Zoroark can't learn sludge bomb, but a Gengar inheriting imposter was still able to use it.
http://replay.pokemonshowdown.com/inheritance-289789368
http://replay.pokemonshowdown.com/inheritance-289789368
Recent event allows Zoroark to learn Slugde Bomb.Zoroark can't learn sludge bomb, but a Gengar inheriting imposter was still able to use it.
http://replay.pokemonshowdown.com/inheritance-289789368
So you're saying I wasn't prepared? My assault yest regenerator Goodra, Chansey and Suicune were how I prepared, and I still managed to almost lose. For gods sake, if he had ran hurricane it wouldn't have been a problem, but with chatter he can literally beat anything depending on hax.^this right here is my main stance on the point. NOBODY has shown any form of replay of chatter being GAME BREAKING. people have shown replays of it "doing work" but honestly, lets not ban chatter because its chatter. HOWEVER, i will say, im not just idley waiting for someone to show me, as i myself decided to take initiative, and try out chatter myself...and...to be quite honest, its pretty...mediocre. it puts in work...sometimes. but thats the problem, i expected more out of tornadus on a hax-driven team. and allthough i won more then i lost...it was only like...60% out of 100. it really wasnt enough for me to jump on my boots. chatter is a really good move, dont get me wrong, but its just kinda like..."oh, someone hit through chatter each turn and KOed me" honestly, im not saying "I HAD NO PROBLEMS NO BAN" but...idk. many pokemon are able to defeat natural "Special based" counters(looking at keldeo, psychic types, and others alike) its really not new. sorry guys, but i still dont see anything broken about chatter. after facing, using, and seeing it in action. compared to AAA, TS, BH, and stabmons, it just DOESNT impact the meta enough. i mean, its not even making teams run dedicated counters to it. because most teams allready run the nessisary tools to handle them :s its just....not broken in my eyes. or at least, not yet.
So I've been using Lando-I and it's been working well for me, but I was wondering, is it actually legal. I mean it lets me use it, but I know this has been a little buggy with the banlist and such. I'm really asking because it's not listed as being unbanned in the OP, whether that's because of an oversight, because Lando-I wasn't Ubers at the time this was created, or just an error with the banlist on the sim, some clarification would be nice. It works really well on my team, and as much as I would hate to lose it, I wouldn't want to use a mon that is supposed to be banned.
This is basically correct, it's not broken now that everything gets access to SF (possibly with better stats/movepool). That isn't to say it's not good, of course.Landorus-Incarnate should be unbanned -- probably an oversight that it wasn't added to the unban list, tbh. Apart from being the most Specially powerful non-mega Ground-type, its stats and typing aren't banworthy, and there are better sheer force users than it that are completely balanced.
Really depends on what your team needs. I usually run more bulky-ish / balanced team so having an Espeeder that outspeeds medicham is pretty important, ambipom also outspeeds any kind of -ate but sometimes you just want raw power.On the subject of Adaptability ESpeed, I feel like everyone knows about Ursaring because he is the normal type with the highest raw attack stat (cuz King and Gigas got banned), but are people really using it much? I see this about Ambipom and it makes me wonder who the best Normal type for the job is. There are many Normal Flyings like Braviary who would love to do the job, but MegaLuc doesn't have any physical flying STAB for them to abuse with Adaptability.
I'm kinda on a fence about chatter right now, but they have been some occassions (before I made the first comment so I don't have the replays) where chatter changed the course of a game both when I was facing it and when I was using it. One time I was winning a battle about 5-2 and my opponent sends sub/chatter tornadus who managed to hax his way through my specially invested ff doublade, my rhydon (who ohkoes torn with ease) and my max SpD / HP regenvest goodra only to end up winning a battle that seemed like an obvious loss by pure hax. Another time after making a really mediocre team to abuse chatter on a mega pidgeot I had a battle against a ph lax and I realized I had nothing against this monster (who already had a bulk up in the back) but managed to win by clicking chatter and then boombursting twice as lax hits itself.^this right here is my main stance on the point. NOBODY has shown any form of replay of chatter being GAME BREAKING. people have shown replays of it "doing work" but honestly, lets not ban chatter because its chatter. HOWEVER, i will say, im not just idley waiting for someone to show me, as i myself decided to take initiative, and try out chatter myself...and...to be quite honest, its pretty...mediocre. it puts in work...sometimes. but thats the problem, i expected more out of tornadus on a hax-driven team. and allthough i won more then i lost...it was only like...60% out of 100. it really wasnt enough for me to jump on my boots. chatter is a really good move, dont get me wrong, but its just kinda like..."oh, someone hit through chatter each turn and KOed me" honestly, im not saying "I HAD NO PROBLEMS NO BAN" but...idk. many pokemon are able to defeat natural "Special based" counters(looking at keldeo, psychic types, and others alike) its really not new. sorry guys, but i still dont see anything broken about chatter. after facing, using, and seeing it in action. compared to AAA, TS, BH, and stabmons, it just DOESNT impact the meta enough. i mean, its not even making teams run dedicated counters to it. because most teams allready run the nessisary tools to handle them :s its just....not broken in my eyes. or at least, not yet.
