BH Balanced Hackmons

Going back to sample submission, there were in fact some more offensive and interesting builds submitted that might be worth reconsidering.

Some submissions that come to mind:

https://pokepast.es/abd482e8aac6ba17, Why this team by Wheaty wasn't added as a sample is beyond me. It has consistently performed much better on ladder than the majority other teams on the sample roster. Also shouldn't performance on the ladder be more heavily weighted than a single debut in tours since the whole point of the sample teams is for new players to use on the ladder?


https://pokepast.es/f899bcff294ec0f3, this team here I have had a lot of success with on ladder, with even an older version getting to rank one on ladder. I didn't save the peak screenshot unfortunately as I generally don't do that anymore unless a team breaks a gxe or elo record in some capacity or is randpoke related.

You might also want to look through some of Halward's, Rightclicker's, and Wheaty's other submissions for builds that fall outside of being traditional balance and have potentially been overlooked.
 
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:blissey::flutter mane::chansey::miraidon::yveltal::arceus-steel:

:blissey::flutter mane::chansey::yveltal::arceus-steel::hoopa-unbound:

:flutter mane::zamazenta::chansey::blaziken-mega::arceus-ground::magearna:

:arceus-ghost::eternatus::flutter mane::zamazenta::ting-lu::registeel:

:chansey::eternatus::arceus-fairy::celesteela::flutter-mane::ting-lu:

:eternatus::arceus-fairy::blissey::celesteela::swampert-mega::koraidon:

:audino-mega::arceus-ghost::blissey::celesteela::miraidon::melmetal:

:blissey::audino-mega::arceus-ghost::chansey::celesteela::sceptile-mega:

:chansey::arceus-ghost::garchomp-mega::zamazenta::ho-oh::ferrothorn:

:chansey::arceus-fairy::greninja-ash::dialga-origin::ho-oh::magearna:

This is a subjective take but I personally would like to see more variety in the sample teams. The arrangement above has been deliberately constructed such that the mons look very similar, but remember if you are a new player that knows nothing about BH it might seem that the teams are same-y. I think it might be a good idea to add some more interesting teams so it's easier for new players to choose and try different things. For example 6/10 teams use :flutter mane: and :eternatus:. This means that a new player without much experience would have to choose between 6 teams that SEEMINGLY are similar. I think that by adding some interesting teams, it will be easier for new players to choose a team (e.g only choosing between 2 or 3 teams with :flutter mane: or :eternatus: instead of 6) and show them that a lot of mons are viable in BH if you build around them. Obviously this is just a personal take so feel free to argue and disagree. You might argue that :arceus: and :chansey: are pretty mandatory and I don't actually mind those 2. But do we really need 3x double blobs, 4x :celesteela: or 2x :ting-lu: for example? If a new player were to try out a double blob team and didn't like it, they probably wouldn't want to try the other 2 double blob teams for example. Another issue is that all of these teams except the Akira ones are pretty standard balance which means that the new player has to choose between 8 different flavours of balance. I think it would be a good idea to add in unorthodox teams as well just so that new players can learn how to build a non-balance team if they want.

UNDENIABLE PROOF that MG PHEROMOSA is the strongest MG Pokemon in GENERATION 9 BALANCED HACKMONS
 
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If you want to get more variety in samples hallward, you should try submitting a team that's good. Since I'm a nice guy, tho, I'll do part of the work for you.

:Kyurem-White: :Blaziken-Mega: :Arceus-Steel: :Ting-Lu: :Eternatus: :Tyranitar-Mega:

Here's a double scarf offense I put together. The idea is that having not one but two scarfers gives you a really good matchup into everyone offensive, and then if they try to go into someone bulky you trick them a scarf and then they can't click half their moves without risking a loss. Vdance tyranitar is your primary wincon, he wins on the spot if they kill a pokemon while choice locked into the wrong move in a lot of games. Speed boost plot Etern gives you a backup shot to win without autolosing to chansey - it's like the old speed boost palkia set, but unlike that it doesnt horribly lose to Maudino and Blobs. GAG steelceus beats sappers and gives you a decent third option to clean with if the first two can't quite go the distance. Ting Lu sets hazards and spreads nuzzles.

Like all offenses, it has some bad matchups. None of them are unplayably bad, even if they're running trick toxic orb aegislash and vdance unaware plate groundceus, but be on the look out for pokemon like plate arceus, good as gold setup , Dragon Darts + HJK Koraidon, or paraspam, since they can make the match harder; you'll want to be careful with your wincons into any teams like that.

But of course, since I'm using this as an example I should also include ways to customize it. This is not an exhaustive list, this is to give you a sense of what changes do or don't work and why:
  • Run some hazard management. You don't need to, but Court Change over recover on steelceus or rapid spin on ting lu or such can get you a better matchup in case someone tries to load webs.
  • Scarf Garchomp over Scarf Blaziken. It works 90% the same, Glaive Headlong Trick Uturn (or even vcreate over one of those), so it's a matter of personal preference.
  • Swapping the Arceus Steel set. It's the least required guy, and can be pretty much anything as long as it doesn't bleed out your hard won progress. One option I have been considering is Pixi Arc Fairy, with Rapid Spin, Extreme Speed, and Explosion, should work just fine. Another option would be to swap it for Good as Gold Ghostceus, who could stay self improof and do most of the same things with a different set of weaknesses and resistances.
  • Alternate moves on Kyu-W are of course a thing. You could run explosion, either over or in addition to final gambit. Shift Gear Garchomp is not really a thing but if you were nervous about it (or any similar set) espeed from kyuw is still pretty strong, so you can pick them off with that too.
  • Ting Lu is the best at what it does but anything that can fend off some threat you lose to and neutralize it for your team can do there, be it another regenvest or what have you. You could even use some guy like Glare Prankster but make sure you're running moves like Encore or Memento so you don't instantly lose all your momentum when they come on the field.
  • Swapping Tyranitar for a different dark type. Tyranitar is the best vdance sweeper in the meta, but if for some reason you want a different defensive profile there are a number of other things that are still good enough to work. Mega Gyarados is only moderately worse and would be my first choice of a replacement, but in principle yveltal or arceus-dark would also work, and you might be able to get by with some weirdo like Alolan Muk or Zarude if you were willing to take the hit to your chance of sweeping successfully.
 
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Best Mega Garchomp counter? Feels like I keep trying to find one mon to counter this guy that isn't an Arceus form and I just can't find anything that works well.
 
