Metagame USUM Pure Hackmons

I don't think that some of these comments are very accurate. I'm not known as the best PH player, but I have peaked top 15 so I assume it means something

As I said in my original post, I agree that Mega Steelix should run Safety Goggles or Shed Shell.

Now, I'm not gonna do a Spamton here and glaze Gigas. I'm trying to be fair, but honestly I think Regigigas has a niche here over Slaking. Regigigas and Slaking are the same as you know, except Slaking is more Physical bulk, and Gigas is more Special bulk. In this team, you already have Steelix as your Physical wall, so I do think Gigas is slightly better as it specializes more into Special bulk which this team needs.

I did miss some stuff though, so thanks for reminding me. The Gigas set is really bad. Regigigas should be a support Wonder Guard IMO because your team has litteraly 0 support mons other than Steelix.

What my set would be:
:sm/regigigas:
Regigigas @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Slack Off
- U-Turn
- Aromatherapy
- Spectral Thief

Gigas could be replaced with Arceus or Slaking, but it isn't neccesary.

As your other comment that Shell Smash outclasses Shift Gear-it isn't clear cut. Both these suggestions you make are not clear cut. Most of the PH community agrees that Harvest Slaking is better than Harvest Regigigas. But does Harvest Regigigas have a niche and is still usable? Yes.

Shell Smash is generally better than Shift Gear, but if a mon wants to retain some bulk Shift Gear is still usable and isn't exactly worse.

I also looked at the paste and realized that Gengar was Shadow Tag, I agree it should be Parental Bond.
PBond Gengar also doesn't have to run those moves. It's just whatever coverage it wants to run or the team can impproof. Searing Shot is also an option for instance for Ferrothorn or Mega Scizor. Volt Switch is nice for pivot. Photon is fine, just not neccesary and usually outclassed by other coverage.

Since no one talked about it
:sm/rayquaza-mega:
Rayquaza-Mega @ Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Tail Glow
- Oblivion Wing
- Photon Geyser
- Draining Kiss

Draining Kiss isn't as useful as other moves, I would reccomend Moongeist over it. Pinging LemonLime78 because I didn't ping them.
Dkiss is mainly there to hit wguard darks, which is honestly kinda useful. As for other stuff, I will be trying a different kart set and a more support-oriented gigas. MGengar I've changed some of the moves, but I still want to keep stag atl for now to help more against defensive teams. Could be subject to change tho. I'll be trying out the updated team and see how it goes.
 
Is Zenith Mode really Sample Worthy?
This team doesn't have prep for shadow tag and doesn't account for innards out, not to mention FC doublade walling both offensive mons. Rocks are your only wincon if a team has these tools. Also Chessking345 is telling me to mention it autoloses to harvest Slaking.

 
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Is Zenith Mode really Sample Worthy?
This team doesn't have prep for shadow tag and doesn't account for innards out, not to mention FC doublade walling both offensive mons. Rocks are your only wincon if a team has these tools. Also Chessking345 is telling me to mention it autoloses to harvest Slaking.

A little tired since it's late at night so forgive me if it's hard to read but, Hey, a couple of things:

1) Shadow Tag isn't a relatively big concern for the ladder as many of them end up struggling to the loads of Shed Shell users in the meta anyway. It's more of a matchup fishing ability than something that'll help players remain consistent in the long-run. They also tend to suffer the liability of being forced to switch out after using an attack. In addition, many teams can't actively prep for Shadow Tag with Shed Shell as it sacrifices either Safety Goggles or power-boosting items, resulting in the teams losing more games in the long-run than against Shadow Tag. Shadow Tag, especially with pivoting, evoboost slaking, and the right plays on Mega Mewtwo X, is more playable around than being weak to Spore and Shed Shell on Mega Mewtwo X also causes Mega Mewtwo X to lose power output, resulting in it struggling to beat or KO random bulkier Pokemon as effectively.
2) In Ultra Sun and Ultra Moon Pure Hackmons, every team has its own weaknesses. You have to pick them as there is not one team that could cover all. Doublade is quite a rare Pokemon in the metagame you often don't have to worry about and this team has a wincon against it under the event that you do find one. All it needs is ~14% HP chipping then it can no longer switch into Mega Mewtwo X and Mega Mewtwo X can land KOs for free. This is the reason I left the team weak to Doublade as opposed to overall more prominent threats that would result the team receiving more losses, such as No Guard Sheer Cold or Comatose Deoxys-Speed when First Impression is replaced with Spooky Plate Judgment.
3) This team does not autolose to Harvest Slaking. If you stall around with Zygarde-Complete enough and wait for the harvest proc to fail a couple of times (which should eventually considering RNG), you can have a Reflect up, switch to Mega Mewtwo X, and either force Slaking out or outright KO it this way. There are plenty of stronger methods to answer Harvest Slaking, but they're all overall weaker in the long-term of the game as they struggle against either wonder guard or bulkier Pokemon. Sacred Sword Mega Mewtwo X and most No Guard Attackers would make for a huge nerf for the team upon them replacing one of this team's members.
4) Ultra Sun and Ultra Moon Pure Hackmons is a meta where you'll have to adjust your teams from time to time in order to prep for the environment you are under at that time. Modifying these teams bit by bit is one essential part of what helps newer players understand more about the metagame. One of our other most successful sample teams, No Guard Lopunny Hyper Offense, regularly gets a lot of users with many players changing the team in their own unique ways. With Zenith Mode, one can easily replace Safety Goggles with Shed Shell on Zygarde-Complete or First Impression with Spooky Plate Judgment. The problem with this is, as you make changes to prepare for one specific Pokemon, you end up losing to another. Shed Shell Zygarde-Complete now loses to many Spore sweepers (which would make a critical flaw for the team since Zygarde-Complete is meant to keep sweepers at bay). If you replace First Impression with Spooky Plate Judgment, you now lose more to No Guard Pokemon especially when paired with Innards Out, which would make for a case more likely than you would've lost to Doublade. You could go for V-Create instead of First Impression and replace Doublade with Mega Slowbro instead but now you lose to the more prominent Mega Slowbro and you struggle way more against No Guard, leaving the team to end up less consistent.

This team is great at blanketing over a significant chunk of the metagame and it's why it finds success.

Zenith Mode is a great sample team for the following:
- It has a great record to show for it. This team went 29-0 from 1475 to 1747, the ladder's peak, which is pretty outstanding for an USUM PH team.
- It went on to help a relatively newish player at the time also top the ladder, showing its success from other people using it too. A rather rare feat for a sample team in USUM Pure Hackmons.
- It gives newer players a basic understanding of the metagame - The best offensive Pokemon are there, the best defensive Pokemon are there, the best Wonder Guard is there, and an Imposter Blissey is there, which not only helps people scout sets, but patches up some of the team's weaknesses and punishes opponents who bring significantly high power level Pokemon especially when their imposterproof is down,
- It is pretty easy to use (for an USUM Pure Hackmons team). It does take some learning but I've learned over time that no great team is too basic to utilize in this metagame.

The teams you've shown in your replays mostly have great matchups against Zenith Mode, as it is weak to Mega Gengar and Primal Groudon, yes. However, they also tend to be more matchup fishy rather than consistent.

We look for consistency when it comes to sample teams and to be quite frank

User: akira 001
[Gen 7] Pure Hackmons157785.8%1842 ± 54--36844

In my eyes, there's an extreme gap between the level of success in the sample you're criticizing and the level of success you've achieved as a player. Come back when you've shown far better results. Trust me Zenith Mode will help you get there faster than any of the teams you've used so far.
 
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1) Shadow Tag isn't a relatively big concern for the ladder as many of them end up struggling to the loads of Shed Shell users in the meta anyway. It's more of a matchup fishing ability than something that'll help players remain consistent in the long-run. They also tend to suffer the liability of being forced to switch out after using an attack. In addition, many teams can't actively prep for Shadow Tag with Shed Shell as it sacrifices either Safety Goggles or power-boosting items, resulting in the teams losing more games in the long-run than against Shadow Tag. Shadow Tag, especially with pivoting, evoboost slaking, and the right plays on Mega Mewtwo X, is more playable around than being weak to Spore and Shed Shell on Mega Mewtwo X also causes Mega Mewtwo X to lose power output, resulting in it struggling to beat or KO random bulkier Pokemon as effectively.
You can't say that MMX can outplay Shadow Tag with superior play. STag's existence ensures MMX will only ever get 1 kill vs any team with a STag RK mon (and the mons that can RK MMX are the best STaggers for this reason).
While the rest of the team being weak to STag is certainly a problem, the issue I have with this team is how it relies on a single breaker with absolutely zero ways to deal with the two best forms of counterplay for unwallable MMX sets, RK STag and Innards.
In the replays I posted, every single time MMX came in, I just killed it with Innards, and even if you had rocks up it's not like the team has pursuit or its own STag, so how can you pressure Innards to prevent recover or even prevent it from setting up hazards in your face? You don't have any way to stop a player with either Innards or RK STag which IMO is the bare minimum for MMX counterplay from using said counterplay to trade 1 for 1 with MMX by sacking Innards or sacking something else and going to STag.
Anyone good at the tier will have something capable of dealing with Slaking, since setup Sunsteel Slaking has been so popular with the harvest set, and the main advantage Espeed has is beating Zygod, who is not a reliable Harvest King check in general. The Slaking also can't boost repeatedly throughout a game, so it isn't able to win on its own. (Which from talking on discord I'm sure you know that, but it goes to show the team has no offensive presence once MMX is killed.)

I understand that this tier is always going to be matchup fishy and you have to pick your weaknesses. I also understand that the current team comp is likely more consistent against low-quality ladder teams. But frankly, being good into low-ladder teams simply isn't as important as being good into high-level players' teams because low ladder is bad at the game and you can outplay them even with a poor matchup. This might be less obvious in PH than in other tiers but the principle should still apply.
IMO any competent high-level team should have the necessary counterplay to trivialise the Zenith Mode matchup, and if they don't then I have to question if the team is actually good, since having tools to deal with an unwallable MMX should be part of every team since, after all, USUM is a coverage fish and you can't wall every MMX with just wonder guards, so you should always invest in ways to not just lose over a couple dozen turns to an MMX you can't wall. Any serious team needs either Innards or a way to offensively punish anything it can't wall.
Which, notably Zenith Mode doesn't really have. If you were to encounter an MMX that deals with Doublade and Zygod or perhaps a Sludge Bomb NG Gengar, what exactly is the team supposed to do about it other than force it out with Blissey and then lose another mon next time it comes in? In my replay with the No Guard Magma Storm MMetagross, I'll admit the matchup is pretty dire, but a team with a STag Pdon would simply trade 1 for 1 and revenge kill with V-Create, no matter how poor the defensive matchup.

TLDR: yes this tier is matchup fishy so why do you lose to the handful of types of counterplay that work regardless of matchup. Despite what you've been saying this team lacks ways to outplay any of these bad points.

Also bold of you to say 36-8 is bad when most of those losses were among my very first games in the tier where I was still learning the ropes.
 
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sample submission

HUGE HUGE HUGE NOTE THIS TEAM WAS MADE BY sussyamongusdrip I DID NOT MAKE THIS!!!!! ITS STILL BALLER THO THATS WHY IM SUBMITTING IT FOR EM


Team name: HUNT FOR THE XENOBEAST - Mega-Mewtwo-X spam Hyper Offense (nicknames/team name by me)
:blissey: :mewtwo-mega-x: :mewtwo-mega-x: :mewtwo-mega-x: :slaking: :deoxys-speed:
Synopsis:
4 brokens guys + webs + innards. That's basically it.
This team utilizes the power of your opponent having to guess whatever the fuck is in front of them to the max potential - as such, all the MMX's has radically different checks. The really nice part of this lead Deoxys-Speed is that Magic Coat Innards can't stop you because you just kill them and now their Innards is dead gg you just setup and win. (same goes for Magic Bounce). Your Improofing scheme should be around utilizing Sash, Innards, and sometimes, FakeSpeed. Slaking is both a great anti offense option and lategame cleaner, especially when they sack their Steel guy to either CC or V-Create, while also being a decent Mega Gengar midground. Innards is obviously just innards theres nothing much to say here.

Your gameplan revolves around abusing the mind games of what the 3 MMX's has to decieve and conquer your opponent. Lead Deoxys-Speed and setup hazards and maybe claim a kill, though obviously dont do that if they have a FakeSpeed guy like Diancie/Slaking or Parental Bond like Mega Gengar or whatever, in that case you can lead Innards instead to throw them off balance. Use Innards, Sash Fissure, and Slaking to control offense. When their team is sufficiently broken (because lets be real what the hell do they do against 3 MMX's), Slaking usually wins on the spot if it gets an opportunity to setup, which is quite easy.

