BH Balanced Hackmons

This could work on LL but your set assumes the following-
1. You get a 3 turn sleep every time, and
2. The OP doesn’t click something like leech seed instead of spore and outspeed.
If either of these happen, and you don’t get the KO turn 4, the foe will be crippled, but possibly be able to switch out. Also, Imposter doesn’t work with Mega Sceptile, as it’s grass and thus immune. This does want me to experiment with Bad Dreams tho
Substitute is to block Imposter, Leech Seed, Infestation and Spore if Safety Goggles is Knocked Off... and Imposter cannot do anything you can’t do; basically it’s a matter of who Substitutes first and gets Infestation first, as you have Leftovers on Sceptile and can heal off damage while Imposter is stuck with 12.5% Infestation Damage. (If they Infest you before you Sub, you can just wait it out and then stall while Leftovers eventually heals back health, which means they have to switch and be wary of Spore, Infestation, Leech Seed shenanigans. Imposter cannot win.
1. Your wrong. I use Substitute in case it is only 2 turns (Spore turn 2, Sub turn 3) otherwise I would have used Leech Seed turn 3 if I assumed 3 turns of sleeping. (As I only use on a fast Pokémon who would go first and use up 1 turn on the Spore turn).
2. What do you mean by OP? If you mean Imposter uses Leech Seed first as you Infestation, then you can Still go For the speed tie and use Spore before they use Substitute, and since they have Chansey’s HP, your Leech Seed heals you for more HP than you lose. It’s a slower win, as they heal from their Leech Seed, but a win nonetheless.

Throw in entry Hazards and it’s even faster

Couldn't you run Anchor Shot instead of substitute to keep them trapped in?
Infestation traps 4-5 turns so unless they are running Magic Guard/Bounce, or Leftovers, they die by Turn 4 (and let’s assume Entry Hazards negate some of their healing up). Also if they run Life Orb, and have accumulated damage, then they die faster... No need for Anchor Shot; Infestation is passive trapping damage.

If Sceptile you might even give it one of those trapping move item boosts since it is immune to Spore anyways-
Grip Claw: 7 turns of trapping always. So they cannot escape before they die.
Binding Band- deals 1/6 Damage instead of 1/8. So 16.67% Damage instead of 12.5%

Details on the move & the items in this link:
https://m.bulbapedia.bulbagarden.net/wiki/Infestation_(move)
 
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Infestation traps 4-5 turns so unless they are running Magic Guard/Bounce, or Leftovers, they die by Turn 4 (and let’s assume Entry Hazards negate some of their healing up). Also if they run Life Orb, and have accumulated damage, then they die faster... No need for Anchor Shot.
You're assuming too many things here. As often as not, they would have cleared entry hazards before switching in. Additionally, if they're Imposter, they will be Eviolite Chansey most of the time, and Leftovers Blissey if not. To have Imposter on any other set isn't as viable as those two.
 
You're assuming too many things here. As often as not, they would have cleared entry hazards before switching in. Additionally, if they're Imposter, they will be Eviolite Chansey most of the time, and Leftovers Blissey if not. To have Imposter on any other set isn't as viable as those two.
Don’t forget Scarf Imposter and Light Ball Pikachu Imposter.
My turn 4 KO doesn’t assume Entry Hazards, entry Hazards were only if they have say Leftovers. (Stealth Rocks on a neutral switch negates 2 turns of healing).

Sceptile-Mega-X @ Grip Claw
Ability: Bad Dreams
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Spore
- Infestation
- Leech Seed
- Substitute

This set allows Infestation to last 7 turns, so if they wake up before you want them to, you can put them back to sleep without letting them switch, plus the extra turns of Infestation Damage ensure they will take the additional damage they didn’t take when they woke up.
 
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Don’t forget Scarf Imposter.
My turn 4 KO doesn’t assume Entry Hazards, entry Hazards were only if they have say Leftovers. (Stealth Rocks on a neutral switch negates 2 turns).
But if they had Leftovers and didn't have entry hazards then they would still recover HP.

Also, Scarf Imposter would switch out first turn because you shouldn't run a choice item with setup.
 
But if they had Leftovers and didn't have entry hazards then they would still recover HP.

Also, Scarf Imposter would switch out first turn because you shouldn't run a choice item with setup.
Yes, I agree, but assuming they have Leftovers is another assumption.

