Metagame Gods and Followers

Yay happy this meta won LCotM, loved it in ORAS. I came up with a team. Disclaimer: I don't know how good it is(n't) yet, as I haven't had time to ladder.

Reshiram bulky Offense




Importable

The idea is that Reshiram and Dragonite make room for either Volcarona or Zygarde to sweep. Reshiram is a solid god as Fire / Dragon complement each other very well - Fire takes the Ice and Fairy type moves for Dragon, Dragon takes the Water moves for Fire. Reshiram is standard Specs set, with enough speed to outrun Necrozma-DM. Volcarona is standard Quiver Dance; Buginium Z lets it break through stuff like Zygarde-C and offensive Primal Kyogre at +1. Heatran is specially defensive, as my team needs a bit of bulk. Latios gives me a fast Defogger; Trick lets it cripple walls it draws in like Ferrothorn, Muk-A and Chansey. Dragonite is my physical wallbreaker, pretty standard set. Zygarde is my bulky sweeper, and it decimates Necrozma-DM teams with some help.
 
With this fun (if slightly matchup based) meta becoming LCotM and after seeing magikarp rain win a room tour (shoutouts Hamhamhamham) I decided to make an actual rain team:
Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Ice Beam
- Origin Pulse
- Thunder

Ocean Man (Pelipper) (M) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 32 Def / 228 SpD
Relaxed Nature
IVs: 0 Spe
- Hurricane
- U-turn
- Roost
- Toxic

leadmetotheland (Kingdra) @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Hydro Pump
- Hidden Power [Grass]
- Draco Meteor

imbibedbythesand (Swampert-Mega) @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Waterfall
- Ice Punch
- Stealth Rock

Toxapex @ Wacan Berry
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Haze
- Recover
- Toxic Spikes
- Scald

Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Waterfall
- Swords Dance
- Aqua Jet

My teambuilding process was as follows:
Scroll through ou rmts until I found a rain team by someone good (https://www.smogon.com/forums/threads/ocean-man-a-rain-ho-team.3636280/ by Charmflash if anyone wants to check it out) and then brazenly steal it.
Add kyogre and replace non-water mons, probably making it much worse.
Fix a bit to not auto lose to a couple of ubers mons.

The wack(an) toxapex set is to haze geo-xern that run thunder (you often die afterwards but it's worth it) although some run psyshock which is an L.
I replaced defog on the original pelipper with toxic to actually touch pdon and made it min speed for better winning weather wars and helping against TR psychic spam teams I saw a few of (and pex is min speed for that reason too).
Scarf ogre is good speed control and OHKOs most neutral things if you're at full health, as well as being a backup rain setter for the endgame.
Kabutops is to have a espeed resist and rockium is to maximise its damage in that turn against arceus while meaning it isn't nerfed if kyogre dies.

Not sure how good this actually is bc I'm not entirely convinced there's a defined meta to this and I threw it together in 3 mins but most games I've lost have been to misplays so ig that's something. It seems fun to use so have a blast.

Edit: Okay so apparently it loses 6-0 to ferro so you might wanna run z-super power kabutops or something idek
 
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Hey, I wanna share my normal type team, if it was not posted yet as there are actually quite limited choices here so it might very well already exist.

Leader: Arceus E-Killer with Shadow Claw for coverage reasons. It is bulky with recovery and sd and lefties. Alternatively chople berry, eq for more coverage and speed investments especially without recovery / lefties.

Mega-Lopunny to be less fked vs ghost / steel / rock types

Porygon-Z @ ghost conversation to be less fkd vs fighting types and to hit ghost types.

Scarfed Staraptor to hit fighting types and to defog if necessary. Also u-turn momentum

Chansey as the pretty much most viable rocker here.

Banded Diggersby to hit steel and rock. U-turn momentum. Alternatively with spikes and orb.

Arceus @ Leftovers
Ability: Multitype
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Extreme Speed
- Shadow Claw
- Swords Dance
- Recover

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Drain Punch
- Fake Out
- Healing Wish

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Ice Beam
- Conversion

Diggersby @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Earthquake
- Return
- Quick Attack
- U-turn

Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Double-Edge
- Brave Bird
- U-turn
- Defog

 
Really fun OM! I abused rain to rise up to and maintain top 15 on the ladder. The team can pretty easily adapt to metagame changes and it could be archive-worthy. Basically monotype rain but without all the nerfs and an uber slapped on.


