Happy December! Metronome Battle now has a new home on the right side of the formats menu. What else will the future of Metronome Battles bring? No one truly knows.
To end off the year of 2022, the final usage stats for Gen 8 and the first usage stats for Gen 9 are out, though both are incomplete in their own ways (Gen 8 lasted until November 25) so I won't really go into detail on those.
For Gen 8,
39935 games were played and for Gen 9,
19980 games were played in the span of a week.
https://www.smogon.com/stats/2022-11/gen8metronomebattle-1630.txt
https://www.smogon.com/stats/2022-11/moveset/gen8metronomebattle-1630.txt
1630 Top 10 + last month positions:
#1: Mega Heracross (#2)

#2: Mega Slowbro (#5)

#3: Mega Venusaur (#1)

#4: Dusclops (#8)

#5: Blissey (#3)

#6: Mega Sableye (no change)

#7: Necturna (#4)

#8: Mew (#12)

#9: Mega Gengar (no change)

#10: Glastrier (no change)
In the end, Mega Venusaur ended up dethroned and overtaken by both Heracross and Slowbro once again, with Slowbro making an upset with 1320 uses in between Heracross's 8328 and Venusaur's 6995. Technically Tatsugiri and Dondozo are here but they only got 40 uses altogether. There are quite a few dark horses with uses in the hundreds among the thousands, but I want to highlight Marowak-Alola in #15 with 458 uses.
The Gen 9 stats are notably tainted by Commander and I don't think it lasted long enough for the 1630 stats to really mean anything other than massively weighting more towards Dondozo and Tatsugiri, so I'll just show raw unweighted stats for now as a preview.
https://www.smogon.com/stats/2022-11/gen9metronomebattle-0.txt
https://www.smogon.com/stats/2022-11/moveset/gen9metronomebattle-0.txt
Raw top 10:
#1: Dondozo (7117)

#2: Tatsugiri (6432)

#3: Mega Heracross (3780)

#4: Mega Venusaur (3445)

#5: Annihilape (1812)

#6: Blissey (1600)

#7: Mega Gengar (1554)

#8: Mega Sableye (1544)

#9: Baxcalibur (1539)

