Metagame Almost Any Ability

Trick Room is a disgraceful move that is 1) incredibly easy to build around 2) incredibly easy to play and 3) incredibly match-up dependent. It's a crutch for players that cant build :(

also, terrakion is still legal on the ladder more than a week after it's ban .-.

And about trick room in AAA, maybe Oblivious Diancie would be good so that you don't get taunted :o tho pixilate explosion sounds nice.
 
Actually while TR on paper seems incredibly easy to use and build, but the issue with TR is the standard route of 3-4 super powerful mons and bulky setters, is sometimes too easy to exploit as its mostly about how good your setters are in consistently setting TR, which basically makes this challenge all the more interesting. As otherwise teams tend to one dimensional and match-up dependent. For eg. Z-tr is something which could be super cool, which can't be stopped with taunt and comes with a accuracy boost for spamming hypnosis and stuff.
Anyways I personally feel like semi TR or TR with a scarfer to work outside TR, is the best build, but obviously I could be plain wrong, and someone could just build a ridiculously strong full TR team and 6-0 Laxpras.
 
Honestly I think the issue with tr is pretty straightforward, you simply don't have enough turns. If there was a tr extender item, completely different situation, but with that lacking well it's really hard to win with it. For starters, because of the lack of turns, ur lead almost always has to be suicide, otherwise by the time it dies, ur gonna have like 1 turn left. In fact, all tr setters on ur team are gonna have to be suicide or slow pivot, or a self setting tr sweeper which is hard to find in aaa. Furthermore, setup sweepers almost never work, because by he time you get into ur setup mon, and actually setup, well u have like 1-2 turns left which is nothing, and once it's over ur normally screwed. The only setup that might work is something like PH snorlax in tr which boosts defenses as well attack, so even once tr is over, you are still a massive threat, but tr seems wasted on something like that especially as you most likely are wasting a mon just to set tr, and literally any unaware mon will hardwall it. So with setup pretty much a no, all tr teams must resorted to pure instant power, which is apparent with the example team having stuff like adapt awak, download mawile, and adapt bisharp, some of the scariest offensive threats on a purely immediate power basis. And while this is not necessarily a bad thing, it again boils down to the lack of turns. Under tr mons like adapt sharp and awak are terrifying, but without tr they get blown away by most offense. Finally, tr is really really obvious to spot at team preview, meaning that you don't even have much surprise element. I'm not saying tr is impossible, I just think that most solid teams will deal with even the best tr team with a good deal of ease, and I will be very impressed and surprised if someone actually makes a tr team that's on par with some of the other better samples. I wouldn't put it past someone like laxpras or jrdn, but I've played lax a fair bit and the only matchup I've never lost has been tr, all the others he usually wins.
 
As a player with limited experience with OU Trick Room teams, I would say any teams that will ever be submitted for this project will never be consistent.
Racool said it but your lead has to suicide for your first breaker to come in safely; because of this you use stuff like Memento Uxie, Explosion Diancie, or in my case, Lagging Tail + Trick Room + Final Gambit Victini. After you make that sacrifice, you have to score as many KO's as possible with your next 'mon. For instance, after you set rocks (without getting Taunted) and let your next guy come in safely against something like Heatran, you send Alolan Marowak. Then it comes to mind games. Opponent can switch to something that takes Bonemerang or he might stay in expecting Swords Dance. Every single turn in Trick room is intense and is extremely mind-game reliant because a single misprediction leads to possible a waste of the entire cycle of Trick Room. If you don't set up on switch, you can't break anything, and if you overpredict, you possibly let your sweeper die where it stands. In AAA, chances of failing to execute plans perfectly under Trick Room is even higher; say, you send physically oriented wallbreaker with stuff like Adaptability after your suicide lead is gone. If you want to be successful with that 'mon, your attacker has to be able to deal with Intimidate Hippowdon / Gligar / Buzzwole / Skarmory which will most likely switch-in, and this is not to mention prevalent Unaware walls are able to invalidate set ups. Mold Breaker users will be stopped cold by Intimidate users and special attackers will struggle with stuff like Magearna / Chansey.
Also Trick Room is very offensive teams and most sweepers and attackers are frail and has very terrible longevity (except the likes of Magearna and Cresselia), and are generally on timer to KO 6 'mons because the team usually can't afford walls that are dedicated to provide important utilities such as hazard removal or status cleric.
Again, teams that will be built around Trick Room around AAA will be very inconsistent, but after all this is a "challenge" and it still sounds fun to give a shot.
 
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So, I like literally just joined but I've been playing AAA for a like a year, but I've never played so I hope this is okay? The EVs haven't been given for exact stats, so its all 252 on its desired stats.

Porygon2 @ Eviolite
Ability: Oblivious
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Tri Attack
- Recover

Sets up the TR, as well as performs as a tank if the trick room fails or if an opponent begins to set up on it.

Garchomp @ Garchompite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Dragon Claw
- Earthquake
- Poison Jab

The setup and hard-hitter, it forces a switch, Mega-Evolves, SD's and begins to nuke things with Earthquake.

Volcanion @ Waterium Z
Ability: Lightning Rod
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Steam Eruption
- Fire Blast
- Sludge Wave
- Hidden Power [Ice]

Used to shut down Xurkitree and other electric types and obliterate a mon with Z-Steam Eruption.

Buzzwole @ Choice Band
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Leech Life
- Superpower
- Ice Punch
- Stone Edge

Another nuke, Tough Claws gives a huge boost in damage, as well as choice band, destroys mons with Superpower.

Magnezone @ Choice Specs
Ability: Adaptability
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]

This thing does too much damage Volt Switch is easy to spam and can do significant damage to most neutrally hit tanks.

Tapu Koko @ Life Orb
Ability: Pixilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Wild Charge
- U-turn
- Taunt

This is for if TR fails and it can help shut down setup and do good damage against a lot of mons with its speed.
 
I'll give it a shot.



마기아나(Magearna) @ Fairium Z
Ability: Sturdy
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Ice Beam
- Volt Switch

이븐곰(Bewear) @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Facade
- Hammer Arm
- Earthquake
- Swords Dance

유크시(Uxie) @ Red Card
Ability: Turboblaze
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Stealth Rock
- Trick Room
- U-turn
- Memento

텅구리(Marowak-Alola) @ Thick Club
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Bonemerang
- Swords Dance

입치트(Mawile-Mega) @ Mawilite
Ability: Download
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Iron Head
- Play Rough
- Thunder Punch
- Swords Dance

크레세이아(Cresselia) @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Lunar Dance
- Ice Beam
- Moonlight


Description:

Magearna, Uxie, and Cresselia exist to set up TR. Uxie is suicide lead with Stealth Rock and Memento to keep momentum and let other 'mons set up easier. Magearna takes care of annoying shits like Weavile and Leech Life Triage users, and is able to set Trick Room once in the worst situation thanks to Sturdy. Cresseila on the other hand punishes Triage users like Breloom / Conkeldurr and keeps stuff like Ferrothorn from messing around while simultaneously handling Substitute Zygarde which abuses the turn I use to set Trick Room and uses SubCoil or SubDD.

Marowak-A has Adaptability because its STAB already hits the entire metagame neutrally and with Swords Dance, very few 'mon that is not Unaware / Intimidate can handle Shadow Bone and Flare Blitz. For Mawile, I didn't have any ability to choose over Download. I hope this clarifies that I have not just copied and pasted Marowak-A and Mega Mawile from sample; both of them are already the best 'mons that run rampant in Trick Room. Mawile has Thunder Punch over Sucker Punch to handle Toxapex and Skarmory.

Now here is the real star of the team: Bewear. The set's idea has been derived from Poison Heal Regigigas in BH. Bewear possesses the second highest attack among Normal-types that have access to Facade, and unlike Ursaring it has access to secondary typing which is handy against Steel-types. I was alternating between Thunder Punch and Earthquake and I decided to stick to Earthquake because Marowak-A and Mawile can handle Skarmory, and Earthquake lets Bewear to hit rare yet cancerous Doublade and Aegislash. Speed was not minimized to improve matchup against stall teams.

