BH Balanced Hackmons

Anyone have an idea of how to improof this?

Ho-Oh @ Heavy-Duty Boots
Ability: Desolate Land
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- V-create
- Bolt Strike
- Glacial Lance

Giratina @ Griseous Orb / leftover / safety goggles
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spectral Thief
- Core Enforcer
- Milk Drink
- Parting Shot/stealth rocks/baton pass/ filler

Zamazenta-Crowned @ Leftovers / Rocky helmet
Ability: Flash Fire
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Body Press
- Spore/knock off/filler
- Spectral Thief/cotton guard
- Recover

Volcanion @ Leftovers / hdb (Takes me back to good old darmanitan era)
Ability: Volt Absorb
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
- Steam Eruption/scald
- Spectral Thief
- Roost
- Flip Turn/core enforcer
 
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Hey I just wanted to ask if anyone would like to review my new team I have been using. I made it a couple of days ago and have had some success with it and wanted to hear about your guys opinion.

Ferrothorn @ Rocky Helmet
Ability: Flash Fire
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
- Knock Off
- Spikes
- Whirlwind
- Shore Up

Spike setter and phaser, meant to last a long time and ward off non boosting threats besides Zamazenta-C

Ho-Oh @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- V-create
- Nuzzle
- Roost
- Worry Seed

Status spreader and overall just utility, hard walls most regieliki sets and stops plenty of support sets that rely on prankster, magic guard, and pokemon hard walling like certain Fur Coat users.

Urshifu-Rapid-Strike @ Rocky Helmet
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Fishious Rend
- Thunderous Kick
- Spectral Thief
- Shore Up

Surprisingly bulky and hard hitting physical mon. Helps steal boosts and break through Zamazenta-C and Regigigas, spectral thief helps deal with Giratina

Darmanitan-Zen @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- King's Shield
- Lava Plume
- Core Enforcer
- Stealth Rock

My main lead, spreads stealth rocks and hits like a truck with lava plume, can spread burn as well as bring attack a stage down with King's Shield.

Giratina @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Haze
- Shore Up
- Core Enforcer
- Aromatherapy

Basic giratina set, i used aromatherapy since I kept having issues with repeated Mold Breaker/Teravolt sets just running through my king's shield and glare'ing me before i could poison myself.

Xerneas @ Metronome
Ability: Pixilate
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Strength Sap
- Volt Switch
- Rapid Spin

Literally, just Metroxern, I use it to try and force certain pokemon out and then sweep late game. My only way of removing hazards which is something I want to add more of, maybe a defogger or something, since I have only one, and it is on a sweeper that is relatively fragile.



I just wanted to put this here to ask for some help, which move could I get rid of to support hazard support, and are there any moves I could get rid of? I really like the way this team plays in that it can take a fat hit and punch back without my opponet really realizing. I also want to see if there are any optimizations or item swaps I can add.
 
imo the team looks good but maybe weak to some cores like steel with hazards+Adapt Palkia who can break your Ferrothorn, who cant do anything to weakn Palkia. your only hazard remover, xern, cant come in steels so if a mon like Zama-c anchor shot, ho-oh or calyrex Ice with shift gear sets Spikes this can be dangerous ig.

(damage of Adapt Palkia on your only check : 252 SpA Lustrous Orb Adaptability Palkia Dragon Energy (150 BP) vs. 252 HP / 252 SpD Ferrothorn: 156-184 (44.3 - 52.2%) -- guaranteed 3HKO after Leftovers recovery)

so im not sure of this because im not very good in dlc2 cramorant meta, this is only my opinion ^^
 
imo the team looks good but maybe weak to some cores like steel with hazards+Adapt Palkia who can break your Ferrothorn, who cant do anything to weakn Palkia. your only hazard remover, xern, cant come in steels so if a mon like Zama-c anchor shot, ho-oh or calyrex Ice with shift gear sets Spikes this can be dangerous ig.

(damage of Adapt Palkia on your only check : 252 SpA Lustrous Orb Adaptability Palkia Dragon Energy (150 BP) vs. 252 HP / 252 SpD Ferrothorn: 156-184 (44.3 - 52.2%) -- guaranteed 3HKO after Leftovers recovery)

so im not sure of this because im not very good in dlc2 cramorant meta, this is only my opinion ^^
yeah i was worried about things like it, although I was thinking if I added on something like court change or rapid spin to Urshifu it could be useful, maybe getting rid of Fishous rend since I honestly don't have the opportunity to use it much surprisingly. I might try that and get back to this post and edit to see if it works.


Edit 1: Ok so it is a good swap to move fishous rend out for rapid spin, the only counter is Ice Scales Giratina which can get both blockers as it walls metroxern and threatens urshifu (just had a 200+ turn game because of this). Generally it helps having hazards up as swaps can be forced surprisingly easily with simple swaps.
 
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It hurts me to see no good and viable groudon sets, even 1/2 year after DLC dropped. With its 150 base attack and +1 it is usually just shy of OKing the bulky "meta" mons.
Adaptability Groudon is actually a really potent wall breaker this gen. It's able to hit the majority of the steel meta to get KOs, and can nearly KO pokemon it hits neutrally.

Groudon @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Precipice Blades
- Glacial Lance
- U-turn

252+ Atk Choice Band Adaptability Groudon Precipice Blades vs. 252 HP / 252 Def Xerneas: 392-462 (85.9 - 101.3%) -- 12.5% chance to OHKO

252+ Atk Choice Band Adaptability Groudon Precipice Blades vs. 252 HP / 252 Def Regigigas: 354-418 (83.4 - 98.5%) -- guaranteed 2HKO

252+ Atk Choice Band Adaptability Groudon Precipice Blades vs. 252 HP / 252+ Def Fur Coat Zamazenta-Crowned: 268-316 (69 - 81.4%) -- guaranteed 2HKO

252+ Atk Choice Band Adaptability Groudon Thousand Arrows vs. 252 HP / 252 Def Ho-Oh: 306-360 (73.5 - 86.5%) -- guaranteed 2HKO

252+ Atk Choice Band Adaptability Groudon Precipice Blades vs. 252 HP / 252 Def Giratina: 334-394 (66.2 - 78.1%) -- guaranteed 2HKO

As you can see, not many pokemon can switch into this Groudon. With a little bit of a chip it can threaten to ohko a lot of pokemon. Groudon can semi-freely switch into steels and become an immediate threat. I'd recomend you pair this with Xerneas, Eternatus, or Palkia to be able to cover for fc Giratina which is one of the few pokemon that can wall this set. You might also want speed control so pairing this with Cramorant-Gorging or nuzzle spam might be a good idea. Also, running hazards is key, b/c as you can see with just rocks or spikes up, it can KO Xerneas / Regigigas.

Groudon @ Life Orb
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Glacial Lance
- Bolt Strike
- Shift Gear

Groudon @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Will-O-Wisp
- Shift Gear
- Thousand Arrows
- Spikes

So, don't be discouraged from its low usage. Go out and use this monster of a pokemon! I bet you'll be surprised by how much work it puts in. Here's a team I built with it if you'd like to give it a whirl before building yourself.

