Try Tyranitar + Specs Keldeo. Keldeo can break through most of these things with time and slowbro gets knocked or pursuit trapped.God I hate Clefable so much, I am using Mega Skarmory just to kill this pink little shit but every single mf is running a defensive core of Clef/rotom/magerna/Slowbro/umbreon/Corviknight. Any team I come across after 1400 is the exact same with slight variation, 4 defensive cores only their to cripple opponent with 2 actual real offensive mons.
I have played 60+ turn match with my HO team only to see my opps team having 5 of it's mon close to full health because the pink shit just wishes them back to full hp.
There's GOT to be a hyper offensive team that can break past these defensive cores.
Maybe I will restart running Mega Lucario since not many use it anymore and replace vaccum wave with dark pulse to deal with Slowbro.
Edit: I miss Annhilape, he made these defensive cores a joke under right circumstances. Can't believe it got banned before magerna
Surely there has to exist somewhere a Oricorio-like mon with boosting move/Taunt/recovery/attack that 6-0s semi-stall on preview for HO to use. I don't really play the tier but surely there's no way that doesn't exist.I have played 60+ turn match with my HO team only to see my opps team having 5 of it's mon close to full health because the pink shit just wishes them back to full hp.
so you are saying some player are running exact same team of clef rotom magerna slowbro umbroen and corviknight/God I hate Clefable so much, I am using Mega Skarmory just to kill this pink little shit but every single mf is running a defensive core of Clef/rotom/magerna/Slowbro/umbreon/Corviknight. Any team I come across after 1400 is the exact same with slight variation, 4 defensive cores only their to cripple opponent with 2 actual real offensive mons.
I have played 60+ turn match with my HO team only to see my opps team having 5 of it's mon close to full health because the pink shit just wishes them back to full hp.
There's GOT to be a hyper offensive team that can break past these defensive cores.
Maybe I will restart running Mega Lucario since not many use it anymore and replace vaccum wave with dark pulse to deal with Slowbro.
Edit: I miss Annhilape, he made these defensive cores a joke under right circumstances. Can't believe it got banned before magerna
niceHere are two sets of UU mons I believe are underrated.
Overqwil @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Mortal Spin
- Taunt
- Crunch
Overqwil has always had potential everywhere but is often held back by player choices. Some players absolutely want to have their Overqwil for as long as possible, using Black Sludge and/or Pain Split, but it's just not what it's meant to do.
I believe this set is a fantastic pick in offense teams for many reasons: Psychic immunity deters Psychic Surge teams from spamming Psychic moves and it easily switches into M-Chesnaught and its teammates so you got a solid mon to combat Terrain offense.
Spikes and Taunt is great at chipping down defensive mons, especially since mons like Amoonguss and Umbreon can't poison you.
Mortal Spin is a great buff, allowing Overqwil to have a guaranteed way of poisoning foes while acting as a secondary hazard control option in tandem with another more offensive spinner like Excadrill, Excadrill, or Excadrill. Excadrill in particular can come in on the Steels that want to block Mortal Spin, especially Magearna.
Finally, Crunch gives you a way to threaten Gholdengo as well as chipping down Steels like Excadrill or Melmetal for actually decent damage.
Mortal Spin makes it even more tempting for Steels to switch in, and you can easily double into your Ground/Fighting/Fire type breaker for easy pressure, especially when accounting for the Spikes Overqwil sets. Overqwil's typing, stats and ability in Intimidate makes it a fantastic blanket check to many physical attackers in the tier like M-Absol-Z, M-Zeraora-Z, Dragonite, Ceruledge, Baxcalibur, Gyarados, Melmetal, Scizor, Tyranitar, Hawlucha, and I'm probably forgetting a lot of them. From there, you can rack up Rocky Helmet damage and inflict guaranteed poison with Mortal Spin while clearing hazards (or chip the steels with Crunch ig). You can even prevent further setup from the likes of Dragonite thanks to Taunt once you poisoned them. Don't forget you also have a great matchup against slow defensive mons thanks to poison, Taunt, and your own immunity to poison. Really, I don't know what more you would want from a support mon for offense teams. Its only real downside is that it's a Ground-weak physdef mon, which means you absolutely need a surefire way to handle Excadrill and offensive Garchomp.
