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Metagame Bio Mech Mons [Leader's Choice]

Thank goodness maushold is weak and ghost types and rocky helmet exist

this would actually prob still be a bad set even if it none of those existed

Maushold @ Silk Scarf
Ability: Life Orb
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wide Lens
- Technician
- Population Bomb
- Bite
 
this would actually prob still be a bad set even if it none of those existed
Hey so fun fact if they didnt exist this thing could be terrifying (all population bombs tested at 24 BP to simulate silk scarf)

+1 252 Atk Life Orb Technician Tera Normal Maushold-Four Population Bomb (10 hits) vs. 248 HP / 252+ Def Aggron: 130-160 (37.9 - 46.6%) -- guaranteed 3HKO

Quad resist btw. Heres kingambit, a much more relevant resist
+1 252 Atk Life Orb Technician Tera Normal Maushold-Four Population Bomb (10 hits) vs. 0 HP / 4 Def Kingambit: 450-550 (131.9 - 161.2%) -- guaranteed OHKO

[252+ Atk Supreme Overlord 5 allies fainted Kingambit Sucker Punch vs. 0 HP / 4 Def Tera Normal Maushold-Four: 258-304 (89.2 - 105.1%) -- 31.3% chance to OHKO (<— He has a 69% chance the live this from full health which is comedy GOLD, plus indeedee is always an option to nullify sucker punch entirely)]

I will also say, even with rocky helm and ghost types around, maushold is at least very funny. Love the nuclear bomb family with an effective 300 BP stab move lmao
 
AV Eviolite Chansey was posted as a meme, but she's actually good?!? Though she absolutely needs Boots for longevity.

chansey.gif

Chansey @ Chilling Water
Ability: Heavy-Duty Boots
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Seismic Toss
- Eviolite
- Assault Vest
- Leftovers

Turns out she's so bulky that most Special moves only deal ~10% and with Lefties, you can whittle away the opponent's health way faster than they could with yours. It also helps that Psyshock is pretty much never seen in this format. Chilling Water hits Ghost-types and lowers the Attack of physical mons so my physical walls can tank their moves better.

Speaking of which, here's the team that got me to #1 on the ladder
bmm.jpg



Ditto is usually my lead, used to find out what move(s) the opponent is running and good to check whether an opponent like Kyurem is physical or special. Also a good revenge killer in general.

Alomomola is a useful pivot and bulky Wish passer as always, also has a surprise Sash+Mirror Coat combo if there's good opportunity for an instant KO instead of slowly chipping away with Chansey.

Dipplin has a 4x resistance to Grass, Water, Electric, and a Ground resist. A great answer to WOgrepon, Basculegion, Rillaboom, Excadrill, and both elephants.

Scrafty has a 4x Dark resistance and is a fantastic counter to the ever common Kingambit as well as Darkrai, Tyranitar, and Hoopa-Unbound and does good work against Ceruledge too.

And finally, G-Weezing shuts down so many things with its typing and Neutralizing Gas - Lokix, physical Dragapult, Guts abusers, most Fighting types, etc.

=====

In theory, powerful mixed attackers like Dragapult could pose a threat. But smart plays can still work around them. Alomomola can get a KO on predicted special moves, Chansey can Tera-Ghost on a Superpower or Close Combat, and Ditto can do its job in emergencies. For the most part, most sets always lean towards one side or the other and Chansey + 4 physical walls capitalizes on that.

 
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Restrict the Eject pack from being usable as a Move. It can be used to force infinite battles through Sticky Web, either your own(through Sticky Web+Court Change) or someone else (Sticky Web) because Move items don't get consumed.

Eject Pack properly gets removed if it is a Item or Ability(Becoming No Ability), but not if it is a Move, so this strictly only applies to the item as a Move.

Because you will always have a stat drop from Sticky Web, the pack will activate on switch-in and force a infinite switch if all Pokémon in the party are holding a Eject Pack. Setting other hazards to prevent this does not work, as Pokémon can also hold HDB/have magic guard(Cleffa and Solosis lines).

This isn't picked up by the endless battle clause, as the turn will remain the same instead of running up to a high turn number common on Pokémon like "Funbro". As the player is constantly switching, the timer doesn't end either since it is counted as a action.

