Metagame Bio Mech Mons

RADU

*sip*
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Bio Mech Mons
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Customize your team even further!
In Bio Mech Mons, Pokemon can assign items, abilities and moves to any of the available slots. This lifts the numerical restriction on each, and means you effectively have 6 slots to divide between items, abilities and moves as you please.

Rules, Banlist and Clauses
  1. Pokemon can only be assigned abilities and moves that they natively learn
  2. You must always assign at least one move to each Pokemon
  3. Just like moves, you cannot assign multiple of the same item or ability to one Pokemon​
Abilities:
Items:
Choice Band​
Choice Specs​
Moves:
Pokemon:
Annihilape​
Arceus​
Archaludon​
Baxcalibur​
Calyrex-Ice​
Calyrex-Shadow​
Chien-Pao​
Chi-Yu​
Deoxys​
Deoxys-Attack​
Dialga​
Dialga-Origin​
Espathra​
Eternatus​
Flutter Mane​
Giratina​
Giratina-Origin​
Gouging Fire​
Groudon​
Ho-Oh​
Iron Bundle​
Koraidon​
Kyogre​
Kyurem-Black​
Kyurem-White​
Landorus​
Lugia​
Lunala​
Magearna​
Mewtwo​
Miraidon​
Necrozma-Dawn-Wings​
Necrozma-Dusk-Mane​
Ogerpon-Hearthflame​
Palafin​
Palafin-Hero​
Palkia​
Palkia-Origin​
Rayquaza​
Regieleki​
Regigigas​
Reshiram​
Roaring Moon​
Slaking​
Shaymin-Sky​
Sneasler​
Solgaleo​
Spectrier​
Terapagos​
Ursaluna-Bloodmoon​
Urshifu​
Urshifu-Rapid-Strike​
Volcarona​
Zacian​
Zacian-Crowned​
Zamazenta-Crowned​
Zekrom​

Clauses:
  • Species Clause: A player cannot have two Pokemon with the same National Pokédex number on a team.
  • OHKO Clause: A Pokemon may not have the moves Fissure, Guillotine, Horn Drill, or Sheer Cold in its moveset.
  • Evasion Moves Clause: A Pokemon may not have either Double Team or Minimize in its moveset.
  • Sleep Moves Clause: Bans all moves that induce sleep as a primary effect, such as Hypnosis. (also bans Yawn)
  • Endless Battle Clause: Players cannot intentionally prevent an opponent from being able to end the game without forfeiting

Other:
  • Trick/Switcheroo/Pickpocket and other items/moves/abilities that interact with items still function, and will only interact with what is in the Item slot
  • Skill Swap/Worry Seed/Ability Shield and other items/moves/abilities that interact with abilities still function, and will only interact with what is in the Ability slot
  • Taunt/Encore/Disable and other items/moves/abilities that interact with moves still function, and will interact with the opponent's entire movepool, regardless of its slot distribution

Strategy:

Item-stacking
Running a plethora of different items on the same Pokemon can lead to a min-maxxed strong attackers, albeit with little to no versatility

:sv/dragapult:

Dragapult @ Choice Specs
Ability: Spell Tag
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spooky Plate
- Wise Glasses
- Shadow Ball
- Draco Meteor


Multiple abilities
Pokemon with many strong abilities can abuse them all at once, at the cost of items or moveslots

:sv/excadrill:
Excadrill @ Choice Band
Ability: Muscle Band
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sand Rush
- Sand Force
- Earthquake
- Iron Head


I can do anything!
Pokemon with a very wide movepool can become incredibly versatile

:sv/jirachi:
Jirachi @ Cosmic Power
Ability: Stored Power
Tera Type: Water
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Substitute
- Wish
- Thunder Wave

pretty much a buff
Pokemon with bad or meh abilities, like :darkrai: :ogerpon-wellspring: :weavile: :kyurem:, can give those up for an extra item or move


Watchlist:
Assault Vest, Heavy-Duty-Boots, Life Orb for potential restriction or ban.

