Metagame Fortemons

And_here_we_are.mp4
The ultimate lifeform of my stupid theorycrafting

electroball (Regieleki) @ electroball
Ability: Transistor
Tera Type: Ice
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Shock Wave
- Tera Blast
- Ancient Power / Extreme Speed
- Agility / Volt Switch

I made this in a cold sweat in about 5 minutes because this thing is absolutely unfair. If I understand moves like Heavy Slam and the now-restricted Low Kick and Grass Knot, surely Electro Ball has the same implementation. Lo and behold: this thing. Base 200 Spe with all its moves' BP scaling off of that, coupled with espeed (assuming you would run mixed in the first place) to potentially nail opposing priority which could check this monster.

some calcs which scare me (based off EVs in this thread):
Shock Wave
  • 252 SpA Transistor Tera Ice Regieleki Shock Wave vs. 252 HP / 252+ SpD Toxapex: 344-408 (113.1 - 134.2%) -- guaranteed OHKO
  • 252 SpA Transistor Tera Ice Regieleki Shock Wave vs. 252 HP / 252+ SpD Garganacl: 237-279 (58.6 - 69%) -- guaranteed 2HKO
  • 252 SpA Transistor Tera Ice Regieleki Shock Wave vs. 252 HP / 252 SpD Tyranitar: 241-285 (59.6 - 70.5%) -- guaranteed 2HKO
  • 252 SpA Transistor Tera Ice Regieleki Shock Wave vs. 248 HP / 8+ SpD Florges: 190-225 (52.9 - 62.6%) -- guaranteed 2HKO
Tera-Ice Blast
  • 252 SpA Tera Ice Regieleki Tera Blast vs. 252 HP / 4 SpD Iron Treads: 271-321 (70.5 - 83.5%) -- guaranteed 2HKO
ExtremeSpeed
  • 4 Atk Tera Ice Regieleki Extreme Speed vs. 252 HP / 4 Def Blissey: 446-525 (62.4 - 73.5%) -- guaranteed 2HKO
Curious as to how this zappy themster will be handled
This does not work the way you want it to. The reason Regieleki doesn't run Electro Ball in standard is because you need to be a lot faster than your target, and against the majority of the meta - especially other offensive threats - you're going to be significantly weaker than just running normal moves. Max speed Regieleki hits 548 Speed, and the way Electro Ball's damage is calculated, that means that anything with 274 Speed or higher treats all of its moves as if they're 60 BP. Anything with max Speed investment and base 76 Speed or higher can hit at least 274 Speed. 183 Speed is the minimum for all moves to be 80 BP (which is to say, identical or weaker than the moves you'd run anyways on this set), and that's achieved by anything with at least 74 base Speed even with no investment. 150 BP on all moves requires a Speed stat of 137 or lower, which you're mostly going to find on fat defensive 'mons.

Some amendments:

252 SpA Transistor Regieleki Electro Ball (120 BP) vs. 252 HP / 252 SpD Tyranitar in Sand: 129-153 (31.9 - 37.8%) -- 91.1% chance to 3HKO
252 SpA Transistor Regieleki Electro Ball (80 BP) vs. 248 HP / 8+ SpD Florges: 102-121 (28.4 - 33.7%) -- 96.9% chance to 4HKO after Leftovers recovery
252 SpA Tera Ice Regieleki Tera Blast (60 BP) vs. 252 HP / 4 SpD Iron Treads: 109-130 (28.3 - 33.8%) -- 0.9% chance to 3HKO
4 Atk Regieleki Extreme Speed vs. 252 HP / 4 Def Blissey: 357-421 (50 - 58.9%) -- guaranteed 2HKO

You also lose a lot of 2HKOs on reasonably bulky offensive 'mons like Annihilape and Chi-Yu. Also, not really relevant, but you'd be completely toothless against anything with Bulletproof.
 
