• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Metagame Bio Mech Mons [Leader's Choice]

approved by KaenSoul and dhelmise
[banner]
View attachment 772249Bio Mech MonsView attachment 772248
Customize your team even further!
In Bio Mech Mons, Pokemon can assign items, abilities and moves to any of the available slots. This lifts the numerical restriction on each, and means you effectively have 6 slots to divide between items, abilities and moves as you please.

Rules, Banlist and Clauses
  1. Pokemon can only be assigned abilities and moves that they natively learn
  2. You must always assign at least one move to each Pokemon
  3. Just like moves, you cannot assign multiple of the same item or ability to one Pokemon​
Abilities:
Items:
Choice Band​
Choice Specs​
Moves:
Pokemon:
Annihilape​
Arceus​
Archaludon​
Baxcalibur​
Calyrex-Ice​
Calyrex-Shadow​
Chien-Pao​
Chi-Yu​
Deoxys​
Deoxys-Attack​
Dialga​
Dialga-Origin​
Espathra​
Eternatus​
Flutter Mane​
Giratina​
Giratina-Origin​
Gouging Fire​
Groudon​
Ho-Oh​
Iron Bundle​
Koraidon​
Kyogre​
Kyurem-Black​
Kyurem-White​
Landorus​
Lugia​
Lunala​
Magearna​
Mewtwo​
Miraidon​
Necrozma-Dawn-Wings​
Necrozma-Dusk-Mane​
Ogerpon-Hearthflame​
Palafin​
Palafin-Hero​
Palkia​
Palkia-Origin​
Rayquaza​
Regieleki​
Regigigas​
Reshiram​
Roaring Moon​
Slaking​
Shaymin-Sky​
Sneasler​
Solgaleo​
Spectrier​
Terapagos​
Ursaluna-Bloodmoon​
Urshifu​
Urshifu-Rapid-Strike​
Volcarona​
Zacian​
Zacian-Crowned​
Zamazenta-Crowned​
Zekrom​

Clauses:
  • Species Clause: A player cannot have two Pokemon with the same National Pokédex number on a team.
  • OHKO Clause: A Pokemon may not have the moves Fissure, Guillotine, Horn Drill, or Sheer Cold in its moveset.
  • Evasion Moves Clause: A Pokemon may not have either Double Team or Minimize in its moveset.
  • Sleep Moves Clause: Bans all moves that induce sleep as a primary effect, such as Hypnosis. (also bans Yawn)
  • Endless Battle Clause: Players cannot intentionally prevent an opponent from being able to end the game without forfeiting

Other:
  • Trick/Switcheroo/Pickpocket and other items/moves/abilities that interact with items still function, and will only interact with what is in the Item slot
  • Skill Swap/Worry Seed/Ability Shield and other items/moves/abilities that interact with abilities still function, and will only interact with what is in the Ability slot
  • Taunt/Encore/Disable and other items/moves/abilities that interact with moves still function, and will interact with the opponent's entire movepool, regardless of its slot distribution

Strategy:

Item-stacking
Running a plethora of different items on the same Pokemon can lead to a min-maxxed strong attackers, albeit with little to no versatility

:sv/dragapult:

Dragapult @ Life Orb
Ability: Spell Tag
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spooky Plate
- Wise Glasses
- Shadow Ball
- Draco Meteor


Multiple abilities
Pokemon with many strong abilities can abuse them all at once, at the cost of items or moveslots

:sv/excadrill:
Excadrill @ Swords Dance
Ability: Muscle Band
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sand Rush
- Sand Force
- Earthquake
- Iron Head


I can do anything!
Pokemon with a very wide movepool can become incredibly versatile

:sv/jirachi:
Jirachi @ Cosmic Power
Ability: Stored Power
Tera Type: Water
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Substitute
- Wish
- Thunder Wave

pretty much a buff
Pokemon with bad or meh abilities, like :darkrai: :ogerpon-wellspring: :weavile: :kyurem:, can give those up for an extra item or move


Watchlist:
Assault Vest, Heavy-Duty-Boots, Life Orb for potential restriction or ban.

