BH Balanced Hackmons

did you forget about the existence of Nasty Plot

anyways about the set i think the main problem is that you are very vulnerable to status (much more than regular setup ghostceus thanks to no mg/take heart) and thus you cant setup very well. strength sap + fc is also bad here because imposter wont die from full so it just spams sap, not even needing fur coat if you're victory dance (which is why sd is better here tbh). extreme speed is also redundant because the better ability here is unburden.

what i would do is pair this with misty terrain support, drop bulwark/sap for gunk shot, espeed for collision course, and use it to bait in loser knocks like ting-lu or audino and destroy them and then load a bunch of other guys that struggle to break them like etern, np flutter, setup korai + bouncer etc etc
Yes. Yes i did forget about nasty plot. owch. thank you for reminding me.
And yea ik the issues with Statusing suckk, but w
and yea i was worried about using Strength Sap for that reason lol. I admittedly havent ran fur coat against any impostors but thought it would atleast help after imp?
I dont think extreme speed is that redundant though, its strong and out priorities other priority moves which otherwise could KO.

thank you a lot for writing all this btw!! Def going to implement what you said lol, Ting-Lu and Audino generally give me a lot of trouble
But wouldnt moves like gunk shot worsen matchups against impostors? After an imp hits you in the original arcues set i came up with, you can try setting up with another victory/swords dance as the impostor cannot hit you now that you used your item up.

also btw whats np Flutter? is that normalise?
EDIT: FORGOT COLLISION COURSE WAS FIGHTING LOL
 
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I dont think extreme speed is that redundant though, its strong and out priorities other priority moves which otherwise could KO.
not really, a lot of relevant priority users such as iron valiant, mega gardevoir, kyurem-w etc you can just tank with your arceus bulk. only one i would really be afraid of is kyurem-b who should not be running refrigerate and even then your extreme speed doesn't do much:
+4 252 Atk Arceus-Ghost Extreme Speed vs. 252 HP / 252 Def Kyurem-Black: 195-230 (42.9 - 50.6%) -- 2.3% chance to 2HKO
+6 252 Atk Arceus-Ghost Extreme Speed vs. 252 HP / 252 Def Kyurem-Black: 260-306 (57.2 - 67.4%) -- guaranteed 2HKO
so really it doesn't matter at all
But wouldnt moves like gunk shot worsen matchups against impostors?
gunk shot specifically does too little damage for it to be immediately threatening (+4 252 Atk Arceus-Ghost Gunk Shot vs. 252 HP / 252 Def Arceus-Ghost: 129-152 (29 - 34.2%) -- 2.7% chance to 3HKO), not to mention its likely slower because you are unburden. only thing imposter is threatening short term is the poison chance (which can be alleviated by misty surge support)
also btw whats np Flutter? is that normalise?
Nasty Plot Flutter Mane
 
I'm not sure if I'm just doing something wrong, but PKHaX isn't letting me give Kyurem the ability Refrigerate. Anybody know how, and if we can't should it be legal in the format? I think this would remove all abilities with no pokemon in the generation. I don't have the DLC if that makes a difference.
you must be using a botched version of pkhax or otherwise doing it wrong. it's entirely possible to give pokemon abilities (or moves, in case of v-create or torques) that don't have native learners while working in-game, including some like power construct that still work as intended.
 
you must be using a botched version of pkhax or otherwise doing it wrong. it's entirely possible to give pokemon abilities (or moves, in case of v-create or torques) that don't have native learners while working in-game, including some like power construct that still work as intended.
Damnit I wanted to delete that before someone commented. No I just needed to click the "Hacked" check box on the stats page. Not sure why that is needed, but I guess that's how it works on this gen. Haven't messed around with pkhax since gen 6 or 7.
 
not really, a lot of relevant priority users such as iron valiant, mega gardevoir, kyurem-w etc you can just tank with your arceus bulk. only one i would really be afraid of is kyurem-b who should not be running refrigerate and even then your extreme speed doesn't do much:
+4 252 Atk Arceus-Ghost Extreme Speed vs. 252 HP / 252 Def Kyurem-Black: 195-230 (42.9 - 50.6%) -- 2.3% chance to 2HKO
+6 252 Atk Arceus-Ghost Extreme Speed vs. 252 HP / 252 Def Kyurem-Black: 260-306 (57.2 - 67.4%) -- guaranteed 2HKO
so really it doesn't matter at all

gunk shot specifically does too little damage for it to be immediately threatening (+4 252 Atk Arceus-Ghost Gunk Shot vs. 252 HP / 252 Def Arceus-Ghost: 129-152 (29 - 34.2%) -- 2.7% chance to 3HKO), not to mention its likely slower because you are unburden. only thing imposter is threatening short term is the poison chance (which can be alleviated by misty surge support)

Nasty Plot Flutter Mane
thank you a lot for answering!! Oof I persobally have faced like quite a few Refigerator Kyreum-Bs so i was hesitant to remove espeed lol. but like again thanks a lot!!
 
1743572489263.png

Are you a fan of No Guard King's Rock Population Bomb? Do you savour your opponent's helplessness and despair as your Pokemon's overwhelming aura cause them to flinch? Do you need that X factor that lets you bridge the skill gap between you and the 2000 elo players?
Rejoice because I am here to share a new strategy that is an extension to "King Bomb". I call this new strategy "King Grace", and it utilises the synergy between King's Rock/Razor Fang, Serene Grace and Multi-Hit moves. Here is a breakdown of how the set works.

King's Rock :king's rock: - Grants any move without a base flinch chance a 10% chance to flinch.
Serene Grace:jirachi: - Doubles the base flinch chance granted by :king's rock: to 20%.
Multi-Hit Moves :heracross-mega:- Each hit of a Multi-Hit Move with the two aforementioned factors have an independent 20% chance to flinch.

Now that you understand how King Grace works, the formula for the flinch chance with N number of hits is 1 - (0.8)^N. This formula is basically the probability that your opponent does not get the 80% non-flinch chance N times in a row.

1743573921475.png

As you can see from this chart, although there is a slight diminishing return effect of number of hits with respect to flinch chance, it is still quite linear and worth going for higher hit counts. By now you may have spotted a potential problem with this idea. Most multi-hit moves only vary between 2-5 hits, and we can't run :loaded dice: to increase the odds of getting 4 and 5 hits because :king's rock: is required to add the base flinch chance. This is where Beat Up comes in. Beat Up is guaranteed to hit 6 times as long as none of your other 5 Pokemon are statused or dead. Full disclaimer that getting your mons statused does counter these sets but it is what it is. Fortunately there are a couple of things you can do such as running Heal Bell or running other Multi-Hit Moves though.

:sv/chien-pao:
Chien-Pao @ King's Rock
Ability: Serene Grace
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Beat Up
- Icicle Spear
- Sacred Fire
- Strength Sap

The first set is KSG Chien Pao. In the best case scenario, Beat Up has a whopping 73.8% flinch chance. Icicle Spear is more of a gamble, varying between 36%-67% flinch chance. It's still a solid move against Dragons and Grounds, especially if you get all 5 hits. Sacred Fire has a 100% burn chance making it very good at crippling physical attackers. Strength Sap is for longevity.

:sv/greninja-ash:
Greninja-Ash @ King's Rock
Ability: Serene Grace
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Beat Up
- Steam Eruption
- Surging Strikes / Ice Beam / Tachyon Cutter
- Strength Sap / Attacking Move

Ash Gren is the 2nd fastest Dark type which makes it the next best KSG Beat Up abuser. Unlike Chien Pao, Gren has a lot more Special Attack so you can run moves like Steam Eruption or Ice Beam to fish for burn and freeze. Remember every move also has a base 20% flinch chance. Surging Strikes is a solid Multi-Hit Move with an alright 48.8% flinch chance. Tachyon Cutter is an option to hit fairies but has a low 36% flinch chance.

:sv/necrozma-ultra:
Necrozma-Ultra @ King's Rock
Ability: Serene Grace
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Freezing Glare
- Scale Shot
- Sacred Fire / Surging Strikes / Tachyon Cutter
- Strength Sap / Attacking Move

Next up is Necro which has STAB Freezing Glare to fish for freeze. Scale Shot is one of the best Multi-Hit Move because it raises Speed, letting you flinch hax easier.

