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Metagame STABmons Mix and Mega

Okay I actually used the scizorite ogerpon and it wasn't good. You're right.
At least Ogerpon in Stabmons MnM isn't bad; She has an incredible movepool. But in general, Grass-types have a really tough time, and that's a fact. Ogerpon and Zarude are good offensive Pokémon.
Ogerpon Aggronite can abuse Salt Cure + Stone Axe, in addition to resisting Regieleki who is an excellent user of Rapid Spin.
 
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I'm top 3 on the ladder and I'm going to share my team.
TEAM VIEW
1000071154.jpg

Raging Bolt is a formidable wallbreaker. With 56 EVs in HP, Seismic Toss fails to break substitute. Parabolic Charge recovers a significant amount of Blissey's HP, and Fickle Beam isn't consistent, but RNG can be fatal for Blissey, preventing recover move.
Pecharunt with Scolipite is very toxic with status moves, and it's an excellent check to Extreme Speed spam (also as hazard control)
"Scream Tail" is a special defensive pivot mon that can be annoying to the opponent. Teleport is the best pivot move. Encore punishes Pokémon that refuse to switch out. Moonlight is for recovery and Moonblast for damage.
Arcanine H is the same set everyone knows with Altarianite. Stone Axe is a very good move. It's better than Dragonite Altarianite. Although Regieleki is still a thread that forced me to change my Great Tusk in my team build.
Primarina is a gem that's a nuisance on many teams. Type combination is excellent; I even forced my opponents to sacrifice their Pokémon just to weaken it.
Finally, Great Tusk @Rustle Sword. Thanks to the team preview mechanics, Regieleki thinks it can roam freely, but it will encounter an absolute wall in my Steel-type Great Tusk. It has four attack moves because it focuses on hitting as hard as possible with +1 Attack. Supercell Slam destroys Toxapex, Corvykight, and any Water-type. Finally, Thunderous Kick puts pressure on the Ground/Steel types with Levitate that are abundant in the metagame.
Replay
 
mons i thought were cool

- luc thundi - np guy who kills everything and has tclap (im pretty sure u 2hko rhyperior at +2, physdef 100%)
- cb ho oh - kills everything and is unkillable if you keep rocks off. really fun with groudon.
- av slowking - regenvest and not horribly passive like pex, steam psystrike and fsight are good buttons to click
- meta landoi - fast pivot w/ spikes
- abso imoth - 180 spa blue flare from an insane speed tier with malig poisons to boot. dont load into chandelurite.
- hdb kyuw - hits hard enough and doesnt take hazards, can run stedge for hooh and is very funny when it works. should also try resh ngl.
- harc - staxe sacred espeed is way too much value on one mon this thing is insane
and also diancite gholdengo i guess for delaying mega plays (i always run into sash lead boulder when i use this mon its quite funny)
 
Gotten relatively high with this team so I feel confident sharing it:
:pincurchin: :iron_valiant: :raging_bolt: :pecharunt: :great_tusk: :scream_tail: -> Double Raichunite Surge Surger Offense

This team takes advantage of the fact that both Raichunites give the user Surge Surfer which essentially allows E-Terrain to enable insane speed control.
Pincurchin is the weak link of the team, and is only her due to the sole ownership of Electric Surge, but now having an actual pivoting move in Volt Switch, this guy is pretty fine as a setter. It also runs Nuzzle for support and Double Shock as a last resort but to be honest you'll usually just switch in and switch out with this guy.
Iron Valiant (Raichunite X) is the first sweeper, running two very strong stab moves in Magical Torque and Thunderous Kick, with Thunder Punch as terrain boosted coverage.
Raging Bolt (Raichunite Y) is the second sweeper, running full stab + calm mind. It can outspeed and 1 shot Eternatus at +1 with Fickle Beam, and Rising Voltage is just insane when adding STAB + Terrain boost.
The biggest threat to this strategy is obviously priority, so the rest of the team is designed to counter the main priority threats. I won't act like I didn't mostly yoink these guys from Nirvada2000 but these are probably the three best counters to priority in the meta so I didn't see a reason to mess with the formula.
Pecharunt (Scolipite) has insane physical defenses, Poison Point + Mortal Spin allow for good chip and boosts Infernal Parade. Also serves as hazard control and can pivot with parting Shot. Deals with a lot of physical E-Speed spammers like H-Arcanine.
Great Tusk (Rusted Sword) has a great offensive combo with Headlong Rush and Behemoth Blade. Thunderous Kick is coverage for the many levitating Chimechite users and Supercell Slam can destroy Corviknight and Toxapex when terrain-boosted. Typing walls Regieleki E-Speed sets.
Scream Tail (Chimechite) is a great Special wall with an insane defensive typing, and also counters a majority of Dragonite E=Speed sets. Great longevity with Moonlight and Teleport, with Encore as a good supporting tool.
 
