Format Discussion Metronome Battle

Has any thought been given to implementing species clause in this format? It seems like 99% of teams are two of the same Pokemon, and I'm curious how the format would adapt without it.

I'm also curious why Intrepid Sword is allowed but Gorilla Tactics isn't, given that Intrepid Sword is almost strictly better and using it on Mega Heracross is very much the dominant strategy right now.
 
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Has any thought been given to implementing species clause in this format? It seems like 99% of teams are two of the same Pokemon, and I'm curious how the format would adapt without it.

I'm also curious why Intrepid Sword is allowed but Gorilla Tactics isn't, given that Intrepid Sword is almost strictly better and using it on Mega Heracross is very much the dominant strategy right now.
I do agree that they essentially serve the same purpose in terms of physical power, but I feel like Gorilla Tactics would be an upgrade for Heracross in the meta as it stands. As a separate multiplier, it benefits from any Attack stat changes (gaining +1 from base gives you 2.25x Attack with Gorilla Tactics and 2x with Intrepid Sword, going -1 puts you neutral with both but Gorilla Tactics can still ignore the negatives with a crit, going -2 puts you at 0.75x Attack with Gorilla Tactics and 0.67x with Intrepid Sword), and Intrepid Sword at least has counterplay in Unaware ignoring and Imposter copying stat boosts that Gorilla Tactics would perform better against. Intrepid Sword has the advantage in not losing its power with ability loss though.

As for species clause I wouldn't mind seeing how it plays out, though I don't really mind as the format is pretty custom already and there's not really much synergy you can make in teams as is.

EDIT: Basically my stance on Gorilla Tactics/Intrepid Sword is that I'm fine as is. At the time of the Gorilla Tactics ban I did feel that it wasn't really a big deal for Heracross because you could just run Intrepid Sword for the same effect without much loss, but I don't really care to see it return either way because it just makes Band Heracross better as said. I think that Intrepid Sword has more interesting non-Heracross uses and I like that it announces itself so it's clear what set you're running for people who may not know why Heracross is so broken, and if Intrepid Sword was banned then all the Heracrosses would just run Defiant or Hustle or whatever and keep punching through teams the same way.
 
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Happy November and Hallowmas! As the release of Scarlet and Violet approaches later this month, let's look back at the usage stats for October to reflect on Gen 8. Remember to check out jeffdaboss and his teams above, as his post will be updating each day until release with some new team ideas.

The battle count slightly decreases to 64564 battles for the month, but still relatively high.

Some CAPs received some buffs/nerfs recently.
Miasmaw got a stat change, gaining 7 Speed, 20 Special Defence, and losing 27 Special Attack for a new spread of 85/135/60/88/105/99.
Venomicon-Prologue lost 20 Attack, going from 70 to 50.
Venomicon-Epilogue lost 1 SpA and 19 Speed, going from 63 to 62 SpA and 120 to 101 Speed.
Saharaja lost 8 Atk, 7 SpD, and 12 Speed, going from 120 to 112 Atk, 130 to 123 SpD, and 90 to 78 Speed.
As mentioned in edits to my last post, there were a few stat changes to various CAPs, mostly losing stats, with the most major change being Chromera going from Dark/Poison to Dark/Normal type which makes it generally more vulnerable. Also some long standing bugs have been fixed including the Ally Switch bug with 2 turn moves being able to hit your ally, and Rollout is supposed to lock onto its initial target now.

This month I actually played on the ladder a lot to raise my final battle count before the end of Gen 8. At the start I was using Magic Guard Audino/Download setup Altaria and Shaymins testing Aerilate, but towards the end of the month I shifted towards going for crits with Dragapult again like I did last year, and I managed to reach the 1500s twice but mostly fluctuated through the ranks over the grind. I ended up learning about a minor optimization to the Super Luck + Scope Lens Dragapult team, and that was to run Razor Claw instead of Scope Lens to upgrade from a 30 BP Fling to 80 BP which you may as well do for more damage, though you lose out on the alliteration aspect.

Overall I did end up getting a greater appreciation for this set and Dragapult in general for being a very interesting mon Gen 8 has given us. It's a ghost that can avoid getting chipped by common Normal moves and a dragon that resists the various elements, with the ability to break through with strong neutral hits, having the speed to be likely to finish up in a 1v1 scenario, and also having the ability to dynamax to stall some passive damage out or just leave a target open. Some threats I faced included the usual meta mons like Heracross or other physical attackers just breaking through, or Venusaur/Slowbro getting Weakness Policy set up, but one unexpected yet consistent threat ended up being Imposter Pikachu-Starter because both of us were so frail that Struggle could just end me if I didn't finish them quickly. Misty Explosion was actually pretty annoying to roll especially with friendly fire crits, but I also noticed Power Swap really being able to turn the tables in some situations and it had some great moments.

