Other Metagames Gen 9 BH - Yolk's Triple Regen | Rank 1 Ladder - 41-0 Win Streak - 1663 ELO - 90.6% GXE

SV Balanced Hackmons R.M.T.

Yolk's Triple Regen
Rank 1 Ladder - 41-0 Win Streak - 1663 ELO - 90.6% GXE


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The Team (click for paste)
:sv/Registeel: :sv/Ting-Lu: :sv/Eternatus: :sv/Flutter-Mane: :sv/Zamazenta: :sv/Arceus-Ghost:


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SWAT Team (Registeel) @ Assault Vest
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Revelation Dance
- Nuzzle
- U-turn
- Stone Axe

Regen Mon #1: As one of the three regen mons, Registeel is central to the team's success. It's a bulky steel type which serves its purpose to block mortal spins as well as paralyze threats like magic guard life orb Mega-Sceptile with nuzzle which the team struggles with because of its speed tier and chloro/d-energy/torch coverage. Keeping Mega-Alakazam users guessing between whether we will go into Registeel or Ting-Lu is also nice. We barely take any damage from any psychic or fairy type move, and we can tank a blue flare/armor cannon as well. Regi also packs hazards, a pivoting move, and revelation dance in case we face an opposing normalize Flutter Mane. Admittedly Regi is not the best rev dance user as its special attack is nothing to be proud of, but its ability to almost always guarantee a slow pivot for switch advantage vs. other regenvesters due to its 50 base speed makes it very valuable. It also walls boomburst from -ate mons like Kyurem-White and Mega Gardevoir which makes it a better regenvester than Dialga-Origin for our team specifically. Regenvest Heatran was another option I considered, but unlike ice scales, assault vest won't mitigate secret sword damage, and getting hit unexpectedly by a secret sword will hurt a lot more on Heatran than it will on Regi. It is also a lot weaker to Primal Kyogre.

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A-Luser (Ting-Lu) @ Assault Vest
Ability: Regenerator
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Rapid Spin
- U-turn
- Salt Cure

Regen Mon #2: Our next mon is a loser. Ting-Lu pairs extremely well with Registeel as a regenvester. It has good physical bulk and can neutralize many threats due to its typing. Ting-Lu can be very annoying for several reasons: 1. it blocks thunder cage as a ground type 2. it can cast knock off/salt cure to get rid of covert cloaks/whittle down take heart Arcs 3. it provides a prankster check as a dark type. With a base speed of 45, it is even slower than Registeel and can usually get you a switch advantage due to slow pivoting. You do need to watch out for getting poisoned by mortal spin or getting burned by burning bulwark/beak blast as these are the most common ways this mon is handicapped. Ting-Lu also serves as an improof for our Registeel in case it gets copied. It can't get paralyzed by nuzzle, and if they press stone axe, then we can either spin the hazards away or get a free knock off. Ting-Lu is great to have because it prevents you from getting cheesed by jaw lock/no retreat/stored power users like Arceus-Dark or Yveltal. A downside of this team is that we don't have a great answer directly to any SNR mons like Arceus-ghost if Ting-Lu is not already in play against them. We can switch it in on the turn they cast no retreat, tank a triple arrows, then cast a salt cure. Then it becomes a matter of switching back and forth between Ting-Lu and one of our other regen mons until we run them out of judgment/triple arrows pp. If they choose to cast no retreat while you're already against them, you can just cast a salt cure, tank a triple arrows, then switch to etern to tank a judge, haze and volt back to one of our other regen mons to heal up. Lunala isn't as big of a problem because they're usually spooky plate judgment + stored power which we can poison/salt cure them until they're in knock range.

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Toxic Waste (Eternatus) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Haze
- Volt Switch
- Spikes
- Dragon Energy

Regen Mon #3: Eternatus is our third and final regen mon. It packs haze which helps us deal with take heart Arceus sets. Even though Ting-Lu can cast salt cure on them and annoy them, we still need to clear their buffs since judgment/revelation dance bypasses normalize. Although not too common, it can help us deal with m-guard set-up threats like Ho-Oh by freely tanking a fire type attack and removing their buffs with haze. Another scenario to think about: if SFLO Ash Gren doesn't press fiery wrath but instead one of its other moves like steam eruption, bolt strike or noxious torque, etern is a great option to go into and press volt switch. Having three regen mons to help you mind-game your opponent is extremely satisfying. Getting back to the moveset, it has volt switch for pivoting as well as dragon energy since we want to actually threaten damage. Finally, having spikes is a win condition because we have multiple spinblockers on the team.

