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Metagame USUM Pure Hackmons

Role Compendium

These are sorted based on their VR positions, so keep in mind a Pokémon being higher then another one doesn't mean it's better at that specific role. Pokémon not on the VR have been put at the back of the list (Ho-Oh, Dialga, Heatran and Magneton).

1. Offense
4 attacking move breakers:
Physical: :mewtwo-mega-x: :groudon-primal: :kartana: :slaking: :regigigas: :banette-mega: :heracross-mega: :pheromosa::kyurem-black: :marowak-alola:
Special: :gengar-mega: :mewtwo-mega-y:

Choice Item users:
Choice Band: :mewtwo-mega-x: :groudon-primal: :slaking: :regigigas: :banette-mega: :heracross-mega::pheromosa:
Choice Specs: :gengar-mega: :mewtwo-mega-y:
Choice Scarf (not Shadow Tag): :gengar-mega::groudon-primal: :kartana:

Setup sweepers:
Physical Setup: :mewtwo-mega-x: :groudon-primal: :kartana: :slaking: :regigigas: :necrozma-dusk-mane: :solgaleo::necrozma-ultra:
Special Setup: :gengar-mega: :mewtwo-mega-y: :deoxys-attack: :diancie-mega: :lunala: :rayquaza-mega::necrozma-dawn-wings:
Mixed Setup: :mewtwo-mega-x: :groudon-primal: :mewtwo-mega-y::deoxys-attack: :diancie-mega::rayquaza-mega:
Wonder Guard Setup: :gyarados-mega: :necrozma-dawn-wings::arceus: :greninja-ash: :hoopa-unbound: :kartana: :groudon-primal: :mewtwo-mega-y: :gardevoir-mega: :magearna: :houndoom-mega:

No Guard:
Sing + Gastro Acid: :greninja-ash: :lopunny-mega: :mewtwo-mega-y: :deoxys-speed: :pheromosa: :sceptile-mega:
4 Attacking Moves / 3 Attacking Moves + Sing: :mewtwo-mega-y:
Setup: :gengar-mega::kartana: :mewtwo-mega-y: :solgaleo: :lunala: :necrozma-dawn-wings:

2. Defense
Walls:
Non Sturdy/Wonder Guard physical walls: :zygarde-complete: :doublade: :steelix-mega: :aggron-mega: :slowbro-mega: :solgaleo: :celesteela: :heatran: :magneton:
Special walls: :zygarde-complete: :audino-mega: :gyarados-mega: :meloetta: :muk-alola: :arceus: :oranguru: :slaking: :umbreon: :yveltal: :kyogre-primal: :blissey: :chansey: :type-null: :ho-oh:
Physical Sturdy/Wonder Guards: :doublade: :slowbro-mega: :celesteela: :ferrothorn: :scizor-mega: :swampert-mega: :aggron-mega: :steelix-mega: :dialga: :heatran:

3. Shadow Tag
4 attacks / 3 attacks + Trick: :mewtwo-mega-x: :groudon-primal: :mewtwo-mega-y: :rayquaza-mega: :heracross-mega: :pheromosa::sceptile-mega:
Perish Trap/Support: :zygarde-complete: :steelix-mega: :aggron-mega: :gyarados-mega: :arceus: :lugia:
where's the special wonder guarders bruv
 
ranking them by what I think is the best leads to controversy bc my opinions make no sense and from what i've seen other formats tend to just order them by vr. if u really want tho i can do this.
I see what you mean and in any case I could just make my own or smth like that
 
Ho-Oh Stall
(Click here to view team)
:sm/Chansey: :sm/Ho-Oh: :sm/Audino-Mega: :sm/Celesteela: :sm/Zygarde-Complete: :sm/Blissey:
​


I have been working on this team for a while now and never really made a proper post about it here since I'm pretty lazy. Anyway, this team has been optimized a ton over time and with proper play can be used against any opponent, no matter their skill level (it is not advised for unskilled players to go into low ladder with this team though). Some things on it may seem a bit crazy (like basically not having any hazards), but I assure you the team works, I have played with it over 300 times and it has brought me great success.


Cutest big bird (Ho-Oh) (F) @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Careful Nature
- Shore Up
- Sacred Fire
- U-turn
- Spectral Thief

:sm/Ho-Oh:

The star of the show is the teams primary special wall and all-around bulky mon. Its main flaw is that it dies to +2 stab cfz moves from powerful special attackers and normal special attackers due to not being able to hit them with Spectral Thief. Besides that, it walls a ton of special attackers and even some physical ones. Kartana and Mega Scizor are the obvious ones but even Mega Mewtwo X can be walled if it does not have the right set. The one thing I don't like is that it does not have enough big pp moves, which sometimes really restricts how you play, but this is quite rare.

Cutest Fairy (Audino-Mega) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Parting Shot
- Aromatherapy
- Shore Up
- Knock Off

:sm/Audino-Mega:

Pretty standard Cleric Mega Audino set, not much to say.

Cutest machine (Celesteela) (F) @ Shed Shell
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roar
- Shore Up
- Will-O-Wisp

:sm/Celesteela:

The teams primary physical wall is Celesteela, which might seem a bit risky as it really isn't the bulkiest mon in the game but with Will O Wisp it can wall pretty well.
Cutest mass (Zygarde-Complete) (F) @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Toxic
- Anchor Shot
- Shore Up

:sm/Zygarde-Complete:
Blocking hazards is really important on this team so try to do that to the best of your ability. It has rapid spin for extra pp and the hazard clearing effect and Toxic to help wittle down opponents, just be careful not to use it on other Magic Bounce mons. Anchor shot with minimal Atk is to not OHKO certain innards sets.
Cutest imposter (Blissey) (F) @ Shed Shell
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Roar
- Baton Pass
- Shore Up
:sm/Blissey:

It's Imp, not much to say about it. You can change the item to whatever you like, but Shed Shell in my opinion is the best since you can't really be cheesed by trapping moves like Thousand Waves.
Cutest annoyance (Chansey) (F) @ Choice Scarf
Ability: Innards Out
EVs: 252 HP / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk / 0 Def / 0 SpD
- Trick
- Taunt
- Baton Pass
- Shore Up
:sm/Chansey:


Innards is really important to the team as it helps you wall stuff like choice band MMX or physical sweepers with fire coverage. Trick scarf is to cripple walls and it helps you beat normalize gengar and Harvest Slaking. Taunt is also for Harvest Slaking, but you can change it to Whirlwind. Baton Pass is so you can't be trapped by some purusit users.

Some nice replays: (Some might have different variations of this team)
https://replay.pokemonshowdown.com/gen7purehackmons-2252905121 It has some issues against Golds HO team but it is possible to win
https://replay.pokemonshowdown.com/gen7purehackmons-2303923297 NinjaDude HO battle
https://replay.pokemonshowdown.com/gen7purehackmons-2299545487?p2 Crazy game against lag

Some nice games against Bullsht
https://replay.pokemonshowdown.com/gen7purehackmons-2301881327-8qqcidik9ne1tou9qy9pe0mryqbfhmhpw
https://replay.pokemonshowdown.com/gen7purehackmons-2269639295-chyl99m1560cbfs20n26g4gq8dw96iepw?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2277266851-4hluwqf03w6gub7w194bg6v9edmpi4ypw
https://replay.pokemonshowdown.com/gen7purehackmons-2257990687-twmyn7fw9hy5fqonaknminkwtz2ja64pw?p2
 
Last edited:
Ho-Oh Stall
(Click here to view team)
:sm/Ho-Oh: :sm/Audino-Mega: :sm/Celesteela: :sm/Zygarde-Complete: :sm/Blissey: :sm/Chansey:
​


I have been working on this team for a while now and never really made a proper post about it here since I'm pretty lazy. Anyway, this team has been optimized a ton over time and with proper play can be used against any opponent, no matter their skill level (it is not advised for unskilled players to go into low ladder with this team though). Some things on it may seem a bit crazy (like basically not having any hazards), but I assure you the team works, I have played with it over 300 times and it has brought me great success.


Cutest big bird (Ho-Oh) (F) @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Careful Nature
- Shore Up
- Sacred Fire
- U-turn
- Spectral Thief

:sm/Ho-Oh:

The star of the show is the teams primary special wall and all-around bulky mon. Its main flaw is that it dies to +2 stab cfz moves from powerful special attackers and normal special attackers due to not being able to hit them with Spectral Thief. Besides that, it walls a ton of special attackers and even some physical ones. Kartana and Mega Scizor are the obvious ones but even Mega Mewtwo X can be walled if it does not have the right set. The one thing I don't like is that it does not have enough big pp moves, which sometimes really restricts how you play, but this is quite rare.

Cutest Fairy (Audino-Mega) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Parting Shot
- Aromatherapy
- Shore Up
- Knock Off

:sm/Audino-Mega:

Pretty standard Cleric Mega Audino set, not much to say.

