bounce away. Samurott-H can slow pivot, use priority, remove Boots from opposing mons, or truly scare away Kingambit with Sacred Sword. Focus Sash is actually a decent choice so Samurott-H can lead against mons that can OHKO it through its added bulk, such as Glastrier (with Close Combat) and Torkoal (with Solar Beam).

:SV/Corviknight:
Corviknight @ Power Bracer
Ability: Mirror Armor
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Curse
- Roost
- Iron Head
- Body Press

Yeah, Corviknight can Defog and pivot, but opponents also need to fear it as a Curse user like they fear Swords Dance Gliscor in OU. Iron Head is used as an early-game mid-ground that hits both Glastrier and Hatterene super-effectively. Speaking of Hatterene, Mirror Armor is used to wall that mon better by bouncing back Mystical Fire debuffs. Corviknight can squeeze in Taunt to ward off stall better. Skarmory is capable of a similar Curse set, squeeze in Whirlwind to phaze out switch-ins like Dondozo, and set hazards instead of use Curse. Skarmory is a poor Hatterene check at best, though.
 
1. Calyrex-S may not be "really bulky", but it can still switch into mons like Hatterene, Dondozo, and Clodsire and fire off a mighty attack or, at least in versions of this meta where Trick Room works, use Trick Room and outspeed everything for 4 turns. The Trick Room part may be why Calyrex-S started off banned - mighty but slow attackers without priority such as Chi-Yu, Annihilape, and Walking Wake have felt balanced so far in my testing.
2. Yeah, in my testing, Iron Ball and the Power items squeeze out pretty much all other items for offensive mons with decent speed tiers, to the point that Guts mons shouldn't have Flame Orb and Gluttony mons get outsped by too much if they use Berries. Being open and vulnerable to hazards is worth it when the reward is hitting hard first.

On a more optimistic note, Wave 3 of promising Pokemon!

:SV/Skeledirge:
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Torch Song
- Will-O-Wisp
- Slack Off
- Shadow Ball / Earth Power

Meet the meta's best spinblocker. With Torkoal as the best spinner in the meta, and Avalugg and Forretress at least having great speed tiers, Skeledirge spinblocks them all and tanks their attacks. Torkoal can still go for breaking through its checks, but Boots on Skeledirge make that job harder by nullifying Rocks on Torkoal. Skeledirge also does well against Hatterene.

:SV/Donphan:
Donphan @ Iron Ball
Ability: Sturdy
Tera Type: Ice
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Rapid Spin
- Earthquake
- Ice Spinner
- Curse

A meta where Donphan is outright better than both Paradox Donphans - who'd have thought? Donphan has a decent base 50 Speed and is among the better Rapid Spinners in the meta (it notably breaks Skeledirge and the one guy who brought Gholdengo). Like a lot of Curse users, it threatens to sweep with enough boosts.

:SV/Latios:
Latios @ Choice Scarf
Ability: Levitate
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Draco Meteor
- Flip Turn
- Shadow Ball / Luster Purge / Psychic Noise / Surf / Weather Ball / Aura Sphere
- Trick

Actually, at base 110 Speed, Latios might be the viable mon with the highest base Speed in Twisted Dimension. Unlike Latias, Latios gets Flip Turn and therefore can slow pivot. Trick-Scarf is still a mean thing to do - pray your opponent has no slow pivots that can absorb the Scarf. Shadow Ball hits switch-ins like Hatterene, Solgaleo, and Jirachi decently hard, but it thuds into Kingambit.

:SV/Moltres:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- U-turn
- Roost
- Flamethrower
- Scorching Sands

Moltres is among the tankiest Torkoal switch-ins - it resists Fire and Fighting, 4x resists Grass, and is immune to Ground, and it has reliable recovery. Moltres takes advantage of Torkoal by slow pivoting or smacking it super-effectively with Scorching Sands, a move with Scald's burn chance. Moltres also tanks hits from Enamorus-T, Hatterene, Lurantis, Glastrier, and more.

:SV/Zapdos:
Zapdos @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Electric
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Volt Switch / U-turn
- Thunderbolt
- Hurricane

Moltres's partner in the Legendary Birds trio is among the more resilient ways to naturally break Dondozo. It also switches into Fighting-types fairly well and Ground-types fine. Zapdos is also a decent slow pivot, just like Moltres.

:SV/Samurott-Hisui:
Samurott-Hisui @ Power Anklet / Focus Sash
Ability: Sharpness
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Ceaseless Edge
- Aqua Jet / Sucker Punch
- Flip Turn
- Knock Off / Sacred Sword

It turns out that Mr. Spikes is eternal. Samurott-H can switch into Kingambit, Incineroar, and more and set up Spikes that Hatterene can't Magic Bounce away. Samurott-H can slow pivot, use priority, remove Boots from opposing mons, or truly scare away Kingambit with Sacred Sword. Focus Sash is actually a decent choice so Samurott-H can lead against mons that can OHKO it through its added bulk, such as Glastrier (with Close Combat) and Torkoal (with Solar Beam).