#10: Iron Valiant (1537)
Ting-Lu, Hisuian Zoroark, and Mega Ampharos make up the last of the 1000+ uses club. I feel like Annihilape's placing is partly due to alphabet bias. Dondozo and Tatsugiri have a viability ceiling of 70. For some reason Heracross has --- weight and 0 ceiling, and Opportunist is indeed managing to place as the highest ability on many mons offensive and defensive alike. It might be new toy syndrome but it goes to show just how splashable it is to give you an advantage, and it's even being stacked with Mirror Herb to double up on a one time boost, which isn't that bad as every statboost but speed alone will probably end up in your favour. It really goes up there with Magic Bounce as an ability taking advantage of the opponent's move and using that for momentum, and the fact that both enemies can copy boosts from one mon can quickly lead to a big snowball.
Since it's December, I think it's fitting to go over the new snow weather here for those who weren't aware of its changing in Gen 9.
Snow replaces Hail as the ice weather, affecting the same moves and abilities (Slush Rush, Snow Cloak) but boosts Ice type Defence by 1.5x instead of dealing chip damage. Snow is not callable by any Metronome moves, so the only way to see it is via Snow Warning set at the start of the battle or manually via mega evolving Abomasnow, so you can regenerate Ice Face once if you want. There's not much else to say about Snow, but its defence boost is at least an invisible form of support, which is a niche that can be appreciated in these times of opportunists taking hold of the meta with visible stat boost inflation, which ties into my motivation behind this new team I made that has nothing to do with snow.
way of the future (Ampharos-Mega) @ Choice Specs
Ability: Hadron Engine
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet Nature
- Metronome
BIG MODE (Iron Hands) @ Choice Band
Ability: Galvanize
Tera Type: Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave Nature
- Metronome
The idea and gameplan for this team is to stack various invisible multipliers to do a lot of damage and ideally defeat the Opportunists fast enough before they start opportuning. The way of the future is to set Electric Terrain and boost your own Special Attack with Hadron Engine. Technically this setter doesn't need to be Mega Ampharos or an Electric type, but it works well enough with stats to spare and the potential STAB is nice. On the other hand, Iron Hands notably has the highest HP (154) and Attack (140) of Electric-types and is canonically powered up by Electric Terrain, so it works well enough to take advantage of physical Normal moves with Galvanize. With the 2x Tera super STAB boost and Electric Terrain, Electric moves get a 2.6x damage multiplier and Normal moves get to 3.12x with Galvanize on top of that. It also retains its former Fighting STAB for what it's worth. In practice I was pretty impressed with its ability to take recoil damage and the HP made up for the lower Special Defence, though friendly fire can still be a problem. The low Special Attack is a notable weak point that a more balanced mon like a UFO might be better at, but it can still hit hard with Electric moves. 50 Speed is actually enough to outspeed some of the slower mons in the meta like Mega Ampharos itself. I think for future teams I will put dedicated tera mons in the first slot so it's harder to miss the button, but it hasn't affected me that much so far.
252+ Atk Choice Band Galvanize Tera-Electric Iron Hands Extreme Speed vs. 252 HP / 252 Def Mew in Electric Terrain: 374-442 (92.5 - 109.4%) -- 56.3% chance to OHKO
252 SpA Tera-Electric Iron Hands Thunder vs. 252 HP / 252 SpD Mew in Electric Terrain: 136-162 (33.6 - 40%) -- guaranteed 3HKO
This kind of Galvanize stacking team was possible in Gen 8 with Electric Surge, but Electric resistances were common with not much weaknesses to hit, while I preferred Pixilate to hit the more common Fighting and Dark types super effectively. Now the offensive power of Terastallization can synergize with the -ate abilities, and Electric is the only -ate type that has an extra boost so Electric's resistances will at least get hit harder than a neutral Normal hit now. Fairy Aura and Power Spot are similar powerups but are only as good as long as their user is alive, while both mons can stand on their own here. In practice you still need to roll strong enough moves to win, but now there are more moves you can hope for a kill with. Ground types are still an issue on offense and defense, but there are a lot of neutral targets to hit and Ghosts are more targetable for it. There are also a handful of ways that terrain can go down now, so there are a lot of times it fizzles out but it's pretty funny when it works. With Electric Terrain up this team is also immune to turn loss from both sleep and paralysis, which has pros and some cons.
There are many other possible options for these mons, but this is the team I settled on. The Electric Terrain setter can have Terrain Extender for more uptime, but I opted for Choice items for more raw power and self sufficiency, as without dynamax to stall out passive damage it can be harder to come back from a 1v2. You could also mega evolve Ampharos manually for Mold Breaker to have another ability after Electric Terrain goes down, though it doesn't really affect the Opportunist matchups. Quark Drive is another option to stack raw Attack instead of having more common STAB to take advantage of, and Booster Energy can be used to make it permanent while not losing the ability to use multi turn moves, or even just an Electric boosting item to go all in. Being able to stack boosts and Choice Band applying on all physical moves is part of the power of the set though. Also Electric Seed exists but would probably just make it worse off against Opportunists.
Here are some highlights:
the pachirisu struggle
Thunder and Explosion
Terrain Pulse
Focus Sash Reversal
Explosion
Tera Blast
Galvanize OHKOing Zoroarks
Big Volt Tackle on Dondozo
Heracross just killing me with Tectonic Rage and High Horsepower
vs. Quark Drives
big Opportunist
Breaking Avalugg
Strong burst comeback
Rising Voltage
relevant Tar Shot
recoil and friendly fire
Defog into terrain into terrain
Return of Terrain + Rising Voltage - the close ending
Overall I feel like Gen 9 is starting off pretty differently from Gen 8 with the new common threats of anyone becoming a ghost and/or a bulky statboost archetype, with offense and passive damage also being stronger without the safety net of dynamax, and I'm pretty interested in seeing how it will play out.