Format Discussion Metronome Battle

I was under the impression from looking at the source code that the steel ban is completely automatic including looking at forme changes. To be honest it WOULD be cool to officially allow steels that get "laundered" in by sacrificing their item slot for a mega stone. But that would be really freaking convoluted as an official rule/exception.
 
What if you remove the blanket ban on the steel type and instead ban individual steel Pokemon that everyone is using? Once people are using stuff like Alolan Dugtrio or Bastiodon surely they wouldn't be overpowered.

Edit: Also why is Rowap berry illegal only if used with harvest? Shouldn't it be covered by the "no harming items" ban?
 
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What if you remove the blanket ban on the steel type and instead ban individual steel Pokemon that everyone is using? Once people are using stuff like Alolan Dugtrio or Bastiodon surely they wouldn't be overpowered.

Edit: Also why is Rowap berry illegal only if used with harvest? Shouldn't it be covered by the "no harming items" ban?
tl;dr Something something complex bans.

Honestly Metronome Battle's 2018 inception had quite a few oversights in its ruleset if you read from the earliest pages like Mawilite and Shell Bell and Battle Bond being freed until pointed out, and really that's the reason behind most inconsistencies, no shade to Ridaz for bearing with it and updating in response though. In the spirit of the rules I assume the intent behind banning Rowap + Harvest is that it's renewable (and unlike the healing items banned in bulk there are much less harming items), though for a while I was running Rowap/Jaboca Pickup instead and reported a few bugs around that, and also incidentally the Rowap + Harvest ban was bugged/unimplemented until lighthouse64 pointed it out in 2019. You could say that it's inconsistent with stuff like Oran Berry or even Gulp Missile (introduced later as a gimmick harming ability, arguably on a similar powerlevel to Sand Stream but much more limited) but in the end it all comes down to the human element.



To address the Steel-type windchime in the room, yeah Mega Chimecho is (currently still, as of getting around to writing tonight) here as our first (legal) mega option to gain the Steel type anew, and thus falling through the existing mega checks for BST and such, similar to the short Silvally-Steel strats of running RKS System and Steel Memory and giving up both of your slots for the pure Steel-type. Here, Chimecho finds itself in a slightly similar but still different situation, so I'll give it an overview and overdue review.

Mega Chimecho (Psychic/Steel) - 75/50/110/135/120/65 (555 BST) :chimecho: :chingling:

To play as Mega Chimecho, you have to load base Chimecho in the teambuilder with the Chimechite and manually mega evolve, which blocks access to another item slot, Tera, and also the use of most abilities as it will get set to Levitate. As mentioned, this still lets you run Intrepid Sword/Dauntless Shield/Download/Intimidate to benefit at the start of battle. Even though it's lacking in Attack, Mega Chimecho's stats are as allocated as you could reasonably ask for, building off base Chimecho in the 3 stats that matter. Its base Psychic type is one that doesn't actually synergize with Steel too much, losing a Fighting weakness but gaining Dark and Ghost weaknesses where the latter is usually gaining STAB around this format between all the natural and tera Ghosts. Overall like Silvally-Steel, I feel it's a fun novelty option with interesting tradeoffs to consider.

Note: While the moveset stats page shows "No Ability" for the Z-A megas when manually mega evolved, I can confirm that manual mega Chimecho does properly set its ability to base Chimecho's Levitate (at least for the time being while mega abilities are still unknown). So that's what that means for reference. Unfortunately it doesn't seem that Chimecho's base ability options are represented here at the moment.

(EDIT: Also I only realized this was a thing seeing it relatively highly in the usage stats at the start of the month. Hooray for experimentation.)



Finally, it's a bit late from my part, both in real time and where this is placed within this post, but happy new year to 2026! As we approach the year of the horse, the days of the dark horse seem to be mounting as the gall of upward threats old and new, trotting the line of legal and illegal, mega and non-mega lopping along alike, all matter of which ride at a cavalier canter to disturb the stable reigns of the long-running thoroughbreds in the front of the pack, or so they say. I apologize in advance for any future horsing around and/or champing at the bit that may or may not occur in the rest of the year, but it behooves me to put my best foot forward even through unexpected brambles in the race of life.

Also with Pokemon Champions scheduled to release at some point this year at least before Worlds, who knows what new mega abilities or other kind of mechanical implications an official crossover of super mechanics could have, however they end up glued into Showdown.

But for now, let's go over the last usage stats of 2025, with about half a month's worth of Z-A DLC megas roaming free, and also a few days of Commander Tatsugiri unbridled and riding together with Dondozo in an unrivaled show of doubles dressage. Quite the throwbacks lately, all in all.

https://www.smogon.com/stats/2025-12/gen9metronomebattle-1630.txt
https://www.smogon.com/stats/2025-12/moveset/gen9metronomebattle-1630.txt

The battle count dips a bit more to 25630, closest to how the year started off yet still pretty consistent.

December 2025: 1630-weighted top 10 + last month positions
#1: Blissey (#3) :blissey:
#2: Mega Chandelure (#1) :chandelure:
#3: Mega Heracross (#2) :heracross-mega:
#4: Mega Venusaur (no change) :venusaur-mega:
#5: Mega Ampharos (no change) :ampharos-mega:
#6: Mega Golurk (NEW) :golurk:
#7: Ting-Lu (#6) :ting-lu:
#8: Glastrier (no change) :glastrier:
#9: Mega Abomasnow (#10) :abomasnow-mega:
#10: Dondozo (#66) :dondozo:*
#11: Iron Hands :iron hands: (#7)
#12: Mega Tatsugiri-Curly (NEW) :tatsugiri:*

That's right, it's actually a top 12 thanks to recent extenutating circumstances. Despite Dondozo and Tatsugiri's relatively low usage time, they still managed to get high placements on weighted success and invaded the top 10, so I choose to recognize both their combined efforts and also acknowledge Iron Hands that would have placed as a dark horse in #10 otherwise.