Floette-Eternal (F) @ Choice Scarf
Ability: Flower Veil
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Light of Ruin
- Moonblast
- Aromatherapy
- Synthesis
I've already sung the praises of Scarf Floette pre-DLC, but a lot has happened with the DLC and its strenghts and weaknesses both became more pronounced. New Steels in Heatran, Melmetal, and Magearna, as well as a few new poisons in Glowking and Amoonguss can easily switch in. On the other hand, we've got a bunch of fast, offensive powerhouses like the new Z-megas as well as a higher presence of Fightings, Darks and Dragons to prey on. What really makes Floette shine in my opinion is being a Scarfer able to outspeed even M-Zeraora-Z and OHKOing all of the Z megas. Bringing a Dragon immunity is fantastic as well, making it much easier to play around M-Garchomp-Z. Fairy typing coupled with good Special Defense also means you can switch into special attackers once, or even twice, especially on Greninjas or Darkrais clicking Dark Pulse. Your movepool is very limited, but the new Steels all lack reliable recovery which can easily be abused by offense teams. If you ever get Knocked, you can always use Synthesis and Aromatherapy, but keeping your Choice Scarf intact should be a priority. All in all, this set is another great pick for Offense teams as the team's Fairy-type and revenge killer.
Here is a team I've made using these sets:
I wanted to try out a new Mega so here is Mega Meowstic-F.
Ability Shield Rotom-W is there to give a Ground switch-in without losing to Mold Breaker Excadrill as well as bringing a pivoting option (with 30 Speed IVs to be slower than opposing Rotoms and Volt Switch last. Forgive me if I bring an age of lvl 99 Slowking).
Excadrill is the best mon in the tier.
I really wanted to not use the obvious Armarouge pairing with Psychic Terrain but come on, a Fire/Psychic breaker who can beat Heatran? It's too good to pass up on.
You can set up on Garchomp, if there is no Heatran, Mel or idk what to switch into when you set up. Also Mclef can be anoying, and Heart Swap Magearna is played exactly for set up Magearna. And I think that it. Sorry if I said bad thing, that's some of what happened on my game, im not a pro so im maybe in the wrong for some thingsJust in case you guys didn’t hate Magearna enough and thought it was fine.
Magearna @ Grassy Seed
Ability: Soul-Heart
Tera Type: Steel
EVs: 12 HP / 16 Def / 252 SpA / 228 Spe
Modest Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Draining Kiss
- Stored Power
With Grassy Seed and Grassy Terrain, Magearna effortlessly tanks Earthquake from Excadrill, basically the only check to Magearna.
252+ Atk Excadrill Earthquake vs. +1 0 HP / 0 Def Magearna in Grassy Terrain: 110-132 (36.5 - 43.8%) -- 98.6% chance to 3HKO after Grassy Terrain recovery
252 Atk Excadrill Earthquake vs. +1 0 HP / 0 Def Magearna in Grassy Terrain: 102-120 (33.8 - 39.8%) -- 20.4% chance to 3HKO after Grassy Terrain recovery
With this, you can easily set up a Shift Gear and possibly 2 Calm Minds. Draining Kiss at +2 heals off nearly the same amount of damage as Jolly would do and you can then Stored Power Excadrill the following turn.
+2 252+ SpA Magearna Draining Kiss vs. 0 HP / 0 SpD Excadrill: 127-150 (35.1 - 41.5%) -- 80.8% chance to 3HKO after Grassy Terrain recovery
+2 252+ SpA Magearna Stored Power (180 BP) vs. 0 HP / 0 SpD Excadrill: 305-359 (84.4 - 99.4%) -- guaranteed 2HKO after Grassy Terrain recovery
And oh yeah, that Grassy Seed contributed to Stored Power’s power and after KOing Excadrill you have a 200 BP Psychic move off a +3 130 Modest SpA.