:sv/kyurem-black:
Kyurem-Black @ King's Rock
Ability: Serene Grace
Tera Type: Dragon
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant / Jolly / Naughty Nature
- Coil
- Scale Shot / Ice Beam
- Population Bomb
- Strength Sap

These last two Kyurem and Garchomp sets will be a bit different. I'll first preface this by saying that both of these can absolutely run a set similar to the mons above, just 3 or 4 attacking moves with optional recovery. However, I am recommending a Coil set because of their bulk. Unlike the frail mons above apart from Necro, these two can more easily find opportunities to Coil. Alongside STAB Scale Shot for speed, these mons can definitely sweep. a 10-Hit KSG Population Bomb has a 90% chance to flinch. Paired with these mons' ridiculous attack after a Coil, you usually only need one or two flinches to break through FCs because you will 2HKO them. Reference calc below.

+1 252+ Atk Kyurem-Black Population Bomb (10 hits) vs. 252 HP / 252+ Def Fur Coat Arceus-Fairy: 150-180 (33.7 - 40.5%) -- guaranteed 3HKO

:sv/garchomp-mega:
Garchomp-Mega @ King's Rock
Ability: Serene Grace
Tera Type: Dragon
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant/ Jolly / Naughty Nature
- Coil
- Scale Shot / Bone Rush
- Population Bomb
- Strength Sap

Basically the same set except you can run Bone Rush over Kyurem's Ice Beam or Scale Shot.

Finally, I will end this post with a complementary team that you can try if you want to try out this cutting-edge technology.


KING PAO CHICKEN
:chien-pao::blaziken-mega::arceus-water::giratina-origin::chansey::registeel:
 
I'm pro-ban on Triple Arrows. Every time a tour game happens, someone brings the shitter FC Zama set with the exact same 4 moves (maybe they've slotted in a hazard or encore in an attempt to appear unique), and every time it does the exact same stuff. The three RNG factors of the move make it essentially impossible to handle with any consistency unless you have a solid resist, which I think is why Arceus formes besides Fairy and especially Ghost get gradually pushed out of the meta, and when they do show up they're always accompanied by a dedicated Zama switchin such as MG Flutter, MG Giratina, or defensive Etern.

Outside of specifically MG ghosts and Etern/Poisonceus, not a lot can really handle Zama with any sort of reliability. First of all, Covert Cloak isn't an answer at all; it's an item that takes incredible opportunity cost to slot in the first place, and Zama can obviously just knock it off on top of that. Secondly, Imposter can threaten to contest Zama with Knock Off into Mortal, but in practice either the Zama is imposter-proofed by some sap blocker like Bounce Poisonceus, or Imposter's HP is vitally important to handle some ridiculous breaker like Garde or Chicken so it can't rush into the trade situation in the first place.

I would be remiss not to also mention Triple Arrows on offense. I've played some games with this very hastily thrown together offense team, and it feels like every single game the Ghostceus does some outright criminal shit like break through Leftovers Bounce Audino 1v1, then loses to the next mon because Poltergeist misses twice in a row. This type of team does actually lose to Covert Cloak, but offense is fringe and diverse enough compared to FC Zama/hazard stack structures that actually running Covert to prep for it is typically never worth.

Overall, this is an uncompetitive move that very sharply constrains teambuilding and has a wildly variable payoff when no healthy hard counter is present, which can lead to ridiculous gambling scenarios that typically favor the Zama user (it helps that they're using a mon that's fast and nearly impossible to OHKO). Combat Torque is also a strong move, but I don't think it's nearly as pressing: poison and paralysis are mutually exclusive, and para is less likely to generate free short-term opportunities. I'm sick of seeing Triple Arrows and think the meta stands only to gain from its removal.
 
I'm pro-ban on Triple Arrows. Every time a tour game happens, someone brings the shitter FC Zama set with the exact same 4 moves (maybe they've slotted in a hazard or encore in an attempt to appear unique), and every time it does the exact same stuff. The three RNG factors of the move make it essentially impossible to handle with any consistency unless you have a solid resist, which I think is why Arceus formes besides Fairy and especially Ghost get gradually pushed out of the meta, and when they do show up they're always accompanied by a dedicated Zama switchin such as MG Flutter, MG Giratina, or defensive Etern.

Outside of specifically MG ghosts and Etern/Poisonceus, not a lot can really handle Zama with any sort of reliability. First of all, Covert Cloak isn't an answer at all; it's an item that takes incredible opportunity cost to slot in the first place, and Zama can obviously just knock it off on top of that. Secondly, Imposter can threaten to contest Zama with Knock Off into Mortal, but in practice either the Zama is imposter-proofed by some sap blocker like Bounce Poisonceus, or Imposter's HP is vitally important to handle some ridiculous breaker like Garde or Chicken so it can't rush into the trade situation in the first place.

I would be remiss not to also mention Triple Arrows on offense. I've played some games with this very hastily thrown together offense team, and it feels like every single game the Ghostceus does some outright criminal shit like break through Leftovers Bounce Audino 1v1, then loses to the next mon because Poltergeist misses twice in a row. This type of team does actually lose to Covert Cloak, but offense is fringe and diverse enough compared to FC Zama/hazard stack structures that actually running Covert to prep for it is typically never worth.

Overall, this is an uncompetitive move that very sharply constrains teambuilding and has a wildly variable payoff when no healthy hard counter is present, which can lead to ridiculous gambling scenarios that typically favor the Zama user (it helps that they're using a mon that's fast and nearly impossible to OHKO). Combat Torque is also a strong move, but I don't think it's nearly as pressing: poison and paralysis are mutually exclusive, and para is less likely to generate free short-term opportunities. I'm sick of seeing Triple Arrows and think the meta stands only to gain from its removal.
i sorta disagree- triple arrows has only 16 pp and realistically you should just be able to stall that out with regens or just like have speed control​
its not massively overbearing on the builder, cloak is already one of the most common items and not just due to arrows​
 
:SV/Eevee-Starter::SV/Pikachu-Starter:
A minor update: Eevee- and Pikachu-Starter are allowed to be used now, this was an oversight when handling legal formes.

This doesn't change a whole lot, Eevee-S is obviously unviable. Pikachu-S however does have strictly better stats than regular Pika and is still compatible with Light Ball, so it should replace every instance of Imp Pika, especially since it has a higher HP stat.

Pika-S also is potentially an interesting very niche but maybe viable attacker. 120 Spe is unfortunate to be stuck at, but its enough to outpace all the slower walls, and Pika wasn't going to have a good time into Arceus formes anyways. Meanwhile with Light Ball its poor offenses actually are quite reasonable. For reference, Light Ball boosted assuming same Nature is equivalent to:
80 Atk Light Ball = 123 Atk Choice Band = 150 Atk Life Orb = 166 Atk Plate
75 SpA Light Ball = 117 SpA Choice Specs = 142 SpA Life Orb = 158 SpA Plate

So in reality Pika-S can be thought as a 150/142/120 offensive statline mon with STAB Electric and no Life Orb recoil, which is kind of decent? STAB Electric isn't the most exciting thing but it does give solid BP moves and uniquely can be boosted by Tough Claws. Because of Light Ball its also extremely trivial to improof. Some ideas:
Pikachu-Starter @ Light Ball
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- Bolt Strike
- Electro Drift
- 2 of Headlong Rush / Grass Knot / Power Whip / Glaive Rush / Collision Course

Pikachu-Starter @ Light Ball
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely / Rash Nature
- Bolt Strike
- 3 of Earth Power / Moonblast / Combat Torque / Sludge Wave / Seed Flare

Tough Claws boosts everything and dual STABs can hit both sides. SF offers the same boost on Bolt Strike while boosting a different set of coverage.
Main Electric-resists to hit are Eternatus, Miraidon, Dialga-O, Koraidon, Ting-Lu, Arceus-Electric, Giratina, Swampert, and Clodsire. SF not running special Electric also would like SE on stuff like Zamazenta. So basically pick your coverage moves to snipe these.

Will offensive Pika-S be viable? Probably not, but maybe it'll be niche and funny enough to hold D along with Imp.
 
I have some cutting-edge BH teams I would like to share. I built these teams for BH Open but never ended up using them. I want to preface this by saying that these teams were not built for ladder so there may be some bad matchups that I chose to ignore. Nevertheless these are some extremely solid teams. Also might as well make this a sample team submission.

Team 1: Golden Sea of Trees
:chansey::ho-oh::ting-lu::arceus-water::yveltal::tyranitar-mega:
Replay: https://replay.pokemonshowdown.com/smogtours-gen9balancedhackmons-826943?p2
Description: very comfy team with Bounce TTar and double MG for those pesky hazard spammers.

