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BH Balanced Hackmons

Don't play SV BH much anymore but following some discussion on Discord a few days back I wondered, why is this meta so boring in-game? This is obviously subjective but, viewing past gen HPL games and trying out old gen BH for myself, the difference is undeniable. The two main differences are that smart midgrounds are not sufficiently rewarded in SV BH, and that the range of viable strategies themselves is more restricted. The former means that a lot of the time you're realistically shoehorned into switching into 1/2 specific Pokemon on your team, even against more defensive Pokemon, or are switching in something else not so much for positional advantage, but because the opposing SoR Garchomp might 2HKO your "main" switch-in(s). The latter means that, one way or another, some class of set, seen in standard play or otherwise, is made unviable by the state of the metagame, and consequently go relatively unseen.

This clearly happens due to some sets being "unable to keep up" with the rest of the meta, but that manifests itself in two ways: either they "can't keep up" (a multitude of meta factors make said sets not worthwhile at that time, though they have theoretical merits), or the "CAN'T KEEP UP" (the meta is constrained into a number of factors with a clearly higher power level than everything else, and so some sets get crowded out). I will go through how, in SV BH, both of these happen from my perspective. I will say first that I go with the perspective that the purposes of tiering are to maximize the expression of playing skill in-game and maximize the variety of viable teams, since otherwise nothing I say past this makes sense.

I will tackle in-game skill expression first. Frankly, quite a few of Gen 9's moves encourage dumbed-down gameplay and offer inordinate reward against the majority of mons, and therefore force rather restrictive gameplay loops. Mortal Spin is probably the worst offender. Due to 8 PP recovery and the ease of inflicting passive damage, regular poison is actually a really annoying status condition in SV BH, and combined with hazard removal and the general passivity of defensive mons it's an extremely spammable move that encourages Steels to come in strongly enough that they almost always do. Mortal poison also acts as a form of Improofing, because it's easy to deny Imposter the chance to heal its status conditions through Improofing Take Heart/Heal Bell/Jungle Healing users. I would say the hazard removal is Mortal's primary presence in-game while the Poison is what shuts down any midground plays involving staying in on the turn the opponent removes hazards. Stone Axe is similar in that it's insanely spammable in-game due to its, for similar reasons to Mortal Spin, extremely desirable effect of setting unblockable, immunity-less hazards. Stone Axe's differences from raw Stealth Rock are extremely relevant from a metagame health standpoint, since it stops Magic Bounce from being counterplay, has a double purpose of threatening Ho-Oh for many users, and is of course usable by RegenVest. Because both moves are attacks with secondaries that are so incredibly valuable in-game, using Stone Axe when practical, as well as Mortal Spin when spreading status or removing hazards are highly prioritized, are usually optimal, to a degree I would consider a roadblock to more complex and engaging gameplay.

Salt Cure is also extremely spammable, since a LOT of relevant targets get chipped 25% per turn and, in combination with Knock Off, even 12.5% completely changes the game position against almost any foe. V-create is something I'm personally fine with but enables very strong mixed attackers that force 50-50s and eliminate many true midgrounds, which would function as bona fide checks up to a point, through allowing for a variety of coverage combinations that 2HKO nearly everything. Triple Arrows, Combat Torque, and Malignant Chain are much more mild but many would-be midground decisions in-game are confounded by the risk of getting flinched/paralyzed/poisoned. These attacks' secondary effects elevate them from just "coverage moves" to strong attacks that carry commanding in-game presences that, in practice, result in a much different matchup spread of these moves than otherwise. Malignant Chain is mostly checked by Steel-types/MG blobs/Scales TH users anyway so its secondary effect is much less impactful than the former two – why no one thinks it's broken. Nevertheless, it's undeniable that secondary effects are extremely impactful in in-game decision making, and to an extent also influence what checks what in the builder.

Burning Bulwark (and to a lesser extent Baneful Bunker) are a special case that necessitates scouting to truly be safe against. Because basically every physical breaker relies on contact moves, something that normally invites physical breakers in like MG Chansey can basically project its non-proactive, one-dimensional version of BH gameplay onto that game by completely discouraging almost any other otherwise feasible strategy.

To summarize, multiple moves constrain in-game decision-making by having an imbalanced matchup spread. If you do NOT accept having to switch into specific mons that aren't as bothered by inordinately strong secondary effects, you take risks with downsides that happen to be too strong in most in-game scenarios. Consequently, boring gameplay ensues.

Now let's switch to the other half: why has the metagame turned out this way, as opposed to something more like standard mons with greater playing depth? In my mind, the main reason is the relative meaninglessness of the constituent Pokemon actually making up the metagame, making the resulting meta more like a bulkier version of Camove Chaos than anything resembling Gen 7 BH. What I mean is that the non-Pokemon substituents of a set (moves, items, and especially their Abilities) make them function like completely different mons in-game. Fur Coat and Ice Scales Audino are going to have completely different matchup spreads and in-game decision patterns. While more minute variations, like FC Take Heart Audino vs. Moonblast/Topsy/Teleport/recovery FC Audino, will still play quite differently, it turns out that doubling the bulk of a mon on either side means a lot of would-be counterplay isn't going to function as such, and as such "universal" counterplay for a mon is going to be much more restricted. Couple that with the numerous constraining moves I covered earlier, and you get a metagame where even defensive Pokemon are almost always checked passively, because direct offensive counterplay that is resistant to all of Salt Cure/Mortal Spin/Nuzzle etc. is rather specific.

Strength Sap doesn't help, either: fast Strength Sap means your breaker needs to OHKO the opposing defensive mon, rather than simply 2HKO, to get past them. The resulting effect is that slow breakers cannot individually break through almost any functional defensive core, and strongly appreciate Sapblocking – another mostly passive mechanism! In old gen BH, a variety of mons can consistently fulfill a breaker role because they just so happen to hit the "main" defensive mons hard through convenient STAB or coverage combinations, but with 18 different 120/120/120 bulk options that can double their bulk and have 120 Speed to Strength Sap anything slower, you're not going to see conventional breaking. A major component of the offensive metagame has no choice but to end up mostly passive – shifted towards role-based gameplay which involves simplified lines and overall non-engaging gameplay.

Special breakers aren't in a much better spot, either – most special breakers are simply not strong enough to break through MG blobs/RegenVests/the few good Ice Scales options by themselves. In old gen BH metagames this is no big deal since you'd switch to something else as their do-nothing mon gets chipped by hazards and is unable to make progress, however, in SV BH Stone Axe, Salt Cure and the like make most of them reasonably proactive in-game, resulting in some more same-y gameplay loops.

I will say that the above is an extremely oversimplified version of the meta, and I didn't go over what makes Take Heart users/bulky setup so threatening, the unhealthy dichotomy between broken secondary effects and Covert Cloak users, the reasons for and effectiveness of mixed breakers, or how Improofing really factors into all that in detail. None of those really promote more engaging/less mindgame-heavy gameplay, though.

Let's see the effect of all this on the tournament metagame. The more direct breaking approach is made niche or artificially slower by defensive mons you can't hope to 2HKO. The easiest way to bypass this is by selecting breakers the opponent isn't likely to bring hard checks for – in essence, educated matchup-fishing. In other words, guessing. But because of the relative monotony of gameplay, there is not much risk in just bringing something else instead. Because of how role-based gameplay is forced to be, the team with a breaker that "has matchup" is overwhelmingly easier to win with – there is less room for error due to simpler, more linearized gameplay patterns. What's the point?

How to fix all this?

Honestly, you can't. There's too much variety in the sets one could viably run even with the changes I suggest for there to really be teambuilding variety and in-game skill expression comparable to the nicer Hackmons metas. However, I think these would help. imo there's fundamentally no reason to tier on the basis of "broken-ness" when none of these contentious elements can ever actually be justified as such – better to just work towards improving the metagame through maximizing skill expression and the variety of viable teambuilding. I don't necessarily support what I listed, just some things to think about.

- Ban Mortal Spin, in my eyes it's the biggest problem with SV BH gameplay and doesn't offer enough to the metagame to really justify it staying. Magic Bounce, -ate Spin, Superman all exist as hazard counterplay regardless of Mortal's existence so I don't think the hazard removal shortage argument really makes sense. It's nice to soft Improof hazard setters I guess but with the options available to defensively Improof -ate spinners I don't think that is realistically a problem either.
- Ban Stone Axe, allows for overly effortless hazard setting, which in turn leads to linearized gameplay and teambuilding patterns. Not much of a problem with Mortal Spin around, though.
- Ban Burning Bulwark, overly limits physical breaking and on the blobs forces passive gameplay focused around the tempo of the blob user. I don't think there are enough checks to passivity or Bulwark-induced status for anti-Bulwark gameplay to remain sufficiently engaging

- Consider banning Arceus? Personally think Arceus in its current implementation is terrible for the format, since you have to prep for all of them with the fewer resources allotted by virtue of only being able to slot 1 per team (which can only be done passively or via raw damage output, which in practice is constraining). It helps curtail breakers' effectiveness but at the same time fast Strength Sap is pretty broken and it's quite proactive with Take Heart
- Maybe ban Salt Cure? Same uninteractive gameplay argument as Mortal/Stone Axe, but it contributes more significantly to the meta in that bulky setup counterplay is already rather passive and spread thin, and another tool is useful.
- Maybe ban Triple Arrows/Combat Torque etc.? Less relevant than the above but can't hurt
- Free and rebalance around Poison Heal? Probably not lol but it's a fun thought experiment. Also Poison Heal is incredible for promoting thoughtful gameplay

Other things to think about even if unrealistic: free Photon, free Mewtwos, free Shedinja, ban Sword/Beads of Ruin, ban Normalize, ban Ice Scales

Also keep an eye on Take Heart, I personally think it's healthy as an anti-status option but Jungle Healing also exists and its counterplay is mostly passive so I get the ban pov
 
Hello just posting here to say I'm gonna be stepping down from the BH Council for the time being.
I still at least somewhat care about BH, but my level of investment has dropped a ton following OMPL. I wanted to manage for HPL II and don't regret doing so, but I think I probably didn't do enough to support my players since by the end I had sort of completely tuned out, since I haven't been enjoying building the tier at all. Even if the Blaziken suspect or other recent tiering decisions had gone the another way I doubt it would be different.