The EVs allow you to outspeed Mega Zeraora after Shift Gear and your HP is divisible by 16 to maximize Grassy Terrain healing. Rest is in Def to help you tank more physically by a bit.
Oh nice, this is a pretty similar team to one I build recently (which at least means I'm doing something right!): https://pokepast.es/a74c8296c29e6b50Here are two sets of UU mons I believe are underrated.
Overqwil @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Mortal Spin
- Taunt
- Crunch
Overqwil has always had potential everywhere but is often held back by player choices. Some players absolutely want to have their Overqwil for as long as possible, using Black Sludge and/or Pain Split, but it's just not what it's meant to do.
I believe this set is a fantastic pick in offense teams for many reasons: Psychic immunity deters Psychic Surge teams from spamming Psychic moves and it easily switches into M-Chesnaught and its teammates so you got a solid mon to combat Terrain offense.
Spikes and Taunt is great at chipping down defensive mons, especially since mons like Amoonguss and Umbreon can't poison you.
Mortal Spin is a great buff, allowing Overqwil to have a guaranteed way of poisoning foes while acting as a secondary hazard control option in tandem with another more offensive spinner like Excadrill, Excadrill, or Excadrill. Excadrill in particular can come in on the Steels that want to block Mortal Spin, especially Magearna.
Finally, Crunch gives you a way to threaten Gholdengo as well as chipping down Steels like Excadrill or Melmetal for actually decent damage.
Mortal Spin makes it even more tempting for Steels to switch in, and you can easily double into your Ground/Fighting/Fire type breaker for easy pressure, especially when accounting for the Spikes Overqwil sets. Overqwil's typing, stats and ability in Intimidate makes it a fantastic blanket check to many physical attackers in the tier like M-Absol-Z, M-Zeraora-Z, Dragonite, Ceruledge, Baxcalibur, Gyarados, Melmetal, Scizor, Tyranitar, Hawlucha, and I'm probably forgetting a lot of them. From there, you can rack up Rocky Helmet damage and inflict guaranteed poison with Mortal Spin while clearing hazards (or chip the steels with Crunch ig). You can even prevent further setup from the likes of Dragonite thanks to Taunt once you poisoned them. Don't forget you also have a great matchup against slow defensive mons thanks to poison, Taunt, and your own immunity to poison. Really, I don't know what more you would want from a support mon for offense teams. Its only real downside is that it's a Ground-weak physdef mon, which means you absolutely need a surefire way to handle Excadrill and offensive Garchomp.
Floette-Eternal (F) @ Choice Scarf
Ability: Flower Veil
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Light of Ruin
- Moonblast
- Aromatherapy
- Synthesis
I've already sung the praises of Scarf Floette pre-DLC, but a lot has happened with the DLC and its strenghts and weaknesses both became more pronounced. New Steels in Heatran, Melmetal, and Magearna, as well as a few new poisons in Glowking and Amoonguss can easily switch in. On the other hand, we've got a bunch of fast, offensive powerhouses like the new Z-megas as well as a higher presence of Fightings, Darks and Dragons to prey on. What really makes Floette shine in my opinion is being a Scarfer able to outspeed even M-Zeraora-Z and OHKOing all of the Z megas. Bringing a Dragon immunity is fantastic as well, making it much easier to play around M-Garchomp-Z. Fairy typing coupled with good Special Defense also means you can switch into special attackers once, or even twice, especially on Greninjas or Darkrais clicking Dark Pulse. Your movepool is very limited, but the new Steels all lack reliable recovery which can easily be abused by offense teams. If you ever get Knocked, you can always use Synthesis and Aromatherapy, but keeping your Choice Scarf intact should be a priority. All in all, this set is another great pick for Offense teams as the team's Fairy-type and revenge killer.