There is probably some legitimate Dondozo use mixed in there, probably more so than Tatsugiri's case, but by unweighted raw counts 71.586% of Dondozo teammates were Mega Tatsugiri and so I don't really think Dondozo would make the top 10 without that. Similarly, 92% of Curly Mega Tatsugiri's teammates were Dondozo, and 97% held the Tatsugirinite, though only 73.077% seemed to actually manually mega evolve based on the No Ability/Nothing Tera Type indicators. Also the stats don't actually list the other Tatsugiri forms at all so maybe they all got counted together under Curly-Mega like how the base form only shows up once.

Notably missing out by this altered criteria is Mega Eelektross at #13, still largely botted with 17686 raw uses from the moveset file, double that of Heracross next, and still running about the same sets as mentioned in the previous monthly stats post. But in terms of other dark horses to shout out, Guzzlord is below at #14/906 uses (representing Magic Guard/Life Orb and a large variety of other items/abilities alike), and also Mega Slowbro (representing Unaware, Ice Scales) and Chansey (Blissey alternative that outslows Blissey) are hanging around #17/18 with uses in the 500s, neither of their peak performances by far but punching above their weight in raw uses at least.

Despite 5 megas in a row vying for the top, the humble yet omnipresent Imposter Blissey takes the lead as queen of the hill for the very first time (as far as I can tell by searching for "#1: Blissey"), showing that eggs truly are the natural enemy of ghosts as contained in mortal shells. Though technically most of the time Blissey is also copying a mega itself and you could say it thus represents the rest of the meta equally, but still. Overall I'm interested to see how things stabilize out entering 2026 and Champions's release, but for now I'll cover the relatively new mons at least for their debuts.

Mega Golurk makes a fair debut as well only behind a set of big 5 veterans despite limited usage time, and in terms of raw usage it places 8th already, putting it in a similar position to Chandelure's debut in October but already surpassing Ting-Lu. Time will tell if history will repeat itself once more, but as a generalist it does seem to elevate a lot of other mons equally enough with it.

Mega Absol Z lands itself at around a nice #20, fiittingly between its fellow Dark/Ghost Mega Sableye at #19 and its fellow physical Ghost Mega Banette at #21 as it plays very closely to the latter going all in offense but has closer raw uses to the former, though Absol sees much more Stellar usage than Banette and Sableye implying it's the main Tera target on its teams.

Just below that, Mega Meganium has fallen back down to #22 since its top 10 breakthrough last month, but still sees >1000 uses, and also Mega Chimecho made it to #24 with only about 213 raw uses, just above Mega Drampa (mostly running Minus but with some slightly notable Drampanite -> Berserk usage (represented as No Ability)).

The rest of the Z-A DLC mega debuts are as follows:
Mega Crabominable at #32 (435 uses)
Mega Glimmora at #43 (438 uses)
Mega Staraptor at #49 (139 uses)
Mega Scovillain at #85 (129 uses)
Mega Raichu Y at #194 (72 uses)
Mega Meowstic-F at #323 (1 use, according to the stats file which could be an underestimate. This mon doesn't show up in the moveset files. But there is 1 instance of Meowstic-F-Mega as an Absol-Z teammate in the chaos/json files so I will assume this is the 1 use.)
Mega Raichu X at #362 (20 uses)
Mega Meowstic-M at #482 (2 uses, similar case to the above with Dragalge/Houndoom as confirmed teammates)

So here I was Ctrl+F-ing through the stats with -Mega highlighted, about to go over to the moveset file as usual, when I saw this:
Zygarde-Mega (#632)


Before anyone else goes to try this, unfortunately I believe this is just the usage stats assuming all Zygarde @ Zygardite should be listed as Zygarde-Mega, even though you can't actually become Complete to Mega Evolve in-battle since Power Construct is banned, and also the fact that Zygardite is assigned to Zygarde-Complete so you can put it on base Zygardes in the teambuilder. But hey, someone did try it out and this is the first time that it's appeared in the listings, not even in October/November. Hooray for experimentation.

Back to the moveset file, we have a flat 10 viability ceilings (highest GXE scored by a user/mon combination in tandem) just within the 80s, all packed closely together. Leading at 82 we have Mega Heracross, Dondozo, Tatsugiri, and Dusclops (still representing bonkstall Friend Guard/Magic Bounce with some Power Spot).

81 follows with Mega Camerupt (mainly Storm Drain, some Analytic/Download/Magic Bounce), Regirock (mainly Ice Scales, maybe as a Desolate Land Camerupt partner to place as well), and Ting-Lu (mainly Ice Scales, some Unaware/Magic Bounce/Simple, major Chimecho partner).

Rounding out at 80 are Imposter Blissey, Glastrier (horse, fair distribution of Refrigerate/Aerilate/Ice Scales and Choice Band/Lum Berry/Weakness Policy/Miracle Berry (the Gen 2 Lum Berry)), and Rhydon (mainly Sap Sipper but also some canon Lightning Rod usage probably with lead partner Gyarados and Ice Scales/Desolate Land).

Since Dondozo and Tatsugiri took 2 spots here as well, I'll step down once more through viability ceiling 79 with a three-way tie to make a baker's dozen, featuring Chansey the smaller imposter, Mega Crabominable (majorly Friend Guard/Weakness Policy alike at ~49%, some Ice Scales/Intrepid Sword, and main partners split between Golurk and Crab/itself), and lastly Pokestar Humanoid (91 uses, mainly Good as Gold, some Poison Touch, with items basically split between Mirror Herb/Normalium Z and only Pokestar Humanoid/Monster teammates just like in the movie). I don't have much to say about this mon since it's basically a 6x100 BST normal mon, just like Pokestar Giant but smaller, but for the Pokestar enjoyers reading this I do have a fun fact that the Red Fog of Terror mons are canonically from the 11th dimension in-universe according to the relatively recently documented easter eggs when you use Defog in the 3rd movie and also implied in the strange ending, which I have gotten to post about twice now on different relevant notes. Thanks for your reading.
 