I don't want to stick around in the council if I'm not invested in the tier at all, it would be hypocritical of me. I've also been needing to focus on school and other stuff more than mons as of late. Maybe I'll be back next gen or if somehow something crazy happens.

One last team, the only one I like from my builds during HPL II
RED FORBIDDEN FRUIT V2.c :deoxys: :lunala: :ho-oh: :swampert-mega: :arceus-fairy: :koraidon:
Goofy hyper offense team, fun Deoxys set. Gameplan is bring in Lunala, U-Turn to Korai or detonate it immediately, break shit with Deo and clean up with the rest of the team.
 
I'd like to submit a new sample team if council will allow.

https://pokepast.es/59a056bcf2437550

now while to the naked eye this may just look like bomb squad but with dragon tail > clear smog in ting-lu and electro drift > close combat on mblaziken (and ofc the nature changed) a real BOMB SQUAD enjoyer will realize that this is simply just the evolved form of bomb squad

BOMB SQUAD BUT EDRIFT

for anyone curious bomb squad evolves at level 43 after feeding it too many tournament wins
 
WHEATY HPL II TEAM DUMP RAHHHHHHHHH
Seeing as HPL II is over I thought I would share my favorite of the teams I built for the tour and some post tour thoughts (yes ik there's a post HPL forum I just don't know where it is...)

BOMB SQUAD WITH A VENGENCE
:ting-lu: :alakazam-mega: :celesteela: :blaziken-mega: :chansey: :giratina:
Starting with the least original of the teams I made as it's simply just my beloved BOMB SQUAD but updated for some meta changes I've begun to notice. The first of which is the rise in fc arc water and occasionally slowbro-mega which can be incredibly difficult for chicken to break past hence the change to edrift instead of cc. While this does make chicken more susceptible to psea celesteela idc cuz no one runs that garbage mon and edrift still does like 75 min or smth idk. The team also includes the long been changed dragon tail tin-lu instead of what the current sample has which is clear smog. I'd like to ask council to update the BOMB SQUAD paste if you could for at least dtail > clear smog ting-lu, thank you. Anyways this thing went 2-1 on giraffes and went crazy in OMPL. Good team, don't listen to the haters, give in to the BOMB SQUAD rhetoric.

RATATOUILLE FOUND A GATATOUILLE
:pikachu-starter: :celesteela: :ting-lu: :ho-oh: :audino-mega: :chansey:

The inspiration for this team came from when I attempted to run BOMB SQUAD but with simply shift gear pikachu instead of chicken (do not I repeat DO NOT try this, it was so bad) and from when Akira violated me with a pikachu in OMPL lmao. Team is pretty basic but fur coat ting-lu is cool as long as you do your best not to let chicken click buttons cuz you WILL be getting two shot (this things damage output is actually insane) but it's fine cuz you can pretend to beat it with simply being better and outplaying. Main goal is obviously bait in things that would typically check pika namely koraidon and etern with ting-lu and ho-oh respectively to glare them then proceed to win with button clicker. Luckily even if they don't fall for the glare plan you simply hit them hard then sapblock cuz shore up isn't real. Overall I like the team and it uses imp so it makes council happy!

FRIETUCKY KENNED CLUCKEN
:ferrothorn: :eternatus: :blaziken-mega: :arceus-ground: :ho-oh: :flutter mane:
This team was legit just "I wanna use chicken and make it as hard to wall as possible" so I gave it tough claws slapped a band on it and gave it v-create + 3 coverage moves only for treeko and I to come to the realization that nobody expects THE SPANISH INQUISITION!! I mean nuzzle mega-blaziken. This paired with glare ho-oh + spikes support + bounce etern + flutter to help sapblock + ferro to be extreme slow pivot on opposing vesters + the craziest offensive improof ever makes for one tough ass chicken to wall. This thing is walled by p much exclusively fc tusk, fc mega-swampert, fc arc ground, fc malt, and wbb mega-steelix all of which are quite uncommon and some of which still don't love eating a v-create especially if I get plays right with bounce. Anyways team is sheist blaziken is a bitch to try and wall to begin with and this team brings it to absurd levels so I personally recomend it cuz clicking buttons is really fun.

THE RETURN OF THE FROG THAT CLAS HAS NIGHTMARES ABOUT AND SCHIZOPHRENICALLY VOUCHES FOR IT'S BROKENNESS EVEN THOUGH IT SEES NEXT TO NO USAGE AND THE ENTIRE META IS EXTREMELY HOSTILE TO IT SO IT REALLY DOESN'T DO ANYTHING OF NOTE ASIDE FROM BE COOL TO LOOK AT
:arceus-ground: :garchomp-mega: :ferrothorn: :lunala: :greninja-ash: :audino-mega:
This team was made in an effort to cteam aninjadude which it did effectively but it's also just a super fun team to use with super shaky improofing but it's fine cuz simply win better idk what to tell you. The main goal of the team is to click spout with specs psea ash-gren cuz I don't like having to predict with my clickers and wtf is a water immunity? Aside from that though the team has maybe some of the worst improofing of defensive mons ever outside of lunala and arceus so actually it's just the ferrothorn and audino-mega that aren't improofed but it really shows in game especially when you face some guy on ladder with six imposters but still somehow win cuz none of them are cloak. (don't ask) Anyway team is really fun and I've had a great time using it on ladder and such so I recomend it.

WHEATY HPL II RECAP CUZ OBVIOUSLY YOU GUYS WANT NOTHING MORE THAN TO HEAR ME SPEAK AND SPEW BULLSHIT ABOUT THE META IM NOT AT ALL A PROFESSIONAL AT OUT OF MY ASS AND GET CLOWNED BY BETTER PLAYERS FOR MY TAKES

:ferrothorn: + :cyclizar: - This mon I have found extreme value in as a regenvester and maybe that's just due to my playstyle but a mon who is so easily offensively improofed due to 4x vcreate weakness while being able to get the slow pivot nigh uncontested against opposing regen vesters due to it's absurdly slow speed and allowing for some interesting sets such as the pblades mortal tcage arc-ground I been running (will get to that later) because of it's unique typing is incredibly valueable. Another thing that ferrothorn beneifts from is an overall decrease of torch song usage and fire coverage being a little on the rarer side at least in terms of special attackers and the few rare torch song spammers are eaily checked by easy partners for ferrothorn such as ice scales lunala and arceus-ground. Overall ferrothorn has been a mon that post-hpl I respect a ton more and think others should begin to also.

:arceus-ground: + :furfrou: - Fur coat arceus-ground is actually the greatest pokemon of all time and I think everyone should look into it more. Think about it, gren sees next to no usage, grass types don't exist, garchomp and blaziken don't commonly run any strong coverage for it, kyurem-white barely ever gets used, and kyurem-black doesn't exist, what is hitting this thing for super effective? Hot take but pblades tcage mortal sap arceus-ground is an overall better neutral fc than arceus-fighting and zamazenta right now just due to the fact common magic bouncers come in on them so easily to prevent sap and you no longer care to beat greninja because it's a fraud anyway. This mon is genuienly good and I think more people need to begin to heavily consider it on teams.


:lunala: + :frosmoth: - While lunala may only be on one team I used for HPL I've used it on many behind the scenes teams and testing phase teams and it always puts in the work. Super easy improof with the mspin + infernal + psystrike cloak set and it beats just about every soecial attacker in the current meta while being faster than the big two physical breakers even hitting one of them for nearly an ohko. The only issue with lunala is moonSHEIST but flutter commonly will forgo ghost move and if it does run it it's more commonly astral or infernal unless specs so the only guy you genuinely have to be spooked about in most cases is alakazam which you can slot an audino-mega, ting-lu, or av regen steel on to help handle quite easily. (however where there's a zam there's a way) Mon is sheist and can easily make big time progress while checking several meta threats, heavily recomend.

:blaziken-mega: + :choice band: - Yk I gotta mention my baby. I personally think the utter variation blaziken can have on its banded sets and even lorb sets on occasion is kinda crazy and only adds to the absurdity it can be when dealing with and the strain it can put on the builder. Knock variations with hazard stack I've personally found to be incredibly easy to make constant progress with and nuzzle also has incredible merit when paired with spikes forcing harder checks such as arceus-water and koraidon to either eat a para or eat a bunch of hazard chip. Don't know if I necessarily have changed opinions on how the suspect should've gone but upon looking into more variations of common sets I definitely think this mon has only begun to show it's true colors as it's not difficult to slap random moves on it and still improof just fine.

CLOSING REMARKS
Overall contrary to most people I'm currently enjoying the BH meta and finding new ways to build common concepts and structures with my own little twist on them. I think there are certain things that could be looked at such as triple arrows simply due top it being basically strictly an rng based move but other than that I'm consistently enjoying games and having fun building fun teams while still seeing reasonable amounts of success. (probably would see more if I gave in and used imp lol)

As part of the closing remarks I'd like to shoutout rightclicker and Yoko for drafting me and @ wtv treekos username is for giving me so many test games and allowing me to bounce my ideas off them when teambuilding as me solo building leads to scizophrenic rants with 0 productiveness. HPL was really fun and I'm beyond happy with my performance and especially the fact my team could take home the big W.

I also just cuz why not will be using this as my official entry for all these teams as sample submissions even though I know not a single one will be approved!
 
How to fix all this?

Honestly, you can't.
Agree strongly with this and largely the reason I got sick of the tier recently, but I'm gonna give my opinion on all the suggestions you posted below.

- Ban Mortal Spin, in my eyes it's the biggest problem with SV BH gameplay and doesn't offer enough to the metagame to really justify it staying. Magic Bounce, -ate Spin, Superman all exist as hazard counterplay regardless of Mortal's existence so I don't think the hazard removal shortage argument really makes sense. It's nice to soft Improof hazard setters I guess but with the options available to defensively Improof -ate spinners I don't think that is realistically a problem either.
I actually like Mortal Spin quite a bit, although I can definitely agree with some of the points against it. This one is really tied to Stone Axe though and I think they're a package deal where banning one requires banning the other unless we want to just force rocks-resistant teambuilding (which to be fair I think is a viable style, teams that let rocks stay up but focus on spinning off / bouncing attempts to spike.) The main thing I want to draw attention to though is that Mortal Spin gives you the means to threaten stuff while spinning, but in exchange you spin with a far more dubious typing, with Steels being extremely good in the tier, many viable Steels sharing different weaknesses and able to run immunity abilities. Meanwhile a good ghost type either costs your Arceus slot, has poor physdef with Flutter, or is Giratina, who is very passive. That said Mortal Spin AND Salt Cure can be problematic, but to be fair that means either losing to Cloak, dropping pivoting (which I've only seen a handful of users try) or running a Regenvest with the exact set Knock Mortal Salt U-Turn which is not exactly inspiring against MG or regen Steels.