I just got suggested this by a friend: Eelektrossite with Ghold
+30 Attack, +30 Special Attack, +10 Special Defense, +30 Speed | Levitate
The stats are alright, nothing special, but the real kicker is Levitate removing one of ghold's main weaknesses
now of course. this gets rid of good as gold. which is not ideal. but it may be worth it if your team comp can handle it (para absorbers, not hazard heavy)
I think that eelektrossite has a lot of untapped potential
Example set:

Gholdengo @ Eelektrossite
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Moongeist Beam
- Make It Rain
- Thunderbolt
 
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I just got suggested this by a friend: Eelektrossite with Ghold
+30 Attack, +30 Special Attack, +10 Special Defense, +30 Speed | Levitate
The stats are alright, nothing special, but the real kicker is Levitate removing one of ghold's main weaknesses
now of course. this gets rid of good as gold. which is not ideal. but it may be worth it if your team comp can handle it (para absorbers, not hazard heavy)
I think that eelektrossite has a lot of untapped potential
Example set:

Gholdengo @ Eelektrossite
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Moongeist Beam
- Make It Rain
- Thunderbolt
I will say that Levitate Ghold isn't anything new, but I do think Eelektrossite is a forgotten item that's also really strong. That being said, it needs Recover. Thunderbolt doesnt help much here either, so it's best to just run a set like this:

Gholdengo @ Eelektrossite
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Moongeist Beam / Focus Blast
- Make It Rain / Focus Blast
- Recover
 
I think Trick Room Hoopa-U with Cameruptite has some potential.

Hoopa-Unbound @ Cameruptite
Ability: Magician
Tera Type: Psychic
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Thunderbolt / Focus Blast
- Luster Purge
- Fiery Wrath

These moves also benefit from Sheer Force. Cameruptite lowers speed while granting an amazing 210 base SpA and slightly improves bulk.
 
I will say that Levitate Ghold isn't anything new, but I do think Eelektrossite is a forgotten item that's also really strong. That being said, it needs Recover. Thunderbolt doesnt help much here either, so it's best to just run a set like this:

Gholdengo @ Eelektrossite
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Moongeist Beam / Focus Blast
- Make It Rain / Focus Blast
- Recover
That's a really good point, thank you! I wanted thunderbolt to deal with water types being an issue, but brute forcing them with ghost works just as well, and most offensive waters seem to run zeraorite for volt absorb anyway. I'll put recover in immediately!
 
ESPATHRA IS LEGAL!?!?!? WHY IS ESPATHRA LEGAL!?!?!?!?!?!?
does being walled by steels and having 4mss REALLY hold it back enough with the addition of megas that can make it easier for it to set up and brute force through checks?
 
ESPATHRA IS LEGAL!?!?!? WHY IS ESPATHRA LEGAL!?!?!?!?!?!?
does being walled by steels and having 4mss REALLY hold it back enough with the addition of megas that can make it easier for it to set up and brute force through checks?
Biggest things are no tera and that Extreme Speed rules the meta. If you want more obvious counterplay, phazing moves are really strong in the current meta, both Scream Tail and Magearna, two of the meta's best Pokemon, learn Encore, and Scream Tail and other Psychics like Farigiraf, the Slow twins, and Galarian Slowking learn Heart Swap. Heart Swap + Fleur Cannon Scream Tail is actually what I used on the team I used to hit #1 a couple weeks ago without dropping a single game with said team. I'll post it later today when I get time.
 
Biggest things are no tera and that Extreme Speed rules the meta. If you want more obvious counterplay, phazing moves are really strong in the current meta, both Scream Tail and Magearna, two of the meta's best Pokemon, learn Encore, and Scream Tail and other Psychics like Farigiraf, the Slow twins, and Galarian Slowking learn Heart Swap. Heart Swap + Fleur Cannon Scream Tail is actually what I used on the team I used to hit #1 a couple weeks ago without dropping a single game with said team. I'll post it later today when I get time.
oooooh that actually makes a lot of sense, I hadn't considered espeed and phazing. I'd love to see your scream tail set, that sounds super interesting!
 
