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Metagame ORAS Pure Hackmons

This isn't meant to be anything negative or an attack piece, merely my opinions that I just want to share a few opinions on things as I see them.
Normal - Boomburst
while not as strong as it's pixilate alternative, mons like mold breaker arceus can pretty effectively use normal boomburst to do pretty decent damage even if once more not as strong as pixilate. It also is a move that can bypass substitute which can be a pretty usable trait at times.

Electric - Nuzzle
Utility move sure, but a pretty useful one. Paralysis is a pretty strong status as the speed reduction can cripple mons. While likely not as potent as things like no guard zap cannon or the strong power moves, it can definitely see usage at times.

Ice - Refridgerate, Icicle Crash, Frost Breath
While more niche than pixilate, there are circumstances where refridgerate is relevant (though the best mons aren't as good as they are for pixilate) and as a result it'd be at least worth a footnote.
Icicle crash is a move that sees decent usage as a non-priority coverage move for mons like stag pdon and coverage fish mmx due to (in large part) the prevalence of mray. While you definitely can argue for advantages of multiple hits from icicle spear, crash is oftentimes more reliable at dealing damage as to outdamage crash you need a 4 or 5 hit spear (based on power, not substitute mu)
While most notable for meme set improofs of mray, a guarunteed crit against meta staples can lead to the difference of a qd mray sweeping you or perishing to your probopass.

Fighting - Low Kick, Secret Sword, Drain Punch, Circle Throw
Close Combat is good yes, but it has the drawback of lowering your defenses. While you can oftentimes switch out to mitigate this after a ko, if you don't ko, it can leave you a lot closer to KO. Pure Hackmons is a heavy tier. I say this as in most mons weigh a lot as stronger mons tend to be heavy. So rather than having a 120 base power fighting move with drawbacks you can pretty reliably have a 120 base power fighting move without them (most the time). If you are using it just as coverage most the relevant mons weak to it often take it with 120 base power without drawbacks, while ferrothorn and slaking take it with 100 base power instead of 120.
Sacred Sword is a good move at times, but oftentimes Secret is a strong special option. Secret sword is a move that can lead to among other things ghost type plate holders that are completely (save for plate impostor) self-improofed. It can fit onto mons like special protean users and has the advantage of hitting defense instead of special defense as a special attack. Mons like registeel often are more specially bulky so this move can let special attackers punish them harder, even if it imperfect.
Drain Punch is a move that i feel at least deserves mention. While lower in power, it can offer increased longevity at times which can be useful. Even if it doesn't ko for instance, a drain punch in theory could be the difference between living a hit and not. I feel its about as worth a mention as volt switch (which is pretty limited imo due to the prevalence of primal groudon).
Circle Throw is a phasing move. These moves aren't always ideal, but they can also put in huge work. While generally whirlwind would likely be the best, having a phasing move that hits things like bounce registeel can be useful at times.

Poison - Sludge Bomb and Poison Jab
Sludge wave is a fine move, however there are times where 5 base power is worth trading it for an additional 20% poison chance as poison can be effective pressure on mons and the base power reduction isn't that huge to a point of being deeply impactful.
Poison Jab is weaker than gunk shot, but more consistant. an 80% chance to do damage at times can be a negative enough where you you'd rather have a 100% chance, even if the 100% chance puts you in 2hko range instead of ohko.

Ground - Earth Power, Bonemerang
Earth Power mray is a real thing and earth power mray will hurt you. But in all seriousness, earth power is your best special option for ground coverage and while you could run tarrows instead if you have the attack stat, it does enable some pretty good damage at times.
Bonemerang is a move that has as much reason to be on the list as icicle spears. Rather than hitting 2 to 5 times, bonemerang hits twice for 50 base power each. Rather than the next closest move in Bone Rush (2 to 5 hits of 25BP), it is a 100BP multihit move that can be useful to break substitute with one hit and deal damage behind it with the other.

Psychic - Hyperspace Hole
Imagine if I told you there was a move that bypassed protect, ignored subsitute, had decent base power, and unlike its counterpart was not limited to one mon. That move is hyperspace hole. Unlike its big brother hyperspace fury, gamefreak did not add on the Hoopa only clause and this move can be used by any psychic type. While the psychic type roster is limited, I have seen some success using it before on mons like mold breaker latios as ignoring substitute is a useful enough effect that it can be a usable (even if niche) move.

Rock - Power Gem
I won't argue rock is a limited type, however power gem is your best special option for it and while generally I'd say ice is just better to run with your rock coverage being stealth rocks. I would also like to add that while more limited, there are times in the past where things like mold breaker ttar have appeared and rock dark is a pretty good offensive combo (although its weaknesses do definitely hold it back)

Ghost - my only note here is your strongest 1 turn physical option is shadow claw as poltergeist is a gen 8 move so good luck bringing that to any ORAS PH game.

Dragon - Dragon Tail, Spacial Rend
Phasing is a strong effect, on some teams (particularly stall) dragon tail giratina can be a very strong cornerstone to help prevent enemy set up and deal hazard damage. I'd argue it is just as good or better as circle throw.
Spacial Rend is a dragon move that does NOT lead to you having your special attack drop by two stages to click. While most the time dragon coverage is on the less useful side, for some mold breakers this is a strong option.

Dark - knock off, pursuit
Items are pretty strong. They can be the difference between getting stagtrapped and losing a core mon and not. Between having an improof and not. Knock off removed items and does impressive damage while doing it. While you definitely can argue in favor of beat up, knock off is a move that deserves its place out of the utility and power it offers.
Pursuit trapping defines a lot of huge power mons. Mega gyarados would not be as relevant as it is without this move. While I'd recommend it more selectively as improofing can be difficult, it is a move that fundamentally hinders dark weak mons or those without baton pass as you can't retreat your mray if it gets pursuited in the switching out and faints.
Also yes on the Foul Play, but particularly on stall teams as using your opponents attack against them do good damage, especially if you are piloting stall.

Steel - Bullet Punch, Iron Head
Mega Diancie is a strong mon. This move kills it. It's a priority move that while more limited compared to ice shard does its job well when it needs to. Ignoring it would be a flawed approach.
Iron head is gear grind, but consistent. Trading 20 power for consistency can be good as sure you might be less likely to OHKO and sure you might not have as good a sub matchup with the move, but on mons like registeel, this is a way to ensure you can hurt them rather than gamblinf.

Fairy - Light of Ruin
Light of Ruin has too much recoil imo to be a great option for coverage. A lot of the mons you'd want fairy coverage for can (and will) be fat and you very well could be trading large chunks of your HP if you click this move. This is a tier where a large chunk of mons will be able to heal consistently and having a strong mon trade large chunks of health into primal kyogre (for instance) only for it to heal off most the damage would not be ideal. While I am sure it could have uses, these feel limited enough I would not advise.

Judgement:
This is a special footnote I am adding. For a fair few mons, plate judgement is a strong choice, Arceus can not have plated knocked off or tricked, so plate arceus forms could run (for instance) fist plate to somewhat selfproof. Ghost types like mega gengar have spooky plate leading to sets like mold breaker spooky plate where you can be completely selfproofed. While judgement is moreso a move you'd use as improofing, it is a strong one on the right mons be it draco plate on mons like zekrom or even pixie plate on moldy mdia, even if it has it's flaws.
Thanks for taking the time to write down all these suggestions!
I'll be sure to add the vast majority of these as there are some extremely good points, not to mention some moves I'm really annoyed I forgot about lmao. Just reading some of the stuff you've written here has given me some ideas for more interesting and non-standard sets, and gives me hope that in the future we could see ORAS be less centralised around the most common sets. I hope my coverage tool can be even more useful and informative to newer players now.
 
I’m not an expected person to do this but the amount of success I’ve seen with this team is insane and what random other people have had too, so here I am. This team got me too 1641 elo so I decided to do smth stupid. Here’s a sample submission. https://pokepast.es/306ca9ef148fb558. Ik this only has one wg but before saying how bad it is please consider atleast testing it out. If this sucks, then sorry for wasting your time
 
I'm guessing nobody will LIKE this post, since it's probably about the most mind-numbing, game-ruining way to play Pure Hackmons, but let me share my findings with all of you anyways. This is my sample submission.

I've reached #1 on ladder with a very unorthodox team often referred to as "stag spam", that flips the whole way of thinking about Pure Hackmons on its head. I actually originally designed this team for USUM, but now that the ladder has been replaced by ORAS, I adapted that team to this gen and found out it works even better. Many of the counters/hardships to this team that were present in gen 7 are simply absent in gen 6.

Now, before I explain the whole idea behind it, here is the team, that I call "Take Prisoners":

Link to the pokepaste

The idea behind this team:
Usually, in Pokémon, you try to knock out your opponents pokémons, one by one.
This team aims for something fundamentally different.
It all starts with the realization, that if somehow, you are able to set up stealth rocks, and have a Mewtwo-Mega-X on the field behind a substitute with +6 attack, a critical hit boost + holding the scope lens (100% chance of critical hit!), you can kill pretty much every pokemon you can encounter with a priority move. In other words: you just straight up win.

The second, more important piece of the puzzle is: How do I (reliably) get in that situation? That's a lot of set up.
Instead of knocking out your opponents' pokemon, you will instead "take a prisoner". You will weaken an opponents pokemon's attacks to the point where they can't do any meaningful damage to you, and you prevent them from ever switching out. They can't even faint, because you'll actively keep healing them with heal pulse while you set up everything you need to set up.

Now, I have to say: taking your opponent's pokemon as prisoner is easier said than done. I don't believe my current team is perfect yet, I believe somebody could take this team and make it even more lethal. However, the current version which I arrived at through trial and error, was able to take me to #1 on the ladder.

General gameplan:
Lead with Mold breaker Deoxys. Goal: get killed by an opponents' attack. Use taunt to achieve this. (Get stealth rocks up if your opponent keeps switching and refuses to hit you.)
Then switch in the other deoxys and 'encore' the opponents' pokemon.
Switch to Arceus, use trick. They are now locked into this move forever and can't switch out.
Use Giratina to weaken attack & special attack with parting shot and set up stealth rocks.
Use Steelix-Mega to boost with Coil, set up a substitute, and Baton Pass to Mewtwo-Mega-X.
Use focus energy on your first turn with Mewtwo-Mega-X to get your crit chance up to 100%, then sweep.

Common counters to being trapped, and how to deal with them:
Ghost type pokémon: Ghost-type pokémon cannot be trapped AT ALL (unless using ingrain). Solution: Use soak on them to turn them into a water-type pokémon.
Opponent also has shadow tag: You should be able to see this is the case with mold breaker deoxys. You can use gastro acid to get rid of this ability. ALTERNATIVE: Replace shadow tag with arena trap, as arena trap also traps shadow tag (and arena trap) pokémon. I actually used to run arena trap for this reason, but arena trap has the drawback of not trapping airborne pokémon (although this can be solved with soak).
Magic bounce: Very annoying to this strategy as you cannot use encore, nor parting shot, nor heal pulse on them. Use mold breaker gastro acid if possible to ensure the opponent is not magic bounce. Otherwise, use parting shot on them to force a switch out.
Parting shot/Baton pass: Just use taunt to prevent this move.
U-turn: Use protect on the STAG deoxys, followed by disable. They can now NOT use u-turn anymore. Also works for dealing with Parting Shot.
Shed shell: You can use trick with either Arceus or Giratina to get rid of it. There ARE better strategies to dealing with it, but I couldn't find a way to fit them on the team. Most notably: Knock off, and Magic Room. Magic Room disables all items' functionality for five turns. Very potent move, but again, I couldn't find the space to fit it on the team at the cost of another move yet.
Other/Trapping just won't work...: As a last resort, go for whirlwind on Arceus and try your luck on the switch-in lottery. You might just draw out a pokémon on your opponents team that does NOT have the ability to escape.

Why this team works even better in gen 6 than gen 7:
Gen 7 had, among other things:
- Innards out Blissey/Chansey, which required me to use Slaking instead of Mewtwo-Mega-X in combination with 3 layers of spikes just to survive the HP recoil of one of them.
- Z-moves (goes through taunt, can't encore them, often very powerful or offering a large boost)
- A lot of untrickable items being used

Conclusion:
With all this mentioned, I think it goes without saying that although winning with this team is easy against quite some teams, there's a lot of exceptions, counterplay and intricacies when dealing with prepared opponents, where you still have to learn how to pilot this team effectively, to still make the strategy work.

Nevertheless, even though I don't believe this team is optimal yet, the team in its current form is good enough to reach ladder #1.

For everyone that has had the misfortune of playing against me: I'm sorry for the incredibly boring and frustrating games. I set out building this team with the challenge of trying to build a broken team that would "always win". Not perfect yet, but definitely potent, although in the process I accidentally discovered the lamest way to play Pure Hackmons probably ever. Still, I believe in my heart, that like with all meta, when one strategy becomes too oppressive, the meta will always adapt and counterplay will always be introduced
Another thing that makes trapping even better in Gen 6 compared to 7 is that the big fat prankster fuck (Giratina) doesn't run haze like it would in Gen 7, it runs Encore. Encore is a lot easier to play around when the whole goal of the team is to get a million numbers on the screen compared to something like Haze, which required you to priority kill the PrankHaze mon before they got the chance. Also, the fact that this team actually works well in Gen 6 is even more evidence that Gen 6 kinda sucks, so please, keep using degenerate bullshit on ladder. Let it all burn.

(Also, the lack of Spectral Thief is another reason why you don't have to use Slaking as the cleaner. As well, the removal of Innards Out has heavily reduced the viability of Magic Guard, which was the reason why you would have to run something like Bonerang on the cleaner Mon. With Magic Guard being much less likely to show up, you have even less standing in your way. Wonderful.)
 
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I’m not an expected person to do this but the amount of success I’ve seen with this team is insane and what random other people have had too, so here I am. This team got me too 1641 elo so I decided to do smth stupid. Here’s a sample submission. https://pokepast.es/306ca9ef148fb558. Ik this only has one wg but before saying how bad it is please consider atleast testing it out. If this sucks, then sorry for wasting your time
I am another player of this team. To make the team better, make all rays have the same name and breaker ability to make it harder for people to deduce the set. Do the same for the regis. Especially for those guys, cus magic bounce and wonder guard are pretty different abilities and not knowing which is which is more advantageous. It doesn't cost you anything to make their names consistent, and it provides a much larger benefit. Ettche made a great team, in my opinion, but thats the flaw of the team that stands out.
 
I am another player of this team. To make the team better, make all rays have the same name and breaker ability to make it harder for people to deduce the set. Do the same for the regis. Especially for those guys, cus magic bounce and wonder guard are pretty different abilities and not knowing which is which is more advantageous. It doesn't cost you anything to make their names consistent, and it provides a much larger benefit. Ettche made a great team, in my opinion, but thats the flaw of the team that stands out.
Ik, I changed that to be more fitting as a sample thing
 
I should be prepping for my game in a few days, but I wanna procrastinate so here is-​

ORAS Pure Hackmons Speed Tiers​

Important Speed benchmarks are bolded.​
SpeedSpritePokemonBase SpeedEVsIVsNatureStat Boost
756:deoxys-speed:Deoxys-Speed18025231Positive+1
678:arceus:Arceus12025231Neutral+2
658:rayquaza-mega:Rayquaza-Mega11525231Neutral+2
657:aerodactyl-mega:Aerodactyl-Mega15025231Positive+1
652:xerneas:Xerneas9925231Positive+2
638:diancie-mega: :latios-mega:Diancie-Mega, Latios-Mega11025231Neutral+2
612:groudon-primal:Groudon-Primal9025231Positive+2
594:xerneas:Xerneas9925231Neutral+2
558:groudon-primal:Groudon-Primal9025231Neutral+2
519:cobalion:Cobalion10825231Positive+1
505:mewtwo-mega-x:Mewtwo-Mega-X13016431Neutral+1
504:deoxys-speed:Deoxys-Speed18025231Positive+0
489:yveltal:Yveltal9925231Positive+1
459:groudon-primal:Groudon-Primal9025231Positive+1
438:aerodactyl-mega: :deoxys-attack:Aerodactyl-Mega, Deoxys-Attack15025231Positive+0
427:beedrill-mega:Beedrill-Mega14525231Positive+0
416:electrode: :mewtwo-mega-y:Electrode, Mewtwo-Mega-Y14025231Positive+0
405:manectric-mega:Manectric-Mega13525231Positive+0
394:Gengar-Mega: :Mewtwo-Mega-X:Gengar-Mega, Mewtwo-Mega-X13025231Positive+0
386:talonflame:Talonflame12625231Positive+0
372:arceus:Arceus12025231Positive+0
361:rayquaza-mega:Rayquaza-Mega11525231Positive+0
353:thundurus:Thundurus11125231Positive+0
350:diancie-mega: :latios-mega: :metagross-mega:Diancie-Mega, Latios-Mega, Metagross-Mega11025231Positive+0
346:cobalion:Cobalion10825231Positive+0
339:arceus:Arceus12025231Neutral+0
331:landorus: :thundurus-therian:Landorus, Thundurus-Therian10125231Positive+0
329:rayquaza-mega:Rayquaza-Mega11525231Neutral+0
326:genesect: :xerneas: :yveltal:Genesect, Xerneas, Yveltal9925231Positive+0
323:lucario-mega:Lucario-Mega11225231Neutral+0
319:diancie-mega: :latios-mega: :lugia:Diancie-Mega, Latios-Mega, Lugia11025231Neutral+0
299:gardevoir-mega: :regigigas: :slaking: :zapdos:Gardevoir-Mega, Regigigas, Slaking, Zapdos10025231Neutral+0
297:genesect: :xerneas: :yveltal:Genesect, Xerneas, Yveltal9925231Neutral+0
289:kyurem-black: :kyurem-white:Kyurem-Black, Kyurem-White9525231Neutral+0
281:landorus-therian:Landorus-Therian9125231Neutral+0
280:giratina:Giratina9015631Positive+0
279:groudon-primal:Groudon-Primal9025231Neutral+0
266:Rayquaza-Mega:Rayquaza-Mega115031Neutral+0
261:gyarados: :gyarados-mega:Gyarados, Gyarados-Mega8125231Neutral+0
256:metagross-mega:Metagross-Mega110031Neutral+0
253:xerneas:Xerneas997631Neutral+0
241:tyranitar-mega:Tyranitar-Mega7525231Neutral+0
240:aegislash:Aegislash6025231Positive+0
236:regigigas: :slaking:Regigigas, Slaking100031Neutral+0
230:dialga: :groudon-primal:Dialga, Groudon-Primal905631Neutral+0
229:ampharos:Ampharos5525231Positive+0
216:giratina: :groudon-primal: :kyogre-primal:Giratina, Groudon-Primal, Kyogre-Primal90031Neutral+0
209:ampharos:Ampharos5525231Neutral+0
207:ampharos-mega:Ampharos-Mega4525231Positive+0
201:aegislash:Aegislash6018031Neutral+0
198:gyarados: :gyarados-mega:Gyarados, Gyarados-Mega81031Neutral+0
166:groudon-primal: :kyogre-primal:Groudon-Primal, Kyogre-Primal9000Negative+0
157:suicune:Suicune8500Negative+0
139:scizor-mega:Scizor-Mega7500Negative+0
130:skarmory: :swampert-mega:Skarmory, Swampert-Mega7000Negative+0
94:audino-mega: :chansey: :registeel:Audino-Mega, Chansey, Registeel5000Negative+0
40:escavalier: :ferrothorn: :sableye-mega:Escavalier, Ferrothorn, Sableye-Mega2000Negative+0
13:shuckle:Shuckle500Negative+0
4:sableye-mega:Sableye-Mega (Level 2)2000Negative+0

Please note that I almost definitely forgot a lot of otherwise obvious additions, so feel free to ping me in the Discord / send me a PM if you don't see something that should be here. Just please do not send a short response in this thread- it clogs up the thread, and drowns out the actually high-quality posts.
 