A Hard Day's Night (Groudon) @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Thousand Arrows
- Glacial Lance
- U-turn

Can't Buy Me Love (Xerneas) @ Choice Specs
Ability: Pixilate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Boomburst
- Volt Switch
- Extreme Speed
- Trick

If I Fell (Zacian-Crowned) @ Rusted Sword
Ability: Intrepid Sword
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Bolt Strike
- Close Combat
- Spikes
- Strength Sap

Any Time At All (Giratina) @ Griseous Orb
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Core Enforcer
- Spectral Thief
- Roost
- Teleport

I'll Cry Instead (Cramorant-Gorging) @ Choice Scarf
Ability: Gulp Missile
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Strength Sap
- Rapid Spin
- Teleport

I'll Be Back (Dialga) @ Assault Vest
Ability: Regenerator
Level: 99
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Core Enforcer
- U-turn
- Spectral Thief
- Doom Desire


P.S. Groudon will barely survive a Zacian-C glance, so if your at full, and Zac-C comes in don't be afraid of clicking Thousand Arrows :P
 
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Sweet Jesus

Neal and Jack and me, absent lovers...
Personnaly, I prefer landorus-T to groudon. The slight speed increase, secondary stab that pairs really well with ground and immunity to spikes and sticky web are worth the slightly lower attack and inferior bulk in my book. For having used both mons, I rarely found situations to use groudon's superior bulk effectively in part because of it's mediocre typing and sp.d and because a lot of neutral hard hitting phyiscal moves usualy still pull off the 2hko and outspeed groudon.

I also dispise using anything with less than 95% accuracy since it's mostly unreliable in the long run (Which is also why I'm pushing magic guard volt tackle over bolt strike in my previous post). Dragon ascent over preicipice blades hits everything neutral that isn't weak to thousand arrows and hits gollisopod and buzzwole which groudon struggles with. People also tend to be unprepared for flying types since there are no viable rock types, zekrom is the only electric type with bulk and a ridiculous percentage of steel type usage is zamazenta-C which doesn't resist it.

I also really like spamming hazards with teams that can tank hazards themselves without spinning to punish teams that only carry court change as hazard control. Landorus-T is one of the rare spike immune mons that doesn't take 1/4 from SR and lets you diversify your team with an ability and item free wallbreaker since you can't afford to run HDboots, regenerator and magic guard on everything in such a team.
 
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Personnaly, I prefer landorus-T to groudon. The slight speed increase, secondary stab that pairs really well with ground and immunity to spikes and sticky web are worth the slightly lower attack and inferior bulk in my book. For having used both mons, I rarely found situations to use groudon's superior bulk effectively in part because of it's mediocre typing and sp.d and because a lot of neutral hard hitting phyiscal moves usualy still pull off the 2hko and outspeed groudon.

I also dispise using anything with less than 95% accuracy since it's mostly unreliable in the long run (Which is also why I'm pushing magic guard volt tackle over bolt strike in my previous post). Dragon ascent over preicipice blades hits everything neutral that isn't weak to thousand arrows and hits gollisopod and buzzwole which groudon struggles with. People also tend to be unprepared for flying types since there are no viable rock types, zekrom is the only electric type with bulk and a ridiculous percentage of steel type usage is zamazenta-C which doesn't resist it.

I also really like spamming hazards with teams that can tank hazards themselves without spinning to punish teams that only carry court change as hazard control. Landorus-T is one of the rare viable flying types that doesn't take 1/4 from SR and lets you diversify your team with an ability and item free wallbreaker since you can't afford to run HDboots, regenerator and magic guard on everything in such a team.
you forget that landorus just dies to glacial lance which is everywhere
groudon is better because it survives one glacial lance from a zacian-c and can OHKO it with its stab, that is the main reason to run groudon over something which dies to the most common move in the meta right now
 
Adaptability Groudon is actually a really potent wall breaker this gen. It's able to hit the majority of the steel meta to get KOs, and can nearly KO pokemon it hits neutrally.

Groudon @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Precipice Blades
- Glacial Lance
- U-turn

252+ Atk Choice Band Adaptability Groudon Precipice Blades vs. 252 HP / 252 Def Xerneas: 392-462 (85.9 - 101.3%) -- 12.5% chance to OHKO

252+ Atk Choice Band Adaptability Groudon Precipice Blades vs. 252 HP / 252 Def Regigigas: 354-418 (83.4 - 98.5%) -- guaranteed 2HKO

252+ Atk Choice Band Adaptability Groudon Precipice Blades vs. 252 HP / 252+ Def Fur Coat Zamazenta-Crowned: 268-316 (69 - 81.4%) -- guaranteed 2HKO

252+ Atk Choice Band Adaptability Groudon Thousand Arrows vs. 252 HP / 252 Def Ho-Oh: 306-360 (73.5 - 86.5%) -- guaranteed 2HKO

252+ Atk Choice Band Adaptability Groudon Precipice Blades vs. 252 HP / 252 Def Giratina: 334-394 (66.2 - 78.1%) -- guaranteed 2HKO

As you can see, not many pokemon can switch into this Groudon. With a little bit of a chip it can threaten to ohko a lot of pokemon. Groudon can semi-freely switch into steels and become an immediate threat. I'd recomend you pair this with Xerneas, Eternatus, or Palkia to be able to cover for fc Giratina which is one of the few pokemon that can wall this set. You might also want speed control so pairing this with Cramorant-Gorging or nuzzle spam might be a good idea. Also, running hazards is key, b/c as you can see with just rocks or spikes up, it can KO Xerneas / Regigigas.

Groudon @ Life Orb
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Glacial Lance
- Bolt Strike
- Shift Gear

Groudon @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Will-O-Wisp
- Shift Gear
- Thousand Arrows
- Spikes

So, don't be discouraged from its low usage. Go out and use this monster of a pokemon! I bet you'll be surprised by how much work it puts in. Here's a team I built with it if you'd like to give it a whirl before building yourself.

A Hard Day's Night (Groudon) @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Thousand Arrows
- Glacial Lance
- U-turn

Can't Buy Me Love (Xerneas) @ Choice Specs
Ability: Pixilate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Boomburst
- Volt Switch
- Extreme Speed
- Trick

If I Fell (Zacian-Crowned) @ Rusted Sword
Ability: Intrepid Sword
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Bolt Strike
- Close Combat
- Spikes
- Strength Sap

Any Time At All (Giratina) @ Griseous Orb
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Core Enforcer
- Spectral Thief
- Roost
- Teleport

I'll Cry Instead (Cramorant-Gorging) @ Choice Scarf
Ability: Gulp Missile
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Strength Sap
- Rapid Spin
- Teleport

I'll Be Back (Dialga) @ Assault Vest
Ability: Regenerator
Level: 99
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Core Enforcer
- U-turn
- Spectral Thief
- Doom Desire


P.S. Groudon will barely survive a Zacian-C glance, so if your at full, and Zac-C comes in don't be afraid of clicking Thousand Arrows :P
Hello lazzerpengu :),
I tested your team a bit and it works good! Especially the 2 Tricks are nice to potentially cripple 2 walls. Keep it up!
 