Best Mega Garchomp counter? Feels like I keep trying to find one mon to counter this guy that isn't an Arceus form and I just can't find anything that works well.
Chomp doesn't really have reliable counters, since it can cover pretty much everything between Bolt Strike, V-Create and Sunsteel coverage. Fat neutral fur coats will do best. FC Arc-Fighting is the best of these but you wanted to avoid the arc slot so I'd say try FC Yveltal. It's bulky, outspeeds Chomp and isn't weak to any common physical attacking types besides Electric and Bolt Strike is the rarest coverage for Chomp. It can also generally get away with running Recover over Sap, depending on the exact set, or if it does run Sap then sapblockers don't enjoy taking stab Knock Off. Avoid using it as your Ghostceus check in that case though, since losing Boots from Knock is devastating.
Using a high-physdef Regen like Slowbro or Ting-Lu can also help scout CB Chomp, but if it's with Yveltal I wouldn't use Ting since it stacks weaknesses to Fairy and Ice.

Multiple Immunity guys work if you wanna play it risky, don't fall in to the trap of PSea Celesteela though cause that guy just dies to CB SoR Glaive Rush. None of them can stand up to Glaive/Blades/VC/Sunsteel though.
Adding Bulwark to some of your Spdef guys can help prevent Chomp from coming in.
Overall, the best counterplay to Chomp is to not give it 20 chances to get in and click during the game. Stack spikes and avoid letting the opponent bring it in on your slow Spdef guys.
 
Suppose that you were standing up, cooking in the metaphorical generation 9 Balanced Hackmons kitchen. The Physical Wallbreakers are in front of you, which Physical Wallbreaker would you take? The Choice Band Desolate Land Blaziken-Mega on your ‘left’? Or the Choice Band Sword of Ruin Garchomp-Mega on your ‘right’? The one on your left side? Or the one on your right side? Usually you would take a Physical Wallbreaker from one side. That is ‘correct’ too. But in a larger sense on society, that is wrong. Perhaps I could even substitute ‘society’ with the ‘Universe’. The correct answer is that ‘It is determined by the
TOUGH CLAWS HERACROSS-MEGA who takes his or her own CHOICE BAND first.’ …Yes? If the first one takes the Physical Wallbreaker to their right, then there’s no choice but for others to also take the ‘Choice Band Sword of Ruin Garchomp-MegaPhysical Wallbreaker. The same goes for the left. Everyone else will take the Choice Band Desolate Land Blaziken-Mega to their left, because they have no other option. This is ‘society’… Who are the ones that determine the standard of a generation 9 Balanced Hackmons Physical Wallbreaker first? There must have been someone who determined the value of Big Imposter, first. The size of the PP of a Rapid Spinner? The magnitude of Poison Heal recovery? Clauses and Banlist? Who was the first to determine these things? Did we all do it, because this is a Republic? Or was it Arbitrary? NO! The TOUGH CLAWS HERACROSS-MEGA who took the CHOICE BAND first determined all of these things! The rules of this generation 9 Balanced Hackmons are determined by that same principle of ‘right or left?’! In a generation 9 Balanced Hackmons metagame like this kitchen, a state of equilibrium, once one makes the first move, every Physical Wallbreaker must follow! In every kitchen, this World has been operating by this TOUGH CLAWS HERACROSS-MEGA principle. And the TOUGH CLAWS HERACROSS-MEGA who ‘takes the CHOICE BAND first’ must be someone who is respected by all. It’s not that any Physical Wallbreaker can fulfill this role… Those that are despotic or unworthy will be scorned. And those are the ‘loser Physical Wallbreakers’. In the case of this generation 9 Balanced Hackmons kitchen, the ‘Desolate Land Blaziken-Mega’ or the ‘Sword of Ruin Garchomp-Mega’ will take the CHOICE BAND first… Because everyone ‘respects’ those individuals.
STOP. Are you using "Choice Band Sword of Ruin Garchomp-Mega" or "Choice Band Desolate Land Blaziken-Mega"? For years countless people have been bamboozled by the corrupt BH ladder and council... The strongest Physical Wallbreaker is neither of these things. Today I will attempt to do the impossible and free you from the matrix. I will expose the LIES that has spread and perpetuated for years. It is in fact the TOUGH CLAWS HERACROSS-MEGA who stands alone at the pinnacle of strength.

heracross-mega.gif

Heracross-Mega @ Choice Band

Ability: Tough Claws
Tera Type: Bug
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- First Impression
- V-create
- Sunsteel Strike

- Wicked Blow / Glaive Rush

heracross-mega.gif

Heracross-Mega @ Choice Band

Ability: Sword of Ruin
Tera Type: Bug
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- First Impression
- Close Combat / Combat Torque
- Sunsteel Strike

- Glacial Lance

Are you tired of using "physical wallbreakers" that don't actually "physically wallbreak"? Do you want to run a set that rewards SKILL and PREDICTION? Well let me tell you that Mega Heracross is the peak of "Physical Wallbreaking". Let's first compare Mega Heracross with its competition.
So how is Mega Heracross so much better than Mega Blaziken and Mega Garchomp? The answer is simple: the power of coverage. Let's start with Blaziken first. Everyone knows that it does a lot of damage with Desolate Land V-create. HOWEVER it does nothing with the other 3 moves. It is the same with Mega Garchomp. Unlike these two fraud "Physical Wallbreakers", Mega Heracross' coverage does some REAL damage. Now observe and behold...
:heracross-mega:252+ Atk Choice Band Sword of Ruin Heracross-Mega Sunsteel Strike vs. 252 HP / 252 Def Arceus-Fairy: 436-514 (98.1 - 115.7%) -- 87.5% chance to OHKO
:garchomp-mega:252+ Atk Choice Band Sword of Ruin Garchomp-Mega Sunsteel Strike vs. 252 HP / 252 Def Arceus-Fairy: 408-482 (91.8 - 108.5%) -- 50% chance to OHKO
:blaziken-mega:252+ Atk Choice Band Blaziken-Mega V-create vs. 252 HP / 252 Def Fur Coat Arceus-Fairy in Harsh Sunshine: 295-348 (66.4 - 78.3%) -- guaranteed 2HKO

:heracross-mega:252+ Atk Choice Band Tough Claws Heracross-Mega Wicked Blow vs. 252 HP / 252 Def Arceus-Ghost on a critical hit: 480-566 (108.1 - 127.4%) -- guaranteed OHKO
:heracross-mega:252+ Atk Choice Band Sword of Ruin Heracross-Mega Glacial Lance vs. 252 HP / 252 Def Fur Coat Miraidon: 296-350 (73.2 - 86.6%) -- guaranteed 2HKO
:heracross-mega:252+ Atk Choice Band Sword of Ruin Heracross-Mega Glacial Lance vs. 252 HP / 252 Def Eternatus: 612-720 (126.4 - 148.7%) -- guaranteed OHKO

ok so after some calcing I realised that Garchomp actually does do a lot of damage but I spent too much time on this already so I'm just gonna ignore that.