Here's a bunch of replays from over the last month in mostly unordered order, mainly chosen for certain interactions or memorable moments. Overall I only wish I could have had a replay of getting both Fusion moves in one turn at least.
https://replay.pokemonshowdown.com/gen8metronomebattle-1692488747 - scary avaluggs
https://replay.pokemonshowdown.com/gen8metronomebattle-1694828481 - 8 turns of freeze
https://replay.pokemonshowdown.com/gen8metronomebattle-1693195129 - winning with freeze
https://replay.pokemonshowdown.com/gen8metronomebattle-1692438447 - vs. Imposter Pikachu-Starter
https://replay.pokemonshowdown.com/gen8metronomebattle-1693224671 - Bounce into Hurricane
https://replay.pokemonshowdown.com/gen8metronomebattle-1697409731 - Psychic Terrain into Steel Roller
https://replay.pokemonshowdown.com/gen8metronomebattle-1692512553 - Prismatic Laser + Expanding Force on Psychic Terrain
https://replay.pokemonshowdown.com/gen8metronomebattle-1693990331 - Misty Terrain Pulse
https://replay.pokemonshowdown.com/gen8metronomebattle-1692927526-n1tm1njri7j2gkhw2logohc62bif6eipw - Ally Switch into a Wish heal
https://replay.pokemonshowdown.com/gen8metronomebattle-1694941980 - forgetting about Power Trick when going for Struggle
https://replay.pokemonshowdown.com/gen8metronomebattle-1693236107 - Bad Dreams and the 3 sleep moves
https://replay.pokemonshowdown.com/gen8metronomebattle-1694000991 - Uproar wakeup
https://replay.pokemonshowdown.com/gen8metronomebattle-1697931946 - big Metal Burst
https://replay.pokemonshowdown.com/gen8metronomebattle-1698090530 - big Reversal
https://replay.pokemonshowdown.com/gen8metronomebattle-1697966014 - crit Dragapults vs Anger Point
https://replay.pokemonshowdown.com/gen8metronomebattle-1692444467 - Focus Energy for 100% crits
https://replay.pokemonshowdown.com/gen8metronomebattle-1692493694 - Power Swapping boosts
https://replay.pokemonshowdown.com/gen8metronomebattle-1693197043 - 2 Water type Dragapults, big metal burst from Regidrago into Wish
https://replay.pokemonshowdown.com/gen8metronomebattle-1697370737 - 2v1 comeback with Clanging Scales
https://replay.pokemonshowdown.com/gen8metronomebattle-1692446019 - setup Slowbro vs Steel Dragapult + Aqua Ring
https://replay.pokemonshowdown.com/gen8metronomebattle-1693072358 - the power of Gale Wings Gogoat and haunter
https://replay.pokemonshowdown.com/gen8metronomebattle-1693124864 - turn 1 move 1 Misty Explosion speedrun
https://replay.pokemonshowdown.com/gen8metronomebattle-1697987235 - "Shaving Soap" tells me about Razor Claw
https://replay.pokemonshowdown.com/gen8metronomebattle-1697894627 - fighting through debuffs
https://replay.pokemonshowdown.com/gen8metronomebattle-1693988370 - no retreat topsy turvy
https://replay.pokemonshowdown.com/gen8metronomebattle-1699592640 - double Sand Attack on Simple Guzzlord
https://replay.pokemonshowdown.com/gen8metronomebattle-1694947358-9nr9ki0x01rlbfk8hrn771r5jlwk3xhpw - Sing through Substitute
https://replay.pokemonshowdown.com/gen8metronomebattle-1697890925-oksvqa327ixpoqd79aathlt7wua0jj3pw - Petal Dance + Grassy Terrain and Struggle through Imprison
https://replay.pokemonshowdown.com/gen8metronomebattle-1692937708-oe242y1tw145d6iegrwyhr4sa3nt0rfpw - stealing Bulletproof and blocking 3 moves
https://replay.pokemonshowdown.com/gen8metronomebattle-1698067552-1fyw7qj34pc4drnhwjgmrlykg8osexbpw - Fling Razor Claw gets a kill against the #1 player (at the time)
https://replay.pokemonshowdown.com/gen8metronomebattle-1700405964 - octolock vs mist, flamethrower + weather ball in sun synergy
https://replay.pokemonshowdown.com/gen8metronomebattle-1688414428 - Skill Swap Aerilate Explosion (Shaymin)
https://replay.pokemonshowdown.com/gen8metronomebattle-1690872999 - Double Octolock vs #1 player at the time (Shaymin)
https://replay.pokemonshowdown.com/gen8metronomebattle-1690058621 - T1 Burning Jealousy vs Intrepid Sword (Shaymin)
https://replay.pokemonshowdown.com/gen8metronomebattle-1690082058 - intense battle at high ladder + Metal Burst (Shaymin)
https://replay.pokemonshowdown.com/gen8metronomebattle-1692271945 - clutch Diancie 1v1 to Struggle (Shaymin)
https://replay.pokemonshowdown.com/gen8metronomebattle-1690937125 - Ingrain vs Aqua Ring (Shaymin)
https://replay.pokemonshowdown.com/gen8metronomebattle-1693983938 - t1 Guillotine comeback (Skymin)
https://replay.pokemonshowdown.com/gen8metronomebattle-1687934176 - Double Burn into Sparkling Aria (Altaria)
https://replay.pokemonshowdown.com/gen8metronomebattle-1688320448 - extremely buff gourgeist (Altaria)

https://www.smogon.com/stats/2022-10/gen8metronomebattle-1630.txt
https://www.smogon.com/stats/2022-10/moveset/gen8metronomebattle-1630.txt

1630 Top 10 + last month positions:
#1: Mega Venusaur (#2) :heracross-mega:
#2: Mega Heracross (#1) :venusaur-mega:
#3: Blissey (#5) :blissey:
#4: Necturna (#3) :necturna:
#5: Mega Slowbro (#22) :slowbro-mega:
#6: Mega Sableye (#4) :sableye-mega:
#7: Mega Ampharos (#10) :ampharos-mega:
#8: Dusclops (#7) :dusclops:
#9: Mega Gengar (no change) :gengar-mega:
#10: Glastrier (#13) :glastrier:

For the final (full month) usage stats of Gen 8, Venusaur barely overtakes Heracross to take #1 in weighted usage (still losing in raw usage though, 12434 to 15194). Venusaur is kind of fighting an uphill battle as well, since I believe that a team with 2 of the same mons does count as 2 uses in these usage stats, and I feel like a lot of Venusaur teams are paired up with a different partner like Necturna while Heracross usually just doubles up. Slowbro makes a major move up the ranks from #22 to #5, back in the top 10 and once again succeeding with mainly Ice Scales, with only 2500 raw uses as the lowest among the top 10. Aside from that, there are some minor shifts around and Glastrier returns to represent Gen 8 with Simple and Defiant sets alike, leaving Dragapult just short at #11 again. It's interesting how so many different viable archetypes are represented here, from Flower Veil to Weakness Policy to Imposters to stall or just raw power.

Speaking of which, I have to pay my belated respects to Mega Gengar to hanging in the top 10 for most of this time yet taking it for granted because of it being a casual choice. It's usually been in the lower half and has dropped at times, and when you think about it, it's kind of the Special version of Mega Heracross in a sense though with major differences like being frail and having to rely on Competitive for boosts, as well as physical moves being generally more common. I've never really considered using it myself, but its raw uses speak for itself being in the top 5 and it's definitely something you'll see on the ladder. It's similar to Mega Alakazam as well, but with slightly more balanced stats and a viable type. Despite Alakazam's raw uses being fairly high as well, it's always dragged down by its players when it comes to the weighted stats. So I have to give some credit to Gengar for managing to make being a fast frail mon work, and it goes to show just how good being a Ghost is by nature.

The dark horse of the month is Dhelmise making it to rank 24 with only 372 uses, showing that Ghost as a dual type can really go the distance and is still a respectable niche for Flower Veil teams. Another interesting candidate is Conkeldurr, somehow making it to rank 58 somehow with only 78 uses, ranking above Marshadow with 878 uses, and with Intrepid Sword I can give it credit for having a respectable Attack stat (and the highest of Fighting-types behind megas). It does go to show that these 1630 Glicko weighted stats are biased towards people who are lucky/win more even if it's just in the short term, and that the 1500 or 0 stats may be more representative of what you might see on the typical ladder though being more directly ordered by popularity.

Checking in with the moveset file, the final viability ceilings (highest GXE of someone that used a Pokemon) are pretty high and self contained with the top 10 this time. Venusaur and Glastrier (Simple/Defiant setup with Weakness Policy) tie for the top at 83, followed by Dusclops in 82 (Magic Bounce, Magic Guard, Friend Guard + Eviolite), Heracross at 81, and Necturna at 80. To end this off at 5 numbers, at 79 we have Type: Null (mainly Friend Guard with some Unaware), Manaphy (very varied choices: Magic Bounce, Ice Scales, Lightning Rod, Magic Guard, etc with mainly Weakness Policy) and Blacephalon (mostly Specs and Competitive with some Desolate Land and Bright Powder). In other observations, Venusaur apparently has 10% weighted Poison Point usage, Defiant is creeping back up for Heracross with about 20% raw usage, and Hisuian Zoroark is still a popular pick and running very varied sets between Competitive, Magic Bounce, and immunity abilities with. My Super Luck Dragapult sets did not seem to make it on the weightings for Dragapult with Clear Body leading the way somehow, though for what it's worth it did make up the most raw usage of the abilities as seen in the unweighted/0 stats.
Thanks for your reading. I will probably make a post in spoiler tags on new mons/moves/abilities/items when datamines drop, so I'll see you in the next generation and until then we can still have fun with the Gen 8 ladder as it still stands.
 
