• Follow our Instagram!
  • Curious about what we're currently doing about bots? Check out the latest updates from staff in this thread.

Metagame National Dex Metagame Discussion

Lately I’ve been messing around with Glowking a lot more, partially due to Champions OU which has such a big emphasis on the Mon (as its top tier over there too), and something I’ve thought about is just how malleable this Mon really is. It feels like you can tailor it to do almost anything you want, and it’ll do it because of how well it meshes with different items. It’s fantastic with boots and AV of course, and leftovers is a great pick as well for extended longevity on field, but this Mon I feel is a phenomenal user of resist berries as well. And though it only has three weaknesses, I find it can use all three berries associated with those types

:Slowking-Galar:

Slowking-Galar @ Kasib Berry / Colbur Berry / Shuca Berry
Ability: Regenerator
EVs: 252 HP / 104 Def / 152 SpA
Modest Nature
- Nasty Plot
- Sludge Bomb / Psychic Noise
- Flamethrower / Ice Beam / Psyshock
- Slack Off / Ice Beam

The EVs can be tweaked and moveset and item as you want them to be, but this was a fun idea I played around with doing Gholdengo’s brief time in Champions OU. Steels like Gholdengo can be really annoying for it, and also for a lot of other pokemon. Through Nasty Plot and some investment, Glowking can blow through even most bulky Gholdengo at +2 with flamethrower, and Kasib ensures it cannot be OHKOd, and lets it trade to get rid of Gholdengo, opening the way for mons checked by it.

What’s fun, is here in Natdex this will take a NEN from even Modest Gholdengo and blow it back, while bulkier Gholdengo can’t even come close with their own Z move. Nasty Plot generally lets Glowking harass bulkier teams in general thanks to its great longevity from regenerator and its typing, and if you want, Slack Off adds even more for that match up into those teams. Oh, and Kasib makes Pecharunt easier to get through if you decide to slot a psychic move for it.

Have another method for Gholdengo? No problem. Colbur is fantastic too because it lets Glowking at +2 smash through Kingambit, easily trade with Samurott-H and limit its hazards, and lets it beat Mega Scizor (offensive variants). Flamethrower of course is great because it blow torches Ferrothorn as well.

Shuca meanwhile ensures Glowking beats every ground type minus Ting Lu, which it can still put good damage into at +2 with ice beam.

All that said

:Slowking-Galar:

Slowking-Galar @ Leftovers / Shuca Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Spe
- Sludge Bomb
- Scald / Ice Beam
- Calm Mind
- Slack Off

This is another fun set I’ve toyed around with. It’s pretty solid at spreading status and threatening against some bulkier structures, with scald threatening grounds with burns, and even solidly pressuring Gholdengo with status that makes it easier to wear down. This set admittedly feels less flexible because slack off seems more important to include, maybe I’m wrong (probably).

Also I haven’t yet tested it but I think Calm Mind sets could even run Z moves.

I dunno I think this Mon is super cool. Curious what everyone’s thoughts on Slowking-Galar are right now!
 
I've made a Beedrill team but idk if its any good, I think its HO but I'm not the best at telling what archetype a team is
https://pokepast.es/80c8cb7754ff853f
I would really appreciate some help into any way to improve it
The team struggles against mainly just Gliscor (as to the reason I have ttar) but goes well into anything else
I updated Zama
Zamazenta @ Assault Vest
Ability: Dauntless Shield
Shiny: Yes
Tera Type: Fighting
EVs: 180 HP / 96 Atk / 124 Def / 56 SpD / 52 Spe
Impish Nature
- Body Press
- Heavy Slam
- Psychic Fangs
- Facade
 
