Metagame Almost Any Ability

the treads is the smogon set? mainly to make it completely wall ghold and be safe from focus blast and weather ball, and yeah I did decide to stick with fluffy corv, I wanted wbb mainly bc of iron moth, that thing kinda dismantles my team a lot. neither way thx for the word ;-; I usually do a lot of research before making a team on a format idk so it doesn't look like hot trash (edit: also why all the replies are at the dead of night lol)
lmfao my b, gonna be real I never look at the smogon sets >.> they never match my playstyle haha. Regardless, that's *fascinating* that the treads set is to wall Ghold and non-HW Zapdos.

I usually go into a metagame off of hopes, dreams and my own teambuilding skill, and tinker with my team(s) based on what I find are popular/strong in the metagame from experience.
 
lmfao my b, gonna be real I never look at the smogon sets >.> they never match my playstyle haha. Regardless, that's *fascinating* that the treads set is to wall Ghold and non-HW Zapdos.

I usually go into a metagame off of hopes, dreams and my own teambuilding skill, and tinker with my team(s) based on what I find are popular/strong in the metagame from experience.
I usually do that in normal formats but with the ones with special roles or changes I kinda HAVE to research to know what I'm doing
 
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So the mega meganium, feraligatr, and emboar's abilities all got revealed and both meganium and feraligatr got new abilities for their megas which means more AAA strats so i was wondering if dragonize boomburst goatmo-o Kommo-o_Mini_Sprite.webp will be a near-unstoppable threat or will it unfortunately just get banned to the bottomless pit that is the shadow realm?
 
Dragonize is likely going to be rarely used as an ability.

The most common use of the -ate abilities is gaining STAB on Boomburst or Extreme Speed. Going over the possible users:
1774452627623.png


Dragonite and Noivern already have a STAB -ate option with generally better coverage and are likely to use that instead (or even more likely, remain banned).

Zygarde likes Extreme Speed, but way prefers spamming Thousand Arrows and would prefer an ability that amps that instead.

For Kommo-o, Dragonize Boomburst is effectively the same power as Dragon's Maw Clanging Scales, which is already rarely seen and will proably not be very impactful.
252 SpA Choice Specs Dragon's Maw Kommo-o Clanging Scales vs. 252 HP / 4 SpD Assault Vest Manaphy: 225-265 (55.6 - 65.5%) -- guaranteed 2HKO
252 SpA Choice Specs Dragonize Kommo-o Boomburst vs. 252 HP / 4 SpD Assault Vest Manaphy: 229-270 (56.6 - 66.8%) -- guaranteed 2HKO
And of course Flygon is even weaker.

Mega Sol could be interesting if it also works in Primordial Sea, provides the 50% damage amp to Fire moves, and applies to Weather Ball. It would basically be Desolate Land that cannot be cancelled out by Primordial Sea but doesn't carry a Water immunity, which probably a net improvement still. If all it does is boost Synthesis and let you use one turn Solar Beam and is still blocked by PSea, or forgoes the Fire amp / doesn't work with Weather Ball, Desolate Land will likely still be better.
 
I'll find a way to make people fear him one way or another (im desperately trying to find a way to make kommo-o viable)

Tinted Lens Kommo-o is decent, specs or LO. Nothing spectacular and generally outclassed by Latios but it does work.

Something along the lines of this:

Kommo-o @ Life Orb
Ability: Tinted Lens
Tera Type: Dragon
EVs: 156 Atk / 212 SpA / 140 Spe
Rash Nature
- Clanging Scales
- Poison Jab
- Close Combat
- Vacuum Wave

calcs:

212+ SpA Life Orb Kommo-o Clanging Scales vs. 252 HP / 0 SpD Pecharunt: 231-273 (60.7 - 71.8%) -- guaranteed 2HKO
156 Atk Life Orb Tinted Lens Kommo-o Close Combat vs. 252 HP / 252+ Def Primarina: 182-216 (50 - 59.3%) -- guaranteed 2HKO
156 Atk Life Orb Kommo-o Close Combat vs. 252 HP / 4 Def Swampert: 230-270 (56.9 - 66.8%) -- guaranteed 2HKO
212+ SpA Life Orb Tinted Lens Kommo-o Clanging Scales vs. 252 HP / 4 SpD Corviknight: 234-278 (58.5 - 69.5%) -- guaranteed 2HKO
156 Atk Life Orb Kommo-o Close Combat vs. 252 HP / 4 Def Goodra-Hisui: 416-494 (114.2 - 135.7%) -- guaranteed OHKO

etc... etc...

