Metagame Gods and Followers

Ransei

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Approved by scpinion and imas. Originally owned by Jajoken

[Play on ROM]

[
Play on Dragonheaven]

We've all built a team where one of our Pokemon is clearly a cut above the rest, a god among 'mon. The rest of your team then follows in service of this deity, even making the ultimate sacrifice and becoming death fodd--err...honorable martyrs, if the need arises. This metagame takes that dynamic to the next level, with a little bit of Monotype-esque fun thrown in. In this metagame, the Pokemon in your first slot becomes your "god," gaining no extra power but a whole lot of responsibility. This slot ignores the OU banlist, pretty much allowing you to use whatever you want, from Ubers to PU. The remainder of your team is comprised of "followers," the faithful servants of your god. These Pokemon are limited by the OU banlist, and additionally must share at least one type with their god, as they were created in its image. Should you fail to protect your god in battle, your entire team will be saddled with an endless Embargo, sealing the use of all held-items. Because of this divine punishment, consider it wise to sacrifice a lowly follower over letting your god collapse.

In other words...

Rules:
[Party Slot #1]
Bans:
Ubers banlist
Mechanic: Applies constant Embargo effect to the player's team upon fainting

[Party Slots #2-6]
Bans:
OU banlist
Restrictions: Must share at least one type with Party Slot #1. If the Pokemon has an in-battle form change that alters their secondary type, both forms must share a type with the god.

[Overall]
Bans:
None yet!
Clauses: OU clauses, Ubers SleepTrap clause

Possible Gods (Ubers):
Aegislash [Steel + Ghost]
Arceus [Any Type]
Blaziken [Fire + Fighting]
Blaziken (Mega) [Fire + Fighting]
Darkrai [Dark]
Deoxys (Normal) [Psychic]
Deoxys (Attack) [Psychic]
Deoxys (Defense) [Psychic]
Deoxys (Speed) [Psychic]
Dialga [Steel + Dragon]
Dugtrio** [Ground]
Genesect [Bug + Steel]
Gengar (Mega) [Ghost + Poison]
Giratina (Altered) [Ghost + Dragon]
Giratina (Origin) [Ghost + Dragon]
Gothitelle** [Psychic]
Gothorita** [Psychic]
Groudon [Ground]
Groudon (Primal) [Ground + Fire*]
Ho-oh [Fire + Flying]
Kangaskhan (Mega) [Normal]
Kyogre [Water]
Kyogre (Primal) [Water]
Kyurem (White) [Dragon + Ice]
Landorus (Incarnate) [Ground + Flying]
Lucario (Mega) [Fighting + Steel]
Lugia [Psychic + Flying]
Lunala [Psychic + Ghost]
Marshadow [Fighting + Ghost]
Metagross (Mega) [Steel + Psychic]
Mewtwo [Psychic]
Mewtwo (Mega X) [Psychic + Fighting*]
Mewtwo (Mega Y)
[Psychic]
Naganadel [Poison + Dragon]
Necrozma (Dawn Wings) [Psychic + Ghost]
Necrozma (Dusk Mane) [Psychic + Steel]
Necrozma (Ultra) [Psychic + Dragon* / Ghost* / Steel*]
Palkia [Water + Dragon]
Pheromosa [Bug + Fighting]
Rayquaza [Dragon + Flying]
Reshiram [Dragon + Fire]
Salamence (Mega) [Dragon + Flying]
Shaymin (Sky) [Grass + Flying]
Solgaleo [Psychic + Steel]
Wobbuffet** [Psychic]
Xerneas [Fairy]
Yveltal [Dark + Flying]
Zekrom [Dragon + Electric]
Zygarde (Complete) [Dragon + Ground]

*Does not impact the type restrictions of the team
**Considered "Uber" with the ability Shadow Tag or Arena Trap


Blacklisted Gods:
The Pokemon listed below can only be considered "gods" under the ability of Shadow Tag or Arena Trap and are outclassed by other Pokemon with these abilities on the list above. Please refrain from discussing the Pokemon listed below as gods:
Diglett
Gothita
Trapinch
Wynaut


Strategy:
There are multiple ways to succeed in Gods and Followers. Generally, you want your god to provide some combination of four traits: 1) solid typing, 2) survivability, 3) team utility, and 4) offensive pressure. Kyogre, for instance, demonstrates all these characteristics: Water is a good typing, Kyogre itself is fairly bulky, providing Rain for a team-wide damage and potential Speed boost is a huge boon and the ocean god hits hard with its special attacks. However, some gods specialize more so in a few of these categories but excel regardless: Yveltal provides a great typing to build a team around (allowing two types unlike Kyogre), Lugia can take hits for days (and Recover/Roost unlike Kyogre), Arceus has access to all sorts of hazard and status moves to support the team (unlike Kyogre), and Xerneas can instantly double three of its stats with Geomancy (unlike Kyogre). Every god has a weakness, but playing around those weaknesses is key to victory.

The other half of the equation, of course, is your choice of followers. Like Monotype, certain Pokemon that are lackluster in standard play will shine on certain teams due to traits that few other Pokemon of their type can provide. Skarmory, for instance, is a nearly essential follower on many Flying- and Steel-based teams due to its unique combination of type, stats and utility moves. Balance, stall and offense have all proved successful in GaF, but generally the teams that win the most are those that can trounce a variety of different god matchups. If a certain type of team is strong, consider followers that would help you win those matchups even if there seems to be a type disadvantage working against you. If you're building a more defensive or balanced type team, consider making one of your followers a cleric set (ex: Wish + Heal Bell) to keep your god healthy.

Generally, players tend to avoid sending in their god until absolutely necessary. If your god falls early on to a random critical hit or lure move, you'll not only lose one of your best Pokemon, but the rest of your team will be unable to use their items. This is especially crucial for certain sets, such as a wall that needs Leftovers to function, a wallbreaker that needs Choice Specs to do its job or a revenge killer that can't outspeed anything when lacking a Choice Scarf. However, it's not the end of the world if your god faints. If you see an opening for victory despite the threat of Embargo, sacrificing your god can make for a solid play. It's all about reading the pace of the match and planning your moves carefully, rather than just throwing out a powerful Ubers Pokemon and hoping it crushes the opposition.

Q&A:

Q: Where can I play this?
A: http://rom.psim.us/ and dragonheaven.psim.us/

Q: If my god has to be in the first slot, does that mean I have to lead with it?
A: No, you can choose your lead as usual.

Q: Then how do I know which Pokemon is my opponent's god?
A: The god of either team is always the farthest on the left in team preview.

Q: What happens after my god faints?
A: For failing to defend your deity, your entire team will suffer an eternal Embargo. If you forgot how Embargo worked (as it is a very uncommon status effect) all non-Megastone, non-Z-crystal held items will fail to function. As this isn't a primary status effect, you can still be effected by Burn, Poison and everything else. While this definitely puts you at a disadvantage, a smart player can prevail even with the lack of defensive and offensive utility that items provide.

