Metagame USUM Pure Hackmons

This is my submission for a sample team
Since the council has unanimously agreed on the sheer power of Bounce Pdon, I have tried to make my own team featuring it.

This entire post is a joke- do not take it seriously

The team
https://pokepast.es/f42bd9a279c18803

Explanation:
EVIL BOUNCE PDON (Groudon-Primal) @ Choice Specs
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave Nature
- Explosion
- Bonemerang
- 10,000,000 Volt Thunderbolt
- Sunsteel Strike
As you can clearly tell, this set matches up well against ladder. We have been relying on Slowbro-Mega to counter Bounce Pdon, so I present EVIL BOUNCE PDON, with 10,000,000 Volt Thunderbolt to snipe any walling attempts.

EVIL ELECTRODE (Electrode)
Ability: No Ability
Serious Nature
IVs: 0 Atk
- Seismic Toss
- Seismic Toss
- Spore
- Agility
It worked in gen1, so it must work here. Spore puts the opponent to sleep for 0-7 turns, allowing you to set up with Agility and spam Seismic Toss until you win.

EVIL LUNALA (Lunala) @ Focus Sash
Ability: Innards Out
- Moongeist Beam
- Shell Smash
- Endeavor
- Summon Ransei

Perhaps my most unique set on this team. You see, I am also known as John Innards Out Lunala, the inventor of Innards Out Lunala, and Ransei has been tarnishing the legacy of my important contribution towards USUM PH. Therefore, with Summon Ransei, I can have Ransei take a hit for me while I use Shell Smash.

EVIL SLAKING (Slaking) @ Leppa Berry
Ability: Truant
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Extreme Evoboost
- Substitute
- Milk Drink
- Kill
Harvest Slaking is a very important set, second only to Bounce Pdon and Innards Out Lunala. For my sample team, I had to go above and beyond for this set. Thus, I include the move Kill over Searing Sunraze Smash. Searing Sunraze Smash might be able to be tanked by the likes of Empoleon and Magneton, but Kill is always an OHKO on everything, making this set completely unstoppable.

EVIL DEPXYS (Deoxys-Speed) @ Focus Sash
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Encore
- Sheer Cold
- Baton Pass
My most evil set yet, taken from gen4ph. It is so evil even I cannot speak of it.

EVIL XERNEAS (Xerneas) @ Assault Vest
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Moonblast
- Nuh uh
My final set. Xerneas is weak to Sunsteel Strike, so if you face it, you just have to click Nuh uh, and you can wall it. Everything else is self-explanatory.
 
I know I've submitted 2 teams as samples recently (and I am still waiting for a response for the first one), but I just made a really good team so I have another sample submission:

We're no strangers to love
You know the rules and so do I
A full commitment's what I'm thinkin' of
You wouldn't get this from any other guy
I just wanna tell you how I'm feeling
Gotta make you understand
Never gonna give you up, never gonna let you down
Never gonna run around and desert you
Never gonna make you cry, never gonna say goodbye
Never gonna tell a lie and hurt you
We've known each other for so long
Your heart's been aching, but you're too shy to say it
Inside, we both know what's been going on
We know the game and we're gonna play it
And if you ask me how I'm feeling
Don't tell me you're too blind to see
Never gonna give you up, never gonna let you down
Never gonna run around and desert you
Never gonna make you cry, never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up, never gonna let you down
Never gonna run around and desert you
Never gonna make you cry, never gonna say goodbye
Never gonna tell a lie and hurt you
We've known each other for so long
Your heart's been aching, but you're too shy to say it
Inside, we both know what's been going on
We know the game and we're gonna play it
I just wanna tell you how I'm feeling
Gotta make you understand
Never gonna give you up, never gonna let you down
Never gonna run around and desert you
Never gonna make you cry, never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up, never gonna let you down
Never gonna run around and desert you
Never gonna make you cry, never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up, never gonna let you down
Never gonna run around and desert you
Never gonna make you cry, never gonna say goodbye
Never gonna tell a lie and hurt you
:ss/scorbunny:
Scorbunny @ Choice Specs
Ability: Libero
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Focus Blast
- Electro Ball
- Scorbunny Punch​

Scorbunny is the star of the show. Its job is to hit as hard as it possibly could in order to either do significant damage as a standalone Pokémon or sweep after receiving set-up boosts. Libero is already the best ability it could run and is useful on its own in Pure Hackmons, but being a legal set leaves it bound to that ability. The ability allows Scorbunny to break through Wonder Guards weak to its moves, enabling it to create dents on many teams. This alongside Gen 6's EV limit, serves as the biggest factor to why White Kyurem is usable with its legal set. Choice Specs is given to maximize damage output and do more damage with special moves than the likes of Kartana. Lastly, Modest Nature was given to make the most out of Scorbunny's Special Attack. This team has plenty of Speed support for Scorbunny, so running Modest over a Speed-benefitting Nature is preferable here.

:sm/espeon:
Espeon @ Focus Sash
Ability: Dazzling
Shiny: Yes
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Shell Smash
- Photon Geyser
- Moongeist Beam
- Spore​

Espeon is a key anti-offense Pokemon. Its speed tier lets it take on a lot of scary offensive Pokemon, like Kartana, Slaking, Solgaleo, and Lunala. I usually lead Espeon because a lot of players like to lead Slaking, a Wonder Guard, or Impostor. Espeon will beat the former two, and the latter is handled by Popplio. Spore is a risky move since sleep is RNG, you'll waste a turn if you use it on Safety Goggles or Magic Bounce (or the less common Lum Berry), and the Impostor can use it against you. However, Espeon is an anti-offense Pokemon, and offensive Pokemon prefer items such as Focus Sash or Leppa Berry over Safety Goggles. This makes Spore against those Pokemon a safe choice. Mega Audino, who is 2HKOd by +2 Photon Geyser, and Alolan Muk, who never runs Safety Goggles, are very popular as Wonder Guard choices right now. This leaves a lot of room for Espeon to break through balance cores in addition to beating the offensive Pokemon it's meant to take on.

:sm/popplio:
Popplio @ Safety Goggles
Ability: Prankster
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Shore Up
- Haze
- Thousand Waves
- Reflect​

Popplio is the MVP of the team and the biggest contributor to my success in making a funny team I'm submitting as a sample. Its job is to stop as many breakers and sweepers as possible, which it can successfully do with the combination of its goofiness and the moves it's been given. Just this sheer combination alone single-handedly invalidates an overwhelming majority of the metagame to the point where players are forced to run an Electric-type move, a Grass-type move, or time a Z-Move correctly if they want to even dream of overcoming Popplio. I love this Pokémon so much. Prankster is mandatory for this set to work effectively, as Haze, Shore Up, and Reflect heavily depend on Popplio's ability to move first. Safety Goggles is critical here as it prevents Popplio from being put to sleep by most set-up sweepers. Impish Nature helps gives Popplio the extra push it needs against opposing Entei, Imposter transformed into Fennekin, and other Burn Up, and it's been given 248 HP EVs to minimize any amount of passive damage it could receive, especially since it may often have to step in on Toxic Spikes, Spikes, and Stealth Rock.

:sm/fennekin:
Fennekin @ Leppa Berry
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Burn Up
- Extreme Evoboost
- Photon Geyser
- Moongeist Beam​

Fennekin is the team's main wincon, as with Wonder Guard and Burn Up it can be immune to almost everything. Extreme Evoboost with Leppa Berry gives it lots of stat boosts, allowing it to outspeed and KO everything with Photon Geyser and Moongeist Beam. While I have not had much experience with this set, someone has reached 1600+ Elo with a Typhlosion running the same set, and since it's basically invincible and OHKOs pretty much everything, Fennekin isn't any worse.

:sm/hawlucha:
Hawlucha @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Close Combat
- Dragon Ascent
- Sunsteel Strike
- First Impression​
Hawlucha only has one job, break. It was given everything it could to do its job effectively. It has Huge Power to double its raw attack, Choice Band to rack up even more damage, and Adamant nature to maximize its damage output while not sacrificing any important stat it is using. It's carrying maximum EVs for each stat because it's optimal and harmless. Pokémon below Hawlucha will have similar EV spreads for the same reason unless stated otherwise. Hawlucha likes either hardswitching in front of vulnerable walls or being pivoted into by a defensive support Pokémon. From there, it carries huge momentum, as there's hardly anything switching into it let alone taking it well. If this Hawlucha isn't against Doublade, Mega Steelix, Mega Slowbro, Mega Aggron, Mega Metagross, Solgaleo, or Dusk Mane it's probably fine. Outside that its biggest weakness are Imposter Chansey, who I use Fennekin in attempt to cover for, and Shadow Tag attackers who could take advantage of Hawlucha getting locked into a move in order to revenge kill.

:sm/keldeo:
Keldeo @ Choice Specs
Ability: Water Bubble
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Shuriken
- Oceanic Operetta
- Moongeist Beam
- Secret Sword​

Keldeo is incredible. The main goal with this Pokémon was to make dealing with Magic Bounce Primal Groudon spam a breeze, since those teams otherwise make handling them a lot more guesswork than anything. It needed Water Bubble to efficiently KO Primal Groudon with Water Shuriken. Choice Specs was given to provide extra damage, enabling Oceanic Operetta to fully OHKO opposing Zygarde-Complete, opposing Mega Mewtwo X and many Imposter users when transformed into Hawlucha. Particularly Pikachu, Blissey, and non-Eviolite Chansey. It can also threaten Eviolite if enough chip damage is made. Wonder Guard switching in could be a rare play against Keldeo, but if there's ever a time where I could predict that, I'd either a hardswap into Choice Band Hawlucha or a hardswap into Popplio, depending on if the Wonder Guard has a set-up move or not. This Pokémon requires more skill than most others to pull off effectively.