Q&A:
Is this metagame playable on PS?
No, not yet

How do moves/abilities/items like Knock Off, Trick, Skill Swap, Taunt etc work?
It will depend on what is easiest for the coding team to implement. Here is our preferred workflow if possible for the coders to implement:
  • Item-interactors deal with the Item slot
    • This means that moves like Trick and Knock Off, or abilities like Pickpocket will remove, replace or steal whatever is in the Item slot, regardless of what it is. If your opponent has Close Combat in the item slot and you click Knock Off, that Pokemon can no longer use the move Close Combat.
  • Ability-interactors deal with the Ability slot
    • In a similar vein to above, moves like Skill Swap and Worry Seed, or abilities like Neutralizing Gas, will swap, replace or suppress whatever is in the Ability slot. If your opponent has Life Orb in the Ability slot and you use Worry Seed, their Life Orb will be replaced with Insomnia.
  • Move-interactors deal with all Moves
    • This makes moves like Taunt and Encore consistent with their usual use case. Taunt will check for all your moves and forbid you from using Status moves, and Encore will lock you into the last move you used. Move-interactors will not make a distinction based on where the moves are placed.

Council:
:cacnea: RADU (Leader)
:darkrai: prunyy
:arbok: Clas
 
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Hippowdon @ Smooth Rock
Ability: Sand Stream
- Sand Force

Excadrill @ Sand Rush
Ability: Sand Force

hippo and exca basically get the benefit of life orb without the downside, and this is especially useful for hippo who would usually have a hard time being threatening to switchins and would easily give up sand turns. Obviously this requires a different playstyle from the typical super defensive hippo given that you're giving up on at least a move or item for it, but it works out with the more offensive nature of this metagame.

-

Volcarona @ Heavy-Duty Boots
Ability: Life Orb

Enamorus (F) @ Heavy-Duty Boots
Ability: Choice Scarf

all of the rocks weak pokemon can now take advantage of boots while still getting the comfort of a secondary item; enamorus now becomes much more of a reliable revenge killer with scarf+boots, and volcarona no longer has issues due to low firepower

-

Darkrai @ Choice Specs
Ability: Choice Scarf
Tera Type: Dark
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Life Orb
- Black Glasses
- Dread Plate
- Dark Pulse
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252 SpA Black Glasses Tera Dark Darkrai Helping Hand Battery boosted Power Spot boosted Dark Pulse vs. 252 HP / 4 SpD Clefable: 296-349 (75.1 - 88.5%) -- guaranteed 2HKO after Leftovers recovery
 
I expect Choice Band and Specs to be extremely broken, as usual. Simply using Choice Band/Specs, Life Orb, and 2 Arceus Plates or the type-specific items can boost an offensive move by a factor of 1.5 x 1.3 x 1.2 x 1.2 = 2.808, or by a factor of 2.34 if the plates/type-specific items are for different types. Pair this with weather, and now you have basically no walls.

This seems extremely similar to the early Sharing is Caring meta when Rain dominated for around half of the month. Even if Band and Specs are banned, the severe offensive item combination still might be broken as now the Pokemon isn’t Choice locked, still does 87.2% more damage if it focuses its items onto 1 type, and can run an extra ability or move.

The only real strategy I see that slightly reduces the stacking of offensive items is hazard stack, which is now nerfed as Pokemon can easily have un-Knockable Boots. Also I don’t think hazard stack was that effective in the Sharing is Caring meta when Band and Specs were legal.
 
Finally, a metagame that dares to ask “what if everything was G-Darmanitan".

In all seriousness, choice specs and band are absolutely turbo-broken, and will probably have 0 defensive counterplay. Also how will magic room work in this meta, will it disable all items or just ones in the item slot, and how will it interact with moves/abilities in the item slot?
 
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Also how will magic room work in this meta, will it disable all items or just ones in the item slot, and how will it interact with moves/abilities in the item slot?
similarly to other things that interact with items/abilities/moves, we cannot know until there is a code implementation. Ideally it would disable all of them, which could make magic room an actually viable move (cool to see).

I expect Choice Band and Specs to be extremely broken, as usual. Simply using Choice Band/Specs, Life Orb, and 2 Arceus Plates or the type-specific items can boost an offensive move by a factor of 1.5 x 1.3 x 1.2 x 1.2 = 2.808, or by a factor of 2.34 if the plates/type-specific items are for different types. Pair this with weather, and now you have basically no walls.

This seems extremely similar to the early Sharing is Caring meta when Rain dominated for around half of the month. Even if Band and Specs are banned, the severe offensive item combination still might be broken as now the Pokemon isn’t Choice locked, still does 87.2% more damage if it focuses its items onto 1 type, and can run an extra ability or move.