Anyways since you are replying before my edit check my Sceptile Set above, since it’s a Grass Type it won’t need Safety Goggles and can hold Grip Claw to lengthen the turns and overall damage of Infestation. Allowing it to re-Spore a foe and keeping them trapped long enough for passive damage to win even with Leftovers.

12.5% x 6 = 75% Damage from Infestation / 2 (healing half from Leftovers) = 37.5%
+
12.5 x 2 = 25% (Assuming the foe only sleeps 2 turns).
= 62.5%
+
12.5% x 3 = 37.5% (3 turns of Leech Seed after using Infestation, then Substitute, then Spore, then Leech Seed).
= 100% Damage. (So Leftovers doesn’t save it).
 
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Yes, I agree, but assuming they have Leftovers is another assumption.

Anyways since you are replying before my edit check my Sceptile Set above, since it’s a Grass Type it won’t need Safety Goggles and can hold Grip Claw to lengthen the turns and overall damage of Infestation. Allowing it to re-Spore a foe and keeping them trapped long enough for passive damage to win even with Leftovers.

12.5% x 6 = 75% Damage from Infestation / 2 (healing half from Leftovers) = 37.5%
+
12.5 x 2 = 25% (Assuming the foe only sleeps 2 turns).
= 68%
+
12.5% x 3 = 37.5% (3 turns of Leech Seed after using Infestation, then Substitute, then Spore, then Leech Seed).
= 100% Damage. (So Leftovers doesn’t save it).
Fair enough then.
 
Main problems with that set are:
1. Grass types
2. Safety Goggles (Requires team support to remove
3. Fast priority (Sceptile is so frail)
4. Ghost types (Immune to trapping)
5. U-Turn
6. Volt Switch
7. Baton Pass
8. Parting Shot
9. Misty Surge (Can stall out but they usually have pivot or is called Giratina)
EDIT: 10. Magic Bounce
11. Comatose
12. Poison Heal
13. Substitute
Other than that I think it is a very cool set but I feel like it takes too much work to do about the same thing that Soundproof Perish Song does. It does provide a fast spore though.
 
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Main problems with that set are:
1. Grass types
2. Safety Goggles (Requires team support to remove
3. Fast priority (Sceptile is so frail)
4. Ghost types (Immune to trapping)
5. U-Turn
6. Volt Switch
7. Baton Pass
8. Parting Shot
9. Misty Surge (Can stall out but they usually have pivot or is called Giratina)
EDIT: 10. Magic Bounce
11. Comatose
12. Poison Heal
13. Substitute
Other than that I think it is a very cool set but I feel like it takes too much work to do about the same thing that Soundproof Perish Song does. It does provide a fast spore though.
Misty Zyg>Giratina imo.
 
Main problems with that set are:
1. Grass types
2. Safety Goggles (Requires team support to remove
3. Fast priority (Sceptile is so frail)
4. Ghost types (Immune to trapping)
5. U-Turn
6. Volt Switch
7. Baton Pass
8. Parting Shot
9. Misty Surge (Can stall out but they usually have pivot or is called Giratina)
EDIT: 10. Magic Bounce
11. Comatose
12. Poison Heal
13. Substitute
Other than that I think it is a very cool set but I feel like it takes too much work to do about the same thing that Soundproof Perish Song does. It does provide a fast spore though.
1. Yes, but Infestation along x 6 turns (Grip Claw) is 75% HP. Immune to their Leech Seed/Spore as well.
2. Agreed, team support is needed, otherwise Lovely Kiss on Deoxys-S (Sub handles Imposter). Least Sceptile-Mega isn't Knock Off weak to Spore.
3. Sceptile is weak to many -ates, but slower Perish Trappers are weak to Ice/Fairy Boombursts (Giratina and Zygarde). If Sub is up, you can still Spore.
4. True for Soundproof Perish Song as well, but at least Leech Seed and Spore still add up damage, not to mention Infestation does too., Plus you can stall behind a Sub and heal HP via Leech Seed.
5. True for Soundproof Perish Song as well. Fast Spore.
6. True for Soundproof Perish Song as well. Fast Spore.
7. True for Soundproof Perish Song as well. Fast Spore.
8. Fast Spore.
9. Infestation + Leech Seed is 25% combined, and unless they are Giratina, (i.e. Zygarde with Misty) they cannot switch, and will be put to sleep once Misty wears off (you trap for 7 turns and Misty only lasts for 5). Spore isn't blocked, it is only delayed...
10. Magic Bounce won't impact Sceptile b/c it is Grass, but will prevent 2/3 moves. Infestation without Leftovers deals 75% damage after 6 turns. Not bad just for staying in.
11. Comatose is hurt by Bad Dreams, doesn't block Infestation, or Leech Seed, and simply saves Sceptile a turn of using Spore. If it lands Infestation and Leech Seed, it will hide behind Sub and stall, while dealing 37.5% damage each turn. Yes, the foe can use moves, but Sceptile-Mega can likely outspeed them and just keep Subbing up.
12. Poison Heal negates Infestation damage, but not the trapping. It prevents Spore, but not Leech Seed. A trapped Pokemon over the course of 6 turns taking 12.5% damage per turn is taking 75% damage from Leech Seed as Infestation cancels out the heal. If they are weak to Stealth Rocks (25% damage or 50% damage), then they have lost before Infestation wears off.
13. Substitute, unless Prankster, isn't likely to outspeed Spore from Sceptile. (I am not using Ferrothorn!). Spore.

