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OM Mashup Megathread

OK, what I’m about to suggest is NOT GOING TO HAPPEN SOON. I’m going to suggest a suspect and implementation of another mashup. These aren’t gonna happen soon, so I do not want any arguments in the chat saying that it’s too soon, Ransei.

For Mix and Mega Little Cup, Salamencite / Pinsirite Archen is insane. Crazy insane using this set.
Archen @ Pinsirite / Salamencite
Ability: Defeatist
Level: 5
EVs: not sure about this bit because I do not have the aid of the team builder right now. As much speed and attack as possible.
- Return
- Rock Polish / Stealth Rock / Defog / / Roost
- U-Turn
- Head Smash
This hits like a truck. Coming off a whopping 142 or 122 attack stat, not much can wall it. Head Smash is crazy strong, and is great with Wish support to regain Health. Salamencite gives it actually good bulk, not allowing it to be revenge killed by the likes of Altarianite Dratini. U-Turn allows it to build momentum, and actually provides decent coverage. Rock Polish enables it to sweep. Overall, this Pokemon is completely broken in Little Cup Mix and Mega, and I would suggest a suspect if it weren’t for it being to early in the meta. When the meta has grown a bit, this deserves to be suspected. Speaking of which, I feel like this meta should have more tournaments: I’ve only seen one, and my opponent wasn’t online so sw stopped the tour :(. Last thing about the mashup, here’s a team I’ve used a few times against Mark K which I would like to submit for samples.
Archen @ Salamencite


Ability: Defeatist


Level: 5


Happiness: 0


EVs: 180 Atk / 132 SpD / 196 Spe


Jolly Nature


- U-turn


- Frustration


- Stealth Rock


- Rock Slide





Gastly @ Lucarionite


Ability: Levitate


Level: 5


EVs: 196 SpA / 116 SpD / 196 Spe


Timid Nature


IVs: 0 Atk


- Shadow Ball


- Sludge Bomb


- Dazzling Gleam


- Taunt





Swirlix @ Gyaradosite


Ability: Sweet Veil


Level: 5


EVs: 180 HP / 228 Def / 100 SpD


Bold Nature


IVs: 0 Atk


- Protect


- Aromatherapy


- Sticky Web


- Wish





Torchic @ Pinsirite


Ability: Speed Boost


Level: 5


EVs: 196 Atk / 76 SpD / 236 Spe


Jolly Nature


- Return


- Swords Dance


- Flame Charge


- Will-O-Wisp





Dratini @ Altarianite


Ability: Shed Skin


Level: 5


EVs: 28 HP / 244 Atk / 156 Def / 44 SpD / 36 Spe


Adamant Nature


- Dragon Dance


- Substitute


- Extreme Speed


- Dragon Tail





Anorith @ Heracronite


Ability: Battle Armor


Level: 5


EVs: 236 Atk / 36 SpD / 236 Spe


Adamant Nature


- Rapid Spin


- Rock Blast


- Swords Dance


- Rock Polish

All the spacing out wasn’t intentional but I’m tired so I’m not going to put it right.
Would show replays but am tired, so I’m not going to talk more about implementing MnM Ubers, though please someone at least acknowledge it.
E: LIKING DOESN’T COUNT AS ACKNOWLEDGEMENT
 
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So it looks like the Dusk Mane votes are just about wrapped up so I think it's about time I gave my two cents.

I started this suspect very pro-ban. I thought Necrozma Dusk Mane was too strong with Steelworker sets and essentially impossible to wall. Coming out of it I'm actually much more conflicted.

While NDM has absurd damage output I've found it fails to find as many setup opportunities as I thought. Sporting weaknesses to Fire, Dark, Ghost, and Ground is not a good thing in any meta, but especially not in an ubers one. It honestly fails to setup against most top tier threats. Even Xerneas can 2hko it with its common Modest Tinted Lens sets

252+ SpA Tinted Lens Xerneas Moonblast vs. 0 HP / 0 SpD Necrozma-Dusk-Mane: 160-188 (47.7 - 56.1%) -- 81.3% chance to 2HKO

While I acknowledge it can buy setup opportunities with abilities like Flash Fire I don't think it's anywhere near broken with any set other than Steelworker and maybe Tinted Lens; it simply cannot output enough damage to be considered broken (still good tho).

It also has a couple of more defensive answers I had not originally considered. Prankster PDef Arceus can burn it and cripple its ability to output the damage it needs. Ho-Oh can do something similar when rocks aren't down and if it doesn't carry Stone Edge (which it usually doesn't). Prankster Toxapex can Haze its boosts and Recover as needed, but needs Protect / Baneful Bunker to avoid the Earthquake 2hko. This is admittedly a very short list which are all a bit situational but it's better than "Pdef Levitran can switch in once and maybe win lol" which is what I thought coming in.

Where Dusk-Mane really shines imo is at running through Balance. Against Balance it can find the opportunity to set up against the defensive cores and the opponent likely won't have the somewhat obscure checks to it that a more Stall-oriented team might carry. As a Balance player myself this may have caused me to overestimate its banworthiness in the first place.

That being said NDM isn't exactly deadweight versus offensively built teams; Rock Polish essentially forces priority or fast scarfers to be used as revenge killing tools which on the face of it sounds fine, but thanks to NDM's good bulk and amazing typing can be very difficult in practice. I have, for instance, had a NDM set up to +2/+2 in the face of an Espeed choice-locked Aerilate Rayquaza.

I am going to vote Ban Necrozma-Dusk-Mane. I agree with loser2017 that there is sufficient offensive counterplay to NDM, but I think that it limits and exerts excessive pressure on bulkier teams. The defensive checks / counters I mentioned aren't necessarily bad, but they tend to both require high health (meaning any chip damage leads to NDM sweeping) and being mostly otherwise outclassed by other sets or abilities.
I tend not to agree with those who have said that there are too many viable sets; as I've said I don't have any problem with the numerous SpD Dusk Mane sets out there, other than being annoyed when they stop me sweeping >:(.
I haven't seen any arguments for banning Steelworker or anything like that so I'm not even going to entertain that notion.

And with that, all votes have been cast so....
The final vote is 6 Ban, 1 Do Not Ban, 1 Abstain*
Necrozma-Dusk-Mane has been BANNED from Almost Any Ability Ubers.
Thanks to everyone who participated!

*I received one vote through my PMs and can provide proof if necessary (it wouldn't change the result though).
 
Dropping a sample team. This is the team with Necrozma-Dusk-Mane now swapped out, sadly. I won quite a few of the tours with this team when DM was on it, so I'm not sure how it will do now. I guess I could try Solgaleo but I've got Shaymin there for now.

Capture.PNG

Yveltal is nice as a lead and a fast, strong pivot. It outspeeds the Mewtwo's and can hit them super effectively, usually for a OHKO. It also outspeeds numerous other offensive threats like Gengar, Pheromosa, and Deoxys-Attack and can OHKO them too.

Groudon is Groudon. It sets rocks and has nice bulk and amazing power. Can also phaze if needed.

Arceus is a fun set. Swords Dance LO with Scrappy Extreme Speed to hit everyone pretty hard, even the unsuspecting Giratina and Marshadow. Facade is for back up and Shadow Claw can be slashed with Earthquake.

Shaymin is new, since I took out double dance Steelworker DM Necrozma, but this set is pretty cool. Shaymin gets lots of SF boosted moves so I thought this sounded promising. I've only used it a couple of times but it hits pretty hard.