The only real strategy I see that slightly reduces the stacking of offensive items is hazard stack, which is now nerfed as Pokemon can easily have un-Knockable Boots. Also I don’t think hazard stack was that effective in the Sharing is Caring meta when Band and Specs were legal.
yes, this was one of my main concerns as well which is why we have choice items on the watchlist. One of the ideas floating around the council right now is to restrict certain items, like choice items/life orb/boots/av to only be usable in the item slot, meaning you would not be able to stack these. i think then, stacking 1.2x boosting items would be fine because the increase you get is not game-breaking and you're move-restricting yourself a lot
 
Immediately though of this pink bastard

Clefable @ Magic Guard
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Moonlight
- Thunder Wave / Life Orb

Modified from the “Unaware” set in smogons database, you trade off HDB for an unknockable, better HDB.
You could also run life orb if you wanted extra damage with the drawback of being out a moveslot if you get knocked

Edit:
Basculin-Blue-Striped @ Adaptability
Ability: Rock Head
Tera Type: Water
- Splash Plate
- Choice Band
- Choice Scarf
- Wave Crash

+1 252 Atk Mystic Water Adaptability Basculin-Blue-Striped Wave Crash vs. 252 HP / 252+ Def Toxapex in Rain: 148-175 (48.6 - 57.5%) -- 95.3% chance to 2HKO

+1 252 Atk Mystic Water Adaptability Tera Water Basculin-Blue-Striped Wave Crash vs. 252 HP / 252+ Def Toxapex in Rain: 166-197 (54.6 - 64.8%) -- guaranteed 2HKO

Who needs other moves when you have recoil-less adaptability CB Mystic Water Scarf wave crash in Rain?
 
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Some set ideas
Chansey (F) @ Leftovers
Ability: eviolite
Tera Type: Normal
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
- Heavy-Duty Boots
- Seismic Toss
- Heal Bell
- Soft-Boiled

Eviolite mons now get to hold boots, meaning that something might actually be able to wall the broken special attackers in this tier. Unfortunetly we don't have a physical chansey, and there are like 3 actually decent eviolite users(and lets be real its really just chansey)


Pecharunt @ Leftovers
Ability: blacksludge
Tera Type: Poison
EVs: 248 HP / 252 Def / 4 SpD
Bold Nature
- Foul Play
- Recover
- Malignant Chain
- Heavy-Duty Boots

I have my doubts that pecha will be able to wall banded stacked attackers, but being able to have effectively poison heal is nice

Pikachu @ Light Ball
Ability: Choice Band
Tera Type: Electric
- Volt Tackle
- Play Rough
- lifeorb
- Choice Scarf

+1 252+ Atk Light Ball Pikachu Volt Tackle vs. 252 HP / 252+ Def Pecharunt: 250-295 (65.7 - 77.6%) -- guaranteed 2HKO
(Simulated with 156 BP Volt Tackle for life orb)
Now I have become Pika, destroyer of worlds
 
Decided to look at some of the OU staples for ideas (as well as wogerpon bc its been discussed a bunch recently)

Great Tusk @ Heavy-Duty Boots
Ability: Rapid Spin
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Earthquake
- Ice Spinner / Close Combat

A lot of proto mons in general appreciate the extra move/item, and tusk is no exception. being able to run even just one extra move widens tusks options to an insane number. It could be bulk up spin body press, utility spam like above, 5 Attacks Choice Band - overall a very strong pokemon.

Kingambit @ Low Kick / Defiant
Ability: Supreme Overlord
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head

Gambit actually doesnt gain a whole lot from the extra options, all things considered. having low kick on the SD set is nice though, and defiant is a funny choice. Maybe HDB + Lefties 3 attacks could be worthwhile, idk

Gholdengo’s in the same sort of boat it seems so i’m only mentioning him briefly.

Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Heavy-Duty Boots
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Knock Off / Choice Band
- U-turn
- Power Whip

Holy shit Woger with an item
Dropping water absorb doesn’t seem like too much of a loss given the quad resist, and in exchange you gain total hazard immunity, or better offense, or higher speed - you get a lot. Absolutely worth checking out Wogerpon, i say


Last note: Idk OU that well so these might not be well informed opinions

but i do know one thing:

Torkoal @ Heat Rock
Ability: Drought
Tera Type: Flying
EVs: 248 HP / 248 Def / 12 SpD
Bold Nature
- Lava Plume
- Rapid Spin
- Stealth Rock
- Heavy-Duty Boots

Sun my beloved :luvdisc:
 
One move wonder sets could potentially be nigh unwallable in certain situations, like if you have an stab without a common immunity you can just pile high with strong items that bolster your stab and just attempt to break through.