ive used this, but with grass knot to catch off pokemon like suicune, rhydon, and whatnot. plus its tough claws boosted, which means it outdamages focus blast on most stuff it wants to hit.![]()
Victini (Charizard) @ Charizardite X
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Skill Swap
- U-turn
There are no words to describe the power of this thing, so first let's show some calcs:
252+ Atk Tough Claws Mega Charizard X V-create vs. 252 HP / 252+ Def Cresselia: 267-315 (60.1 - 70.9%) -- guaranteed 2HKO
252+ Atk Tough Claws Mega Charizard X Bolt Strike vs. 252 HP / 252+ Def Suicune: 264-312 (65.3 - 77.2%) -- guaranteed 2HKO
Wow, it easily 2HKO's 2 of the most common walls. But what about Flash Fire you say? Well, you see the move right under Bolt Strike? Yeah, FF won't stop this bad boy either.
Now a little more serious, this thing is really, really, really good. The only switch-ins I've found so far that are also viable in the metagame are Regirock and Zygarde. You can, if you want, put Focus Blast/Glaciate on it for those 2 respectively, but you'll need some SpA investment to reliably 2HKO either Regirock or Zygarde. V-create is your move you'll be spamming the most and Bolt strike is mainly for Suicune and other bulky waters. Skill Swap is pretty obvious and U-turn is for momentum.
What initially brought me to this set was the fact that I was looking for a pokemon that could hit very, very hard and had almost no counters. Before I used Zard X, I had been using M-Medicham, but it's 80 base speed is pretty bad and due to having almost no bulk it was easily revenge-killed. Zard X does not have that problem with 100 base speed and the bulk to live almost any 1 hit.
Nice team, but for Tornadus, replace Draco Meteor with Hydro Pump.Here's my team if anyone cares.
Pinsir @ Pinsirite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Close Combat
- Swords Dance
- Ice Punch
Gengar @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Flamethrower
- Ice Beam
Hawlucha @ Choice Band
Ability: No Guard
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dynamic Punch
- Stone Edge
- Knock Off
- Ice Punch
Marowak @ Thick Club
Ability: Protean
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Ice Punch
- Drain Punch
- Sucker Punch
Tornadus @ Life Orb
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Draco Meteor
- Fire Blast
- Roost
Umbreon @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Roost
- Stealth Rock
- Toxic
Things I have concerns about.
-Protean. Fast, powerful mixed attackers are a ridiculous nightmare. They're shut down hard (Well, most of them: Garchomp is bulky enough it can tank it if it's not Pixilated or Refrigerated) by Extreme Speed, but A: you can't switch into them and B: that's little consolation for stall. I had concerns last time this was OMotM, and I don't think the Inheritance Clause has made them go away. It doesn't even mean you can't stack a large team of Protean abusers: Frogadier has most of what matters in Greninja's movepool, and Froakie is only missing a handful of moves over Frogadier. That's 2/3rds of a Protean spam team in conjunction with Kecleon. (Froakie loses over Frogadier: Dark Pulse, Gunk Shot, Ice Punch, Low Kick. Frogadier loses over Greninja: Extrasensory, Feint Attack, Giga Impact, Hyper Beam, Hydro Cannon, Haze, Night Slash, Shadow Sneak, Mat Block, Spikes, Water Shuriken. Some of these are problematic for a Protean abuser to lose, many of them are irrelevant)
Physical Protean abusers are fun, fine, balanced, cool. Special Protean abusers are fun, fine, balanced, cool. But mixed attackers are a nightmare, and it takes fairly specialized mixed walls to have any chance at all, and even the ones I want to name don't actually work: Flashfire Ferrothorn can't necessarily take Azelf's Drain Punch, for instance.
So: concerned about Protean.
-Mega Gyarados. More of a stall problem, again, but it's not like it's actually bad against offensive teams. The only setup sweeper in the game that can go "lolnope" to Unaware without any effort. Theoretically, Mega Ampharos can pull off similar, but it doesn't get to combine Shell Smash or Quiver Dance with Thunderbolt or Dragon Pulse, and it can only combine Tail Glow with Thunderbolt, STABs-wise, and Volbeat's Special movepool is pretty awful. Mega Gyarados gets Shell Smash, Sucker Punch, Waterfall, Knock Off, etc (Not all at once, mind), and on top of that neither of its STABs is possible to be immune to, where both of Mega Ampharos' STABs can be blocked by type-based immunity. Also, even at +6 it only does
+6 252 SpA Mold Breaker Mega Ampharos Thunderbolt vs. 4 HP / 252 SpD Eviolite Chansey: 358-423 (55.7 - 65.8%) -- guaranteed 2HKO
this to Chansey, which gives Chansey time to Calm Mind or Haze or whatever. There's no Physical wall that's remotely equivalent at dealing with Mega Gyarados. Hell, at +2 it 3HKOs Physically Defensive Azumarill with resisted STABs. And it can inherit Belly Drum with competent STABs off of Azumarill (just inherit Thick Fat or Sap Sipper), so even our Physically Defensive Azumarill can end up losing 80+% from Knock Off and then, even if it's running priority for some reason, be finished off by Aqua Jet doing 33+%.