Q&A:
Is this metagame playable on PS?
No, not yet

How do moves/abilities/items like Knock Off, Trick, Skill Swap, Taunt etc work?
It will depend on what is easiest for the coding team to implement. Here is our preferred workflow if possible for the coders to implement:
  • Item-interactors deal with the Item slot
    • This means that moves like Trick and Knock Off, or abilities like Pickpocket will remove, replace or steal whatever is in the Item slot, regardless of what it is. If your opponent has Close Combat in the item slot and you click Knock Off, that Pokemon can no longer use the move Close Combat.
  • Ability-interactors deal with the Ability slot
    • In a similar vein to above, moves like Skill Swap and Worry Seed, or abilities like Neutralizing Gas, will swap, replace or suppress whatever is in the Ability slot. If your opponent has Life Orb in the Ability slot and you use Worry Seed, their Life Orb will be replaced with Insomnia.
  • Move-interactors deal with all Moves
    • This makes moves like Taunt and Encore consistent with their usual use case. Taunt will check for all your moves and forbid you from using Status moves, and Encore will lock you into the last move you used. Move-interactors will not make a distinction based on where the moves are placed.

Council:
:cacnea: RADU (Leader)
:darkrai: prunyy
:arbok: Clas
What happens if you get multiple of the same item in a match?
Like for example, you have Leftovers as an ability and your opponent tricks another Leftovers onto you. What happens?
 
I'm really excited to try this meta out(so much so that this is my first forum post) and boy is there alot of things to try. So I decided that the first thing I'm going to put my stocks into are the Max HP moves(Eruption, Water Spout, and Dragon Energy) and their users :typhlosion-hisui: :typhlosion: :torkoal: :blastoise: :regidrago:. For the fact that they can run heavy-duty boots, choice scarf(excluding:torkoal:), and boosting items, which lets them bypass some of the biggest detriments they're used to facing in one set.

:typhlosion: Probably the one I'm most high on as its 109/100 offenses give it alot to work with in what's likely to be a heavy scarf meta + fire type damage has very few immunities to worry about. This means Eruption is easy to click and becomes especially devastating in sun. Speaking of immunities it also has the option to keep flash fire so that it can freely switch in on fire types while also boosting its eruptions even further.

:typhlosion-hisui: Honestly I'm just as high on Hisui Typhlosion as I am Johto Typhlosion. They share many of the same qualities, but it trades a bit of speed for more power. 119 SpAtk makes it the strongest eruption user statwise and while being 5 speed slower, 95 speed is still respectacle. The added ghost typing also lets it switch in on fighting type attacks and stab shadow ball is nice for hitting fire immunes as most are either weak to Shadow Ball or take neutral damage from it.

:blastoise: Probably the one I'm least high on as it lends in the middle on all fronts. Blastoise finds itself with the lowest offensive output with only 85 SpAtk and a meager 78 speed which is not winning it any races. Even with scarf it finds itself unable to outpace max speed dragapult which sucks. 78 speed also makes it too fast for trick room although it could run iron ball to circumvent that issue. But I will say stab 150 bp Water Spouts and a bunch of multipliers should still let it deal considerable damage, so on a rain team it could be a dracovish-lite.

:torkoal: Despite having the same special attack as blastoise I feel it actually has a bit more going for it as a TR sweeper. Needing TR is definitely a big draw back, but Torkoal's natural synergy with it lets it do alot while TR is active. Unlike Blastoise and the Typhlosions it sets its own weather and 20 speed in TR means it outspeed just about anything. This also means it never needs to worry about being choice locked as all the others want scarf. Not to mention in can run Quiet nature instead of a speed boosting one. Definitely a high risk high reward mon since it's only at its peak for 2 or 3 turns at most, but during those turns it's launch max special attack Sun-Boosted eruptions with a lot of items.

:regidrago: To me regidrago is the potential mon of the group. As on one hand it requires the least amount of set up thanks to dragon's maw and only having one type that resists Dragon Energy, makes 100 SpAtk deceivingly good for securing kills. However, Regidrago also has the most immunities to deal with as there are a number of fairies that will force it out. So I find the risk and reward for Regidrago to be just as high if not higher than Torkoal's and it's going to need a team who likely will be carrying it to victory.

Disregarding immunities some other threats that not only Regidrago, but all of them face include: HDB + Sash sets, priority, and sand(I also have stocks in this and may make a post later). So finding work arounds for these will be crucial imo to cook with these guys. Can't wait to follow up on this post later, so I'll see you guys then!
 
Last edited:
:sv/kyurem:
Kyurem @ Loaded Dice
Ability: heavydutyboots
Tera Type: Electric
EVs: 252 Atk / 4 Def / 252 Spe
Adamant/Jolly Nature
- Dragon Dance
- Scale Shot
- Icicle Spear
- Tera Blast
Every Ice type or anything Stealth Rock weak is massively buffed in this Metagame since you get a free HDBs to slap on your Pokemon and get to use another item.
Kyurem is probably the best example and will define the metagame because it can put HDBs over Pressure and then also hold Loaded Dice, NMI, Leftovers, Life Orb, Choice Scarf, and more.