There already are some examples in the thread but here are more:

Meowscarada @ Life Orb
Ability: Choice Band
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Choice Scarf
- Miracle Seed
- Meadow Plate

Still walled by skarm and corv, but you do crit through most resists anyways

Basculegion (M) @ Adaptability
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wave Crash
- Choice Band
- Splash Plate
- Mold Breaker

Needs rain to function but Wave Crash from Pokebilities Basculegion would kill everything including itself

Yanmega @ Throat Spray
Ability: Speed Boost
Tera Type: Bug
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Bug Buzz
- Silver Powder
- Choice Specs
- Tinted Lens

1.5x from throat spray needed but if you can dodge rocks and hold your own for a few turns you can outspeed everything

Indeedee (M) @ Twisted Spoon
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 252 Spe
Timid Nature
- Expanding Force
- Choice Scarf
- Choice Specs
- Terrain Extender

Idk if Psyspam is good but you never know, however being able to randomly tack on an extending item seems broken enough
 
I thought this was funny

:sv/Ditto:
Ditto @ Leftovers / Heavy-Duty Boots
Ability: Imposter
Tera Type: Normal
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Transform
- Choice Specs
- Choice Band
- Choice Scarf
Would Ditto even work this way? The moves of Ditto would definitely go away after transforming, but it still gets an extra item since it can send Imposter into a moveslot and add Choice Scarf and another item into the ability/item slot.

How would Trace work? Can my Gardevoir now have 2 Choice Specs? The item swapping moves now become extremely powerful as well, since not only are you Tricking on a Choice Scarf onto their opposing attacker, but you may receive a good ability like Regenerator or a key move such as Rapid Spin and keep it for the rest of the game.
 
on a related note if it doesn't work this way, would it copy the items from its opponent instead?
assuming the implementation of knock off being that it removes whatever is in the item slot, then technically ditto would copy whatever is in the ability and moves slots, and only keep what you put in the item slot for itself. This does technically mean it could hold like 2 choice scarves, so I don't know if that'd end up working.
 
How would Trace work? Can my Gardevoir now have 2 Choice Specs? The item swapping moves now become extremely powerful as well, since not only are you Tricking on a Choice Scarf onto their opposing attacker, but you may receive a good ability like Regenerator or a key move such as Rapid Spin and keep it for the rest of the game.
since move slots are immune to swapping shenanigans, it's safe to assume people would end up keeping their key moves/abilities/items in their moveslots, and keep the more expendable stuff in the item/abil slots
 
https://pokepast.es/a89c85e5f78b3d67
A Hyper-Offense sample Team Made with spidops as triple hazard setter.Darkdrai as a fast special atacker with double item, gholdengo as a hazard removal blocker and hex to combo with toxic spikes, both meowscarada and cinderace have almost all coverage and protean and libero their need along side u-turn.And for last Past Donphan with all 4 most eficient coverage option and rapid spin and stealh rock as support.
 
I think that a metagame where having something like Choice spec's , life orb, wise glasses, freeze plate, choice scarf Ice beam from kyurem is not sounding very healthy.(I might be wrong and I'll be happy to see some disagreement.)
 
Desperately looking for the best poison type to give double leftovers to
Edit: here's the obvious candidate

Slowking-Galar @ Black Sludge
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Leftovers
- Foul Play
- Toxic Spikes
- Chilly Reception

I am an impenetrable iron wall
 
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Desperately looking for the best poison type to give double leftovers to
duckycrater mentioned Pecharunt earlier, and i thought it was neat. Gets to drop its ability instead of a move, too, so thats a plus

When I read this I immediately went to Toxapex.

Toxapex @ Haze
Ability: Regenerator
Tera Type: Steel
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Black Sludge
- Recover
- Leftovers

Haze in the item slot because idk felt less important than sludgeovers here
 
Would Magic Room cancel every item? I feel like stacking damage items is one of the best strats so maybe Magic Room with ability stacking is viable? Unfortunately basically all the Magic Room mons are trash bug you only need a few setters because it's an on-field effect.
 
How would Sleep Talk work? would it call any move regardless of which slot they occupy? or would it only be able to call them if they're in move slots? if this is the case we could be free of sleep talk calling rest
 
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