Normally I would explain the move and ability choice BUT to be honest if you don't know why the moves are there, you lack the comprehension and insight required to properly utilise and make predictions to make MEGA HERACROSS reach its full potential so don't even think about dragging its winrate through the mud for fun. As you can see, BAND HERA is the STRONGEST Physical Wallbreaker. With a simple coverage + prediction, common "Heracross Walls" crumbles into dust. USE BAND HERA and terrorize the corrupt BH Ladder and Council today.
 
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If you want to get more variety in samples hallward, you should try submitting a team that's good
1740575629732.gif

Holy shade…

Anyways I would like to (again) submit BOMB SQUAD as a sample https://pokepast.es/6088a0fe287507cc as I really see no reason why it shouldn’t be (when I asked why it wasn’t part of the reason they gave me was simply that it didn’t use arceus which is…interesting)
 
sample submissions or something

戦国武神バサラーズ
:blaziken-mega: :magearna: :chansey: :ting-lu: :arceus-water: :necrozma-ultra:

fun sun team and pretty effective at forcibly dismantling fat builds. ultra necrozma is an interesting pick on sun - v-create + sun boost is enough to 2hko a bunch of fat shit after the other moves. ting-lu can cheese you out of unfavourable positions with prankhaze and is also just pretty decent for positioning.

weaknesses: shore up zamazenta (try to hit it with para), no knock, no hazards, hazard control is kind of sus so try to win before they become a problem

effectiveness: pretty consistent into ladder (#1 peak below), wouldve likely won bh ghosting r2 if waterceus didnt get critted
Kraken Kyogre is ghosting tour alt


EPICFEST
:chansey: :arceus-ghost: :palkia-origin: :blaziken-mega: :zacian: :celesteela:

yeah its the second sun build in a row cry about it

instead of the ultra necrozma like the team above here we have growth simple ghostceus. you get it in and you click growth once in sun and you are now ghostceus with +4 in both offensive stats which as you may imagine is pretty hard to wall. also we have actual speed control (zacian) and like semi passable hazard control (it still sucks)

weaknesses: physical dragons eg. mega garchomp (wbb steela is an awful pokemon, hope they arent setup and try to kill em w/ zacian before you lose), secret sword arceus-ghost (cope win speedtie with palk-o), the 1 fucking person running +spe shore up sap fc mega audino (i hate you)

effectiveness: really really good at killing fat builds but thats it tbh. took it for a couple games on ladder and it did kind of well vs sample teams, never bothered to ladder more unlike the previous one tho

MAX VERSTAPPEN
:arceus-poison: :hoopa-unbound: :garchomp-mega: :ampharos-mega: :kyurem-black: :celesteela:

ABSOLUTELY GIGANTIC MONOCLAW IN BIG BALANCED HACKMONS
you proc claw once versus imposter and then you like win

weaknesses: everything

effectiveness: yes
 
Since other folks have submitted some teams as samples, I'll submit one of my own:

https://pokepast.es/b106d0dbfdb364ea.

Team Name: Phantasmagoric Hallucinations

Synopsis: This is a refurbished and modified version of my mono-ghost Hyper Offense that I submitted previously. This hyper offense build is centered around overloading common answers to special attackers and Ghost types. The team features a variety of attackers to accomplish this: Gunk Shot Good as Gold Arceus-Ghost to blasts through Mega Audino and many Fur Coat Pokemon while also clearing hazards fo Zoro-H, Simple Moongeist Spectrier tears right through Ice Scales, Blissey, and Chansey, Simple Flutter Mane to destroy Dark-Type and Final Gambit Lunala and Sturdy Zoroark-H take just about anything out of commission.

Usage Tips:

1. Typically, the best lead is Lunala as it counters many common leads like Regenerator and Imposter Chansey
2. Spectrier and Arceus Ghost are generally the strongest early and mid game options to break through opposing teams and setup an endgame where Flutter Mane and Zoro-H can dominate
3. If you ever find yourself backed into a corner or need to make a sack going Gholdengo is generally the best option
4. Be mindful of hazards as the team uses multiple Sashes and Sturdy

Weaknesses: Stone Axe, Ho-Oh, Ash-Greninja, Ting-Lu, Random Fur Coat Dark Types, Priority, Speed Boost, and Population Bombers.

Effectiveness: Can easily rip through many teams as most teams are unprepared for the onslaught of powerful set-up sweepers. It does tend to struggle a bit with Greninja and Ting-Lu. (Though those are in decline at the moment).

Peaked at rank 1 in Current Meta (ignore the gxe, as the alt was used before for testing randpoke strats):


1741227251881.png


Also, replays vs high ladder and some others:

https://replay.pokemonshowdown.com/gen9balancedhackmons-2311307221-7dti3cn2dsap9u74aefqansx1ipltvppw

https://replay.pokemonshowdown.com/gen9balancedhackmons-2309916116-dyh7sko32t7y868ti9yt41taatvp6ncpw

https://replay.pokemonshowdown.com/...10694867-wtqtq6js0my14pq41hutq1ua26s1wk8pw?p2

https://replay.pokemonshowdown.com/gen9balancedhackmons-2313307607-42h6thf9x8phlu1360qsahpdxivaikgpw


One Additional Team:

The Obsidian Oath: https://pokepast.es/4629b3b913c5f245

Since this team beat Bomb Squad, which should be a sample:
https://replay.pokemonshowdown.com/gen9balancedhackmons-2258131257-eiisitqzvut6fih2yfc9r9mjin5lud9pw

And Ivarr's Sample:
https://replay.pokemonshowdown.com/gen9balancedhackmons-2256331860-gku1z7inr2yzik3d4wp08ndu8ls23ujpw

Clearly, it is the better team and thus must also be made sample. There are absolutely no flaws to the logic there, and there definitely isn't any cherry-picking of questionable games from the ladder.
 
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This game put me into a deep spiral of depression

Anyways I’m going to provide smth else so the post doesn’t get taken down for being a one liner.

Psea specs gren is a very fun dude and people should consider using it more cuz every dland dude hates eating a knock even if it’s just chicken losing life orb (akira dland arc steel isn’t real you’re just schizo) (okay maybe it’s a little real but let me have my fun)
 
Are you tired of FC :zamazenta:? Do you hate dogs (including FC :zacian:)? Barn animals such as the chicken :blaziken-mega: and shark :garchomp-mega: ruining your day? Do you need miss the days of FC :miraidon:? Well I have the perfect set for you. I am of course talking about FC MEWTWO.