I think Mortal can definitely cause problems since I agree that unlike Rapid you can't really switch your breaker in, but there ARE Steel breakers in Steelceus and Lucario (Which leads back to Lucario being such a weird mon, since I genuinely cannot think of a reason when theorycrafting why it isn't top tier, but it never seems to ever work? I've been told I'm the only one who thinks this way but... I don't get it?), Eternatus is strong largely for its Mortal resistance on non-MG sets (wonder if breaker Eternatus will ever be seen much again, Blaziken encouraging it to run FC is so annoying...), and many strong progress makers run Magic Guard, where in the case of Ghostceus getting poisoned is advantageous since you won't be Nuzzled. I think the fact Mortal is so much more easily blocked is the tradeoff, essentially you're telling your opponent that they have to adress your spin attempt, but it's much easier to address.

Regarding the hazard game in general, I think the reason it feels so shit is the difficulty of making coherent defensive cores without resorting to the same usual guys. I just talked about how you can run a huge variety of Steels to block Mortal, but in reality it's hard when Steelceus or Regenvest are so desirable for checking Garde, FC Celesteela can't be used as a solo FC since Blaziken will just break through non-FC resists, etc... Another issue is because you need such a large defensive core, you end up wanting to build around BIG breakers that consistently make progress, and to prevent your team being a passive piece of shit you want to turn all your defensive mons into maximised progress makers by packing them full of progress and utility which Mortal Spin Regenvests allow you to compress harder than anything else, there's very little room for specialised sets. You talk about -Atespin but the thing is Atespin is not easy to fit at all, I can't name a single splashable -Ate mon and even then most of them would rather run boomburst and espeed than fit spin. Losing Mortal and/or Salt and Axe without adressing the issues with needing 4-5 mon defensive cores would probably not help the situation since it would even moreso encourage 1 breaker semistall structures that fuck around for 50 turns to get their clicker in once. If there was more builder flexibility, it wouldn't be necessary to use Koff Mortal Regenvests as your only way to make non-passive walls.

- Ban Stone Axe, allows for overly effortless hazard setting, which in turn leads to linearized gameplay and teambuilding patterns. Not much of a problem with Mortal Spin around, though.
I think Stone Axe certainly needs to go if Mortal goes but I've mostly elaborated on my thoughts on the hazard game in the big paragraph above.

The value that Stone Axe does currently provide is it avoids setter / bounce matchup fishing. In oldgens sometimes you just couldn't get your hazards up all game even if you put Spikes on something offensive, but I don't know if I can really argue this is worse than Mortal Spin / Steel type matchups and it's not like you can't run Moldy Spikes if you really want to (although enjoy getting trolled by Ability Shield MBounce occasionally LOL). Encouraging Bounce more also makes Sapblocking MU Fishing more frustrating, not 100% sure how it would end up though.

- Ban Burning Bulwark, overly limits physical breaking and on the blobs forces passive gameplay focused around the tempo of the blob user. I don't think there are enough checks to passivity or Bulwark-induced status for anti-Bulwark gameplay to remain sufficiently engaging
Agree, stupid move, only argument I see in favor of it is that it isn't uncompetitive enough to justify banning.

- Consider banning Arceus? Personally think Arceus in its current implementation is terrible for the format, since you have to prep for all of them with the fewer resources allotted by virtue of only being able to slot 1 per team (which can only be done passively or via raw damage output, which in practice is constraining). It helps curtail breakers' effectiveness but at the same time fast Strength Sap is pretty broken and it's quite proactive with Take Heart
Not possible under current Smogon Tiering Policy wow I love that. Arceus formes have to be tiered separately so what are we gonna do ban Ghostceus and Waterceus? Not helpful. Would probably be a cool idea if it was possible though...

- Maybe ban Salt Cure? Same uninteractive gameplay argument as Mortal/Stone Axe, but it contributes more significantly to the meta in that bulky setup counterplay is already rather passive and spread thin, and another tool is useful.
- Maybe ban Triple Arrows/Combat Torque etc.? Less relevant than the above but can't hurt
Salt is probably a net positive while Take Heart still exists, because the ability to Salt a TH Arc then go to Imposter is genuinely massive in terms of allowing role compression, but that ties back into my point in the Mortal section about how we have to use these moves to role compress because there are so many types of threats that it is unreasonable to handle.
Hax Moves are like fine, meta would be better with them gone but blah blah Smogon Tiering Policy "you can't just ban things because it would improve the meta they need to be uncompetitive or broken" blah blah. Ban Population Bomb if real that move has ZERO healthy use cases every time its used its fishing no Rocky Helmet or fishing accuracy, horrendous.

- Free and rebalance around Poison Heal? Probably not lol but it's a fun thought experiment. Also Poison Heal is incredible for promoting thoughtful gameplay

This I really disagree with, Poison Heal is an ability that makes for a lot of interesting positions but it is really quite insanely broken for setup sets especially in the tier devoid of Core Enforcer AND Spectral Thief. I kept seeing people say if Core got added in dlc we'd free PH but I really think you need both to even consider it. If we wanted to force Poison Heal free I think you'd need to ban fucking Taunt unironically.
Poison Heal is sort of horrible because it's really cool and fun when used "healthily" but there's just so many ways to break it and the sets that break it best aren't the ones that create interesting gameplay.

Regarding Take Heart, I think it's really toxic with how good it is on various Furscales Arceus formes, it's probably fine in the hypothetical universe where we could ban Arceus, people already more or less know why TH is potentially broken and have their opinions on it, but to me it largely exacerbates how bad defensive mons need to role compress and it's just a disaster since again it encourages using Regenvests with Knock Salt etc...

All your points on SSap being toxic are valid but there's no better alternative since 8 PP Recover isn't enough to handle physical threats. Sapblocking doesn't have to be passive but yeah a lot of the time it is... Flutter Mane and offensive Bounce/Gag can be good though.

The general conclusion that the meta is cooked is something I wanted to deny for a while but I'm definitely in agreement these days, it feels like everything is super matchup fishy and trying to build balances that deal with everything leads to ultra depressing builds, while building anything else leads to occasionally loading into unfun near-autolose matchups. I guess I think that you CAN have fun, cityscapes and some of my more eccentric builds have proved that at least, but the most consistent playstyle feels awful a lot of the time and the fun playstyles are far from consistent so ladder is frustrating and tours feel like gambling with them.
 
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This is basically my current thoughts on BH teambuilding right now.

TLDR: you need a lot of defensive mons to cover every possible sets from JUST the common breakers like :garchomp-mega::blaziken-mega::greninja-ash::Gardevoir-mega::arceus: that if you wanna build a consistent team you can only run 1 offensive mon (+ 1 Take Heart defensive :arceus:). This means that you're kinda locked in to using the strongest nukes who can win regardless of matchup thanks to sheer damage alone. This means the rest of your team are just bots that do role compression progress shit like click Stone Axe, Mortal Spin, U-turn, Salt Cure etc. Hence consistent teams are basically 1 giga-unwallable breaker + 5 utility bots, and there isn't that many giga-unwallable breakers to choose from so everyone's running the same mons on every team. Defensively think :arceus::flutter mane::ting-lu::registeel::zamazenta::chansey::blissey::eternatus::celesteela::ho-oh: and offensively think :garchomp-mega::blaziken-mega::gardevoir-mega::flutter mane::greninja-ash::necrozma-ultra:. Unless you wanna fish and run an inconsistent team then you're relgated to running these bozos over and over again.

God forbid you post an original team with off-meta sets in the BH discord by the way, you will draw out these borderline brainwashed meta-slaves that tell you that your team doesn't handle every BH threat available hence it sucks. If you're one of these people just know that I can build standard consistent teams. I know how to press Ctrl + C and Ctrl + V.

Now that's out of the way let me bait you into using some off-meta sets.

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:sv/tyranitar-mega:
Tyranitar-Mega @ Choice Band
Ability: Rocky Payload
Tera Type: Rock
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Accelerock / V-create / Combat Torque
- Diamond Storm
- Stone Axe
- Knock Off

The first set is offensive TTar. It's a very straightforward set, really. Rocky Payload is one of the few 1.5x multiplier available and Diamond Storm is a solid 100 BP move. TTar can Knock Off its own walls and also chunk stuff with Stone Axe and have an alright priority in Accelerock. Alternatively we can run V-create or Combat Torque to hit Steels, notably Combat Torque punishes Imposters very hard especially if you para. Ideally you have Spikes because TTar is guaranteed to force their FC to take a Knock if you play correctly. Unlike the other Physical breakers, TTar also don't mind clicking Knock since it's a STAB move.

:sv/lucario-mega:
Lucario-Mega @ Choice Scarf
Ability: Steely Spirit
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant / Lonely Nature
- Gigaton Hammer
- Sunsteel Strike
- Trick / Tachyon Cutter
- Close Combat / V-create

I personally think this is a very good Lucario set that no one seems to have used. Basically we ditch Band/Specs and opt for Scarf. This shifts Lucario's role and allows Lucario to come in on offensive threats rather than defensive walls which it struggles to OHKO because he's not Garchomp, Blaziken or Garde. Lucario also quad resists rocks and immune to Mortal Spin which lets it switch in more easily. For example, you can now switch into weakened Eternatus, Arceus, Flutter Mane, Necrozma, Sceptile and more, a feat which Band or Specs Lucario could never replicate. As for the set itself, I think we should simply go all in on Gigaton Hammer and Sunsteel Strike by running Steely Spirit. Forget about all the Sharpness or Sword of Ruin propoganda. I believe we should just maximise our best moves and forget about coverage. The 3rd move can be Trick or Tachyon Cutter. Trick is a solid move to cripple walls (you can come in on Mortal Spin and threaten a Trick on their RegenVest) whereas Tachyon Cutter is for steelmaxxers who want to hit certain mons with lopsided defenses like FC Dondozo or Ting-lu, though it's probably worse than Trick. Last move is Close Combat which is honestly weak but it hits Imposters and steels so it's alright. If you wanna hit Celesteela, V-create is also there.