Example (Done using stickyweb+courtchange):
Team: https://pokepast.es/518d92b6cf77f58f
https://replay.pokemonshowdown.com/gen9biomechmons-2515199100-pyq92vs4m9u8uem2ee4ywkclv2xurn5pw
 
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AV Eviolite Chansey was posted as a meme, but she's actually good?!? Though she absolutely needs Boots for longevity.

chansey.gif

Chansey @ Chilling Water
Ability: Heavy-Duty Boots
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Seismic Toss
- Eviolite
- Assault Vest
- Leftovers

Turns out she's so bulky that most Special moves only deal ~10% and with Lefties, you can whittle away the opponent's health way faster than they could with yours. It also helps that Psyshock is pretty much never seen in this format. Chilling Water hits Ghost-types and lowers the Attack of physical mons so my physical walls can tank their moves better.

Speaking of which, here's the team that got me to #1 on the ladder
View attachment 799487


Ditto is usually my lead, used to find out what move(s) the opponent is running and good to check whether an opponent like Kyurem is physical or special. Also a good revenge killer in general.

Alomomola is a useful pivot and bulky Wish passer as always, also has a surprise Sash+Mirror Coat combo if there's good opportunity for an instant KO instead of slowly chipping away with Chansey.

Dipplin has a 4x resistance to Grass, Water, Electric, and a Ground resist. A great answer to WOgrepon, Basculegion, Rillaboom, Excadrill, and both elephants.

Scrafty has a 4x Dark resistance and is a fantastic counter to the ever common Kingambit as well as Darkrai, Tyranitar, and Hoopa-Unbound and does good work against Ceruledge too.

And finally, G-Weezing shuts down so many things with its typing and Neutralizing Gas - Lokix, physical Dragapult, Guts abusers, most Fighting types, etc.

=====

In theory, powerful mixed attackers like Dragapult could pose a threat. But smart plays can still work around them. Alomomola can get a KO on predicted special moves, Chansey can Tera-Ghost on a Superpower or Close Combat, and Ditto can do its job in emergencies. For the most part, most sets always lean towards one side or the other and Chansey + 4 physical walls capitalizes on that.

For the record, I was being completely serious about evio + av chansey being real (though maybe not the serene grace + ice beam part). Longevity with boots is probably a good idea, but if you’re spamming physical walls anyway then imo you can probably get away with throwing in defog corv instead
 
Ok this meta has devolved into AG at this point the levels of cheese I am seeing that INSTANTLY WINS ON THE SPOT is ridiculous. Why are we allowed to have infinite Revival Blessings, Ogerpons auto critting everything and ohkoing everything that doesn't have Shell Armor/Battle Armor. And the icing on the cake Entrainment choice Scarf wtf are we doing to allow all this cheese to just instant win? I have lost 20 games in a row against the most god awful teams that have NO BUSINESS doing anything viable yet here we are getting CHEESE strats to viable insta win strats... never mind the bugs too thats another issue but no where near as bad as the cheese strats that are free and auto winning games
 
Entrainment + Choice Scarf is definitely cheesy but imo it only auto wins you games against other cheese strats and maybe stall. I think the bigger issue is that, even though ability changes are permanent, the UI doesn’t reflect that. I’ve definitely won games because of the opponent not realizing the scarf hadn’t gone away even though they would’ve countered it properly if they knew
 
https://pokepast.es/0b2bedd9315eb977 (Yes all of my Tera types are just for STAB boosts :sob:)

Really cool tier, I've been having pretty good results running this team and it is completely disgusting. The concept of Focus Sash + Custap Berry seems cool to me and Arcanine-Hisui is the perfect candidate, being able to set up rocks or even surprise faster opponents with a powerful Head Smash or Flare Blitz and I think this guy is a cool lead. I could also imagine this being pretty cool with Glimmora.

The idea of just putting a bunch of offensive items on a Pokémon which usually just wants to click one move seems particularly strong in this tier and this team shows that off well with Serperior + Enamorus. In Grassy Terrain, the calcs for Serperior are absolutely diabolical and this thing can easily take games by itself whilst Enamorus can easily blow past resists.

I think Assault Vest is really strong in this tier, being easily slappable and is present on Rillaboom and Zamazenta on this team for free bulk. The idea of the Zamazenta set is pretty cool I think, Grassy Seed + Assault vest along with Leftovers and Grassy Terrain allows it to stick around for a long while.
 
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I just learned that Transform in the item slot isn't preserved after transforming. You keep the item, but the move is gone.
 