Kyogre gets psuedo Electric STAB when setting terrain before the reversion and hits hard even before setting up.

Gengar is mainly here for Prankster Destiny Bond to take out boosted threats like Xerneas but can also function as a Shadow Tag mega if needed.
 
Well, I guess since there are no SNM sample teams, I'm just going to drop off this team here (although I have already posted a team for it a while back...lol yeah).

https://pokepast.es/a9f78ef68b29538e

The names were basically there to reference the earlier version of the team, with double dance PDon. The only mons that are kinda unusual are Giratina and the PDon set. Thunder Punch is a nice tool PDon can use to destroy water and flying types, its biggest threats. Giratina is an lol wall that isn't used enough. Umbreon and Blissey are EVd to wall Necro-Dawn/Lunala. Venu Celesteela beats Mamoswine for the most part, which I say is one of the biggest threats in the meta. Of course, GodBlim is GodBlim, and makes all defensive playstyles possible in the meta. This team has worked fairly well whenever I played it hardcore, and since the meta has barely changed, it should still work.

Enjoy!

Hopefully this post will mark my return to high activity on Smogon!
 
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With the recent AAA Ubers suspect test, the meta has changed a little bit. 3 main wall breakers stand out in the current meta which show little hints of being broken( maybe one of them is broken too). These 3 sweepers were either already good before DM or had been benefitted from Ban of DM.

mewtwo.gif

Item: life orb | Ability: Sheer force
Moves:-
1.Psychic
2.Fire Blast
3.Ice Beam
4.Filler
Sheer force Mewtwo isn't unheard of.With great coverage and a massive spA and speed stat,This mon has the ability to 2hko 90% of the meta and has virtually no switchins if played right. Flash fire DM was the main check to this, but now, Mewtwo has become one of the best sweepers there is.Psychic works as the main stab move while Fire blast kills steel types and Ice beam is to counter mons such as Yvletal and Ho-oh. The 4th slot can be Shadow ball,Focus blast or thunderbolt for mons such as flash fire aegislash, espeed arc and kyogre respectively.

228 SpA Life Orb Sheer Force Mewtwo Ice Beam vs. 252 HP / 0 SpD Giratina: 317-374 (62.8 - 74.2%) -- guaranteed 2HKO after Leftovers recovery
228 SpA Life Orb Sheer Force Mewtwo Ice Beam vs. 252 HP / 252+ SpD Assault Vest Yveltal: 182-216 (39.9 - 47.3%) -- guaranteed 2HKO after Stealth Rock
228 SpA Life Orb Sheer Force Mewtwo Psychic vs. 248 HP / 252+ SpD Groudon-Primal: 214-253 (53.1 - 62.7%) -- guaranteed 2HKO after Stealth Rock
228 SpA Life Orb Sheer Force Mewtwo Shadow Ball vs. 248 HP / 252 SpD Solgaleo: 281-333 (58.9 - 69.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Checks and Counters : While AV yveltal is a primal check to this, it cannot switch in when stealth Rock is up. It is best to sack a mon and then switch in as most of the mons gets 2hkoed. Scarf users, esurge user when terrain is up can all ohko it. Flash fire users such as aegislash and solgaleo can also be considered a check although they can't switch in if it carries shadow ball.

marshadow.gif

Item: Life orb | Ability: Adaptability
Moves:-
1.Spectral Thief
2.Close Combat
3.Shadow Sneak/Substitute
4.Stone edge/Bulk Up
Marshadow with its excellent typing when combined with adaptability is a monster in this format. Spectral and Close combat are staple, providing main stab to marsh while Shadow sneak is another option for a strong +1 priority.
Sub can help up with giratina where it can set up comfortably avoiding WOW. Stone edge is for ho-oh which otherwise can survive a spectral and ohko it with BB.Like Mewtwo, there are very few switch ins for marshadow in the current meta.
252 Atk Life Orb Adaptability Marshadow Close Combat vs. 252 HP / 0 Def Yveltal: 346-408 (75.8 - 89.4%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Adaptability Marshadow Spectral Thief vs. 252 HP / 204+ Def Giratina: 328-390 (65 - 77.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Adaptability Marshadow Close Combat vs. 32 HP / 124 Def Kyogre-Primal: 317-374 (90.8 - 107.1%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Adaptability Marshadow Spectral Thief vs. 248 HP / 0 Def Solgaleo: 468-556 (98.1 - 116.5%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
Checks and Counters: The case of marsh is similar to Mewtwo where it can be dealt with mons that are faster than it such as Mewtwo,ultra necro, shaymin sky,mgar . However, An adapt boosted shadow sneak can sustain enough damage to all of these if SR is up which renders them with low health. Aerialate ray is another good check to it

xerneas.gif

Item: Power Herb | Ability: Tinted Lens
Moves:-
1.Geomancy
2.Moonblast
3.Thunder
4.Focus blast
Xerneas is the most benefitted from the ban of Dusk Mane. If given the chance to set geomancy up, this mon can sweep Ur whole team.
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 248 HP / 252 SpD Solgaleo: 292-344 (61.2 - 72.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 248 HP / 252+ SpD Groudon-Primal: 264-312 (65.5 - 77.4%) -- guaranteed 2HKO after Stealth Rock
+2 252+ SpA Xerneas Thunder vs. 252 HP / 52 SpD Ho-Oh: 350-414 (84.1 - 99.5%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 252 HP / 252+ SpD Aegislash-Shield: 186-218 (57.4 - 67.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Checks : Xern has very few checks. No mon can switch in to this once it sets up. Unaware solgaleo is the only mon that check it. However a Z version can beat all of this.
Hence, I would like to Propose a suspect on xerneas or tinted lens. I would prefer the former as tinted is only broken on xern. Both the z version and the power herb version requires running multiple check to it thus greatly pressurising team building.
As it can be seen through the calcs, every mon gets 2hkoed. Running unaware solgaleo just to check one mon represents how this mon affects the meta.
 
xerneas.gif

Item: Power Herb | Ability: Tinted Lens
Moves:-
1.Geomancy
2.Moonblast
3.Thunder
4.Focus blast
Xerneas is the most benefitted from the ban of Dusk Mane. If given the chance to set geomancy up, this mon can sweep Ur whole team.
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 248 HP / 252 SpD Solgaleo: 292-344 (61.2 - 72.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 248 HP / 252+ SpD Groudon-Primal: 264-312 (65.5 - 77.4%) -- guaranteed 2HKO after Stealth Rock
+2 252+ SpA Xerneas Thunder vs. 252 HP / 52 SpD Ho-Oh: 350-414 (84.1 - 99.5%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 252 HP / 252+ SpD Aegislash-Shield: 186-218 (57.4 - 67.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Checks : Xern has very few checks. No mon can switch in to this once it sets up. Unaware solgaleo is the only mon that check it. However a Z version can beat all of this.
Hence, I would like to Propose a suspect on xerneas or tinted lens. I would prefer the former as tinted is only broken on xern. Both the z version and the power herb version requires running multiple check to it thus greatly pressurising team building.
As it can be seen through the calcs, every mon gets 2hkoed. Running unaware solgaleo just to check one mon represents how this mon affects the meta.
I think calling for a Xerneas ban is a bit hasty at this point. Dusk-Mane was by far the best counter, yes, but there are still answers to it.
First, as you mentioned there's Unaware Solgaleo. This is essentially Dusk Mane 2.0, and you already mentioned it so I'll keep this brief.
solgaleo.gif

252+ SpA Tinted Lens Xerneas Moonblast vs. 248 HP / 252 SpD Solgaleo: 146-174 (30.6 - 36.4%) -- 2.9% chance to 3HKO after Stealth Rock and Leftovers recovery

Xerneas does not win this. Even with Twinkle Tackle, which would be meh because then you're not Z-Geomancying.