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Happy February! With the year of the horse due to begin and Pokemon Day approaching to potentially announce more news on Champions, this month is an exciting one to also mark the first usage stats of 2026 as well as the first full month of stats for the Z-A DLC additions (still pre-Champions). So without further ado, let's start the year off right, even though it's the second month of the year. Better late than never.

https://www.smogon.com/stats/2026-01/gen9metronomebattle-1630.txt
https://www.smogon.com/stats/2026-01/moveset/gen9metronomebattle-1630.txt

The battle count has fallen some more to 20987 yet still hanging around the 20k mark.

January 2026: 1630-weighted top 10 + last month positions
#1: Mega Heracross (#3) :heracross-mega:
#2: Blissey (#1) :blissey:
#3: Mega Chandelure (#2) :chandelure-mega: :chandelure:
#4: Mega Golurk (#6) :golurk-mega: :golurk:
#5: Mega Venusaur (#4) :venusaur-mega:
#6: Chansey (#18) :chansey:
#7: Ting-Lu (no change) :ting-lu:
#8: Mega Ampharos (#5) :ampharos-mega:
#9: Mega Abomasnow (no change) :abomasnow-mega:
#10: Mega Sableye (#19) :sableye-mega:

After a hectic end to the year with format additions all around and Chandelure and Blissey taking the lead for the last two months, Heracross has taken back its long-standing position at the top of the game, in both weighted and raw usage, though the competition is still quite close with the top 3 all having around 20% weighted usages. On the other hand, it seems that the Eelektross botter has retreated its forces and is sitting at a more reasonable ~3197 raw count/#17. (raw counts counted from the moveset file) Meanwhile, Mega Golurk has settled in ahead of Venusaur and Ampharos but still behind the latest big three.

In the latter half of the list, I want to highlight what I believe is Chansey's top 10 debut after many months of honourable mentions as a dark horse/anti-Blissey alternative, following Blissey's own achievement from last month. I guess if you add their weighted usages up together, then combined the egg family would be #1 as a whole to represent Imposter, and you could argue that maybe #11 (Dusclops) deserves to be mentioned, but I think Chansey has earned its fair place as a true Gen 1 original.

Dark horses of the month include Guzzlord (#13/685 uses) also running some Intimidate and Imposter sets alike, Ogerpon-Hearthflame (#15/564 uses) mainly with Intrepid Sword with some Dauntless Shield/Intimidate and Chandelure partner, and Mega Altaria (#19/639) somehow making one of its better showings by running Dancer of all things along with Mirror Herb and Raging Bolt (another Dancer). Also, Mega Chimecho is still here (#22/271 uses), in case you were wondering, and as an aside, Mega Meganium has rebounded back once more to hit #12 weighted/1595 raw count.

Over in the moveset file, the viability ceilings (highest GXE of a user of the mon) start off quite high at 85 with an Imposter Blissey/Rhydon (Ice Scales/Eviolite) combination. It feels like Rhydon has been making quite a few appearances in these viability ceiling sections since late 2025, and it does have a respectable niche of physical bulk, and this is actually the second time Rhydon/Blissey has capped out the ceilings since November.

The next highest ceiling is 4 steps lower at 81 featuring Guzzlord alone, with Intimidate/Imposter as mentioned mainly with Mirror Herb/Leppa Berry and Golurk/Guzzlord teammates. I assume the value of Imposter Guzzlord is that it outslows even Chansey to win Imposter mirrors, and also becomes at least decently offensive even when not Imposting. Guzzlord also seems to go Tera Ghost much more with no Stellar in sight, compared to Blissey having about 50% Stellar and Chansey on 20%. Also, I noticed that there's a separate 1 Speed EV stat spread listed which I believe gets rounded down to 0 EVs on the actual ingame stat so I don't think this actually matters for anything, but it's someone out there that is playing the second-most weighted Guzzlord gaming (about 8% raw).
Code:
 | Spreads                                |
 | Brave:252/252/252/252/252/0 40.490%    |
 | Brave:252/252/252/252/252/1 27.170%    |

Last but not least, there is a whole seven-way tie at viability ceiling 80, so here we go. I'm actually going to separate these individual mon sentences for once to be a bit neater, though there are a couple notable pairs in here.

- Mega Golurk (3000 raw uses on the dot) has a much more even spread of abilities since last month, with Intrepid Sword/Ice Scales/Costar all hanging around 20%, with Defiant/Scrappy/Storm Drain rounding out the rest of the visible at 8-6%, still mainly running Choice Band and Stellar, and teaming up with Golurk, Abomasnow, and just about anything else that you can splash with.

- Chansey is here too, Impostering like big sis Blissey but still having some more Innards Out representation at the least. And also ~20% of non-Leppa Berry items like 6% Lucky Punch and Ability Shield (and ~3.9% Choice Band), compared to Blissey having a combined 96.75% Leppa + Mystery Berry item weight.

- Mega Ampharos is actually represented with mainly Beads of Ruin which seems to have been starting up last month, as well as Intrepid Sword following behind ahead of Plus/Minus (though Plus+Minus combined would be 2nd in usage).

- Dusclops is still mainly repping Friend Guard/Eviolite/Type: Null bonkstall all around, though Magic Bounce (~20%) and Galvanzize (~12.5%) are also there. On the other hand, Type: Null is here too as the other side of bonkstall, with secondary abilities being Ice Scales/Lightning Rod. Maybe that's what goes with Galvanize, eh.

- Hoopa (211 uses/#42) manages to be relevant again after having a starring DLC role I guess, primarily running Fluffy/Mirror Herb and partnered with Mega Staraptor. Appropriately, Mega Staraptor makes up the last mon in this tie, though being run with Staraptite means we can't see its base ability but I assume it's probably up to stacking Intimidate to leverage the physical tanking gimmick. This is a niche that may become outdated post-Champions, but we'll see what happens.

Thanks for your reading.
 