Edit:
Forgot to explain why Bewear is op
Flame Orb + Guts hit like a truck; +2 Facade / Hammer Arm OHKO's Hippowdon / Skarmory / Gligar / Buzzwole. Even if they are Unaware they take hefty damage from switching in and risk getting 2HKO'd after Stealth Rock. Here is a quick summary of the sheer power:

252+ Atk Guts Bewear Facade (140 BP) vs. 252 HP / 0 Def Tapu Fini: 324-382 (94.1 - 111%) -- 62.5% chance to OHKO

+1 252+ Atk Guts Bewear Facade (140 BP) vs. 252 HP / 252+ Def Eviolite Chansey: 726-855 (103.1 - 121.4%) -- guaranteed OHKO

+1 252+ Atk Guts Bewear Facade (140 BP) vs. 252 HP / 252+ Def Hippowdon: 352-415 (83.8 - 98.8%) -- 37.5% chance to OHKO after Stealth Rock

Why is this team acceptable? Well, the trio of Marowak-A, Mega Mawile, and Bewear has next to no counterplay; Skarmory falls to Marowak-A and Thunder Punch from Mawile, Gligar is taken out by +2 Marowak-A after Stealth Rock and 2 Facade from burnt Bewear, Buzzwole can't handle the core for obvious reasons, and Intimidate Hippowdon has a roll to be OHKO'd by +1 Bewear after Stealth Rock damage.

As I have mentioned, no Trick Room teams are consistent, and mine is no exception. But I can confidently say with right predictions, this team will have some success.


Replays:

So yah I'm not the best AAA player and most of these are not against high ladder players but I tried my best to accumulate replays against various archetypes.

vs.

Against Aurora Veil Team

vs.

Predictions after predictions & Sturdy Magearna showcase

vs.

-> The reason why Cresselia needs Magic Bounce

vs.

Against sample team from Jrdn, Sturdy Magearna saves my ass again

vs.

Against [UNKNOWN THEME] team
Oh on the second replay, Teambuilder fucked up and gave my Bewear 0 Attack EV's
 
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Prepare for a wet trick room!
Magearna @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Volt Switch
- Pain Split
- Fleur Cannon

Volcanion @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Steam Eruption
- Earth Power
- Sludge Wave
- Fire Blast

Cresselia @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk
- Trick Room
- Lunar Dance
- Ice Beam
- Protect

Ampharos-Mega @ Ampharosite
Ability: Download
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunder
- Dragon Pulse
- Hidden Power [Ice]
- Focus Blast

Chansey @ Eviolite
Ability: Unaware
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Toxic

Ferrothorn @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Stealth Rock
- Power Whip


Description

This is a bulky TR team which also uses rain to further boost the breakers's damage output.

Magearna is the first TR setter and also the team's rain setter with Drizzle and Damp Rock. Thanks to rain, it loses its fire weakness, so that only the ground weakness remains. Thanks to its great bulk, a TR is almost guaranteed, even without sturdy. It can either use the TR for itself to finish off weakened mons with quick fleur cannons or pivot out to let Ampharos or Volcanion come in. Pain Split gives it a little recovery, and is especially effective against Chansey which often switches into Magearna to soak up its special attacks, altough another attacking move over it is also an option. Too bad that it doesn't get thunder...

And here is the star of the team: Volcanion. I have used it in several of my AAA teams ago, sometimes with Sheer Force for awesome firepower without choice-lock and sometimes Swift Swim variants in rain to outspeed all other mons and do severe damage with rainboosted Steam Eruptions. And here, the power of Rain and Sheer Force is combined to cause destruction. There are almost no switchins for those Steam Eruptions - even Chansey with eviolite has a good chance of being 2HKOed after rocks:
252+ SpA Life Orb Sheer Force Volcanion Steam Eruption vs. 4 HP / 252 SpD Eviolite Chansey in Rain: 257-304 (40 - 47.3%) -- 47.7% chance to 2HKO after Stealth Rock
And thanks to the Life Orb, it can freely change moves, so that it isn't forced out by water absorbers or bulky waters like Tapu Fini or Toxapex.

Ampharos-Mega is the second TR abuser and was chosen over Xurkitree due to its better bulk, typing and lower base speed. Never missing thunders coming from 165 SpA are quite destructive, especially when it gets the SpA boost from Download. Mold Breaker has been quite helpful, as it allows Ampharos to get past Volt Absorb/Lightning Rod, which are commonly used on electric-weak mons like Manaphy or Gyarados.

Cresselia is the second TR setter, and also can be used as a tank if necessary. Poison Heal was chosen over another ability to give it reliable recovery, as Moonlight is crippled by rain and has only 8 PP. Being immune to status can be very useful when facing stuff like Spore users or No Guard Zap Cannon spammers. Ice Beam is the chosen attacking move to nail Zygarde, which is usually walled by Cresselia. Lunar Dance lets Creesselia sacrifice itself to revive another mon. Another option might be a CM Psyshock set, but I found Lunar Dance and Ice Beam more useful.

Unaware Chansey stops opposing setup sweepers, keeps the team healthy and soaks up special hits.

Ferrothorn with Regenerator completes the defensive core. Thanks to rain, it lose one of its two fire weaknesses, so that it can afford to run Regenerator without having to fear Hidden Power Fire. It provides useful resists, checks Tapu Koko and others, sets Stealth Rock and has some offensive presence with Gyro Ball under Trick Room.

Replays
Too bad that it takes so long to find opponents on the ladder...
 
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I'll submit my team too, but I would like to preface it by saying I agree with above sentiments about TR in this meta. It's too damn hard. The abuse of immediate power is necessary to make use of it, and set-up is risky business. It is nice that you can run max HP with a boosting nature in whichever attack stat you prefer without having to worry about speed investments, at least. That being said, here's my team!

Porygon2 @ Eviolite
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Trick Room
- Toxic
- Recover

Max Defense Unaware P2 is such a tank. I like this set as it switches in to physical attackers with set-up like Zygarde no problem and does serious damage with Ice Beam. Also improves the matchup a little bit on things like Hippo and Gligar. It's a remarkably reliable TR setter, save Taunt. It is my go to lead for teams that have a Steel I might want to trap later with Chandelure.

Rampardos @ Choice Band
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Head Smash
- Earthquake
- Zen Headbutt
- Hammer Arm

A set described by amazing AAA player jrdn as "pretty shitty," which could very well be accurate. Banded Head Smash with no recoil? Yes please. The issue with Rampardos is its awful bulk and uselessness outside of TR, and its extreme weakness to priority. If we're being honest though, most TR abusers are pretty screwed without it and the difference in damage between Rampardos and something like Tyrantrum is pretty significant. It doesn't have many (or practically any) switch-ins, bar savvy Intimidate users like Doublade/Hippo. It really destroys any offensive mon, resist or not.
Also: You will be clicking Head Smash 99% of the time.
252+ Atk Choice Band Rampardos Head Smash vs. 248 HP / 252+ Def Tapu Fini: 315-372 (91.8 - 108.4%) -- 50% chance to OHKO
252+ Atk Choice Band Rampardos Head Smash vs. 248 HP / 252+ Def Eviolite Chansey: 637-751 (90.6 - 106.8%) -- 43.8% chance to OHKO
252+ Atk Choice Band Rampardos Head Smash vs. 252 HP / 252+ Def Eviolite Gligar: 225-265 (67.3 - 79.3%) -- guaranteed 2HKO (although what Gligar is not Intimidate)
252+ Atk Choice Band Rampardos Head Smash vs. 248 HP / 252+ Def Skarmory: 273-322 (81.9 - 96.6%) -- guaranteed 2HKO
252+ Atk Choice Band Rampardos Head Smash vs. 252 HP / 252+ Def Mew: 348-409 (86.1 - 101.2%) -- 12.5% chance to OHKO (is this even a Mew spread??)

Conkeldurr @ Life Orb
Ability: Triage
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Bulk Up
- Drain Punch
- Earthquake
- Poison Jab

I love this Conkeldurr for its ability to function in and out of TR quite well. After Bulk Up, even after TR runs out it can stay alive for a very long time thanks to the recovery from Drain Punch, its nice bulk, and its power. Poison Jab for fairies, Earthquake for coverage. It's nice.

Mawile-Mega @ Mawilite
Ability: Levitate/Flash Fire
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Iron Head
- Play Rough
- Thunder Punch

Download Mawile Mega is nice, but somewhat unreliable. Having an immunity eases switching in Mawile from something like Magearna. I had been using Levitate, but I think Flash Fire might be better when Victini is everywhere. Otherwise, Victini has little risk in clicking V-Create and killing something. Once you're in on whatever you're immune to, you can SD and just obliterate (in the 2 turns you have left lol). Thunder punch is for bulky waters like Golisopod and Steel/Flying types.