Perish Song.
1. Taunt
2. Soundproof
3. Depends on the user, but the user tends to be slower and bulkier, which allows the foe to hit it hard first, and depending on the move (i.e. Sheer Force Ice Beam MMY vs Zygarde), it can potentially break the Perish Trapper.
4. Ghost types (Immune to trapping).
5. U-Turn
6. Volt Switch
7. Baton Pass
8. Imposter (you cannot counter that without Imprison/Substitute).
9. Phaze bait: Dragon Tail, Circle Throw, Whirlwind (Sceptile has Substitute to prevent switching from the first 2, and Spore for Whirlwind)
 
the problem with this set is that for such a frail mon like sceptile, it takes way too long to kill stuff. i mean are you really expecting them to not kill you or pivot out or even heal in 6 turns when you have a mon weak to both u-turn and core enforcer?

never mind the fact that there are so many pokemon in bh that commonly run some form of sleep protection (mega audino runs magic bounce over 50% of the time, ph on ogre/regi/xern is common, safety goggles are everywhere including stuff like triage ray) that you're gonna need a lot of knock off support to be consistent. even if you run lovely kiss deoxys-s, that still loses to ph and magic bounce, plus running deoxys means you're weak to spectral thief (which hits you behind sub) and u-turn.

unrelated but imposter is literally the worst answer to soundproof perish song lol that gets trapped and pp stalled

either way if you have any more responses regarding the subject, just pm me. let's keep this stuff out of the thread.

now for a hot take: kartana is overrated

this mon has been getting a lot of hype recently but i don't think it performs as well in practice as on paper (no pun intended).

kartana's claim to fame, of course, is its ability to 2hko everything with cb sunsteel strike except imposter and irrelevant stuff like ff mega aggron.

this looks pretty cool until you get to the fact that the only common things you can bring kartana in on are mega audino and unboosted xern (regi is usually either prankster or flash fire). with stuff like giratina, sure kartana can 2hko it on the switch, but you can't just start clicking sunsteel strike against it unless you get it down to like 60%. otherwise you get core enforced or, if they know your set, they can just click recover then go to imposter.

something that isn't brought up much but was really annoying for me in testing was the fact that sunsteel strike only has 8 pp. this wouldn't be so bad except it's the only move you're gonna click 90% of the time (read: use it unless you want to hit prankster regi or imposter on the switch with v-create)

kartana also has a terrible matchup against offense. it's too slow and its terrible special defense/typing means that it never lives a hit from common threats like mmy (pretty much every set ohkos it), mmx, gengar, mega diancie, and so on; the only thing kartana stands a chance against is weakened ph regi. mons like mmy and specs ray, on the other hand, can offer speed as well as the ability to actually live hits.

as for drum kartana: as far as drummers go, you could certainly do worse. the only problem is that it does absolutely nothing against prankster haze because unless they have like xern, you're not hitting them super effectively, and unboosted no item kartana is very weak. still a top tier drummer though.

kartana is definitely a good mon and deserving of its ranking in the vr, but it isn't the effortless stall killer it's been hyped up to be.
 
the problem with this set is that for such a frail mon like sceptile, it takes way too long to kill stuff. i mean are you really expecting them to not kill you or pivot out or even heal in 6 turns when you have a mon weak to both u-turn and core enforcer?