(First time poster here) I recently hit rank one on Natdex OU with a Gardevior mega team, (here is the team for those curious https://pokepast.es/a0efeff250123344) and I was thinking that Gard mega is way to good to not be OU. She's a general stall annihilator, and stall is super popular on natdex cause it's a perfect matchup fish. Pair her with zapdos to paralyze faster physical attackers and a breaker like heatran and she can clean up whole teams by herself. She is also good into a lot of meta picks, she has a great matchup into iron defense zama, good into valiant, kyruem, and bolt. Trace is also a super useful pre-mega ability because you can trace poison heal to destroy stall teams like this (https://replay.pokemonshowdown.com/gen9nationaldex-2654743034-qo98qagsbqjdu8t14scmm017p2egucmpw?p2). Another niche interaction with trace is tracing a weather ability, which causes gardevior's version of the ability to activate first, which means the miss out on the effects of heat rock, damp rock, etc. she can trace multicale to revenge a dragonite that have set up, and chlorophyll, swift swim, and sand rush to revenge kill those guys too. All in all, I think Gardevoir mega is really strong offensively, but has a lot of niche defensive utility as well. Here is the rank one screenshot for anyone curious. I technically hit 1955 as my peak rating, but I forgot to screenshot it.
number 1.PNG
If anyone has any questions but feel free to ask.
 
I have taken a MASSIVE break from pokémon and am now returning

can anyone enlighten me upon the recent meta?

:sv/decidueye::sv/kingler:

crabs
 
image (3).png

As natdex progresses, Ogerpon-W has claimed its place as one of the great scourges of ND teambuilding. Being the only way to prevent Alomolola's Flip Turn, many offenses make excellent use of its talents to great effect. This is not to say that Wellspring is merely a water absorb merchant, obviously, as its individual merits are beyond the scope of this post (but sd, knock, encore, and hazard variants are all very good wow very shocking nobody knew this before thanks bro)

Ogerpon has an outsize impact on the builder as well, where without a Dragon-type (outside of garchomp or kyurem) or pecharunt, most teams are completely at the mercy of Ivy Cudgel's crit rate or falling apart to a well-timed encore. In response to this, we've seen the rise of the grass type in natdex, and I think they're still extremely underexplored and they can really enable some awesome builds/wincons.

There are more viable grass types than I will discuss here, (chesnaught bramble serp amoong and best of all base venu on sun) but I wanted to focus on the four that were the most splashable and how players can iterate on them further/cool stuff they can do besides shitting on ogerpon.

I'll try to cut this post in two a bit- 2 setup fellas and 2 raw clickers. Obviously, hydrapple and sinistcha are the former, with venu and tang on the other side. They're also seeing some parallel exploration, with WC players investing pretty remarkably into sinistcha and ladder players absolutely adoring venu, which is likely due to how reluctant ladder is to make use of spikes. To finally get on with my point a bit, the setup guys are primary or secondary offensive forces on bulky offenses- able to make really solid progress with Z moves and exploiting the opportunities that various other physical attackers give them to set up and break. Sinistcha shits on fighting types obviously, but hydrapple's general bulk allows it to set up on most defensive pieces without fear and drop extreme damage with Modest if you're a greedy fuck or more reliably trade out if you're max physdef. I obviously made that redacted hydrapple stall team that i think is really good still but of the two hydrapple is definitely more viable than sinistcha on stall due to its access to regenerator and stronger Z move activation. there should be an article out soon (no spoilers) where i talk a little bit more about their particular use cases on stall (aside from sinistcha, who i dont think is very good on stall due to just how easy it lets in guys like samurott and modest heatran) so i'll cut myself off from just restating what i'll be saying later. but in general, the setup dudes require you to be very cognizant with how/when they take chip damage, as they can very easily get whittled down by other physical threats.

Venusaur is somewhat the star of the grasses at the moment. With its colossal bulk and great typing that lets it check Mega Diancie as well, venusaur is being tinkered with fairly heavily which is very cool to see. With access to earth power it isnt a passive little chungus versus most steels, and the ancient babylonian demon of block + leech seed has been seen taking the lives of stall players like fucking orochimaru. but tldr venu has really great matchups into almost the entire tier aside from like corviknight and scizor. stuff that can hit it for actual damage cannot switch in well, fearing sludge bomb or earth power which can just maul stuff like gholdengo and tornadus. venu has its issues, though- it's slow as balls, and as such its opportunities to recover if below 40 can be seldom in some matchups, and the massive red flag is its crippling weakness to spikes. with how badly venu hates spikes, teams need to have extremely solid removal in order to keep venu in fighting shape, which can realy suck when the wellspring itself can pack spikes and u-turn, as well as encore to troll venusaur trying to heal off the damage. however, if venu rolls a good matchup it can just sit on teams without countermeasures from genuinely turn 1. extremely powerful guy, but it really needs good hazard support that ideally isnt weak to ghold and lele- so you cant just slap on a corv OR a torn and wipe your hands which can make building it semi-restrictive.