252+ SpA Tinted Lens Xerneas Twinkle Tackle (175 BP) vs. 248 HP / 252 SpD Solgaleo: 270-318 (56.6 - 66.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Second, Volt Absorb Ho-Oh. Much less reliable, but still workable.
hooh.gif

Ho-Oh @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover / Roost
- Whirlwind
- Sacred Fire / Toxic
- Brave Bird / Toxic
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 252 HP / 252+ SpD Ho-Oh: 180-214 (43.2 - 51.4%) -- guaranteed 3HKO after Leftovers recovery

Theoretically this can stop anything but Ingrain Tinted Lens or HP Rock Xerneas. It needs Stealth Rocks off the field, and you need sufficient offensive pressure that you can kill Xerneas some other way, because phazing alone will eventually lead to a last mon sweep.

Third, Marshadow. Clearly not a defensive answer, but check this out
marshadow.gif

Marshadow @ Focus Sash
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Endeavor
- Shadow Sneak

This things has insane revenge killing potential if you make sure not to let it get chipped, which thanks to Magic Guard isn't hard. It can either steal Xerneas' boosts forcing it to either use its base stats or boost again over two turns or Endeavor + Shadow Sneak it.

Fourth, Unaware blob.
blissey.gif

252+ SpA Sheer Force Xerneas Focus Blast vs. 0 HP / 252+ SpD Blissey: 220-260 (33.7 - 39.9%) -- guaranteed 3HKO
You guys know what this thing does.

I'm not necessarily saying that Xerneas is balanced, but answers do exist to it. A lot of them are a bit matchup based and win or lose against different abilities. For instance Mold Breaker and Clones beat both Ho-Oh and Blissey (well Confide Blissey can put up a fight) while Magic Bounce + Rest walls several of these sets in return (Ho-Oh and Blissey again :X). In my personal opinion it's too soon since the last ban to call for another ban, although I would love to hear other people's input. I definitely won't be making hasty decisions though.
 
With the recent AAA Ubers suspect test, the meta has changed a little bit. 3 main wall breakers stand out in the current meta which show little hints of being broken( maybe one of them is broken too). These 3 sweepers were either already good before DM or had been benefitted from Ban of DM.

mewtwo.gif

Item: life orb | Ability: Sheer force
Moves:-
1.Psychic
2.Fire Blast
3.Ice Beam
4.Filler
Sheer force Mewtwo isn't unheard of.With great coverage and a massive spA and speed stat,This mon has the ability to 2hko 90% of the meta and has virtually no switchins if played right. Flash fire DM was the main check to this, but now, Mewtwo has become one of the best sweepers there is.Psychic works as the main stab move while Fire blast kills steel types and Ice beam is to counter mons such as Yvletal and Ho-oh. The 4th slot can be Shadow ball,Focus blast or thunderbolt for mons such as flash fire aegislash, espeed arc and kyogre respectively.

228 SpA Life Orb Sheer Force Mewtwo Ice Beam vs. 252 HP / 0 SpD Giratina: 317-374 (62.8 - 74.2%) -- guaranteed 2HKO after Leftovers recovery
228 SpA Life Orb Sheer Force Mewtwo Ice Beam vs. 252 HP / 252+ SpD Assault Vest Yveltal: 182-216 (39.9 - 47.3%) -- guaranteed 2HKO after Stealth Rock
228 SpA Life Orb Sheer Force Mewtwo Psychic vs. 248 HP / 252+ SpD Groudon-Primal: 214-253 (53.1 - 62.7%) -- guaranteed 2HKO after Stealth Rock
228 SpA Life Orb Sheer Force Mewtwo Shadow Ball vs. 248 HP / 252 SpD Solgaleo: 281-333 (58.9 - 69.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Checks and Counters : While AV yveltal is a primal check to this, it cannot switch in when stealth Rock is up. It is best to sack a mon and then switch in as most of the mons gets 2hkoed. Scarf users, esurge user when terrain is up can all ohko it. Flash fire users such as aegislash and solgaleo can also be considered a check although they can't switch in if it carries shadow ball.

marshadow.gif

Item: Life orb | Ability: Adaptability
Moves:-
1.Spectral Thief
2.Close Combat
3.Shadow Sneak/Substitute
4.Stone edge/Bulk Up
Marshadow with its excellent typing when combined with adaptability is a monster in this format. Spectral and Close combat are staple, providing main stab to marsh while Shadow sneak is another option for a strong +1 priority.
Sub can help up with giratina where it can set up comfortably avoiding WOW. Stone edge is for ho-oh which otherwise can survive a spectral and ohko it with BB.Like Mewtwo, there are very few switch ins for marshadow in the current meta.
252 Atk Life Orb Adaptability Marshadow Close Combat vs. 252 HP / 0 Def Yveltal: 346-408 (75.8 - 89.4%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Adaptability Marshadow Spectral Thief vs. 252 HP / 204+ Def Giratina: 328-390 (65 - 77.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Adaptability Marshadow Close Combat vs. 32 HP / 124 Def Kyogre-Primal: 317-374 (90.8 - 107.1%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Adaptability Marshadow Spectral Thief vs. 248 HP / 0 Def Solgaleo: 468-556 (98.1 - 116.5%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
Checks and Counters: The case of marsh is similar to Mewtwo where it can be dealt with mons that are faster than it such as Mewtwo,ultra necro, shaymin sky,mgar . However, An adapt boosted shadow sneak can sustain enough damage to all of these if SR is up which renders them with low health. Aerialate ray is another good check to it

xerneas.gif

Item: Power Herb | Ability: Tinted Lens
Moves:-
1.Geomancy
2.Moonblast
3.Thunder
4.Focus blast
Xerneas is the most benefitted from the ban of Dusk Mane. If given the chance to set geomancy up, this mon can sweep Ur whole team.
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 248 HP / 252 SpD Solgaleo: 292-344 (61.2 - 72.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 248 HP / 252+ SpD Groudon-Primal: 264-312 (65.5 - 77.4%) -- guaranteed 2HKO after Stealth Rock
+2 252+ SpA Xerneas Thunder vs. 252 HP / 52 SpD Ho-Oh: 350-414 (84.1 - 99.5%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 252 HP / 252+ SpD Aegislash-Shield: 186-218 (57.4 - 67.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Checks : Xern has very few checks. No mon can switch in to this once it sets up. Unaware solgaleo is the only mon that check it. However a Z version can beat all of this.
Hence, I would like to Propose a suspect on xerneas or tinted lens. I would prefer the former as tinted is only broken on xern. Both the z version and the power herb version requires running multiple check to it thus greatly pressurising team building.
As it can be seen through the calcs, every mon gets 2hkoed. Running unaware solgaleo just to check one mon represents how this mon affects the meta.
Just wanna say about that Xerneas set, what’s the point of running coverage if you have tinted lens. Sure it’s useful, but support like Defog, Aromatherapy or even Ingrain can run that slot better. Do not suspect Xerneas because it is way to soon to see how broken it is. We should wait maybe a month or 2 before deciding to do anything. Who knows, maybe there are plenty more checks out there, waiting to be used, like Aegislash possibly. I would like to share a few sets now which I think are good for SNM.