Importable: https://pokepast.es/e69ae27e0ad928ca
 
Did I just got rick Rolled ? Then take this :

1000003011.jpg
:sm/fennekin:
Fennekin @ Leppa Berry
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Burn Up
- Extreme Evoboost
- Photon Geyser
- Moongeist Beam
You shoul run it with 2 Extreme Evoboost instead of MGeist/Photon and use a better item : by having twice the same move you'll be able to use it infinitely so you won’t need leppa (just like Electra102 did for trode).
:sm/keldeo:
Keldeo @ Choice Specs
Ability: Water Bubble
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Shuriken
- Oceanic Operetta
- Moongeist Beam
- Secret Sword
Keldeo's set looks nice but be careful, you could fight a PDon with prankster instead of MBounce with elctrify (and any way of Spe boosting), clicking WShuriken wouldn’t work and when you'll click OOperetta the opponent will just click [TOO MANY] Volts Thunderbolt and you'll die.
This is why I would recommend to run it Choice Scarf to outspeed PDon (and use Agility with Scarf to be sure)
 
hi i am here to submit a sample
:shedinja::groudon-primal::arceus-electric::rayquaza-mega::entei::deoxys-speed::eternatus-eternamax:
shedinja + magic bounce primal groudon balance

this team is insane

:sm/shedinja:
Shedinja @ Focus Sash
Ability: Sturdy
- Endeavor
- Quick Attack

immune to all damage sash makes it double immune to all damage endeavor + quick attack = free kos literally broken

:sm/groudon-primal:
Groudon-Primal @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bonemerang
- Sunsteel Strike
- Ice Punch

mandatory on every team you lose to everything if you don't have this single handedly saves the tier

:sm/arceus-electric:
Arceus-Electric @ Air Balloon
Ability: Wonder Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- 10,000,000 Volt Thunderbolt
- 10,000,000 Volt Thunderbolt
- 10,000,000 Volt Thunderbolt
- 10,000,000 Volt Thunderbolt

big damage with 837492064648282 volt thunderbolt and you're immune to damage literally broken mon add electricceus to the vr

:sm/rayquaza-mega:
Rayquaza-Mega @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Dragon Hammer
- Dragon Ascent
- Dragon Dance
- 10,000,000 Volt Thunderbolt

insane set could go evoboost over dragon dance tho hits really hard and kos everything underrated mon tbh

:sm/entei:
Entei @ Chesto Berry
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Burn Up
- 10,000,000 Volt Thunderbolt
- Extreme Evoboost
- Catastropika

immune to damage chesto for sleep what do you do about this 19375839 volt thunderbolt for big number extreme evoboost for boosting and catastropika because big numbers

:sm/deoxys-speed:
Deoxys-Speed @ Choice Scarf
Ability: No Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Fissure
- Horn Drill
- Guillotine

standard 4 ohko set impossible to switch into literally broken walled by shedinja though so like a+ tier

:sm/eternatus-eternamax:
Eternatus-Eternamax @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Atk / 240 Def / 252 SpD / 252 Spe
Impish Nature
- Fissure
- Rapid Spin
- Spectral Thief
- Spikes

i have 7 mons on my team because i'm just cool like that standard set from sword and shield figured it would work here could use evoboost though seems cool

add my team please
 
loses to deoxys-speed spam
Except for PDon MBounce nothing can beat Deo-S spam
Sample Teams
(Most offensive <---> Most defensive)

:groudon-primal::groudon-primal::groudon-primal::groudon-primal::groudon-primal::sceptile-mega:
Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon by NToTheN

:groudon-primal::groudon-primal::groudon-primal::blissey::blissey::blissey:
Magic Bounce Primal Groudon Dual Spam by NToTheN

:necrozma-dusk-mane::hoopa-unbound::groudon-primal::diancie-mega::mewtwo-mega-y::kartana:
Magic Bounce Primal Groudon Hyper Offense by NToTheN

:gengar-mega::mewtwo-mega-x::muk-alola::meloetta::groudon-primal::chansey:

PBond Gengar + Bounce PDon Offense by NToTheN

:necrozma-dusk-mane::groudon-primal::muk-alola::steelix-mega::mewtwo-mega-x::blissey:
Magic Bounce Primal Groudon Offense by NToTheN

:audino-mega::blissey::groudon-primal::mewtwo-mega-x::slaking::zygarde-complete:
Zenith Mode with Magic Bounce Primal Groudon by NToTheN

:groudon-primal::aegislash::mewtwo-mega-x::meloetta::kartana::zygarde-complete:
Magic Bounce Primal Groudon + Poison Heal Aegislash Balance by NToTheN

:slaking::chansey::zygarde-complete::groudon-primal::slowbro-mega::muk-alola:
Magic Bounce Primal Groudon Semistall by NToTheN

:steelix-mega::groudon-primal::audino-mega::zygarde-complete::slowbro-mega::blissey:
Magic Bounce Primal Groudon Stall by NToTheN

:chansey::groudon-primal::celesteela::audino-mega::mewtwo-mega-x::greninja-ash:
Z Pdon + No Guard Greninja Offense by NToTheN

:Gyarados-Mega::Audino-Mega::Mewtwo-Mega-X::Chansey::Steelix-Mega::Lunala:
Power Trip Gyarados + Ice Shard Leppa MMX Balance by NToTheN

:Shedinja::Zygarde-Complete::Type-Null::Chansey::Audino-Mega::Rayquaza-Mega:
Shedinja Semistall by aerobee

:greninja-ash::articuno::skuntank::steelix-mega::slaking::swampert-mega:
Z-Lovely Kiss Greninja Baton Pass by aerobee

:steelix-mega::type-null::audino-mega::zygarde-complete::slowbro-mega::blissey:

Anchor Shot Audino + Scarf Imposter Stall by aerobee

:chansey::gengar-mega::mewtwo-mega-x::mewtwo-mega-x::mewtwo-mega-x::chansey:
Dual Magic Guard Triple MMX Hyper Offense by Bahamut
:greninja-ash::audino-mega::mewtwo-mega-x::chansey::doublade::lunala:

MMX + Lunala Balance by NToTheN

Changelog:
February 10, 2024
  • Changed HP EVs to 248 on BP sample Greninja

August 12, 2024

November 2, 2024
  • Moved Z-Lovely Kiss Fullpass team to legacy
  • Moved Anchor Shot Mega Audino stall to legacy
  • Added Stag Gyara Stall to samples
  • Added Sub Harvest Slaking Semistall to samples
  • Added Z Pdon + No Guard Gren to legacy
  • Added Power Trip Gyara + Ice Shard MMX to legacy
  • Added Shedinja Semistall to legacy
November 5, 2024
  • Fixed EVs in Stag Gyarados Stall by Eyeos
  • Fixed a few teams not linking to author account correctly
December 28, 2024
  • Moved Dual Magic Guard Triple MMX Hyper Offense to legacy
  • Added Zenith Mode to samples
  • Reordered the sample teams to better reflect how offensive/defensive each team is
February 9, 2025
  • Moved MMX + Lunala Balance to legacy
  • Added Trick-or-Treat Yveltal Balance to samples
Old samples were removed because they didn’t have PDon MBounce ? I mean how could a team be good without it
 
Except for PDon MBounce nothing can beat Deo-S spam

Old samples were removed because they didn’t have PDon MBounce ? I mean how could a team be good without it

Correct. At the moment the only viable teams are those with Magic Bounce Primal Groudon. This in fact explains why Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon is the strongest team in the meta right now. Groudon's great defensive profile + Magic Bounce to deter status and hazards + Shell Smash to turn it into a terrifying sweeper makes it the best Pokemon perhaps that we've ever seen. Hence why all the samples have them. I was going back and forth on whether to add Magic Guard Shedinja + Burn Up Entei Offense as it is viable, but I thought the sheer strength of Magic Bounce Primal Groudon + Poison Heal Aegislash Balance outweighed it.
 
Correct. At the moment the only viable teams are those with Magic Bounce Primal Groudon. This in fact explains why Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon + Magic Bounce Primal Groudon is the strongest team in the meta right now. Groudon's great defensive profile + Magic Bounce to deter status and hazards + Shell Smash to turn it into a terrifying sweeper makes it the best Pokemon perhaps that we've ever seen. Hence why all the samples have them. I was going back and forth on whether to add Magic Guard Shedinja + Burn Up Entei Offense as it is viable, but I thought the sheer strength of Magic Bounce Primal Groudon + Poison Heal Aegislash Balance outweighed it.
Actually, I have found a better team. As you said Bounce PDon is the best mon in the format. This would mean Bounce PDon + Bounce PDon + Bounce PDon + Bounce PDon + Bounce PDon + Bounce PDon would be a even better team than Bounce PDon + Bounce PDon + Bounce PDon + Bounce PDon + Bounce PDon + Sceptile-Mega. This is why I would like to submit the following team for a sample:

:groudon-primal: :groudon-primal: :groudon-primal: :groudon-primal: :groudon-primal: :groudon-primal:
This team has went almost undefeated on ladder, a superb 1-1, peaking at the Elo of 1035. This team is so good that Pokemon Showdown didn't even have time to put GXE into this account.

Here is a RMT I did for this team:

SIX BOUNCE GROUDON HO
Teambuilding Process: I wanted to build a good team that actually performed well. I just saw NToTheN's post on how Bounce PDon was the best Pokemon in the format. I thought "What could be better than 1 Bounce PDon? 6 Bounce PDon!". Which is how I ended up here.

THE GROUDON
Magic Bounce Primal Groudon is an incredibly powerful and versatile option in USUM Pure Hackmons due to its unique combination of offensive and defensive utility. As a Primal Pokémon, Groudon gains immense bulk and a massive Attack stat, allowing it to function as a formidable wall or offensive threat. The Magic Bounce ability makes it a crucial asset by reflecting back detrimental status moves (like Toxic, Will-O-Wisp, or Thunder Wave) and entry hazards (such as Stealth Rock or Spikes), making it an excellent counter to setup sweepers or hazard-focused teams. This forces opponents to rethink their strategies and can provide significant momentum shifts during the match. Furthermore, Groudon gains a really great movepool in this format. With access to powerful moves and the ability to disrupt common utility strategies, Magic Bounce Primal Groudon is a top-tier choice in Pure Hackmons.

Groudon-Primal @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bonemerang
- Sunsteel Strike
- Ice Punch

THE GROUDON
Magic Bounce Primal Groudon is an incredibly powerful and versatile option in USUM Pure Hackmons due to its unique combination of offensive and defensive utility. As a Primal Pokémon, Groudon gains immense bulk and a massive Attack stat, allowing it to function as a formidable wall or offensive threat. The Magic Bounce ability makes it a crucial asset by reflecting back detrimental status moves (like Toxic, Will-O-Wisp, or Thunder Wave) and entry hazards (such as Stealth Rock or Spikes), making it an excellent counter to setup sweepers or hazard-focused teams. This forces opponents to rethink their strategies and can provide significant momentum shifts during the match. Furthermore, Groudon gains a really great movepool in this format. With access to powerful moves and the ability to disrupt common utility strategies, Magic Bounce Primal Groudon is a top-tier choice in Pure Hackmons.

Groudon-Primal @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bonemerang
- Sunsteel Strike
- Ice Punch

THE GROUDON
Magic Bounce Primal Groudon is an incredibly powerful and versatile option in USUM Pure Hackmons due to its unique combination of offensive and defensive utility. As a Primal Pokémon, Groudon gains immense bulk and a massive Attack stat, allowing it to function as a formidable wall or offensive threat. The Magic Bounce ability makes it a crucial asset by reflecting back detrimental status moves (like Toxic, Will-O-Wisp, or Thunder Wave) and entry hazards (such as Stealth Rock or Spikes), making it an excellent counter to setup sweepers or hazard-focused teams. This forces opponents to rethink their strategies and can provide significant momentum shifts during the match. Furthermore, Groudon gains a really great movepool in this format. With access to powerful moves and the ability to disrupt common utility strategies, Magic Bounce Primal Groudon is a top-tier choice in Pure Hackmons.

