Metagame Nature Swap

Some disappointments:


:pikachu:
You're supposed to be the mascot, we're supposed to joke that you don't get enough forms yet here you are not learning Extreme Speed.
(Atk <-> Spe)
:regigigas:
Gigas is finally unshackled from its attack-halving Slow Start
Screenshot_64.png

They stole Tri-Attack (Nature Power) this gen but even then this is just pathetic, I'd expect any fully-evolved normal type to learn Shadow Ball and Ice Beam, now don't get me wrong you still wouldn't be that good even if you had those and Flamethrower but you'd at least be a usable meme. As it stands, you'd better with Regieleki's movepool than your current one.
(SpA <-> Atk)
 
752-gif.629212

Araquanid @ Choice Specs
Ability: Water Bubble
Tera Type: Water
EVs: 248 HP / 252 SpA / 8 SpD
Rash Nature
IVs: 0 Atk
- Surf/Hydro Pump
- Bug Buzz
- Ice Beam
-Giga Drain/filler

Just some calcs:
252+ SpA Choice Specs Water Bubble Araquanid Surf vs. 4 HP / 252 SpD Blissey: 313-370 (48 - 56.7%) -- 89.1% chance to 2HKO
252+ SpA Choice Specs Water Bubble Tera Water Araquanid Surf vs. 4 HP / 252 SpD Blissey: 418-494 (64.1 - 75.7%) -- guaranteed 2HKO
252+ SpA Choice Specs Water Bubble Araquanid Surf vs. 248 HP / 252 SpD Toxapex: 151-178 (49.8 - 58.7%) -- 99.6% chance to 2HKO
252+ SpA Choice Specs Water Bubble Tera Water Araquanid Surf vs. 248 HP / 252+ SpD Toxapex (152 SpD): 175-206 (57.7 - 67.9%) -- guaranteed 2HKO
252+ SpA Choice Specs Water Bubble Tera Water Araquanid Surf vs. 252 HP / 4 SpD Alomomola: 606-714 (113.4 - 133.7%) -- guaranteed OHKO
252+ SpA Choice Specs Water Bubble Tera Water Araquanid Surf vs. 252 HP / 252+ SpD Alomomola (80 SpD): 272-320 (50.9 - 59.9%) -- guaranteed 2HKO
252+ SpA Choice Specs Water Bubble Tera Water Araquanid Surf vs. 252 HP / 4 SpD Dondozo: 461-543 (91.4 - 107.7%) -- 50% chance to OHKO
252+ SpA Choice Specs Water Bubble Tera Water Araquanid Surf vs. 252 HP / 252+ SpD Dondozo (115 SpD): 214-252 (42.4 - 50%) -- 0.4% chance to 2HKO
252+ SpA Choice Specs Water Bubble Tera Water Araquanid Surf vs. 244 HP / 0 SpD Hydrapple: 196-231 (47.3 - 55.7%) -- 80.1% chance to 2HKO
252+ SpA Choice Specs Araquanid Ice Beam vs. 252 HP / 252+ SpD Hydrapple (120 SpD): 416-492 (100 - 118.2%) -- guaranteed OHKO
252+ SpA Choice Specs Araquanid Ice Beam vs. 248 HP / 252 SpD Clodsire: 260-306 (56.1 - 66%) -- guaranteed 2HKO

Trust me when I say that you don't even need Hydro Pump. Only held back by its terrible bulk, low speed, and SR weakness, so it requires some team support, especially hazard removal.

Question: Do Neutral natures give a 10% boost or not? In my calcs I've been avoiding things like 252+ SpD Blissey under the assumption that they wouldn't be possible, but that changes if neutral natures do give a boost.
 