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:sv/arceus-electric:
Arceus-Electric @ Earth Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Thunder Cage
- Judgment
- Strength Sap

Alright to be honest this is something I've put off forever since I really like Wandering Spirit Dialga, Giratina, Eternatus and Palkia to a lesser extent but we can't deny that Arceus is the best mon and also has an immutable item. I just thought it would be boring showcasing a bunch of Arceus with very similar sets but I decided now to share them since I might as well offer some guiding light in this dark RegenVest times. The downside of this set is clear: you can't use a different Arceus but we also can't overlook the fact that Arceus is probably the best Wandering Spirit mon thanks to its stat spread. Arceus Electric is one of a few Arceus that can make use of Wandering Spirit thanks to its immunity to Paralysis.

:sv/arceus-ground:
Arceus-Ground @ Icicle Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Revelation Dance
- Judgment
- Strength Sap

Very similar to the Arceus Electric, Arceus Ground is immune to Nuzzle. The Imposter matchup is worse because you have to knock it first though but that shouldn't be difficult considering the fact that you should ideally be running 2-3 RegenVests (with Knock Off) who bait in Imposters. Thjs Knock Off assumption on opposing Imposter is assumed for most of the Arceus sets below to have consistent self-proofing.

:sv/arceus-steel:
Arceus-Steel @ Fist Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart / Nasty Plot
- Revelation Dance
- Judgment
- Strength Sap

This is an alternative to Dialga. The main benefit is the immunity to Poison which makes it much better vs Mortal Spin but at the same time it's weak to Salt Cure. Nasty Plot is an option though it's worse vs Nuzzle and the occasional Burn.

:sv/arceus-ghost:
Arceus-Ghost @ Spooky Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Judgment
- Secret Sword / Sludge Bomb
- Strength Sap

I mean it's Arceus Ghost, we both know what he does. I actually think Sludge Bomb is a good move to hit Audinos and Yveltal. I will mention that you could run Giratina instead if you're not interested in Judgment's consistency. Gira-O with Griseous Core can actually threaten Imposter somewhat well if you run a Ghost or Dragon move.

:sv/arceus-poison:
Arceus-Poison @ Earth Plate / Mind Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Judgment
- Sludge Bomb
- Strength Sap

Arceus Poison is resistant to Mortal Spin. I would say it's better than Belch Jaboca Eternatus since it actually has reliable coverage on opposing Imposter. I would say for Eternatus, you just run Dragon Energy and call it a day. Belch means you can improof with an offensive Fairy type like Gardevoir because you'll sap block and can't be touched.

:sv/arceus-dragon:
Arceus-Dragon @ Draco Plate
Ability: Wandering Spirit
Shiny: Yes
Tera Type: Dragon
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Judgment
- Torch Song
- Strength Sap

This last Arceus set is a bit of an extra set. I think it has high competition since the Gen 4 Legos and Etern are all Dragons but Arceus Dragon has arguably the best Dragon move in Judgment and unlike the other mons it can't get Knocked. I would say this is the worst set here but hey, it's a cool mon and with the right fishing and support, it can probably win since he's Arceus at the end of the day.

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Alright so in conclusion, what did you learn today?

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Hallward I’m offended you didn’t include mega Alakazam in the list of broken breakers smh my head.

Tyranitar-Mega @ Choice Band
Ability: Rocky Payload
Tera Type: Rock
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Accelerock / V-create / Combat Torque
- Diamond Storm
- Stone Axe
- Knock Off
Physical breaker that never forces out ting-lu or any AV regen steel for that matter and can’t touch fc fighting or ground sounds very hard to justify on several teams and I’d be interested in seeing some teams/replays where this set puts in the work
 
252+ Atk Choice Band Rocky Payload Tyranitar-Mega Diamond Storm vs. 252 HP / 252 Def Celesteela: 372-438 (93.4 - 110%) -- 56.3% chance to OHKO

252+ Atk Choice Band Rocky Payload Tyranitar-Mega Diamond Storm vs. 252 HP / 252 Def Registeel: 142-168 (39 - 46.1%) -- guaranteed 3HKO

252+ Atk Choice Band Tyranitar-Mega V-create vs. 252 HP / 252 Def Registeel: 454-536 (124.7 - 147.2%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar-Mega V-create vs. 252 HP / 252 Def Ting-Lu: 260-306 (50.5 - 59.5%) -- guaranteed 2HKO

252+ Atk Choice Band Tyranitar-Mega Combat Torque vs. 252 HP / 252 Def Ting-Lu: 290-342 (56.4 - 66.5%) -- guaranteed 2HKO

We do in fact force out Celesteela and Registeel if you actually bothered to calc before typing but I have provided these calcs just for you.
 
252+ Atk Choice Band Rocky Payload Tyranitar-Mega Diamond Storm vs. 252 HP / 252 Def Celesteela: 372-438 (93.4 - 110%) -- 56.3% chance to OHKO
The fact the neutral hit with middling bulk (for bh standards) with a neutral nature is a damn near only 50% chance to kill (not accounting for miss chance) is sad in the larger scheme of things

I’d respect the set more if it ran collision course (kills regi after rocks and actually threatens solid damage on ting-lu while doing 65 min to imp) but at the same time being forced to click non stab non ability boosted coverage into AVs to force them out and your stabs not being very strong into any common fur coat option just leaves it hard for me to believe in the sets functionality outside of using funny Rocky payload mega ttar.

I see no reasoning for this Mon to have a niche over other physical breakers such as mchomp mblaz and pika especially when mblaz can easily fit knock off on its banded sets and forces many more switches while overall making much more immediate progress.
 
The aerobee post was a real breath of fresh air for me. I personally fall into the camp of those who believe it's impossible to really model a hypothetical meta after such a drastic change has been made, though this mindset kind of dates me as a fossil without the proper language to talk about metagames and gameplay loops. At any rate, I like seeing that language advance over time and seeing people take a stab at it.

What I wanted to really say here was that we should probably do tiering, like, radically differently. As soon as we're thinking on the level of desirable or undesirable gameplay loops in the first place, it becomes clear that the whole broken/uncompetitive/unhealthy thing is just a completely insufficient framework in the first place, which I argued in my Policy Review thread from a couple months ago.

With BH, since things tend to move more slowly when no team tour is going on and we're several years into a gen, I would almost want to experiment with drastic rule changes on the ladder and get people talking about them. Things being as they are, I want a way for alternate versions of the meta to be playable without wading through the suspect process in the first place. Like the current state of affairs is like "We can't ban V-Create because of the tiering policy framework which was made with OU in mind, also I guess let's unsuspect Lumina Crash or whatever". Regardless of whether Lumina/Photon/etc are broken or not, it's very hard to argue that they'll do anything at all to fix the meta and assuage people's complaints. You want to fix the meta? You have to fuck with Stone Axe/Mortal Spin/V-Create and move pieces around and see what works. I don't give a fuck if none of them are "broken" (especially "in a vacuum", god) or "unhealthy" or any of that useless bullshit.

Will this be a lot of work? Yes. The council will first of all have to do a lot of work both justifying any action and identifying the right actions to take. Council is a high-effort volunteer position, so everyone on there should be willing to do work to improve the metagame and advance the communicative abilities of the playerbase. The playerbase will have to do a lot of work giving any rule change an honest try and sincerely exploring gameplay loops in e.g. a no-Axe, no-Mortal meta. Maybe BH is too dead right now for that kind of work, which is fine, but if you aren't actively doing it then you should stop passively complaining about the "state of the meta" and go sit down and build some offense.

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EDIT: The long-awaited and prestigious next instalment of the Wandering Spirit :dialga-origin: series is finally here:

:dialga-origin::lucario-mega::arceus-water::registeel::ting-lu::chansey:
https://pokepast.es/a4bcd37fc278c6f6

This time I'm featuring everyone's favourite mon to hate on: MEGA LUCARIO :lucario-mega:. So what's The Vision™️ of the team? Dialga will handle all the slow regen guys that Lucario can't break and Lucario will handle all the fast frail guys that are threatening. With the Power of Friendship (Doom Desire + Teleport/U-turn + Steely Spirit), Lucario can also break through resists with raw power. For reference, on an average roll, Doom + 2xSunsteel does 86% on an FC water Arc so you just need rocks and a bit of chip to brute force past it. I am sure everyone including me is looking forward to seeing this team on the samples (heh). I managed to climb from 1575 to 1583 with this team, a unique feat that very few teams have achieved.
 