Groudon-Primal @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bonemerang
- Sunsteel Strike
- Ice Punch

THE GROUDON
Magic Bounce Primal Groudon is an incredibly powerful and versatile option in USUM Pure Hackmons due to its unique combination of offensive and defensive utility. As a Primal Pokémon, Groudon gains immense bulk and a massive Attack stat, allowing it to function as a formidable wall or offensive threat. The Magic Bounce ability makes it a crucial asset by reflecting back detrimental status moves (like Toxic, Will-O-Wisp, or Thunder Wave) and entry hazards (such as Stealth Rock or Spikes), making it an excellent counter to setup sweepers or hazard-focused teams. This forces opponents to rethink their strategies and can provide significant momentum shifts during the match. Furthermore, Groudon gains a really great movepool in this format. With access to powerful moves and the ability to disrupt common utility strategies, Magic Bounce Primal Groudon is a top-tier choice in Pure Hackmons.

Groudon-Primal @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bonemerang
- Sunsteel Strike
- Ice Punch

THE GROUDON
Magic Bounce Primal Groudon is an incredibly powerful and versatile option in USUM Pure Hackmons due to its unique combination of offensive and defensive utility. As a Primal Pokémon, Groudon gains immense bulk and a massive Attack stat, allowing it to function as a formidable wall or offensive threat. The Magic Bounce ability makes it a crucial asset by reflecting back detrimental status moves (like Toxic, Will-O-Wisp, or Thunder Wave) and entry hazards (such as Stealth Rock or Spikes), making it an excellent counter to setup sweepers or hazard-focused teams. This forces opponents to rethink their strategies and can provide significant momentum shifts during the match. Furthermore, Groudon gains a really great movepool in this format. With access to powerful moves and the ability to disrupt common utility strategies, Magic Bounce Primal Groudon is a top-tier choice in Pure Hackmons.

Groudon-Primal @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bonemerang
- Sunsteel Strike
- Ice Punch

THE GROUDON
Magic Bounce Primal Groudon is an incredibly powerful and versatile option in USUM Pure Hackmons due to its unique combination of offensive and defensive utility. As a Primal Pokémon, Groudon gains immense bulk and a massive Attack stat, allowing it to function as a formidable wall or offensive threat. The Magic Bounce ability makes it a crucial asset by reflecting back detrimental status moves (like Toxic, Will-O-Wisp, or Thunder Wave) and entry hazards (such as Stealth Rock or Spikes), making it an excellent counter to setup sweepers or hazard-focused teams. This forces opponents to rethink their strategies and can provide significant momentum shifts during the match. Furthermore, Groudon gains a really great movepool in this format. With access to powerful moves and the ability to disrupt common utility strategies, Magic Bounce Primal Groudon is a top-tier choice in Pure Hackmons.

Groudon-Primal @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bonemerang
- Sunsteel Strike
- Ice Punch

Replays
https://replay.pokemonshowdown.com/gen7purehackmons-2333071564-tv6v5q3dx8eqijk32e7t4ud3sp9rwvspw
https://replay.pokemonshowdown.com/gen7purehackmons-2333072147-uqa2kkp27dnkbfjcrvx8re2y7bjal74pw
I only lost here because my opponent was a coward and cteamed me with Ash-Greninja, a Pokemon normally horrible, but is one of the only counters to Primal Groudon.

Proof
1743539826995.png
With that being said, I would like to submit this team as a sample. Thanks for your time.

Please don't actually take this seriously. This team is ass.
 
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Heya, SpamtonZZZSpamton here, returning from my dreamless slumber within the void to post this totally epic and cool and silly Magic Bounce PDon team, because apparently this will protect me from the wrath of the mods. It has a Magic Bounce PDon. It also has five other mons, that probably do things. But honestly, you can ignore them, just focus on the PDon. Or something.

:sv/Groudon-Primal:
TASTE THE BOUNCE (Groudon-Primal) (M) @ Mirror Herb
Ability: Magic Bounce (Probably)
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Mirror Shot
- Mirror Coat
- Taunt
- Imprison

This Magic Bounce PDon is actually special, because it counters other Magic Bounce PDons. Mirror Shot is for ensuring that MAud does not wall you (252+ SpA Groudon-Primal Mirror Shot vs. 252 HP / 252 SpD Audino-Mega: 118-140 (28.7 - 34.1%) -- 1.9% chance to 3HKO). Mirror Coat ensures that you can still block Stealth Rocks from Mold Breaker Pinsir. Taunt ensures that you can stop the opposing Mold Breaker Pinsir from using Imprison to block Mirror Coat. Imprison is for the mirror match with other Magic Bounce PDons, as you will win the speed tie because I said so. The Mirror Herb is to block Mold Breaker Pinsir from pressing Shell Smash for free. The Mirror Herb is a illegal drug btw, so don't let the cops find you using it.

:sv/Audino-Mega:
RESOURCEFUL RODENT (Audino-Mega) (F) @ Black Glasses
Ability: Bulletproof
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Double Barrel Shotgun
- Milk Drink
- 10,000,000 Volt Thunderbolt
- Stealth Rock

Even in the beginning, scholars have been trying to find ways for Mega Audino to beat Mega Mewtwo X. Some scholars suggested Baby-Doll-Eyes Mega Audino, but frankly that is kinda stupid. Instead, just use Double Barrel Shotgun. If you have never learned of this move, you are not alone. It was dexited back in Gen 5, and is only on Audino. Also, it is not in the normal teambuilder. This is because Smogon was afraid of it, and tried to hide it from the average viewer. However, it does exist. To put it on your Mega Audino, the process is simple. First, beat the teambuilder 10 times in a row in Rock-Paper-Scissors-Lizard-Spock. Then, beat the Elite Four 5 times without saving with a Audino you want to get the move. Then, using a Gameshark, send that Audino into Pokemon Showdown. And, when you load into Pokemon Showdown, you will find that the Audino you have now has Double Barrel Shotgun. Now, just smuggle it past Gen 6 and 7 customs, and you can get a Mega Audino with Double Barrel Shotgun in Gen 7 Pure Hackmons! It cleanly OHKO's MMX (252 SpA Audino-Mega Double Barrel Shotgun vs. 0 HP / 0 SpD Mewtwo-Mega-X: 5878-6916 (1665.1 - 1959.2%) -- guaranteed OHKO), and it does massive damage to everything else. It sadly does not OHKO Zygarde-Complete, but every strategy has flaws. Anyway, for the other moves, Milk Drink makes Mega Audino's bones stronger, which gives numerous benefits. 10,000,000 Volt Thunderbolt is for beating Swords Dance Kingler, which otherwise can use this set as set-up fodder. Stealth Rock is here because what the Fuck else am I going to use. Bulletproof makes Mega Audino win the mirror match Vs other Double Barrel Shotgun Mega Audinos, which is good. Black Glasses because Mega Audino likes to look cool.

:sv/Arceus-Fire:
You're Doom (Arceus-Fire) (M) @ Fire Memory
Ability: Wonder Skin
Hidden Power: Fire
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Burn Up
- Blast Burn
- Inferno Overdrive
- Dragon Dance

Thanks to the combination of Wonder Skin and Burn Up, Arceus can become a ??? type, which makes them immune to all damage. This is a almost auto win if you pull if off, and even if you opponent somehow manages to shut it down, you can press Inferno Overdrive to make them rethink the decisions they have made. Burn Up is to make you unkillable, Blast Burn hits hard and OHKO's any Ash-Greninja that try and stop your set up. Dragon Dance lets you sweep whenever you want. Inferno Overdrive does massive damage to everything that isn't a resist with insane bulk, even 2HKOing Fur Coat Zygarde-Complete (252+ Atk Arceus-Fire Inferno Overdrive (1 BP) vs. 252 HP / 252+ Def Fur Coat Zygarde-Complete: 1-1 (0.1 - 0.1%) -- possibly the worst move ever). This Mon is honestly broken as shit, I don't know why it is lower on the VR then Golisopod. Like Golisopod can't become immune to everything. This can. Clearly, this should be higher on the VR.

:sv/Slaking:
Slaking @ Leppa Berry
Ability: Harvest
EVs: 45 HP / 77 Atk / 119 Def / 5 SpA / -252 SpD / 6 Spe
IVs: 0 Atk
- Slack Off
- Slack Off
- Slack Off
- Slack Off

Honestly, I have no clue how this thing got here, and I can't get rid of it, so...idk. It probably does something, I think. It kinda just sits around and steals my chips, but I guess that is something. God, I wish I kept Regigigas over this. What was I thinking. Regigigas would never steal my chips. Regigigas actually loved me. This stupid bastard just wants my god-damn chips. You know what? Give me my fucking chips back. They are my chips, not yours. Can you even hear me? Are you even listening to what I am saying? God, I fucking hate this monkey. Regigigas, if you are reading this, please come back. I miss you. It was all a misunderstanding, please. Please, just give me another chance. I won't fuck it up this time.

:sv/Iron Valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
EVs: 4 Atk / 252 SpA / 252 Spe
Tera Type: Steel
Naive Nature
- Moonblast
- Close Combat
- Knock Off
- Encore

"Digging deep into its bag of tricks, mixed Iron Valiant makes full use of its wide movepool, powerful STAB attacks, and lightning-fast Speed with Booster Energy to be a devastating cleaner and speed control option. The mixed attacking combination of Moonblast and Close Combat flips the script on checks to its other sets like Landorus-T, Clefable, and Dondozo. Knock Off slams those that resist Iron Valiant's STAB moves, with a chance to 2HKO Galarian Slowking and offensive Gholdengo, as well as removing crucial items from Heavy-Duty Boots Moltres and Assault Vest Primarina. Iron Valiant outspeeds the entire unboosted tier as well as some boosted foes like Kyurem and Great Tusk and can use Encore on them, locking walls like Alomomola and Garganacl into recovery moves, threats like Ogerpon-W and Darkrai into setup moves, Pokemon like Gliscor and Corviknight into utility moves, and even priority users Kingambit and Raging Bolt into their priority moves. Alternatively, Destiny Bond can force lose-lose situations for the opponent, where they must sacrifice their own Pokemon in order to take down Iron Valiant. This is especially potent with Encore over Knock Off or Close Combat, as if the opponent tries to avoid Destiny Bond by clicking a non-attacking move, Encore punishes them for it. It is important to be careful on which move to drop, however, as dropping Close Combat means Iron Valiant misses the OHKO on Kyurem and Kingambit, as well as the 2HKO on Garganacl and Ting-Lu. Meanwhile, dropping Knock Off ensures Iron Valiant struggles into its checks like Galarian Slowking and Moltres, as it has no way to force meaningful damage. Tera Steel flips Iron Valiant's poor matchups into threats like Galarian Slowking, Iron Crown, and opposing Iron Valiant while giving it a useful Toxic immunity against Gliscor. Tera Fairy is an alternative pick to boost Iron Valiant's offensive capabilities, ensuring 2HKOs against Pokemon like Clefable, Zapdos, and Hatterene while allowing for OHKOs against threats like Zamazenta and Raging Bolt, as well as improving its matchup into opposing Iron Valiant.