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I should be prepping for my game in a few days, but I wanna procrastinate so here is-​

ORAS Pure Hackmons Speed Tiers​

Important Speed benchmarks are bolded.​
SpeedSpritePokemonBase SpeedEVsIVsNatureStat Boost
756:deoxys-speed:Deoxys-Speed18025231Positive+1
722:rayquaza-mega:Rayquaza-Mega11525231Positive+2
658:rayquaza-mega:Rayquaza-Mega11525231Neutral+2
657:aerodactyl-mega:Aerodactyl-Mega15025231Positive+1
652:xerneas:Xerneas9925231Positive+2
638:diancie-mega: :latios-mega:Diancie-Mega, Latios-Mega11025231Neutral+2
612:groudon-primal:Groudon-Primal9025231Positive+2
558:groudon-primal:Groudon-Primal9025231Neutral+2
519:cobalion:Cobalion10825231Positive+1
504:deoxys-speed:Deoxys-Speed18025231Positive+0
459:groudon-primal:Groudon-Primal9025231Positive+1
438:aerodactyl-mega: :deoxys-attack:Aerodactyl-Mega, Deoxys-Attack15025231Positive+0
427:beedrill-mega:Beedrill-Mega14525231Positive+0
405:manectric-mega:Manectric-Mega13525231Positive+0
394:Gengar-Mega: :Mewtwo-Mega-X:Gengar-Mega, Mewtwo-Mega-X13025231Positive+0
386:talonflame:Talonflame12625231Positive+0
372:arceus:Arceus12025231Positive+0
361:rayquaza-mega:Rayquaza-Mega11525231Positive+0
355:lucario-mega:Lucario-Mega11225231Positive+0
353:thundurus:Thundurus11125231Positive+0
350:diancie-mega: :latios-mega: :metagross-mega:Diancie-Mega, Latios-Mega, Metagross-Mega11025231Positive+0
346:cobalion:Cobalion10825231Positive+0
331:landorus: :thundurus-therian:Landorus, Thundurus-Therian10125231Positive+0
329:rayquaza-mega:Rayquaza-Mega11525231Neutral+0
326:genesect: :xerneas: :yveltal:Genesect, Xerneas, Yveltal9925231Positive+0
319:diancie-mega: :latios-mega: :lugia:Diancie-Mega, Latios-Mega, Lugia11025231Neutral+0
299:gardevoir-mega: :regigigas: :slaking: :zapdos:Gardevoir-Mega, Regigigas, Slaking, Zapdos10025231Neutral+0
289:kyurem-black: :kyurem-white:Kyurem-Black, Kyurem-White9525231Neutral+0
281:landorus-therian:Landorus-Therian9125231Neutral+0
279:groudon-primal:Groudon-Primal9025231Neutral+0
261:gyarados: :gyarados-mega:Gyarados, Gyarados-Mega8125231Neutral+0
240:aegislash:Aegislash6025231Positive+0
216:giratina: :groudon-primal: :kyogre-primal:Giratina, Groudon-Primal, Kyogre-Primal90031Neutral+0
207:ampharos-mega:Ampharos-Mega4525231Positive+2
201:aegislash:Aegislash6018031Neutral+0
198:gyarados: :gyarados-mega:Gyarados, Gyarados-Mega81031Neutral+0
166:groudon-primal: :kyogre-primal:Groudon-Primal, Kyogre-Primal9000Negative+0
157:suicune:Suicune8500Negative+0
139:scizor-mega:Scizor-Mega7500Negative+0
130:skarmory: :swampert-mega:Skarmory, Swampert-Mega7000Negative+0
94:audino-mega: :chansey: :registeel:Audino-Mega, Chansey, Registeel5000Negative+0
40:escavalier: :ferrothorn: :sableye-mega:Escavalier, Ferrothorn, Sableye-Mega2000Negative+0

Please note that I almost definitely forgot a lot of otherwise obvious additions, so feel free to ping me in the Discord / send me a PM if you don't see something that should be here. Just please do not send a short response in this thread- it clogs up the thread, and drowns out the actually high-quality posts.
Not a note of something that should be here, but a couple of questions about the things that are here:

1). Why the hell would you ever run 252 + Ampharos-M? What are you really outspeeding with that that you are not outspeeding with 0 speed investment?
2). While looking at the Ampharos stats, I found that the speed numbers you gave for at least some of the mons I looked at are completely wrong. No speed investment +2 speed Ampharos-M has a speed of 252, which is significantly higher then the speed stat that you gave for full investment Ampharos-M at 207. As well, no investment PDon has a speed of 194, while the chart you made says that it has 216 speed. What makes this even more confusing is that the speed numbers on your chart are not consistently wrong. The top few are 100% correct, the slowest PDon spread is correct despite the normal PDon spread being incorrect, ex.
3). First off, the existence of Cobalion on this chart is a bit disorienting, but second off, in what world is the speed tier of +1 Cobalion going to matter? How would Cobalion even get to +1 speed? If you say Sticky Webs, then why isn't every variation of +1 speed PDon on the chart? Why isn't every variation of every Mon on that chart at -1 speed on the chart? The fact that they are not makes me think that the answer is not Sticky Web, which only leads me to the conclusion of Quiver Dance or Shift Gear, and who on gods green earth is running ether of those moves on Cobalion. (The better question is who is actually running Cobalion, but I'm sure it has some microscopic niche that somebody in the forum is gonna try and argue is viable despite not actually using it **cough cough Avalugg/Zapdos/most of the mons in the lowest tier of the Gen 7 tier list)
4). Why is lowest speed PDon/POgre considered a "important" speed tier? Seeing as how the only Pokemon below it are all lowest speed spreads, there isn't really a reason to care about the speed tier. If the importance of the speed tier is for stuff to underspeed it, going min speed costs nothing, so there isn't a sacrifice needed to underspeed PDon or POgre. If the Mon has a speed stat over 90, they cannot underspeed lowest speed PDon/POgre. That seems like common sense, not a important speed tier.
5). This technically is a otherwise obvious addition, but it is kinda important, where is 252 speed MMX/MGar? That speed tier would almost certainly be considered "important", seeing as both MGar and MMX can conferably run +SpA and +Atk respectively.
6). No +Speed Regigigas 0/10 chart

Edit: The PDon speed stuff is 100% incorrect on my part. The Ampharos does say +2 Speed tho, so I am not completely blind. (Still who is running Ampharos anyway and why would you run max speed on it why why why)
 
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2). While looking at the Ampharos stats, I found that the speed numbers you gave for at least some of the mons I looked at are completely wrong. No speed investment +2 speed Ampharos-M has a speed of 252, which is significantly higher then the speed stat that you gave for full investment Ampharos-M at 207. As well, no investment PDon has a speed of 194, while the chart you made says that it has 216 speed. What makes this even more confusing is that the speed numbers on your chart are not consistently wrong. The top few are 100% correct, the slowest PDon spread is correct despite the normal PDon spread being incorrect, ex.
first one you misread the chart (though it should be +0) and second one you forgot to remove -speed, no investment pdon does reach 216 speed without -speed
3). First off, the existence of Cobalion on this chart is a bit disorienting, but second off, in what world is the speed tier of +1 Cobalion going to matter? How would Cobalion even get to +1 speed? If you say Sticky Webs, then why isn't every variation of +1 speed PDon on the chart? Why isn't every variation of every Mon on that chart at -1 speed on the chart? The fact that they are not makes me think that the answer is not Sticky Web, which only leads me to the conclusion of Quiver Dance or Shift Gear, and who on gods green earth is running ether of those moves on Cobalion. (The better question is who is actually running Cobalion, but I'm sure it has some microscopic niche that somebody in the forum is gonna try and argue is viable despite not actually using it **cough cough Avalugg/Zapdos/most of the mons in the lowest tier of the Gen 7 tier list)
cobalion uses scarf no guard on ho. if i remember correctly the purpose is to beat bdrum pdon's priority moves and unlike metagross it doesn't lose to gyara, though it loses out on surprise factor
 
I've been kicked out of ORAS PH Occasional thanks to me having a skill issue on top of not preparing enough, so I finally get to make my teamdump for the tournament. Feel free to steal and/or try to improve any of these teams, or alternatively, feel free to slander me regarding them. If you make a short post in response to this, I'm going to mail a rat to your house.

Round 2W- versus 3EyeQ (2-0 W)​
I knew my opponent was new to ORAS PH, so I went into this expecting cancer. They ended up bringing edited samples, so a lot of my specific preparation wasn't needed, but the teams were still fine.

Game 1 (W)
Team- https://pokepast.es/bb9110a488ced24d
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-917828
I feel bad about this game. My opponent didn't really know how to play versus Wonder Guard, so I was able to spam Chatter with Thundurus against them all game. I probably could have reused this team, but for some reason I chose not to. I ended up trying improving how this team did versus cancer, which was when I learned that Sableye @ Sablenite wasn't bad. I really don't have anything else to say about this team, to be honest.

Game 2 (W)
Team- https://pokepast.es/44ca2df6616a538e
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-917834
This game was much more involved, since my opponent brought the Dual MMX sample. I managed to take out the Imposter Chansey very early on, which (I eventually realized) meant that Belly Drum Groudon-Primal could easily win (but I wasted time due to trying to chip Gyarados-Mega, which forgot was just going to die to Extreme Speed).

Round 4W- versus PenultimateToast (2-0 W)​
I also expected to face cancer this week, so I decided to bring stall and a slightly edited version of the Dual MMX sample team. PenultimateToast, expecting that I would prepare more for cancer, brought relatively standard teams. I did manage to pull off a 2-0 win in the end, however.

Game 1 (W)
Team- not mine, so no link
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-921704
LycanrocWastaken passed me a mono-Wonder Guard + Weavile stall team, which ended up doing decently well, despite it being hard to pilot. Weavile managed to put in a lot of work this game, crippling both the Substitute + Baton Pass Magic Bounce Giratina by Tricking it a Choice Scarf, as well as removing Pixie Plate from the Mold Breaker Xerneas (which could no longer easily break my Giratina).

Game 2 (W)
Team- the Dual MMX sample, but the Wonder Guard MMX is holding a Mewtwonite Y
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-921730
I made the Wonder Guard MMX hold a Mewtwonite Y, since I wanted it to block Trick, and that is the only change I made to the team. I tragically forgot to Mega Evolve at the last turn when I knew I had won, but it is what it is.

Round 6W- versus cityscapes (0-2 L)​
I knew I was never going to win versus cityscapes if I relied on just playing skill, so I tried to prepare for as much as I could by bringing stall and a random team from my builder. I'm honestly pretty happy with the second game, even though I lost, but it really feels like I completely threw game 1 when it was actually very winnable.

Game 1 (L)
Team- https://pokepast.es/542dcbaaa1ab6c76
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-926524
Faced this team's worst matchup ever, which was an Ampharos @ Ampharosite with Taunt. I might have been able to play around it, but I was too scared of losing Sableye-Mega and ended up accidentally throwing the game. I did get to reuse the team later on, however (after some tweaks).

Game 2 (L)
Team- https://pokepast.es/44ca2df6616a538e
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-926526
This game was so close that if I had taken one fewer round of Stealth Rock chip with Gyarados, I had a really good chance of winning. I still do not know if that critical hit on Groudon-Primal mattered or not, but it probably didn't considering that Groudon-Primal had almost no investment into its bulk, and I know the Arceus that KOed it was Huge Power (and probably Choice Band). Even though I lost, save for letting Groudon-Primal die to an Extreme Speed (which I should have seen coming a mile away), I'm still pretty happy with how I played this game.


Round 7L- versus Illouri (2-0 W)​
I wasn't exactly sure what to expect versus Illouri, so I brought stall and a cool team with Huge Power Rayquaza-Mega @ Choice Band. Both games were extremely close, and both teams ended up being decent picks.

Game 1 (W)
Team- https://pokepast.es/7a9a77a4394c37ad
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-928149
I decided to bring a slightly modified version of the stall team I brought for game 1 versus cityscapes (I swapped out Wonder Guard Tentacruel for Shadow Tag Regigigas). I feel like I played badly this game, but I somehow managed to pull it off by stalling the Mold Breaker Rayquaza-Mega out of Oblivion Wing PP (which was their only attack). I’m a bit sad that I didn’t really get to use Umbreon, although it did come in clutch versus the Rayquaza-Mega by tanking a few Oblivion Wings.

Game 2 (W)-
Team- https://pokepast.es/5cdbf02b317c356f
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-928152
Faced Mewtwo-Mega-X spam that only had two ways to hit my Sableye-Mega, but one of which was a Huge Power that had coverage to also hit my other Wonder Guard. I'm definitely glad I won versus this- I don't really like how stressful spam is to play against, although it does feel very rewarding to beat.

Round 8L- versus Scipioklol (2-1 W)​
Game 1 (L)
Team- not my team, so no link
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-928938?p2
I reused the team that I brought versus PenultimateToast, and it only had one Wonder Guard and no Shadow Tag. On team preview, I saw an Aerodactyl-Mega, and I knew there was a good chance I just instantly lost, and sure enough, it was No Guard. I fully knew I would lose, so I feel like I kinda did what I could, which wasn’t much but it was something.

Game 2 (W)-
Team- https://pokepast.es/2a1969dcb5791e91
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-928940?p2
To be honest, I don’t think my opponent could have done much of anything here. The team was the old sample Huge Power spam, so I dug up the Pokepaste during team preview and referred to it when I was playing. That team was Substitute FEAR Sableye-Mega’s dream matchup- a team with no Mold Breaker and only one Fairy-type move user, and it put in so much work that I didn’t even need to use or even bring out my Mold Breaker. This was also one of the first teams I made where I really experimented with changing the semi-standard FEAR Sableye-Mega set, and I really like the results I’ve been seeing with my newer FEAR sets, so I may make a dedicated post on them at some point.

Game 3 (W)
Team- Used Glory’s stall sample team All We Love We Leave Behind
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-928941?p2
My opponent chose to bring their game 1 team again versus me, and it nearly worked. This game was really tough and forced me to make a couple of hard predictions towards the end, but I managed to pull off the win.

Round 9L- versus GigaBytes7 (0-2 L)​
I expected cancer this week, but other than that I did almost no preparation. I completely deserved this loss, but I guess there isn't really anything I can do about it now.

Game 1 (L)
Team- https://pokepast.es/4216fca4c05a1d8f
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-930990
I am so upset that this team didn’t do better, so I ended up working on an improved version after the set (which I might post at a later date, since it seems like it is rather good now). I definitely misplayed a few times, but overall I feel like I played okay-ish. Definitely not my best game, but also not my worst since nothing compares to how ass I was game 2.

Game 2 (L)
Team- not my team, so no link
Replay- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-930992
I stole a team from LycanrocWastaken for game 2, since I was lazy and didn't want to take the time to actually prepare. I definitely should have (at the very least) practiced with it, and making several dumb mistakes in-game didn’t help. I especially deserved this loss, and I'm still rather upset with myself over this game.

Shoutouts Time​
clodsie thank you so much for your support this tournament, especially through letting me test new ideas and teams throughout the tournament! I really wish we got to play versus each other this tournament, especially since we know each other's habits so well, but maybe we will get that chance later on (HPL III???).

LycanrocWastaken wanted to thank you for all of your support throughout the tournament, especially through introducing me to stall and passing the Weavile stall team (sorry about getting Weavile its first loss). It was really fun getting to collaborate, and I hope we can work more together in the future (HPL III???).
 
I’m not an expected person to do this but the amount of success I’ve seen with this team is insane and what random other people have had too, so here I am. This team got me too 1641 elo so I decided to do smth stupid. Here’s a sample submission. https://pokepast.es/306ca9ef148fb558. Ik this only has one wg but before saying how bad it is please consider atleast testing it out. If this sucks, then sorry for wasting your time
What use does regigigas have here over slaking and arceus other than making the opponent think you have hp, and even if this is useful enough for it to be slaking over arceus, if you release it as a sample, then everyone will know the sets, so arceus would be more optimal anyway (I just reread this and realized that this is for beat up, but arceus is still probably better). Nicknames should also all be the same. Also, why are there 3 mrays that all don't have ground coverage? surely at least one pokemon should be able to beat probopass and ohko electric types. (gyarados doesn't count). If they get rocks up and copy your mray and win the speed tie, then they just win, and this is made worse by the fact that rocks are perminent for you, since you don't have defog, although because there is so much sub, this is probably avoidable, but it might be better to use ice shard or some other priority move that can ko mray on gyarados as a backup. You also don't really have a great answer for gale wings mray with taunt other than predictions with the mbounce regigigas, then switching to wg regigigas, which the opponent can take advantage of since it's a free turn, which is another reason to use ice shard on mgyara.
 
https://pokepast.es/6cdd525a95580771 Basically, I saw camautomatic make a sample submission, and decided to copy him. This team has gotten top one on the ladder I believe more than 5 times, and I believe I have beaten lycanrocwastaken (an actual good oras ph player) with it (and some 3 turn sleeps). (the reason I lost both games of oras ph occasional was because I was still new to the format and develpoing the team, and I was really busy for the first game, didn't really tryhard the second because I thought there was no way that I'd actually be good at Oras, and was also trying a dumb strat (mold slak with shell smash)

Team summary:

Mray: one of the most threatening sweepers in the current meta, oblivion wing is it's best stab, shell smash is the best setup (quiver is too slow), dark void is good for goggles kyogre and things like that, earth power is for pokemon like probopass and pdon (tarrows might be better, and you could also use chatter if you're feeling lucky)

MManectric: Deo-s, electrode, and beedrill-mega with black sludge also work for this role, but I think either manectric or electrode is best here, as it's only unfortunate weakness is bonemerang, which isn't common, as tarrows is generally prefered, whereas deo-s is weak to shadow sneak and beat up, electrode is less bulky but outspeeds the mold lopunny lead version of stag spam, although the team is good at beating stag spam at the moment, so it isn't really nescessary, and beedrill-mega has a notable chatter weakness, whereas manectric can set sub against an opposing mray with varying rates of success. Moveset is self explanitory, spore is used because of consistency as opposed to dark void as well as giratina improofing somewhat, minimize is used for taunt, encore, and r-killing moves, as well as to possibly get an extra setup turn on mray.

