Metagame 1v1 Metagame Discussion

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so, i'm gonna briefly talk about the problem with an anti-megagross ban that the pro-ban users seem to gloss over; its versatility. realistically, megagross will have mash / ihead and bp almost all the time. they're really necessary moves, and this is supported by 1630 usage stats. so, what about the other two? yes, two. that's the problem; it only gets 2 coverage moves. no, it turns out that you can't run zen headbutt, rock slide, sub, tpunch, ice punch, earthquake, hammer arm, magnet rise, etc all on the same set. you also only get 1 ev spread, believe it or not. yes, this mon is versatile. however, with only 2 coverage slots you're almost always gonna get walled by a ton of pokemon. there aren't too many hard counters, yes, but it's not really as versatile as people make it out to be. even in the case that it was extremely versatile and had almost no counters, look at kyurem. it has the item slot to allow it to run scarf, icium, specs, band and other lure sets to take advantage of its versatility. if that sounds unbeatable, it didn't even get banned. don't rly want to talk about kyub though because that's not what this post is about!
This is essentially the same argument that keeps Mega-Gyarados unbanned.

I’ve said it before and I will repeat myself here. Losing to sleep hax or Jirachi is no different from losing to getting crit or missing a move like Hydro Cannon or getting frozen by a move like Ice Beam. It may feel different, but it isn’t.

#FreeZygod
 
I've been meaning to post these sets for a while no but I'm lazy so I haven't. Rip me.

I don't know how to make those little sprites so here's a big one
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Flamethrower
- Shadow Ball
- Hidden Power [Rock]
This one beats Tapu Koko and Charizard Y, Overheat and HP Rock respectively, plus other stuff that is weak to fire

Chandelure @ Psychium Z
Ability: Infiltrator
EVs: 136 Def / 120 SpA / 252 Spe
Timid Nature
- Flame Charge
- Overheat
- Psychic
- Protect
This one beats any fighting type,
Lopunny-Mega:
Protect on Fake Out
252 Atk Lopunny-Mega High Jump Kick vs. 0 HP / 136 Def Chandelure: 208-246 (79.6 - 94.2%) -- guaranteed 2HKO
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 0 SpD Lopunny-Mega: 392-462 (144.6 - 170.4%) -- guaranteed OHKO

Blaziken-Mega:
252+ Atk Blaziken-Mega Flare Blitz vs. 0 HP / 136 Def Chandelure: 118-140 (45.2 - 53.6%) -- 40.2% chance to 2HKO
252+ Atk Blaziken-Mega Brave Bird vs. 0 HP / 136 Def Chandelure: 158-187 (60.5 - 71.6%) -- guaranteed 2HKO
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Blaziken-Mega: 452-534 (150.1 - 177.4%) -- guaranteed OHKO

Sawk:
252+ Atk Sawk Earthquake vs. 0 HP / 136 Def Chandelure: 220-260 (84.2 - 99.6%) -- guaranteed 2HKO
Flame Charge into
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Sawk: 476-562 (163.5 - 193.1%) -- guaranteed OHKO
Anything weak to fire that it out speeds it also beats
They are bad but I spent like 2 hours combined making them. Pro tip: they pair well with Tapu Koko
This thread seems to be dead anyway but maybe someone will use this.
#FreeZydaddy
 

Landon

im in that tonka
is a Tiering Contributor Alumnus
I've been meaning to post these sets for a while no but I'm lazy so I haven't. Rip me.

I don't know how to make those little sprites so here's a big one
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Flamethrower
- Shadow Ball
- Hidden Power [Rock]
This one beats Tapu Koko and Charizard Y, Overheat and HP Rock respectively, plus other stuff that is weak to fire

Chandelure @ Psychium Z
Ability: Infiltrator
EVs: 136 Def / 120 SpA / 252 Spe
Timid Nature
- Flame Charge
- Overheat
- Psychic
- Protect
This one beats any fighting type,
Lopunny-Mega:
Protect on Fake Out
252 Atk Lopunny-Mega High Jump Kick vs. 0 HP / 136 Def Chandelure: 208-246 (79.6 - 94.2%) -- guaranteed 2HKO
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 0 SpD Lopunny-Mega: 392-462 (144.6 - 170.4%) -- guaranteed OHKO

Blaziken-Mega:
252+ Atk Blaziken-Mega Flare Blitz vs. 0 HP / 136 Def Chandelure: 118-140 (45.2 - 53.6%) -- 40.2% chance to 2HKO
252+ Atk Blaziken-Mega Brave Bird vs. 0 HP / 136 Def Chandelure: 158-187 (60.5 - 71.6%) -- guaranteed 2HKO
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Blaziken-Mega: 452-534 (150.1 - 177.4%) -- guaranteed OHKO

Sawk:
252+ Atk Sawk Earthquake vs. 0 HP / 136 Def Chandelure: 220-260 (84.2 - 99.6%) -- guaranteed 2HKO
Flame Charge into
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Sawk: 476-562 (163.5 - 193.1%) -- guaranteed OHKO
Anything weak to fire that it out speeds it also beats
They are bad but I spent like 2 hours combined making them. Pro tip: they pair well with Tapu Koko
This thread seems to be dead anyway but maybe someone will use this.
#FreeZydaddy
252 Atk Lopunny-Mega Giga Impact vs. 0 HP / 136 Def Chandelure: 238-282 (91.1 - 108%) -- 50% chance to OHKO
252 Atk Lopunny-Mega Flail (200 BP) vs. 0 HP / 136 Def Chandelure: 319-376 (122.2 - 144%) -- guaranteed OHKO
idk if you are meaning it to be a 100% counter to Lopunny, but Lopunny can still sneak away with some wins.
A. Gets roll on Giga Impact
B. Adamant, ik not as common but still
C. Can play mind games w/ sub. For example sub into your protect could be disastrous

252 Atk Blaziken-Mega Earthquake vs. 0 HP / 136 Def Chandelure: 240-284 (91.9 - 108.8%) -- 50% chance to OHKO
252+ Atk Blaziken-Mega Earthquake vs. 0 HP / 136 Def Chandelure: 264-312 (101.1 - 119.5%) -- guaranteed OHKO
Blaziken w/ eq or se can be a problem.

Anyways, cool sets, just wanted to point that out!
 
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252 Atk Lopunny-Mega Giga Impact vs. 0 HP / 136 Def Chandelure: 238-282 (91.1 - 108%) -- 50% chance to OHKO
252 Atk Lopunny-Mega Flail (200 BP) vs. 0 HP / 136 Def Chandelure: 319-376 (122.2 - 144%) -- guaranteed OHKO
idk if you are meaning it to be a 100% counter to Lopunny, but Lopunny can still sneak away with some wins.
A. Gets roll on Giga Impact
B. Adamant, ik not as common but still
C. Can play mind games w/ sub. For example sub into your protect could be disastrous

252 Atk Blaziken-Mega Earthquake vs. 0 HP / 136 Def Chandelure: 240-284 (91.9 - 108.8%) -- 50% chance to OHKO
252+ Atk Blaziken-Mega Earthquake vs. 0 HP / 136 Def Chandelure: 264-312 (101.1 - 119.5%) -- guaranteed OHKO
Blaziken w/ eq or se can be a problem.