I'm still pretty low ladder, but I feel like this team has a lot of potential, so I shall post it! Feel free to be as harsh as possible with your feedback, constructive criticism is one of the best ways to improve after all~

1771968261539.png

https://pokepast.es/b5084202ff95087d

Eternatus (HDB) is a standard specially defencive set taken directly from one of the sample teams. It's a great general purpose mon to tank hits, deal decent damage, keep hazards off with Mortal Spin, and just generally blanket check a lot of common threats.

I tend to lead with Swampert (Sableite), since magic bounce really helps in denying hazards and getting rocks up reliably. It's used as a bulky slow pivot with flip turn, helping bring the big threats like Ho-Oh and I-Val in safely. Precipice Blades is also a good move for chipping away at mons that can't overpower its massive bulk.

The reason for having two mons intended to deal with hazards is because Ho-Oh runs Choice Band instead of HDB, so keeping rocks off is very important. It's normally used as a midgame breaker to nuke annoying enemies and create openings for the second half of the team to sweep. Iron Head could reasonably be replaced with Bitter Blade for recovery.

Kingambit (Latiosite) is primarily used as a ghost check and a lategame cleaner with Sucker punch. Swords Dance helps it break straggling bulky mons and net KOs unboosted Sucker Punch wouldn't normally be able to. The latiosite granting levitate is useful, but it does override what could have been Supreme Overlord. This definitely seems to me the most replaceable of the team members.

Gholdengo (Eelektrossite) is the glue of the team and by far the most important member. The mega gives it a pretty decent buff in most relevant stats, and importantly Levitate to eliminate one of its major weaknesses and allow it to get in for free on ground moves. It can be used as a wallbreaker with Nasty Plot, a sweeper thanks to its relatively high speed and good bulk, and is just generally great at chipping down and finishing off enemies throughout a battle, especially since it can tank a lot of hits with decent defences and a steel typing as well as sustaining itself with recover (thank you Clas for suggesting that!).

Iron Valiant (Diancite) is another lategame cleaner, this time with a lot more immediate power. Fleur Cannon is a fantastic "Delete the pokemon in front of me" button, Close Combat can be used for high power even after the special attack drop, and Shadow Ball takes care of pesky ghost types. Destiny Bond is useful for eliminating powerful threats that outspeed it or tank a hit and kill. It also has utility in the midgame, as it can be used to fire off one or two powerful moves before being switched out again, but care must be taken to avoid it dying before the conditions become advantageous for it.
 
I'd love to see your scream tail set, that sounds super interesting!
How about a mini RMT?

:barraskewda::raging-bolt::arcanine-hisui::great-tusk::vaporeon::scream-tail:
yes i play rhythm games

I find the current state of the STABMnM meta pretty fun, so I spent this ladder mostly trying out random ideas, like Hisuian Avalugg Offense, Full Sun, Giraffe Rain, LO Etern + TTar BO, and other random, mainly bulkier, things, but finally decided to actually push for #1 a little before EUIC. I didn't get a screenshot of peak, nor replays, but I feel like making this is still worth doing.


Building Process

:barraskewda::raging-bolt: ‎‎ :poke-ball: ‎‎ ‎ :poke-ball: ‎ ‎ :poke-ball: ‎ ‎ :poke-ball:
I knew I wanted to start with SkewdaBolt since they're the strongest offensive duo in the entire metagame. They both can pivot each other in and threaten massive damage if left unchecked.

:barraskewda::raging-bolt::arcanine-hisui: ‎‎ :poke-ball::poke-ball: ‎ ‎ :poke-ball:
Hisuian Arcanine was added for 3 reasons. One, it provides reliable entry hazard setting in Stone Axe. Two, it answers Altarianite Dragonite and Ampharosite Scream Tail. Third, and most importantly, it gives the team a way of getting through Zeraorite Heatran, Magearna, and Corviknight with little hassle.