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apologies if this has come up before, but is there a way we could take the timer down from 150 seconds? two and a half minutes feels like a lot to make exactly two decisions maximum (should I dmax/zmove on mon a/b), and realistically a 60 or even 30 second timer feels unlikely to be binding on normal gameplay
 
apologies if this has come up before, but is there a way we could take the timer down from 150 seconds? two and a half minutes feels like a lot to make exactly two decisions maximum (should I dmax/zmove on mon a/b), and realistically a 60 or even 30 second timer feels unlikely to be binding on normal gameplay

Afaik at the moment there are only pre-made timers: VGC/BS ones, Ladder (the current), Challenges (longer), and blitz (seems kinda short, specially taking on account people would need to always jump animations to make sure time doesnt run out with so many stuff happening in Metronome).
I think a method to customize timers has been suggested, but it currently doesn't exist. I don't really see devs priorizing a Metronome Battles timer unless it's clearly hampering the players' experience.
 
Copies of Pokemon Scarlet are out in the wild, and that means it's time to start getting first impressions on all the new Gen 9 stuff. The data is pretty scattered and there's still a lot of things unknown like callable moves or certain interactions, so this will just be an initial analysis on the new pokemon, moves, abilities, and items based on the descriptions we know so far. All new content will be discussed under a spoiler tag.

Shoutouts to @RoiDadidou and his spreadsheet for easy reference to all the information, and also this pastebin for formatted base stats and this pastebin for combined move names and descriptions. Overall the data is still incomplete so far but I'm comfortable starting from here and editing going forward. (Fortunately the full BSTs dropped midway so I was able to make some actual comparisons there. Hopefully they are real.)
POKEMON
Note I won't be going over every mon here, and honestly I don't really have a lot to say on the surface what with how tera might affect the meta, but I think there are some cool additions.
Meowscarada (Grass/Dark) - 76/110/70/81/70/123 (Total: 530): This cool cat is pretty fast but falls short of its competition otherwise.
Skeledirge (Fire/Ghost) - 104/75/100/110/75/66 (Total: 530): Decently slow and relatively bulky and balanced among its Fire/Ghost competition.
Quaquaval (Water/Fighting) - 85/120/80/85/75/85 (Total: 530): Faces tough competition from every side of the stat spread with Arghonaut (slower and bulkier) and Urshifu/Keldeo (stronger in most other stats).
Brambleghast (Grass/Ghost) - 55/115/70/80/70/90 (Total: 480): This tumbleweed chose Speed, and so it is worse than Necturna everywhere else. Goodbye.
Dudunsparce (Normal) - 125/100/80/85/75/55 (Total: 520) I think Dudunsparce has some tough competition with classic normals from Snorlax to Ursaluna, but I would rather talk about Dudunsparce than the pigs that it's better than.
Houndstone (Ghost) - 72/101/100/50/97/68 (Total: 488) It's a ghost dog, but physical. Probably not that great but it's a ghost.
Farigiraf (Normal/Psychic) - 120/90/70/110/70/60 (Total: 520) The giraffe is a lot like Dudunsparce but more inclined towards Special Attack. I just noticed they have the same BST.
Dondozo (Water) - 150/100/115/65/65/35 (Total: 530) Big fat catfish. The slowness is nice and the physical stat spread kind of reminds me of Urshifu. It also forms a unique combination with the sushi mon.
Palafin-0 (Water) - 100/70/72/53/62/100 (Total: 457) Not great, but Palafin gets a form change on switchout so that should be a pretty solid choice to pick from the teambuilder...
Palafin-Hero (Water) - 100/160/97/106/87/100 (Total: 650) Or the form could be so powerful it exceeds the BST cap. Oh well.
Arboliva (Grass/Normal) - 78/69/90/125/109/39 (Total: 510) A new slow Grass type. Honestly it's still probably not that great but it's a step closer to the meta.
Bellibolt (Electric) - 109/64/91/103/83/45 (Total: 495) Fat frog. I just put it here because it's slow but you may as well use Mega Ampharos.
Cetitan (Ice) - 170/113/65/45/55/73 (Total: 521) Fat whale. This has really big HP for an ice type though.
Baxcalibur (Dragon/Ice) - 115/145/92/75/86/87 (Total: 600) Our pseudolegendary. Has one of the highest Attack stats among dragons and is still decently bulky, with a handful of weaknesses to make use of. There's always tera too, but that's getting ahead of myself.
Tatsugiri (Dragon/Water) - 68/50/60/120/95/82 (Total: 475) Sushi mon. Nothing special by itself, but its signature ability is supposed to form a unique combination with the catfish.
Flamigo (Flying/Fighting) - 82/115/74/75/64/90 (Total: 500) This is like slower Hawlucha. I only mention this because it has 500 BST and is Flying type and it has a funny name.
Garganacl (Rock) - 100/100/130/45/90/35 (Total: 500) A nice and slow titan of salt, with its only deficiencies being Special Attack and Speed. It kind of pales to Regirock in defenses though, with only having 20 HP over it.
Glimmora (Rock/Poison) - 83/55/90/130/81/86 (Total: 525) Nihilego 2 but not as lopsided.

Great Tusk (Ground/Fighting) - 115/131/131/53/53/87 (Total: 570): Strong physicals and weak specials.
Brute Bonnet (Grass/Dark) - 111/127/99/79/99/55 (Total: 570): Pretty nice slow grass, actually pretty similar to Zarude but without the speed.
Sandy Shocks (Electric/Ground) - 85/81/97/121/85/101 (Total: 570): I'm not sure if Stunfisk is better than this. The weaknesses and resistances seem balanced on the surface with more common weaknesses, so Weakness Policy might be alright.
Scream Tail (Fairy/Psychic) - 115/65/99/65/115/111 (Total: 570): The bulkiest and fastest Fairy/Psychic by far, though it lacks offenses to compensate. I don't know how to feel about this one considering it doesn't even have that many weaknesses to proc WP off of, but the closest comparisons in its type are big special hitters.
Flutter Mane (Ghost/Fairy) - 55/55/55/135/135/135 (Total: 570): Speaking of big special hitters, this is one. It's faster and has more SpD than most ghosts but is definitely more physically frail.
Slither Wing (Bug/Fighting) - 85/135/79/85/105/81 (Total: 570): Kind of a mini Heracross with less Attack/Defense and more Special Attack/Speed. It doesn't really say a lot considering Heracross's main selling point is its raw Attack.
Roaring Moon (Dragon/Dark) - 105/139/71/55/101/119 (Total: 590): It's raw. More speed and physically inclined than special unlike the other Dark/Dragons who have succeeded with Weakness Policy in the past. 139 Attack is pretty big though.
Iron Moth (Fire/Poison) - 80/70/60/140/110/110 (Total: 570): 140 Special Attack is pretty big and Fire/Poison has a lot of resistances but with some common weaknesses as well.
Iron Hands (Fighting/Electric) - 154/140/108/50/68/50 (Total: 570): A rare slow paradox that boasts a healthy HP stat of 154. Could be a fair rival to the physicals of Ursaluna/Glastrier, though noticeably lacking Special Defence in comparison.
Iron Jugulis (Dark/Flying) - 94/80/86/122/80/108 (Total: 570): Galarian Moltres has an edge in Special Defence over Special Attack and Speed but it's pretty balanced.
Iron Thorns (Rock/Electric) - 100/134/110/70/84/72 (Total: 570): It's mostly Tyranitar but worse specially with some extra speed. Maybe you can still make Weakness Policy work.
Iron Bundle (Ice/Water) - 56/80/114/124/60/136 (Total: 570): This chose to focus on Speed, Special Attack, and Defence which is a pretty odd combination. There are other better choices to Weakness Policy with, but the mon is a funny penguin.
Iron Valiant (Fighting/Fairy) - 74/130/90/120/60/116 (Total: 590): Cool mixed power, very Azelf-like. I think it's still a bit frail and vulnerable to weaknesses though.

