STAB STABmons

Bag_Booster_Energy_SV_Sprite.png
Hello everyone, Fissure here. I am posting today on behalf of my fellow council members. Lately, we have been kicking around the idea of putting Booster Energy's unbanning up on the slate for us to vote on. Booster Energy was a part of the first ban slate STABmons had this gen, taking place just over a week after the meta began. This was mostly due to the nature of the meta being extremely hyper-offense oriented in the beginning, and an item giving essentially a free "choice item's" worth of stat boost without the drawbacks was deemed...overbearing to say the least. However, the meta has developed considerably since then, and new strategies, team compositions, and playstyles have come, and old threats :Flutter-mane: :Iron Bundle: have gone. Booster Energy is no longer deemed as the "obvious choice" item because the meta can not handle it, but rather as a point of decision that one now has to make in order to best fit their own team composition and overcome its shortcomings. We believe that Booster Energy has the potential to theoretically exist healthily in the current and future meta landscape of STABmons. This post serves as a way to let the community know what the council is considering concerning the health of the meta, as well as to gauge feedback from you on your own opinion regarding this matter. Booster Energy will more than likely be voted on alongside Shed Tail this week. As always, please post any questions, concerns, or general feedback here.

Thank you,
Fish~
 
Let me enlighten everyone to various sets and dump some teams many of which are purely experimental, heck even meme-y.

First the sets!

azumarill.png

Azumarill @ Covert Cloak
Ability: Huge Power
Tera Type: Water
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Jet Punch
- Magical Torque
- Swords Dance
- Soft-Boiled

Viola, Enjoy! Let's Azumarill be used as a defensive pokemon on top of it's usual offense with reliable recovery and decent hp investment and stats. EV's let it outspeed Skeledirge (predict the Tera-Water if you are going for the kill and Magical Torque). Covert Cloak let's it setup on Toxapex repeatedly, eventually beating it into oblivion if it isn't running Clear Smog (Haze variants will generally stop hazing eventually, just keeping SD-ing then wacking em with Magical Torque till you crit, confuse, or wear them down). Also, a decent switch in to Salt Cure and other secondary effect moves that infest the OM.

talonflame.png

Talonflame @ Choice Band
Ability: Gale Wings
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Ascent
- Pyro Ball
- U-turn
- Roost

UT 's prodigal pokemon is surprisingly viable, this set abuses Gale Wings + Dragon Ascent spam with Choice Band. It is used to pressure the opponent forcing switches and you need to keep it pristine for it to work best, very good at cleaning up teams once it's checks are gone (Garganacl, Tyranitar, etc...). It can, however, run other moves as it has access to Normal movepool which means Tidy Up access and naturally has Wisp to cripple Tyranitar just the set itself changes in this case and it's purpose does as well.

TEAM DUMP
:Talonflame: :Cyclizar: :Azumarill: :Roaring Moon: :Iron Valiant: :Kingambit: HO featuring Talonflame and CM Valiant
:Great Tusk: :Tyranitar: :Annihilape: :Toxapex: :Iron Moth: :Kingambit: Balance team featuring Mortal Spin Iron Moth, Covert Cloak Toxapex with Corrosive Gas, and Chesto-Resto Ape
:Houndstone: :Gyarados: :Iron Moth: :Toxapex: :Roaring Moon: :Great Tusk: A Team that features Fluffy Defensive Houndstone with Rage Fist and Wisp and Soak Corrosive Gas Toxapex to uno-reverso common switch-ins aside from Gholdengo (stupid GaG)
:Tyranitar: :Toxapex: :Pincurchin: :Iron Leaves: :Dondozo: :Iron Moth: Electric Terrain setup to abuse Quark Drive on both Leaves and Moth, tried compounding utility and offense with Moth
:Torkoal: :Roaring Moon: :Rotom-Wash: :Great Tusk: :Toxapex: :Volcarona: Sun team featuring Head Smash Great Tusk to nail Flying type switch-ins
:Revavroom: :Iron Treads: :Froslass: :Ting-Lu: :Rotom-Wash: :Gyarados: Don't Use This Team...
 
Since over a month has past and the metagame having stabilized, discussions regarding various elements of the metagame has occurred within the council and a vote has taken place with the results as follows.