:barraskewda::raging-bolt::arcanine-hisui::great-tusk::vaporeon::poke-ball:
With how entry hazard-weak this team currently is, I knew I wanted a robust anti-hazards core. Great Tusk has reliable, unblockable Rapid Spin, while Vaporeon shores up its weaknesses while also having Court Change for the hazard stack and stall matchups. This does leave the team decently weak to Raging Bolt, but I figured that the last Pokemon could make that a non-issue, and Ceruledge, but the team already has lots of ways to pressure that.

:barraskewda::raging-bolt::arcanine-hisui::great-tusk::vaporeon::scream-tail:
I was debating quite heavily between Latiasite/Zeraorite Magearna and Chimechite Scream Tail, but decided on the latter because of its Speed tier and access to Heart Swap. While Magearna is certainly stronger, Scream Tail can outspeed and OHKO Raging Bolt and Altarianite Dragonite while also answering the numerous setup sweepers like Chimechite Thundurus/RBolt, Spectrier, Farigiraf, Primarina, and Cloyster. I'll go into more detail on Heart Swap over Encore for Scream Tail's overview.



The Team

:sv/barraskewda::barbaracite:
Barraskewda @ Barbaracite (
water-png.770270
->
water-png.770270
fighting-png.770258
)
Ability: Swift Swim
Shiny: Yes
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wave Crash
- Close Combat
- Psychic Fangs
- Flip Turn

Barbaracite Barraskewda is probably the scariest offensive Pokemon in the meta currently. Very few Pokemon can actively switch into Barraskewda, and even fewer can actually block Flip Turn (Vaporeon and Wellspring Mask Pecharunt are the only two that come to mind, and both can't block Flip Turn AND handle the other moves it carries simultaneously). Being realistic, though, the only two moves ever clicked are Close Combat and Flip Turn, with Wave Crash only being used for very specific Pokemon like Pecharunt (Psychic Fangs is minimally weaker but no recoil) on decently low HP. Psychic Fangs is here only for Eternatus and Wellspring Mask Pecharunt, but it 2HKOs both. Since Raging Bolt is on the team, a Jolly nature is better, but on teams with faster Pokemon than it like Metagrossite Roaring Moon an Adamant nature is better.

:sv/raging-bolt::lucarionite:
Raging Bolt @ Lucarionite (
electric-png.770256
dragon-png.770255
)
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Electro Drift
- Draco Meteor
- Volt Switch
- Thunderclap

Lucarionite Raging Bolt is the second half of the duo, and is significantly more deadly than Barraskewda. That being said, Raging Bolt is best used in the opening turns of the game due to Chimechite Rhyperior being on many teams currently. Oftentimes I will rip Draco Meteors instantly while their Rhyperior is not Mega Evolved purely to either dissuade the switch-in entirely or just OHKO it outright. Thunderclap helps with opposing Keldeo, Barraskewda, Spectrier, and co, while a Timid nature near-enough ensures that defensive Eternatus is handled by at least one half of the core.

:sv/arcanine-hisui::altarianite:
Arcanine-Hisui @ Altarianite (
fire-png.770259
rock-png.770268
->
fire-png.770259
fairy-png.770257
)
Ability: Intimidate
Tera Type: Fire
EVs: 172 HP / 240 Atk / 96 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Morning Sun
- Stone Axe

Hisuian Arcanine is the tier's premier speed control and Stealth Rock setter. Moreover, it's also the team's best way to pressure Ceruledge, as Vaporeon cannot OHKO it without Stealth Rock present, although Hisuian Arcanine can only switch in via pivot move. Sacred Fire is the chosen Fire move of choice due to it burning any non-Fire types and non-Flash Fire users that dare switching in, although both Pyro Ball and Fire Lash are respectable, albeit worse choices on this team. Please stop running Bitter Blade on Arcanine, it's not a good move. The EVs give Arcanine the ability to outspeed Adamant Aerodactylite and Barbaracite Kingambit while both maximizing Attack and Morning Sun recovery.

:sv/great-tusk::pinsirite:
Great Tusk @ Pinsirite (
ground-png.770263
fighting-png.770258
->
ground-png.770263
flying-png.770260
)
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 212 Def / 28 SpD / 16 Spe
Impish Nature
- Precipice Blades
- Body Slam
- Shore Up
- Rapid Spin

Great Tusk is the team's Ground-type, main physical wall, and main entry hazard remover. Body Slam provides cheese potential, while Precipice is a mostly drawlackless 16PP move that deals phenomenal damage, although Headlong Rush is a reasonable alternative if you are okay with the chance to be put out of commission from Burning Bulwark. This Great Tusk is intentionally not very invested since Vaporeon and Scream Tail alone are not nearly enough to handle the tier while it still remains incredibly powerful. I do not remember what the Special Defense EVs do, but the Speed investment means that Modest Charizardite Y and sunless Victreebelite Heatran is slower and OHKOed outright.