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I honestly believe Regice has potential as a sweeper

:Regice:
Regice @ Wide Lens
Ability: Clear Body
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
IVs: 0 Atk
- Charge Beam
- Ice Beam
- Focus Blast
- Thunder Wave

This is basically Regieleki but with the coverage needed. Due to the bulk lost, it can only take a hit or 2 before dying, and the pure Ice type isn't helping either, being weak to Stealth Rock (though this can be helped through teammates having hazard removal). The trade-off is that Regice now has base 200 speed - there are few mons in the game that outspeed Naive Regice, minus some of the paradox mons like Hasty Great Tusk after Booster Energy. With Tera-boosted Charge Beam, it has the potential to spiral out of control quickly with its decent base 100 special attack. Focus Blast, while obviously the most annoying coverage move to use ever made, allows it to hit some Pokemon that could wall it or threaten it for higher damage, such as Hasty Booster Iron Treads. Thunder Wave is mostly just a filler move, and could be replaced by Thunderbolt for a stronger Electric move, but provides potential support for allies and itself, like paralysing an Alomomola so it can set up on it through Charge Beam.

Regice obviously struggles with Blissey, only being able to hit a guaranteed 2HKO with Focus Blast when at +4 spatk (+4 252 SpA Regice Focus Blast vs. 4 HP / 252+ SpD Blissey: 382-450 (58.5 - 69%) -- guaranteed 2HKO), but can do decently well against most Pokemon due to the nature of it having bolt-beam coverage and its insane speed, leading me to think it can have some uses in this format.
 
Decidueye-Hisui @ Heavy-Duty Boots
Ability: Scrappy
Tera Type: Fairy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Roost
- Triple Arrows
- Leaf Blade
- Defog

Simple? Yes. Is it great? Not great, but really fun and good
Fast Triple Arrows is broken, you can pair this in a para-spam team and decidueye can just go nuts.
It can use Choice Band, Expert Belt, L.Orb and even Black Belt.
It also has defog which is really good in this tier as everyone is spamming hazard stack on ladder for some reason.
 
Iron Hands @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fighting
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Iron Defense
- Body Press
- Rest
- Volt Switch

I wonder how well hands could work as a bulky pivot. Unfortunately, it doesn't have a very utility-oriented movepool, but it still has options like force palm and whirlwind.

Iron Hands @ Booster Energy
Ability: Quark Drive
Tera Type: Fighting
EVs: 116 Atk / 140 SpD / 252 Spe
Hasty Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch

Alternatively, could play the role of semi-bulky setup sweeper. The hit to its defense is large, but I could see it powering through anyways with its massive hp and drain punch.
 
One of my fave nature swap mechanics is fast Sturdy mons. So what does gen 9 have to offer?

:avalugg: :avalugg-hisui: Probably the best newcomer of the group- Hasty Avalugg has all the benefits of regular avalugg plus STAB rock moves and a better ice attack in Mountain Gale. It even gets stealth rock, and can ohko special attackers with Mirror Coat! This should be a good gen for this mon. Custap and HDB both strong items.

:archaludon: Archaludon is a strange case, being only decently fast and also not being that frail after the nature swap. I think this mon might actually be better not as a sturdy mon, since Stamina is still pretty nice on it.

:carbink: Carbink is pretty underrated but should be considered as a good choice for teams- It has both a near-guaranteed trick room with a superpowered misty explosion off of 150spa (covert cloak or mental herb to stop flinches/taunts), or it can choose to be fast and set rocks and then suicide with endeavour + rocky helmet. It can even set trick room for itself and then meteor beam to get a mini-sweep going.

:regirock: Regirock is the fastest sturdy user of the gen, but it lacks really good offensive power. I considered running White Herb with Curse so you could get something going with your only boosting move, but this mon should really focus on being a cleaner and not a sweeper if running Hasty. Thunder Wave, Rocks, and Explosion could all be last moveslots.

:skarmory: Skarm is another cool suicide lead! You can run Mild for 140 spa, and after being brought to 1HP you can hit them with a Custap berry Steel Beam to keep your Spikes/Stealth Rock on the field.

:garganacl: Im not sure about this guy. I think he'll be better with a Calm or Timid set and focusing on Purifying Salt, cus the ability is really good. His stats arent high enough to offer anything over the above mons as an offensive threat

:golem-alola: I think Magnet Pull is probably scarier, but Sturdy could be considered too. It has Counter/Roar + HDB as an option, which is decently strong.
 
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Near the end of day 1 and I want to organize my thoughts here. I'm going to mention some standouts that I know from playing today.