On the topic of teams, I slapped together a funny offense-based meme team that more or less disguises itself as a balance team. Cram, Imp, and Ho-Oh on a team tend to present a stabilizing force, and the former two still do on this team, but the rest are a bit different.

So true!!! (Ho-Oh) @ Sitrus Berry
Ability: Unburden
EVs: 252 HP / 252 Atk / 252 Def / 69 SpA / 252 SpD / 252 Spe
Adamant Nature
- Fishious Rend
- Glacial Lance
- V-create
- Belly Drum

SUS!!! (Chansey) (F) @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 69 Atk / 252 Def / 69 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Defog
- Milk Drink
- Parting Shot

under the ketchup (Cramorant-Gorging) @ Rocky Helmet
Ability: Gulp Missile
EVs: 252 HP / 252 Atk / 252 Def / 69 SpA / 252 SpD / 252 Spe
Impish Nature
- Court Change
- Nuzzle
- Shore Up
- Flip Turn

boxing bread (Zacian-Crowned) @ Rusted Sword
Ability: Intrepid Sword
EVs: 252 HP / 252 Atk / 252 Def / 69 SpA / 252 SpD / 252 Spe
Jolly Nature
- Anchor Shot
- Imprison
- Transform
- Strength Sap

kobe (Regieleki) @ Focus Sash
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 69 SpA / 252 SpD / 252 Spe
Adamant Nature
- Spore
- Spikes
- Glacial Lance
- Strength Sap

Tu cuerpo y el mio (Eternatus) @ Choice Scarf
Ability: Corrosion
EVs: 252 HP / 69 Atk / 252 Def / 69 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Final Gambit
- Toxic
- Recover
- Trick

Team's pretty simple, in all honesty. Usually lead Chansey to scout or Regieleki to cheese some hazards up/spore, find opportunities to get Ho-Oh set up while blowing holes in the enemy team, win.

Ho-Oh is a decently bulky mon and already serves as a soft check to mons like Xerneas barring super effective coverage, but it's also the one that gets used the least on this team because of its lack of longevity, on top of being the strongest wincon. It does have a nice tendency to lure rapid spin; people don't expect much offensive pressure when this mon comes in, so hazards usually get traded away for a free belly drum. Fire / Ice / Water coverage covers every relevant mon except for something like Urshifu or Ogre, which aren't too common and are handled pretty well by the rest of the team. Scout for and deal with prank mons, click funny button, ohko even scarf imposter, win. Ez.

Scarf Imp is kinda self explanatory, but coming in on another imp transformed into Zac-C is a nice opportunity to clear hazards, go cleric mode with aroma, or get momentum with parting shot. Cram does Cram things. Imprison Zac-C is always nice, but given this being an offensive team, I probably could've gone with a more pressuring set that features spikes so regi gets rocks or smth. Moldy Regi is funny dumb mon. Probably should be Jolly just to speed tie other regieleki but having a little extra power has been clutch in netting KOs on chipped tina at times.

Corrosion + Gambit + Scarf Etern is one of my favorite mons. Usually, the threat of an offensive Etern gets people to play expecting a move like Dragon Energy or Blue Flare. It can be hit or miss, but it's very satisfying to pull off a trick to cripple a wall, toxic something else, and then blow up another mon with gambit. Timid's to minimize Sap healing while also outspeeding as many mons as possible even after scarf is tricked off.


Given that this is a first-pass team slapped together as a meme, I don't wanna make a whole RMT or anything, but it has been a funny team. Varrio's been borrowing it too. Conditioning opponents into expecting something only to get hit by a random niche set never gets old. Of course, posting about it will make the team less effective overall, but it's still fun. Have some replays.

Funny Testing Vs. Sevag
Ho-Oh pulls a funny

Some weird paraspam nonsense ig
This mans brought prank twave, double -ate body slam, AND nuzzle. It was tilting af but gg

Higher Ladder Replay
Court Change Moment
 
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hello there I couldn't find anything anywhere on where I can ask about one specific mon for BH so I thought Id post it here

wierdo (Kyurem-White) @ Chill Drive
Ability: Competitive
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Quiver Dance
- Techno Blast
- Astral Barrage

quiver dance and recover are there for longevity and the moves hit everything neutrally. my main problem is finding a good ability to put on this mon and some mons to complement it.
 
hello there I couldn't find anything anywhere on where I can ask about one specific mon for BH so I thought Id post it here

wierdo (Kyurem-White) @ Chill Drive
Ability: Competitive
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Quiver Dance
- Techno Blast
- Astral Barrage

quiver dance and recover are there for longevity and the moves hit everything neutrally. my main problem is finding a good ability to put on this mon and some mons to complement it.
could I ask why Techno Blast with chill drive? Is it some form of improofing I don't really understand this kind of thing currently.

Also if there was an ability I would reccomend it would be Adaptability but I'm generic and mediocre at this game, although i did recently beat someone above 1600 so that was a plus
 
could I ask why Techno Blast with chill drive? Is it some form of improofing I don't really understand this kind of thing currently.

Also if there was an ability I would recommend it would be Adaptability but I'm generic and mediocre at this game, although i did recently beat someone above 1600 so that was a plus
yah techno blast helps improof the mon so that you can switch in a dragon and ohko the chansey or force it out as ice is super effective against most dragons in the tier as no ones spamming a normal move unless your gigas making chanseys only viable move ghost type which can be improofed by the aforementioned gigas. also while adaptability is good it can make it harder to improof certain mons or you have to bring a specific unviable counter etc. but i can try it out and report back\
 
Hey I just really want to pitch in to ask what the weakness to Fur Coat Urshifu-Rapid Strike is, because currently I have been having a field day with how surprisingly bulky and strong this mon is. It coupled with a volt absorb Ho-Oh is walling almost every team I go against with the only way I lose is a surprise accelerock or rock move on my Ho-Oh, something I should be expecting more. With Fur Coat and Rocky Helmet it tanks 3 hits from most unboosted threats in the metagame, and those that it does get hurt by, can be walled by Ho-Oh, most notably being Metroxern. I'm still using the same set as the previous post but a specific ho-oh to help alleviate this Urshifu's weaknesses, mainly poison healers, normalize, fairies (Xern and Zacian), and strong electric types or pokemon with electric moves on them. This duo only gets better with hazards up as they cause alot of switches to avoid ailments, whether it be thunderous kicks dropping defense, stealing boosts, spinning rocks, paralyzing, removing abilities and hitting hard on V-Creates. I can see Zygarde being an issue but Zygarde is both rare and, when used, bad as MetroXern just causes massive problems for it. The typing is something else I want to touch on, Water-Fighting is surprisingly good, it is weak to some prevalent types, again, mainly fairy and electric, but with one already amazing support mon in Ho-Oh the issues are completley erased. I'm sure I could build a set to help Zygarde out as I think the mon has alot of potential that is held back from it's typing and how prevalent Glacial Lance is. Perhaps a phaser and hazard setter or just as another link in a stall trio, maybe an ice scales set of some sort I'm not quite sure. I'll post later about the Zygarde team but just wanted to share how nuts Urshifu has been
 

