Gen 6 How I Almost Topped Competitive Hacked Pokemon with Cynthia's Team (Peak: 1761 ELO + 94.4 GXE and #2 on Ladder)

Artemis04

formerly Zyniti
Synopsis
A 12 year old person walks down the cold halls of Sinnoh's Pokemon League. It's the end of their Nuzlocke, and they want nothing more than to get it over and done with. After getting past the brutal members that almost threatened to destroy their run and send them back to Twinleaf Town, they scrape by with five Pokemon remaining. They step on the elevator, hear the Garchomp playing the piano, and eventually come face to face with the Sinnoh champion, being shocked in fear because of what they've heard of her. Then they lose because the Roserade is No Guard Sheer Cold.

Fortunately, as merciful as Arceus is, this is pretty much mutually exclusive to Pokemon Showdown.

Proof of GXE and ELO Record:
1664534865360.png

Note: I didn't actually lose. I just didn't feel like laddering anymore, though I most definitely could've topped ladder.

Teambuilding Process
This was a tough one. First I had to wait seventeen years, battle gender dysphoria and only after then was I able to go to Bulbapedia, then I looked up Cynthia on Bulbapedia, looked at her team and copied her Pokemon. This is a truly demonic feat that only a select few people on the planet have ever been capable of achieving, with many dying along the way.

The Team

https://pokepast.es/146322154dd0e7df
^ Go here if you think that scrolling is hard.


Spiritomb @ Flame Orb
Ability: Wonder Guard
Level: 2
EVs: 252 HP / 69 Atk / 69 SpA / 69 SpD
Calm Nature
IVs: 0 HP / 0 Atk
- Psycho Shift
- Pain Split
- Curse
- Whirlwind

The first thing you'll notice is its level is absurdly low at a measly level 2. This is to minimize the damage it takes from Flame Orb, meaning it can go fourteen turns without needing to heal. Alongside this, you underspeed every pivot in the game and force whatever comes in to take its status. Psycho Shift gives it a 100% accurate Will-O-Wisp and Pain Split is a much higher PP Recover due to the massive HP pools of the Pokemon in the tier. 252 EVs and 31 IVs give it 15 HP, which means that it takes one damage from burn due to how damage rolls work in Pokemon.

Curse is used for extra chip damage and Whirlwind is to throttle the attempts of Baton Passing substitutes for any Pokemon who think they're safe.

Roserade @ Choice Scarf
Ability: No Guard
EVs: 204 HP / 48 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Trick
- Spikes
- Gastro Acid

There isn't much else Roserade can do other than act as a surprise OHKO user that can nab a few kills. Unfortunately, Roserade does not outspeed Deoxys-Speed with a Choice Scarf. However, it outspeeds everything else, and that's what matters. 204 HP and 48 Def means that Primal Groudon will almost never OHKO it with Thousand Arrows, meaning it can swap in if hazards aren't up and cripple something. Trick and Spikes are used for two purposes - Tricking a Choice Scarf onto a Wonder Guard Pokemon is a psuedo-KO as most Wonder Guard utility is cut short when they can only choose one Move. Spikes makes it more difficult to stop Roserade and Gastro Acid removes Wonder Guard, meaning it can force a switch and set up more hazards to eventually force a KO.

Gastrodon (Gastrodon-East) @ Shed Shell
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald / Steam Eruption
- Encore
- Will-O-Wisp

Due to the nature of Generation 6 Pure Hackmons, a Prankster user is virtually mandatory on every team. Gastrodon was used for this purpose as Water/Ground isn't a very good Wonder Guard type with Gastrodon not being very bulky. The first thing you will notice is Gastrodon having Scald and Will-O-Wisp. This is intentional as to ensure Gastrodon can threaten Primal Groudon, the top dog in this meta. There isn't much else to say, other than Encore locking setup sweepers into their setup moves and act as setup bait for Mega Garchomp or Mega Lucario. Steam Eruption can be run instead of Scald in order to always OHKO Primal Groudon that think they have a safe switch-in, but they're too crippled from Scald in order to fight back anyway. You can also run Destiny Bond on Gastrodon as a last resort option.

Lucario-Mega @ Fist Plate
Ability: Wonder Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Judgment
- Flash Cannon
- Grass Knot

Mega Lucario is a premier offensive Wonder Guard due to its great STABs and decently high offenses. Fighting-Type Judgment is Mega Lucario's best STAB option, acting as a Close Combat that doesn't have any drawbacks. Flash Cannon and Grass Knot allow it to hit the incredibly common Wonder Guard core in Xerneas and Primal Kyogre, meaning even those aren't safe. This Pokemon's primary role is to clean up a weakened team after any Wonder Guards it can't hit are crippled or dead (there's plenty it can't hit because you only have three moveslots after Shell Smash), and it does this incredibly well as it scores KO after KO after it gets its boost. Even a mostly healthy team can be completely ruined by it (replay for proof)
]https://play.pokemonshowdown.com/sprites/bwani/milotic.gif[/IMG]
Milotic @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Parting Shot
- Defog

I consider the idea of having two Wonder Guards mandatory on every team, because of the prevalence of No Guard OHKO users. No amount of bulk will help you against them, but Wonder Guard does. There isn't a whole lot to say about this Pokemon because it's just a copy+pasted Primal Kyogre Wonder Guard set.