Magearna @ Fairium Z
Ability: Tinted Lens
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Volt Switch
- Ice Beam

Same Magearna as Laxpras' sample, except with Ice Beam instead of Flash Cannon for when you want to get rid of Zygarde or Lando without tanking your Sp.A or wasting your Z move. This set is amazing, as Z-Fleur Cannon obliterates defensive Ferrothorn, Victini, you name it. Also, a self-setting threat is amazing in TR. Way to go, Magearna!

Chandelure @ Focus Sash
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Trick Room
- Overheat
- Shadow Ball
- Memento

The only "fast" mon on the team, Magnet Pull Chandelure is amazing as a suicide lead TR setter for a team with no problematic Steels, or as a trapper for those that are. TR + Memento is a great combo and ensures that the next mon can come in safely and even set-up if I'm lucky. s/o jasprose for helping me with coming up with this one!

Weaknesses
Lots. This team's answer to Taunt is just to predict they're going to use it and smack the Taunter with a move instead. It also is weak to any form of protecting move that can stall out the turns, and it is weak to good predictions with defensive play. As mentioned above, Intimidate users, especially those that resist Head Smash like Hippowdown, are a problem. Strong priority as always is a problem for TR teams, but both Mag and Mawile can handle the common Triage moves (Leech Life and Horn Leech) and won't die to Weavile. It is by no means perfect, but the team does a lot of damage and that's nice. However, Rampardos basically dies to a feather touch so be wary! This team also does not have a rocker, which may or not be a deal breaker for some people.

Replays
http://replay.pokemonshowdown.com/gen7almostanyability-648207011 against someone with a decent ELO?
http://replay.pokemonshowdown.com/gen7almostanyability-648445949 against someone extremely handsome (GL Volkner)
http://replay.pokemonshowdown.com/gen7almostanyability-648115238 replay in which Gallade gets obliterated by Head Smash
http://replay.pokemonshowdown.com/gen7almostanyability-648104601 replay in which Triage Conk decimates out of TR
http://replay.pokemonshowdown.com/gen7almostanyability-648099625 replay in which there are webs on my side which is fine by me
http://replay.pokemonshowdown.com/gen7almostanyability-648096963 replay in which Chandelure shows off its dual trapper/setter role

Thanks for reading! :)
 
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I see something that really benefits from Terrakion's ban:

Snorlax @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Facade
- Protect
- Curse
- Fire Punch


Before:
Snorlax wasn't common in the meta mainly due to Terrakion being on 75% on every team. Not only Snorlax couldn't set-up safely, it further could be defeated even if it had boosts, mainly because Terrakion could run Sacred Sword to bypass the defensive boosts.

After:
With Terrakion banned, Snorlax now can find opportunities to set-up. Its high special bulk and HP allows it to live a hit from Noivern and kill it back assuming it has some boosts first. Although there are still some Fighting-types, they are significally worse than Terrakion and are better handled, which means that team support for Snorlax is less needed, but still required. If you're able to set up screens for Snorlax, setting up shouldn't be a problem, especially against some Fighting-types after prior boosts before they switch-in.
 

Laxpras

Trust The Process
is a Pre-Contributor
Laxpras Challenge #1 Results
(click name for team)
Gold: Semako

Semako gets points for creativity with the combination of weather and Trick Room. Volcanion is an established threat in the meta, though Semako opts for Sheer Force rather than Tinted Lens. Mega Ampharos has seldom seen use since I used it as a Magnet Puller last gen, but this is a very dangerous set that actually has a good matchup against a lot of SpD walls in the meta, especially with Volcanion's ability to defeat Magearna. I do worry that this team only has 2 legitimate attackers, but I think there is enough balance to be able to wear teams down to win. This team would require more skill and planning to use, but I believe would have the highest ceiling. I'm awarding Gold due to this being the first time I've seen TR + Weather.
Silver: RNGIsFatal

This team introduces Bewear to AAA with a fun set to avoid harm of scald burns and other status. He has several setters allowing him to safely get TR up, but these setters are extremely passive. He chose a trio of physical attackers, which, whether planned or not, have the chemistry necessary to beat most of the physical walls in the meta. Could have competed for Gold if it wasn't for the replication of Marowak & Mawile from my sample.
Bronze: TheCoastofToast
TCoT comes in with a very reliable TR setter in Porygon2 and a devastating attacker in Rampardos. This is what many would consider a very standard Trick Room team, lacking significant creativity even though it may be the easiest team to win with out of the three. Another dilemma is Chandelure; the presence of a Magnet Puller isn't very effective for the rest of the teambuild, and Chandelure does not mesh well with the rest of the team as there is no hazard removal to protect the sash.

Honorable Mention: MaxBazooka
This is a good team but I would have liked to seen a better post to establish it, please look at the other teams posted to get an idea of what I expect.
Laxpras Challenge #2 - Magearna Lure

  • You have 10 days to create a team, test it, and tell me why it is the best.
  • You will post your team with accompanying descriptions of why it works.
  • Replays (especially against good players - feel free to challenge me) and high ladder rankings with a Name_Challenge ("Laxpras"_ML in this case) alt will be looked on especially favorably!
  • Any willing council members and I will be the judge of teams on an extremely subjectively objective basis
  • Gold, Silver, Bronze, and Honorable Mention awards will be handed out
  • Award winning users will be placed in the AAA Teambuilding Hall of Fame! (Once I get help getting a new post in under the OP), the best team will be added to the samples!


Magearna is by far the most used Pokemon in Gen7 AAA; who can build the best Magearna lure and corresponding team to take advantage of this? Let's find out!

Things that judges will consider:

  • What is your Magearna lure - is it a threat that Magearna usually switches into but now can beat it?How well does the rest of your team take advantage of the loss of Magearna? Ideally, you should have powerful threats which one of its few checks is Magearna.
  • Creativity
  • Viability (Does the mon do literally anything besides beat Magearna? Does it possibly lure other things like Chansey?)
  • Let us know how your team meets these goals!
Things judges don't care about:
You having a mon that U-Turns into a Magnet Pull user. Lame.

You have until November 15th


Tyranitar @ Rockium Z
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Pursuit

Magearna resists both of Tyranitar's STABs, however this set can Dragon Dance and OHKO Magearna with Rockium.
 
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Megazard

literally who
is a member of the Site Staffis an official Team Rateris a Community Leaderis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributor
PU Leader
CLC1 (Weavile) @ Groundium Z
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Dig
- Knock Off
- Fake Out

CLC2 (Buzzwole) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Ice Punch
- Hammer Arm
- Rock Slide

Alakazam @ Alakazite
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Calm Mind

Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch

Skarmory @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Roost
- Stealth Rock
- Brave Bird

Victini @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

http://replay.pokemonshowdown.com/gen7almostanyability-584392001 replay of lure actually working in OMGS

I'd say that Mega Alakazam and Victini are some solid offensive Magearna lure abusers, since Zam hates the most common RegenVest stuff and Victini hates Flash Fire stuff, while Buzzwole and Skarmory also generally enjoy not having a Magearna around. Z-Dig also hits Heatran, Volcanion, weakened Toxapex, Bisharp, Entei... yeah Ground coverage is good for Weavile so I think it's fine on that criteria. Also wanna say it was creative at the time, revealing a set in OMGS sorta means that it probably won't surprise anyone afterwards but back then it was nice. I still pull this team out sometimes, it really doesn't like the rise of offensive Magearna and Tapu Koko kinda murders it just a little bit but other than that ur good really.

I don't really have the devotion to make a new team for this project, but I really really like it as a way to boost activity and already had something that fit perfectly so hopefully this isn't too lazy for u guys
 

Heatran @ Leftovers
Ability: Volt Absorb
EVs: 216 HP / 208 Def / 56 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Magma Storm
- Earth Power
- Taunt

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Horn Leech
- Superpower
- Taunt
- Swords Dance

Goodra @ Assault Vest
Ability: Regenerator
EVs: 240 HP / 120 Def / 148 SpD
Sassy Nature
- Draco Meteor
- Dragon Tail
- Fire Blast
- Earthquake

Buzzwole @ Fightinium Z
Ability: Triage
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Leech Life
- Superpower
- Ice Punch
- Bulk Up

Zapdos @ Leftovers
Ability: Delta Stream
EVs: 252 HP / 28 Def / 228 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Roost
- Defog

Jirachi @ Leftovers
Ability: Levitate / Flash Fire
EVs: 240 HP / 84 Def / 184 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Wish
- Protect


This is the team I am having fun in the low ladder with after Terrakion suspect test. Because I was working on some conventional and new sets, the team naturally became resilient to some threats like Magearna and Volcarona.