<--- click me!
It strays a bit from conventional OU rain sets to adapt to the meta. After deciding on scarf kyogre as the team's god, I know I wanted a second rain supporter so the god isn't put into harm's way very often. You'll notice a toxic defog pelipper, this is essential for the pDon matchup (although you are setup fodder for dual dance sets). We're running max def to pivot on scarf kartana with a u-turn and put it into superpower range. Specs omastar seems weird, but its damage output is ABSURD in the rain and it gives the team an ekiller answer. Banded azu gives us some crucial resistances/immunities in a dragon-heavy meta while completing a fairy/dark offensive core with waterium ash gren, and helps break holes for the rest of the team to go in while also giving the team some stupidly powerful priority in the rain. Jolly swampert-m seems meh but outspeeding scarf kartana is extremely important, and aqua tail hits as hard as adamant waterfall.
Weather changers that 1v1 rain mons are always an issue for rain teams as a whole, outplay/predict and get up hazards to pressure them. Rock polish pDon and freezedry ninetales are notable threats as usual.

Zekrom can destroy the only electric immunity with an outrage, so use azu to finish it off. Scarf grass knot koko is a hard cteam, but koko is thankfully a rare pick in a pDon meta. Lay down offensive pressure and put electric teams into ice beam range, they tend to not have sturdy water/ice resists.

Never let mega zam trace swift swim, it will destroy you and can even be protected from our OP priority by lele support. Abuse ash gren and kyogre in the psychic matchups.

Stack, stack, STACK hazards against pex water teams. Banded/Specs water moves can 2hko after enough hazards are laid out.

Trade a rain abuser against Ferro, basically punish it every time it attempts utility moves. Most of the team can 2/3hko Ferro even with water moves. Tangrowth is exceedingly rare because grass teams are pretty awful, but it is a top notch counter to rain squads and cannot be beaten outside of toxic + hazards + ice beam/play rough.
https://replay.pokemonshowdown.com/gen7godsandfollowers-814947108 vs pDon ground. I lost the first time vs dual dance pDon, had to make extremely hard reads in this second game to have a chance.

https://replay.pokemonshowdown.com/gen7godsandfollowers-814943573 vs scarf kartana + mega zam psychic. Lured the kartana with jolly superpower which let me safely drown the team.

https://replay.pokemonshowdown.com/gen7godsandfollowers-814980715 vs scarf yveltal dark.
 
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I recently did some testing after I saw a mega Zard-X on a Kyu-W team, and I found that only the type of the mega forme is counted. You can have both sceptile AND ampharos on a single zygarde team even though they can’t both mega evolve at once. Either this is a bug that needs fixing or the rules need to be updated.
 
Hey, I made triple weather team, which turned out to be quite fun.

Primal-Groudon spd restalk for longlivity + Hippowdon + rain dance Mega-Swampert

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Earthquake
- Lava Plume
- Rest
- Sleep Talk

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Earthquake
- Slack Off
- Whirlwind
- Toxic

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 96 HP / 252 Atk / 160 Spe
Jolly Nature
- Earthquake
- Fly
- Swords Dance
- Rock Polish

Diggersby @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Return
- Earthquake
- Quick Attack
- U-turn

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 40 HP / 216 Atk / 252 Spe
Adamant Nature
- Earthquake
- Waterfall
- Ice Punch
- Rain Dance

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Iron Head
- Toxic
- Stealth Rock
- Rapid Spin
 

Astra

talk to me nice
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Congrats on getting Leader's Choice! So for I've been having a lot of fun with this OM. I built a team that seems pretty solid and got me bouncing around mid-ladder, but mid-ladder is mid-1100s so it's whatever. Anyways, here's the (admittedly scuffed) team I used:
Generic Psychic Spam (Feat. Lugia)

This is probably the least creative Gods and Followers team to be posted in this forum. It basically takes the phasing utility Lugia has with Whirlwind and Toxic and allows the Psychic spam core of Tapu Lele and Alakazam to sweep more safely. Same thing applies for Hawlucha, since I decided to throw him in there to to act as another counterpart to Tapu Lele. Landorus-T I felt like worked well on this team too, but I went for Defog instead of Stealth Rock because most of my switches into Lugia depend on how Multiscale basically neutralizes the first attack. Gyarados is just thrown in there because I needed a Z-Move user and I would like some Water coverage. Mega Alakazam used to be Mega Medicham but I found it wasn't really as efficient as Mega Alakazam would. Gyarados went through the most changes, from being Flynium-Z Tornadus-T and even Mewium-Z Mew. I think Lugia really helps this team because he's able to cripple many Pokemon to help the rest of the team clean up easier and Multiscale allows it to switch into many things to tank. This team, however, is pretty weak to teams around any Necromza form, but that might be due to my lack of knowledge on them. There's probably a lot more teams that counter this one but I only played like 20 games, but at least my results are consistent.
my wife left me (Lugia) @ Leftovers
Ability: Multiscale
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Toxic
- Whirlwind
- Psychic

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

ben sharpiro (Hawlucha) @ Psychic Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost

fortnite burger (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Defog
- Earthquake
- Hidden Power [Ice]
- U-turn

free v-bucks (Alakazam) @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Recover
- Shadow Ball

minecraft (Gyarados) @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Earthquake
I also may add that Palkia was used a lot in the few games I played, due to I guess the synergy Water and Dragon has and how Palkia is just great with that typing. Those teams I didn't have an issue with, though. Marshadow was fairly common too, but despite the Ghost typing I did fine as well since Lugia was able to soak up Marshadow's attacks with Multiscale then cripple it with Toxic or do whatever.
 