Cutest machine (Celesteela) (F) @ Shed Shell
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roar
- Shore Up
- Will-O-Wisp

:sm/Celesteela:

The teams primary physical wall is Celesteela, which might seem a bit risky as it really isn't the bulkiest mon in the game but with Will O Wisp it can wall pretty well.
Cutest mass (Zygarde-Complete) (F) @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Toxic
- Anchor Shot
- Shore Up

:sm/Zygarde-Complete:
Blocking hazards is really important on this team so try to do that to the best of your ability. It has rapid spin for extra pp and the hazard clearing effect and Toxic to help wittle down opponents, just be careful not to use it on other Magic Bounce mons. Anchor shot with minimal Atk is to not OHKO certain innards sets.
Cutest imposter (Blissey) (F) @ Shed Shell
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Roar
- Baton Pass
- Shore Up
:sm/Blissey:

It's Imp, not much to say about it. You can change the item to whatever you like, but Shed Shell in my opinion is the best since you can't really be cheesed by trapping moves like Thousand Waves.
Cutest annoyance (Chansey) (F) @ Choice Scarf
Ability: Innards Out
EVs: 252 HP / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk / 0 Def / 0 SpD
- Trick
- Taunt
- Baton Pass
- Shore Up
:sm/Chansey:


Innards is really important to the team as it helps you wall stuff like choice band MMX or physical sweepers with fire coverage. Trick scarf is to cripple walls and it helps you beat normalize gengar and Harvest Slaking. Taunt is also for Harvest Slaking, but you can change it to Whirlwind. Baton Pass is so you can't be trapped by some purusit users.

Some nice replays: (Some might have different variations of this team)
https://replay.pokemonshowdown.com/gen7purehackmons-2252905121 It has some issues against Golds HO team but it is possible to win
https://replay.pokemonshowdown.com/gen7purehackmons-2303923297 NinjaDude HO battle
https://replay.pokemonshowdown.com/gen7purehackmons-2299545487?p2 Crazy game against lag

Some nice games against Bullsht
https://replay.pokemonshowdown.com/gen7purehackmons-2301881327-8qqcidik9ne1tou9qy9pe0mryqbfhmhpw
https://replay.pokemonshowdown.com/gen7purehackmons-2269639295-chyl99m1560cbfs20n26g4gq8dw96iepw?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2277266851-4hluwqf03w6gub7w194bg6v9edmpi4ypw
https://replay.pokemonshowdown.com/gen7purehackmons-2257990687-twmyn7fw9hy5fqonaknminkwtz2ja64pw?p2
Some notes:

This team seems very good.
However...some flaws might threaten to consume the team. Mainly, if the opponent manages to get rid of Celesteela, and set rocks, you just kinda lose on the spot. Yes, I know that that is hard to do, as you also have MBounce Zygarde. But, if it does happen, it is a extremely crippling thing for your team. To be honest, it probably is fine, due to how hard it would be to get the game into that state. But, if the game gets into that state, then you are kinda fucked NGL. Anyway, very good team. Big stall wins again.

Also, I noticed that you got rid of Muk-A for MAud. MAud is still the best WG mon, Muk-A fans stay losing.

Oh yeah also could you move the picture of Chansey to on top of the set? It makes the end of the team look very cluttered.

(Also get rid of all the Shed Shells so that my PDon can 6-0 it plz thanks)
 
Some notes:

This team seems very good.
However...some flaws might threaten to consume the team. Mainly, if the opponent manages to get rid of Celesteela, and set rocks, you just kinda lose on the spot. Yes, I know that that is hard to do, as you also have MBounce Zygarde. But, if it does happen, it is a extremely crippling thing for your team. To be honest, it probably is fine, due to how hard it would be to get the game into that state. But, if the game gets into that state, then you are kinda fucked NGL. Anyway, very good team. Big stall wins again.

Also, I noticed that you got rid of Muk-A for MAud. MAud is still the best WG mon, Muk-A fans stay losing.

Oh yeah also could you move the picture of Chansey to on top of the set? It makes the end of the team look very cluttered.

(Also get rid of all the Shed Shells so that my PDon can 6-0 it plz thanks)
Some sets can easily set Stealth Rocks, unfortunately, like No Guard Gengar, but even so, it can be played around. Ho-Oh does not instantly die to Stealth Rocks so you can come in on passive WGs if they have any and heal or try to get Celesteela into a position where it can use Defog. I can't really go over every scenario as almost every game is pretty unique in ph but you can generally find a turn where either Zyg can use Rapid Spin, Steela can Defog or even Imp if it transforms into the right mon. This is unlikely as you have said, but it is not an instant loss if the opponent sets Stealth Rocks (for the most part at least).
 
Some sets can easily set Stealth Rocks, unfortunately, like No Guard Gengar, but even so, it can be played around. Ho-Oh does not instantly die to Stealth Rocks so you can come in on passive WGs if they have any and heal or try to get Celesteela into a position where it can use Defog. I can't really go over every scenario as almost every game is pretty unique in ph but you can generally find a turn where either Zyg can use Rapid Spin, Steela can Defog or even Imp if it transforms into the right mon. This is unlikely as you have said, but it is not an instant loss if the opponent sets Stealth Rocks (for the most part at least).
Also, I think that this team 6-1s it almost always unless you play perfectly every single turn: https://pokepast.es/6e7980a417d60fa2. It took surprisingly long to come up with it, the only weak point was the Ho-Oh and the Celesteela being both weak to Electric.

(I know nobody is gonna bring this, it is just funny)
 
Hello. This is my first time posting here. I've spent quite some time playing USUM Pure Hackmons, but teambuilding from a more unconventional perspective. I asked myself:
- Would there be a certain scenario, where you would be guaranteed to win, no matter what kind of pokemon the opponent still has left?
- If there is, would there be a reliable way to get to that scenario?

If I can answer both of these question with a yes, then I should theoretically always be able to win. Unfortunately, I have not been able to find something that can answer either of these questions with a definitive "yes". However, after a lot of strategizing and after many, many iterations, I have come reasonably close to it. Close enough, that I am currently ranked #1 on the ladder, with an elo above 1800.

Please allow me to submit my team sample:
Take prisoners​
213-0.png

Shuckle @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
- Core Enforcer
- Topsy-Turvy
- Parting Shot
- Magic Room / Knock Off / Anchor Shot


386-3.png
275.png

Deoxys-Speed @ Focus Sash
Ability: Arena Trap
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Protect
- Disable
- Encore
- Soak


493-0.png
287.png

Arceus @ Choice Scarf
Ability: Arena Trap
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Switcheroo
- Simple Beam
- Defog
- Whirlwind


718-4.png
275.png

annoying dragon (Zygarde-Complete) @ Focus Sash
Ability: Arena Trap
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Heal Pulse
- Stealth Rock
- Spikes
- Strength Sap


208-1.png
234.png

Spring (Steelix-Mega) @ Leftovers
Ability: Arena Trap
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Heal Pulse
- Dragon Dance / Coil
- Substitute
- Baton Pass


289-0.png
232.png

crit machine (Slaking) @ Scope Lens
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Focus Energy
- Extreme Speed
- Shadow Sneak
- Bonemerang

How to play this team:
Much like the questions I asked myself, let's start from the desired end-result:
You want to have Slaking in the game, at x4 attack, at full HP, behind a substitute, with Focus Energy up, and a layer of stealth rocks and three layers of spikes on the opponent's side. Optional: with speed & accuracy boosts.
Why are you virtually "unbeatable" if you get this far? Because you'll be able to OHKO (almost) any pokemon that will be sent in. Just use shadow sneak on ghost-type pokemon, and extreme speed on anything else. With the Scope Lens + Focus Energy, you'll crit 100% of the time. That means even pokemon that resist your Extreme Speed, will die. If I did my calculations correctly, after the rocks + 3 layers of spikes, only mega-steelix & mega-aggron can survive an extreme speed. For that scenario, you'll have to risk going for bonemerang.
You'll out-prio your opponent's moves, which means you'll be safe from prankster moves.
If your opponent sends in a magic guard + focus sash pokemon, you'll also have bonemerang.
If your opponent sends in innards out Blissey, they'll be damaged enough from the hazards, that you'll survive.

There exist very few counters once you get to this point, so if your opponent doesn't carry some very unlikely combination of pokemon, you just win if you can get it set up. The very few counters I've encountered so far are:
- TWO innards out pokemon
- One innards out mon + King's shield / baneful bunker / rocky helmet on another mon (or the same one)
- Bulky prankster haze Mega-Steelix / Mega-Aggron
- Psychic surge on one pokemon + prankster on another pokemon

They didn't bring anything on the list above here? You win (assuming you get the setup done). If they did and you find out about it, maybe you can still play around it.

Now for the second question: How do we get into this ridiculous set up? The answer is: trap an opponent's mon, incapacitate them, and absolutely refuse to let them die. The idea is to use arena trap Arceus to trick a choice scarf to one of your opponent's mon, after which they'll be locked into one move. Obliterate their attack stat with Zygarde's Strength Sap while they'll be forced to struggle, and then you just keep them alive with heal pulse while they do virtually no damage struggling. Now you have infinite turns to use defog, set up stealth rocks, spikes, coil/dragon dance until your attack is maxed out, baton pass to Slaking, and use focus energy. Done.