Dumb idea:

Plasmanta @ Mirror Herb
Ability: Thick Fat
Tera Type: Stellar
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
- Metronome

This has 10 resistances w thick fat, so it has the same resistance amount as steel type minus poison immunity, but plasmanta is rather weak compared to the megas, so it is not really all that good
 
not to be dramatic, but there seems to be a bug or at least feature I'm not aware of

why does the deoxys act as a mega chimeco?? I know it's holding a chimecite but I don't think it can just mega-evolve like that??
https://replay.pokemonshowdown.com/gen9metronomebattle-2543750075
It's most likely an Illusion Chimecho @ Chimechite in slot 1, disguised as the Deoxys in slot 2. The Illusion ability is removed after mega evolving, but the Illused state persists and does not break on hit afterwards. IIRC this was a relevant mechanic in Gen 7 Balanced Hackmons for some time before its ban.
 
this is why mets are so interesting. deox is lowk trash tho. i personally peaked at #35 with double imposter blissey. that is imo the best team. but mets are to be explored not defined.
 
Happy March! And a belated Pokemon Day to those who celebrate, and also the year of the (fire) horse now that it's started, and other relevant regional occasions like daylight savings time, the spring solstice, and whatever else one may still have to look forward to yet.

I just realized floettite is not banned, mega floette seems to be balanced despite the over 625 bst tho so it should be fine
This is a good catch. From what I can tell the validator was not designed for the assumption that alternate formes could mega evolve separately from the base forme, another new Z-A precedent (which might be right for cosmetic formes otherwise, but in this case the base forme can't), which isn't helped by the fact that it's just called Floette-Mega. Either way, I guess I'll give my thoughts despite not having actually used this mon yet, for completion's sake.

Mega Eternal Floette (Fairy) - 74/85/87/155/148/102 (651 BST) :floette-mega: (Oh hey, this has a minisprite now.)

Compared to base Eternal Floette, it got some pretty well rounded stat increases especially with +20s in the physical side, and notably one of the top 10 SpAs and SpD stats, but the cost of getting over the 625 BST barrier is having to use a manual mega stone slot to do it. Now with Mega Chimecho, breaking the rules gets you a nifty Steel-type with unmatched utility, but Mega Floette is not nearly as much of a lynchpin. Being a special nuker is already a contested position to compete in, and once again the tradeoff of having to use manual mega is that you can't tera (or use another manual mega) and also your item/ability slots are locked, leaving Mega Floette without the potential of Plus/Minus Choice Specs synergy, and not having a reliable SpA statboost pre-mega other than relying on Download. (Though since Download prioritizes SpA to tiebreak equal stats, it might be the more common result in this current meta with mons with equal defensive stats like the Ghosts or higher Defense like Heracross and Venusaur.) On the plus side, manual megas do at least have some kind of non-HP stat advantage over Imposters stuck in base form...

What Mega Floette does get from its (current placeholder) ability slot is Flower Veil, which it can't make use of for itself naturally because no tera, but I guess you can fit a Grass-type partner for slightly less good synergy. Overall it doesn't seem like one to make waves, but it did hit #38 in the usage stats with 83 raw uses, which is a pretty dark horse placement ratio.

In main Pokemon news for Pokemon Day, Pokemon Champions releases (for the Switch) in April 2026, which will mainly confirm various stats about the new Z-A megas and potentially other mechanical interactions. I have my doubts that Metronome (the move) will be present in the game, but we'll see what happens. Also there was some other stuff about the 30th anniversary and Gen 10 which is not releasing this year and will probably not be datamined on the Switch 2 so Champions may still be the bottleneck for that content when it comes in 2027, but all I can say is that maybe the Browt family will be the next face of Flower Veil for all we know if the format moves on past Gen 9 and tera, or perhaps Pombon will take a stand for whatever the new gimmick is.

And on the Smogon CAP side, CAP 37 is underway with a Dark/Flying Beak Blast user. Beak Blast is not callable by Metronome as of SV.

https://www.smogon.com/stats/2026-02/gen9metronomebattle-1630.txt
https://www.smogon.com/stats/2026-02/moveset/gen9metronomebattle-1630.txt

The battle count is actually relatively even at 20930, and actually a higher battles per day accounting for February being the shortest month of the year and incidentally fitting perfectly in 4 weeks.

February 2026: 1630-weighted top 10 + last month positions
#1: Mega Chandelure (#3) :chandelure-mega:
#2: Mega Heracross (#1) :heracross-mega:
#3: Mega Golurk (#4) :golurk-mega:
#4: Mega Ampharos (#8) :ampharos-mega:
#5: Mega Venusaur (no change) :venusaur-mega:
#6: Blissey (#2) :blissey:
#7: Mega Abomasnow (#9) :abomasnow-mega:
#8: Ting-Lu (#7) :ting-lu:
#9: Dusclops (#11) :dusclops:
#10: Mega Eelektross (#17) :eelektross-mega:

As noticed earlier, Z-A minisprites are here. Thank you Smogon sprite project.

Meanwhile, Chandelure has retaken its ceiling position and also Golurk has rocketed up a placement, though Heracross still rules in raw uses. Eelektross has returned to the top 10 after its botting origins and retirement, with a seemingly more average yet respectable >1000 raw uses (placing #11 raw, just under Mega Absol Z and above Mega Clefable). Blissey has dropped off while Ampharos has recovered from its downtime, and also Dusclops is here again.

Just outside of the top 10, Meganium continues to maintain a respectable position at #12, Necturna also stalks back up at #14, and Mega Chimecho is still hanging at #16 with 253 raw uses (counted from the moveset file). Chansey has fallen to #18 just below Mega Gengar after its big month, while Mega Crabominable shows up at #23/568 uses, who I would call the dark horse of the month over the more-typical Guzzlord (#21/519 uses) in terms of not being mentioned too much since its debut.

Mega Absol Z is at #20/1849 raw uses and Mega Clefable collects #37/1330 raw uses, with the latter steadily gaining in raw uses over the months for some reason. I suppose Absol is the very first mon in the default teambuilder alphabetically now and Clefable is also up there + one of the canonically classic faces of Metronome, but I'm not quite sure why it's gaining ground outside of possible trendy influence like some kind of Clefable battle society promoting Clefable-only tournament play. It doesn't help that Clefable's moveset file is bizarrely varied featuring Lightning Rod/Pickup/Delta Stream/Scrappy/Pixilate/Competitive all with >8% usage, but it does seem to be represented regardless.