Q: How is this different from Monotype with a weird banlist?
A: Aside from the fainting mechanic, you are not necessarily limited to one type. For example, if I put Ho-Oh in my first slot, the rest of my Pokemon can be any type combination that includes either Fire or Flying: Darmanitan and Honchkrow can be on the same team, in this scenario. However, if Kyogre is my god, only Water type Pokemon can be used.

Q: How do Pokemon that change type through in-battle forms work?
A: Only the primary type of their base form of the god is checked when determining the type restriction of your team. For example, a team with Primal Groudon as its god cannot utilize Volcarona, because base Groudon isn't Fire type. If the follower has an alternate form that it can transform into in battle, then both forms need to share a type with the god. To summarize:
  • Mega Gyarados can be used on Kyogre teams because Gyarados is Water/Flying and Mega Gyarados is Water/Dark
  • Mega Gyarados cannot be used on Darkrai teams because Gyarados is not part Dark
  • Mega Gyarados cannot be used on Rayquaza teams because Mega Gyarados is not part Flying
  • Mega Gyarados can be used on Yveltal teams because Gyarados is Water/Flying and Mega Gyarados is Water/Dark
Q: Do I have to use an Ubers Pokemon as my god?
A: Nope! While players that do so do have an inherent advantage, brave players can use an entirely OU legal team. There are perks to going this route: maybe you want to create a Water + Fairy or Fire + Steel team. No Ubers Pokemon have both these types, so you can use the perfectly viable Azumarill or Heatran as gods instead. Note that the Embargo effect applies no matter what tier your god is.

Q: If a move or ability is banned from OU but legal in Ubers, can I use it for my god?
A: It depends. Shadow Tag, for instance, is only allowed in the god slot and nowhere else. However, team-wide clauses like Baton Pass Clause follow OU, thus Smashpass Smeargle cannot be a god (not that you'd want it to be).

Q: How can I apply to be on the GaF council? What does that entail?
A: If you join the council, mostly you'll be discussing bans, rule changes and viability rankings via PM discussions when the need arises. If you'd like to join, I'm imposing the following restrictions on applications: 1) you must be an active presence in the OM, either through discussion in this thread or promoting and playing it on Showdown, and 2) you must be an active presence in the OM community as a whole, either by having voice in the Other Metas room or managing an OM/OM project of your own. If you fit the above criteria, send me a PM with your application.

Council:
Ransei
Quantum Tesseract
Chopin Alkaninoff
Kris


12/9/16 - Geomancy unbanned
12/10/16 - Landorus-I moved to Ubers
12/10/16 - Type-changing Megas restricted to teams of their primary type
1/10/17 - Genesect moved to Ubers
4/11/17 - Pheromosa moved to Ubers
5/13/17 - Metagross-Mega moved to Ubers
7/6/17 - Marshadow moved to Ubers

Ban History:
11/26/17
- Naganadel moved to Ubers

Resources:
Check out the Gen VI thread for old replays, team imports, viability rankings and guides:
[http://www.smogon.com/forums/threads/gods-and-followers.3545230/]

Replays:


Your gods are waiting
Will you follow?
 
Last edited:

Ransei

is a Forum Moderatoris a Community Contributoris a Battle Simulator Moderator
Moderator
Team Archive

If you'd like to submit a team, please post an importable in the thread!
While optional, I'd also appreciate if you described how the team plays and explain certain picks and how the function.
This archive is sorted by god pick, so if you're looking for a certain type of team, Ctrl + F the name of the god you're looking for.

Aegislash [Steel + Ghost]
Arceus [Any Type]
Blaziken [Fire + Fighting]
Darkrai [Dark]
Deoxys [Psychic]
Dialga [Steel + Dragon]
Gengar (Mega) [Ghost + Poison]
Giratina [Ghost + Dragon]
Groudon [Ground]
Ho-oh [Fire + Flying]
Rainbow Ho (Ho-Oh) @ Choice Band
Ability: Regenerator
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Roost
- Brave Bird
- Whirlwind

Zapdos @ Leftovers
Ability: Static
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Thunderbolt

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Steam Eruption
- Earth Power
- Hidden Power [Grass]

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Roost

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge

Kangaskhan (Mega) [Normal]
Kyogre [Water]
Kyurem (White) [Dragon + Ice]
Landorus (Incarnate) [Ground + Flying]
Lucario (Mega) [Fighting + Steel]
Lucario-Mega @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Iron Tail

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- U-turn
- Poison Jab
- Ice Beam

Genesect @ Choice Band
Ability: Download
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Extreme Speed
- Explosion

Kartana @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Sacred Sword
- Defog

Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Taunt

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Overheat
- Flash Cannon
- Earth Power
- Hidden Power [Electric]

Lugia [Psychic + Flying]
Lunala [Psychic + Ghost]
Lunala @ Leftovers
Ability: Shadow Shield
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Moongeist Beam
- Moonblast

Cresselia @ Leftovers
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Moonblast
- Moonlight

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Wish
- Protect
- Iron Head

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 100 HP / 252 Atk / 156 Spe
Lonely Nature
IVs: 0 Def / 0 SpA / 0 SpD
- Shadow Sneak
- Will-O-Wisp
- Protect
- Baton Pass

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Fake Out
- Foul Play
- Will-O-Wisp
- Recover

Decidueye @ Leftovers
Ability: Overgrow
EVs: 252 HP / 172 SpD / 84 Spe
Careful Nature
- Defog
- Roost
- Spirit Shackle
- Toxic

Mewtwo [Psychic]
Mewtwo @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Ice Beam
- Focus Blast
- Fire Blast

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Focus Blast

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Ice Punch
- Thunder Punch
- Hammer Arm

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Knock Off
- Stealth Rock
- Taunt

Palkia [Water + Dragon]
Palkia @ Life Orb
EVs: 252 SpA / 4 Def / 252 Spe
Ability: Pressure
Timid Nature
- Hydro Pump
- Spacial Rend
- Thunder
- Scald

Pelipper @ Damp Rock
EVs: 252 Def / 252 HP / 4 SpD
Ability: Drizzle
Bold Nature
- Scald
- U-Turn
- Roost
- Toxic / Knock Off / Hurricane

Latios @ Soul Dew
EVs: 252 SpA / 4 HP / 252 Spe
Ability: Levitate
Timid Nature
- Draco Metoer
- Defog
- Psyshock
- Heal Block

Kabutops @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Swift Swim
Adamant Nature
- Waterfall
- Swords Dance
- Aqua Jet
- Stone Edge

Azumarill @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Huge Power
Jolly Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Kingdra @ Splash Plate / Damp Rock
EVs: 252 SpA / 4 Def / 252 Spe
Ability: Swift Swim
Modest Nature
- Hydro Pump
- Scald
- Draco Meteor
- Rain Dance

Rayquaza [Dragon + Flying]
Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Ascent
- Extreme Speed
- Draco Meteor
- Fire Blast