Anyways, cool sets, just wanted to point that out!
Sub isn't a problem, Chandelure has Infiltrator.
 

RNGIsFatal

Banned deucer.
I've been meaning to post these sets for a while no but I'm lazy so I haven't. Rip me.

I don't know how to make those little sprites so here's a big one
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Flamethrower
- Shadow Ball
- Hidden Power [Rock]
This one beats Tapu Koko and Charizard Y, Overheat and HP Rock respectively, plus other stuff that is weak to fire

Chandelure @ Psychium Z
Ability: Infiltrator
EVs: 136 Def / 120 SpA / 252 Spe
Timid Nature
- Flame Charge
- Overheat
- Psychic
- Protect
This one beats any fighting type,
Lopunny-Mega:
Protect on Fake Out
252 Atk Lopunny-Mega High Jump Kick vs. 0 HP / 136 Def Chandelure: 208-246 (79.6 - 94.2%) -- guaranteed 2HKO
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 0 SpD Lopunny-Mega: 392-462 (144.6 - 170.4%) -- guaranteed OHKO

Blaziken-Mega:
252+ Atk Blaziken-Mega Flare Blitz vs. 0 HP / 136 Def Chandelure: 118-140 (45.2 - 53.6%) -- 40.2% chance to 2HKO
252+ Atk Blaziken-Mega Brave Bird vs. 0 HP / 136 Def Chandelure: 158-187 (60.5 - 71.6%) -- guaranteed 2HKO
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Blaziken-Mega: 452-534 (150.1 - 177.4%) -- guaranteed OHKO

Sawk:
252+ Atk Sawk Earthquake vs. 0 HP / 136 Def Chandelure: 220-260 (84.2 - 99.6%) -- guaranteed 2HKO
Flame Charge into
120 SpA Chandelure Shattered Psyche (175 BP) vs. 0 HP / 4 SpD Sawk: 476-562 (163.5 - 193.1%) -- guaranteed OHKO
Anything weak to fire that it out speeds it also beats
They are bad but I spent like 2 hours combined making them. Pro tip: they pair well with Tapu Koko
This thread seems to be dead anyway but maybe someone will use this.
#FreeZydaddy
Glad to see someone else using Chandelure but I find this set to be objectively better:


Chandelure @ Ghostium Z
Ability: Infiltrator
EVs: 180 HP / 76 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Overheat
- Will-O-Wisp / Protect / Energy Ball
- Taunt

252 Atk Tough Claws Charizard-Mega-X Outrage vs. 180 HP / 76 Def Chandelure: 256-303 (83.6 - 99%) -- guaranteed 2HKO
252 Atk Metagross-Mega Earthquake vs. 180 HP / 76 Def Chandelure: 238-282 (77.7 - 92.1%) -- guaranteed 2HKO
252 Atk Lopunny-Mega Giga Impact vs. 180 HP / 76 Def Chandelure: 255-300 (83.3 - 98%) -- guaranteed 2HKO

252 SpA Chandelure Never-Ending Nightmare (160 BP) vs. 100 HP / 0 SpD Charizard-Mega-X: 324-382 (100.6 - 118.6%) -- guaranteed OHKO

This guy was my primary team member during Kyu-B suspect.
I believe Taunt is mandatory in order to reliably defeat FEAR and Mega Venusaur; otherwise the latter will stall you with Leech Seed or Sleep Powder.
Wisp is a spicy meme if you wanna troll against Mega Mawile and Avalugg.
Protect is used to block Fake Out and OHKO Mega Lopunny with Overheat but it doesn't do anything else.
Energy Ball hits Swampert but it doesn't do anything else either.
 

Gross Sweep

Plan Ahead
is a CAP Contributoris a Top Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnus
It's hard to believe that sm 1v1 only has about 2 weeks left before the release of ultra sun and moon. While I see a few new ultra beasts making an impact, that guess based solely off the fact they have the title of ultra beast, I actually don't predict that much to change. I see more creativity as a result as people get bored running the same old same old - this is already evidenced by the Chandelure discussion taking place in the thread. Anyway I'll be making a closing sentiment on sm 1v1 post later, but for rn I want to give my opinions on some of the potential threats next generation brought up by DEG

Zygarde-Complete


The fact Zygod isn't allowed in 1v1 still baffles me. Throughout the entierty of sun and moon tours have taken place where this behemoth is allowed, and I've never seen it dominate. I see the release of Zygarde-c as a chance for the meta to develop in a healthy manner, leading to increased creativity as people try to find a way to get Power Construct in a safe manner. There are enough Tapus and other threats like Kyurem-b running around that I don't see a scenario where Zygod suddenly becomes some unstoppable threat. I strongly suggest the 1v1 Tier Leaders unban my boy for ultra sun and moon.

Mega Metagross


Metagross is a great mon in the 1v1 metagame. However, I see it similarly to M-Gyara and Kyurem-B. Metagross is a powerhouse with great speed, bulk, and versatility, but it comes down to only being able to run 1 set at a time. partys over pointed it out earlier - you can only run 1 set, Metagross isn't an exception using 7 moves. Even though it only can run 1 set at a time I see where this ban stance is coming from based upon what perspective you use. One perspective being from a laddering point of view where Metagross is able to adjust and Cteam the ladder, and the other a tournament perspective (daily tours, 1v1 WCOP, and 1v1 PL) where you watch replays of players but at the end of the day you make a team and you only get one shot at making M-Meta have the right set. I do believe it leans closer to broken in the sense of laddering, but tours which are a growing aspect of the 1v1 community keep my mans in the tier - at least to start the generation.

Sleep


It seems like only a short while ago that people started discussing sleep, and here we are in the final days of 1v1 discussing if we chould continue to discuss it in the next generation. My simple answer is: no. I believe there are enough countermeasures people can take vs mons like Jumpluff, Snorlax, and even the rarer abusers like Vivillion. I believe the main arguement for sleep is that it's not set in stone. Sometimes you miss a Sleep Powder and sometimes you get first/last turn wakes messing with games making the strategies to RNG based for competitive play. I've always chose to look past unpredictability and throw it into the fact Pokemon is a game of probabilities, and that if you can't get past that you need to find a new game. So, while I do believe sleep is a very strong strategy in the 1v1 metagame I don't see it as ban worthy.