:SS/Araquanid:
I have seen this the most of all Pokemon, and its not hard to see why. Being able to give it 132 Attack or Special Attack allows it to 2hko everything without a Water immunity. Naive has much less power but it can outspeed a lot more. In my experience its so hard to play against. Its so hard to switch into and its burn immunity makes it almost impossible to play against defensively. It having Sticky Webs also makes it a very strong lead, and often partners with Gholdengo to keep those webs up.

:ss/Gholdengo:
Being able to put 133 in any stat is very useful. It's often putting that in a defensive stat so it can boost and throw off Shadow Balls, Make it Rains, and possibly Dazzling Gleams. Usually has an Air Balloon.

:ss/Great Tusk:
This is just like if you gave Great Tusk Iron Boulder-like distribution. I like its 4a sets, though it can run Bulk Up. Its Hasty set is incredibly good, being able to outspeed Kyurem by 1 is so important.

:ss/Kyurem:
This it just its OU sets, but it sheds its unused offensive stat for 35 more points in speed. Its spec and loaded dice sets seem very potent.

:ss/Azumarill:
This has so much attack it's absurd. I've seen 4a more than Belly Drum, with Liquidation/Play Rough/Aqua Jet making up its guaranteed moves with Belly Drum, Knock, or Superpower making up its last slot. This is obnoxiously strong and I would not be amiss if it were to go. On the good side, it's offensive prowess is made by sacrificing one of its usual defenses. Often times to exploit this you have to guess which defense it gave up (usually special), and have something that wont die to Aqua and outspeeds it ohko it.

:ss/Clodsire:
Water Absorb and Lax is the only way I would go with this. It can 1v1 many top threats, especially Araquanid and Azumarill. Clodsire can come in against any web setter freely without concern. It's EQs are still based on its 75 attack stat, but it will get much more mileage setting Spikes and Toxic. Gholdengo's and Kingambit's balloons, when theyre used, will force a switch though.

:ss/Kingambit:
It's 120 speed is surprisingly underwhelming for me, but it requires respect in the end game. I think a lot of people are dropping Sucker, which I think it a huge mistake.

:ss/Deoxys-speed:
This has some serious power behind it. Pretty much every game you have to predict what set it has or sack something. Usually some kind of scarf sweeper, though it can be a tera normal espeeder. Tera Psychic Psycho Boost is an ohko machine. What great power it has often is boosted by the support it has, like Psychic Terrain for Eforce and Webs for speed. Thankfully it has no way to boost its attack. Great Tusk, Kingambit, and this have a real rock paper scissors thing going on.

:ss/Drifblim:
I cannot express enough how much of a glow up it has had. Premier wisper, defogger, and resident Tusk switch in. It has defense and special defense variants, with each having their match ups. Hex does good damage, and not a lot of Pokemon can be in against it without fearing one or both of Wisp and SSap.

:ss/Volcarona:
Fire/Bug is a really good type actually. It resists a lot and Flame Body burns can do a lot. I get the most value out of full physical bulk, which I feel makes it consistently bulky enough to set up on most things.


:ss/Torkoal:
Woah TD never left. Its 140 speed Eruptioon deals significant damage. The Pokemon it powers up through Proto on its teams are its greatest enemies, being outsped and ohkoed by Great Tusk and Gouging Fire.

:ss/Flutter Mane:
Not as much of an impact as I expected. I think when Blissey gets banned we can be seeing more of her, but I'm not sure about how she'll fair against Chansey. Flutter Mane still has great stabs and I think it can use Taunt, Calm Mind, and Mystical Fire in some scenarios.

:ss/Magearna:
Very good spikes setter and defensive pivot. Where it really excels is snowballing as a sweeper. Shift Gear, Calm Mind, and Draining Kiss are necessities to me, and I think all you really have left to choose from are Iron Defense and Stored Power.

:ss/Avalugg-Hisui:
I think Sturdy is the only right ability. I wouldnt waste my time with Strong Jaw Ice Fang. I dont think anything outspeeds it, but Sturdy allows it to actually live a hit if its target lives. Mountain Gale's flinch chance is important for this.