Ok this meta has devolved into AG at this point the levels of cheese I am seeing that INSTANTLY WINS ON THE SPOT is ridiculous. Why are we allowed to have infinite Revival Blessings, Ogerpons auto critting everything and ohkoing everything that doesn't have Shell Armor/Battle Armor. And the icing on the cake Entrainment choice Scarf wtf are we doing to allow all this cheese to just instant win? I have lost 20 games in a row against the most god awful teams that have NO BUSINESS doing anything viable yet here we are getting CHEESE strats to viable insta win strats... never mind the bugs too thats another issue but no where near as bad as the cheese strats that are free and auto winning games
Many of the most viable teams have defensive counterplay. Ogerpon is fairly easy to manage. Revival Blessing has been bug-checked to only activate twice (the most common setup I've seen is Leppa / Custap / Sash). Entrainment scarf is very cheese, just go your own Choice Scarfer.
 
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(Username: squigglybuff)

I've wanted to make a meta post for a while now, as I've been seeing some really wacky stuff pop up on ladder, as well as comments that this format is too broken or overpowered. It is neither.

:primarina: :iron treads: :raging bolt: :alomomola: :darkrai: :pecharunt: (Team used to peak)

Now, to talk about the meta:

Max Stacking: :black glasses: :dread plate: :life orb: + Tera
This is one of the most obvious uses of BMM's mechanic, to boost one strong / priority move to absurd power.

Some common abusers you should expect to see on ladder:

:enamorus: / :iron valiant: (:fairy feather: :pixie plate: :life orb: :choice scarf:)
Clicks Moonblast, nothing else. Iron Valiant has slightly lower damage output but better speed tier and isn't rocks weak. Can also fit one more move, for Enam it's probably Earth Power / Healing Wish, and for Iron Valiant it's Trick (Choice Scarf Item slot) / Encore / Fighting move.

:kingambit: / :darkrai: (:black glasses: :dread plate: :life orb:)
Kingambit is probably the better one, as its good typing + bulk let it switch in a lot more. The power boost of Supreme Overlord also goes well with the boosted power of Kingambit's Sucker Punch / Kowtow Cleave, allowing it to even 2HKO Defensive Great Tusk with max power. Darkrai is the faster version, using Choice Scarf to outspeed the entire meta and delete all the squishies with a very strong Dark Pulse.

:inteleon: / :ogerpon-wellspring: (:razor claw: :scope lens:)
The crit abusers, but if I'm going to be honest, they're not that good. I have yet to see a successful rain team that abuses these Pokemon properly. Part of it is the cost, having to sacrifice 2 slots to get guarunteed crit isn't really worth it. There are a lot of revenge killers that can OHKO these frail Pokemon with priority as well, in addition to Scarfers (Inteleon / Waterpon has to give up another damage amp item to run Scarf). Many teams also pack 2+ water resists because of this archetype (Rain).

:raging bolt: / :rillaboom: / :lokix: (Priority)
The single most important factor for HO / Balance teams to keep in mind is PRIORITY. This keeps most of the powerful offensive Pokemon in check due to the sheer power of these priority moves being able to OHKO most squishy Pokemon. On Offense / Balance teams, I consider this category almost a must.

Defensive Pieces:

:heavy duty boots:
The best thing that has happened to stall since Heavy Duty Boots have dropped, they are now non-removable. Simply put the boots in your moveslot and BAM, they can't be disturbed or ignored. Hazard stack has weakened significantly because of this, but against offense, hazards are still extremely strong for limiting the amount of switchins they have, especially since there's a lot of Life Orb flying around (which only adds more chip).

:chansey: (:eviolite: :heavy duty boots: :leftovers:)
The best specially defensive piece in the game. Not much to say. Step aside Blissey, now your baby has grown up and fits in your boots now.

:gliscor: (:toxic orb: :leftovers:)
HEALING HEALING HEALING! Combining Poison Heal + Leftovers + Protect gives you over 35% recovery in 2 turns, which outheals Regenerator. Earthquake + Toxic is also extremely annoying for most teams to deal with.

:pecharunt:
Doesn't gain much outside maybe Leftovers + Boots > Puppeteer, but still one of the best checks to Lokix / Rillaboom in the game bar Skarmory / Corviknight.

All in all, this is a really fun meta that's looking like a very interesting play on OU.
Happy laddering!
 