Team 2: Audience with the King
:giratina-origin::pheromosa::kyogre-primal::registeel::arceus-water::chansey:
Replay: https://replay.pokemonshowdown.com/smogtours-gen9balancedhackmons-826962?p2
Description: WANDERING SPIRIT GIRATINA is here. That's all you need to know.

Team 3: Double MMX
:kyurem-black::garchomp-mega::arceus-water::chansey::slowbro-mega::registeel:
Description: This team is inspired by a gen 6 PH team called "Double MMX". The idea is we have one "utility offensive"dragon - Guts Chomp which aims to set rocks and absorb Knock + Mortal and a 4-attack MG Kyurem with Knock Off to remove boots from FCs.

Team 4: Double Ray
:pheromosa::heracross-mega::arceus-ghost::chansey::aegislash::dialga-origin:
Description: This team is inspired by Double Ray which is also a Gen 6 PH team. The unique factor is that the two offensive mons offer offensive speed control, like Gale Wings Ray. Pheromosa is the the 2nd fastest mon and Triage gives Heracross +3 Priority.

Team 5: Garden of Avalon
:garchomp-mega::tyranitar-mega::arceus-ghost::blissey::chansey::registeel:
Description: This team features double self-proof VD sweepers in FC Garchomp and Simple TTar. It features Misty Surge Blissey to facilitate the sweepers by protecting them from status and halving Dragon power.

Bonus Team: The Giga Tech
:arceus-fairy::chansey::registeel::yveltal::ting-lu::giratina:
Description: If you ever need to pretend to be TTTech_ to bamboozle your tour opponent, this is the perfect team for you. If TTTech_ is George R. R. Martin, this team is Winds of Winter.
 
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King's Rock and Razor Fang are quickbanned from BH!

Akira 153​
Chessking345​
QT​
TTTech​
Ban​
Ban​
Ban​
Ban​

King's Rock and Razor Fang generally do what they do in most metas. In BH particularly, they are arguably even more polarizing. Universal access to moves such as Population Bomb can compound with paralysis reaching incredibly high immobility chances, allowing them to cheese past would-be answers through RNG, though this is not limited to Population Bomb, as anything with any multi-hit move and item slot can use it to get through checks they have no business getting through. On the flip side, they flop almost completely into Covert Cloak, and in the case of Population Bomb, Rocky Helmet, as well as certain Ghost-types. Thus, we have deemed that these RNG items are just overall uncompetitive and unhealthy for the meta and decided to quickban them.
Tagging dhelmise for implementation, thanks! In addition:

 
1745748606592.png


1745748653935.png

:sv/chien-pao:
Chien-Pao @ Wide Lens
Ability: Stench
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Population Bomb
- Beat Up
- Triple Axel
- Strength Sap

:sv/greninja-ash:
Greninja-Ash (M) @ Wide Lens
Ability: Stench
Tera Type: Water
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Population Bomb
- Beat Up
- Surging Strikes
- Strength Sap / Fleur Cannon

:sv/greninja-ash:
Greninja-Ash (M) @ Choice Band
Ability: Stench
Tera Type: Water
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Trick
- Beat Up
- Surging Strikes
- Scale Shot

:sv/garchomp-mega:
Garchomp-Mega @ Loaded Dice
Ability: Stench
Tera Type: Dragon
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Bone Rush
- Strength Sap
- Beat Up

:sv/lopunny-mega:
Lopunny-Mega @ Wide Lens
Ability: Stench
Shiny: Yes
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Population Bomb
- Combat Torque
- Pain Split
- Beat Up

The BH Council may have thought that flinch-bomb is dead but through miracle of Easter, it has once again arisen. Thanks to the ability Stench which does exactly the same thing as :king's rock: and :razor fang: and changing our item to :wide lens:, we are still able to achieve the ultimate Population Bomb. I have also provided other epic Stench sets that is sure to leave your opponent shaking and crying when they watch helplessly as your superior stratagems and intellect completely destroys all hope.
 
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I did this for GG and Mnm was already done, plan is to do for rest of Opens. Compiled usage stats BH Open 2025.

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Chansey            |  105 |  61.05% |  52.38% |
| 2    | Celesteela         |   55 |  31.98% |  49.09% |
| 3    | Audino-Mega        |   54 |  31.40% |  51.85% |
| 4    | Zamazenta          |   52 |  30.23% |  57.69% |
| 5    | Flutter Mane       |   50 |  29.07% |  48.00% |
| 6    | Arceus-Ghost       |   43 |  25.00% |  44.19% |
| 7    | Eternatus          |   42 |  24.42% |  54.76% |
| 8    | Ting-Lu            |   37 |  21.51% |  59.46% |
| 9    | Blissey            |   35 |  20.35% |  48.57% |
| 10   | Registeel          |   32 |  18.60% |  59.38% |
| 11   | Arceus-Steel       |   31 |  18.02% |  45.16% |
| 12   | Miraidon           |   31 |  18.02% |  38.71% |
| 13   | Arceus-Fairy       |   30 |  17.44% |  46.67% |
| 14   | Yveltal            |   30 |  17.44% |  40.00% |
| 15   | Blaziken-Mega      |   28 |  16.28% |  50.00% |
| 16   | Dialga-Origin      |   23 |  13.37% |  65.22% |
| 17   | Garchomp-Mega      |   18 |  10.47% |  61.11% |
| 18   | Gardevoir-Mega     |   18 |  10.47% |  44.44% |
| 19   | Giratina           |   17 |   9.88% |  58.82% |
| 20   | Kyogre-Primal      |   16 |   9.30% |  62.50% |
| 21   | Zacian             |   15 |   8.72% |  60.00% |
| 22   | Arceus-Water       |   14 |   8.14% |  64.29% |
| 23   | Ho-Oh              |   13 |   7.56% |  53.85% |
| 24   | Alakazam-Mega      |   13 |   7.56% |  46.15% |
| 25   | Arceus-Electric    |   12 |   6.98% |  83.33% |
| 26   | Sceptile-Mega      |   12 |   6.98% |  41.67% |
| 27   | Greninja-Ash       |   12 |   6.98% |  58.33% |
| 28   | Lucario-Mega       |   11 |   6.40% |  54.55% |
| 29   | Koraidon           |   11 |   6.40% |  54.55% |
| 30   | Lunala             |   10 |   5.81% |  40.00% |
| 31   | Swampert-Mega      |    9 |   5.23% |  44.44% |
| 32   | Necrozma-Ultra     |    9 |   5.23% |  33.33% |
| 33   | Arceus-Poison      |    9 |   5.23% |  66.67% |
| 34   | Kyurem-White       |    9 |   5.23% |  55.56% |
| 35   | Arceus-Ground      |    8 |   4.65% |  37.50% |
| 36   | Solgaleo           |    8 |   4.65% |  12.50% |
| 37   | Slowbro-Mega       |    7 |   4.07% |  85.71% |
| 38   | Steelix-Mega       |    7 |   4.07% |  42.86% |
| 39   | Tyranitar-Mega     |    7 |   4.07% |  85.71% |
| 40   | Clodsire           |    6 |   3.49% |  16.67% |
| 41   | Melmetal           |    6 |   3.49% |  16.67% |
| 42   | Dondozo            |    5 |   2.91% |   0.00% |
| 43   | Hoopa-Unbound      |    4 |   2.33% |  25.00% |
| 44   | Ampharos-Mega      |    4 |   2.33% |  75.00% |
| 45   | Giratina-Origin    |    4 |   2.33% |  50.00% |
| 46   | Iron Valiant       |    4 |   2.33% |  25.00% |
| 47   | Pikachu-Starter    |    3 |   1.74% |   0.00% |
| 48   | Magearna           |    3 |   1.74% |   0.00% |
| 49   | Palkia-Origin      |    3 |   1.74% |   0.00% |
| 50   | Arceus-Fire        |    3 |   1.74% |  66.67% |
| 51   | Heatran            |    3 |   1.74% |  66.67% |
| 52   | Meloetta           |    3 |   1.74% |  33.33% |
| 53   | Altaria-Mega       |    2 |   1.16% |  50.00% |
| 54   | Arceus-Flying      |    2 |   1.16% |   0.00% |
| 55   | Ferrothorn         |    2 |   1.16% |  50.00% |
| 56   | Arceus-Fighting    |    2 |   1.16% |   0.00% |
| 57   | Magearna-Original  |    2 |   1.16% |   0.00% |
| 58   | Arceus-Dark        |    2 |   1.16% |  50.00% |
| 59   | Abomasnow-Mega     |    2 |   1.16% |   0.00% |
| 60   | Rayquaza           |    2 |   1.16% |   0.00% |
| 61   | Reshiram           |    1 |   0.58% |   0.00% |
| 62   | Fezandipiti        |    1 |   0.58% |   0.00% |
| 63   | Scizor-Mega        |    1 |   0.58% | 100.00% |
| 64   | Kyurem-Black       |    1 |   0.58% |   0.00% |
| 65   | Aegislash          |    1 |   0.58% | 100.00% |
| 66   | Muk-Alola          |    1 |   0.58% | 100.00% |
| 67   | Blacephalon        |    1 |   0.58% | 100.00% |
| 68   | Great Tusk         |    1 |   0.58% |   0.00% |
| 69   | Zacian-Crowned     |    1 |   0.58% | 100.00% |
| 70   | Deoxys             |    1 |   0.58% |   0.00% |
| 71   | Golisopod          |    1 |   0.58% |   0.00% |
| 72   | Heracross-Mega     |    1 |   0.58% | 100.00% |
| 73   | Venusaur-Mega      |    1 |   0.58% |   0.00% |
| 74   | Shuckle            |    1 |   0.58% |   0.00% |
| 75   | Gyarados-Mega      |    1 |   0.58% |   0.00% |
| 76   | Lopunny-Mega       |    1 |   0.58% |   0.00% |
| 77   | Beedrill-Mega      |    1 |   0.58% |   0.00% |
| 78   | Gholdengo          |    1 |   0.58% | 100.00% |
| 79   | Spectrier          |    1 |   0.58% | 100.00% |
| 80   | Zoroark-Hisui      |    1 |   0.58% | 100.00% |
| 81   | Groudon            |    1 |   0.58% | 100.00% |
| 82   | Aerodactyl-Mega    |    1 |   0.58% |   0.00% |
| 83   | Lugia              |    1 |   0.58% |   0.00% |
Compiled replay pokepaste - https://pokepast.es/85a44ab5dc780e21