Tangrowth is the last of the grasstastic four that I want to talk about and it is by far my most used. This shit is bonkers. it mono fucks every single physical attacker in the tier besides cind, ceru and sciz, and defensive pieces hate taking either knock or toxic. focus blast blows ferrothorn to pieces even without investment, and with rocky helmet, again, this thing secures so much value in literally almost every single game I bring it. you NEED to pair it with solid fatbreakers, but it is just so robust versus almost every physical guy in the tier that i am flabbergasted that it doesn't see any tour usage.

anyway I just wanted to shine some light on our new foliage based friends and how they are really really fkin good and just show some appreciation for how natdex is still managing to find cool new shit that is actually good and not just little memezillas.


see u guys in ndpl :D will i load some dubiously named team featuring one of these guys? who knows


also use boots encore grasspon it is good and fun thanks :D ok here is that hydrapple stall from ndcl to get you guys started https://pokepast.es/d5a6b3cd1133d27d​
 
View attachment 853089
As natdex progresses, Ogerpon-W has claimed its place as one of the great scourges of ND teambuilding. Being the only way to prevent Alomolola's Flip Turn, many offenses make excellent use of its talents to great effect. This is not to say that Wellspring is merely a water absorb merchant, obviously, as its individual merits are beyond the scope of this post (but sd, knock, encore, and hazard variants are all very good wow very shocking nobody knew this before thanks bro)

Ogerpon has an outsize impact on the builder as well, where without a Dragon-type (outside of garchomp or kyurem) or pecharunt, most teams are completely at the mercy of Ivy Cudgel's crit rate or falling apart to a well-timed encore. In response to this, we've seen the rise of the grass type in natdex, and I think they're still extremely underexplored and they can really enable some awesome builds/wincons.

There are more viable grass types than I will discuss here, (chesnaught bramble serp amoong and best of all base venu on sun) but I wanted to focus on the four that were the most splashable and how players can iterate on them further/cool stuff they can do besides shitting on ogerpon.

I'll try to cut this post in two a bit- 2 setup fellas and 2 raw clickers. Obviously, hydrapple and sinistcha are the former, with venu and tang on the other side. They're also seeing some parallel exploration, with WC players investing pretty remarkably into sinistcha and ladder players absolutely adoring venu, which is likely due to how reluctant ladder is to make use of spikes. To finally get on with my point a bit, the setup guys are primary or secondary offensive forces on bulky offenses- able to make really solid progress with Z moves and exploiting the opportunities that various other physical attackers give them to set up and break. Sinistcha shits on fighting types obviously, but hydrapple's general bulk allows it to set up on most defensive pieces without fear and drop extreme damage with Modest if you're a greedy fuck or more reliably trade out if you're max physdef. I obviously made that redacted hydrapple stall team that i think is really good still but of the two hydrapple is definitely more viable than sinistcha on stall due to its access to regenerator and stronger Z move activation. there should be an article out soon (no spoilers) where i talk a little bit more about their particular use cases on stall (aside from sinistcha, who i dont think is very good on stall due to just how easy it lets in guys like samurott and modest heatran) so i'll cut myself off from just restating what i'll be saying later. but in general, the setup dudes require you to be very cognizant with how/when they take chip damage, as they can very easily get whittled down by other physical threats.