never mind the fact that there are so many pokemon in bh that commonly run some form of sleep protection (mega audino runs magic bounce over 50% of the time, ph on ogre/regi/xern is common, safety goggles are everywhere including stuff like triage ray) that you're gonna need a lot of knock off support to be consistent. even if you run lovely kiss deoxys-s, that still loses to ph and magic bounce, plus running deoxys means you're weak to spectral thief (which hits you behind sub) and u-turn.

unrelated but imposter is literally the worst answer to soundproof perish song lol that gets trapped and pp stalled

either way if you have any more responses regarding the subject, just pm me. let's keep this stuff out of the thread.

now for a hot take: kartana is overrated

this mon has been getting a lot of hype recently but i don't think it performs as well in practice as on paper (no pun intended).

kartana's claim to fame, of course, is its ability to 2hko everything with cb sunsteel strike except imposter and irrelevant stuff like ff mega aggron.

this looks pretty cool until you get to the fact that the only common things you can bring kartana in on are mega audino and unboosted xern (regi is usually either prankster or flash fire). with stuff like giratina, sure kartana can 2hko it on the switch, but you can't just start clicking sunsteel strike against it unless you get it down to like 60%. otherwise you get core enforced or, if they know your set, they can just click recover then go to imposter.

something that isn't brought up much but was really annoying for me in testing was the fact that sunsteel strike only has 8 pp. this wouldn't be so bad except it's the only move you're gonna click 90% of the time (read: use it unless you want to hit prankster regi or imposter on the switch with v-create)

kartana also has a terrible matchup against offense. it's too slow and its terrible special defense/typing means that it never lives a hit from common threats like mmy (pretty much every set ohkos it), mmx, gengar, mega diancie, and so on; the only thing kartana stands a chance against is weakened ph regi. mons like mmy and specs ray, on the other hand, can offer speed as well as the ability to actually live hits.

as for drum kartana: as far as drummers go, you could certainly do worse. the only problem is that it does absolutely nothing against prankster haze because unless they have like xern, you're not hitting them super effectively, and unboosted no item kartana is very weak. still a top tier drummer though.

kartana is definitely a good mon and deserving of its ranking in the vr, but it isn't the effortless stall killer it's been hyped up to be.
The topic was ended by my using hashtags (as in I didn’t want it to clutter the thread and was pretty final in my addressing the previous post- it isn’t the viability rankings thread).

As for Kartana, I agree that it is overrated on the Unburden sets (1X use), plus it’s Triage set is better served on a Pokémon with dual STAB (such as Mega Heracross), Steelworker works well enough, but it still lacks the speed as well as the bulk other Pokémon like Dusk-Mane, Dialga and Solgaleo have to make it effective at setting up for sweeping (if using a Scarf, you may as well just use Unburden or Shell Smash).

I like Kartana, but I think -ate users, specifically Diancie-Mega, are more threatening with their greater coverage, mixed sweeping capabilities, and priority.

Kartana is pretty frail on the SpD side and relies on KOing it’s opponents before it is KOed itself.
 
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Substitute is to block Imposter, Leech Seed, Infestation and Spore if Safety Goggles is Knocked Off... and Imposter cannot do anything you can’t do; basically it’s a matter of who Substitutes first and gets Infestation first, as you have Leftovers on Sceptile and can heal off damage while Imposter is stuck with 12.5% Infestation Damage. (If they Infest you before you Sub, you can just wait it out and then stall while Leftovers eventually heals back health, which means they have to switch and be wary of Spore, Infestation, Leech Seed shenanigans. Imposter cannot win.
1. Your wrong. I use Substitute in case it is only 2 turns (Spore turn 2, Sub turn 3) otherwise I would have used Leech Seed turn 3 if I assumed 3 turns of sleeping. (As I only use on a fast Pokémon who would go first and use up 1 turn on the Spore turn).
2. What do you mean by OP? If you mean Imposter uses Leech Seed first as you Infestation, then you can Still go For the speed tie and use Spore before they use Substitute, and since they have Chansey’s HP, your Leech Seed heals you for more HP than you lose. It’s a slower win, as they heal from their Leech Seed, but a win nonetheless.

Throw in entry Hazards and it’s even faster

Infestation traps 4-5 turns so unless they are running Magic Guard/Bounce, or Leftovers, they die by Turn 4 (and let’s assume Entry Hazards negate some of their healing up). Also if they run Life Orb, and have accumulated damage, then they die faster... No need for Anchor Shot; Infestation is passive trapping damage.