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Thunder Wave
- Grass Knot
- Focus Blast

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Taunt
- Stealth Rock
- Stone Edge

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Earthquake

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fire Punch
- Extreme Speed
- Outrage

Reshiram [Dragon + Fire]
Salamence (Mega) [Dragon + Flying]
Shaymin (Sky) [Grass + Flying]
Solgaleo [Psychic + Steel]
Solgaleo @ Expert Belt
Ability: Full Metal Body
EVs: 248 HP / 96 Atk / 164 SpD
Adamant Nature
- Sunsteel Strike
- Morning Sun
- Flare Blitz
- Earthquake

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Shadow Ball

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Whirlwind
- Spikes

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

Slowbro @ Slowbronite
Ability: Oblivious
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Slack Off
- Thunder Wave
- Scald
- Fire Blast

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psyshock
- Thunderbolt
- Drain Punch
Solgaleo @ Choice Band
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sunsteel Strike
- Stone Edge
- Earthquake
- Zen Headbutt

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Brave Bird
- Whirlwind
- Stealth Rock

Genesect @ Choice Scarf
Ability: Download
EVs: 252 SpA / 4 Atk / 252 Spe
Hasty Nature
- U-turn
- Ice Beam
- Thunderbolt
- Flamethrower

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Psyshock
- Dark Pulse
- Focus Blast
- Grass Knot

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Protect

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psyshock
- Focus Blast
- Energy Ball
Solgaleo @ Choice Band
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Flare Blitz
- Earthquake
- Zen Headbutt

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Grass Knot
- Nature's Madness

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Earth Power
- Fire Blast
- Stealth Rock

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Heavy Slam
- Leech Seed
- Protect
- Earthquake

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Psyshock
- Trick

Genesect @ Life Orb
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Flamethrower
- U-turn
- Thunderbolt
Solgaleo @ Normalium Z
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Splash
- Sunsteel Strike
- Earthquake
- Wild Charge

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dark Pulse
- Focus Blast
- Thunderbolt

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Defog
- Bullet Punch
- Roost
- U-turn

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Taunt
- Toxic

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Shadow Ball

Xerneas [Fairy]
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Moonblast
- Encore

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Grass Knot

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Megahorn

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Moonblast
- Scald

Yveltal [Dark + Flying]
Yveltal @ Life Orb
Ability: Dark Aura
EVs: 132 HP / 28 Atk / 252 SpA / 96 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Heat Wave

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Solar Beam
- Roost

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 100 Atk / 156 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Clear Smog

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Trick

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 8 HP / 176 Atk / 92 Def / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock

Obviously Yveltal is the center-piece of the team, it's immense power along with the emergence of lunala and solgaleo makes it an interesting threat. I opted for the ORAS special attacking set due to it's ability to 2hko pdon, without locking itself up in a move.(Though speed EVs could be made better as the meta develops)
Next up, I was pretty clear I wanted char-y as my mega, due to it's ability to pressurize slower teams so well, I have been playing with the idea of ancient power on charizard so that Ho-oh isn't a free switch-in over focus blast, as the team handles heatran and ttar pretty well. Also it gives us an hard hitting option against fairies.
Alolan Muk gives us a special wall and helps us counter lele + it actually has the capability to stop geo-xern to some extent. As it is EV'ed to survive +2 moonblast + Moonblast, while it just trolls xern by using clear smog. Far from ideal, but ye it's a dark team so that's that.
Skarm acts as the general physical buffer and the defogger for the team.
Hoopa-U while it is in OU, is a must for any offensive team that can have it imo. It's insane power and wall-breaking prowess is pretty much unmatchable.
Since, I lacked a stealth rocker, lando provides us with that as well as pressuring shit like clefable with earth plate boosted earthquake.

Zekrom [Dragon + Electric]
Zygarde (Complete) [Dragon + Ground]
Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Coil
- Thousand Arrows
- Toxic
- Rest

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Whirlwind

Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rock Slide

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Dragon Claw

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Rock Slide
- Sludge Wave
- Focus Blast

Other Gods [???]
 
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Nice to see this meta coming back. It's a really fun format I think. Btw Jajoken, I want to ask one thing regarding rules.

Can Silvally be added to any god you want?

Edit: Also. We are a different meta than mono right? In other words, we don't have to follow that new rule Monotype added and we can use different typing megas than it's base form right? Like, Mega Gyarados in Rayquaza teams. You get what I'm saying.
 
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With the current ruling, Silvally is allowed on any team given the right Memory item.

Rulings regarding the typing restrictions are pending.

I've added five new teams to the team archive! Check them out.
 

G-Luke

Grookey Gang Rise Up
is a Forum Moderatoris a Community Contributor
Moderator
I think the unbans, new additions and removed Megas are really gonna shake up the meta.

Palkia @ Life Orb
EVs: 252 SpA / 4 Def / 252 Spe
Ability: Pressure
Timid Nature
- Hydro Pump
- Spacial Rend
- Thunder
- Scald

Pelipper @ Damp Rock
EVs: 252 Def / 252 HP / 4 SpD
Ability: Drizzle
Bold Nature
- Scald
- U-Turn
- Roost
- Toxic / Knock Off / Hurricane

Latios @ Soul Dew
EVs: 252 SpA / 4 HP / 252 Spe
Ability: Levitate
Timid Nature
- Draco Metoer
- Defog
- Psyshock
- Heal Block

Kabutops @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Swift Swim
Adamant Nature
- Waterfall
- Swords Dance
- Aqua Jet
- Stone Edge

Azumarill @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Huge Power
Jolly Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Kingdra @ Splash Plate / Damp Rock
EVs: 252 SpA / 4 Def / 252 Spe
Ability: Swift Swim
Modest Nature
- Hydro Pump
- Scald
- Draco Meteor
- Rain Dance


i'm thinking up teams for Rayquaza and Ho-Oh

WIP
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Dazzling Gleam
- Torment

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Hidden Power [Fire]
- Moonblast
- Focus Blast

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Superpower
- Waterfall
- Aqua Jet

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Play Rough
- Shadow Sneak

Tapu Koko @ Leftovers
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Nature's Madness
- Taunt


Saty tuned for more
 
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Oh hey, now I can play Commander in pokemon.

Ok, brainstorming here. I'm actually gonna start with my typing and team, and pick the god to support the team. HERE WE GO
Magearna: Assault vest pivot
Rotom Wash: Pivot Core buddy. Physical defense probably.

/
Gardevoir/Tapu Lele: Someone to hit really hard
Keldeo: To get past those dang steel types that wall gardevoir
Sylveon: Wish passer for the defense core.
/
/
: Someone to carry the team's typing. The god was a bit of an after thought. I'm leaning Azumarill as I could see special walls being a problem.

The plan: Slow turn into a one of the fast pokemon to spam powerful stab moves. Sylveon keeps the voltswitch core alive. Sylveon could get shucked for tapu bulu if the sheer physical power is needed.