Garchomp-Mega @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore / Dark Void
- Shell Smash
- Thousand Arrows
- King's Shield

Mega Garchomp can absolutely obliterate even teams that are healthy due to the mind boggling power it possesses. Not being weak to Water Shuriken and hence being harder to RKO for some teams is a plus for Mega Garchomp, alongside outspeeding Primal Groudon. Spore gives it a completely accurate sleep move, but Dark Void may be used in order to bypass Safety Goggles users and set up against them. Because Grass-types outside of Chesnaught are either completely unviable or un-salvagably outclassed, Thousand Arrows is practically unresisted coverage against the whole metagame. Ironically, even Chesnaught isn't safe as it can be made as setup bait by Dark Void (Only a critical hit Scald will OHKO after 6 Shell Smashes). King's Shield lowers the Attack of any potential revenge killer trying to put an end to the sweep with a contact move and can net Mega Garchomp a free switch to Mega Lucario to finish the job.

Major threats to the team -

- Protean users like Lati@s-Mega are very tough to handle for most teams and this isn't an exception. Your best bet is to RKO with Roserade or pray they don't have the right coverage move.
- Primal Groudon is a threat for every team, not just this one. Whilst the team tries its best to not get completely bodied by it, the best play is to simply cripple it with a tricked Choice Scarf.
- Generally, trying to not let your team get too weakened is the best play against this team.

Replays -
https://replay.pokemonshowdown.com/gen6purehackmons-1673926252-nwebn8pornk6c9wyd61ub86uuivr2g5pw - Arkeis

 

Ducky

Aw Phooey
is a Contributor to Smogon
Hey Zyniti! Really cool team. I also love how creative Pure Hackmons lets you be. However, I think your team has some flaws which need to be improved.

The biggest issue is that your team has no switch-ins to Primal Groudon. I understand that this is difficult to do while keeping to Cynthia's Pokemon, but I think I really helpful change would be using Destiny Bond instead of Will-O-Wisp on Gastrodon. This gives you a way to revenge Primal Groudon, as before Gastrodon could not switch in.
252+ Atk Choice Band Groudon-Primal Thousand Arrows vs. 252 HP / 252+ Def Gastrodon: 283-334 (66.4 - 78.4%) -- guaranteed 2HKO
And even if it somehow ended up in a 1v1 with Primal Groudon, Gastrodon is favored to lose vs the common max hp set.
0 SpA Gastrodon Scald vs. 252 HP / 0 SpD Groudon-Primal: 352-420 (87.1 - 103.9%) -- 18.8% chance to OHKO

Another thing is that due to the lack of Giratina is that this team is very weak to Dual Huge Power Mega Mewtwo X teams, as well as the New Shadow Tag Spam Sample team, as Giratina is one the most consistent checks to both. Overall, very that yiu were able to get this high with the team, and I hope you consider my suggestion!
 
Synopsis
A 12 year old person walks down the cold halls of Sinnoh's Pokemon League. It's the end of their Nuzlocke, and they want nothing more than to get it over and done with. After getting past the brutal members that almost threatened to destroy their run and send them back to Twinleaf Town, they scrape by with five Pokemon remaining. They step on the elevator, hear the Garchomp playing the piano, and eventually come face to face with the Sinnoh champion, being shocked in fear because of what they've heard of her. Then they lose because the Roserade is No Guard Sheer Cold.

Fortunately, as merciful as Arceus is, this is pretty much mutually exclusive to Pokemon Showdown.

Proof of GXE and ELO Record:
View attachment 456038
Note: I didn't actually lose. I just didn't feel like laddering anymore, though I most definitely could've topped ladder.

Teambuilding Process
This was a tough one. First I had to wait seventeen years, battle gender dysphoria and only after then was I able to go to Bulbapedia, then I looked up Cynthia on Bulbapedia, looked at her team and copied her Pokemon. This is a truly demonic feat that only a select few people on the planet have ever been capable of achieving, with many dying along the way.

The Team

https://pokepast.es/146322154dd0e7df
^ Go here if you think that scrolling is hard.


Spiritomb @ Flame Orb
Ability: Wonder Guard
Level: 2
EVs: 252 HP / 69 Atk / 69 SpA / 69 SpD
Calm Nature
IVs: 0 HP / 0 Atk
- Psycho Shift
- Pain Split
- Curse
- Whirlwind

The first thing you'll notice is its level is absurdly low at a measly level 2. This is to minimize the damage it takes from Flame Orb, meaning it can go fourteen turns without needing to heal. Alongside this, you underspeed every pivot in the game and force whatever comes in to take its status. Psycho Shift gives it a 100% accurate Will-O-Wisp and Pain Split is a much higher PP Recover due to the massive HP pools of the Pokemon in the tier. 252 EVs and 31 IVs give it 15 HP, which means that it takes one damage from burn due to how damage rolls work in Pokemon.

