Metagame USUM Pure Hackmons

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
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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


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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


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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


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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


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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


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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.
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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
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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.


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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.
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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
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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.
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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.
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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
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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.
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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
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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.
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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]

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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
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 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 with a offensive check that is not dark type(actually its not real)


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. stag mmy deoa only when you are building a less HO-ish(when you bring something like solgaleo or necrozma) team


And then I would recommend at least a wall breaker.
Huge Power + setup is unwallable, but be careful because its unwallable for you too. Huge power sash photon ltbts sunsteel close combat mmx is also doing a great job. also photon geysers is destroying the stallmons in psyterrain bc that's just a direct 1.5 time boost


And we probably need at least one setup sweeper
I personally love huge power setup deoa, for it can improof itself with sash on, and its decent spa allows it to run mmm to stop things like steelix and slowbro(actually wg ones can't really wall it 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. Like for deoa improof can be some random sash with any offensive move to touch it once but mmx have a 100 def and spd. And mmy is an option but idk how it can be better than those two in psysurge ho.


And we will want some innards
Innards are the back bone of HO. chansey is usually the thing that stops you from being nuked by the impostor. And they usually are the only safe switch in. I recommend at least one chansey. giratina, mmy, luna and solag are all good options. giratina is like just defensive set like uturn defog shore up mcoat/heal bell with like berry or googles. solag, mmy and luna can have virous sets. they all have setup sweepers sets which force your opponment to take them down as fast as possible, or scarf mmy or luna with to gain speed control and some kind of break the wall with trick, or ring target trick on pure psy spam where you just spam photon more than ever. The point of ring target is to nullfy the dark types that is really walling our mons.


(sash prank bond can be working kind of same as innards but they aren't reliable switch ins)
(mbounce and noguard do exist but I dont know how they works and I dont use them)
(so is wgs)
(stags are useful,give them scarf)




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)


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
 
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)
 
Last edited:
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.
 
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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sample submission

The Chalk HO

This color is miku green
:sm/deoxys-speed: :sm/kartana: :sm/mewtwo-mega-x: :sm/mewtwo-mega-y: :sm/yveltal: :sm/chansey:
The point of this team is to put all the mons in one team and make a standard HO. I haven't reached like ladder #1 or sth because I haven't ladder with it yet.
:deoxys-speed: So it begins with the deos. I was laddering anything goes with a deos lead HO, and I found that suiside lead is the kind of strat I love. So I moved it to ph. Mold breaker ensures it to do all the things it should have done. And the importance of a unstopable knock off is actually underrated.
:deoxys-speed: :kartana: :mewtwo-mega-x: Then I have to utilize the unstopable knock, so I added a spore user and a stag one. wg Kart is my late game sweeper in this team, and mmx is actually a good stag revenge killer. Oceanic Opera and ice beam are targeting for steelix, pdon and zygarde. As they can be stopping zygarde from sweeping. Vacuum wave can stop another kart and the impostor kart if somehow they killed ours.
:deoxys-speed: :kartana: :mewtwo-mega-x: :chansey: Innards is always holding my back. No need to say how great it is.
:deoxys-speed: :kartana: :mewtwo-mega-x: :chansey: :mewtwo-mega-y: :yveltal: And at this point I just decided to add a ng mmy-yvetal core, because I want to. So yvetal can totally stop the impostors mmy and still does a great job with stab knock and pursuit. And Im feeling like mbounce yvetal is a bit too passive as they cant hit hard enough using pursuit and mbounce still cant be improof for my mold deos, so I chose huge power. Although its not actually a perfect answer to mmy, but I dont want to give it googles and give mmy a freaking spore. But we can let mmy stay and try to win the speed tie. If not we can switch yvetal in predicting a shell smash, or after our mmy has died.
And the mons are not showing up in the order that I added them is because I made this team on my casio calculator during my math class and imported it manually

The Team

:sm/deoxys-speed:
Deoxys-Speed @ Focus Sash
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Spore
- Knock Off
- Stealth Rock
- Destiny Bond

This thing is unstopable. Especially for the balances. Knock+Spore can usually at least put your opponments mon into sleep. Mold breaker also allow it to set hazards up against mbounce users. Dbond is self explainable. The main thing its afraid of is the mcoat users and grass types and setup sweepers. But you can still sac it against kartana or some psychic type setup sweepers (mmy deoa) after breaking the potential sashs as we have innards, vacumm wave and first impression mmx and sucker punch yveltal.