Ting-Lu - 165/110/130/50/80/45 (Total: 580) - Dark/Ground - Pretty cool new member of the slow and physically bulky/healthy archetype, and could probably pull off Weakness Policy alright with its fair share of weaknesses/resistances/immunities.
Chien-Pao - 80/130/80/90/65/135 (Total: 580) - Dark/Ice - Mostly better than Weavile which isn't saying much.
Wo-Chien - 85/90/100/100/135/70 (Total: 580) - Dark/Grass - The Flower Veil archetype gains a new legendary member, and it has the highest Special Defence of grass types so far and a decent speed stat. Pretty neat.
Chi-Yu - 55/80/80/145/120/100 (Total: 580) - Dark/Fire - Lastly we have a big special hitter that's mostly balanced but kind of dumps HP in the end.
Armarouge - 85/60/100/125/80/75 (Total: 525) - Fire/Psychic - Probably better off with Victini.
Ceruledge - 75/125/80/60/100/85 (Total: 525) - Fire/Ghost - It's another Fire/Ghost, but specializing in the places Skeledirge doesn't.
Toedscruel - 80/70/65/80/120/100 (Total: 515) - Ground/Grass - It's Tentacool but a Grass type. Mega Venusaur basically outclasses it in its main element.
Clodsire - 130/75/60/45/100/20 (Total: 430) - Poison/Ground - 20 speed lol.
Annihilape - 110/115/80/50/90/90 (Total: 535) - Fighting/Ghost - Marshadow but with higher HP and less SpA/Speed. Honestly it's a close one but Marshadow's mixedness should make it more consistent.

Overall this generation looks to have some fun new high BST tools to play with, but in the end it's all about what works for you.

NERFS:
Cresselia lost 10 in both defenses, going down to 120/70/110/75/120/85. Ouch!
Hisuian Zoroark had its stats adjusted to match regular Zoroark, losing SpA and Speed and gaining back HP and Attack.

ABILITIES
I vaguely sorted these by how I can see their viability, though we still need more details on how they will play out for some.
Banned tier:
Earth Eater: Ground absorb. Probably banned for HP restoration.
Seed Sower: Creates Grassy Terrain on hit. This will probably be banned for HP restoration.

Interesting:
Commander: It seems like this is for the sushi dragon to merge with the catfish somehow. Apparently Khu thought this would be very strong in doubles, so I'm interested to see how it works out in practice because there are very little details on it. Of these this is probably more of a gimmick, but I think it could be the next Gulp Missile.
Well-Baked Body: Take no damage from Fire moves and get +2 Defense instead. This is probably better than Flash Fire for a Fire immunity.
Opportunist: Boost the same stats as enemies. This could be pretty funny to copy enemy weakness policies but is more of a passive ability.
Purifying Salt: Makes you immune to status AND halves Ghost move damage. This may be an upgrade over Comatose for that purpose.

Legendary gimmicks:
Orichalcum Pulse: Sets up sun and gives +1 Attack while in sun. An upgrade over Drought and can set up with later paradox abilities for a nice but temporary power boost.
Hadron Engine: Sets up Electric Terrain and likely gives +1 Special Attack while in Electric Terrain, as an upgrade to Electric Surge.
Protosynthesis/Quark Drive: Boosts the highest stat in Sun/Electric Terrain respectively, or if holding Booster Energy. I don't know how good using your partner or item + ability slot for a single boost is or how large it is, but you could have some setup gimmick teams with this for sure, and potentially permanently if it interacts with Desolate Land.
Overall I'm not really sure how to rate these, but they are definitely gimmicks you can set up easily if you want to do so with a team.

Other gimmicky abilities:
Good as Gold: Become immune to enemy status moves. This probably shouldn't include Metronome itself but rather its called move. Honestly Magic Bounce might be mostly better in practice unless facing another bouncer, as it will repel most status moves instead which is usually better.
EDIT: Arrrrgh I just realized that this could potentially block Perish Song right after I thought about it a bit more. This is why I think it's not totally outclassed as being immune to status moves is unique and probably pretty good on its own, it's just that Magic Bounce already exists and is top tier.
Anger Shell: When hit below 50% HP, raise Atk/Spa/Speed and lower Def/SpD by 1, like a mini Shell Smash crossed with Berserk. Not the best boost, but I guess you can count on it to happen in a match if you want to turn the tables and get consecutive hits with a speed change or something.
Tablets/Sword/Vessel/Beads of Ruin: Lowers Atk/Def/SpA/SpD of all other Pokemon except itself, probably affecting your ally as well. I'm not sure how to feel about these abilities exactly, as I can see uses for them but also . I don't think they will trigger Defiant on an ally and Contrary may work but feels like a waste. Still, it's debuffs we didn't have before.

Pretty Niche Move Rolls:
Sharpness: Powers up slicing moves. This sounds pretty niche.
Rocky Payload: Powers up Rock moves. This is pretty niche.
Electromorphosis: Gives Charge (2x damage on Electric moves) when hit by an attack. This is pretty niche to rely on a specific offensive type, but I guess it will always be up.
Wind Rider: Take no damage from wind moves and boost Attack instead, including Tailwind. This is better than Wind Power but still pretty niche.
Thermal Exchange: Boosts attack when hit by a fire move and cannot be burned. This is an upgrade to Magma Armor which is still pretty niche.
Cud Chew: After eating a berry you can eat it again at the end of next turn. It might have some pretty niche uses like eating a Lum twice (if you get statused 2 turns in a row), but Ripen and Harvest are probably better in the long term.

Redundant/Outclassed:
Wind Power: Activates Charge when hit by wind moves, including Tailwind. This is like worse Electromorphosis in every case but Tailwind, and at that point you just have Charge to show for it.
Armor Tail: Just a Dazzling/Queenly Majesty clone.
Lingering Aroma: Mummy clone.
Mycelium Might: Always act "more slowly" when using status moves, but ignore abilities with them. You may as well just run Mold Breaker from what I understand to always ignore abilities with every move and not act slower.
Costar: Copies ally stat changes on entering battle. This is probably pointless at worst and redundant at best like if you want to copy Intrepid Sword, but at that point you can just run it yourself.

Useless:
Zero to Hero: The dolphin becomes a hero on switchout so it's not going to trigger, but you can probably choose hero form dolphin anyway like Wishiwashi. (mid-EDIT: Alas, Palafin-Hero has 650 BST so it will never see the light of day.)
Toxic Debris: Toxic Spikes are useless.
Supreme Overlord: Pretty useless if it only takes effect on entering battle.

Old edited abilities:
Protean and Libero can probably be unbanned since it only works once per switch (the whole battle) now, and your one type change is going to be spent turning into Metronome's Normal type first.
Battle Bond may just be boosted Atk/SpA/Spe on a kill instead of a form change based on description changes, which may be freeable.
Snow Warning causes snow now which increases defense for Ice types, and Hail is replaced by snow. We can probably free Snow Warning if it doesn't do passive damage anymore.
Intrepid Sword and Dauntless Shield now only activate once per battle. Not a big deal but I wonder how that interacts with Skill Swap.