:ss/Comfey:
Shhhh. Do you hear that? It's quiet Comfey. putting an extra 18 points in its special attack goes a surprisingly far way. Draining Kiss CM Stored Power sets have a lot of power against things faster and slower than comfey when allowed to set up.

:ss/Hatterene:
90 speed is kind of mediocre here. It does what Comfey does without outspeeding anything worth outspeeding. I dont know which is better yet.

:ss/Alomomola:
Wish Passing defensive pivot.

:ss/Deoxys-Defense:
Deoxys-Speed with a hat.


:ss/Blissey:
With Relaxed it becomes the best mixed wall, and with Lax it doesnt really fear anything physically. It has utility sets, cm sets, charm sets. I dont like her.

:ss/Gliscor:
It gets 20 more spdef.

:ss/Gouging Fire:
You've seen the meme.
 
Found out about this metagame today and have been having a blast with it. Initial thoughts from a below-average player:

:serperior: Mild or Rash both hit harder than you might think- it just depends on whether you want to be slightly less physically or specially bulky. Contrary Leaf Storm is always a fun time, and the prevalence of webs on ladder means that you’ll probably end up with +1 speed whenever you send in the snake. I enjoy Tera Stellar for perfect coverage via Tera Blast, but an argument for either Tera Dragon or Tera Electric could be made. Glare + Substitute mean that you’ll probably end up boosting to at least +3 spatk (while healing via lefties) at which point the game is usually about over for your opponent

:deoxys-speed: Quiet DSpeed is a NUKE. One Psycho Boost (especially with Tera Psychic) is enough to drop just about any non-resist not named Blissey/Chansey, and BoltBeam coverage (in the most literal sense possible) ensures that more than half of the game is getting hit for SE and a grand total of 4 mons resist the BoltBeamBoost combo. But what about the fourth move slot and the item? In my opinion that’s where the real fun with this mon begins. You could always run Shadow Ball with Life Orb / Specs and be an all-out attacker (plus BoltBeamBoostBall is just plain fun to say), you could run Knock Off or TWave for utility, the possibilities are endless. My favorite set, however, is Scarf + Trick, as this can REALLY devastate the ever-present Araquanid lead on web teams :3

:metagross: Hasty sets are FUN. Banded Meteor Mash can sweep if you get lucky with boosts. Fill in the other three slots with a mix of Equake, Psychic Fangs, Ice Punch, Knock Off, and maybe even Explosion if you like gambling. Clear Body ensures that webs (have you noticed a theme yet) and the stray Intimidate don’t get you down. Click buttons, do damage, have fun. Need I say more? Probably, but you’re not my mom & you can’t make me

:kyurem:Ooooh boy this is a versatile fellow. Physical, special, mixed and even bulky are all viable and I’ve seen them all. Personally I enjoy Timid sets as you get perfect coverage between Freeze Dry and Earth Power, and Draco Meteor becomes a nuke off of base 130 spatk especially if you run something like Life Orb (like me!) and/or use Tera Dragon (like me!) There are many options for the fourth moveslot and honestly I like to keep my options open and adjust game to game.

:comfey: The mon. The myth. The legend. The only pokemon on my team that someone on this thread whined at me about: COMFEY. Triage is always good, even more so when Rash brings you up to 110 base spatk. Calm Mind lets you set up easily cause it’s a Comfey there’s no way that this is a threat! But +4 ultra-priority Draining Kiss hits like, well, a kiss traveling at (roughly) Mach 28, and will heal you back to full on most anything that isn’t both bulky and a resist. I’ve tried both Tera Fire Tera Blast and Giga Drain and had success with both (at least until Tera gets banned lmao) but the fourth move must be stored power. 260 bp move that muscles past even resists cause you’re at +4? Delectable. All hail Comfey and welcome to the luau.
 