:sm/kartana:
Kartana @ Fire Memory
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 Spe
Naughty Nature
IVs: 0 SpD
- Spore
- Sunsteel Strike
- Multi-Attack
- Shell Smash


This is our late game sweeper. Spore can offset the lack of its power. This is prettey self explainable. Remember it can take advantage of uturn users

:sm/mewtwo-mega-x:
Mewtwo-Mega-X @ Life Orb
Ability: Shadow Tag
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature
- Vacuum Wave
- Oceanic Operetta
- Ice Beam
- First Impression

This is the revenge killer and the trapper. Vacuum wave can OHKO impostors kartana with one time shell smash and other kartanas after stealth rock chip. Oceanic Operetta can OHKO steelix after sr and pdon without sr ofc. Ice beam cant do a sure ohko on zygarde but 2hko should be fine given the offensive stat of zygarde and the bulk of mmx. First Impression is doing a sure OHKO on -1def mmy and a 56% to OHKO on normal mmy with rock chip. Mixed mmx is inspired by cscl. (acutally this set is just copied form him)
the three special moves can be changed to close combat, sunsteel strike, menacing moonraze maelstrom, ice hammer(with band and positive atk ev.) shadow sneak, Let's Snuggle Forever, targeting for different things.

:sm/Mewtwo-Mega-Y:
Mewtwo-Mega-Y @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Sing
- Shell Smash
- Fissure
- Photon Geyser

Another late game sweeper. I love set up no guard set. Fissure can take care of amuk although they aren't as common these days. Can do nothing to yvetal.

:sm/Yveltal:
Yveltal @ Lum Berry
Ability: Pure Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Pursuit
- Sucker Punch
- Sunsteel Strike
- Knock Off

A mbounce one here would actually be better, but I am a ho lover, and I am already forced to put a wg kart instead of a hp one in this team, so I wont betray my honorable ideal and place mbounce yvetal here, no. So this set is pretty bad but still viable. Sucker Punch is here is because idk what to give it. It work sometimes but Im not sure. Knock off can take advantage of wgs like slowbro and remove items for the non wg walls. Pursuit can trap can kill meloetta and the psy types(mmy deoa) and pave the way for mmy. Dont over estimate how much damage can it deal.

:sm/chansey:
Chansey @ Safety Goggles
Ability: Innards Out
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Spore
- Whirlwind
- Shore Up
- Parting Shot

Holy blob. Improof everything.

Checks and Counters
prank spore, prank bond, prank defog, mguard defog, stall teams, hazard stack, psy terrain, Priority users(slaking regigigas marowak espe mmx), other yvltal, gyarados, gren-ash(if not cc mmx), slowbro(if not not mmm mmx), darknium z, mguard

Stuff you would like to see
most mmy, egg spam(if you understand what mon you need and what what you dont), Audino, meloetta(depends), google spam, all those your mmx can cover.

Possible modifications
:deoxys-speed: to :deoxys-attack: You might not really need that high speed. If you use deoa you can switch dbond to pscho boost.
huge power yveltal can be replaced to defensive set with magic guard or magic bounce. actually those two might be better on this team but huge power yveltal is the reason I am writing this rmt.
MMX can be replaced to other Stag users and with other sets, just make sure they are doing the things you want it to do. I use mmx is because I like to.
:Chansey: to :zygarde-complete: Innards zygarde and prank dbond zygarde usually do the same job as chansey do but they are less reliable.​
 
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A few good offenses I haven't posted yet. In general people seem to undervalue non-priority/Scarf speed control, defensive utility (Ice and to a lesser extent Flying-type for No Guards, Normal immunity, Toxic Spikes absorption, checks to common speed control options like Scarf Gengar), and the ability to apply constant pressure (as opposed to slapping an Innards blob in the back) on offense. If a mon has 130 or less base Speed, isn't Innards, lacks valuable defensive utility to offense, and doesn't compensate for said shortcomings, it isn't worth it. I don't actually think MMX is that great on offense – too Sticky Web-reliant and priority either has a negligible impact on breaking ability or loses you momentum after you come in to revenge something faster. Not strictly sample subs but I think all of them are better than at least the majority of the samples anyway. I'll update with replays if the people want