Venusaur is somewhat the star of the grasses at the moment. With its colossal bulk and great typing that lets it check Mega Diancie as well, venusaur is being tinkered with fairly heavily which is very cool to see. With access to earth power it isnt a passive little chungus versus most steels, and the ancient babylonian demon of block + leech seed has been seen taking the lives of stall players like fucking orochimaru. but tldr venu has really great matchups into almost the entire tier aside from like corviknight and scizor. stuff that can hit it for actual damage cannot switch in well, fearing sludge bomb or earth power which can just maul stuff like gholdengo and tornadus. venu has its issues, though- it's slow as balls, and as such its opportunities to recover if below 40 can be seldom in some matchups, and the massive red flag is its crippling weakness to spikes. with how badly venu hates spikes, teams need to have extremely solid removal in order to keep venu in fighting shape, which can realy suck when the wellspring itself can pack spikes and u-turn, as well as encore to troll venusaur trying to heal off the damage. however, if venu rolls a good matchup it can just sit on teams without countermeasures from genuinely turn 1. extremely powerful guy, but it really needs good hazard support that ideally isnt weak to ghold and lele- so you cant just slap on a corv OR a torn and wipe your hands which can make building it semi-restrictive.

Tangrowth is the last of the grasstastic four that I want to talk about and it is by far my most used. This shit is bonkers. it mono fucks every single physical attacker in the tier besides cind, ceru and sciz, and defensive pieces hate taking either knock or toxic. focus blast blows ferrothorn to pieces even without investment, and with rocky helmet, again, this thing secures so much value in literally almost every single game I bring it. you NEED to pair it with solid fatbreakers, but it is just so robust versus almost every physical guy in the tier that i am flabbergasted that it doesn't see any tour usage.

anyway I just wanted to shine some light on our new foliage based friends and how they are really really fkin good and just show some appreciation for how natdex is still managing to find cool new shit that is actually good and not just little memezillas.


see u guys in ndpl :D will i load some dubiously named team featuring one of these guys? who knows


also use boots encore grasspon it is good and fun thanks :D ok here is that hydrapple stall from ndcl to get you guys started https://pokepast.es/d5a6b3cd1133d27d​

0 SpA Tangrowth Focus Blast vs. 252 HP / 176 SpD Ferrothorn: 142-168 (40.3 - 47.7%) -- guaranteed 3HKO after Leftovers recovery

We hittin 3 focus blasts in a row?

son-f09f98adf09f98adf09f98adf09f98adf09f98ad-son-meme-son-im-crine-family-remix.webp
 
Tangrowth is the last of the grasstastic four that I want to talk about and it is by far my most used. This shit is bonkers. it mono fucks every single physical attacker in the tier besides cind, ceru and sciz, and defensive pieces hate taking either knock or toxic. focus blast blows ferrothorn to pieces even without investment, and with rocky helmet, again, this thing secures so much value in literally almost every single game I bring it. you NEED to pair it with solid fatbreakers, but it is just so robust versus almost every physical guy in the tier that i am flabbergasted that it doesn't see any tour usage.
good shit, i've been telling people for a long time about Tangrowth and how potent it is at what it does. The thing that hates it most vs the ogerpon is if the pon is spikes, then ur gonna have spikes put on your side every time you switch tang in
 
Gonna follow up on slopcat's post with a grass type recommendation of my own in Dhelmise.

I've recently started experimenting with various spinners since the tier pretty much only has the elephants and Terapagos with the occasional excadrill in sand. So far I've tried Komala, Starmie, Cryogonal and Dhelmise with the last showing the best results so far.

Dhelmise @ Leftovers
Ability: Steelworker
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Power Whip
- Knock Off
- Rapid Spin
- Synthesis

This is the set I've been using and it allows you to beat any woger set not carrying sd + knock off, urshifu, tusk and treads without icium z, idef zama and m-lopunny. On top of this its base 131 attack lets it hit back pretty hard and with knock it can cripple potential switch ins like zapdos, moltres or ghold (without z-move). Leftovers is my preferred item so it can stay healthy since you don't always get the chance to spend a turn using synthesis but rocky helmet could be used to punish contact attackers like scarf shifu and idef zama. Heavy duty boots is an option to prevent taking too much chip from hazards. Synthesis feels needed as taking too much damage can prevent you from switching into attacks like +2 cudgel, close combat from mega lopunny or ice spinner from tusk and treads. Power Whip is just used as a strong stab which can 2hko woger and Great Tusk as well as chipping anything that comes in.