Other options:

Whatever coverage you want on the MMX's work - Menacing Moonraze Maelstrom, First Impression, Searing Shot, etc etc. Just make sure their checks don't overlap too much otherwise the whole point of the team doesn't work. Also obviously be sure the sets are actually good.

Shadow Tag Mental Herb + Memento Arceus set can work as the lead to immediately remove non-Shed Shell Imposter much more consistently while being much better against Parental Bond Mega Gengar in exchange for being worse as a lead thanks to being non-threatening and relatively slow.

Weaknesses: Scarf Comaphaze mons if you cant get Webs up early AND they get rocks up, doubly so if you lowroll into never getting Innards out. This also highlights a problem with the reliance on Sash in general but Deoxys-Speed, and in the midgame, extreme pressure can prevent them from going up quite well. Magic Guard Pursuit mons can snipe your only consistent setup control in Innards and their setup can run away with the game from there. Innards spam is very annoying for obvious reasons.

Effectiveness:
never lost to balance once

https://replay.pokemonshowdown.com/smogtours-gen7purehackmons-825206 a variant was loaded here to try and cteam imp + mgar but the general concept still worked

HUGE NOTE AGAIN THIS TEAM WAS MADE BY sussyamongusdrip I ONLY DID THE NICKNAMES SO CREDIT EM AS THE BUILDER IF THIS GETS ADDED
 
https://pokepast.es/ef73c107bbce9e9d
these nicknames more heat smh my head

on a more serious note yeah this teams cracked. other bad mus include suprise bounce mons (ex. pdon, steelix) or suprise mcoat that can reflect your hazards and put you in a bad spot and fast sleep mons like lop and boosted spore guys that can rkill and use sleep to break your sash (tho if you get webs up theyre a nonissue). slaking lead is also good to cteam opposing ho leads. you can slot an innards mmx over slak (https://pokepast.es/eebf45489d0f78da) to innards 2 different mons especially stuff like diancie and pbond gar while beating stuff like scizor easier but generally slaks the better option
as far as im aware this team and its variants have never lost to a balance/stall when used by me or rightclicker. 2 stupid coverage mmx+ng mmx and slak to clean makes lots of balances have a near unwinnable mu

innards mmx variant vs ransei balance with cteam aerodactyl
https://replay.pokemonshowdown.com/gen7purehackmons-2315256246
lopunny lead+innards mmx edit vs afox in phpl
https://replay.pokemonshowdown.com/smogtours-gen7purehackmons-823438
no team is immune to ladder...
https://replay.pokemonshowdown.com/gen7purehackmons-2320315827
 
i am going to rant abt usum because i feel like it. this post is mostly about archetypes and stuff but i also covered the zenith mode drama.

imo, balance is not the best archetype anymore . it's not like 100% awful or anything and it's the best archetype on ladder but there's just many problems with it. recently there's been a lot of drama about the samples and zenith mode being bad but tbh i feel like this is more so just an issue with like prank/imp balances in general. the main criticism is that zenith mode loses to innards out and stag, and akira says both are required. i think this is probably true just due to the fact you can't wall shit because mmx can hit most of the game in 4 slots and the stuff like hp pdon, mold pdon, hp kart, ng kart, ect all share wildy different answers. most good teams have been running either innards or stag so zenith mode will struggle as zenith mode has 1 breaker who can actually win, but this isn't just a zenith mode problem, this is a balance problem. special attackers are just easier to wall because they usually have to pick bug buzz or sludge wave and ice beam or earth power, so ur basically picking between maud or melo/darks and zygod/muk which is not an ideal situation. in zenith mode's case there is a hp slak which most teams will have an answer for and cannot win by itself. balance usually has 2 offensive mons and if u are not running 2 physical breakers you will struggle vs innards and stag, and there is also always going to be multiple mons ur unable to wall because u are not gonna be able to fit answers for everything. the main thing it honestly has going for it is that it's the least prone to ladder bullshit as you fit big zygod and big imp, but imo a team (like zenith mode) losing to most good teams is not worth having all the anti ladder tech. ransei disagrees and believes that ladder is the most important part of the game so hence he's gonna think zenith mode is a good team, but the other side (like akira) believes a team that can beat good players and have the room to outplay ladder bs is better. but ultimately, ransei is council and will be the one influencing the vr and samples. for me tho the main take away is balance is worse because it's only good for the ladder.

this also relates to the arguments about balance, but imo, offense/ho is the best archetype. the thing is with offense/ho is that you struggle to fit like set up and imp which makes it less consistent on ladder. now as i already mentioned, people have different opinions on whether the ladder matters so this is going to influence whether you think offense is the best archetype, so obviously people like ransei won't believe it is the best archetype. but for me, offense is the best archetype as it just has the best mu spread. balance already struggles vs you bc u have innards, but you can fit multiple offensive threats which can be overwhelming and as already mentioned mmx doesn't really have a wall and stuff shares wildy different answers. offense also fits anti spam/opposing offense tech like pbond mgar easier. as well offense has actually been doing well on ladder recently and gold just topped ladder again, rc topped ladder with a triple mmx team, and guysmash topped ladder with an offense too, so that kinda invalidates the whole "offense is inconsistent on ladder" point. i am pretty confident offense is the best archetype.

finally, as i've been talking about team archetypes, why not talk about stall. stall is currently seen generally as the worst archetype. this mainly just comes down to 2 points. 1. you can't wall everything and mmx is unwallable 2. you auto lose to harvest slaking. while yes you can tech for harvest slaking in the form of core enforcer/taunt/whirlwind, all you are actually doing is forcing it out. that works fine when u are a balance team but for stall you can't actually pressure it so it just pp stalls said core enforcer or whatever. now what i am going to tell you is that stall is underated, and could actually be one of the best archetypes. more specifically, stall with stag (like mmx/mray, not the gyara sample or a perish trap mon). stag actually fixes the problems stall has. you can't wall mmx, so instead you can just remove it. and for big harvest slak you can either force it out enough to try trick it a scarf, or in mrays case, remove it with clangsoul after it clicks sub. stag can do other nice stuff like remove a cb mold pdon who otherwise is only answered by prank reflect mbro, trick a scarf to smt, and remove hoopa u with first imp who you can actually lose to sometimes when building a stall. the rest of the game outside of mmx actually has answers and u can cover for most of the game in the rest of your slots. special attackers are mostly solved with melo+maud (stag first imp removes hoopa), there's stuff like pheal yvel/incin that beats most special attackers or even just wg ho-oh/pogre. heatran is a nice choice as a kart answer, either in the mbouncer slot to answer hp kart or sturdy heatran who beats every viable kart set, and mbro solves pdon pretty much and stag can remove a cb mold pdon or a pdon that is teching for mbro. i ranted longer then i needed to there but the point is stag on stall fixes stall's issues and u can wall most things, giving stag stall teams potentially one of the best mu spreads, and i think it should be explored more.
 
time for my twice a year absurdly massive post for no reason
BREAKING NEWS: balance is dead
The "Unwallable" Mon Compendium

Theres a general sense in the 7PH community right now that balanced/bulky teams are not consistent due to being unable to cover all the threats the game has to offer between stag, innards, and the wide array of offensive mons you can run. I am on board with this viewpoint; the defensive counterplay in 7PH, at least on the physical side, either has many exploitable weaknesses (slowbro, doublade, steelix) too low bulk (lots of wg sunsteel resists like scizor or steela) or is zyg-c (sure its super tanky and good anti-sweeping, but it drains momentum, any good team will prep heavily for it, and if they really want to most offensive mons can just invalidate it by slotting an ice move). In fact, this counterplay is so easy to exploit that several "unwallable" attackers (mons whose only reliable defensive checks are just innards+2-3 more niche mons) have popped up semi-regulary and caused chaos in the ph community, like the fear of subharvest (based) after HPL and searing sunraze smash unwallable kart earlier this year. This posts goal is to put all these "unwallable" sets in one place and teach new players how to use them thus finally killing off the scourge that is balance once and for all and bask in a metagame of spam ho glory
more niche options in italics, the truly elite mons imo are bolded


Part 1: MMX
:mewtwo-mega-x:

Its no suprise that mmx has a vast variety of unwallable sets, given its elite offenses, great speed, stab photon, and a lack of reliance on setup that enables it to run 4 coverage moves instead of 3.

Mewtwo-Mega-X @ Life Orb/Dread Plate/Focus Sash/Shed Shell/Mind Plate
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely/Adamant/Hasty/Jolly Nature
- Photon Geyser/Light That Burns The Sky
- Close Combat
- Moongeist Beam/Judgment/Beat Up/Spectral Thief/Knock Off
- Sunsteel Strike

quintessential mmx set imo. breaks everything that isnt scizor/steela or a prank reflect/willo zyg, and can break those anyways if it can fit lorb (or in the steels case mindplate/ltbts). however the geist variant is only proofed by innards, ltbts having only one use sometime hurts, and the dreadplate/sash sets often lack that little extra bit of power. still murders 95% of the walls in the game anyways tho

Mewtwo-Mega-X @ Life Orb/Dread Plate/Focus Sash/Fightinium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Sunsteel Strike
- Close Combat
- Moongeist Beam/Judgment

- Ice Shard/Extreme Speed/Shell Smash/Extreme Evoboost/Shift Gear
same idea as the previous mmx but trades breaking some wg sunsteel resists with photon like pdon and steela for more reliable proofing (you can use stuff like scizor/steela) plus zyg breaking/rkilling utility if priority or the potential to sweep with a setup move.

Mewtwo-Mega-X @ Flame Plate/Bug Memory/Mind Plate/Shed Shell/Focus Sash
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Adamant Nature
- Photon Geyser
- Attack Order/Multi-Attack/First Impression/
U-Turn
- Judgment/V-Create/Searing Shot/Blue Flare
- Ice Shard/Ice Punch/Sunsteel Strike

photon fire bug mmx doesnt really approach "unwallable" levels but its underrated imo and it comes pretty damn close to being so. ice move variant is only walled by BIG MUK and stuff like wg sableye and sunsteel variant has no walls but zyg-c which is good if you dont expect your opponent to bring it. note that fimp makes you much more prediction reliant into stuff like slowbro and mgyara

Mewtwo-Mega-X @ Earth Plate/Life Orb/Mind Plate/Shed Shell
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Photon Geyser
- Attack Order/First Impression
- Judgment/Earth Power
- Ice Shard/Ice Punch
special ground mmx is fire bug mmxes weird cousin that ig has the niche of hitting non balloon muk+zyg in one set. ild use fire move mmx way more tho cuz that hits the steel wgs which imo is more important, btw tarrows is mid cuz the fat fc steels doublade and steelix can easily tank it


Mewtwo-Mega-X @ Flame Plate/Grass Memory/Focus Sash/Shed Shell
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Adamant Nature
- Sunsteel Strike
- Petal Blizzard/Multi-Attack/Plasma Fists
- Judgment
/V-Create/Searing Shot/Blue Flare
- Ice Shard/
Ice Punch

imfamous mmx set courtesey of Yourself, hits everything except stuff like wg pdon/ho-oh. having no stab sometimes hurts against tankier neutral mons tho like arceus and non-wg pdon. best used as a pure wallbreaker

Mewtwo-Mega-X @ Earth Plate
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Sunsteel Strike
- Plasma Fists/Petal Blizzard
- Judgment
- Ice Shard/Ice Punch

purely theoretical merger of the previous 2 mmx sets. has niche of cteaming stuff like heatran and hitting pdon harder but you cant hit steel wgs now which sucks.

Mewtwo-Mega-X @ Choice Band
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly/Adamant Nature
- Photon Geyser
- Close Combat/V-Create/
Thousand Arrows
- Darkest Lariat/Spectral Thief/Attack Order/First Impression/Pursuit/U-Turn/Light That Burns The Sky/Play Rough
- Sunsteel Strike/Extreme Speed
/Ice Shard/Thousand Arrows/Pursuit

ofc band mmx is an insanely strong wallbreaker with great priority, but i do prefer using non-band sets due to being less exploitable and more effective on offensively oriented teams. band does have some great traits tho like literally 2hkoing the entire game with certain sets and being somewhat easier to improof.

Part 2: Physical Nukes
:groudon-primal: :kartana: :solgaleo: :necrozma-dusk-mane: :gyarados-mega:

these non-mmx breakers can have immediate power, but they tend to be more the type of mons that end the game after 1 turn of setup. their coverage is more specific tho cuz they usually only have 3 slots to work with.