Meloetta @ Red Orb
Ability: idk what it’s pre-mega ability is tbh, though doesn’t matter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Calm Mind
- Agility
- Weather Ball
- Boomburst
This set is crazy good. Like, crazy good. Boomburst has 140 BP and combine with a whopping 178 SpA stat, not much is surviving a hit. Weather Ball under Sun...... Then you have Agility and Calm Mind, like double dance but worse. Still, very capable of sweeping, and paired with something like a... idk, fighting or electric Pokemon to get Celesteela and Ferro and stuff, this set can be very potent as a late game sweeper.

Zygarde @ Lucarionite
Ability: Aura Break
EVs: something with speed and attack
Adamant Nature
- Shore Up
- Thousand Arrows

- Dragon Hammer / Outrage / Dragon Dance / Coil
- Glare / Extreme Speed / Substitute
This thing is... great with Shore Up. it gets to keep things like Thousand Arrows, so mono Ground is considerably better. It can run sets like Sub Outrage, or make up for its previous lack of Dragon Ckaw with Dragon Hammer. Again, very capable of sweeping as it can easily break GodBlim after sack.
 
Meloetta @ Red Orb
Ability: idk what it’s pre-mega ability is tbh, though doesn’t matter
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Calm Mind
- Agility
- Weather Ball
Quick comment about a varient on this set:
Meloetta @ Red Orb
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 4 SpD
Modest Nature
- Calm Mind
- Psystrike
- Weather Ball
- Boomburst

Psystrike can kill annoying Special walls, and 248 HP let's you take tons of hits on the special side. Also, Zorowarrior mentioned how Celesteela can hurt this set (or implied it) but Cele really doesn't like taking a 100 BP water move at +1 either.
 
I think calling for a Xerneas ban is a bit hasty at this point. Dusk-Mane was by far the best counter, yes, but there are still answers to it.
First, as you mentioned there's Unaware Solgaleo. This is essentially Dusk Mane 2.0, and you already mentioned it so I'll keep this brief.
solgaleo.gif

252+ SpA Tinted Lens Xerneas Moonblast vs. 248 HP / 252 SpD Solgaleo: 146-174 (30.6 - 36.4%) -- 2.9% chance to 3HKO after Stealth Rock and Leftovers recovery

Xerneas does not win this. Even with Twinkle Tackle, which would be meh because then you're not Z-Geomancying.

252+ SpA Tinted Lens Xerneas Twinkle Tackle (175 BP) vs. 248 HP / 252 SpD Solgaleo: 270-318 (56.6 - 66.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Second, Volt Absorb Ho-Oh. Much less reliable, but still workable.
hooh.gif

Ho-Oh @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover / Roost
- Whirlwind
- Sacred Fire / Toxic
- Brave Bird / Toxic
+2 252+ SpA Tinted Lens Xerneas Moonblast vs. 252 HP / 252+ SpD Ho-Oh: 180-214 (43.2 - 51.4%) -- guaranteed 3HKO after Leftovers recovery

Theoretically this can stop anything but Ingrain Tinted Lens or HP Rock Xerneas. It needs Stealth Rocks off the field, and you need sufficient offensive pressure that you can kill Xerneas some other way, because phazing alone will eventually lead to a last mon sweep.

Third, Marshadow. Clearly not a defensive answer, but check this out
marshadow.gif

Marshadow @ Focus Sash
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Endeavor
- Shadow Sneak

This things has insane revenge killing potential if you make sure not to let it get chipped, which thanks to Magic Guard isn't hard. It can either steal Xerneas' boosts forcing it to either use its base stats or boost again over two turns or Endeavor + Shadow Sneak it.

Fourth, Unaware blob.
blissey.gif

252+ SpA Sheer Force Xerneas Focus Blast vs. 0 HP / 252+ SpD Blissey: 220-260 (33.7 - 39.9%) -- guaranteed 3HKO
You guys know what this thing does.

I'm not necessarily saying that Xerneas is balanced, but answers do exist to it. A lot of them are a bit matchup based and win or lose against different abilities. For instance Mold Breaker and Clones beat both Ho-Oh and Blissey (well Confide Blissey can put up a fight) while Magic Bounce + Rest walls several of these sets in return (Ho-Oh and Blissey again :X). In my personal opinion it's too soon since the last ban to call for another ban, although I would love to hear other people's input. I definitely won't be making hasty decisions though.
While a suspect test right after one ended would be hasty, if it's for the betterment of the meta as a whole, I don't see the point of not holding it.
Coming to Ur checks, most of them requires heavy team support in the meta. Marsh with magic guard isn't Ur regular marsh and hence finds it tough to break through walls such as giratina,yveltal. Ho-oh running full spd and volt absorb, as u mentioned requires sr off the field.
Now to the point of xern being broken, I believe that if u r forced to run some untraditional sets/mon's just to check one single mon, it greatly reflects how that mon influences the meta. Like "Why would I run magic guard marshadow when adapt offers it to be one of the best wall breakers of the meta?" Similar is the case for magic guard Ho-oh where it would provide me with better results.

Solgaleo and blissey are the only reliable check to xern atm with blissey being not so good in general in the meta atm.
Sure volt absorb ho-oh has usuage outside of only checking xern, but as u mentioned it is an inconsistent check.
Also any thoughts on this would be appreciated as the whole meaning of the post was to spark a discussion regarding the meta after DM.
Also to answer Zorro warrior, coverage is needed for every sweeper. Why would I spam moonblast when I know that thunder would ohko a mon?
 
There are also other options like Prankster Gengar with the option to Mega. It actually gets access to Destiny Bond and Haze, but I only recommend the former. For a bulkier Pranster Destiny Bond, you could go with Giratina.

Other options for Xern outside of sacking a mon could be Prankster/Unaware Heart Swap from Magearna. I haven't used this, but it seems like it could be serviceable.
 
I thought it would be good to keep track of tour codes for new/temporary (OMotM) mashups so that they don't have to be recreated from scratch each time, or end up with inconsistent rules between tour creators. Here are codes for some of the OMotM mashups that have been tried so far this month:-

Code:
/tour new godsandfollowers,elimination,32,1
/tour autostart 10
/tour rules Little Cup,  +Aipom,  +Cutiefly,  +Drifloon,  +Gligar,  +Gothita,  +Meditite,  +Misdreavus,  +Murkrow,  +Porygon,  +Scyther,  +Sneasel,  +Swirlix,  +Tangela,  +Torchic,  +Vulpix,  +Yanma
/tour name [Gen 7] Gods and Followers: Little Cup

* Note that this code doesn't (and can't) strictly limit players to only one LC Uber per team, and therefore may require some manual checking and moderation.