Now for the actually trapping an enemy pokemon part. This is the hard part. Obviously, having four arena trap pokemon is key here. However, there's a lot the opponent can do to not get trapped. Here's a quick overview with what they can do, and possible solutions:
  • The opponent is carrying shed shell(s)
    • Use knock off
    • Use trick
    • Use magic room (disables items)
    • Use whirlwind to trap another mon instead
  • The opponent is a ghost/flying type (not trappable with arena trap)
    • Use soak (changes their type to pure water)
    • Use whirlwind to trap another mon instead
  • The opponent has U-turn / Parting Shot
    • Use protect with deoxys as they use that move. They'll stay in. Use disable next. Now they can't use it anymore to escape
  • The opponent is running No Guard + Sheer Cold / Fissure
    • Use Core Encorcer on them
    • Use Simple Beam on them
  • The opponent has magic bounce
    • Use Core Enforcer on them
    • Use Parting Shot to force them out
  • The opponent is holding an untrickable item
    • Try to force out another pokemon (maybe using whirlwind) to trap instead

Having listed those possible counters, normally speaking you'd play like this:
1) Send out Shuckle and use Core enforcer to get rid of unwanted abilities
2) Parting shot to Deoxys. Use protect and then either disable or encore to eventually lock them into a move that is not harmful
3) Switch to arceus once they're encored and trick the scarf to them. They'll now be locked into that move
4) Set up stealth rock + three layers of spikes with zygarde
5) Minimize their attack stat with zygarde's strength sap
5) Boost maximally with Steelix, set up a substitute, baton pass to Slaking
6) Use focus energy on Slaking
7) Sweep their remaining team
 
Last edited:
Hello. This is my first time posting here. I've spent quite some time playing USUM Pure Hackmons, but teambuilding from a more unconventional perspective. I asked myself:
- Would there be a certain scenario, where you would be guaranteed to win, no matter what kind of pokemon the opponent still has left?
- If there is, would there be a reliable way to get to that scenario?

If I can answer both of these question with a yes, then I should theoretically always be able to win. Unfortunately, I have not been able to find something that can answer either of these questions with a definitive "yes". However, after a lot of strategizing and after many, many iterations, I have come reasonably close to it. Close enough, that I am currently ranked #1 on the ladder, with an elo above 1800.

Please allow me to submit my team sample:
Take prisoners​
213-0.png

Shuckle @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
- Core Enforcer
- Topsy-Turvy
- Parting Shot
- Anchor Shot / Magic Room / Knock Off


386-3.png
275.png

Deoxys-Speed @ Focus Sash
Ability: Arena Trap
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Protect
- Disable
- Encore
- Soak


493-0.png
287.png

Arceus @ Choice Scarf
Ability: Arena Trap
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Switcheroo
- Simple Beam
- Defog
- Whirlwind


718-4.png
275.png

annoying dragon (Zygarde-Complete) @ Focus Sash
Ability: Arena Trap
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Heal Pulse
- Stealth Rock
- Spikes
- Strength Sap


208-1.png
234.png

Spring (Steelix-Mega) @ Leftovers
Ability: Arena Trap
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Heal Pulse
- Coil / Dragon Dance
- Substitute
- Baton Pass


289-0.png
232.png

crit machine (Slaking) @ Scope Lens
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- Focus Energy
- Extreme Speed
- Shadow Sneak
- Bonemerang

How to play this team:
Much like the questions I asked myself, let's start from the desired end-result:
You want to have Slaking in the game, at x4 attack, at full HP, behind a substitute, with Focus Energy up, and a layer of stealth rocks and three layers of spikes on the opponent's side. Optional: with speed & accuracy boosts.
Why are you virtually "unbeatable" if you get this far? Because you'll be able to OHKO (almost) any pokemon that will be sent in. Just use shadow sneak on ghost-type pokemon, and extreme speed on anything else. With the Scope Lens + Focus Energy, you'll crit 100% of the time. That means even pokemon that resist your Extreme Speed, will die. If I did my calculations correctly, after the rocks + 3 layers of spikes, generally only a mega-steelix might be able to survive an extreme speed. For that scenario, you'll have to risk going for bonemerang.
You'll out-prio your opponent's moves, which means you'll be safe from prankster moves.
If your opponent sends in a magic guard + focus sash pokemon, you'll also have bonemerang.
If your opponent sends in innards out Blissey, they'll be damaged enough from the hazards, that you'll survive.

There exist very few counters once you get to this point, so if your opponent doesn't carry some very unlikely combination of pokemon, you just win if you can get it set up. The very few counters I've encountered so far are:
- TWO innards out pokemon
- One innards out mon + King's shield / baneful bunker / rocky helmet on another mon (or the same one)
- Bulky prankster haze Mega-Steelix
- Psychic surge on one pokemon + prankster on another pokemon

They didn't bring anything on the list above here? You win (assuming you get the setup done). If they did and you find out about it, maybe you can still play around it.

Now for the second question: How do we get into this ridiculous set up? The answer is: trap an opponent's mon, incapacitate them, and absolutely refuse to let them die. The idea is to use arena trap Arceus trick a choice scarf to one of your opponent's mon, after which they'll be locked into one move. Obliterate their attack stat with Zygarde's Strength Sap while they'll be forced to struggle, and then you just keep them alive with heal pulse while they do virtually no damage struggling. Now you have infinite turns to use defog, set up stealth rocks, spikes, coil/dragon dance until your attack is maxed out, baton pass to Slaking, and use focus energy. Done.

Now for the actually trapping an enemy pokemon part. This is the hard part. Obviously, having four arena trap pokemon is key here. However, there's a lot the opponent can do to not get trapped. Here's a quick overview with what they can do, and possible solutions:
- The opponent is carrying shed shell(s)
-> Use knock off
-> Use trick
-> Use magic room (disables items)
-> Use whirlwind to trap another mon instead
- The opponent is a ghost/flying type (not trappable by arena trap)
-> Use soak
-> Use whirlwind to trap another mon instead
- The opponent has u-turn / parting shot:
-> Use protect with deoxys. They'll stay in. Use disable next. Now they can't use it anymore to escape
- The opponent is running no guard + sheer cold / fissue:
-> Use core enforcer on them
-> Use simple beam on them
- The opponent has magic bounce:
-> Use core enforcer on them
-> Use parting shot to force them out
- The opponent is holding an untrickable item
-> Try to force out another pokemon (maybe using whirlwind) to trap instead

Having listed those possible counters, normally speaking you'd play like this:
1) Send out Shuckle and use Core enforcer to get rid of unwanted abilities
2) Parting shot to Deoxys. Use protect and then either disable or encore to eventually lock them into a move that is not harmful
3) Switch to arceus once they're encored and trick the scarf to them. They'll now be locked into that move
4) Set up stealth rock + three layers of spikes with zygarde
5) Minimize their attack stat with zygarde's strength sap
5) Boost maximally with Steelix, set up a substitute, baton pass to Slaking
6) Use focus energy on Slaking
7) Sweep their remaining team
+6 252+ Atk Slaking Extreme Speed vs. 252 HP / 252+ Def Aggron-Mega on a critical hit: 193-228 (56.1 - 66.2%) -- guaranteed 2HKO after Stealth Rock and 3 layers of Spikes

Aggron also just kinda stops you in your tracks. Also, why is Slaking Lonely? It has no Special Attacks, so Adamant has no downside.
(Also Queenly Majesty on any Flying type also completely hard walls you but whatever)
 
+6 252+ Atk Slaking Extreme Speed vs. 252 HP / 252+ Def Aggron-Mega on a critical hit: 193-228 (56.1 - 66.2%) -- guaranteed 2HKO after Stealth Rock and 3 layers of Spikes

Aggron also just kinda stops you in your tracks. Also, why is Slaking Lonely? It has no Special Attacks, so Adamant has no downside.
(Also Queenly Majesty on any Flying type also completely hard walls you but whatever)
Thank you, the Lonely nature was indeed a mistake (it carried over from a scrapped previous iteration), Adamant is better.

Aggron-Mega can indeed theoretically also tank an e-speed, but only reliably if they have the +Def nature. In that case it's the same category as Steelix-Mega, where you might want to risk going for Bonemerang.

Queenly Majesty should not pose a problem because of Mold Breaker.
 
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Thank you, the Lonely nature was indeed a mistake (it carries over from a scrapped previous iteration), Adamant is better.

Aggron-Mega can indeed theoretically also tank an e-speed, but only reliably if they have the +Def nature. In that case it's the same category as Steelix-Mega, where you might want to risk going for Bonemerang.

Queenly Majesty should not pose a problem because of Mold Breaker.
1). I completely forgot about MB ignoring QM, ignore that point.
2). The thing is, if you go for Bonemerang, PrankHaze outspeeds you. If you ever lose the boosts, the sweep ends then and there. That is what you are afraid of. And, if they do PrankHaze you, Bonemerang doesn't do enough anymore (252+ Atk Slaking Bonemerang (2 hits) vs. 252 HP / 252+ Def Aggron-Mega on a critical hit: 164-196 (47.6 - 56.9%) -- 96.6% chance to 2HKO).
3). Almost every Aggron-Mega is +Def. The point of Aggron-Mega, and Steelix-Mega as well, is to be a physical wall. So, realistically, more or less every Prankster Aggron-Mega and Steelix-Mega are gonna wall you. That isn't THAT big of a issue, but it is a issue regardless.
 
Salutations, I come bearing gifts!
Here's a very real, unironic sample submission featuring triple Yveltals.
Hi I'm Archey. I got to the top 5 of the leaderboard in about a week and wanted to show off my team.
I kinda just whipped it up on the spot and made minimal changes to it afterwards, so feel free to roast it however you like.