Mixed Iron Valiant fits best on bulky offense and hyper offense teams, which greatly appreciate its ability to check other threats while being an offensive force in and of itself. It pairs excellently with Ogerpon-W, taking advantage of Ogerpon-W's checks like Zamazenta and Tera Dragon from the likes of Corviknight. In return, Ogerpon-W punishes Iron Valiant's checks like Moltres, Gliscor, and Gholdengo. Dragapult especially appreciates Iron Valiant's ability to threaten Kingambit, as well as Darkrai and Hisuian Samurott, and in return threatens Gholdengo, Galarian Slowking, Moltres, and Iron Crown and wears down shared checks like Assault Vest Primarina and Clefable. Great Tusk is another strong teammate, able to remove the entry hazards that cripple Iron Valiant, especially Sticky Web, as well as threatening Gholdengo and Galarian Slowking. Iron Valiant also works well with hazard setters like Landorus-T and Hisuian Samurott, appreciating the chip damage wearing down potential switch-ins like Assault Vest Primarina and Gholdengo, while Iron Valiant's Knock Off can remove the Heavy-Duty Boots from users like Alomomola to force hazard chip. They also threaten Galarian Slowking, Iron Crown, and Gholdengo; Hisuian Samurott additionally threatens Moltres. Meanwhile, Iron Valiant can beat Kyurem, as well as Zamazenta for Hisuian Samurott. Similarly, Glimmora is a natural partner on hyper offense teams, spewing out hazards that can enable a late-game cleanup by Iron Valiant, with its Toxic Spikes weakening Assault Vest Primarina and potential temporary checks like Hatterene. Iron Moth is another excellent partner for Iron Valiant as well, able to wear down their shared checks in Galarian Slowking and Moltres, especially with Knock Off forcing hazard chip onto both. Other sweepers like Dragonite and Roaring Moon are solid teammates as well, able to blow holes and weaken the opposing team for Iron Valiant to finish off, wearing down shared checks like Moltres and Clefable while luring in targets like Zamazenta, Corviknight, and Alomomola for Iron Valiant to exploit."

- The Iron Valiant Smogon page

:sv/Chansey:
Chansey (F) @ Lum Berry
Ability: Innards Out
Happiness: 0
EVs: 252 HP / 252 SpD
Gentle Nature
- Break
- Tear
- Crack
- Rend

The acid rolls across the sky help my eyes they have become the dark clouds and the clouds have become the poison and the poison has become the air and the air has become the sky and the sky has become the acid and the acid asks me why and I respond with liquid bones and sagging flesh and tearing skin and rending hands and breaking souls and cracking hearts and I can't hear or see or breath or live but I can feel the hand of the sky and rain and air and clouds and poison and acid beckoning me to let them in to let them in to let them in to let them in to let them see what I see within my heart and twisted mind of a broken tearing cracking rending hopeless fool looking into the sea of eyes that stare back and gaze into the clocks of insanity which respond with the secrets of every limb and bone and everything and everything and ev

That was the team! Oh yeah, I think this should be a sample as well, as it does beat Swords Dance Pinsir, which I have yet to see something in this god-forsaken format beat Swords Dance Pinsir. Honestly, this might not be the place for it, but we need to ban Pinsir. It is choking this meta in every way. Pinsir is honestly making this meta complete ass. Please, somebody ban it. Anyway, that is all. Have fun beating everyone on the ladder with ease!

(Oh yeah here is the Pokepaste for the team https://pokepast.es/4c86b8ef49eb4c22)
 
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I’ve been seeing a lot of new and amazing teams being submitted from a lot of different people. I’ve done myself a favor for you all and have studied them all, down to every minute detail… AND THEY ARE ALL PERFECT! We really need to step up our game with getting new samples. So I’ve made a team that is completely perfect that has zero flaws (and improffing) that is bound to make it to the great list of sample teams. Peaking at 1000 with a GXE that is for some reason not defined, going 0-1 on the ladder, this is my best creation ever. BEHOLD “Higgledy-Piggledy HO”




1743608851834.gif


Confused Blissey (Blissey) (F) @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Photon Geyser
- Sunsteel Strike
- Thousand Arrows
- Shadow Sneak



This Blissy is an all out physical attacker with being able to take down huge treats like possibly 8koing WG M-SlowB before Shore Up. And has SS for those annoying Ghost and Psychic type attackers.

1743609364349.gif


Dim Groudon-primal (Groudon-Primal) @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bonemerang
- Sunsteel Strike
- Ice Shard

MB Pdon is mandatory on every team even in gen16 OU this is a staple for all teams.

1743609492773.gif


Muddled Shedinja (Shedinja) @ Focus Sash
Ability: Innards Out
EVs: 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Endeavor
- Extreme Speed
- Aqua Jet
- Extreme Evoboost

Shedinja Is BROKEN. Endevor is an amazing move for taking down treats against your team (which there are no threats) to 1 hp and then finish them off with a priority move, but you simple minded baboons might think “oh but what about if they have a wonder guard mon?” Well you see Shedinja is so STUPID and BUSTED that frankly THEY DON’T CARE and break through WG through sheer determination and resilience. Oh yeah and it’s innards out to take out other Shedinja because of how BROKEN it is.

1743610022457.gif


Bewildered Deoxys (Deoxys-Speed) @ Iron Ball
Ability: Contrary
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Agility
- Trick Room
- Photon Geyser
- Moongeist Beam

Just a COMMON Deo speed set with IRON BALL and CONTRARY with AGILITY(-2 speed because of contrary) and TRICK ROOM with some more unexpected moves like Photon Geyser and Moongeist Beam. Also running a QUIET NATURE with 0 SPEED IVS. An elaborate trick room Mon that is NATURALLY VERY SLOW and very effective under TR.

1743610415620.png
MMX btw if you can’t see him because this is his canonical size (don’t fact check me)

Floored Mewtwo (Mewtwo-Mega-X) @ Terrain Extender
Ability: Psychic Surge
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shadow Sneak
- Extreme Speed
- Mach Punch
- Aqua Jet

The best revenge killer in the game! MMX but not the way you would think. This version is only running priority moves any Psychic Terrain with Terrain Extender! This is run because so MMX haters can take out their feelings on this bastard by using a
+6 252+ Atk Huge Power Kartana Helping Hand Searing Sunraze Smash vs. 252 HP / 252 Def Mewtwo-Mega-X: 4360-5130 (1048 - 1233.1%)

1743620302888.gif


Dazed Pyukumuku (Pyukumuku) @ Life Orb
Ability: Speed Boost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Protect
- Sunsteel Strike
- Photon Geyser
- Shell Smash

Also a metagame threat that uses its superior speed stat and speed boost, boosting its speed every turn it can not outspeed level 37 Ferroseed max EVs and a positive speed nature which is also a massive threat in this metagame.

That has been my team submission thank you for reading.
 
Now that April Fool's is over, we have a real sample teams update! The changes have been added:

  • Moved Primal Groudon Spam to legacy
  • Moved aerobee's psychic terrain HO to legacy
  • Moved No Guard Lopunny HO by Bahamut to legacy
  • Moved Pdond Gengar + Bounce PDon Offense to legacy
  • Moved Zenith Mode to legacy
  • Moved Diamancie to legacy
  • Added MMX spam hyper offense to samples
  • Added gold's Lopunny + psyterrain HO to samples
  • Added Altrove by samples
  • Added CLOCKUP FLOWERS to samples
  • Added Huge Power Primal Groudon Balance to samples
  • Added Diamancie revampled to samples

Here are the teams that were up for April Fool's, if you still want to use any.
 
Personal VR - April 2025. I believe I have looked at everything that's been going on in USUM PH as of these past recent months. Tours and ladder alike. Tonight, I've decided to post the changes I could see being realistic. I plan to explain in several days or so. I might. Not tonight though because it's a lot.

These rankings are placed in viability order until B+ From B+ and below, they are alphabetical.

Rises
Standard

Mega Diancie: B+ -> A-
Mega Rayquaza: B+ -> A-
Pheromosa: B -> B+
Alolan Marowak: B- -> B
Primal Kyogre: C -> B-

Wonder Guard
Ash Greninja: A- -> A
Primal Kyogre: B -> B+
Mega Houndoom: C to B-

Drops
Standard

Blissey: S -> S-
Zygarde-Complete: S -> S-
Primal Groudon: A+ to A
Mega Steelix: A+ to A
Doublade: A+ to A
Mega Aggron: A to A-
Mega Lopunny: A to A-
Ash Greninja: A to A-
Necrozma Dusk Mane: A- to B+
Solgaleo: A- to B+
Mega Alakazam: B to B- (lol)
Mega Sceptile: B- to C

Wonder Guard
Necrozma Dawn Wings: A to B+
Slaking: A- to B+
Oranguru: A- to B
Primal Groudon: B+ to B
Umbreon: B+ to B
Mega Mewtwo Y: B to B-
Blissey: B- to UR
Chansey: B- to UR
Yveltal: B- to UR
Mega Aggron: C to UR
Solgaleo: C to UR
Mega Steelix: C to UR
Pheromosa: C to UR

Adds
Standard

Alolan Muk to B
Mega Aerodactyl to B-
Mega Mawile to B-

Wonder Guard
Dialga to B
Ho-Oh to B
Heatran to B
Darmanitan-Zen to B-

I might've missed something being listed that I added down below. Let me know if I did.

I believe I could try viability order now. Don't expect this to be the standard at the moment. It'll be announced if or when that happens. This is just my own personal VR.