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Screenshot 2026-01-11 150110.png
(User: Deerifius)
For pretty much the entire duration of this OM, I've been using trick room. Many teams I've faced are wholly unprepared for trick room, so I figured I'd dump all the Pokémon I feel people could use on trick room, as well as a handful of setters, into one post. This should also be a nice guide for people making trick room.

The very basics of a trick room setter is that they all have two items. Room Service :room service:, and Eject Pack :eject pack:. Room Service lowers your speed by one stage if trick room is up, and eject pack switches the user out if any of their stats are lowered. This results in you getting one extra turn of trick room for your abusers due to not having to manually switch, aswell as some other benifits I will discuss later when they come up.
Indeedee:Indeedee: @ Focus Sash :Focus Sash:
Ability: Room Service :Room Service:
Tera Type: Steel
EVs: 252 HP / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Terrain Extender :Terrain Extender:
- Eject Pack :Eject Pack:
- Psychic Surge
Indeedee is the single most important setter and should be on every serious trick room team. The sheer strength of priority users here (:Kingambit::Lokix::Comfey::Raging Bolt) cannot be understated, and being able to completely shut down priority against your abusers is invaluable. Psychic surge is in the moveslot to combat ngas (:weezing-galar:), and tera steel to resist most multihit moves that can break your sash. You may notice this set has no attacking moves. You won't need them, the sheer utility of this set vastly outweighs not having any attacks.
Cresselia :Cresselia: @ Covert Cloak :Covert Cloak:
Ability: Moonblast
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Eject Pack :Eject Pack:
- Room Service :Room Service:
- Mental Herb :Mental Herb:
Cresselia is a pretty bulky trick room setter, and BMM's Mechanic allows for you to nigh guarantee getting up tr at least once, being immune to flinching & taunt, two ways that may prevent trick room.
Mimikyu :Mimikyu: @ shadowclaw / Mental Herb :mental herb:
Ability: Disguise
Tera Type: Fairy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Trick Room
- Room Service :room service:
- Eject Pack :eject pack:
Disguise, again, against everything except multihit Pokémon, guarantees trick room, except for flinches / taunt. The natural ghost-fairy typing makes it immune to popbomb :maushold-four: and dragon darts :dragapult:, meaning it can safely set trick room in front of them. Mimikyu also offers a decent offensive profile for late game after its eject pack has been used.
Slowking-Galar :Slowking-Galar: @ Mental Herb :Mental Herb: / Heavy-Duty Boots :heavy duty boots:
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Eject Pack :Eject Pack:
- Room Service :Room Service:
- Sludge Bomb
A little less bulky than Cresselia, in exchange for regenerator, providing some better longevity against bulkier teams.
Besides these four, there are certainly other trick room setters you will encounter on the ladder (:carbink::diancie::hatterene::Reuniclus:, to name a few), but none of them are as good as the ones I listed above. However, that is my opinion, so if you really want to make some other pokemon work as setters, or see something I've missed, go right ahead!
For each of these Pokémon, I'll provide an example set to demonstrate something that Pokémon can do. Many of the Pokémon listed here can and will run sets different from what I've written. This does not mean those sets are bad, or the sets I've listed here are good. Since this is merely a list of what I've seen people run, and not a list of the "best," it's not a perfect summary.
Hoopa-Unbound :Hoopa-Unbound: @ Twisted Spoon :Twisted Spoon:
Ability: Life Orb :Life Orb:
Tera Type: Psychic
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Expanding Force
- Mind Plate :Mind Plate:
- Psyshock / Dark Pulse
- Focus Blast
Hoopa-U is an unbelievably strong special attacker, aswell as having the best psyshock in the game for stall. With 80 base speed, Hoopa-U may find itself being undersped in trick room by certain pokemon:alomomola:but it is catastrophically strong. Almost no other special attackers can compete, which is why you will see less of them in this list compared to physical ones.
Perrserker :Perrserker: @ Metal Coat :Metal Coat:
Ability: lifeorb :Life Orb:
Tera Type: Steel
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Iron Head
- Steely Spirit
- Tough Claws
- Iron Plate :Iron Plate:
I shouldn't need to explain why Steely Spirit + Tough Claws makes this pokemon a wonderful iron head user. 1.5*1.3 is a almost 2x increase to damage, not including the item spam and tera on this guy. Steel having no immunities, and iron head providing a flinch chance, are also nice boons to make this a one-move spammer.
Ursaluna :Ursaluna: @ Flame Orb :Flame Orb:
Ability: Guts
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Headlong Rush
- Silk Scarf :Silk Scarf:
- Life Orb :Life Orb:
One of the benefits of the EjectRoom strategy is that you do not need to wait a turn for flame orb to burn you. Everything else about Ursaluna is pretty standard, just powering up facade to insane degrees.
Rampardos :Rampardos:@Loaded Dice :Loaded Dice:
Ability: Hard Stone :Hard Stone:
Tera Type: Rock