man, the Pokemon HOME meta will fuck this OM up:
  • Electro Ball Regieleki (150BP on every move in most MUs) will really make you reconsider what you signed up for playing Fortemons
  • Samurott-Hisui with more reliable (including priority non-status) spike setup
  • Overqwil on rain and/or with tspikes with Barb Barrage Gunk Shot (240BP)
  • Sneasler
  • Esper Wing getting restricted day 1
Not too knowledgeable on competitive Pokemon in general but these are my thoughts after rummaging about the Unreleased tier for a bit in PS
Some more

.overqwil fell stinger
.kleavor basically the rock equivalent to Samurott
.mew got options of course
.decidueye hisui got that kings rock + scope lens + t kick effect.
.I'm a HUGE fan of weather ball volcanion on rain/sun it gives it incredibly good stab that basically doesn’t change on the other weather.
.body press diancie with stored power.
.basculegion
.hisui typhlosion with infernal parade self procs hex
 
elecrol ball in item slot powered rock blast does so much slower walls after a boost

after one dragon dance
+1 252 Atk Iron Thorns Rock Blast (3 hits) vs. 248 HP / 252+ Def Corviknight: 423-498 (106 - 124.8%) -- guaranteed OHKO
252 Atk Iron Thorns Rock Blast (3 hits) vs. 252 HP / 252+ Def Toxapex: 324-381 (106.5 - 125.3%) -- guaranteed OHKO
+1 252 Atk Iron Thorns Rock Blast (3 hits) vs. 252 HP / 4 Def Ting-Lu: 369-438 (71.7 - 85.2%) -- approx. 2HKO after Leftovers recovery
+1 252 Atk Iron Thorns Rock Blast (5 hits) vs. 252 HP / 252+ Def Ting-Lu: 465-545 (90.4 - 106%) -- approx. 18.8% chance to OHKO
+1 252 Atk Iron Thorns Pin Missile (3 hits) vs. 252 HP / 252+ Def Ting-Lu: 744-876 (144.7 - 170.4%) -- guaranteed OHKO
+1 252 Atk Iron Thorns Bulldoze vs. 248 HP / 252+ Def Unaware Clodsire: 328-388 (70.8 - 83.8%) -- guaranteed 2HKO
+1 252 Atk Iron Thorns Rock Blast (3 hits) vs. 252 HP / 252+ Def Unaware Dondozo: 396-468 (78.5 - 92.8%) -- approx. 2HKO
252 Atk Iron Thorns Pin Missile (4 hits) vs. 252 HP / 252 Def Tyranitar: 400-472 (99 - 116.8%) -- approx. 93.8% chance to OHKO
without electro ball
+1 252 Atk Quark Drive Iron Thorns Rock Blast (5 hits) vs. 248 HP / 252+ Def Corviknight: 290-345 (72.6 - 86.4%) -- approx. 2HKO after Leftovers recovery
+1 252 Atk Quark Drive Iron Thorns Rock Blast (5 hits) vs. 252 HP / 252+ Def Toxapex: 215-260 (70.7 - 85.5%) -- approx. 2HKO after Black Sludge recovery
Did you know if you boost your speed stat it boost electro ball power even vs unaware mons.
also in most cases a super effective thunder punch 120 power with electro ball is weaker then a rock blast making thunder punch/fang a subpar option
+1 252 Atk Iron Thorns Thunder Punch vs. 252 HP / 252+ Def Unaware Dondozo: 264-312 (52.3 - 61.9%) -- guaranteed 2HKO
+1 252 Atk Iron Thorns Rock Blast (3 hits) vs. 252 HP / 252+ Def Unaware Dondozo: 396-468 (78.5 - 92.8%) -- approx. 2HKO
252 Atk Iron Thorns Rock Blast (3 hits) vs. 252 HP / 252+ Def Toxapex: 216-255 (71 - 83.8%) -- approx. 2HKO after Black Sludge recovery
252 Atk Iron Thorns Thunder Punch vs. 252 HP / 252+ Def Toxapex: 144-170 (47.3 - 55.9%) -- 18.8% chance to 2HKO after Black Sludge recovery