:sv/weavile:
Weavile @ Protective Pads
Ability: icicleplate
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Never-Melt Ice
- Wide Lens
- Heavy-Duty Boots
- Triple Axel
Here is another example.
Weavile gets to run pretty much every item it wants at once. Protective Pads for contact punishing abilities, Heavy Duty Boots to avoid Stealth Rock and Sticky Web, Wide Lens to make Triple Axel have near perfect accuracy and land all 3 hits more reliably, then gets 44% more damage from the type bonus items. It makes Weavile an excellent choice against offensive teams since you are fast, OHKO just about everything ok an offensive team that isn’t a resist, and bypass Focus Sash.
Having a bunch of only okish abilities is good for Ice types in this Meta because they are usually balanced around said bland abilities but can now replace them with a good item.
 
Last edited:
Ditto has a lot of free moveslots to put items in, all to be replaced upon transformation. HDB should come into effect before the transformation since vanilla imposter has the entry hazards damage based on ditto's base form (such as toxic spikes effecting ditto before imposter transforming into a poison type)

Mew also has the potential to smuggle one of its own moves onto the transformation via the item slot, imprison probably still wants to be used before transforming. psychic noise, uturn, twave, encore, taunt, haze, protect/substitute, maybe even trick to copy the last thing not transformed.
 
Ditto has a lot of free moveslots to put items in, all to be replaced upon transformation. HDB should come into effect before the transformation since vanilla imposter has the entry hazards damage based on ditto's base form (such as toxic spikes effecting ditto before imposter transforming into a poison type)

Mew also has the potential to smuggle one of its own moves onto the transformation via the item slot, imprison probably still wants to be used before transforming. psychic noise, uturn, twave, encore, taunt, haze, protect/substitute, maybe even trick to copy the last thing not transformed.
Yeah, Ditto is looking to be quite nice with the scarf, focus sash, hbd, and a filler item to cover something specific. For example, you can go for Wide Lens to help with hitting moves, Metronome to power up your choice locked move, Lum Berry to beat status effects, etc.

While typing this, I had an evil idea where you could use Ditto in TR by putting Power items over scarf so that you not only Revenge Kill without being choice locked, but also threaten to sweep in TR. Here's the set:

ditto.gif

Ditto @ Power Anklet
Ability: Imposter
Tera Type: Stellar or Ghost
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Transform
- Heavy-Duty Boots / Muscle Band / Wise Glasses
- Focus Sash / Life Orb
- Power Bracer

The idea stems from Twisted Dimensions and the ability to stack items in this meta. So you can now get a pokemon that can have its speed quartered by running 2 power items. Although this is very suboptimal for most, if not all pokemon, this isn't the case for Ditto, who again has slots to spare. This means Ditto can copy some of the fastest pokemon and legitimately turn them into a TR abuser.

For example, 1/4 of a Max Speed Dragapult puts it at 105 speed, which places it in the same speed tier as Min Speed Torterra, who has a base speed of 56!

With its speed covered, Ditto is also free to run more offensive items to help it attempt a reverse sweep or keep the aforementioned HBD + Sash combo, which lets it survive to confirm another kill once TR goes down or help it beat other Sash users while TR is active.

A side note, but :Indeedee: also proves to be a great partner for Ditto, as it can set Trick Room while also protecting Ditto from priority thanks to Psychic Terrain.

Edit: Ditto will likely lose all its moves and ability slots so I'll strikethrough when things are confirmed so not to spread misinformation!
 
Last edited:
Yeah, Ditto is looking to be quite nice with the scarf, focus sash, hbd, and a filler item to cover something specific. For example, you can go for Wide Lens to help with hitting moves, Metronome to power up your choice locked move, Lum Berry to beat status effects, etc.

unless I'm misremembering what was said earlier in the thread, imposter will copy everything that is in the opponent's moveslots and ability slot on switch in so you end up with transformed ditto @ whatever's in the item slot and nothing else.