MOVES
As of writing we don't have the comprehensive move data for what can actually be used and called via Metronome in the game, but I'll go over all the move descriptions briefly because they all have some kind of neat effect. Hopefully Metronome is still usable even without most of its natural users, and I also hope more moves are added to the Metronome use flag compared to Gen 8 which excluded half the new moves for some reason, because it's nice to see some more variety.

Legends Arceus moves have gotten reworks for the modern day and they have various fun effects, some more relevant than others.
Dire Claw is a +crit move with a chance to inflict poison, paralysis, or sleep.
Psyshield Bash boosts defense on hit.
Mystical Power boosts SpA on hit.
Springtide Storm may lower attack.
Raging Fury is a Fire-type Outrage.
Wave Crash is a Water-type Double-Edge.
Chloroblast may be a Grass-type Steel Beam.
Victory Dance is a physical Quiver Dance.
Headlong Rush is a Ground-type Close Combat.
Esper Wing has +crit and boosts speed.
Bitter Malice lowers attack on hit.
Shelter is a +2 Defense boost.
Triple Arrows has +crit, and can lower defense or flinch.
Infernal Parade is Hex but with a burn chance.
Ceaseless Edge has +crit and leaves spikes.
Bleakwind Storm can lower speed.
Wildbolt Storm can paralyze.
Sandsear Storm can burn.
Lunar Blessing is like Jungle Healing where it can restore HP and status for the user and ally. This may be our first ally healing move, but with gamefreak's track record I don't expect much.
Take Heart is Refresh + Calm Mind.

Now we have new moves. A lot of these are signatures so they could go either way with usability.
Tera Blast has the Photon Geyser adaptive damage effect and also changes type when you Terastallize.
Axe Kick sounds like a Hi Jump Kick variant that can confuse.
Last Respects has more power with more defeated allies, so it probably won't get too crazy in a 2v2 environment.
Lumina Crash debuffs SpD by 2 on hit.
Order Up attacks and boosts a stat if the user has sushi in its mouth, so I doubt it is callable.
Spicy Extract boosts the target's Attack by 2 but also lowers its Defense by 2. Pretty risky.
Spin Out lowers the user's speed by 2 on hit, another source of self speed drops.
Population Bomb can hit 1 to 10 times in a row. Of all things that are probably not callable, I hope this one is.
Ice Spinner is a hit that removes terrain. Pretty interesting.
Glaive Rush causes attacks from the enemy pokemon over the next turn to not miss and do double damage. If this move doesn't finish someone then it is a pretty big risk.
Revival Blessing revives a fainted party member with half HP. I definitely don't think this will be callable but it might be pretty clutch if it targets correctly.
Salt Cure does damage and inflicts salt damage over time to the target, with Steel and Water types taking more damage. Wrapping moves are already pretty devastating so I'm interested in this.
Triple Dive is a water type triple axel/kick.
Mortal Spin is like Rapid Spin's bind removal but with poison instead, which sounds guaranteed.
Doodle changes the ability of the user and ally to match its target. This could get chaotic.
Fillet Away uses your own HP to sharply boost Attack, Special Attack, and Speed. Another risky but strong swing move.
Kowtow Cleave sounds like False Surrender to be honest.
Flower Trick is a sure-hit sure-crit grass move. Pretty neat.
Torch Song is a fire move that boosts SpA. Pretty neat.
Aqua Step is a water move that boosts speed.
Raging Bull sounds like a Tauros thing and its type will be based on which Tauros you use so I doubt it will be callable, but it breaks barriers.
Make It Rain tosses coins and lowers Special Attack, sounding like an Overheat-type move that might be Steel.
Ruination is a Super Fang clone.
Collision Course and Electro Drift are the legendary signatures so I doubt they are callable, but they are pretty strong and get stronger on SE hits.
Shed Tail creates a half HP substitute and is supposed to switch you out, so I wonder how it will work in 2v2.
Snowscape summons a snowstorm.
Chilly Reception creates a snowstorm and switches you out, so here it will just be another snow summoning move.
Tidy Up removes hazards and Substitute and boosts Attack and Speed.
Pounce is a Bug move that lowers speed.
Trailblaze is a Grass move that increases speed.
Chilling Water lowers Attack on hit.
Hyper Drill is a big normal move.
Twin Beam is a 2-hit Psychic move.
Rage Fist apparently has greater power the more times the user has been hit by attacks.
Armor Cannon is a Fire-type Close Combat and Bitter Blade is a Fire-type Leech Life.
Double Shock is a big Electric move that removes electric type from the user and probably requires it.
Gigaton Hammer is a big Steel move that can't be used twice in a row, which probably isn't a problem.
Comeuppance is another counter-type move. Mostly these aren't callable but Metal Burst is.
Aqua Cutter is a simple water +crit move.

Based on descriptions (not the flag), notable removals from Gen 8 include Submission, Vital Throw, Revenge, Grudge, Aromatherapy, Doom Desire, Psycho Boost, Psycho Shift, Autotomize, Dual Chop, Flower Shield, Leaf Tornado, and Power-Up Punch. I for one will miss the rare Magic Coat and Venom Drench triggers as well. Some other removed mons will probably lose their signatures as well but without a description change. Apparently Scald has lost its learners and TM status as well so hopefully we'll get a better picture soon but it's not the end of the world to not know for now.

ITEMS
So far we do not have an item description dump, so this is just based on observations and known reveals and is pretty lacking at the moment.
Ability Shield: Protects you from ability loss. Very niche.
Loaded Dice: Boosts chance of higher multihits. Niche.
Covert Cloak: Acts as Shield Dust and blocks all secondary effects. Actually a pretty solid item as I've mentioned before, and on a Magic Bouncer you become immune to almost all forms of debuffs.
Mirror Herb: Copies enemy stat boosts once. Opportunist is probably a better version of this as a permanent ability and you can get more bang out of your item slot.
Booster Energy: As mentioned, can be used with a Legendary Gimmick Ability to boost your highest stat in some way. Not sure if it's worth it, but it's an option available to everyone.

TERASTALLIZATION
So far we don't really have exact numbers on this, but something new we learned about via previews since the last time I posted was that terastallization supposedly preserves your original STAB type boosts. This means that dual type mons still have some kind of advantage, like if you terastallized Mew and Victini to the same thing then Victini would still have STAB on Fire moves compared to Mew with only Psychic. I think this could be nice offensively to spread out your STAB, like to stack on or with the -ate abilities for more chances of a boosted move. I won't go too much into this as I want to get more exact info on how it interacts with things, but it sounds like it could be more interesting decision making for teambuilding, though only applicable to one mon. I will miss dynamax though and honestly I'm already worried about facing different varieties of bulky ghosts or whatever other horrors that may arise.
Overall I think the biggest lesson I've learned through manual mega strategies is that at some point I forget to mega on turn 1, and I think this will probably happen to me with terastallization. Speaking of megas, I feel like they won't be able to terastallize in the hypothetical future national dex mechanics based on not being able to dynamax, but I don't really know how that's going to go down either.
Overall Gen 9 is shaping up to be a pretty interesting experience, and I definitely think that what happens in practice will probably go beyond any of my expectations from theorymonning at this point with the little info we have. It's hard to believe that we will have seen the start and end of [Gen 8] Metronome Battles, and it was an interesting ride for sure. I might make a team of Gen 8 mons and do some final laddering after the leaks have died down a bit, though the Dragapults kind of fulfill that niche. See you in a week for the release of the next generation.
 