Ransei

Garde Mystik
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Hello hello I am currently here to dump all the teams I have built so far! You are free to take my teams for granted and edit them because I'm only a mere human! I do not have perfect teambuilding skills! Most of these teams I've built before Gods and Followers became LCotM.

Teams:


Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Photon Geyser

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Bullet Punch
- Zen Headbutt

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Reflect
- Light Screen

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Trick

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn


Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Stealth Rock
- Taunt
- Skill Swap
- Spikes

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Bullet Punch
- Zen Headbutt

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Reflect
- Light Screen

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Fire Punch
- Trick
- Destiny Bond

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Punch
- Iron Head
- U-turn
- Trick

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog

I don't advise using Deoxys-Speed as a god because it's meant to act as a suicide lead. Replace with Mewtwo or Dusk Mane if you must.

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 252 Atk / 36 SpD / 220 Spe
Serious Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Rock Polish

Skarmory @ Lum Berry
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Fire Punch
- Trick
- Destiny Bond

Heatran @ Steelium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flash Cannon
- Lava Plume
- Earth Power
- Stealth Rock

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 244 Def / 16 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn


Necrozma-Dawn-Wings @ Rocky Helmet
Ability: Prism Armor
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Moongeist Beam
- Calm Mind
- Photon Geyser

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Foul Play
- Will-O-Wisp
- Recover
- Dazzling Gleam

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Claw
- Iron Head
- Destiny Bond

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Soft-Boiled
- U-turn

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Calm Mind
- Scald
- Psyshock

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Shadow Bone
- Flare Blitz
- Swords Dance
- Bonemerang


Dialga @ Shuca Berry
Ability: Pressure
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Stealth Rock
- Draco Meteor
- Fire Blast
- Thunder

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Calm Mind

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Leaf Blade
- Sacred Sword
- Smart Strike

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Roost
- Defog
- Spikes
- Counter

Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Iron Tail
- Outrage

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge


Lugia @ Leftovers
Ability: Multiscale
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Substitute
- Roost
- Whirlwind

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Fly
- Swords Dance
- Rock Polish

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Trick
- U-turn

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Slack Off
- Ice Beam

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Protect
- Defog
- Toxic
- U-turn

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trick
- Wish
- Stealth Rock
- U-turn


Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

<3 (Magearna) @ Leftovers
Ability: Soul-Heart
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Pain Split
- Volt Switch

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Iron Head

Whimsicott @ Babiri Berry
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Encore
- Memento
- Stun Spore
- Taunt

Togekiss @ Babiri Berry
Ability: Serene Grace
EVs: 248 HP / 112 Def / 148 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Fire Blast
- Roost

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Light Screen
- Reflect
- Defog


Kyogre @ Choice Specs
Ability: Drizzle
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Thunder
- Ice Beam
- Rest

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Ice Beam
- Grass Knot

Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Scald
- Rapid Spin
- Knock Off
- Haze

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Waterfall
- Ice Punch
- Roar

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Protect
- Scald
- Roost
- U-turn

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Protect
- Wish
- Toxic


You thought I was only here to dump teams? You're in for a long one...

Replays: (Yay you can watch me play poorly):
Kyogre vs Kyogre: https://replay.pokemonshowdown.com/gen7godsandfollowers-815555810 -Alolus (ladder)
Kyogre vs Primal Groudon: https://replay.pokemonshowdown.com/gen7godsandfollowers-815561507 -lui20 (ladder)
Kyogre vs Dusk Mane: https://replay.pokemonshowdown.com/gen7godsandfollowers-815599397 -Chopin Alkaninoff (ladder)
Speed Deoxys vs Palkia: https://replay.pokemonshowdown.com/gen7godsandfollowers-815601604 -Hippo Milk Is Pink (ladder)
Xerneas vs Arceus-Poison: https://replay.pokemonshowdown.com/gen7godsandfollowers-814658373 -TheCoastOfToasts (challenge) It was sad having to watch Whimsicott be useless.
Dusk Mane vs Kyogre: https://replay.pokemonshowdown.com/gen7godsandfollowers-814429919 -Pigeons (challenge)
Xerneas vs Ho-Oh: https://replay.pokemonshowdown.com/gen7godsandfollowers-814426250 -vils (toursplaza roomtour finals)
Dusk Mane vs Zekrom: https://replay.pokemonshowdown.com/rom-gen7godsandfollowers-415083 -Ho3nConfirm3d (challenge)
Dusk Mane vs Dusk Mane: https://replay.pokemonshowdown.com/rom-gen7godsandfollowers-414293 -G-Luke (challenge)
Dialga vs Arceus: https://replay.pokemonshowdown.com/rom-gen7godsandfollowers-414275 -G-Luke (challenge)