Code:
/tour new 2v2,elimination,32,1
/tour autostart 10
/tour rules Stabmons Move Legality, -Archeops, -Blacephalon, -Dragonite, -Hoopa-Unbound, -Kartana, -Keldeo, -Komala, -Kyurem-Black, -Porygon-Z, -Regigigas, -Shedinja, -Slaking, -Silvally, -Tapu Koko, -Tapu Lele, -Terrakion, -Zygarde, -Comatose, -Contrary, -Fluffy, -Fur Coat, -Huge Power, -Illusion, -Imposter, -Innards Out, -Parental Bond, -Protean, -Pure Power, -Simple, -Speed Boost, -Stakeout, -Water Bubble, -Wonder Guard, -King's Rock, -Razor Fang, -Acupressure,-Belly Drum, -Chatter, -Geomancy, -Lovely Kiss, -Shell Smash, -Shift Gear, -Spore, -Thousand Arrows, -Kangaskhanite, Ignore Illegal Abilities, Ability Clause
/tour name [Gen 7] 2v2: STAAABmons
 
Quick comment about a varient on this set:
Meloetta @ Red Orb
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 4 SpD
Modest Nature
- Calm Mind
- Psystrike
- Weather Ball
- Boomburst

Psystrike can kill annoying Special walls, and 248 HP let's you take tons of hits on the special side. Also, Zorowarrior mentioned how Celesteela can hurt this set (or implied it) but Cele really doesn't like taking a 100 BP water move at +1 either.
Every single stupid time I forget that Weather Ball changes type. I don’t think Psystrike is the best option as it doesn’t keep its psychic type. I feel Agility is better than Psytrike therefore. Ferrothorn is now the only check I can offhand think of then, meloetta is really very good and deserves to be high in the viability rankings if people haven’t stopped using them
 
Every single stupid time I forget that Weather Ball changes type. I don’t think Psystrike is the best option as it doesn’t keep its psychic type. I feel Agility is better than Psytrike therefore. Ferrothorn is now the only check I can offhand think of then, meloetta is really very good and deserves to be high in the viability rankings if people haven’t stopped using them
The point is that it hits Special walls, not that it's a STAB move.
 
The point is that it hits Special walls, not that it's a STAB move.
I feel like that’s a waste of a slot, given that it can abuse Agility a lot more, and you can have something like Terrakion for special walls. That actually might not be a bad core tbh. But anyway,
I thought it would be good to keep track of tour codes for new/temporary (OMotM) mashups so that they don't have to be recreated from scratch each time, or end up with inconsistent rules between tour creators. Here are codes for some of the OMotM mashups that have been tried so far this month:-

Code:
/tour new godsandfollowers,elimination,32,1
/tour autostart 10
/tour rules Little Cup,  +Aipom,  +Cutiefly,  +Drifloon,  +Gligar,  +Gothita,  +Meditite,  +Misdreavus,  +Murkrow,  +Porygon,  +Scyther,  +Sneasel,  +Swirlix,  +Tangela,  +Torchic,  +Vulpix,  +Yanma
/tour name [Gen 7] Gods and Followers: Little Cup

* Note that this code doesn't (and can't) strictly limit players to only one LC Uber per team, and therefore may require some manual checking and moderation.

Code:
/tour new 2v2,elimination,32,1
/tour autostart 10
/tour rules Stabmons Move Legality, -Archeops, -Blacephalon, -Dragonite, -Hoopa-Unbound, -Kartana, -Keldeo, -Komala, -Kyurem-Black, -Porygon-Z, -Regigigas, -Shedinja, -Slaking, -Silvally, -Tapu Koko, -Tapu Lele, -Terrakion, -Zygarde, -Comatose, -Contrary, -Fluffy, -Fur Coat, -Huge Power, -Illusion, -Imposter, -Innards Out, -Parental Bond, -Protean, -Pure Power, -Simple, -Speed Boost, -Stakeout, -Water Bubble, -Wonder Guard, -King's Rock, -Razor Fang, -Acupressure,-Belly Drum, -Chatter, -Geomancy, -Lovely Kiss, -Shell Smash, -Shift Gear, -Spore, -Thousand Arrows, -Kangaskhanite, Ignore Illegal Abilities, Ability Clause
/tour name [Gen 7] 2v2: STAAABmons

I very much like the idea of Gods and Followers Little Cup but 2v2 STAAABmons is a 3 way mashup, and I don’t think those should be a thing. 2v2 AAA is an astoundingly unbalanced meta, given that 2v2 pokemon are often made good because of their ability, like Koko and Pelipper, and Pre Mega Gyarados. Combined with STABmons, we would need to ban quite a lot of things, and since it’s only for this month, I don’t like the idea of that mashup. 2v2 Anything Goes or 2v2 Mix And Mega (jk) would be a lot better.
 
Ooh, nice. Gods and Followers : Little Cup
Pls unban Arena Trap, Shadow Tag and Baton Pass, as they were allowed by Little Cup Clause, and it was auto-ban due to using OU Clause.
I don't know if " LC Uber ++ LC Uber " could work. If i remember correctly, ++ means you can't have a 2 pokemon on a same team.

Anyways, already made one sample team

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Gligar Flying Spam
Gligar is the god in this team. The next 2 is the popular birds found in LC Flying Spam Teams, Wingull and Vullaby. Wingull is running Protect to scout Scarf Magnemite. Vullaby is a defogger for this team. Trapinch is for trapping a potential threats to this team and is a reason why Gligar was chosen as a god. It can also trapped 2 Common Flying Checks, Onix and Tirtouga, more reliably than Diglett. Onix is the main stealth rock setter. Lastly Doduo provide a STAB priority for revenge killing.
 
While red orb meloetta is S rank in the vr of SNM (a place where it deserves to be), it consumes the red orb slot of the team. The set I'm gonna talk about is another varient of meloetta,although not as good as red orb, it still is a threat to watch out for and works as a sweeper while also allowing a red orb user to be it's partner in the team.
Meloetta @ Lucarionite
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Psystrike
- U-turn / Psycho Boost / Calm Mind
- Focus Blast / U-turn

This set gives u an adapt boomburst which hits like a truck to even specially defensive mons. Psy strike is for specially defensive walls. 3rd and 4th slot are a bit tricky. U can go for psycho boost for another 140 BP stab move or can go for CM to function well as a late game sweeper. Focus blast is mainly for steel types which other wise wall it completely. U-turn is another option to pivot around.

The problem with set is that it is walled by any specially defense steel type. Aggronite driftlblim also walls this completely and hence gets a free turn. Nevertheless if steel types are not Spd invested, they still take quite a lot from adapt boosted Boomburst.
252 SpA Adaptability Meloetta Boomburst vs. 248 HP / 252+ SpD Groudon-Primal: 266-314 (66 - 77.9%) -- guaranteed 2HKO
252 SpA Adaptability Meloetta Boomburst vs. 252 HP / 4 SpD Celesteela: 170-201 (42.7 - 50.5%) -- 94.1% chance to 2HKO after Stealth Rock
252 SpA Adaptability Meloetta Boomburst vs. 252 HP / 0 SpD Buzzwole: 223-263 (53.3 - 62.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Adaptability Meloetta Boomburst vs. 248 HP / 52 SpD Ho-Oh: 228-270 (54.9 - 65%) -- guaranteed OHKO after Stealth Rock
252 SpA Adaptability Meloetta Psystrike vs. 172 HP / 0 Def Kyogre-Primal: 270-318 (70.3 - 82.8%) -- guaranteed 2HKO after Stealth Rock
 
Understanding the Restrictions on Gods and Followers Mashups

Gods and Followers team verification is implemented in an unusual way that prevents common mashup ingredients such as AAA from working, even when they are typically available to any other base meta. I have explained roughly why this is probably occurring to several people in the mashups chat, but especially after reading Roldski's last post, I thought it might be helpful to leave a more detailed and permanent explanation here so that interested people can understand the subtleties. But first, if you just want to know what GAF mashups you can tourbeg (at least successfully...), here is a brief summary:-

GAF mashups that work: Inverse, Little Cup (for the most part, see below for caveats), ZU or other lower tiers (again, for the most part)

GAF mashups that don't work: AAA, STAB, Ubers (i.e. Uber followers), Anything Goes, Balanced and Pure Hackmons (along with other metas that usually can't be mash ingredients in the first place like Mix and Mega)


OK, now for the explanation: GAF is quite a unique OM in that teams are a hybrid of one Uber-legal Pokemon and five OU members. Showdown doesn't currently have a general means of representing such a "hybrid format", so internally it is an Ubers-based format but with additional restrictions that require the followers to be OU legal. The way these restrictions are implemented on main is that GAF's verifier runs the first Pokemon on a team through the general Ubers verifier (a second time), and the remaining Pokemon are each run through the OU verifier (in addition to the Ubers verifier from the format). Have you ever noticed that, even in vanilla GAF, when you have something like an illegal move selected, sometimes the error message will list the problem twice, like this: "- Komala can't learn Muddy Water. - Komala can't learn Muddy Water."? That's because the verifier has literally been run on that Pokemon twice, and this moveset was found to be illegal in both Ubers and OU (or Ubers twice, for gods).