S Rank
S

:chansey:
Chansey
:mewtwo-mega-x:
Mewtwo-Mega-X
:audino-mega:
Wonder Guard
A Rank
A+

:audino-mega:
Audino-Mega

A
:slowbro-mega:
Slowbro-Mega
:gyarados-mega:
Gyarados-Mega
:greninja-ash:
Greninja-Ash
:muk-alola:
Muk-Alola
:meloetta:
Meloetta

A-
:arceus:
Arceus
:kartana:
Kartana
:hoopa-unbound:
Hoopa-Unbound

Alphabetical Order below

B Rank
B+

:celesteela:
Celesteela
:ferrothorn:
Ferrothorn
:kyogre-primal:
Kyogre-Primal
:necrozma-dawn-wings:
Necrozma-Dawn-Wings
:scizor-mega:
Scizor-Mega
:slaking:
Slaking
:swampert-mega:
Swampert-Mega

B
:cresselia:
Cresselia
:dialga: Dialga
:groudon-primal:
Groudon-Primal
:heatran: Heatran
:ho-oh: Ho-Oh
:sableye-mega:
Sableye-Mega
:oranguru:
Oranguru
:regigigas:
Regigigas
:type-null:
Type: Null
:umbreon:
Umbreon

B-
:bisharp:
Bisharp
:darmanitan-zen: Darmanitan-Zen
:gardevoir-mega:
Gardevoir-Mega
:houndoom-mega:
Houndoom-Mega
:magearna:
Magearna
:mewtwo-mega-y:
Mewtwo-Mega-Y
S-
:blissey:
Blissey
:zygarde-complete:
Zygarde-Complete

A Rank
A+
:kartana:
Kartana
:slaking:
Slaking
:gengar-mega:
Gengar-Mega

A
:groudon-primal:
Groudon-Primal
:mewtwo-mega-y:
Mewtwo-Mega-Y
:steelix-mega:
Steelix-Mega
:regigigas:
Regigigas
:doublade:
Doublade

A-
:lopunny-mega:
Lopunny-Mega
:slowbro-mega:
Slowbro-Mega
:gyarados-mega:
Gyarados-Mega
:greninja-ash:
Greninja-Ash
:diancie-mega:
Diancie-Mega
:rayquaza-mega:
Rayquaza-Mega
:aggron-mega:
Aggron-Mega

Alphabetical Order below

B Rank
B+

:celesteela:
Celesteela
:deoxys-attack:
Deoxys-Attack
:giratina-origin:
Giratina-Origin
:lunala:
Lunala
:metagross-mega:
Metagross-Mega
:necrozma-dusk-mane:
Necrozma-Dusk-Mane
:pheromosa:
Pheromosa
:solgaleo:
Solgaleo
:yveltal:
Yveltal

B
:banette-mega:
Banette-Mega
:deoxys-speed:
Deoxys-Speed
:heracross-mega:
Heracross-Mega
:marowak-alola:
Marowak-Alola
:muk-alola: Muk-Alola
:necrozma-dawn-wings:
Necrozma-Dawn-Wings
:necrozma-ultra:
Necrozma-Ultra
:pikachu:
Pikachu
:type-null:
Type: Null

B-
:aerodactyl-mega: Aerodactyl-Mega
:alakazam-mega:
Alakazam-Mega
:arceus:
Arceus
:articuno:
Articuno
:gardevoir-mega:
Gardevoir-Mega
:guzzlord:
Guzzlord
:kyurem-black:
Kyurem-Black
:kyogre-primal:
Kyogre-Primal
:lugia:
Lugia
:mawile-mega: Mawile-Mega

C Rank
:cresselia:
Cresselia
:excadrill:
Excadrill
:giratina:
Giratina
:ho-oh:
Ho-Oh
:registeel:
Registeel
:sceptile-mega:
Sceptile-Mega

Blacklist - Do not discuss putting these on the VR
Wonder Guard Burn Up
 
Sample Teams
(Most offensive <---> Most defensive)

:blissey::mewtwo-mega-x::mewtwo-mega-x::mewtwo-mega-x::slaking::deoxys-speed:
MMX Spam Hyper Offense by sussyamongusdrip

:chansey::lopunny-mega::kartana::mewtwo-mega-y::mewtwo-mega-x::kartana:
Lopunny + Psychic Terrain Hyper Offense by gold0987

:giratina-origin::gyarados-mega::mewtwo-mega-x::mewtwo-mega-y::kartana::chansey:
Altrove by AV Cosmoem

:darmanitan-zen::blissey::gengar-mega::greninja-ash::gengar-mega::arceus:
CLOCKUP FLOWERS by Akira 153

:yveltal::gyarados-mega::necrozma-dawn-wings::blissey::zygarde-complete::swampert-mega:
Trick-or-Treat Yveltal Balance by AV Cosmoem

:groudon-primal::zygarde-complete::mewtwo-mega-x::slaking::slowbro-mega::chansey:
Huge Power Primal Groudon Balance by NToTheN

:diancie-mega::scizor-mega::chansey::meloetta::doublade::mewtwo-mega-x:
Diamancie Revamped by Eyeos

:slaking::chansey::muk-alola::slowbro-mega::zygarde-complete::mewtwo-mega-y:
Substitute Harvest Slaking Semistall by sussyamongusdrip

:chansey::meloetta::celesteela::zygarde-complete::gyarados-mega::slowbro-mega:
Shadow Tag Gyarados Stall by Eyeos
from what i've seen people haven't really been explaining their thoughts on these sample changes so i'll quickly put my opinion and reasoning here. these are an improvement. i do have a few issues but overall i like it. i have 0 issues with the first 3 and i think they're perfectly fine.

for clockup flowers, i do think it's a good team but it might not be best suited as a sample as it'll be difficult for a new player to play and understand the gameplan and the gameplan itself isn't paticularly consistent on ladder, and it it isn't the most well equiped for ladder shenanigans with a lack of proper set up control like prankhaze and imposter.

i don't really like tot yvel balance tbh. the team hasn't really got any proper priority or fast mons which is rough for the offense mu and imo having 2 dark types doesn't fix that like av cosmoem said because not every offense team is just mostly special attackers. the team uses zygod as it's main physical wall which isn't really passable anymore imo and has nothing for either hp or ng kart which is understandable on balance but the team doesn't have innards so you're banking on eviolite imposter to deal with the many physical threats the team loses too.

hp pdon team is fine but i don't like the sets and think they could be better and there's also no priority/scarf imp which concerns me.

the diamancie revamp is an improvement ofc but imo the team with those 6 mons just can't be good and i think a replacement would of been better then a revamp. innards is a problem for this team as that diancie has to run boomburst over mgeist due to the improof meaning that teams with an innards and sunsteel resist wg just wall you, and i can't really say that's uncommon, and this team has no proper good ways of winning without diancie or mmx. as well an innardless balance that lacks a pdon answer, or honestly a solid answer to many good mmx sets (doublade doesn't really cut it now as many mmx want searing shot or mgeist and it stacks the fire weakness with scizor) is unfortunate. offense mu is fine just give mmx first impression over u turn, it makes sense to run u turn as you've got no slow pivot but i really think the double priority is worth it when offense teams will often sack innards to diancie.

harv slak semistall is a good team the sets just need updating.

i have no experience with the stag gyara team but honestly it seems to difficult to use for a new player and is a bit outdated so i think we should replace it,
 
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A quick general guide on how to teambuild for any playstyle in USUM Pure Hackmons.

1. Have a No Guard answer.

It is one of the most used abilities in the format and one of the most punishing if you are not prepared for it. Most teams deal with it by having 2 Pokemon that are not weak to ground or ice (due to Sheer Cold and Fissure moves) with the Wonder Guard ability. It is important to have more than one since No Guard Pokemon can use ability disrupting moves such as Gastro Acid. Other answers to No Guard are more uncommon because they are less consistent in dealing with it but do exist. The most used of these is Magic Bounce Articuno because it is immune to two of the most popular OHKO moves (Fissure and Sheer Cold) and is able to bounce back status moves such as Sing or Stealth Rocks. I will also note that Focus Sash on offensive Pokemon can also be used on Hyper Offense playstyles as a semi reliable No Guard answer.

2. Sweeper checks

Offensive playstyles are the most used in the format so having a way to deal with the most common form of offensive pressure is really important. This can be done in a number of ways but I will try to list the most common here.
1.
Pokemon with a high HP stat and the ability Innards out are probably the simplest answer. Chansey and Blissey with minimum Defense EVs and IVs can't take a single hit from physical attackers and in turn die, killing the opposing Pokemon alongside it while also being able to wall most Special Attackers with their immense bulk.
2.
Pokemon with the ability Prankster and the move Haze are usually great at dealing with sweepers due to being able to get rid of attack boosts before the opponent can hit them and then heal off the damage dealt. The most common Pokemon used for this strategy is Zygarde-Complete due to its immense bulk.
3.
Pokemon with Focus Sash and a way to kill the opponent
4.
Offensive Pokemon with priority such as Fake Out or Extreme Speed.
5.
Bulky Pokemon with the move Spectral Thief (or Heart Swap if you are worried about Wonder Guard or Normal types)

All of these have their upsides and downsides, but having at least 1 of them should make your team a lot more consistent.

3. A way to make progress
This is a general rule for all teams in every tier but I will include it here anyway. There are mainly 2 ways to do this; Passive and Direct Damage. Passive damage includes Status Conditions such as Toxic or Burn or entry Hazards such as Spikes or Stealth Rocks. Direct Damage includes all moves that directly damage the opponent like the move Close Combat or Flamethrower. Any team should be able to do this.
4. A way to deal with Wonder Guard Pokemon

Wonder Guard is the most common ability in the tier and one of the most punishing if you are not prepared for it. The simplest way to deal with WG (Wonder Guard) Pokemon is with moves with the secondary effect of ignoring abilities. These moves are as follows: Moongeist Beam, Photon Geyser, Sunsteel Strike, Menacing Moonraze Maelstrom, Light That Burns the Sky, and Searing Sunraze Smash. These moves should be included on all offensive Pokemon with the exception of Pokemon that have the ability Mold Breaker. They innately ignore WGs effect so they don't need to worry about not being able to hit them but the previous method is preferred as running Mold Breaker can. The other way of dealing with WG Pokemon is with Passive Damage which was explained above.

5. Imposter Proofing


The best Pokemon in the tier is Chansey and one of the main abilities it uses is Imposter. On switch-in, this Chansey transforms into the opposing Pokemon that is facing it. It gets the same stats as the opponent with the exception of HP and due to Chansey having the second most HP in the game (a bit lower than Blissey) it basically becomes a better version of the opposing Pokemon. Because of this, you should have a way of beating your own Pokemon. There are way too many ways of doing this here to mention but a general rule on how "Imp proof" is by having either a Pokemon that beats your own or making it so the Imposter Pokemon can't hit you while you can still hit the Imposter (this is mainly done through the use of items such as the Arceus Plates or Memory Discs). Also as a general rule, your offensive Pokemon should not be able to beat your defensive Pokemon (if you have any).