Groudon-Primal @ Expert Belt/Life Orb
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Shell Smash/Extreme Evoboost
- Bonemerang/Earthquake/Thousand Arrows/V-Create/Searing Shot/Blue Flare
- Sunsteel Strike
- Freeze-Dry

expert belt/lorb freeze dry is a pdon tech ive never seen used before but it lets it 2hko zyg and hit slowbro/other spdef frail waters in one set, which is the only way you can make a setup hp pdon "unwallable" as far as im aware. choice between ground and fire move is to lose to wg steels or opposing fire types, respectively. ild stick to more standard coverage most of the time like ground/fire move+sunsteel+ice shard/elec/grass move tho just cuz youll prob using a guy like this more as a sweeper than a breaker

Groudon-Primal @ Groundium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Sunsteel Strike
- Plasma Fists/Petal Blizzard
- Shell Smash
stupid groundium z precipice blades also does min 86% to zyg at +0 if you wanna go that route. still cant break wg scizor/ferro without repeated boosting and reflect zyg can technically win the 1v1

Groudon-Primal @ Groundium Z/Ground Memory/Expert Belt/Life Orb/Icicle Plate
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Earthquake/Multi-Attack/Thousand Arrows/Precipice Blades/Thousand Waves
- Ice Beam/Freeze-Dry/Judgment
- Spore/Lovely Kiss
- Shell Smash
mold pdon is definitely the way to go tho if you want to have an "unwallable" pdon (besides a set ill get into later). mold sleep is cracked and in 2 attacking moves you only lose to bulky flyings like steela and ho-oh/high health slowbro depending on coverage. def prefer power boosting items on this mon tho over the improofing ones, groundium nuke is useful especially to ohko slowbro at +2 and the power boosting ones let freezedry 2hko zyg and megabro. (ohko after smash)

Groudon-Primal @ Choice Band
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades/Earthquake/Thousand Arrows/Thousand Waves
- V-create
- Ice Hammer
- Extreme Speed/U-Turn

band mold pdon technically breaks the whole game but prankster slowbro and ig some strength sap mons, but relies on good predictions to make it work. pblades is preferred ground stab cuz it lets you 2hko slowbro, and a strong mold espeed is nice to have. however it needs to land an ice hammer on zyg to break it and you are required to have your own megabro to proof.

Kartana @ Focus Sash/Leppa Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Searing Sunraze Smash
- Ice Shard
- Shell Smash/Extreme Evoboost

the "unwallable' kart itself. +2 SSS kills everything but the prankster sunsteel resists that haze you first. otherwise can slaughter any team reliant on zyg or anything else to wall. impossible to proof without innards tho so its confined to ho

Kartana @ Focus Sash/Grass Memory/Fire Memory
Ability: No Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant/Jolly Nature
- Sunsteel Strike
- Power Whip/Sacred Fire/Gastro Acid/Multi-Attack/Sing/Spore/Bolt Strike
- Shell Smash
- Sheer Cold/Fissure

people keep sleeping on smash ng kart and idk why. it baits in and ohkos traditional kart walls like zyg-c and prankster steels, you need a wg water/wg steel to even wall this guy and it can destroy either of them depending on coverage. sash+ohko+spore immune gives you great utility into offense too which is one of the most common criticisms of the set.

Solgaleo @ Solganium Z/Flame Plate/Zap Plate
Ability: No Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant/Lonely/Naughty/Naive/Hasty/Jolly Nature
- Sunsteel Strike
- Bolt Strike/Zap Cannon/Magma Storm/Blue Flare/Gastro Acid/Judgment/Inferno
- Shell Smash/Magma Storm/Blue Flare/Gastro Acid/Judgment/Inferno
- Sheer Cold/Fissure
like ng kart but tankier and can run special coverage. solg z is nice too for fatter neutral wgs like arc.

Necrozma-Dusk-Mane @ Solganium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Power Trip
- Ice Shard
- Shell Smash/Extreme Evoboost

ndm with similar mu spread to the iconic searing sunraze kart. solg z at +2 breaks a lot of the frailer sunsteel resistant wgs and power trip 2hkos (with smash) or ohkos (with evoboost) fc steelix. similarly to unwallable kart tho its shut down by sunsteel resistant pranksters, but it can actually be proofed by semi viable stuff like wg heatran

Gyarados-Mega @ Leppa Berry/Lum Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Extreme Evoboost/Shell Smash
- Sunsteel Strike
- Power Trip
- Ice Shard

like the previous ndm but trades SSS and stab sunsteel for meatier powertrip, arguably better typing, and easier improofing.

Heracross-Mega @ Life Orb/Focus Sash/Choice Band/Lum Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- First Impression
- Sunsteel Strike
- V-create/Close Combat
- Ice Punch/Close Combat

breaker with super strong priority first impression, only walls are wg fires and stuff like pogre/swampert. however being very slow and quite frail really hurts in this meta and after the first turn this is sent it its threat level goes down considerably. ild only use this over an mmx with a similar set if you really wanted the strong fimp, thats really this mons only niche

Part 3: Mixed/Special Breakers
:mewtwo-mega-y: :groudon-primal: :kyogre-primal: :rayquaza-mega: :gengar-mega:

being highly reliant on setup, lacking huge power, and being more reliably walled by wgs makes special mons much worse at pulling off "unwallable" sets. however there are some threatening mixed/special unwallable mons out there, they just dont reach the same level as the physical ones most of the time

Mewtwo-Mega-Y @ Pixie Plate/Life Orb/Focus Sash/Leppa Berry/Lum Berry
Ability: Protean
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild/Naive Nature
- Extreme Evoboost/Shell Smash/Spore
- Moongeist Beam
- Sunsteel Strike
- Judgment/Moonblast/Freeze-Dry/Spore

best mmy set imo, super strong geist+sunsteel to break geist resists+move that hits both zyg and mgyara is the most busted 3-move coverage combo in the game and with setup and mmys amazing statline you can just run away with games. you can even set up in the face of specthief guys cuz protean turns you normal type the turn you click smash or evoboost. really hard to improof tho-mgyara and zyg still arent that reliable proofs even with plate, and i dont think theres a single proof that cant get overwhelmed when mmy isnt plate. ive also seen this set with deo-a and mray for strong sunsteel but you really dont need it and losing a ton of either speed or bulk really hurts.

Mewtwo-Mega-Y @ Life Orb/Fist Plate/Icicle Plate/Assault Vest/Fightinium Z
Ability: Protean
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature/Naive Nature
- Moongeist Beam
- Sunsteel Strike
- Secret Sword/Judgment/Aura Sphere/Hidden Power Fighting
- Ice Beam/Judgment/
Hidden Power Ice
similar set but instead you just coveragespam. theoretically you have better coverage than the previous set (lorb mild 2hkoes the entire game besides +spdef wg pogre and ho-oh iirc) and you can proof easier with plates/BASED HIDDEN POWER too. setup/spore is extremely valuable on this mon tho especially for actually breaking through the fatter spdef wgs and you dont lose much coverage by running it so setup is preferred most of the time. some of the options here were cooked up by podra and splodge in slakcord btw

Mewtwo-Mega-Y @ Flame Orb
Ability: Flare Boost
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Photon Geyser
- Moonblast
- Dark Pulse
- Searing Shot/Earth Power

flare boost coveragespam mmy is an mmy that desprately tries to play like an mmx. choice between searing shot and ep is choosing between walled by wg steels and walled by non balloon muk. otherwise this set 2hkoes or ohkos the whole meta, its just not one of mmys better sets cuz you can just use a physical breaker, you can be kinda slow at breaking through teams, flame orb ruins one of mmys greatest strengths in unpredictability, and it misses some crucial rolls on offense mons.

Groudon-Primal @ Life Orb/Focus Sash
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Rash Nature
- Shell Smash
- Sunsteel Strike
- Mind Blown
- Freeze-Dry

use rash nature if sash and naughty with lorb, thats just how the rolls work out. NToTheN made this set in phpl and goddamn does it destroy almost any defensive core-you only beat this with opposing tanky fire types like pdon, tran, and ho-oh tho you do have to proof with one of those mons. mguard is also mega heat for the innards immunity too, this the only attacker on this list that doesnt have to worry about innards at all. edit: av cosmoem also made this set months before

Kyogre-Primal @ Splash Plate/Life Orb
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Judgment/Steam Eruption
- Freeze-Dry/Secret Sword/Clangorous Soulblaze
- Shell Smash
- Spore

the notorious https://en.wikipedia.org/wiki/Fish itself. hard to proof, but a lack of viable fat spdef water resists means walls to this are basically restricted to other pogre. spore helps you break through your 2hkos (like blissey, mgyara, and zyg) and can get you setup opportunities. can struggle into priority and certain offenses tho and proofs are very restricted and are very different depending on set

Rayquaza-Mega @ Leppa Berry/Sky Plate/Earth Plate/Focus Sash/Flame Plate/Life Orb
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Clangorous Soulblaze
- Aeroblast/Core Enforcer/Clanging Scales/Judgment
- Searing Shot/Earth Power/Blue Flare/Judgment/Spore
- Extreme Evoboost/Shell Smash

ladder esque mold ray set but actual coverage that makes it terrifying. super imp bait cuz how do you even proof this well (run only dragon moves and weak coverage and use audino? some kind of spdef diancie?? prank topsy turvy solg/steela???) but in return soulblaze is a busted nuke option and can hit basically the whole game after its set up. you dont see this on high level teams for a reason tho cuz a. weak and somewhat slow without setting up/soulblaze b. like i said stupid to improof

Gengar-Mega @ Focus Sash/Toxic Plate/Fist Plate/Insect Plate
Ability: No Guard
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid/Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Sludge Bomb/Judgment/Focus Blast
- Focus Blast/Judgment/Zap Cannon
- Fissure/
Sheer Cold
coveragespam ng gar is a breaker that basically destroys any team lacking melo or yve, and even then it has more niche tech for those mons. ig it also struggles to break fatter neutral wgs too like steela, sableye, and pogre so it doesnt really classify as an "unwallable" but this sets good cuz it counters lots of balances while still having good utility of sash and being a fast ng into offense so imma just take this chance to shill it

Part 4: HARVEST AND CFZ SPAM
:SLAKING: :SLAKING: :SLAKING: :SLAKING: :SLAKING: :SLAKING:

welcome to gen 7 pure hackmons. cfzs are 1 pp nuke options that can bruteforce through almost any mon, but require correct prediction to make wor- oh theres harvest leppa berry giving you infinite 200 bp moves. as you will soon see this is very fair and balanced

Mewtwo-Mega-X/Deoxys-Attack @ Focus Sash/Leppa Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def/ 252 SpA / 252 Spd/ 252 Spe
Hasty/Lonely/Jolly/Adamant Nature
- Light That Burns the Sky
- Searing Sunraze Smash/Sunsteel Strike
- Let's Snuggle Forever/Close Combat
- Menacing Moonraze Maelstrom/
Malicious Moonsault
annihilate your enemies with 4 200 bp nuke buttons. ltbts ohkoes almost any non resist and every nonresist under psysurge (where this mons at its best), and the other 3 moves are additional nukes that hit what ltbts cant. (if this mon has all 4 cfzs its literally unwallable) innards is required to proof tho, opposing sash spam can give you trouble, and you do need to be good at managing your cfz resources.

Metagross-Mega/Necrozma-Dusk-Mane/Solgaleo @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave/Lonely/Naughty/Adamant Nature
- Searing Sunraze Smash
- Let's Snuggle Forever/Shore Up
- Menacing Moonraze Maelstrom/Shore Up/V-Create/Substitute
- Extreme Evoboost

however harvest cfz is just fundementally busted. this is your traditional harvest breaker steel, and the idea is evoboost up and spam cfz into your opponent until they die. spectral thief/prankhaze physical walls can stop your sweep but when those mons are removed you often just snowball and win, improofing is kinda hard if you cant just stay in and pp stall but they only have 1 pp per cfz so its managable

Giratina-Origin @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet/Rash Nature
- Menacing Moonraze Maelstrom
- Searing Sunraze Smash
- Clangorous Soulblaze/Shore Up
- Extreme Evoboost/
Shore Up
AV Cosmoem set that has exactly 0 reliable walls. mgyara and other such mons just get bruteforced through if no specthief/knock off, and everything else falls victim to big cfz. even innards can get clangsoul spammed into oblivion. giras fat so lots of setup opportunities and nuking zyg with clangsoul is a great trait but imp can claim several koes copying this thing if you arent careful, any specthief is gonna hurt like hell due to ghost weak, and you are liable to being chipped down over time.