:arceus::giratina-origin::deoxys-speed::kyurem-white::gengar-mega::mewtwo-mega-y:
Extremely solid team, with the only real deviation being Sing --> something else on Deo-S if Magic Coat WGs deter you too hard from clicking it. Having 3 possible hazard leads (Sticky Web Gira-O, Rocks/Spikes Deo-S, Toxic Spikes Gengar) that collectively cover nearly every possible anti-lead means situations where you essentially have to make a wild guess as to what their lead will be are uncommon. Each hazard lead also has ways to deter most Defoggers (Shell Smash + CFZs/Sing/Taunt and/or Zap Cannon, respectively), synergizing with Comaphaze, which in turn offers an additional wincon and Sash attacker. I've won 90+% of friendlies over dozens of games with this team and I'd say all but 1-2 of the losses were misplays. Also laddered to 1500 undefeated so it's consistent against low-ladder gunk.

:mewtwo-mega-y::houndoom-mega::kyurem-white::regigigas::gengar-mega::blissey:
Since offense is so much better than everything else, good offense will also include strong anti-offense tools in addition to crushing almost every defensively-oriented team. Scarf Imposter (+ Scarf Innards MMY) are very strong against un-Improofed offense since the former strongly affects the avenues of attack feasible to the opponent and the latter squeezes as much usefulness against offense into one mon as possible (while also being surprisingly useful vs. other archetypes). Could probably be improved on – No Guard Fissure is a lot more annoying for this team than the above one.

:arceus::xerneas::deoxys-speed::diancie-mega::gengar-mega::kartana:
:arceus::xerneas::deoxys-speed::mewtwo-mega-x::gengar-mega::kartana:
The biggest annoyance to hazard lead Deo-S HO is punishment via Magic Coat WG, with both bounced Stealth Rock and Sticky Web being potentially devastating. Contrary is an attempt to mitigate the latter hazard's impact on your side. Diancie actually does a pretty good job breaking in most matchups (with only Kyogre/Ho-Oh/Arceus if Fire move really acting as roadblocks), while MMX outspeeds Deo-S after a Speed boost at the cost of having a worse matchup into Zygarde-C. Innards Xerneas is also legit, though you can't really deviate from the my set (Shell Smash/SSS/MMM/Moonblast) due to issues with breaking power. Non-Ice Shard HP setup Kartana lets you get past defensive checks pretty easily, with Storm Throw also helping vs. Harvest.

:arceus::pheromosa::kyurem-white::deoxys-speed::gengar-mega::regigigas:
Better than it might seem at first glance – you just have to maintain momentum for the majority of the game (entailing making doubles, sacking to regain momentum when that's what's most advantageous, etc.). The anti-offense in this team consists of Arceus/Regigigas (vs. Parental Bond Gengar), Pheromosa/Deo-S outspeeding everything, Kyurem-W doubling as an Innards and Sheer Cold immune, Huge Power Extreme Speed, Zap Cannon Gengar to threaten paras, and the Deo-S/Gengar hazard-setting complex to slow foes down and break sashes. In other words, quite a lot to work with. The downsides are often imperfect (but not unworkable) Improofing and the occasional necessity of aggressiveness when playing, i.e. don't get skill diffed. Just keep sashes and preferably Deo-S/Regigigas alive and Imposter shouldn't pose that much of a problem.
 
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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.
The team looks pretty cool but you're very weak to imposter, this is why I suggest to use Blissey instead of Chansey as an Innards Out because you'd be able to improof Blisseys as well with your Innards
 
Sample Submission: Prankster Ho-Oh + Magic Bounce Magneton Stall

:ho-oh: :meloetta: :scizor-mega: :slowbro-mega: :magneton: :chansey:

Thought I'd submit a stall sample seeing as the one we currently have is quite old and I don't think anyone else is going to. This team doesn't lose to ladder BS evident by the fact I got to 1500 with it without losing, it is easy to pilot (with meta game knowledge of course but that's kind of an issue with all stall teams) and actually has a pretty good defensive core that covers a lot despite the fact that people think defensive counterplay isn't real, with obvious weaknesses being Mold Breaker with hazards and/or Knock Off, spam teams and opposing teams with Magic Bounce you can't make progress against which are again issues with stall in general.