Xerneas: secondary sweeper and wg, wg arceus, a second mold such as mray or mlatios, or a bp Xerneas might be better. Xerneas doesn't really benefit as much from subpassing, but it helps against the stag spam matchup with fast taunt, can beat many wgs with a combination of taunt and ppstalling things like u-turn, and beats giratina with moonblast. It is also great against most revenge killers, but bullet punch and gear grind are slightly annoying. Likely the most replcable part of the team. I chose another wg because MManectric isn't good against fissure, although I may have been worrying too much, as mray counters fissure, but an extra wg also helps against coverage spam, as you have an extra optinon to switch to that might be immune to their coverage. it also improofs itself, unlike mray, so you can use it if it is hard for you to get sub up, and taunt can help when you are behind sub and they send out imposter. Before, I used freeze dry and lava plume over taunt and moonblast, but I felt that those were too matchup dependant, and I wanted to use something more consitent. A coverage move such as freeze dry, earth power, searing shot, or chatter is probably usable over moonblast or if you don't care for improof, judgement (although because of taunt, it would likely be best to have an improof, if you don't use taunt and have three coverage than have scizor or manectric improof, giratina can as well technically if you use fairy judgement, but just use steel at that point).

Scizor: Pivot for defog and rocks. U-turn and shed shell help against stag spam, which is common right now. you should always lead Scizor or giratina, since it cannot be trapped (otherwise they might have a stag lead, and you could lose a pokemon or be stag spammed). I could use aromatherapy over stealth rock, but I felt that stealth rock was more valuable, especially with sub preventing most status. Scizor is immune to tspikes, which is one of the reasons I chose it. using scizorite to counter stag spam and having powder over stealth rock is also an option

Giratina: basically the only way to deal with sweepers since mgyara is like a 50/50 chance, as it only has sucker punch as a strong priority move, and water shuriken is weak. Standard moveset, defensive for pursuit Gyarados (Gyarados should honestly run dread plate, that would actualy be good enough for giratina probably)

Gyarados: Used to beat ghost types that might have curse. it doesn't beat sableye, but xern can deal with it using taunt and moonblast (although that and mray are the only pokemon that can deal with sableye lv2) I origianlly used knock off over beat up for consistency, but I realized that beat up wouldn't really have that much value later on anyway, since if you have lost a lot of pokemon, you will likely just have to play a war of attrition (it might be better to increase the ivs and change the attack lowering natures, but I'm too lazy to right now, I probably will later). Water shuriken is for Pdon, but you could also use ice shard possibly, or a coverage move such as play rough, fairy coverage, tarrows, shadow sneak, low kick, or any other coverage of worth. Dread plate would actually be an interesting option for gyarados here, for beating trick arceus and getting a one shot on giratina that is defensive by using pursuit, though lum berry is still usually more optimal, as without it giratina could just spore. Gyarados is also the only revenge killer, and isn't very good at revenge killing except against groudon because sucker punch is inconsistent, so sucker punch or water shuriken could be replaced by extreme speed or ice shard it you want to revenge kill, but I usually use giratina to deal with sweepers, and gyarados as a last resort.

Possible changes: increase attacking stats for beat up, tarrows or chatter over earth power, coverage or bp xern set, or another mold (stored power, spacial rend latios-mega would be my choice or another mray, or maybe a non-ice shardable), or wg arceus coverage or bp, atherapy over stealth rock, haze over encore, dark void and spore interchangable on every pokemon, a different support move on manectric such as coverage or taunt, coverage on gyarados over water shuriken, knock off over beat up on gyarados, electrode, deo-s, or beedrill over manectric, possibly a different wg mon over scizor, such as ferrothorn or escavalier, or any other defensive wg such as pogre or maud.

Edit: https://pokepast.es/ea0242e08296fc78 beat up optimized, thousand arrows might be better on mray, but earth power is stronger against pdon, steelix, and maggron, and air balloon is still managable if they aren't using something like air balloon magnet rise probopass, aerodactyl and thunderus are managable with other mons, although if they are a big problem, then tarrows is usable over earth power. Xern's defense and speed were also changed to have it survive a critical hit extreme speed from mmx after stealth rock at -1, and it survives extreme speed after rocks at -2, and I think it can survive extreme speed without rocks at -3, although this speed stat might be inoptimal considering certain scarf pokemon. 281 speed is probably the lowest you can go to, but any reduced speed is suboptimal in a xerneas mirror where the other has judgement. I just realized that this is basically just a basic balance team after seeing lycanroc's post, and I'm pretty sure it will not get accepted despite it's mild success because it is unoriginal (unless 3 wgs counts as originality), and it's ladder success is largely because most good players aren't on ladder, but I don't care, although it would be cool to have a sample team someday, and I think this is a decent and easy to use team, and probably the best I've made.
 
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ORAS PH ladder is coming back.
Want to learn how to build a standard decent balance team?

1.
Add a WG SubPass Mon (3 Status + 1 Move / 2 Status + 2 Moves) or a :Beedrill-mega: (Tho imo it isn't worth it 70% of the time)

2. Revenger/Bounce/Another Mold

3. Mold (:Rayquaza-mega: or :Groudon-primal: or :Diancie-mega:)


4. Add a WG Mon (for example,:Audino-mega: or :Kyogre-Primal: or :Ferrothorn: or :arceus:)

5. Add a Huge Power / GWings / STAG Mon (for example,:Gyarados-mega: or :Regigigas:or :Rayquaza-mega:)

6. Add a :Giratina:(prank or bounce or even PHEAL, depending on team)

so what happens now? here are the end results

Team: :manectric-mega: :slaking: :rayquaza-mega: :audino-mega: :gyarados-mega: :giratina:
Team: :manectric-mega: :groudon-primal: :rayquaza-mega: :audino-mega: :gyarados-mega: :giratina:
Team: :manectric-mega: :slaking: :groudon-primal: :kyogre-primal: :gyarados-mega: :giratina:

Team: :Xerneas: :slaking: :groudon-primal: :kyogre-primal: :gyarados-mega: :giratina:
Team: :Xerneas: :aegislash: :rayquaza-mega: :kyogre-primal: :gyarados-mega: :giratina:

Team: :beedrill-mega: :Diancie-Mega: :rayquaza-mega: :Kyogre-Primal: :gyarados-mega: :giratina:

Team: :Deoxys-Speed: :Diancie-Mega: :rayquaza-mega: :Kyogre-Primal: :gyarados-mega: :giratina:
Team: :Deoxys-Speed: :Diancie-Mega: :rayquaza-mega: :audino-mega: :gyarados-mega: :giratina:
Team: :Deoxys-Speed: :Diancie-Mega: :rayquaza-mega: :Kyogre-Primal: :rayquaza-mega: :giratina:
Team: :Deoxys-Speed: :mewtwo-mega-x: :rayquaza-mega: :Kyogre-Primal: :Regigigas: :Giratina:

Erm sorry it wasn't supposed to look like that
This meta's balance teams can be a lot more creative! For example, THESE BALANCE TEAMS IN THE SAMPLES!


Team::Beedrill-Mega: :Diancie-mega: :Rayquaza-mega: :Kyogre-Primal: :groudon-primal: :Giratina: (neurotoxin)
Team::manectric-mega: :groudon-primal: :rayquaza-mega: :ferrothorn: :Gyarados-mega: :Giratina: (my sample)

Total:
:giratina: count: 12/12
:gYARADOS-MEGA: count: 10/12
:rayquaza-mega: count: 10/12
:kyogre-primal: count: 8/12
:groudon-primal: count: 5/12

Wait, NO- :blobthinking:
I didn't even know about this, and I basically built a standard balance team without knowing much about the format prior, but I have minimize on mine for ragebaiting and extra setup turns
 
What use does regigigas have here over slaking and arceus other than making the opponent think you have hp, and even if this is useful enough for it to be slaking over arceus, if you release it as a sample, then everyone will know the sets, so arceus would be more optimal anyway (I just reread this and realized that this is for beat up, but arceus is still probably better). Nicknames should also all be the same. Also, why are there 3 mrays that all don't have ground coverage? surely at least one pokemon should be able to beat probopass and ohko electric types. (gyarados doesn't count). If they get rocks up and copy your mray and win the speed tie, then they just win, and this is made worse by the fact that rocks are perminent for you, since you don't have defog, although because there is so much sub, this is probably avoidable, but it might be better to use ice shard or some other priority move that can ko mray on gyarados as a backup. You also don't really have a great answer for gale wings mray with taunt other than predictions with the mbounce regigigas, then switching to wg regigigas, which the opponent can take advantage of since it's a free turn, which is another reason to use ice shard on mgyara.
So, about the downsides, I will change the team. Regi will stay though. I will add shard to mgyara and will add tarrows to an mray (it’ll ko its targets even If it had lower attack and if for balloon, ik its not that common but seeing as it’ll ko its targets anyways, its ok) also people keep talking about the naming thing, I didn’t want it to be to repetitive if the stars aligned and it did become a sample. As for gale wings mray, the mgyara does counter it, same with the wg. Infact, here’s the imroved version https://pokepast.es/5cc4482b42dd95f1. Anyways I havnt received news on my team so pls tell me when it gets rejected
 
:sm/sableye-mega: My Experiments With FEAR :sm/sableye-mega:​

I’ve mentioned in my teamdump for ORAS PH Occasional I that I’ve been experimenting with changing the standard FEAR Sableye-Mega set. I’ll still test some more with it, but I wanted to post about what I have tried so far, in the hopes that it can encourage others to experiment with sets like this.

For those who are unaware, here is the standard FEAR set for Sableye-Mega:
:sm/sableye-mega:
Sableye-Mega @ Flame Orb
Ability: Wonder Guard
Level: 2
EVs: 76 HP
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psycho Shift
- Curse
- Pain Split
- Magic Coat

Now why is this set so effective?

If you cannot reliably force out this Sableye-Mega, the amount of chip this mon can and will inflict on your team is insane, to the point where (from my experience) even stall can struggle versus it. Even IF you can force this mon out, it probably won’t be until something is cursed, burned, or at half health thanks to Pain Split. On top of that, you can’t trap it with Shadow Tag / Arena Trap, since Sableye-Mega is a Ghost-type. You can’t put it to sleep either, since Flame Orb ensures it is essentially always going to already have a status effect. Even trying to hit it is hard, since it only has one weakness, and it would love to be able to chip a Mold Breaker.

As for how you can beat it, the options are surprisingly limited, considering this is a level two Pokemon. Giratina can Encore it, but this will be at the cost of half of its health, getting burned, and/or being cursed. Mold Breakers consistently force it out, but most of them are deathly afraid of chip (since most cannot fit recovery on their movesets). Anything with a Fairy-type attack can force it out, but they are usually Xerneas (who hates being burned) or Diancie-Mega (who hates chip in general). You can block Pain Split healing and burn with a Substitute, but now you are basically guaranteeing that you will be cursed (unless you managed to chip it enough), meaning passing this Substitute to your Mold Breaker is guaranteeing that they will also get chipped. The best answer by far is Taunt, but even Taunt can somewhat easily be dealt with by a Magic Bouncer (which a lot of teams will want anyways).

While I have used this set some, I’ve noticed a few flaws that it had (although the first one is by far the biggest)-
1) When it is forced out, this is usually thanks to a Mold Breaker coming in. Although this Mold Breaker WILL be chipped, you will still have to somehow deal with it.
2) It is forced to switch by Taunt (although that seems to be somewhat less common nowadays)
3) One of its better answers (Giratina) is also the highest-ranked Pokemon on the viability rankings.

Now that I have established what the standard set is and why it is so effective (plus what some of its flaws are), I can start talking about how others have tried changing it (before getting to my own sets).

Sableye-Mega @ Flame Orb
Ability: Wonder Guard
Level: 2
EVs: 76 HP
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psycho Shift
- Curse
- Pain Split
- Magic Coat Stealth Rock
By adding Stealth Rock, you can take advantage of the fact that you force a lot of switches, allowing you to rack up even more chip damage. This is a really obvious change one can make, so I'm not going to spend any more time on it.

Sableye-Mega @ Flame Orb Leftovers
Ability: Wonder Guard
Level: 2
EVs: 76 HP
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psycho Shift Will-O-Wisp
- Curse
- Pain Split
- Magic Coat

Glory gave me the idea for this set. With Leftovers and 15 max HP, you will heal off Stealth Rock chip in one turn, and you no longer have to rely on Pain Split as your only form of recovery. This sort of set is much better on stall teams than the standard set, since stall doesn't like the chip from burn caused by Flame Orb. I ran this set twice in the ORAS PH Occasional, and here is the replay where I won if you want to see it in action while I'm not focusing on throwing the game- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-928149

Now, onto my experiments. I have two sets I want to share with you all, but first, I wanted to explain my thought process for how I came up with these sets.

Pain Split and Curse seemed to be impossible to drop- Pain Split is the entire reason why you run this kind of set, and Curse is your main way (outside of Pain Split) of forcing progress in addition to punishing Substitute. This left two moves I could potentially drop- Psycho Shift (plus Flame Orb), and Magic Coat (which was already a free choice moveslot on most sets).

FEARpass (Sableye-Mega) @ Flame Orb Leftovers
Ability: Wonder Guard
Level: 2
EVs: 76 HP
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psycho Shift Substitute
- Curse
- Pain Split
- Magic Coat Baton Pass
Minimum speed level two Sableye-Mega is the slowest thing in ORAS PH, so pairing it with a pivoting move sounded obvious to me. I could have ran Parting Shot to better deal with Mold Breakers (assuming I can predict when they come in), but I had a free moveslot still available, which meant I could run subpass to better support my team. Granted, this substitute is going to have three HP, but the substitute being there at all is what matters most here, since any substitute at all will stop Imposter, block Trick and Will-O-Wisp / Spore / Dark Void, and will absorb one priority hit for you. Most importantly, Substitute allows you to take a single hit from a Mold Breaker or Fairy-type attacker. This turn on which this happens, which would otherwise be spent hard switching to something else, can be used to safely pivot to something that can handle this threat, or can be spent Pain Splitting / Cursing it. Its answers are now even more limited- Encore Giratina is still around, but now Pixilate Diancie-Mega has to run Boomburst, and Mold Breaker Rayquaza-Mega has to run Chatter. Anything else will just be pivoted on, as long as a substitute is up. I also ran this set in ORAS PH Occasional I, so I can provide the replay (although I did get the dream matchup, in addition to my opponent accidentally throwing the game)- https://replay.pokemonshowdown.com/smogtours-gen6purehackmons-928940?p2

Now, for the set I've been saving for the end.

FEAR ME (Sableye-Mega) @ Flame Orb Leftovers
Ability: Wonder Guard
Level: 2
EVs: 76 HP
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psycho Shift Substitute
- Curse
- Pain Split
- Magic Coat Gastro Acid

fear me photo.jpg


I swear, I'm not utterly insane. This set is genuinely scary, to the point where a lot of teams nowadays are just 6-0ed by it once it has a substitute up.

The idea of this set is pretty simple- you use Substitute to absorb a single hit from a Mold Breaker, and you click Gastro Acid on the turn they attack you. Since the Mold Breaker (most likely) can no longer hit you, you click Substitute again, and they either cry or try to use a sleep move, and both of which are abusable. This set has genuinely won me several games by itself, thanks to it being an insane progress maker and (eventually) a workable KOer. It works best with entry hazards (or at least a Stealth Rock) up due to it forcing so many switches, but I've won a few games with it while never managing to set hazards up.

Taunt is by far the best answer to it, although like I said earlier, Magic Bounce can mostly take care of that. Prankster Giratina can try to Encore it, but will risk getting chipped as it comes in. Mold Breaker + Chatter Rayquaza-Mega and Pixilate + Boomburst Diancie-Mega can decently answer it, but they will at best force a switch if properly scouted, and they also risk getting badly chipped when they try to come in on Sableye-Mega (although Rayquaza-Mega cares a lot less about this than Diancie-Mega).

I would honestly put a lot more about this set here, but I'm still experimenting with the team built around it. I may do an RMT on it at some point (if it does well).

I have nothing else to say, Feel free to try any of these sets (especially FEAR ME), but keep in mind that my sets are not tested nearly as much as the standard FEAR Sableye-Mega set.

 
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hoo boy better late than never.
I'd be lying if I said I was fine going out the way I did. Two mediocre weeks in a row with kinda sloppy teams and general lack of prep, but it is what it is, exams were frying me and I burnt out. Hype final matchup though, aerobee said a bit in the tour thread and I agree, the tier is dramatically shifting and is more open to creative comps and sets---something I am all for---and the diversity is making for more fun battles to watch. Stag spam is here to stay and my god is it hilarious, the most innocuous teams can transform into trapping monsters within seconds and you just have to sit there and watch, it's incredible. I have a good thirty teams in my builder from this tour, I think about five are other peoples though so take that number with a grain of salt. I went into this tour with one goal, to prove Greybaum wrong. That the tier can be more than stag trapper kills revenger mold smash sweeps over and over and over again. There's some really fun stuff you can do when all the limits are removed and this tour has certainly been a testament to that. I hope this kind of creativity and chicanery continue into whatever teamtours ORAS PH is a part of in the future, and that we don't go back to balanceslop. Stall is awesome, HO spam and coverage fishing and bizarre no guard gottem sets have their flaws, but they're still awesome in principle, both to get hit by and to play. (though coverage spam perhaps less so, no one enjoys matching into a protean Mtios or hp mmx with perfect coverage for their team.)
Except minimizepass, fuck minimizepass and run a real set, you run minimizepass and I don't respect you as an individual.

I won't do all the teams I made because I'm lazy. If you have a specific team you want me to post yell at me on discord. Here are my top five though

:giratina: :regigigas: :mewtwo-mega-x: :mewtwo-mega-y: :xerneas: :gyarados-mega: - Nineteen-Eighty-Four
I've had multiple people not even realize the team was stagpass after the game with city, which is a testament to the team itself in my opinion. Regigigas has been edited slightly from the in-game set to support it not being dead weight without tina, but the team applies hefty pressure with double trickscarf and is more than capable of breaking teams down and bullying them with stuff like disable trapper xern and spikes gyara. MMX is replaceable, it just has to be a fast-ish innocuous enough mon that can run mold breaker. I lost the game vs. city, but the team was able to bring it down super close against something that was so incredibly anti-stagpass that I think it's still a positive achievement. (if that stupid knock slaking wasn't literally ev'd to outspeed max Pdon---and therefore tina---I won on the spot...) Team is stupid moving on.

:regigigas: :arceus: :gengar-mega: :kyogre-primal: :groudon-primal: :gengar-mega: - Tspikes taunt Warc
taunt ice beam judge smash arc is my goat. Like dude just does stuff, clicks buttons type mon. Pdon gets tspikes up fairly reliably and you can kinda just sack it the second they go up b/c atp arc is winning 90% of games. Your defensive state is kinda iffy with gigas sole anti-sweeper but pogre does a decent job supporting and the team maintains offensive pressure pretty well. Idr if I brought this or a vers of it to a game, but it's def a favorite of the teams I built over the tour and I can't not include it.

https://pokepast.es/efbb7f31d8366d50 - too lazy to name or do mons,
I did end up bringing this vs city and loaded into stagpass. Threw the game when bee was a free win but like whatever. team is kinda fever-dreamy b/c like the mmx is not real but everything else kinda works for the most part, idr what dialga ev's are for but they probably hit something. Bee is a cook because you troll a bunch of stuff and bluff wg because what else is bee until it clicks sheer cold. It's kinda laughably proofed but it fucks.

https://pokepast.es/21411f00f2caa8cc - electra sent me this kickass sticky web team with banette @ banettite but I didn't like the banette so I just made it maud like a wimp and aegi ww cause it worked better for the team. Scarf imp because I'd lost too many speed ties recently and was feeling annoyed but evio works could also lowk be bliss @ lefties cause that beats the common "force it to subpass to lose hp" strats that some people have as their imp answer.

https://pokepast.es/d173151ad2df0651 - Oops, All Regigigas!
yeah that's the only explanation you get.