Necrozma-Ultra @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Rash Nature
- Extreme Evoboost
- Searing Sunraze Smash
- Clangorous Soulblaze
- Recover/Searing Shot/Blue Flare/
Menacing Moonraze Maelstrom/Light That Burns The Sky
similar idea to the giratina but trades bulk for speed and immediate power. its better at blitzing through innards, can be proofed easier, and can pose more of a threat as soon as it switches in but its extremely specthief vulnerable if something lives a hit. thx for Ransei for the set btw you have now played a part in killing balance everywhere

Slaking @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant/Impish/Jolly Nature
- Substitute/Taunt/Nature's Madness/Guardian of Alola/Toxic
- Recover
- Searing Sunraze Smash/Sunsteel Strike
- Extreme Evoboost

THE BIG MONKE HIMSELF. idea alledgedly came from ladder, got cooked up and brought to HPL by aerobee, and perfected by yours truly. specthief immune+reliable selfproof+reliable recovery lets you just boost up and win games, and whatever you dont ko with your sunsteel you just pp stall. because of this prankhaze/fat sunsteel tanks arent 100% reliable answers and you can just stall out any defensive team with sub protecting you from knock/toxic/crits/similar stuff. contrary to popular belief tho subharvest does have reliable counterplay namely just outoffensing it, core enforcer slowing its pp stall down to a crawl, 2 layers of tspikes denying it entry, innards with whirlwind/some other threatening option preventing slak from just sitting there, and perishtrappers that can trap and ko it if it isnt fully boosted up. however sub isnt the only harvslak option, and you can use taunt or natures madness to cover these bad mus. team synergies with this guy are rather unexplored too, ex. harvslak on ho as an endgame cleaner/stall mu plan b or DOUBLE HARVSLAK to play more risky with the mon, deal with innards, and take advantage of sub+taunt harvslak at once. it isnt as unbeatable as it was in 2024 but harvslak is still a busted top tier option that every good team should have a gameplan against.

anyways time to drop this and flood ladder with these sets making balance unplayable goodbye
 
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time for my twice a year absurdly massive post for no reason
BREAKING NEWS: balance is dead
The "Unwallable" Mon Compendium

Theres a general sense in the 7PH community right now that balanced/bulky teams are not consistent due to being unable to cover all the threats the game has to offer between stag, innards, and the wide array of offensive mons you can run. I am on board with this viewpoint; the defensive counterplay in 7PH, at least on the physical side, either has many exploitable weaknesses (slowbro, doublade, steelix) too low bulk (lots of wg sunsteel resists like scizor or steela) or is zyg-c (sure its super tanky and good anti-sweeping, but it drains momentum, any good team will prep heavily for it, and if they really want to most offensive mons can just invalidate it by slotting an ice move). In fact, this counterplay is so easy to exploit that several "unwallable" attackers (mons whose only reliable defensive checks are just innards+2-3 more niche mons) have popped up semi-regulary and caused chaos in the ph community, like the fear of subharvest (based) after HPL and searing sunraze smash unwallable kart earlier this year. This posts goal is to put all these "unwallable" sets in one place and teach new players how to use them thus finally killing off the scourge that is balance once and for all and bask in a metagame of spam ho glory
more niche options in italics, the truly elite mons imo are bolded


Part 1: MMX
:mewtwo-mega-x:

Its no suprise that mmx has a vast variety of unwallable sets, given its elite offenses, great speed, stab photon, and a lack of reliance on setup that enables it to run 4 coverage moves instead of 3.

Mewtwo-Mega-X @ Life Orb/Dread Plate/Focus Sash/Shed Shell/Mind Plate
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely/Adamant/Hasty/Jolly Nature
- Photon Geyser/Light That Burns The Sky
- Close Combat
- Moongeist Beam/Judgment/Beat Up/Spectral Thief/Knock Off
- Sunsteel Strike

quintessential mmx set imo. breaks everything that isnt scizor/steela or a prank reflect/willo zyg, and can break those anyways if it can fit lorb (or in the steels case mindplate/ltbts). however the geist variant is only proofed by innards, ltbts having only one use sometime hurts, and the dreadplate/sash sets often lack that little extra bit of power. still murders 95% of the walls in the game anyways tho

Mewtwo-Mega-X @ Life Orb/Dread Plate/Focus Sash/Fightinium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Sunsteel Strike
- Close Combat
- Moongeist Beam/Judgment

- Ice Shard/Extreme Speed/Shell Smash/Extreme Evoboost/Shift Gear
same idea as the previous mmx but trades breaking some wg sunsteel resists with photon like pdon and steela for more reliable proofing (you can use stuff like scizor/steela) plus zyg breaking/rkilling utility if priority or the potential to sweep with a setup move.

Mewtwo-Mega-X @ Flame Plate/Bug Memory/Mind Plate/Shed Shell/Focus Sash
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Adamant Nature
- Photon Geyser
- Attack Order/Multi-Attack/First Impression/
U-Turn
- Judgment/V-Create/Searing Shot/Blue Flare
- Ice Shard/Ice Punch/Sunsteel Strike

photon fire bug mmx doesnt really approach "unwallable" levels but its underrated imo and it comes pretty damn close to being so. ice move variant is only walled by BIG MUK and stuff like wg sableye and sunsteel variant has no walls but zyg-c which is good if you dont expect your opponent to bring it. note that fimp makes you much more prediction reliant into stuff like slowbro and mgyara

Mewtwo-Mega-X @ Earth Plate/Life Orb/Mind Plate/Shed Shell
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Photon Geyser
- Attack Order/First Impression
- Judgment/Earth Power
- Ice Shard/Ice Punch
special ground mmx is fire bug mmxes weird cousin that ig has the niche of hitting non balloon muk+zyg in one set. ild use fire move mmx way more tho cuz that hits the steel wgs which imo is more important, btw tarrows is mid cuz the fat fc steels doublade and steelix can easily tank it


Mewtwo-Mega-X @ Flame Plate/Grass Memory/Focus Sash/Shed Shell
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Adamant Nature
- Sunsteel Strike
- Petal Blizzard/Multi-Attack/Plasma Fists
- Judgment
/V-Create/Searing Shot/Blue Flare
- Ice Shard/
Ice Punch

imfamous mmx set courtesey of Yourself, hits everything except stuff like wg pdon/ho-oh. having no stab sometimes hurts against tankier neutral mons tho like arceus and non-wg pdon. best used as a pure wallbreaker

Mewtwo-Mega-X @ Earth Plate
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Sunsteel Strike
- Plasma Fists/Petal Blizzard
- Judgment
- Ice Shard/Ice Punch

purely theoretical merger of the previous 2 mmx sets. has niche of cteaming stuff like heatran and hitting pdon harder but you cant hit steel wgs now which sucks.

Mewtwo-Mega-X @ Choice Band
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly/Adamant Nature
- Photon Geyser
- Close Combat/V-Create/
Thousand Arrows
- Darkest Lariat/Spectral Thief/Attack Order/First Impression/Pursuit/U-Turn/Light That Burns The Sky/Play Rough
- Sunsteel Strike/Extreme Speed
/Ice Shard/Thousand Arrows/Pursuit

ofc band mmx is an insanely strong wallbreaker with great priority, but i do prefer using non-band sets due to being less exploitable and more effective on offensively oriented teams. band does have some great traits tho like literally 2hkoing the entire game with certain sets and being somewhat easier to improof.

Part 2: Physical Nukes
:groudon-primal: :kartana: :solgaleo: :necrozma-dusk-mane: :gyarados-mega:

these non-mmx breakers can have immediate power, but they tend to be more the type of mons that end the game after 1 turn of setup. their coverage is more specific tho cuz they usually only have 3 slots to work with.

Groudon-Primal @ Expert Belt/Life Orb
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Shell Smash/Extreme Evoboost
- Bonemerang/Earthquake/Thousand Arrows/V-Create/Searing Shot/Blue Flare
- Sunsteel Strike
- Freeze-Dry

expert belt/lorb freeze dry is a pdon tech ive never seen used before but it lets it 2hko zyg and hit slowbro/other spdef frail waters in one set, which is the only way you can make a setup hp pdon "unwallable" as far as im aware. choice between ground and fire move is to lose to wg steels or opposing fire types, respectively. ild stick to more standard coverage most of the time like ground/fire move+sunsteel+ice shard/elec/grass move tho just cuz youll prob using a guy like this more as a sweeper than a breaker

Groudon-Primal @ Groundium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Sunsteel Strike
- Plasma Fists/Petal Blizzard
- Shell Smash
stupid groundium z precipice blades also does min 86% to zyg at +0 if you wanna go that route. still cant break wg scizor/ferro without repeated boosting and reflect zyg can technically win the 1v1

Groudon-Primal @ Groundium Z/Ground Memory/Expert Belt/Life Orb/Icicle Plate
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Earthquake/Multi-Attack/Thousand Arrows/Precipice Blades/Thousand Waves
- Ice Beam/Freeze-Dry/Judgment
- Spore/Lovely Kiss
- Shell Smash
mold pdon is definitely the way to go tho if you want to have an "unwallable" pdon (besides a set ill get into later). mold sleep is cracked and in 2 attacking moves you only lose to bulky flyings like steela and ho-oh/high health slowbro depending on coverage. def prefer power boosting items on this mon tho over the improofing ones, groundium nuke is useful especially to ohko slowbro at +2 and the power boosting ones let freezedry 2hko zyg and megabro. (ohko after smash)

Groudon-Primal @ Choice Band
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades/Earthquake/Thousand Arrows/Thousand Waves
- V-create
- Ice Hammer
- Extreme Speed/U-Turn

band mold pdon technically breaks the whole game but prankster slowbro and ig some strength sap mons, but relies on good predictions to make it work. pblades is preferred ground stab cuz it lets you 2hko slowbro, and a strong mold espeed is nice to have. however it needs to land an ice hammer on zyg to break it and you are required to have your own megabro to proof.

Kartana @ Focus Sash/Leppa Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Searing Sunraze Smash
- Ice Shard
- Shell Smash/Extreme Evoboost

the "unwallable' kart itself. +2 SSS kills everything but the prankster sunsteel resists that haze you first. otherwise can slaughter any team reliant on zyg or anything else to wall. impossible to proof without innards tho so its confined to ho

Kartana @ Focus Sash/Grass Memory/Fire Memory
Ability: No Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant/Jolly Nature
- Sunsteel Strike
- Power Whip/Sacred Fire/Gastro Acid/Multi-Attack/Sing/Spore/Bolt Strike
- Shell Smash
- Sheer Cold/Fissure

people keep sleeping on smash ng kart and idk why. it baits in and ohkos traditional kart walls like zyg-c and prankster steels, you need a wg water/wg steel to even wall this guy and it can destroy either of them depending on coverage. sash+ohko+spore immune gives you great utility into offense too which is one of the most common criticisms of the set.

Solgaleo @ Solganium Z/Flame Plate/Zap Plate
Ability: No Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant/Lonely/Naughty/Naive/Hasty/Jolly Nature
- Sunsteel Strike
- Bolt Strike/Zap Cannon/Magma Storm/Blue Flare/Gastro Acid/Judgment/Inferno
- Shell Smash/Magma Storm/Blue Flare/Gastro Acid/Judgment/Inferno
- Sheer Cold/Fissure
like ng kart but tankier and can run special coverage. solg z is nice too for fatter neutral wgs like arc.

Necrozma-Dusk-Mane @ Solganium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Power Trip
- Ice Shard
- Shell Smash/Extreme Evoboost

ndm with similar mu spread to the iconic searing sunraze kart. solg z at +2 breaks a lot of the frailer sunsteel resistant wgs and power trip 2hkos (with smash) or ohkos (with evoboost) fc steelix. similarly to unwallable kart tho its shut down by sunsteel resistant pranksters, but it can actually be proofed by semi viable stuff like wg heatran

Gyarados-Mega @ Leppa Berry/Lum Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Extreme Evoboost/Shell Smash
- Sunsteel Strike
- Power Trip
- Ice Shard

like the previous ndm but trades SSS and stab sunsteel for meatier powertrip, arguably better typing, and easier improofing.

Heracross-Mega @ Life Orb/Focus Sash/Choice Band/Lum Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- First Impression
- Sunsteel Strike
- V-create/Close Combat
- Ice Punch/Close Combat

breaker with super strong priority first impression, only walls are wg fires and stuff like pogre/swampert. however being very slow and quite frail really hurts in this meta and after the first turn this is sent it its threat level goes down considerably. ild only use this over an mmx with a similar set if you really wanted the strong fimp, thats really this mons only niche

Part 3: Mixed/Special Breakers
:mewtwo-mega-y: :groudon-primal: :kyogre-primal: :rayquaza-mega: :gengar-mega:

being highly reliant on setup, lacking huge power, and being more reliably walled by wgs makes special mons much worse at pulling off "unwallable" sets. however there are some threatening mixed/special unwallable mons out there, they just dont reach the same level as the physical ones most of the time

Mewtwo-Mega-Y @ Pixie Plate/Life Orb/Focus Sash/Leppa Berry/Lum Berry
Ability: Protean
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild/Naive Nature
- Extreme Evoboost/Shell Smash/Spore
- Moongeist Beam
- Sunsteel Strike
- Judgment/Moonblast/Freeze-Dry/Spore

best mmy set imo, super strong geist+sunsteel to break geist resists+move that hits both zyg and mgyara is the most busted 3-move coverage combo in the game and with setup and mmys amazing statline you can just run away with games. you can even set up in the face of specthief guys cuz protean turns you normal type the turn you click smash or evoboost. really hard to improof tho-mgyara and zyg still arent that reliable proofs even with plate, and i dont think theres a single proof that cant get overwhelmed when mmy isnt plate. ive also seen this set with deo-a and mray for strong sunsteel but you really dont need it and losing a ton of either speed or bulk really hurts.