Iron Thorns @ Electro Ball
Ability: Quark Drive
Tera Type: Rock/bug
EVs: 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Blast
- Bulldoze / Stomping Tantrum / Pin Missile
- Pin Missile / Thunder Fang/Punch / fire fang/punch / ice fang/punch

rock blast hits hard
bulldoze for steels also lowers speed alowing flow up its to hit harder
pin missile for something to hit grounds hard

Other options
thunder punch does way less even with stab then pin missile and doesn't really help that much since rock blast hits harder then super effect thunder punches even vs quaquaval with a rock resistance and a electric weakness thunder fang doesn't ko and 4 hit rock blast does the same damage
+1 252 Atk Iron Thorns Thunder Fang vs. 252 HP / 252+ Def Quaquaval: 252-296 (67.3 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Iron Thorns Rock Blast (4 hits) vs. 252 HP / 252+ Def Quaquaval: 252-296 (67.3 - 79.1%) -- approx. 2HKO after Leftovers recovery

fire punch/fang is good for steels as a alternative to bulldoze that can hit iron treads but loses out on the speed drop and pin missile with 4 hits does the same damage.
+1 252 Atk Iron Thorns Fire Fang vs. 0 HP / 0 Def Iron Treads: 172-204 (53.5 - 63.5%) -- guaranteed 2HKO
+1 252 Atk Iron Thorns Pin Missile (3 hits) vs. 0 HP / 0 Def Iron Treads: 129-153 (40.1 - 47.6%) -- approx. 3HKO
+1 252 Atk Iron Thorns Pin Missile (4 hits) vs. 0 HP / 0 Def Iron Treads: 172-204 (53.5 - 63.5%) -- approx. 2HKO

stomping tantrum can allow you to pull of a 240bp ground move if your last rock blast missed which could be useful but
+1 252 Atk Iron Thorns Stomping Tantrum vs. 252 HP / 252+ Def Unaware Dondozo: 175-206 (34.7 - 40.8%) -- guaranteed 3HKO
+1 252 Atk Iron Thorns Rock Blast (3 hits) vs. 252 HP / 252+ Def Unaware Dondozo: 396-468 (78.5 - 92.8%) -- approx. 2HKO
still a 240bp stomping tantrum does less the rock blast
ice punch/fang
can be useful for garchomp
and sort of for great but since there are quite fast electro ball works in your opponents favor
super tank garchomp
+1 252 Atk Iron Thorns Ice Fang vs. 252 HP / 252+ Def Garchomp: 300-356 (71.4 - 84.7%) -- guaranteed 2HKO
+1 252 Atk Iron Thorns Pin Missile (3 hits) vs. 252 HP / 252+ Def Garchomp: 225-267 (53.5 - 63.5%) -- approx. 2HKO
normal tank garchomp
+1 252 Atk Iron Thorns Ice Fang vs. 252 HP / 0 Def Garchomp: 420-496 (100 - 118%) -- guaranteed OHKO
+1 252 Atk Iron Thorns Pin Missile (3 hits) vs. 252 HP / 0 Def Garchomp: 315-372 (75 - 88.5%) -- approx. 2HKO
min tank great tusk
+1 252 Atk Iron Thorns Ice Fang vs. 0 HP / 4 Def Great Tusk: 158-188 (42.5 - 50.6%) -- 2.3% chance to 2HKO
+1 252 Atk Iron Thorns Pin Missile (3 hits) vs. 0 HP / 4 Def Great Tusk: 117-141 (31.5 - 38%) -- approx. 96.1% chance to 3HKO
max tank great tusk
+1 252 Atk Iron Thorns Ice Fang vs. 252 HP / 252+ Def Great Tusk: 120-142 (27.6 - 32.7%) -- guaranteed 4HKO
+1 252 Atk Iron Thorns Pin Missile (3 hits) vs. 252 HP / 252+ Def Great Tusk: 90-105 (20.7 - 24.1%) -- approx. 5HKO