If Sceptile you might even give it one of those trapping move item boosts since it is immune to Spore anyways-
Grip Claw: 7 turns of trapping always. So they cannot escape before they die.
Binding Band- deals 1/6 Damage instead of 1/8. So 16.67% Damage instead of 12.5%

Details on the move & the items in this link:
https://m.bulbapedia.bulbagarden.net/wiki/Infestation_(move)
Sorry had to write this quickly, but Op meant imposter, sorry.

But Sceptile wouldn’t work for that set because imposter would block both spore and leech seed, right?
 
How would this set do?

Geomancy Baton Pass into Evoboost Eevee (or that backwards) into Mewtwo Y with the following set.

Mewtwo-Mega-Y @ Mind Plate
Ability: Contrary
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Psycho Boost
- Moonblast
- Aura Sphere
- V-create
 
How about this:

Shuckle @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Shore Up
- Baneful Bunker
- Magic Coat

Sand Stream not only boosts Shukles SpeDef 50% it also makes Shore Up recover 2/3 of your HP. Baneful Bunker lets you kill Shedinjas that use Safety googles. Dunno how viable this is but Sand Stream + Shore Up on Shuckles typing looked cool. The leftovers can be replaced with anything from Safety googles to Rocky Helmet.
 
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How about this:

Shuckle @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Shore Up
- Baneful Bunker
- Magic Coat

Sand Stream not only boosts Schukles SpeDef 50% it also makes Shore Up recover 2/3 of your HP. Baneful Bunker lets you kill Shedinjas that use Safety googles. Dunno how viable this is but Sand Stream + Shore Up on Shuckles typing looked cool. The leftovers can be replaced with anything from Safety googles to Rocky Helmet.

Shuckle is deceptively bulky: while 230 Defenses sounds great, the 20 HP lets it down a lot, and its lack of good resistances doesn't help either:
252 SpA Choice Specs Aerilate Rayquaza-Mega Boomburst vs. 252 HP / 252 SpD Shuckle in Sand: 148-175 (60.6 - 71.7%) -- guaranteed 2HKO
+1 252 SpA Spooky Plate Gengar-Mega Judgment vs. 252 HP / 252 SpD Shuckle in Sand: 102-121 (41.8 - 49.5%) -- guaranteed 3HKO (almost a 2HKO)
252 SpA Choice Specs Pixilate Diancie-Mega Boomburst vs. 252 HP / 252 SpD Shuckle in Sand: 135-160 (55.3 - 65.5%) -- guaranteed 2HKO
252 SpA Choice Specs Mewtwo-Mega-Y Psystrike vs. 252 HP / 252+ Def Shuckle: 127-151 (52 - 61.8%) -- guaranteed 2HKO

Additionally, Shuckle has 0 attack potential, making it incredibly passive, especially a set such as yours. Any mon that doesn't use contact moves can switch into Shuckle easily and setup on it (and Poison doesn't bother contact users too much, either).

I would suggest this set instead:
Tyranitar-Mega @ Safety Goggles
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy / Relaxed Nature
IVs: 0 Spe
- Diamond Storm / Stealth Rock
- Knock Off
- Shore Up
- U-turn

Tyranitar-Mega is really nice for switching into Triage Rayquaza-Mega, as well as any non-SE special attacker such as Mewtwo-Mega-Y. However, Tyranitar has some actual power, boasting 164 base Attack to abuse Knock Off.
 
Problem with any Baton Pass chain right now is the ubiquity of Haze and Destiny Bond. You're pretty much forced to run a Prankster Taunt somewhere and run Normal-types in the chain to avoid Spectral Thief. Pretty much, you have to use a Prankster Taunt user as your sweeper and probably use another Prankster Taunt Normal-type as one of your main boosters in your chain. If Unaware and Topsy-Turvy were more viable, Baton Pass would, oddly, be in a much better spot since it can answer those more easily.


Shuckle, meanwhile, was good in Gen V where someone on the team could set permanent Sand for it and Shuckle could run another ability on top of it. It also helped that it was a stally metagame as well, so the low HP was good for using and countering Leech Seed. Lack of permanent Sand really, really hurts it and Shuckle has kinda fallen to the wayside since.

But if you insist on using Shuckle, Leech Seed is practically a must.
 