:SV/Corviknight:
Corviknight @ Power Bracer
Ability: Mirror Armor
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Curse
- Roost
- Iron Head
- Body Press

Yeah, Corviknight can Defog and pivot, but opponents also need to fear it as a Curse user like they fear Swords Dance Gliscor in OU. Iron Head is used as an early-game mid-ground that hits both Glastrier and Hatterene super-effectively. Speaking of Hatterene, Mirror Armor is used to wall that mon better by bouncing back Mystical Fire debuffs. Corviknight can squeeze in Taunt to ward off stall better. Skarmory is capable of a similar Curse set, squeeze in Whirlwind to phaze out switch-ins like Dondozo, and set hazards instead of use Curse. Skarmory is a poor Hatterene check at best, though.
I wonder if there's a point to Electro Ball on Zapdos, everything else being so slow and all, running 31 Speed IVs with a neutral nature results in it hitting at least 120 power against pretty much any mon with a speed-halving item (unless their base speed is higher than 85).

On a separate note, allow me to present a niche hazard setter:

:tarountula: / :spidops:
The idea of Tarountula's niche is being excellent against lead Hatterene, as it will move first against hat and force it out with the threat of Sticky Web, allowing you to get up your other hazards (no rocks unfortunately) safely.

These mons also have Stakeout so the turn 1 switch can be punished with an attacking move rather than a hazard (Spidops is better here).

:smeargle:
Smeargle can do the same thing and better (with Stone Axe and Court Change if things go wrong) but has a much worse speed stat and will often die turn 2 after getting only 1 turn to do something while Tarountula will usually get 2 (1.5 against Torkoal).
 
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Yahoo! We won OMotM, bayBEEE! Thanks to everyone who supported us. I hope you all have fun!

———

You guys seem a bit obsessed with making self-Sticky Web work in this meta. It seems REALLY risky, as the process of Court Change with Smeargle or Cinder is really convoluted (who are both slow as dirt) and besides, Defog Conk is gonna be good regardless, as are slow Taunt users. It just doesn’t seem worth the opportunity cost.

If you must try Webs, can I suggest this as the most practical attempt?

:sv/Araquanid:
Araquanid @ Iron Ball
Ability: Water Bubble
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Surf
- Infestation
- Sticky Web
- (Filler)

Araquanid has a good speed tier of base 42 and is a nice Surf machine before even considering Webs. However, Infestation makes it so you can trap Hatterene as a switch in, and then guarantee your Sticky Web is bounced back by taking advantage of its good Sp Def.

(I still think it’s bad. Do not attempt if you want to win, haha. ;P )
 
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Araquanid actually already has a serious niche as an offensive Torkoal switch-in, as it effectively resists Fire, resists Ground and Fighting, and is neutral to Grass:

:SV/Araquanid:
Araquanid @ Power Belt
Ability: Water Bubble
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Hydro Pump
- Crunch

In the meantime, I finally tested Munchlax, and its extra-low base Speed means it has an actual niche over Snorlax: it can hold Eviolite and still lock opposing low-speed mons into Curse (Snorlax reaches 19 Speed after Iron Ball and 1 Curse; Eviolite Munchlax reaches 13 Speed):

:SV/Munchlax:
Munchlax @ Eviolite
Ability: Thick Fat
Tera Type: Ghost
EVs: 252 Atk / 252 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Encore
- Curse
- Facade / Double-Edge
- Earthquake / Crunch

The fastest Encore in the meta gives Munchlax a lot of opportunities to use Curse itself and set up for a sweep. Keep Munchlax far away from Fighting-types and reasonably far away from Knock Off, and the game very well could be yours. Note that Thick Fat Munchlax is also a Torkoal switch-in.
 
Will Trapinch be able to stop Torkoal? Trapinch outspeeds it, can 2HKO physically bulky sets, and can even OHKO less bulky sets with Choice Band. If you run a Focus Sash, you can always live Torkoal's moves (unless they bring Lava Plume and get a burn)

252+ Atk Trapinch Earthquake vs. 248 HP / 0 Def Torkoal: 224-266 (65.3 - 77.5%) -- guaranteed 2HKO
252+ Atk Choice Band Trapinch Earthquake vs. 248 HP / 0 Def Torkoal: 336-396 (97.9 - 115.4%) -- 81.3% chance to OHKO
 
Araquanid feels like it's a crazy threat in rain. I used band and it performed very well. The only roadblocks that I faced were water immunes and weezing w neutralizing gas, but I think with enough support, the mon does it's job as a breaker and potential sweeper very well.