Xerneas @ Leftovers
Ability: No Guard
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Lava Plume
- Sheer Cold

Aerodactyl-Mega @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Substitute
- Baton Pass
- Taunt
- Diamond Storm

I haven't been as active outside the tour or in general but school sucks life sucks what can you do. I'll play more over the summer and keep throwing stuff at the wall until it sticks. Keep in mind the five above are my favorites, not necessarily the best 5, there were some basic ass teams I made that are more consistent than stuff above, but they're basic bitch boring so I didn't include them. If I keep working on the arc team I'll probably do a full longer writeup for the team because I think it's a strong example of a trend people are falling back towards with taunt smash wg's and status/hazard support. I'll keep loving this tier for a long time despite some people complaining about it, and let's be real it isn't as bad as we all harp about it being.
 
pt1

i decided to sign up for the occasional just to see how far i could go if i really put my mind to it. i'd seen modern oras ph played in hpl and phpl, which obviously isn't the same as playing it for myself, but the recent shift of the ladder meant that i wouldn't be put that far behind. it helped that occasional felt like a pretty low-stakes tour that i could dip my feet into without the stress of a team tour.

jumping into the meta, i took in a few assertions that i held very strongly about the metagame based on my observations:

1. this game is complete bullshit
this basically means "3 turn dark void beats all defensive counterplay except specifically poison heal which also loses to a ton of shit". getting better i lost a lot of games to void/chatter on ladder, and this was something i just had to live with on a certain level.

just as i did way back in gen 7 bh, i threw out a lot of conventional wisdom about passive play being good. every time i read something like "dual mmx is the most consistent team" or "rocks defog wg audino is a good mon" my face would contort and i'd think "what's your plan after getting 3 turn dark voided in the face?" cause like i've been that delusional top player before who thinks they know everything about the meta cause they haven't faced a really new team in months. also, if i built everything off conventional wisdom then i'd only be decent, and decent does not win tournaments.

2. there are good sets no one has ever used
information rules everything around me. this is much more true in ph than in bh due to imposter being much less common and elements like no guard and huge power which are very likely to flip the game in the space of one turn. if you use 6 predictable mons with common sets and pair against 6 unpredictable mons with stupid sets there's a good chance you'll just get baited somehow and lose, even if your opponent doesn't go in with a sophisticated gameplan.

innovation was necessary. ev limit actually helped quite a bit with this--you can justify a whole bunch of different stuff when the benchmarks to kill things are lower (another point against passive mons btw lol). ultimately i took some influence from established sets, but was able to stray from them quite a bit, which i'm pretty happy with.

3. taunt is a good move
taunt is a good move

IMPORT ALL: https://pokepast.es/23f175a34dbe1c5e

1. Insurance Claim Denied...
kyogre-primal.png
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spiritomb.png
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zapdos.png

Kyogre-Primal @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 164 Atk / 92 SpD
Sassy Nature
- Water Shuriken
- Ice Beam
- King's Shield
- Psycho Shift

Ludicolo @ Choice Scarf
Ability: Wonder Guard
EVs: 164 HP / 168 Def / 176 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Baton Pass
- Trick

Debt Collector (Spiritomb) @ Choice Band
Ability: Huge Power
EVs: 44 HP / 252 Atk / 8 SpD / 204 Spe
Adamant Nature
- Pursuit
- Shadow Sneak
- Gear Grind
- U-turn

Regigigas @ Silk Scarf
Ability: Mold Breaker
EVs: 216 HP / 252 Atk / 40 Spe
Serious Nature
- Fake Out
- Extreme Speed
- Knock Off
- Sacred Fire

Mewtwo-Mega-X @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Icicle Spear
- Spikes
- Spore

Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Chatter
- Recover
- Substitute
- Baton Pass
first team i really made. huge power spiritomb is pretty funny, team is very defensive overall cause i looked at the meta and saw mray pdon and was like "i fucking hate these guys i wanna never lose to them ever" which is why this ogre is here. not the worst team, but i clearly had a long way to go in terms of developing my style

2. REGI REALM
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Just for You! (Regigigas) @ Silk Scarf
Ability: Teravolt
Shiny: Yes
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Extreme Speed
- Dark Void
- Shadow Sneak
- Swords Dance

Just for You! (Regigigas) @ Lum Berry
Ability: Pure Power
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Extreme Speed
- Shadow Sneak
- Stealth Rock

Chronology (Dialga) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 104 SpA / 152 SpD
Quiet Nature
- Doom Desire
- Whirlwind
- Dual Chop
- Recover

Spiral (Deoxys-Speed) @ Leftovers
Ability: Wonder Guard
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Sheer Cold
- Dark Void

Analog Fantasia (Rayquaza-Mega) @ Choice Scarf
Ability: No Guard
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Dark Void
- Sheer Cold
- Trick

Just for You! (Regigigas) @ Silk Scarf
Ability: Teravolt
Shiny: Yes
EVs: 120 HP / 252 Atk / 4 SpD / 132 Spe
Adamant Nature
- Explosion
- Swords Dance
- Shadow Sneak
- Extreme Speed
i made use of this sd + priority idea multiple times in the tour. i still didn't want to lose to moldy sleep sweepers, and i wanted to get accustomed to the use of revenge killers in limited ev, so i made this team which is basically as many revenge killers as you can fit into a team while still leaving room for wg and moldy. i think 3 is like the golden number for "spam" in this tier, it has that idea of overloading counters without significantly compromising the team's structural integrity. i would call this the first "good" team i made not in the sense of raw viability but moreso in that it has a clear gameplan and attempts to enforce its will upon the opponent to demand specific responses.

3. mewtooz
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Mewtwo-Mega-Y @ Red Card
Ability: Wonder Guard
EVs: 192 HP / 60 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Doom Desire
- Psystrike
- Toxic Spikes
- Baton Pass

Mewtwo-Mega-Y @ Lum Berry
Ability: No Guard
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Sing
- Entrainment
- Spikes

Gengar-Mega @ Spooky Plate
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Secret Sword
- Tail Glow
- Baton Pass

Swampert-Mega @ Lum Berry
Ability: Wonder Guard
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
- Icicle Spear
- Water Shuriken
- Baton Pass
- Stealth Rock

Mewtwo-Mega-Y @ Focus Sash
Ability: Parental Bond
EVs: 152 Def / 128 SpA / 228 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Searing Shot
- Moonblast
- Earth Power

Mewtwo-Mega-X @ Focus Sash
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Whirlwind
- Close Combat
- Icicle Spear
- Knock Off
pretty bad. don't bother

4. Unworthy of Competition
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Lugia @ Leftovers
Ability: Turboblaze
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Shell Smash
- Oblivion Wing
- Substitute
- Dark Void

Yveltal @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Trick
- Beat Up
- Stealth Rock

Dialga @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Dragon Pulse
- Baton Pass
- Doom Desire

Meloetta @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Spe
Timid Nature
IVs: 0 Atk
- Baton Pass
- Lunar Dance
- Recover
- Psystrike

Giratina @ Safety Goggles
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Curse
- Recover
- Encore

Chansey (F) @ Eviolite
Ability: Imposter
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature
- Recover
- Aromatherapy
- Fake Out
- Whirlwind
owing is a broken move but i didn't want to run ray because the range of counterplay to it was so wide, so what if i didn't run ray? enter lugia. this team's more than a little stupid (lmao @ 4hp imp to imposter-proof lugia) but it was my first time using a lot of stuff like pursuit, prank gira, and imp to create a more "solid" balance.

5. I'm at Sky
lugia.png
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ludicolo.png
magnezone.png
arceus-fairy.png

Lugia @ Leftovers
Ability: Turboblaze
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Oblivion Wing
- Dark Void
- Shell Smash
- Baton Pass

Rayquaza-Mega @ Lum Berry
Ability: Teravolt
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Oblivion Wing
- Dark Void
- Shell Smash
- Dragon Rush

Gengar-Mega @ Black Sludge
Ability: Wonder Guard
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Shadow Ball
- Dark Void

Ludicolo @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Baton Pass
- Defog

in the zone (Magnezone) @ Shed Shell
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Baton Pass
- Ice Beam
- Lunar Dance
- Recover

im gay (Arceus-Fairy) @ Lum Berry
Ability: Pure Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Extreme Speed
- Ice Shard
- Stealth Rock
- Shadow Sneak
this team's fine but pretty boring, didn't really break any new ground for me. one time i queued into eyeos stag spam and won cause they tried to heal pulse into my bounce zone lol

6. REGI REALM 2
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Just for You! (Regigigas) @ Shed Shell
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Defog
- Baton Pass
- Extreme Speed
- Shadow Sneak

Just for You! (Regigigas) @ Safety Goggles
Ability: Teravolt
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Knock Off
- Substitute
- Baton Pass

Chronology (Dialga) @ Earth Plate
Ability: Magic Bounce
EVs: 100 HP / 252 SpA / 4 SpD / 152 Spe
Modest Nature
IVs: 0 Atk
- Baton Pass
- Shell Smash
- Spacial Rend
- Judgment

Spiral (Deoxys-Speed) @ Leftovers
Ability: No Guard
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Dark Void
- Sheer Cold

Analog Fantasia (Rayquaza-Mega) @ Sky Plate
Ability: Gale Wings
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Oblivion Wing
- Shell Smash
- Baton Pass
- Dark Void

Just for You! (Regigigas) @ Lum Berry
Ability: Teravolt
Shiny: Yes
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Fake Out
- Extreme Speed
- Shadow Sneak
- Belly Drum
original regi realm was taking names and winning games but spam gets a lot worse if you know the sets, so i figured why not just make another and switch things up? this is...fine, i don't think it's as good as the original, you have to subpass to the drummer and wg regi/gw ray just make less of a splash than their original huge power and no guard counterparts, even if ng subpass deos is an extremely good mon.

7. Flight 666
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NightmareAt20000Ft (Latios-Mega) (F) @ Soul Dew
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Draco Meteor
- Psystrike
- Dark Void

Archon Grid (Deoxys-Speed) @ Leftovers
Ability: No Guard
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Stealth Rock
- Dark Void
- Whirlwind

Astrum Aureus (Manectric-Mega) @ Leftovers
Ability: Wonder Guard
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Taunt
- Baton Pass
- Scald

ProKameron Bot (Regigigas) @ Silk Scarf
Ability: Pure Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Extreme Speed
- Shadow Sneak
- Mach Punch
- Taunt

Broke & Stupid (Xerneas) @ Shed Shell
Ability: Wonder Guard
EVs: 4 HP / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Sleep Talk
- Baton Pass
- Whirlwind

Culture Shock (Aerodactyl-Mega) @ Leftovers
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Spikes
- Dragon Ascent
- Earthquake
here we go. this is some cool shit, was my first foray into tauntspam and i had a lot of fun taunting all the passive wgs on ladder, stacking 30000 hazards, and clicking eq into bounce registeel. i really like this substitute no setup latios, setup mold lati is trivially easy to revenge kill especially if you aren't behind a sub, while it's so difficult to improof that you might as well not bother and hope for speed tie luck. by not running setup and just embracing these facts, you can get what i think is a much more consistent and realistic slower breaking path, which will remove key opposing pieces one by one.

8. Apollo Reflection
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Gallon of PCP (Mewtwo-Mega-X) @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Low Kick
- Spikes
- Taunt

Run for your Life! (Groudon-Primal) @ Choice Scarf
Ability: Shadow Tag
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Thousand Arrows
- Stealth Rock
- Trick

Into Twilight (Giratina) @ Toxic Orb
Ability: Poison Heal
EVs: 28 HP / 8 Atk / 252 Def / 220 Spe
Impish Nature
- King's Shield
- Baton Pass
- Dragon Tail
- Taunt

Contingency (Mewtwo-Mega-Y) @ Mewtwonite X
Ability: Turboblaze
EVs: 172 Def / 84 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Moonblast
- Earth Power
- Taunt

The Dark Crystal (Scizor-Mega) @ Choice Scarf
Ability: Wonder Guard
EVs: 204 HP / 52 Atk / 252 Spe
Jolly Nature
- U-turn
- Trick
- Roost
- Toxic Spikes

Circumstance (Cradily) @ Leftovers
Ability: Wonder Guard
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rock Blast
- Roost
- Sleep Talk
- Whirlwind
i kinda forgot cradily was weak to ice while making it but the team is wg spam so that isn't much of a concern. pretty unorganized team, i wanted moldy mmy + tspikes but i'd never build it like that today, i'd been forgoing defog a lot (especially on more hazard-centric teams like this) but this was the first time that really felt like it bit me, imposter tspikes absolutely shreds the team and even regular rocks/spikes are bad news. good to know for the future

9. pokemon that eat you
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Giratina @ Choice Scarf
Ability: No Guard
EVs: 252 Def / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Baton Pass
- Dark Void
- Trick

Dialga @ Draco Plate
Ability: Teravolt
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Shell Smash
- Dark Void
- Guillotine

Mawile-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Icicle Spear
- Water Shuriken
- Stealth Rock
- Pain Split

The Witch (Crobat) @ Black Sludge
Ability: Wonder Guard
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Spikes
- Taunt
- Chatter

Blissey (F) @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Heal Bell
- Fake Out
- Whirlwind
- Roost

Regigigas @ Silk Scarf
Ability: Arena Trap
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Extreme Speed
- Shadow Sneak
- Recover
crobat is the only really interesting thing here, everyone else is kinda just trolling

10. Force Cube
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Problem? (Kyurem-Black) @ Leftovers
Ability: Wonder Guard
EVs: 252 Atk / 40 SpD / 216 Spe
Adamant Nature
- Ice Shard
- Shadow Sneak
- Swords Dance
- Taunt

Gift of a New Day (Gyarados-Mega) @ Shed Shell
Ability: Pure Power
Shiny: Yes
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Pursuit
- Beat Up
- Water Shuriken
- Heal Bell

Highworld (Beedrill-Mega) @ Leftovers
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Conversion
- Taunt
- U-turn
- Spikes

Wirepilled Laincel (Sableye) @ Flame Orb
Ability: Wonder Guard
Level: 2
EVs: 76 HP / 8 SpD
Lonely Nature
IVs: 0 Atk / 0 Def
- Curse
- Pain Split
- Psycho Shift
- Magic Coat

Emerald Magic (Sceptile-Mega) @ Leftovers
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Pursuit
- Taunt
- Draco Meteor

Get in the Robot! (Regigigas) @ Shed Shell
Ability: Arena Trap
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Recover
- Extreme Speed
- Perish Song
- Earthquake
quad fairy weak balance!! infamous team, i brought it multiple times, the point is that the kyub wins endgames vs passive wgs if you get a hazard up (or esp land a burn) but also can act as a regular revenge killer with shard/sneak. first time using fear, i brought magic coat this time cause we don't have bounce, i was very impressed with it as a mon but it definitely has its weaknesses. conversion bee is so fucking funny, that shit put in work vs pix, probably becoming ground is a little better but none of the types are perfect

11. Apollo Distortion
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Mewtwo-Mega-Y @ Mewtwonite X
Ability: Teravolt
EVs: 116 Def / 140 SpA / 252 Spe
Naive Nature
- Psystrike
- Close Combat
- Shadow Ball
- Taunt

Dialga @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Doom Desire
- Dual Chop
- Whirlwind
- Recover

Aerodactyl-Mega @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Will-O-Wisp
- Dragon Ascent
- Earthquake

Yveltal @ Choice Scarf
Ability: No Guard
EVs: 252 Atk / 52 Def / 204 Spe
Jolly Nature
- Sheer Cold
- Pursuit
- Stealth Rock
- Switcheroo

teto (Meloetta) @ Lum Berry
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Defog
- Extreme Speed
- Ice Shard
- Dark Void

Giratina @ Griseous Orb
Ability: Magic Bounce
EVs: 48 HP / 252 Def / 208 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Baton Pass
- Curse
- Substitute
really wanted to make mmy work so tried again and made something even less comprehensible

12. Mundane Ooze
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yea man totally (Tangrowth) @ Rocky Helmet
Ability: Primordial Sea
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Scald
- Toxic Spikes
- Baton Pass

Arceus @ Shed Shell
Ability: Wonder Guard
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Taunt
- Thousand Arrows
- Play Rough
- Sacred Fire

Slaking @ Shed Shell
Ability: Liquid Ooze
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Extreme Speed
- V-create
- Stealth Rock
- Poison Fang

chicken jockey (Blaziken-Mega) @ Choice Scarf
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Trick
- Freeze-Dry
- Gear Grind

Mamoswine @ Focus Sash
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Precipice Blades
- Icicle Spear
- Ice Shard

curative measure (Audino-Mega) @ Silk Scarf
Ability: Huge Power
EVs: 112 HP / 252 Atk / 4 SpD / 140 Spe
Adamant Nature
- Extreme Speed
- Shadow Sneak
- Play Rough
- Close Combat
hp aud is good, liquid ooze slaking is really funny, arc is outclassed, everything else is uninteresting

13. WHIRL ISLANDS WINDBURN
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FullTimePkmnPlayer (Lugia) @ Leftovers
Ability: No Guard
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Dark Void
- Shell Smash
- Baton Pass

FullTimePkmnPlayer (Lugia) @ Leftovers
Ability: Magic Bounce
EVs: 140 HP / 172 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Substitute
- Baton Pass
- Oblivion Wing

FullTimePkmnPlayer (Lugia) @ Leftovers
Ability: Turboblaze
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
IVs: 0 Atk
- Oblivion Wing
- Dark Void
- Spikes
- Chatter

Pipe Rock Theory (Tyranitar-Mega) @ Assault Vest
Ability: Pure Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Pursuit
- Rock Blast
- Gear Grind

FormerHellOriginal (Scizor-Mega) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 176 Def / 80 SpD
Relaxed Nature
IVs: 0 Atk
- Baton Pass
- Roost
- Stealth Rock
- Chatter

Dux (Ludicolo) @ Choice Scarf
Ability: Wonder Guard
EVs: 4 HP / 252 Def / 252 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Trick
- Scald

this team doesn't win as many games as i'd want it to but it makes up for this fact by being AWESOME, av ttar improofing the 3 lugias is so cool, i forgot what all the spreads even do but who cares. this is like the platonic ideal of using lugia in this tier, like if you wanna use lugia you use something like this and pass substitutes + qd boosts around for a while and click owing when you feel like it and generally act as a menace to society

14. hehehe yeeahhhhh
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Beedrill-Mega @ Eject Button
Ability: Teravolt
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Sheer Cold
- Spore
- Knock Off
- Taunt

Giratina @ Choice Scarf
Ability: Arena Trap
EVs: 252 HP / 68 Def / 188 Spe
Bold Nature
IVs: 0 Atk
- Trick
- Roost
- Gastro Acid
- Disable

Skuntank @ Lum Berry
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Pursuit
- Trick
- Taunt
- Beat Up

Registeel @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Acupressure
- Baton Pass
- Recover
- Heal Pulse

Arceus @ Choice Scarf
Ability: Shadow Tag
EVs: 252 HP / 136 SpD / 120 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Trick
- Roost
- Parting Shot

