Ive been away for about a month or two and have come back to a meta that seems to be dominated by volt-turn, which is surprising for me because I always thought volt-turn teams needed specific matchups to be useful. But now I dont think I have seen a team without a scarf lando-t, and mega manectric is up there in popularity too. Its actually quite annoying/effective to play against because you never really know whats coming. But anyway I was hoping this could be a thread where we talk about certain playstyles and where there are currently in the metagame, maybe we rank them in a very unofficial broad way, because there are sub playstyles and I relly dont want to get into that(like semi-stall, balance offense or whatever, etc...). I think Ill break it into Volt-turn/balance/stall(semistall)/hyper offense/bulky offense, I think bulky offense and hyper offense are different(and prevalent) enough to warrant their own categories.
1.Volt-Turn
2.Balance
3.Hyper Offense
4.Bulky Offense
5.Stall
(subject to change) I also want to know if you guys think more playstyles should be added
This is what I am feeling in terms of ranking them, I think ill just start by explaining why I think volt-turn is best, and maybe do the rest if this thread sticks.
Volt-turn seems to be so good because scarf lando-t and mega manectric are so fast that they can either get serious damage on something before taking any, or get important chip damage while switching to something that can more adequately take a hit. It seems those two dont even take damage until the end of the game. if manec is in on a flying type either it dies or you get free momentum into something like latios which is also amazing right now and something will die and then manectric can just come back in and repeat. To be more broad, if something fears the volt-turn, they either switch or take a shit ton of damage(or die) either way they are playing on their heels the whole game. People start making very risky plays like switching a scarf lando-t into a manectric(ive seen it many times) just to try and break the volt-turn chain. Also switching heatran into lando-t to take the "obvious" u-turn, bottom line is it causes what some may consider 50/50s, although their typically is a right play which is why I dont think its uncompetitive. An effective stop to this sort of team seems to be mamoswine as it remains to be pretty anti-meta.
Idk maybe someone else can take a crack at explaining volt-turn, but this is something I would like to see, maybe posts like this: (credit to Talenheim)
These are good summaries of relevant playstyles, feel free to expand on any one that you feel has had substantial change or is particularly good in todays meta(including ORAS).
1.Volt-Turn
2.Balance
3.Hyper Offense
4.Bulky Offense
5.Stall
(subject to change) I also want to know if you guys think more playstyles should be added
This is what I am feeling in terms of ranking them, I think ill just start by explaining why I think volt-turn is best, and maybe do the rest if this thread sticks.
Volt-turn seems to be so good because scarf lando-t and mega manectric are so fast that they can either get serious damage on something before taking any, or get important chip damage while switching to something that can more adequately take a hit. It seems those two dont even take damage until the end of the game. if manec is in on a flying type either it dies or you get free momentum into something like latios which is also amazing right now and something will die and then manectric can just come back in and repeat. To be more broad, if something fears the volt-turn, they either switch or take a shit ton of damage(or die) either way they are playing on their heels the whole game. People start making very risky plays like switching a scarf lando-t into a manectric(ive seen it many times) just to try and break the volt-turn chain. Also switching heatran into lando-t to take the "obvious" u-turn, bottom line is it causes what some may consider 50/50s, although their typically is a right play which is why I dont think its uncompetitive. An effective stop to this sort of team seems to be mamoswine as it remains to be pretty anti-meta.
Idk maybe someone else can take a crack at explaining volt-turn, but this is something I would like to see, maybe posts like this: (credit to Talenheim)
- Hyper Offense
- Hyper Hyper Offense
- Birdspam
- any team with 6 mons that can't take a hit, i.e. weavile or greninja
- Baton Pass(OP edit: Fuck Baton Pass)
- Teams that are built around getting enough momentum to BP boosts to a pokemon to sweep. This can be either an extention to a standard team, i.e. standard HO teams with Scolipede, or an entire strategy to itself, i.e. Dennis' Legacy.
- Offense
- Has one wall/one or two bulky mons that can take hits, i.e. Ferro or M-Hera
- Hyper Hyper Offense
- Bulky Offense
- Standard Bulky Offense
- Sacrifices speed for bulk; usually appreciates a wishpasser, usually has mons that can take hits, i.e. M-Hera, Lando-T or MegaZard X
- Trick Room
- Includes bulky Trick Room setters; TR teams use hard-hitting but slow mons that have average bulk, as they can dump the usually needed speed EVs into HP, i.e. Diggersby or Crawdaunt
- Standard Bulky Offense
- Balanced
- Hazard Stacking
- Teams that set up more hazards other than stealth rock, usually spikes, and have mix of very bulky setters, i.e. Skarmory or Ferro, and offensive mons that can take advantage of them, i.e. Greninja or MegaMan. Usually has a spinner over a defogger.
- Standard Balanced
- Either has 3 walls/3 HO mons, or 6 tanks, or anywhere in between. Mons that are usually classified as Tanks are usually seen here, i.e. Rhyperior or Rotom-W, or Bulky MZardX.
- Hazard Stacking
- Semistall
- Standard Semistall
- These teams use one or two offensive mons to cover threats and act as wincons rather than two other walls, i.e. Garchomp or any HO mon, or use walls that can still hit back hard and aren't just passive, i.e. Doublade or Sylveon.
- Standard Semistall
- Stall
- Full Stall
- These teams are composed of 6 walls, with a few passive ones, whose goal is to whittle the opponent's health down while negating any they take. Examples of pokemon usually seen on full stall are cresselia, mew, chansey, skarmory... any passive wall.
- Full Stall
These are good summaries of relevant playstyles, feel free to expand on any one that you feel has had substantial change or is particularly good in todays meta(including ORAS).
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