https://pokemonshowdown.com/users/lightscreentruth 1506 with no losses as of making this, the elo will decay but the GXE will still be the same. Didn't use a screenshot because I don't know how to upload it to Smogon. As people are going to tell me this isn't an accomplishment (I know) I'm just gonna say I am pointing this out to prove it doesn't lose to ladder bs, and I didn'tgo any farther becauseI don't like playing the ladder.

:sm/ho-oh:
Ho-Oh @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
- Light Screen / Reflect
- Shore Up
- Haze
- U-turn / Baton Pass

Because of its bulk and fissure immunity, Prankster Light Screen allows Ho-oh to wall most special attackers in the game except for ones running Sheer Cold, which are rare and the rest of the team should be able to deal with them. Sing Zap Cannon Mewtwo-Mega-Y can also be a problem for it, but Meloetta answers that. Ho-Oh can also serve as a fairly solid switch in to Choice Band Mold Breaker Primal Groudon. I've listed Reflect as an option because it allows you to fully wall Choice Band Mold Breaker Primal Groudon who could otherwise cause the team trouble (and I guess Kartana but the team is already pretty solid into it), and Baton Pass over U-Turn is an option if you are afraid of Arena Trap Encore sets, but most of the time I would say Light Screen and U-Turn are the best options. I used to have Ho-Oh as Kyogre-Primal which is very similar except you die to Fissure and aren't weak to rocks because I assumed the team was already solid enough into Fissure special attackers, however I changed it to Ho-Oh after having to give Meloetta Defog in order to fit Magic Coat.

:sm/meloetta:
Meloetta @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Careful Nature
- Magic Coat
- Shore Up
- Defog
- Spectral Thief

Meloetta should be able to answer the majority of Sheer Cold special attackers Ho-Oh doesn't like, and it also answers Sing Zap Cannon Mewtwo-Mega-Y. Meloetta has Magic Coat because it allows it to answer Toxic Spikes/Taunt/Fissure Gengar-Megar and Taunt Set Up Arceus which have became quite popular recently, but it also just stops things that can force rocks up which is helpful because this team generally hates them being up. Opted for Shed Shell over Safety Goggles because Ho-Oh answers anything running Spore and it also doesn't have a pivot move.

:sm/Scizor-Mega:
Scizor-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Shore Up
- Stealth Rock
- Aromatherapy
- Core Enforcer

I chose Scizor-Mega over Celesteela because Celesteela is weak to electric which means that Beat Up Zap Cannon sets could cause the team trouble, and I chose Scizor-Mega over Ferrothorn because the fighting weakness means the team would go worse into Moongeist Beam Mewtwo-Mega-X. Scizor-Mega serves as an answer to No Guard Kartana. Originally it was Strength Sap and Whirlwind, but to fit Magic Coat I opted for Core Enforcer instead. Core Enforcer gives me more room to play around Life Orb Triple Moldy Move Mewtwo-Mega-X (not aswell as Strength Sap though), forces out Harvest Slaking and allows you to get rocks up against Magic Bounce.

:sm/slowbro-mega:
Slowbro-Mega @ Shed Shell
Ability: Fur Coat
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Strength Sap
- Shore Up
- Toxic Spikes
- Water Shuriken

This set is actually an insanely good blanket, checking most Mewtwo-Mega-X and most Primal Groudon. With Strength Sap and Fur Coat, the only Mewtwo-Mega-X sets you really lose to are Choice Band sets running coverage for you on switch in (not First Impression though you wall that) and Moongeist Beam/Ghost Judgement sets. Band Mewtwo-Mega-X is unwallable so I don't really care, and Scizor-Mega walls Moongeist Beam Mewtwo-Mega-X unless it's Life Orb in which case it can be switched around and you also have Core Enforcer. I'm running Shore Up alongside Strength Sap because having your healing blocked is depressing. Toxic Spikes instead of Spikes are to deter Harvest Slaking from coming in. Water Shuriken OHKOs Primal Groudon after a Shell Smash, meaning it doesn't matter if it's running coverage for you, and the only Groudon-Primal set you don't fully wall is Choice Band Mold Breaker who beats you if you switch into Precipe Blades. Running Water Shuriken does however mean you can't pressure Magic Bounce Pokémon, but I deemed Water Shuriken to be worth it. I have also won some games by killing a chipped down Pokémon with Water Shuriken which is pretty funny when it happens.