Curse is used for extra chip damage and Whirlwind is to throttle the attempts of Baton Passing substitutes for any Pokemon who think they're safe.

Roserade @ Choice Scarf
Ability: No Guard
EVs: 204 HP / 48 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Trick
- Spikes
- Gastro Acid

There isn't much else Roserade can do other than act as a surprise OHKO user that can nab a few kills. Unfortunately, Roserade does not outspeed Deoxys-Speed with a Choice Scarf. However, it outspeeds everything else, and that's what matters. 204 HP and 48 Def means that Primal Groudon will almost never OHKO it with Thousand Arrows, meaning it can swap in if hazards aren't up and cripple something. Trick and Spikes are used for two purposes - Tricking a Choice Scarf onto a Wonder Guard Pokemon is a psuedo-KO as most Wonder Guard utility is cut short when they can only choose one Move. Spikes makes it more difficult to stop Roserade and Gastro Acid removes Wonder Guard, meaning it can force a switch and set up more hazards to eventually force a KO.

Gastrodon (Gastrodon-East) @ Shed Shell
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald / Steam Eruption
- Encore
- Will-O-Wisp

Due to the nature of Generation 6 Pure Hackmons, a Prankster user is virtually mandatory on every team. Gastrodon was used for this purpose as Water/Ground isn't a very good Wonder Guard type with Gastrodon not being very bulky. The first thing you will notice is Gastrodon having Scald and Will-O-Wisp. This is intentional as to ensure Gastrodon can threaten Primal Groudon, the top dog in this meta. There isn't much else to say, other than Encore locking setup sweepers into their setup moves and act as setup bait for Mega Garchomp or Mega Lucario. Steam Eruption can be run instead of Scald in order to always OHKO Primal Groudon that think they have a safe switch-in, but they're too crippled from Scald in order to fight back anyway. You can also run Destiny Bond on Gastrodon as a last resort option.

Lucario-Mega @ Fist Plate
Ability: Wonder Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Judgment
- Flash Cannon
- Grass Knot

Mega Lucario is a premier offensive Wonder Guard due to its great STABs and decently high offenses. Fighting-Type Judgment is Mega Lucario's best STAB option, acting as a Close Combat that doesn't have any drawbacks. Flash Cannon and Grass Knot allow it to hit the incredibly common Wonder Guard core in Xerneas and Primal Kyogre, meaning even those aren't safe. This Pokemon's primary role is to clean up a weakened team after any Wonder Guards it can't hit are crippled or dead (there's plenty it can't hit because you only have three moveslots after Shell Smash), and it does this incredibly well as it scores KO after KO after it gets its boost. Even a mostly healthy team can be completely ruined by it (replay for proof)
]https://play.pokemonshowdown.com/sprites/bwani/milotic.gif[/IMG]
Milotic @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Parting Shot
- Defog

I consider the idea of having two Wonder Guards mandatory on every team, because of the prevalence of No Guard OHKO users. No amount of bulk will help you against them, but Wonder Guard does. There isn't a whole lot to say about this Pokemon because it's just a copy+pasted Primal Kyogre Wonder Guard set.

Garchomp-Mega @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore / Dark Void
- Shell Smash
- Thousand Arrows
- King's Shield

Mega Garchomp can absolutely obliterate even teams that are healthy due to the mind boggling power it possesses. Not being weak to Water Shuriken and hence being harder to RKO for some teams is a plus for Mega Garchomp, alongside outspeeding Primal Groudon. Spore gives it a completely accurate sleep move, but Dark Void may be used in order to bypass Safety Goggles users and set up against them. Because Grass-types outside of Chesnaught are either completely unviable or un-salvagably outclassed, Thousand Arrows is practically unresisted coverage against the whole metagame. Ironically, even Chesnaught isn't safe as it can be made as setup bait by Dark Void (Only a critical hit Scald will OHKO after 6 Shell Smashes). King's Shield lowers the Attack of any potential revenge killer trying to put an end to the sweep with a contact move and can net Mega Garchomp a free switch to Mega Lucario to finish the job.

Major threats to the team -

- Protean users like Lati@s-Mega are very tough to handle for most teams and this isn't an exception. Your best bet is to RKO with Roserade or pray they don't have the right coverage move.
- Primal Groudon is a threat for every team, not just this one. Whilst the team tries its best to not get completely bodied by it, the best play is to simply cripple it with a tricked Choice Scarf.
- Generally, trying to not let your team get too weakened is the best play against this team.

Replays -
https://replay.pokemonshowdown.com/gen6purehackmons-1673926252-nwebn8pornk6c9wyd61ub86uuivr2g5pw - Arkeis

grats. crazy u did dat lmao
 

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