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wierdo (Kyurem-White) @ Chill Drive
Ability: Competitive
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Quiver Dance
- Techno Blast
- Astral Barrage
This set is interesting, but Kyurem-W really has few reasons not to run Refrigerate Boomburst here. First, Competitive is not a great ability here since Defog is rare and invalidating Parting Shot is not that useful. Chill Drive is neat but means that Kyu-W is crippled by Knock Off and Corrosive Gas, which makes it much less reliable. Astral Barrage as coverage is a bit redundant, though, as Kyu-W's Ice STAB already hits Giratina. I guess it hits Steel / Ghost types, which are somewhat uncommon, but something like Earth Power or Blue Flare does this too while also hitting Steels like Zama-C. Using it to improof with a Dragon is pretty cool, but the huge dependence on its item to hit Dragons is also a bummer.
Hey I just really want to pitch in to ask what the weakness to Fur Coat Urshifu-Rapid Strike is
I've also been using FC Urshifu-R and think it is a very cool mon. Fishious Rend and moves like Low/Thunderous Kick make it less passive and its Speed tier is not bad either. I do find that it has plenty of downfalls, though. It is unable to reliably check a boosted PH Regigigas as Facade can overpower it at +2 and Urshifu is vulnerable to Spore. Also guys like Giratina and Tapu Fini completely check Urshifu and can take advantage of its poor special bulk. Status is another thing Urshifu hates, as each status makes it less effective in a different way. I've been using Aromatherapy on mine though in the last slot, so this patches that weakness up a bit. On the topic of status, Cramorant also takes advantage of Urshifu without fearing much in return. Zacian-C with Play Rough or Bolt Strike is rare, but can still give Urshifu trouble especially if its packing Strength Sap. But overall I agree the mon is cool and its typing is pretty useful.
 
Hey I just really want to pitch in to ask what the weakness to Fur Coat Urshifu-Rapid Strike is
there are some sets that counter it like another set I've been playing around with in fur coat mixed attacking Zekrom

ZZzzZ (Zekrom) @ Leftovers
Ability: Fur Coat/ Stamina
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
- Core Enforcer
- Bolt Strike
- Glacial Lance
- Recover

bolt beam makes gives fantastic coverage and core enforcer is a good surprise to walls with fur coat like gira as they expect a full physical build. core enforcer removing abilities make it great at dealing with fur coat and its great bulk helps with longevity. through some testing I've found fur coat to be the better ability but stamina could be used if you're looking for a very specific niche.

a magic guard variant with life orb and head smash destroys the volt absorb ho-oh that helps check most of rapid- strikes checks but im not sure if it'd be viable since I've only used the first set

some calcs
252+ Atk Zekrom Bolt Strike vs. 252 HP / 252 Def Urshifu-Rapid-Strike: 408-482 (100.9 - 119.3%) -- guaranteed OHKO
252+ Atk Zekrom Bolt Strike vs. 252 HP / 252 Def Fur Coat Urshifu-Rapid-Strike: 204-242 (50.4 - 59.9%) -- guaranteed 2HKO
252 Atk Urshifu-Rapid-Strike Thunderous Kick vs. -6 252 HP / 252 Def Fur Coat Zekrom: 207-244 (51.2 - 60.3%) -- 90.6% chance to 2HKO after Leftovers recovery
252 Atk Urshifu-Rapid-Strike Thunderous Kick vs. 252 HP / 252 Def Fur Coat Zekrom: 52-63 (12.8 - 15.5%) -- possibly the worst move ever

all of these calcs were done with most damaging move against the opponent

This set is interesting, but Kyurem-W really has few reasons not to run Refrigerate Boomburst here. First, Competitive is not a great ability here since Defog is rare and invalidating Parting Shot is not that useful. Chill Drive is neat but means that Kyu-W is crippled by Knock Off and Corrosive Gas, which makes it much less reliable. Astral Barrage as coverage is a bit redundant, though, as Kyu-W's Ice STAB already hits Giratina. I guess it hits Steel / Ghost types, which are somewhat uncommon, but something like Earth Power or Blue Flare does this too while also hitting Steels like Zama-C. Using it to improof with a Dragon is pretty cool, but the huge dependence on its item to hit Dragons is also a bummer.
yah im trying my best to make an new set but refrigerate boomburst is hard to beat. also fire blast leaves yo resisted by fire types so earth power is the better of the two moves
 
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This set is interesting, but Kyurem-W really has few reasons not to run Refrigerate Boomburst here. First, Competitive is not a great ability here since Defog is rare and invalidating Parting Shot is not that useful. Chill Drive is neat but means that Kyu-W is crippled by Knock Off and Corrosive Gas, which makes it much less reliable. Astral Barrage as coverage is a bit redundant, though, as Kyu-W's Ice STAB already hits Giratina. I guess it hits Steel / Ghost types, which are somewhat uncommon, but something like Earth Power or Blue Flare does this too while also hitting Steels like Zama-C. Using it to improof with a Dragon is pretty cool, but the huge dependence on its item to hit Dragons is also a bummer.

I've also been using FC Urshifu-R and think it is a very cool mon. Fishious Rend and moves like Low/Thunderous Kick make it less passive and its Speed tier is not bad either. I do find that it has plenty of downfalls, though. It is unable to reliably check a boosted PH Regigigas as Facade can overpower it at +2 and Urshifu is vulnerable to Spore. Also guys like Giratina and Tapu Fini completely check Urshifu and can take advantage of its poor special bulk. Status is another thing Urshifu hates, as each status makes it less effective in a different way. I've been using Aromatherapy on mine though in the last slot, so this patches that weakness up a bit. On the topic of status, Cramorant also takes advantage of Urshifu without fearing much in return. Zacian-C with Play Rough or Bolt Strike is rare, but can still give Urshifu trouble especially if its packing Strength Sap. But overall I agree the mon is cool and its typing is pretty useful.
oh yeah your reasoning for it's weakness makes sense, but I built a team around it, for example, Giratina and Tapu Fini both get checked by my Xern, which has Boomburst, Strength sap, volt switch, and rapid spin, when i volt switch out I tend to go for my Ho-Oh and get a para off then just leach it down or Worry Seed, which for some reason alot of fini's swap out after. I have never had issues with Regigigas too as normally when I see it i immediatley swap to Giratina for Haze+Core Enforcer. I also have Aromatherapy on my Giratina as I'm aware how weak my team is to status (xern, urshifu, and Darm-zen) all hate status except for poison on Darm-Zen, which can be difficult to set up past turn 1. I tend to use the Darm-Zen as a coutner to the status though, as each one that does spread it can get walled by Darm-Zen and lets me get up free rocks with it. Zacian-C I just Ho-Oh as well. But yeah the mon does have some weakness now that I think about it, but the team I threw together in 5 minutes works surprisingly well to support it and keep it alive all game.

there are some sets that counter it like another set I've been playing around with in fur coat mixed attacking Zekrom