:sm/magneton:
Magneton @ Eviolite
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Impish Nature
- Toxic
- Shore Up
- Anchor Shot
- Spectral Thief

Just so you know, I am not running Magneton for the sake of it and this team is deadly serious. The reason I am using Magneton is because it's the only pokemon that fits the description of living a +2 Kartana SSS, resisting grass and not being weak to water. Toxic gives you a way of making progress and it means that things like Slowbro-Mega can't just sit farming you for a Scald burn. Anchor Shot allows it to self proof and also improof Slowbro-Mega. Spectral Thief takes Kartana to its Focus Sash after it clicks Shell Smash, and I didn't use say Fire Spin because that would mean it's not self proof. The only issue I actually have with Magneton is that it is forced to hold an eviolite, meaning Shadow Tag Groudon-Primal and perish trap just own it, so you could probably opt for like Aggron-Mega with the same set if you gave Ho-Oh Reflect.

:sm/chansey:
Chansey (F) @ Shed Shell
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Spider Web
- Perish Song
- Shore Up
- Defog

I won't bother talking about Imposter seeing as it's very obvious why I would have it as a stall team. Only thing really worth mentioning is that I went Shed Shell to help against opposing self proofed Magic Bounce.

:mewtwo-mega-x:
Choice Band or Life Orb Moongeist Beam Mewtwo-Mega-X

Long term a Choice Band Mewtwo-Mega-X running coverage for Slowbro-Mega that isn't First Impression will beat you, however such a set is rare because they aren't good into offense and the only defensive counterplay to this anyways is like Shadow Tag and Innards Out. Scizor-Mega should be able to wall Moongeist Beam Mewtwo-Mega-X unless it is Life Orb, in which case you can switch around it and you have Core Enforcer to slow it down. These are the only Mewtwo-Mega-X you really need to think against, anything else just mindlessly send Slowbro-Mega into it.

:kartana: :kartana:
Multiple of the same Pokémon/Spam

This issue is an issue with stall in general but it's still worth noting. An example of this would be if you are against multiple Kartana in which your opponent has Huge Power and No Guard. The Magneton can answer the Huge Power set, and Scizor can answer the No Guard set, but if you are unsure which is infront of you and send in the wrong Pokémon, you won't be able to answer the other. Same applies with like Mewtwo-Mega-X spam.

:gyarados-mega:
Pokémon that can force rocks up

Most match ups this shouldn't be a concern in case something dies seeing as you have Magic Coat Meloetta and Magic Bounce Magneton, but there are still Pokémon that can do it. Main one that comes to mind is Knock Off/Taunt Mold Breaker Gyarados who just happily sets up hazards and removes items and Meloettta can't Magic Coat it due to Knock Off. This is already bad for a lot of Stall teams, but it's especially bad for this team because obviously Ho-Oh is 4x weak to rocks, but Meloetta and Slowbro-Mega also need to be on full health to answer certain sets.

:slaking: :yveltal: :groudon-primal:
 Trapping

All though most teams aren't completely safe from trapping, this probably has more issues with it then others as Meloetta can be removed by Pursuit and Magneton can be removed by Shadow Tag Primal Groudon. I had a game against Aerobee where Pursuit Huge Power Regigigas removed my Meloetta which meant I couldn't answer his Gengar-Mega, and I imagine you can probably lose to Shadow Tag Primal Groudon either because they have Huge Power Kartana or simply because you don't have Magic Bounce.