1741326961534.png


:sv/mewtwo:
Mewtwo @ Leftovers / Heavy-Duty Boots
Ability: Fur Coat
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Thunder Cage
- Moonblast
- Strength Sap

:sv/mewtwo:
Mewtwo @ Heavy-Duty Boots / Covert Cloak
Ability: Fur Coat
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Future Sight
- Mortal Spin / Psystrike / Moonblast / Torch Song
- Teleport / Parting Shot / Volt Switch
- Shore Up

:sv/mewtwo:
Mewtwo @ Covert Cloak
Ability: Fur Coat
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic Noise / Future Sight
- Wish
- Teleport / Parting Shot / Volt Switch
- Burning Bulwark

:sv/mewtwo:
Mewtwo @ Leftovers
Ability: Fur Coat
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike / Ice Beam
- Take Heart
- Thunder Cage / Spirit Shackle
- Strength Sap

1741327300311.png


Although Mewtwo has a rather strange Psychic typing, it actually works out because strong Ghost, Dark and Bug coverage are quite rare on Physical mons. With it's solid 106/90/90 bulk, it is about 10% less bulky than FC :Zamazenta: on both sides. However, what separates :Mewtwo: apart is it's high Special Attack that lets it OHKO these band wallbreakers, similar to :Koraidon: and :Miraidon: with Dragon STABs. The difference is that unlike those two similarly fast mons with medium bulk, :Mewtwo: is not burdened by a Dragon-typing which makes it a more reliable switch-in to :Garchomp-mega:. Miraidon also relies on having high HP to utilise Dragon Energy which is not easy considering that by virtue of being your FC wall, it will most likely need to switch in to strong attacks, lowering its HP and making Dragon Energy a dead moveslot. :Mewtwo: also has several very good Psychic moves to choose from and a very respectable base 154 Special Attack. Psystrike is the most consistent option. It deals a hefty chunk to the blobs :chansey: and :blissey: while offering a strong move to hit Magic Bouce :arceus-poison: and standard :Eternatus:. With Thunder Cage and Leftovers, :Mewtwo: can punish Imposter by trapping it in winning 1v1 thanks to the difference in Strength Sap Recovery. I think Moonblast and Ice Beam are the two best coverage, with Torch Song being an alternative option if you need a pseudo-wallbreaker. Moonblast hits all dragons hard, but there is one reason you may want Ice Beam; it lets you OHKO :Garchomp-mega: and :sceptile-mega:. It's also better vs a few other Flying and Ground type mons but it's not that relevant.

Psystrike Calcs
:chansey:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Eviolite Chansey: 268-316 (38 - 44.8%) -- guaranteed 3HKO
:blissey:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Blissey: 367-433 (51.4 - 60.6%) -- guaranteed 2HKO
:arceus-poison:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Arceus-Poison: 258-306 (58.1 - 68.9%) -- guaranteed 2HKO
:eternatus:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Eternatus: 306-360 (63.2 - 74.3%) -- guaranteed 2HKO
:blaziken-mega:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Blaziken-Mega: 338-402 (92.8 - 110.4%) -- 56.3% chance to OHKO
:zamazenta:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Fur Coat Zamazenta: 134-158 (34.5 - 40.7%) -- guaranteed 3HKO

Moonblast/Ice Beam Calcs
:Garchomp-mega:252 SpA Mewtwo Ice Beam vs. 252 HP / 252 SpD Garchomp-Mega: 364-432 (86.6 - 102.8%) -- 18.8% chance to OHKO
:ting-lu:252 SpA Mewtwo Moonblast vs. 252 HP / 252+ SpD Assault Vest Ting-Lu: 132-156 (25.6 - 30.3%) -- guaranteed 4HKO
:yveltal:252 SpA Mewtwo Moonblast vs. 252 HP / 252 SpD Yveltal: 190-224 (41.6 - 49.1%) -- guaranteed 3HKO
:zamazenta:252 SpA Mewtwo Moonblast vs. 252 HP / 252 SpD Zamazenta: 170-200 (43.8 - 51.5%) -- 10.9% chance to 2HKO
:arceus-fighting:252 SpA Mewtwo Moonblast vs. 252 HP / 252 SpD Arceus-Fighting: 164-194 (36.9 - 43.6%) -- 99.8% chance to 3HKO after Leftovers recovery
:greninja-ash:252 SpA Mewtwo Moonblast vs. 252 HP / 252 SpD Greninja-Ash: 230-272 (66 - 78.1%) -- guaranteed 2HKO


Although I think Psystrike is the overall best choice, there are two other solid Psychic moves you can try. The first is Future Sight. Future Sight removes Mewtwo's ability to instantly threaten the opposing mon for a delayed pressure 2 turns later. Like all other Future Sight/ Doom Desire mons, this is best paired with a Physical breaker to overwhelm the opponent's FC. I also like a switch move to go with Future Sight because you ideally want to switch to a mon that can capitalise on the Future Sight. It's especially good vs FC :Zamazenta:. Generally speaking, you should be expecting about 40% on neutral FC walls.

Future Sight Calcs vs FC walls
:arceus-fairy:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Arceus-Fairy: 156-184 (35.1 - 41.4%) -- 77.1% chance to 3HKO after Leftovers recovery
:audino-mega:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Audino-Mega: 150-177 (36.5 - 43.1%) -- guaranteed 3HKO
:zamazenta:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Zamazenta: 320-378 (82.4 - 97.4%) -- guaranteed 2HKO
:miraidon:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Miraidon: 160-189 (39.6 - 46.7%) -- guaranteed 3HKO
:ho-oh:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Ho-Oh: 129-153 (31 - 36.7%) -- 64.2% chance to 3HKO

The last Psychic move you can try is Psychic Noise. I think this move is best paired with Covert Cloak to punish Imposters. Psychic Noise's Heal Block effect is actually cancelled by Covert Cloak if you didn't know. I think this move is best paired with Wish, Teleport and Burning Bulwark or Mortal Spin. It's definitely the cheesiest option and set out of the three I have posted but the idea is you can pass a respectable 106 base HP Wish while stopping Imposters from recovering HP with Psychic Noise. If you can win some speed ties and predict correctly, this set could be quite good though I would still recommend the other two Psychic moves over this one. Technically you can also run Wish Pass with Future Sight if you want.