Over to the moveset file, this month's viability ceilings (GXE peak of a user after battling with that mon) start off high once again with Blissey at 85, though this time going it alone. Following that is a few steps down to 82 with Mega Ampharos alone (mainly equal Plus/Minus with definitive leads now, some Mind's Eye/Beads of Ruin).

Then there's a five-way tie at 81 with Mega Heracross with the usual attack stacks (Adamant beat Brave this month), Dusclops (mainly bonkstall Friend Guard w/ Type: Null, some Power Spot/Magic Bounce), Type: Null (similarly as mentioned, though more Unaware in 2nd), Mega Absol Z (ranging from Magic Bounce/Intimidate/"No Ability" (unidentified base form ability)/Good as Gold, and lastly, Base Heracross.

:heracross:
Yes, the base, non-mega Heracross has a 81 viability ceiling, with just 7 raw uses mind you, and not even mega evolving, just going for Intrepid Sword/Choice Band with a Mega Absol Z partner. I'm not sure what to say about this mon, other than it's faster than Mega Heracross, but still. Props for the sake of viability ceilings and getting a single-digit-use Heracross to #171.

Moving on, viability ceiling 80 features Mega Chandelure alone, very heavily favouring Plus/Minus and Choice Specs even harder than Ampharos.

I could finish here, but there's only 8 and I like to get closer to a top 10 even if it means going over, so I'll just go over 79 relatively briefly with another seven-way tie to end on. Here we have Mega Venusaur, Mega Abomasnow, Mega Gallade, Mega Gardevoir, Dragonite (Super Luck/Scope Lens 50% crit stacking beating out Aerilate/Choice Band), Mega Staraptor, and Hoopa. Getting some deja vu here with the last combo, but it seems like it's working out still. Thanks for your reading.
 
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the wall? (Ditto) @ Metal Powder
Ability: Fluffy
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Impish Nature
- Metronome

idk if this works (Ditto) @ Metal Powder
Ability: Fluffy
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Impish Nature
- Metronome

this isn't a good team whatsoever, but i thought this calc was really funny
252+ Atk Choice Band Heracross-Mega Close Combat vs. 252 HP / 252+ Def Metal Powder Fluffy Ditto: 232-274 (77.3 - 91.3%) -- guaranteed 2HKO

you'll live physical hits you have no right to (and die to any special move) (or fire move)
 
1773697202686.png

On another note, I've also tried experimenting with tera Flying Aerilate Mega Pinsir for a strong physical attacker that could hit Ghost mons with Normal moves, but never got past low 1400s, I wonder if there's anything there with this set. Here's the team I had the most success with using the idea, though I'm not sure about the second slot at all.
Been tinkering with this concept on and off since this post and I think I finally got it to work? I used to think it was a fraud but actually running the numbers, Anti-Ghost IS genuinely strong. It's just awkward since it's restricted to only perform at its peak on high ladder, but it's felt VERY consistent once you do get to the point where most matchups are double Ghost. I pushed one acc from 1350 to 1500 pretty unfettered last week, and another from like 1200 to 1470 these past few days (I'd go for 1500 but ladder died xd), with the 1200-1350 range being the tougher stretch.

There are two angles to Anti-Ghost, Scrappy/Mind's Eye and -ate, that both have the same focus: allowing you to hit Ghosts with Normal-type attacks. Being by far the most common type, Normal moves are pulled frequently enough to have a very significant impact on the game, and combined with STAB, allow you to outperform even Intrepid Sword in average damage output against Ghosts on all of the mons shown here. If you're not fighting a Ghost? Well, since you're running tera Ghost yourself, them not being Ghost means they're at a disadvantage regardless. (unless it's Blisseys which you're losing to anyways as an offensive build lol)

:ursaluna: Scrappy is my preferred ability for Anti-Ghost, partly because I love this stupid ugly bear, but also because the additional access to Fighting-type moves gives Luna the most consistent damage output of any physical attacker in the game. I wouldn't really recommend this abil on non-Normal mons, since STAB is vital to making Scrappy being worth using over other options - similar goes for -ate users needing to be the -ate's type. Scrappy also fishes into the rare but otherwise-terrible Intimidate matchup, though Mind's Eye can be run for marginally better odds into all other matchups if you prefer.

:crabominable-mega: -ate exchanges Fighting move access for an extra multiplier on your Normal moves, making it more of a middle ground between the consistency of Scrappy and the nuke fishing of ISword, albeit still leaning consistency. Refrigerate Crab seems like the best option to me, in part because of its incredible stat spread, and in part because Refrigerate is one of the stronger types to -Ate into (you're iffy into Chandelure, but beat Golurk comfortably). Galvanize Iron Hands is equally potent, but a little riskier due to Grounds' immunity. Other more aggressive abusers include Aerilate Landorus-Therian and Galvanize Eelektross-Mega.

:golurk-mega: I literally can't post without glazing this mon it seems. While not an abuser, Mega Golurk bears mentioning for being a huge enabler for this strategy, and for bulkier phys offence builds generally. Between natural Ghost typing and an incredible stat spread, this should be the go-to partner for every mon listed, with honestly any offensive set you prefer, though I've been using Sword of Ruin myself to further amp up its partner.

These mons are still putting out less damage per turn than, say, ISword Mega Hera or ISword Stellar Mega Lurk, but the more consistent output and the fact that these abilities find their place on bulkier attackers makes for a surprisingly distinct playstyle that I've had a lot of fun with this past week or two. And of course, it always feels incredible to hit something like below and know no other strat would get away with it lmao.
1773705139008.png

Anyways here's my favourite team for this strat. Again, it's best for high ladder but can work fine lower down too, just off being two strong mons. You can swap Luna for any of the -ate users mentioned, though I do think Scrappy is the strongest variant. Don't forget to Tera Ghost!
Ursaluna @ Choice Band
Ability: Scrappy
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome

Golurk-Mega @ Choice Band
Ability: Sword of Ruin
Tera Type: Stellar
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave Nature
- Metronome
 

The Champions release date dropped (April 8th) as well as a couple new abilities, so time for some loose speculation.

https://www.pokemon.com/us/pokemon-...-switch-and-nintendo-switch-2-on-april-8-2026
Mega Meganium will have the newly discovered Ability Mega Sol, which lets the Pokémon use its moves as if the weather were harsh sunlight. Mega Emboar has the Mold Breaker Ability, which causes its moves to be unaffected by the Ability of the target. Mega Feraligatr’s newly discovered Ability Dragonize turns Normal-type moves into Dragon-type moves and boosts their power by 20%.