Ditto @ Power Anklet
Ability: Imposter
Tera Type: Stellar or Ghost
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Transform
- Heavy-Duty Boots / Muscle Band / Wise Glasses
- Focus Sash / Life Orb
- Power Bracer

taking your set, if you transform the sash/orb/second power item won't work post-transformation. of course the boots would work fine since hazard damage happens before imposter kicks in (as would any other item whose effect happens before abilities, like for instance berries activate even before hazards so they certainly activate before imposter), and if you happen to send in ditto on sub or opposing imposter the move items would come into play, though in this particular om I don't think it's likely that you run into sub. probably ditto would be something like this (if you want your tr ditto replace choice scarf with any power item you want):

Ditto @ Choice Scarf
Ability: Iapapa Berry / Pecha Berry / Rawst Berry / Cheri Berry / Transform
Tera Type: Stellar / Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Imposter
- Heavy-Duty Boots
- Sitrus Berry
- Lum Berry

imposter + boots + lum + sitrus are a no brainer for the move slots. if it's legal to load up a set with no moves in this meta then the ability could end up being an interesting flex slot: you could slot in iapapa for extra healing, or maybe some other status-curing berry if you really hate status. if you plan on throwing ditto into sub often then you could slot transform here just to have a non-struggle move, but at the same time maybe it's nice to not have to wait 16 turns and instead be able to instantly click struggle? (in that case do you do 252 Atk Brave Nature??) if you're crazy you could instead throw in some random cheese in here too: sticky barb, quick powder, metal powder, leftovers, assault vest, lagging tail, air balloon.... of course this whole paragraph is contingent on you being able to load up a set with no traditional move, so if it ends up being that you need a move you can click that isn't struggle then you can forget all that and just do transform for the ability.

edit: on cartridge, there is nothing that prevents you from loading a mon whose set is hacked to have no moves. given how in this meta items, moves and abilities all sort of lose their individual identity and become just generic things to put in slots, and from other posts it seems totally fine to run a set with no items or a set with no abilities, I don't see why you shouldn't be allowed to run a set with no moves either.


heavy buty doots
 
Last edited:
unless I'm misremembering what was said earlier in the thread, imposter will copy everything that is in the opponent's moveslots and ability slot on switch in so you end up with transformed ditto @ whatever item you picked and nothing else.
I'm really hoping this isn't the case since it would kill my initial idea, but from the points you made, at least Ditto could still get some value, depending on what the opponent has in their ability or move slots. With that in mind, I also imagine that as the meta develops, you're gonna want to run certain things in the item slot so that Ditto doesn't mimic them. Pretty cool tech to ensure you're not bested by it, like running scarf or sash in the item slot so it doesn't get double the speed, or giving it a way to circumvent your own sash if you lack priority.

heavy buty doots
Whoops gotta make sure I don't make the heavy buty doots typo again.
 
Oh hell yeah Bio Mech Mons is real now, super hype
:pmd/clefable:
Ability: Magic Guard + Unaware
- Cosmic Power
- Moonlight
- Stored Power
- Moonblast

ik I'm not the first person to see this format and think "oh no, Clefable" but I don't think this set has been posted. Obviously the theme of this set is "I'm not gonna die (why waste the time?)." Once you get to +2 you're pretty much invincible. Moonblast lets you go for the win against dark types, I think this is better than wishtect bc you don't have lefties. I guess you could also just give it lefties over the moonblast slot if you want to go for slightly more aggressive setup opportunities. I do think this set will probably end up as more of a meme than anything but idk, maybe not. I'm sure Clefable will find some kinda way to be a menace.

:pmd/gliscor:
Item: Toxic Orb
Ability: Poison Heal
- Leftovers
- Spikes
- Toxic
- Protect

Sure, why not? Heal 18.75% passively every turn, with Protect you can get off a ridiculous 37.5% chip heal for every attack your opponent throws at you. Literally healing more than Regenerator and you don't even have to switch out. Assuming Knock Off gets implemented as desired this should be an amazing Knock Off absorber, hazard stacker, and staller. It can even run Knock itself if you can cover Spikes or Toxic elsewhere.

:pmd/quaquaval: :pmd/rillaboom:
Ability: Grassy Surge / Moxie
- Grassy Glide / Aqua Step
- Band something else, Life Orb, Type Plate, Type-Boost Item