Unfortunately I don't have many replays against good players mainly because I have to ask in the PH room to get good games, but Aidan is going to play with me in like 3 hours and I will add the replays of those games then. If you want to watch replays from my ladder run (as in me playing against NPCs) you can find them on https://fulllifegames.com/Tools/ReplayScouter/#/ under the username "light screen truth".
Note that in some replays it'll be Kyogre-Primal instead of Ho-Oh and the Wonder Guard sets will have been a little bit different but it's the same team and the games would of went the same regardless (or actually of been easier if I had Ho-Oh)

https://replay.pokemonshowdown.com/gen7purehackmons-2359025339 room tour game against koen

https://replay.pokemonshowdown.com/gen7purehackmons-2361605485 some guy running a competent ho on ladder

https://replay.pokemonshowdown.com/gen7purehackmons-2361788688 game against the hp pdon balance sample. as you can see it's an unwinnable mu for toast.

https://replay.pokemonshowdown.com/gen7purehackmons-2363195713 ransei
 
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Hello nice people. It's Ransei's birthday (Happy Birthday to them!), so I decided it would be the PERFECT time to drop a sample submission with Innards Lunala.
Thanks to those amazing people in PHCord making Eyeos test more teams, which encouraged me to do this.

:sm/kartana: :sm/gengar-mega: :sm/blissey: :sm/diancie-mega: :sm/lunala::sm/blissey:
Explanation: This team is just a Hyper Offense Innards Spam team that has 3 breakers, 1 revenge-killer, and 2 Innards Bisseys. This team aims to trade with opposing teams, and just win with HP Kart and the other breakers.

This team is very similar to lag=bad's RMT: https://www.smogon.com/forums/threa...ng-positive-innards-out-hazard-stack.3757712/ I would have made an RMT for my team, but they did it first... and it's very similar lag's team.... I'd also like to submit this as a sample on lag's behalf.

Offense is the best archetype in USUM Pure Hackmons. With many sacs, this team can easily place itself in a position to win vs. other teams if piloted well (sac innards, etc.). Though hard to pilot, this team has gotten me success on ladder up to #10 and peaking 1645 elo. I would send screenshots, but I'm on another device right now, but I will edit this post later to include them. This team struggles against Dark type Magic Guard Pursuiters, which is a reason why I have Pixilate Diancie to try to force them out. Ironically however, I haven't a single MG Pursuit in my run.


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also a lot of people don't know me on smogon, but I'm aidan amoongus

Screenshot 2025-04-08 153121.png
Screenshot 2025-04-10 160951.png

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Hello nice people. It's Ransei's birthday (Happy Birthday to them!), so I decided it would be the PERFECT time to drop a sample submission with Innards Lunala.
Thanks to those amazing people in PHCord making Eyeos test more teams, which encouraged me to do this.

:sm/kartana: :sm/gengar-mega: :sm/blissey: :sm/diancie-mega: :sm/lunala::sm/blissey:
Explanation: This team is just a Hyper Offense Innards Spam team that has 3 breakers, 1 revenge-killer, and 2 Innards Bisseys. This team aims to trade with opposing teams, and just win with HP Kart and the other breakers.

This team is very similar to lag=bad's RMT: https://www.smogon.com/forums/threa...ng-positive-innards-out-hazard-stack.3757712/ I would have made an RMT for my team, but they did it first... and it's very similar lag's team.... I'd also like to submit this as a sample on lag's behalf.

Offense is the best archetype in USUM Pure Hackmons. With many sacs, this team can easily place itself in a position to win vs. other teams if piloted well (sac innards, etc.). Though hard to pilot, this team has gotten me success on ladder up to #10 and peaking 1645 elo. I would send screenshots, but I'm on another device right now, but I will edit this post later to include them. This team struggles against Dark type Magic Guard Pursuiters, which is a reason why I have Pixilate Diancie to try to force them out. Ironically however, I haven't a single MG Pursuit in my run.


View attachment 740137

also a lot of people don't know me on smogon, but I'm aidan amoongus

Eyeos's eternal punishment for using PDon Spam: Having to test infinite sample team submissions. Truly, Eyeos is like Sisyphus, eternally marching towards a goal, so close to sight. But, as soon as Eyeos is almost at the summit, almost done with all the sample team submissions, yet more arrive. Yet more, to push them back down the mountain, to the bottom, to repeat the cycle once more. Let us all take a moment of rest for Eyeos, who suffers for our sample teams. A eternal punishment, one fitting for using the must reviled of teams, PDon Spam. While this punishment may be harsh beyond comprehension, let us not forget what brought Eyeos here. PDon Spam is a dark blessing. It may bring you strength, but it will always come back for comeuppance, one way or another. Payment is due, and PDon Spam will always make you pay your due. Eyeos, despite your many sins (Making that one STag Taunt Gyara that still makes me run U-Turn on MAud), I still pity you. Your sacrifice does not go unnoticed.
 