Probably best pair it with like Scream Tail so you can get even more value out of it defensively and lessen the effects of the LO. Not necessary by any means but hey.
 
:ss/zygarde:
Zygarde is the probably only mon (if any) that could use Dragonize effectively. Here are the two sets that come to mind. It's nothing crazy though
Zygarde @ Leftovers
Ability: Dragonize
Tera Type: Dragon
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Coil
- Glare / Substitute
Zygarde @ Choice Band
Ability: Dragonize
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Superpower / Glare / Toxic / Dragon Tail...
- Earthquake / ...
 
matte is a bum and played like ass in finals but heres a stall team I made to cteam betti's cteam.

:Great-Tusk::Chesnaught::Corviknight::Goodra::Rotom-heat::Deoxys-Defense:

Betti is quite predictable with his teams, usually resorting to some form of bulky offense and a bulky setup sweeper to clean up (Gholdengo). These style of teams are quite susceptible to stall, which is usually alleviated through a combination of taunt spikes gliscor and pnoise scream tail. Betti also avoids heavy breaks like specs dengo, deos, chienpao, and the ogerpons, which freed up team slots that would normally be reserved for checking those threats.
1775067694836.png
As seen in the scout above, the main threats are Gholdengo (np or scarf), scream tail, iron moth, and the occasional zamazenta. For stall, something else to consider is spikes Gliscor or Tinglu, combined with a spin blocker like lev dengo or pecharunt. Therefore, the best hazard answer is refrigerate tusk, as it can't be stopped by either taunt or a spinblocker. Rest is necessary for recovery.

The second thing to consider is pnoise stail. Aroma veil corv is the perfect answer as it can also clear up rocks, with aroma veil also blocking taunt from gliscor incase tusk is asleep. Heavy slam and taunt for setup stail shenanigans. Flame body deoD outspeeds taunt tusk, and can consistently keep spikes up. Regen Chesnaught is another answer to taunt tusk, and can roar out howl zamazenta or sd lando which matte is historically weak to.

Goodra and Rotom heat is the spdef core to deal with all of gholdengo, iron moth, moltres, zapdos and cinderace. Pickpocket goodra steals boots off the fires and zapdos, which really cuts down on their longevity and ability to spam uturn. Bulletproof rotom should (in theory) hard wall gholdengo, and also helps with cinderace and iron moth. This was originally going to be a haze psalt empoleon.

As seen by the replays, this team worked quite well. I will also consider trick proofing in the future.
https://replay.pokemonshowdown.com/smogtours-gen9almostanyability-920326?p2
https://replay.pokemonshowdown.com/smogtours-gen9almostanyability-920320?p2

*Disclaimer: This is NOT a good stall team. Only works against betti. Your mileage might vary.
 
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Been a hot minute since I posted a team, as usual it is a balanced team this time centred around the unusual Grassy Surge Primarina! Grassy! Now you on first glance may think the combination of Grassy Surge and a water type may seem... counterintuitive but think about it, Grassy Surge gives recovery to your defensive Primarina (and team (I guess and opponent)) and nerfs Earthquake in addition it isn't as if Primarina is gonna stay in on grass type regardless so the buff to them is kinda inconsequential. Since I am opting out of Terrain Extender (it is an option) and am instead running Leftovers this results in a lot of recovery every single turn which combined with Calm Mind and Draining Kiss means Primarina can regain a vast amount of health. The lack of hazards and focus on momentum synergizes with Grassy Terrain as you probably negate most of the chip that hazards incur anyways.