Basically same idea here; casual 2.8x power boost. Rillaboom has immediate priority and uh technically Grassy Surge synergy ig. Quaquaval snowballs with Moxie and (effectively) Speed Boost. I think Quaquaval is the significantly better option for this idea just bc Moxie starts popping off like crazy. Here are some "unboosted" calcs (LO +2 is 2.6x, so slightly less than the item stack set unboosted):
+2 252+ LO Quaquaval Aqua Step vs. 252 HP / 252+ Def Clefable: (78.1 - 92.3%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ LO Quaquaval Aqua Step vs. 252 HP / 252 Def Jirachi: (68.8 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ LO Quaquaval Aqua Step vs. 252 HP / 228+ Def Pecharunt: (48.6 - 57.3%) -- 92.6% chance to 2HKO (should be guaranteed at 2.8x?)
+2 252+ LO Quaquaval Aqua Step vs. 248 HP / 8 Def Toxapex: (39.9 - 47.5%) -- guaranteed 3HKO

After the first Moxie boost you get +1 which should bring you to 4.2x damage. Literally better than a Belly Drum, and oh you also get +1 Speed per turn so that 4.2x damage comes with a 403 speed stat, on the house. Expecting this thing will get put in jail in short order.

Oh Band is banned lol. Uhhh well still probably something else works just not nearly as good. Idk. Run Metronome lol
 
Last edited:
Now that we are finally getting BMM for real this time it's time I reveal the mon I have cooked up and I think it genuinely might be overkill
images (2) (2).jpeg

That's right my absolutely CHAD of a mon Perrserker!
Need I say how strong tclaws+Steel spirit is? Well get a load of this set!
Perrserker @Steely Spirit
Ability: Tough Claws
Tera Type: Steel
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Iron Head
- Iron Plate
- Metal Coat
- Choice Scarf

This Iron Heads does some STUPID damage and on top of that you have to deal with flinching. That being said Perrserker is still a slow mon even with choice scarf, so it's main thing is wallbreaking and it will do just that
 
Dragapult @ Focus Sash
Ability: Cursed Body
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Disable
- Heavy Duty Boots
- Shadow Ball
- U-turn

I hate itemstacking. last 2 slots are filler
 
Item Stacking? How about ability stacking

Excadrill @ Mold Breaker
Ability: Sand Rush
Tera Type: idk whatever excadrill runs
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sand Force
- Earthquake
- Rapid Spin
- Iron Head

Yep, It’s Pokebilities all over again :3


Addition: Just to round out the 3 “X-stacking” types

Dragonite @ Dragon Claw
Ability: Low Kick
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Ice Spinner

Nothing is truly safe from the fat dragon
 
Last edited:
I really like this metagame as it gives potential for the stacking of items in a way that is balanced.
And so I realised there are a few potential sets that would be interesting:
Toxapex @ Binding Band
Ability: gripclaw
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Infestation
- Baneful Bunker
- blacksludge
- leftovers

With both gripclaw and binding band, you can punish your opponent's bad matchups with a nearly guaranteed KO.
I used the two spare slots for b.sludge and leftovers to ensure that if your opponent can't deal more than 1/4 of your HP per turn, they'll fail.
You could replace one with a focus sash to make this more reliable.

Braviary-Hisui (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA
Modest Nature
IVs: 0 Atk
- Esper wing (Edit: I mistakenly but Air slash here... (┬┬﹏┬┬), thank you timeflow)
- razor claw
- scope lense
- tinted lense

With both razor claw and scope lense, high-crit chance moves become guaranteed, add onto this STAB, sheer force, life orb and tinted lense and you have a powerful wallbreaker that doesn't allow defensive boosts or bad matchups stop it (except dark types).
1.5 * 1.5 * 1.3 * 1.3 * 80 = 304 power move that ignores SpDefence boosts and resistances.

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Calm Mind
- Blizzard
- icy rock

Icy rock makes the snow set by Ninetales last longer, giving snow teams more time and momentum as well as significant bulk. A good combo with a setup sweeper like regice.

Donphan @ Shell Bell
Ability: Sturdy
Level: 1
Tera Type: Ground
- Endeavor
- Ice Shard
- Stealth Rock
- rocky helmet

This is just a different type of FEAR mon, with the added benefit of having a rocky helmet for chip against other priority/multihits, and the potential for cure berries to prevent status kills (ground ensures immunity to sandstorm chip). I chose stealth rock incase this team would come up against one that has a counter, ensuring more flexibility.

Luckily these sets do have counters to them, but doing so would require building your team differently to account for it which reduces your versatility against more standard teams.
Trapping sets can be countered with the shed shell item or ghost types.
The crit set can be countered with an anger point mon + focus sash + priority or a dark type mon (krookadile is unfortunately got the worst of both lol).
Snow++ requires bringing supereffective moves against ice types.
FEAR has the standard counterstrategies, with water shuriken being the best one.