I hope this catches on. Commander is one of the funnest/most popular formats in magic the gathering.
 
Some updates!

First, OU has quick-banned Landorus-I. Accordingly, it can no longer be used as a follower. However, Landorus was a very effective sleeper pick as a god in Gen VI, so you can still use him effectively, just in a more important team slot. I realize this makes my Zygarde team illegal and I'll be tweaking it lol.

Additionally, Mega Gyarados and Mega Charizard X have been restricted to Water- and Fire-based teams, respectively. This was done to parallel Monotype's decision to restrict type-changing Megas to teams of their primary types. When Mega Altaria and Mega Aggron are released, they will similarly be restricted to Dragon and Steel teams.

And that's it! Stay tuned for some more in-depth posts after I get through finals week. :/
 
Finally it's back, just saw this thread lmao.
Just so this is not a shit post, obligatory Solgaleo team ::
Solgaleo @ Choice Band
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Flare Blitz
- Earthquake
- Zen Headbutt

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Grass Knot
- Nature's Madness

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Earth Power
- Fire Blast
- Stealth Rock

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Heavy Slam
- Leech Seed
- Protect
- Earthquake

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Psyshock
- Trick

Genesect @ Life Orb
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Flamethrower
- U-turn
- Thunderbolt


PS: I liked curse effect more ;)
 

G-Luke

Grookey Gang Rise Up
is a Forum Moderatoris a Community Contributor
Moderator
Finally it's back, just saw this thread lmao.
Just so this is not a shit post, obligatory Solgaleo team ::
Solgaleo @ Choice Band
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Flare Blitz
- Earthquake
- Zen Headbutt

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Grass Knot
- Nature's Madness

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Earth Power
- Fire Blast
- Stealth Rock

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Heavy Slam
- Leech Seed
- Protect
- Earthquake

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Psyshock
- Trick

Genesect @ Life Orb
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Flamethrower
- U-turn
- Thunderbolt


PS: I liked curse effect more ;)
I suggest Tapu Lele to get LO and Genesect to gain Scarf. It looks solid otherwise.

PS: Even more teams

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Ascent
- Extreme Speed
- Draco Meteor
- Fire Blast

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Thunder Wave
- Grass Knot
- Focus Blast

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Taunt
- Stealth Rock
- Stone Edge

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Earthquake

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fire Punch
- Extreme Speed
- Outrage


Rainbow Ho (Ho-Oh) @ Choice Band
Ability: Regenerator
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Roost
- Brave Bird
- Whirlwind

Zapdos @ Leftovers
Ability: Static
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Thunderbolt

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Steam Eruption
- Earth Power
- Hidden Power [Grass]

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Roost

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge


Solgaleo @ Choice Band
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sunsteel Strike
- Stone Edge
- Earthquake
- Zen Headbutt

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Brave Bird
- Whirlwind
- Stealth Rock

Genesect @ Choice Scarf
Ability: Download
EVs: 252 SpA / 4 Atk / 252 Spe
Hasty Nature
- U-turn
- Ice Beam
- Thunderbolt
- Flamethrower

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Psyshock
- Dark Pulse
- Focus Blast
- Grass Knot

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Protect

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psyshock
- Focus Blast
- Energy Ball


Also I believe a slight modefication for the new rules should be in order, as the typing rules that enforce Monotype aren't the same as GnF.

It should be changed to: Followers are not allowed to mega evolve into a Mega that would cause it to lose the typing it shares with its god.
E.G: Mega Charizard would be allowed on both Ho-Oh and Rayquaza teams, as though it loses the Flying typing upon mega evolution, it gains Dragon which it shares with Rayquaza and keeps Fire which it shares with Ho-Oh.

MAlt would be allowed on Rayquaza teams but not on Ho-Oh teams for similar reasons.

And Mega Gyarados would be banned from both Rayquaza and Ho-Oh as it loses the only typing it shares with both.
 
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Here's a team I've been having some success with, playing a few games on ROM. Obviously as the metagame gets more plays sets will change, but as of now this is pretty good (haven't lost a game yet).
Mewtwo @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Ice Beam
- Focus Blast
- Fire Blast

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Focus Blast

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Ice Punch
- Thunder Punch
- Hammer Arm

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Knock Off
- Stealth Rock
- Taunt

Here's the best replay of the bunch:
http://replay.pokemonshowdown.com/rom-gen7godsandfollowers-52461


As we expected, the Tapus are pretty good. A free +50% for the whole team is great, and in the case of Lele/Koko their stats are good too. Psychic is pretty rediculous rn because of that; the likes of Mewtwo and Deo-A appreciate the priority protection and the power buff a lot, while since Hoopa-U is still legal it just destroys deams. The rest of the team, obviously, fixes MU problems; Azelf has dark coverage and speed, Latios deals with the many dragon types, and Metagross/Lele give a good matchup vs dark; mmeta can even break skarmory, so Steel is out as well. Obviously you can still lose, but it has a decent to good MU vs every type.
 
A few more updates!

First, this metagame is playable on ROM! (Thanks ukerab) You can find it in "Beta Metagames," right under the BW2 section. If you see me or another council member (list in the OP) in the Other Metagames room on PS!, don't hesitate to ask for a battle! In the future, I'm planning on having meetups and mini-tours on the server so people don't have to go out of there way to find opponents, but I'll wait until after the holidays sometime in January.

Next, I've updated the team archive with all the posted teams. Thanks everyone!

Finally, I'd like to start a bit of a discussion about GaF's recent unban...

Oh Deer: What to do about Geomancy Xerneas?

Geomancy was banned in GaF last generation because it single-handedly made Xereneas the most dangerous god in the metagame, despite only having access to a single, very limited type for its followers. Quite simply, most teams couldn't be prepared to handle Geomancy even if they set out to explicitly counter it. It was banned to preserve Xerneas, a valuable asset as a unique Fairy Uber in a Dragon-heavy metagame, but having seen a post-Geomancy metagame, I'm frankly not sure Xerneas was worth saving. While Scarf, Specs or even mixed Life Orb are all cool options it has, generally Arceus-Fairy proved more effective as a Fairy god. This time around, I'm giving Geomancy another shot, and if it doesn't work out, Xerneas itself will be banned.

Now that it's legal, Geomancy-based teams have a lot of new options to succeed. Z-Geomancy, which takes two turns but provides an extra +1 to every stat, is a terrifying new prospect that teams need to watch out for. Additionally, Xerneas has found several new allies to diversify its previously limited mono-Fairy teams. Namely, the Tapus are great assets, especially Tapu Lele which guards Xerneas from priority like Bullet Punch. Ninetales-A is also a suitable replacement for dual screens Klefki on GeoXern teams, providing the deer god with a perfect setup opportunity.