This isn't to say Dhelmise is perfect obviously as this set remains pretty passive which can lead to giving set up opportunities to mons like mega Scizor, Volcarona or Dragonite. It also struggles with speed as even after a rapid spin it's slower than most mons. This is on top of Dhelmise having a bad matchup into lots of mons in the format limiting it's usefulness.

I have only tried this set so far which has felt pretty good but Dhelmise does have other options which are worth exploring. Toxic would prevent some mons from setting up in it's face. Poltergeist is a good option to hit Ghold on the switch in as well as being neutral on more mons than power whip but it is anti-synergistic with knock off so running both on the same set is unadvised. Anchor shot is it's signature steel trapping move with 80 bp which also benefits from a 50% boost from steelworker making it potentially worth exploring, alternatively gyro ball or heavy slam can be used if you want a steel move. Earthquake can be considered if you want to hit Heatran and Kingambit harder on the switch in. It also gets access to idef body press but it's not a great user of it. Similarly it gets swords dance but doesn't make good use of it since it's so slow (maybe in trick room but there are better options). Finally, a choice band set could be considered with switcheroo enabling it to cripple a defensive pokemon. This doesn't seem too bad since Dhelmise is often forced to switch the turn after it comes in although it comes at the cost of a worse woger matchup since you can't pass it the choice band. This would force you to chose between threatening it with power whip (which becomes a potential ohko with band) or removing hazards with rapid spin.

Overall, I don't think Dhelmise is quite good enough to compete with the grass types recommended by slopcat and I don't see it making it's ndpl debut any time soon but I do think it has an interesting niche which I will continue to explore in the future.
 
Last edited:
I was bored and wrote a thing because people keep asking us questions about this in the PS Room

Why Sleep is Bad in National Dex

​
There are many differences between National Dex and standard OU, both from a tiering perspective and a meta perspective. And yet, in the National Dex room, one of the main things that we are asked about is why Sleep is allowed. I won’t pretend to know the tiering nuances of banning sleep for standard OU tiers, since I largely stay in my NatDex bubble and have likely played less than 50 total games of current generation OU. I do, however, understand the general “why” of banning sleep. It’s an incredibly annoying status condition that forcibly incapacitates Pokemon in a way that isn’t replicated with any other status condition barring Freeze, which can’t be induced with any of the consistency that sleep can. Indeed, sleep inducing Pokemon have the potential to win games for their team by shutting down one of the opponents Pokemon or giving your win condition a free turn. Indeed, you would think that in National Dex, a metagame that has been battling offensive power creep since its debut, would have a place for a status condition that potentially gives any number of huge threats free turns or a favorable game condition.

This is simply not the case in practice. Sleep is incredibly rare in high level tournament play. I’ve more than likely watched more Gen 9 National Dex team tour games than anyone since the beginning of 2026 for my usage analysis posts. Hundreds of Zamazentas have crossed my screen since then, and dozens upon dozens of many others. And I can count the amount of time I’ve seen a sleep move come out on one hand. Anecdotally, it’s not common on ladder either, and no Pokemon that commonly runs a sleep inducing move is OU by usage. I believe there to currently be two main reasons for this.

The Absorbers

:sv/gholdengo::sv/gliscor:
​
I personally believe Gholdengo to be the single best Pokemon in National Dex, and while some people may disagree with me on it being the absolute best, I don't think any serious player would put it outside of the top three. There is no Pokemon that replicates its simultaneous offensive and defensive pressure by simply existing on the opponents team. It finds ample switch in opportunities onto passive Pokemon that make much of their progress through status conditions, and it itself can consistently force progress in a way that few Pokemon can. With boosted Z-Moves as a constant threat, even on defensive sets, this is not a Pokemon you want to be giving free turns to. And yet, for reasons we will get into later, almost every “viable” sleep user does just that. It’s simply too easy to throw Gholdengo into these Pokemon and start blasting as they are forced to flee.