One thing I was testing was Volt Absorb Heatran, the set I made out of hatred towards Magearna in general. It walls so many things, pivots out of a wall with Volt Switch and punishes Ground-types like Hippowdon or Zygarde using Ice Beam. Putting all of these Magearna's selling points into an account, I came up with Volt Absorb Heatran which theoretically takes 0 damage, unless Magearna proceeds to straight up counterteam and carries something like Aura Sphere or Focus Blast which doesn't hit anything else in particular.

Thanks to its typing, Heatran x4 resists Magearna's dual STAB / Ice Beam, and now it is immune to Volt Switch, and this means Heatran can just switch into Magearna all day and cut off the momentum. Some Magearna thinks it is fat enough to take the Fire move and shake off damage by switching out using Volt Switch, and that is basically when they find themselves trapped into a hell. This essentially leaves Magearna almost dead weight for the entirety of the match and an opponent to think twice before mindlessly pressing Volt Switch.

EV spread on Heatran allows to it to use Leftovers as efficiently as possible, keep uninvested Alolan Muk to break Sustitute with a Knock Off (and thus it is able to trap and remove it with Magma Storm + Earth Power), and survive two Grass Knot from +6 Xurkitree after Stealth Rock. Volt Absorb Heatran, rather than a lure, would better be considered as a Pokemon that leaves Magearna useless. This Heatran also handles with the rest of the meta excellently. If you take a careful look, Electric-types like Tapu Koko, Xurkitree, or Zapdos has exactly 0 ways to do meaningful damage to Heatran. It eats Fairy-type moves, Grass Knot's, and HP Ice for a breakfast.

tldr; a trapper that walls / removes Electric-types to oblivion. Gaining free HP & momentum by switching into Electric-types lets it use Substitute to harass the next 'mon that comes in. Heatran takes advantage of Magearna's existence and uses it to set Substitute or hurt switch-in with Magma Storm.

--

Rest of the Team


Tapu Bulu appreciates Heatran's ability to remove the likes of Zapdos and Skarmory, the most common check to itself, and it can handle Water-types in return. Also Tapu Bulu is my so-called second Magearna lure because of the damage output after one SD:

+2 252+ Atk Life Orb Tapu Bulu Superpower vs. 240 HP / 0 Def Magearna: 331-390 (91.6 - 108%) -- 87.5% chance to OHKO after Stealth Rock


Goodra, while unrelated to challenge topic, is a fun meme I use and it surprisingly works well as a wall that leaves the likes of Volcarona / Volcanion / Alakazam / opposing Heatran hopelessly walled while surviving two Draco Meteor from Choice Specs Noivern and Tinted Lens Victini's V-create after Stealth Rock damage.


Buzzwole is a second partner that appreciates Heatran's ability to threaten problematic walls and it switches into Ground-types like Mamoswine, Zygarde, and Garchomp.


Zapdos is a defogger and my Landorus-T switch-in.


Jirachi was stapled in with no particular reason other than being a Wish passer and Stealth Rock support. I slashed Levitate and Flash Fire but I think the latter is better for my team i guess lul


--

Replays

Okay my team look different but I was testing / replacing stuff lol don't bash on my ladder

- How to **** Magearna & Xurkitree cries - satisfying to watch for Magearna anti-fans

- Zapdos just wanted to Defog but it died - Heatran's utility even when Magearna is absent from the other team

- Walling Xurkitree and Klinglang(???) to no end in Freeze RNG hell

--

Thanks
 
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Some Magearnas carry Aura Sphere. Then, your Heatran might cry ;)
...unless Magearna proceeds to straight up counterteam and carries something like Aura Sphere or Focus Blast which doesn't hit anything else in particular.
0 SpA Magearna Aura Sphere vs. 216 HP / 56 SpD Heatran: 130-154 (34.4 - 40.8%) -- 54.4% chance to 3HKO after Leftovers recovery

The set itself abuses the fact that Magearna loves to press Volt Switch and Heatran discourages it from doing so in the first place. Also even if it is hit by Aura Sphere due to ct or whatever Jirachi has Wish support and it is not like Magearna will stay in and eat Magma Storm eagerly anyway.
 
While I liked the TR challenge, this one is, in my opinion, and sorry for my wording, dumb.
The problem is that there's exactly one way to lure Magearna in this meta: Switching in a mon that is checked by Magearna and then pivoing to a strong Magnet Pull user with either Ground or Fire STAB to OHKO it.

Mons that Magearna commonly switches in are:
  • Alakazam
  • Gengar
  • Latis
  • Noivern
  • opposing Magearna
  • some Kokos, depending on their sets, but even banded Galvanize Return fails to OHKO
  • some Xurkitrees
  • (other weaker special attackers)
All of them lack options to kill Magearna, because they either lack Fire/Ground coverage moves except Hidden Powder or lack the power to do enough damage. Noivern for example gets Heat Wave as its strongest Fire-type move, but fails to do significant damage to Magearna with both Specs and Firium Z. Tapu Koko also fails to kill Magearna with banded Galvanize Return, when it switches in expecting a Pixilate set.

252 Atk Choice Band Galvanize Tapu Koko Return vs. 252 HP / 120 Def Magearna: 219-258 (60.1 - 70.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Noivern Heat Wave vs. 252 HP / 136+ SpD Assault Vest Magearna: 134-158 (36.8 - 43.4%) -- guaranteed 3HKO
252+ SpA Noivern Inferno Overdrive (175 BP) vs. 252 HP / 136+ SpD Assault Vest Magearna: 164-194 (45 - 53.2%) -- 35.5% chance to 2HKO


Even when Noivern has Sheer Force to further boost its damage output and Sun is active, it it fails to OHKO the Mechanical Marvel:
252 SpA Choice Specs Sheer Force Noivern Heat Wave vs. 252 HP / 136+ SpD Assault Vest Magearna in Sun: 238-282 (65.3 - 77.4%) -- guaranteed 2HKO

If we add Tinted Lens to Latios to ignore Magearna's resistance to its Psychic STAB and use a second mon to set up Psychic Terrain, it fails to severely threaten it:
252 SpA Choice Specs Tinted Lens Latios Psyshock vs. 252 HP / 120 Def Magearna in Psychic Terrain: 236-278 (64.8 - 76.3%) -- guaranteed 2HKO

Even when Magearna takes a huge hit like the ones mentioned, it simply can switch out to regenerate its health, and an appropriate check can come in. Also, Magearna can Volt Switch out of Magnet Pull trappers that fail to kill her, which would be the case for stuff like Magnet Pull Noivern. This also leads to the fact that a successful Magearna lure must be capable of OHKOing it, otherwise it simply fails to do its job. The only attackers strong enough to one-shot Magearnas are strong physical Ground or Fire STAB users like Victini, Entei, Excadrill, Landorus... with Ground-types having the advantage of being immune to Volt Switch, so that they gain more potential switch-in options; however they have to watch out for Ice Beam and, in case of Excadrill, Aura Spere.

Also the "lures" mentioned here both fail to do their job:
  • Groundium Z Weavile fails to OHKO Magearna with a little bit of physical investment (which also helps to tank Psyshock better):
    252+ Atk Weavile Tectonic Rage (160 BP) vs. 252 HP / 120 Def Magearna: 288-340 (79.1 - 93.4%) -- guaranteed 2HKO
    Also, Magearna usually doesn't want to switch into Weavile in fear of losing its Assault Vest to Knock Off, so that it doesn't really is a lure.
  • Volt Absorb Heatran also is not a lure, as Magearna shouldn't stay in against Heatran or even switch into it. Volt Switching out is far too risky, not only because of Volt Absorb, but also because Fire STABs coming from 130 base SpA hurt a lot. However, it is a nice gimmick to stop the likes of Koko or Xurkitree. Especially when the ability is revealed early, like when Heatran switches into Magearna's Volt Switch, I know what that Heatran wants to do and definitely switch out to a Chansey or other mon that checks Heatran.
So, in fact, the only way to successful lure Magearna is using exactly what is tagged as "lame" by the initiator, Laxpras: Pivoting to a Magnet Pull Entei, Victini, whatever...
 
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While I liked the TR challenge, this one is, in my opinion, and sorry for my wording, dumb.
The problem is that there's exactly one way to lure Magearna in this meta: Switching in a mon that is checked by Magearna and then pivoing to a strong Magnet Pull user with either Ground or Fire STAB to OHKO it.