Mewtwo-Mega-Y @ Life Orb/Fist Plate/Icicle Plate
Ability: Protean
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature/Naive Nature
- Moongeist Beam
- Sunsteel Strike
- Secret Sword/Judgment/Aura Sphere/Hidden Power Fighting
- Ice Beam/Judgment/
Hidden Power Ice
similar set but instead you just coveragespam. theoretically you have better coverage than the previous set (lorb mild 2hkoes the entire game besides +spdef wg pogre and ho-oh iirc) and you can proof easier with plates/BASED HIDDEN POWER too. setup/spore is extremely valuable on this mon tho especially for actually breaking through the fatter spdef wgs and you dont lose much coverage by running it so setup is preferred most of the time

Mewtwo-Mega-Y @ Flame Orb
Ability: Flare Boost
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Photon Geyser
- Moonblast
- Dark Pulse
- Searing Shot/Earth Power

flare boost coveragespam mmy is an mmy that desprately tries to play like an mmx. choice between searing shot and ep is choosing between walled by wg steels and walled by non balloon muk. otherwise this set 2hkoes or ohkos the whole meta, its just not one of mmys better sets cuz you can just use a physical breaker, you can be kinda slow at breaking through teams, flame orb ruins one of mmys greatest strengths in unpredictability, and it misses some crucial rolls on offense mons.

Groudon-Primal @ Life Orb/Focus Sash
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Rash Nature
- Shell Smash
- Sunsteel Strike
- Mind Blown
- Freeze-Dry

use rash nature if sash and naughty with lorb, thats just how the rolls work out. NToTheN made this set in phpl and goddamn does it destroy almost any defensive core-you only beat this with opposing tanky fire types like pdon, tran, and ho-oh tho you do have to proof with one of those mons. mguard is also mega heat for the innards immunity too, this the only attacker on this list that doesnt have to worry about innards at all. edit: av cosmoem also made this set months before

Kyogre-Primal @ Splash Plate/Life Orb
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Judgment/Steam Eruption
- Freeze-Dry/Secret Sword/Clangorous Soulblaze
- Shell Smash
- Spore

the notorious https://en.wikipedia.org/wiki/Fish itself. hard to proof, but a lack of viable fat spdef water resists means walls to this are basically restricted to other pogre. spore helps you break through your 2hkos (like blissey, mgyara, and zyg) and can get you setup opportunities. can struggle into priority and certain offenses tho and proofs are very restricted and are very different depending on set

Rayquaza-Mega @ Leppa Berry/Sky Plate/Earth Plate/Focus Sash/Flame Plate/Life Orb
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Clangorous Soulblaze
- Aeroblast/Core Enforcer/Clanging Scales/Judgment
- Searing Shot/Earth Power/Blue Flare/Judgment/Spore
- Extreme Evoboost/Shell Smash

ladder esque mold ray set but actual coverage that makes it terrifying. super imp bait cuz how do you even proof this well (run only dragon moves and weak coverage and use audino? some kind of spdef diancie?? prank topsy turvy solg/steela???) but in return soulblaze is a busted nuke option and can hit basically the whole game after its set up. you dont see this on high level teams for a reason tho cuz a. weak and somewhat slow without setting up/soulblaze b. like i said stupid to improof

Gengar-Mega @ Focus Sash/Toxic Plate/Fist Plate/Insect Plate
Ability: No Guard
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid/Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Sludge Bomb/Judgment/Focus Blast
- Focus Blast/Judgment/Zap Cannon
- Fissure/
Sheer Cold
coveragespam ng gar is a breaker that basically destroys any team lacking melo or yve, and even then it has more niche tech for those mons. ig it also struggles to break fatter neutral wgs too like steela, sableye, and pogre so it doesnt really classify as an "unwallable" but this sets good cuz it counters lots of balances while still having good utility of sash and being a fast ng into offense so imma just take this chance to shill it

Part 4: HARVEST AND CFZ SPAM
:SLAKING: :SLAKING: :SLAKING: :SLAKING: :SLAKING: :SLAKING:

welcome to gen 7 pure hackmons. cfzs are 1 pp nuke options that can bruteforce through almost any mon, but require correct prediction to make wor- oh theres harvest leppa berry giving you infinite 200 bp moves. as you will soon see this is very fair and balanced

Mewtwo-Mega-X/Deoxys-Attack @ Focus Sash/Leppa Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def/ 252 SpA / 252 Spd/ 252 Spe
Hasty/Lonely/Jolly/Adamant Nature
- Light That Burns the Sky
- Searing Sunraze Smash/Sunsteel Strike
- Let's Snuggle Forever/Close Combat
- Menacing Moonraze Maelstrom/
Malicious Moonsault
annihilate your enemies with 4 200 bp nuke buttons. ltbts ohkoes almost any non resist and every nonresist under psysurge (where this mons at its best), and the other 3 moves are additional nukes that hit what ltbts cant. (if this mon has all 4 cfzs its literally unwallable) innards is required to proof tho, opposing sash spam can give you trouble, and you do need to be good at managing your cfz resources.

Metagross-Mega/Necrozma-Dusk-Mane/Solgaleo @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave/Lonely/Naughty/Adamant Nature
- Searing Sunraze Smash
- Let's Snuggle Forever/Shore Up
- Menacing Moonraze Maelstrom/Shore Up/V-Create/Substitute
- Extreme Evoboost

however harvest cfz is just fundementally busted. this is your traditional harvest breaker steel, and the idea is evoboost up and spam cfz into your opponent until they die. spectral thief/prankhaze physical walls can stop your sweep but when those mons are removed you often just snowball and win, improofing is kinda hard if you cant just stay in and pp stall but they only have 1 pp per cfz so its managable

Giratina-Origin @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet/Rash Nature
- Menacing Moonraze Maelstrom
- Searing Sunraze Smash
- Clangorous Soulblaze/Shore Up
- Extreme Evoboost/
Shore Up
AV Cosmoem set that has exactly 0 reliable walls. mgyara and other such mons just get bruteforced through if no specthief/knock off, and everything else falls victim to big cfz. even innards can get clangsoul spammed into oblivion. giras fat so lots of setup opportunities and nuking zyg with clangsoul is a great trait but imp can claim several koes copying this thing if you arent careful, any specthief is gonna hurt like hell due to ghost weak, and you are liable to being chipped down over time.

Necrozma-Ultra @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Rash Nature
- Extreme Evoboost
- Searing Sunraze Smash
- Clangorous Soulblaze
- Recover/Searing Shot/Blue Flare/
Menacing Moonraze Maelstrom/Light That Burns The Sky
similar idea to the giratina but trades bulk for speed and immediate power. its better at blitzing through innards, can be proofed easier, and can pose more of a threat as soon as it switches in but its extremely specthief vulnerable if something lives a hit. thx for Ransei for the set btw you have now played a part in killing balance everywhere

Slaking @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant/Impish/Jolly Nature
- Substitute/Taunt/Nature's Madness/Guardian of Alola/Toxic
- Recover
- Searing Sunraze Smash/Sunsteel Strike
- Extreme Evoboost

THE BIG MONKE HIMSELF. idea alledgedly came from ladder, got cooked up and brought to HPL by aerobee, and perfected by yours truly. specthief immune+reliable selfproof+reliable recovery lets you just boost up and win games, and whatever you dont ko with your sunsteel you just pp stall. because of this prankhaze/fat sunsteel tanks arent 100% reliable answers and you can just stall out any defensive team with sub protecting you from knock/toxic/crits/similar stuff. contrary to popular belief tho subharvest does have reliable counterplay namely just outoffensing it, core enforcer slowing its pp stall down to a crawl, 2 layers of tspikes denying it entry, innards with whirlwind/some other threatening option preventing slak from just sitting there, and perishtrappers that can trap and ko it if it isnt fully boosted up. however sub isnt the only harvslak option, and you can use taunt or natures madness to cover these bad mus. team synergies with this guy are rather unexplored too, ex. harvslak on ho as an endgame cleaner/stall mu plan b or DOUBLE HARVSLAK to play more risky with the mon, deal with innards, and take advantage of sub+taunt harvslak at once. it isnt as unbeatable as it was in 2024 but harvslak is still a busted top tier option that every good team should have a gameplan against.

anyways time to drop this and flood ladder with these sets making balance unplayable goodbye
Screenshot 2025-03-23 10.03.44.png
Screenshot 2025-03-23 10.03.52.png

Screenshot 2025-03-23 10.04.05.png

Do me and Podra at least get partial credit?
 
time for my twice a year absurdly massive post for no reason
BREAKING NEWS: balance is dead
The "Unwallable" Mon Compendium

Theres a general sense in the 7PH community right now that balanced/bulky teams are not consistent due to being unable to cover all the threats the game has to offer between stag, innards, and the wide array of offensive mons you can run. I am on board with this viewpoint; the defensive counterplay in 7PH, at least on the physical side, either has many exploitable weaknesses (slowbro, doublade, steelix) too low bulk (lots of wg sunsteel resists like scizor or steela) or is zyg-c (sure its super tanky and good anti-sweeping, but it drains momentum, any good team will prep heavily for it, and if they really want to most offensive mons can just invalidate it by slotting an ice move). In fact, this counterplay is so easy to exploit that several "unwallable" attackers (mons whose only reliable defensive checks are just innards+2-3 more niche mons) have popped up semi-regulary and caused chaos in the ph community, like the fear of subharvest (based) after HPL and searing sunraze smash unwallable kart earlier this year. This posts goal is to put all these "unwallable" sets in one place and teach new players how to use them thus finally killing off the scourge that is balance once and for all and bask in a metagame of spam ho glory
more niche options in italics, the truly elite mons imo are bolded


Part 1: MMX
:mewtwo-mega-x:

Its no suprise that mmx has a vast variety of unwallable sets, given its elite offenses, great speed, stab photon, and a lack of reliance on setup that enables it to run 4 coverage moves instead of 3.

Mewtwo-Mega-X @ Life Orb/Dread Plate/Focus Sash/Shed Shell/Mind Plate
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely/Adamant/Hasty/Jolly Nature
- Photon Geyser/Light That Burns The Sky
- Close Combat
- Moongeist Beam/Judgment/Beat Up/Spectral Thief/Knock Off
- Sunsteel Strike

quintessential mmx set imo. breaks everything that isnt scizor/steela or a prank reflect/willo zyg, and can break those anyways if it can fit lorb (or in the steels case mindplate/ltbts). however the geist variant is only proofed by innards, ltbts having only one use sometime hurts, and the dreadplate/sash sets often lack that little extra bit of power. still murders 95% of the walls in the game anyways tho

Mewtwo-Mega-X @ Life Orb/Dread Plate/Focus Sash/Fightinium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Sunsteel Strike
- Close Combat
- Moongeist Beam/Judgment

- Ice Shard/Extreme Speed/Shell Smash/Extreme Evoboost/Shift Gear
same idea as the previous mmx but trades breaking some wg sunsteel resists with photon like pdon and steela for more reliable proofing (you can use stuff like scizor/steela) plus zyg breaking/rkilling utility if priority or the potential to sweep with a setup move.

Mewtwo-Mega-X @ Flame Plate/Bug Memory/Mind Plate/Shed Shell/Focus Sash
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Adamant Nature
- Photon Geyser
- Attack Order/Multi-Attack/First Impression/
U-Turn
- Judgment/V-Create/Searing Shot/Blue Flare
- Ice Shard/Ice Punch/Sunsteel Strike

photon fire bug mmx doesnt really approach "unwallable" levels but its underrated imo and it comes pretty damn close to being so. ice move variant is only walled by BIG MUK and stuff like wg sableye and sunsteel variant has no walls but zyg-c which is good if you dont expect your opponent to bring it. note that fimp makes you much more prediction reliant into stuff like slowbro and mgyara

Mewtwo-Mega-X @ Earth Plate/Life Orb/Mind Plate/Shed Shell
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Photon Geyser
- Attack Order/First Impression
- Judgment/Earth Power
- Ice Shard/Ice Punch
special ground mmx is fire bug mmxes weird cousin that ig has the niche of hitting non balloon muk+zyg in one set. ild use fire move mmx way more tho cuz that hits the steel wgs which imo is more important, btw tarrows is mid cuz the fat fc steels doublade and steelix can easily tank it


Mewtwo-Mega-X @ Flame Plate/Grass Memory/Focus Sash/Shed Shell
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Adamant Nature
- Sunsteel Strike
- Petal Blizzard/Multi-Attack/Plasma Fists
- Judgment
/V-Create/Searing Shot/Blue Flare
- Ice Shard/
Ice Punch

imfamous mmx set courtesey of Yourself, hits everything except stuff like wg pdon/ho-oh. having no stab sometimes hurts against tankier neutral mons tho like arceus and non-wg pdon. best used as a pure wallbreaker

Mewtwo-Mega-X @ Earth Plate
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Sunsteel Strike
- Plasma Fists/Petal Blizzard
- Judgment
- Ice Shard/Ice Punch

purely theoretical merger of the previous 2 mmx sets. has niche of cteaming stuff like heatran and hitting pdon harder but you cant hit steel wgs now which sucks.