Araquanid @ Choice Band
Ability: Water Bubble
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life / Lunge
- Waterfall / Soak / Reflect / Trailblaze
- Waterfall / Soak / Reflect / Trailblaze

You are clicking Liquidation 90% of the time, leaving your remaining move slots a bunch of filler moves that can tailor for your own preferences. Bug stab of your own choice, even though I do prefer Leech's recovery, Lunge can be used to bolster Araquanid's phys bulk. Your last two moves can be very customizable. Waterfall to gamble for flinches, Reflect to support your teams phys def, or Trailblaze for the gastrodon matchup. I used soak on occasion to support my Pinchurchin, but it's probably a bad move that shouldn't be used regularly.
 
Pincurchin is a demon in rain. As long as one can deal with grass types, Pincurchin can feel like Koko on tren. This is the fastest fully evolved pokemon in the meta (apart from mons using macho brace and/or curse), so it can be viewed as a Regieleki with water moves and hazards. This guy gets so much tools and I think bro is a force to be reckoned with.

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Pincurchin @ Life Orb
Ability: Electric Surge
Tera Type: Electric
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunder
- Thunderbolt
- Surf / Hydro Pump / Scald
- Spikes / Toxic Spikes / Recover / Rain Dance/ Memento?

Thunder may seem ill advised due to it's 30% paralysis chance, but because of how slow Pinc is, he outspeeds paralyzed mons with the base speed of 35. This means that Thunder para can theoretically make it's Snorlax matchup worse, but tbh you are switching out anyways. Thunderbolt is a great alternative move to click outside of rain, it still does great damage with the life orb attached. The water moves can change depending on the player's preference. Do you want a cheesy burn, use Scald. Want some crazy damage against super bulky grounds like Ting Lu, use Hydro Pump (252+ SpA Life Orb Pincurchin Hydro Pump vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu in Rain: 252-299 (49 - 58.1%) -- 61.3% chance to 2HKO after Leftovers recovery, should be used as a last ditch effort to kill Lu). Want a move thats accurate and decently strong, Surf. The last moveslot is also up to preference. Spikes and T Spikes go well with Pinc's threat level to flyers. Recover can be used when this mon threatens out the opposition, so it can dish damage more repeatedly in battle. Rain Dance is an option if you want to manually set the rain up, but I do prefer using Pelipper for that job. Memento is a move that one should use as a last resort, so your partner mons like Araquanid can switch in more freely. I haven't actually used this, but I think this should be viable as an option.

This mon can also theoretically use a physical set too, due to it's higher phys attack. Poison Jab to break through grasses and Liquidation to break through grounds. This set also uses Zing Zap to great effect, being the fastest non fakeout flinching move in the game. One can run the status moves that were mentioned on the special set in the last move slot, or you can run Supercell Slam for a more powerful, but risky electric stab. I still do prefer the special set due to the fact that being a special attacker is usually more beneficial than being a physical attacker, but the physical set has the advantage that it isn't as rain reliant as the special set.

Either way, this mon is a demon, use him on rain.
 
Just hit number one on ladder day 1 (proof at bottom) and used a pretty funny team to get there (Was wondering if this team could get put onto sample teams):

Pineco @ Power Lens
Ability: Sturdy
Tera Type: Bug
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Toxic Spikes
- Explosion

When I first started using this team, I told myself that it would be so funny if I was able to get Pineco to number one on ladder and let me tell you this thing does it's job well. It is insanely slow, has every hazard you need, sturdy, and explosion. Most of the time I lead with this mon unless I see hazard control on the enemies team (most namely torkoal). Most important thing to know with this mon is that if you see a dozo on the enemy team, then you need to try everything you can to get a toxic spike up. With iron ball/the power items being imperative in this meta, boots are scarce so hazards thrive.

Grimmsnarl (M) @ Light Clay
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Parting Shot
- Taunt

Regular grimmsnarl set. Get up screens for your team and then use taunt and parting shot when the time comes.

Glastrier @ Power Anklet
Ability: Chilling Neigh
Tera Type: Ice
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Icicle Crash
- Close Combat
- High Horsepower
- Curse

Majority of this team has power items and this mon is no exception. These items are necessary and extremely centralizing. Not only this but I believe Glastrier is the most broken mon in this meta. Can click curse in front of pretty much any mon in the game and then just wins. The only mon that keeps this thing in check is dozo. If you don't have glastrier on your team then you need dozo.