But perhaps Geomancy will be more easily dealt with this generation! Here are a few options, new and old, for handling GeoXern:

Celesteela, running its standard SpDef set, is an admirable check to Xerneas, as it resists Moonblast and is neutral to Focus Blast. Unfortunately, boosted Thunder still ends it nearly 70% of the time (before taking Thunder's poor accuracy into account). Heavy Slam also fails to kill the standard spread if you don't invest in Attack or a boosting item. However, GaF has given rise to some unique sets not seen in standard (like RestTalk BU Pdon), so perhaps the same will happen with Celesteela. Wacan Berry allows you to switch in on the boosting turn and take any hit, even if you have basically no investment (16 HP EVs prevent the OHKO from Focus Blast). Wacan also allows you to lure enemy Electrics that can threaten Flying-based teams, reducing your number of weaknesses to one (Fire). Might not be that effective, but it's something!
Magearna has been running a pretty cool set in Ubers that involves enough defensive investment to live boosted Focus Blast, then Magearna can Heart Swap the Geomancy Boosts and sweep on its own. This set still has its uses even against non-GeoXern teams, as you can Heart Swap the -2 SpA onto a foe or trounce a Calm Mind booster by stealing all their hard work.
Pyukumuku might be an unlikely hero to GeoXern-weak Water-based teams. With Unaware and SpDef investment, you can easily take Xerneas' attacks and either set up Light Screen or Psych Up Xerneas. It's not dead weight against other Pokemon either, as it can take on other boosters like Arceus.
Clefable, running a SpDef Unaware set, can take on Xerneas consistently and with recovery.
Poison types check the standard set of Moonblast/Thunder/Focus Blast pretty easily, especially if they also resist Electric like Amoongus. Clear Smog + Regnerator + Spore are also helpful traits here. Keep in mind that Xerneas can run Psyshock, but from my experience it rarely does and doing so makes its matchup weaker against other teams. Still, not a perfect check because of this.
Excardrill outspeeds with Sand Rush and can threaten with Steel attacks. My Zygarde team, in particular, uses Steelium Z to ensure the OHKO with Corkscrew Crash Iron Head, even using a Jolly nature.
Primal Groudon is the most reliable Xerneas check in Ubers and one of the best gods in Gen 6 GaF, so it works pretty well here.
Solgaleo can check Xerneas as well, although its effectiveness as a god has yet to be proven.
Trick Room can allow a teammate to finish Xerneas off without any worry about being outsped. Bronzong is a solid answer that can take any hit and set up TR, then maybe even OHKO with Gyro Ball if running Macho Brace.
Priority can pick off a weakened Xerneas provided Psychic Terrain isn't in play.

...and some more stuff, like SpDef Jirachi and AV Metagross! What countermeasures would you take to handle Xerneas for your team, and do you think it imposes too much pressure on the meta? I'd like to hear your thoughts!
(This isn't a suspect or anything. Barring overwhelming proof, no suspects will take place without an OMotM ladder)
 
Last couple of days, I have played this meta quite a bit with the following team based around Yveltal, and it has worked pretty well. It is a mix of balance and offense, with main focus on breaking walls with the trio of yveltal+char-y+hoopa.
Anyways, the team ::
Yveltal's Rise :
Yveltal @ Life Orb
Ability: Dark Aura
EVs: 132 HP / 28 Atk / 252 SpA / 96 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Heat Wave

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Solar Beam
- Roost

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 100 Atk / 156 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Clear Smog

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Trick

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 8 HP / 176 Atk / 92 Def / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock


Description ::
  • Obviously Yveltal is the center-piece of the team, it's immense power along with the emergence of lunala and solgaleo makes it an interesting threat. I opted for the ORAS special attacking set due to it's ability to 2hko pdon, without locking itself up in a move.(Though speed EVs could be made better as the meta develops)
  • Next up, I was pretty clear I wanted char-y as my mega, due to it's ability to pressurize slower teams so well, I have been playing with the idea of ancient power on charizard so that Ho-oh isn't a free switch-in over focus blast, as the team handles heatran and ttar pretty well. Also it gives us an hard hitting option against fairies.
  • Alolan Muk gives us a special wall and helps us counter lele + it actually has the capability to stop geo-xern to some extent. As it is EV'ed to survive +2 moonblast + Moonblast, while it just trolls xern by using clear smog. Far from ideal, but ye it's a dark team so that's that.
  • Skarm acts as the general physical buffer and the defogger for the team.
  • Hoopa-U while it is in OU, is a must for any offensive team that can have it imo. It's insane power and wall-breaking prowess is pretty much unmatchable.
  • Since, I lacked a stealth rocker, lando provides us with that as well as pressuring shit like clefable with earth plate boosted earthquake.


Only replay I have lol: http://replay.pokemonshowdown.com/rom-gen7godsandfollowers-54882
 
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G-Luke

Grookey Gang Rise Up
is a Forum Moderatoris a Community Contributor
Moderator
Last couple of days, I have played this meta quite a bit with the following team based around Yveltal, and it has worked pretty well. It is a mix of balance and offense, with main focus on breaking walls with the trio of yveltal+char-y+hoopa.
Anyways, the team ::
Yveltal's Rise :
Yveltal @ Life Orb
Ability: Dark Aura
EVs: 132 HP / 28 Atk / 252 SpA / 96 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Heat Wave

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Solar Beam
- Roost

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 100 Atk / 156 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Clear Smog

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Trick

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 8 HP / 176 Atk / 92 Def / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock


Description ::
  • Obviously Yveltal is the center-piece of the team, it's immense power along with the emergence of lunala and solgaleo makes it an interesting threat. I opted for the ORAS special attacking set due to it's ability to 2hko pdon, without locking itself up in a move.(Though speed EVs could be made better as the meta develops)
  • Next up, I was pretty clear I wanted char-y as my mega, due to it's ability to pressurize slower teams so well, I have playing with the idea of ancient power on charizard so that Ho-oh isn't a free switch-in over focus blast, as the team handles heatran and ttar pretty well. Also it gives us an hard hitting option against fairies.
  • Alolan Muk gives us a special wall and helps us counter lele + it actually has the capability to stop geo-xern to some extent. As it is EV'ed to survive +2 moonblast + Moonblast, while it just trolls xern by using clear smog. Far from ideal, but ye it's a dark team so that's that.
  • Skarm acts as the general physical buffer and the defogger for the team.
  • Hoopa-U while it is in OU, is a must for any offensive team that can have it imo. It's insane power and wall-breaking prowess is pretty much unmatchable.
  • Since, I lacked a stealth rocker, lando provides us with that as well as pressuring shit like clefable with earth plate boosted earthquake.


Only replay I have lol: http://replay.pokemonshowdown.com/rom-gen7godsandfollowers-54882
Really cool team. And nice that a team of mine is featured.
 