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Substitute
- Ice Shard
- Shadow Sneak
- Imprison
the stagspam teams going around on ladder were terrible cause you could identify them on preview. what if this was not the case? here's some extremely unoptimized bullshit, if you're wondering what skunk is doing here it's cause i want to have something to do into no guard deos. i brought this into lag bad but after the game he was like "yeah i knew it was stag spam cause of the kyub" when i brought kyub on non-stag spam TWICE this tour that shit pissed me off. anyway dont run lo kyub its terrible lol

15. hehehehehe ohhhh nooooo
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Groudon-Primal @ Eject Button
Ability: Teravolt
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- V-create
- Knock Off
- Spore
- Shell Smash

Groudon-Primal @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Acupressure
- Baton Pass
- Heal Pulse
- Recover

Groudon-Primal @ Spell Tag
Ability: Teravolt
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow Sneak
- Extreme Speed
- Imprison
- Substitute

Palkia @ Choice Scarf
Ability: Shadow Tag
Shiny: Yes
EVs: 252 HP / 152 Def / 104 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Gastro Acid
- Encore
- Roost

Blissey (F) @ Leftovers
Ability: Shadow Tag
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Acupressure
- Baton Pass
- Substitute
- Recover

DANCEヾ(⌐■_■)ノ♪RIOT (Absol-Mega) @ Choice Scarf
Ability: Wonder Guard
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Beat Up
- Trick
- V-create
this is like the above team but even more ridiculous. never really used it, though scarf absol is def an upgrade over the skuntank, also again dont use lo on the sweeper lol

16. MY SHAYMIN'S COAT HAS NO PATHETIC FLOWERS
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Shaymin @ Quick Claw
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Power Whip
- Icicle Spear
- Sacred Fire
- Poison Jab

Xerneas @ Quick Claw
Ability: Wonder Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Stealth Rock
- Baton Pass
- Substitute

Rayquaza-Mega @ Quick Claw
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Oblivion Wing
- Dark Void
- Tail Glow
- King's Shield

Groudon-Primal @ Choice Scarf
Ability: Shadow Tag
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Trick
- Thousand Arrows
- Defog

Magnezone @ Quick Claw
Ability: Wonder Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Whirlwind
- Roost
- Parting Shot

Deoxys-Speed @ Leftovers
Ability: No Guard
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Sheer Cold
- Dark Void
- Confuse Ray
team speaks for itself. one time i beat lycanroc with this on ladder cause i poisoned the wg aud with shaymin pjab so it was at like 30, right, then later it came in to revenge my deoxys and i clicked confuse ray and got the self hit and he just forfeited even though the game wasn't even over. one of the funniest turns i had ever seen

17. MMX Dismembered and Screaming
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Blood Magic (Mewtwo-Mega-X) @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Mach Punch
- Struggle

Blood Magic (Mewtwo-Mega-X) @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Mach Punch
- Struggle

From the Ashes (Groudon-Primal) @ Rocky Helmet
Ability: Wonder Guard
EVs: 252 HP / 120 SpD / 136 Spe
Adamant Nature
- Ice Shard
- Gear Grind
- Will-O-Wisp
- Defog

Devourer of Mods (Rayquaza-Mega) @ Choice Band
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- Dark Void
- Lunar Dance
- Trick

Die for Content! (Beedrill-Mega) @ Black Sludge
Ability: Wonder Guard
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Substitute
- Baton Pass
- Dark Void
- Poison Jab

Blood Magic (Mewtwo-Mega-X) @ Choice Scarf
Ability: Shadow Tag
EVs: 248 HP / 176 Atk / 84 Spe
Adamant Nature
- Stealth Rock
- Bonemerang
- Low Kick
- Sacred Fire
i came up with this idea semi-independently. let me explain, i was aware of the struggle breaking through wg idea cause i had read the aerobee post itt a few months ago, but i wasn't really aware of the leppa drum idea so i came up with my own interpretation with lo sd and lunar dance to replenish. i stole cb gale wings ray from some ladder player who murdered multiple of my guys with it. the scarf stag guy is a little awkward but the idea is to eliminate wg bee and mmane who can sub up before you can struggle. interesting thing about this version compared to the drum one is that you can sorta improof this using the heavily spdef helmet wisp pdon, also in general i don't like drum, too all-or-nothing, i trust myself to clean up winning positions already

18. It's Cold...
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Gyarados-Mega @ Mystic Water
Ability: Mold Breaker
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Water Shuriken
- Shell Smash
- Beat Up
- Spore

Giratina @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 68 Def / 188 Spe
Impish Nature
IVs: 0 Atk
- Baton Pass
- Substitute
- Roost
- Curse

Palkia @ Draco Plate
Ability: Mold Breaker
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Judgment
- Dark Void
- Substitute
- Steam Eruption

Chesnaught @ Red Card
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Parting Shot
- Heal Bell
- Lunar Dance

Kyogre-Primal @ Leftovers
Ability: Wonder Guard
EVs: 252 HP / 52 Def / 204 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Scald
- Baton Pass
- Taunt

Aegislash @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Curse
- Baton Pass
- Will-O-Wisp
- Roost
i wanted to build rain so i built rain. it isn't good but like it exists

19. As far as I'm concerned, all "coverage" is "fish".
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Gengar-Mega @ Spooky Plate
Ability: Wonder Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Judgment
- Sludge Bomb
- Baton Pass

Xerneas @ Iron Plate
Ability: Wonder Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Judgment
- Freeze-Dry
- Thousand Arrows
- Worry Seed

Palkia @ Lustrous Orb
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Hidden Power [Dragon]
- Steam Eruption

Genesect-Burn @ Burn Drive
Ability: Wonder Guard
EVs: 56 Atk / 200 SpA / 252 Spe
Mild Nature
- Techno Blast
- Shell Smash
- Baton Pass
- Close Combat

Regigigas @ Lum Berry
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Extreme Speed
- Stealth Rock
- Shadow Sneak

Giratina @ Griseous Orb
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Encore
- Lunar Dance
- Roost
- Curse
so i had this theory that if you had enough coverage-fish guys, at least one of them would break through for sure. this theory was the root of "coveragepass" where you have a bunch of annoying coverage fish guys that pass to each other. i would not call this a very good execution of the concept because the regi and gira are just not doing anything but the team did get some notable ladder wins so it's not terrible

20. Purple Frog's Uncle
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Fog Machine (Latias-Mega) (F) @ Soul Dew
Ability: Vital Spirit
EVs: 252 HP / 52 SpD / 204 Spe
Calm Nature
IVs: 0 Atk
- Spacial Rend
- Baton Pass
- Whirlwind
- Roost

City of the Dead (Swampert-Mega) @ Leftovers
Ability: Teravolt
EVs: 252 HP / 120 SpD / 136 Spe
Adamant Nature
- King's Shield
- Thousand Arrows
- Leech Seed
- Spikes

Progress on my Own (Yveltal) @ Lum Berry
Ability: Pure Power
EVs: 68 HP / 252 Atk / 188 Spe
Jolly Nature
- Beat Up
- Pursuit
- Extreme Speed
- Whirlwind

Pneumatic Fall (Deoxys-Speed) @ Leftovers
Ability: No Guard
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Sheer Cold
- Dark Void

Forgotten Fortress (Ferrothorn) @ Shed Shell
Ability: Wonder Guard
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Defog
- Baton Pass
- Magic Coat

Subterfuge (Charizard-Mega-Y) @ Leftovers
Ability: Wonder Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Chatter
- Baton Pass
- Substitute
- Taunt
some experimentation with vital spirit latias and this really weird pert set, the idea is you outslow guys so you can just sit there doing shit, it's like sableye but you can't be taunted cause you just hit them back with your attack. i don't think the idea is well-supported here because the overall team is so dreadfully slow, but it's interesting and worth trying out more i think.
 
Last edited:
pt2

21. bro you never lose to stall ever. think about it
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Diancie-Mega @ Shed Shell
Ability: Turboblaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Dark Void
- Endeavor
- Moonblast

Chansey (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Magic Coat
- Fake Out
- Roost
- Whirlwind

Absol-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Pursuit
- Water Shuriken
- Gear Grind
- Freeze-Dry

Aerodactyl-Mega @ Leftovers
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Taunt
- Dragon Ascent
- Earthquake

Giratina @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 128 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Baton Pass
- Curse
- Substitute
- Roost

Kyogre-Primal @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Whirlwind
- Roost
- Defog
- Scald
similar to the last one, also way too slow, aero barely counts as a fastmon. just really weird

22. Distant Fragment
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Mind Palace (Ho-Oh) @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Whirlwind
- Recover
- Sacred Fire
- Icicle Spear

Shadow Tile (Giratina) @ Safety Goggles
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Encore
- Curse
- Roost

A Scene Transfixed (Kyogre-Primal) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Heal Order
- Whirlwind
- Defog

Starlight Cascade (Beedrill-Mega) @ Black Sludge
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Spikes
- Switcheroo
- Taunt

Melting Away... (Ampharos) @ Ampharosite
Ability: Wonder Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Taunt
- Spacial Rend
- Thunderbolt

Gemini (Chansey) (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Careful Nature
- Fake Out
- Dragon Tail
- Soft-Boiled
- Heal Bell
also slow as hell but the team is actually good this time because we have a wincon in ampharos, very good mon that has a fantastic wg typing and has a good chance of autowinning matchups if you don't run into scarf stag pdon or arrows mmx, which i didn't in like ten games (including the tour one).

23. dumb shit + the spectacular coverage bee
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bicentennial (Gyarados) @ Gyaradosite
Ability: No Guard
EVs: 252 Atk / 28 Def / 228 Spe
Adamant Nature
- Shell Smash
- Crabhammer
- Dark Void
- Sheer Cold

Regigigas @ Lum Berry
Ability: Pure Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Shadow Sneak
- Extreme Speed
- Stealth Rock
- Icicle Spear

Beedrill-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Sacred Fire
- Icicle Spear
- Poison Jab

Giratina @ Safety Goggles
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Encore
- Roost
- Baton Pass

Regigigas @ Silk Scarf
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Water Shuriken
- Pursuit
- Taunt

Deoxys-Speed @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Skill Swap
- Taunt
title

24. Bed of Stone
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Tombstoner (Arceus-Rock) @ Choice Band
Ability: Pure Power
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Extreme Speed
- Pursuit
- Baton Pass
- Close Combat

Triple Aspect (Groudon-Primal) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- U-turn
- Icicle Spear
- Sleep Talk

Tombstoner (Arceus-Rock) @ Leftovers
Ability: No Guard
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Taunt
- Stealth Rock
- Will-O-Wisp

Infiltration (Giratina) @ Griseous Orb
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Encore
- Roost
- Baton Pass

On Sight (Kyogre-Primal) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Chatter
- Baton Pass
- Roost
- Defog

Crystal Lattice (Latias-Mega) (F) @ Soul Dew
Ability: Magic Bounce
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Spacial Rend
- Psystrike
- Whirlwind
- Roost
i'd been in a slump for some time regarding all the stupid slow stuff and unsound balances, so this was a return to form in a sense. this is a good team. taunt wisp rocks on no guard is a pretty sophisticated idea and the root of many things to come. 1 wg is a little sketchy but the team plays so fast-paced you barely notice it.

25. Mima Conspiracy
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Mismagius @ Leftovers
Ability: Wonder Guard
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Shell Smash
- Taunt
- Baton Pass

Hoopa-Unbound @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 24 Def / 232 Spe
Adamant Nature
- Pursuit
- Baton Pass
- Ice Shard
- Sacred Fire

Xerneas @ Leftovers
Ability: Magic Bounce
EVs: 4 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- King's Shield
- Moonblast
- Baton Pass
- Encore

Kyogre-Primal @ Pixie Plate
Ability: Pixilate
EVs: 116 HP / 252 Atk / 140 SpA
Brave Nature
- Boomburst
- Extreme Speed
- Toxic Spikes
- V-create

Yveltal @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Foul Play
- Will-O-Wisp
- King's Shield

Dialga @ Draco Plate
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Judgment
- Close Combat
- Dark Void
- Shell Smash
the dialga on this team is fucking HORRIBLE please replace it with something actually good. everything else is cool.

26. Hypixel Skyblock
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arceus.png
xerneas.png
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Beedrill-Mega @ Shed Shell
Ability: No Guard
EVs: 252 Def / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Taunt
- Sheer Cold

Chansey (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Fake Out
- Whirlwind
- Heal Bell
- Roost

Latias-Mega (F) @ Soul Dew
Ability: Prankster
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Baton Pass
- Encore
- Roost
- Dragon Pulse

Arceus @ Leftovers
Ability: Wonder Guard
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Heal Order
- Substitute
- Baton Pass

Xerneas @ Earth Plate
Ability: Teravolt
EVs: 72 Atk / 252 SpA / 184 Spe
Rash Nature
IVs: 0 Atk
- Shell Smash
- Moonblast
- Judgment
- Spore

chicken jockey (Blaziken-Mega) @ Choice Scarf
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trick
- U-turn
- Close Combat
- Defog
this team's called hypixel skyblock cause it's like minecraft you know like the chicken jockey, but also it fucking sucks

27. My Little Pony 9/11 Harambe
latias-mega.png
keldeo.png
slaking.png
slaking.png
latios-mega.png
slaking.png

Latias-Mega (F) @ Soul Dew
Ability: No Guard
EVs: 252 HP / 80 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Sheer Cold
- Sing
- Whirlwind
- Recover

Keldeo @ Leftovers
Ability: Wonder Guard
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Taunt
- Scald

Slaking @ Lum Berry
Ability: Liquid Ooze
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Defog
- Extreme Speed
- Sacred Fire
- Bonemerang

Slaking @ Lum Berry
Ability: Pure Power
EVs: 252 Atk / 248 Def / 8 Spe
Adamant Nature
- Extreme Speed
- Bonemerang
- Stealth Rock
- Pursuit

Latios-Mega (M) @ Soul Dew
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Void
- Substitute
- Fiery Dance
- Spacial Rend

Slaking @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Whirlwind
- Magic Coat
- Zen Headbutt
despite having possibly the best name in my entire builder (if you can believe it, the mons came first and then the title), this is unfortunately a completely ridiculous team. it isn't *terrible* but like, why do we have spdef latias and then also ooze slaking, the entire point of latias in the first place is to beat mray

28. Troll Castle
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regigigas.png
chansey.png
rayquaza-mega.png

Years of Service (Aegislash) @ Leftovers
Ability: No Guard
EVs: 248 HP / 64 SpD / 196 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Sheer Cold
- Sing

Scared and Alone (Mewtwo-Mega-X) @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Fire
- Low Kick
- Stealth Rock
- Icicle Spear

Chungus Rex Est (Audino-Mega) @ Lum Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Extreme Speed
- Play Rough
- Thousand Arrows
- Gear Grind

Endorphin Port (Regigigas) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Extreme Speed
- Shadow Sneak
- Magic Coat

Endless Symphony (Chansey) (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Careful Nature
- Sleep Talk
- Dragon Tail
- Roost
- Whirlwind

The Scrimblo Files (Rayquaza-Mega) @ Shed Shell
Ability: Teravolt
Shiny: Yes
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Oblivion Wing
- Dark Void
- Substitute
i'd spent a while in a pretty unmotivated state cause ladder was terrible and dead, but i was able to whip this up for my first series vs lag bad and was pretty happy with how it turned out. it's funny cause looking back on it i don't like this team at all, it combines a lot of my worst habits as a builder--reliance on revenge-killer wgs that can't win endgames, no hazard control, no hope if my ideas don't work out. when this team lost vs lag bad, it made me reevaluate a lot of assumptions i'd been making about what a team needed and what a "creative" set was.

29. Coveragepass 2: heh....yuo use manectric?
deoxys-speed.png
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latios-mega.png
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gyarados-mega.png

Deoxys-Speed @ Shed Shell
Ability: No Guard
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Glare
- Fissure
- Gastro Acid

Sableye-Mega @ Flame Orb
Ability: Wonder Guard
Level: 2
EVs: 76 HP
IVs: 0 Atk
- Pain Split
- Curse
- Psycho Shift
- Stealth Rock

Latios-Mega (M) @ Soul Dew
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Substitute
- Glare

Xerneas @ Leftovers
Ability: Wonder Guard
EVs: 252 Def / 72 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Moonblast
- Baton Pass
- Searing Shot

Arceus-Fighting @ Leftovers
Ability: Magic Bounce
EVs: 176 HP / 108 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Boomburst
- Baton Pass
- Roost

Gyarados-Mega @ Lum Berry
Ability: Pure Power
EVs: 252 HP / 76 Atk / 180 SpD
Adamant Nature
- Ice Shard
- Water Shuriken
- Beat Up
- Pursuit
i don't remember this being all that good, the lack of sleep moves really hurts. shoutouts spdef 4atks gyara though, holy moly

30. Various Traps
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War Near (Deoxys-Speed) @ Shed Shell
Ability: No Guard
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Fissure
- Inferno
- Poison Gas

Arrival (Gyarados-Mega) @ Lum Berry
Ability: Pure Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Water Shuriken
- Ice Shard
- Pursuit
- Toxic Spikes

Worm Feed (Dialga) @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Doom Desire
- Whirlwind
- Dual Chop
- Recover

Continuum (Xerneas) @ Leftovers
Ability: Wonder Guard
EVs: 92 Atk / 164 SpA / 252 Spe
Rash Nature
- Shell Smash
- Moonblast
- Thousand Arrows
- Taunt

Natured (Rayquaza-Mega) @ Choice Scarf
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore
- Trick
- Dragon Ascent
- Stealth Rock

Unlived World (Chansey) (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Whirlwind
- Roost
- Magic Coat
- Poison Fang
my experiments with the fissure deos on the previous team brought me to this absolute godset, which i ended up using repeatedly in the tour. this is a much more refined application of "coverage fish"--rather than blindly hope the opponent has nothing for your guy, you cut off defensive prospects (wg steels and poisons) with the specific goal of landing a poison on a wonder guard. by leveraging this, gyara tspikes, and doom desire + imposter + trickscarf for the rare defog/aroma mons, you can get into a position where this absolute demon xern cleans up. look at fucking POISON FANG IMPOSTER improofing the xern btw holy shit. crazy team on its own but also inspired me to take the concepts further.

31. Deerworld
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Avarice (Gengar-Mega) @ Spooky Plate
Ability: Wonder Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Taunt
- Spikes
- Baton Pass

Cut Off (Xerneas) @ Choice Specs
Ability: Turboblaze
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Blue Flare
- Volt Switch
- Sleep Talk

Imperfection (Gyarados) @ Gyaradosite
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Taunt
- Shell Smash
- Knock Off
- Substitute

Slip Through (Slaking) @ Lum Berry
Ability: Arena Trap
EVs: 252 Atk / 52 Def / 28 SpD / 176 Spe
Adamant Nature
- Water Shuriken
- Fake Out
- Extreme Speed
- Bullet Punch

Immolation (Groudon-Primal) @ Leftovers
Ability: Wonder Guard
EVs: 188 HP / 240 SpD / 80 Spe
Adamant Nature
- Thousand Arrows
- Whirlwind
- Roost
- Toxic Spikes

Scrambled Signal (Registeel) @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 84 Atk / 172 SpD
Careful Nature
- Whirlwind
- Low Kick
- Roost
- Icicle Spear
a shockingly "sober" team, you never see specs xern nowadays but it's pretty interesting and not bad at all. we have a straightforward hazard-stack idea supporting it here as well as the gyara lurking in the back.