Mega Sol: RIP Flower Veil. While this is cool flavour, it's probably more niche than just running Desolate Land for your sunny needs done dirt cheap. Since in the trailer it only shows Meganium using this for a 1-turn Solar Beam, it will remain to be seen if this also means that Fire and Water moves will have their damage affected accordingly (and also Thunder/Hurricane accuracy), or if this just affects the Sun gimmick moves like Solar Beam/Blade/Growth/Weather Ball. Overall probably not worth a manual mega Meganium evolution.

Dragonize: Appropriately after the last anti-Ghost post, a new -ate/ize just dropped. Similarly to Normal, Dragon hits almost every type neutrally except Dragon for 2x, immune into Fairy, and also Steel if you Conversion 2/hit Mega Chimecho. This is also probably not a big game-changer but it's nice to have another STAB option for Dragons to run, even though a lot of them have another, better STAB, and also Dragons are not major threats to get a SE advantage on like the other -ates can provide. I suppose if anything, you risk a more volatile Imposter/Blissey matchup by running it on a Dragon than without.

Overall the precedent of brand new abilities is nice to have confirmed. Naturally I would think a Ghost/Dark-ate could be a real game changer at this point as another anti-Ghost swinger, but I have my doubts on if it'll happen with this set of megas.
 
Happy 8 years for the Metronome Battle format/thread coming up this month! Thanks for all of your reading.
The usage stats for the month are not out yet, so here's something different for the advent of April.

For an April Fools post idea, I was trying to prep an alternative Metronome Battle thread on the official Pokemon.com forums. The main idea would be that I would be seriously considering migrating to the Pokemon.com forums henceforth (for some time to be decided) and only playing Champions if they added an official Metronome Battle format. But on the other hand, if Champions did not have support for Metronome Battle or not even include Metronome (the move), then I would make an impassioned complaint on Pokemon.com and/or something else dramatic enough (to be decided).

Unfortunately, the recent announcement of HOME maintenance tomorrow and the Z-A compatibility update following means that there is a fair chance that new ability info could be disseminated soon, and so I would probably not be able to commit to the bit of not posting in this thread (at least within the next 48 hours). Honestly I could probably afford to not post for 24 hours since maintenance only starts at midnight UTC and ends 12 hours later, but if they put up new info at the start of maintenance for some reason then I would have to go back on my word, which is especially valuable to maintain on the once-per-year gimmick occasion about disinformation.

Also the Pokemon.com thread ended up going in a different direction anyway and didn't get much organic responses to really sell it, but I will leave the records here for posterity. The thread is still up and you can read it at the link, but I have also archived it in screenshot format, which also shows reactions (you can't see them if logged out).

(I doubt that I have any overlapping readership with the Pokemon.com forums users and this Smogon thread, at least as far as I'm aware of, so if nothing else I hope that the continued existence of these official forums is news to someone here.)

https://community.pokemon.com/en-us/discussion/23140/metronome-battle-opinions
1775011305020.png

1775011345320.png

As an aside, I also found that there was a completely separate official forums thread preemptively bemoaning the lack of Metronome Battles in Champions.

https://community.pokemon.com/en-us/discussion/22827/champions-dropping-the-pokeball-for-casual-players/p1
1775012630125.png





Lastly, I had an alternative idea in the middle of making this post, and also inspired by combing through some ~2020s bookmarks earlier this month and finding out how many pages I misplaced by leaving my default/recent bookmark folder as PS Replays. Most Showdown replays between 2020-2023 were lost in the accidental purge in 2023, which covers most of Gen 8's span and about the first year of Gen 9, which includes a replay I had labeled "fusion flare fusion bolt" and I'm not sure if I was even a player in that battle. At the least I don't think I had posted it anywhere and I don't think there is such a replay in this thread.

As such, I would like to put up a spontaneous informal bounty for a Metronome Battle replay link, old or new, that features the Fusion Bolt + Fusion Flare combination that doubles their power when both moves are successfully and consecutively used in a single turn (in either order).
(I believe the condition implies they have to be used directly after each other for the damage boost/alternate animation.)

A few ground rules for clarification:
- The replay does not have to be created after the date of this post. If you have a sufficient replay saved and are willing to share it, then that's cool.
- I would count any situation where the unique animation would play ingame. For example, I would not count the boosted Fusion Bolt landing on a Ground-type or missing the enemy.
- It doesn't matter to me which side uses it, or if both sides contribute, because I think it can work either way. Bonus points if it's a same-side combo that makes an actual difference I guess.
- Challenges or ladder replays are fine, though in the spirit of fair play I think the submitter should be a human player in the battle. Getting it against a bot is fine, but if the submitter is running the bot then it kind of takes out the observation aspect.
- Replays should originate from the main server and be uploaded to the official replay server for verification.
- (I hope this should cover most grounds but let me know if not.)

What can you get out of this?
- I haven't actually thought this through yet, but at least the first person to submit a successful replay could get some form of acknowledgment if this works out, and maybe others too if within a certain time afterwards. It depends on how this goes, I suppose, but the Unluckiest Player of the Week project seems to be going pretty strong and I think there's potential for something similar here.