6. Common mistakes

A list of common mistakes made by newer players. I will not be giving an explanation to every one of them since they have all been proven to be bad.
1. Using Shedinja
2. Using Burn Up on WG Pokemon to make yourself typeless
3. Using Contrary with no ways to hit Wonder Guard Pokemon
4. Using WG mono Electric Pokemon with the Air Balloon item defensively
5. Losing to Imposter
6. Using No Guard + OHKO moves with no way of hitting WG Pokemon that are immune to them
7. Having no way to reliably recover Health on defensive Pokemon
8. Baton Pass + boosting moves or Substitute or both
9. Using Pokemon that only have Hazard setting moves and no way of dealing with Magic Bounce
10. Using Deoxys Defense or Shuckle
 
Im relatively new to the tier (gen 9 bh main), but ive been tweaking the subharv slak semistall sample team a bit for my own use

Right now the only thing ive changed is the zyg-c set to this set:


*edit i also put shed shell instead of gogs on a few mons i forget which
i think i kept gogs on a-muk

(Zygarde-Complete) (M) @ Shed Shell
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Thousand Waves
- Strength Sap
- Heal Order
- Haze

no spore is annoying sometimes but i havent had a game where it actually matters, although it could vs HO if i misplay somehow

currently 1540 elo on ladder with just that but im heavily considered replacing stag scarf mmy with stag scarf m-ray

anyway i kinda wanna replace stag mmy with stag ray. ive been pretty much exclusively leading mmy already except for vs deo-a. Improofing would be selfproof unless i think theyre scarf in which case i go innards

I basically want to switch for four things:
1: to be able to do things other than pp stall with trick after using 3 moves
2: ko zyg-c without having to rely on status/trapping with zyg/pp stall (mmy LSF does like 60-90ish I think) also clang boosting is useful sometimes if i run trick
3: ohko sash deo formes with beat up
4: guaranteed imp delete button because im impatient even though the improofing is fine with mmy


however there is a problem:
252+ Atk Rayquaza-Mega Beat Up vs. 252 HP / 252 Def Deoxys-Speed: 244-288 (80.2 - 94.7%) -- guaranteed 2HKO (note that im assuming 94 base power beat up, as it rounds up when supereffective)
if i run innards guzzlord instead of chans (still ghost resist which is nice), its now a 31% chance to ohko

Anyway, I have two questions!
Is this a good idea, and should i forgo beat up since it only helps vs deo-a/n

also: what moveset should i run on ray for this team. I was thinking:

drag ascent
clang
v create/beatup/trick/taunt
moonraze/beat up/trick/taunt

i pretty rarely find myself using trick on mmy, especially since I certainly do not use it first move, only after scouting with wgs and getting a lucky pivot. also occasional use to ppl stall mons with only status moves
taunt could be cool for bullying the same status mons, including innards, but would i cut out v create or moonraze?
 
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Im relatively new to the tier (gen 9 bh main), but ive been tweaking the subharv slak semistall sample team a bit for my own use

Right now the only thing ive changed is the zyg-c set to this set:

(Zygarde-Complete) (M) @ Shed Shell
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Thousand Waves
- Strength Sap
- Heal Order
- Haze

no spore is annoying sometimes but i havent had a game where it actually matters, although it could vs HO if i misplay somehow

currently 1540 elo on ladder with just that but im heavily considered replacing stag scarf mmy with stag scarf m-ray

anyway i kinda wanna replace stag mmy with stag ray. ive been pretty much exclusively leading mmy already except for vs deo-a. Improofing would be selfproof unless i think theyre scarf in which case i go innards

I basically want to switch for four things:
1: to be able to do things other than pp stall with trick after using 3 moves
2: ko zyg-c without having to rely on status/trapping with zyg/pp stall (mmy LSF does like 60-90ish I think) also clang boosting is useful sometimes if i run trick
3: ohko sash deo formes with beat up
4: guaranteed imp delete button because im impatient even though the improofing is fine with mmy


however there is a problem:
252+ Atk Rayquaza-Mega Beat Up vs. 252 HP / 252 Def Deoxys-Speed: 244-288 (80.2 - 94.7%) -- guaranteed 2HKO (note that im assuming 94 base power beat up, as it rounds up when supereffective)
if i run innards guzzlord instead of chans (still ghost resist which is nice), its now a 31% chance to ohko

Anyway, I have two questions!
Is this a good idea, and should i forgo beat up since it only helps vs deo-a/n

also: what moveset should i run on ray for this team. I was thinking:

drag ascent
clang
v create/beatup/trick/taunt
moonraze/beat up/trick/taunt

i pretty rarely find myself using trick on mmy except to ppl stall mons with only status moves, and I certainly do not use it first move, only after scouting with wgs and getting a lucky pivot.
taunt could be cool for bullying the same status mons, including innards, but would i cut out v create or moonraze?

Shadow Tag Mega Rayquaza is a perfectly reasonable choice. Dragon Ascent/Clangorous Soul/Beat Up/Searing Sunraze Smash sounds like a good moveset for you. It OHKOs Zygrade-Complete with Soulblaze and Deo-A with Beat Up even if it's sash, like you want. Searing Sunraze Smash is a good all-round option for a bunch of stuff if they are chipped, like Meloetta, Mega Audino, Muk, or MMY even. You could also go with Menacing Moonraze Maelstrom if you want. You can potentially even use Oceanic Operetta to remove Primal Groudon, as it can be a nuisance for that team once the Innards Out Chansey is removed.

Replacing Chansey with Guzzlord is maybe a fine idea. You do get extra attack from Beat Up, but it comes with some drawbacks. Firstly, you are much easier to chip down. U-turn from support Wonder Guard Pokemon basically will never kill you and will only chip you down. So some versatility of using Chansey is sacrificed. It's also immune to Photon Geyser, which may not be ideal since it doesn't punish people brainlessly clicking Photon Geyser with MMX like Chansey would. However, the team has Muk, Mega Slowbro, Zygarde, and a Shadow Tag trapper so realistically this isn't going to matter. However, a 31% chance is far from reliable and tbh I don't think it's worth it. On that team, Chansey also serves as a check to some special-attacking Pokemon while it's alive and Guzzlord can't do the same.

Chansey is way more versatile than Guzzlord is and can help out in a lot of scenarios where Guzzlord can't, so trading that for a measly 31% chance to KO Deo-S with Beat Up doesn't seem worth it to me, especially when it's not difficult to chip into range of Beat Up anyway.
 
Shadow Tag Mega Rayquaza is a perfectly reasonable choice. Dragon Ascent/Clangorous Soul/Beat Up/Searing Sunraze Smash sounds like a good moveset for you. It OHKOs Zygrade-Complete with Soulblaze and Deo-A with Beat Up even if it's sash, like you want. Searing Sunraze Smash is a good all-round option for a bunch of stuff if they are chipped, like Meloetta, Mega Audino, Muk, or MMY even. You could also go with Menacing Moonraze Maelstrom if you want. You can potentially even use Oceanic Operetta to remove Primal Groudon, as it can be a nuisance for that team once the Innards Out Chansey is removed.

Replacing Chansey with Guzzlord is maybe a fine idea. You do get extra attack from Beat Up, but it comes with some drawbacks. Firstly, you are much easier to chip down. U-turn from support Wonder Guard Pokemon basically will never kill you and will only chip you down. So some versatility of using Chansey is sacrificed. It's also immune to Photon Geyser, which may not be ideal since it doesn't punish people brainlessly clicking Photon Geyser with MMX like Chansey would. However, the team has Muk, Mega Slowbro, Zygarde, and a Shadow Tag trapper so realistically this isn't going to matter. However, a 31% chance is far from reliable and tbh I don't think it's worth it. On that team, Chansey also serves as a check to some special-attacking Pokemon while it's alive and Guzzlord can't do the same.

Chansey is way more versatile than Guzzlord is and can help out in a lot of scenarios where Guzzlord can't, so trading that for a measly 31% chance to KO Deo-S with Beat Up doesn't seem worth it to me, especially when it's not difficult to chip into range of Beat Up anyway.
funnily, ive literally never seen a pdon in like 60 games on ladder, which is absolutely shocking to me considering its vr placement.

Thanks for your help!

edit: do you think i should run naive to outspeed deo-s to ko it after chip? im not sure how i feel about underspeeding it, but i dont know if the lost attack actually matters for ko ranges
 
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funnily, ive literally never seen a pdon in like 60 games on ladder, which is absolutely shocking to me considering its vr placement.

Thanks for your help!

edit: do you think i should run naive to outspeed deo-s to ko it after chip? im not sure how i feel about underspeeding it, but i dont know if the lost attack actually matters for ko ranges

The loss of attack doesn't matter much, except for one EXTREMELY crucial thing. Without a +atk nature, Mega Rayquaza cannot guaranteed OHKO Mewtwo Mega X from full with Dragon Ascent:

252 Atk Rayquaza-Mega Dragon Ascent vs. 252 HP / 252 Def Mewtwo-Mega-X: 396-468 (95.1 - 112.5%) -- 68.8% chance to OHKO
252+ Atk Rayquaza-Mega Dragon Ascent vs. 252 HP / 252 Def Mewtwo-Mega-X: 434-512 (104.3 - 123%) -- guaranteed OHKO

It probably affects some rolls with stuff like Alolan Muk or Mega Audino with Searing Sunraze Smash as well, but they are trivial compared to this. If you think having only a 70% chance to OHKO Mewtwo Mega X from full is worth being able to outspeed Deoxys-Speed, then go for it. However, it's not something I would personally run as I much prefer the consistency against MMX.
 
8. Baton Pass + boosting moves or Substitute or both
this is an absurd overgeneralization and is also just very wrong??? Subpass should in no way be considered a "common mistake" when it can be incredibly threatening when used well. Subpass can allow sweepers that struggle to safely set up under pressure of status, or block a priority move for frailer sweepers. Smash-pass is also incredibly effective, allowing mons that would rather run a 3rd or 4th coverage move be able to muscle past would-be sweepers.
After going back through the rest of the post more, it feels just, a little unpolished. I know this is written as a quick guide, however it is incredibly specific in it's mentions of different sections of teambuilding, while also not offering much more than some baseline suggestions for a team, in addition to being quite shallow in it's description of different parts of the process and metagame threats that you need to consider.
Pokemon with Focus Sash and a way to kill the opponent
as shown above, this is both incredibly general, while also not explaining any potential drawbacks to this strategy, or how good it is compared to others. In addition, there are multiple places where you could go more in-depth on broader options, such as with no guard, where you display two very passive no guard checks, without mentioning the plethora of more offensive options like scarf stag, scarf imposter, priority revengers, and just scarf speed control in general.
3. A way to make progress
This is a general rule for all teams in every tier but I will include it here anyway. There are mainly 2 ways to do this; Passive and Direct Damage. Passive damage includes Status Conditions such as Toxic or Burn or entry Hazards such as Spikes or Stealth Rocks. Direct Damage includes all moves that directly damage the opponent like the move Close Combat or Flamethrower. Any team should be able to do this.
again, non-tier specific, while also being incredibly shallow. Talk about strong breakers and their different roles (smash, choice or boosting item, revengers), trappers or momentum control like magic bounce or phasers (mons that commonly run ww/roar/dtail+clone), talk about how different playstyles within the tier make progress, be it setting terrain, maintaining hazards, trapping/breaking walls, and how this is done special to pure hackmons.
Wonder Guard is the most common ability in the tier and one of the most punishing if you are not prepared for it. The simplest way to deal with WG (Wonder Guard) Pokemon is with moves with the secondary effect of ignoring abilities. These moves are as follows: Moongeist Beam, Photon Geyser, Sunsteel Strike, Menacing Moonraze Maelstrom, Light That Burns the Sky, and Searing Sunraze Smash. These moves should be included on all offensive Pokemon with the exception of Pokemon that have the ability Mold Breaker. They innately ignore WGs effect so they don't need to worry about not being able to hit them but the previous method is preferred as running Mold Breaker can. The other way of dealing with WG Pokemon is with Passive Damage which was explained above.
while still not my favorite, this is very much what I would like to see more of. You consistently discuss tier specific meta threats like cfz's and moldy moves. I would like to see more discussion of other strategies such as perish trapping, coverage spam, or mold breaker sweepers, however this is a good start.
The best Pokemon in the tier is Chansey and one of the main abilities it uses is Imposter. On switch-in, this Chansey transforms into the opposing Pokemon that is facing it. It gets the same stats as the opponent with the exception of HP and due to Chansey having the second most HP in the game (a bit lower than Blissey) it basically becomes a better version of the opposing Pokemon. Because of this, you should have a way of beating your own Pokemon. There are way too many ways of doing this here to mention but a general rule on how "Imp proof" is by having either a Pokemon that beats your own or making it so the Imposter Pokemon can't hit you while you can still hit the Imposter (this is mainly done through the use of items such as the Arceus Plates or Memory Discs). Also as a general rule, your offensive Pokemon should not be able to beat your defensive Pokemon (if you have any).
again, just a little shallow. This is probably the best part of the post, however again, consider other things such as speed control, trapping and removing imposter early as a form of improofing, scarf, substitute or pp stalling imposter, and include more details as to how teammates can be used to imposter proof a mon.