32. Blue Crystal?!
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9+ (Articuno) @ Leftovers
Ability: Wonder Guard
EVs: 236 HP / 80 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Shell Smash
- Freeze-Dry
- Baton Pass
- Taunt

ViewZone (Kyogre-Primal) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roost
- Baton Pass
- Stealth Rock

Home Intrusion (Slaking) @ Lum Berry
Ability: Huge Power
EVs: 252 Atk / 80 SpD / 176 Spe
Jolly Nature
- Extreme Speed
- Pursuit
- Knock Off
- Will-O-Wisp

Mist World (Giratina) @ Safety Goggles
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Encore
- Spore

Front Toward Enemy (Gyarados) @ Gyaradosite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Beat Up
- Substitute
- Shell Smash
- Poison Jab

Name Entry (Gengar-Mega) @ Choice Scarf
Ability: Wonder Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Shadow Ball
- Baton Pass
- Substitute
articuno!!!!! wisp slaking!!!!!!!!! fuck i love this team. amazingly we have defog this time because i couldn't let anything happen to my dear articuno. the bounce gyara is hilarious. the idea with articuno is you have stab freeze-dry (good) alongside a surprisingly decent typing if rocks aren't up (only prio you're weak to is bullet punch) and enough special bulk to kinda duel with mray. pursuit slaking is to trap bounce aegi.

33. woops my anarchy symbol
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chansey.png
rayquaza-mega.png
beedrill-mega.png

Blue Axolotl(evil) (Wooper) @ Flame Orb
Ability: Wonder Guard
Level: 2
Shiny: Yes
EVs: 36 HP / 116 Def / 76 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psycho Shift
- Pain Split
- Magic Coat
- Endeavor

Lost in Dreams (Deoxys-Attack) @ Leftovers
Ability: Wonder Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Psystrike
- Gastro Acid
- Baton Pass

Ride Slow (Probopass) @ Shed Shell
Ability: Magic Bounce
EVs: 252 HP / 60 Def / 196 SpD
Calm Nature
- Whirlwind
- Recover
- Baton Pass
- Rock Blast

Larp Lesion (Chansey) (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Fake Out
- Heal Bell
- Roost
- Whirlwind

Over your Shoulder (Rayquaza-Mega) @ Sky Plate
Ability: Teravolt
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Taunt
- Oblivion Wing
- King's Shield

Perforator (Beedrill-Mega) @ Shed Shell
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Sacred Fire
- Poison Jab
- Play Rough
tspikes + fear + coverage fish bee with subpass. straightforward, effective. i'd been thinking about fears besides sab because i knew a lot of anti-fear stuff went off fairy moves alone, obviously you lose curse which is terrible but endeavor really isn't the worst for deterring stuff like subpass bounce mmeta, we also have probo + maxspeed taunt mray so it's totally playable. i had this other draft with fear swirlix but that never got made into a full team

34. that fucking bird that i hate
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xerneas.png

Manectric-Mega @ Choice Scarf
Ability: Wonder Guard
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Switcheroo
- Dark Void
- Substitute
- Baton Pass

Gyarados-Mega @ Lum Berry
Ability: Pure Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Water Shuriken
- Pursuit
- Beat Up
- Will-O-Wisp

Talonflame @ Shed Shell
Ability: Wonder Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Chatter
- Gastro Acid
- Blue Flare

Diancie-Mega @ Lum Berry
Ability: Pixilate
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Petal Blizzard
- Extreme Speed
- Knock Off
- Stealth Rock

Giratina @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Taunt
- Low Kick
- Gunk Shot

Xerneas @ Leftovers
Ability: Wonder Guard
EVs: 164 Atk / 252 SpA / 92 Spe
Rash Nature
- Shell Smash
- Taunt
- Moonblast
- Thousand Arrows
i wasn't satisfied with the standard subpass talon cause you lose to water move/taunt from mmane and shuriken from various guys, so i came up with this fire move/gastro idea to turn talon into more of a self-sufficient mon. pretty straightforward, fire move hits bounce steels, gastro hits slower moldy guys. you might laugh at the giratina but the worst mon here is easily diancie lol

35. Calamity Through Time
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giratina.png

Touch of Spirits (Beedrill-Mega) @ Black Sludge
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Poison Jab
- Taunt
- Baton Pass
- Substitute

Late Nights (Talonflame) @ Leftovers
Ability: Wonder Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Chatter
- Taunt
- Gastro Acid
- Searing Shot

Red Company (Yveltal) @ Lum Berry
Ability: Pure Power
EVs: 216 HP / 168 Atk / 4 SpD / 120 Spe
Adamant Nature
- Beat Up
- Pursuit
- Stealth Rock
- Ice Shard

Deep State Prison (Chansey) (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Roost
- Whirlwind
- Magic Coat

Urge to Kill (Swampert-Mega) @ Shed Shell
Ability: Wonder Guard
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Shell Smash
- Thousand Arrows
- Toxic Spikes
- Taunt

Sealed Ruin (Giratina) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 128 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Taunt
- Curse
i see this as like the ultimate manifestation of the taunt smash wg + status stack idea. this is called "4 best moves in the game pert" cause it has the 4 best moves in the game. absurdly dangerous team, not perfect but the mons do just kill you lol

36. The Horizontal and the Vertical
regigigas.png
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deoxys-speed.png
chansey.png
swampert-mega.png
latias-mega.png

Exclusion Zone (Regigigas) @ Lum Berry
Ability: Arena Trap
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Fake Out
- Extreme Speed
- Shadow Sneak
- Taunt

Down the Drain... (Xerneas) @ Choice Scarf
Ability: Wonder Guard
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Baton Pass
- Encore
- Moonblast

Oculus (Deoxys-Speed) @ Shed Shell
Ability: No Guard
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Fissure
- Poison Gas
- Inferno

Strawberry Zone (Chansey) (F) @ Eviolite
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Whirlwind
- Magic Coat
- Heal Bell

Divorce (Swampert-Mega) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Thousand Arrows
- Parting Shot
- Roost
- Whirlwind

See You Smile (Latias-Mega) (F) @ Soul Dew
Ability: Protean
EVs: 248 HP / 4 Def / 80 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Secret Sword
- Shadow Ball
- Flash Cannon
i wasn't satisfied with using latias for purely recreational purposes. to further my woke agenda i had to directly feminize one of the most feared sets in the meta, protean latios. let me be honest: i think latias is actually just better for this role. the power level is already so absurdly high that you kill everything you want to, and the +20 def/spdef for -20 spa is more than worth it, allowing you to shrug off revenge killing attempts. one time this arceus came in to click arrows on me when i was steel type, it did 50% and i killed back after rocks with secret sword. another time i came in on this +2 freeze-dry xern and took 66%...on a crit. and this is all with enough speed to outrun +spe base 100s. ridiculous, ridiculous mon. anyway this team was very consistent for me, it does have this crippling weakness to fear sableye so i had the idea of replacing regi with gastro pursuit huge power guy, you can try that if you want.

37. party like it's 2021
arceus.png
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gengar-mega.png
mewtwo-megax.png
groudon-primal.png
xerneas.png

Arceus @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 40 SpA / 216 Spe
Timid Nature
- Boomburst
- Spikes
- Dark Void
- Sacred Fire

Yveltal @ Lum Berry
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Beat Up
- Pursuit
- Ice Shard
- Stealth Rock

Gengar-Mega @ Spooky Plate
Ability: Teravolt
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Judgment
- Spore
- Baton Pass

Mewtwo-Mega-X @ Life Orb
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Steam Eruption
- Taunt
- Gunk Shot
- Play Rough

Groudon-Primal @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- U-turn
- Sleep Talk
- Extreme Speed

Xerneas @ Shed Shell
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Encore
- Moonblast
- Recover
- Glare
team is named like that cause it looks exactly like a gen7 bh team lol, anyway the only thing worth explaining here is spin gar, this is like the only "good" spinner in the tier so if you want to spin use it, i guess you can also try it on a dark type but those guys are all slow and tspike or rock weak so idk. spin is probably not terrible though, even if this team isn't the best

38. Vocaloids Are Tortured In Conditioning To "Increase Vocal Range"
yveltal.png
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meloetta.png
groudon-primal.png
manectric-mega.png
regigigas.png

Yveltal @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Dark Void
- Substitute
- Baton Pass
- Knock Off

Kyogre-Primal @ Leftovers
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Freeze-Dry
- Steam Eruption
- Dark Void

kagamine len (Meloetta) (F) @ Leftovers
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Baton Pass
- Psystrike
- Quiver Dance
- Taunt

Groudon-Primal @ Choice Scarf
Ability: Shadow Tag
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Thousand Arrows
- Trick
- Sleep Talk

Manectric-Mega @ Leftovers
Ability: Wonder Guard
EVs: 4 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Defog
- Baton Pass
- Freeze-Dry

syndicate (Regigigas) @ Lum Berry
Ability: Huge Power
EVs: 252 Atk / 76 SpD / 180 Spe
Jolly Nature
- Extreme Speed
- Stealth Rock
- Water Shuriken
- Baton Pass
subpass practice, this regi is terrible, the mane is really silly, but the team isn't terrible overall, the ogre is strong and a great sub recipient while melo is a pretty competent mon

39. Not a good idea.
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Crunk As I Like (Arceus-Fairy) @ Spooky Plate
Ability: Teravolt
EVs: 40 Def / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Judgment
- Boomburst
- Dark Void

Various Greens (Beedrill-Mega) @ Black Sludge
Ability: No Guard
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Dark Void
- Sheer Cold

Instant Loss (Spiritomb) @ Flame Orb
Ability: Wonder Guard
Level: 2
EVs: 76 HP
Quiet Nature
IVs: 0 Atk / 0 Spe
- Pain Split
- Psycho Shift
- Curse
- Sticky Web

Delirium (Registeel) @ Shed Shell
Ability: Magic Bounce
Level: 99
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Whirlwind
- Milk Drink
- Baton Pass

Fourth Dimension (Ludicolo) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Steam Eruption
- Baton Pass
- Roost
- Quiver Dance

Elysium (Gyarados-Mega) @ Shed Shell
Ability: Pure Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Water Shuriken
- Ice Shard
- Beat Up
- Heal Bell
really happy with this team, really mad that i had to play finals at a time when i wasn't in a condition to effectively use it. i saw the webs + subpass + arc idea, was looking for a good web setter, landed on fear, we have tomb here to increase beat up damage. tomb is also just being a nuisance on its own of course.

anyway shoutouts NToTheN lag=bad PenultimateToast GhastlyPixie blahpy adriancosmoem for testing

i was gonna write more but i didnt feel like it

feel free to take these for samples, i've been at like 1800 elo for some time, many of these teams (esp the later ones) have incredibly strong matchups into pretty much everything people are using

fuck all you bozos
 
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I'm bored and procrastinating so I'm gonna YAP about stall in this backwater tier. To be clear I have no intention of ever returning to play so I'm just here to lay it all out. This is going to be a pretty unstructured rambling about everything I care to say about stall.
stallvr.png
I forgot Cress and Arceus; Cress is like B+, Arceus is high A. msab represents stone sab, reg sab represents lvl2

OK FIRST I wann set out what I think is necessary and non-negotiable on consistent and good stall in this tier:
1. Giratina - I shouldn't need to explain this really, but Giratina is the only halfway-reliable check to Primal Groudon (particularly band) that does not also come with some absurd downside. This is why it's required but also you just really want to run it anyway because it's incredible.
2. Poison Heal (or some other analgoue that can avoid Mold Sleep) - If you cannot handle Mold Sleep with any reliability you will lose. Best ones are Dark-types but others are viable.
3. Support Wonder Guard - Pretty self-explanatory because you obviously need to have all these different utility options and Wonder Guard is the only feasible way to fit them usually. This almost always has to have Whirlwind as a way to deny No Guard Subpass to Belly Drum mold breakers.
4. Proactive Wonder Guard - These guys should be your main way of making progress, they get Spikes and spread status in a hard-to-deny manner so it's difficult to reliably answer them—and impossible to do so long-term.
5. Magic Bounce - Ideally a Steel-type for a couple reasons but you obviously need a bouncer to not get rolled over by anything with an ounce of longevity.

:regigigas: :yveltal: :audino-mega: :registeel: :groudon-primal: :giratina:
Most basic stall structure with the six best stall mons (if considering gigas and slaking as interchangeable.) IDK you all already know this, plenty of flexibility with some of the sets, though I think this version is about optimal? Rocks on Maud sucks to run though you can slot that on Gigas decently. This was also the first stall build to be truly optimized which drastically pushed the style forward.

:lugia: :giratina: :umbreon: :audino-mega: :registeel: :ferrothorn:
Not the worst but extremely passive. Knock Off on Lugia can remove plate from Diancie so you can beat it consistently with Gira (assuming it's not a moonblast + fire move set in which case sucks to suck you got outprepped.) No rocks but idk where you'd fit 'em so whatever.
:lugia: :giratina: :yveltal: :audino-mega: :registeel: :ferrothorn: alternate version

:latias-mega: :giratina: :slaking: :sableye: :registeel: :ferrothorn:
I thought it would be cool to try Latias as a wall since it has some pretty insane raw bulk without lacking the ability to threaten with Dragon Pulse. Just about as sturdy as you can get as an mray wall. Needs to run Baton Pass though which is sad and leaves you pretty weak to Ice Shard Gyara, but you can trap it with Slaking. Should be fine into Slaking and Gigas too as long as you don't let them get you too low.

:giratina: :yveltal: :registeel: :blissey: :audino-mega: :ferrothorn:
Mostly just using this as an example of more old-school style stall that I don't think is very good anymore compared to more optimized modern builds.

other shit I don't wanna do a writeup for.
https://pokepast.es/a1db41d68b44e39f
https://pokepast.es/a20488050855b51f
https://pokepast.es/fb7d79ae3d3cd2da

:sv/yveltal:
I've been asked quite a few times why Yveltal is the best Poison Healer for stall despite Mega Gyarados having near-identical bulk and an arguably better typing. Basically it comes down to the extra utility that the Flying-type provides in being both a Fissure immunity and not taking any damage from Spikes helping it a lot on longer games. For the first point, considering that the most archetypal stall runs a Ground-weak Wonder Guard there's an inherent Fissure weakness which necessitates Yveltal on that build. As for the Spikes point, you might say "isn't the rocks weakness much more debilitating, necessitating at least two turns on the field to passively offset that damage with Poison Heal?" which is true but I think that it's a general trend in this meta for the more threatening hazard setters—the ones that can most consistent set and maintain them—almost invariably tend towards using Spikes rather than Rocks, while Rocks are typically much more likely to be haphazardly thrown onto some mon like Gale Wings Ray or Pixilate Diancie or even a support Wonder Guard (or a Xerneas) which is much easier to deny with Magic Bounce and Defog Wonder Guards. Also Umbreon is generally worse than both unless you need a Zekrom check because it can't run Knock Off (it doesn't break subs.)

:sv/registeel: :sv/probopass: :sv/aegislash: :sv/giratina:
Okay so on the topic of best Magic Bouncers, Steel-types have incredible natural matchups into plenty of things like Gale Wings Ray, Taunt Wonder Guard Xerneas, Diancie, etc. Also good as a soft check to Mold Ray and denies Xern and Diancie setup. This personally rules out using Bounce Gira on any team I want to have a good matchup spread because it's just so much worse at these things. Generally Bounce Gira is a lazy way to try to cram two of the slots into one to open up another team slot for imp or stag or whatever.

Aegislash is neutered by its need to run absurd amounts of speed to avoid pursuit trapping, and still coming short these days as people have crept to ridiculous extents with their Gyaras. This rules it out on stall IMO.

Probopass vs Registeel however is a genuinely interesting debate but it's mostly up to personal preference. I tend to see Registeel as superior for a number of reasons though, because it has several notable upsides over Probopass. Probopass' lower overall bulk necessitates defense investment to take Pursuit better, while Registeel is quite passable on this front without lowering its special bulk and struggling more into something like Xerneas or Boomburst Rocks Diancie. The lack of a water-type weakness is also a major sticking point for me as it no longer is able to deny Mold Breaker Xerneas or Diancie entry. The true dealbreaker for me though is that Probopass in my experience building with it fails to alleviate pressure against Mega Rayquaza all that much because you must still prep for Ground-move Rayquaza with other slots, which I personally think is a great option that should be run more.

:sv/audino-mega:
Best support wonder guard for stall because it has great raw bulk to whirlwind any bullshit and the dark resistance means it beats gastro acid/trick-or-treat gyarados. Ferro is great too.

:sv/arceus:
Could you imagine if you could run any type freely? Would be fucked up. I'd run like three per team. Darkceus, Fairyceus, Eleceus, Steelceus, Waterceus, Dragonceus, Ghostceus. Free him tbh.

:sv/rayquaza-mega:
Fuck this guy in particular.

:sv/regigigas: :sv/slaking:
Regigigas is better because it's better into mray and like some other special guys. Slaking good at trapping gyara though very nice. Anyways stag is the best tool for evening out bad matchups, much better than like Imp or whatnot. Rewards skillful play a lot more.

The Hisui Region heyyyyyyyyyyyyyyyyyyy

OKAY BYE KIDS​
 

special-removebg-preview.png ORAS Best Attacking Moves by Type and Damage Category phi-removebg-preview.png​


"I have seen far too many people use moves like Comet Punch and Egg Bomb. I hope this guide can help users choose better attacking moves and make better life decisions in general."

-Duk 2026

Links:

Normal.pngFire.pngWater.pngElectric.pngGrass.pngIce.png
Fighting.pngPoison.pngGround.pngFlying.pngPsychic.pngBug.png
Rock.pngGhost.pngDragon.pngDark.pngSteel.pngFairy.png

Disclaimer: Rankings are by vibes and are in no way REAL competitive advice. Dukhunttt is also severely lacking in brain cell count, so don't trust em.




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Extreme Speed: 80 Bp, +2 Priority
  • The strongest priority move in gen 6! (Bp)
  • Very good in revenge killing and even sweeping!
  • Affected by -ate ability series, which adds a +20% damage increase +STAB
Fake Out: 40 Bp, +3 Priority, 100% Flinch
  • Free damage if it connects.
  • Combos with Extreme Speed, allowing you to break sash without hazards.
  • However, can only be used on the first turn
  • Affected by -ate abilities

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Judgement: 100 Bp, Changes type based on held plate
  • When plate is held, effectively becomes an 120 Bp move
  • Probably the best way to counter Imposter
  • As TheKibHolper once said, "Fighting Judgement is the better Aura Sphere"
Boomburst: 140 Bp, Sound move
  • Extremely Strong
  • Breaks through Substitute
  • Affected by -ate abilities

In Pure Hackmons, Normal type solely exists to NOT be Normal type, outside of Extreme Speed and Huge Power Slak/Reg.