Team Here

:Meowscarada: :Corviknight: :Pecharunt: :Roaring Moon: :Zapdos: :Primarina:

Box lover (Meowscarada) @ Choice Band
Ability: Tinted Lens
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Flower Trick
- U-turn
- Sucker Punch / Trick

The Teams cleaner and heavy hitter, benefits from Grassy Surge but isn't reliant on it to work which fits the lack of Terrain Extender as a result. Tinted Lens lets it hit a large number of the metagame hard with Flower Trick and Knock Off. Sucker Punch is that emergency priority backup which can be swapped to Trick if you wish to have a way of crippling stuff like Corviknight or Stall. As a whole, Meowscarada is pretty dang good, though struggles into Corviknights and doesn't have a massive amount of power backing it as if it fails to KO a Pecharunt it can often just outheal.

Kakaw (Corviknight) @ Rocky Helmet
Ability: Intimidate
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Body Press
- U-turn
- Defog
- Roost

Standard Intimidate Corviknight, used for hazard removal and as a blanket check / slow pivot versus a lot of scary physical attackers like Roaring Moon.

Purps (Pecharunt) @ Rocky Helmet
Ability: Fluffy
Tera Type: Poison
EVs: 252 HP / 32 Def / 108 SpD / 116 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Malignant Chain
- Parting Shot
- Recover

Another answer to a vast array of physical attackers, my EVs let it outspeed base 100s without investment in addition to allowing it to always living two psychic noises from Scream Tails. With Fluffy and its massive defensive stat it can live virtually every contact move in existence, even headlong rush from a offensive Great Tusk (reminder if they are using EQ it is nerfed by Grassy Surge).

Other Options includes various immunities from Well Baked Body to whatever, Pecharunt doesn't mind but as a whole I think Fluffy is the best fit. Now as for why Fluffy Pecharunt over Intimidate comes down to mostly preference. Fluffy Pecharunt gives it better matchups into strong darks, letting it trade hits with Malignant and coming out on top whereas Intimidate is more one and done on the switchin.

Blue Moon (Roaring Moon) @ Assault Vest
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 64 SpD / 192 Spe
Jolly Nature
- Knock Off
- Dragon Tail
- Stone Edge
- U-turn

Standard Regenvest Roaring Moon, handles most special attackers whilst Knocking teams items or hitting things where it hurts and phazing special setup sweepers. Really dislikes special attackers running fairy coverage especially offensive variants of Primarina (SFLO / Primsea) so you have to deny as many opportunities for them to get in as it can be a hard matchup otherwise.

Zippy (Zapdos) @ Life Orb
Ability: Magic Guard
Tera Type: Electric
EVs: 252 Atk / 16 SpA / 240 Spe
Naughty Nature
- Brave Bird
- Thunderbolt
- Heat Wave
- Roost

My patent pending MGLO Zapdos, breaks a shit ton of the metagame and is very hard to switch into. At minimum 2hko's all regenvests but Goodra-Hisui, which is still 3hko'd with Brave Bird despite the resist. Just a high quality set that I feel is underrated and should see more play.

Sing-A-Long (Primarina) @ Leftovers / Terrain Extender
Ability: Grassy Surge
Tera Type: Water
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Psychic Noise
- Surf / Flip Turn
- Calm Mind

The core of the team is Grassy Surge Primarina which gives it great longevity, acting almost as if it has regenerator whilst being able to run Calm Mind for some nice bulky sweeping. The negative as mentioned before of buffing opposing grass types is kinda inconsquential as most would force you to switch regardless (example opposing Meowscaradas, Ogerpons, Iron Moths (unless you've set up)). Other options include running Flip Turn and Terrain Extender over Surf which changes the dynamics of the set to one that supports the team more with momentum but losing your special water attack in surf is a harsh exchange in my opinion.

Big threats to team are mostly nicher sets (Iron Boulder for example) or offensive Primarinas.
Enjoy!
 
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