this set is so odd to use since you can destoy most walls after or even without the boost in one hit but pokemon with high speed and somewhat frail can tank it
+1 252 Atk Iron Thorns Rock Blast (3 hits) vs. 0 HP / 4 Def Iron Valiant: 243-288 (84 - 99.6%) -- approx. 2HKO
you can tera thou.
+1 252 Atk Tera Rock Iron Thorns Rock Blast (3 hits) vs. 0 HP / 0 Def Iron Valiant: 330-390 (114.1 - 134.9%) -- guaranteed OHKO

also
Iron Hands @ Heavy Slam
Ability: Quark Drive
Tera Type: Fighting
EVs: 248 HP / 224 Atk / 28 Def / 8 SpD
Adamant Nature
- Arm Thrust
- Thunder Punch
- Bulldoze
- Swords Dance
116+ Atk Iron Hands Arm Thrust (3 hits) vs. 252 HP / 192+ Def Toxapex: 171-204 (56.2 - 67.1%) -- approx. 2HKO after Black Sludge recovery

charge beam plus beat up and twin beam is kinda crazy you do need a turn to use agility
beat up ends boosting to around 3x spa and with stored power and a agility it destroy most things.
+4 48+ SpA Farigiraf Stored Power (140 BP) vs. 252 HP / 4 SpD Eviolite Chansey: 358-423 (50.8 - 60%) -- guaranteed 2HKO

Farigiraf @ Charge Beam
Ability: Armor Tail
Tera Type: Normal
EVs: 60 HP / 84 Def / 48 SpA / 124 SpD / 192 Spe
Modest Nature
- stored power
- Agility
- Beat Up
- Dazzling Gleam / shadow ball

this one is evil
Iron Moth @ Charge Beam
Ability: Quark Drive
Tera Type: Flying
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Energy Ball
- Fiery Dance
- Flame Charge
- Sludge Wave
can use flame charge to boost your speed and spa for a diet quiver dance
and also charge beams spa boost chance stakes with fiery dance so you can get 2 spa boost from a 80bp fire stab move.
 
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This thing looks so illegal
Weavile @ Reversal
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fury Swipes
- Ice Shard
- Beat Up
- Endure
200 BP fury swipes is scary, and it gets scarier with a 200 BP ice shard.
Not sure about the interaction between reversal and beat up though
 

ponchlake

cult of personality cult leader
Hello all, I just wanted to make a couple of announcements. We were voted OMotM for the month of March, so I'd like to thank you all for your continued interest and support since it's been brought back. Secondly, we're unbanning Flame Charge and banning Moody. Though we will be keeping an eye out on Chi-Yu and Iron Moth the first week of the ladder, and we will hold a vote on both of them around then. They originally got Flame Charge banned, and we've since seen that they're incredibly powerful still, potentially even banworthy. We'll take that first week to see whether or not Flame Charge simply too powerful, or if it is the Pokemon abusing it that will need to go. We are largely basing this off of Trail Blaze, which has a larger distribution than Flame Charge, yet isn't seen as problematic like Flame Charge. Moody is fairly self-explanatory. Anyways, we hope that you all will enjoy Fortemons this upcoming month. We know the people coding it will have a lot of fun fixing all the bugs :quagchamppogsire:

Kris to implement
 
Oh noooo how could the very balanced ability get banned

Scovillain @ Giga Drain
Ability: Moody
Tera Type: Steel
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Substitute
- Leech Seed
- Flamethrower

Glalie @ Frost Breath / Freeze-Dry
Ability: Moody
Tera Type: Ice
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Substitute / Disable
- Protect / Disable
- Freeze-Dry / Ice Beam
- Disable / Earthquake