ZZzzZ (Zekrom) @ Leftovers
Ability: Fur Coat/ Stamina
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
- Core Enforcer
- Bolt Strike
- Glacial Lance
- Recover

bolt beam makes gives fantastic coverage and core enforcer is a good surprise to walls with fur coat like gira as they expect a full physical build. core enforcer removing abilities make it great at dealing with fur coat and its great bulk helps with longevity. through some testing I've found fur coat to be the better ability but stamina could be used if you're looking for a very specific niche.

a magic guard variant with life orb and head smash destroys the volt absorb ho-oh that helps check most of rapid- strikes checks but im not sure if it'd be viable since I've only used the first set

some calcs
252+ Atk Zekrom Bolt Strike vs. 252 HP / 252 Def Urshifu-Rapid-Strike: 408-482 (100.9 - 119.3%) -- guaranteed OHKO
252+ Atk Zekrom Bolt Strike vs. 252 HP / 252 Def Fur Coat Urshifu-Rapid-Strike: 204-242 (50.4 - 59.9%) -- guaranteed 2HKO
252 Atk Urshifu-Rapid-Strike Thunderous Kick vs. -6 252 HP / 252 Def Fur Coat Zekrom: 207-244 (51.2 - 60.3%) -- 90.6% chance to 2HKO after Leftovers recovery
252 Atk Urshifu-Rapid-Strike Thunderous Kick vs. 252 HP / 252 Def Fur Coat Zekrom: 52-63 (12.8 - 15.5%) -- possibly the worst move ever

all of these calcs were done with most damaging move against the opponent



yah im trying my best to make an new set but refrigerate boomburst is hard to beat. also fire blast leaves yo resisted by fire types so earth power is the better of the two moves
hmmm I might try out that Zekrom set, why recover tho? Would Shore up not be better as you can also maybe get the sand boost with no repercussions?
 
there are some sets that counter it like another set I've been playing around with in fur coat mixed attacking Zekrom

ZZzzZ (Zekrom) @ Leftovers
Ability: Fur Coat/ Stamina
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
- Core Enforcer
- Bolt Strike
- Glacial Lance
- Recover
There are better FC mons but in your set, FC is definitely better than Stamina. Abilities such as Stamina, Dauntless Shield, As One, are just Spectral Thief / Haze bait. Also I agree with that guy about changing Recover to Shore Up, although it doesn't make much of a difference. Personally I use Roost on every non-flying mon and Shore Up on flying types. Or you could go for strength sap but that's a bit redundant since you already have FC.
 
Most of you are probably very familiar with the classic Belly drum + final gambit type of hyper offensive team, but I want to address a different type of HO that I haven't seen discussed before, which consists of imprison + baton pass.

Example team:

Yveltal @ Protective Pads
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Power Trip
- Imprison
- Spectral Thief
- Haze

Zamazenta-Crowned
@ Fighting Memory
Ability: Speed Boost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Multi-Attack
- Baton Pass
- Swords Dance
- Glacial Lance

Regigigas @ Safety Goggles
Ability: Simple
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Clangorous Soul
- Baton Pass
- Imprison
- Spectral Thief/haze

Zacian @ Rusted Sword
Ability: Aerilate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Sunsteel Strike/bolt strike
- Baton Pass
- Glacial Lance / Swords dance
- V-create / Swords Dance

Filler pokemons: Cramorant and a prankster of your liking.

The goal is simple: imprison/setup and baton pass to Yveltal.


Here are some notable counters if you happen to struggle vs these kinds of teams:

Giratina @ Safety Goggles (Your average prankster, but you need "destiny bond")
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Sassy/Relaxed Nature
IVs: 0 Atk / 0 Spe
- Haze
- Core Enforcer
- Destiny Bond
- Shore Up

Zygarde-Complete @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Haze
- Recover
- Core Enforcer
- Destiny Bond

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Zygarde-Complete: 501-589 (78.7 - 92.6%).

Zygarde will live 1 hit where Giratina won't. If you don't want to sacrifice your prankster mon to yveltal here are some counters:

Zamazenta-Crowned @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Body Press
- Cotton Guard
- Slack Off
- Spectral Thief

Extremely good unaware mon in general and able to freely switch in on yveltal after setup, but here are some notable things to keep in mind:

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Unaware Zamazenta-Crowned: 110-129 (28.3 - 33.2%)
+2 252+ Atk Yveltal Power Trip (280 BP) vs. 252 HP / 252+ Def Unaware Zamazenta-Crowned: 140-165 (36 - 42.5%) (If for some reason Yveltal runs Blackglasses or life orb and you happen to click "cotton guard" which you shouldn't, power trip will do over 50 % damage :O).

Problem with this Zamazenta is that Zacian C and Multi attack Zamazenta beats it:

+1 252 Atk Zacian-Crowned V-create vs. 252 HP / 252+ Def Unaware Zamazenta-Crowned: 266-314 (68.5 - 80.9%)
252+ Atk Zamazenta-Crowned Multi-Attack vs. 252 HP / 252+ Def Zamazenta-Crowned: 240-284 (61.8 - 73.1%)

Buzzwole
@ Rocky Helmet
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Spectral thief
- U-turn / Knock off
- Roost
- Drain Punch

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Fur Coat Buzzwole: 114-134 (27.2 - 32%)
+1 252 Atk Zacian-Crowned V-create vs. 252 HP / 252+ Def Fur Coat Buzzwole: 206-244 (49.2 - 58.3%) Only problem is V - Create if it happens to have that move, but you deal with Yveltal, regigigas and Zamazenta easily.

Zygarde-Complete @ Leftovers / Shed shell
Ability: Fur Coat / Unaware
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metal Burst
- Recover
- Core Enforcer/spectral thief
- Haze/Taunt/Spectral thief/Filler

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Fur Coat/Unaware Zygarde-Complete: 250-295 (39.3 - 46.3%)
+1 252 Atk Zacian-Crowned Glacial Lance vs. 252 HP / 252+ Def Fur Coat Zygarde-Complete: 328-388 (51.5 - 61%)
+1 252 Atk Zacian-Crowned Glacial Lance vs. 252 HP / 252+ Def Unaware Zygarde-Complete: 436-516 (68.5 - 81.1%)
252+ Atk Zamazenta-Crowned Glacial Lance vs. 252 HP / 252+ Def Fur Coat Zygarde-Complete: 200-236 (31.4 - 37.1%)
252+ Atk Zamazenta-Crowned Glacial Lance vs. 252 HP / 252+ Def Unaware Zygarde-Complete: 392-464 (61.6 - 72.9%)

Unaware is safer here incase of multiple boosts: (+3 Zacian C, +4 Zamazenta is fatal vs Fur coat Zygarde). (+4 = x2 swords dance).

Tapu Fini @ Leftovers / Rocky helmet
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Spirit Break/Moonblast
- Spectral thief
- Recover/strength sap
- Flip Turn/Core enforcer/filler

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Fur Coat Tapu Fini: 130-153 (37.7 - 44.4%)
+1 252 Atk Zacian-Crowned Sunsteel Strike vs. 252 HP / 252+ Def Tapu Fini: 196-232 (56.9 - 67.4%)

Tapu fini is good vs Yveltal and Zamazenta but can have problems vs Zacian C.
 