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I've played a bit today so I wanted, like others have done a bit, to drop a few Mons I think are interesting so far
(+ some other thoughts)
All spoiled so it doesn't flood the page.

porygon-z.png

Porygon Z:


My opinion is kinda mixed on this, but right now, I think it could definitely be pretty okay once Blissey is gone.
Personal favorite set is:

Porygon-Z @ Life Orb
Ability: Adaptability
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Nasty Plot
- Tri Attack
- Shadow Ball
- Substitute

Due to the -'s not effecting your stats, it can use a -SpA +Spe nature to get a very very high speed stat (135), and from there, utilizing it's 90 SpA, deal some pretty good damage, especially with one Nasty Plot not being too hard to get off as long as specific Pokemon have been taken care of.

+2 252 SpA Life Orb Adaptability Porygon-Z Tri Attack vs. 0 HP / 4 SpD Kyurem: 382-452 (97.6 - 115.6%) -- 87.5% chance to OHKO

+2 252 SpA Life Orb Adaptability Porygon-Z Tri Attack vs. 0 HP / 4 SpD Gouging Fire: 374-442 (106.5 - 125.9%) -- guaranteed OHKO

+2 252 SpA Life Orb Adaptability Tera Ghost Porygon-Z Shadow Ball vs. 248 HP / 252+ SpD Iron Treads: 234-278 (61 - 72.5%) -- guaranteed 2HKO after Leftovers recovery

Overall a not perfect Mon for sure, but can definitely do some work as an endgame sweeper that's hard to stop with it's insane Speed.
Subs can also be replaced for more coverage if you'd like, but I find it to be good against a lot of Mons that just want to attempt and T-wave it.
(Also a bit unpredictable? I've seen some players assume it to be Atk Inheriting)

decidueye-hisuian.png

Decidueye-H:

Not going to be that good, hope I can continue and say that, but it'll probably be a fine Defogger.

Decidueye-Hisui @ Choice Band
Ability: Scrappy
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Triple Arrows
- U-turn
- Knock Off
- Dual Wingbeat

This was the set I used, it was just fine, that's all really, probably won't need banned.

Tera shouldn't be banned here, if something breaks it, it'll probably be the Pokemon that's a problem, not Tera, I think it's actually quite interesting in this Meta, and I'm not just saying that so Porygon-Z can stay cool (I am).

Araquanid needs banned, sad but true.

This is the stupidest set of all time, can be fun on sand teams with T-Tar to utilize Sand to start before you start S-Attacking. (Fun for no one but you)
Cacturne @ Bright Powder
Ability: Sand Veil
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Sand Attack
- Absorb
- Substitute
- Block
^ also will 99% fail, but when it works it, does work. Probably not optimal, if you wanna optimize it, then I guess you can, I just played it for one match and then didn't wanna use it and look like a war criminal.
 
:vikavolt:Vikavolt @ Focus Sash
Ability: Levitate
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Sticky Web
- Lunge
- Supercell Slam

You can bait them into thinking you are Speed when in reality you are 145 base attack, lure in special defense walls and harm them a lot. Sticky Web support 1st turn and then attack. Tera Ghost for spin.
 
ran some games to get practice for the omotm article, got top 5 before immediately losing but thats the game. will try to maintain the ranking this month, love the meta

5 minute team: https://pokepast.es/88db40eaa5de363a

immediate thoughts:

:araquanid: araq absolutely needs to go, not at all a healthy presence. custap endure spatk is the most consistent set, but everything from choiced to mixed to mirror coat to fast is unhealthy and makes the metagame tilt way too much towards HO

:torkoal: another overwhelming guy, but not nearly as much as araq. eruption is scary, sure, but the main issue is that on top of being broken itself it also enables threats like flutter, gouging, moon and raging bolt which are all already hard to handle in their own right. i'd still say to ban torkoal over heat rock though, since it itself is a broken presence and sun would be pretty balanced without it

:avalugg-hisui: chien-pao is that you? sturdy is absolutely the way to go, being able to live full supreme overlord +2 gambit suckers or random swift swim users and kill with EQ is really valuable. choice band is super hard to switch into if you aren't named alomomola, with even full physdef blobs being cleanly 3hkoed and deathly afraid of flinches. strong jaw is trolling, mountain gale and fast sturdy are both broken so use them. i ran ice spinner on the team above for a little extra consistency when cleaning up weakened teams, but rapid spin, crunch, or rock slide are all decent options as well.