87 replays posted publicly, took three tries for the Search function to properly work the usage due to game volume. Usage may be affected from Pikachu form being added? Additional Code below for general Move statistics. For additional usage use compiled replays pokepaste to find in Scouter.
Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Move               | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Knock Off          |  139 |  80.81% |  48.92% |
| 2    | Strength Sap       |  136 |  79.07% |  52.94% |
| 3    | Stone Axe          |  122 |  70.93% |  51.64% |
| 4    | U-turn             |  121 |  70.35% |  52.89% |
| 5    | Mortal Spin        |  112 |  65.12% |  55.36% |
| 6    | Spikes             |   93 |  54.07% |  49.46% |
| 7    | Judgment           |   91 |  52.91% |  46.15% |
| 8    | Rapid Spin         |   85 |  49.42% |  51.76% |
| 9    | Shore Up           |   84 |  48.84% |  48.81% |
| 10   | Take Heart         |   65 |  37.79% |  55.38% |
| 11   | Thunder Cage       |   63 |  36.63% |  50.79% |
| 12   | Topsy-Turvy        |   60 |  34.88% |  51.67% |
| 13   | Salt Cure          |   60 |  34.88% |  55.00% |
| 14   | Moonblast          |   57 |  33.14% |  50.88% |
| 15   | Teleport           |   56 |  32.56% |  48.21% |
| 16   | Revelation Dance   |   55 |  31.98% |  54.55% |
| 17   | V-create           |   53 |  30.81% |  50.94% |
| 18   | Volt Switch        |   51 |  29.65% |  56.86% |
| 19   | Parting Shot       |   51 |  29.65% |  54.90% |
| 20   | Recover            |   49 |  28.49% |  57.14% |
| 21   | Nuzzle             |   48 |  27.91% |  54.17% |
| 22   | Boomburst          |   47 |  27.33% |  55.32% |
| 23   | Dragon Energy      |   45 |  26.16% |  44.44% |
| 24   | Torch Song         |   44 |  25.58% |  56.82% |
| 25   | Nasty Plot         |   43 |  25.00% |  44.19% |
| 26   | Ruination          |   43 |  25.00% |  51.16% |
| 27   | Glare              |   38 |  22.09% |  52.63% |
| 28   | Dragon Tail        |   33 |  19.19% |  51.52% |
| 29   | Triple Arrows      |   30 |  17.44% |  60.00% |
| 30   | Pain Split         |   29 |  16.86% |  48.28% |
| 31   | Scald              |   27 |  15.70% |  59.26% |
| 32   | Secret Sword       |   27 |  15.70% |  74.07% |
| 33   | Moongeist Beam     |   26 |  15.12% |  53.85% |
| 34   | Extreme Speed      |   26 |  15.12% |  57.69% |
| 35   | Doom Desire        |   25 |  14.53% |  52.00% |
| 36   | Close Combat       |   25 |  14.53% |  52.00% |
| 37   | Spirit Shackle     |   25 |  14.53% |  48.00% |
| 38   | Flip Turn          |   25 |  14.53% |  56.00% |
| 39   | Encore             |   21 |  12.21% |  52.38% |
| 40   | Combat Torque      |   21 |  12.21% |  71.43% |
| 41   | Haze               |   20 |  11.63% |  60.00% |
| 42   | Burning Bulwark    |   20 |  11.63% |  45.00% |
| 43   | Gigaton Hammer     |   19 |  11.05% |  52.63% |
| 44   | Headlong Rush      |   18 |  10.47% |  50.00% |
| 45   | Glaive Rush        |   17 |   9.88% |  52.94% |
| 46   | Wish               |   17 |   9.88% |  52.94% |
| 47   | Beak Blast         |   17 |   9.88% |  58.82% |
| 48   | Trick              |   17 |   9.88% |  52.94% |
| 49   | Roost              |   16 |   9.30% |  31.25% |
| 50   | Swords Dance       |   15 |   8.72% |  46.67% |
| 51   | Soft-Boiled        |   14 |   8.14% |  64.29% |
| 52   | Malignant Chain    |   14 |   8.14% |  57.14% |
| 53   | Tidy Up            |   14 |   8.14% |  50.00% |
| 54   | Tachyon Cutter     |   14 |   8.14% |  64.29% |
| 55   | Power Trip         |   14 |   8.14% |  64.29% |
| 56   | Chloroblast        |   13 |   7.56% |  53.85% |
| 57   | Psycho Boost       |   13 |   7.56% |  38.46% |
| 58   | Psystrike          |   12 |   6.98% |  50.00% |
| 59   | Fleur Cannon       |   12 |   6.98% |  50.00% |
| 60   | Victory Dance      |   12 |   6.98% |  75.00% |
| 61   | Moonlight          |   11 |   6.40% |  63.64% |
| 62   | Earthquake         |   11 |   6.40% |  54.55% |
| 63   | Final Gambit       |   11 |   6.40% |  36.36% |
| 64   | Precipice Blades   |   10 |   5.81% |  20.00% |
| 65   | Taunt              |   10 |   5.81% |  60.00% |
| 66   | Toxic Spikes       |   10 |   5.81% |  50.00% |
| 67   | Baneful Bunker     |   10 |   5.81% |  40.00% |
| 68   | Circle Throw       |    9 |   5.23% |  33.33% |
| 69   | Shift Gear         |    9 |   5.23% |  55.56% |
| 70   | Bolt Strike        |    8 |   4.65% |  37.50% |
| 71   | Electro Drift      |    8 |   4.65% |  12.50% |
| 72   | Heal Bell          |    8 |   4.65% |  75.00% |
| 73   | Infernal Parade    |    8 |   4.65% |  62.50% |
| 74   | Astral Barrage     |    8 |   4.65% |  50.00% |
| 75   | Stealth Rock       |    8 |   4.65% |  62.50% |
| 76   | Wicked Blow        |    8 |   4.65% |  25.00% |
| 77   | Shell Side Arm     |    8 |   4.65% |  75.00% |
| 78   | Destiny Bond       |    8 |   4.65% |  50.00% |
| 79   | Morning Sun        |    8 |   4.65% |  37.50% |
| 80   | Population Bomb    |    7 |   4.07% |  57.14% |
| 81   | Noxious Torque     |    7 |   4.07% |  57.14% |
| 82   | Magical Torque     |    7 |   4.07% |  71.43% |
| 83   | Clear Smog         |    7 |   4.07% |  42.86% |
| 84   | Spirit Break       |    6 |   3.49% |  66.67% |
| 85   | Milk Drink         |    6 |   3.49% |  33.33% |
| 86   | High Jump Kick     |    6 |   3.49% |  66.67% |
| 87   | Esper Wing         |    6 |   3.49% |  16.67% |
| 88   | Jungle Healing     |    6 |   3.49% |  16.67% |
| 89   | Growth             |    5 |   2.91% |  40.00% |
| 90   | Entrainment        |    5 |   2.91% |  60.00% |
| 91   | Coil               |    5 |   2.91% |  60.00% |
| 92   | Ice Beam           |    5 |   2.91% |  80.00% |
| 93   | Will-O-Wisp        |    5 |   2.91% |  60.00% |
| 94   | Block              |    5 |   2.91% |  40.00% |
| 95   | Water Spout        |    5 |   2.91% |  80.00% |
| 96   | Surging Strikes    |    5 |   2.91% |  60.00% |
| 97   | Sunsteel Strike    |    5 |   2.91% |  60.00% |
| 98   | Explosion          |    5 |   2.91% |  40.00% |
| 99   | First Impression   |    4 |   2.33% |   0.00% |
| 100  | Armor Cannon       |    4 |   2.33% |  50.00% |
| 101  | Sacred Fire        |    4 |   2.33% |  75.00% |
| 102  | Psychic Noise      |    4 |   2.33% |   0.00% |
| 103  | Blue Flare         |    4 |   2.33% |  25.00% |
| 104  | Sticky Web         |    4 |   2.33% |  75.00% |
| 105  | Transform          |    4 |   2.33% |  50.00% |
| 106  | Mean Look          |    4 |   2.33% |  75.00% |
| 107  | Grass Knot         |    3 |   1.74% |   0.00% |
| 108  | Sludge Bomb        |    3 |   1.74% |  66.67% |
| 109  | Shadow Sneak       |    3 |   1.74% |  66.67% |
| 110  | Synthesis          |    3 |   1.74% |  66.67% |
| 111  | Lava Plume         |    3 |   1.74% |  66.67% |
| 112  | Super Fang         |    3 |   1.74% |   0.00% |
| 113  | Earth Power        |    3 |   1.74% | 100.00% |
| 114  | Corrosive Gas      |    3 |   1.74% |  66.67% |
| 115  | Hex                |    3 |   1.74% |   0.00% |
| 116  | Hyperspace Fury    |    3 |   1.74% |   0.00% |
| 117  | Matcha Gotcha      |    3 |   1.74% |  66.67% |
| 118  | Defog              |    3 |   1.74% |  66.67% |
| 119  | Brave Bird         |    3 |   1.74% |  33.33% |
| 120  | Thunder Wave       |    2 |   1.16% |   0.00% |
| 121  | Toxic              |    2 |   1.16% |  50.00% |
| 122  | Steel Beam         |    2 |   1.16% |  50.00% |
| 123  | Zap Cannon         |    2 |   1.16% |  50.00% |
| 124  | Recycle            |    2 |   1.16% |   0.00% |
| 125  | Jaw Lock           |    2 |   1.16% | 100.00% |
| 126  | Perish Song        |    2 |   1.16% | 100.00% |
| 127  | Seed Flare         |    2 |   1.16% |  50.00% |
| 128  | Acupressure        |    2 |   1.16% |  50.00% |
| 129  | Draco Meteor       |    2 |   1.16% |  50.00% |
| 130  | Dragon Darts       |    2 |   1.16% |  50.00% |
| 131  | Poltergeist        |    2 |   1.16% |  50.00% |
| 132  | Metal Burst        |    2 |   1.16% |   0.00% |
| 133  | Double-Edge        |    2 |   1.16% |   0.00% |
| 134  | Solar Beam         |    1 |   0.58% |   0.00% |
| 135  | Glacial Lance      |    1 |   0.58% |   0.00% |
| 136  | Bulk Up            |    1 |   0.58% | 100.00% |
| 137  | Fire Lash          |    1 |   0.58% | 100.00% |
| 138  | Expanding Force    |    1 |   0.58% | 100.00% |
| 139  | Fiery Wrath        |    1 |   0.58% |   0.00% |
| 140  | Order Up           |    1 |   0.58% | 100.00% |
| 141  | Thunderclap        |    1 |   0.58% | 100.00% |
| 142  | Bitter Blade       |    1 |   0.58% | 100.00% |
| 143  | Leech Life         |    1 |   0.58% | 100.00% |
| 144  | Dynamax Cannon     |    1 |   0.58% | 100.00% |
| 145  | Luster Purge       |    1 |   0.58% |   0.00% |
| 146  | Endeavor           |    1 |   0.58% |   0.00% |
| 147  | Night Shade        |    1 |   0.58% |   0.00% |
| 148  | Collision Course   |    1 |   0.58% |   0.00% |
| 149  | Reflect            |    1 |   0.58% |   0.00% |
| 150  | Light Screen       |    1 |   0.58% |   0.00% |
| 151  | Focus Blast        |    1 |   0.58% | 100.00% |
| 152  | Leech Seed         |    1 |   0.58% | 100.00% |
| 153  | Flare Blitz        |    1 |   0.58% |   0.00% |
| 154  | Hydro Steam        |    1 |   0.58% |   0.00% |
| 155  | Mighty Cleave      |    1 |   0.58% | 100.00% |
| 156  | Flower Trick       |    1 |   0.58% |   0.00% |
 