Yeah :tymp:,anyways congrats on getting voted for OMotM really looking foward to it
 
New Pokemon, New OMoTM

Walking Wake @ Hydro Steam
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump/Surf
- Draco Meteor
- Flamethrower
- Dragon Pulse
Tested this out with a friend and would like to share how the interaction works,
Firstly every move will get a 1.5x boost in sun not just water moves and fire moves will be boosted twice, once for the move and once again for being fire in sun.
Second All water moves ignore sun
Third this does not affect Hurricane (unless I'm really unlucky) the move remains 50% acc in sun

On another note: Always read the FAQ

:sv/braviary:
Braviary @ Crush Claw
Ability: Sheer Force
Tera Type: Fighting/Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Giga Impact
- Bulk Up
- U-turn

Seems like a cool mon to break through bulkier teams and has U-turn in case it needs to pivot
 
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just got destored by this because i didn't have a first impression user.
Iron Leaves @ Trailblaze
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Psyblade
- Leaf Blade
- Close Combat
- Night Slash / swords dance
 
Quaval is looking really good so far.

Quaquaval @ Aqua Step
Ability: Moxie
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Close Combat
- Brave Bird
- Swords Dance

This thing is an absolute BEAST. I just started playing the tier and this was the first thing I thought of, and I was right to. If it gets an opportunity to get a free kill on something low on HP or weak to its STABs, it snowballs so freakin fast. I've played 3 games so far, which is not much admittedly, but all three games came down to one CC on something random instantly winning me the game. It's ridiculously strong, and I don't doubt for a second that Aqua Step will be banned with Trailblaze and Flame Charge.


Similarly, this abomination exists.

Gholdengo @ Charge Beam
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Psyshock
- Thunderbolt

As you would expect, low speed is a hindrance, but Masquerain gets tailwind and webs, and you can run Icy Wind on your item slot to cripple any potential scarf sweepers. Make It Rain becomes a nuke of a move, which 70% of the time doesn't lower its SpA. Ignoring that, literally every other move it gets essentially turns into the equivalent of an 80 base power, special, Power-Up Punch. Which is absurd. This set I have used less since Quaval is just so goddamn good, but definitely something I would like to experiment with more.


Edit: yeah without webs or speed control of some kind Gholdengo is destroyed by Great Tusk. I started using Rock Tomb Iron Treads to bait it in so I can revenge kill, but this is very unreliable as usually, your opponent will have a separate switch in like Kingambit. It's something to keep in mind when running this set, which is why I recommend Masquerain, who is honestly really good at speed control, especially with Icy Wind, and gets Intimidate to boot.

Edit again: So I'm really dumb, but I forgot that Masquerain is also really slow. Might be worth just using a focus sash lol for tailwind and webs.
 
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Hydro steam doesn’t seem to be working as intended for other moves. As it’s secondary effect states “Boosts by 1.5 in sun” so I tried to run with it but it still seems like water moves are being halved or not getting the secondary effect. Can someone clear this up for me?
 

HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
Hydro steam doesn’t seem to be working as intended for other moves. As it’s secondary effect states “Boosts by 1.5 in sun” so I tried to run with it but it still seems like water moves are being halved or not getting the secondary effect. Can someone clear this up for me?
After doing some testing, the 1.5x BP multiplier gets added when Hydro Steam is added as a forte during sun, but since only Hydro Steam is coded to bypass sun, all other water type attacks still get halved. So Water moves boosted by this forte have an effective BP of (X * 1.5) / 2

My condolences

EDIT: Recent refactor essentially makes Hydro Steam unable to give the sun damage boost, as it is hardcoded to the sunny day weather. Sorry!
 
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Played some games testing things, here are my initial thoughts on some mons:

:sv/Flutter Mane:
Strong. Really strong. Draining Kiss and Hex sets (item slot) are hard to handle, I would say that this is broken. With the right predictions, one calm mind boost and the right tera type, it can by itself sweep teams alone. Draining Kiss variants doesn't even needs to play so careful.