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Hello, everyone. My name is Klein and I wish to go over the past year of me learning and building for bh, but here's the fun part: I don't build balance any more.
Stall in Balanced Hackmons
I have issues with bh as a metagame and while I will go over them later, these issues have caused me to go from playing balance to almost exclusively maining hard stall during Scarlet and Violet's metagame. I have experimented with many, many pokemon, built many, many pastes, and tried both hard and semistall, both superman and non-superman. This is with a series of teams I call Mars Division and I'm sure these teams have passed through many people privately. I'll be going over each, but only briefly except for the standout teams, and going over my thoughts on good stall mons and strategies.
Mars Division 1 and 2 don't exist any more. I don't keep bad teams, and these were my first endeavors into stall for SVBH.
As a forewarning, any teams here are not inherently viable and are outdated, and are only listed here for historical purposes. Use at your own risk.
Mars Division III - back in the day, people thought passive melm sets were good. I drank the koolaid a bit too hard and built around this, but there's other problems with the team that make it not hold up well in the modern day. It was a superman team, but relying off a sap FC and not having a Ghost-type was problematic.
Mars Division IV - a much better team than 3, this team used akira's mg ghostceus set and explored scales mswamp. ashield ho-oh was a unique attempt to check normalize and because most teams didn't use normalize, it worked as a good knock absorber. unfortunately, stone axe exists. this team was very good but was annoyed by ting-lu, a common regen mon and a splashable one at that. usually the best play was to punish it for coming in with imposter then go from there, as regens were rarely selfproofed.
Mars Division V - my logic going in here was originally "fc electric + levi steel to check mchomp was a good idea". spoiler: it was inconsistent. this team was more or less a second attempt at 3, without really addressing the base issues 3 had.
Mars Division VI - trapping+volt switch ground types are something that date back to SMBH and scales ting-lu was a pretty good mon at the time, discouraging most special attackers from clicking volt switch constantly into my special walls. with psea registeel, I thought it dealt with most special attackers fairly well minus the oddball secret sword alakazam set. unsurprisingly: this core became less reliable as mg chans/bliss gained popularity. another oddball is imposter solg, any experienced bh players know that non-chansey imp can be used if necessary to improof something, and I thought it was good for spinblocking. unfortunately, solg loses far too much bulk even compared to wobbuffet or guzzlord.
Mars Division VII - a revision of 6, replacing fc waterceus with mg ghostceus to have a more reliable spinblocker again, seeing if mega slowbro was usable. I had thought with bbulwark maud and imp that ash-gren wasn't a super big issue, but this team did periodically struggle with it. listen, I kept these old versions to see what worked and what didn't, to eventually build something better off what obviously had problems and stop using what was problematic.
Mars Division VIII - this team uses galar stunfisk, which is an odd choice, but it has higher special defense than steelix. the idea was simple: a mon which could check specially offensive dragon-types as well as tcage users. maud took care of sceptile so you had a mon which gave a lot of special attackers trouble. entrain was there to annoy mg special attackers like etern. beyond that, i used fc mswamp + helmet mg yvel to better handle gren. it was a decent enough team, especially vs the last version.
Mars Division IX - this team is noteworthy for multiple reasons. one: I had a theory that mg ghost + mg steel was a very viable core for spinblocking, because the overall bh community + ladder tended to use very passive hazard removal. secondly: i learned that having two physical walls, one which wasn't sapblockable made for a very sturdy defensive core. my regenerator did not have pivoting, which you might find weird, but at the time I tried justifying it by not needing pivoting for such a slow team. rapid spin broke the oddball tcage trapping from special attackers like etern. whether the team is viable right now, I'm not entirely sure. finally: this is the first team I dropped superman as a strategy. I feel like ripping the bandaid off ended up leaving much more freedom for my item and ability slots long term.
Given I'm a goofball, I ended up making 11 after this, thinking I had already made 10, which I did not, so technically speaking: MDX doesn't exist. Or it did and I deleted it and forgot. Either way: who cares.
Mars Division XI - I tried making this based off the last team, but with a theory: a physically defensive regenerator plus a specially defensive regenerator was very bulky especially with mega blaziken's popularity. here I used swamp for a thunder cage check + scales pogre, but unfortunately the core is weak to sceptile. its possible that using ho-oh in place of kyogre would have worked, but I decided to rebuild here due to that weakness as normalize was a secondary concern.
Mars Division XII - this team stands out not because its good, but because it is a semi-stall team and once again uses superman. my thoughts at the time were to use the mg steel spinblocker as a wincon as most mortal users were very passive, but I felt like the team's overall structure was brittle and not hard for most balance teams to break. I figured I'd take a better look at semi-stall later.
Older teams aside, I worked on more variants and concepts of the previous versions as well and didn't list them here because I would quite literally get close to 100 pastes listing every version of Mars Division. Here's my more recent versions, and the ones I had the most success with. You have probably seen these teams while laddering recently:
Mars Division XIII
:celesteela: :arceus-water: :giratina-origin: :audino-mega: :heatran: :chansey:
This is Mars Division 13, arguably one of my most successful teams in several generations of building. Mars Division builds off the concepts of previous teams and makes it consistent and coherent, much unlike the teams that came before it.

:pmd/celesteela: mg steela is slept on and always has been, bringing it up to council has predictably caused a blank reaction. figures, but not every mon on VR is the only mon you can use. steela is a good mon for several reasons:
  1. it has a good type and is very good at spinblocking, not being weak to fighting or ground, making it more challenging for zama/ting/etc to spin on it. zama should still be played around carefully, and if necessary, harass it with giratina as giratina counters zamazenta.
  2. primary steel type with passable SpD lets it check normalize fmane with revdance and it can check dragapult as well as long as it has no chip. easy enough.
  3. as it turns out, spiking on passive shit like ting-lu really causes opponents to sweat hard.
  4. there used to be this guy back in 2017 or 2018 called zovrah, he isn't in the community again but he brought up these prophetic words during smbh: beak blast is a broken move. unfortunately, zovrah was ignored at the time but I am carrying on his legacy by using a mon which antagonizes the everlasting fuck out of every koff/staxe user in the meta.
steela is a very good swiss army knife-esque general use mon, you know when you need it and when you do, it works very well. it harasses and antagonizes anything passive, and sets spikes on anything that would try and sit on it. magic bounce is a concern for steela, and you should play very cautiously with steela if you suspect your opponent has one.

celesteela improof: chansey

:pmd/arceus: waterceus became the de facto fc arc form after the bh community failed to ban blaziken. this is a pretty basic set, focusing on removing cloaks and inflicting status, and it does its job well. it can run either sap or shore up here, but i thought sapblocking wasnt a big enough problem to warrant running shore up for this team. regardless, you should still play cautiously around bounce. with bounce, I prefer to play a war of attrition, slowly breaking their bouncer via status, knocking, and constant attacks. most teams fold to the pressure even with a dedicated sapblocker. waterceus isn't exactly hard to use, just bring it in when needed and spam knocks/scalds and spread status liberally.

arceus improof: giratina

:pmd/Giratina-Origin: giratina is the mg ghost to compliment the mg steel. people generally say origin is worse than altered, and while I agree with that assessment, origin works for this team. boosted parades hit like a truck, and people tend to misplay around giratina a lot.

important note: older versions of this team used nuzzle on gira and scure on heatran instead. on more modern versions, I ran the reverse. both are viable, and I should note that giratina is able to tank stab from most offensive ghosts at full and nuzzle back.
252 SpA Life Orb Flutter Mane Astral Barrage vs. 252 HP / 252 SpD Giratina-Origin: 416-491 (82.5 - 97.4%) -- guaranteed 2HKO
252 SpA Spooky Plate Arceus-Ghost Judgment vs. 252 HP / 252 SpD Giratina-Origin: 294-348 (58.3 - 69%) -- guaranteed 2HKO
if absolutely necessary, giratina at full health can get off a nuzzle on prominent offensive ghosts and once they're paralyzed, they might as well be a non-issue entirely. this is noteworthy for those teams that end up being a major pain in the ass for maud spd cores. my point is: do not understimate giratina's bulk. for all intents and purposes, I think that salt cure lets giratina harass setup mons and regens more so its the more viable of the two options.

the real reason I used giratina in specific was to compliment waterceus. I wanted not one, but two checks to blaziken since people were heavily reliant on blaziken to win games and still are even today. having both a fc water + fatass dragon meant chicken users had to work extra hard to get any progress. giratina is also a great spiker because it can also sit on the ting-lu sets that have rapid spin over mortal spin and click spikes while spinblocking. griseous core can't be knocked so ting-lu and other passive shitmons struggle to break it. unlike waterceus, I don't advise swapping sap for shore, gira absolutely needs sap to work well here, and imposter becomes too much of a pain in the ass with shore.

gira should be clicking parade and scure/nuzzle if you suspect any bounce sets, otherwise just treat it similarly to steela: its a mon which comes in on passive shit and punishes passive gameplay.

gira improof: chansey, set up tspikes

:pmd/Audino-Mega: mega audino is a very simple and predictable scales that's used because it works. normal types are hard to spinblock, and rapid spin also breaks thunder cage so people struggle to beat mega audino by passive damage alone. moonblast / haze / shore are standard. I'm sure most people here have used maud before, it isn't rocket science using it.

important note: maud can be replaced with meloetta if necessary, if you feel the team is too weak to eternatus, swapping the set out with the same moves but moonblast -> psystrike works.

maud improof: steela, punish rspin with beak blast/rocky helmet. burning imposter puts the opponent at a massive disadvantage due to the chip damage alone.

:pmd/Heatran: heatran is another slept on mon. regenvest heatran can check eternatus very well provided it isnt qt's secret sword set, and even if it is, it survives a +2 secret sword and etern gets nuzzled or dtailed in turn. other notable mons it annoys include gardevoir, sceptile, pixi flutter mane, and alakazam without fighting coverage. basically anything that relies off torch song to break SpD steel types, heatran has a favorable matchup into. for this set, I ran exclusively utility because I saw low value from heatran's stabs, even despite the good type and base 130 special attack. no primary steel type means it doesn't even have rev dance as an option. heatran should be geared towards phazing, setting up rocks, and crippling fast special attackers.

just because heatran is a good mon doesn't mean it's easy to play with. you really don't want it being statused, and it being knocked vs a team with one of the above mons puts you at a severe disadvantage. its better to scout with imp before bringing in heatran on anything you're unsure of, except for eternatus and flutter mane.

heatran improof: waterceus if it isnt knocked, chansey if it is, steela if both are knocked. steela is fine being paralyzed; beak blast has an odd quirk where it is the only move in all of pokemon that still has its primary effect active even if it full paras in a turn (beak blast will always burn contact attackers, full para or not).

:pmd/Chansey: before you ask "why use imp chansey over imp blissey, this is inefficient!!", it doesn't matter and its better to be unpredictable and make people play as if you're eviolite because it can put you in favorable situations periodically. people are more wary of imp bliss than imp chans. the bulk doesn't matter. as for the item, I quickly realized that cloak is without question the best item on imp in stall teams because far too many people are reliant off passive selfproof measures like spirit shackle/mortal spin/salt cure. shackle is especially noteworthy: I've seen a lot of people use setup with shackle and they always end up highly unamused when imp just refreshes its pp by switching out later on because they weren't paying close attention to battle chat.

any serious player leads with imp, so generally speaking, you should as well especially if your opponent has no chansey/blissey. chansey is a selfproof set so the opponent leading with chansey isnt a big deal, but you really want to avoid letting your opponent know you have tspikes and play cautiously around them because you don't want to risk tspikes being bounced back.
Mars Division XIV
:nihilego: :heatran: :celesteela: :arceus-water: :giratina-origin: :chansey:

I've experimented with several sand stream teams before, sand stream is cool because it inflicts passive chip on your opponents. with only waterceus/chans taking chip, it will more often harm your opponents than yourself. the main problem with sand stream is that it will always end at a preset turn and you need to be wary of your opponents using that to their advantage. this team is built similarly to MD13 otherwise.

