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Yes it's banned, and yes he's been a naughty ban evader. Cinematic parallels between Shared Power with banettite and this lol. Swampertite will need an explicit ban in the formats ASAP.
I got a question: If my Pokemon is wearing a choice item, and the link starts with Trick/Switch-a-roo. Will the second attack in the link be used or will it be ignored?
No it doesn't work, the link is calculated before the turn so even though you no longer are choiced it doesn't work.
Also, tired of sturdy/disguise red card shenanigans? Try bonemerang marowak! Works great on trick room. I have SD shadow bone as the link. Still has trouble with unaware so double attack is also viable.
Golisopod @ Red Card
Ability: Emergency Exit
252 HP / 252 Atk / 4 SpD
Brave Nature
- Aqua Jet
- First Impression
- Sucker Punch / Knock Off / Drill Run / Filler
- Leech Life / Liquidation / Filler
With First Impression and Aqua Jet, it probably has the strongest priority in the game (aside from maybe Pinsir-Mega), and its ability can be used to gain lots of momentum when paired with a Red Card by switching into a strong attack.
Thanks to its low speed, it also works well under Trick Room with its non-priority attacks.
Carracosta @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Guard Swap
- Aqua Jet
- Stone Edge
This set gets you a kill through Shell Smash + Guard Swap, lowering the opponent's Defence and raising your Attack.
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 56 Atk / 60 SpD / 144 Spe
Adamant Nature
- Horn Leech
- Rock Tomb
- Superpower
- Wood Hammer
Been getting good results with this Bulu set. While Rock Tomb isn't the most powerful, it's still enough to OHKO Volcarona and Charizard, and the -1 to speed makes the opponent more manageable as well.
Z-conversion boosts stats, grants immunity to t-wave (this happened against a slower Jirachi once), and allows Porygon to hit like a truck. Ice beam gives BoltBeam coverage hitting grounds, dragons, and grass that resist the electric nuke.
One of the partners I was using was a screener tapu koko, which helped it set up safely and gave the stab moves another boost.
Still gets walled by things like unaware quag though
All calcs done under Electric Terrain with thunderbolt adjusted to 170 bp
+1 252 SpA Porygon-Z Thunderbolt vs. 0 HP / 4 SpD Tapu Koko in Electric Terrain: 270-318 (96 - 113.1%) -- 75% chance to OHKO
+1 252 SpA Porygon-Z Thunderbolt vs. 0 HP / 4 SpD Tyranitar-Mega: 244-288 (71.5 - 84.4%) -- guaranteed 2HKO (in sand)
+1 252 SpA Porygon-Z Ice Beam vs. 252 HP / 0 SpD Landorus-Therian: 728-860 (190.5 - 225.1%) -- guaranteed OHKO
+1 252 SpA Porygon-Z Thunderbolt vs. +1 152 HP / 8 SpD Hawlucha in Electric Terrain: 822-968 (245.3 - 288.9%) -- guaranteed OHKO
+1 252 SpA Porygon-Z Ice Beam vs. 252 HP / 0 SpD Zygarde: 632-744 (150.4 - 177.1%) -- guaranteed OHKO
+1 252 SpA Porygon-Z Thunderbolt vs. 0 HP / 4 SpD Lopunny-Mega in Electric Terrain: 441-519 (162.7 - 191.5%) -- guaranteed OHKO
+1 252 SpA Porygon-Z Ice Beam vs. 56 HP / 0 SpD Serperior: 316-372 (103.6 - 121.9%) -- guaranteed OHKO
+1 252 SpA Porygon-Z Thunderbolt vs. +1 252 HP / 4 SpD Unaware Clefable in Electric Terrain: 209-246 (53 - 62.4%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Porygon-Z Thunderbolt vs. 4 HP / 0 SpD Magnezone in Electric Terrain: 233-275 (82.6 - 97.5%) -- guaranteed 2HKO
Bro I dunno if one of us messed up the calcs but +1 adaptability tbolt+discharge is WAY stronger than ur calcs give it credit for:
+1 252 SpA Adaptability Porygon-Z Thunderbolt (170bp) vs. 0 HP / 4 SpD Tapu Koko in Electric Terrain: 540-636 (192.1 - 226.3%) -- guaranteed OHKO
+1 252 SpA Adaptability Porygon-Z Thunderbolt (170bp) vs. 0 HP / 4 SpD Tyranitar-Mega in Sand: 326-384 (95.6 - 112.6%) -- 68.8% chance to OHKO
Even Clefable is scared of this thing
+1 252 SpA Adaptability Porygon-Z Thunderbolt (170bp) vs. 252 HP / 4 SpD Unaware Clefable: 414-488 (105 - 123.8%) -- guaranteed OHKO
+1 252 SpA Adaptability Porygon-Z Thunderbolt (170bp) vs. +2 252 HP / 4 SpD Unaware Clefable: 208-246 (52.7 - 62.4%) -- 99.6% chance to 2HKO after Leftovers recovery
Oh and just for fun:
+1 252 SpA Adaptability Porygon-Z Thunderbolt (170bp) vs. 152 HP / 8 SpD Hawlucha in Electric Terrain: 2460-2896 (734.3 - 864.4%) -- guaranteed OHKO
lol
A resisted tbolt+discharge is almost as strong as a super-effective ice beam, and if you have electric terrain it's basically useless outside of hitting ground types.