:sv/Iron Bundle:
What can really switch in this thing? Freeze-Dry on item slot and every thing becomes SE against the most common answers to Water and Ice-type STAB: water-types. Worst: Tera Blast (Fire or Steel) will also deal SE damage against water-types. It was fun to KO Dondozo with a Fire move tho.

:sv/Chi-Yu:
Tried both Flame Charge and Hex. The former gives you speed but I really feel that the last is the one to go. I mean, 260 BP Tera Fire SuperSTAB Overheat + Beads of Ruin is a hell of a nuke:

252+ SpA Beads of Ruin Tera Fire Chi-Yu Overheat vs. 252 HP / 252+ SpD Tyranitar in Sand: 204-241 (50.4 - 59.6%) -- guaranteed 2HKO
252+ SpA Beads of Ruin Tera Fire Chi-Yu Overheat vs. 252 HP / 252+ SpD Tyranitar in Sun: 459-541 (113.6 - 133.9%) -- guaranteed OHKO

Find a fire immunity or avoid beeing statused, otherwise this will evaporate you.

:sv/Espathra:
This seems like another broken mon to have here, like the others above. Lumina Crash or Hex on the item slot + Tera Fire makes this worse to handle than Volcarona. Actually, it can be an answer to Volcarona if it just drops Speed Boost for Opportunist.

:sv/Meowscarada:
Critscarada is abusive IMO. Annoying pokemon to play around, just overall fast and hits like a truck thanks to 100% crit hate.

:sv/Zoroark-Hisui:
Actually fun mon. I used Snarl in the item slot and Bitter Malice can simply lower both SpA and Atk at the same time. Icy Wind is also fun to use, and Hex is there to be abused also.

:sv/Toxtricity:
Someone posted this before, but Snarl is fun to use since everything turns into a Sound move, and so is boosted by Punk Rock. Finally can have boosted poison moves.

:sv/Torkoal:
This is more than a Sun setter. While people are using just to activate proto mons, including the buggy Wake (cmon guys, Hydro Steam is not working in the move slot, stop spamming it lol), Body Press makes this pokemon a perfect user for Overheat, since the SpA drop will not influence the power comming from its high Def stat. It can be a Physical wall, a sun setter, a stealth rocker, a spinner or a mixed slow breaker, or try to be everything at the same time. Great mon.

:Gumshoos::Staraptor::Cyclizar::Lokix::Braviary:
U-Turn in the item slot, Giga Impact as a move. Is the same concept as zuki_ posted bellow for Hyper Beam H-Zoroark. You don't have to wait a recharge turn if you switch out lol. Those are all options that can use this, but I feel that Gumshoos will hit harder with adaptability + tera normal.

:beartic::froslass::cryogonal:
As a weaker version of Critscarada, those pokemon can use Frost Breath and receive it's 100% critical chance. They're not that good, but still fun to use tho.
 
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Wait, what? Why Riolu?
prankster copycat with Circle Throw in item.

also a some fun hyper beam sets while im here
:sv/Zoroark-Hisui:
Zoroark-Hisui @ uturn
Ability: Illusion
Tera Type: Normal
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyper Beam
- Bitter Malice
- Shadow Sneak
- Will-O-Wisp / grass knot

stab hyper beam with u-turn so you don't have to recharge and can pivot out into something else.
Shadow sneak lets you deal with endure reversal mons and lets you pivot out with priority.
Bitter malice to weaken then before piviting out.
grass knot can be nice for garganical that resits both of your stabs.
:sv/Greninja:
Greninja @ uturn
Ability: Protean
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Shuriken
- Hyper Beam
- Hydro Cannon
- Grass Knot
same thing as above but water shuriken instead of shadow sneek and hydro cannon as a 150bp water move which is almost as power full as Specs hydro pump.
grass knot for garganical and Azumarill.
hyper beam is for what hydro cannon can't hit.