Just Gholdengo in of itself might have been fine, but the sleepers have to contend with yet another threat. Gliscor has been a consistent thorn in their side for years, as its constantly Toxiced state makes it functionally status immune. While Gliscor isn’t quite at the heights of viability that it enjoyed in 2025, it’s still an ever present piece that must be accounted for when building, lest it litter the Ground with Spikes and spread Toxic to its hearts content, or just start boosting up itself if it is a Swords Dance set. This is another Pokemon that you really don’t want to be giving free switches to too often. Sure, Gliscor is 4X weak to Ice, which theoretically gives the sleepers an ability to hit it on the switch with a coverage move, but most of these are still not very strong, and if you get the prediction wrong then you are using what is likely a very weak move into whatever else your opponent has at their disposal. Both of these are also frequently on the same team, mind you, which further complicates matters. Even beyond this, there are your standard Grass-types that are immune to powder moves, or Regenerator pivots that can eat a sleep and conceivably get enough free turns throughout the game so that they can wake up again later.

Now, to be clear, I don’t think any of these on their own are disqualifying. Teams without either Gholdengo or Gliscor exist, so it’s far from out of the question where you would get a matchup where the sleep will be connecting and potentially give you the upper hand. Hell, if these were the only issues I’d be running sleep. Sadly (or thankfully, depending on your point of view), a far bigger issue is simply the quality of the sleepers.

To break this down further, I will be going over every single Pokemon that could conceivably run a sleep move in National Dex, and going over why they either A) don’t run sleep moves very often or B) just aren’t common or good in the first place.


The Grass-Types

:sv/venusaur-mega::sv/amoonguss::sv/tangrowth:
​
Three Grass-types that learn Spore or Sleep Powder are on the VR as of writing this: Mega Venusaur, Amoonguss, and Tangrowth (and standard Venusaur, technically, but thats a sun sweeper that can't afford to waste moveslots on Sleep Powder). Physically defensive Grass-types are of perpetual interest in National Dex thanks to their ability to counter Ogerpon-Wellspring and most Fighting-types. Of these, Mega Venusaur is by far the most viable, with its impressive bulk, Thick Fat, and solid overall coverage. This might seem like a recipe for a solid Sleep Powder user, especially since it forces out Ogerpon-Wellspring easily. This is unfortunately not the case. The vast, vast majority of Mega Venusaur users do not deviate from its standard set of Giga Drain, Sludge Bomb, Earth Power, and Synthesis. Synthesis is entirely non-negotiable for a Pokemon whose main flaw is its extreme vulnerability to chip damage. Sludge Bomb is also nigh mandatory, as it allows Mega Venusaur to immediately force out Wellspring and generally be annoying to switch into thanks to its solid Poison chance. This leaves Earth Power and Giga Drain, and dropping either of those is very hard to justify. Earth Power allows Mega Venusaur to dent various Steel-types that would otherwise switch in easily, including sleep’s mortal enemy in Gholdengo. Giga Drain lets Venusaur immediately threaten various Water- and Ground-types while also helping itself out with healing, and if you’ve never used Mega Venusaur before then let me tell you it really needs all the help it can get in that department. The end result is that dropping any of these moves for Sleep Powder just feels terrible, and even then it’s still not that hard for defensive Gholdengo or Gliscor to switch into you anyway.

But who needs Mega Venusaur, really, when there’s another Grass/Poison who can hold Heavy-Duty Boots and has Regenerator, and doesn’t even have to settle for the paltry accuracy of Sleep Powder, instead going for the classic Spore? Indeed, Amoonguss is also ranked on the VR, and has some great traits for this role at first glance. With Boots in hand and Regenerator helping it out, Amoonguss doesn’t have to click Synthesis every time it switches in with a layer of hazards down. It still forces out Wellspring easily, and it can conceivably fit Hidden Power Ice on its moveset to hit Gliscor. Sounds great right? Well, when you take a look under the hood, it kinda falls apart a little bit. First of all, the HP Ice thing sounds great in theory, but you also do less than 50% to Gliscor with it, so you don’t really prevent it from absorbing the move. You also have no way of even pretending to threaten a Gholdengo switch in, so you let it in for free every time you come in. This points to a broader issue with Amoonguss. Mega Venusaur has solid offensive stats to go along with its bulk, which is part of what can make it really annoying for certain bulky offense teams to deal with. Amoonguss can’t even pretend to do this; once it uses Spore it becomes literally the most passive Pokemon of all time. Hell, against Gholdengo teams it just feels that way even before a Pokemon on the opposing team has been slept. This practically makes Amoonguss a stall exclusive pick, as stall can fit hard Gholdengo answers that most teams can’t afford, such as Clodsire or Calm Mind Blissey, and it’s far from mandatory on these teams. To make matters worse, on such teams it doesn’t even always run Spore, since having an opponent slept instead of say, Toxiced, isn’t always ideal for stall teams.