Sharing a fun breaker set:

:sv/arceus-fire:
Arceus-Fire @ Flame Plate
Ability: Desolate Land
Tera Type: Fire
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Growth
- Burn Up
- V-create
- Filler

+2 252 Atk Flame Plate Arceus-Fire V-create vs. 252 HP / 252 Def Kyogre-Primal in Harsh Sunshine: 422-497 (104.4 - 123%) -- guaranteed OHKO
+4 252 SpA Flame Plate Arceus-Fire Burn Up vs. 252 HP / 252 SpD Eternatus in Harsh Sunshine: 441-520 (91.1 - 107.4%) -- 43.8% chance to OHKO

Improof is trivial unless you are running Entrainment.
 
1746606967974.png

Pikachu-Starter @ Light Ball
Ability: No Guard
Tera Type: Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash / Mild Nature
- Zap Cannon
- Magma Storm
- Population Bomb
- Blizzard / Pain Split

Only respectable Pikachu set in BH. Ignore these fraudsters who are trying peddle "Tough Claws Pikachu", this set unleashes Pikachu's full potential to break down every wall.

252+ Atk Light Ball Pikachu Population Bomb (10 hits) vs. 252 HP / 252 Def Ting-Lu: 240-290 (46.6 - 56.4%) -- approx. 97.2% chance to 2HKO
252+ Atk Light Ball Pikachu Population Bomb (10 hits) vs. 252 HP / 252 Def Arceus-Fairy: 250-300 (56.3 - 67.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Light Ball Pikachu Population Bomb (10 hits) vs. 252 HP / 252 Def Eternatus: 290-350 (59.9 - 72.3%) -- guaranteed 2HKO
252+ Atk Light Ball Pikachu Population Bomb (10 hits) vs. 252 HP / 252 Def Miraidon: 280-330 (69.3 - 81.6%) -- guaranteed 2HKO

252 SpA Light Ball Pikachu Zap Cannon vs. 252 HP / 252 SpD Arceus-Fairy: 190-225 (42.7 - 50.6%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Light Ball Pikachu Zap Cannon vs. 252 HP / 252 SpD Flutter Mane: 175-207 (55.7 - 65.9%) -- guaranteed 2HKO
252 SpA Light Ball Pikachu Blizzard vs. 252 HP / 252 SpD Miraidon: 238-282 (58.9 - 69.8%) -- guaranteed 2HKO

You see, NO GUARD POPULATION BOMB is the only move any nuke needs. We simply need to add some certified good No Guard moves like Zap Cannon and Magma Storm to cook those pesky FCs and Rocky Helmet mons. STAB Zap Cannon is easily the most spammable Electric move in the game. If they are holding Cloak, that means you're free to click Population Bomb.