Serene Grace


Serene Grace is a hated ability in 1v1, yet I firmly believe it's not ban worthy. This argument is similar to sleep where people hate it for its unpredictability, yet I see it as a way to play with odds giving yourself a chance to win almost any match up. Now I know that may sound broken, but in reality it's really not. The chances of getting a double flinch with Jirachi or Togekiss are minimal, and tbh a frustrating sort of fun to play against. Basically I love to hate these mons, but banning them for running a flinch spam strategy isn't necessary as you could just run something super bulky to take hits (Chansey vs Togekiss or M-Slowbro vs Jirachi) or running a faster scarfer removing the flinch chance altogether. I know I didn't articulate this point very well, but I feel enough people already agree with me on this point that I'm not actually trying to convince anyone right now.

That's all I had on the suggested topics on discussion. I'll say I'm excited for the new generation to come, and very excited to get building. As many people who know me are aware I've really slacked off my volume of games in sm 1v1 (which has negatively effected my abilites to perform when it counts), but I plan on coming back strong in usm and hopefully making a bigger splash. As I said before I do have a final sentiment post planned for later, so I wont gush on the tier to much for now. Until next time...

#FreeZygod
 
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Sleep


It seems like only a short while ago that people started discussing sleep, and here we are in the final days of 1v1 discussing if we chould continue to discuss it in the next generation. My simple answer is: no. I believe there are enough countermeasures people can take vs mons like Jumpluff, Snorlax, and even the rarer abusers like Vivillion. I believe the main arguement for sleep is that it's not set in stone. Sometimes you miss a Sleep Powder and sometimes you get first/last turn wakes messing with games making the strategies to RNG based for competitive play. I've always chose to look past unpredictability and throw it into the fact Pokemon is a game of probabilities, and that if you can't get past that you need to find a new game. So, while I do believe sleep is a very strong strategy in the 1v1 metagame I don't see it as ban worthy.
I think that is the wrong way of looking at it. Which banned strat in the 1v1 metagame did not have counterstrats or risks against the said strats involved? None is the answer! It's not about the checks prevalant or other parameters; it's about how limiting sleep is to the metagame. Sleep is broken not because it does not have its fair amount of counter play, but because it limits opponents to bringing a certain type of strat or Pokemon to counter it, which holds back team-building. That's the reason I personally want it banned, and also the fact that I lose to it always!!
 

RNGIsFatal

Banned deucer.
Mega Metagross isn't banworthy indeed.

Above all, what makes you all think Mega Metagross is broken? It needs very specific sets to circumvent its counters: Sturdy users with Substitute + Magnet Rise, Charizard with Rock Slide + Flinch Chances, near-max defense for Mega Gyarados, and near-max spdef to take on Water-types or other special attackers that like do go big / go home.

It is not like its dual STAB is good or anything, Metagross itself tends to naturally draw in Steel-types like Mega Aggron which it can never surmount, and the raw power isn't even good compared to the hardest hitters in the metagame like Mega Charizard X or Kyurem-B which have high BP moves such as Flare Blitz or Subzero Slammer.

I assume the defensive typing and excellent defensive stats and Speed tier are what makes certain people believe Metagross is banworthy. But due to its mediocre HP stats, it needs a lot of investment to maximize the bulk out of its base stats, and I can confidently say this as a person who used to avidly love Mega Metagross.

Regarding Sleep and Serene Grace, I don't care anymore. While I personally believe getting rid of them are the ways to make 1v1 healthier to certain degree and attract more players to play this metagame after all the issue is all about division of two people who say "Luck is a part of a game and I can't win with anything else" or "Leaving a game that is already vulnerable to hax even more hax-based is unhealthy". Well it is up to you, I don't know how to fix the former mindset.

Good job not freeing Zygarde-C throughout the entire S/M gen
 

Gross Sweep

Plan Ahead
is a CAP Contributoris a Top Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnus
I think that is the wrong way of looking at it. Which banned strat in the 1v1 metagame did not have counterstrats or risks against the said strats involved? None is the answer! It's not about the checks prevalant or other parameters; it's about how limiting sleep is to the metagame. Sleep is broken not because it does not have its fair amount of counter play, but because it limits opponents to bringing a certain type of strat or Pokemon to counter it, which holds back team-building. That's the reason I personally want it banned, and also the fact that I lose to it always!!
yeah I can definitely see that being a reason for people wanting sleep gone as it forces you to run certain mons to counter it. I will say that I don't really want to hash this argument up enteirly as I found it kind of dumb the first time around and the forums turned into a shit storm as people couldn't really articulate well and brought up bad arguments (I know you wont do that, just speaking in a more general manner). I definietly can agree that limited sleep counters can be an issue, so I can definitely see this issue being readdressed in usm when new UB's develop in the meta as there could be another great sleep counter among them balancing the strategy out more. I will say I still feel sleep isn't super busted as kinda like checking fear I always want something to hamper sleep strats when I build. I will also say I tend to love strong proven mons, and not so much building with heat, so while there is only a limited number of sleep checks I usually end up with one. I know that's not the same feeling for everyone, so we'll see how it goes.

Also thanks for responding as i forgot to add #FreeZygod to my last post!
 
Okay, this was going to be a compendium of way-too-early Ultra Sun/Ultra Moon 1v1 sets, but I got really lazy and busy simultaneously (a remarkable feat, to be sure), so here's a single set for USUM, with more to come at a later date:


Zeraora @ Electrium Z
Ability: Volt Absorb
EVs: 184 Atk / 132 Def / 192 Spe
Jolly Nature
- Fake Out
- Plasma Fists
- Close Combat
- Bulk Up

This Pokemon is okay all-around. Here are a few ways it makes itself useful:

1. It serves as an excellent Mega Gyarados check by using Fake Out + Bulk Up + Gigavolt Havoc.

Versus Adamant Mega Gyarados, it outspeeds even at +1, so Dragon Dance is not a factor, and here is the relevant calc:
184 Atk Zeraora Gigavolt Havoc (180 BP) vs. 252 HP / 0 Def Mega Gyarados: 468-552 (118.7 - 140.1%) -- guaranteed OHKO
Versus the rare Jolly, it can be outsped after a Dragon Dance, but lives an Earthquake anyway thanks to the Defense investment:
252 Atk Mold Breaker Mega Gyarados Earthquake vs. 0 HP / 132 Def Zeraora: 268-316 (84.5 - 99.6%) -- guaranteed 2HKO

edit: just for clarification, this is at +1 attack and +1 defense

2. Its incredible speed tier allows it to outpace and defeat Mega Lopunny and Tapu Koko.

It outprioritizes Mega Lopunny's own Fake Out, then uses Plasma Fists to convert Giga Impact to an Electric-type move, which it absorbs with Volt Absorb. It can take a High Jump Kick:
252+ Atk Mega Lopunny High Jump Kick vs. 0 HP / 132 Def Zeraora: 261-307 (82.3 - 96.8%) -- guaranteed 2HKO
Tapu Koko really shouldn't be running any coverage, but if it somehow does, this calc should be enough for Zeraora:
+1 184 Atk Zeraora Gigavolt Havoc (180 BP) vs. 0 HP / 0 Def Tapu Koko in Electric Terrain: 322-380 (114.5 - 135.2%) -- guaranteed OHKO

3. Fake Out allows it to beat several Sturdy Pokemon.

It outspeeds almost every +2 Crustle. It can use Plasma Fists to absorb Specs Magnezone's Hyper Beam, thus making it capable of resisting or being immune to every relevant move of Magnezone's except for Hidden Power. And of course it easily beats Carracosta.