Hope you learned a bit from these replays! Now on to the final stage of this post!

Metagame Analysis: (At least based off what I've seen)
Dusk Mane, Kyogre*, and Marshadow seem to currently be the most used and the most viable gods.
Xerneas teams are surprisingly not as common
Yveltal teams have been declining from the amount of usage it got around 48-72 hours ago.
Genesect has a surprisingly high amount of usage on ladder
Certain Pokemon who were gods in the last gen, Greninja and Mega Mawile, they're doing really well as followers for their respective gods.
Gen 7 Gods and Followers is of high difficulty to learn and play, judging by the below average GXE users including myself are getting on this particular ladder.
1 Torvus 1416 69.4% 1655 ± 43
2 healthyfacade 1411 67.1% 1635 ± 40
3 RockaFlocka 1407 74.5% 1704 ± 56
4 Ho3nConfirm3d 1390 69.7% 1657 ± 28
5 scoopapa 1387 74.1% 1700 ± 52
6 Stall Please 1385 71.0% 1670 ± 55
7 Volcanionisgood 1379 69.3% 1654 ± 38

GXEs are in percentages.

*Kartana is being used as a counter for Kyogre teams in order to retaliate against its high usage to an extent.

The Mega Evolution mechanic in Gods and Followers is still broken at the moment as Pokemon whose base typing differs from their god are still allowed in if they have the megastone which help them transform into a type that fits. I believe it is to be fixed soon. Thank you all for your patience so far.

Resources will begin soon!
 
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To keep this thread alive, I managed to build a fairly consistent Necrozma-DM team that got me like, 17-3 W/L ratio first 20 games and got me to #3 in ladder (forgot to screenshot) at around 1429 Elo before dropping because I’m trying an unrevised Pdon team.

Edit: to see how it perform, see Ransei’s replay vs me above, though that was when I am using Slowbro.


Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Sunsteel Strike
- Earthquake

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Fleur Cannon
- Ice Beam
- Thunderbolt

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Sacred Sword
- Knock Off

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Focus Punch
- Play Rough
- Substitute

Magnezone @ Life Orb
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Uxie @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Light Screen
- Reflect
- Stealth Rock
- U-turn


This team is pretty simple. Set up screens and sweep. I used Slowbro before but changed to Mega Medicham because it’s pointless trying to have walls in a HO team. Then I changed it to Mega Mawile for Intimidate because I got beaten so hard by Marshadow and Ho-oh.

Kartana gives me good matchup vs Rain teams and Normal teams. Magnezone is there to Trap Skarm, Ferro and Celesteela that otherwise walls my NDM.

Weakness of this team

Marshadow: Hardest matchup of this team. I very rarely win vs this when I used Mega Medicham. Haven’t met a Marshadow team when I use Mawile though. Marshadow swept me easily almost everytime I face it because there’s nothing in my team that can take a CC or Spectral Thief and 1HKO back. Your best bet is Reflect + Magearna.

Ho-oh + Zard-X: Easier than Marshadow due to Stealth Rock Weakness but still hard. And it’s less dangerous than Marshadow due to being slower so it helps. As for Zard-X, it’s dangerous but it’s also SR weak and wear down-able by Mega Mawile’s Intimidate.

Trick Room teams: A serious pain to deal with if you don’t expect it but if you know your opponent has Trick Room, then it’s not hard.
 
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Electrolyte

Wouldn't Wanna Know
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Well I actually got surprisingly far (79.3% GXE peak) with a Normal Arceus team. I'm not gonna post ladder screenshots (I went 18-2 in my first 20 games, and then 26-4 by my 30th) because I don't feel like the teams I'm about to post need ladder justification, since it is fairly normal Normal Arceus. I think I peaked like #11 before I lost a bit and gave up lol.