:sv/vaporeon::sablenite:
Vaporeon @ Sablenite (
water-png.770270
)
Ability: Water Absorb
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Recover
- Court Change

Vaporeon is the team's main wall and defensive pivot, and secondary entry hazard remover; technically, it's moreso an entry hazard punisher due to both Sablenite providing Magic Bounce and Vaporeon just having Court Change thanks to STABmons. It's also the team's Iron Moth answer due to that usually not carrying Energy Ball, although a well-played Hisuian Arcanine can also answer in a pinch as long as it has not already Mega Evolved. Scald is chosen here over alternative moves due to the burn chance and high PP. Max Defense maximizes its mixed bulk, while a Sassy nature and 0 Speed IVs make it as slow as possible, i.e. as slow as Toxapex.

:sv/scream-tail::chimechite: (
fairy-png.770257
psychic-png.770267
->
fairy-png.770257
steel-png.770269
)
Scream Tail @ Chimechite
Ability: Protosynthesis
Shiny: Yes
Tera Type: Fairy
EVs: 252 HP / 84 SpA / 28 SpD / 144 Spe
Timid Nature
IVs: 0 Atk
- Fleur Cannon
- Heart Swap
- Moonlight
- Teleport

Scream Tail is the team's glue, Poison-type answer, primary Raging Bolt counter, and setup answer. Fleur Cannon is chosen as the attack of choice due to it threatening to OHKO Raging Bolt outright and guaranteeing said OHKO after Stealth Rock chip. Since the stat drops from Fleur Cannon can be heavily detrimental, Heart Swap is the move of choice over Encore. Heart Swap also has the incredibly relevant benefit of bypassing Sablenite entirely, something Encore cannot do. It is worth noting that Substitute does Block Heart Swap, but the few Substitute setup attackers in the tier cannot simultaneously answer Scream Tail and sweep the rest of the team; only Audinite Spectrier gets close to threatening that concept. Teleport provides reliable slow pivoting to safely bring in Barraskewda or Raging Bolt. The EV investment lets Scream Tail outspeed Lucarionite Raging Bolt while never being 2HKOed outright by Timid Lucarionite Raging Bolt's Electro Drift, and any higher damage than 49.7% guarantees that my Raging Bolt will outspeed.

One thing to note with this Scream Tail is that it is near-enough required to lead and Mega Evolve versus pretty much every team featuring a Poison-type. Since it is also the team's Mortal Spin and non-Iron Moth Poison-type answer, Scream Tail is kind of a bottleneck in these matchups, requiring pretty precise play to navigate the early game.



Threatlist

:ceruledge:(:lucarionite:/:absolite:)
Since this team borders the edge between BO and Balance, Adamant Lucarionite Ceruledge rightfully becomes a major threat thanks to it threatening to 2HKO Vaporeon outright (28% chance), having a near-guaranteed 2HKO on Great Tusk via Pyro Ball (72% chance), and having a guaranteed 2HKO versus both Tusk and Vaporeon after entry hazards. Absolite Z Ceruledge can also pick up a surprise KO on Barraskewda if left unchallenged thanks to it being faster (161 vs 156), but is otherwise unimpressive versus the team. Adamant Ceruledge is also slower than Raging Bolt and Draco Meteor OHKOs, so keep that in mind.

:iron-moth:
Iron Moth is a significant threat thanks to Malignant Chain having a 50% chance to put Vaporeon on a timer alongside its already incredibly high damage. Not just that, but if it for some reason has Energy Ball then Vaporeon just does not answer. It's best to just limit how much Iron Moth can come in, whether that be via extreme offensive play or via Stealth Rock being present near-immediately.

:pecharunt::eternatus::toxapex:
Obviously nowhere near as threatening as Iron Moth, but still worth respecting. Mega Evolve Scream Tail as soon as possible and Teleport into something that pressures whatever Scream Tail is against.