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Blast
- Stone Plate :Stone Plate:
- Wide Lens :Wide Lens:
- Life Orb :Life Orb:
Rampardos is realistically one of the only multihit abusers you will see on trick room. It allows for sashed Pokémon :Ceruledge: to not kill your momentum, aswell as simply hitting like a frieght train. Rampardos hits harder than physical hoopa-u, and can be a great pokemon with the right partners. However, due to the lack of coverage moves on sets like these, Rampardos does not appreciate Pokémon that resist its attacks, and can be a liability in certain matchups.
Enamorus-Therian :Enamorus-Therian:(F) @ Pixie Plate :pixie plate:
Ability: Life Orb :life orb:
Tera Type: Fairy
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Heavy-Duty Boots :heavy duty boots:
- Earth Power
- Moonblast
- Fairy Feather :Fairy-Feather:
Enamorus-Therian does the same thing regular Enamorus does. Click Moonblast, and kill something. Very basic set, with earth power as coverage.
Glastrier :Glastrier: @ Never-Melt Ice :Never Melt Ice:
Ability: Chilling Neigh
Tera Type: Ice
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Life Orb :life orb:
- Close Combat
- Icicle Plate :icicle plate:
- Icicle Crash
With the new power boost from BMM's mechanics, Glastrier can easily pick up KO's and snowball for the 4 turns trick room is up. Since Glastrier also has a pretty solid physical bulk, it can live at least one hit against fatter, less offensive teams.
Kingambit :Kingambit: @ Dread Plate :Dread Plate:
Ability: Supreme Overlord
Tera Type: Dark / Ghost
- Kowtow Cleave
- Black Glasses :black glasses:
- Sucker Punch / Iron Head
- Life Orb :Life Orb:
Kingambit is strong as a later-game trick room Pokémon and can provide good offensive utility outside of trick room / psy terrain due to sucker punch. If your struggling to get trick room back up because of a really powerful sweeper on the other team :Basculegion::Iron Crown::Dragapult:, Gambit can revenge kill them the same way it does in regular OU.
Lurantis :Lurantis: @ Wide Lens :Wide Lens:
Ability: Life Orb :Life Orb:
Tera Type: Grass
- Contrary
- Leaf Storm
- Meadow Plate :Meadow Plate:
- Miracle Seed :Miracle Seed:
Lurantis may not have immediate power like the other Pokémon on this list :Hoopa-Unbound::Enamorus::Torkoal:, but given just one turn of leaf storm, Lurantis can dish out damage equal to Hoopa-u's expanding force. It is up to you if the one turn of a relatively weak Pokémon is worth it.
Gallade :Gallade: @ Black Belt :Black Belt:
Ability: Sharpness
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Sacred Sword
- Psycho Cut
- Fist Plate :Fist Plate:
- Life Orb :Life Orb:
Sharpness provides the same 1.5x buff Guts :Conkeldurr: does, without needing the extra slot of flame orb :flame orb:. Gallade is also a perfect complement to Hoopa-U :Hoopa-Unbound:, as it demolishes most dark types that would be immune to expanding force. Plus, psycho cut on psychic terrain and life orb still hits hard enough to do decent damage. The main reason why the tera type on Gallade is not fighting, is to allow it to hit many more Pokémon for at least neutral whilst still OHKOing them.
Araquanid :Araquanid: @ Mystic Water :Mystic Water:
Ability: Splash Plate :Splash Plate:
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Life Orb :Life Orb:
- Leech Life
- Water Bubble
Araquanid has 1 main flaw: rain exists. Because of this, many teams like to use Pokémon with a water resistance or an immunity :Hydrapple: :Ogerpon-Wellspring:. However, it has access to leech life, to kinda hit grass type resistances. Otherwise, Araquanid is a perfectly respectable option on certain teams.
Torkoal :Torkoal: @ Shell Bell :Shell Bell:
Ability: Flame Plate :Flame Plate:
Tera Type: Fire
EVs: 248 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Charcoal :Charcoal:
- Life Orb :Life Orb:
- Drought
- Eruption
Torkoal takes advantage of a fun mechanic, where shell bell healing :shell bell: takes place AFTER life orbs chip damage :life orb:. This results in Torkoal being able to power off full-power eruptions, without needing to worry about life orbs damage (as long as you are OHKOing things).
Breloom :Breloom: @ Meadow Plate :Meadow Plate:
Ability: Technician
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Life Orb :Life Orb:
- Bullet Seed
- Miracle Seed :Miracle Seed:
- Loaded Dice :Loaded Dice:
Breloom is the only other multihit merchant you will find on Trick Room. I would not call this Pokémon good, in all honesty, but it is one I've seen more than once on ladder, so I figured I would mention it.
Conkeldurr @ Flame Orb :Flame Orb:
Ability: Iron Fist
Tera Type: Fighting
- Guts
- Drain Punch
- Fist Plate :Fist Plate:
- Life Orb :Life Orb:
Conkeldurr is genuinely the only pokemon I can say suffers from 6 Moveslot-Syndrome in BMM. It really wants Guts + Flame Orb :Flame Orb: + Iron Fist + Drain Punch + Fist Plate :Fist Plate:+ Life Orb :Life Orb: + Black Belt :Black Belt: + Coverage. You could scrap iron fist & drain punch to run Guts + Flame Orb :Flame Orb:+ Close Combat + Fist Plate :Fist Plate:+ Life Orb :Life Orb:+ Black Belt :Black Belt: but you still don't get coverage options, or you don't go full power and run EQ or something. Its very finnicky to run a "proper" set on, so pretty much every team will have a different approach. Conkeldurr is also rarely seen not in trick room, running Mach Punch.