Lastly for the viable trio, we have Tangrowth. A starkly different defensive profile, Tangrowth’s loss of the Poison-typing and worse mixed bulk is overall detrimental in the National Dex environment. It still counters Wellspring, and overall functions as a general physical wall, but its lack of special bulk or relevant special resistances makes it very vulnerable to most of the tier’s special attackers in a way that Mega Venusaur and Amoonguss don’t really have to worry about. Tangrowth also has no way of dealing with potential Gholdengo switch ins outside of Knock Off, which isn’t actually that threatening to most Z Move Gholdengo sets. Additionally, Tangrowth is very strapped for moveslots after the prerequisite Sleep Powder, Grass-STAB, and Knock Off. Hidden Power Ice pressures Gliscor, Landorus-T, and Garchomp, but you are setup fodder for Kingambit without Focus Blast. Anecdotally, Tangrowth just feels…really awful to use. It thuds into so many popular Pokemon, especially once its slept a foe, and it has to flee from every single good Special Attacker. Unless you run Assault Vest, which nobody does and can’t sleep opponents anyway.

If you wanna dive even deeper into the depths of “theoretical viability” then I guess you could look at Breloom and Smeargle and go “Hey look! Spore!” and try them out. I’m not gonna go in depth as to why these guys are bad though. Breloom has all of the same “easy to switch into” issues that the others have while also being a Grass/Fighting-type that doesn’t check anything that Fighting-types or Grass-types are supposed to check. Smeargle is outclassed as a Sticky Web lead by Araquanid and Ribombee, and Spore doesn’t really move the needle very much when the biggest battle that these leads fight is usually with Magic Bouncers.

The Hypnosis Guys

:sv/iron valiant::sv/ninetales::sv/xurkitree:
​
Listen, we know what kind of person you are if you’re unironically running Hypnosis. You’re here for a good time, 60% of the time, and you’re here to make sure that regardless of whether it lands or not your opponent is not going to enjoy their game. Darkrai is banned here, of course, so let’s look at what could conceivably run Hypnosis if you feel like doing a little bit of gambling.

Iron Valiant immediately stands out from a viability perspective. Theoretically Valiant can come in, land a Hypnosis, and start blasting or set up. Valiant is also much more threatening than the aforementioned Grass guys (moveset permitting of course), and can in particular erase Gliscor with Ice Punch. Of course, the problems begin with that coverage. Set up variants of Iron Valiant already have coverage issues with three moves at their disposal. With Hypnosis, you are either eschewing a set up move or running only two coverage moves, which simply does not leave you with enough moveslots to hit everything Iron Valiant needs to. This is further compounded by the fact that Valiant is pretty straight forward to revenge kill if it isn’t running Booster Energy, and Booster Energy sets simply aren’t very strong unboosted. Life Orb sets do exist, but they are almost exclusively run with Tapu Koko, who obviously has horrible synergy with any Hypnosis stuff. Practically, this doesn’t really work out unless you get a god matchup into a team that is probably very weak to other Iron Valiant sets, not just Hypnosis.