Mons that Magearna commonly switches in are:
  • Alakazam
  • Gengar
  • Latis
  • Noivern
  • opposing Magearna
  • some Kokos, depending on their sets, but even banded Galvanize Return fails to OHKO
  • some Xurkitrees
  • (other weaker special attackers)
All of them lack options to kill Magearna, because they either lack Fire/Ground coverage moves except Hidden Powder or lack the power to do enough damage. Noivern for example gets Heat Wave as its strongest Fire-type move, but fails to do significant damage to Magearna with both Specs and Firium Z. Tapu Koko also fails to kill Magearna with banded Galvanize Return, when it switches in expecting a Pixilate set.

252 Atk Choice Band Galvanize Tapu Koko Return vs. 252 HP / 120 Def Magearna: 219-258 (60.1 - 70.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Noivern Heat Wave vs. 252 HP / 136+ SpD Assault Vest Magearna: 134-158 (36.8 - 43.4%) -- guaranteed 3HKO
252+ SpA Noivern Inferno Overdrive (175 BP) vs. 252 HP / 136+ SpD Assault Vest Magearna: 164-194 (45 - 53.2%) -- 35.5% chance to 2HKO


Even when Noivern has Sheer Force to further boost its damage output and Sun is active, it it fails to OHKO the Mechanical Marvel:
252 SpA Choice Specs Sheer Force Noivern Heat Wave vs. 252 HP / 136+ SpD Assault Vest Magearna in Sun: 238-282 (65.3 - 77.4%) -- guaranteed 2HKO

If we add Tinted Lens to Latios to ignore Magearna's resistance to its Psychic STAB and use a second mon to set up Psychic Terrain, it fails to severely threaten it:
252 SpA Choice Specs Tinted Lens Latios Psyshock vs. 252 HP / 120 Def Magearna in Psychic Terrain: 236-278 (64.8 - 76.3%) -- guaranteed 2HKO

Even when Magearna takes a huge hit like the ones mentioned, it simply can switch out to regenerate its health, and an appropriate check can come in. Also, Magearna can Volt Switch out of Magnet Pull trappers that fail to kill her, which would be the case for stuff like Magnet Pull Noivern. This also leads to the fact that a successful Magearna lure must be capable of OHKOing it, otherwise it simply fails to do its job. The only attackers strong enough to one-shot Magearnas are strong physical Ground or Fire STAB users like Victini, Entei, Excadrill, Landorus... with Ground-types having the advantage of being immune to Volt Switch, so that they gain more potential switch-in options; however they have to watch out for Ice Beam and, in case of Excadrill, Aura Spere.

Also the "lures" mentioned here both fail to do their job:
  • Groundium Z Weavile fails to OHKO Magearna with a little bit of physical investment (which also helps to tank Psyshock better):
    252+ Atk Weavile Tectonic Rage (160 BP) vs. 252 HP / 120 Def Magearna: 288-340 (79.1 - 93.4%) -- guaranteed 2HKO
    Also, Magearna usually doesn't want to switch into Weavile in fear of losing its Assault Vest to Knock Off, so that it doesn't really is a lure.
  • Volt Absorb Heatran also is not a lure, as Magearna shouldn't stay in against Heatran or even switch into it. Volt Switching out is far too risky, not only because of Volt Absorb, but also because Fire STABs coming from 130 base SpA hurt a lot. However, it is a nice gimmick to stop the likes of Koko or Xurkitree. Especially when the ability is revealed early, like when Heatran switches into Magearna's Volt Switch, I know what that Heatran wants to do and definitely switch out to a Chansey or other mon that checks Heatran.
So, in fact, the only way to successful lure Magearna is using exactly what is tagged as "lame" by the initiator, Laxpras: Pivoting to a Magnet Pull Entei, Victini, whatever...
I mean, I think this entire ladder challenge is misguided, but this post is even more so. To give an example, just yesterday on ladder my magearna was lured and Koed by volt absorb mantine with whirlpook; I tried and failed to volt switch out, it trapped and koed me with a combination of whirlpool damage and direct attacking. I still won the match because even without magearna my team just sorta beat theirs, but there are other options. Weavile can just chip magearna even in the unlikely situation that they run that specific bad set, either when magearna switches in or via spikes or via rocks and uturn or whatever you want, while gengar can mean look on the switch and then skill swap normalize; both of these will beat pretty much any magearna that doesnt see it coming and some that do. The problem here is you, not the task at hand.
 
That's a bad example, you could have easily seen the Volt Absorb coming. Almost all Mantines and Gyaradosses I have seen so far on the ladder had an ability that made them immune to electric which they're usually quad-weak to, namely Volt Absorb and Motor Drive.

Still, I won't switch Magearna into Weavile due to Knock off. Only exception is when I know I don't need my Assault Vest anymore. Also, there are better answers to Weavile than Magearna, like Thicc Fat Skarmory or even Zapdos; the latter also checks Lens Victini.

Hazards can be removed or prevented from being set with proper play.

Yes, I forgot about Skill Swap Mean Loook, I have never seen such a set during my time on the AAA ladder. It may work, but it only works when Magearna is hit by Mean Look on the switch, otherwise it fails.
 
Well, tbh I do think you are over-estimating magearna, it isn't always easy for it to just come in, take a hit and pivot out. As qt said, there ARE plenty of available options to successfully lure magearna, because of the simple fact that it sometimes is a victim of it's own popularity.

Also a lure doesn't mean that set itself has to be optimum, but if it works for your team, I don't see why it can't be called a good lure. For eg as said above normalize gengar + stuff like mega-zam is a terrific offensive core as gengar if the set is unknown("basically what a lure is") traps all kinds of mega-zam defensive counters. And its a silly argument to say it only works if you mean look first, because that's the only way you play normalize gengar, you take the 50-50 and just trap stuff. Similarly I remember Megazard using z-dig weavile in OMGS, I mean anyone with just a prior bit of AAA knowledge can safely say it isn't a good set, but did it work for his team which required Magearna removed, ofc it did. Similarly I once saw Laxpras using DD tinted lens Ttar with rockium-z to remove mag, again the same case as above.

Basically what I mean to say that it's quite possible to remove Magearna by luring it if you make a lure which is consistent with your offensive breaker or your team in general. If you just try to make the first mon as your lure without thinking of something which enjoys Magearna gone, the team will always feel lacking in other matches, again like as qt gave the example of volt absorb mantine, whose user lost the match even after successfully trapping Magearna.

PS : Thick Fat Zapdos doesn't switch into Adapt Knock Off from Weavile, nor does it switch into Icicle Crash.
 
That's a bad example, you could have easily seen the Volt Absorb coming. Almost all Mantines and Gyaradosses I have seen so far on the ladder had an ability that made them immune to electric which they're usually quad-weak to, namely Volt Absorb and Motor Drive.

Still, I won't switch Magearna into Weavile due to Knock off. Only exception is when I know I don't need my Assault Vest anymore. Also, there are better answers to Weavile than Magearna, like Thicc Fat Skarmory or even Zapdos; the latter also checks Lens Victini.

Hazards can be removed or prevented from being set with proper play.

Yes, I forgot about Skill Swap Mean Loook, I have never seen such a set during my time on the AAA ladder. It may work, but it only works when Magearna is hit by Mean Look on the switch, otherwise it fails.
Yes, I could have seen the volt absorb coming. It wasnt the only option though, especially considering that a) this is ladder and b) there are plenty of other abilities that mantine finds useful, such as bounce. It shoulf also be a harmless scout, as then you know how you can pivot in the future and whether you can use bolt strike to bop it for the low price fo a 30% chance of a burn. When whirpool was added, that safe move became a sack.

Magearna switching into weavile is irrelevant. Even leaving aside how your particular 120 def setis both bad and irrelevant, magearna isnt always going to be at full; regen isnt that strong. If you run any of these betetr weavile answers, you restrict yourself to one playstyle (stall/semistall), which is totally out of proportion. In addition, this also lessens magearna's use, as half the things it checks best are now meaningless as you wont use it to check them. In affect, you now do far worse against almost every team in exchange for a small advantage against lures.

Hazards can be removed, but that's a guarentee. If you not losing relies on hazards never being up for more than a turn your counterplay had better be immaculate; dual defog ata minimum, and probably triple or a spinner longside bouncers if you want any real odds. This, alongside the pressure of having to run other checks, is an enormous pressure and restriction on teambuilding, all for the dubious honor of not losing to groundium weavile. I mean, you do you I guess; I'm not going to turn down free wins every game I bring fini+mamo / insert stallbreaking core of choice.
 