Kingambit @ Power Belt
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Kowtow Cleave
- Sucker Punch
- Low Kick
- Swords Dance

Kingambit just does kingambit things like allows. Bring him out in the end and click sucker punch and win. Biggest issues for this mon are dozo and the speed. Kingambit is quite speed for this meta so the power items are necessary.

Hatterene (F) @ Power Lens
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draining Kiss
- Psychic Noise
- Mystical Fire
- Calm Mind

Hatterene is your second check for dondozo and your only hazard control. If you can get her in on hazard mons safely she is good. Psychic noise is needed to stop dozo from healing. A defensive set might be better to help fill the hazard controll role better. This mon also just feels frail in general and takes a lot from dozo if not behind a screen.

Skeledirge @ Power Anklet
Ability: Unaware
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Torch Song
- Slack Off
- Earth Power
- Shadow Ball

This mon is on the team solely for torkoal and possibly some other rapid spinners. If the enemy has a torkoal you must lead this mon to try and chip the tokoal down. A specially defensive ev spread might work better but this mon is just too fast to be great in this meta. If you want to lean less into the hazard spam then slap a curse dondozo in this spot.

More general thoughts:

Like mentioned above, I think the iron ball/power items are way too overcentralizing. Pretty much every mon on your team needs this item or you are at a huge disadvantage. This is just like if ou had a choice scarf with no drawback that doubled speed. Its even worse in this meta because the speed tiers are so congested. At first glance it seems like these items could help faster mons be used but in reality, every slow mon has this item equipped anyways so it doesn't help. In my opinion these items should be banned.

There are a couple mons I think should at least be put on the watch list:

Glastrier is the premier sweeper in this meta. This mon is way too strong, fast, bulky, and has too many good moves to not be centralizing. The only thing this mon could use is a better defensive typing, doesn't matter that much though if you have that much insane bulk and are behind screens. Funny Glastrier sweep

Dondozo shuts down every physical sweeper, out speeds every special attacker, and outputs great damage after a couple curses. I have not had the pleasure to use him yet but going up against dozo sucks every time. Definitely a mon to keep your eyes on.

Torkoal is a menace if hazards aren't up. Probably being the fastest S tier mon in this meta it can output insane damage with eruption + sun, while also having the utility of rapid spin and rocks. Just lead this mon every game and watch your opponent scramble for a way out.

I haven't seen enough of the unbanned ubers mons to say anything about them, but will definitely be messing around with them in the coming days.

Other than all that I think this metagame is a lot of fun and am going to keep playing.

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Q: “What happens if a Pokémon uses Trick Room?”
A: “The move fails, rather than reversing the speed priority back to that of standard play.
We did discuss the possibility of having Trick Room reverse speed tiers back to normal when developing the TDOM, however our Community Leader KaenSoul explained that ‘the interaction with Trick Room while somewhat logical, would go a bit beyond what OMs are allowed to do as you would be modifying a specific move beyond the premise of the tier.’”
this is possible now btw because it turns out i was over estimating the implementation
 
this is possible now btw because it turns out i was over estimating the implementation

I wouldn’t mind having Trick Room flipping speed back to normal for a limited duration, if possible. Currently, it looks like the move is functional, but it doesn’t change the speed inversion. Was that intentional?

I was also curious if we Room Service could auto-proc. If Iron Ball and the Power items prove to be too over-centralizing, Room Service could work as a one time speed control alternative with a more pronounced down side.
 
Curse is definitely broken basically victiry dance and available to so many mons , next to iron ball i feel like it is a huge problem, being able to sweep incredibly easily so you basically require a dozo, which is another broken mon
 
I wouldn’t mind having Trick Room flipping speed back to normal for a limited duration, if possible. Currently, it looks like the move is functional, but it doesn’t change the speed inversion. Was that intentional?

I was also curious if we Room Service could auto-proc. If Iron Ball and the Power items prove to be too over-centralizing, Room Service could work as a one time speed control alternative with a more pronounced down side.
That sounds like a great idea iron ball seems so free right now andbeing able to counter curse sweepers with tr sounds great
 
:SV/Trapinch:
Trapinch @ Focus Sash
Ability: Sheer Force
Tera Type: Ground
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Earthquake
- Rock Slide
- Superpower
- Flail

I've been finding this set very entertaining, mostly due to it outspeeding almost everything (Trapinch is tied for the 2nd slowest Pokemon). It has insanely good attack for a LC Pokemon, base 100, allowing it to do decent damage to most Pokemon that haven't set up with Curse. It notably outspeeds and deals high damage to Torkoal, with a super effective Earthquake, removing the threat of high sun-boosted Eruption damage.. With Focus Sash, you basically will always land on 1 HP from any hit due to the rest of the stats being so low, turning Flail into a 200bp move.
 
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