I'd say the fourth and final :mewtwo: set is the worst but if you really want to then you can run Take Heart. Standard Psystrike/Thunder Cage/Strength Sap is the best but it gets completely walled by :ting-lu: so only run it if you know your opponent(s) will not bring that mon. Ice Beam + Thunder Cage is solid but you're getting walled by every RegenVest. Overall I think Take Heart :mewtwo: is not good HOWEVER if your team needs a status absorber than this set can work. With Take Heart, :Mewtwo: can always come in on :Zamazenta: because you can remove the Poison from Mortal Spin. Take Heart also allows you to be a soft :Eternatus Check: because you can Take Heart in front of a low-hp :Eternatus: without fearing a permanent Poison cripple. Sure you can Psystrike and kill it but your opponent is likely to switch and setting up a Take Heart may be more beneficial than simply attacking. Finally, you can also setup and beat some Take Heart Arceus. Although both Fur Coat and Ice Scales half Psystrike's damage, Psystrike still lets you win because the opposing :arceus: Special Defense Boosts are meaningless. It's not a guaranteed win but if you the opponent doesn't have Leftovers and both mons set up Take Hearts at the same time, your :mewtwo: will come out ahead. I haven't tested it yet but I think the idea would be to Thunder Cage and set up Take Hearts until the opposing :arceus: is in range of 2 Psystrikes. A +6 Psystrike does at minimum 58% so you don't need to go all the way to 2HKO the opposing :Arceus:. With all that being said I still wouldn't recommend this set though.

:mewtwo:+6 252 SpA Arceus-Fairy Revelation Dance vs. +6 252 HP / 252 SpD Mewtwo: 118-139 (28.3 - 33.4%) -- 0.1% chance to 3HKO
:arceus-fairy:+6 252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Ice Scales Arceus-Fairy: 258-303 (58.1 - 68.2%) -- guaranteed 2HKO



1741330091653.png


This final section will talk about an intangible concept called "aura". Mewtwo is a pioneer of Pokemon. People may talk about how Mewtwo doesn't have an optimised statline or fantastic typing like newer box legends such as Zamazenta and Miraidon lately but people inherently are drawn to Mewtwo because of a factor I call "aura". The "aura" is how I like to describe the kind of aggression, confidence and risk taking characteristic that Mewtwo possesses. It can't be taught or developed, and it's a quality that is hard to find. When considering the Pokemon you want to use on your team, there is so many factors to consider rather than just raw stats and typing. Newer Pokemon sometimes have a hard time regulating their emotions despite their talent, and chemistry is important for results. Nonetheless, objectively, Balanced Hackmons is all about micros, macros and the "aura". Even if Mewtwo were to fight against Calyrex-Shadow, I am fully confident that Mewtwo will win.

THE GODFATHER Stall
:MEWTWO::aegislash::arceus-steel::audino-mega::giratina-origin::chansey:

THE GODFATHER'S GOOD AS GOLD
:mewtwo::tyranitar-mega::ho-oh::yveltal::arceus-fairy::registeel:
 
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Are you tired of FC :zamazenta:? Do you hate dogs (including FC :zacian:)? Barn animals such as the chicken :blaziken-mega: and shark :garchomp-mega: ruining your day? Do you need miss the days of FC :miraidon:? Well I have the perfect set for you. I am of course talking about FC MEWTWO.


View attachment 719675

:sv/mewtwo:
Mewtwo @ Leftovers / Heavy-Duty Boots
Ability: Fur Coat
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Thunder Cage
- Moonblast
- Strength Sap

:sv/mewtwo:
Mewtwo @ Heavy-Duty Boots / Covert Cloak
Ability: Fur Coat
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Future Sight
- Mortal Spin / Psystrike / Moonblast / Torch Song
- Teleport / Parting Shot / Volt Switch
- Shore Up

:sv/mewtwo:
Mewtwo @ Covert Cloak
Ability: Fur Coat
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic Noise / Future Sight
- Wish
- Teleport / Parting Shot / Volt Switch
- Burning Bulwark

:sv/mewtwo:
Mewtwo @ Leftovers
Ability: Fur Coat
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike / Ice Beam
- Take Heart
- Thunder Cage / Spirit Shackle
- Strength Sap

View attachment 719676

Although Mewtwo has a rather strange Psychic typing, it actually works out because strong Ghost, Dark and Bug coverage are quite rare on Physical mons. With it's solid 106/90/90 bulk, it is about 10% less bulky than FC :Zamazenta: on both sides. However, what separates :Mewtwo: apart is it's high Special Attack that lets it OHKO these band wallbreakers, similar to :Koraidon: and :Miraidon: with Dragon STABs. The difference is that unlike those two similarly fast mons with medium bulk, :Mewtwo: is not burdened by a Dragon-typing which makes it a more reliable switch-in to :Garchomp-mega:. Miraidon also relies on having high HP to utilise Dragon Energy which is not easy considering that by virtue of being your FC wall, it will most likely need to switch in to strong attacks, lowering its HP and making Dragon Energy a dead moveslot. :Mewtwo: also has several very good Psychic moves to choose from and a very respectable base 154 Special Attack. Psystrike is the most consistent option. It deals a hefty chunk to the blobs :chansey: and :blissey: while offering a strong move to hit Magic Bouce :arceus-poison: and standard :Eternatus:. With Thunder Cage and Leftovers, :Mewtwo: can punish Imposter by trapping it in winning 1v1 thanks to the difference in Strength Sap Recovery. I think Moonblast and Ice Beam are the two best coverage, with Torch Song being an alternative option if you need a pseudo-wallbreaker. Moonblast hits all dragons hard, but there is one reason you may want Ice Beam; it lets you OHKO :Garchomp-mega: and :sceptile-mega:. It's also better vs a few other Flying and Ground type mons but it's not that relevant.

Psystrike Calcs
:chansey:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Eviolite Chansey: 268-316 (38 - 44.8%) -- guaranteed 3HKO
:blissey:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Blissey: 367-433 (51.4 - 60.6%) -- guaranteed 2HKO
:arceus-poison:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Arceus-Poison: 258-306 (58.1 - 68.9%) -- guaranteed 2HKO
:eternatus:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Eternatus: 306-360 (63.2 - 74.3%) -- guaranteed 2HKO
:blaziken-mega:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Blaziken-Mega: 338-402 (92.8 - 110.4%) -- 56.3% chance to OHKO
:zamazenta:252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Fur Coat Zamazenta: 134-158 (34.5 - 40.7%) -- guaranteed 3HKO

Moonblast/Ice Beam Calcs
:Garchomp-mega:252 SpA Mewtwo Ice Beam vs. 252 HP / 252 SpD Garchomp-Mega: 364-432 (86.6 - 102.8%) -- 18.8% chance to OHKO
:ting-lu:252 SpA Mewtwo Moonblast vs. 252 HP / 252+ SpD Assault Vest Ting-Lu: 132-156 (25.6 - 30.3%) -- guaranteed 4HKO
:yveltal:252 SpA Mewtwo Moonblast vs. 252 HP / 252 SpD Yveltal: 190-224 (41.6 - 49.1%) -- guaranteed 3HKO
:zamazenta:252 SpA Mewtwo Moonblast vs. 252 HP / 252 SpD Zamazenta: 170-200 (43.8 - 51.5%) -- 10.9% chance to 2HKO
:arceus-fighting:252 SpA Mewtwo Moonblast vs. 252 HP / 252 SpD Arceus-Fighting: 164-194 (36.9 - 43.6%) -- 99.8% chance to 3HKO after Leftovers recovery
:greninja-ash:252 SpA Mewtwo Moonblast vs. 252 HP / 252 SpD Greninja-Ash: 230-272 (66 - 78.1%) -- guaranteed 2HKO