Right so, I thought id give this teambuilding challenge a try, and actually build a pretty fun team to use. The mag lure is actually two-fold, its vabsorb skarm and vabsorb perish trap azu. Now you may be wondering: why on earth do you have 2 vabsorb mons? so ill explain. Basically my thought process was that azu is always a perish trap set, it used to be amazing last gen but has since died this gen which is why im trying to bring it back. Although its usually ph, with vabsorb it can trapkill magearna with ease, the trick is just baiting it into volt switching. So, heres where skarm comes in. Skarm switches into mag the first time around, revealing vabsorb. It then gets rocks up while the mag just switches out. The next time mag comes in, its gonna expect skarm, so it goes for like the ice beam or something, but this time i go into azu. They wouldnt expect 2 vabsorb mons on one team so they volt switch, and you whirlpool and goodbye mag. Alternatively, you just use azu, as its a good mag lure in itself, due to the fact that ph is more common, and people think they can just vswitch with mag while bypassing the perish trap.

So yeah that was my initial idea, and ill admit even I know its incredibly situational, however after building the team fully, ive found the dual vabsorb core to work surprisingly well. Vabsorb skarm checks all xurks, which can be a massive threat to the team. Furthermore, its quite uncommon, so you can easily bluff flash fire and get like rocks up or something. As for azu, its actually amazing. Because the meta has shifted so much from perish trap azu winning games on mu this gen, its incredibly unprepared for. This monster destroys balance, so many teams just have no answer to it aside from toxicing it (which is when i really miss ph on it, but alas its a mag-destroying set.) Its also great for victini, cos you can bluff flash fire, and happily snack on a bolt strike while brave birding it, or just switch directly into azu and whirlpool something for free. And its not just me theorising it, i played like 30 ladder matches with this team, and this happened multiple times.

So with the intro out of the way, imma get into the rest of the team:

Azumarill @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Encore

Core of the challenge, pretty self explanatory perish trap set. encore is really useful, as a lot of stuff love to setup on azu, or like set hazards or something, so you can predict that and bop them. Worth noting, you dont always need to go through the skarm then azu routine, because azu itself is a pretty good magearna lure (see replays below), as its always psong, and some ppl might think that their magearna can just vswitch outa there.

Skarmory @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 Def
Impish Nature
- Brave Bird
- Roost
- Stealth Rock
- Whirlwind

Skarm: Probably the most controversial mon on the team, however it was my initial idea and i was determined to try and make it work out. I actually quite like it tbh. As for the actual set, well i was on the fence here. (spoilers ;P) I dont have a defogger on the team, so I was a bit hesitant running rocks over defog tbh, and defog is probs a more sensible choice, or perhaps I shoulda included a separate defogger. I just felt that rocks are so important in aaa mostly, with stuff. My team actually doesnt really struggle with rocks, but spikes are a hellish mu, so potentially this or another defogger. Also, im sure flash fire is an alternative, however I really liked skarm for the xurk mu tbh.

Gengar @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Gengar: Now here comes my favorite part. This is the second half of this challenge, aka the mon that benefits hugely from the removal of magearna. With mag gone, practically nothing switches into this monster, Specs adapt hits like truck, and the speed tier is pretty great too. rocks + this is just amazing ngl, and trick is great for the stall mu too cos u can like trick chansey a scarf, and then azu will body. I had a lot of fun with this set ngl, almost always gets 1-2 kills minimum which is fantastic. Its just the fact that literally noone expects this set tbh, they usually expect like no guard or something, so when they switch in what they believe to be a wall, and get absolutely bopped af.... well its quite amusing ngl lol.


Tapu Koko @ Choice Band
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- U-turn
- Wild Charge
- Brave Bird

Koko: I figured it would only be right to add a physical attacker which benefits hugely from magearna's removal too, which in this case is koko. Band pixie hits amazingly hard on anything neutral and obviously on anything se. Mag, tran, skarm and ferro are the most common switchins to koko, and skarm only if its vabsorb, or uve already revealed pixie. Wanna know the common thing between them? Well once magearna is gone, all the remaining mons get bopped af by gengar, which means usually if they still have one of these remaining mons, you just uturn on the switch, and reapply pressure. Alternatively, if a tran switches in and ur worried about focus missing, you can always go azu and trap kill something. Aside from resists, this thing melts through so much, and boasts an incredible speed tier. It serves are a really great wincon late game, as well as a great early-game lead cos uturn. The ability to outspeed weavile is pretty massive, as weavile is probably one of the biggest threats to the team. One thing, is that I am actually considering swapping out koko for potentially like mega-zam myself, or some other special attacker, as I really dislike how physical this team is barring gar, its the one issue I have. And while koko is fantastic, I feel like mega-zam potentially benefits even more from the lack of magearna.


Zygarde @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Atk / 56 Def / 188 SpD / 8 Spe
Careful Nature
- Substitute
- Coil
- Glare
- Thousand Arrows

Zygarde: This is the only set I am a bit mixed about tbh. I liked the look of zyg on this team. Its a fairly good victini switchin, barring a tinted set, and with glare, it really supports gengar and koko, crippling the really speedy ones and allowing gengar and koko to sweep without fear. I was on the fence with sub tho. I liked the sound of subcoil glare ph, however the lack of protect can be really annoying. sub is great on ph, especially when paired with protect, but unfortunately i didnt have the space to fit both because glare and tarrows were critical, and without coil sub is fairly pointless. I was also considering mbounce, but I thought I would give this a try, and so far it hasnt dissapointed me much. One big thing that glare has been useful for is mega zam. Mega zam tears through this team, however if you can get a glare off (zyg lives a hit) ur in a much much better position, as now gengar as well as koko bop it.


Goodra @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rock Slide
- Outrage
- Earthquake
- Ice Beam

Honestly underrated af. Its by no means the best regenvester, mostly due to no pivot move, but honestly its sick. It hardwalls stuff like volc which is great, while also walling xurk. It is one of only 2 mons on this team that can take down m-zam, which is byfar the biggest threat to the team by a country mile, which is why it has outrage in case ur wondering, but more on mzam in the threatlist later. Outrage is for stuff like zam which u need to damage, eq for stuff like tran, ice beam for zyg so it doesnt setup on u, and more importantly noivern cos u would usually switch out vs zyg. Finally, rock slide is to bop volcarona into the next century.
So yeah thats the team, ill add an importable below, along with some fantastic replays which really show the team working exactly how I wanted it too. It is by no means perfect, in fact far from it, but I tried to really go for something outside the box, because its so lame to just use a mag-pull mon imo, and even just like z-move coverage although that can be pretty heat tbf. It matches up really well vs bulky balance and some stall, although hazard spam is p much a wrap from preview. It also handles weather offense quite well, because goodra usually easily tanks special hits from like volc and bops with quake, while zyg can tank hits too and glare, crippling the mon. Mega zam is practically impossible to win against if its a decent player with a good team, because u just sack so much to it during the initial psyterrain, without a guaranteed way of killing it (ill elaborate a bit more in threatlist). Weavile is also a fairly tough mu, but if you play well with koko its not as unwinnable. Aside from those 2, the only other offensive mon that poses a serious threat is like tinted victini, scarf and band. Its hard to tell which one, and you cant like risk ur koko, so it usually gets 1-2 kills.