I would love to see what this looks like after some revision, but it does need a little more work and polishing. I would be happy to talk more about this when I have time, and I am sure that other community members would also be happy to help expand your intial work.
 
this is an absurd overgeneralization and is also just very wrong??? Subpass should in no way be considered a "common mistake" when it can be incredibly threatening when used well. Subpass can allow sweepers that struggle to safely set up under pressure of status, or block a priority move for frailer sweepers. Smash-pass is also incredibly effective, allowing mons that would rather run a 3rd or 4th coverage move be able to muscle past would-be sweepers.
After going back through the rest of the post more, it feels just, a little unpolished. I know this is written as a quick guide, however it is incredibly specific in it's mentions of different sections of teambuilding, while also not offering much more than some baseline suggestions for a team, in addition to being quite shallow in it's description of different parts of the process and metagame threats that you need to consider.

as shown above, this is both incredibly general, while also not explaining any potential drawbacks to this strategy, or how good it is compared to others. In addition, there are multiple places where you could go more in-depth on broader options, such as with no guard, where you display two very passive no guard checks, without mentioning the plethora of more offensive options like scarf stag, scarf imposter, priority revengers, and just scarf speed control in general.

again, non-tier specific, while also being incredibly shallow. Talk about strong breakers and their different roles (smash, choice or boosting item, revengers), trappers or momentum control like magic bounce or phasers (mons that commonly run ww/roar/dtail+clone), talk about how different playstyles within the tier make progress, be it setting terrain, maintaining hazards, trapping/breaking walls, and how this is done special to pure hackmons.

while still not my favorite, this is very much what I would like to see more of. You consistently discuss tier specific meta threats like cfz's and moldy moves. I would like to see more discussion of other strategies such as perish trapping, coverage spam, or mold breaker sweepers, however this is a good start.

again, just a little shallow. This is probably the best part of the post, however again, consider other things such as speed control, trapping and removing imposter early as a form of improofing, scarf, substitute or pp stalling imposter, and include more details as to how teammates can be used to imposter proof a mon.

I would love to see what this looks like after some revision, but it does need a little more work and polishing. I would be happy to talk more about this when I have time, and I am sure that other community members would also be happy to help expand your intial work.
For newer players, Subpass is a trap. They are not using a actually good set. Most of the time, they are using something like:

Shuckle @ Leppa Berry
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Extreme Evoboost
- Recycle
- Substitute
- Baton Pass

This is a trap. It doesn't do anything and it shut down by every haze user. This is what they mean by Subpass. Besides, Subpass is a matchup fish 9 times out of 10 anyway, so I don't see the good in telling new players to use it. It won't get them far.
 
I agree with everything in your post. It is really oversimplified and does not go in depth enough on most thinga I went over but that was by design. I made the post in about an hour since i thoight it would be a fun quick project and even if it didn't turn out the best I could come back to it later and use it as the basis for a much more comprehensive guide (which I plan to do some time in the future (probably)). Thank you for the feedback, I will certainly need some help if I ever do try making a general teambuilding guide. PS. I said sub/boost pass is a common mistake that new players make is because of sets Spamton mentioned. They are very common on ladder. (Sorry for the late reply)
 
:sm/mewtwo-mega-y::sm/regigigas::sm/blissey::sm/unown::sm/ferrothorn::sm/gengar-mega:
Credits to Glory for the original core (Slaking over Regigigas/HP AshGren over Gengar). Unown represents a misc. sweeper that mitigates issues that the other 5 mons have (No Guard, PrankHaze Steels depending on Regigigas' coverage, Innards Out spam, etc.) – they're featured in my team variations below.

Very strong offense structure that has positive matchup against the vast majority of balances and and has at least a fighting chance against most offenses. It's difficult to rationalize why this structure works so well in high-level play (It Just Works) but it simply has the tools for everything – you can trade one of your 4 offense mons with Innards or an opposing sweeper if necessary (or to just get a defensive mon low enough), Toxic Spikes breaks most Sashes and allows for otherwise unreliable/impossible OHKOs (for example, Moongeist MMY vs. MMX), Regigigas revenges most neutral mons with enough Toxic Spikes chip, and Ferrothorn can 1v1 most defensive mons with Toxic Spikes + Strength Sap. It also helps that Gengar/boosted Regigigas/Ghost-type MMY aren't threatened by Shadow Tag, as many sweepers are. It may not seem like it when you win with 1 mon remaining, but with enough meta knowledge the player is almost always ahead of their opponent to have relatively safe winpaths.

The concept I want to focus on is offensive Improofing, which is much more reliable when done right than might intuitively seem. Against Imposter, in nearly every game you can position to be able to identify setup opportunities where Imposter cannot effectively punish you because the lines are favorable for you regardless. Reliance on offensive Improofing means you cannot click Shell Smash with MMY irrespective of Regigigas' health, for example, but assuming the latter is healthy and the outcome is favorable you can setup, KO something, sack vs. Imposter (and potentially win a speed tie), and threaten to OHKO with Regigigas' coverage. Another example – if you ran Searing Sunraze Smash + Leppa Berry instead of Sunsteel on Regigigas, with Close Combat as your coverage and Gengar w/ Sash intact in the back, you could setup and KO something, sack, then either force Imposter out or KO. In short, Imposter's only an issue if you lack meta knowledge or you're bad.

Weaknesses:
  • No Guard is annoying, especially if there's MG Pursuit in the back. One of the teams below (KyuW + WG Celesteela vers.) is generally fine into No Guard but still has to sack Innards vs. some offensive variants. That's almost every team though and Toxic Spikes + base 140 Speed sweeper + Regigigas mean in practice you simply have to win first – not an insurmountable detriment to offense
  • Spam teams require precise play, particularly Deo-A Psyspam and Primal Groudon spam – while it's true that bulkier teams also fundamentally have to make guesses against these when playing, the punishment for wrong guesses is much worse owing to a lack of midground switches. The latter is probably just a somewhat unfavorable matchup overall but the former is essentially an autowin. Thankfully Deo-A spam is a matchup fish and the latter is too slow to really be good
  • Flying spam (unrelated) is annoying, since Flyings are unaffected by Toxic Spikes and Ho-Oh 1v1s everything unless you run Electric move Regigigas or something. Definitely playable though
  • Fast sleep (from boosted/faster sweepers or Prankster) is also really annoying, though Ferrothorn can at least 1v1 defensive Spore users with no punishment. Not much you can do besides attempt to win first or counteract sleep in the builder (which is entirely possible, just to be clear)
    • Fast SubPass with Spore also kinda just autowins without prep vs sleep
  • Hazards are annoying but in most matchups Magic Coat Blissey/just being more aggressive than the opponent will be enough.
___________________________________________________

Team Variants
(click on sprites for link)

:mewtwo-mega-y::regigigas::blissey::kyurem-white::celesteela::gengar-mega:

Probably my favorite version (16-1 or something in friendlies so far though I didn't save every replay). While Kyurem-W is obviously a bit underwhelming in a vacuum, the combination of Kyu-W + WG Celesteela (+ Gengar) means Gastro No Guard doesn't necessarily force you to sack Blissey (though dual OHKO/sweeper variants still do). However, Celesteela over Ferrothorn does leave you vulnerable vs. offensive Spore users you'd otherwise check – Toxic Orb Kyu-W is sometimes fine vs. said sweepers but it means some matchups vs. sleep users are unfavorable. In general Magic Guard sweepers fit well into the variable slot because otherwise Innards Spam archetypes are annoying. V-create Regigigas hits hard enough to offensively threaten Imposter Transformed into boosted MMY/Kyu-W and doubles as coverage vs. Steelix/Doublade/Fire-weak WGs. 2 Toxic Spikes wasn't initially intended but it actually worked surprisingly well for me so I decided to keep it that way. Blissey/Regigigas could also be Lum Berry for offense leads and sweepers running sleep, respectively.

:mewtwo-mega-y::slaking::blissey::greninja-ash::ferrothorn::gengar-mega:

The normie solution to No Guard. I tried both hazards and Baneful Bunker AshGren but neither really did much of note, Taunt is probably optimal. The above team is both more consistent and cooler

:mewtwo-mega-y::regigigas::blissey::diancie::ferrothorn::gengar-mega:


Not completely a meme imo. Diancie offers both potent sweeping and Magic Bounce in one, OHKOing nearly everything with hazards after a boost --> Mega. Regigigas' coverage is different but it's not as though Close Combat is better here or anything, you can change the coverage as you like (for example, Glory ran Plasma Fists Slaking instead of V-create/CC). Just don't have the whole team walled by a relevant mon. Obviously weaker to No Guard but even an OHKO-weak Magic Bounce is marginally better than without since you can threaten to bounce back their sleep move.

:mewtwo-mega-y::slaking::blissey::arceus::ferrothorn::gengar-mega:

My first version. MG Arceus is actually pretty solid since besides Prankster Steels you can only really prevent it from setting up by spamming Haze or running awkward moves like Whirlwind on WGs. Gengar wasn't fully optimized yet and now I'd say 4a No Guard Gengar is kinda awkward when 130 isn't unambiguously "fast" and you can't hit everything regardless.