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Most of you are probably very familiar with the classic Belly drum + final gambit type of hyper offensive team, but I want to address a different type of HO that I haven't seen discussed before, which consists of imprison + baton pass.

Example team:

Yveltal @ Protective Pads
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Power Trip
- Imprison
- Spectral Thief
- Haze

Zamazenta-Crowned
@ Fighting Memory
Ability: Speed Boost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Multi-Attack
- Baton Pass
- Swords Dance
- Glacial Lance

Regigigas @ Safety Goggles
Ability: Simple
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Clangorous Soul
- Baton Pass
- Imprison
- Spectral Thief/haze

Zacian @ Rusted Sword
Ability: Aerilate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Sunsteel Strike/bolt strike
- Baton Pass
- Glacial Lance / Swords dance
- V-create / Swords Dance

Filler pokemons: Cramorant and a prankster of your liking.

The goal is simple: imprison/setup and baton pass to Yveltal.


Here are some notable counters if you happen to struggle vs these kinds of teams:

Giratina @ Safety Goggles (Your average prankster, but you need "destiny bond")
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Sassy/Relaxed Nature
IVs: 0 Atk / 0 Spe
- Haze
- Core Enforcer
- Destiny Bond
- Shore Up

Zygarde-Complete @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Haze
- Recover
- Core Enforcer
- Destiny Bond

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Zygarde-Complete: 501-589 (78.7 - 92.6%).

Zygarde will live 1 hit where Giratina won't. If you don't want to sacrifice your prankster mon to yveltal here are some counters:

Zamazenta-Crowned @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Body Press
- Cotton Guard
- Slack Off
- Spectral Thief

Extremely good unaware mon in general and able to freely switch in on yveltal after setup, but here are some notable things to keep in mind:

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Unaware Zamazenta-Crowned: 110-129 (28.3 - 33.2%)
+2 252+ Atk Yveltal Power Trip (280 BP) vs. 252 HP / 252+ Def Unaware Zamazenta-Crowned: 140-165 (36 - 42.5%) (If for some reason Yveltal runs Blackglasses or life orb and you happen to click "cotton guard" which you shouldn't, power trip will do over 50 % damage :O).

Problem with this Zamazenta is that Zacian C and Multi attack Zamazenta beats it:

+1 252 Atk Zacian-Crowned V-create vs. 252 HP / 252+ Def Unaware Zamazenta-Crowned: 266-314 (68.5 - 80.9%)
252+ Atk Zamazenta-Crowned Multi-Attack vs. 252 HP / 252+ Def Zamazenta-Crowned: 240-284 (61.8 - 73.1%)

Buzzwole
@ Rocky Helmet
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Spectral thief
- U-turn / Knock off
- Roost
- Drain Punch

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Fur Coat Buzzwole: 114-134 (27.2 - 32%)
+1 252 Atk Zacian-Crowned V-create vs. 252 HP / 252+ Def Fur Coat Buzzwole: 206-244 (49.2 - 58.3%) Only problem is V - Create if it happens to have that move, but you deal with Yveltal, regigigas and Zamazenta easily.

Zygarde-Complete @ Leftovers / Shed shell
Ability: Fur Coat / Unaware
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metal Burst
- Recover
- Core Enforcer/spectral thief
- Haze/Taunt/Spectral thief/Filler

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Fur Coat/Unaware Zygarde-Complete: 250-295 (39.3 - 46.3%)
+1 252 Atk Zacian-Crowned Glacial Lance vs. 252 HP / 252+ Def Fur Coat Zygarde-Complete: 328-388 (51.5 - 61%)
+1 252 Atk Zacian-Crowned Glacial Lance vs. 252 HP / 252+ Def Unaware Zygarde-Complete: 436-516 (68.5 - 81.1%)
252+ Atk Zamazenta-Crowned Glacial Lance vs. 252 HP / 252+ Def Fur Coat Zygarde-Complete: 200-236 (31.4 - 37.1%)
252+ Atk Zamazenta-Crowned Glacial Lance vs. 252 HP / 252+ Def Unaware Zygarde-Complete: 392-464 (61.6 - 72.9%)

Unaware is safer here incase of multiple boosts: (+3 Zacian C, +4 Zamazenta is fatal vs Fur coat Zygarde). (+4 = x2 swords dance).

Tapu Fini @ Leftovers / Rocky helmet
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Spirit Break/Moonblast
- Spectral thief
- Recover/strength sap
- Flip Turn/Core enforcer/filler

+2 252+ Atk Yveltal Power Trip (220 BP) vs. 252 HP / 252+ Def Fur Coat Tapu Fini: 130-153 (37.7 - 44.4%)
+1 252 Atk Zacian-Crowned Sunsteel Strike vs. 252 HP / 252+ Def Tapu Fini: 196-232 (56.9 - 67.4%)

Tapu fini is good vs Yveltal and Zamazenta but can have problems vs Zacian C.
The reason why such teams haven't been discussed on the forums is because they are inherently pretty terrible. They are extremely mutch-fish oriented and can often get owned by literally anything in the meta, because they're so focussed on ensuring that their baton pass chain will actually work. I'd also like to point out that the team, or any of the sets you've posted won't actually work in a team, because it takes a while to get to a point where you can sweep, and the opponent will often have time to counter you, either by bringing in a haze / spectral theif pokemon before u can imprison and get your sweeper in, or by just being too threatening with say a Zacian-C with correct coverage. You would also need substitute on your setup pokemon so that imposter won't just own them.

So, if you do want to build such teams, this isn't the direction you should go. Instead it would be better to focus on a couple things.
1. Make sure your baton pass chain is indestructible. How? Use prankster taunt normal pokemon. This stops prank hazers, and if you're normal you stop spectral thief as well.
2. Ensure that your pokemon always have substitute up. This prevent topsy-turvy, and stops your pokemon from taking too much damage, allowing you to baton pass into the next pokemon or set up with cotton guard or the like.

With these in mind, I encourage you to build teams with prankster taunt, good substitute users, and more straight forward set up methods, i.e. cotton guard, or quiver dance which are a lot more sustainable. Simple Clangorous Soul could work, but it's too easily hazed if you mess up. Here's a team I've built with this strategy in mind, but it's terribly inconsistent and will often lose games. But, sometimes it might just blow past an opponent, because inherently that's how match up fishing works, and a strategy such as this should never be seriously considered as a viable play style, outside of trying to match up fish, because it will rarely, if at all ever be consistent.

Indeedee (M) @ Mental Herb
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stored Power
- Taunt
- Ingrain
- Baton Pass

Type: Null @ Eviolite
Ability: Dauntless Shield
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Strength Sap
- Quiver Dance

Obstagoon @ Lum Berry
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Power Trip
- Imprison
- Haze
- Destiny Bond

Chansey (F) @ Eviolite
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Taunt
- Baton Pass
- Shift Gear

Giratina @ Leftovers
Ability: Normalize
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Anchor Shot
- Acupressure
- Baton Pass
- Skill Swap

Magearna @ Mental Herb
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Baton Pass
- Roost
- Cosmic Power
So, go ahead use teams like this, but don't really expect much from them, besides having some fun.