Here is a team I've made using these sets:
I wanted to try out a new Mega so here is Mega Meowstic-F.
Ability Shield Rotom-W is there to give a Ground switch-in without losing to Mold Breaker Excadrill as well as bringing a pivoting option (with 30 Speed IVs to be slower than opposing Rotoms and Volt Switch last. Forgive me if I bring an age of lvl 99 Slowking).
Excadrill is the best mon in the tier.
I really wanted to not use the obvious Armarouge pairing with Psychic Terrain but come on, a Fire/Psychic breaker who can beat Heatran? It's too good to pass up on.
on this note, why the HELL is magearna still allowed but the ape got banned?? it's the same deal as genesect, every time a new ladder pops up. it's not balanced in OU, and it never WILL be balanced, at least until gen 12 when gamefreak releases "Pokémon Designed To Kill Magearna SpecificallyOh yeah to add onto the “Things that shouldn’t be allowed being allowed” topic, evasion abilities are still legal lmao
i wouldn't say biggEST, but mega garchomp z has had a pretty big impact. it's rare to see, but when it comes out it is SCARY. i've tried a couple teams with it, and if you can get a nasty plot or two off in front of something that can't touch it the game is pretty much over.Holy cow mage is broken
https://replay.pokemonshowdown.com/gen9nationaldexubers-2506292988
So this is not a 1 liner- which dlc mons do you think had the biggest impact so far?
Love the team will use it though I will replace someone with Ceruledge because that's my goat.
Nah that's the correct link for showing how badass Mewtwo Y is.Holy cow mage is broken
https://replay.pokemonshowdown.com/gen9nationaldexubers-2506292988
So this is not a 1 liner- which dlc mons do you think had the biggest impact so far?
Edit-sorry wrong link
wait I didn't know Meowstic learned Moonblast now lolOh nice, this is a pretty similar team to one I build recently (which at least means I'm doing something right!): https://pokepast.es/a74c8296c29e6b50
This video will explain in-depth.What's with the sudden Grapploct resurgence? I feel like I've seen a surprising amount of them. Someone make a video on it or something?
They gave it literally some of the best moves a technician mon could ask for to a technician mon that previously had literally no movesWhat's with the sudden Grapploct resurgence? I feel like I've seen a surprising amount of them. Someone make a video on it or something?
It got Technician boosted Storm throw which always crits making it stronger than Close combat + the advantage of crits ignoring def stat boosts.What's with the sudden Grapploct resurgence? I feel like I've seen a surprising amount of them. Someone make a video on it or something?
I love the team idea, it sounds great. One question I will bring up is, what is Gholdengo's role other than being a fighting pivot?![]()
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Made this team real quick if anyone has suggestions.
Mega Excadrill getting Sand Rush is insane. With Adamant, you already are faster than Jolly Excadrill and using Jolly nature brings you up to 670. This would make you faster than CHOICE SCARF ZERAORA.
With Adamant, you are 610 still, which is faster than base 135 Scarfers too, so you have more than enough speed.
I can easily see Mega Excadrill getting its Sand Rush privileges revoked eventually because this is nuts.
Also keep in mind Mega Excadrill has 165 Atk and 100 Def.
Base form using Mold Breaker to both hit Rotom-Washes that lost their ability shields or didn't have one. It doesn't need Sand Rush as you can Mega Evolve and immediately be at 610 Spe.
Basic Defensive Tyranitar. Having 4 Spe to outspeed opposing Defensive Tyranitar, which is something I like to do more than putting it into Def or Atk since you only need 1 more speed to go first.
Of course Tyranitar is here to enable Excadrill so that Sand Rush activates. It also can knock off things like ability shield or shuca berry from Rotom/Magearna, and you also can pursuit trap things too.