:kyurem: only ran into this guy like twice but it's definitely borderline, 130 speed tier with access to scale shot/dd for boosting is nutty. it's held back a bit by not being able to as effectively run mixed but it's choice sets or plain dd are both pretty awful presences if you arent going out of your way to stack multiple steel types

taunt: fast taunt is pretty much mandatory IMO, it's the only thing that keeps a lot of teams from instantly losing to araq/random setup guys. i ran hoopa here for a decent answer into the blobs, but everything from ival to speed landot to moon can and probably should run it.

:terapagos: you take a metagame with a significantly higher power level than OU without the consistent defenses to counteract it and of course tera is going to feel iffy, though i surprisingly don't dislike it here as much as i tend to in other tiers. I would support a ban, since it just makes threats like Deo-S, Gouging, and Kingambit even more broken without giving enough juice to bulky teams to counteract it.

love the tier so far, and there's still plenty of room for experimentation (victreebel sun anyone? just me? okay) but it definitely needs the banlist polished a little bit to be as great as it could be
 
What if Flutter Mane had 135 def while still outspeeding everything under the sun?

987-gif.629236

Flutter Mane @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Moonblast/Draining Kiss
- Calm Mind

New stats: 55/55/135/55/135/135/55

This thing has insane longevity. I've been using it on a Trick Room team with tons of success. and I imagine it'd work even better on regular teams due to the surprise factor. Tera Water beats gholdengo and other steel types, giving you easy free turns to set up, after which you basically guarantee a sweep. I've had games where it just sat on the field for 10 turns and kept setting up TR

Max defense avoids 2HKO on most physical moves and even lives things like Kingambit Iron Head w/ 5 allies fainted or CB Rillaboom Grassy Glide after Tera Water. Sp Def bulk is also great, you live Gholdengo's Make it Rain at +1 and Booster Energy Raging Bolt's Thunderclap without boosts even after Tera Water.
 
I've played a bit today so I wanted, like others have done a bit, to drop a few Mons I think are interesting so far
(+ some other thoughts)
All spoiled so it doesn't flood the page.

porygon-z.png

Porygon Z:


My opinion is kinda mixed on this, but right now, I think it could definitely be pretty okay once Blissey is gone.
Personal favorite set is:

Porygon-Z @ Life Orb
Ability: Adaptability
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Nasty Plot
- Tri Attack
- Shadow Ball
- Substitute

Due to the -'s not effecting your stats, it can use a -SpA +Spe nature to get a very very high speed stat (135), and from there, utilizing it's 90 SpA, deal some pretty good damage, especially with one Nasty Plot not being too hard to get off as long as specific Pokemon have been taken care of.

+2 252 SpA Life Orb Adaptability Porygon-Z Tri Attack vs. 0 HP / 4 SpD Kyurem: 382-452 (97.6 - 115.6%) -- 87.5% chance to OHKO

+2 252 SpA Life Orb Adaptability Porygon-Z Tri Attack vs. 0 HP / 4 SpD Gouging Fire: 374-442 (106.5 - 125.9%) -- guaranteed OHKO

+2 252 SpA Life Orb Adaptability Tera Ghost Porygon-Z Shadow Ball vs. 248 HP / 252+ SpD Iron Treads: 234-278 (61 - 72.5%) -- guaranteed 2HKO after Leftovers recovery

Overall a not perfect Mon for sure, but can definitely do some work as an endgame sweeper that's hard to stop with it's insane Speed.
Subs can also be replaced for more coverage if you'd like, but I find it to be good against a lot of Mons that just want to attempt and T-wave it.
(Also a bit unpredictable? I've seen some players assume it to be Atk Inheriting)

decidueye-hisuian.png

Decidueye-H:

Not going to be that good, hope I can continue and say that, but it'll probably be a fine Defogger.

Decidueye-Hisui @ Choice Band
Ability: Scrappy
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Triple Arrows
- U-turn
- Knock Off
- Dual Wingbeat

This was the set I used, it was just fine, that's all really, probably won't need banned.

Tera shouldn't be banned here, if something breaks it, it'll probably be the Pokemon that's a problem, not Tera, I think it's actually quite interesting in this Meta, and I'm not just saying that so Porygon-Z can stay cool (I am).