This. Is. PEAKachu.
 
fur coat +spe arceus, which can take any type, effectively has 120/340/120 bulk and typically sports strength sap in addition to that. considering how common this pokemon and its scales counterpart are, it seems ridiculous to suggest that rushing down these pokemon is even possible. today we will be discussing how to do that

aerodactyl-mega.png
cobalion.png
arceus-dark.png
chandelure.png
zamazenta.png

primordial, reprehensible, bespoke: bh offense

celesteela.png
fluttermane.png
miraidon.png
pecharunt.png
gallade-mega.png


table of contents​

1. what is offense?
2. imposter
3. field conditions
4. gambits
5. single-use sets
6. evil utility creatures
7. countermeasures
8. the core

1. what is offense?


offense has two primary goals: a) accumulate enough pressure to ohko or 2hko everything on the opposing team, b) apply this pressure as consistently as possible, in order to give the opponent no time to recover. theoretically there also exist options such as taunt or psychic noise, which can help with progress-making even if you aren't landing 2hkos; however, the ubiquity of regenerator makes these options too inconsistent to justify the moveslot most of the time.

this isn't to say that any mon that does less than 50% is not worth using. a sustainable mon that does 40% and forces recovers (something like sd/np + glare + 2atks mg arc) can be stronger than an unsustainable, frail mon that does 60%. often you'll see offense teams use a combination of these mons, turning the heat up or down when needed, thinking in the long term as well as the short term.

the reason to use offense is that many balance teams have huge problems with letting the opponent recover, and as a result it's commonplace to rely on mons like garde chicken and chomp that typically don't have counters, but the regenvest pivot + breaker idea is slow, brittle, and has many failure points. the idea with offense surprisingly is that it can be *less* matchup-based than balance, rather than more, if you aren't completely reliant on a single mon to do all the breaking work for you.

a common misconception i see with offense is that it isn't a style that involves a lot of positioning or maneuvering beyond setting up the next guy (in other words, that it's a more "flowchart"-type playstyle). on the contrary, even the most setup-spam, matchup-fish offense variants require active play against an opponent that understands what you're doing and how to stop it. (by "opponent" i don't just mean top players, a third of which haven't fought a half-decent offense team in the past year. everyone on ladder understands setup spam, and you WILL have to grapple with their deranged and inconsistent counterplay.) and when you try to make more consistent offense, the importance of making good decisions and playing precisely becomes even more important--balance players can lean on their regenvest and imposter forever, but you don't have time to lose.

2. imposter


you cannot 2hko eviolite imposter without a ghost, dragon, or frail guy. all 3 of these have limitations and if you try to stack them you'll end up with something excruciating to work with. unless you're using pokemon that are very low-risk into imposter (poltergeist, plate sweepers, unburden being the main three), you cannot afford to let imposter heal freely. this turns it from an omnipotent threat to a temporary roadblock that the opponent must manage as a limited resource. get them to play your game.

the easiest way to prevent imposter from recovering is to simply not run recovery on your mons. even something like an fc wall likely won't need to contain opposing physical breakers too many times during the match, especially if it can retaliate with strong attacks and you have priority in the back in case some 15% guy slips through.

there are many cases where you really should run recovery moves though. there are strength sap sweepers, which should either be beating imposter in a 1v1 or in rare cases be imposter proofed by some sapblocker. take heart arceus switchins should carry recovery, because that pokemon enters too easily and is too threatening for more temporary counterplay to work. (this is why flutter is so good on offense, because it can keep these arcs in check while recovering with the imposter-resilient pain split.)

that said, sometimes you can't afford to run recovery that can be imposter-proofed; a good example of this is on pokemon who are themselves imposter-proofers (e.g. water absorb fairy when there's a palk). it's hard to get use out of these mons because their unconventional abilities make them bad at surviving long-term, without recovery they're extremely easy to pressure and the team can fall apart without them, and they're typically horrible with trapping sets. for mons like these, the #1 move i recommend is glare. paralyzed imposter is genuinely horrible into most offense even at high health, and this move also does a phenomenal job at frustrating the opponent's attempts at aggression, giving you time to get back on your feet and start the attack again. glare is just really good in general and i'll get more into it later. another decent option is leech seed + bunker/bulwark + leftovers as your recovery, and depending on the team you can run stuff like knock, spikes, and offensive improofing, though at that point you're getting into balance territory.

regarding imposter on offense, i personally ran eviolite imposter on my infamous aurora veil team in gen 7 bh, with the idea that under veil it was an unkillable menace that could buy me time indefinitely against threats like the mega mewtwos. nowadays, you might be able to try covert cloak with the idea of scoring an early edge into regenvest before turning up the heat, though eviolite's extra layer of protection against fast threats is also nice to have. at any rate, imposter is always very hard to evaluate in asymmetrical matchups, so i'll refrain from judging it as good or bad. go experiment with it and see what happens.

3. field conditions


field conditions are good on offense. since it operates on such fast gameplans, you can get a lot of ground from time-sensitive conditions like weather or screens. i'll go into the intricacies of each field condition:

3a. weather​


:heat rock: sun and :damp rock: rain are the most practical weathers for offense, because they boost your attacks, so i'll be focusing on those first. of course you have the obvious abusers like chicken, resh, gren, palk, but in addition to this i like running off-type mons that benefit from the boosted coverage such as pixilate vcreate fairyceus or torch song etern on sun, with the idea to get opportunities vs a different set of mons and provide defensive utility. the main issue with these weathers is that they're immensely vulnerable to being disrupted by opposing psea/desolate land; if you get blindsided by a primal weather user you didn't prepare for, you kind of just lose. because of this i would say sun/rain are best when the meta isn't moving along very quickly and the set of primal weather users is limited and predictable. use your judgment.

other aspect of sun/rain is that the weakening effect against the opposing type is pretty useful, you can get away with like rain spdef steels into torch song guy, or kill gren with hammers because you have sun for their surging strikes. i've used both of these interactions numerous times as a building shortcut.

:smooth rock: sand exists i guess. maybe you can whip up something cute with sand stream nihilego + sand rush guy

:icy rock: snow is unique in that you can feasibly set it with chilly reception rather than snow warning, making it much less of a commitment. obviously the main draw of snow is aurora veil, but i'll go into that later.

what i do wanna get into now though is weather speed-boosting abilities. when done well these can be fast, strong, bulky killers that can reliably clean up games after the primary walls have been removed. when done poorly you get cb surge surfer hoopa-u doing 50% to fc ghostceus with wicked blow. lack of power, especially against opposing imposter, is the typical weakness of these sets and the main thing you need to wrangle out of them. on-type high-power chloro/swim users (chicken, special ogre, palk) should probably just slap on a choice item and just click the stabs, but off-type or weaker mons like dusk mane, pert, ultra, arc, dialga, heatran, and other extreme weirdos should consider options like sd/np/growth, taunt, hazard, trick, psychic noise, glare, and others.

in general weather speed-boosting abilities are pretty much completely unexplored and i don't have authority to say for sure what's good or not. going off standard play alone though surely they must be at least decent.

3b. terrain​


:electric seed: electric terrain generally fucking sucks because of grounds totally stonewalling you, being weaker than weather, and rising voltage being unreliable against birds + levitators. probably you can still run shit like lo mixed gren with sniper rising voltage or sf bolt strike, but it's a pretty major commitment just to have a slightly better clicker that still has an extremely difficult time coming in.

:misty seed: misty terrain primarily enables mons like misty seed good as gold poltergeist ghostceus, where the idea is to block mortal to ease the setup effort. i don't like it cause it limits my own status options too, but it's not bad by any means.

:psychic seed: psychic terrain has the issue of absolutely despising ting, but it's more interesting than eterrain by virtue of blocking priority, one of offense's roughest matchups. there are also multiple fast and dangerous psychics that can fuck up opponents.

:grassy seed: grassy terrain exists if you want to feel like you're funny but you should probably just put it on balance not offense if you do use it.

3c. hazards​


i don't like over-relying on hazards with offense because spinblocking is a headache that wastes time + requires guesswork, and sometimes they have either superman or unblockable removal (atespin, tidy). hazards are still very strong on offense because you have an easy time forcing the opponent to switch out a lot, offering ripe opportunities for deadly double switches against chipped mons.

:hard stone: what i mean to say by this is that you should probably run stone axe but spikes is a pretty big commitment that i don't go for as much.