:groudon::heatran: (:heat-rock:)
Be prepared to trade versus sun. The more chip on Heatran, the better. Raging Bolt can also live Earth Power once and 1v1 as a result. When sun isn't present, you have matchup advantage and as such should put on as much offensive pressure as possible.

:keldeo::barraskewda:
Lumping them under the same umbrella, although Barraskewda is far scarier. Don't be afraid to not Mega Evolve versus the former, and be accepting of the latter's ability to just not care about your defensive core. Thankfully, they both cannot safely switch in on anything the team has, and can only both really switch in via slow pivot while Great Tusk is on the field; burning Barraskewda basically ensures it does nothing for the rest of the game

:rhyperior:(:chimechite:)
Rhyperior can be annoying at times, since Barraskewda doesn't actually OHKO it, Great Tusk probably won't be able to hurt it, Arcanine can potentially be KOed if it doesn't get the Sacred Fire burn, and the rest can't touch it post-mega. The best ways to handle it are KO it before it Mega Evolves and scout the EV spread using Vaporeon, accepting that it may lose a not-so-insignificant amount of HP in the process.

:gouging-fire:(:tr43:)
Is this Pokemon used? No, it's restricted, but its signature move isn't. Don't be brazen and instead check to see if they actually have Bulwark. If they do, or you don't have the time or resources to safely check, plan around having Barraskewda be burned. It won't be wallbreaking anymore, but it'll still probably force out any offensive guys.



Pokepaste:barraskewda::raging-bolt::arcanine-hisui::great-tusk::vaporeon::scream-tail:
 
Why does Ting Lu run pixie/toxic plate?
Since it doesn't lose the Ground typing when holding plates, Ting-Lu gets a great defensive typing in Fairy/Ground (Pixie Plate), Poison/Ground (Toxic Plate), or Flying/Ground (Sky Plate) while still gaining moves like Topsy-Turvy, Parting Shot, and Foul Play. This, combined with its really great natural bulk, allows it to shine on bulkier teams. That being said, Chimechite's introduction and the improvement of many Sablenite Pokemon has hurt Ting-Lu's viability significantly.

I'm still pretty low ladder, but I feel like this team has a lot of potential, so I shall post it! Feel free to be as harsh as possible with your feedback, constructive criticism is one of the best ways to improve after all~

View attachment 811410
https://pokepast.es/b5084202ff95087d

Eternatus (HDB) is a standard specially defencive set taken directly from one of the sample teams. It's a great general purpose mon to tank hits, deal decent damage, keep hazards off with Mortal Spin, and just generally blanket check a lot of common threats.

I tend to lead with Swampert (Sableite), since magic bounce really helps in denying hazards and getting rocks up reliably. It's used as a bulky slow pivot with flip turn, helping bring the big threats like Ho-Oh and I-Val in safely. Precipice Blades is also a good move for chipping away at mons that can't overpower its massive bulk.

The reason for having two mons intended to deal with hazards is because Ho-Oh runs Choice Band instead of HDB, so keeping rocks off is very important. It's normally used as a midgame breaker to nuke annoying enemies and create openings for the second half of the team to sweep. Iron Head could reasonably be replaced with Bitter Blade for recovery.

Kingambit (Latiosite) is primarily used as a ghost check and a lategame cleaner with Sucker punch. Swords Dance helps it break straggling bulky mons and net KOs unboosted Sucker Punch wouldn't normally be able to. The latiosite granting levitate is useful, but it does override what could have been Supreme Overlord. This definitely seems to me the most replaceable of the team members.

Gholdengo (Eelektrossite) is the glue of the team and by far the most important member. The mega gives it a pretty decent buff in most relevant stats, and importantly Levitate to eliminate one of its major weaknesses and allow it to get in for free on ground moves. It can be used as a wallbreaker with Nasty Plot, a sweeper thanks to its relatively high speed and good bulk, and is just generally great at chipping down and finishing off enemies throughout a battle, especially since it can tank a lot of hits with decent defences and a steel typing as well as sustaining itself with recover (thank you Clas for suggesting that!).