View attachment 715311View attachment 715313View attachment 715310View attachment 715307View attachment 715306View attachment 715312
King Boo (Gengar-Mega) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Moongeist Beam
- Secret Sword
- Sludge Wave

Mewtwo-Mega-X @ Lum Berry
Ability: Huge Power
Shiny: Yes
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Photon Geyser
- Sacred Fire
- Sunsteel Strike
- Play Rough

Blissey @ Leftovers
Ability: Imposter
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Magic Coat
- Whirlwind
- Aromatherapy
- Final Gambit

Swampert-Mega @ Safety Goggles
Ability: Wonder Guard
Shiny: Yes
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Magic Coat
- Stealth Rock
- U-turn
- Shore Up

Deoxys-Speed @ Focus Sash
Ability: No Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sing
- Sheer Cold / Fissure
- Gastro Acid
- Spider Web

Mewtwo-Mega-Y @ Lum Berry
Ability: Innards Out
Shiny: Yes
EVs: 252 HP / 252 SpA / 252 Spe
Naive Nature
IVs: 0 Atk / 0 Def / 0 SpD
- Stealth Rock
- Sticky Web
- Spore
- Final Gambit

Proof in case it's necessary:

View attachment 715316
This team is boring, check this one out instead.
717-0.png
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Yveltal @ Shed Shell
Ability: Magic Bounce
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Anchor Shot
- Toxic
- Shore Up
- Defog

A pretty standard mbounce yveltal, I ran this set on my mbounce zygod as well, with rapid spin over defog but I feel like defog fits this team better so you can also remove rocks against wonder guards
717-0.png
234.png

Yveltal @ Leftovers
Ability: Fur Coat
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- King's Shield
- Beak Blast
- Shore Up
- U-turn

The star of the show, Fur Coat Yveltal.
He's the reason I made this team after seeing it's calcs.
Leftovers are so that even if an mmx doesn't use sunsteel strike after you switch in you'll have recovered enough health that you can survive another one and hit back with beak blast.


717-0.png
650.png

Yveltal @ Safety Goggles
Ability: No Guard
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Fissure
- Shell Smash
- Spore
- Photon Geyser

A surprisingly amazing set, which self-proofs itself and can actually sweep teams.
289-0.png
650.png

Slaking @ Safety Goggles
Ability: Wonder Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Baneful Bunker
- Parting Shot
- Sunsteel Strike

It's a bulkier Arceus, what more could you want?
Wish-passing also turned out to be insanely useful since Yveltal is weak to rocks, providing it safe entry into most attacks
113-0.png
538.png

Chansey (F) @ Eviolite
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Heal Bell
- Whirlwind
- Perish Song
- Destiny Bond

Imposter.
113-0.png
234.png

Chansey (F) @ Leftovers
Ability: Innards Out
EVs: 252 HP / 252 SpD / 252 Spe
Gentle Nature
IVs: 0 Atk / 0 Def
- Heal Bell
- Shore Up
- Spikes
- Baton Pass

Innards Out, also an emergency Heal Beller which slaking can pivot to on passive wonder guards.
Pokepaste: https://pokepast.es/131eb2525cfeddb7

This team was originally meant as a joke and probably should've stayed that way but it is actually really good into ladder. It went undefeated on my climb to top 3 apart from Koen who I had already showed the team personally and battled a couple times already (Plus he got a lucky freeze).
It also managed to pick up some wins outside of ladder, going undefeated there as well.

As mentioned before this reached top 3 on ladder, I would've gone further but 1st and 2nd place would be such a slog to get to I did not feel like it. (3rd is at 1735 and 2nd is at 1801)

Some relevant replays include:
https://replay.pokemonshowdown.com/gen7purehackmons-2358065236-tkdk7x26uh46kabn84m3bdm3utfuwrgpw - Ng Yveltal showcase.
https://replay.pokemonshowdown.com/gen7purehackmons-2357219072-rmrix8awvqgaxt96swbwrorng4xy1vxpw?p2 - Another Ng Yveltal showcase because it's just that good.
I also won against Yourself's stall team which has done marvelously against other players, where the trapping mbounce Yveltal really shone. Unfortunately I don't have the replay.
https://replay.pokemonshowdown.com/gen7purehackmons-2356869052-uhdn0thdubf4uxvcipmppum9hfii2twpw - The team's first test game.
https://replay.pokemonshowdown.com/gen7purehackmons-2356924826?p2 - While quite short, it generally highlights the effectiveness of this team against ladder bs. The only real threat here was wg sweeper kartana which innards out deals with.
 
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Salutations, I come bearing gifts!
Here's a very real, unironic sample submission featuring triple Yveltals.

This team is boring, check this one out instead.
717-0.png
295.png

Yveltal @ Shed Shell
Ability: Magic Bounce
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Anchor Shot
- Toxic
- Shore Up
- Defog

A pretty standard mbounce yveltal, I ran this set on my mbounce zygod as well, with rapid spin over defog but I feel like defog fits this team better so you can also remove rocks against wonder guards
717-0.png
234.png

Yveltal @ Leftovers
Ability: Fur Coat
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- King's Shield
- Beak Blast
- Shore Up
- U-turn

The star of the show, Fur Coat Yveltal.
He's the reason I made this team after seeing it's calcs.
Leftovers are so that even if an mmx doesn't use sunsteel strike after you switch in you'll have recovered enough health that you can survive another one and hit back with beak blast.


717-0.png
650.png

Yveltal @ Safety Goggles
Ability: No Guard
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Fissure
- Shell Smash
- Spore
- Photon Geyser

A surprisingly amazing set, which self-proofs itself and can actually sweep teams.
289-0.png
650.png

Slaking @ Safety Goggles
Ability: Wonder Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Baneful Bunker
- Parting Shot
- Sunsteel Strike

It's a bulkier Arceus, what more could you want?
Wish-passing also turned out to be insanely useful since Yveltal is weak to rocks, providing it safe entry into most attacks
113-0.png
538.png

Chansey (F) @ Eviolite
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Heal Bell
- Whirlwind
- Perish Song
- Destiny Bond

Imposter.
113-0.png
234.png

Chansey (F) @ Leftovers
Ability: Innards Out
EVs: 252 HP / 252 SpD / 252 Spe
Gentle Nature
IVs: 0 Atk / 0 Def
- Heal Bell
- Shore Up
- Spikes
- Baton Pass

Innards Out, also an emergency Heal Beller which slaking can pivot to on passive wonder guards.
Pokepaste: https://pokepast.es/131eb2525cfeddb7

This team was originally meant as a joke and probably should've stayed that way but it is actually really good into ladder. It went undefeated on my climb to top 3 apart from Koen who I had already showed the team personally and battled a couple times already (Plus he got a lucky freeze).
It also managed to pick up some wins outside of ladder, going undefeated there as well.

As mentioned before this reached top 3 on ladder, I would've gone further but 1st and 2nd place would be such a slog to get to I did not feel like it. (3rd is at 1735 and 2nd is at 1801)

Some relevant replays include:
https://replay.pokemonshowdown.com/gen7purehackmons-2358065236-tkdk7x26uh46kabn84m3bdm3utfuwrgpw - Ng Yveltal showcase.
https://replay.pokemonshowdown.com/gen7purehackmons-2357219072-rmrix8awvqgaxt96swbwrorng4xy1vxpw?p2 - Another Ng Yveltal showcase because it's just that good.
I also won against Yourself's stall team which has done marvelously against other players, where the trapping mbounce Yveltal really shone. Unfortunately I don't have the replay.
https://replay.pokemonshowdown.com/gen7purehackmons-2356869052-uhdn0thdubf4uxvcipmppum9hfii2twpw - The team's first test game.
https://replay.pokemonshowdown.com/gen7purehackmons-2356924826?p2 - While quite short, it generally highlights the effectiveness of this team against ladder bs. The only real threat here was wg sweeper kartana which innards out deals with.
Cool team...

HOWEVER...

It definitely should not be a sample team. This is the kind of team that would be quite hard for somebody to use, and would kinda fall apart if used wrong. As well, it has a notable weakness to No Guard spam, which isn't great...but it is probably fine tbh. Still, definitely not a sample team. Just a very, very good team that needs somebody competent to drive it.
 
Heya! SpamtonZZZSpamton here, here to end a battle that has continued to rage for quite a long time now. In both Generation 6 and 7, the role of "best STag Mon" has been generally debated between two mons, Primal Groudon, and Mega Rayquaza. Now, I don't know enough about the Gen 6 meta to comment on the best STag Mon for that generation, but I do have enough information to give a definitive conclusion to this debate.

PDon is by far the better STag Mon compared to MRay.

So, lets start with the facts. Pros and cons of using each Mon as your STag Mon.

PROS: MRAY
- Immune to Spikes, Webs, and TSpikes
- 180 SpA compared to PDons 150
- Higher Speed of 115, compared to PDons 90
- Can OHKO Zygarde-Complete with Clangorous Soulblaze
PROS: PDON
- Not weak to Stealth Rocks
- Significantly more bulky
- Resists Sunsteel Strike
- Better STAB Combo for a STag mon
So, lets look a bit closer at some of MRays "Pros", shall we?