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Sacred Fire: 100 Bp, 50% Burn chance on hit, Thaws user, 95% accuracy
  • Extremely powerful defensively and offensively, as it can reliably inflict Burn
  • A very good coverage move with no drawback other than accuracy
V-create: 180 Bp, Lowers Attk-Def-Spe, 95% accuracy
  • Hits EXTREMELY HARD
  • Very good on Stag users and other fast, heavy-hitting mons
  • Niche usage with Contrary
  • Accuracy and lowering of Spe is the main drawback


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Searing Shot: 100 Bp, 30% chance to Burn

  • Very good coverage move with no drawbacks except low PP
Lava Plume: 80 Bp, 30% chance to Burn
  • Sidegrade to Searing Shot, providing more PP, and thus more burn chance, at the cost of damage.
  • Better for Shell Smash users or more stall-oriented teams




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Water Shuriken: 30-75 Bp, +1 Priority

  • Priority moves are always great!
  • Average damage potential is higher than Aqua Jet
  • Can break sash, making it one of the best Primal Groudon counters
  • However, damage dealt is heavily RNG-based
Waterfall: 80 Bp, 20% chance to Flinch
  • Although consistent, overshadowed by Water Shuriken.
  • Can generally be considered a downgrade to Water Shuriken.
  • Has a unique property that makes it so that I can't describe the move without mentioning "Water Shuriken"


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Steam Eruption: 110 Bp, Thaws user and enemy, 30% chance to Burn, 95% accuracy

  • A very well-rounded move
  • Sidegrade to Scald
  • Extremely close in viability to Surf, but takes the edge with the added benefits of Freeze resistance, chance to inflict Burn, and high Bp.
Surf: 90 Bp
  • More PP and accuracy than Steam Eruption
  • More Damage than Scald
  • A much more consistent option for Shell Smashers
  • Technically has a secondary effect, but nobody GAF

Honorable Mention: Scald
Water type in this current meta is good, but most meta Pokémon weak to Water are either really frail or really weak to Water, making Water Shuriken king in many cases.





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Fusion Bolt: 100 Bp

  • A very solid coverage move with no drawbacks
  • Especially good against Primal Kyogre
Volt Tackle: 120 Bp, 10% chance to Paralyze, 33% recoil
  • Niche Magic Guard Move?
  • Not bad otherwise

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Thunderbolt: 90 Bp, 10% chance to Paralyze

  • A very consistent coverage move
Zap Cannon: 120 Bp, 100% chance to Paralyze, 50% accuracy
  • Exclusive to No Guard users
  • Extremely powerful
  • When it lands, halves speed AND has a 25% chance to force turn skips
  • Devastating yet uncommonly used move
Honorable Mention: Discharge




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Petal Blizzard: 90 Bp, Non-contact

  • Consistent coverage move
Leaf Blade: 90 Bp, 12.5% chance to Crit
  • Consistent coverage move
These moves are practically interchangeable, but due to Leaf Blade's benefits being less consistent, Petal Blizzard is more widely used.
(12.5% chance to crit v.s. 100% chance to ignore ALL contact effects)

Honorable Mentions: Horn Leech, Wood Hammer

Horn Leech is technically the third contender to the Petal Blizzard/Leaf Blade thing, as all of these moves 2 HKO Primal Kyogre and 1 HKO Mega Swampert on Non-HP MMX. This added healing benefit can help MMX last longer in battle.


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Energy Ball: 90 Bp, 10% to lower opponent Spdef

  • Consistent coverage move
  • What am I supposed to say about this? It just exists.
Giga Drain: 75 Bp, 50% drain
  • Also kinda just exists



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Ice.png
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Icicle Spear: 50-125 Bp

  • The ultimate dragon-slayer
  • Can break sash, which Rayquaza-Mega almost always relies on
  • Not consistent in terms of damage output, however
Ice Shard: 40 Bp, +1 Priority
  • Decent move with great revenge killing applications
  • However, most Pokémon that are vulnerable to this move either run sash, or are too bulky.
  • Overshadowed by other priority moves

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Sheer Cold: On hit: Deals 100% of Max HP against target unless Sturdy, When target is the same level as user: 20% accuracy (If Ice-type, 30% accuracy)

  • Exclusive to No Guard pokemon, such as Deoxys-Speed
  • Meta defining move: All Wonder Guarders weak to Ice are instantly unviable
  • Although not frequently used in high-level play, the prospect of facing Sheer Cold forces most players to use Wonder Guard
Ice Beam: 90 Bp, 10% chance to Freeze
  • Consistent move
  • Has a small chance to inflict one of the MOST DEVASTATING STATUS EFFECTS IN THE GAME
Honorable Mention: Freeze-Dry
Although Freeze-Dry is good, it generally does not have much usage outside of the rare Wonder Guard Mega-Swampert and Gyarados. Primal-Kyogre can easily eat Freeze-Dries, and the Freeze chance is simply too inconsistent to rely on.
Still, a very decent move option.





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Mach Punch: 40 Bp, +1 Priority

  • Almost always exclusive to Mega Mewtwo X
  • Huge Power MMX with Life Orb can OHKO basically any Pokémon in the meta that DARES to be weak to fighting (or not.)
Close Combat: 120 Bp, Lowers Def-Spdef
  • Decent coverage move
  • Usually used on Shadow Tag Trappers
Honorable Mention: Double Kick
Although more used in [Gen 7] Pure Hackmons, Double Kick is a decent move for Huge Power users, although the fact that not many Fighting-weak Pokémon run Focus Sash and Double Kick not having priority hurts it.


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Aura Sphere: 80 Bp, Never Misses

  • Niche coverage option
  • Not that good
Secret Sword: 85 Bp, Damage dealt based on Def
  • Exclusive to non-MMX Pokémon
  • Can be unexpected, but is not that good, as most teams that have Pokémon weak to Fighting have countermeasures to physical-fighting moves
There is close to zero demand for special fighting type attacks. Mega Mewtwo X IS the strongest special fighting type, and either way, its attack stat is high enough to demolish anything that is weak to fighting.




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Poison Jab: 80 Bp, 30% Poison

  • Although weak, Huge Power users can use this move to atomize anything that is "fairy" or "grassy" enough
  • 30% Poison can help punish resistant switch-ins
  • Overall, unexpectedly solid move

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Sludge Wave: 95 Bp, 10% Poison

  • Consistent coverage move
  • Can pressure things like Mega Audino to switch out better
  • Same PP as Sludge Bomb, but more damage
Sludge Bomb: 90 Bp, 30% Poison
  • Not really an upgrade to Sludge Wave, but has uses
  • 30% Poison is good, however, the +5 Bp from Sludge Wave is guaranteed, while the Poison is not.



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Thousand Arrows: 90 Bp, On hit: grounds Flying types for neutral damage, Ignores Air Balloon if not a Flying type

  • Extremely consistent and powerful move.
  • Popularly used with Mold Breaker, allowing this move to hit ANY Pokémon.
  • Will always be a good move regardless of what generation Hackmons you are playing.
Bonemerang: 50*2 Bp, 90% accuracy
  • Another Primal Groudon countermove
  • However, 90% accuracy is extremely low, making this move extremely risky
Honorable mention: Fissure
Despite being technically worse than Sheer Cold, this move has niche usage against some Wonder Guarders.
This move has great potential in completely crippling some teams, making it at least viable.



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Earth Power: 90 Bp, 10% to lower opponent Spdef

  • The only special Ground move
  • Perfectly viable, but just not anything special




Flying.png
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Dragon Ascent: 120 Bp, Lowers Def-Spdef

  • Extremely powerful on Stag users
  • Easily OHKOs MMX, the most used Pokémon in the format.
  • No competition
Acrobatics: 55 Bp, 110 Bp when user is not holding an item
  • Niche option

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Oblivion Wing: 80 Bp, 75% drain

  • Extremely high recovery value
  • Allows for maximum abuse of Life Orb and Focus Sash
  • Annoying to play against

Aeroblast: 110 Bp, 12.5% chance to Crit

  • Not commonly used
  • Mediocre
  • Nobody likes Lugia. Ew.

Honorable (?) Mention: Chatter, Air Slash
This move is extremely annoying, but extremely inconsistent.
However, it does allow even low-level players to rival top-level players through something known as "Dumb Luck."
As I probably have committed several offenses against the God of Rng or something, this move will ALWAYS PROC against me.
Out of spite, I have put this move on the bottom of the list.
Cry me a (duck)-ing river, Ettche.





Psychic.png
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Don't Even Try Bro :blobshrug:

Physical Psychic moves were unfortunately sentenced to death by Game Freak in 1996.


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Stored Power: 20 Bp, +20 Bp for every Stat increase

  • Not used much in the current meta
  • Extremely powerful synergy with Shell Smash and Mold Breaker

Psystrike: 100 Bp, Damage dealt based on Def

  • The physical psychic move we all needed


Psychic type just kinda sucks.




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U-turn: 70 Bp, Pivot

  • Although Parting Shot is often favored over U-turn, this move does see usage with Wonder Guard users.
  • Only pivot move that can hit all non-Wonder Guard Pokémon
  • Ignores Taunt and Magic Bounce
  • Deals decent chip damage, breaking sash
  • Can be used to ignore Curse damage from Giratina

Attack Order: 90 Bp, 12.5% chance to Crit

  • Kind of usable, but U-turn is just so much better

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Bug Buzz: 90 Bp, 10% chance to lower opponent Spdef

  • Exists
  • The failure child. "Why can't you be more like U-turn lah?"
  • Close to no demand for this move, as Bug coverage is overshadowed by types such as Fire, Dark, Ghost, and Fairy




Rock.png
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Diamond Storm: 100 Bp, 50% chance to raise Def, 95% accuracy

  • Very solid coverage, and is often underestimated
  • Defense increase is an added bonus, although it doesn't do much usually
  • Basically no competition

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Nope. Just Nope. Nope. Don't even try.


Rock is just discount Ice or discount Freeze Dry in Gen 6 Pure Hackmons.
However, some people run Wonder Guard Talonflame knowing this, making this type kind of good, but also not at the same time.
(It's complicated)





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Shadow Sneak: 40 Bp, +1 Priority

  • Extremely good coverage move for Huge Power users
  • As ghost is strong in the current meta, Shadow Sneak can often wreck teams
  • Works great as a neutral revenge kill/chip also

Shadow Claw: 70 Bp, 12.5% chance to Crit

  • Exists
  • Few top-tier physical attackers rely on Ghost STAB
  • Use Beat Up or Knock Off or something instead lol

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Shadow Ball: 80 Bp, 20% lower Spdef

  • Although very weak, ghost type is one of the best attacking types, making this move automatically kinda viable
  • Although not a OHKO kind of move, does work with some Shell Smash users

Hex: 65 Bp, 130 Bp if the target has a status condition

  • Technically viable




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Dragon Tail: 60 Bp, -6 Priority, Forces opponent to switch to a random Pokémon, 90% accuracy

  • Kinda just exists
  • Although it TECHNICALLY is better than Dragon Claw, it only has 90% accuracy, has negative priority, and is completely overshadowed by Whirlwind.
  • Does ignore Magic Bounce though
Dragon Claw: 80 Bp
  • Consistent but mid move
  • Has to be a misclick or something
  • Use Play Rough at this point bro

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Spacial Rend: 100 Bp, 1/8 Crit, 95% accuracy

  • Also kinda just exists
  • Good on Mold Breaker Mega Rayquaza only.
  • Good does not mean awesome.
  • Forget I said "good," I meant mid
Dragon Pulse: 85 Bp
  • Legally is a move
Dragon offense is just bad in PH.
Although Dragon type moves can hit Dragon types for supereffective damage, so can Ice and Fairy type moves. Ice and Fairy are both extremely good offensive typings, making Dragon coverage unneeded.
Furthermore, the main Dragon-type attacker of this format, Mega Rayquaza, likes to rely on powerful Flying-type moves.
As both Dragon and Flying hit Steel for half damage, Mega Rayquaza would rather run coverage moves to hit Steel-types than waste slots on Dragon-type moves.
However, Spacial Rend does have utility with Latios-Mega especially, although it is not often used.




Dark.png
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Beat Up: ??? Bp, Every healthy Allied Pokémon helps in sliming out your target

  • Although power depends on Attk stat of team, can regularly KO Giratinas
  • Breaks sash
  • Combos with Pursuit, making correct predictions deadly

Pursuit: 40 Bp, If foe switches out while you use it, a 80 Bp version hits the fleeing Pokémon

  • Extremely overpowered for obvious reasons
  • Can heavily damage or sometimes OHKO Giratina with HP mons
  • Very good pressure even on non-HP and non-Dark Pokémon also

Honorable mentions: Knock Off, Sucker Punch,
Although Knock Off is good, it usually needs to be run with Mold Breaker for maximum effectiveness.
Even more, many Mold Breakers tend to like using Beat Up over Knock Off, as atomizing opposing Pokémon is usually better than bonking its held item.
Still, Knock Off definitely has use cases.
Sucker Punch is also good, but it forces you to have insurance, is risky to use, and is only decent in terms of Bp.



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Dark Pulse: 80 Bp, 20% Flinch

  • "Slightly worse Shadow Ball"
  • Is completely usable, however

Night Daze: 85 Bp, 40% chance to lower Accuracy, 95% accuracy

  • Comparison of Miss/Flinch chance to Dark Pulse:
    1. Night Daze has a 0.95 * 0.4 * 0.25 = 9.5% chance to cause an opponent to Miss a 100% accuracy move
    2. Through some calculations, I have determined that the probability of a 2nd Night Daze causing a 100% accuracy move to miss is (2*(0.38)(0.62))(0.25)+(0.38^2)(0.40) = 17.55% (repeating)
  • Due to Night Daze procing less on average and sacrifices consistency for a mere 5 Bp, I think it's safe to say it is generally a downgrade
  • However, Night Daze can be considered a better choice for slow, Dark, special attacking, and offensive Wonder Guarders.
  • As there is no current meta demand for "sLow, DaRk, sPeCiAl AtTaCkInG, aNd OfFeNsIvE wOnDeR gUaRdErS," I think it's safe to say that WindySnivy_ is WRONG and therefore should be banished to the Shadow Realm.




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Iron Head: 80 Bp, 30% chance to Flinch

  • Not very powerful, but is the only consistent Steel move.
  • Flinch is not reliable, but significant

Gear Grind: 50*2 Bp, 85% accuracy

  • Breaks sash
  • Extremely unreliable
  • Pretty good Bp

Honorable Mention: Meteor Mash
90% accuracy is a bit of a deal-breaker, but still usable.
Although it's 85% accurate, breaking sash is extremely valuable, so I think Gear Grind is marginally better, I still think it's a pretty close comparison however.



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Flash Cannon: 80 Bp, 10% to lower opponent Spdef

  • Okay coverage move. Consistent, but weak.
  • As Kib said, maybe good on Genesect???

Steel offense is kinda mid in Gen 6 Pure Hackmons.





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Play Rough: 90 Bp, 10% to lower opponent Attk, 90% accuracy

  • Is technically only SLIGHTLY garbage, so is still usable
  • Literally the only option bro wtf Nintendo

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Moonblast: 95 Bp, 30% to lower opponent Spattk

  • The best example of a godly move
  • Has a lot of PP, a lot of Bp, defensive properties, almost everything a move could want!
  • Fairy coverage is also just REALLY good in this meta

Light of Ruin: 140 Bp, 50% recoil, 90% accuracy

  • A niche choice for Magic Guard users
  • 90% is very unreliable, so beware.




Abbreviations:
  • Attk: Attack
  • Def: Defense
  • Spattk: Special Attack
  • Spdef: Special Defense
  • Spe: Speed
  • Bp: Base Power
  • PP: Power Points
  • Crit: Critical Hit
  • Garbage: Physical Psychic Moves, Special Rock Moves
  • MMX: Mega Mewtwo X

Conclusion:

If you're unsure what move to use, just run Thousand Arrows, Moonblast, Sacred Fire, Shadow Sneak, or Extreme Speed and pretend you know what you're doing. The ladder sucks anyway.


Click here to go to the top
 
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(anyone who saw that, I changed my mind, heal block is terrible, idk why that saved)​

View attachment 841121 ORAS Best Attacking Moves by Type View attachment 841122​




Click on one of these icons to check out my rankings:

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  1. Extreme Speed: 80 Bp, +2 Priority
    • The strongest priority move in gen 6!
    • Very good in revenge killing and even sweeping!
    • Affected by -ate ability series, which adds a +20% damage increase +STAB!
    • Free damage if it connects.
    • Combos with Extreme Speed, allowing you to break sash without hazards.
    • However, can only be used on the first turn

View attachment 841121
  1. Judgement: 100 Bp, Changes type based on held plate
    • When plate is held, effectively becomes an 120 Bp move
      • (Wonder Guard Xerneas with Judgement Iron Plate CANNOT be damaged by Eviolite Imposter Chancey)
    • Extremely Strong
    • Breaks through Substitute
    • Affected by -ate abilities

In Pure Hackmons, Normal type solely exists to NOT be Normal type, outside of Extreme Speed and Huge Power Slak/Reg.



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  1. Sacred Fire: 100 Bp, 50% Burn chance on hit, Thaws user, 95% accuracy
    • Extremely powerful defensively and offensively, as it can reliably inflict Burn
    • A very good coverage move with no drawback other than accuracy
    • Hits EXTREMELY HARD
    • Very good on Stag users and other fast, heavy-hitting mons
    • Niche usage with Contrary

View attachment 841121
  1. Searing Shot: 100 Bp, 30% chance to Burn
    • Very good coverage move with no drawbacks except low PP
    • Sidegrade to Searing Shot, providing more PP, and thus more burn chance, at the cost of damage.
    • Usually exclusive to Shell Smash users or more stall-oriented teams



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  1. Water Shuriken: 30-75 Bp, +1 Priority
    • Priority moves are always great!
    • Average damage potential is higher than Aqua Jet
    • Can break sash, making it one of the best Primal Groudon counters
    • However, damage dealt is heavily RNG-based
    • Nothing particularly notable about this move.
    • More damage-consistent than Water Shuriken at the cost of Priority
    • Kinda sucks, but is technically viable


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  1. Steam Eruption: 110 Bp, Thaws user and enemy, 30% chance to Burn, 95% accuracy
    • A very well-rounded move
    • Sidegrade to Scald
    • More PP and accuracy than Steam Eruption
    • More Damage than Scald
    • A much more consistent option for Shell Smashers
Water type in this current meta is good, but most meta Pokemon weak to Water are either really frail or really weak to Water, making Water Shuriken king in most cases.