FissureGiaganticInTheHillsLBDCFCPannuResult (Y/N/A)
Ban:
Kingambit
NoNoYesAbstainNoNoDo Not Ban (1/4/1)
Restrict:
Gigaton Hammer
YesYesYesYesYesNoRestrict (5/1/0)
Ban:
Shed Tail
YesYesYesYesNoYesBan (5/1/0)
Unban:
Booster Energy
YesNoNoNoYesYesDo Not Unban (3/3/0)

As a result: Gigaton Hammer has been restricted to native users and Shed Tail is banned from usage!

Voting and Results Reasons:

kingambit.png

Kingambit, the evolution of the still decent Bisharp came into the spotlight through a combination of it's great typing, immense offensive potential, and great general bulk. When combined with the shiny tools it obtained in Stabmons, it was catapulted to the top of the tier among the greatest. From Knock Off, to Ceaseless Edge Kingambit received no shortage of great moves but some argued that it may have been one move that pushed it into unbalanced territory, that being none other then Gigaton Hammer. In many regards, defensive counterplay is few and far between (Dondozo and Great Tusk) and even this counterplay has been adapted to an extent through the popularity of both Flying and Bug type Tera. In the end, much of the council decided to vote DNB primarily because Gigaton Hammer was seen as innately broken and may be elevating Kingambit a bit too much, this being said it is by no means off the radar for it still has access to different Steel options to make up for the lack of Gigaton Hammer.

tinkaton.png

Gigaton Hammer, the signature of move of Tinkaton boasts a massive base power of 160 which normally isn't a big issue coming from Tinkaton's pitiful 75 attack, however, with such restrictions removed monsters such as Kingambit and Scizor both of which having 135 and 130 attack respectively meant wielding immense power. Kingambit inself was the best user of it, able to one hit KO offensive Great Tusks without boosting or items to support it if enough party members have been KO'd. After getting off a Sword's Dance, few things could withstand a hit from Gigaton Hammer, this includes resists. It has been decided by majority that it be banned for it's users benefited too much from it in an unbalanced manner.


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Shed Tail, the signature move of Cyclizar and Orthoworm, is a great combination of pivot move and substitute, so great in fact that it enabled hyper offensive plays in an extremely broken fashion. Stabmons is a tier full of high powered moves and greater sweeping potential, this is a meta perfect for a move such as this to break it. Examples of sweepers that only need a single turn of protection are numerous from Roaring Moon to Iron Valiant, Gyarados to Kingambit, the list goes on and on. To add fuel to the fire, the greater access to pivot moves meant it was even easier to get off Shed Tails where the sub isn't actually broken thus providing upwards of 2 or more turns of setup. A great combination can be seen with Cyclizar and Toxapex, where the Toxapex slow pivots into Cyclizar. Even Orthoworm is believed to be broken with it, despite only having at most 2 shed tails without some form of heal support, this is because it really only takes 1 shed tail to secure a win and it isn't hard to do it either with sets that wield Chople Berry or Sitrus Berry. As a result, it was decided by majority that Shed Tail itself is to be banned.

Bag_Booster_Energy_SV_Sprite.png

Booster Energy, hasn't seen the light of day in Stabmons since early in the generation and this was because it enabled offensive plays in an extreme fashion without the downside of Choiced items or Life Orb and though it only stayed in effect once on switch-in this was more then enough to be seen as broken. Now with the banning of several of it's users (Flutter Mane, Iron Bundle) there has been arguments that it should be unbanned or at the very least re-suspected due to the metagame both adapting to the remaining users and the lost of it's key abusers. However, the vote shows a clear division within the council regarding whether it should be unbanned or not and thus remains banned until Home whereupon it's release may be explored again.

Tagging Kris for implementation of Shed Tail Ban and Gigaton Hammer Restriction!
 

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Gotta post my team to explain my thought about shed tail ban.
https://pokepast.es/85a2dd95042cd9c8

I use this team to stay consistently on 1400s.When Im using this team,I consider Azumarill a very Cheap and Dishonest pokemon.There are so many games that I just straight up win with Orthworm shed tailing into azumarill belly drum(or weavile memento).Only Skeledirge can stop this shenanigan.I think its either azumarill,jet punch or shed tail would receive the ban hammer.
With so many set up threats and strong breakers in stabmons,giving them a substitute would just make them unstoppable,and make the meta really centralizing and unfun(I don't have much problem with opposing shed tail cause I'm running Sylveon,but what if I don't?).Im glad to see this move got banned as a whole, otherwise the council might need to ban like 10 setup sweepers.Substitute+baton pass is just too unfair for a 6v6 meta.
I suggest that we keep an eye on azumarill.
There are very few thing able to take a +6 tera water jet punch from this thing(max defense rotom take 70% minimum),and its not that hard to find a setup opportunity for it.The only reliable answers are unaware mons.I don't think this mon is healthy for the meta.
 