:silver powder: webs are extremely good if you can maintain them, they were the key to this team which is one of the best offenses i've ever built. i got away with flutter + arc fastest mons with no setup which is outright criminal. i recommend moldy cause otherwise bounce kills you, but akira ran webs blaziken which is also pretty consistent. only problem is you auto lose to court change FUCK court change PLEASE ban this stupid fucking move council ill let you keep triple arrows this is genuinely worse my heart just fucking sinks whenever i see this move clicked. there is no reasonable counterplay that fits on offense.

:poison barb: tspikes as always are hit or miss, id say probably dont bother, the battle will likely not go on long enough for your poison to stack up. you can probably bring a syringe with weird structure and do ok but thats more red card being extremely good, will get into that later.

with hazard offense (webs/tspikes in particular), one lesson you'll learn early is how to anticipate and block opposing spinners. you do not have time to waste playing hazard -> mortal -> hazard games. most ladder players will make this easy for you by bringing in their remover at the earliest opportunity, and from there it's up to you to determine which removal option is most likely. look at the meta, look at their team structure, figure it out. you can also just use gholdengo lol

playing against hazards always depends on the offense, sometimes you can go no removal, other times you need removal, there's no "best" removal option. i can't offer you a one-size-fits-all answer here.

3d. screens​


the point of screens is to never ever lose to offensive pressure (besides gren) so you can spam slower bulky guys that never die and force progress.

screens are harder to make work now than they used to be because now everyone leads with some shithead regenvester or zama and tries to knock off your guy turn 1. getting your light clay knocked is extremely bad because of your 5 or 8 turns, 1 is spent setting up the screen and 1 is spent switching out your guy. the rest of the time is where all the interesting stuff happens, and knock off cuts that time in half from 6 to 3 turns.

there are a few ways to address this crisis. the most straightforward is to not lead the screens setter, lunge forward early to put your opponent in a defensive position, then maneuver in your guy and start clicking the screens, though this can backfire if they lead some fast fucker like zam or scept. you can also run screens on a postal mon like valiant or chicken to dissuade the opps, though this is obviously stupid and insane and it's up to you whether you want to trust this old woman's advice.

:never-melt ice: veil is very good. compressing both screens into one loses less time, avoids the annoying effect where one screen wears off a turn early, and saves you a moveslot on top of that. the main issue with veil is opposing weather disrupting you. on snow warning veil setters like bundle i'd recommend running something like entrainment to catch them on the switch, insisting that your veil go through no matter what. on chilly + veil, i think it's more consistent to have some sort of offensive presence on both the chilly user and the veil user so that they can't hard in their guy to disrupt you. the team can feel a little anemic having two 3 move attacker guys but thats life.

anyway, the main weakness of screens is passive damage and defensive play. chip from poison/burn, hazards, salt cure, and thunder cage can add up extremely quickly and screens won't do a thing to help you against those. stuff like mg, covert, boots, and leftovers are standard on screens teams for this reason. the bigger issue is defensive play; breaking through an opponent who's prepared to hunker down and spam recover and topsy until your screens wear off is more difficult than it looks, and it's for this reason that you can't just build in a full superman style; you have to bring some chip-vulnerable mons to break through in a timely manner. it's a difficult balancing act.

imposter can copy your screens but you should almost never be worried about this. they lack light clay and their team is typically nowhere near as good as yours at taking advantage of screens.

also again you auto lose to court change PLEASE IM BEGGING YOU COUNCIL GET RID OF THIS SHIT

3e. rooms​


:slowbro-mega: trick room isn't very good. you negate most offensive counterplay and can land 2hkos on fast fcs before they can sap you, but the duration is just not there and the pool of slow mons that are good at making progress is surprisingly shallow, with seemingly good options like calyrex-ice, ursaluna, and stakataka held back by imposter too heavily to merit serious consideration. best guys are like chicken (MAYBE camel), amp, aboma, swampert but there are a lot of fringe weirdos like golurk, chandy, escavalier, gholdengo, and brute bonnet. still its unfortunately probably cooked due to us not having the only real otr mon marowak-a (thick club is gone). very sad

:latias: magic room is extremely janky and does ridiculous things like turning off judgment (note that you still cannot remove immutable items) and letting you trick assault vests. no one has ever really used it in a serious context. again the duration isn't really there and you also miss out on using your own items.

:stonjourner: wonder room is pretty silly because it only swaps the unmodified stats, this means you cannot break through fur coat with your physical guy. also again no duration.

:landorus: gravity is cute cause you can click uncontested pblades and maybe bullshit like zap cannon or dynamicpunch, and if you're really feeling it you can improof your hjk guy. in most cases it's worse than just running bolt strike to hit birds, and the duration is too low to feasibly support teammates unless you run like eject button. still funny to make celesteela take spikes

4. gambits


after all that nonsense we're back on a serious topic. gambits (final gambit, explosion, healing wish/lunar dance) are strong on offense because they combine a free pivot with a very powerful effect, which combined will often be worth the loss of a mon. a well-timed gambit can completely transform the position and seal the game.

with all gambits, surprise factor is key. if the opponent can anticipate them, they can appropriately defend. this is most straightforward against final gambit and explosion, where they can switch to a less valuable mon as you explode, leaving their wall intact. even against hwish/lunar dance, though, there are options, a funny one being hard imposter on the lunar dancer, and countering your rejuvenated mon by clicking their own lunar dance to refresh an exhausted wall.

a very closely related aspect is having options. even if the opponent knows you can gambit, you should still be a threatening or useful mon in general. this is why something like scarf gambit blissey or regidrago is never all that good: first of all, the opponent will see gambit coming from a mile away because your guy can't really do anything else, and second of all, they can go to their sacrifice without worry, because again your guy can't really do anything else (except trick but that barely counts). contrast this to something like pixilate zacian on cirno, which can annihilate any attempted explosion switchins with a well-timed +2 double-edge.

you can make the case that even with something obvious like scarf scrappy blissey, any sacrifice the opponent makes will hurt their position, or put differently you're always favored in a 5v5. some players have even employed several consecutive final gambit users with the goal of trading into a winning endgame. this has always been extremely shaky, though: getting the even trades is hard enough already with priority, imposter, ting, and straight-up faster mons running around, and the opponent can also hone in on any low base hp mons you have (the "wincons" after everything else is traded) and plan around them.

the best general-purpose final gambit users are versatile, high-hp threats like giratina-o, etern, lunala, solgaleo, xerneas, yveltal, and kyurems (also importantly most can deal good damage into imposter). of these, etern, lunala, and kyurem-w have the well-established gameplan of drawing in special walls to eliminate early on, letting a special teammate break down the team with little to no resistance. final gambit users will often be scarf (to eliminate dangerous attackers in a pinch and potentially land trick) and/or regen (to do work early game and trade off a key mon later), though sometimes they'll be neither, as is the case with mons like np speed boost lunala.

-ate explosion has been the only widely adopted variant, though there's likely not much wrong with something like scrappy explosion bunny (terraria reference). the main draw over final gambit is that it works perfectly fine at low hp, and most explosion users are designed to do just that: take a hit or two while doing other stuff (usually either setting up, spinning off hazards, or just punching back with boomburst) and then explode when their time begins to run short. unlike final gambit, explosion isn't very good at drawing out a mon with a specific role; you could trade into imposter, a steel, an fc, or something else entirely. so even though the mon itself is infinitely less excruciating to use compared to final gambit, the gameplans are nowhere near as straightforward and the resulting positions are often very complicated.

lunar dance restores pp, while healing wish "floats" if your mon is missing pp but not hp/status. so healing wish is better if you intend to click it early game, lunar dance is better if not. these are typically best used in service of a particular type of mon: no recovery, meant to take hits, threatening enough that you want it on the field for a decent amount of time. you can stretch this a ton of course. sometimes you'll have a mon with recovery (let's say np steelceus) that makes good progress but gets paralyzed in return. in this instance you could trade off most of the steelceus's hp, then lunar dance it up and get the rest of the way through. sometimes you'll have a mon that isn't bulky at all, like blaziken, but you'll vcreate into an fc audino that mortals you and the lunar dance will help to sustain.

it's really difficult for me to give any definitive statements on when healing wish/lunar dance are good (doesn't help that i haven't used them in a while) so all i can really say is just pay attention during games, and if you ever find yourself being like "damn my guy almost has a crushing advantage, too bad he's at 30% and poisoned", you should consider hwish/lunar. i will also say that these go hand-in-hand with screens, cause you have a very straightforward idea of setting up while the opponent can't kill you, taking out a mon or two in exchange for some status, then setting up screens again and lunar dancing out with the screen setter for the instant pivot. this was a big idea with my sun offense from a year ago.