Although I think Psystrike is the overall best choice, there are two other solid Psychic moves you can try. The first is Future Sight. Future Sight removes Mewtwo's ability to instantly threaten the opposing mon for a delayed pressure 2 turns later. Like all other Future Sight/ Doom Desire mons, this is best paired with a Physical breaker to overwhelm the opponent's FC. I also like a switch move to go with Future Sight because you ideally want to switch to a mon that can capitalise on the Future Sight. It's especially good vs FC :Zamazenta:. Generally speaking, you should be expecting about 40% on neutral FC walls.

Future Sight Calcs vs FC walls
:arceus-fairy:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Arceus-Fairy: 156-184 (35.1 - 41.4%) -- 77.1% chance to 3HKO after Leftovers recovery
:audino-mega:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Audino-Mega: 150-177 (36.5 - 43.1%) -- guaranteed 3HKO
:zamazenta:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Zamazenta: 320-378 (82.4 - 97.4%) -- guaranteed 2HKO
:miraidon:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Miraidon: 160-189 (39.6 - 46.7%) -- guaranteed 3HKO
:ho-oh:252 SpA Mewtwo Future Sight vs. 252 HP / 252 SpD Ho-Oh: 129-153 (31 - 36.7%) -- 64.2% chance to 3HKO

The last Psychic move you can try is Psychic Noise. I think this move is best paired with Covert Cloak to punish Imposters. Psychic Noise's Heal Block effect is actually cancelled by Covert Cloak if you didn't know. I think this move is best paired with Wish, Teleport and Burning Bulwark or Mortal Spin. It's definitely the cheesiest option and set out of the three I have posted but the idea is you can pass a respectable 106 base HP Wish while stopping Imposters from recovering HP with Psychic Noise. If you can win some speed ties and predict correctly, this set could be quite good though I would still recommend the other two Psychic moves over this one. Technically you can also run Wish Pass with Future Sight if you want.

I'd say the fourth and final :mewtwo: set is the worst but if you really want to then you can run Take Heart. Standard Psystrike/Thunder Cage/Strength Sap is the best but it gets completely walled by :ting-lu: so only run it if you know your opponent(s) will not bring that mon. Ice Beam + Thunder Cage is solid but you're getting walled by every RegenVest. Overall I think Take Heart :mewtwo: is not good HOWEVER if your team needs a status absorber than this set can work. With Take Heart, :Mewtwo: can always come in on :Zamazenta: because you can remove the Poison from Mortal Spin. Take Heart also allows you to be a soft :Eternatus Check: because you can Take Heart in front of a low-hp :Eternatus: without fearing a permanent Poison cripple. Sure you can Psystrike and kill it but your opponent is likely to switch and setting up a Take Heart may be more beneficial than simply attacking. Finally, you can also setup and beat some Take Heart Arceus. Although both Fur Coat and Ice Scales half Psystrike's damage, Psystrike still lets you win because the opposing :arceus: Special Defense Boosts are meaningless. It's not a guaranteed win but if you the opponent doesn't have Leftovers and both mons set up Take Hearts at the same time, your :mewtwo: will come out ahead. I haven't tested it yet but I think the idea would be to Thunder Cage and set up Take Hearts until the opposing :arceus: is in range of 2 Psystrikes. A +6 Psystrike does at minimum 58% so you don't need to go all the way to 2HKO the opposing :Arceus:. With all that being said I still wouldn't recommend this set though.

:mewtwo:+6 252 SpA Arceus-Fairy Revelation Dance vs. +6 252 HP / 252 SpD Mewtwo: 118-139 (28.3 - 33.4%) -- 0.1% chance to 3HKO
:arceus-fairy:+6 252 SpA Mewtwo Psystrike vs. 252 HP / 252 Def Ice Scales Arceus-Fairy: 258-303 (58.1 - 68.2%) -- guaranteed 2HKO



View attachment 719680

This final section will talk about an intangible concept called "aura". Mewtwo is a pioneer of Pokemon. People may talk about how Mewtwo doesn't have an optimised statline or fantastic typing like newer box legends such as Zamazenta and Miraidon lately but people inherently are drawn to Mewtwo because of a factor I call "aura". The "aura" is how I like to describe the kind of aggression, confidence and risk taking characteristic that Mewtwo possesses. It can't be taught or developed, and it's a quality that is hard to find. When considering the Pokemon you want to use on your team, there is so many factors to consider rather than just raw stats and typing. Newer Pokemon sometimes have a hard time regulating their emotions despite their talent, and chemistry is important for results. Nonetheless, objectively, Balanced Hackmons is all about micros, macros and the "aura". Even if Mewtwo were to fight against Calyrex-Shadow, I am fully confident that Mewtwo will win.

THE GODFATHER Stall
:MEWTWO::aegislash::arceus-steel::audino-mega::giratina-origin::chansey:
thats very nice and cool but


252+ Atk Choice Band Blaziken-Mega V-create vs. 252 HP / 252 Def Fur Coat Mewtwo in Sun: 358-423 (86 - 101.6%) -- 87.5% chance to OHKO after Stealth Rock

252+ Atk Choice Band Sword of Ruin Garchomp-Mega U-turn vs. 252 HP / 252 Def Fur Coat Mewtwo: 174-206 (41.8 - 49.5%) -- 85.9% chance to 2HKO after Stealth Rock

this chomp set isnt common anymore because its too prediction reliant but i still see it like 1/8 times on ladder so :3

252 Atk Life Orb Pheromosa U-turn vs. 252 HP / 252 Def Fur Coat Mewtwo: 133-159 (31.9 - 38.2%) -- guaranteed 3HKO after Stealth Rock

predict fc wall switch, u turn into sapblocker, slowpivot into pheromasa, u turn into sapblocker, etc


+2 252+ Atk Triage Heracross-Mega Leech Life vs. 252 HP / 252 Def Fur Coat Mewtwo: 320-378 (76.9 - 90.8%) -- 25% chance to OHKO after Stealth Rock

also a historically uncommon set but ive been seeing it a lot more on ladder lately (Its freaking annoying)
mewtwo doesnt even ohko in return 252, SpA Mewtwo Psystrike vs. 252 HP / 252 Def Heracross-Mega: 266-314 (73 - 86.2%) -- guaranteed 2HKO