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Main problem with Kartana is it is very well prepared these days. FF max def steels are everywhere and also imposter can deter it from spamming sunsteel (wrong v-create makes set up bait). Against offense it does have bullet punch though. Agreed that Kartana is not a strong stall breaker.
Irrelevant but anchor shot is broken and nearly all my games have around 60 turns wasted because we both used anchor.
 
You lose to Unaware and Imposter.

Problem with any Baton Pass chain right now is the ubiquity of Haze and Destiny Bond. You're pretty much forced to run a Prankster Taunt somewhere and run Normal-types in the chain to avoid Spectral Thief. Pretty much, you have to use a Prankster Taunt user as your sweeper and probably use another Prankster Taunt Normal-type as one of your main boosters in your chain. If Unaware and Topsy-Turvy were more viable, Baton Pass would, oddly, be in a much better spot since it can answer those more easily.

Thank you very much for your replies. I had a friend who wanted to run that set and he wanted to know what could counter it as well.
 
Thank you very much for your replies. I had a friend who wanted to run that set and he wanted to know what could counter it as well.
While I completely agree that you shouldn't be using Baton Pass (don't get me wrong it is possible to make a good team with it, just very hard) the Contrary Mewtwo-Y set itself is a very good set (although not that exact set you mentioned, a similar one) and I think the benefit of Contrary is you don't need to set up so passing boosts to it seems odd.

Mewtwo-Mega-Y @ Pixie Plate
Ability: Contrary
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psycho Boost
- Overheat
- Judgment
- Spore / Moongeist Beam

The problems I noticed with your set were a) difficulty in imposter proofing and b) sub-optimal choice of moves, for example why use Moonblast when Fleur Cannon is much more powerful and boosts your stats.
The set above is pretty much the standard set and thanks to Imposter not having a Pixie Plate their Judgment wont do much to Dark types (and if they do have pixie plate call them a cheater and forfeit).

That set can be imposter proofed by either of these or some other things:
Tyranitar-Mega @ Safety Goggles
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Pursuit
- Shore Up
- Rock Blast / Diamond Storm
- Core Enforcer / whatever idk

Yveltal @ Safety Goggles
Ability: Unaware
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Sassy Nature
- Revelation Dance
- Spectral Thief
- Shore Up
- Anchor Shot
There are obviously other sets that work and are improofed in different ways but if you want to use Contrary mmy (and you should because it's great) that's a good place to start.
https://pastebin.com/9Mna8DFv Here is a team (an old sample team) that uses that idea, although the team is outdated so just look at it rather than use it I guess. (Also some of the sets are optimised badly so don't blame me for the 128 happiness chansey with no special attack :/ )

Uh while I'm here and on the topic of Chansey I'll just explain what I said there:
Chansey should have full special attack EVs and IVs so it does more damage if you use Doom Desire or Future Sight while transformed and then switch. Some people deliberately minimise special attack and I don't quite understand this whole putting in effort to make the team worse idea.
Chansey's happiness should always be a multiple of 5 (unless you want it to be 69 for a meme or something) because otherwise either return or frustration's base power will round down. Personally I like 55 happiness but I wouldn't claim this is the "right" choice. Again, in that team I linked he went to the effort of setting happiness but didn't even make it a multiple of 5 which presumably would have cost nothing while he was clicked on the box anyway.
This is where I got the 55 happiness from but idk if it's the best option, it just seemed a reasonable benchmark:
252 Atk Refrigerate Kyurem-Black Frustration (80 Base Power) vs. 252 HP / 252 Def Kyurem-Black: 153-180 (33.7 - 39.6%) -- guaranteed 3HKO
or equivalently it 2hkos them after a shift gear

This just seemed the most likely situation to be using frustration for me (although I considered running the amount Adamant Kyub would need but didn't seem to make much odds).

I'd be interested to see people's thoughts on what the best moveset for Imposter is (although it depends on the team and the item). I usually run Soft-Boiled, Fake Out, Whirlwind and the last move varies.
 
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While I completely agree that you shouldn't be using Baton Pass (don't get me wrong it is possible to make a good team with it, just very hard) the Contrary Mewtwo-Y set itself is a very good set (although not that exact set you mentioned, a similar one) and I think the benefit of Contrary is you don't need to set up so passing boosts to it seems odd.

Mewtwo-Mega-Y @ Pixie Plate
Ability: Contrary
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psycho Boost
- Overheat
- Judgment
- Spore / Moongeist Beam

The problems I noticed with your set were a) difficulty in imposter proofing and b) sub-optimal choice of moves, for example why use Moonblast when Fleur Cannon is much more powerful and boosts your stats.
The set above is pretty much the standard set and thanks to Imposter not having a Pixie Plate their Judgment wont do much to Dark types (and if they do have pixie plate call them a cheater and forfeit).