P.S. The only teams which have found consistency with these baton pass strategies are teams focused around baton passing between Zacian-C, and Regigigas (or Type: Null). But, the reason why these teams have been successfully is because they don't rely on baton pass or intrepid pass to win, but merely have it as a different wincon to win. I could talk in more detail about these teams, but that's for another post and I figured I should at least mention it when discussing bp teams.
 
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The reason why such teams haven't been discussed on the forums is because they are inherently pretty terrible. They are extremely mutch-fish oriented and can often get owned by literally anything in the meta, because they're so focussed on ensuring that their baton pass chain will actually work. I'd also like to point out that the team, or any of the sets you've posted won't actually work in a team, because it takes a while to get to a point where you can sweep, and the opponent will often have time to counter you, either by bringing in a haze / spectral theif pokemon before u can imprison and get your sweeper in, or by just being too threatening with say a Zacian-C with correct coverage. You would also need substitute on your setup pokemon so that imposter won't just own them.

So, if you do want to build such teams, this isn't the direction you should go. Instead it would be better to focus on a couple things.
1. Make sure your baton pass chain is indestructible. How? Use prankster taunt normal pokemon. This stops prank hazers, and if you're normal you stop spectral thief as well.
2. Ensure that your pokemon always have substitute up. This prevent topsy-turvy, and stops your pokemon from taking too much damage, allowing you to baton pass into the next pokemon or set up with cotton guard or the like.
I go by what I see in the current metagame and the team you provided is not one of them. I clearly hit a softspot here. It is not a baton pass team between every member as you can see. The main goal of this team is to punish and beat the regular prankster haze pokemons with magic bounce Yveltal which is immune to topsy turvy, encore and taunt nor need substitute to work. With Regigigas lead a team like this can setup in 2 turns where you are immune to haze and spectral thief after 1 turn. You can setup pretty easily because some if not most prankster pokemons doesn't run taunt or encore and you need to bring it in on turn 2 if you have those two moves to stop it. Zamazenta and Zacian is there to beat the common checks in the metagame like defensive Zamazenta or zygarde etc. Being "inherently pretty terrible" is a far stretch and overexaggerating as I wouldn't discuss such a team if they weren't successful on the ladder. The regular HO bellydrum + final gambit on the other hand is more "fish" oriented as you need to final gambit the right pokemon and usually prankster pokemons aren't brought out unless you really have to. Final gambit can also backfire and I usually see people being stuck in the 1400s with such teams meanwhile with a team I listed above I usually see them in the 1600s.
 
Here's what I have to say about this post. I hope that this time you read it, and really think about what I have to say here.

I go by what I see in the current metagame and the team you provided is not one of them.
Evidently, you didn't read my post because I repeatedly said that the team which I provided is not good, nor is it a meta team. In fact I said the exact opposite. I said it was bad, doesn't often work, and is a match-up fish. I merely provided it as an example of what a full baton pass team could look like. Also, don't call something "not-meta" because you don't see it on ladder. The development of the meta goes beyond the matches you play on ladder, and such experience shouldn't be used as the sole decider for you as to what is meta. What is in fact a good description of what is meta, is teams used by players >1700 elo, teams used in more competitive room tours, and teams used in tournament matches. Once you've seen a baton pass like the one you sent in such matches, then you can discuss what is meta.

I clearly hit a softspot here.
No you did not. I just love BH and I love to talk about it. I also love talking about niche strats such as baton pass teams, because they're fun. But, I also thinks it's important to be clear with regards to the expectation one should have when building with certain teams or styles and a conversation such as this is really important so that we can really iron out whether such a strat could be seen in consistent and competitive play. So, I'm really glad were having this conversation and you brough up this topic :))

It is not a baton pass team between every member as you can see.
If a team has 4 pokemon dedicated to a certain strategy I think it's fair to compare it to a team with 6 pokemon dedicated to that start. If anything, I think it's a better comparison to a full team of that stat, because it demonstrates the full potential of a baton pass when all the pokemon use it. The reason why this is also okay on a 4 pokemon team dedicated to one start is because, the next two pokemon on their own, usually aren't enough to influence the identity of the team, and give it a different way to win, that in itself isn't a matchup fish because it can't rely on the other members of the team to beat its checks. Now, if you built a team with 2 baton pass pokemon, maybe 3 (which is stretching it) then this would be a different conversation.

The main goal of this team is to punish and beat the regular prankster haze pokemons with magic bounce Yveltal which is immune to topsy turvy, encore and taunt nor need substitute to work. With Regigigas lead a team like this can setup in 2 turns where you are immune to haze and spectral thief after 1 turn.
Yes, you may beat regular prankster haze pokemon but you lose to literally anything else that prevents you from setting up clangerous soul. You also only get to choose from either topsy-turvy or haze, which further demonstrates the match-up fishing nature of this. You also can't baton pass imprison. You also lose 33% of your health when you click clangerous soul, and if your opponent goes first and clicks a strong move you might not be able to get a CS off. You have difficulty setting up on offensive pokemon, and lose to some common defensive pokemon, with no clear strategy to beat some of the common defensive pokemon you lose to, hence reamphasizing my point that this is match up fishing.

Being "inherently pretty terrible" is a far stretch and overexaggerating as I wouldn't discuss such a team if they weren't successful on the ladder.
As I said earlier, in my first response, seeing a pokemon team style in ladder is not ample enough evidence to figure out whether it is in fact a strong team concept or not. In order to demonstrate this point you must demonstrate instances of success with such a strategy against teams which have been shown to be effective and strong meta teams. When you do that, then we have an even stronger base for discussion which I would love to have, because I enjoy playing and building baton pass teams, and would love to see them succeed.


The regular HO bellydrum + final gambit on the other hand is more "fish" oriented as you need to final gambit the right pokemon and usually prankster pokemons aren't brought out unless you really have to. Final gambit can also backfire and I usually see people being stuck in the 1400s with such teams meanwhile with a team I listed above I usually see them in the 1600s.

Even though these are still match-up fishing, they have been shown at times, to perform well in certain styled teams, and have seen some success at higher levels. Something which baton pass teams have seldom seen. Yet again, once you provide replays on instances where such baton pass teams have had success against strong and meta teams the we can compare these strategies with each other, something I've love to do!


I'm happy to keep talking about baton pass, but lets try to be realistic with our expectations, and have a more conducive conversation. I'm excited to talk about this once you have replays and other instances proving the efficacy of such a strat!
 
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cityscapes

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i define the bp playstyle to be anything that tries to bypass the entire mechanic of prank haze rather than specific mons in order to achieve its ends. teams like this and this are notably not bp because while they do have a bp user their goal is less to force their way through prank haze and more to just make progress using mons like gar/ogre/xern while using the bp user to force in prank haze and exploit it with a different mon. it's similar to "techs" like cm pass celebi and agilitypass zapdos in adv ou which are played like any other offense team.

anyway ive tried to use bp a few times and have been pretty unimpressed with the results. the main flaw with bp in my opinion is that of information. your opponent knows exactly what you're trying to do, but you can get almost no information about what type of counterplay they have and if you don't see what their plan is, your chain can break which is an autoloss against any remotely decent player. and that's with a full bp chain. simple clangorous soul is not something i'd use because unlike a full chain you're simply unable to cover the full range of counterplay, so mostly you have to rely on surprise factor for it to work. i have this team with sash knock cram + imposter which pretty much can never lose to this (cgas can be used instead to not proc opposing cram) and i don't like using teams that can just autolose if they have the right guy.
 