The problem for mashups is that this second, GAF-only run through the verifier isn't aware of any tour-specific rules that have been set, such as "Ignore Illegal Abilities", the rule that is used to mash AAA with the base format. The result is that GAF mashup tours can only add new restrictions/bans, not remove any pre-existing ones as tour unbans are ignored and overruled by the hardcoded internal verifier calls (the only exception would be if vanilla GAF banned something that is normally legal in Ubers or OU for gods or followers respectively, but currently no such ban seems to exist). This means that the only possible mashups are those in which the teams allow are already a subset of something legal in Ubers/OU (for example, gods could be limited to UU or lower, but Mega Rayquaza could not be enabled as a god) or involving formats such as Inverse in which the rule effect is unrelated to team validation.

Now, here is a subtle corollary. Remember I mentioned above that Little Cup is only "for the most part" possible to mash up with GAF? This is because although LC legality seems to be a very small subset of OU, there are a few things that are legal in LC but not OU, such as trapping abilities, and therefore those things cannot be enabled in a GAF LC mashup. One example is Arena Trap from Roldski's team, which cannot be run on Trapinch as a follower (however, it could be run if you choose to make Trapinch the team's god, due to Arena Trap being legal in Ubers). GAF's LC is a close facsimile - but not quite the real thing.

---

I feel like that’s a waste of a slot, given that it can abuse Agility a lot more, and you can have something like Terrakion for special walls. That actually might not be a bad core tbh. But anyway,

I very much like the idea of Gods and Followers Little Cup but 2v2 STAAABmons is a 3 way mashup, and I don’t think those should be a thing. 2v2 AAA is an astoundingly unbalanced meta, given that 2v2 pokemon are often made good because of their ability, like Koko and Pelipper, and Pre Mega Gyarados. Combined with STABmons, we would need to ban quite a lot of things, and since it’s only for this month, I don’t like the idea of that mashup. 2v2 Anything Goes or 2v2 Mix And Mega (jk) would be a lot better.

I don't think there's anything wrong with 3+ way mashups in general, but I do find STAAABmons in particular somewhat less meaningful because it tends to end up feeling like a watered-down BH rather than creating something distinctive (something like Inverse Reverse AAA would be an example of a 3-way mashup that feels like it creates something unique).

However, in this case STAAABmons was a request from somebody who was adamant that it would be the best mashup for 2v2, although I have no idea why he felt that way, LOL.

I don't know if " LC Uber ++ LC Uber " could work. If i remember correctly, ++ means you can't have a 2 pokemon on a same team.

Thank-you! I will try this out.
 
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While red orb meloetta is S rank in the vr of SNM (a place where it deserves to be), it consumes the red orb slot of the team. The set I'm gonna talk about is another varient of meloetta,although not as good as red orb, it still is a threat to watch out for and works as a sweeper while also allowing a red orb user to be it's partner in the team.
Meloetta @ Lucarionite
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Psystrike
- U-turn / Psycho Boost / Calm Mind
- Focus Blast / U-turn

This set gives u an adapt boomburst which hits like a truck to even specially defensive mons. Psy strike is for specially defensive walls. 3rd and 4th slot are a bit tricky. U can go for psycho boost for another 140 BP stab move or can go for CM to function well as a late game sweeper. Focus blast is mainly for steel types which other wise wall it completely. U-turn is another option to pivot around.

The problem with set is that it is walled by any specially defense steel type. Aggronite driftlblim also walls this completely and hence gets a free turn. Nevertheless if steel types are not Spd invested, they still take quite a lot from adapt boosted Boomburst.
252 SpA Adaptability Meloetta Boomburst vs. 248 HP / 252+ SpD Groudon-Primal: 266-314 (66 - 77.9%) -- guaranteed 2HKO
252 SpA Adaptability Meloetta Boomburst vs. 252 HP / 4 SpD Celesteela: 170-201 (42.7 - 50.5%) -- 94.1% chance to 2HKO after Stealth Rock
252 SpA Adaptability Meloetta Boomburst vs. 252 HP / 0 SpD Buzzwole: 223-263 (53.3 - 62.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Adaptability Meloetta Boomburst vs. 248 HP / 52 SpD Ho-Oh: 228-270 (54.9 - 65%) -- guaranteed OHKO after Stealth Rock
252 SpA Adaptability Meloetta Psystrike vs. 172 HP / 0 Def Kyogre-Primal: 270-318 (70.3 - 82.8%) -- guaranteed 2HKO after Stealth Rock

Imo, Meloetta is pretty awesome with Psystrike, Boomburst and FakeSpeed. Even though it has low damage, it can smack faster threats or repeatedly fake out mons which would otherwise sweep you and finish them.

Some other sets I find that our pretty strong in Stab 'n Mega, apologies if they're already mentioned:


Blaziken-Mega @ Blazikenite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Close Combat
- Swords Dance
- Protect

Good ol' standard Mega Blaziken but with a more reliable fighting stab and the V nuke. The speed drop is mitigated too by the passive speed boost every turn so it can be freely spammed. It is very potent and a scary threat to face if you don't have priority.

Archeops @ Choice Band
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Ascent
- Diamond Storm
- Head Smash
- Earthquake

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Ascent
- Precipice Blades
- Defog
- Shore Up

In my opinion these are the best 'Mega Rayquazas', you can just slap a choice on them and demolish things.
And finally:

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Sunsteel Strike
- Bullet Punch
- Earthquake

The bullet punch is actually extremely useful, replacing autotomize. It allows you more turns to use SD and as such break fatter, slower pokemon more easily. Full speed but still adamant to outspeed most PDons.
 
Also, some AAA Ubers sets, again apologies if they have already been mentioned:

Yveltal @ Choice Specs
Ability: Triage
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Oblivion Wing
- Dark Pulse
- U-turn
- Defog

The sweep-ability of this thing is crazy, it hits very hard and fast, needs nothing to setup and actually has pretty good bulk especially when it restores massive amounts of HP every turn. Bonus points as most people expect RegenVest Yveltal and don't expect to get smacked by this.

Necrozma-Dawn-Wings @ Ultranecrozium Z
Ability: Psychic Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Stone Edge

Standard Ultra Necrozma, but it is activated through DW as DM was banned. Obviously priority does nothing due to Psychic Surge and it boosts its Psychic moves to absurd levels. The damage it deals is insane, and priority (yveltal, marsh, mray) can't touch it. The only really standard unboosted mon which outspeeds it is Mewtwo. This thing is almost impossible to wall, RegenVest Yveltal, Giratina, Ho-Oh all go down in a shot, not even Ferrothorn can stop this after an SD.