252 Atk Life Orb Sniper Greninja-Ash Wicked Blow vs. 252 HP / 252 Def Fur Coat Mewtwo on a critical hit: 328-390 (78.8 - 93.7%) -- 37.5% chance to OHKO after Stealth Rock
band always ohkos


if you get ohkoed by blaziken after rocks like... thats literally the most common breaker on ladder, right?
I will admit the offensive calcs are extremely impressive, but for this to realistically work youd probably also need a fc palkia-o or waterceus team slot or something which is super limiting

in summary mewtwo doesnt have the bulk or the speed tier to function as an fc wall that can switch in then ohko breakers and has to be heavily prediction reliant (me when teleport -> breaker invalidates that) or just a matchup fish
its only good into balance structures with specific breakers and is horrific against HO

i realize this is probably a shitpost but ive seen you post too many teams that i actually like and think are good to not take this seriously
i just saw the team at the bottom, and yea it seems too prediction reliant of a stall team for me
lets say blaziken switches in. you expect v create, and go primsea aegislash
what if they click headlong rush or literally any other common coverage

switch in mega audio -> headlong rush then vcreate spam to drain pp, stall player needs to predict when its safe to switch in primsea aegislash to turn off sun so yea another predict
252+ Atk Choice Band Blaziken-Mega V-create vs. 252 HP / 252+ Def Fur Coat Audino-Mega: 174-205 (42.4 - 50%) -- 91.8% chance to 2HKO after Stealth Rock
or if they have another common set
252+ Atk Choice Band Blaziken-Mega Sunsteel Strike vs. 252 HP / 252+ Def Audino-Mega: 258-304 (62.9 - 74.1%) -- guaranteed 2HKO

this wouldnt be a problem with a normal fast fc wall imo
 
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thats very nice and cool but


252+ Atk Choice Band Blaziken-Mega V-create vs. 252 HP / 252 Def Fur Coat Mewtwo in Sun: 358-423 (86 - 101.6%) -- 87.5% chance to OHKO after Stealth Rock

252+ Atk Choice Band Sword of Ruin Garchomp-Mega U-turn vs. 252 HP / 252 Def Fur Coat Mewtwo: 174-206 (41.8 - 49.5%) -- 85.9% chance to 2HKO after Stealth Rock

this chomp set isnt common anymore because its too prediction reliant but i still see it like 1/8 times on ladder so :3

252 Atk Life Orb Pheromosa U-turn vs. 252 HP / 252 Def Fur Coat Mewtwo: 133-159 (31.9 - 38.2%) -- guaranteed 3HKO after Stealth Rock

predict fc wall switch, u turn into sapblocker, slowpivot into pheromasa, u turn into sapblocker, etc


+2 252+ Atk Triage Heracross-Mega Leech Life vs. 252 HP / 252 Def Fur Coat Mewtwo: 320-378 (76.9 - 90.8%) -- 25% chance to OHKO after Stealth Rock

also a historically uncommon set but ive been seeing it a lot more on ladder lately (Its freaking annoying)
mewtwo doesnt even ohko in return 252, SpA Mewtwo Psystrike vs. 252 HP / 252 Def Heracross-Mega: 266-314 (73 - 86.2%) -- guaranteed 2HKO

252 Atk Life Orb Sniper Greninja-Ash Wicked Blow vs. 252 HP / 252 Def Fur Coat Mewtwo on a critical hit: 328-390 (78.8 - 93.7%) -- 37.5% chance to OHKO after Stealth Rock
band always ohkos


if you get ohkoed by blaziken after rocks like... thats literally the most common breaker on ladder, right?
I will admit the offensive calcs are extremely impressive, but for this to realistically work youd probably also need a fc palkia-o or waterceus team slot or something which is super limiting

in summary mewtwo doesnt have the bulk or the speed tier to function as an fc wall that can switch in then ohko breakers and has to be heavily prediction reliant (me when teleport -> breaker invalidates that) or just a matchup fish
its only good into balance structures with specific breakers and is horrific against HO

i realize this is probably a shitpost but ive seen you post too many teams that i actually like and think are good to not take this seriously
i just saw the team at the bottom, and yea it seems too prediction reliant of a stall team for me
lets say blaziken switches in. you expect v create, and go primsea aegislash
what if they click headlong rush or literally any other common coverage

switch in mega audio -> headlong rush then vcreate spam to drain pp, stall player needs to predict when its safe to switch in primsea aegislash to turn off sun so yea another predict
252+ Atk Choice Band Blaziken-Mega V-create vs. 252 HP / 252+ Def Fur Coat Audino-Mega: 174-205 (42.4 - 50%) -- 91.8% chance to 2HKO after Stealth Rock
or if they have another common set
252+ Atk Choice Band Blaziken-Mega Sunsteel Strike vs. 252 HP / 252+ Def Audino-Mega: 258-304 (62.9 - 74.1%) -- guaranteed 2HKO

this wouldnt be a problem with a normal fast fc wall imo

I am sorry that your experience with Mewtwo stall has not been up to standard. I have built this new team that might be more successful:

THE GODFATHER'S SIMPLE VICTORY
:mewtwo::tyranitar-mega::ho-oh::yveltal::arceus-fairy::registeel:
 
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I am sorry that your experience with Mewtwo stall has not been up to standard. I have built this new team that might be more successful:

THE GODFATHER'S SIMPLE VICTORY
:mewtwo::tyranitar-mega::ho-oh::yveltal::arceus-fairy::registeel:
https://pokepast.es/da5e89d948f1f3c3
(On mobile, use this one)​
I try to understand the fact that your teams are kinda memey-ish but Fur Coat Mewtwo is really bad IMO.

2 of the most common moves that you find on support defensivey mons are U-Turn for pivot, and Knock Off because it's Knock Off. Mewtwo with it's 106 HP and 90 Defense seem good on paper, but in a meta where you can use a lot of things with many offensive threats, it falls short. What physical attacker is Mewtwo trying to beat, anyway?

Kinda already mentioned, but Psychic typing is incredibly horrendous, and you die to a lot of things. Additionally, you die to the many Ghost moves in the meta, I get you aren't trying to check them with Mewtwo but still.

Also it says the format is Gen 8 Ubers LOL
 
Alright new team submission time.