:mewtwo-mega-y::slaking::blissey::yveltal::ferrothorn::gengar-mega:

Edit of the above. The Akira No Guard Fissure + TSpikes set works so much better here since MMY/Regi/Gengar itself barely miss out on a fair number of crucial O/2HKOs that slight chip helps with (and of course, they're relatively easy to set without grounded Muk/opposing Gengar to worry about). Yveltal is also an improvement over Arceus on paper (Improofs Gengar reasonably well) but getting hit by Spectral Thief was a little annoying in practice. This is probably the version I lost the most with. Due to soft-Improofing Regigigas is better than Slaking here but I didn't realize it when building.

:mewtwo-mega-y::regigigas::blissey::diancie-mega::bibarel::gengar-mega:

Not very consistent (Diancie doesn't do much to mitigate the structure's overall issues). Bibarel "Improofs" MMY/Regi (and Diancie sorta but you're OHKOed at +4) but you only survive 1 hit so more often than not you end up sacking. Again, this is fine if you play precisely because offensive Improofing is doable. Bibarel should probably be ranked.

:mewtwo-mega-y::regigigas::blissey::yveltal::bibarel::gengar-mega:

Almost identical to two teams above, but with Bibarel and Toxic Orb Mind Blown Yveltal. For sure not very consistent as some of the above teams but some matchups are better so not strictly worse.

:mewtwo-mega-y::slaking::blissey::spiritomb::ferrothorn::gengar-mega:

Probably just bad.
 
mega audino is overated

it is generally thought maud is the best wg in the game, it can be paired with the most wgs compared to anything else and fits onto the most teams, and im pretty sure that's why it's a full sub ranking above every other wg. here's my thoughts on this:

by itself, it's actually a worse wall specially then muk and melo. like ransei says there is 3 viable moves that can actually hit it, but what matters more is what mons actually beat it. like muk and melo you lose to all huge power attackers because they all carry sunsteel and/or photon. it really just comes down to what special attackers you wall, and due to it's poison weakness and it being neutral to photon the only things it walls are mgeist users without poison. imo mgeist sweepers fell off bc they're just a coverage fish between zygod and all the wgs, and you already don't reliably beat the best one (mgar) bc it runs poison most of the time so what does it even beat. dawn wings and lunala if they aren't running poison themselves? maud can be paired with a bug weak wg like melo who beats a lot of the stuff maud doesn't but the problem with this is if u run them on balance you will be lacking answers to a lot of huge power stuff like kart and pdon aswell as ng kart and you will have less room to play around mmx, and a lot of teams i've seen like this (even a recent ransei one) just lose a mon every time band mmx comes in. i don't find maud to be a reliable special wall by itself so because of all this i only really run it on stall, so can you even call it splashable anymore?

muk can be used nearly anywhere maud can with the exception of you need innards due to it's fissure weakness, but most teams nowadays want innards anyways due to it being difficult to fit answers to all the huge power stuff. muk teams have the problem of being forced to sack innards in certain mu's where the opp has fissure and occasionally pursuit + fissure, but in return you get to answer the mgeist users with poison and special photon users that maud doesn't as well as still slow pivot and even get stab dark. when i say it like that, muk sounds better right? usum team building is just choosing ur weaknesses and the other wgs have their own problems thus meaning they need more specific team mates but it's honestly starting to seem to me that they're just better then maud regardless.
 
mega audino is overated

it is generally thought maud is the best wg in the game, it can be paired with the most wgs compared to anything else and fits onto the most teams, and im pretty sure that's why it's a full sub ranking above every other wg. here's my thoughts on this:

by itself, it's actually a worse wall specially then muk and melo. like ransei says there is 3 viable moves that can actually hit it, but what matters more is what mons actually beat it. like muk and melo you lose to all huge power attackers because they all carry sunsteel and/or photon. it really just comes down to what special attackers you wall, and due to it's poison weakness and it being neutral to photon the only things it walls are mgeist users without poison. imo mgeist sweepers fell off bc they're just a coverage fish between zygod and all the wgs, and you already don't reliably beat the best one (mgar) bc it runs poison most of the time so what does it even beat. dawn wings and lunala if they aren't running poison themselves? maud can be paired with a bug weak wg like melo who beats a lot of the stuff maud doesn't but the problem with this is if u run them on balance you will be lacking answers to a lot of huge power stuff like kart and pdon aswell as ng kart and you will have less room to play around mmx, and a lot of teams i've seen like this (even a recent ransei one) just lose a mon every time band mmx comes in. i don't find maud to be a reliable special wall by itself so because of all this i only really run it on stall, so can you even call it splashable anymore?

muk can be used nearly anywhere maud can with the exception of you need innards due to it's fissure weakness, but most teams nowadays want innards anyways due to it being difficult to fit answers to all the huge power stuff. muk teams have the problem of being forced to sack innards in certain mu's where the opp has fissure and occasionally pursuit + fissure, but in return you get to answer the mgeist users with poison and special photon users that maud doesn't as well as still slow pivot and even get stab dark. when i say it like that, muk sounds better right? usum team building is just choosing ur weaknesses and the other wgs have their own problems thus meaning they need more specific team mates but it's honestly starting to seem to me that they're just better then maud regardless.
Some problems.

So...you say MAud is bad because of it's matchup into Sunsteel and Special Photon. Special Photon I will give you, Muk-A does do a better job of walling that. However, then we get into Sunsteel. I can't think of a Huge Power Mon that doesn't 2HKO MukA with Sunsteel.
(252+ Atk Huge Power Mewtwo-Mega-X Sunsteel Strike vs. 252 HP / 252+ Def Muk-Alola: 276-325 (66.6 - 78.5%) -- guaranteed 2HKO)
(252+ Atk Huge Power Regigigas Sunsteel Strike vs. 252 HP / 252+ Def Muk-Alola: 242-285 (58.4 - 68.8%) -- guaranteed 2HKO)
(252+ Atk Huge Power Groudon-Primal Sunsteel Strike vs. 252 HP / 252+ Def Muk-Alola: 265-312 (64 - 75.3%) -- guaranteed 2HKO)
Also, you were talking about how band MMX is a hard matchup for MAud.
(252+ Atk Choice Band Huge Power Mewtwo-Mega-X Sunsteel Strike vs. 252 HP / 252+ Def Muk-Alola: 413-487 (99.7 - 117.6%) -- 93.8% chance to OHKO)
Not sure about Muk-A being any better here.
Anyway, the main thing I want to talk about it the meta itself. The meta actively evolves to counter whatever WG mons are used the most. Muk-A only seems better because people are not accounting for it as much as they are MAud. If Muk-A becomes more of a meta threat then MAud, then suddenly every physical Mon will be running T-Arrows, and now Muk-A is no longer a issue. It is a cycle. A WG mon looks very good because people are not accounting for it as much as they should, offensive mons start running coverage to check it, the new WG mon fades back into the background, waiting to repeat the cycle. The reasion MAud is so good is because it does not follow this cycle quite like other WG mons. It is more or less always used, even in a world of Sunsteel Strike. It has withstood the test of time. Also, another thing, item slots. Muk-A has three items realistically it can run. Shed Shell ensures it doesn't just die to every STag Mon, Air Balloon to not lose on sight to No-Guard Fissure, and Safety Googles for clear reasons. MAud, on the other hand, doesn't need Air Balloon ever, and unlike Muk-A, is far harder to STag because of just how bulky it is. As well, being immune to Moongeist is generally better then being immune to Photon, as Moongeist is much more common as coverage/STAB. Also, Poison is more or less only ever seen on MGar, and even then they won't always run it. All of this is a long way of saying that MAud will almost always be the #1 WG mon, just because of how resilient it is to the meta around it. Muk-A, while good, is not as resilient as MAud.

Edit: The fact that some mons will run Special Poison moves is actually a showing of MAud domination as a WG. Think about it, what does Poison hit in this format other then MAud? Xerneas? M-Garde? Poison hits next to nothing other then MAud, and yet, it is even a consideration. People don't just run T-Arrows for Muk-A. They run it for all the Steels like M-Aggron, M-Steelix, Doublade, and Heatran, just to name a few. People don't run Knock Off for just Meloetta. It also hits Doublade, M-Slowbro, NDW, and NDM, just to name a few. Compare this to stuff like Sludge Wave, which hits nothing good other then MAud. There is a reason M-Gar run it. Because MAud is extremely good.
 
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mega audino is overated

it is generally thought maud is the best wg in the game, it can be paired with the most wgs compared to anything else and fits onto the most teams, and im pretty sure that's why it's a full sub ranking above every other wg. here's my thoughts on this:

by itself, it's actually a worse wall specially then muk and melo. like ransei says there is 3 viable moves that can actually hit it, but what matters more is what mons actually beat it. like muk and melo you lose to all huge power attackers because they all carry sunsteel and/or photon. it really just comes down to what special attackers you wall, and due to it's poison weakness and it being neutral to photon the only things it walls are mgeist users without poison. imo mgeist sweepers fell off bc they're just a coverage fish between zygod and all the wgs, and you already don't reliably beat the best one (mgar) bc it runs poison most of the time so what does it even beat. dawn wings and lunala if they aren't running poison themselves? maud can be paired with a bug weak wg like melo who beats a lot of the stuff maud doesn't but the problem with this is if u run them on balance you will be lacking answers to a lot of huge power stuff like kart and pdon aswell as ng kart and you will have less room to play around mmx, and a lot of teams i've seen like this (even a recent ransei one) just lose a mon every time band mmx comes in. i don't find maud to be a reliable special wall by itself so because of all this i only really run it on stall, so can you even call it splashable anymore?

muk can be used nearly anywhere maud can with the exception of you need innards due to it's fissure weakness, but most teams nowadays want innards anyways due to it being difficult to fit answers to all the huge power stuff. muk teams have the problem of being forced to sack innards in certain mu's where the opp has fissure and occasionally pursuit + fissure, but in return you get to answer the mgeist users with poison and special photon users that maud doesn't as well as still slow pivot and even get stab dark. when i say it like that, muk sounds better right? usum team building is just choosing ur weaknesses and the other wgs have their own problems thus meaning they need more specific team mates but it's honestly starting to seem to me that they're just better then maud regardless.
All of this is right but MAud has some interesting points that make it an amazing WG (from least to most important)
- it tanks Mold Breaker moves better than AMuk and Melo (both physical and special)
- it is not weak to bug contrary to Melo which is one of the most common special coverage to hit dark types
- it is not weak to Fissure
- it is pretty slow which is great

Also both melo and AMuk will die to most HP SS users (like MAud) so its Steel weakness doesn't matter that much, and special attackers using poison coverage won’t hit anything aside MAud so it’s pretty MU dependent.

Finally it is the consistency of MAud that makes it one of the (if it is not THE) best WG user
 
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