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The Four Old Kings:
By the end of the sixth generation, four gods arose above all the others and proven themselves as formidable foes for any team to handle. They were given the highest slot on the viability rankings and dominated competitive GaF play. How will these old top-tiers fare in this new generation? What new tools have they gained? What challenges do they face? Here are yesteryear's best of the best and what they can do today:


Arceus

Ability: Multitype
Stats: 120/120/120/120/120/120

Starting with the OG god himself, Arceus retains his rightful crown in Gods and Followers. Even with 18 types to choose from, the default Normal type was the most threatening pick in Gen 6. Using a simple SD + ESpeed set Arceus can roll over most potential followers and even many gods. One major thorn in this traditional set, however, is the rise of Tapu Lele and Psychic Terrain, along with the potential priority-blocking of Dazzling and Queen's Majesty, so non-traditional options like a support set or double Normal STAB on a sweeper set may prove effective. Your potential followers are a bit odd, and unlike a lot of other picks, you're limited to a single type with no resistances and no inherent super effective matchups. Tragically, Arceus' best teammate Mega Lopunny has not yet shown its face in Gen 7, so you'll need to try extra hard to break Rocks, Steels and Ghosts. However, not all is lost: Alola brings a bevy of new opportunities for Arceus teams. Porygon-Z utilizing Z-Conversion can provide the coverage and special damage that many other Normal types lack, new type combos in Raticate-A, Bewear and Drampa are useful assets in certain type matchups, and a few weaker choices recently saw huge buffs, like Dodrio, Bibarel and Swellow. Here are some of the options Arceus has to offer:

Items:

Moves: Extreme Speed, Frustration, Earthquake, Shadow Claw, Stone Edge, Overheat, Swords Dance, Recover, Defog, Stealth Rock, Will o' Wisp, Toxic
Followers:



Groudon (Primal)
(
)
Ability: Desolate Land
Stats: 100/180/160/150/90/90

Master of the land and bringer of the sun, Primal Groudon is the scourge of Ubers and GaF alike. Even without the option of Fire type followers, PDon breaks many teams in half with its absurd combination of power and bulk. Support sets, mixed sets and SD + RP sets are just as terrifying, but the GaF signature PDon set runs max HP and SpDef alongside Bulk Up, Fire Punch, Rest and Sleep Talk. This boosting behemoth is incredibly difficult for most followers to take on, and you should always account for it while building. Now that Geomancy has returned to the meta, a sturdy Fairy resist is highly valued, and PDon is one of the best around. Its Followers shouldn't be underestimated either--Hippowdown + Excadrill are a classic pair that can sweep even without Groudon, while you also have access to new threats like buffed Dugtrio for trapping, DD Flygon for sweeping, and Thousand Arrows Zygarde for pummeling would-be Ground immunities. While Zygarde-C may give Groudon a run for its money, Team Magma's pride and joy is looking stronger than ever in the Gen 7 metagame. Here are some options Primal Groudon has to offer:
Item:

Moves: Precipice Blades, Earthquake, Fire Punch, Lava Plume, Fire Blast, Stone Edge, Rock Slide, Dragon Claw, Dragon Pulse, Dragon Tail, Bulk Up, Swords Dance, Rock Polish, Stealth Rock, Thunder Wave, Roar, Rest, Sleep Talk
Followers:



Salamence (Mega)

Ability: Aerilate
Stats: 95/145/130/120/90/120

The only non-legend to hold its own at the peak of Gods and Followers, Mega Salamence's rise to prominence beautifully mirrors its evolutionary transformation to a winged beast through its starry-eyed dream to fly the skies. Aerilate may have received a drop in damage this generation, but Salamence still has the potential to nuke anything that doesn't resist Flying after just one Dragon Dance. This decrease in power may pull Mence close to its close rival Rayquaza, however, as teams utilize those two gods are often very similar in structure and purpose. Nonetheless, some of the best followers in the game are Dragon and/or Flying typed, so Mence has no shortage of help to brutalize its foes. Some, like Zygarde and Celesteela, are new options for easing matchups against fellow top-tiers Primal Groudon and Xerneas. One neat option in this generation is to pair Kingdra with Pelliper to utilize a self-sufficient rain core alongside traditional monsters like Kyurem-B and Landorus-T. Here are some options Mega Salamence has to offer:
Item:

Moves: Double-Edge, Return, Facade, Body Slam, Hyper Voice, Dragon Tail, Earthquake, Fire Blast, Dragon Dance, Roost, Refresh, Defog
Followers:

Followers:


Yveltal

Ability: Dark Aura
Stats: 126/131/95/131/98/99

The winged god of death was always one of GaF's best god picks, even when Xerneas was dominating the metagame. Dark + Flying is an amazing combo that lends itself to any playstyle and provides some of the game's strongest followers such as Skarmory. More than that, Yveltal itself can run a wide variety of sets, including defensive, mixed Life Orb, Scarf, Specs and more. The great longevity in Roost and Oblivion Wing and solid bulk, Yveltal can come in multiple times to either wall threatening foes or force them out with Dark Aura boosted attacks. Defensive sets can stomach hits from other top picks like Arceus and Mega Salamence, while offensive sets can prey on frailer gods Yveltal has suffered a bit with the loss of some followers like Mega Altaria, as well as the Sucker Punch nerf and the return of Xerneas, but also note that three of OU's unbans for this generation (Greninja, Hoopa-Unbound and Mega Sableye) are usable on Yveltal teams. Here are some of the options Yveltal has to offer:

Items:

Moves: Foul Play, Knock Off, Sucker Punch, Dark Pulse, Oblivion Wing, Heat Wave, U-turn, Focus Blast, Roost, Taunt, Toxic
Followers
:

Followers:


Other notable Gen 6 top tier gods:

Xerneas was rated at the top of the viability rankings prior to the Geomancy ban, before dropping a rank, but now that Geo is back, it will surely rise back to the top alongside four very strong followers through the Tapu Guardians. Dialga was praised for its amazing type combo that provides solid follower options, but while unstoppable in theory, Dialga teams faced some poor matchups that lead to it getting dropped a rank. Perhaps it will rise back to the top with new options like Kartana and Celesteela. Palkia fittingly took Dialga's place after its drop, but met the same fate after it was determined that the aforementioned four gods were simply much more metagame-defining than Palkia. However, revived interest in rain teams might improve this Water god's chances at breaking back into the top tier alongside allies in Tapu Fini and Toxapex.

How do you think these old top tiers will fare in the new metagame?
 
Q: How do Pokemon that change type work?
A: Only the primary type of their base form is checked when determining the type restriction of your team. For example, a team with Primal Groudon as its god cannot utilize Volcorona, and a team with Yveltal as its god cannot utilize Mega Gyarados.
Quick question - why can't Yvetal utilize Mega Gyarados? Unless I'm missing something or don't understand the rule, don't Yvetal and Gyarados share a typing even before Gyarados megas? They share a Flying type.
 

G-Luke

Grookey Gang Rise Up
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Q: How is this different from Monotype with a weird banlist?
A: Aside from the fainting mechanic, you are not necessarily limited to one type. For example, if I put Ho-Oh in my first slot, the rest of my Pokemon can be any type combination that includes either Fire or Flying: Darmanitan and Honchkrow can be on the same team, in this scenario. However, if Kyogre is my god, only Water type Pokemon can be used.