You will absolutely see Pokémon I have not mentioned. And not all of the abusers I have mentioned are completely viable; It is, however, what I have seen, and what I have used. Speaking of what I have used, I figure now is a good time to drop the pokepaste link for one of my teams. https://pokepast.es/c7471f57294fe1f3

This team has done me well, as people in the OM discord know, and the explanation for each member is located above, with all the other Pokemon.
I hope this post, while pretty long, can be of use to people. Don't get swept by trick room folks!
 
Restrict the Eject pack from being usable as a Move. It can be used to force infinite battles through Sticky Web, either your own(through Sticky Web+Court Change) or someone else (Sticky Web) because Move items don't get consumed.

Eject Pack properly gets removed if it is a Item or Ability(Becoming No Ability), but not if it is a Move, so this strictly only applies to the item as a Move.

Because you will always have a stat drop from Sticky Web, the pack will activate on switch-in and force a infinite switch if all Pokémon in the party are holding a Eject Pack. Setting other hazards to prevent this does not work, as Pokémon can also hold HDB/have magic guard(Cleffa and Solosis lines).

This isn't picked up by the endless battle clause, as the turn will remain the same instead of running up to a high turn number common on Pokémon like "Funbro". As the player is constantly switching, the timer doesn't end either since it is counted as a action.

Example (Done using stickyweb+courtchange):
Team: https://pokepast.es/518d92b6cf77f58f
https://replay.pokemonshowdown.com/gen9biomechmons-2515199100-pyq92vs4m9u8uem2ee4ywkclv2xurn5pw
I will repeat this, please restrict the Eject Pack from being a move. You can enforce a undetectable infinite battle through it since the turn never ends.
 
Seems like some items still activate infinitely, I played against someone earlier who was spam flinging a Big Nugget with Zarude to sweep. It got removed by Knock Off too so it was definitely in the item slot, but it wasn’t getting removed
 
Seems like some items still activate infinitely, I played against someone earlier who was spam flinging a Big Nugget with Zarude to sweep. It got removed by Knock Off too so it was definitely in the item slot, but it wasn’t getting removed
Fling in specific seems to be bugged. Hoopa-u flinging an iron ball whilst in trick room is another one being used
 
Ok, didn't think I was gonna be making a forum post about this, I thought the metagame would sort itself out, but that doesn't seem to have been the case.
What I'm posting about is the Choice Scarf. Lets get the basics done first
The negatives of the Choice Scarf:
You're locked into one move until you switch out, and when you switch back in, you may only use one move until you switch out again, and the cycle repeats.
Sticky webs completely nullify the item slot and sometimes cause you to lose a singular speed point, making you slower than usual.
The Positives of The Choice Scarf:
The holder gains a 50% boost to their speed stat.
Pivot moves become somewhat better.