+2 252 Atk Necrozma-Ultra Light That Burns the Sky vs. 252 HP / 252+ Def Ferrothorn in Psychic Terrain: 351-414 (99.7 - 117.6%) -- 93.8% chance. With Rocks, it is a certain KO.

And even if the Z move has been used, then Ferrothorn still doesn't live the switch in if there is rocks:
+2 252 Atk Necrozma-Ultra Photon Geyser vs. 252 HP / 252+ Def Ferrothorn in Psychic Terrain: 176-207 (50 - 58.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery.

Without Rocks:

+2 252 Atk Necrozma-Ultra Photon Geyser vs. 252 HP / 252+ Def Ferrothorn in Psychic Terrain: 176-207 (50 - 58.8%) -- 74.2% chance to 2HKO after Leftovers recovery .

All you can do is put pressure on it to not let it SD or run a scarfer (Those in my experience aren't too common though.)

And finally:

Deoxys-Attack @ Life Orb
Ability: Psychic Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Superpower
- Psycho Boost
- Ice Beam
- Thunder

Deoxys-Attack appreciates the double STAB on an already super OP Psycho Boost, and no priority to bother it. No need for Tapu Lele either. You can run Nasty Plot over any of the moves (except Psycho Boost of course), though you need to rely on predicts to get a NP up, but if you do it is extremely rewarding. Mild still allows Deoxys-Attack to outspeed everything unboosted except the fellow Deoxys-Attack with +Speed, and the rare Pheromosa and MM-Y.

Here's a replay of it putting in some work (though the opponent blundered)
http://replay.pokemonshowdown.com/gen7almostanyability-815868855


Deoxys-Attack, Necrozma DW form a very strong psyspam attacking core. Bonus points if you throw SF Mewtwo in there too.
 
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I think I haven't been active for a while now but, I'm still going to post a few about LC Mashups.

I just made this longer tour code version of LC AAA and LC STABmons. And yes, I was inspired by Ransei to do this
This is meant for all pokemon can used a banned move/ability due to them naturally gets them.

For changes in LC AAA, In this tour code :
+ Diglett and Trapinch can used Arena Trap
+ Snivy and Inkay can used Contrary
- Weather Items like Damp Rock and Heat Rock are banned
- Gothita and Torchic were banned. In Gothita's case, Shadow Tag + Choice Scarf was the reason, the same reasoning why it got banned in regular LC. In Torchic's case, despite Flash Fire, Its ability to pass Speed Boost turns its slow but powerful ally quite threatening.Feel free to discuss if Torchic needs an unban.

Note : Some abilities are entirely banned (like Innards Out and Parental Bond) due to none of pokemon in LC getting access to it, so it would be straight-out banned it in order to save space. And yes, It is quite painful to made this, and this is actually longer than i thought it would.

For changes in LC STABmons, In this tour code :
+ Shell Smashers can finally used this move.
+ Foongus can now Spore
+ Zigzagoon can now BellySpeed

Same as LC AAA, some moves are straight-out banned in order to save space and none of them naturally gets it.
Now for some sets.
misdreavus.gif

Misdreavus @ Spooky Plate
Ability: Dazzling
Level: 5
EVs: 196 HP / 240 Atk / 196 Def / 236 SpA / 236 SpD / 236 Spe
Timid Nature
- Shell Smash
- Judgment
- Secret Sword
- Shadow Sneak

This is one of sweepers that can self-improofed. Shadow Sneak gives it a decent priority, and Dazzling was chosen in order to block this against Imposters

murkrow.gif

Murkrow @ White Herb
Ability: Unburden
Level: 5
EVs: 196 HP / 236 Atk / 180 Def / 236 SpA / 180 SpD / 188 Spe
Jolly / Timid Nature
- Knock Off / Power Trip / Dark Pulse
- Acrobatics / Dragon Ascent / Oblivion Wing
- Imprison
- Shell Smash

This one was same with Smash + Unburden Yveltal. Imprison is for improof purposes. It can be physical or special. Since only Pawniard resist Dark/Flying STAB combination, it can be hard to live a hit from one of its STABs on teams without Pawniard. Vullaby can be alternatively used for her better bulk but, Murkrow is still better thanks to its ability to bluff other sets.

larvesta.gif

Larvesta @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Def / 196 SpA / 236 SpD
Brave Nature
IVs: 0 HP / 0 Spe
- Sacred Fire / Metal Burst
- Spectral Thief
- U-turn
- Recycle

This one is rather gimmicky to used. I chosed Larvesta as a Sturdy Juice user because its 4x weakness to Stealth Rock lets it used its Berry Juice on one switch. No HP investment is required to do this. Recycle is mandatory for this set. Like I said, its gimmicky, it is highly vulnerable to Knock Off and Spore.
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Spritzee @ Eviolite
Ability: Tinted Lens
Level: 5
EVs: 52 HP / 116 Def / 252 SpA / 76 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Moonblast
- Psychic
- Trick Room
This is a standard offensive Nasty Plot set from regular LC.Since Spritzee is slow, Trick Room is used on the last slot. Triage + Draining Kiss can be alternatively used but, it is forced to run Life Orb as +2 Draining Kiss fails to OHKO frail pokemon.
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Archen @ Flyinium Z
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 4 SpA / 196 Spe
Jolly Nature
- Dragon Ascent
- Earthquake
- Diamond Storm
- U-turn
Archen getting access to a better Flying-STAB means it can forgo Berry Juice for other item sometimes. Archen can also run a specially offensive set with Oblivion Wing. It also has a useful utility moves like U-turn, Knock Off and Stealth Rock.
 
A Pokemon that I would like to discuss is Chansey in STABmon Doubles since I believe it could potentially be unhealthy there. Now, this isn't a ban request, take it more like a discussion on whenever or not Chansey is too powerful or not in STABmon doubles.

What does Chansey do there?
In STABmon Doubles, Chansey functions as a supporter, gaining access to fantastic supporting moves such as Fake Out and Follow Me, giving its partner some momentum to work around with, especially set-up sweepers. However, Chansey's most prized possession is Transform, transforming into any Pokemon it desires with their stats changes along with its colossal HP and Eviolite boosts. While one would suggest using "imposter-proof" tactic, Chansey usually would transform into its ally rather than the foe. Combine that with the lack of relevant Fighting-types outside of Kommo-O, Chansey has a high chance of pulling that off successfully even with its slow speed. Chansey's sheer versatility and bulk in STABmon Doubles makes in a perfect fit to any team.

Other moves that aren't too relevant to the discussion are Whirlwind/Roar, which can come in handy for preventing Trick Room from being set up and phasing out those that have stat boosts, and Super Fang that halves the target's current HP.

What about Blissey?
Blissey is the same as Chansey, only without Eviolite. Still, I feel like once Chansey is out of the picture, Blissey will replace it.

What about Guard Split?
... (traumatizing flashback) I don't want to talk about that.
 
Sorry I've been a bit inactive recently. Real life (ugh work) has been catching up to me, taking up both most of my time and my energy. Not gonna promise I'll be more active because I don't have reason to believe my irl situation is gonna change, but I thought I'd let you guys know what's going on.