The Hype (Arceus) @ Normalium Z
Ability: Multitype
Happiness: 0
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Refresh
- Extreme Speed
- Swords Dance
- Shadow Force

Morph (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform

Nico n the Niners (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Seismic Toss
- Thunder Wave

Bandito (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Power-Up Punch
- Encore

Cut My Lip (Staraptor) @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Close Combat
- U-turn

Chlorine (Porygon Z) @ Normalium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Ice Beam
- Thunderbolt
- Conversion



The Hype (Arceus) @ Normalium Z
Ability: Multitype
Happiness: 0
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Refresh
- Extreme Speed
- Swords Dance
- Shadow Force

Morph (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform

Nico n the Niners (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Seismic Toss
- Thunder Wave

Bandito (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Power-Up Punch
- Encore

Cut My Lip (Staraptor) @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- U-turn

Legend (Diggersby) @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Earthquake
- Wild Charge
- U-turn


I've toyed with a lot of variants of Normal Arceus teams and I've found that there isn't much room for diversity. Of course, Normalceus is an absolute unit; Normalium Z + Refresh practically gives it a second life and lets it set up quite easily against most walls, while Normalium Z + Extreme Speed is a fairly powerful attack that OHKOs every neutral foe at +2. I chose Shadow Force because honestly why not; it's much stronger than Shadow Claw and it breaks through shields (in particular, bopping Protect Celesteela and KS Aegislash). I've been using a bulky offensive spread, where 180 EVs lets you outspeed Mimikyu and beat it 1v1. Since mono Normal struggles against Marshadow you can even use 96 HP / 252 Atk / 160+ Spe to outpace Terrakion, but it's hard to beat Marshadow anyway so lmao. That said, SD + ESpeed is downright dirty and cuts through most gods and most followers. This thing is incredibly strong and quite bulky so it pulls the most weight on the team, of course. Unfortunately like Normal in Monotype, Normal in GaF suffers from a bit of a lack of viable users, so even though Normal Arceus is incredibly powerful, its team struggles to keep up.
I actually was inspired to try Normal Arceus because I wanted to use Ditto - coming from BH I was comfortable with Imposter, and I also figured it might be cool to Imposter opposing gods and have two 'gods' on my own team. Ditto is pretty good in this metagame as there are a fair amount of powerful offensive Pokemon, and because of the type restrictions, it works well because most teams aren't equipped to beat their own sweepers. Ditto + Normal Arceus make a powerful revenge killing core that can easily sweep teams independently, so they are usually my wincons. It's no Imposter Chansey, but it does help prevent the team from being out-offensed. I don't think you can get far with Normalceus without Ditto.

Then Chansey shows up too as a special sponge. You should know what it does / can do by now. Sometimes I feel like it's a little too passive and it makes the team weak to bulky setup, but I don't have too many options for what else to do. Occasionally I dream about using Toxic instead of TWave but Toxic is too slow and too ineffective against Steel-types. At least TWave cripples things. Chansey is fucked against Ghosts and Fightings though so while it makes the matchup so much better against every other type, it only makes things worst for the matchups I'm most weak against already.

Mega Lopunny is another physical attacker, and it helps improve the team's matchup against Ghost and Steel. High Jump Kick is surprisingly strong even though misses often result in losses, and Encore helps disrupt. I like the PuP set because of its sweeping capabilities, and I don't think any of its other possible moves contribute much so yeah. She's a speedy sister which is nice, but people are running random Choice Scarf Pokemon now and that really contributes to the white hairs on my head.

Finally defensive Staraptor provides some much needed physical bulk and is the only real check to Fighting-types, and a pretty lame one at that. At least it gets Defog. I get stuck between Brave Bird and Close Combat a lot bc one loses vs Steel and one vs Fighting, though tbh you could probably ditch U-turn and get the best of both worlds, but lose on pivoting power that makes Mega Lopunny so good.

The last slot is flex, not because there are a lot of good options, but because there aren't a lot of good options. I've tried both Z Conversion Porygon Z and Choice Scarf Diggersby and found them both to be situationally useful but not very helpful at confronting what the team is weak to. Diggersby helps secure more wins against everything that Normal isn't weak to, while Porygon marginally helps vs Ghost. I find Porygon to be a bit weak, and Diggersby to be a bit slow.

I've found that other things are either way too passive (Porygon Z, Mega Audino) or not powerful enough (Mega Pidgeot). I've yet to try a bunch actually (like Meloetta, Swellow, and Cinccino), though I doubt they'll fare much better.



Anyways I'm making this long post just to dump my thoughts on how Normal functions in this meta, as I feel like this is probably the best you can get with it. Generally I've found that Normal does amazingly against every team except ones with Ghost-, Steel-, or Fighting-type gods. So pretty much if Marshadow is somehow banned or nerfed, I can see Normal easily rising to the top, since Ghost, Steel, and Fighting are p much the best god types anyway bar maybe Psychic and water (but only because of Kyogre). If someone runs into a better version of Normalceus feel free to update this. Perhaps the teams even suck and I just don't know because I haven't had to face many actually good players yet. Otherwise though I think these two teams should be put in the samples as they do pretty well and are straightforward to use, and are probably ideal for Normalceus.