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  1. Fusion Bolt: 100 Bp
    • A very solid coverage move with no drawbacks
    • Especially good against Primal Kyogre


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  1. Thunderbolt: 90 Bp, 10% Paralysis
    • A very consistent coverage move
    • Exclusive to No Guard users
    • Extremely powerful move
    • When it lands, halves speed AND has a 25% chance to force turn skips
    • Devastating and uncommonly used move


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  1. Petal Blizzard: 90 Bp, Non-contact
    • Consistent coverage move
    • Consistent coverage move
These moves are practically interchangeable, but due to Leaf Blade's benefits being less consistent, Petal Blizzard is more widely used.
(12.5% chance to crit v.s. 100% chance to ignore ALL contact effects)


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  1. Energy Ball: 90 Bp, 10% to lower opponent Spdef
    • Consistent coverage move


​

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  1. Icicle Spear: 50-125 Bp
    • The ultimate dragon-slayer
    • Can break sash, which Rayquaza-Mega almost always relies on
    • Decent move with great revenge killing applications
    • However, most pokemon that are vulnerable to this move either run sash, or are too bulky.
    • Overshadowed by Shadow Sneak


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  1. Ice Beam: 90 Bp, 10% Freeze
    • Consistent move
    • Has a small chance to inflict one of the MOST DEVESTATING STATUS EFFECTS IN THE GAME
    • Although this water-hitting property is useful, it can only tickle Kyogre Primal, the dominant water-type Wonder Guard in the meta.
    • 10% freeze chance is intimidating



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  1. Mach Punch: 40 Bp, +1 Priority
    • Almost always exclusive to Mega Mewtwo X
    • Huge Power MMX with Life Orb can OHKO basically any Pokemon in the meta that DARES to be weak to fighting (or not.)
    • Usually used on Shadow Tag Trappers
    • Decent coverage move


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  1. Aura Sphere: 80 Bp, Never Misses
    • Niche coverage option
    • Not that good
    • Exclusive to non-MMX pokemon
    • Not that good
There is close to zero demand for special fighting type attacks. Mega Mewtwo X IS the strongest special fighting type, and either way, its attack stat is high enough to demolish anything that is weak to fighting.




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  1. Poison Jab: 80 Bp, 30% Poison
    • Although weak, Huge Power users can use this move to atomize anything that is "fairy" or "grassy" enough
    • 30% Poison can help punish resistant switch-ins
    • Overall, unexpectedly solid move

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  1. Sludge Wave: 95 Bp, 10% Poison
    • Consistent coverage move
    • Can pressure things like Mega Audino to switch out better
    • Same PP as Sludge Bomb, but more damage
    • Not really an upgrade to Sludge Wave, but has uses
    • 30% Poison is good, however, the 5 Bp from Sludge Wave is guaranteed, while the Poison is not.



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  1. Thousand Arrows: 90 Bp, On hit: grounds Flying types for neutral damage, Ignores Air Balloon if not a Flying type
    • Extremely consistent and powerful move.
    • Popularly used with Mold Breaker, allowing this move to hit ANY pokemon.
    • Will always be a good move regardless of what generation Hackmons you are playing.
    • Another Primal Groudon countermove
    • However, 90% accuracy is extremely low, making this move extremely risky

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  1. Earth Power: 90 Bp, 10% to lower opponent Spdef
    • The only usable special Ground move
    • Although viable, it is completely overshadowed by Thousand Arrows



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  1. Dragon Ascent: 120 Bp, Lowers Def-Spdef
    • Extremely powerful on Stag users
    • Easily OHKOs MMX, the most used Pokemon.
    • No competition

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  1. Oblivion Wing: 80 Bp, 75% drain
    • Extremely high recovery value
    • Allows for maximum abuse of Life Orb and Focus Sash
    • Annoying to play against
    • Not commonly used
    • Mediocre
    • Nobody likes Lugia. Ew.




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  1. Don't Even Try Bro

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  1. Stored Power: 20 Bp, +20 Bp for every Stat increase
    • Not used much in the current meta, however, current meta conditions are optimal for this move (????)
    • Very good on Mold Breaker + Shell Smash combos
    • The physical psychic move we all needed
    • Psychic is pretty bad, meta-wise

Psychic type kinda sucks.


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  1. U-turn: 70 Bp, Pivot
    • Although Parting Shot is often favored over U-turn, this move does see usage with Wonder Guard users.
    • Only pivot move that can hit all non-Wonder Guard pokemon
    • Ignores Taunt and Magic Bounce
    • Deals decent chip damage, breaking sash

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  1. Bug Buzz: 90 Bp, 10% to lower opponent Spdef
    • Exists



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  1. Diamond Storm: 100 Bp, 50% chance to raise Def, 95% accuracy
    • Very solid coverage, and is often underestimated
    • Defense increase is an added bonus, although it doesn't do much usually
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  1. Nope.
Rock is one of the best offensive types, but just not in Pure Hackmons.



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  1. Shadow Sneak: 40 Bp, +1 Priority
    • Extremely good coverage move for Huge Power users
    • As ghost is strong in the current meta, Shadow Sneak can often wreck teams
    • Works great as a neutral revenge kill/chip also

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  1. Shadow Ball: 80 Bp, 20% lower Spdef
    • Although very weak, ghost type is one of the best attacking types, making this move automatically viable



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  1. None. Just use Fairy goddamn it.

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  1. Spacial Rend: 100 Bp, 1/8 Crit, 95% accuracy
    • May have a small niche on Mold Breaker users, but generally bad.
Dragon type is bad in PH. As it only hits Dragon types for supereffective damage, and no Dragon type moves have REALLY broken effects, there is close to zero use for Dragon in gen 6 Pure Hackmons outside of Mold Breaker Rayquaza Mega.



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  1. Pursuit: 40 Bp, If foe switches out while you use it, a 80 Bp version hits the fleeing Pokemon
    • Extremely overpowered for obvious reasons
    • Can heavily damage or sometimes OHKO Giratina with HP mons
    • Although power depends on Attk stat of team, can regularly KO Giratinas
    • Breaks sash
    • Combos with Pursuit, making a correct prediction deadly


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  1. Dark Pulse: 80 Bp, 20% Flinch
    • Slightly worse Shadow Ball



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  1. Meteor Mash: 90 Bp, 20% Attk Up, 90% accuracy
    • Poison and other coverage is recommended to deal with fairies
    • Breaks sash
    • Extremely unreliable

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  1. Flash Cannon: 80 Bp, 10% to lower opponent Spdef
    • Crap
Steel is kinda mid in Gen 6 Pure Hackmons.



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  1. Play Rough: 90 Bp, 10% to lower opponent Attk, 90% accuracy
    • Is technically only SLIGHTLY garbage, so is still usable
    • Literally the only option

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  1. Moonblast: 95 Bp, 30% to lower opponent Spattk
    • The best example of a godly move
    • Has alot of PP, alot of Bp, defensive properties, almost everything a move could want
    • A niche choice for Magic Guard users
    • 90% is very risky

Meteor mash?!?!?!?!?!?!
Bruh, just use iron head or gear grind, meteor mash isn't worth it.

Sludge bomb can also be used on wg sweepers over sludge wave, so that they can deal with shedinja more easily, but sludge bomb and wave are basically interchangable. Also, for dark physical moves, I'd argue that knock off is better because of its utility. Fighting judgement also might actually be more useful than aura sphere, though I'm not sure if that would count. If you weren't going to put an actual dragon stab move, then you could at least put dragon tail, though dragon claw can also be more consistent than play rough because of its accuracy, but at the same time, hitting dark and fighting types is very important, and dragalge isn't ever used, and neither is mega charizard x. Flash cannon is actually good, but specifically on genesect. Not including power gem and zen headbut is honestly understandable, they really don't do enough.
 
I'd like to make a few some quite a few I need help VR noms.

Regigigas to A. It's basically Slaking, but trades a bit of physbulk for special bulk, and imo the distinction is not large enough for a subrank. Also, put WG on its abilities.

Xerneas to A+/A. Imo, it's the best middle speed WG in the tier. Very versatile, good bulk, only two weaknesses, good speed tier, good offensive stats. It can run offensive WG sets, defensive WG sets, support WG sets, offensive moldy sets, and it can also arguably use a lot of more niche options. I think it is inarguably the best Fairy WG in the tier, and one of the most consistent, flexible, and consistently flexible pokemon. Incredibly good pokemon.

Mega Audino to B+/B. Imo, MAud is just not it. It's got a bunch of stuff going for it on paper, but it just doesn't hold up in practice. It's slow, passive, and Taunt fodder. It can't do anything to opposing WGs(especially Taunt WG), it gets fucked up by coverage used for other pokemon, and it just doesn't do anything worth using it for. Gigas/Slaking/Arc are better Ghost immunes, because they're threatening, Xerneas is the better all-purpose Fairy, because Xern simply does not have the same shortcomings of Mega Audino, because it is not a passive do-nothing lump.

Mega Lucario to UR. I've used this pokemon, it is a giant fraud. Please do not make the same mistakes I made.

Klefki to C/C-. Fairy that isn't weak to Steel or Poison is actually a good defensive profile. I don't think Klefki can go any higher than C because it's weak to Fire and Ground(Read: Primal Groudon), and it's a pretty passive mon, but it's a Fairy that can beat a lot of anti-Fairy tech, so I think it's worth putting on the VR. Also, a Fairy that can get away with using Gear Grind is pretty good, as is a poison immunity.

Mega Mewtwo Y to A-/B+. Great mon in my experience, Protean can be really dangerous, as can Moldy, but it's an insane fast WG that's able to Taunt first 90% of the time. Good Subpasser, good util mon, not passive, weaknesses are largely negatable/non-existent.

Add WG to Dialga's abilities. It's a Steel that isn't weak to Fire and isn't passive. I don't think it can go higher than B because of the Ground weakness, but it's a Dragon that can 1v1 quite a few Xern/MDia sets, and a Steel that isn't weak to Fire.

Mega Swampert to B+. Been using a City-inspired Taunt Smash set, and it's lowkey fire. Paired with a check to things like Espeed, and a good resist for FDry(from stuff like POgre/Protean MTios/MMY) and Grass moves from MMX, and with hazards(especially TSpikes), and this mon fucks. Also, good STAB moves(Tarrows, WShuriken)

Mega Lopunny to B+/B. Good mon. Fast, able to use Taunt effectively as both a WG or a NG, STAB Espeed if you want it, very hard to shut down without Mold Breaker, which runs the risk of dying to OHKO moves.

Add PHeal to Mega Aerodactyl. Decent enough MRay check, also it's fast as fuck.

Aegislash to B+. Fraudulent pokemon. Absolutely trolled by a lot of shit. Nothing else to say really.

Ferrothorn to A-/B+. I do not trust this slow passive fuck to be good when Fire and Fighting moves are everywhere, it's a Steel that doesn't resist Flying, and it doesn't resist Ground to boot.

Diancie to C/C-. Fairy-type that's not weak to Poison is great on paper, imo it only fits on hyper-specific teams, and it has a lot of crippling weaknesses, but it has its moments.

Crobat to B-/C. It's a fast WG that can't be poisoned, and is able to click fast Taunt. Niche mon, but viable enough to put on the VR.
 
I'd like to make a few some quite a few I need help VR noms.

Regigigas to A. It's basically Slaking, but trades a bit of physbulk for special bulk, and imo the distinction is not large enough for a subrank. Also, put WG on its abilities.

Xerneas to A+/A. Imo, it's the best middle speed WG in the tier. Very versatile, good bulk, only two weaknesses, good speed tier, good offensive stats. It can run offensive WG sets, defensive WG sets, support WG sets, offensive moldy sets, and it can also arguably use a lot of more niche options. I think it is inarguably the best Fairy WG in the tier, and one of the most consistent, flexible, and consistently flexible pokemon. Incredibly good pokemon.

Mega Audino to B+/B. Imo, MAud is just not it. It's got a bunch of stuff going for it on paper, but it just doesn't hold up in practice. It's slow, passive, and Taunt fodder. It can't do anything to opposing WGs(especially Taunt WG), it gets fucked up by coverage used for other pokemon, and it just doesn't do anything worth using it for. Gigas/Slaking/Arc are better Ghost immunes, because they're threatening, Xerneas is the better all-purpose Fairy, because Xern simply does not have the same shortcomings of Mega Audino, because it is not a passive do-nothing lump.

Mega Lucario to UR. I've used this pokemon, it is a giant fraud. Please do not make the same mistakes I made.

Klefki to C/C-. Fairy that isn't weak to Steel or Poison is actually a good defensive profile. I don't think Klefki can go any higher than C because it's weak to Fire and Ground(Read: Primal Groudon), and it's a pretty passive mon, but it's a Fairy that can beat a lot of anti-Fairy tech, so I think it's worth putting on the VR. Also, a Fairy that can get away with using Gear Grind is pretty good, as is a poison immunity.

Mega Mewtwo Y to A-/B+. Great mon in my experience, Protean can be really dangerous, as can Moldy, but it's an insane fast WG that's able to Taunt first 90% of the time. Good Subpasser, good util mon, not passive, weaknesses are largely negatable/non-existent.

Add WG to Dialga's abilities. It's a Steel that isn't weak to Fire and isn't passive. I don't think it can go higher than B because of the Ground weakness, but it's a Dragon that can 1v1 quite a few Xern/MDia sets, and a Steel that isn't weak to Fire.

Mega Swampert to B+. Been using a City-inspired Taunt Smash set, and it's lowkey fire. Paired with a check to things like Espeed, and a good resist for FDry(from stuff like POgre/Protean MTios/MMY) and Grass moves from MMX, and with hazards(especially TSpikes), and this mon fucks. Also, good STAB moves(Tarrows, WShuriken)

Mega Lopunny to B+/B. Good mon. Fast, able to use Taunt effectively as both a WG or a NG, STAB Espeed if you want it, very hard to shut down without Mold Breaker, which runs the risk of dying to OHKO moves.

Add PHeal to Mega Aerodactyl. Decent enough MRay check, also it's fast as fuck.

Aegislash to B+. Fraudulent pokemon. Absolutely trolled by a lot of shit. Nothing else to say really.

Ferrothorn to A-/B+. I do not trust this slow passive fuck to be good when Fire and Fighting moves are everywhere, it's a Steel that doesn't resist Flying, and it doesn't resist Ground to boot.

Diancie to C/C-. Fairy-type that's not weak to Poison is great on paper, imo it only fits on hyper-specific teams, and it has a lot of crippling weaknesses, but it has its moments.

Crobat to B-/C. It's a fast WG that can't be poisoned, and is able to click fast Taunt. Niche mon, but viable enough to put on the VR.
Most of this is down to opinion so I don't really care to argue with it, but I can see some ignorance when it comes to the Regigigas proposal I want to clear up. Regigigas is worse than Slaking for Wonder Guard in almost every regard which is why there's a distinction between the 2 on the VR.

There's 2 reasons for this: 1 is that Slaking is way better at using Wish which is a great option to have. But second and likely more importantly is that for a Mono-Normal WG, higher Physical Defense is just better in nearly every way. Not only are Physical Fighting moves stronger and require more bulk to survive, but the large majority of Special Fighting Moves used are Secret Sword which of course hits physically. Regigigas is better at tanking the occasional Aura Sphere, Focus Blast or Judgement-Fighting but those are all far less common and / or more specific in what uses them. Being better into Special Mold Breakers (excluding ones with Secret Sword) is fine but it's not actually beating most of those mons on the more commonly used sets unless they lose to the FakeSpeed set anyways which makes this irrelevant or at least dampens the appeal.

To briefly mention Blissey since it shows how being a Specially bulky Normal type is good, Blissey is able to be an exception due to how incredibly well it takes neutral Special moves to the point of being a major roadblock alongside being such a great tank for Mold Chatters while Regigigas is taking them slightly better than average and still loses or is shaky to most Special Molds overall.

Back when there was a dedicated WG VR, Regigigas was almost always ever either around C tier or unranked. Opposing that, Slaking never dropped out of A tier. WG Regigigas wasn't forgotten, it's just largely unviable.
 
Most of this is down to opinion so I don't really care to argue with it, but I can see some ignorance when it comes to the Regigigas proposal I want to clear up. Regigigas is worse than Slaking for Wonder Guard in almost every regard which is why there's a distinction between the 2 on the VR.

There's 2 reasons for this: 1 is that Slaking is way better at using Wish which is a great option to have. But second and likely more importantly is that for a Mono-Normal WG, higher Physical Defense is just better in nearly every way. Not only are Physical Fighting moves stronger and require more bulk to survive, but the large majority of Special Fighting Moves used are Secret Sword which of course hits physically. Regigigas is better at tanking the occasional Aura Sphere, Focus Blast or Judgement-Fighting but those are all far less common and / or more specific in what uses them. Being better into Special Mold Breakers (excluding ones with Secret Sword) is fine but it's not actually beating most of those mons on the more commonly used sets unless they lose to the FakeSpeed set anyways which makes this irrelevant or at least dampens the appeal.

To briefly mention Blissey since it shows how being a Specially bulky Normal type is good, Blissey is able to be an exception due to how incredibly well it takes neutral Special moves to the point of being a major roadblock alongside being such a great tank for Mold Chatters while Regigigas is taking them slightly better than average and still loses or is shaky to most Special Molds overall.

Back when there was a dedicated WG VR, Regigigas was almost always ever either around C tier or unranked. Opposing that, Slaking never dropped out of A tier. WG Regigigas wasn't forgotten, it's just largely unviable.
I have personally found that the special bulk is very very good for handling Mold Rayquaza, especially with Icicle Spear, but I can see your points for Gigas.
 
Really quickly this is just me not council as a whole, I'm in favor of most of these changes fs, but I'll address the stuff I'm not a fan of first.

Mega Lucario to UR. I've used this pokemon, it is a giant fraud. Please do not make the same mistakes I made.
completely disagree with this one. fighting/steel is a good stab combo and the mon functions pretty well in a similar role to the swampert you mention later. The weaknesses don't help it's defensive profile fs, but being able to scare out a lot of top pokemon while only really being scared of a stray lava plume from a wg or some coverage fishers that don't die to +2 flash cannon/coverage after chip is still very decent in my opinion. it probably isn't going anywhere if I have a say in it.
Mega Mewtwo Y to A-/B+. Great mon in my experience, Protean can be really dangerous, as can Moldy, but it's an insane fast WG that's able to Taunt first 90% of the time. Good Subpasser, good util mon, not passive, weaknesses are largely negatable/non-existent.
little skeptical but I can see it. In my experience it's just been a frustrating middleground mon that doesn't hit good speed tiers while also not having the bulk I wish it did. +2 ray owing being a roll is a nice calc however and I can certainly see it having use, I'm just not sure it's worthy of being in the same tier or better than the deos.
Mega Lopunny to B+/B. Good mon. Fast, able to use Taunt effectively as both a WG or a NG, STAB Espeed if you want it, very hard to shut down without Mold Breaker, which runs the risk of dying to OHKO moves.
I could maybe see Mlop in b-, but it falls into not quite fast enough for what it wants to do territory, and I can't really see putting it with registeel
Aegislash to B+. Fraudulent pokemon. Absolutely trolled by a lot of shit. Nothing else to say really.
yeah no.
Ferrothorn to A-/B+. I do not trust this slow passive fuck to be good when Fire and Fighting moves are everywhere, it's a Steel that doesn't resist Flying, and it doesn't resist Ground to boot.
I am a ferrothorn believer so perhaps I am a bit biased but gyro ball hits like a truck if you can slot it, and it's a solid wg that can safely phase out most molds that aren't running V-create. Fight / fire are common coverage moves but people tech coverage for the top wg's, this is like an expected occurrence lol.
Mega Swampert to B+. Been using a City-inspired Taunt Smash set, and it's lowkey fire. Paired with a check to things like Espeed, and a good resist for FDry(from stuff like POgre/Protean MTios/MMY) and Grass moves from MMX, and with hazards(especially TSpikes), and this mon fucks. Also, good STAB moves(Tarrows, WShuriken)
Minor note here, mildly confused why you're scared of espeed since wonder guard is what lets you take the best advantage of Mpert sets like this, but I do love these new smash taunt sets that are good at breaking down any core that can't quickly pressure them out.
 
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