- Also I guess I could offer an art request within reason. I don't consider myself a serious or professional practitioner so you don't have to take it.
A few 'recent'/'varied' examples of my doodles for fun can be seen as follows and are all humanly drawn myself.
flame-drawing-blueberry-lemonade-guestbook.png

- Azumarill sketch, guestbook drawing (November 6, 2024)
- Medium: one of those guestbook drawing tools you can leave on a site (pika.page)

Azumarill blind_240612_195033.jpg

- Azumarill sketch, drawn blindly in phone notes app (June 12, 2024)
- Medium: phone notes app

DUXoddish.png

- Faded Farfetch'd (DUX) and an Oddish in greyscale with leeks in its head. Fanart for TPP's Super Gauntlet Red. (February 13, 2024)
- Medium: Paint.NET

azumarillColors3D.jpg

- Azumarill (April 11, 2024)
- Medium: Colors! 3D (3DS)

azumanine.png

- Azumarill in Arcanine's silhouette, submission for "WHO'S THAT POKEMON [CONTEST] [TUTORIAL] [YES WE ARE BRINGING BACK THE TUTORIAL JOKE :)]" (Nov 22, 2023)
- Medium: Paint.NET
- I did not draw the Heavy Duty Boots or the provided Arcanine silhouette.

horse.png

- Normal Horse, proposed concept art for Smogoff CAP (Apr 14, 2021)
- Medium: MS Paint's shape tool, probably. Either that or Paint.NET but I don't think I used that.

wow.jpg

- An expanded view of the 'Wow' reaction, drawn for the 'official Bellsprout appreciation thread' (Jan 5 2021)
- Medium: pen/paper and phone camera

I mainly tried to keep on a Smogon theme here with this selection, but if anyone actually wants to take this up then feel free to request whatever else. Again we'll see how this goes.
 
Well, the Z-A/HOME update has come and gone, and with it are only 2 new abilities (with 4 definite unknown in-between slots remaining and who-knows-what afterwards). No info on what abilities are assigned to megas for manual evolution, but at the least Mega Starmie's ability-adjusted stat spread is implemented, which has been expected and implied through online Pokedex entries and stat bars, but it seems it will probably have 100 Attack, unless Champions ends up rebalancing it for some reason before its proper release which I can't completely rule out. So here's one more new mega impression for the road now that it might fall under the BST limit, as well as some other speculative thoughts about the few new incoming options just to cover the possibilities I can think of right now before the full release upends things even more.

(The usage stats for March are out, but I might split this post up to stand alone and handle it on the weekend, or at least hopefully before Champions releases.)

Mega Starmie (Water/Psychic) - 60/100/105/130/105/120 (620 BST) :starmie-mega:

This meme mon is unfortunately late to the party. Not too much reason to use this over Mega Slowbro who has a more favourable BST allocation with less Speed, more bulk, and the same SpA. It really mainly has its slightly higher Attack going for it, which is not that much higher accounting for the banned Huge/Pure Power or whatever clone it might have.

Theoretically in a more permissive ruleset, if you were allowed to load in an Intrepid Sword Starmie @ Starminite, then you could be looking at an effective 984 Attack stat, which still is a bit far off Choice Band Intrepid Sword Mega Heracross's ~1158. Otherwise it would be a general stat upgrade over Mega Medicham, I suppose.

+1 252+ Atk Huge Power Starmie-Mega Giga Impact vs. 252 HP / 252 Def Mew: 353-416 (87.3 - 102.9%) -- 18.8% chance to OHKO
+1 252+ Atk Choice Band Heracross-Mega Giga Impact vs. 252 HP / 252 Def Mew: 415-489 (102.7 - 121%) -- guaranteed OHKO

These abilities are reportedly based on HOME descriptions posted by Kaphotics since Champions is not out to test them with yet, but I think it's enough to speculate on.
Piercing Drill - When the Pokémon uses contact moves, it can hit even targets that are protecting themselves, dealing 1/4 of the damage that the move would otherwise deal. Everything aside from the target’s protective effects is still triggered.

This is Mega Excadrill's assumed contribution to Metronome Battles, and on the surface it may be about as used as Excadrill is currently. It is a worse Unseen Fist dealing less damage through protection and supposedly triggering other effects, like Burning Bulwark's burn, which more so raises the question of if Unseen Fist has been nerfed. Now in a Metronome context, protection moves are extremely rare to begin with, with the only callable one being Burning Bulwark (and it doesn't get priority, so you still have to be faster and get targeted for it to matter). For some reason, Crown Tundra was very generous with its new moves being callable, but this does mean that Unseen Fist and this new ability are not completely useless slots like Run Away, and is probably marginally better than No Ability (stops Trace from proccing even if there's a separate target, at least in Gen 7) in that it's not completely matchup dependent for its niche to function.

Getting into hypothetical territory again, there is another potential protection move that could return in a Champions meta, and that is Max Guard, which Metronome turns into after activating Dynamax. Not sure how this will be handled if at all, but if it does return then I might write something up about use cases for Max Guard for the unfamiliar, since Gen 8 was a while ago and there aren't too many more living replays to reference thanks to the purge as mentioned. But Unseen Fist also notably did not pierce Max Guard, so the precedent is not looking good for Piercing Drill to have much impact there either. I just wanted to mention it to cover most potential bases.

Spicy Spray - When the Pokémon takes damage from a move, it burns the attacker.
Based on flavour, this would probably fit Mega Scovillain, and what a flavour it is. Similarly to Toxic Chain, people are assuming this straightforward description is an upgrade to Flame Body on multiple degrees, meaning that taking damage from any move will result in a guaranteed burn on the attacker, lifting both the contact move restriction and the 30% proc chance. I suppose you could also compare this to Gulp Missile in terms of a guaranteed status, though that falls under a completely different food group in most senses.

On the surface, it sounds like a quick ban for guaranteed passive damage, but I have a morbid curiosity in seeing how a new horseman of the apocalypse affects the meta in practice. Mostly I remember fighting Flame Body back in Gen 7 against someone who would always bring 2 Flame Body Registeel, back when fights dragged out longer. Naturally this would be a pretty splashable seasoning for a support slot, but I imagine it could be pretty interesting if this was limited by manual mega evolving to Mega Scovillain as another exclusive niche.

Thinking about how burn stands as a threat alone, there are still some general ways to be status-immune, like Flower Veil or Purifying Salt (or Magic Guard if you only care about the passive damage... or Guts if you only care about the Attack drop), or being a Fire-type, one of which just happens to be the top mon as of late and a dual-Ghost; funny how that comes back around. Burn also does only tick for 1/16 HP, unlike Toxic's scaling escalation dooming most mons in about 5 turns, though it does mess up physical attackers. And also unlike Flame Body, they could get burnt with a light special attack instead of having to land a full-power likely-physical contact hit first as a potential opening, which is still possible either way, but it goes to show how subtly suppressing the contact move restriction can be in practice.