Mewtwo-Mega-X @ Choice Band
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly/Adamant Nature
- Photon Geyser
- Close Combat/V-Create/
Thousand Arrows
- Darkest Lariat/Spectral Thief/Attack Order/First Impression/Pursuit/U-Turn/Light That Burns The Sky/Play Rough
- Sunsteel Strike/Extreme Speed
/Ice Shard/Thousand Arrows/Pursuit

ofc band mmx is an insanely strong wallbreaker with great priority, but i do prefer using non-band sets due to being less exploitable and more effective on offensively oriented teams. band does have some great traits tho like literally 2hkoing the entire game with certain sets and being somewhat easier to improof.

Part 2: Physical Nukes
:groudon-primal: :kartana: :solgaleo: :necrozma-dusk-mane: :gyarados-mega:

these non-mmx breakers can have immediate power, but they tend to be more the type of mons that end the game after 1 turn of setup. their coverage is more specific tho cuz they usually only have 3 slots to work with.

Groudon-Primal @ Expert Belt/Life Orb
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Shell Smash/Extreme Evoboost
- Bonemerang/Earthquake/Thousand Arrows/V-Create/Searing Shot/Blue Flare
- Sunsteel Strike
- Freeze-Dry

expert belt/lorb freeze dry is a pdon tech ive never seen used before but it lets it 2hko zyg and hit slowbro/other spdef frail waters in one set, which is the only way you can make a setup hp pdon "unwallable" as far as im aware. choice between ground and fire move is to lose to wg steels or opposing fire types, respectively. ild stick to more standard coverage most of the time like ground/fire move+sunsteel+ice shard/elec/grass move tho just cuz youll prob using a guy like this more as a sweeper than a breaker

Groudon-Primal @ Groundium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades
- Sunsteel Strike
- Plasma Fists/Petal Blizzard
- Shell Smash
stupid groundium z precipice blades also does min 86% to zyg at +0 if you wanna go that route. still cant break wg scizor/ferro without repeated boosting and reflect zyg can technically win the 1v1

Groudon-Primal @ Groundium Z/Ground Memory/Expert Belt/Life Orb/Icicle Plate
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Earthquake/Multi-Attack/Thousand Arrows/Precipice Blades/Thousand Waves
- Ice Beam/Freeze-Dry/Judgment
- Spore/Lovely Kiss
- Shell Smash
mold pdon is definitely the way to go tho if you want to have an "unwallable" pdon (besides a set ill get into later). mold sleep is cracked and in 2 attacking moves you only lose to bulky flyings like steela and ho-oh/high health slowbro depending on coverage. def prefer power boosting items on this mon tho over the improofing ones, groundium nuke is useful especially to ohko slowbro at +2 and the power boosting ones let freezedry 2hko zyg and megabro. (ohko after smash)

Groudon-Primal @ Choice Band
Ability: Mold Breaker
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Precipice Blades/Earthquake/Thousand Arrows/Thousand Waves
- V-create
- Ice Hammer
- Extreme Speed/U-Turn

band mold pdon technically breaks the whole game but prankster slowbro and ig some strength sap mons, but relies on good predictions to make it work. pblades is preferred ground stab cuz it lets you 2hko slowbro, and a strong mold espeed is nice to have. however it needs to land an ice hammer on zyg to break it and you are required to have your own megabro to proof.

Kartana @ Focus Sash/Leppa Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Searing Sunraze Smash
- Ice Shard
- Shell Smash/Extreme Evoboost

the "unwallable' kart itself. +2 SSS kills everything but the prankster sunsteel resists that haze you first. otherwise can slaughter any team reliant on zyg or anything else to wall. impossible to proof without innards tho so its confined to ho

Kartana @ Focus Sash/Grass Memory/Fire Memory
Ability: No Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant/Jolly Nature
- Sunsteel Strike
- Power Whip/Sacred Fire/Gastro Acid/Multi-Attack/Sing/Spore/Bolt Strike
- Shell Smash
- Sheer Cold/Fissure

people keep sleeping on smash ng kart and idk why. it baits in and ohkos traditional kart walls like zyg-c and prankster steels, you need a wg water/wg steel to even wall this guy and it can destroy either of them depending on coverage. sash+ohko+spore immune gives you great utility into offense too which is one of the most common criticisms of the set.

Solgaleo @ Solganium Z/Flame Plate/Zap Plate
Ability: No Guard
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant/Lonely/Naughty/Naive/Hasty/Jolly Nature
- Sunsteel Strike
- Bolt Strike/Zap Cannon/Magma Storm/Blue Flare/Gastro Acid/Judgment/Inferno
- Shell Smash/Magma Storm/Blue Flare/Gastro Acid/Judgment/Inferno
- Sheer Cold/Fissure
like ng kart but tankier and can run special coverage. solg z is nice too for fatter neutral wgs like arc.

Necrozma-Dusk-Mane @ Solganium Z
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Power Trip
- Ice Shard
- Shell Smash/Extreme Evoboost

ndm with similar mu spread to the iconic searing sunraze kart. solg z at +2 breaks a lot of the frailer sunsteel resistant wgs and power trip 2hkos (with smash) or ohkos (with evoboost) fc steelix. similarly to unwallable kart tho its shut down by sunsteel resistant pranksters, but it can actually be proofed by semi viable stuff like wg heatran

Gyarados-Mega @ Leppa Berry/Lum Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Extreme Evoboost/Shell Smash
- Sunsteel Strike
- Power Trip
- Ice Shard

like the previous ndm but trades SSS and stab sunsteel for meatier powertrip, arguably better typing, and easier improofing.

Heracross-Mega @ Life Orb/Focus Sash/Choice Band/Lum Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- First Impression
- Sunsteel Strike
- V-create/Close Combat
- Ice Punch/Close Combat

breaker with super strong priority first impression, only walls are wg fires and stuff like pogre/swampert. however being very slow and quite frail really hurts in this meta and after the first turn this is sent it its threat level goes down considerably. ild only use this over an mmx with a similar set if you really wanted the strong fimp, thats really this mons only niche

Part 3: Mixed/Special Breakers
:mewtwo-mega-y: :groudon-primal: :kyogre-primal: :rayquaza-mega: :gengar-mega:

being highly reliant on setup, lacking huge power, and being more reliably walled by wgs makes special mons much worse at pulling off "unwallable" sets. however there are some threatening mixed/special unwallable mons out there, they just dont reach the same level as the physical ones most of the time

Mewtwo-Mega-Y @ Pixie Plate/Life Orb/Focus Sash/Leppa Berry/Lum Berry
Ability: Protean
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild/Naive Nature
- Extreme Evoboost/Shell Smash/Spore
- Moongeist Beam
- Sunsteel Strike
- Judgment/Moonblast/Freeze-Dry/Spore

best mmy set imo, super strong geist+sunsteel to break geist resists+move that hits both zyg and mgyara is the most busted 3-move coverage combo in the game and with setup and mmys amazing statline you can just run away with games. you can even set up in the face of specthief guys cuz protean turns you normal type the turn you click smash or evoboost. really hard to improof tho-mgyara and zyg still arent that reliable proofs even with plate, and i dont think theres a single proof that cant get overwhelmed when mmy isnt plate. ive also seen this set with deo-a and mray for strong sunsteel but you really dont need it and losing a ton of either speed or bulk really hurts.

Mewtwo-Mega-Y @ Life Orb/Fist Plate/Icicle Plate
Ability: Protean
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature/Naive Nature
- Moongeist Beam
- Sunsteel Strike
- Secret Sword/Judgment/Aura Sphere/Hidden Power Fighting
- Ice Beam/Judgment/
Hidden Power Ice
similar set but instead you just coveragespam. theoretically you have better coverage than the previous set (lorb mild 2hkoes the entire game besides +spdef wg pogre and ho-oh iirc) and you can proof easier with plates/BASED HIDDEN POWER too. setup/spore is extremely valuable on this mon tho especially for actually breaking through the fatter spdef wgs and you dont lose much coverage by running it so setup is preferred most of the time

Mewtwo-Mega-Y @ Flame Orb
Ability: Flare Boost
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Photon Geyser
- Moonblast
- Dark Pulse
- Searing Shot/Earth Power

flare boost coveragespam mmy is an mmy that desprately tries to play like an mmx. choice between searing shot and ep is choosing between walled by wg steels and walled by non balloon muk. otherwise this set 2hkoes or ohkos the whole meta, its just not one of mmys better sets cuz you can just use a physical breaker, you can be kinda slow at breaking through teams, flame orb ruins one of mmys greatest strengths in unpredictability, and it misses some crucial rolls on offense mons.

Groudon-Primal @ Life Orb/Focus Sash
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Rash Nature
- Shell Smash
- Sunsteel Strike
- Mind Blown
- Freeze-Dry

use rash nature if sash and naughty with lorb, thats just how the rolls work out. NToTheN made this set in phpl and goddamn does it destroy almost any defensive core-you only beat this with opposing tanky fire types like pdon, tran, and ho-oh tho you do have to proof with one of those mons. mguard is also mega heat for the innards immunity too, this the only attacker on this list that doesnt have to worry about innards at all. edit: av cosmoem also made this set months before

Kyogre-Primal @ Splash Plate/Life Orb
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Judgment/Steam Eruption
- Freeze-Dry/Secret Sword/Clangorous Soulblaze
- Shell Smash
- Spore

the notorious https://en.wikipedia.org/wiki/Fish itself. hard to proof, but a lack of viable fat spdef water resists means walls to this are basically restricted to other pogre. spore helps you break through your 2hkos (like blissey, mgyara, and zyg) and can get you setup opportunities. can struggle into priority and certain offenses tho and proofs are very restricted and are very different depending on set

Rayquaza-Mega @ Leppa Berry/Sky Plate/Earth Plate/Focus Sash/Flame Plate/Life Orb
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Clangorous Soulblaze
- Aeroblast/Core Enforcer/Clanging Scales/Judgment
- Searing Shot/Earth Power/Blue Flare/Judgment/Spore
- Extreme Evoboost/Shell Smash

ladder esque mold ray set but actual coverage that makes it terrifying. super imp bait cuz how do you even proof this well (run only dragon moves and weak coverage and use audino? some kind of spdef diancie?? prank topsy turvy solg/steela???) but in return soulblaze is a busted nuke option and can hit basically the whole game after its set up. you dont see this on high level teams for a reason tho cuz a. weak and somewhat slow without setting up/soulblaze b. like i said stupid to improof

Gengar-Mega @ Focus Sash/Toxic Plate/Fist Plate/Insect Plate
Ability: No Guard
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid/Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Sludge Bomb/Judgment/Focus Blast
- Focus Blast/Judgment/Zap Cannon
- Fissure/
Sheer Cold
coveragespam ng gar is a breaker that basically destroys any team lacking melo or yve, and even then it has more niche tech for those mons. ig it also struggles to break fatter neutral wgs too like steela, sableye, and pogre so it doesnt really classify as an "unwallable" but this sets good cuz it counters lots of balances while still having good utility of sash and being a fast ng into offense so imma just take this chance to shill it

Part 4: HARVEST AND CFZ SPAM
:SLAKING: :SLAKING: :SLAKING: :SLAKING: :SLAKING: :SLAKING:

welcome to gen 7 pure hackmons. cfzs are 1 pp nuke options that can bruteforce through almost any mon, but require correct prediction to make wor- oh theres harvest leppa berry giving you infinite 200 bp moves. as you will soon see this is very fair and balanced

Mewtwo-Mega-X/Deoxys-Attack @ Focus Sash/Leppa Berry
Ability: Pure Power
EVs: 248 HP / 252 Atk / 252 Def/ 252 SpA / 252 Spd/ 252 Spe
Hasty/Lonely/Jolly/Adamant Nature
- Light That Burns the Sky
- Searing Sunraze Smash/Sunsteel Strike
- Let's Snuggle Forever/Close Combat
- Menacing Moonraze Maelstrom/
Malicious Moonsault
annihilate your enemies with 4 200 bp nuke buttons. ltbts ohkoes almost any non resist and every nonresist under psysurge (where this mons at its best), and the other 3 moves are additional nukes that hit what ltbts cant. (if this mon has all 4 cfzs its literally unwallable) innards is required to proof tho, opposing sash spam can give you trouble, and you do need to be good at managing your cfz resources.