Some other ideas I had:
Focus-sash/sturdy + custap berry. Allows another guaranteed move to go through, potentially even destiny bond or other setup moves.
Protective pads + loaded dice. This will depend on the metagame and how common rocky helmet is, would be a good punishment.
Inferno (or equivilant) + zoom lens + wide lens. The move becomes a 66% hit chance.
Strength sap + big root. Usually a useless combo, but can now provide useful recovery at a lower opportunity cost.
 
Last edited:
fun (Dragapult) @ Heavy-Duty Boots / Disable / Shadow Ball / Draco Meteor
Ability: Focus Sash / Leftovers / Heavy-Duty Boots
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Infestation
- Binding Band
- Grip Claw
- Protect

I really like that binding band + grip claw + partial trapping pex set, that looks horrible to go up against if you don't know what's coming. I like the idea of having this combo be on a naturally fast mon, deo-s has wrap and is fast enough to outspeed some scarfers but accuracy plus walled by ghosts is maybe too questionable so I went with pult instead. you could do boots+sash as the item and ability, I personally value the option of clicking some other move over the pure sash combo (disable my beloved) but to each their own.

Braviary-Hisui (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA
Modest Nature
IVs: 0 Atk
- Air Slash
- razor claw
- scope lense
- tinted lense

With both razor claw and scope lense, high-crit chance moves become guaranteed, add onto this STAB, sheer force, life orb and tinted lense and you have a powerful wallbreaker that doesn't allow defensive boosts or bad matchups stop it.
1.5 * 1.5 * 1.3 * 1.3 * 75 = 285 power move that ignores SpDefence boosts and resistances.

this is a cool idea, but unfortunately air slash doesn't have a high crit rate.... esper wing does and is affected by sheer force but then you get walled by any dark type, so maybe you have to just be content with 50% crit chance air slash.

Grafaiai @ Knock Off / Toxic
Ability: Black Sludge
Tera Type: Ghost
EVs: 244 HP
- Substitute
- Protect
- Prankster
- Leftovers

unrelatedly, here's a random set. hp evs to ensure 2x leftovers+sludge heals the sub (the rest is customizable), prankster to ensure the sub goes first vs faster things. doodle might be a funny idea to copy one of the opponent's slots if you decide you don't need the black sludge anymore, though you probably are only getting their 5th or 6th most valuable slot so idk about all that. (question for implementation, would doodle persist on switch out in this meta? I assume so given the desired persistence of skill swap/worry seed.)
 
Grafaiai @ Knock Off / Toxic
Ability: Black Sludge
Tera Type: Ghost
EVs: 244 HP
- Substitute
- Protect
- Prankster
- Leftovers
I like that grafaiai set, seems like a consistent way to use b.sludge+leftovers that will make consistent
progress. I also like how it shows that stall will be able to be present in this metagame, ensuring that teams cannot just superstack damage boosts, but will be forced to bring mons for countering.

Back onto the guarranteed crit idea, another set I came up with is an inteleon set:
Inteleon @ Lansat Berry
Ability: Sniper
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Snipe Shot
- Torrent
- Focus sash
- Liechi Pataya berry / Red card / Salac berry (Thanks Xodiac_111 for correcting the choice of berry)

Unlike the braviary tinted lens set, this one has more total power and speed at the cost of having the weaknesses involved with 1hp strats.
The lansat berry + focus sash replaces the two items needed for 100% crit chance for the benefit of activating low hp stuff at the cost of requiring/predicting your opponent to use a strong damaging move.
(Snipe shot) * (Crit) * (Sniper boost) * (Torrent boost) * (STAB) * (Optional Pataya berry) = move's equivilant power.
80 * 1.5 * 1.5 * 1.5 * 1.5 * (1.5) = 405 (607) base power.
Combine this with a rain team + tailwind and you can one shot almost all mons.
The Pataya berry can be replaced with a salac for more consistent sweeps or with a Red card to stop stat-boost sweeps whilst getting a near guarranteed counter KO.

Another thing I wonder is if simple beam + trace will be a viable strategy? It would work even better (without trace) if magic bounce becomes common, but normally it would require at least 2 turns to setup: simple beam turn 1, then u-turn/switch turn 2.
Using eject button might make it faster.
 