Also, a critique ive faced for the team, is that its more of a one-use team, which I can accept. However, I feel like most teams built for this challenge will be, because quite simply lures are meant to be a one-off. You dont usually fall for the same lure again after all, at the very least it will be a 50/50. So while I accept that yes the team wont work as brilliantly the second time around, I feel like that will hold true for anything built for these challenges. The task was to build around an innovative magearna lure (which I did), that also is useful outside of the one situation (which it is, proven by the replays against teams without even mag), with other mons that really benefit from the absence of mag (specs gar especially and also koko melt through without mag.) So like yes, odds are if you face the same person twice, they wont fall for the same lure again, and u will have to actually win some 50/50's in order to win, but I think thats just a given with the nature of this challenge.
Common threats/matchups that this team deals with really well:
  • volcarona holds a bit of personal bias to me as a massive threat, as despite prepping extensively specifically for it, i still got bopped by it (screw you Megazard ;P) in ompl. However, this team I can say with certainty has no qualms with it purely cos of the underrated beast that is goodra. Rock slide KO's, and it eats literally any hit, without any spd investment even.
  • xurkitree- probs one of the most terrifying mons in the meta if u arent prepared for it. Luckily, skarm walls most variants. So long as it isnt tail glow + hp ice, skarm is walling it af, and if it is, then just whirlwind on the tail glow lol. And even if that doesnt work cos u decidded to rocks up instead, goodra still eats a hit and should take it out with quake or just dtail it out.
  • most stall- azu really has a field day here, especially when paired with gar. Azu traps like the chansey and mag, and gar literally cleans from here. alternatively, you can utilise trick on gar to cripple a mon, and then clean with azu and koko. Either way its a pretty great mu vs stall.
  • weather offense- weather is actually a great mu, goodra walls literally all the special weather/terrain atackers, while zyg tanks a hit from the physical ones and glares them, crippling them.
Threatlist:
  • Mega-Zam- massive massive threat, literally nothing switches into it. Goodra gets 2kho'd by psyshock, same with zyg, gengar and koko and azu and skarm all die to either psyshock or focus blast. The only way u beat this, is by sacking something, and like glaring with zygarde, which tbf will work. But like if zygarde is weak, and cant take a hit, ur screwed.
  • Weavile- Weavile is a massive threat, due to me not having a reliable ice switchin aside from azu, which isnt the most bulky of mons. Fini would greatly improve this mu, a point I bring up below. However the biggest issue concerning weavile is its ability to pursuit kill gengar, as gengar is my main offensive presence. Koko does outspeed it and force it out, so if your opponent doesnt have a fairy switchin once mag dies, well you should be sorted.
  • Tinted lens victini- the main problem with this mon, is you cant tell which variant it is. The tinted lens variants are really bad for this team, as not a lot switches in tbh. I do have a replay vs a band tini down below, which I did infact win, but it tore through my team early on, and I had to rely on some rolls to pull through that one. One thing that does help is that you can a lot of the time bluff flash fire skarm p well, and get rocks up, which can thus limit the amount of further times tini can come in.
  • Mamoswine- similar to weavile here. On the one hand, it doesnt boast the same speed tier, and cant trap gar. On the other hand, once again nothing switches into it. Mixed adapt swine 2kho's my entire team. If gengar is healthy, it doesnt fear swine as ice shard doesnt ko from full, and koko same as both can okho swine. However, if either of those 2 are too low, well ur stuck LO roost stalling it with skarm, praying for no freeze or crit, which isnt ideal. Fini once again could help this mu, which is why its listed below, and why I have some variants of the team with fini instead.
  • Speedy HO in general with multiple of the above listed mons- yeah this is a click x kinda mu, and tbh given the nature of this challenge I think its expected to have some terrible matchups. The team handles stall brilliantly, balance fairly well, and offence lacking the above listed mons fairly well too, however speedy HO is really tough.
Possible alternatives:
  • Fini over azu: Quantum Tesseract brought this up to me, and there is definitely a substantial ring of truth to it. Fini has the same typing, better defensive stats, and potentially even more versatility, as it can run the vabsorb set, with whirlpool, as well as natures madness, and taunt. The one thing is that it doesnt trapkill like mbounce users like chansey and zyg, which azu does, and tbh I wanted to use azu especially cos it really has kinda been shunned this gen and i wanted to give it a chance to shine. I did however make an alternative team with fini, which you can find below. Fini certainly helps a great deal with the mamoswine and weavile matchups, or at least should in theory.
  • Mega zam over Tapu koko- this was brought up earlier in the koko section, although its far less obvious than fini. These mons are quite different to say the least, however as I mentioned a few times, one thing that concerns me is the lack of special attackers aside from gengar. Mega-zam benefits greatsly from the absence of mag, also it boasts an even more terrifying speed tier than even koko, so I dont lose out on speed control, and it also has psyterrain, which can be pretty useful vs like golisopod. I did in fact make an alternative team with mega-zam, but I havent tested it yet. The koko team worked very well tho, and koko was fantastic in my matches, so it probably isnt that necessary a swap
  • Flash fire over volt absorb, or defog over rocks skarm: I mentioned both these above
  • mbounce over ph zyg- again, mentioned this above, helps with the ferro mu, but the ph glare set seems to help considerably more especially with giving me a chance vs speedy offense.
Battle Replays:
So its not like i just theoried this team, for the past few hours ive been playing tons with it, and it works really well. Here are a couple replays that really showcase it. I also laddered a bit, and went like 35-4, with one being an unfortunate focus blast miss loss, so yeah while ladder isnt the best representation, it was quite succesful.

vs QT: http://replay.pokemonshowdown.com/gen7almostanyability-655868206 So this match started off perfectly, the dual vabsorb combo of skarm and azu worked literally perfectly, and mag died almost immediately. This freed it up for gar to literally sweep this team af, which it was doing, until unfortunately it missed out on a 30% roll on +1 fini, and got burned in the same turn, meaning it was on a timer and couldnt sweep, which then allowed my opponent to win with fini + ferro. Worth noting from this, is the sheer reliance on gar vs teams with like fini and ferro, cos goodra, zyg, and koko cant touch them. Potentially the mbounce zyg set could help out a bit with this, but aside from that, this was a pretty great match as the lure worked perfectly, and I had all but won the match before rng lent a hand.

vs Chessking345: http://replay.pokemonshowdown.com/gen7almostanyability-655835527 while this was a much lower profile battle, it was funny and fit the challenge. Due to the fact that azu itself lures mag, even without the skarm trickplay I used above, this guy switched in his poor mag into azu, because he was fearing the trap kill on chansey, and was treated to the nasty surprise that his mag couldnt escape! He ragequit shortly after

vs Nstac: http://replay.pokemonshowdown.com/gen7almostanyability-655831226 Another game vs magearna, in which gengar rips some holes, and azu nabs a magearna trapkill resulting in another ragequit.

vs TreysName: http://replay.pokemonshowdown.com/gen7almostanyability-655838983 Now this is a really really good replay. This was vs a mag-less team, so it was a great opportunity to see how useful my core was without a mag facing me. Furthermore, he had a tinted victini, which really tore through my entire team early game. It was a pretty close game, but mid-late game I was able to reverse the initial pressure he stacked on me as I was able to get rocks and use gar to push my opponent around. I was able to run my opponent out of vrcreates, and make him bolt strike on my azu, which was then revealed to be bolt strike, and from then on I p much won with azu + gar, as i was able to trick specs onto chansey and clean with azu. Overall this match was great, tough but not unwinnable mu, no magearna so I got to see the viability of the team in general, and azu had a starring role in the win.

Importables:
Azumarill @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Encore

Gengar @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Tapu Koko @ Choice Band
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- U-turn
- Wild Charge
- Hidden Power [Ice]

Skarmory @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 Def
Impish Nature
- Brave Bird
- Roost
- Stealth Rock
- Whirlwind

Goodra @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rock Slide
- Outrage
- Earthquake
- Ice Beam

Zygarde @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Atk / 56 Def / 188 SpD / 8 Spe
Careful Nature
- Substitute
- Coil
- Glare
- Thousand Arrows
Gengar @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Tapu Koko @ Choice Band
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- U-turn
- Wild Charge
- Hidden Power [Ice]

Skarmory @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 Def
Impish Nature
- Brave Bird
- Roost
- Stealth Rock
- Whirlwind

Goodra @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rock Slide
- Outrage
- Earthquake
- Ice Beam

Zygarde @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Atk / 56 Def / 188 SpD / 8 Spe
Careful Nature
- Substitute
- Coil
- Glare
- Thousand Arrows

Tapu Fini @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Whirlpool
- Nature's Madness
- Taunt
- Scald
Azumarill @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Encore

Gengar @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Skarmory @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 Def
Impish Nature
- Brave Bird
- Roost
- Stealth Rock
- Whirlwind

Goodra @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rock Slide
- Outrage
- Earthquake
- Ice Beam

Zygarde @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Atk / 56 Def / 188 SpD / 8 Spe
Careful Nature
- Substitute
- Coil
- Glare
- Thousand Arrows

Koko V2 (Alakazam-Mega) @ Alakazite
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Shadow Ball
- Focus Blast
Gengar @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Skarmory @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 Def
Impish Nature
- Brave Bird
- Roost
- Stealth Rock
- Whirlwind

Goodra @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rock Slide
- Outrage
- Earthquake
- Ice Beam

Zygarde @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Atk / 56 Def / 188 SpD / 8 Spe
Careful Nature
- Substitute
- Coil
- Glare
- Thousand Arrows

Tapu Fini @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Whirlpool
- Nature's Madness
- Taunt
- Scald

Koko V2 (Alakazam-Mega) @ Alakazite
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Shadow Ball
- Focus Blast


So yeah.... that about wraps up my incredibly long post. Ill try and get some more replays, and test the untested versions of the team above, and maybe make some improvements to the team as ive only really tried it on the ladder a bit. However I must say, I was pleasantly surprised with the team, its really fun to play with.