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SPECtacular (Flutter Mane) @ Spooky Plate
Ability: Normalize
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Cage
- Taunt
- Judgment
- Entrainment

I got the idea for this Flutter set from Akira 153's specttrain team. SPECtacular has a similar set with the only difference being taunt over final gambit. Important to note that Flutter Mane outspeeds Ash Gren and Etern so it can freely entrain both of those threats. Another great thing about having this Flutter Mane is that it traps and kills ice scales mons like Audino-Mega due to having taunt and entrain. If you manage to trap a regenvest pokemon that doesn't know revelation dance with thunder cage, it is also as good as dead to entrain + judge. Having this pokemon on the team may seem cheesy, but it's actually a really good set to have that can catch people off guard if they're not careful. Pressing entrainment against a regenvester that does have revelation dance isn't even a bad thing because it gets rid of their ability. If you have hazards up, that's free chip damage. You do need to use Flutter very carefully as it's the only mon on the team without a way to heal back up. Make sure you scout for magic bounce before you commit to going in with entrainment. Although it's rare to see these days, ability shield will also block you from doing your thing. A pokemon that is very annoying for this flutter mane is magic-guard blissey with leftovers since you don't get the residual damage from thunder cage and you can't hit them with judgment either. There could be an argument to going pixie plate over spooky plate, but I like having spooky over pixie because it allows you to hit pure steel types harder. A complete counter to this set would be zoroark-hisui, but who actually uses that pokemon...

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Mamamenta (Zamazenta) @ Covert Cloak
Ability: Fur Coat
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Triple Arrows
- Mortal Spin
- Knock Off
- Strength Sap

The nickname is sus...I know. Mamamenta is your classic Zama set where you have cloak + knock off/mortal spin/(triple arrows or combat torque). This mon is super nice to have because it serves as yet another Registeel switch-in should it get copied. It also threatens imposter with knocking off their eviolite or poisoning them. This is your damage soaker to sniper Ash Gren and the variants of Mega Garchomp (both tidy up and choice band). Speaking of Ash Gren, Zama outspeeds it so you can kill it with triple arrows after taking a hit. Zama has strength sap as its last move which is good in some cases but can get walled by magic bounce which is why we have Arceus-Ghost with milk drink. Finally, it forces out mons like Dialga-Origin and Registeel so you can get off hazard removal. Having both knock and mortal also helps to cripple Mega Audino or any mon with cloak.

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Hades (Arceus-Ghost) @ Spooky Plate
Ability: Fur Coat
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Take Heart
- Mortal Spin
- Milk Drink

Hades is our last mon on the team. This FC Arceus-Ghost is our knock absorber, our Zama improof, and our rapid spin blocker. Having milk drink over strength sap means we don't auto-lose to magic bounce and we can win a take heart war against opposing FC Arcs. Having mortal spin to poison them and spin away the thunder cage is nice. People usually expect thunder cage over mortal spin on TH Arcs, so poisoning them can be a surprise factor. Our team doesn't love going into hazards so we need reliable ways to remove them. One of the main switch-ins to TH Arc is scales Meloetta or Mega Audino so having mortal spin can really put a dent in their plan if they are holding boots. If they are covert cloak over boots, then we just need to find an opportunity to knock them off before spinning.


This is my first long-form post on Smogon. I would like to give a huge shoutout to Akira 153 for the amazing images that you see above and for inspiring me to create an RMT. I watched him stream all of his creations live in Adobe Photoshop and I sincerely appreciate all the time and effort it took to create them. I would also like to give a shoutout to Chessking345 for helping me navigate all of the Smogon commands for writing this post. Finally, I would like to shout out all of my amazing friends who have always been supportive and down to test ideas with me: cityscapes, XxLazzerpenguinxX, Akira 153, Yoko, rightclicker, Treeko928, BugGoBrrrrrr, tzaur, Ivar57, Test Rex, Dragonillis, and lemonstre1. I apologize if I missed anyone.
 
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