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bringing back sample hate whooo!!!!
:darmanitan-zen::blissey::gengar-mega::greninja-ash::gengar-mega::arceus:
CLOCKUP FLOWERS by Akira 153
dont get me wrong it's a good team it just really shouldnt be on the samples at all. the team really lacks any set up control at all and comaphase isn't a consistent strategy on the ladder, and it's also not very easy to play for a new player.
:yveltal::gyarados-mega::necrozma-dawn-wings::blissey::zygarde-complete::swampert-mega:
Trick-or-Treat Yveltal Balance by AV Cosmoem
im sorry just where's the speed control your fastest mon is an yveltal, also like kart just goes crazy here and somehow you were telling me it has a "playable mu" into trikart because you can supposedly pursuit trap innards, break both kart's sashes despite the fact you only have t spikes then speed tie with imp twice
:groudon-primal::zygarde-complete::mewtwo-mega-x::slaking::slowbro-mega::chansey:
Huge Power Primal Groudon Balance by NToTheN
ts so chopped it's genuinely insane. again there's just no speed control, you also lose to the most common defensive core in the game (zygod mbro), core zygod despite the fact you already have innards, no t spikes improof, opted for double hazards over scald and decided transform innards is a better idea then fitting aroma, ground memory pdon for whatever reason like just run v create and make mbro improof it.
:diancie-mega::scizor-mega::chansey::meloetta::doublade::mewtwo-mega-x:
Diamancie Revamped by Eyeos
only form of speed control dies to innards whooo!!!!. mmx is stag or innards food and this diancie is wallable by most bulky teams. also worth noting t arrows mmx and fc doublade are shit mons.
:chansey::meloetta::celesteela::zygarde-complete::gyarados-mega::slowbro-mega:
Shadow Tag Gyarados Stall by Eyeos
it's not a bad team to be fair and still holds up but I still think we should have a newer stall + this also just isn't an easy team to play with you having to manage burns and poison and all. my mbounce magneton team isn't getting on the samples because eyeos can't play it but i'm sure this boring team here will satisfy ntothen's needs because apparently stall needs stag to be good: https://pokepast.es/6f22183d77878dac
 
apparently stall needs stag to be good:
this implies stall is good at all :trollamos:

ok to make this not a one liner heres some wg sweepers that ive been using thats not good but also... not bad?????

:sv/celesteela:
ION CANNON (Celesteela) @ Flame Plate
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Shell Smash
- Sunsteel Strike
- Oblivion Wing / Ice Beam
- Judgment
ive stolen like at least 10 games at this point with this celesteela he works kind of well thanks to toxic immune + spikes/tspikes immune + sunsteel/photon resist

:sv/palkia:
Palkia @ Draco Plate
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Shell Smash
- Judgment
- Steam Eruption
- Sunsteel Strike
only resists sunsteel and dies to status in general but you get to be immune to zap cannon for no guard mgar + you deal much more damage

:sv/arceus:
Arceus @ Fist Plate
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Shell Smash
- Judgment
- Moongeist Beam
- Taunt
this isnt mine but my god is this guy fucking broken. you dont deal that much damage but late game you are genuinely terrifying once your checks like meloetta coat heal innards have been pursuited to death and every other guy is sufficiently chipped (and it doesnt take much chip)

:sv/alakazam-mega:
Alakazam-Mega @ Insect Plate / Dread Plate
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Tail Glow
- Judgment
- Photon Geyser
- Ice Beam / Moonblast / Power Gem / Secret Sword
its uh... its faster/speedties everything barring deo-s and pheromosa (and ninjask but come on no ones using that guy except for av cosmoem) so we don't need smash for speed and as a result can run tail glow for more power

:sv/yveltal:
Yveltal @ Pixie Plate
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash / Naive Nature
- Shell Smash
- Power Trip
- Photon Geyser
- Judgment
??????????????
????????????????????????????
 
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