:ss/gardevoir:
Gardevoir @ Life Orb
Ability: Trace
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lumina Crash / Calm Mind / Psystrike
- Fleur Cannon / Moonblast
- Mystical Fire
- Esper Wing

I have recently been using Gardevoir with some success.

Pros
  • Powerful dual STAB attacks off of high SpA
  • Excellent STAB coverage
  • Access to incredible offensive Psychic-type moves, especially Esper Wing
Cons
  • Largely outclassed by Specs Iron Valiant
  • Rampardos syndrome (inadequate Speed combined with poor bulk)
  • Due to previous point is both difficult to bring in and vulnerable to being forced out or revenge killed, notably by priority users
What makes Gardevoir stand out is the combination of Esper Wing boosting its Speed reliably with its Fairy STAB being extremely spammable and forcing difficult choices in a metagame with few non-tera'd Fairy resists (especially ones that are actually willing to come in on Gardevoir sorry Toxapex).

The reason Esper Wing is so important to Gardevoir is that is allows it to fully flex its dual STABs without being outsped by the majority of mons. At +1 Speed Gardevoir can spam its best attack, which is its choice of Fairy STAB, while still being able to switch up moves to hit Pokemon such as Toxapex, Iron Moth (beware Tera), and Clodsire. Mystical Fire is the coverage of choice over Aura Sphere because it actually hits the Steel-types in the tier.

What I do not recommend is Specs Gardevoir. I tried that set at first and it made it extremely difficult to click the Psychic moves that are the only real reason to use Gardevoir. Use Specs Valiant if you want to click click click on Fairy moves at maximum power, it's one of the best Pokemon in the meta and certainly overall better than Gardevoir.

I'm not sure if I would nominate Gardevoir from UR, and this wouldn't be the place to do it anyway. Its physical frailty generally makes it too difficult to both set up and avoid priority revenge killing it. Most importantly, Iron Valiant will almost always be better, so it's difficult to justify Gardevoir on most teams. But I enjoyed using Gardevoir, and it isn't useless if you want to give it a try. High praise I know.

I'll end this with a question because I'm not quite sure about one thing... I slashed Lumina Crash, Calm Mind, and Psystrike. I was running Calm Mind, and I found I could rarely set it up. Which of these moves seems most likely to be effective? I'm leaning towards Psystrike for the immediate power given that Gardevoir prefers OHKOs so it can avoid counterattacks.

:gardevoir::toxapex::great_tusk::gholdengo::azumarill::slither_wing:
This is the team I was using. I would of course appreciate feedback, but I mainly put it here to show what support I was giving Gardevoir. The team is frankly too slow, and notably weak to Baxcalibur. This happens to most of the teams I build so don't blame Gardevoir.
 
Um I am just looking at the metagame bans, and I am wondering just why Komala is banned; it seems to stick out like a sore thumb among the other banned mons like Garchomp, Chi-Yu, and the boxart legendaries.
 
Um I am just looking at the metagame bans, and I am wondering just why Komala is banned; it seems to stick out like a sore thumb among the other banned mons like Garchomp, Chi-Yu, and the boxart legendaries.
combination of comatose, sleep talk, and roar or whirlwind gives komala a +0 priority phasing move. anything slower than a choice scarf komala gets phased out which means there's little to no counterplay if hazards are up, unless you have a gholdengo, or you happen to be phased into your own scarfer/priority user that can knock it out.
 
anyone got a grafiai team
:grafaiai::great tusk::kingambit::rotom-wash::volcarona::garganacl: - Grafaiai BO
My favorite thing with Grafaiai is that it can utilize Poison Touch+Population Bomb to absolutely fuck up just about any physical wall. I opted for no poison move as Dark+Fighting coverage takes care of Grafaiai's problems like Gholdengo, Kingambit, and Tyranitar which is much more valuable than hitting... Arboliva? super effectively. the rest of the team is pretty standard so I don't have much to say about it, have fun!
 