PS: Some advice for new players: Actually use your gods! They have the potential to provide so much power to your team - don't just hide them out of fear that you'll lose them. I've found that a lot of the time games are 5 v 5 until someone sets up with their god and sweeps. The reason why Marshadow and Ho-Oh teams work so well is because Marshadow and Ho-Oh in particular are pretty much pinnacles of various team roles - Marshadow a fast sweeper, and Ho-Oh a bulky tank. Slow pivots in general work really well with more offensive gods because you can bring it in for free, fire off a powerful attack, and then skedaddle.
 
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Gods and Followers Viability Rankings
Just for Gods

Here it is, gods VR. Special thanks to volcanionisgood, Ransei and TheCoastsOfToast for helping

Ranking is based on
1. Possible followers (more important)
2. Viability of the god itself
There is no “A+” or “A-“ because there’s not a lot of gods to choose from. That might change though.


S rank

Groudon
Kyogre
Marshadow
Necrozma-Dusk-Mane
Xerneas

A rank

Arceus-Normal
Ho-oh
Kyurem-White
Lunala
Necrozma-Ultra
Palkia
Reshiram
Yveltal
Zygarde-Complete

B-rank

Aegislash
Arceus-Water
Blaziken-Mega
Dialga
Giratina-Origin
Landorus-I
Lucario-Mega
Lugia
Mewtwo
Rayquaza
Salamence-Mega
Zekrom

C-rank

Arceus-Grass
Arceus-Rock
Arceus-Poison
Genesect
Pheromosa
Shaymin-Sky

Unranked currently (because we don’t know where to put, or they’re just bad or outclassed)
Every other Arceus forms
Dugtrio
Gothitelle
Naganadel
Giratina-A
OU gods

And yes, I’m too lazy to put sprites.
 
Hi everyone, just wanted to share a team I've been using lately. It's been very successful so far - at the time of posting I've had 17 matches on a new alt and not lost a single one. I don't have any replays sadly, as I never remember to save them. Here it is



Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moongeist Beam
- Focus Blast
- Psyshock

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psychic
- Healing Wish

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Shadow Sneak
- Play Rough
- Shadow Claw

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 124 HP / 252 Atk / 132 Spe
Adamant Nature
- Stealth Rock
- Fire Punch
- Shadow Bone
- Earthquake

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Psyshock
- Slack Off

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


I was skeptical when I saw Lunala in A rank, but it really does deserve to be there. Lunala runs the standard CM + Lunalium Z set - I went with Psyshock over Ice Beam as I have Psychic Terrain support and even without it Lunala can still 2HKO Chansey at +1 after Stealth Rock. It generally serves as a wallbreaker, though it can clean late game too. Lunala needs hazards gone to function at its best, and that's what Latias brings: it can also use Healing Wish to gie Lunala another shot wallbreaking / sweeping. Mimikyu generally serves the role of revenge killer on my team; it also gives me something that can hurt Dark teams. Standard LO SD set, nothing new. Next up, I needed a hazard setter, and that's what Marowak brings. Stealth Rock is self explanatory, Shadow Bone is the main STAB while Fire Punch doesn't incur recoil, though I might drop it for Flare Blitz. Earthquake hits Tyranitar and Toxapex harder than anything else. The Speed EVs give it enough Speed to outrun uninvested Celesteela, with max Attack and the rest in HP for bulk. Mega Slowbro is a great bulky wincon and also checks powerful physical attackers like Mega Medicham, Mega Lucario and even Marshadow in a pinch. Standard CM set. Next up, my weapon against opposing HO teams, Tapu Lele. Choice Scarf Lele can demolish fast frail teams, like Marshadow. I might use Thunderbolt instead of HP Fire to put a dent in Celesteela, though it doesn't 2HKO the Ultra Beast.
 
To keep this thread alive, I managed to build a fairly consistent Necrozma-DM team that got me like, 17-3 W/L ratio first 20 games and got me to #3 in ladder (forgot to screenshot) at around 1429 Elo before dropping because I’m trying an unrevised Pdon team.

Edit: to see how it perform, see Ransei’s replay vs me above, though that was when I am using Slowbro.


Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Sunsteel Strike
- Earthquake

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Fleur Cannon
- Ice Beam
- Thunderbolt

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Sacred Sword
- Knock Off

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Focus Punch
- Play Rough
- Substitute

Magnezone @ Life Orb
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Uxie @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Light Screen
- Reflect
- Stealth Rock
- U-turn

This team is pretty simple. Set up screens and sweep. I used Slowbro before but changed to Mega Medicham because it’s pointless trying to have walls in a HO team. Then I changed it to Mega Mawile for Intimidate because I got beaten so hard by Marshadow and Ho-oh.

Kartana gives me good matchup vs Rain teams and Normal teams. Magnezone is there to Trap Skarm, Ferro and Celesteela that otherwise walls my NDM.

Weakness of this team

Marshadow: Hardest matchup of this team. I very rarely win vs this when I used Mega Medicham. Haven’t met a Marshadow team when I use Mawile though. Marshadow swept me easily almost everytime I face it because there’s nothing in my team that can take a CC or Spectral Thief and 1HKO back. Your best bet is Reflect + Magearna.

Ho-oh + Zard-X: Easier than Marshadow due to Stealth Rock Weakness but still hard. And it’s less dangerous than Marshadow due to being slower so it helps. As for Zard-X, it’s dangerous but it’s also SR weak and wear down-able by Mega Mawile’s Intimidate.

Trick Room teams: A serious pain to deal with if you don’t expect it but if you know your opponent has Trick Room, then it’s not hard.
how do you handle zygarde?
 
how do you handle zygarde?
Reflect from Uxie lets you withstand Earthquakes. At this point, use Shift Gear Magearna then sweep with Ice Beam or Z-Fleur Cannon. If your Magearna dies, Scarf Kartana or Mega Mawile will revenge the rest of the team.

In the worst situation where you don’t have anything including Reflect/Light Screen up, Necrozma-DM can withstand an Earthquake and boost itself with Rock Polish + Weakness Policy (if they click Earthquake which is very likely) and then sweep.

I handle Zygarde teams pretty well actually even if they have Dragon + Ground but not Pdon teams because Pdon itself is a pain to handle (with my team).
 
I'm kind of late to the party, but why does your God's death result in embargo instead of Curse like it was last generation? Embargo can't even block mega stones or z-crystals, the most powerful items out there. So besides stopping an occasional choice scarf, the embargo feels seems really underwhelming and I feel losing your God should have greater consequences. What am I missing here?
 
I'm kind of late to the party, but why does your God's death result in embargo instead of Curse like it was last generation? Embargo can't even block mega stones or z-crystals, the most powerful items out there. So besides stopping an occasional choice scarf, the embargo feels seems really underwhelming and I feel losing your God should have greater consequences. What am I missing here?
When Curse happened previously, once you lost your god it was pretty much game over. That meant that in 8/10 matches, you'd never even put your god on the field for risk of it going down early. Now, once you've lost your god you still have a chance at winning, meaning you can actually use your Ubers mon. And besides, you are limited to 1 z crystal and 1 mega stone per team, so best case scenario (i.e. if Primal Groudon / Kyogre are your gods) then that's still half of your team that has to make do without their item. For Pokemon like Chansey, Porygon2 and Marowak-Alola, that's a death sentence.

Hope that helps.
 
When Curse happened previously, once you lost your god it was pretty much game over. That meant that in 8/10 matches, you'd never even put your god on the field for risk of it going down early. Now, once you've lost your god you still have a chance at winning, meaning you can actually use your Ubers mon. And besides, you are limited to 1 z crystal and 1 mega stone per team, so best case scenario (i.e. if Primal Groudon / Kyogre are your gods) then that's still half of your team that has to make do without their item. For Pokemon like Chansey, Porygon2 and Marowak-Alola, that's a death sentence.

Hope that helps.
I get trying to keep the game more balanced if you lose your god, but 9/10 times the Embargo just means losing leftovers recovery or life orb damage. It feels like we tried to replace curse with an item restriction which ultimately failed because the items that are most important on the opponent's team are still useable. Plus the pokemon you described are rarely seen in this format (eviolite isn't seen outside normal arceus who is a powerful god but not too popular), so the end result of luring out their Uber and taking it down doesn't do anything. Maybe I'm just salty but it feels more like Uber + 5 than anything else.
 
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I get trying to keep the game more balanced if you lose your god, but 9/10 times the Embargo just means losing leftovers recovery or life orb damage. It feels like we tried to replace curse with an item restriction which ultimately failed because the items that are most important on the opponent's team are still useable. Plus the pokemon you described are rarely seen in this format (eviolite isn't seen outside normal arceus who is a powerful god but not too popular), so the end result of luring out their Uber and taking it down doesn't do anything. Maybe I'm just salty but it feels more like Uber + 5 than anything else.
That Leftovers recovery and Life Orb damage can make the difference between a OHKO and a 2HKO. Losing your Choice Scarf can also mean that you will no longer be able to revenge kill a sweeper. Gliscor also won't be able to trigger Poison Heal any more, etc.