- Immune to Spikes, Webs, and TSpikes: The weakness to SRocks mostly cancels this out. The main upside here is guaranteed speed due to ignoring Webs, which is good.
- 180 SpA: It sure does have a 180 SpA. However, lets look at MRays typing. Dragon Flying means that MRay more or less only has two mons that it can actually hit Super-Effectively with its STABs. Zygarde Complete, and MMX (There is a issue with MMX however, we will get to it). So, despite having a higher SpA, the only moves it really wants to use off of this SpA is Soulblaze, and MMM. Both of these moves are something that PDon generally does not do, but the 180 SpA more or less just translates to these moves. That is it.
- Can OHKO Zygarde-Complete with Soulblaze: The issue here is a single move. Trick. Both MRay and PDon can use Trick with Scarf on STag sets, and both cripple Zygarde Complete. With a Scarf, Zygarde has to choose between Hazing a set-up Mon, which means it can't heal, Healing, which means it can't Haze, or using a filler move, which means it can't heal or Haze. For all of these, a blatant weakness is opened up for the STag mon's team to abuse. So while just killing Zygarde with Soulblaze might sound extremely good, which it is, just giving it a Scarf can cripple it into no longer being a issue. And both PDon and MRay can do this.
- 115 Speed: It sure does have 115 speed. But, what does this let it outspeed compared to PDon? Let's see...Ninjask and Deo-S. That's it. You need a 160 base speed to outspeed +Speed Scarf PDon, and only these two mons pass that threshold. Ninjask isn't real, so you only really outspeed Deo-S. And now, let me ask you, how much does that actually matter? There is only one situation. Getting in front of a Deo-S that has taken some chip damage. If it is at full, both realistic items of Choice Scarf and Sash cause MRay to die. If it is chipped, then only one kills you, Scarf. As well, remember that MRay cannot switch in on Deo-S, as if it gets put to sleep it can't kill Deo-S, if it gets Sheer Cold'd then it just dies, and if it gets Gastro'd then they can just switch out. In the vast majority of senerios, it isn't worth it to be faster then Deo-S.
- And now, for the main issue with MRay, one that I have yet to mention so far. Imagine, you are in on a MMX. You know it isn't Sash, you know it isn't Scarf, and it is chipped a bit. MRay MMM cleanly OHKO's at this range. You outspeed them, they can't switch, everything is going well....until they Ice Shard you and kill you from full. The commonplace nature of Ice Shard is bad news for MRay, as it further limits the mons it can actually trap and kill. On the other hand, PDon doesn't give a shit about Ice Shard. The only way to escape from that situation as MMX is to run Water Shuriken, and even then you need some heavy luck and chip (252 SpA Mewtwo-Mega-X Water Shuriken (15 BP) (5 hits) vs. 252 HP / 252 SpD Groudon-Primal: 340-400 (84.1 - 99%) -- guaranteed 2HKO). As well, Water Shuriken is also a very rare move, as Water Bubble is not real anymore, and Water Shuriken doesn't hit anything other then like M-Steelix.

In conclusion, MRay has a niche, mainly of being able to OHKO Zygarde from full. But let's not pretend that that alone somehow makes it better then PDon. PDon is clearly the better STag Mon. The war is over. PDon won. In the end, it's like they say.

Sometimes, you gotta [TASTE THE PAINBOW]

he-happy-groudon-d-v0-n93fuim6ce6d1.png
SilverJolteon.gif
 
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1). I completely forgot about MB ignoring QM, ignore that point.
2). The thing is, if you go for Bonemerang, PrankHaze outspeeds you. If you ever lose the boosts, the sweep ends then and there. That is what you are afraid of. And, if they do PrankHaze you, Bonemerang doesn't do enough anymore (252+ Atk Slaking Bonemerang (2 hits) vs. 252 HP / 252+ Def Aggron-Mega on a critical hit: 164-196 (47.6 - 56.9%) -- 96.6% chance to 2HKO).
3). Almost every Aggron-Mega is +Def. The point of Aggron-Mega, and Steelix-Mega as well, is to be a physical wall. So, realistically, more or less every Prankster Aggron-Mega and Steelix-Mega are gonna wall you. That isn't THAT big of a issue, but it is a issue regardless.
You are completely correct with points 2 & 3. Like I mentioned before, I couldn't find a 100% foolproof setup/scenario in which you will always win, and the one you just mentioned is one of the surprisingly few ways to counter. However, I would still like to list some possibilities that are still available, even if your opponent DOES bring the +Def prankster Steelix-Mega or Aggron-Mega.

  1. The first possibility for playing around it, is avoiding the scenario at all. If you see your opponent brought an Aggron-Mega or a Steelix-Mega and you want to avoid getting walled in the late game by it at all costs, you may try to use said Aggron-Mega or Steelix-Mega as setup fodder instead. If you can draw them out (either through normal gameplay or with a lucky whirlwind), you can trap them and avoid the problem altogether, as they will be the setup fodder that dies before the sweep
  2. If you end up in the situation where you are indeed facing a Steelix-Mega/Aggron-Mega while you're attempting to sweep, a small mindgame starts. If they are not +Def or not prankster haze, then of course you should go for Bonemerang. However, if they ARE +Def prankster haze, then you would want to go for Extreme Speed. Yes, they'll barely survive and you'll lose your boosts, but you'll be able to still finish them off with an unboosted Extreme Speed afterwards. You'll still be left with a Slaking behind a substitute that will always crit. From here you can choose to keep hitting until your substitute fades away, then switch out, and attempt to set up again (I've succesfully done this a few times, although it can be trickier now that scarf trick is not available anymore), or just stay in and commit to the (unboosted) sweep. All in all, not all is lost.
  3. Make place in Slaking's moveset for mach punch to deal with Steelix-Mega: +6 252+ Atk Slaking Mach Punch vs. 252 HP / 252+ Def Steelix-Mega on a critical hit: 260-306 (73.4 - 86.4%) -- (this is enough to kill after the entry hazards)
    However, this does not solve the problem with Aggron-Mega: +6 252+ Atk Slaking Mach Punch vs. 252 HP / 252+ Def Filter Aggron-Mega on a critical hit: 195-229 (56.6 - 66.5%) -- (this is not enough to kill)
    If you add Mach Punch, you would take Focus Energy out of the moveset and move it to a baton pass pokemon instead, if you can find space for it
  4. The ACTUAL solution to the problem: Put Vacuum Wave on Slaking, and pass a +6 Special Attack boost to Slaking along with the other boosts. This will OHKO Steelix-Mega AND Aggron-Mega after hazards. However, this means you do not only need to move Focus Energy to another pokemon, but also find space to boost special attack as well somehow. There's ways, of course. The only problem lies with keeping the team compact. I chose not to go this route, to keep more moveslots open on my other pokemon, to have a better chance of getting the setup going correctly. However, if you can find a good compact way to do it, this would be THE solution to the prankster haze Mega-Steelix / Mega-Aggron problem.
I'd like to reiterate that the team is not perfect; then again, no team is. I think I've come reasonably close to shutting out most counters, maybe somebody else can take the team's idea and make it even better (although I fear for the meta if that were to happen).
 
Make place in Slaking's moveset for mach punch to deal with Steelix-Mega: +6 252+ Atk Slaking Mach Punch vs. 252 HP / 252+ Def Steelix-Mega on a critical hit: 260-306 (73.4 - 86.4%) -- (this is enough to kill after the entry hazards)
However, this does not solve the problem with Aggron-Mega: +6 252+ Atk Slaking Mach Punch vs. 252 HP / 252+ Def Filter Aggron-Mega on a critical hit: 195-229 (56.6 - 66.5%) -- (this is not enough to kill)
If you add Mach Punch, you would take Focus Energy out of the moveset and move it to a baton pass pokemon instead, if you can find space for it
In your calc for Steelix, it still has Filter, which reduces the damage of Mach Punch. With Prankster, +6 Mach Punch is: +6 252+ Atk Slaking Mach Punch vs. 252 HP / 252+ Def Aggron-Mega on a critical hit: 260-306 (75.5 - 88.9%) -- guaranteed OHKO after Stealth Rock and 3 layers of Spikes. So, Mach Punch is enough for Aggron-Mega if you get hazards up, which you should with that team.
 
In your calc for Steelix, it still has Filter, which reduces the damage of Mach Punch. With Prankster, +6 Mach Punch is: +6 252+ Atk Slaking Mach Punch vs. 252 HP / 252+ Def Aggron-Mega on a critical hit: 260-306 (75.5 - 88.9%) -- guaranteed OHKO after Stealth Rock and 3 layers of Spikes. So, Mach Punch is enough for Aggron-Mega if you get hazards up, which you should with that team.
Looks like you're right! Now if your opponent DOES bring Aggron-Mega with the Filter ability and haze just for that scenario though.... Then you know the meta has been changed forever :totodiLUL:
 
Ho-Oh Stall
(Click here to view team)
:sm/Chansey: :sm/Ho-Oh: :sm/Audino-Mega: :sm/Celesteela: :sm/Zygarde-Complete: :sm/Blissey:
​


I have been working on this team for a while now and never really made a proper post about it here since I'm pretty lazy. Anyway, this team has been optimized a ton over time and with proper play can be used against any opponent, no matter their skill level (it is not advised for unskilled players to go into low ladder with this team though). Some things on it may seem a bit crazy (like basically not having any hazards), but I assure you the team works, I have played with it over 300 times and it has brought me great success.


Cutest big bird (Ho-Oh) (F) @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Careful Nature
- Shore Up
- Sacred Fire
- U-turn
- Spectral Thief

:sm/Ho-Oh:

The star of the show is the teams primary special wall and all-around bulky mon. Its main flaw is that it dies to +2 stab cfz moves from powerful special attackers and normal special attackers due to not being able to hit them with Spectral Thief. Besides that, it walls a ton of special attackers and even some physical ones. Kartana and Mega Scizor are the obvious ones but even Mega Mewtwo X can be walled if it does not have the right set. The one thing I don't like is that it does not have enough big pp moves, which sometimes really restricts how you play, but this is quite rare.

Cutest Fairy (Audino-Mega) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Parting Shot
- Aromatherapy
- Shore Up
- Knock Off

:sm/Audino-Mega:

Pretty standard Cleric Mega Audino set, not much to say.