:grafaiai::great tusk::kingambit::rotom-wash::volcarona::garganacl:- Grafaiai BO
My favorite thing with Grafaiai is that it can utilize Poison Touch+Population Bomb to absolutely fuck up just about any physical wall. I opted for no poison move as Dark+Fighting coverage takes care of Grafaiai's problems like Gholdengo, Kingambit, and Tyranitar which is much more valuable than hitting... Arboliva? super effectively. the rest of the team is pretty standard so I don't have much to say about it, have fun!
looks fun w as thingking prankster tho ill use it
 
The Pokemon That Define Generation 9 Stabmons
This post will brief you, the reader, on the Pokemon that define Stabmons.

The Defining Pokemon
Two Pokemon have the honors of being meta defining due to a variety of factors, and those two are...
greattusk.png
toxapex.png

Great Tusk and Toxapex, Pokemon that define Stabmons as of the moment of this post. What they both have in common is that they can clear hazards with Great Tusk running Rapid Spin and Toxapex running Mortal Spin but they offer so much more then the rest it is silly.

Great Tusk is a physically offensive and defensive monster having access to Fighting and Ground movepools which means access to moves such as but not limited to, Thunderous Kick, Triple Arrows, Combat Torque, Spikes, Shore Up, and this is on top of it's great default movepool. The new access to Thunderous Kick and Shore Up are of particular importance due to the former letting it shred the defenses of the opposing Mon and the latter granting Tusk reliable recovery. It's Ground/Fighting type and great defensive stat line further compliment it's abilities and have cemented itself as one of the most impactful, splashable, and effective pokemon in Stabmons as of now. Sets include but are not limited too:
Choice Banded Great Tusk

Great Tusk @ Choice Band
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Thunderous Kick / Triple Arrows
- Knock Off
- Head Smash

Standard Defensive Tusk

Great Tusk @ Covert Cloak
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 220 Def / 36 Spe
Impish Nature
- Earthquake
- Thunderous Kick
- Knock Off / Rapid Spin
- Shore Up

Offensive Tusk

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunderous Kick / Triple Arrows
- Earthquake / Headlong / Precipice Blades
- Knock Off / Rapid Spin
- Shore Up / Rapid Spin / Head Smash

And even more atypical sets such as...

Hazard Phazing Tusk

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel / Ghost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Circle Throw
- Spikes
- Shore Up

Toxapex is central to Stabmons for many reasons, key points are it's combination of great defensive typing, Regenerator, good defensive stats, and the new found access to moves such as, but once again not limited to, Flip Turn, and Mortal Spin. These moves allow Toxapex to take full advantage of it's natural traits by allowing it to both clear hazards, spread status, and pivot providing the tier with an amazing defensive and supportive pokemon that stablizes an extremely offensive tier with high powered moves running amok everywhere. Sets include but not limited too:
Defensive AV Toxapex

Toxapex @ Assault Vest
Ability: Regenerator
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Mortal Spin
- Scald
- Clear Smog

Defensive Toxapex with Haze

Toxapex @ Black Sludge
Ability: Regenerator
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Flip Turn
- Mortal Spin
- Recover
- Haze

And stranger sets such as...

Soak Corrosive Gas Toxapex

Toxapex @ Covert Cloak
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Flip Turn
- Mortal Spin
- Soak
- Corrosive Gas

The Scary Stuff You Watch Out For (there are a lot more)

azumarill.png
kingambit.png
roaringmoon.png
ironvaliant.png

Though there are many more then above, these are the top of the list when it comes to things you should definitely prep for, each having their own qualities that make them scary as all hell.

Azumarill is terrifying, capable of abusing Belly Drum or Swords Dance sets to sweep teams with it's access to Jet Punch and Magical Torque or simply run Choice Band and chunk stuff immediately, with Tera it only gets worse... and this is ignoring the massive utility movepool it has access to with stuff such as reliable recovery and so forth.

Kingambit is a monster, despite losing access to Gigaton Hammer it remains an immense threat to virtually any team due to it's great offensive and defensive typing and bulk. Access to Knock Off, Ceaseless Edge, Parting Shot, Behemoth Blade, and Bullet Punch on top of it's natural moves has resulted in it being extremely difficult to wall, especially once defensive Tera's are brought into the equation as most Great Tusk fail to run coverage for Flying or Bug type.