The other one I would like to mention is Ninetales and Alolan Ninetales and honestly, if I were to run Hypnosis on anything it would probably be this guy. Ninetales is a viable choice for a sun setter largely thanks to its access to Healing Wish, which can be really useful for sun teams as they looked to squeeze as much out of their breakers as possible. The downside being that its generally just…not good at all on its own terms. Usually it runs Will-o-Wisp to dissuade stuff like Tyranitar and Garchomp from switching in for free, but if you really wanted to you could run Hypnosis instead to ruin like Galarian Slowking or Tyranitar and then give a sun sweeper a free turn that could be critical in the long run. Gholdengo also can’t switch into it confidently, which is another point in its favor. Of course, Hypnosis is too inaccurate for this to be a reliable strategy, but if you really felt like living on the edge then I could see this being fine-ish. Alolan Ninetales isn’t generally considered viable, as Snow is extremely hard to build, but this would arguably make even more sense on Alolatales since it can’t even run Will-o-Wisp to burn Tyranitar, and Mega Charizard Y can usually switch into it pretty easily as well. Snow is very, very rare at top level, however (despite my personal affection for the playstyle), and even beyond that you still have just over a coinflip chance of Hypnosis landing even if you predict correctly with it. And even then, there isn’t a lot stopping Tyranitar or Mega Charizard Y from switching into you even while they are asleep to deny Aurora Veil.

I’ll give a cursory mention to Xurkitree because yeah we’ve all been cheesed by Z-Hypnosis but it’s also ridiculously easy for a lot of teams to revenge kill and loses to a lot of Grasses. Funny Pokemon and can definitely be frustrating but again not a consistent choice in the slightest and has had the same issues for like a decade at this point.


I hope this has shed some light as to why sleep is still legal here, and why it simply isn’t complained about that much. Sleep will not be allowed in Generation 10 National Dex, so hopefully this will immortalize this weird little footnote for this status condition in Generation 9. See you all in NDPL!
 
Last edited:
I hope this has shed some light as to why sleep is still legal here, and why it simply isn’t complained about that much. Sleep will not be allowed in Generation 10 National Dex, so hopefully this will immortalize this weird little footnote for this status condition in Generation 9. See you all in NDPL!
i have to say this is mostly very well written!
tho care to enlighten me on why it’ll be banned in gen 10 right off the bat? i honestly dunno
 
Crying tears of sadness rn, poor xurkitree, someone needs to contact their uncle at game freak and tell them to give it ice beam and thunderclap to make up for this.
don’t cry for xurkitree, use scarf xurk like a real man

uhhhh great partners are like corv and mola, mola is always the best partner for any shitmon meanwhile corv can act as a switch in to common priority moves like :rillaboom: glide and :urshifu: aqua jet. Shifu itself is also a good counter cuz gambit does kinda fuck xurk over. I have built with scarf xurk before (to admittedly a very long time ago) but these guys are the best partners 100%

you can also remove corv for like pecha as well as long as it can tank grass moves effortlessly it’s fine

edit: i built around xurk and have not won a singular game, albeit i was only being faced up against cheese and some of my losses could be excused on hax because this ladder deserves to burn in hell but still, not even a single win. It genuinely felt like a 5v6.
 
Last edited:
I saw one of the most godless things I have in a long time.

There is this stall bot on the ladder that has block rest recycle leppa Blissey and Pyukumuku. It just stalls you and waits for you to get annoyed and ff.

This is actually just evil. It has no actual strategy. It has been programmed to let the timer run down to 60 seconds every 3 turns. You will still win even if you get trapped because as soon as you faint to struggle, the team is unable to win a normal match. It's just there to waste time and fish for forfeits.

Man why are we allowing this? These bits can make your laddering experience absolutely miserable.

1000128382.png


See this account was made barely 70 days back and it already has 4000 battles -
1000128381.png


Most of these are loses but it has racked up so many wins as well solely on ffes I would wager.

https://replay.pokemonshowdown.com/gen9nationaldex-2680050321-d6kq594u8rpv8fxnsyjyml9is1k365tpw

Check this replay and pay attention to timer showing up when his Blissey was pp stalling. Bliss PP stalled me for straight 100+ turns and it took a real time of over 30 mins. It itself announced that it's a bot at the end of the match.

I seriously think there needs to be a policy against what you could do with bots. This one is solely there to annoy people.
 
Back
Top