4. Plasma Fists allows it to beat random Normal-type-move users.

Non-Earthquake Snorlax, Meloetta (you can throw in 60 Special Defense EVs to have a guaranteed victory here), random Endeavor users, etc. are all ruined by Plasma Fists's Ion Deluge effect. This is mostly a gimmick but it's certainly satisfying when it does work.

Zeraora is far from a world-beater, but it has reasonable utility and should carve out a spot in the middle ranks due to its ability to target several problematic high-tier Pokemon and a variety of Water-types.
 
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Gross Sweep

Plan Ahead
is a CAP Contributoris a Top Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnus
Okay, this was going to be a compendium of way-too-early Ultra Sun/Ultra Moon 1v1 sets, but I got really lazy and busy simultaneously (a remarkable feat, to be sure), so here's a single set for USUM, with more to come at a later date:


Zeraora @ Electrium Z
Ability: Volt Absorb
EVs: 184 Atk / 132 Def / 192 Spe
Jolly Nature
- Fake Out
- Plasma Fists
- Close Combat
- Bulk Up

This Pokemon is okay all-around. Here are a few ways it makes itself useful:

1. It serves as an excellent Mega Gyarados check by using Fake Out + Bulk Up + Gigavolt Havoc.

Versus Adamant Mega Gyarados, it outspeeds even at +1, so Dragon Dance is not a factor, and here is the relevant calc:
184 Atk Zeraora Gigavolt Havoc (180 BP) vs. 252 HP / 0 Def Mega Gyarados: 468-552 (118.7 - 140.1%) -- guaranteed OHKO
Versus the rare Jolly, it can be outsped after a Dragon Dance, but lives an Earthquake anyway thanks to the Defense investment:
252 Atk Mold Breaker Mega Gyarados Earthquake vs. 0 HP / 132 Def Zeraora: 268-316 (84.5 - 99.6%) -- guaranteed 2HKO

2. Its incredible speed tier allows it to outpace and defeat Mega Lopunny and Tapu Koko.

It outprioritizes Mega Lopunny's own Fake Out, then uses Plasma Fists to convert Giga Impact to an Electric-type move, which it absorbs with Volt Absorb. It can take a High Jump Kick:
252+ Atk Mega Lopunny High Jump Kick vs. 0 HP / 132 Def Zeraora: 261-307 (82.3 - 96.8%) -- guaranteed 2HKO
Tapu Koko really shouldn't be running any coverage, but if it somehow does, this calc should be enough for Zeraora:
+1 184 Atk Zeraora Gigavolt Havoc (180 BP) vs. 0 HP / 0 Def Tapu Koko in Electric Terrain: 322-380 (114.5 - 135.2%) -- guaranteed OHKO

3. Fake Out allows it to beat several Sturdy Pokemon.

It outspeeds almost every +2 Crustle. It can use Plasma Fists to absorb Specs Magnezone's Hyper Beam, thus making it capable of resisting or being immune to every relevant move of Magnezone's except for Hidden Power. And of course it easily beats Carracosta.

4. Plasma Fists allows it to beat random Normal-type-move users.

Non-Earthquake Snorlax, Meloetta (you can throw in 60 Special Defense EVs to have a guaranteed victory here), random Endeavor users, etc. are all ruined by Plasma Fists's Ion Deluge effect. This is mostly a gimmick but it's certainly satisfying when it does work.

Zeraora is far from a world-beater, but it has reasonable utility and should carve out a spot in the middle ranks due to its ability to target several problematic high-tier Pokemon and a variety of Water-types.
Really cool set, I am sad tho that you grace us with the set of a mythical pokemon that wont be released tell a later date tbd, so I can't use it on the ladder to start up my usum play. I'll also note that the combo of fake out into Close Comabt means it really doesn't need to worry about specs Hyper Beam from Magnezone as it's never getting an attack off in the first place.

Edit: don't want to make another post on this, but I guess max attack Fake Out into CC doesn't Ko magnezone which shocks me (thanks to UC for correction). Ngl I'm actually shocked about that.
 
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Really cool set, I am sad tho that you grace us with the set of a mythical pokemon that wont be released tell a later date tbd, so I can't use it on the ladder to start up my usum play. I'll also note that the combo of fake out into Close Comabt means it really doesn't need to worry about specs Hyper Beam from Magnezone as it's never getting an attack off in the first place.
lol I had no idea it wasn't out at release, that's pretty annoying. As far as Fake Out into Close Combat is concerned, that somehow does not do enough even with max Attack investment because Zeraora is not exactly the world's strongest Pokemon, which kind of necessitates Fake Out -> Plasma Fists -> Close Combat.

For now, I guess we'll have to be content with using the other new Pokemon that were added. I know Yung Dramps had some pretty cool ideas for Stakataka (as bad as that Pokemon seemed initially) and motogp was pretty hyped about Blacephalon (which I am rather skeptical about, but who knows).
 
This was supposed to be here 1 week ago but I forgot it.

(Early) Sets Compendum for Ultra Sun / Ultra Moon

(idk how to smogon so there will be no images or files or anything)

Stakataka @ Choice Band
Ability: Beast Boost
EVs: 252 HP / 116 Atk / 140 SpD
Adamant Nature
IVs: 0 Spe
- Stone Edge
- Superpower
- Gyro Ball
- Earthquake

Couldn't make a set for this, credits to Yung Dramps :D

Zoraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 184 Def / 72 Spe
Adamant Nature
- Fake Out
- Plasma Fists
- Close Combat
- Substitute

Defeats Scarf Kyurem-Black by taking an Outrage and KOing back with Close Combat, Substitute helps against Snorlax,Magnezone and sleep abusers and Plasma Fists defeats random Normal types and is a decent STAB

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Hyper Beam / Hidden Power Ice
- Trick

Standard Choise Scarf set, Modest Nature for more Power, Hidden Power Ice for Landorus, Garchomp and more, Trick for stall and Eviolite users and Shadow Ball / Mind Blown for dual STAB

Naganadel @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA/ 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Draco Meteor
- Fire Blast
- Air Slash / Hyper Beam / Hidden Power Steel


My new favourite Pokemon :)
Sludge Wave hits Fairies and especially the Tapus, Draco Meteor hits non-Scarf Kyurem-Black, other Dragon types and generally is the powerful STAB Naganadel needs.
Fire Blast grants valuable coverage against Steel Types like Mega Metagross, Mega Mawile, Magearna,Genesect, Ferrothorn and more.
The last slot is a coverage one.
Air Slash hits things like Fightinium Sawk,grants a reliable hit versus Mega Her across and generally hits Fighting Types,Hyper Beam hits anything that resists the other bar Rock Types and HP Steel hits Diancie that otherwise completely walls this set.