I thoroughly believe that sand stream is viable and should be experimented with more. greninja makes teams with swampert as the main fc annoying to handle, but its not an unsolvable problem by any means. while I haven't shared them here, I have tried on multiple occasions to make a pure sand immune team to compliment sand stream. I feel like this team uses sand stream while not sacrificing matchups.
Mars Division XV
:celesteela: :arceus-ghost: :dondozo: :chansey: :heatran: :flutter mane:

this was more of an endeavor into tspikes, using a mon that imposter is very afraid of (flutter mane) to set them. shield dust is an ability which has really started catching on, its prolly ghastlypixie who popularized it but even prior to that I've been researching it for some mons. i also wanted to see if dondozo was usable in the same role as arceus, despite being more notably passive. it was.... fine. i won't say it was outstanding by any measure, but the problem ended up being more that dondozo rarely actually threatened certain mons back and often ended up in pp stall wars.

scales chansey was recommended to me by a specific smog user, and god damn that set is insanely fucking bulky, being able to take on even secret sword users by surprise. the calcs on this thing are batshit insane. the problem is that both the furscales are vulnerable to mortal spin and salt cure, and need to be played carefully.

otherwise, I wanted to give ghostceus another try and compliment it with another hard to chip ghost type in shield dust fmane. it was a decent team, but not having a poison type with the team made it a bit hard to play, even though i had a boots/poison immune spinner respectively.
Mars Division XVI
:arceus-water: :giratina: :celesteela: :eternatus: :meloetta: :chansey:
this team is the second best team I've made, a more modernized version of 13 but no worse than it based off my games. this team will steamroll ladder regularly and with prejudice. I have also beaten both omcord and sinnoh remakes 2 users with this several times. as such, I consider this team a masterpiece as well.

:pmd/Arceus: alright, so right off the bat you see this weird as fuck set and ask: "why?" the history on it is funny. you see, my friends, this used to be a miraidon set as I tried resident shitmon fc mirai again (bad idea, I know) and decided to lazily copy paste the set onto waterceus. well, that's part of the story. the reality is that tcage doesn't inherently require take heart to use, and tcage + bulwark is an extremely good combo because it punishes people switching in most regens. they take more chip and risk getting burned trying to pivot out or knock off. both scald and revdance are fine but i went with revdance to have an extra improof in giratina. this set uses shore up, because I discovered that shore up fc is fine in most cases if you outplay with bulwark. this set is significantly less passive than md13 waterceus and it works just as well, while not needing to worry about sapblocking.

waterceus improof: gira, chans, and etern are all fine improofs

:pmd/Giratina: unlike md13, I decided to go with altered form here. this set is not magic guard, in fact it traces back to my previous team, mars division 11 in that I thought physically defensive regens were very good. unlike md11/13, this team doesn't have a specially defensive regen. anyways, giratina here has sap so it can stay in on most things, but regenerator means it doesn't particularly care about sapblocking. as a boots rspin ghost type, it is very hard to spinblock, especially vs opposing imps... but the set itself has such value to the team that I consider the imp tradeoff worth it. griseous core is still viable here, but I prefer boots and think for a regen, you want boots. with it already having sap, it probably isn't a big deal either way.

this mon is easy to play, it comes in on a lot of shit and while being poisoned and knocked is annoying, most passive shitmons can't break through it in a similar vein to md13 gira-o. still, you should avoid letting it be knocked or mortalled if possible. bring it in vs chicken to get rocks up for free. anything passive it can usually sit on, especially if said thing somehow threatens steela.

an obvious note: giratina doesn't need pivoting because ghost-types are immune to trapping.

gira improof: waterceus, try to burn it using stone axe on you, otherwise spamming tspikes with chansey works as they outspeed and don't threaten you.

:pmd/Celesteela: this set is copy pasted from md13 and performs identically. no further discussion needed. same improof.

:pmd/Eternatus: I wanted a poison type on my team for a long while, and eternatus was a good excuse to use it. scales etern tanks a ton of shit and meloetta compliments it just so well. revdance is used because its a high pp to damage ratio stab move, which is notably lacking with dragon stabs, unfortunately being limited to dragon pulse. some nerds tried mocking me for using dragon pulse before, but it is the highest pp to damage ratio dragon move there is. because god fucking forbid we have core enforcer, game freak.

anyways, the point of etern is it has a very good matchup into most tcage sets and memes on setup arceus. I had a funny game where I faced av cosmoem using growth desland groundceus and my eternatus forced it out in the end. he forfeited shortly after. etern is also good at setting hazards as well. the set is slightly passive, but it doesn't need to be outstandingly threatening. you can use dragon pulse over rev dance if you so desire, but I think the matchup into offensive fairy-types is a bit worse as a result, and eternatus isn't staying in on offensive dragons anyways.

etern improof: chansey or giratina, do NOT try and improof this with melo

:pmd/Meloetta: melo is widely considered a shitmon by council in my experience, which I say "fuck that noise". meloetta is good because it doesn't lose to eternatus, while simultaneously having an easier matchup into alakazam. meloetta works on a ton of cores because most teams spec to beat audino or mg chans. meloetta works around that and can be splashed on more teams as a result. functionally, melo works the same way as maud but is slightly less passive due to a better offensive type and stab/stats. you need to be wary of knock ghostceus and any other special attacker with knock off due to melo being pressured easily by koff, but otherwise, it isnt awful to work around with etern's support.

I've already covered mega audino with md13, and this mon performs the same. I will remark one thing though, that's that if you don't wish to use psystrike, a viable alternative is extrasensory. extrasensory is an extremely underrated move on meloetta, having 80 bp with 32 pp, which is greater than most moves across pokemon as a whole. compared to psystrike's 100 bp/16 pp, its significantly more powerful long term. of course, this comes at the cost of doing worse into take heart, but with etern, this isnt a super big deal. I still typically use psystrike though.

meloetta improof: giratina greatly annoys imposter melo while spinblocking it, and with extrasensory, you can ignore meloetta even more. waterceus also works with psystrike being halved by fur coat, and trapping meloetta will cause it to use rapid spin which is a good opportunity to bulwark on it.

:pmd/Chansey: chansey is identical here to md13. plays the same, already covered it there.
Mars Division XVII
this is similar to md14, but goes all in with the sand immunity. instead of nihilego, I tried diancie here. some smog users may recommend carbink for the ability to sapblock, I am unopinated but I will note that carbink has an unusable special attack stat as well. regardless, its a similar foundation to 14. fun fact with the mchomp: garchomp is actually better than zygarde-50 in every regard, another day another zygarde L lmao. so for bulkier sets, its actually just better to use garchomp. I tried experimenting with regenvest, but thought it did poorly. in this paste, I went with regenband and it was a cool set. takes on a lot of shit and is another semi-stall example of mine.