That set can be imposter proofed by either of these or some other things:
Tyranitar-Mega @ Safety Goggles
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Pursuit
- Shore Up
- Rock Blast / Diamond Storm
- Core Enforcer / whatever idk

Yveltal @ Safety Goggles
Ability: Unaware
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Sassy Nature
- Revelation Dance
- Spectral Thief
- Shore Up
- Anchor Shot
There are obviously other sets that work and are improofed in different ways but if you want to use Contrary mmy (and you should because it's great) that's a good place to start.
https://pastebin.com/9Mna8DFv Here is a team (an old sample team) that uses that idea, although the team is outdated so just look at it rather than use it I guess. (Also some of the sets are optimised badly so don't blame me for the 128 happiness chansey with no special attack :/ )

Uh while I'm here and on the topic of Chansey I'll just explain what I said there:
Chansey should have full special attack EVs and IVs so it does more damage if you use Doom Desire or Future Sight while transformed and then switch. Some people deliberately minimise special attack and I don't quite understand this whole putting in effort to make the team worse idea.
Chansey's happiness should always be a multiple of 5 (unless you want it to be 69 for a meme or something) because otherwise either return or frustration's base power will round down. Personally I like 60 happiness but I wouldn't claim this is the "right" choice. Again, in that team I linked he went to the effort of setting happiness but didn't even make it a multiple of 5 which presumably would have cost nothing while he was clicked on the box anyway.

I'd be interested to see people's thoughts on what the best moveset for Imposter is (although it depends on the team and the item). I usually run Soft-Boiled, Fake Out, Whirlwind and the last move varies.
Thank you for this feedback. My friend also says thank you.

In the case of imposter, I think Metal Burst is a good choice imo.
 
On imposter if it is eviolite I generally run shore up whirlwind metal burst fake out. Scarf I run shore up final gambit u turn fake out/whirlwind
In general I run shore up if the mon is weak to sand
 
Sorry had to write this quickly, but Op meant imposter, sorry.

But Sceptile wouldn’t work for that set because imposter would block both spore and leech seed, right?
Imposter would block Spore and Leech Seed. If Imposter lost the speed tie or switched into Infestation, then it would take 75%, over 6 turns with Grip Claw, which means that if Imposter user used Substitute to block the Infestation and lost the speed tie, then it would be KOed.
Further, if the Imposter doesn’t realize you have a Grip Claw, and uses Substitute because it feels your Infestation will wear off, then it will also lose due to the lengthened duration. If they survive, then they will probably switch it out at 25% HP to preserve it for later.

It has to Substitute before you use Infestation, otherwise it is quite literally taking 75% damage, while your Sceptile takes 50% since they lack Grip Claw, which can be recovered when you sleep their eventually switch in, and then Leech a Seed them.
 
Imposter would block Spore and Leech Seed. If Imposter lost the speed tie or switched into Infestation, then it would take 75%, over 6 turns with Grip Claw, which means that if Imposter user used Substitute to block the Infestation and lost the speed tie, then it would be KOed.
Further, if the Imposter doesn’t realize you have a Grip Claw, and uses Substitute because it feels your Infestation will wear off, then it will also lose due to the lengthened duration. If they survive, then they will probably switch it out at 25% HP to preserve it for later.

It has to Substitute before you use Infestation, otherwise it is quite literally taking 75% damage, while your Sceptile takes 50% since they lack Grip Claw, which can be recovered when you sleep their eventually switch in, and then Leech a Seed them.
substitute after infestation still releases the user from it
 
substitute after infestation still releases the user from it
It then becomes a stalemate as both can use Substitute. And Imposter has to exhaust Infestation 3 times to break your Substitute. If needed, Sceptile can lower its SpA EVs and Nature to diminish the damage.

0- SpA Chansey Infestation vs. 252 HP / 252 SpD Sceptile-Mega: 34-40 (9.8 - 11.6%) -- possible 5HKO after trapping damage

Substitute takes 3 Infestations to break, out of 5 max pp from Imposter. Sceptile can stall and then Leech Seed back HP on their eventual switch in. Using Sub also means they cannot Re Imposter you, so they have to switch and get Infested, Spores and Leech Seed
 
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