The idea is that you can still win if your God goes down, which was virtually impossible before. Therefore you can actually use your God this time. And anyway, what do you suggest? Going back to Curse is not a good idea, so the only other thing I can think of is Heal Block, which if you're running a defensive team would utterly cripple you anyway.
 
That Leftovers recovery and Life Orb damage can make the difference between a OHKO and a 2HKO. Losing your Choice Scarf can also mean that you will no longer be able to revenge kill a sweeper. Gliscor also won't be able to trigger Poison Heal any more, etc.

The idea is that you can still win if your God goes down, which was virtually impossible before. Therefore you can actually use your God this time. And anyway, what do you suggest? Going back to Curse is not a good idea, so the only other thing I can think of is Heal Block, which if you're running a defensive team would utterly cripple you anyway.
Again, youre talking about niche picks with poison heal and eviolite that only apply to a handful of pokemon. Idk, it just feels like it should be all or nothing. I don't mind embargo at all and think it's a good idea, but it would be better if could be coded to ban all items. It sounds like I'm in the minority, but as it is now doesn't have enough of an impact to me.
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Again, youre talking about niche picks with poison heal and eviolite that only apply to a handful of pokemon. Idk, it just feels like it should be all or nothing. I don't mind embargo at all and think it's a good idea, but it would be better if could be coded to ban all items. It sounds like I'm in the minority, but as it is now doesn't have enough of an impact to me.
This is stupid. Firstly, Embargo's effect will not be changed. No point arguing about that. And the loss of items is a lot more impactful than you are letting on. Ferrothorn is so much easier to wear down with no Leftovers. Ash Greninja's power drops significantly without a Specs equipped. Gliscor cannnot activate its Poison Orb. So much examples of several solid threats that are followers to top tier gods that are either crippled, or just heavily nerfed by losing items. Just because you can work around with Z-Crystals and Mega Stones doesn't mean its a useless nerf. And you thinking that Gliscor is a niche pick when its a very solid Pokemon that follows SEVERAL top tier gods like Pdon, Ho-Oh and Zygarde-Complete only highlights that you barely know what your talking about.
 
This is stupid. Firstly, Embargo's effect will not be changed. No point arguing about that. And the loss of items is a lot more impactful than you are letting on. Ferrothorn is so much easier to wear down with no Leftovers. Ash Greninja's power drops significantly without a Specs equipped. Gliscor cannnot activate its Poison Orb. So much examples of several solid threats that are followers to top tier gods that are either crippled, or just heavily nerfed by losing items. Just because you can work around with Z-Crystals and Mega Stones doesn't mean its a useless nerf. And you thinking that Gliscor is a niche pick when its a very solid Pokemon that follows SEVERAL top tier gods like Pdon, Ho-Oh and Zygarde-Complete only highlights that you barely know what your talking about.
No need to be a jerk man when context clues can tell you i've been playing this mode for several generations now, but go ahead and try to claim superiority by just listing leads that gliscor shares a type with, very effective... I'm not trying to argue the utility of specific items, we could do that all day (gliscor only has to switch in once to activate toxic orb so it shouldn't ever be embargoed, ferrothorn runs rocky helmet and does fine, etc), and I understand if nothing changes. That doesn't mean I can't try to understand the differences made this generation.
 
I’d prefer if we don’t attack each other. The reason why we changed the punishment is to because Curse was too harsh and basically a near-guaranteed loss if your god dies. This is not a good thing as hax is also a factor and this punishment basically exacerbated what already hax does in general.

Embargo is picked because it’s the best we can come up with, offering comeback ability while also serves as a punishment in some ways (like, once your scarf gets neutered, there’s pretty much no way to revenge kill fast mons without priority).

We’d love to have feedback for what should be the more appropriate punishment that isn’t auto-loss like Curse. Status? Some type have immunities over status other than Sleep which would be unfair. Same goes for weather or hazard.

Either way, we won’t change the punishment this month but in the future, maybe there will be a change for a more appropriate punishment.
 
Could always use Torment over Embargo. It would hard-nerf choice users, but only make things difficult -- not impossible -- for everything else. If the opponent is tormented, they are easier to predict and can be exploited more easily, but if they have some other edge they can still win.

Teams with a frail offensive god could adapt by limiting their choice users and running redundant STABs, letting them play their god more aggressively. Stallish teams would mostly miss the ability to click Toxic and spam recovery, and might opt for Regenerator users and Wish+Protect.

In short, skilled players could prepare for this scenario meaningfully and be able to afford the loss of their god, but it would still seriously impact the team.
 

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