I tried using mg magearna as an alternative to mg steela. its... fine, I guess. use at your own discretion. honestly speaking, I forgot why I even put it on the team, but there was an intelligent reason behind doing so.
Mars Division XVIII
this team tries using aspects of both 13 and 16 to varying levels of success. the weird etern set uses gentle nature because I wanted to buff defense instead of speed, but I needed max attack for SSA. I rarely use magic bounce in my teams and wanted to see if bounce could work as a substitute for scales, and it does win a lot of similar matchups for sure. but which is better, I'm not quite sure yet. a stall team with bounce is one very tough nut to crack. so this team has claimed quite a few wins, but not nearly as many as 13/16 did.
Mars Division XIX
I wanted to try misty surge and while its decent enough, I often found that misty surge had very low value outside of blocking mortal poison. still, it allowed for a semi-superman team to work decently well. there's some weird choices like non-mg curse giratina, but one thing about misty surge stall is that while it limits your opponents' means of checking you, it also limits what you can use to damage your opponents outside of hazards. I believe that misty surge stall is viable but has a significantly higher skill floor than most players are comfortable with.
Mars Division XX
this team is similar to md13, except the imp slot is traded for a bounce etern and as such, rev dance is no longer required on steela, opting to instead run toxic spikes. while etern doesn't exactly "force out" imposter celesteela, imposter is strongly discouraged to stay in unless it wants to spam beak blasts.
After Mars Division 13, you can take notice that most of my teams become much more homogenous in nature. I will share everything I've learned from stall and also what mons and other things I tend to be afraid of.
  • your team should always have a steel type thats hard to force out via salt cure/knock off, while also having a ghost type that doesn't lose to those same moves. pretty much all of my teams rely off hazards to get progress, and I don't advise stall without haz stack.
  • every team should have a furscales and a secondary Def/SpD wall respectively. I've used regenerators for the latter as well as magic guard pokemon, but you should never run a mono-phys/special wall under any context.
  • having a physical wall with haze or bulwark + shore up + a physical wall with sap reduces your chances of being sapblocked while simultaneously not making you super weak to setup.
  • imposter shits on bad players harder, while generally doing worse into more competent players. if you want to play stall into tours, you probably want more utility on your stall team.
  • you will always lose to cityscapes. cityscapes hides in my closet whenever I ladder and I am deeply afraid of her. on a more serious note, she is the player I have the lowest winrate towards. be extra careful when playing vs her or other high profile smogon users, they are unlikely to fall for bulwark/beak blast and are harder to keep hazards on.
  • I tend to form a gameplan on the fly, rather than build with a strict gameplan in mind. stall compliments this style of play more than anything else. with most of these teams, you want to scout out your opponent's strength and weakness and play off that.
  • you won't win all games. a well played mega garchomp will usually win against you, but you can sack beak blast celesteela in md13/16 to take care of it.
  • facing wheaty's core is the definition of fun. you see, people like running wishpass chansey with some breaker, so often times your games will devolve into "wow, my opponent just wished for the 11th time, only to get walled for the 12th time!". most ladder players will forfeit when the game gets boring but you will occasionally see someone stubborn as fuck who will play for the whole 200 turn game. the best way to play against these cores is to dragon tail out chansey when it wishes if you have phazing.
  • phazing is strongly encouraged due to the above, but borderline mandatory when using a specially defensive regenerator. beak blast does not underspeed chansey teleport, don't bother trying. the only way to check wish is to phaze. that being said, teams entirely based off phazing are garbage except in the exclusive context of city's red card debris structures.
  • magic bounce is extremely good, but not absolutely required. I typically don't run knock off in most of my teams and I admit it is a weakness of mine, but boots are rare vs covert cloak and lefties, and I don't often have issues dealing with mg mons.
  • haze is always preferred on ice scales, while topsy turvy should be used on any secondary SpD walls/utility. people use good as gold/magic bounce setup far too much to use topsy scales. even with a dragon tail regenvest, its too risky running topsy scales.
  • rapid spin breaks thunder cage. I've mentioned this multiple times. USE IT.
  • toxic spikes is a stupid matchup fish that after city's showcase, should have been actioned upon, but as a result, you can use it to fish any team without eternatus/poisonceus on it, while simultaneously being encouraged to use eternatus to not get matchup fished by your opponent. don't we love how restrictive teambuilding is?
  • I believe non-superman stall is more viable than superman. superman stall restricts how you build far too much and is far more difficult to build. and I don't even think the tradeoff is worth it, superman doesn't outperform non-superman in my experience trying both.
  • immunity steels suck on stall. I've come to learn they're exclusive to balance, because they're basically only good for improofing something. I only used wbb gfisk on stall and even then it was a questionable choice by modern standards. far too often immunity steels are broken with secret sword or thunder cage by the same mons they're "supposed" to check. I think psea registeel is overrated and any other wbb/psea other than gfisk isn't worth using outside of balance. in most cases, it's better to just use a bulky regen, magic guard, or furscales to fill the niche you need.
  • I am averse to mg chansey/blissey because I don't like walls that instantly lose to secret sword and I often question why I should use them when I can instead use meloetta. this is a ridiculous comparison out of context, but you have to realize that mg chansey/blissey will often just instantly lose games going into oddball shit like qt's ssword etern set, and they don't pair well with meloetta/audino because all four mons fill a similar niche with their normal typing while the latter doesn't lose to eternatus*/alakazam*/flutter mane. its just people really like chans/bliss being able to sapblock. I am not condemning them if you want to use them on stall, but you will have to keep in mind they don't pair very well with a lot of ice scales, and you're inevitably going to have one weakness or another using them with most other scales.
  • imposter pikachu-starter can be used on stall teams with heavy emphasis on paralysis to punish offense. people regularly underestimate pikachu and will often instantly lose when pika 2hkoes their improofs.
  • zekrom, ultra necrozma, pheromosa, and tc pikachu-starter are all fucking terrifying. you will likely have to sack a mon just to cripple them, and that's assuming you can even do that.
  • stall matching up into weather offense is an instant loss under any context. it is almost impossible to outplay weather offense unless your opponent is deathly incompetent, which offense players rarely are. just take the L and either move on or play later.
any mon mentioned in the above pastes are generally going to be decent, as well as :slowbro-mega:, :arceus-fighting:, :koraidon:, :altaria-mega:, :arceus-fairy:, :registeel: (not wbb/psea), :salamence-mega: (mon has high defense, fire resist, and stab beak blast, it surely has a niche).
:ho-oh: rocks weak and gets ohkoed by stone axe, very difficult to fit on a team especially when its mortified of tcage. I've theorized volt absorb might work on it, but that begs the question of why you'd use it over a utility eternatus especially when etern can run a more standard ability. its not like ho-oh checks any mons using bolt strike, anyways...
:stunfisk-galar: this mon can work as an immunity steel but is both passive and has barely enough special defense to work meaning it can be broken through with minor chip. I still believe it can work on a competent team, but be wary of it.
:magearna: mg can work on it, but otherwise I am deeply distrusting of mag. steel/fairy is one of the best types and its bulk is respectable, its just a weird as fuck mon where it doesn't have any super good niche rather than being bad.
:arceus-steel: I have not found any use of steelceus on stall but believe that shield dust or mg utility may have a niche. immunity steelceus is still not worth running on stall.
:zamazenta: the meta is not friendly to zama and zama is really bad without strength sap and its rather easy to sapblock. its very close to "shitmon" territory regarding stall but I hesitate to label it as such.
:zacian: zacian has poor longevity vs arceus and I don't particularly value its ability as speed control on stall. its not bad, but I have my doubts as to whether it can work on stall.
:ting-lu: this mon sucks when used as a passive regenvest, but it should have some niche as a furscales. it is currently on VR as a fur coat, but has historically worked as a scales for me. I do have my doubts on this mon's ability to function on stall, though.
:muk-alola: I am a firm disbeliever in muk's ability to do anything on stall under any context. mon takes too much damage from fairy coverage from alakazam and its longevity is highly questionable. muk should only be used on balance.
:clodsire: trash mon in the current meta under any context, fraudsire was good when it could check th tcage arceus, except ladder doesn't run th tcage arceus nearly as much as it used to and it sucks under any other context, including regenvest and scales.
:gholdengo: :aegislash: both of these mons lack any bulk or longevity and their "double spinblocking" nature isn't worth it. they are terrorized by ting-lu regardless of set, and basically anything else with knock off will force them out even if you have burning bulwark. people like using these mons on balance, I am a firm believer that this level of role compression isn't worth it on balance and it especially isn't worth it on stall. now, I will say one thing: gho is probably usable if you're not using it to spinblock long term or are using it as an improof on balance, but otherwise it sucks.
:miraidon: miraidon sounds cool until you realize its weak to most physical and special attackers and physdef electric-types generally suck outside of balance. it's not even good as a special wall, you could instead be using eternatus which doesn't lose to the likes of fairyceus. it is strongly incentivized to run strength sap more than most mons and its easy to check as a result. it suffers from the same issues muk does. it lacks the longevity to survive most stall games even in an optimistic context.
:arceus-poison: sits there, does nothing to most mons, who even voted this mon on VR? its the most passive arc form and completely lacks a niche other than being a magic bouncer which mildly annoys fur coats, which begs the question of why you'd use this over eternatus on a team structure which values the arc slot even more than balance does.
:iron hands: this mon is fucking garbage and hasn't been on VR since 2024 but some people delude theirselves into thinking its viable.
:lunala: this mon only works on balance and needs support even on balance. and whenever I use it, its consistently mediocre as fuck even on balance.
:fezandipiti: I really wanted this mon to be good. this mon is not good. cityscapes tried using this mon, I think, and it was probably mediocre for her team too. fez sounds like such a cool mon that just doesn't work in practice. its simultaneously hideously passive while not really firmly checking a lot of stuff besides mg etern.
:arceus-electric: this mon is reliant off strength sap and sets with shore up likely aren't worth using. this mon doesn't resist anything even despite not having any relevant special weaknesses, and as such I hesitate to call it even remotely viable on stall.
:melmetal: melm just consistently disappoints me on stall. being weak to garchomp/blaziken means its not going to work as a physical wall in modern times, and I don't think it works as a regenvest either when registeel outperforms it. its slow and underspeeds chansey with teleport, but that's basically all it has going for it. I don't think melm is good as a mg mon even in theory because it doesn't do anything that celesteela or magearna don't already do. there's no additional matchups it wins.
:gouging fire: I thought gfire had some niche, being a reasonably bulky dragon with 4x fire resist, but I quickly learned this mon is trashed by basically any coverage and it requires support for garchomp which begs the question of why you would run it at all.
Okay, now that all that's done, I want to go over my brief thoughts on the meta since this has been a topic recently in this thread.
  1. this metagame is insanely fucking matchup fishy right now and is fundamentally equivalent to playing rock-paper-scissors and the reason I have went from being a dedicated balance player to a hard stall player is because of this. you can build a perfectly competent balance team in svbh and it will instantly lose to a fair amount of balance teams no matter how well you play. I have seen people like cityscapes and akira lose to people significantly worse than them entirely off matchup alone. I know, because I've faced them and got bullshit wins myself.
  2. I would approve of a mortal spin/salt cure ban. I don't know how people haven't grown disillusioned to how every fucking pokemon on balance and stall requires mg/shield dust/cloak and take heart's popularity is specifically due to mortal spin. Without mortal spin, people wouldn't use take heart nearly as much, despite council occasionally huffing at the latter move. This metagame's item variety fucking sucks and I'm not going to pretend otherwise.
  3. after talking with some people, lumina crash should stay banned.
  4. bh community failed to ban blaziken, so v-create should be considered as a result. while I'm going to spare this thread my complete thoughts on the bh mindset, I will say one thing. there are a concerning number of people who unironically think bh should play like "pure hackmons minus comatalk / ohko moves". this is a shit mindset and prevents progress but it was prominent during XYBH, SMBH, SSBH, and is still prominent during SVBH. I know this is the case, because there are people who will literally vote DNB on anything that doesn't dominate the meta to the extent of where its unplayable e.g. water bubble/comatose. I have seen a huge number of people vote DNB during illusion's suspect test in gen 7, an ability so hideously uncompetitive that people wouldn't even fathom it being legal today. It got banned by one single vote during that suspect test. my point is: bh frequently gets less progress towards a good meta than it needs because of this prominent mindset. smbh literally had to ban spore/shell smash/belly drum/etc. after the generation ended via council vote, because the council knew suspects would've resulted in dnb. I know this because I have seen council privately admit this. make of that what you will.
  5. burning bulwark is hideously broken and I can attest to this as a hard stall player, but somehow it remains legal even today. now with my teams, everyone can know just how broken this move is and the ladder will probably die even more than it already was dying. bh is arguably the least active om right now on ps as it is.
  6. triple arrows is a no-drawback non-contact move that can win matchups entirely by rng and further cements the "cloak/dust" metagame even more. are we having fun yet, using cloak/dust on every fucking mon imaginable?
which I argued in my Policy Review thread from a couple months ago.
city.png

Also, ya'll should listen to city more. Unsurprisingly, she's better than 90% of people reading this thread and acts insanely modestly relative to other players. She is arguably better than most of the people in said policy review thread, which is really impressive given OMs are generally viewed as unserious metagames not worth sweating by the pinnacle of smogon skill. Her weird teambuilding style lends her to be ignored more often here, including by bh council, which is fucking ridiculous for someone who was ex-council herself. It's obvious she can see the issues with the meta and cares deeply about making it a fun and versatile meta, which right now I'm not sure either is the case.