Metagross-Mega/Necrozma-Dusk-Mane/Solgaleo @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave/Lonely/Naughty/Adamant Nature
- Searing Sunraze Smash
- Let's Snuggle Forever/Shore Up
- Menacing Moonraze Maelstrom/Shore Up/V-Create/Substitute
- Extreme Evoboost

however harvest cfz is just fundementally busted. this is your traditional harvest breaker steel, and the idea is evoboost up and spam cfz into your opponent until they die. spectral thief/prankhaze physical walls can stop your sweep but when those mons are removed you often just snowball and win, improofing is kinda hard if you cant just stay in and pp stall but they only have 1 pp per cfz so its managable

Giratina-Origin @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet/Rash Nature
- Menacing Moonraze Maelstrom
- Searing Sunraze Smash
- Clangorous Soulblaze/Shore Up
- Extreme Evoboost/
Shore Up
AV Cosmoem set that has exactly 0 reliable walls. mgyara and other such mons just get bruteforced through if no specthief/knock off, and everything else falls victim to big cfz. even innards can get clangsoul spammed into oblivion. giras fat so lots of setup opportunities and nuking zyg with clangsoul is a great trait but imp can claim several koes copying this thing if you arent careful, any specthief is gonna hurt like hell due to ghost weak, and you are liable to being chipped down over time.

Necrozma-Ultra @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty/Rash Nature
- Extreme Evoboost
- Searing Sunraze Smash
- Clangorous Soulblaze
- Recover/Searing Shot/Blue Flare/
Menacing Moonraze Maelstrom/Light That Burns The Sky
similar idea to the giratina but trades bulk for speed and immediate power. its better at blitzing through innards, can be proofed easier, and can pose more of a threat as soon as it switches in but its extremely specthief vulnerable if something lives a hit. thx for Ransei for the set btw you have now played a part in killing balance everywhere

Slaking @ Leppa Berry
Ability: Harvest
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant/Impish/Jolly Nature
- Substitute/Taunt/Nature's Madness/Guardian of Alola/Toxic
- Recover
- Searing Sunraze Smash/Sunsteel Strike
- Extreme Evoboost

THE BIG MONKE HIMSELF. idea alledgedly came from ladder, got cooked up and brought to HPL by aerobee, and perfected by yours truly. specthief immune+reliable selfproof+reliable recovery lets you just boost up and win games, and whatever you dont ko with your sunsteel you just pp stall. because of this prankhaze/fat sunsteel tanks arent 100% reliable answers and you can just stall out any defensive team with sub protecting you from knock/toxic/crits/similar stuff. contrary to popular belief tho subharvest does have reliable counterplay namely just outoffensing it, core enforcer slowing its pp stall down to a crawl, 2 layers of tspikes denying it entry, innards with whirlwind/some other threatening option preventing slak from just sitting there, and perishtrappers that can trap and ko it if it isnt fully boosted up. however sub isnt the only harvslak option, and you can use taunt or natures madness to cover these bad mus. team synergies with this guy are rather unexplored too, ex. harvslak on ho as an endgame cleaner/stall mu plan b or DOUBLE HARVSLAK to play more risky with the mon, deal with innards, and take advantage of sub+taunt harvslak at once. it isnt as unbeatable as it was in 2024 but harvslak is still a busted top tier option that every good team should have a gameplan against.

anyways time to drop this and flood ladder with these sets making balance unplayable goodbye
In a deep harsh mental state right now because you killed my favorite playstyle help
 
:kyogre-primal:
250.png
(Wonder Guard)
They both have the same special bulk and pretty much the same weaknesses, so the only difference is Ho-Oh is 4x weak to rocks. Kyogre-Primal has a good niche on offense of switching into stuff and gaining momentum whilst being able to Imposter proof entire teams. Ho-Oh's niche is on stall where it isn't very likely rocks will be up due to Magic Bounce, so I guess you'd use it because it's immune to Will-O-Wisp, and Child of Night has been doing well with a Ho-Oh stall team. Nothing runs coverage for them and you wall almost every special attacker outside of like No Guard MMY so I think they are pretty underrated hence why I ranked them so high.

Outside of that, I think my VR was pretty normal so this will be the end. If you disagree with something or want an ability added/changed let me know.
The only real difference besides the rock weakness is that Ho-Oh has fire STAB. Fire hits a lot more than water so it can take on more offensive and defensive threats the Pogre. In simple terms, if you want to wall Pdon or don't have magic bounce, choose Pogre and for Kartana, Scizor, Steela and basically any other steel type, Ho-Oh is better.
 
:mewtwo-mega-y:

Mewtwo-Mega-Y (Dazzling, Psychic Terrain, Wonder Guard, Tinted Lens, Protein, Parental Bond, No Guard, Sniper)
SNIPER MENTIONED !!
That gives me a good reason to make a post about this insane set I've discovered few times ago (I believe I'm the one who created it, if anyone have thought of it before just tell me, I don't want to take all the credit.)

The set :

:xy/mewtwo-mega-y:
Mewtwo-Mega-Y @ Scope Lens
Ability: Sniper
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Focus Energy
- Photon Geyser
- Earth Power
- Bug Buzz

I think this is the best moveset for Sniper, Ice Beam could be used but you'd lose coverage and it isn’t really needed.

Why did I think of this set :

I saw 3 crit hit ratio level would make all attacks be a critical hit.
The easiest way to have this (without boosted hit ratio attacks) is to have Focus Energy (+2) and Scope Lens (+1).
Scope Lens doesn't allow you to run the Focus Sash but MMY is bulky enough to tank a lot of non-boosted and with neutral effectiveness attacks.
Focus Enegy is a boost move that can’t be hazed making PrankHazer not an issue.
I firstly made a set (early 2024) without the Sniper Ability (probably something like Peotean) which was definitely bad : Focus Energy gives a ×1.5 boost for all attacks whereas Shell Smash gives ×2 for almost every attacks and ×2 in Spe. It is definitely better despite being Haze-able.
HOWEVER, with the ability Sniper it gets a huge boost of ×2.25 on every single attack (except if the oppo has an ability to block crits but why ?). This boost can’t be hazed and is stronger than the Shell Smash one. Moreover MMY has an excellent Speed Tier, outspeeding every mons with 130 Spe such as MMX or MGar. This allowing MMY to not have a Spe boost.

Moveset explanation :

- Focus Energy is obviously needed for the set
- Non-Protean MMY should never not run Photon Geyser (or LTBTS).
- Earth Power is extremely useful to hit steel types that will resist Photon Geyser and it will deal damage to AMuk and MHoundoom
- Bug Buzz hits Dark and Psychic type

I think this is the best moveset for this set but ig it could be changed to hit different things (like Yveltal and MSableye) or have an Improof with a good WG.

Lot of calcs :

252+ Atk Life Orb Huge Power Mewtwo-Mega-X Photon Geyser vs. 252 HP / 252 Def Mewtwo-Mega-Y: 307-361 (73.7 - 86.7%) -- guaranteed 2HKO

252+ SpA Sniper Mewtwo-Mega-Y Photon Geyser vs. 252 HP / 252+ SpD Ho-Oh on a critical hit: 292-343 (70.1 - 82.4%) -- guaranteed 2HKO

252+ SpA Sniper Mewtwo-Mega-Y Photon Geyser vs. 252 HP / 252+ SpD Blissey on a critical hit: 319-378 (44.6 - 52.9%) -- 25% chance to 2HKO

252+ SpA Sniper Mewtwo-Mega-Y Photon Geyser vs. 252 HP / 252+ SpD Audino-Mega on a critical hit: 337-397 (82.1 - 96.8%) -- guaranteed 2HKO

252+ SpA Sniper Mewtwo-Mega-Y Bug Buzz vs. 252 HP / 252+ SpD Meloetta on a critical hit: 399-471 (98.7 - 116.5%) -- 93.8% chance to OHKO

252+ SpA Sniper Mewtwo-Mega-Y Photon Geyser vs. 252 HP / 252 SpD Mewtwo-Mega-X on a critical hit: 433-513 (104 - 123.3%) -- guaranteed OHKO

252+ SpA Sniper Mewtwo-Mega-Y Photon Geyser vs. 252 HP / 252+ SpD Celesteela on a critical hit: 195-229 (48.9 - 57.5%) -- 96.1% chance to 2HKO

252+ SpA Sniper Mewtwo-Mega-Y Photon Geyser vs. 252 HP / 252+ SpD Zygarde-Complete on a critical hit: 406-481 (63.8 - 75.6%) -- guaranteed 2HKO

252+ SpA Sniper Mewtwo-Mega-Y Earth Power vs. 252 HP / 252+ SpD Steelix-Mega on a critical hit: 492-579 (138.9 - 163.5%) -- guaranteed OHKO

252+ SpA Sniper Mewtwo-Mega-Y Earth Power vs. 252 HP / 252+ SpD Muk-Alola on a critical hit: 474-561 (114.4 - 135.5%) -- guaranteed OHKO
 
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Post-PHPL USUM Teamdump

I passed teams to byul/Richard for the majority of the tour, then let AV do their own thing towards the end. Speedbuilt all of these, so many of them are flawed. If there's an obvious fix I'll mention it.

Week 1
G1: :mewtwo-mega-y::yveltal::slaking::steelix-mega::meloetta::greninja-ash:Game
Rather sloppy team overall, both WGs are unnecessarily weak to Bug (Mega Audino would've been more worthwhile here) and Slaking's BP screwed byul over in the game. Apparently opposing Groudon was Photon, though, so byul was haxed.

G2: :mewtwo-mega-y::mewtwo-mega-y::mewtwo-mega-y::scizor-mega::meloetta::blissey:Game
MMY outspeeds MMX/AshGren so it often functions as strong anti-offense on top of being an offensive threat itself. Despite having a means to hit Sableye this was basically unplayable once Meloetta was gone, since once MMX set up on the right mon the game was over. Sash MG MMY over Harvest likely would've helped here.

:giratina-origin::chansey::slaking::pheromosa::gyarados-mega::scizor-mega:
Unused team that makes use of AV Cosmoem's Harvest Gira-O. EVs let Gira OHKO Imposter Blissey. This team is actually fine imo, though Gyarados is prone to getting trapped by STAG if the user's not careful and Chansey doesn't work vs. self-proofed offense.

Week 2

After week 1 I realized I'd have to pass teams that are simpler to pilot, which was fine but resulted in being constrained to dumbed down offense structures, which seemed potentially problematic from a prep perspective in later weeks.

G1: :slaking::gengar-mega::groudon-primal::yveltal::heatran::marowak-alola:Game
Wanted to build something strong vs. cscl's usual tendencies (First Impression/MMM-weak Smash WG, No Guard Fissure, bulky Arena Trap). Ripped Fake Out Marowak from Bullsht – very nice revenger with pseudo-FakeSpeed, especially since you aren't innately trapped and can function as a breaker if necessary. Unfortunately Richard misplayed, though the matchup was at least playable.

G2: :blissey::giratina-origin::kartana::meloetta::gengar-mega::mewtwo-mega-y:Game
Relatively solid. The idea was out-trade until you win, which worked perfectly in-game as cscl's team relied on our inability to follow that gameplan. As demonstrated, Spore No Guards have the upside of bluffing some other set, which gave Richard a larger upper hand in the sack war.

G3: :marowak-alola::lunala::zygarde-complete::audino-mega::gyarados-mega::mewtwo-mega-y:Game
Gameplan here was to have multiple multi-purpose attackers that could be traded into opposing Innards as needed. Marowak and MMY serve as revenging in addition to breaking/potential sweeping, Lunala could pass boosts, break on its own, or trade with something, and Gyarados could serve as a sweeper in addition to supporting via Wisp and providing defensive utility via its typing.


Week 3
G1: Same as Week 2 G1 – Game
Relatively good matchup (apparently no Kartana had any means of hitting Heatran), but of course Richard didn't know that at the time and so erroneously sacked Marowak t2.

G2: :mewtwo-mega-y::mewtwo-mega-x::kyurem-black::mewtwo-mega-x::yveltal::blissey:Game
No Guard-resistant PsySpam. The biggest mistake here was not running Defog Blissey for random surprises like unexpected Toxic Spikes, and it likely would've made a difference here.