Q: How do Pokemon that change type work?
A: Only the primary type of their base form is checked when determining the type restriction of your team. For example, a team with Primal Groudon as its god cannot utilize Volcorona, and a team with Yveltal as its god cannot utilize Mega Gyarados.

Type-changing Megas are now restricted to teams of their primary type. For currently released Pokemon, this only affects Mega Gyarados and Mega Charizard X, which can only be used on Water- and Fire-based teams respectively. This was done to line up with Monotype's new ruling on the matter, and it indirectly nerfs Flying-based teams that utilized these two Pokemon to diversify their type line-up.
These lines kinda contradict each other
, especially the bolded ones. It says a Honchkrow and Darmanitan can both be on the same team with the logic. But then the second quote completely throws that logic out of the window. Groudon Primal is understandable as its base forme is Ground only, but Yveltal is always Dark/Flying, so not should Gyarados be allowed, but its Mega too. I know you want to be consistent with Monotyoe Jajoken, but you can't just copy and paste their rules onto here, as GaF works differently.
 
How about this--if the Pokemon shares its typing with the god in both forms, then it can be used on the team. In other words:
  • Mega Gyarados can be used on Kyogre teams because Gyarados is Water/Flying and Mega Gyarados is Water/Dark
  • Mega Gyarados cannot be used on Darkrai teams because Gyarados is not part Dark
  • Mega Gyarados cannot be used on Rayquaza teams because Mega Gyarados is not part Flying
  • Mega Gyarados can be used on Yveltal teams because Gyarados is Water/Flying and Mega Gyarados is Water/Dark
This is consistent with the Monotype ruling but accounts for the possibility of dual types. I wanted to keep things as simple as possible, but I think this still makes sense while not being so overly complicated that people won't get it.

The OP has been updated.
 
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Solgaleo seems like it could be a good god to use, since you'd be able to have a team with lele and magearna, as well as several other great mons to make it work for both offensive and defensive teams
Another mon that could be good to inherit from is mega gengar, since even though it might not seem too great compared to other ubers, it would let you trap the other team's mons, including their uber hopefully, and would let you hopefully get rid of it and make the other team have a harder time
 
I feel like Embargo is kind of a weak effect for letting your god faint. If it mattered more, than it would be more used in standard play. Also, it's not like Embargo restricts Mega Stones or Z-Crystals. All it does is eliminate a bit of passive recovery or a bit of power or something like that. In the beginning of the OP, you said that followers would "make the ultimate sacrifice" to become "honorable martyrs," but no items isn't quite worthy of that. Plus, if your gods dies, why should you drop your Leftovers because of that? Maybe no abilities could work as a replacement.
 
Solgaleo seems like it could be a good god to use, since you'd be able to have a team with lele and magearna, as well as several other great mons to make it work for both offensive and defensive teams
Another mon that could be good to inherit from is mega gengar, since even though it might not seem too great compared to other ubers, it would let you trap the other team's mons, including their uber hopefully, and would let you hopefully get rid of it and make the other team have a harder time
Mega Gengar is an interesting god that I've really been liking this gen. While Hypnotrap is banned here and ubers, the speed buff allows you to forego protect, and it got a whole bunch of new followers this gen. Between Nihilego, Alolan Marowak, Mimikyu, Salazzle, and Alolan Muk, as well as the old staples of Nidoking, Crobat, Hoopa and Doublade, Mega Gengar can finally lead the balance teams it fits so well on. Alolan Muk, in particular, alows Mega Gengar teams to take on Mewtwo and some Deoxys-A, so those fast psychics no longer sweep the team. Salazzle+Mega Gengar turns the common fairy teams into nonissues, while Mimikyu is huge in checking dark types or boosted Mega Salamence. Nihilego is also really good as it soft-checks Yveltal (especially with a bit of defense investment) and lets the team pick off +1 Rayquaza.
 
I feel like Embargo is kind of a weak effect for letting your god faint. If it mattered more, than it would be more used in standard play. Also, it's not like Embargo restricts Mega Stones or Z-Crystals. All it does is eliminate a bit of passive recovery or a bit of power or something like that. In the beginning of the OP, you said that followers would "make the ultimate sacrifice" to become "honorable martyrs," but no items isn't quite worthy of that. Plus, if your gods dies, why should you drop your Leftovers because of that? Maybe no abilities could work as a replacement.
Curiously, there are some cases where you might want to intentionally let your god die so you can do stuff like Trick Assault Vest onto a support Pokemon and either cripple them or force them to sacrifice their own god in turn. Or if they're primed to sweep, you could slow them down with a fast Trick of a Lagging Tail before getting wrecked, and give your teammates a chance to wear the sweeper down.
 

G-Luke

Grookey Gang Rise Up
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I pondered this, but how will type changing Gods affect teambuilding?

Take example one wants to run Gyarados w/ Gyaradosite as the god. Do you run flying type followers or dark? What happens if the Gyarados mega evolves, will all flying type followers become obsolete? If dark types are following said Gyarados, what happens if it dies before mega evolving? Honestly its really confusing and I'd like it to be addressed.
 
One thing I don't think has been mentioned much is using Z moves to lure Gods, or to lure things for Gods. Notably, Rockium Z SD Lando-T/Garchomp can bait out Skarmory (who was the most common follower last gen) and Celesteela and proceed to do massive damage to it with +2 Continental Crush for Mega Salamence or Lando-I (in the case of Sp.Def Celesteela). Only Defensive Skarm can take Chomp's at +2, while it only has a chance to survive from +2 Lando-T. Celesteela shouldn't even bother trying to live it.

Gyarados can lure MegaMence thinking they can set up on +0 Gyarados with Z-Ice Fang, which OHKOs even at +0, while also getting rid of Zapdos for MegaMence if you're so inclined.

Some gods also benefit from Z moves. Palkia now gets an effective +2 with Z-Heal Block, allowing it to do some real damage on rain oriented teams, especially seeing as water now has a much better rain setter if you're not using Kyogre. It also significantly improves it's ability to handle PDon teams, one of it's biggest boons from last gen.