Araquanid needs banned, sad but true.

This is the stupidest set of all time, can be fun on sand teams with T-Tar to utilize Sand to start before you start S-Attacking. (Fun for no one but you)
Cacturne @ Bright Powder
Ability: Sand Veil
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Sand Attack
- Absorb
- Substitute
- Block
^ also will 99% fail, but when it works it, does work. Probably not optimal, if you wanna optimize it, then I guess you can, I just played it for one match and then didn't wanna use it and look like a war criminal.
Shouldn't that Hecidueye be Jolly? 115 Speed is cool, but 60 Attack definitely isn't.
 
Azu is ridiculous. Too easy to find a single turn of set up and tera water aqua jet demolishes teams with even a tiny bit of chip. Without tera probably can handle it but right now feels like too much.

2hkoes max def Alo with mystic water:
+6 252+ Atk Mystic Water Huge Power Tera Water Azumarill Aqua Jet vs. 252 HP / 252+ Def Alomomola: 275-324 (51.4 - 60.6%) -- guaranteed 2HKO

Good chance to Ohko kyurem from full:
+6 252+ Atk Mystic Water Huge Power Tera Water Azumarill Aqua Jet vs. 0 HP / 0 Def Kyurem: 362-426 (92.5 - 108.9%) -- 56.3% chance to OHKO
 
Shouldn't that Hecidueye be Jolly? 115 Speed is cool, but 60 Attack definitely isn't.
Oh yeah lol, that would be true I hadn't noticed I did that, apologies. Maybe it is slightly more scary as a threat then, though I'd reckon it's relatively low speed would still be pretty tough on it just as it is standardly.
 
Pokemon like Alomomola, Dondozo and Ting-lu halting progress and making matches feel like a drag, well what if I told you I found a fun solution they will never see coming.

Baxcalibur @ Choice Specs
Ability: Thermal Exchange
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Ice Beam
- Draco Meteor
- Freeze-Dry
- Tera Blast

New stats: 115/75/92/145/86/87
Finally good to see a format where freeze-dry can put in the work. Tera Blast ghost is for preventing gholdengo focus blast and preventing tusk from spinning whilst ohko'ing offensive variants in return.

252+ SpA Choice Specs Baxcalibur Ice Beam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 266-314 (51.7 - 61%) -- 94.9% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Baxcalibur Freeze-Dry vs. 20 HP / 252+ SpD Assault Vest Alomomola: 236-282 (49.5 - 59.2%) -- 99.6% chance to 2HKO
252+ SpA Choice Specs Tera Ghost Baxcalibur Freeze-Dry vs. 252 HP / 252+ SpD Alomomola: 354-416 (66.2 - 77.9%) -- guaranteed 2HKO
252+ SpA Choice Specs Baxcalibur Freeze-Dry vs. 252 HP / 252+ SpD Dondozo: 294-348 (58.3 - 69%) -- guaranteed 2HKO
252+ SpA Choice Specs Baxcalibur Ice Beam vs. 248 HP / 224+ SpD Great Tusk: 320-378 (73.9 - 87.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Baxcalibur Ice Beam vs. -1 248 HP / 224+ SpD Great Tusk: 476-564 (109.9 - 130.2%) -- guaranteed OHKO
 
BAN SLATE


Alright, Nature Swap council held a vote on pretty much all the Pokemon we consider to be problematic as of right now . The voting items were:

:Araquanid:Araquanid
:Azumarill:Azumarill
:Blissey:Blissey
:Chansey:Chansey
:Deoxys-Defense:Deoxys-Defense
:Deoxys-Speed:Deoxys-Speed
:Kyurem:Kyurem
:Magearna: and Magearna.