John Green Day
:sv/Sceptile-mega::sv/venusaur-mega::sv/ting-lu::sv/heatran::sv/arceus-water::sv/chansey:

Synopsis: This is a the world's first competitive generation 9 Balanced Hackmons Grassy Terrain team. This balanced build is centered around Terrain Extender Grassy Surge :venusaur-mega: with Toxic Spikes to provide passive recovery for the whole team as well as power up its own and :sceptile-mega:'s Grass moves. The team features an FWG core with RegenVest :heatran: and FC :arceus-water:. :ting-lu: and :chansey: rounds out the team to provide a better defensive profile and utility. You might think that donating passive recovery to your opponent is bad however the damage boost to :sceptile-mega: will let you break through walls regardless. :sceptile-mega: is able to come in on Impostered :ting-lu:, :arceus-water: and :venusaur-mega: on top of ignoring all hazard and poison chip thanks to Magic Gard so you should aim to bring it in as much as possible. Chloroblast and Dragon Energy are the main nukes while Matcha Gotcha is a good move to recover HP and periodically inflict Burn. Torch Song is a good setup move that lets :sceptile-mega: reach OHKO territory with Chloroblast.

Usage Tips: Lead :venusaur-mega: and click Toxic Spikes if possible. If you expect Knock Off, go to the least important Regen or Imposter. Toxic Spikes will make it much harder for your opponent to bring in their offensive mons and annoy non-boots walls. Try bring in :sceptile-mega: in as much as possible and blast. Use Knock Off and Hazards to whittle down walls until :sceptile-mega: wins. Avoid letting your :sceptile-mega: paralysed or Knocked. If it gets Paralysed your :chansey: can Heal Bell against every Impostered mon except :ting-lu: but you're never getting your :Life Orb: back if it's knocked. Against Imposter :sceptile-mega:, go to :heatran: first to Knock, then :chansey: after to Topsy and Parting Shot.

Weaknesses: This team is weak to :ho-oh:. MG is hard to kill but usually can be beaten with Imposter. Scales is very hard to break if your opponent never let it get knocked. You also need to Knock and burn RegenVest/Scales :dialga-origin: for :Sceptile-mega: to break through. Mold Breaker mons like :garchomp-mega: and :blaziken-mega: can overwhelm your FC if you're not careful, especially with a Sap blocker. SF :greninja-ash: blows through both Regens with Steam Eruption but you can bring in :sceptile-mega: on that move. Be careful of possible Ice Beam, Moonblast or Noxious Torque though.


Effectiveness: For gamers who find themselves caught in the cycle of endless gaming sessions, constantly "sweating" to achieve the next high score or rank, the idea of "touching grass" can be a surprisingly effective remedy. The concept of "touching grass" is a phrase that's often used in internet culture, particularly among gamers. It essentially refers to taking a break from the digital world—especially from intense, immersive activities like gaming—and stepping outside to connect with nature or the real world. The act of stepping outside, feeling the fresh air, and physically connecting with nature serves as a powerful reset for both mind and body. For those who are always sweating over every match, never venturing outdoors, it can be a gentle reminder of balance. Immersing oneself in the natural world offers a break from the intense focus on virtual worlds, reducing stress, improving mental clarity, and even boosting creativity. Taking the time to get away from the screen can restore physical health, too—helping to combat the stiffness and fatigue from long gaming marathons. Essentially, "touching grass" is a form of self-care that provides a much-needed perspective shift, encouraging a healthier, more sustainable relationship with both gaming and life. It's a chance to stop "sweating" the small stuff and embrace a more well-rounded approach to success and enjoyment.

1741999274116.png


1741999360942.png


I also went 27-0 and reached 1500s in the famously difficult generation 9 balanced hackmons ladder and beat Akira who was using some of the strongest and completely normal BH team ever made.

:zacian::steelix-mega::venusaur-mega::chansey::garchomp-mega::arceus-fairy:
https://replay.pokemonshowdown.com/gen9balancedhackmons-2319824760-mwiskniskjjr8x0tlk5h0027kk5fjm7pw

:iron valiant::rayquaza::yveltal::abomasnow::kyurem-white::zacian:
https://replay.pokemonshowdown.com/...19835724-x035gjblmpcco348pq8aplxdk83nqtepw?p2

As you can see, John Green Day is the ultimate team which invokes the grand might of Big Grass to smite down all enemies.
 
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To counter all of the ghost types better than Meloetta.

Obstagoon @ Toxic Orb
Ability: Toxic Boost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA

Facade​

Knock Off​

Extreme Speed​

Dragon Ascent​

And what happens when toxic chip kills you? And you also don't do sufficient damage to any Fur Coat walls in the meta.
 
To counter all of the ghost types better than Meloetta.

Obstagoon @ Toxic Orb
Ability: Toxic Boost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA

Facade​

Knock Off​

Extreme Speed​

Dragon Ascent​

1) Look at Obstagoon's Attack stat(90), now look at the Attack stat of good offensive pokemon, like MChomp.
2) Obstagoon really hates that some of the best FCs are Fighting-types.
3) Obstagoon is slow as balls.
4) Obstagoon isn't going to scratch anything.
5) Obstagoon is frail as hell.
 
A more offensive version of Arceus Ghost where instead of just walling imposters leaving them unable to hit you you can get free setup out of it

Arceus-Ghost @ Weakness Policy
Ability: Fur Coat/Unburden
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Victory Dance/Swords Dance
- Burning Bulwark/strength sap?(have not tested strenght sap)
- Poltergeist
- Extreme Speed

Pretty much the goal is to get an impostor to hit you with poltergeist while you victory or swords dance, which while still damaging Arceus-G activates Weakness policy and gives you an attack boost to then sweep with poltergeist. Most pokemon have items already, but if needed an extreme speed/aura sphere should work

The only immediate issue i can think of is getting OHKOed by the imposter mon (omg impostor light ball pikachu is finally useful wtf) and getting outspeed and killed due to the initial poltergeist damage lowering your hp a lot (Hence why i like to run unburden, victory dance, instead of Fur Coat swords dance personally. I will test out strength sap with this later but i dont think getting rid of Baneful Bunker is worth it).

It is also not limited to only working as an anti-imposter. Knock-off still activates weakness policy!
but like. this can let you set up a plus 3/plus 4 arceus in ONE turn. pretty good i think.
 
A more offensive version of Arceus Ghost where instead of just walling imposters leaving them unable to hit you you can get free setup out of it
did you forget about the existence of Nasty Plot

anyways about the set i think the main problem is that you are very vulnerable to status (much more than regular setup ghostceus thanks to no mg/take heart) and thus you cant setup very well. strength sap + fc is also bad here because imposter wont die from full so it just spams sap, not even needing fur coat if you're victory dance (which is why sd is better here tbh). extreme speed is also redundant because the better ability here is unburden.

what i would do is pair this with misty terrain support, drop bulwark/sap for gunk shot, espeed for collision course, and use it to bait in loser knocks like ting-lu or audino and destroy them and then load a bunch of other guys that struggle to break them like etern, np flutter, setup korai + bouncer etc etc
 
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