Roaring Moon is a dragon that replicates similar feats to the now banned Garchomp and Dragonite capable to laying the pain with it's access to Glaive Rush, Dragon Darts, Knock Off, and Ceaseless Edge. Choice Band sets are of particular note but don't let that fool you, there is potential for various different sets from Hazard Setup with Ceaseless to Dragon Dance sets.

Iron Valiant whom's primary claim to fame is it's great power from both spectrums, special and physical. With access to Magical Torque, Thunderous Kick, Fleur Cannon, Vaccum Wave, Mach Punch and more, Iron Valiant is very difficult to handle, even things such as Toxapex shudder at the coverage options that Valiant naturally has such as Thunderbolt, Psyshock/Psychic, and Zen Headbutt. The flexibility of being either special or physical, setup or choiced, has elevated Iron Valiant far above most of the competition.


The Tanks
tyranitar.png
garganacl.png
dondozo.png
tinglu.png

These pokemon are great at handling various threats through a combination of their natural traits and Tera. Tera for these Pokemon is are extremely important and should be adjusted based on the team and what you want them to handle

Tyranitar and Garganacl are of a similar breed, they both have access to Salt Cure in Stabmons, often run hazards, and have access to reliable recovery in Shore Up and Recover respectively. The primary reason to choose one over the other comes down to several factors such as, Tyranitar's Rock/Dark typing, Sand Stream (and the spdef boost), greater special bulk, it's access to Dark type movepool meaning Knock Off, Parting Shot, and Ceaseless Edge which contrasts with Garganacl's mono-Rock typing, greater physical bulk, and Purifying Salt. They both are masters of defensive offense, meaning they can harass teams, slowly breaking them down whether that be through hazards or Salt Cure.

Dondozo is strange, it can and does often run nothing new outside of maybe Jet Punch, yet sees play for two very specific and important reasons, it's sheer bulk due to insane hp and defense and access to unaware. These two points are immensely important because in Stabmons, there is no shortage of extremely scary stuff as seen from the previous section, Dondozo is one of the best at handling physical sweepers and physical stuff in general with rest sets being common.

Ting-Lu is similar to Dondozo in that it has a lot of statistical bulk but differs in that it gains access to quite a bit in Stabmons. It gains access to stuff like Ceaseless Edge, Spikes, Shore Up, Knock Off, Parting Shot and more, each of these moves changes how you play with Ting-Lu, Shore Up in particular greatly extends the longevity of Ting-Lu allowing it to wall and harrass through hazards. It's primary issue is... it competes with Great Tusk, meaning it often is left to the wayside in favor of the less passive New Gen Donphan.

Other Threats
rotom-wash.png
gholdengo.png
volcarona.png
ironmoth.png
annihilape.png



gyarados.png
baxcalibur.png
meowscarada.png
salamence.png

Each differs immensely, each can be a hassle in their own right when you face them, each should be semi-preped for at the very least mentally if not team build wise.

Rotom-Wash is an amazing offensive pivot, keep this point in mind when using it for it lacks the stats to act as a true defensive pokemon being far to easy to KO due to it's low HP. However! It has amazing offensive potential and is practically impossible to wall depending on the move you want to run as it has access to all the movepools of each Rotom forme.

Gholdengo is great both defensively and offensively, from Infernal Parade defensive sets that harrass and spread status to Scarf Trick sets that cripple and KO. It also has a strong role as a denier of hazard clear and works well when used alongside hazard spam as a result.

Volcarona is a potent special sweeper whom can break virutally all checks given the chance.

Iron Moth is great not only offensively but supportively being capable of clearing hazards, and spreading status with Mortal Spin. It is then capable of setting up with the superior Torch Song and it's immense spa.

Gyarados and Salamence operate similarly, they both are capable of running several sets, the key ones being scarf moxie and Dragon Dance sets that aim at going out of control after scoring a KO. Do not think that is all they are capable of as they can run Band and other more atypical sets.

Similarly, Baxcalibur is an amazing Dragon Dancer due to access to Glacial Lance and Glaive Rush which bolster it's immense physical attack stat even further.