Poipole @ Eviolite
Ability: Beast Boost
EVs: 252 HP / literally any defense investment
IVs: 0 Atk
- Charm
- Confide
- Rest
- Sludge Wave / Dragon Pulse

alternatively

Poipole @ Eviolite
Ability: Beast Boost
EVs: 252 HP / literally any defense investment
IVs: 0 Atk
- Toxic
- Rest
- Venoshock
- Venom Drench

Didn't come up with any specific EVs for this but it's probably the best toxic staller in the tier with great bulk thanks to Eviolite, a considerable Speed Stat,100% accurate Toxic and access to moves like Venoshock that doubles damage on a Poisoned opponent and Venom Drench to lower a poisoned foe's stats AND the classic Charm/Confide combination.

Lycanroc-Dawn @ Choice Band
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Outrage
- Iron Head / Drill Run / Ice Fang​
- Fire Fang

Love this!
OHKOS Kyurem-Black and both Charizards with Outrage and Stone Edge respectively, hits pokemon weak to Fire with a powerful Tough Claws boosted Fire Fang, Tapu Lele and Tapu Bulu hate facing an Iron Head variant and...well... that's pretty much it, the other slot can be filled with pretty much everything.​
 
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Yung Dramps

awesome gaming
This was supposed to be here 1 week ago but I forgot it.

(Early) Sets Compendum for Ultra Sun / Ultra Moon

(idk how to smogon so there will be no images or files or anything)

Stakataka @ Choice Band
Ability: Beast Boost
EVs: 252 HP / 116 Atk / 140 SpD
Adamant Nature
IVs: 0 Spe
- Stone Edge
- Superpower
- Gyro Ball
- Earthquake

Couldn't make a set for this, credits to Yung Dramps :D​

Thanks! I would just like to explain what the Statataka set does real quickly.

  • The given HP/SpD EVs allow you to tank standard Kyu-B's Earth Power and Aegislash's Max SpA Never-Ending Nightmare and KO back with Gyro Ball and EQ respectively.
  • You can also 50/50 against Magearna and Genesect: The former match-up in particular has a fairly high win rate, and Magearna rarely runs Fighting coverage anyway.
  • MotoGP fricced up this, but this should actually be Brave. This, combined with min speed, allows for Gyro Ball to have its maximum power.
Also, here's another set moto failed to show off: Weakness Policy Trick Room!

Stakataka @ Weakness Policy
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stone Edge
- Earthquake
- Gyro Ball

This set can take on Megazard Y.

You can give it all the shit you want, but I honestly think people are sleeping on Stakataka. In my opinion, it's easy C rank material with good bulk and stupidly strong Gyro Balls.
 
I was going through my set comp and realized I don't have sets for the following pokemon, they looked cool to build so here they are

Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- Megahorn
Beats Lopunny-Mega, Tapu Koko, Charizard-Y, Non-Scarf Porygon-Z, Greninja, Non-Jolly Scarf Sawk

Stoutland @ Electrium Z
Ability: Intimidate
Happiness: 0
EVs: 252 Atk / 4 Def / 8 SpD / 244 Spe
Adamant Nature
- Wild Charge
- Frustration
- Rock Tomb
- Fire Fang
Beats Gyarados-Mega, Mimikyu, Pinsir-Mega, Specs Genesect

Kingdra @ Dragonium Z / Waterium Z
Ability: Swift Swim
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Draco Meteor
- Protect
Dragonium Z: Beats Bulky Kyurem-Black
Waterium Z: Metagross-Mega, Genesect, Non-Max Attack Heracross-Mega
Both: Charizard-Y, Lopunny-Mega, 43% Roll Landorus-T (In your Favor), Blaziken-Mega, Greninja

Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Fire Punch
- Gunk Shot
- Stone Edge
Beats: Charizard-X, Charizard-Y, Tapu Koko, Magearna, Mawile, Aegislash, Magnezone, Garchomp, Genesect

I've decided that when I'm bored I'm going to build 1v1 now so there will be more of these coming
#FreeZygod
 
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Nalei

strong, wild garbage
is a Tiering Contributor Alumnus
Ultra Sun and Moon in 1v1
Necrozma Forms - Ban or Not?
Let's take a look at these new forms for Necrozma... Without so much as a second glance, we can say that Ultra Necrozma is broken - 167 mixed offenses, a BST that exceeds Arceus' and a 160 BP STAB move; no thanks. Dawn Wings and Dusk Mane on the other hand, I think deserve a chance. Dusk Mane faces competition from Mega Metagross for the slot, who has a superior Speed stat, a deeper movepool, and an arguably more useful ability. It does have its advantages, though. Dawn Wings will be better, but still far from broken. Its Psychic/Ghost typing leaves with with two 4-times 3-times weaknesses, and its Speed is absolute crap, making it easy enough to overpower. Besides, if they turn out to be broken, we can just ban them.
Zeraora
Life Orb
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 124 Atk / 192 SpA / 192 Spe
Hasty Nature
- Fake Out
- Plasma Fists
- Grass Knot
- Hidden Power [Ice] / Close Combat
First of all, I really like Uselesscrab 's set. This set is a different take on Zeraora, however. Although it loses to Earthquake and Jolly variants of Mega Gyarados, it beats Donphan and Golem quite nicely with its Life Orb-boosted Fake Out+Grass Knot. HP Ice is nice on a Life Orb set as it kills Dragonite, Garchomp and Landorus-T, but Close Combat is still more than viable as it beats Mega Lopunny, Magnezone, Mega Tyranitar and Blissey. Overall, Zeraora faces some competition from Tapu Koko, but has a niche with it's insane speed and Fake Out. I could see it ending up as a solid B or maybe even B+ ranked Pokemon.

Blacephalon
Choice Specs
Blacephalon @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Hyper Beam
- Hidden Power [Rock]
Mind Blown, of course, is the big reason to be using Blacephalon while Shadow Ball is the other STAB move. Frustratingly, it's OHKO'd by both Charizard forms, so Hyper Beam and HP Rock are necessary to KO X and Y, respectively, before they can hit back.

Choice Scarf
Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Hyper Beam / Psychic
- Hidden Power [Ice]
Choice Scarf lets Blacephalon get the jump of various faster Pokemon such as offensive Mega Metagross, Kartana, Durant, Jirachi, Jumpluff, Mega Lopunny... and the list goes on. The power drop is so bad, on the other hand, that it can no longer OHKO either of Charizard's Mega Evolutions. Hyper Beam, when paired with a Modest nature, OHKOs Greninja while HP Ice OHKOs Garchomp and Landorus-T. If you opt for Timid to outspeed competing scarfers, you can run Psychic in place of Hyper Beam to beat Mega Venusaur more reliably.