Week 4
We had to make a sub so the teams brought weren't the ones that were planned:

(G1:) Akira's No Guard Metagross-Bounce Ho-Oh-WG Toxic Dialga team

(G2:) :mewtwo-mega-y::mewtwo-mega-x::kyurem-white::mewtwo-mega-x::yveltal::blissey:Game
Similar to the above HO but with Comatose KyuW instead of Bounce Kyurem-B. Unfortunately mayo got meta knowledge'd and lost Yveltal to random Magic Bounce.

Other two planned teams for this week, besides KyuW HO:

:dialga::mewtwo-mega-y::celesteela::arceus::mewtwo-mega-x::giratina-origin:
Harvest Dialga 1v1s Slaking and packs a punch on its own (though proactive Improofing is tough).

:chansey::kartana::yveltal::mewtwo-mega-x::gengar-mega::kyogre-primal:
I think I ripped this from someone (don't remember who, sorry) and edited the sets. No Magic Bounce on a team like this makes the turns quite tight in some matchups, but overall it should work well enough

Week 5

G1: :kyogre-primal::gyarados-mega::arceus::dialga::groudon-primal::chansey:Game
cscl's revengers seemed to rely on coverage to hit offensive WGs, so an unconventional offensive WG seemed like a good bring, along with a Harvest check. Lava Plume Arceus is basically only for Kartana. Unfortunately we essentially sacked Kyogre early on then sacked Dialga a couple dozen turns later, leaving us without adequate pressure.

G2: :gengar-mega::pheromosa::meloetta::yveltal::scizor-mega::groudon-primal:
Similar ideas to Week 2, with attackers that we either wouldn't mind trading or are Innards-resistant (Groudon can Stoked Sparksurfer on the switch). U-turn Gengar debut. Unfortunately got mu'ed in-game.


Other teams:
:mewtwo-mega-y::groudon-primal::slaking::meloetta::blissey::mewtwo-mega-y:
:sceptile-mega::diancie-mega::kyurem-white::mewtwo-mega-x::yveltal::blissey:
:mewtwo-mega-y::deoxys-speed::kartana::slowbro-mega::blissey::kartana:
:mewtwo-mega-y::meloetta::mewtwo-mega-x::zygarde-complete::chansey::yveltal:
 
Making my own VR cuz I am bored, (Bolded=More common abilities) NOT ORDERED

S+
:blissey:(Imposter, Innards out, Wonder Guard)
:Chansey:(Imposter, Innards out, Wonder Guard)
:Audino-Mega:(Wonder Guard) Not making a Wonder guard VR

S
:Mewtwo-Mega-X:(Huge Power, Magic Guard) Could go in S+ Personal opinion
:Zygarde-Complete:(Prankster, Imposter)

S-
:Slaking:(Harvest, Huge Power, Wonder Guard)
:Meloetta: (Wonder Guard)

A+
:Groudon-Primal:
(Huge Power, Magic Guard, Shadow Tag, Mold Breaker, Magic Bounce)
:Kartana: (Huge Power, Magic guard, Magic Bounce, Wonder Guard)
:Greninja-Ash: (Wonder Guard, Huge Power, Water Bubble, No Guard)
:Gengar-Mega: (parental Bond, Magic Guard, Dazzling)
:Muk-Alola: (Sturdy, Wonder Guard)
A
:Doublade: (Sturdy, Fur Coat, Prankster, Magic Bounce)
:Heracross-Mega: (Huge Power, Triage) Maybe B?
:Slowbro-Mega: (Prankster, Wonder Guard, Fur Coat)
:Gyarados-Mega: (Wonder Guard, Huge power, Mold Breaker)
:Necrozma-Dawn-Wings: (Wonder Guard)
:Steelix-Mega: (Prankster)
:Zeraora:
(No Guard, Wonder Guard) I’m biased because one time I got ran over by ng Fissure, Zap Cannon Zera

Simply outclassed
:regigigas:
:Oranguru:

B+
:Lopunny-Mega:
(No Guard)
:Lunala: (Innards Out, Wonder Guard)
:deoxys-speed:(No Guard, Comatose)
:Deoxys-Attack: (Psychic Surge, Magic Guard, Dazzling)
:Rayquaza-Mega: (Triage, Aerilate, Shadow Tag, Mold Breaker, 'Contrary, low ladder players only')
:arceus: (Wonder Guard, Prankster)
:Scizor-Mega: (Wonder Guard)

B-
:alakazam-mega: (Psychic Surge, Dazzling)
:Yveltal: (Magic Bounce, Wonder Guard)
:Necrozma-Ultra: (Huge Power, Wonder Guard, ‘Mold Breaker, also a low ladder classic)
:Excadrill: (Innards out)

C
:Ferrothorn: (Wonder Guard, Prankster) never seen this on ladder probably for good reason
:Dialga: (Harvest, Wonder Guard) I used this one time and I thought I was a genius it still SUCKS
:Cresselia: (Wonder Guard?)

Why?
:Silvally:


:Deoxys-Defense: Outclassed by Cres
:Shuckle: Low ladder stuff
Woah woah woah. We need to talk about some of this.

Firstly-I understand this is a personal VR and all, but...

Also for my suggestions, I'm not gonna talk about the placement of stuff, just abilities because I don't feel like doing that.

You're missing a lot of mid-tier Wonder Guard mons that still deserve to be ranked like (Darminatan-Zen-Mode :darmanitan-zen:, PDon :groudon-primal:, Celesteela :celesteela:etc)

For ZyGod :zygarde-complete:, it also runs Magic Bounce, and you can remove Imposter. There is literally ZERO reason to run Imposter Zygod over Blissey :blissey: or Chansey :chansey:. Ladder is dumb and some people run it, but there is no reason to run it.

On PDon :groudon-primal:, I'd bold STag and Moldy and unbold Magic Guard. Some people run Magic Guard but its not PDon's main ability.

On Kartana :kartana:, I would add and bold No Guard, because its very common on Kartana.

On Mega Steelix :steelix-mega:, it should also have Fur Coat and Magic Bounce. I'd bold Fur Coat.

On Yveltal :yveltal:, you should put Huge Power, and add and bold Magic Bounce.

Also, once again, Regigigas :regigigas: is not outclassed entirely, and Oranguru :oranguru: is not outclassed entirely. I've explained Regigigas before in this forum, so I'm not gonna do it now. Now, for Oranguru, it has a slower speed stat than Meloetta, so it can actually slowpivot to another mon better than Meloetta. I agree it's not the best but it should at least be B-Tier worthy at least.

I know I said I'm not gonna argue about the placement of some mons, but Ferrothorn :ferrothorn: definitely should be higher. Ferrothorn is a pretty good Wonder Guard naturally immune to Spore and has a good typing that resists Photon Geyser and Sunsteel Strike. It definitely is better than C. Also just because you don't see it on ladder doesn't mean it isn't good. Ladder is a bad representation of how good a mon is, and low ladder players will naturally not use a 4x weakness Fire mon. Even with the 4x Weakness Ferrothorn is a pretty good mon, because personally, I don't think Fire moves are super common.

For Silvally :silvally:, I think you are confused with Type-Null :type-null:. I'm not sure, but if that is the case it should be ranked higher because with Eviolite, Type:Null is a pretty good Magic Bouncer (which if you decide to rank should be bolded). If it is Silvally though, it's in the right spot IMO.
 
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Teamdump for PHPL

I had never played this tier before the tour and now I'm 7-0 so clearly I'm doing something right? That said I figure I got very lucky with matchups. Many people have told me my teams are "incoherent" "insane" or "AI generated" so I will do my best to explain the thought process behind each team, as such each team gets a micro-RMT! Enjoy!

Week 1

1742930583368.png

First team I built, the Kart set was my first real idea for the tier, since it seemed like a good way to reliably break p much any WG without losing to prankhaze. Gren can pursuit trap the stuff it hits with ability removal (Simple Beam over Gastro so it reveals their ability to me). MMX kills stuff, Lando proofs gren and kiiiinda proofs MMX and selfproofs with Tarrows which is sick. Zygod and Innards are self-explanatory.
Team just isn't very good, surprised I got a win with it. Kart HATES dealing with Imposter so badly and the team loses to no guard if the sashes are broken.

1742930785654.png

Attempt at Hyper Offense, honestly it turned out not awful despite being such an early build. Didn't know psysurge would block prank psong tho lol. Not so much to say here except that some of the Deoxys have 248 speed EVs to ensure they were improofed against Scarf Imp, allowing my Scarf Arena Deo to RK. Maybe not all of them should be mindef?

3rd team was stolen from sussyamongusdrip shoutouts to Sussy.

Week 2

1742931465480.png

Starting this week I actually like the teams I built. Here we've got double WG double innards. Pdon to cteam Yourself's stated favorite MMX set of steel/elec/fire/ice and Gren to be annoying. Breaker is moldy Ray and Improofed by Air Balloon Stag Diancie, the Balloon is to make Diancie a solid counter to Zygod and WG darks to allow Pdon to try and sweep.

1742936541386.png

Fun team with WG Dialga to check that MMX set I mentioned and a couple other fun guys but I don't have much to say about it.

Week 3

1742936956992.png

This team was pretty neat, uses some cool MMY and Gengar sets, Arc is the Improofer and Pdon handles sunsteel clickers. Team isn't the best into MMX or fissure but you've got Innards so you can win vs balance type stuff. Probably not the best moves on the Kart to be honest. MMY is basically unwallable so as long as you don't get trapped and win your predicts before life orb timer gets you then you probably win vs any stall. Out of all my teams that beat Zenith Mode I think this one beats it the hardest.

1742938137369.png

This team isn't very good because I wasn't thinking very hard when I built it I just shoved a buncha guys on a team but because it had priority it worked vs Spam.

1742938165246.png

Now THIS is a cool team. Fun defensive core, Leppa Imp to troll harvester, fun MMX set although no photon hurts. You can use knock to get Kyurem in to win vs some stuff. Exca is cool. Overall this team just has a buncha fun guys but my main issue with it is its really weak to Rocks, but I added defog Doublade in a revision so it's playable now at least.

Week 4

1742938947258.png

This team is one I'm really happy with. It's got a lot of fun stuff going on. Originally I had Knock on Hoopa over Beat Up and you could probably change back to that, since this team can make good use of item removal to deal with WG. You have strong prio for dealing with offense and the rest of the team is great at taking down balance. Bounce Ho Oh is great because a lot of teams run hella passive hazard setters and it beats fissure NG which the team's WG core is weak to. Metagross set probably works fine on a Solgaleo.

The other two teams I loaded this week was a reuse and a team built by Clas shoutouts to Clas.

Week 5

1742939339331.png

The first team I have with a really coherent gameplan apart from just clicking at them until they lose (which, to be fair is effective in PH). This team has one main goal which is to inflict poison on as much as possible. From there, the Arceus is able to sweep with Taunt allowing it to break past Moongeist answers. The Greninja is here to beat opposing Gengars since they can deal with your Tspikes. The only really bad matchup is Alolan Muk but I was sorta just fishing I wouldn't encounter it plus the NG Gengar can bait it with Fissure., and Gren can kill it FWIW so maybe their team will be weak enough to the Gren set that you can just win? I hope this team out of all my teams gets used and/or added as a sample, I know other players have seen decent success with it.

1742939628878.png

In contrast this team isn't very good I don't have much to say. The Slaking is great as an individual set but everything else sucks.

Week 6

1742939700157.png

I was afraid of my opponent loading Hyper Offense this set, and I was right to think that way. This team is prepped for offensive teams above anything else and has a good few fun sets. Originally the kart was V-Create and the team was really weak to Gyarados so I changed it to Close Combat. Minspdef Kart improofed by Vacuum Wave is real funny. The Muk set never loses if you are good at kissing the opponent. Gengar runs Focus Blast because its the best set for it and hits the most things.

1742939928728.png

This team is sorta just a bunch of interesting ideas shoved together again, not too much of a vision behind it except for me liking the sets individually and stringing together synergy and Improofing. Hazard + Comaphase is here so it's kinda similar to Clockup Flowers.

Finals

1742939992667.png

Ending things off with a bang, this team has quite a few fun concepts, mostly the Gardevoir which is really cool and the Sturdy Solgaleo that Improofs it leading me towards an interesting team structure. Moldy Knock + Stag makes an appearance to reduce the team to the point MMY and Garde can clean. Maybe this should be terrain extender MMY, I don't know.

Fun tier, lotta room to innovate still it seems. Item removal is broken TLDR don't limit yourself to tired "consistent" strategies that get blown up by anything remotely unorthodox. PH is a ladder-based tier and IK that those can easily fall into echo chambers of sorts where certain sets that perform well in the environment of ladder get blown up the instant a tour team can afford to run more techy stuff. Better to matchup fish than be matchup fished.

Also shoutouts to all my team especially aerobee for the support.
 
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