Annihilape... generally runs sets that aren't all that different from normal though it is in theory capable of running some more interesting stuff yet you will find they are all abusing Rage Fist and it's natural bulk. Toxapex being a key piece of the meta also happens to make it easy to get Rage Fist Damage up.

Meowscarada, gains Ceaseless Edge which when combined with it's natural assets let's it harrass opposing teams through offense and hazard play.
 
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ok this might be weird and stupid, as i've not seen anyone else talk abt it, but isn't origin pulse clawitzer insane? it's hard to set it up due to its poor speed and my poor skill, but it hits like a truck (or rather a cannon) when it does. below is the set i've been using (on a rain team) and i'd appreciate feedback :)


shrimp fried rice (Clawitzer) @ Choice Specs
Ability: Mega Launcher
Shiny: Yes
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Origin Pulse
- Dragon Pulse
- Dark Pulse
- Aura Sphere
 
Hello Guys,

After Stabmons Open is finally over, i want to share 3 teams that brought me into finals. Feel free to add them to the samples.
GZ on Kaif for winning Stabmons open btw !

Giagantic did a great job listing all the defining mons in STABmons. As you can see in my teams, Toxapex, Great Tusk and Ting-Lu are all top tier utility mons. You can find them on pretty much every team.
Personally I think the meta is pretty balanced right now. With Gigaton Hammer and Shed Tail being banned now, the last broken stuff is gone and the meta has calmed down.

:Decidueye: :Toxapex: :Great Tusk: :Ting-Lu: :skeledirge: :Gholdengo:
the idea behind this team is hazard stack + spin blocker in Gholdengo and Deci. Deci is your switchin for opposing Tusks and Toxapex as it lets you accumulate Rage Fist boosts. Toxapex cant really hurt you because of Jungle Healing and you wall Tusk for ages. Knock off is only a 2HKO if Tusk runs adamant or gets a high roll on the second knock off. Tusk is Ev'd to outrun Modest base 60 mons like zone and Sylveon. And to live a Make it Rain from Gholdengo even after 1 layer of spike (yeah very crucial). Skeledirge is evd to be faster than most Kingambits, as they usually run about 181-183 speed. Scarf Gholdengo to have a decent speed control but also to cripple stuff like pex or Ting Lu with Trick. Speed EV's so you are faster than adamant Bax at+1 rest in bulk and Sp atk.

:Slowbro: :Toxapex: :Great Tusk: :Iron Valiant: :Gyarados: :Ting Lu:
Gen 8 Slowbro is back ! pretty self explanatory team. Future Sight + banded Gyarados or Specs Valiant form a huge threat to the current meta. Slowbro, AV Pex, Great Tusk and Ting Lu form a very good defensive core. Rocky helmet on Slowbro is my choice of item as it lets you counter rain teams.

:Ting Lu: :Toxapex: :Skeledirge: :Iron valiant: :Roaring Moon: :Iron Hands:
Balanced offensive team. Good defensive core in AV Pex, Physical defensive Ting Lu and Skeledirge. Specs Valiant + Scarf Roaring Moon as your offensive threats. Interesting Iron Hands set with SD + Drain Punch and Mach punch which gets boosted by Punching Glove.

Looking forward to OMPL. Hope to see you there !
 
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i take back everything negative i ever said abt glimmora i love this weird little rock flower

death star (Glimmora) @ Power Herb
Ability: Corrosion
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Meteor Beam
- Power Gem/Ancient Power
- Earth Power
- Sludge Bomb

i have SWEPT teams with this. weirdly enough it counters azumarill very well (unless they jet punch but most people see glimmora and assume free belly drum) because meteor beam almost always ohkos from full health in my experience. power gem for more, well, power, or ancient power for the chance of an omni boost. epower counters other glimms, and sludgebomb is kinda obv. have at thee
 
ok so i’m theorymoning a bit but two things have come to my attention. 1. golurk is coming in the dlc and B. headlong rush is boosted by iron fist

golem of prague (Golurk) @ Punching Glove
Ability: Iron Fist
Shiny: Yes
Tera Type: Ground
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rage Fist
- Headlong Rush
- Drain Punch
- Ice Punch

would this be any good? how would iron fist rage fist even work? do i have a soft spot for gen 5? i only have an answer for the last one. but if this worked, it would be truly terrifying
 
ok so i’m theorymoning a bit but two things have come to my attention. 1. golurk is coming in the dlc and B. headlong rush is boosted by iron fist

golem of prague (Golurk) @ Punching Glove
Ability: Iron Fist
Shiny: Yes
Tera Type: Ground
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rage Fist
- Headlong Rush
- Drain Punch
- Ice Punch

would this be any good? how would iron fist rage fist even work? do i have a soft spot for gen 5? i only have an answer for the last one. but if this worked, it would be truly terrifying

First off, Golurk isn't available for use, second, Golurk sets would definitely lean on the more defensive side if they could be ran with Shore Up.
 