Even for offense, it resists several priority moves (Bullet Punch, Aqua Jet, Ice Shard, Refrigerated priority...), and what priority is effective against Mega Gyarados isn't effective against regular Gyarados, so a Mach Punch may be resisted while it kills you. It gets to run its own competent priority while boosting, too of course. And of course Mega Gyarados has a decent Speed tier, where Mega Ampharos is very slow, and also Mega Ampharos is week to Refrigerate, Pixilate, and Ice Shard, all of which makes offense less viable against it.
I'm not really sure what stall is supposed to do to Mega Gyarados, and, again, it's not actually bad against offense. Roaring and Whirlwinding it out works... okay... until it's the last thing standing and suddenly it's invincible behind its substitute. I guess there's Perish Song, but it has limited PP, and Mega Gyarados' base Attack is high enough to be a serious threat without boosting.
-Mega Charizard X. Just using V-Create sets it can stallbreak to an alarming degree, and still put in serious work against offense. This one is more borderline, because I haven't done a ton of looking into ways to counter it. Even so, I'm not happy with how it seems to be able to basically pick what it wants to not be countered by: Flashfire Steel type? Skill Swap says hi. Physically Defensive Suicune? Grass Knot! I'm concerned by how it doesn't even need to look anywhere besides Victini and Rayquaza.
-Chatter in principle. I'll be honest: I haven't fought it, I doubt it's all that viable on the ladder. Nonetheless, you can Chatter, Substitute, Nasty Plot, and basically just arrange to fish for good RNG results and minimize the consequences of bad RNG results, and you still have a moveslot left for coverage, Roost, Taunt, whatever. You can't even reliably revenge it with priority abusers thanks to the Substitute abuse: sacrifice something, bring in your priority, and it will break the Substitute and then have a 50/50 chance of actually killing the Chatterer because they hit you with Chatter, which is assuming you'll OHKO them.
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Stuff I'm having fun with.
-Mega Gardevoir inheriting from Omastar. Why? Because it's the only Pokemon in the entire game to combine Special boosting superior to Calm Mind or Nasty Plot (Shell Smash) with a Special Normal move that isn't complete garbage. (Wring Out) It's a pretty good stallbreaker, though I sometimes feel I was better off with the Boomburst set's reliability. If Wring Out can't OHKO the target and the support moves can't finish off the target, it struggles, and the ability to boost is less useful than it sounds when Unaware is so easy to come by. I particularly find myself missing Boomburst's ability to bypass Substitutes: before I made the change I thought I wouldn't miss it, because I never ran into Substitutes I wanted to Boomburst. Then I switched and suddenly Substitutes being able to Boomburst past would win me the match were everywhere.
It's also just way too susceptible to priority, which isn't a good thing with how offensively slanted the ladder is and how powerful a lot of the priority is.
Plus, Omastar's Abilities are pretty useless. Levitate at least lets me switch in on slow Ground types.
-Zapdos inheriting from Clefable. People never see this coming, and often don't figure it out until it uses Moonlight. Sometimes not even then. It's a fantastic Unaware wall, and in particular is "no, Mega Pinsir" in a box, which is worth its weight in gold. Its vulnerability to weather effects is a bit of a problem, though.
I also experimented a bit with Chansey inheriting from Xatu, which I think would actually be really cool if you could combine Defog with Magic Bounce. Alas, that is illegal. Still, it has Night Shade, recovery, pivoting, and some utility moves. It's not bad.
Things I have concerns about.
-Protean. Fast, powerful mixed attackers are a ridiculous nightmare. They're shut down hard (Well, most of them: Garchomp is bulky enough it can tank it if it's not Pixilated or Refrigerated) by Extreme Speed, but A: you can't switch into them and B: that's little consolation for stall. I had concerns last time this was OMotM, and I don't think the Inheritance Clause has made them go away. It doesn't even mean you can't stack a large team of Protean abusers: Frogadier has most of what matters in Greninja's movepool, and Froakie is only missing a handful of moves over Frogadier. That's 2/3rds of a Protean spam team in conjunction with Kecleon. (Froakie loses over Frogadier: Dark Pulse, Gunk Shot, Ice Punch, Low Kick. Frogadier loses over Greninja: Extrasensory, Feint Attack, Giga Impact, Hyper Beam, Hydro Cannon, Haze, Night Slash, Shadow Sneak, Mat Block, Spikes, Water Shuriken. Some of these are problematic for a Protean abuser to lose, many of them are irrelevant)
Physical Protean abusers are fun, fine, balanced, cool. Special Protean abusers are fun, fine, balanced, cool. But mixed attackers are a nightmare, and it takes fairly specialized mixed walls to have any chance at all, and even the ones I want to name don't actually work: Flashfire Ferrothorn can't necessarily take Azelf's Drain Punch, for instance.