(Also the Fusion Bolt + Flare bounty is still a thing and not just for April Fools. I'll probably leave it at that until further notice, no time limit for now.)
 
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I've pretty much laid out my pre-preparation for Champions preamble over the last two posts, so hopefully I can keep this post briefer than usual and just focus on the March usage stats, as the last uncertain month before Champions releases and the meta hopefully settles for the rest of the year, unless they do something crazy with their limited roster setup like only adding the data for new mons/abilities midway. That would really be something, eh.

https://www.smogon.com/stats/2026-03/gen9metronomebattle-1630.txt
https://www.smogon.com/stats/2026-03/moveset/gen9metronomebattle-1630.txt

The battle count has been rising back up to 27425.

March 2026: 1630-weighted top 10 + last month positions
#1: Mega Chandelure (no change) :chandelure-mega:
#2: Mega Heracross (no change) :heracross-mega:
#3: Blissey (#6) :blissey:
#4: Mega Golurk (#3) :golurk-mega:
#5: Mega Venusaur (no change) :venusaur-mega:
#6: Mega Ampharos (#4) :ampharos-mega:
#7: Dragapult (#22) :dragapult:
#8: Glastrier (#24) :glastrier:
#9: Mega Eelektross (#10) :eelektross-mega:
#10: Dusclops (#9) :dusclops:

While the first 2 placements remain the same, Mega Chandelure has taken both a raw usage lead passing 10k, and a wider weighted usage% lead (42 to 21%). Meanwhile, Blissey has surpassed the new meta challenger Golurk once more, and also Chansey is hanging around just below the cut at #11. Also, you could say Dragapult and Glastrier are really dragging up their placements by the reins together.

The dark horse of the month feels like Ursaluna at #15 (608 raw uses), peaking back up there for the first time in a while and really repping its Scrappy chops as demonstrated above by Methridium. Another major riser is Baxcalibur at #24 (532 raw uses), who is primarily running Power Spot but also a mysterious 39% Illuminate slot... Even without knowing historical precendent or current events, an outside observer might be able to piece together what it means when "Illuminate" is being run by Dragapult, Baxcalibur, Dragonite, Mega Altaria, Gouging Fire, and Walking Wake: It's (probably) a placeholder for Dragonize, recently implemented PS on March 24 as it was announced late last month. I suppose it's fortunate that Champions will release early enough next month that the usage stats might not be full of undiscernable Illuminates, though we'll see if there's enough new viable abilities for the difference to matter.

On the other hand, Mega Meganium has fallen a bit to #19 after starting off 2026 soaking up the sun at #12, and Abomasnow dropped from the top 10 to #17 along with it. Grass-types do feel fickly seasonal.

Also newly this month, the Real column of the usage stats is all 0s (seems like they are just not being tracked for doubles formats across the board) which wasn't too relevant to these rundowns with its specific criteria for counting usage (I think it wasn't meant to count cases of two of the same mon on a team), but it's something of note.

Moving on to the viability ceilings (highest GXE of a mon's user in the month), it's looking like a round top 10 of mons just within the 80s from my Ctrl+F prep. Starting off at 82 is Imposter Blissey, and I have to comment now that I've noticed that 41% of Blissey's teammates being Blissey feels like a number that should be doubled to about 82% because I feel like the majority of Blissey are with Blissey and not 60% other mons.

Also at 82 are Mega Ampharos (Beads of Ruin's 26% overtaking Plus/Minus's 21%s individually, though Plus/Minus combine to surpass it) and Mega Meganium, who is still mainly doing its Flower Veil thing with Venusaur. I'm not sure if Mega Sol is a notable upgrade over Overgrow in terms of running Meganiumite manually, but it does have Mega Sol now thanks to the forementioned update as well.

Stepping down to 81 are Mega Chandelure (very much Plus at 34% with Minus following at 25%, and heavily Quiet), Mega Heracross (Adamant and Naughty beating Brave), Mega Absol Z (aside: Magic Bounce takes a major lead at 57% compared to last month's variance... though "No Ability" is nowhere to be seen, which I assumed was a sign of mega evolving from base. Its main item by raw usage is still Absolite Z, so I assume many people just click Absol at the top of teambuilder and go in with the Absolite Z/Magic Bounce default set it provides), and also base Heracross again.

:heracross:
I thought I had last month's moveset file up still after comparing for Absol and coming back to this as the next result yet again, but no, it's Heracross + Mega Absol Z together back in the exact same viability ceiling. Though it did hit 10 raw uses so it's not at single digits anymore, and there's some secondary Intimidate/Mirror Herb/Adamant representation to the defending Intrepid Sword/Choice Band/Brave. Fun fact, despite the 10 difference in base Speeds, Brave Heracross is slower than Adamant Mega Heracross with equal investment.

Lastly at 80 is Mega Venusaur (I neglected to mention last month that Simple usage was suddenly 31%, still behind Flower Veil, along with Mirror Herb over WP, but now it's back down to 6% and WP is back on top. Also Necturna is its highest teammate by a bit) along with Dusclops and Type: Null, representing Friend Guard bonkstall as usual despite Type: Null's relatively lower weighted ranking. It seems like Dusclops is actually being run with Heracross and used as a general supporter more than Type: Null, perhaps.

Thanks for your reading, and see you again later this week for reactions to Champions's release as they come, which will probably first consist of if Metronome (the move) is in the game and also the definite list of manual mega abilities as aspects I can definitely speak on. I guess we could get official Z-powers for some modern gen moves too? Overall any wider mechanical interactions might just spill over from what the rest of PS decides to do with them, but if hypothetically you could only choose/make use of one super mechanic at a time (similar to early Gen 9 mega/tera interactions), then there might be some interesting implications for bringing a Dynamax user over a mega or a tera, even with their raw stat / type advantages, potentially deciding games with a reactive button press could be very powerful with little control otherwise.
 
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