E- Tbh, given the length and formatting, i shoulda just rmt'd this and likefarmed smh.
 
Last edited:

Laxpras

Trust The Process
is a Pre-Contributor
While I liked the TR challenge, this one is, in my opinion, and sorry for my wording, dumb.
The problem is that there's exactly one way to lure Magearna in this meta: Switching in a mon that is checked by Magearna and then pivoing to a strong Magnet Pull user with either Ground or Fire STAB to OHKO it.

Mons that Magearna commonly switches in are:
  • Alakazam
  • Gengar
  • Latis
  • Noivern
  • opposing Magearna
  • some Kokos, depending on their sets, but even banded Galvanize Return fails to OHKO
  • some Xurkitrees
  • (other weaker special attackers)
All of them lack options to kill Magearna, because they either lack Fire/Ground coverage moves except Hidden Powder or lack the power to do enough damage. Noivern for example gets Heat Wave as its strongest Fire-type move, but fails to do significant damage to Magearna with both Specs and Firium Z. Tapu Koko also fails to kill Magearna with banded Galvanize Return, when it switches in expecting a Pixilate set.

252 Atk Choice Band Galvanize Tapu Koko Return vs. 252 HP / 120 Def Magearna: 219-258 (60.1 - 70.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Noivern Heat Wave vs. 252 HP / 136+ SpD Assault Vest Magearna: 134-158 (36.8 - 43.4%) -- guaranteed 3HKO
252+ SpA Noivern Inferno Overdrive (175 BP) vs. 252 HP / 136+ SpD Assault Vest Magearna: 164-194 (45 - 53.2%) -- 35.5% chance to 2HKO


Even when Noivern has Sheer Force to further boost its damage output and Sun is active, it it fails to OHKO the Mechanical Marvel:
252 SpA Choice Specs Sheer Force Noivern Heat Wave vs. 252 HP / 136+ SpD Assault Vest Magearna in Sun: 238-282 (65.3 - 77.4%) -- guaranteed 2HKO

If we add Tinted Lens to Latios to ignore Magearna's resistance to its Psychic STAB and use a second mon to set up Psychic Terrain, it fails to severely threaten it:
252 SpA Choice Specs Tinted Lens Latios Psyshock vs. 252 HP / 120 Def Magearna in Psychic Terrain: 236-278 (64.8 - 76.3%) -- guaranteed 2HKO

Even when Magearna takes a huge hit like the ones mentioned, it simply can switch out to regenerate its health, and an appropriate check can come in. Also, Magearna can Volt Switch out of Magnet Pull trappers that fail to kill her, which would be the case for stuff like Magnet Pull Noivern. This also leads to the fact that a successful Magearna lure must be capable of OHKOing it, otherwise it simply fails to do its job. The only attackers strong enough to one-shot Magearnas are strong physical Ground or Fire STAB users like Victini, Entei, Excadrill, Landorus... with Ground-types having the advantage of being immune to Volt Switch, so that they gain more potential switch-in options; however they have to watch out for Ice Beam and, in case of Excadrill, Aura Spere.

Also the "lures" mentioned here both fail to do their job:
  • Groundium Z Weavile fails to OHKO Magearna with a little bit of physical investment (which also helps to tank Psyshock better):
    252+ Atk Weavile Tectonic Rage (160 BP) vs. 252 HP / 120 Def Magearna: 288-340 (79.1 - 93.4%) -- guaranteed 2HKO
    Also, Magearna usually doesn't want to switch into Weavile in fear of losing its Assault Vest to Knock Off, so that it doesn't really is a lure.
  • Volt Absorb Heatran also is not a lure, as Magearna shouldn't stay in against Heatran or even switch into it. Volt Switching out is far too risky, not only because of Volt Absorb, but also because Fire STABs coming from 130 base SpA hurt a lot. However, it is a nice gimmick to stop the likes of Koko or Xurkitree. Especially when the ability is revealed early, like when Heatran switches into Magearna's Volt Switch, I know what that Heatran wants to do and definitely switch out to a Chansey or other mon that checks Heatran.
So, in fact, the only way to successful lure Magearna is using exactly what is tagged as "lame" by the initiator, Laxpras: Pivoting to a Magnet Pull Entei, Victini, whatever...
I'll try my hardest to give a reasonable response here and even though this and QT's post really annoyed me.
You just flat out aren't thinking creatively, which is the whole point of the challenge.
Let's look at the mons you named:
  • Alakazam: ok cant lure magearna
  • Gengar: can lure magearna with normalize trapping
  • Latis: Can lure Magearna with tinted
  • Noivern: Can't lure Magearna
  • opposing Magearna: This is what I'm building my team around. Electric immune ability + physical set up + z-move is a succesful lure
  • some Kokos, depending on their sets, but even banded Galvanize Return fails to OHKO: Ok? You don't need to OHKO. This works.
  • some Xurkitrees: Beats Magearna
There's Megazard's Weavile, my Tyranitar.. etc.

For some reason it seems like you think the lure needs to OHKO Magearna to be successful? Using QT's word, that's misguided. Magearna is something that hard switches into a lot of threats in the meta. Look at Megazard's replay. That set sealed the game.

I could keep going on different types of lures but I'm not going to because I want to see what people come up with. If you and QT don't want to participate, fine, but there's no reason to bash the challenge just because you can't think of a viable lure. Trust me, they exist.
 
Yes, I could have seen the volt absorb coming. It wasnt the only option though, especially considering that a) this is ladder and b) there are plenty of other abilities that mantine finds useful, such as bounce. It shoulf also be a harmless scout, as then you know how you can pivot in the future and whether you can use bolt strike to bop it for the low price fo a 30% chance of a burn. When whirpool was added, that safe move became a sack.

Magearna switching into weavile is irrelevant. Even leaving aside how your particular 120 def setis both bad and irrelevant, magearna isnt always going to be at full; regen isnt that strong. If you run any of these betetr weavile answers, you restrict yourself to one playstyle (stall/semistall), which is totally out of proportion. In addition, this also lessens magearna's use, as half the things it checks best are now meaningless as you wont use it to check them. In affect, you now do far worse against almost every team in exchange for a small advantage against lures.

Hazards can be removed, but that's a guarentee. If you not losing relies on hazards never being up for more than a turn your counterplay had better be immaculate; dual defog ata minimum, and probably triple or a spinner longside bouncers if you want any real odds. This, alongside the pressure of having to run other checks, is an enormous pressure and restriction on teambuilding, all for the dubious honor of not losing to groundium weavile. I mean, you do you I guess; I'm not going to turn down free wins every game I bring fini+mamo / insert stallbreaking core of choice.
Why is it bad to invest in its defense? As I already said that also helps with tanking (Tinted Lens) Psyshock better, and Psyshock is litterally the only reason why stuff like Psychic Terrain Alakazam-Mega can't be reliably walled by Chansey.
 
Why is it bad to invest in its defense? As I already said that also helps with tanking (Tinted Lens) Psyshock better, and Psyshock is litterally the only reason why stuff like Psychic Terrain Alakazam-Mega can't be reliably walled by Chansey.
The reason you absoluteky need all the special defense you can get is because without is magearna cant do its job nearly as well. In aaa, the job of magearna is almost always to switch into strong special attackers and gain momentum by forcing them out. The more damage it takes from them, the less effective it is; for instance, magearna
252 SpA Choice Specs Primarina Surf vs. 252 HP / 136+ SpD Assault Vest Magearna in Rain: 156-184 (42.8 - 50.5%) -- 43% chance to 2HKO after Stealth Rock means that all of a sudden rain teams geta kill every time, or that surge surfer xurk +3 252 SpA Xurkitree Thunderbolt vs. 252 HP / 132+ SpD Assault Vest Magearna in Electric Terrain: 328-387 (90.1 - 106.3%) -- 75% chance to OHKO after Stealth Rock has no answer after ot forces out your sweepers - to say nothing of the fact that more pokemon now outdamage regenerator. You should already beat standard psyterrain alakazam anyway with magearna, as even if they cm twice you can still give a safe pivot to your revenge killer (offense) or chansey (stall) after dealing solid enough damage to stop them from doing it again. This leaves only tinted lens, which yes specs latios has a chance to 2hko but switching into choiced psyshock isnt hard for bulky teams and offensive teams arent as threatened by it to start with.
 

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