Iron Valiant (Diancite) is another lategame cleaner, this time with a lot more immediate power. Fleur Cannon is a fantastic "Delete the pokemon in front of me" button, Close Combat can be used for high power even after the special attack drop, and Shadow Ball takes care of pesky ghost types. Destiny Bond is useful for eliminating powerful threats that outspeed it or tank a hit and kill. It also has utility in the midgame, as it can be used to fire off one or two powerful moves before being switched out again, but care must be taken to avoid it dying before the conditions become advantageous for it.
This looks pretty solid admittedly, although Kingambit really should be Aerodactylite. Iron Valiant is also a bit unreliable at times, especially since it's historically a coverage bot. Destiny Bond is what really makes me not hate it here, admittedly.
 
Since it doesn't lose the Ground typing when holding plates, Ting-Lu gets a great defensive typing in Fairy/Ground (Pixie Plate), Poison/Ground (Toxic Plate), or Flying/Ground (Sky Plate) while still gaining moves like Topsy-Turvy, Parting Shot, and Foul Play. This, combined with its really great natural bulk, allows it to shine on bulkier teams. That being said, Chimechite's introduction and the improvement of many Sablenite Pokemon has hurt Ting-Lu's viability significantly.


This looks pretty solid admittedly, although Kingambit really should be Aerodactylite. Iron Valiant is also a bit unreliable at times, especially since it's historically a coverage bot. Destiny Bond is what really makes me not hate it here, admittedly.
Thank you very much for the feedback, I really appreciate it!!! Do you have any other thoughts on Iron Valiant, since you think it's unreliable? Possible set changes or replacement pokemon?
How would you rate this iron val set. So far its been putting up mad work: View attachment 811706
This looks pretty good to me, prankster encore is always nice. However, Encore is really best used with setup moves from my experience, so maybe stick a swords dance on there somewhere?
 
Thank you very much for the feedback, I really appreciate it!!! Do you have any other thoughts on Iron Valiant, since you think it's unreliable? Possible set changes or replacement pokemon?
I'd not call it "unreliable" as much as thud-prone, since on paper it's a pretty good mon. The main issue it has is it physically can't get through Eternatus or Toxapex with that set, so I'd probably change the set to be Psychic/Psyshock plus Thunderbolt over SBall + DBond. I do get that not hitting Ghold for SE damage is a little rough, but you really want to prioritise hitting the big thuds over a Pokemon you already handle extremely well. TBolt also means you're better into Corviknight, which can otherwise PP stall your team pretty badly, especially if it's a Flash Fire set.

I also noticed the Ho-Oh set. Drop Iron Head for one of Recover/Defog/Will-O/SFire, since you don't actually have a reason to click that over STABs/EQ
 
I'd not call it "unreliable" as much as thud-prone, since on paper it's a pretty good mon. The main issue it has is it physically can't get through Eternatus or Toxapex with that set, so I'd probably change the set to be Psychic/Psyshock plus Thunderbolt over SBall + DBond. I do get that not hitting Ghold for SE damage is a little rough, but you really want to prioritise hitting the big thuds over a Pokemon you already handle extremely well. TBolt also means you're better into Corviknight, which can otherwise PP stall your team pretty badly, especially if it's a Flash Fire set.

I also noticed the Ho-Oh set. Drop Iron Head for one of Recover/Defog/Will-O/SFire, since you don't actually have a reason to click that over STABs/EQ
But I thought you said that dbond was the main reason you liked the set? You're suggesting I remove it?
 
But I thought you said that dbond was the main reason you liked the set? You're suggesting I remove it?
It's up to you here. I'd definitely drop SBall for TBolt, but do keep in mind that Eternatus may be a little annoying to remove as a result.
 
It's up to you here. I'd definitely drop SBall for TBolt, but do keep in mind that Eternatus may be a little annoying to remove as a result.
Eternatus I normally handle with band EQ from Ho-Oh, or Swampert Precipice Blades can chip it and leave it vulnerable to being taken out by Ghold or Gambit, so I think that it should be fine. Do you think that's enough checks, or would psychic still be necessary?
 
Eternatus I normally handle with band EQ from Ho-Oh, or Swampert Precipice Blades can chip it and leave it vulnerable to being taken out by Ghold or Gambit, so I think that it should be fine. Do you think that's enough checks, or would psychic still be necessary?
Should be fine, since you also have Fleur to burst it on the switch-in.
 
Mega Chesnaught, Delphox, and Greninja have been confirmed to be getting Bulletproof, Levitate, and Protean respectively.
Will the changes be updated soon?
 
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