King's Fling
Blacephalon @ King's Rock
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mind Blown
- Hidden Power [Grass]
- Fling
- Torment / Will-O-Wisp
This set is designed to beat Sturdymons. King's Rock+Fling provides a way to get free chip damage, breaking Sturdy. Torment is used to put an end to Sucker Punch users such as Mega Mawile and Golem. To beat Donphan, not one, but two predictions are required to win with Torment, so Will-O-Wisp may be used instead, but it's usually not worth it as Mega Mawile OHKOs even after being burned. HP Grass is also necessary in order to OHKO Golem. Overall, Blacephalon is mostly outclassed by Mega Charizard Y, but has some options that could make it worth using over it sometimes. I see it being C+.

Stakataka
Assault Vest
Stakataka @ Assault Vest
Ability: Beast Boost
EVs: 252 HP / 216 Atk / 40 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Rock Slide / Stone Edge
- Rock Blast
- Earthquake
Assault Vest allows Stakataka to survive extremely powerful special attacks such as Mega Charizard Y's Blast Burn and Tapu Koko's Gigavolt Havoc and OHKO back. Gyro Ball is honestly the sole reason why this is viable, as it hits 150 power even against mid-speed-tiered Pokemon like uninvested Kyurem-B (which it simply OHKOs assuming the standard spread of 252/156!!!). Rock Blast is nifty for Curse Mimikyu and Jumpluff while Rock Slide is a more reliable STAB move. It also has a potential Choice Band set as Yung Dramps showcased. However, Stakataka is 4x weak to Ground and Fighting, turning should-be wins into losses because of coverage moves like Mega Metagross' Hammer Arm, Dragonite's Earthquake and Mega Pinsir's Close Combat. On sole account of its typing, its viability drops down to what I see as C- rank.

Lycanroc Dusk

What did Lycanroc Dusk gain upon its Midday form? Tough Claws, Drill Run, and a 10 higher base Z move power (which removes terrains, but who cares? All of the Tapus still OHKO you). It's frankly just as non-viable as Lycanroc-Midday, which is super frustrating. :[

Kommo-o
Clangorous Soulblaze
Kommo-o @ Kommonium Z
Ability: Overcoat / Bulletproof / Soundproof
EVs: 240 HP / 8 Atk / 36 SpA / 224 Spe
Hasty Nature
- Clanging Scales
- Close Combat
- Hidden Power [Electric]
- Substitute
Clanging Scales+Kommonium Z lets Kommo-o use Clangorous Soulblaze, which is a 185 base power Z move that boosts all stats by one stage. Kommo-o also gained Close Combat this gen, so it no longer has to rely on Focus Blasts' shaky accuracy or its physical Fighting STAB's low power. Focus Blast is still an option here, though, as it allows you to run a non-defense-lowering nature and beats the same things, albeit less reliably. HP Electric+Substitute allows Kommo-o to check Gyarados (which is why the speed investment is so heavy). You can OHKO the base form with HP Electric and the Mega Evolved form with Close Combat after using Clangorous Soulblaze. Substitute helps in this, as if it decides to Mega Evolve on a turn where you use Substitute, you can simply click CC and call it a day. Substitute is also useful against Pokemon like Chansey. Kommo-o obviously still isn't any apex predator, but it at least has a distinct niche, now. I could see it being ranked as high as B-.

Nagandel
Choice Specs
Nagandel @ Choice Specs
Ability: Beast Boost
EVs: 212 SpA / 112 SpD / 184 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Draco Meteor
- Flamethrower
- Air Slash
Nagandel is looking to be a lot of fun. Sludge Wave and Draco are mandatory STABs. 112 SpD lives Specs Magnezone's Flash Cannon (and special Koko's Gigavolt), 184+ Speed outpaces Mega Lucario, and the rest is thrown into SpA. Flamethrower OHKOs Mawile, 2HKOs Magnezone and just hits Steels in general. Air Slash is used to A). OHKO Mega Heracross, B). Beat Mega Venusaur, and C). Flinch hax anything that believes it can beat you. Another possibility is a Z move set featuring Nasty Plot which could stallbreak pretty handily. I'm envisioning Nagandel to sit somewhere around B- or C+.

Dusk Mane Necrozma
Searing Sunraze Smash
Necrozma-Duskmane @ [Signature Z Crystal]
Ability: Prism Armor
EVs: 252 HP / 56 Atk / 60 Def / 104 SpD / 36 Spe
Adamant Nature
- Sunsteel Strike
- Photon Geyser
- Magnet Rise
- Heat Wave / Swords Dance
So Necrozma-DM is pretty much the same thing as Mega Metagross' SpD set with some other things that one or the other does better. It's really stupid bulky, which when paired with Prism Armor, enables it to achieve feats such as avoiding the 2HKO from Mega Mawile's Sucker Punch or surviving Life Orb Blaziken's Blast Burn. It should also be noted that it hits like an absolute truck with a 200 BP Z move that ignores abilities, and 100 BP dual STABs aside from that. It also has Magnet Rise, allowing it to deal with Donphan better, and Heat Wave which hits Genesect, Ferrothorn, Durant and Kartana. Swords Dance is one other option which is good for bulky Pokemon in general. Compared to Mega Metagross, it's biggest drawbacks are its poor Speed and one-dimensionality, but it certainly will be good. I'm thinking of it as a solid A- or maybe even A ranked Pokemon.

Dawn Wings Necrozma
Choice Scarf
Necrozma-Dawnwings @ Choice Scarf
Ability: Prism Armor
EVs: 28 Def / 252 SpA / 228 Spe
Timid Nature
- Moongeist Beam
- Prismatic Laser
- Power Gem
- Photon Geyser
Necrozma-DW has been blessed with a 160 BP STAB move in Prismatic Laser, as well as more reliable 100 BP dual STABs making it a horrifying offensive threat. Choice Scarf attemps to remedy Necrozma's poor speed, allowing it to check Pokemon like Tapu Koko. Power Gem provides a way to OHKO bulky Mega Charizard Y.

Menacing Moonraze Maelstorm
Necrozma-Dawnwings @ [Signature Z Crystal]
Ability: Prism Armor
EVs: 200 HP / 236 Def / 36 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Calm Mind
- Prismatic Laser
- Substitute
This set opts to use its signature Z move, giving it 200 and 160 BP STABs. Substitute lets it wall Chansey and evade Mega Mawile's Sucker Punch, Calm Mind is good against miscellaneous stallers like the aforementioned Chansey as well as Ferrothorn. I see Necrozma-DW ending up around the A rank. It should be noted that its weaknesses to Ghost and Dark leave it easy to c-team, however.