Cutest machine (Celesteela) (F) @ Shed Shell
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roar
- Shore Up
- Will-O-Wisp

:sm/Celesteela:

The teams primary physical wall is Celesteela, which might seem a bit risky as it really isn't the bulkiest mon in the game but with Will O Wisp it can wall pretty well.
Cutest mass (Zygarde-Complete) (F) @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Toxic
- Anchor Shot
- Shore Up

:sm/Zygarde-Complete:
Blocking hazards is really important on this team so try to do that to the best of your ability. It has rapid spin for extra pp and the hazard clearing effect and Toxic to help wittle down opponents, just be careful not to use it on other Magic Bounce mons. Anchor shot with minimal Atk is to not OHKO certain innards sets.
Cutest imposter (Blissey) (F) @ Shed Shell
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Roar
- Baton Pass
- Shore Up
:sm/Blissey:

It's Imp, not much to say about it. You can change the item to whatever you like, but Shed Shell in my opinion is the best since you can't really be cheesed by trapping moves like Thousand Waves.
Cutest annoyance (Chansey) (F) @ Choice Scarf
Ability: Innards Out
EVs: 252 HP / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk / 0 Def / 0 SpD
- Trick
- Taunt
- Baton Pass
- Shore Up
:sm/Chansey:


Innards is really important to the team as it helps you wall stuff like choice band MMX or physical sweepers with fire coverage. Trick scarf is to cripple walls and it helps you beat normalize gengar and Harvest Slaking. Taunt is also for Harvest Slaking, but you can change it to Whirlwind. Baton Pass is so you can't be trapped by some purusit users.

Some nice replays: (Some might have different variations of this team)
https://replay.pokemonshowdown.com/gen7purehackmons-2252905121 It has some issues against Golds HO team but it is possible to win
https://replay.pokemonshowdown.com/gen7purehackmons-2303923297 NinjaDude HO battle
https://replay.pokemonshowdown.com/gen7purehackmons-2299545487?p2 Crazy game against lag

Some nice games against Bullsht
https://replay.pokemonshowdown.com/gen7purehackmons-2301881327-8qqcidik9ne1tou9qy9pe0mryqbfhmhpw
https://replay.pokemonshowdown.com/gen7purehackmons-2269639295-chyl99m1560cbfs20n26g4gq8dw96iepw?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2277266851-4hluwqf03w6gub7w194bg6v9edmpi4ypw
https://replay.pokemonshowdown.com/gen7purehackmons-2257990687-twmyn7fw9hy5fqonaknminkwtz2ja64pw?p2
Walls Kart

+2 252+ Atk Huge Power Kartana Sunsteel Strike vs. 252 HP / 252 Def Ho-Oh: 390-459 (93.7 - 110.3%) -- 62.5% chance to OHKO


Tbh kart matchup seems kinda bad if Chansey dies, one shell smash and celes is nuked by SSS and Ho-oh dies after chip
 
Walls Kart

+2 252+ Atk Huge Power Kartana Sunsteel Strike vs. 252 HP / 252 Def Ho-Oh: 390-459 (93.7 - 110.3%) -- 62.5% chance to OHKO


Tbh kart matchup seems kinda bad if Chansey dies, one shell smash and celes is nuked by SSS and Ho-oh dies after chip
Sorry if I wasn't clear enough but, if you get Ho Oh on the field at the same time as a Kartana, you can OHKO it with Sacred Fire and even bypass Focus Sash if you get lucky and get a burn and it can potentially live a +2 Sunsteel Strike and OHKO the Kart with SF. Also, I was mainly talking about non Huge Power sets. Kartana only does around 50% at +2 without Huge Power, so you can comfortably come in, take a hit, and kill the Kart. Oh and literally nothing takes a +2 HP SSS from kart besides quad resists so innards is the only way to deal with such a set, so don't waste it.
 
Sorry if I wasn't clear enough but, if you get Ho Oh on the field at the same time as a Kartana, you can OHKO it with Sacred Fire and even bypass Focus Sash if you get lucky and get a burn and it can potentially live a +2 Sunsteel Strike and OHKO the Kart with SF. Also, I was mainly talking about non Huge Power sets. Kartana only does around 50% at +2 without Huge Power, so you can comfortably come in, take a hit, and kill the Kart. Oh and literally nothing takes a +2 HP SSS from kart besides quad resists so innards is the only way to deal with such a set, so don't waste it.
Fair, tho things could get rough if it's stacked with multiple other physical threats
 
here is how to build a Psy spam HO[WIP]
before starting we need this https://pokepast.es/24aeba700b71fb38


so first have one to two(or three if you really want) terrain spammer


I prefer to use the psysurge one, but if you are bringing the second terrain spammer use the mold mmy or deoa or sth, or if you really want you can give a random mmy a Genesis Supernova but its not gonna work most of the time, remember to click it when you can force your opponment to switch in a offensive check that is not dark type(actually its not really a thing you can be consistently doing)


And you need at least one speed control.
A scarf no guard deos or a scarf huge power or shadow tag deoa would be good, if youre not sure about this add a scarf innards mmy. just give something a scarf to make sure you are not restricted by your own terrain and let your opponment take the advantage of your lack of priority moves. If you are on ladder make sure there is AT LEAST one way that you beat a sash ng deos or a scarf ng deos.

And then I would recommend at least a setup sweeper+wall breaker.
Huge Power + setup is unwallable, but be careful because its unwallable for you too. stuff like huge power sash photon ltbts sunsteel close combat mmx is doing a great job for example.


And we probably need at least another setup sweeper(not essentially a wall breaker, smash mmy works)
I personally love huge power setup deoa, for it can improof itself when it have sash on, and its decent spa allows it to run mmm to stop things like steelix and slowbro(actually wg ones can't really check it easily Im taking about the prank haze ones). setup mmx works the same way and is probably more popular, and its harder to stop, for both your opponment and you. For deoa improof can be some random sash with any offensive move to touch it once but mmx have a decent bulk. And mmy is an option but I just love the power given by the huge powers. Nuke is fun.


And we will want some innards
Innards are the back bone of HO. chansey is usually the thing that stops you from being completely destroyed by the impostor. And they usually are the safe switch ins. I recommend at least one chansey. giratina, mmy, luna and solag are all good options. giratina can provide a decent typing and a good enough bulk to prevent your other mons getting chipped down by the like of uturns from wonder guard, and also provide a stab ghost option which is appreciated by a lot of the mons for it can hit psychic type walls super effectively. solag, mmy and luna are mostly with offensive sets, to give immediate threat and force your opponment to trade their mon as soon as possible, and a good thing about offensive innards is that they are less afraid of magic guard users, as you can actually threat them back with the correct moves and turn the side of the table.



And check if you can beat the dark types
Make sure they wont stop you from nuking. Ring target and stag are some ways that's like specifically against them. Some lets specific ways are like give one of your sweeper something like lets snuggle forever(can't hit amuk) or sunsteel (resisted by gyara and ash-gren) close combat(can't hit amuk and sableye and hoppa) attack order(wtf ok can't hit amuk and sableye still) or even tarrow(hits amuk and hardly anything else)(because of existance of amuk and gyara I would recommend to give the staggers some specific move like tarrow instead of to the sweeper)

other important sets that need to be mentioned
stag: add stag mmy or deoa only when you are building a less HO-ish(when you bring something like solgaleo or necrozma) team, because in the most HO-ish teams you don't really need stag, instead you overwhelm every defensive check with your massive power and fight back on the offensive check with more offensive mons.
wonder guards: they stop you from instant losing to scarf deos, while also stops and take advantage of uturns. ndw, ndm and even kart are good examples(imagine dos fire types when ltbts kart)

And heres some tips that is based on my personal experience
If you are in a situation like when you are reviewing your team and found out that you have lets say 3 deoa and 1 mmy, dont change that mmy into deoa for the appearance reasons. DONT even think about that. When you started to think about that your brain is going to find you thousands of fake reasons that it would work and the result is you will make a bad team.(spamming one mon is usually not that good)
Dont give two mons of same species different names.
Rocks are sometimes more important than webs and lifes. they break sashes. they help you sweep. Do think about if you can sac your mon for the rock.
Rocks are sometimes more annoying than webs and lifes. they break sashes. they help your opponment sweep. Do think about if you can sac your mon for removing it.
use the damage calc to see how powerful psy surge is(mmy some time can kill eggs with psysurge)
You have 6 mons but one of them is a terrain spammer, so be careful when trading mons
multiple roles can be on one set, for example huge power setup mmx can be a wall breaker while a sweeper, and scarf huge power deoa can both be in charge of speed control and a wall breaker.
Phero is like one of the most annoying things you can run into
positive nature scarf deos can out speed +2 base 122 spe postitive nature mons (kartana diancie) or 139 spe netural nature mons(mmx gengar)
If you can save your egg for impostors, use mmys and other things first
psy terrain have only 8 turns so try to be quick.


this is a HO-ish HO for example
https://pokepast.es/5e8e5ecbd9d82929
this is a less HO-ish HO
https://pokepast.es/268c2724d6f1c262
 
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Sample submission: Triple Kartana HO (again)

Back in January, I did my first RMT, Triple Kartana HO, or TriKart, and I submitted it as a sample. But it didn't end up being accepted, so I decided to make a reworked version to fix the team's weaknesses.