+1 252 SpA Adaptability Porygon-Z Thunderbolt (170bp) vs. 248 HP / 56 SpD Assault Vest Tapu Bulu: 187-221 (54.5 - 64.4%) -- guaranteed 2HKO after Grassy Terrain recovery
+1 252 SpA Porygon-Z Ice Beam vs. 248 HP / 56 SpD Assault Vest Tapu Bulu: 200-236 (58.3 - 68.8%) -- guaranteed 2HKO after Grassy Terrain recovery
Now I haven't played this meta yet so I'm not too sure about the viability of the set in question, but I just thought I'd let u all know about the power of this beast :)
Speaking of which, what kind of team would be good to start with in this meta? Trick room seems pretty heat, mega lopunny also seems pretty potent especially since the hawlucha *cough* err I mean unburden ban. Any tips? Thankss
That won't work unless you're faster - endure will have +0 priority in that link which kind of defeats the purpose. And honestly Cloyster's better off just running a sash and linking shell smash or rock blast with icicle spear
Carracosta @ Salac Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Guard Swap
- Aqua Jet
- Stone Edge
Shell Smash is cool, giving you increased Attack and with Guard Swap, the opponent receives decreased Defence. Kill with Aqua Jet or Stone Edge.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 184 HP / 252 SpA / 4 SpD / 68 Spe
Modest Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Trick
- Defog
Trick disables links, and Choice Scarf also can serve as a fast way to use Volt Switch by itself. Pain Split + Volt Switch is nice for momentum.
Pyukumuku @ Rocky Helmet
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Pain Split
- Recover
- Counter
- Memento
One of the more annoying things to face.
Gardevoir @ Rocky Helmet
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Encore
- Disable
- Mean Look
- Destiny Bond
Just for Encore + Disable + Mean Look :)
Beedrill-Mega @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- X-Scissor
- Drill Run
- Poison Jab
Only real attacker.
An interesting strategy I've been trying out is slot 1 + destiny bond. This means you can click destiny bond every turn. The slot 1 move removes the destiny bond then it can be reset again immediately after. So long as you get that first destiny bond off you're almost guaranteed a kill due to the offensive nature of this meta. There's so many possible ways to use this, I've only tried it on a qwilfish as of now and it's been effective at getting up spikes while the opponent decides what to sack to the bond. The only problem is that destiny bond has only 8 PP, so it can be worked around. But the idea I had in mind was a way to get up hazards without letting up momentum.
Yeah, I probably did that.
+1 252 SpA Adaptability Porygon-Z Thunderbolt vs. 244 HP / 12 SpD Eviolite Chansey: 362-426 (51.5 - 60.6%) -- guaranteed 2HKO
77.2 - 90.8% to Chansey under Electric Terrain
Does a sizable chunk to Chansey too
Pursuit doesn't seem to be working correctly. According to the OP, if Pursuit is placed first in a link, and the opponent switches, Pursuit will catch them on the switch, and the second move hits the replacement. Currently, Pursuit catches the opponent on the switch, but the second move doesn't get used.
Greninja @ Splash Plate
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Work Up
- Surf
- Dark Pulse
- Water Shuriken
Neat set I came up with. It's a lot harder to stop gren from getting its ash form when it's constantly boosting sp att. I prefer splash plate on this but z move works or even LO if you dont mind the recoil
Webs is hard checked by serp, which gains a +1 speed boost, effectively outspeeding everything bar unviable scarfers and possibly sweeping. Dual screens can be defogged away.
Then there's Trick Room. Maybe it's just me, but there are no good trick room checks. Either use a bunch of slow and/or bulky pokemon which isn't how hyper offense works, or stall out tr turns, or use priority, but none of them seem to be effective. And it seems like around 15-20% of teams are trick room which isn't a lot but definitely not insignificant.
Sets up webs and hopefully does some damage before fainting. 2nd and 3rd slots can be switched, but double attacking leads are rare so getting a QD boost seems better. HP ground can be run if heatran is an issue.
Beats most leads because of its 381 Spe, but loses to double priority and is rendered useless by prankster or faster taunt users.
Getting webs is really important especially for jirachi and kingdra, which can flinch and crit, respectively, the opponent to death without needing a speed boost. Scarfers are rare and generally unviable in this meta.
If your running trick room, you have to try Azumarill I'm quite lazy to provide calcs but it can OHKO resist's with +6 liquidation, you don't need to run play rough on this set as unaware users are more of an issue.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Liquidation
- Toxic
- Aqua Jet
and my favourite anti/trick room sticky web lead
Araquanid @ Red Card/focus sash
Ability: Water Bubble
EVs: 248 HP / 8 Atk / 248 Def / 4 SpD
Relaxed Nature
- Liquidation
- Waterfall
- Magic Coat
- Sticky web
Outslows mega mawile and common trick roomers while preventing/getting hazards and a acts as a wallbreaker. Red card- for double attacks, focus sash for single set up attacks.
Finally my staple mon.
Mimikyu @ Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Swords Dance
- Play Rough
- Shadow Sneak
- Trick Room
can be run on trick room and offense teams to reverse trick room