In terms of Gen 7 new followers, the Tapus will make a splash on every type they're available on. Tapu Lele gives Psychic teams a wallbreaker more powerful than Hoopa-U with Specs, as well as a faster revenge killer with Scarf to boot. Tapu Koko gives Electric types a bit more viability, but Zekrom and Arc-Electric are the only Uber Electric gods so idk how useful it'll be. Bulu's nifty on Skymin and Arc-Grass but that's about it. It does hard wall non Sludge Wave/Iron Tail Zyggy though. Fini will be right at home on Kyogre/Palkia balance, being a useful Defogger if they're not running Pelliper, and also checking Ash Greninja pretty hard among other things. It's also a great stallbreaker, though idr how common stall was last gen. Zygarde 50%, while not technically new, is far better this gen with Thousand Arrows, giving it a reliable STAB that has excellent neutral coverage, as many teams run/ran Flying types to deal with grounds. SubCoil is great at dismantling balance teams, and DDance sets can give offensive teams a headache if it gets 2 boosts. Unfortunately, it's kind of weak and grass types are an issue for non-Toxic/Iron Tail/Sludge Wave variants. Toxapex is fantastic as a pivot on teams that don't need constant offensive pressure, though it is somewhat bait for Zygarde/-C, Refresh/Sub MegaMence, SD/Cro/Double Dance PDon, Z-Heal Block Palkia, Lum Ray, and CM PKyogre due to it's high passivity. It's decent against Xern though.

The Ultra Beasts don't really fit on as many teams as in OU, due to many, with the exception of Celesteela, having shoddy typings. Celesteela, however, will probably be an alternative to Skarm on more offensively inclined teams, likely MegaMence ones, as Skarm is relatively passive. It's also somewhat more capable of checking GeoXern, assuming Thunder doesn't hit, and doesn't rely on MegaMence not being the last 'mon to actually beat it as much as Skarm. Pheromosa only really fits on Genesect and Mega Luke HO, and Buzzwole will probably only be used on Gene/MLuke Balance teams. Xurk is more or less in the same situation as Tapu Koko - it only fits on 2 decent Gods. Difference is, however, is that Xurk doesn't have speed going for it, and is somewhat frail.

Now, onto thoughts of the new Gods:
Lunala:
Probably not going to be great, but probably one of the better Psychic Gods, due to Ghost giving it Mimikyu, who can one time stop a lot of sweepers, Alolawak for offensive rocks setting and Koko checking, and Gengar still being a nightmare to switchin, even though it does lose it's ability to check EKillers with the nerf. It also gets Tapu Lele which is a nifty wallbreaker with Specs and supports a tonne of Lunala's teammates with it's Terrain. It can also kill Dark types like Yveltal (who otherwise decimates Lunala teams), Scarf Krook, and more, for the rest of the team. Tapu Lele+Z Hypnosis Lunala could be a common sight on these kinds of teams, with Lele likely being Scarf for Dark types or Specs to just kill things in Tapu Lele's Click Psychic Adventure!

Solgaleo:
Likely to be better in terms of viability due to Steel being as great as ever. It's going to be even better during Xern's time in the meta, due to it on it's own being one of the best answers there are. Unfortunately, Genesect is banned so it lost a great partner, but Genesect was stupid so idrc. Magearna is a useful Gren check, as well as a secondary Xern check, though it is a bit PDon baity. I can see these teams running some sort of PDon killer, something that Specs Tapu Lele could do quite dandily.

Zygarde-Complete:
This is the big one. I can see Zygarde-C being top tier at the very least - RestTalk sets are almost impossible to kill outside of strong Ice STAB in terms of non-followers, and specially defensive sets can live some pretty meaty SE God attacks. I battled someone with a Sp.Def CoilZyg and saw it live a Dialga's STAB Draco (though it might have been DPulse, can't remember) in the orange from full. It on it's own also quite dandily deals with PDon, beating all PDon sets with the exception of SD. It's follower pool is pretty great, getting Garchomp, Lando-T, Exca, Hippo, as well as a pretty hefty pool of dragon followers, such as Latios, Salamence (who's got a great Moxie SupersonicSkystrike set this gen), DNite, Hydreigon, Kyurem-Black (Subzero Slammer is strong af) and all sorts of other cool followers (except Kommo-o. Don't use Kommo-o). Fortunately, it's kind of weak before several boosts, and needs to get to 50% first, but Zygarde-50% is still a great 'mon on it's own. It also has issues with GeoXern, and Xern in general. It's bulky, but it's not live +2 SE Xern Moonblast bulky.


As for changed Gods:
Mega Lucario:
The mega buff is fantastic for this thing. 112 speed + Adaptabiltiy + SD + Priority makes this thing a dangerous Pokemon, and that's not even mentioning the huge amount of coverage it has. The low speed pre mega was a hinderance before, but now that it can access it's speed tier more readily, it'll be much better. Fighting/Steel is good for everything except stall - Steel gives it a lot of solid pivots, and fighting gives it a lot of offensive presence (though they do get screwed a bit by the Tapus). Unfortunately, Psychic terrain screws with it's priority, meaning it's not enough to have BP Mega Luke as your GeoXern check.

Darkrai:
Darkrai wasn't really a particularly good God to begin with, due to it facing competition from Yveltal (a top tier God) and Greninja as Dark type Gods. Dark Void was pretty much the only reason to use Darkrai outside of Nasty Plot and it's marginally higher speed tier, as Greninja was otherwise superior due to a better follower typing. However, with Dark Void being nerfed into oblivion, there's no reason to use this as a God over Greninja (who'll probably return to Ubers) or Yveltal. RIP Darkrai. f

Mega Kangaskhan:
There wasn't much reason to use this over EKiller as a Normal God. MKang was slightly more powerful, but Arceus had a much larger movepool and far better bulk. Now, MKang doesn't even have power over it, not to mention it still costs a mega slot. RIP MKang. f

Mega Salamence:
The Aerilate nerf minorly impacted it's God to God matchups, meaning Double Edge is kind of mandatory now to get the most out of it. Outside of that, it's still great, and can still easily clean most teams lategame as it always has. Almost certainly still a top tier God as it's one of the few not nerfed with the Monotype "fuck flying types" mega legality policy. Still doesn't have a true flying resist though.


And as for returning Uber followers:
Hoopa-U:
iirc in Monotype, Hoopa-U was a nifty revenge killer and lategame cleaner. Specs is still a good set, even though Magearna can counter Specs, but idk how common that'll be so Specs will probably be it's best set. Non-fairy/steel Gods have basically no switchins for Specs. Band is ok, but Specs is vastly superior in all cases except the Magearna matchup.

Greninja:
Water and Dark gods love this thing. Ash Gren can be an amazing wallbreaker if it's not up against Grass teams/teams with Toxapex/AV Magearna, while Protean can pick and choose it's counters, notably being able to circumvent all of AshGren's switchins with Extrasensory/Ice Beam/Gunk Shot if you hate AshGren checks that much. AshGren will probably be the goto for Rain teams due to Rain making it's Hydros and Water Shurikens hit extremely hard, while Protean will fit better on offensive teams that need a relatively fast, coverage oriented revenge killer/lure god.

Mega Sableye:
wew those 5 hours in ubers sucked


For those wondering, the change was made so there could be more comeback opportunity if a God went down early due to hax or the like. Another effect was that balance and stall weren't screwed over as much as by Curse, as many of those teams relied on their pivots not being costed of a 4th of their HP every turn. Most offense didn't really care about losing HP as they focused on doing more damage back, so it was somewhat unfair in terms of playstyles. Embargo affects all playstyles more equally.
 

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