A few words on Power Construct...

Let's allow it right away on the ladder. Almost no one thinks it's broken, and as always, we can ban it if it's a problem.
 
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DEG

The night belongs to you
is a Community Contributoris a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
Welcome to USUM!

Early decisions are best decisions. The 1v1 Leadership team has decided to quick unban Power Construct as it never felt broken after various side tests before USUM was out, plus it was banned early SM due to us following OU's at the beginning. If it seems broken we can re-test it!

We have also decided to quickban Necrozma-Dawnwings, Necrozma-Duskmane, and Necrozma's Ultra form with a suspect coming later if we feel like ever wanting to re-introduce them back. They pretty much have a great typing combined with a Multiscale clone with a signature move ignoring abilities and a Z-move, adding to all of that great stats overall.

Happy Discussion!
 
Ultra Sun and Moon in 1v1
Necrozma Forms - Ban or Not?
Let's take a look at these new forms for Necrozma... Without so much as a second glance, we can say that Ultra Necrozma is broken - 167 mixed offenses, a BST that exceeds Arceus' and a 160 BP STAB move; no thanks. Dawn Wings and Dusk Mane on the other hand, I think deserve a chance. Dusk Mane faces competition from Mega Metagross for the slot, who has a superior Speed stat, a deeper movepool, and an arguably more useful ability. It does have its advantages, though. Dawn Wings will be better, but still far from broken. Its Psychic/Ghost typing leaves with with two 4-times 3-times weaknesses, and its Speed is absolute crap, making it easy enough to overpower. Besides, if they turn out to be broken, we can just ban them.
Zeraora
Life Orb
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 124 Atk / 192 SpA / 192 Spe
Naive Nature
- Fake Out
- Plasma Fists
- Grass Knot
- Hidden Power [Ice] / Close Combat
First of all, I really like Uselesscrab 's set. This set is a different take on Zeraora, however. Although it loses to Earthquake and Jolly variants of Mega Gyarados, it beats Donphan and Golem quite nicely with its Life Orb-boosted Fake Out+Grass Knot. HP Ice is nice on a Life Orb set as it kills Dragonite, Garchomp and Landorus-T, but Close Combat is still more than viable as it beats Mega Lopunny, Magnezone, Mega Tyranitar and Blissey. Overall, Zeraora faces some competition from Tapu Koko, but has a niche with it's insane speed and Fake Out. I could see it ending up as a solid B or maybe even B+ ranked Pokemon.

Blacephalon
Choice Specs
Blacephalon @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Hyper Beam
- Hidden Power [Rock]
Mind Blown, of course, is the big reason to be using Blacephalon while Shadow Ball is the other STAB move. Frustratingly, it's OHKO'd by both Charizard forms, so Hyper Beam and HP Rock are necessary to KO X and Y, respectively, before they can hit back.

Choice Scarf
Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Hyper Beam / Psychic
- Hidden Power [Ice]
Choice Scarf lets Blacephalon get the jump of various faster Pokemon such as offensive Mega Metagross, Kartana, Durant, Jirachi, Jumpluff, Mega Lopunny... and the list goes on. The power drop is so bad, on the other hand, that it can no longer OHKO either of Charizard's Mega Evolutions. Hyper Beam, when paired with a Modest nature, OHKOs Greninja while HP Ice OHKOs Garchomp and Landorus-T. If you opt for Timid to outspeed competing scarfers, you can run Psychic in place of Hyper Beam to beat Mega Venusaur more reliably.

King's Fling
Blacephalon @ King's Rock
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mind Blown
- Hidden Power [Grass]
- Fling
- Torment / Will-O-Wisp
This set is designed to beat Sturdymons. King's Rock+Fling provides a way to get free chip damage, breaking Sturdy. Torment is used to put an end to Sucker Punch users such as Mega Mawile and Golem. To beat Donphan, not one, but two predictions are required to win with Torment, so Will-O-Wisp may be used instead, but it's usually not worth it as Mega Mawile OHKOs even after being burned. HP Grass is also necessary in order to OHKO Golem. Overall, Blacephalon is mostly outclassed by Mega Charizard Y, but has some options that could make it worth using over it sometimes. I see it being C+.

Stakataka
Assault Vest
Stakataka @ Assault Vest
Ability: Beast Boost
EVs: 252 HP / 216 Atk / 40 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Rock Slide / Stone Edge
- Rock Blast
- Earthquake
Assault Vest allows Stakataka to survive extremely powerful special attacks such as Mega Charizard Y's Blast Burn and Tapu Koko's Gigavolt Havoc and OHKO back. Gyro Ball is honestly the sole reason why this is viable, as it hits 150 power even against mid-speed-tiered Pokemon like uninvested Kyurem-B (which it simply OHKOs assuming the standard spread of 252/156!!!). Rock Blast is nifty for Curse Mimikyu and Jumpluff while Rock Slide is a more reliable STAB move. It also has a potential Choice Band set as Yung Dramps showcased. However, Stakataka is 4x weak to Ground and Fighting, turning should-be wins into losses because of coverage moves like Mega Metagross' Hammer Arm, Dragonite's Earthquake and Mega Pinsir's Close Combat. On sole account of its typing, its viability drops down to what I see as C- rank.
Lycanroc Dusk

What did Lycanroc Dusk gain upon its Midday form? Tough Claws, Drill Run, and a 10 higher base Z move power (which removes terrains, but who cares? All of the Tapus still OHKO you). It's frankly just as non-viable as Lycanroc-Midday, which is super frustrating. :[

Kommo-o
Clangorous Soulblaze
Kommo-o @ Kommonium Z
Ability: Overcoat / Bulletproof / Soundproof
EVs: 240 HP / 8 Atk / 36 SpA / 224 Spe
Hasty Nature
- Clanging Scales
- Close Combat
- Hidden Power [Electric]
- Substitute
Clanging Scales+Kommonium Z lets Kommo-o use Clangorous Soulblaze, which is a 185 base power Z move that boosts all stats by one stage. Kommo-o also gained Close Combat this gen, so it no longer has to rely on Focus Blasts' shaky accuracy or its physical Fighting STAB's low power. Focus Blast is still an option here, though, as it allows you to run a non-defense-lowering nature and beats the same things, albeit less reliably. HP Electric+Substitute allows Kommo-o to check Gyarados (which is why the speed investment is so heavy). You can OHKO the base form with HP Electric and the Mega Evolved form with Close Combat after using Clangorous Soulblaze. Substitute helps in this, as if it decides to Mega Evolve on a turn where you use Substitute, you can simply click CC and call it a day. Substitute is also useful against Pokemon like Chansey. Kommo-o obviously still isn't any apex predator, but it at least has a distinct niche, now. I could see it being ranked as high as B-.