Anyways, the reason I wanted to do a teamdump and info post on stall is simple. I'm quitting bh permanently and figure I'd let people have my teams. BH is not fun any more to me. My teams have no proven tour use, and I don't even call myself the best stall player. You want really good stall, you ask Onyx Onix for advice if he's still around. Onyx is one of the best stall players and teambuilders that have ever existed for any OM and acts even more modestly than city does. Otherwise I'm just another nobody and will continue being a hermit, playing a different metagame or better yet, another game which I enjoy more than showdown. I don't pretend most of my pastes are good and I am sure some of the statements I made will be open to mockery and arguments, but frankly at this point I regret nothing about what I said. Hopefully the metagame improves beyond what it currently is, but I have some doubts if there's sufficient pushback as there always have been.
 
offense vr
passive improofs that i havent personally used are excluded (it's very hard to get a comprehensive range of those)
very preliminary, might be outright forgetting some big guys

what im looking for:
- kills things
- hard to force out
- good at killing imposter or clicking leech seed/pain split
- not extremely annoying to get in
- provides speed control, prio, or resistances
- spinblocks (nonpassive steels and ghosts that can reliably exploit common defensive spinners are *very* valuable)
- if it does get forced out, it's only by less mobile mons that are unlikely to cause a surge in momentum for the opponent

actually let me explain the last one and the reason i value flutter and eleceus so high here. fc/scales th arcs and fc zama are the only formidable defensive threats that NEVER run pivoting, so e.g. a physical attacker that gets forced out by fc waterceus is MUCH less bad than a special attacker that gets forced out by regenvest ting. when you additionally use solid th arc counterplay with mons like util flutter or eleceus, you can further exploit this dynamic and create a very powerful mid-range gameplan where the arc keeps getting forced in and also never makes any progress.

S RANK
flutter can really just do everything and in some respects i think its harder to justify no flutter than flutter. main draws are being good into th arc, having split, sapblocking, spinblocking, and having a pretty strong moonblast
:flutter mane: Flutter Mane (util, norm, offensive)

A RANK
a lot of these are just up here cause they're very synergistic with flutter so it's extremely easy to build with them together

eleceus means you never ever lose to opposing th
steelceus is the most proactive mortal blocker especially with the mg 4atks set, though more standard np sets with stuff like good as gold are obviously still incredible
etern has a lot of good stats and can gambit pretty well, it kinda gets stopped by regenvests but doesnt really lose to much else and you can also run np sword if you really want
chomp has 2 considerably strong physical stabs which are fine even with only a life orb, meaning you can get it to do some other fucked up stuff too like setup with a weird ability or prank webs dbond
palk is about the same, it's special but the stabs are really really good so regenvests aren't much of a worry in practice
ogre has a ton of stats and a great defensive typing
yveltal can be a little awkward sometimes into stuff like eleceus but it just has a lot of really good sets and does provide meaningful defensive utility
zac is very splashable speed control, can explode well or sd to win though both sets struggle a bit with imposter
:arceus-electric: Arceus-Electric (scales)
:arceus-steel: Arceus-Steel (np, offensive mg)
:eternatus: Eternatus (np, unburden, maw, util)
:garchomp-mega: Garchomp-Mega (prank, setup, off hazard)
:kyogre-primal: Kyogre-Primal (mixed, prank taunt)
:palkia-origin: Palkia-Origin (prank, setup, fc, off hazard)
:yveltal: Yveltal (aerilate, jaw lock setup, mg, unburden, sd/np speed boost, etc)
:zacian: Zacian (pix, sheer force)

B RANK
b rank is where the offense types get distinguished from each other. so super hazard-heavy offense will have gholdengo, high amount of speed control offense might have valiant or pika, waterceus might show up if it improofs something but its unlikely to otherwise. all these mons are good on their own, but if you mix and match them recklessly you'll probably end up with a bad team.
:altaria-mega: Altaria-Mega (pixilate, fc)
:arceus-fairy: Arceus-Fairy (pixilate, fc, scales)
:arceus-fire: Arceus-Fire (desolate land vcreate + growth and/or burn up)
:arceus-ghost: Arceus-Ghost (simple, fc, norm, mg np)
:arceus-water: Arceus-Water (fc)
:blaziken-mega: Blaziken-Mega (hazard, glare, shift gear)
:celesteela: Celesteela (ate, gigaton hammer)
:chansey::blissey: Chansey/Blissey (imposter, fc, scales, mg, regen, screens)
:dialga-origin: Dialga-Origin (doom desire, syringe, weird shit)
:gholdengo: Gholdengo (defensive, np)
:giratina-origin: Giratina-Origin (norm, defensive, unburden, gambit)
:heatran: Heatran (unburden, desolate land, levitate)
:ho-oh: Ho-Oh (desolate land, prank, triage)
:iron valiant: Iron Valiant (pix, sf, others)
:koraidon: Koraidon (2 atks hazard, cb chilly, sd)
:lopunny-mega: Lopunny-Mega (3atks glare, 3atks hazard)
:lunala: Lunala (norm, unburden, simple)
:marshadow: Marshadow (util, norm, offensive)
:necrozma-ultra: Necrozma-Ultra (mg, sf, unburden, simple, speed boost, others)
:pikachu-starter: Pikachu-Starter (tc, ate, surge surfer and similar, various others)
:xerneas: Xerneas (hazard + gambit)

C RANK
c rank is where the demons dwell. i have personally used most of these but i cannot guarantee that they'll work reliably at all. think of it as like a box of various old curiosities, just pick out whatever catches your eye really
:aegislash: Aegislash (immunity, regen)
:aerodactyl-mega: Aerodactyl-Mega (mg, aerilate)
:ampharos-mega: Ampharos-Mega (prank mortal)
:arceus: Arceus (guts, popbomb, scales th)
:arceus-dark: Arceus-Dark (simple jaw lock encore)
:arceus-ground: Arceus-Ground (scales th, fc dd jaw lock/shackle)
:audino-mega: Audino-Mega (support, triage, setup popbomb)
:blacephalon: Blacephalon (unburden, mixed, norm)
:calyrex-ice: Calyrex-Ice (simple setup, hazard, bounce)
:deoxys: Deoxys (psyterrain, sf, vcreate)
:dialga: Dialga (steely spirit dd jaw lock gigaton)
:dondozo: Dondozo (support)
:dragapult: Dragapult (norm screens)
:empoleon: Empoleon (psea hazard steam eruption)
:enamorus: Enamorus (psea, pixilate)
:entei: Entei (unaware)
:excadrill: Excadrill (wind rider, mg, wbb, levi)
:gallade-mega: Gallade-Mega (phys atker that beats zama it must be good)
:gardevoir-mega: Gardevoir-Mega (choice pix, weird anti-th, pix pain split/endeavor)
:giratina: Giratina (support)
:gouging fire: Gouging Fire (helmet rough skin vcreate glaive webs [i SWEAR this is good])
:great tusk: Great Tusk (moldy hazards)
:greninja-ash: Greninja-Ash (sf, lens, unburden)
:heracross-mega: Heracross-Mega (triage i guess)
:iron bundle: Iron Bundle (snow warning veil)
:iron moth: Iron Moth (i just clicked sf blue flare in sun into a regenvest ting and it did fucking 74)
:kingambit: Kingambit (simple vdance, wbb, levi, mg)
:kyurem-black: Kyurem-Black (refrigerate explosion 3atks, refrigerate sd, glance hazard)
:kyurem-white: Kyurem-White (scarf, unburden)
:lucario-mega: Lucario-Mega (unburden, wbb, offensive)
:magearna: Magearna (pixilate, wbb/levi np moonblast judgment, triage)
:mamoswine: Mamoswine (prank, setup)
:melmetal: Melmetal and other steels (prank)
:meloetta: Meloetta (scales)
:miraidon: Miraidon (stabs hazard, knock, unburden, simple np)
:necrozma-dawn-wings: Necrozma-Dawn-Wings (unburden, webs beads)
:ogerpon-hearthflame: Ogerpon-Hearthflame (desolate land)
:pecharunt: Pecharunt (util, norm webs)
:rayquaza: Rayquaza (aerilate, unburden)
:salamence-mega: Salamence-Mega (aerilate, fc)
:sandy shocks: Sandy Shocks (unburden, speed boost np)
:scizor-mega: Scizor-Mega (speed boost sd)
:scream tail: Scream Tail (mg lo np/moonblast/sword/glare)
:solgaleo: Solgaleo (sd gambit)
:swampert-mega: Swampert-Mega (sap sipper covert salt, tidy up/dd)
:tyranitar-mega: Tyranitar-Mega (simple vdance wp)
:ursaluna: Ursaluna (popbomb clicker)
:victini: Victini (bounce, unaware)
:volcanion: Volcanion (fc, regen, unburden i GUESS, volt absorb, levi)

D RANK
havent used most of these on offense, but on paper the ideas are there. they could be better or worse than i think. not comprehensive at all
:abomasnow-mega: Abomasnow-Mega (refrigerate)
:alakazam-mega: Alakazam-Mega (psyterrain, setup)
:arceus-bug: Arceus-Other
:bellibolt: Bellibolt (scales)
:brute bonnet: Brute Bonnet (tr, sniper????)
:ceruledge: Ceruledge (poltergeist sacred fire, vcreate guy)
:charizard-mega-x: Charizard-Mega-X (desolate land, adapt)
:charizard-mega-y: Charizard-Mega-Y (desolate land, unburden)
:chien-pao: Chien-Pao (sword of ruin 4atks)
:cosmoem: Cosmoem (mg, moldy)
:doublade: Doublade (fc, immunity, regen, static, bounce)
:guzzlord: Guzzlord (gambit)
:gyarados-mega: Gyarados-Mega (vdance sniper or jaw lock)
:hoopa-unbound: Hoopa-Unbound (mixed)
:kangaskhan-mega: Kangaskhan-Mega (guts, popbomb)
:palkia: Palkia (mixed mg)
:pheromosa: Pheromosa (mg util i guess)
:pinsir-mega: Pinsir-Mega (dd mg)
:raikou: Raikou (we have scales eleceus at home)
:reshiram: Reshiram (unburden)
:rotom-mow: Rotom-Mow (you had to be there)
:sableye-mega: Sableye-Mega (bounce, immunity, moldy)
:sceptile-mega: Sceptile-Mega (simple)
:zamazenta: Zamazenta (fc, serene grace)
:zapdos-galar: Zapdos-Galar (aerilate)
 
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