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I decided to make this post a part 2 for the datamine spoiler impressions because part 1 is big enough already and I felt that the content of this post is actually disturbing enough to warrant an individual post. This will mostly cover an ability interaction we just learned about, a couple more items, and updated data from 1.0.1. Unfortunately there is still no parsed move data so we don't know what's callable. Also check out jeffdaboss's post updates above for the new teams he's been adding as they are pretty neat.

POKEMON
I initially missed that Kleavor loses 5 Attack and gains 5 Special Defence.
In the 1.0.1 patch, the Dark Sublegendaries lost 10 total BST. To quote from the thread:
Ting-lu: -10 HP (165 -> 155) (EDIT: Tinglu lost 5 Def as well and got it moved into SpA for 125 Def and 55 SpA)
Chien-Pao: -10 Attack (130 -> 120)
Wo-Chien: -5 attack (90-> 85) , -5 spattack (100 -> 95)
Chi-Yu: -10 spattack (145 -> 135)
Overall they are still pretty strong where they excel. Less offenses on the grass one is kind of sad though.

ABILITIES

I forgot about Guard Dog earlier. It boosts your Attack when Intimidated. Just run Defiant.

We got some big information from Theorymon on how Commander works. Basically when the sushi (Tatsugiri) and catfish (Dondozo) are sent out together, the sushi will jump into the catfish's mouth, which gives the catfish +2 in the main 5 stats (Attack/Def/SpA/SpD/Spe). However, the sushi will no longer be targetable or usable and the battle becomes a 2v1 until the catfish dies, in which the sushi will pop out as well. Now this is a pretty interesting gimmick and I'd say it has a fair share of risk and reward since a 2v1 situation is pretty taxing. As a reminder, Dondozo has 150/100/115/65/65/35 which is actually pretty crazy. That's 504/598/658/458/458/338 at neutral, taking the bulky statboost archetype even further beyond. This mon will be a threat for sure, and it still has a free ability and item slot to use this gimmick with.

Weird interaction ideas:
What does Imposter do for both sides? Enemy Imposter probably shouldn't change forms, but an enemy getting Imposter on your super Dondozo could be a threat, though Dondozo is pretty slow.
What if a Dondozo that eats the sushi imposters up? What happens to the sushi?
Can you put Commander on anything else???
I just realized Simple Dondozo will be a thing with +4/3x in every stat and the only thing to stop it is Unaware OR steal the buffs yourself with Opportunist or something. At that point you have to hope that you just get better moves in the 2v1. And it can still run its own item like Choice Band or Specs or Weakness Policy or Lum Berry or Covert Cloak to boot. What are you even going to do about a mon with 504/897/987/687/687/507 stats from turn 1? Look at this:

+1 252+ Atk Heracross-Mega Superpower vs. +4 252 HP / 252 Def Dondozo: 102-120 (20.2 - 23.8%) -- guaranteed 5HKO
+1 252+ Atk Heracross-Mega Power Whip vs. +4 252 HP / 252 Def Dondozo: 136-160 (26.9 - 31.7%) -- guaranteed 4HKO
252 Atk Venusaur-Mega Power Whip vs. +4 252 HP / 252 Def Dondozo: 80-96 (15.8 - 19%) -- possible 6HKO
252 SpA Venusaur-Mega Leaf Storm vs. +4 252 HP / 252 SpD Dondozo: 140-168 (27.7 - 33.3%) -- 0% chance to 3HKO
252+ SpA Choice Specs Minus Ampharos-Mega Thunder vs. +4 252 HP / 252 SpD Dondozo: 366-432 (72.6 - 85.7%) -- guaranteed 2HKO
+4 252 Atk Dondozo Tackle vs. 252 HP / 252 Def Venusaur-Mega: 75-89 (20.6 - 24.4%) -- guaranteed 5HKO
+4 252 Atk Dondozo Struggle vs. 252 HP / 252 Def Venusaur-Mega: 94-111 (25.8 - 30.4%) -- guaranteed 4HKO
+4 252 SpA Dondozo Ember vs. 252 HP / 252 SpD Venusaur-Mega: 118-140 (32.4 - 38.4%) -- 98.1% chance to 3HKO
+4 252 SpA Dondozo Flamethrower vs. 252 HP / 252 SpD Venusaur-Mega: 262-310 (71.9 - 85.1%) -- guaranteed 2HKO

The worst part is that it doesn't even have to be a Water-type. It can Terastallize into a Ghost or a Grass with Flower Veil to be undebuffable or something with no weaknesses, and this all happens on turn 1. And then if you manage to kill it you still have to deal with the sushi. Honestly I would rather deal with the 160 Attack dolphin.

ITEMS
Not a lot to say here but it looks like there aren't many held items, but we will have confirmation soon.
There is the Punching Glove which supposedly combines Iron Fist and Protective Pads, so I guess that's a small upgrade. I haven't seen it for myself though so this is just hearsay but the Iron Fist part makes sense.
The Clear Amulet is basically Clear Body in item form, which is actually not bad. It probably won't be ignorable by ability ignoring abilities and is another nice defensive item. Also if you put this on Dondozo then it just can't get weaker and it can still run Simple. Thank you game freak. I'm done.

EDIT:
Also Metronome is a confirmed TM. Hooray!
1668218699797.png

EDIT: We have the move flags and callable moves now.
EDIT: And a few returning moves.
Code:
827: Dire Claw
828: Psyshield Bash

830: Stone Axe

832: Mystical Power

834: Wave Crash
835: Chloroblast
836: Mountain Gale
837: Victory Dance
838: Headlong Rush
839: Barb Barrage
840: Esper Wing
841: Bitter Malice
842: Shelter
843: Triple Arrows
844: Infernal Parade
845: Ceaseless Edge
846: Bleakwind Storm
847: Wildbolt Storm
848: Sandsear Storm
849: Lunar Blessing
850: Take Heart
851: Tera Blast

853: Axe Kick
854: Last Respects
855: Lumina Crash

859: Spin Out

861: Ice Spinner
862: Glaive Rush

865: Triple Dive
866: Mortal Spin

869: Kowtow Cleave
870: Flower Trick
871: Torch Song
872: Aqua Step

891: Bitter Blade

893: Gigaton Hammer

895: Aqua Cutter
We got most of the PLA moves and about half of the Gen 9 moves. I posted my first impressions in the other post but overall I think gamefreak could've done better. Thank you game freak.

Also we don't even get to see snow outside of Snow Warning now.

EDIT: Also Heart Swap, Judgment, Revelation Dance, and Ice Hammer will return as usable moves.
 
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Leading up to release day, I played a bunch of final Gen 8 Metronome Battle games and had some pretty tough matches that would come down to the wire, but we're not done yet.
https://replay.pokemonshowdown.com/gen8metronomebattle-1712848065 - the 16 turn Leppa Berry outstall
https://replay.pokemonshowdown.com/gen8metronomebattle-1713631837 - Dunsparce stalemate
https://replay.pokemonshowdown.com/gen8metronomebattle-1713516643 - Dragapult vs Togekiss
https://replay.pokemonshowdown.com/gen8metronomebattle-1713651053 - Dragapult vs Gourgeist
https://replay.pokemonshowdown.com/gen8metronomebattle-1713664041 - Infatuation vs Aqua Ring vs Perish Song

Gen 9 content is live to play with, though like most releases it's going to be pretty messy. Terastallization and Gen 9 moves/changes are not a thing because we are still in a Gen 8 format for now, though the new pokemon/items/abilities will work fine despite showing up as illegal. Try them while you can! Also dynamax is still around to play with too.