:sv/azumarill:
Hey, short post on the behalf of the council but we're planning on having a vote about Azumarill, it is an incredibly potent breaker in the current meta and many would say its overbearing, we'd like to hear your opinions on the matter so if you have any strong feelings on Azumaril (or jet punch?) post them in the thread, if you're not caught up on all the buzz there's a plethora of good posts in this thread that will catch you up to what sets its been using and how it works, and plenty of discussions on the mon in the stabmons channel in the OM discord that you can read.
 
I'm probably just a shitty player but I keep losing to tusk with this team. Any advice?

https://pokepast.es/3432bf19fd5fe5bc

I often also lose a lot of momentum to over predicting (clicking flip turn when I think they should switch only for them to stay in)

I'm also pretty bad at choosing lead matchups, I often find myself forced out turn 1.

I'm pretty new to singles as a whole (5 months) and would appreciate any help.
 
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just your average rain team
279-0.png
285.png

Relican (Pelipper) @ Damp Rock
Ability: Drizzle
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- U-turn
- Scald
- Defog
- Roost
Rain setter

419-0.png
220.png

Floater (Floatzel) @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Surging Strikes
- Crunch
- Jet Punch
- Ice Spinner
time for teams to meet jesus


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Dread (Drednaw) @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Diamond Storm
- Surging Strikes
- Ice Spinner
- Jet Punch
hello and goodbye


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Howitzer (Clawitzer) (M) @ Choice Specs
Ability: Mega Launcher
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Origin Pulse
- Ice Beam
- Aura Sphere
- U-turn
*insert death star sfx*


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Screaming (Scream Tail) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Wish
- Trick Room
- Future Sight
- Teleport
trick rooms for claw


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Terawattrel (Kilowattrel) (M) @ Choice Specs
Ability: Volt Absorb
Shiny: Yes
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunder
- Hurricane
- Weather Ball
feel the thunder
 
ok so i’m theorymoning a bit but two things have come to my attention. 1. golurk is coming in the dlc and B. headlong rush is boosted by iron fist

golem of prague (Golurk) @ Punching Glove
Ability: Iron Fist
Shiny: Yes
Tera Type: Ground
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rage Fist
- Headlong Rush
- Drain Punch
- Ice Punch

would this be any good? how would iron fist rage fist even work? do i have a soft spot for gen 5? i only have an answer for the last one. but if this worked, it would be truly terrifying
yes, rf is if boosted
add on spell tag for some truley terrifying power, and golurk returns in dlc
sure, you could use choice band, but being able to unleash a 432 base power STAB move on your opponents asses is a fuck ton funnier
 
Voting:ITHFCLBDCGiagPannuFissure
AzumarillBANBANdidnt vote lolBANBANBAN

The council voted on Azumarill and a majority of us thought it should be banned, as such, Azumarill is now BANNED from STABmons; tagging Kris to implement TY

:azumarill: got banned because of how difficult it was to stop, +6 Tera-Water Jet Punch does an insane amount of damage to literally everything, even KO'ing faster resists like Rotom-W and Meowscarada. It also carried fantastic coverage moves like Magical Torque and Bulldoze to KO would be checks like Amoonguss, Toxapex, and Clodsire. Not to mention its decent bulk made it really hard to revenge kill (notably living stuff like Rotom-W's Volt Switch or Dragon Ascent from Salamence from full), Recovery moves like Milk Drink or Soft-Boiled also saw usage to further amplify its longevity making it really hard to deal with and limiting its true forms of counterplay to dondozo and killing it before it could set up. as such, we thought it was too much for the tier and banned it

This will probably be the last major tiering change we have before the release of Pokemon home, and we are currently discussing what Pokemon and Moves should be unbanned in the new metagame.
 
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