A bulky pivot that helps against opposing Excadrill and defogs for the team. It being pretty much the best counter to Mega Excadrill. Nothing much to say that hasn't been said before.
An alternative sweeper that cause the opponent to second guess which Pokemon is my Mega and helps wear down ground type checks. It can fight Rotom-Wash better with Scale Shot, as well as Skarmory/Corviknight with Fire Fang.
A great compliment to Rotom-Wash, and another trapper. Also with that 4 Spe tech. With the recent nerf to Mega Heatran, regular Heatran can trap with Magma Storm and Earthpower does a ton of damage. I also opted to put Will-o-wisp on this Heatran so Rotom can Defog and Tyranitar has Stealth Rock.
Lastly I needed a Fighting resist since this team otherwise is pretty fighting weak, so I got ol' reliable Gholdengo.
I just want to say 2 things, about the Lucarios. For regular Mega Lucario, could you please unban my man? It's not as broken here as it was in gen 7, I think it could be a decent tier mega. Another thing is about Mega Lucario Z's ability. I think mega Launcher would make this guy much better since now it gets a boosted Aura Sphere and more importantly Dark Pulse and can hit them for much more damage, basically giving it an much better Focus Blast. I think these two things are not too much for ask for and would appreciate if it could happenWelcome to Legends ZA OU! In this Pet Mod, we will have a speculative metagame based on the Pokemon and items currently usable in Pokemon Legends: Z-A, in a what-if on them being allowed in the turn-based battle mode. This Pet Mod will have minor changes, namely the new Mega Evolutions having proper abilities. Because this Pet Mod is based off of a Pokemon game, we will be using the personal data from Legends: Z-A for learnsets, stats, etc. with the exception of Mega Starmie. Terastallization will also be unusable. The final change is that every Pokemon will have its National Dex movesets on top of the moves they learn in Legends: Z-A; this is mainly because otherwise there would be every single entry hazard but zero hazard removal or Heavy-Duty Boots, and that is just not fun!
Submission Rules
We are not taking submissions for anything. Sorry.
Ruleset
Because this metagame is intended to sit at an OU-adjacent power level, there will unfortunately be some bans for balancing reasons.
Clauses: Team Preview, Sleep Moves Clause, HP Percentage Mod, Cancel Mod, Endless Battle Clause, Species Clause, Nickname Clause, OHKO Clause, Evasion Moves Clause
Pokemon bans:
Ability bans:
Alakazam-Mega
Blastoise-Mega
Blaziken-Mega
Gengar-Mega
Groudon
Groudon-Primal
Kangaskhan-Mega
Kyogre
Kyogre-Primal
Lucario-Mega
Magearna-Mega
Magearna-Original-Mega
Marshadow
Mewtwo
Mewtwo-Mega-X
Mewtwo-Mega-Y
Rayquaza
Rayquaza-Mega
Salamence-Mega
Xerneas
Yveltal
Zygarde
Zygarde-Complete
Zygarde-Mega
Item bans:
- Arena Trap
- Moody
- Power Construct
- Shadow Tag
Move bans:
Light Clay
King's Rock
Quick Claw
Razor Fang
- Baton Pass
- Last Respects
- Shed Tail
Council
dhelmise
3d
Runo
lax
SwordIsBored
aim
Important Links
The Pet Mods room
Legends Z-A OU discord
yeah, i get the idea behind not giving LucZ Mega Launcher from the get go, but now that it has proven to be completely average. Perhaps it is time to loosen the valves.I just want to say 2 things, about the Lucarios. For regular Mega Lucario, could you please unban my man? It's not as broken here as it was in gen 7, I think it could be a decent tier mega. Another thing is about Mega Lucario Z's ability. I think mega Launcher would make this guy much better since now it gets a boosted Aura Sphere and more importantly Dark Pulse and can hit them for much more damage, basically giving it an much better Focus Blast. I think these two things are not too much for ask for and would appreciate if it could happen