Each of these Pokemon had a noticeable problem to anyone playing the tier yesterday. NS council votes are hidden below

xxxBanded Body PressPrunyyPipotchiClasResult
AraquanidBANDO NOT BANABSTAINDO NOT BANDO NOT BAN
AzumarillBANBANABSTAINBANBAN
BlisseyBANBANBANBANBAN
ChanseyABSTAINBANBANBANBAN
Deoxys-DefenseDO NOT BANBANBANABSTAINBAN
Deoxys-SpeedABSTAINBANBANABSTAINBAN
KyuremBANBANBANBANBAN
MagearnaDO NOT BANBANBANABSTAINBAN

Each of these Pokemon are banned an will no longer be playable in Nature Swap, except our designated survivor Araquanid. The argument for Araquanid is that it might just be terastallization that breaks it, and we're still going to have that up for future banning consideration. Another thing is that Araquanid isn't broken all by itself. The Naive set is the most self-sufficient, setting up webs fast and still firing off powerful Surfs or Liquidations. The Naughty and Rash sets have the most damage output, and are often a predict-the-set-or-you-die scenario, but webs matter much less here because bulkier teams usually have have tools to deal with Araquanid. However, a lot of these bulkier teams are only able to know which set Araquanid is once they make a prediction, which is often a sack. With removing a lot of the top offensive threats, hopefully more teams can be built around not dying to a 454 BST bug, instead of a 660 BST dragon or 600 BST alien.

I'd like to thank everyone who's been playing Nature Swap. This is my favorite OM and I'd love for it to remain popular.

:ss/Araquanid:

Tagging dhelmise to implement, thank you.
 
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We burning down the kitchen with this one
Landorus-Therian (M) @ Life Orb
Ability: Intimidate
Tera Type: Steel
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Earthquake
- Taunt

this is somehow very anti meta for the exact wrong reasons
 
I actually have a box set not unlike that labelled “better landorus” (its just landorus but faster lmao)

I also have this landorus set:
Fuck Damage We Ball (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge

Untested, but 145 speed ties Vikavolt and outspeeds Araquanid, as well as hurting physical sets on the latter. Could be CB if 91 base attack is Terrible. Only an offensive check to Araquanid, on account of the water weakness. If 105 SpAtk is more pleasing feel free to run a special set instead, I opted to use stone coverage for flyings/bugs and lando only gets physical rock moves.

Modest lando might need to be my next innovation, idk though maybe it’s secretly Gentle Calm/Bold and we just don’t know it yet
 
Aaaand I've burned the kitchen down again, I don't even know what i am cooking now

Dudunsparce @ Silk Scarf
Ability: Rattled
Tera Type: Normal
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
IVs: 0 Atk
- Agility/Roost
- Calm Mind
- Boomburst
- Shadow Ball

Base 100 SpATK + tera normal + 1.5x spatk + silk scarf + boomburst hurts like hell
ofc araquanid still does a better job but this is funnier
There's no reason to run earth power to catch steel types because there's way too much ghost (Dragapult) in this meta as I've been playing. Rattled doesn't get triggered a lot because of the fact that there isn't that much knock and uturn, but its still great to catch people off guard. Agility is optimal if you're not running the bulky set. 24 spe ensures it outspeeds modest dpult after an agility. 232 HP ensures its bulky as possible and can get one singular calm mind off, if you're opting for roost instead of agility, might as well take off the 24 spe for extra bulk. The damage numbers are not exactly glamorous, but i will tell you that its very funny when you pull it off
+1 252+ SpA Tera Normal Dudunsparce Boomburst vs. 252 HP / 0 SpD Blissey: 324-382 (45.3 - 53.5%) -- 37.1% chance to 2HKO
+1 252+ SpA Dudunsparce Boomburst vs. 248 HP / 252+ SpD Toxapex: 177-208 (58.4 - 68.6%) -- guaranteed 2HKO
+1 252+ SpA Tera Normal Dudunsparce Boomburst vs. 252 HP / 4 SpD Toxapex: 308-364 (101.3 - 119.7%) -- guaranteed OHKO
+1 252+ SpA Dudunsparce Boomburst vs. 248 HP / 8 SpD Enamorus-Therian: 312-367 (88.8 - 104.5%) -- 31.3% chance to OHKO
+1 252+ SpA Dudunsparce Shadow Ball vs. 0 HP / 0 SpD Dragapult: 304-358 (95.8 - 112.9%) -- 75% chance to OHKO
 
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