Last edited:
Back onto the guarranteed crit idea, another set I came up with is an inteleon set:
Inteleon @ Lansat Berry
Ability: Sniper
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Snipe Shot
- Torrent
- Focus sash
- Liechi berry / Red card / Salac berry
As someone who tends to like 1HP Torrent/Blaze/(Im not writing that much) and a berry, i think this is super cool, but i have a couple criticisms:

1. Liechi berry raises Phys. Atk, not Sp. Atk, so im not too sure what its meant to do here, and i believe what youre looking for is the Petaya berry.
2. Switch focus sash to Endure, it GREATLY improves any form of trick room matchup, allows burn/poison chip if either is active, and lets you scout, but if you want to attack on that turn too, then thats an upside, but because of inteleons somewhat good speed it doesnt have great odds of activating the berry.
3. Not as much of a criticism but water absorb mons (specifically something like ability shield clodsire (that feels insane to say)) may be common because of the strength of mold breaker and adaptability basculegion may make it highly needed for somewhere to have ice beam on this set or a strong partner that widely threatens the water absorbers.
Any of this may be corrected if im wrong or misunderstanding anything, but a super cool set.
Edit shortly after the original post because i remembered something: Endure would also be incredibly helpful against something like Dragon Darts Dragapult.
 
Excadrill @ Mold Breaker
Ability: Sand Rush
Tera Type: idk whatever excadrill runs
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sand Force
- Earthquake
- Rapid Spin
- Iron Head
Might seem a bit odd at first but i think that sandaconda could be a better setter than tyranitar looking strictly from the perspective of setting sand, not doing damage. Specifically this:
Sandaconda @ Leftovers
Ability: Sand Spit
Tera Type: Ground
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Glare
- smoothrock
- ejectbutton
- Earthquake
Gonna start with the real reason im using sandaconda over a different setter; its ability could come in handy in a select few situations, specifically it not wasting any sand turns waiting to be hit. With a setter like tyranitar, especially if using eject button, then sand turns could be waited out before using the only eject button and then theres no reliable way to get out. With sandaconda here, not activating the eject button does nothing, no sand turns wasted, and just leaves sandaconda paralyzing 1-2 mons or getting excadrill into its best sweep position.
Other cool thing: Eject button being in the item slot doesnt leave it vulnerable to knock off like it normally would.
 
:porygon-z: was really crazy in Pokebilities so I expect it to be at least decent here as a 1-2 move clicker with Adaptability, Download and three of :choice scarf:, :life orb:, :silk scarf:, Tri Attack, Hyper Beam, Shadow Ball

In general, I expect a lot of the other good pokebilities mons to be decent here too :clefable: :excadrill: :reuniclus: :clodsire: :azumarill:


:quick claw: is legal!

:ursaluna: :flame orb::quick claw: :assault vest: + Guts, Facade, Headlong Rush
:ogerpon: If you terastallize with something else in the ability slot, does it override it with Embody Aspect?
:landorus-therian: The banlist has 'Landorus' so that should include both of its forms, I don't know if that's intended.

:scope lens: + :razor claw: + Super Luck/High-crit move imo isn't rly worth it outside of :inteleon: as it's barely stronger than two type-boosting items and high-crit moves tend to have lower base power

Assuming you get your non-itemslot items back on switch-out:

:eject pack:
+ :galvantula: + :cinderace: or :eject pack: + :room service: + :slowbro: can force endless turns making it impossible to lose

:leppa berry: There's some hope of being able to bypass EBC with a setup that's not hyperdependent on the opponent's pokemon

:sitrus berry: :aguav berry: Basically a worse but still-good Regenerator
:eject button: Also really insane on regen mons
:choice specs: can probably be unbanned bc of :toxapex:/:slowking-galar:/:slowking: :assault vest: :sitrus berry: :eject button: :heavy-duty-boots: as well as :chansey:/:Blissey:

:focus sash: + :heavy-duty-boots: + :petaya berry:/:liechi berry: + :custap berry:/:salac berry: looks insane especially on starters
I also see :red card: being usable on :focus sash: :heavy-duty-boots: builds

:booster energy: + Protosynthesis/Quark Drive is bad for anything except speed bc it's 2 slots for 1.3x

:rillaboom: :assault vest: :leftovers: :miracle seed: + 3 of :meadow plate: :grassy seed: Grassy Glide and Wood Hammer
:weezing:/:weezing-galar: Does this invalidate all abilities or just whatever is in the ability slot? I don't think it'll be good anyways bc ppl will just put their moves in the ability slot to counter it