also dragapult
:sv/Dragapult:
Dragapult @ uturn
Ability: Infiltrator
Shiny: No
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Shadow Ball
- Will-O-Wisp
the best revenge killer in fortemons and a good lead since you can do big damage then switch out in one go.
will o wisp is for kingambit and friends



also one giga impacter that fratelli bc forgot is Meowscarada because of protean
:sv/Meowscarada:
Meowscarada @ U-turn
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Giga Impact
- Flower Trick
- Sucker Punch
- Play Rough


Something else i was thinking about was "Retaliate" a 70bp move that power doubles if a ally fainted last turn turning you into a god like revenge killer
the only pokemon that get "Retaliate" that are fully evolved are bellow
Greninja - fastest retaliate user and protean and priority with Water Shuriken
Iron Leaves - second fasts retaliate user, only priority is quick attack
kingambit - sucker punch
arcanine - extreme speed
mabosstiff - Stakeout i guess
these pokemon kinda suck other then kingambit and greninja and greninja likes to run u-turn anyway.



one more also to not double post did you know foul play as the item uses your opponents spa stat when using spa attacks.
 
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Set I theorymonned
:sv/dragapult:
Dragapult @ U-turn
Ability: Infiltrator
Tera Type: Normal/Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Giga Impact
- Infestation
- Dragon Tail

Or the special set

Dragapult @ U-turn
Ability: Infiltrator
Tera Type: Normal
EVs: 252 SpA/ 4 SpD / 252 Spe
Timid Nature
IVs 0 Atk OR 31 Atk
- Draco Meteor
- Hyper Beam
- Infestation
- Dragon Tail

Tera normal for more power on hyper beam + change type matchup vs ghosts, fairies, etc., tera steel to not die to fairy trapping + no ghost weakness, you could also do tera dragon i guess
Advantages
1. Amazing revenge killer
2. Can pass infestation to trap for a setup sweeper
3. Dragon Tail + Swap into counter go brrrrrrrrrrrrrr
Disadvantages
1. Outrage into fairy mon just gets trapped and dies
2. Special set loses a lot of power on dragon tail + other moves are slightly weaker
 
Set I theorymonned
:sv/dragapult:
Dragapult @ U-turn
Ability: Infiltrator
Tera Type: Normal/Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Giga Impact
- Infestation
- Dragon Tail

Or the special set

Dragapult @ U-turn
Ability: Infiltrator
Tera Type: Normal
EVs: 252 SpA/ 4 SpD / 252 Spe
Timid Nature
IVs 0 Atk OR 31 Atk
- Draco Meteor
- Hyper Beam
- Infestation
- Dragon Tail

Tera normal for more power on hyper beam + change type matchup vs ghosts, fairies, etc., tera steel to not die to fairy trapping + no ghost weakness, you could also do tera dragon i guess
Advantages
1. Amazing revenge killer
2. Can pass infestation to trap for a setup sweeper
3. Dragon Tail + Swap into counter go brrrrrrrrrrrrrr
Disadvantages
1. Outrage into fairy mon just gets trapped and dies
2. Special set loses a lot of power on dragon tail + other moves are slightly weaker
does Infestation doesn't work like that sadly i just tested it
https://replay.pokemonshowdown.com/gen9fortemons-1812625212
and spa sets maybe better because better coverage(including a good ghost move) and draco does the same and doesn't confuse on fail.
252 SpA Dragapult Draco Meteor vs. 0 HP / 0 SpD Mew: 178-210 (52.1 - 61.5%) -- guaranteed 2HKO
252 Atk Dragapult Outrage vs. 0 HP / 0 Def Mew: 186-219 (54.5 - 64.2%) -- guaranteed 2HKO
also spa walls are rarer since body press sets are so common.
 
I tested infestation last night and it worked, kinda in a rush so maybe I didn't notice right (after watching your replay I see I didn't go far enough)
 

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