Nagandel
Choice Specs
Nagandel @ Choice Specs
Ability: Beast Boost
EVs: 212 SpA / 112 SpD / 184 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Draco Meteor
- Flamethrower
- Air Slash
Nagandel is looking to be a lot of fun. Sludge Wave and Draco are mandatory STABs. 112 SpD lives Specs Magnezone's Flash Cannon (and special Koko's Gigavolt), 184+ Speed outpaces Mega Lucario, and the rest is thrown into SpA. Flamethrower OHKOs Mawile, 2HKOs Magnezone and just hits Steels in general. Air Slash is used to A). OHKO Mega Heracross, B). Beat Mega Venusaur, and C). Flinch hax anything that believes it can beat you. Another possibility is a Z move set featuring Nasty Plot which could stallbreak pretty handily. I'm envisioning Nagandel to sit somewhere around B- or C+.

Dusk Mane Necrozma
Searing Sunraze Smash
Necrozma-Duskmane @ [Signature Z Crystal]
Ability: Prism Armor
EVs: 252 HP / 56 Atk / 60 Def / 104 SpD / 36 Spe
Adamant Nature
- Sunsteel Strike
- Photon Geyser
- Magnet Rise
- Heat Wave / Swords Dance
So Necrozma-DM is pretty much the same thing as Mega Metagross' SpD set with some other things that one or the other does better. It's really stupid bulky, which when paired with Prism Armor, enables it to achieve feats such as avoiding the 2HKO from Mega Mawile's Sucker Punch or surviving Life Orb Blaziken's Blast Burn. It should also be noted that it hits like an absolute truck with a 200 BP Z move that ignores abilities, and 100 BP dual STABs aside from that. It also has Magnet Rise, allowing it to deal with Donphan better, and Heat Wave which hits Genesect, Ferrothorn, Durant and Kartana. Swords Dance is one other option which is good for bulky Pokemon in general. Compared to Mega Metagross, it's biggest drawbacks are its poor Speed and one-dimensionality, but it certainly will be good. I'm thinking of it as a solid A- or maybe even A ranked Pokemon.

Dawn Wings Necrozma
Choice Scarf
Necrozma-Dawnwings @ Choice Scarf
Ability: Prism Armor
EVs: 28 Def / 252 SpA / 228 Spe
Timid Nature
- Moongeist Beam
- Prismatic Laser
- Power Gem
- Photon Geyser
Necrozma-DW has been blessed with a 160 BP STAB move in Prismatic Laser, as well as more reliable 100 BP dual STABs making it a horrifying offensive threat. Choice Scarf attemps to remedy Necrozma's poor speed, allowing it to check Pokemon like Tapu Koko. Power Gem provides a way to OHKO bulky Mega Charizard Y.

Menacing Moonraze Maelstorm
Necrozma-Dawnwings @ [Signature Z Crystal]
Ability: Prism Armor
EVs: 200 HP / 236 Def / 36 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Calm Mind
- Prismatic Laser
- Substitute
This set opts to use its signature Z move, giving it 200 and 160 BP STABs. Substitute lets it wall Chansey and evade Mega Mawile's Sucker Punch, Calm Mind is good against miscellaneous stallers like the aforementioned Chansey as well as Ferrothorn. I see Necrozma-DW ending up around the A rank. It should be noted that its weaknesses to Ghost and Dark leave it easy to c-team, however.

A few words on Power Construct...

Let's allow it right away on the ladder. Almost no one thinks it's broken, and as always, we can ban it if it's a problem.
Can't Lycanroc-Dusk just OHKO Tapu Lele with Iron Head?
 
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also here is that
Stakataka @ Assault Vest
Ability: Beast Boost
EVs: 152 HP / 140 Atk / 216 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Rock Blast
- Stone Edge
- Earthquake.
takes physical/special Tapu Koko Gigavolt Havoc,Modest Charizard y blast burn,Adamant Charizard X earthquake, 252 SpA Kyurem-Black Focus Blast 62,5% of the time and lots of other powerful hits
 
You all realize that the new Necrozma formes get a clone of Filter, not Multiscale? Except Ultra Necrozma, which gets a bonus for using super effective moves and has a genuinely new, if boring, ability. Mind, it still makes them kinda broken, just not the same kind of broken.
 
Here's a day 1 core I've been using with some very good results.

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 100 HP / 64 Atk / 176 Def / 168 Spe
Adamant Nature
- Bulk Up
- Substitute
- Rock Tomb
- Earthquake

Naganadel @ Choice Specs
Ability: Beast Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Wave
- Fire Blast
- Hidden Power [Ice]/ Hidden Power [Rock]

Primarina (F) @ Waterium Z
Ability: Torrent
EVs: 252 HP / 116 Def / 136 SpA / 4 Spe
Modest Nature
- Hydro Pump
- Moonblast
- Encore
- Aqua Jet

This core doesn't really excel at shutting down whole playstyles or anything, but it's very well rounded and can cover almost any threat (it hard counters Charizard X which is pretty nice).

The only thing so far that I've seen that counters this core is certain gunk shot Greninjas although there will likely be more mons that become apparant in the future that can cause this core trouble.

EDIT: bulky charizard Y can potentially pose a problem as well without hp rock on Naganadel, but running hp rock leaves you much more open to Landorus-t wrecking you.
 
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Here's a day 1 core I've been using with some very good results.

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 100 HP / 64 Atk / 176 Def / 168 Spe
Adamant Nature
- Bulk Up
- Substitute
- Rock Tomb
- Earthquake

Naganadel @ Choice Specs
Ability: Beast Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Wave
- Fire Blast
- Hidden Power [Ice]

Primarina (F) @ Waterium Z
Ability: Torrent
EVs: 252 HP / 116 Def / 136 SpA / 4 Spe
Modest Nature
- Hydro Pump
- Moonblast
- Encore
- Aqua Jet

This core doesn't really excel at shutting down whole playstyles or anything, but it's very well rounded and can cover almost any threat (it hard counters Charizard X which is pretty nice).

The only thing so far that I've seen that counters this core is certain gunk shot Greninjas although there will likely be more mons that become apparant in the future that can cause this core trouble.
You could run Hidden Power Rock on Naganadel to deal better with Charizard-Y
 
Umbreon is a god.
This is not my set, but still works. The EVs are mine.

Umbreon @ Leftovers
Ability: Inner Focus
Shiny: Yes
EVs: 252 HP / 16 Atk / 128 Def / 112 SpD
Careful Nature
- Yawn
- Moonlight
- Curse
- Payback


Turn 1- Yawn
Turn 2- Curse or Moonlight
Turn 3- Set up, heal, or payback

Gets wrecked by Koko, but just run Donphan and you're fine.

Kills-
Whoops bad set copy paste errors af
http://replay.pokemonshowdown.com/gen71v1-661854941 (Jirachi)


and random stuff like-
http://replay.pokemonshowdown.com/gen71v1-661854941 (Togedemaru)
 
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