When used by most Pokemon in Bio Mech Mons, the negative is generally countered by Multiplier stacking, where you put one move (therefore nullifying the Choice Scarf's drawbacks) The Plate that gives a 1.2x power boost to said moves type (E.g, Dragon darts would have the Draco plate), The normal 1.2x bonus item, (E.g, Dragon darts would use both the Draco plate and Dragon fang, resulting in an overall power boost of 1.44x) a Life orb, giving a further 1.3x boost (Totaling so far at 1.872x Power and 4 of the six used slots) The Choice Scarf, which, as already stated, gives a 1.5x boost to the speed stat and finally an ability, Wise glasses/Muscle band depending on whether its a physical attacking or special attacking Pokemon.
This can also be paired with psychic terrain, which blocks any priority moves from working which is a good way to deal with Choice Scarf as well.

Anyway, as of posting this that's all i can think of, if anything else comes up i will make a follow-up post/edit.
 
It only works on the item/move/ability in the ability slot. It will not negate abilities in the moveslots, nickname or item slots.
Can confirm this isn’t true, or at least isn’t always true. I ran Glimmora with Corrosion in the move slot and Gweezing is still immune to Toxic from it.

Also I’m not sure if this is a gameplay bug or a UI issue, but I entrained a scarf onto an imposter ditto and the game claimed that Imposter had been replaced with a scarf, but imposter still activated on their next switch in. If ability changes aren’t permanent vs a transformed ditto that’s fine and makes sense, but the UI isn’t correctly identifying what ability got replaced.
 
hi, im posting here abt entrainment scarf. i've seen a bit of discussion abt it here, but i dont think we've rlly highlighted how unplayable it makes defensive counterplay, and overall how unhealthy it is for the meta. i just went up against someone using this tech on hawlucha on ladder (no shade towards whoever it was, u seemed cool), and as someone who's been playing stall, it literally just completely invalidates that entire teamstyle. i can deal with stuff like trick scarf, because while im now down a mon (in effect), it's at least only one mon. because entrainment scarf is reusable, though, and since abilities dont reset upon switch (im fine with this btw, i get the rationale), it instead threatens every one of my mons. i know the kneejerk reaction to this is gonna be that i should use ability shield, but in a metagame with the AG levels of power on nearly every team that stall/any defensive mon already needs to contend with, every item/ability/moveslot matters, and giving up an entire slot just for tech that literally only does anything against one set and absolutely nothing against literally every team that isnt running entrainment scarf just isn't rlly realistic nor is it healthy for a metagame.

to solve this, i'd suggest that we simply ban entrainment, which would allow moves like skill swap to still maintain the same niche, functioning in a similar way that trick works in most metagames. this solves the issue of an entrainment user with a choice scarf in their ability slot being able to permanently give a theoretically infinite amount of choice scarves, which basically kneecaps any defensive counterplay and prevents possible mind games where a non-stall player has to decide between sending in a (likely frail) scarf user to prevent entrainment or a bulky mon to wall any attacking moves that could be used to punish the scarfer switching in. remember, this kind of mind game would be happening every time the entrainment user switches in. while the same can be said about trick in most metagames, trick (and skill swap in this meta game) is balanced by its nature of being single-use. to be clear, i have no expectation this change will make stall a top tier playstyle, especially considering the fact that nearly every mon can be a potential stallbreaker given the massive amounts of boosts they can have. the idea here is rather to make stall playable, and to not have a tech running around which kneecaps literally any form of counterplay (whether on stall or not) if the opponent makes a wrong move, all for very little opportunity cost (ur really just giving up the slot where ur using entrainment, considering mons like hawlucha that use this tech dont mind having the scarf much anyway, and in exchange u just have an "i win actually" button against literally any defensive counterplay)

tl;dr: entrainment forces unhealthy interactions with very little existing counterplay, the existing counterplay can be easily punished by the entrainment used. it kneecaps any defensive counterplay, forcing defensive mons to either run ability shield to wall one specific tech that can be used infinitely with very little thought, likely giving up on their ability to wall other massive threats that are running around in this meta, or instead not run ability shield and just have to deal with being given a scarf for no cost to the opposing pokemon. to solve this, the most reasonable solution is to ban entrainment. ty for coming to my ted talk.
 
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