This is my first game with Gen 9 mons. I actually lost this one because of passive damage, but in general Commander is kind of silly and broken because of Metronome targeting the hidden sushi half the time. I'm going to try some other stuff for now though.

EDIT: I defeated an opposing Dondozo team with the equally broken power of Seed Sower Shaymin stall and gave them a first loss.
Opportunist is pretty fun.
I stood up the sushi guy again with Cloak Sableye and Opportunist Null. Unaware might also be useful.
Probably the best case scenario for Opportunist content.
1668740631411.png


EDIT 2:
MAXIMUM OPPORTUNIST
1668746426767.png


Stopping Glubglogabgolab's fish one last time with the Shaymins.
 
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Since gen 9 things are now banned from the gen 8 format, I just wanna relay here a certain change that’s been made since then. It’s been discovered that Opportunist and Mirror Herb only copy boosts gained from the effects of moves. Most importantly, this means they can’t copy each other, but it also means they can’t copy Commander, Defiant, Intrepid Sword, Weakness Policy, or really anything else that you can select in the teambuilder. I imagine Opportunist at least could still be a strong ability, but I don’t know if I’d still run Mirror Herb.

EDIT: Apparently the researcher was wrong about this. Further research is needed, but they do seem to copy Defiant and Commander, though they are confirmed to not copy each other.
 
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Do we have an ETA on when Gen 9 Metronome will be available to ladder, out of curiosity?

Currently the devs that collaborate with randomized formats are working on main Gen 9 Randbats (along with other general SV stuff since we are still on the first week of implementation). We intend to ask them about the other formats (Metronome, HC, CC1v1, etc) once main rands is implemented. So no ETA so far, unless someone else with more free time believes they can make it.
 
Currently the devs that collaborate with randomized formats are working on main Gen 9 Randbats (along with other general SV stuff since we are still on the first week of implementation). We intend to ask them about the other formats (Metronome, HC, CC1v1, etc) once main rands is implemented. So no ETA so far, unless someone else with more free time believes they can make it.
Gimme an initial banlist and I can have it written tonight. Metronome doesn’t need a whole team generator; the most complicated thing I’d have to do is ban having Steel for a Tera type.
 
Gimme an initial banlist and I can have it written tonight. Metronome doesn’t need a whole team generator; the most complicated thing I’d have to do is ban having Steel for a Tera type.

Glad to hear, thanks!
As blanket rules, mons over our previous 625 BST limit, steel types, and steel tera.
I could see Opportunist and Commander getting banned as well. I'll tag the de facto "tierers" Ivy and doipy hooves to get their takes on that and BST.
 
Gimme an initial banlist and I can have it written tonight. Metronome doesn’t need a whole team generator; the most complicated thing I’d have to do is ban having Steel for a Tera type.
Yeah I haven't played enough of the game to even know what to ban here apart from the blanket bans on high BST and steel types (good thing Gholdengo will be gone from the start no matter what, lol). Going to have to solicit advice from my greatest hopers and thinkers like doipy hooves
 
I'm assuming Earth Eater and Seed Sower should be banned for being recovery abilities. I suggest that Protean, Libero, Snow Warning, and Battle Bond be unbanned. Protean and Libero have been nerfed to only activate once per switch-in (once per battle in Metronome), Snow Warning summons Snow now which doesn't deal damage, and Battle Bond no longer causes a forme-change and thus does not bypass the BST limit.
 
From what I experienced I agree Commander is probably ban worthy as it is similar to Sturdy Shedinja in being a single target that's hard to get rid of without passive damage, but with a ton of stats everywhere and an extra healthy full PP mon to deal with afterwards. Dondozo is very bulky even at base before a +2 omniboost, and having half a chance to waste an action targetting the unhittable Tatsugiri for an effective 2x evasion is what pushes it over the edge for me. I don't know how it works ingame if Metronome moves can target Tatsugiri or not which would give more chances to attack, but I think the strategy is overbearing as is.

I'm fine with giving Opportunist a shot though. It does look practical in general to benefit from enemy turns and also against the bulky statboost meta strategies if it does copy boosts from abilities and items, basically being the powercreep version of Unaware where both sides get stronger instead of always being neutral. It's funny that even Opportunist Heracross might have the advantage against Intrepid Sword Heracross. I feel like Clear Amulet will be a pretty strong pick as debuff immunity is a solid effect, especially for an item slot, and it synergizes well with stat boosts.

I don't really have a strong opinion on banning any other options or changing BST for now. There's a few megas/Ash-Greninja/Palafin between the current 625 and the Ubers but nothing really necessary either way.

I'm assuming Earth Eater and Seed Sower should be banned for being recovery abilities. I suggest that Protean, Libero, Snow Warning, and Battle Bond be unbanned. Protean and Libero have been nerfed to only activate once per switch-in (once per battle in Metronome), Snow Warning summons Snow now which doesn't deal damage, and Battle Bond no longer causes a forme-change and thus does not bypass the BST limit.
I agree with these as observed in my initial reactions for consistency. Note that Protean and Libero will actually turn you into Metronome's Normal type first as I recall from the launch of Gen 8, so you're stuck with that for the rest of the game.

EDIT: Unless you want to tera and keep Normal STAB though. Speaking of tera I'm fine with it to start as well and see how it goes. There are some strong types and gimmicks but it just adds more options to what was already there.
 
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From what I experienced I agree Commander is probably ban worthy as it is similar to Sturdy Shedinja in being a single target that's hard to get rid of without passive damage, but with a ton of stats everywhere and an extra healthy full PP mon to deal with afterwards. Dondozo is very bulky even at base before a +2 omniboost, and having half a chance to waste an action targetting the unhittable Tatsugiri for an effective 2x evasion is what pushes it over the edge for me. I don't know how it works ingame if Metronome moves can target Tatsugiri or not which would give more chances to attack, but I think the strategy is overbearing as is.

I'm fine with giving Opportunist a shot though. It does look practical in general to benefit from enemy turns and also against the bulky statboost meta strategies if it does copy boosts from abilities and items, basically being the powercreep version of Unaware where both sides get stronger instead of always being neutral. It's funny that even Opportunist Heracross might have the advantage against Intrepid Sword Heracross. I feel like Clear Amulet will be a pretty strong pick as debuff immunity is a solid effect, especially for an item slot, and it synergizes well with stat boosts.

I don't really have a strong opinion on banning any other options or changing BST for now. There's a few megas/Ash-Greninja/Palafin between the current 625 and the Ubers but nothing really necessary either way.


I agree with these as observed in my initial reactions for consistency. Note that Protean and Libero will actually turn you into Metronome's Normal type first as I recall from the launch of Gen 8, so you're stuck with that for the rest of the game.
I only tested Commander a little on the gen 8 ladder, but it did seem quite strong. One more aspect that makes it especially powerful is that it essentially always wins PP wars because Tatsugiri spends the entire first part of the battle doing absolutely nothing (edit: oh you mentioned that, oops). I had meant to test whether random targeting can select the invulnerable Tatsugiri with DaWoblefet last night, but it slipped our minds. It really seems like it ought not to...