"anyway ive tried to use bp a few times and have been pretty unimpressed with the results. "
"i have this team with sash knock cram + imposter which pretty much can never lose to this"
First of all I don't see why you would run sash on Cramorant as it is able to live every hit known to man:
252+ SpA Xerneas Volt Switch vs. 252 HP / 252+ SpD Cramorant-Gorging: 252-300 (73.2 - 87.2%)
+1 252 Atk Zacian-Crowned Glacial Lance vs. 252 HP / 252 Def Cramorant-Gorging: 293-345 (85.1 - 100.2%) -- 6.3% chance to OHKO
+1 252+ SpA Lustrous Orb Palkia Clanging Scales vs. 252 HP / 252+ SpD Cramorant-Gorging: 294-346 (85.4 - 100.5%)

There are a million more calcs, but my point was that I simply showed a baton pass team that can't be easily stopped unless you run "encore" or "destiny bond" on your prankster mon OR have some excellent fur coat or unaware mons in the back which I also provided :) And yes the BP chain can be broken but only somewhat detrimental between regigigas and yveltal, that's why I brought it up as it probably can be improved upon.

Secondly, the vibe im getting is that baton pass teams aren't tested that much or explored to its fully extent and "some" people just redeem them "pretty terrible" for the majority of the people. Yeah you can call it matchup fishing and somewhat inconsistent, but aren't most teams that stray away from the "standard" core inconsistent as well (to some degree). Every team has weaknesses with good or bad matchup, it is the epitome of "balance hackmon" as there is too much to fit on a team. (There is also another undiscussed topic which is what is good for low, mid and top ladder).

Lastly I want to briefly touch on what Sevag replied to earlier: While I generally agree to what you say and you have fair points, but I somewhat disagree with this phrasing:

" The development of the meta goes beyond the matches you play on ladder, and such experience shouldn't be used as the sole decider for you as to what is meta. What is in fact a good description of what is meta, is teams used by players >1700 elo, teams used in more competitive room tours, and teams used in tournament matches. "

This would be true, but most players use different accounts almost daily to test new teams, finding out what works or not, finding out what your strongest teams are etc. You wouldn't bring a team to a tournament that didn't go well against the ladder... but this is a whole other discussion with much more to say and I don't want to get off topic.

Cheers!
 
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First of all I don't see why you would run sash on Cramorant as it is able to live every hit known to man:
252+ SpA Xerneas Volt Switch vs. 252 HP / 252+ SpD Cramorant-Gorging: 252-300 (73.2 - 87.2%)
+1 252 Atk Zacian-Crowned Glacial Lance vs. 252 HP / 252 Def Cramorant-Gorging: 293-345 (85.1 - 100.2%) -- 6.3% chance to OHKO
+1 252+ SpA Lustrous Orb Palkia Clanging Scales vs. 252 HP / 252+ SpD Cramorant-Gorging: 294-346 (85.4 - 100.5%)
In all fairness, SL is known for just being built different and developing teams with Suicune and Entei that actually somehow work (shoutouts to penguin tho). Beyond that, Cram definitely has a really annoying level of bulk where it just survives quite a lot, but it's no Zam or Tina. There's plenty of scenarios where it gets slapped by boosted moves and even unboosted ones, and considering how it's one of the big roadblocks to a potential sweeper, being able to further cripple an opponent by surviving and getting a move in is by no means without value. I personally run rocky helmet but that's just for the added chip.

Secondly, the vibe im getting is that baton pass teams aren't tested that much or explored to its fully extent and "some" people just redeem them "pretty terrible" for the majority of the people. Yeah you can call it matchup fishing and somewhat inconsistent, but aren't most teams that stray away from the "standard" core inconsistent as well (to some degree). Every team has weaknesses with good or bad matchup, it is the epitome of "balance hackmon" as there is too much to fit on a team. (There is also another undiscussed topic which is what is good for low, mid and top ladder).
Except... this isn't true. Onyx has gotten pretty high up even running mono ghost stall. Varrio's gotten top 30 with the meme team I literally made in 5 minutes, etc. There's multiple instances of non-standard teams having rather good, consistent results. As for baton pass teams not getting tested much, Huhshrug would like to disagree. Mans is a top 20 ladder hero (pretty sure he's gotten top 10, even) and has run an ungodly number of teams that feature baton pass. Even without specifically preparing for it, I've had a really consistent record against him (something wild like 17-2, including myself running meme teams.) He's by no means an awful player and has done a lot of baton pass play, and a lot of other players have tried baton pass to see if it could work as a playstyle. Needless to say, it's not particularly the best. He's done well with it, but when up against someone who actually knows how to play around BP, even he often ends up losing. In fact, here's a bunch of replays showcasing exactly that. Admittedly, they're very old (pre-caly/dmax ban), but they still demonstrate my point.
Lastly I want to briefly touch on what Sevag replied to earlier: While I generally agree to what you say and you have fair points, but I somewhat disagree with this phrasing:

" The development of the meta goes beyond the matches you play on ladder, and such experience shouldn't be used as the sole decider for you as to what is meta. What is in fact a good description of what is meta, is teams used by players >1700 elo, teams used in more competitive room tours, and teams used in tournament matches. "

This would be true, but most players use different accounts almost daily to test new teams, finding out what works or not, finding out what your strongest teams are etc. You wouldn't bring a team to a tournament that didn't go well against the ladder... but this is a whole other discussion with much more to say and I don't want to get off topic.

Cheers!
This is honestly 90% of my gameplay nowadays. Aside from the very rare big ladder run or messing around for reqs or something, I just run my teams on mid ladder alts to have fun without much stress. That being said, you certainly can and even may want to bring a team to tournament that wasn't the absolute best for ladder, considering tours are a lot more matchup-oriented. Many of them are less consistent than ladder teams, since while the latter (ladder) wants to win tens of games, even more than a hundred, the former just needs to bop the enemy once and matchup fishing/cteaming is a big factor in that. They're two different environments of play. I do slightly disagree with Sevag's phrasing in that meta is better determined by tour teams; a better indicator is the first thing he mentioned, the skill of the players using stuff. The FighterZ and League metas aren't determined by Billy Joe's Weekly Local Sunday Night SMACKDOWN, they're determined by the people at the upper ends of the game. And if BP kinda gets slapped by a lot of upper end players, it probably isn't too suited for upper end play. That being said, it can still be fun, but like Sevag said, reasonable expectations. MVC3 Phoenix styling on people is fun as hell to watch, but I don't expect to see it in top 8 of supermajor tournaments.

Edit: I'm a dumbass and forgot to post replays whoops
 
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