:berry juice: unfortunately not legal for Lv 1 mons and:oran berry: needs lefties to work on :donphan:
:sableye: Prankster Disable is great against all the mons that only have one damaging move
:black sludge: Poison types get double :Leftovers:
:arboliva: :magnemite: Harvest/Recycle is OP if it affects all items and bad if it only affects the normal item slot
:shell bell: :binding band: :grip claw: :rowap berry: I don't think these are ever worth using
:ditto: Insane if you keep the moveslot stuff after transforming, if not then you're gonna put Imposter in a move slot and run :heavy-duty-boots: :choice scarf:

Finally, can you ever change the order in which things activate by simply swapping them to a different slot? Like having :aguav berry: always proc before :sitrus berry:, etc
 
Cool thing about this meta, it technically buffs FEAR (gimmick time!). Boots + Lum Berry means that it now requires 5% of the average person's brainpower to deal with.
FEAR me (Donphan) @ Heavy-Duty Boots
Ability: lumberry
Level: 1
Tera Type: Ice
EVs: 252 Atk
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpD
- Ice Shard
- Endeavor
- shellbell
- sturdy
 
Cool thing about this meta, it technically buffs FEAR (gimmick time!). Boots + Lum Berry means that it now requires 5% of the average person's brainpower to deal with.
FEAR me (Donphan) @ Heavy-Duty Boots
Ability: lumberry
Level: 1
Tera Type: Ice
EVs: 252 Atk
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpD
- Ice Shard
- Endeavor
- shellbell
- sturdy
unfortunately for fear, this meta also buffs maushold by letting it hold an actual item alongside wide lens. like scope lens. or razor claw. or both at once. welcome to multihit city
 
Time to revive discussion about banning Terastalization.
I expect a ton of Pokemon will be viable as just 1-attack nukes that completely forgo their ability just to massively stack damage.
Tera + Life Orb + Plate + Type item + Wise Glasses still allows 1 extra item, move, or ability.

+1 (low estimate of Sky Plate + Wise Glasses + Sharp Beak) 252 SpA Life Orb Tera Flying Tornadus-Therian Hurricane vs. 252 HP / 252+ SpD Assault Vest Slowking-Galar: 190-224 (48.2 - 56.8%) -- 86.7% chance to 2HKO

+1 252+ SpA Tera Fire Typhlosion-Hisui Eruption (150 BP) vs. 4 HP / 252+ SpD Blissey: 294-348 (45 - 53.3%) -- 1.2% chance to 2HKO after Leftovers recovery (pair this with Choice Scarf and have fun)

+3 (Life Orb + Plate + Type item + Muscle Band + Wellspring Mask) 252 Atk Tera Water Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 252+ Def Alomomola: 214-252 (40 - 47.1%) -- guaranteed 3HKO (add Rain and its over)
 
Time to revive discussion about banning Terastalization.
I expect a ton of Pokemon will be viable as just 1-attack nukes that completely forgo their ability just to massively stack damage.
Tera + Life Orb + Plate + Type item + Wise Glasses still allows 1 extra item, move, or ability.

+1 (low estimate of Sky Plate + Wise Glasses + Sharp Beak) 252 SpA Life Orb Tera Flying Tornadus-Therian Hurricane vs. 252 HP / 252+ SpD Assault Vest Slowking-Galar: 190-224 (48.2 - 56.8%) -- 86.7% chance to 2HKO

+1 252+ SpA Tera Fire Typhlosion-Hisui Eruption (150 BP) vs. 4 HP / 252+ SpD Blissey: 294-348 (45 - 53.3%) -- 1.2% chance to 2HKO after Leftovers recovery (pair this with Choice Scarf and have fun)

+3 (Life Orb + Plate + Type item + Muscle Band + Wellspring Mask) 252 Atk Tera Water Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 252+ Def Alomomola: 214-252 (40 - 47.1%) -- guaranteed 3HKO (add Rain and its over)
Ngl imo tera is one of those things that feels super easy to defend on paper with things like "Hurricane can miss and it's easy to find resists for a 1-move clicker plus Life Orb weakens Eruption" but then when I actually start playing the tier I want it banned immediately
 
ban tera and ban scarf
they both turn the tier into an insane hyper-offense hell where everything needs to click the funny button or be nuked
Booster Iron Valiant spamming moonblast, Yanmega spamming throat spray bug buzz, Darkrai spamming dark pulse, Basculegion with fucking last respects (WHY?), etc etc. Any type of defensive play just gets shut down. Gliscor, who you think would be really good thanks to PHeal + Leftovers, gets 2hkoed by yanmega bug buzz, even clod gets 3hkoed by tera bug yan. Chansey is basically the only thing that can tank anything
Maybe suspect or ban life orb too
 
Back
Top