In actual mashup news...
I'm not holding any suspects or doing any qb's right now, but these are the things that I think are discussion-worthy

Thundurus-Therian OR Triage in StAAAbmons
thundurus-therian.gif

Thundurus-Therian @ Life Orb / Fightinium Z / Electrium Z
Ability: Triage
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Oblivion Wing
- Thunderbolt / Parabolic Charge
- Focus Blast / Taunt

This set is incredibly difficult to check both offensively and defensively in StAAAbmons. Because it operates at a +3 priority level it evades essentially all standard forms of revenge killing, making walling it or using one of the select checks to it essentially mandatory to prevent it sweeping. Flying is an excellent type for spamming, 145 Special Attack and Nasty Plot makes it hard to tank hits from, and the recovery provided by Oblivion Wing makes chip damage negligible. It reminds me of how Ash Greninja plays in many meta in that it heavily punishes sacks (due to the HP regained), making playing against it without a hard counter grueling.

However Thundurus does have some rock-solid counterplay. Some Regenvesters (notably Magearna, the best regenvester) can switch in easily many times over the course of the match, as can Unaware Chansey. Psychic Terrain and Dazzling offensive Pokemon usually deal handily with Thundurus and indeed with other Triage abusers, although they need to be wary of missing the KO and leaving the rest of their team open for a sweep. Fast Fake Out from... well mainly Weavile can revenge Thundurus easily with very minimal chip.
252 Atk Life Orb Refrigerate Weavile Fake Out vs. 0 HP / 0 Def Thundurus-Therian: 260-307 (86.9 - 102.6%) -- 18.8% chance to OHKO

I am open to the idea that Triage is the problem here (and also to the idea that there is no problem and that In just keep facing underprepared teams). However most Triage abusers have lower attacking stats, worse offensive typings, or lack a boosting move, and as such Thundurus stands out as the most predominant abuser. What do you guys think?

also stop running parabolic charge what does it even hit that owing doesn't ko at +2 and isn't slower than you all you're doing is making yourself weaker to walls

Chansey (and maybe Blissey) in STABmons Doubles
chansey.gif

I know almost nothing about doubles. Feel free to refer to HeatEdgeSword's post right above this, also quoted below, for why Chansey is a potential issue.
A Pokemon that I would like to discuss is Chansey in STABmon Doubles since I believe it could potentially be unhealthy there. Now, this isn't a ban request, take it more like a discussion on whenever or not Chansey is too powerful or not in STABmon doubles.

What does Chansey do there?
In STABmon Doubles, Chansey functions as a supporter, gaining access to fantastic supporting moves such as Fake Out and Follow Me, giving its partner some momentum to work around with, especially set-up sweepers. However, Chansey's most prized possession is Transform, transforming into any Pokemon it desires with their stats changes along with its colossal HP and Eviolite boosts. While one would suggest using "imposter-proof" tactic, Chansey usually would transform into its ally rather than the foe. Combine that with the lack of relevant Fighting-types outside of Kommo-O, Chansey has a high chance of pulling that off successfully even with its slow speed. Chansey's sheer versatility and bulk in STABmon Doubles makes in a perfect fit to any team.

Other moves that aren't too relevant to the discussion are Whirlwind/Roar, which can come in handy for preventing Trick Room from being set up and phasing out those that have stat boosts, and Super Fang that halves the target's current HP.

What about Blissey?
Blissey is the same as Chansey, only without Eviolite. Still, I feel like once Chansey is out of the picture, Blissey will replace it.

What about Guard Split?
... (traumatizing flashback) I don't want to talk about that.

and finally...

Xerneas in AAA Ubers
xerneas.gif

Xerneas got a major buff with the banning of Necrozma-Dusk-Mane. It lost the counter which both performed best overall in the meta and which was most consistent in checking it. Xerneas now presents the threat of a sweep to almost every team not packing one of Specially Defensive Solgaleo or Magic Guard Marshadow. It can run sets that break past many of its would-be stops including Blissey, Ho-Oh, and Rayquaza (this is a revenge killer not a wall :P). Setting up isn't that big of an issue for it as it has the bulk to tank a hit and get its absurd one turn boosts. However forcing it to tank a hit while setting up can leave it vulnerable to revenge killers such as Rayquaza or Guts Arceus.

However Xerneas still has issues. It cannot defeat everything at once; Mold Breaker may defeat Blissey and Ho-Oh but it displays itself on switch-in and is a sure sign that an unboosted Xerneas will not be dealing massive amounts of damage. Dazzling protects it from Rayquaza but prevents it from breaking past either of Blissey or Volt Absorb Ho-oh. Solgaleo stops Xerneas no matter what. Specially Defensive Solgaleo can do essentially what Dusk Mane did with worse Attack and no rocks. Magic Guard Marshadow can revenge kill it just like it can almost any offensive mon in the tier (including Dusk Mane).

I was going to make a list of relevant Xern sets but after about 10 I realized that it's too goddamn flexible. So just try and keep it to meta-relevant sets in discussion.

You can read more discussion about it in these posts. (Or just scroll up the page a bit)
 
Thank-you! I will try this out.
Made the long tour code :). though, i think we only had like few days left and November is coming... :(

Anyways, for other LC Mashups that i made (maybe a bootleg)
/tour new LC, elimination
/tour autostart 10
/tour rules Stabmons Move Legality, -Acupressure, -Belly Drum, -Chatter, -Extreme Speed, -Geomancy, -Lovely Kiss, -Shell Smash, -Shift Gear, -Spore, -Thousand Arrows, -Razor Fang, -King's Rock, -Shadow Tag, +Gothita, -Arena Trap, -Comatose, -Contrary, -Fluffy, -Fur Coat, -Huge Power, -Illusion, -Imposter, -Innards Out, -Parental Bond, -Protean, -Pure Power, -Shadow Tag, -Simple, -Speed Boost, -Stakeout, -Water Bubble, -Wonder Guard, +Swirlix, +Torchic, +Vulpix, -Archen, +Drifloon, Ignore Illegal Abilities, Ability Clause
/tour name [Gen7] LC STAAABmons

Potentail suspection: Adaptability, Tinted Lens
/tour new gen7 camomons, elimination
/tour autostart 10
//tour rules Little Cup, -Aipom, -Cutiefly, -Drifloon, -Gligar, -Gothita, -Meditite, -Misdreavus, -Murkrow, -Porygon, -Scyther, -Sneasel, -Swirlix, -Tangela, -Torchic, -Vulpix, -Yanma, +Arena Trap, +Shadow Tag, +Baton Pass

Potential suspection: None yet
I think..... I think i'm overaddicted to LC.... I'm sorry.... :(

Oh,one thing about Stabmon Uber. Is Kangaskhanite allowed or was it not included in +Uber?Parental Bond Super Fang seems unhealthy, especially when paired with Pursuit Yveltal. I forgot to mention about banning Gengarite + Hypnosis in STABmon Uber( Unless I encountered a meme Coil + Hypnosis Gengar, but i haven't seen one yet). Anyways, for this set
tapukoko.gif

Tapu Koko @ Choice Band
Ability: Electric Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bolt Strike
- Play Rough
- U-turn
- Nature's Madness / Toxic

I think this was the reason why it got banned in regular STABmon. Unfortunately, there are too many things that holds it back in STABmon Uber. First, its 115 Attack stats can sometimes underwhelming and needs a Choice Band to be more threatening. Heck, non-band Play Rough doesn't even 2HKO Giratina. Despite only few pokemon resist Electric/Fairy combo (with 34 overall), one of them happens to be Primal-Groudon, which is one of great Pokemon in this format.Lastly, its bulk makes it hard to switch-in on something.
 
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