Speaking of weaknesses, the team had 2 main ones:

1) :gengar-mega: Parental Bond Mega Gengar
The team was very reliant on sashes to live hits, and because every offensive mon was either very frail on the special side or weak to Moongeist Beam, Scarf Parental Bond Mega Gengar was an issue. The main way of dealing with it was with Chansey, but Gengar sometimes runs U-turn, which KOs Chansey with the second hit, meaning the team pretty much just lost to it.

2) :celesteela: Celesteela
Celesteela was an issue because even at +2, only the Huge Power Kartana could OHKO it, and it can also steal the Shell Smash boosts with Spectral Thief. But the bigger problem was the set running Darktrix's favourite tech, as it could Haze away Kartana's boosts before it even had a chance to click the delete button, and it's immune to No Guard Kartana's Fissure.


So, here is the revamped version: https://pokepast.es/3f171860f83b61f4
Deoxys and Gengar have been replaced by Regigigas and Mega Mewtwo Y.


:sm/regigigas:
Regigigas @ Lum Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Extreme Speed
- Sunsteel Strike
- V-create

Regigigas was the best solution I could find to my main problems. It's immune to Mega Gengar's Moongeist Beam and takes very little from U-turn. V-create also solves the Celesteela issue - 252+ Atk Huge Power Regigigas V-create vs. 252 HP / 252+ Def Celesteela: 708-834 (177.8 - 209.5%) -- Rest In Pieces. The rest of the set is pretty self-explanatory. I chose Regigigas over Slaking because Kartana has very poor special bulk, so in case the sashes are broken, Regigigas is a better teammate as it can take more special hits.

:sm/mewtwo-mega-y:
Mewtwo-Mega-Y @ Focus Sash
Ability: Queenly Majesty
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Spore
- Shell Smash
- Photon Geyser
- Moongeist Beam

I removed the Mega Gengar, but I still wanted a priority blocker other than Innards, so I went with Queenly Majesty MMY. Timid Nature gives it a better speed tier, and Spore lets it potentially KO Sashed mons without taking damage. Moongeist Beam is mostly for Psychic types like opposing Mega Mewtwo Y and Mega Slowbro, and the other 2 moves are self-explanatory.

I also changed Knock Off on Chansey to Baton Pass for momentum (and gave it minimum Speed). Baton Pass was chosen over U-turn and Parting Shot so it can reliably pivot against both Wonder Guard and Magic Bounce users. Magic Guard Kartana was also given maximum Special Defense EVs and IVs, because I felt like it was kinda pointless.

The details of everything else can be found in the RMT here.
 
Sample submission: Triple Kartana HO (again)

Back in January, I did my first RMT, Triple Kartana HO, or TriKart, and I submitted it as a sample. But it didn't end up being accepted, so I decided to make a reworked version to fix the team's weaknesses.

Speaking of weaknesses, the team had 2 main ones:

1) :gengar-mega: Parental Bond Mega Gengar
The team was very reliant on sashes to live hits, and because every offensive mon was either very frail on the special side or weak to Moongeist Beam, Scarf Parental Bond Mega Gengar was an issue. The main way of dealing with it was with Chansey, but Gengar sometimes runs U-turn, which KOs Chansey with the second hit, meaning the team pretty much just lost to it.

2) :celesteela: Celesteela
Celesteela was an issue because even at +2, only the Huge Power Kartana could OHKO it, and it can also steal the Shell Smash boosts with Spectral Thief. But the bigger problem was the set running Darktrix's favourite tech, as it could Haze away Kartana's boosts before it even had a chance to click the delete button, and it's immune to No Guard Kartana's Fissure.


So, here is the revamped version: https://pokepast.es/3f171860f83b61f4
Deoxys and Gengar have been replaced by Regigigas and Mega Mewtwo Y.


:sm/regigigas:
Regigigas @ Lum Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Extreme Speed
- Sunsteel Strike
- V-create

Regigigas was the best solution I could find to my main problems. It's immune to Mega Gengar's Moongeist Beam and takes very little from U-turn. V-create also solves the Celesteela issue - 252+ Atk Huge Power Regigigas V-create vs. 252 HP / 252+ Def Celesteela: 708-834 (177.8 - 209.5%) -- Rest In Pieces. The rest of the set is pretty self-explanatory. I chose Regigigas over Slaking because Kartana has very poor special bulk, so in case the sashes are broken, Regigigas is a better teammate as it can take more special hits.

:sm/mewtwo-mega-y:
Mewtwo-Mega-Y @ Focus Sash
Ability: Queenly Majesty
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Spore
- Shell Smash
- Photon Geyser
- Moongeist Beam

I removed the Mega Gengar, but I still wanted a priority blocker other than Innards, so I went with Queenly Majesty MMY. Timid Nature gives it a better speed tier, and Spore lets it potentially KO Sashed mons without taking damage. Moongeist Beam is mostly for Psychic types like opposing Mega Mewtwo Y and Mega Slowbro, and the other 2 moves are self-explanatory.

I also changed Knock Off on Chansey to Baton Pass for momentum (and gave it minimum Speed). Baton Pass was chosen over U-turn and Parting Shot so it can reliably pivot against both Wonder Guard and Magic Bounce users. Magic Guard Kartana was also given maximum Special Defense EVs and IVs, because I felt like it was kinda pointless.

The details of everything else can be found in the RMT here.
...Well...Well...Well...

Even if my sample fails, at least, there is a chance.
A chance to rise above the clouds.
To finally bring them into the sunlight.
To finally be blessed under clear sky.
My sweet, sweet Regigigas.
Now's your chance.
To rise above it all.
To claim what you deserve.
To finally take the deal.
Now's your chance.

To be a big shot.

(Also make the HP Evs of everything other then Chansey 248 to take slightly less from Rocks and shit like that)
 
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Sample Submission: The MASSIVE Team

The Comp


https://pokepast.es/6007952853f5ef62
:deoxys-speed:
Deos serves as the team's suicide/anti lead. You lead with it pretty much every game. It's extremely self-explanatory, set up rocks for chip/sash, taunt or mcoat against hazards or sleep or anything else, memento out for momentum.

RIP deos. You die literally every single game. o7

:groudon-primal:
Pdon is useful for taking care of every steel, which can help kart or slaking to sweep. It also hits really damn hard. That'll be a running trend. Sacred fire over v-create as it doesn't appreciate the speed drop and given that it's HP v-create would be overkill for the vast majority of things anyways. Extremely straightforward mon.

:kartana:
Kartana, surprisingly, hits really damn hard. Just a standard set, nothing tanks +2 SSS and anything that might gets slapped by pdon or mmx. Shard for zygod, very normal set overall.

:mewtwo-mega-x:
Mmx, like everything else here, hits really damn hard. Cc also helps with steels and sneak is good as priority against ghosts. Given that it's mmx, tho, its coverage options could be swapped with just about any physical moves and it'll be good. Sash can also help it revenge or just panic button in case of emergency.

:slaking:
Slaking is the final HP mon which, as stated above, hits really damn hard. It serves as the team's main priority abuser, where mmx and kart use it for specific targets, slaking can use it as its main attack. Shell smash is chosen over sd for two main reasons: one, it's useful if slaking has to use sunsteel strike on something that otherwise outspeeds it; two, all the other attackers have it and it's funnier like this. Slaking gives better matchups into deos and opposing shell smash abusers as fakespeed shuts those down easily.

:chansey:
It's Chansey.

Piloting

I'ma be blunt, this team has as little nuance to it as a team can possibly have. The entire game plan is pure "fuck it we ball", just suiciding deos for rocks and trying to get something to sweep. Some useful interactions are that pdon beats prankster reflect steelix/aggron at +4 and slaking can ohko deos with espeed. Other than that, this team is extremely straightforward.

Matchups

While this team is extremely and utterly foolproof (its held together by duct tape and sheer insanity), it does have a couple of bad matchups. Prankster reflect steels, while I haven't encountered any so far, are an issue on paper. Really the main matchup is psyterrain ng, which I would say isn't too bad of a bad matchup but it's also a sample team. It's not unplayable by any means, but it's extremely harsh. Other than that, this team does fine into most stuff.

Why this should be a sample

First off, this team is extremely easy to pilot. Everything about using it is extremely intuitive and yet effective. It also presents solutions to just about every unexpected issue for a new player. Most of the time this ends up being a moldy move, but it still has its moments. From mcoat deos to fakespeed slaking, the team would allow new players to experiment with what works and what doesn't in certain matchups. Overall, I think this team is quite good for exploring the meta and seeing what it has to offer.

Why this shouldn't be a sample(?)

This team is quite possibly too easy to pilot. I do have concerns that this team could come with the stereotypes of ph being a simple meta and not adequately prepare new players for the complexity of the meta. Also goddamn that psyterrain ng matchup is annoying. However, overall, I think this could be a cool introductory team for people to use.
 
DISCLAIMER: VRs are not real and useless I will add a link to my reasoning later. This is not deleted is simply because i dont want to
MY Personal VR but with sets​
Those different abilities I put in the same slot means they are in their tier is because of the the combination of the influence of all of them. for example you dont know if a random kartana in your opponments team is a huge power one or a wonder guard one or even a no guard one, as a result you might have to look out for all of them
The tiers are based on how important are they to the whole metagame.