I wouldn't agree that Opportunist is a stronger Unaware, though. After all, Unaware should generally beat Opportunist, and certainly I think the best ability for Dondozo on Commander teams is Unaware to beat opposing Opportunist and Mirror Herb users, although Purifying Salt might be a nice alternative. Mold Breaker could also be useful for beating opposing Unaware. On that note, even Wandering Spirit holding Protective Pads could work, and I think that combo might genuinely be worth a try on other Pokemon in general.

Anyway, the format's now merged and soon-to-be online with the suggested banlist changes minus the Commander ban, as is a change that fixes Opportunist and Mirror Herb to copy all boosts except from Opportunist and Mirror Herb.

Edit: It's live! Go nuts!

Edit 2: Ok maybe don't go nuts just yet. Apparently I messed up the Opportunist patch :psynervous:
 
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Everybody thank pyuk for being fast af, looks like it's already up?

Next what I want to bring up: what are the thoughts on some of the new Items/Abilities that are a bit wacky, to say the least? This is not at all a "I think this Ability/Item should be banned" post, more just shouting out some new Abilities/Items that I think could be interesting.
Here's what I see immediately that interests me:

Abilities
- Ruin Abilities:
Lowers either Atk, Def, SpA, or SpD of ALL other Pokemon on the field (even allies, I'd guess). Definitely worth messing around with for at least a little bit.
- Orichalcum Pulse/Hadron Engine: Better Drought/Electric Surge respectively, boosting the user's Atk/SpA by 30% respectively while in that battle condition. This goes nicely with Protosynthesis/Quark Drive, which makes the user's highest stat 1.3x what it normally is, or 1.5x if Speed is the highest stat (worth it!!!) on the respective battle conditions, or when holding Booster Energy.
- Good as Gold: Pokemon is immune to Status moves. Yeah, OK. On paper this might warrant a ban, let's find out
- Mycelium Might: User's status moves always go last, but the moves are unaffected by Abilities. Wonder how this works with Metronome, but if I had to guess, it won't work how I wish it would.
- Opportunist: When an opponent receives stat boosts, the user copies them. The held Item Mirror Herb shares this effect with it, but Mirror Herb is one-use.
- Purifying Salt: Pokemon can't be given status effects. Also it takes half damage from Ghost moves because ?????
- Thermal Exchange: +1 Atk when it by a Fire move, can't be burned.
- Well-Baked Body: +2 Def when hit by a Fire move, immune to Fire moves.

Items
- Mirror Herb (see Opportunist)
- Clear Amulet: Prevents other Pokemon from lowering the holder's stat stages. Clear Body, the item.
- Covert Cloak: Holder doesn't get affected by the secondary effects of other Pokemon's attacks. Shield Dust, the item.

Yup that's it for now, I'll update this post later after I've tested and had my fun. Have fun!
oh yeah, and
Commander (Ability): If the ally of this Pokemon is Dondozo, the user (Tatsugiri) cannot use or be hit by moves; it can be targeted by moves selected by Metronome. Dondozo gets a +2 omniboost. (my preferred tatsu set has mirror herb since it can mirror opposing donzo's boosts, please can we get rid of this)
 
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please can we get rid of this

Hey, who wouldn't be a fan of fighting a passive Magic Guard Sturdinja that will dodge all your moves until you beat its 150/115/65 double omniboosted pal? Right? Right?
Some thoughts that might be terribly wrong so feel free to call me out: only counters for it are double Opportunist/Mental Herb or some Unaware shenanigans (maybe a mix of these?), yet you still gotta have enough HP and PPs for Tatsu if you manage to take down Dondozo. The latter, btw, seems to be going for Poison/Ghost teratype, with the first for status and the second for absolute PP stalling. Is it impossible to beat? No, this is metronome after all. Does it seem too centralizing? So far yes, but we are only a few hours into the ladder! While Unaware seems a little more specific, maybe Opportunist stays as a staple choice and after some experimenting Commander gets called out and enters on a less centralized rock-paper-scizors like with Blissposter-Stall-Offense on Gen8. Idk if banning it so fast is the way to go, but seems like it will be one of the heat topics of early ladder days no doubt.
 
Opportunist doesn't matter too much against an Unaware Dondozo, which already has really solid stats for Metronome. As long as everything on the field has Unaware, it's not feeling too fun.
also i'm realizing that atm a lot of the fun new things i looked at aren't actually THAT good yet lul
 
:sv/dondozo::sv/tatsugiri-droopy:
Dondozo @ Leppa Berry
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
IVs: 0 Spe
- Metronome

Tatsugiri (Tatsugiri-Droopy) @ Mirror Herb
Ability: Commander
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave Nature
- Metronome
Yeah Commander's pretty absurd rn. Unaware lets you beat Mirror Herb, Opportunist, and opposing Dondozo. Poison Tera prevents Poisoning and Leppa makes up for your low damage output vs Unaware, though Ghost/Fire Tera and Covert Cloak are all good options as well. Tatsugiri-Droopy is used over base for the Defense boost on Order Up, though base might be better for non-Leppa.
Some thoughts that might be terribly wrong so feel free to call me out: only counters for it are double Opportunist/Mental Herb or some Unaware shenanigans (maybe a mix of these?), yet you still gotta have enough HP and PPs for Tatsu if you manage to take down Dondozo.
If the Dondozo is Unaware, which it should be, the only way to win semi-consistently is with your own Unaware mons or with some Mold Breaker + Mirror Herb cteam that loses to everything else. Even then, Dondozo's stats aren't bad for Metronome to begin with, and both of your mons are at half firepower because of the 50% chance to target Tatsu, so getting through it and having enough PP to beat Tatsu afterwards is still no easy feat. In other words, even in its worst matchups, Commander still has decent odds to come out on top. Right now, you either run Unaware Dozo to shit on everything not running Unaware, run a pair of stronger Unaware mons to be slightly favoured into Dozo and beat Opportunist/Weakness Policy/Defiant/Competitive, or run other old school staples like Flower Veil or Fluffy to beat dual Unaware but lose horribly to Dozo. It's way too centralizing to be healthy, easy quickban imo.

:sv/ting-lu::sv/ting-lu:
Ting-Lu @ Weakness Policy
Ability: Unaware
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metronome

Ting-Lu @ Weakness Policy
Ability: Unaware
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Metronome
Once Commander's gone, I think this is going to be the best SV mon in the meta, its stats are MADE for Metronome and its typing gives it STAB against the most common Tera types. The sets here are just standard WP tanks with Unaware to beat Dondozo and Opportunist (Tera whichever gets a WP proc first unless you know you're facing opposing double Unaware, in which case you just Tera either immediately), but once Commander's banned and the format hopefully starts to diversify (though I wouldn't be surprised if the meta post-Commander is just Fluffy/FVeil beats Unaware beats Opportunist), this thing can run just about any set well. Tera adds a lot of cool options to this mon and to Metronome in general, like Tera Grass Ting-Lu on a Flower Veil squad.


Edit: Just peaked ladder as the first to reach 1400 by using these two squads, plus the occasional Unaware Banded MHeras yesterday when I was running into a lot of Unaware Dozo. Please steal them, they're legit (and I want to see more Cup Deer users).
 
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