5. single-use sets


i don't like these very much because i like being able to switch out my guys, but i can't deny they're effective so i'm putting them here.

lunatone.gif

Lunala / Necrozma-Dawn-Wings @ Throat Spray
Ability: Unburden
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Torch Song
- Moongeist Beam
- Moonblast
- Secret Sword (you can also run taunt or some bullshit)

you know this guy. you might think this is the only guy of its kind and that it has no real notoriety beyond being a ladder shitter. this could not be further from the case. look at this replay. this is me calmly winning against qt in open with this incoherent team with three throat spray guys despite throwing no less than 3 times (i was bored and tilted). and apparently people think this playstyle is cool??? whatever dude. use this bullshit if you want

arceus-ghost.png

Arceus-Ghost @ Mirror Herb
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Swagger
- Poltergeist
- Triple Arrows
- Dragon Dance

ignore this mon i dont know how it got in here

actually the 1 thing i have to say about it is that whenever i use it i get every confusion self hit and every triple arrows proc but in exchange my poltergeist accuracy is like 50%. a truly mysterious phenomenon

arceus-ghost.png

Arceus-Ghost @ Misty Seed / Eject Button
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Poltergeist
- Triple Arrows / Gunk Shot
- Strength Sap / Recover
- Tidy Up

not really a one time use but this guy is used pretty much exclusively late game from my experience so its pretty similar. again this is a pretty simple and standard set so i dont actually have a lot to say about it

deoxys.png

Deoxys @ Weakness Policy
Ability: Simple
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Stored Power
- Moonblast
- Collision Course
- Wicked Blow

this guy. THIS FUCKIN GUY. simple weakness policy is an immensely cruel thing to put in a game where nobody can stop you from switching in on uturn (or knock if you got screens) and being stopped by phero, spdef yveltal, imposter 50% of the time, and nothing else (esp if you use le psyterrain). feels like a more brutish version of syringe. ive also been experimenting with simple shift gear/glance/pyro ball/stored power aboma, if you activate the weakness policy you just kill absolutely everything but it's a little worse than this cause you can't switch in. i cant stress enough that anything can run this. ting, edrift slowbro, duskmane, lunala, just a whole bunch of fuckers.

zamazenta.png

Zamazenta @ Covert Cloak
Ability: Simple
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- ███████████
- Triple Arrows
- Strength Sap
- Stored Power

https://replay.pokemonshowdown.com/gen9balancedhackmons-2360256687

6. evil utility creatures


i was playing around with this team and marveling at how many moves the deoxys missed (11 out of about 35, i counted!) when i sat down and thought i should probably write about this flutter among other creations. now i've talked about flutter's role compression in the past here, but this set of 4 moves + item + abil felt like a step above that, this rpg equipment-ass gender dysphoria-ass set that was almost definitely not optimal but was extremely funny and did a ton of shit every game.

let me start off by saying that eject button and red card are among the best items in the game on offense. disrupting your opponent's systems early on is crucial because a ton of offense games come down to who gets the first initiative going. eject button negates their uturn, red card negates their presence (and also does beat uturn), both land the opponent in a matchup they definitely don't want to be in. i'm thinking of this game where the opponent had a relatively scary fc th ghostceus in, but i taunted it into hitting my red card and from there the game was completely over. the only 2 things you lose to are knock off and getting one shot so make sure not to let either of those happen. (also this is why i said syringe is probably not that bad on offense, it just does such a great job at breaking up annoying field presences via phazing)

i put the moves together from the perspective of wanting to fit in knock off for vests, and from there curse presented itself as a reasonable th arc deterrent cause i figured i would only need to force it out once or twice. unfortunately i think the team lets down the set here cause i would really like to have an actual secondary sapblocker. purifying salt is because i wanted a second mortal switchin and an excuse to not add a real ghost resist.

knock off and glare are just very good moves and you can make some strong sets by trying to make a knock/glare user as non-passive and role-compressed as possible. the webs team has glare offensive flutter + glare blaziken.

7. countermeasures


sometimes you get attacked. here is what you do if your structure is too frail for a solid backbone

celesteela.png

Celesteela @ Never-Melt Ice
Ability: Refrigerate
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Boomburst
- Explosion
- Extreme Speed
- Rapid Spin

sorry she keeps getting in

anyway yeah use extreme speed, this is slightly unreliable if they have vdance guy or bulky sap guy so make sure to cover those with someone different

spiritomb.png

LIVE FROM NEW YORK (Spiritomb) @ Heavy-Duty Boots
Ability: Sturdy
Level: 1
Tera Type: Dark
EVs: 252 Spe
Serious Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpD
- Pain Split
- Leech Seed
- Burning Bulwark
- Toxic Spikes

i've posted about gen9 fear here, where i said shell bell endeavor was the best fear set. maybe that's true, on balance, at some point, but on offense you need your threat-stoppers to work consistently and this is where boots fear comes in. this is not a guy that kills you with endeavor, this is a weird positional guy that revenge kills everything except gag/multihit, sapblocks, and doesnt care about hazards. see this game where both my sweepers die to speed ties vs imposter and i have to hold things together with just spiritomb and some other weirdos.

the only good fear mons work on typing-based improofing schemes and i would still probably not recommend slapping on a fear guy randomly if it isn't imposter proofing something. i might be wrong on this though.

rayquaza.png

SHUT UP SHAMEIMARU (Rayquaza) @ Rocky Helmet
Ability: Prankster
Tera Type: Dragon
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Destiny Bond
- Dragon Ascent
- Glare
- V-create

its prank dbond with extra glare. everyone knows what this does, you can run it on any guy. the copycat gigaton steels with dbond are also okay, but they aren't really as clever or subtle as they think they are.

kyogre-primal.png

Kyogre-Primal @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Take Heart
- Revelation Dance
- Burning Bulwark
- Ice Beam

unaware is good and kyogre is good. in post power trip meta, i trust this into pretty much everything except th cage arc, scept/mirai, and like lo chomp that reads the bulwark.

entei.png

Entei @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Leech Seed
- Glare
- V-create
- Baneful Bunker

another decent unaware, more simple idea this time where you vcreate stuff when you kill them and glare otherwise. less reliable into the general setup meta but slightly better into th arc because leech seed really annoys them.

8. the core


alright you might be asking something like "these mons are all very nice, but they seem extremely niche and peripheral at best to the main goals of offense. how do i get through fc/scales mons?"

funny thing: that was always the easiest part. that's what bh players all across the world have been figuring out for years, so you don't have to. if you see a ladder set that wins games? try it. it might win games for you too. were you surprised upon learning that mons like kyogre and fairyceus had defensive connotations in a bh setting? unleash the hyper-aggressive kyogre and fairyceus sets that you dreamed existed. what you're doing is the same thing every bh player has done since the dawn of time, something hopelessly naive, something distinctly... you.

also you can click moldy swords dance that probably works cause it goes through the ability you know

can you tell its really late at night for me lol

anyway there are like hundreds of these guys, you will recognize many from balance, others will be completely unrecognizable. here are a couple examples, but most of the hard work you'll have to do on your own.

garchomp-mega.png

Garchomp-Mega @ Life Orb
Ability: Magic Bounce
Tera Type: Dragon
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Precipice Blades
- Glaive Rush
- Sunsteel Strike / Mirror Coat

bounce is rly good on offense because if you bounce back sap or topsy then you probably win

arceus-fairy.png

Arceus-Fairy @ Pixie Plate
Ability: Magic Guard
Tera Type: Fairy
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Judgment
- Secret Sword
- Glare

the team i made this for wasn't offensive but it's a very good mon, forces progress unless they have specifically hooh or a poison, mons which demand specific structures. also the mon is very good at landing glares

necrozma-ultra.png

HISOUTENSOKU (Necrozma-Ultra) @ Assault Vest
Ability: Regenerator
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Psychic Noise
- Glaive Rush
- Volt Switch
- Knock Off

wait why the fuck is this timid what was i doing. anyway this is used on hazardstack to hold the team together and make progress with knock + psynoise + glaive rush which works unless they have annoying ting lu. it's also really easy to improof cause you just run like any fairy.

anyway ill try to update this post in the future with like more replays and stuff cause i wrote a lot and i wanna be able to refer back to it
 
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