S+ tier
:chansey: Chansey(Innards) Dont really have to explain
:chansey: Chansey(Impostor) Dont really want to explain
:blissey: Blissey(Innards, Impostor) Dont really have to explain

S tier
:mewtwo-mega-x: Mewtwo-mega-x(All kind of Huge power sets) Dont really have to explain
:audino-mega: Audino-mega(Wonder guard) Dont really have to explain
:zygarde-complete: Zygarde-complete(All kind of Prankster) Dont really have to explain

S- tier
(actually I find it hard to find some specific set that is just one tier worse than those above)
:Kartana:Kartana(Defensive Wonder guard, Setup Wonder guard, Setup Huge Power, scarf Huge Power, setup No Guard, setup Mguard) Kartana is the thing that can run both offensive sets and defenive ones while both of them are a big threat. good news is its kind of wallable.
:Mewtwo-mega-x: Mewtwo-mega-x(Life Orb Shadow Tag, Band Shadow Tag, setup no guard, Scarf Shadow Tag, setup mguard) After the PHPL I when I go check cscls team dump I realized how underrated Stag mmx is... It can both be targeting for setup sweepers with priority moves like first impression shadow sneak or even vacuum wave, or it can be going for the defensive mons and utilize its crazy atk and surprising 154 spa and 106-100-100 bulk, for example ice beam for zygarde, mmm for slowbro, and oecanic operetta for steelix. Scarf shadow tag is a little bit outclassed by mmy and other items as most of the meta game is weaker on special side and priority moves aren't gaining any damage boost from scarf and 130 spe +1 is not fast enough to outspeed a lot of things after shell smash, but after all it's still doing what it should do.
:Groudon-Primal: Groudon-Primal(Setup huge power, Choice Band Huge Power, Choice Scarf Shadow Stag, Choice Scarf Huge Power, Prankster, Magic Bounce, Choice Band Stag) Pdon is that kind of thing that you can just put 5 of them and get a great team. Honestly Groudon is underrated these days. with a natural physical bulk(without postive nature) that is better than audino and a 180 attack and access to stab v-create, groudon is going crazy in the game. It can run so many sets and all of them are so good that I dont know where do I begin.
:deoxys-attack: deoxys-attack(magic guard, Huge Power, all kinds of Shadow Tag, Psychic Surge, no setup No guard) I struggled to not to make a A++ tier only for deoa so Ive decided to put it here. Deoa is really underrated. Its the best thing you can think of when you are trying to make a destructive hyper offense team. So as we all know deoa have no bulk, 180 atk and spa and a decent 150 speed. Magic guard deoa might be the most common one these days, as psysurge HO is not very common and something with a secure sash and high speed tier and most importantly, something that can take care of the innards, the mguard set might be the most common one for deoa. Stag deoa is also doing a great job as its decent speed tier and a 180 base stat on both special and physical side. It works kind of like stag mmy but it have less bulk and should be more careful about sashes. And psy terrain is the real place where deoa is going absolutely crazy. same stats on both attack allows it to have a stab photon geyser with unknown move side, and huge power shell smash is also scary, and most importantly its beautiful 150 speed is out speeding almost everything. And no guard set is working a bit like mmy but its faster and its a real glass cannon. But its bulk also allow us to improof it easily, as long as we can hit it.
:mewtwo-mega-y: mewtwo-mega-y(shadow tag, innards out, all kinds of no guard, magic guard, psychic surge) I dont like it, pretty self explainable for all the sets. remind me to write this after I post it as I should not be hating it at that time.

A+ Tier
:meloetta: meloetta(wonder guard) typing
:Gengar-Mega: Gengar-Mega(magic guard, parental bond, no guard) Dont really have to explain
:slowbro-mega: Slowbro-mega(wonder guard, furcoat, prankster) bulk and typing
:muk-alola: muk-alola(wonder guard) typing

:deoxys-speed: deoxys-speed(scarf no guard, no guard,comatose) got nothing to say. Scarf no guard is underrated for what it can out speed. a bit outclassed by phero when it dont run photon which it shouldnt do
:solgaleo-dusk-mane: solgaleo-dusk-mane(huge power, mbounce) Actually I know that we shouldn't judge how good is a mon on a specific type of team which is not very common but I love it on psyterrain. Its like pdon on psyterrain. It nukes.

A tier

:slaking: Slaking(huge power, harvest) a crazy late game sweeper, Dont really have to explain

:gyarados: Gyarados(offensive and defensive wonder guard) typing and bulk
:greninja-ash: greninja-ash(defensive wonder guard, all kinds of Shadow tag, no guard) stag is actually underrated with its speed tier and not bad offensive stats.
A- tier

:zygarde-complete: zygarde-complete(arena trap, stag) trap and kill those without shed shell and tank damage with their bulk. psong or toxic or even use up their pp to kill.
:steelix-mega: steelix-mega(prankster, mbounce, furcoat) Actually furcoat is a bit underrated
:regigigas: regigigas(huge power, harvest) REGIGIGAS IS NOT BAD. it have better special bulk so that it doesnt die immediately to mmy and gengar and is better on pursuit trapping those things. And huge power priority paired with pursuit is underrated.

B+ tier

:rayquaza-mega: rayquaza-mega(stag, mold breaker) this is really underrated. its basically a variation of deoa, with slower speed and different typings and have some bulk. And Clangorous Soulblaze OHKO zygarde. Mold Clangorous Soulblaze is actually kind of working. stag with dragon accent OHKO mmx, you can run whatever things like stag deoa, but it can target nearly everything.
:diancie-mega: diancie-mega(pixeliate) got nothing to say, setup set is underrated
:lunala: lunala(scarf / setup innards) innards are all underrated
:Giratina-Origin: Giratina-Origin(innards,mbounce) this innard is not underrated idk why
:lopbunny-mega: lopbunny-mega(no guard) good one but overrated

B tier
:pheromosa: pheromosa(no guard, stag, comatose) Psysurge terminator. underrated by most people and a bit overrated by a few including me. I wanted to give it A or A+ but when I go check the calc its actually not that good. basically better deos if without scarf. outspeed all the thing it need to and have a stab bug type and a bit of offensive stat. stag is mainly with lo/spec/band. and stag one can actually take care of chansey with specific atk investment with pin missle. Importance of chansey solution is underrated.
:Celesteela: Celesteela(wonder guard, prankster , magic bounce) not underrated but appears so unoften idk why
:Arceus: Arceus(wonder guard) Definitely Underrated. People forget about its 120-120-120 bulk and use audino instead even without giving this a glance. and STAB boomburst actually hits as hard as mmy. I like the fast support set tho.
:necrozma-dawn-wings: necrozma-dawn-wings(wonder guard) This is a bit annoying as you have to choose whether to have a self improofable sweeper or a ghost type STAB. So most people choose moongeist. So do I. And its a bit overrated.
:lopunny-mega: lopunny-mega(no guard) I dont like this. Overrated. Good typing good speed mid bulk bad looking.
:Solgaleo: Solgaleo(setup innards out, setup mbounce, support innards out, support mbounce)self explainable
:gengar-mega: gengar-mega(scarf stag) underrated
:Doublade: Doublade(furcoat, prankster, magic bounce) overrated

B- tier
:marowak-alola: marowak-alola(huge power priority user) importance of vcreate and pursuit is under estimated. and this small thing have mid bulk, can take a +2 sunsteel from kart by abt 50% and can vcreate back. I love it.
:yveltal: yveltal(mbounce, prankster) useful
:slowbro-mega: slowbro-mega(arena trap, stag) Actually so good. I am confident to switch this into some random mmx with sets unknown or some random pdon.
:kartana: kartana(utility mguard) good
:mewtwo-mega-x:(mguard) bad
:gengar-mega: gengar-mega (scarf pbond) Its overrated as its job is to counter HOs and sash spams but hazard can do probably the same job. A bad late game sweeper.
:groudon-primal: groudon-primal(wonder guard) clearly it does something like walling sunsteel, walling sunsteel and walling sunsteel... and mabye fake speed and some coverage fishing sweepers without moldy move(dont really exist a lot).
:deoxys-attack: deoxys-attack (sash pbond lo pbond scarf pbond) this is just good, or as bad as scarf bond gar. It do the job of countering ho and sash spam probably better than genger but its awful outside of HO. But its true scarf pbond one is a bit outclassed by gar.
:Kyogre-Primal: Kyogre-Primal(wonder guard) idk. It do the things wgs do.


C+ tier
:Banette-mega: Banette-mega(huge power) I dont know why such a ghost type physical attacker can be so bad but I can't find how it deserve to be higher
:Rayquaza-Mega: Rayquaza-Mega(Aerilate) its bad but not that bad
:mewtwo-mega-x: mewtwo-mega-x(innards) bad I hate it
:mewtwo-mega-y: mewtwo-mega-y(scarf pbond) worse gengar
:Gyarados-Mega: Gyarados-Mega(magic guard, huge power) idk should be bad
:yveltal: yveltal(huge power, magic guard) worse than I have thought
:Scizor-Mega: Scizor-Mega(wonder guard) overrated. cant even actually wall normal mmx
:hoopa-unbond: hoopa-unbond(wonder guard) bad. Its too freaking slow.

C tier
:lunala: lunala(no guard) fissure actually works well with photon and moongeist, if you can somehow get pass dark types other than muk, and surprise factor matter
:Ho-Oh: Ho-Oh(magic guard) ig a decent ultility mguard user?
:ferrothorn: Ferrothorn(wonder guard) A steel type wonder guard with out ground weakness. But weak to Fighting do hurt. Or we can say a more and only defensive kart


C- tier
waiting to be classified(not nessessary means wont appear on higher tier):
Huge Power hoopa
huge power pheromosa
dialaga
mold deos
mold deoa
innards wg slaking
mguard gardevior
huge power mmy
mold muk
wg sableye

WIP
 
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