So: concerned about Protean.
-Mega Gyarados. More of a stall problem, again, but it's not like it's actually bad against offensive teams. The only setup sweeper in the game that can go "lolnope" to Unaware without any effort. Theoretically, Mega Ampharos can pull off similar, but it doesn't get to combine Shell Smash or Quiver Dance with Thunderbolt or Dragon Pulse, and it can only combine Tail Glow with Thunderbolt, STABs-wise, and Volbeat's Special movepool is pretty awful. Mega Gyarados gets Shell Smash, Sucker Punch, Waterfall, Knock Off, etc (Not all at once, mind), and on top of that neither of its STABs is possible to be immune to, where both of Mega Ampharos' STABs can be blocked by type-based immunity. Also, even at +6 it only does
+6 252 SpA Mold Breaker Mega Ampharos Thunderbolt vs. 4 HP / 252 SpD Eviolite Chansey: 358-423 (55.7 - 65.8%) -- guaranteed 2HKO
this to Chansey, which gives Chansey time to Calm Mind or Haze or whatever. There's no Physical wall that's remotely equivalent at dealing with Mega Gyarados. Hell, at +2 it 3HKOs Physically Defensive Azumarill with resisted STABs. And it can inherit Belly Drum with competent STABs off of Azumarill (just inherit Thick Fat or Sap Sipper), so even our Physically Defensive Azumarill can end up losing 80+% from Knock Off and then, even if it's running priority for some reason, be finished off by Aqua Jet doing 33+%.
Even for offense, it resists several priority moves (Bullet Punch, Aqua Jet, Ice Shard, Refrigerated priority...), and what priority is effective against Mega Gyarados isn't effective against regular Gyarados, so a Mach Punch may be resisted while it kills you. It gets to run its own competent priority while boosting, too of course. And of course Mega Gyarados has a decent Speed tier, where Mega Ampharos is very slow, and also Mega Ampharos is week to Refrigerate, Pixilate, and Ice Shard, all of which makes offense less viable against it.
I'm not really sure what stall is supposed to do to Mega Gyarados, and, again, it's not actually bad against offense. Roaring and Whirlwinding it out works... okay... until it's the last thing standing and suddenly it's invincible behind its substitute. I guess there's Perish Song, but it has limited PP, and Mega Gyarados' base Attack is high enough to be a serious threat without boosting.
-Mega Charizard X. Just using V-Create sets it can stallbreak to an alarming degree, and still put in serious work against offense. This one is more borderline, because I haven't done a ton of looking into ways to counter it. Even so, I'm not happy with how it seems to be able to basically pick what it wants to not be countered by: Flashfire Steel type? Skill Swap says hi. Physically Defensive Suicune? Grass Knot! I'm concerned by how it doesn't even need to look anywhere besides Victini and Rayquaza.
-Chatter in principle. I'll be honest: I haven't fought it, I doubt it's all that viable on the ladder. Nonetheless, you can Chatter, Substitute, Nasty Plot, and basically just arrange to fish for good RNG results and minimize the consequences of bad RNG results, and you still have a moveslot left for coverage, Roost, Taunt, whatever. You can't even reliably revenge it with priority abusers thanks to the Substitute abuse: sacrifice something, bring in your priority, and it will break the Substitute and then have a 50/50 chance of actually killing the Chatterer because they hit you with Chatter, which is assuming you'll OHKO them.
----
Stuff I'm having fun with.
-Mega Gardevoir inheriting from Omastar. Why? Because it's the only Pokemon in the entire game to combine Special boosting superior to Calm Mind or Nasty Plot (Shell Smash) with a Special Normal move that isn't complete garbage. (Wring Out) It's a pretty good stallbreaker, though I sometimes feel I was better off with the Boomburst set's reliability. If Wring Out can't OHKO the target and the support moves can't finish off the target, it struggles, and the ability to boost is less useful than it sounds when Unaware is so easy to come by. I particularly find myself missing Boomburst's ability to bypass Substitutes: before I made the change I thought I wouldn't miss it, because I never ran into Substitutes I wanted to Boomburst. Then I switched and suddenly Substitutes being able to Boomburst past would win me the match were everywhere.
It's also just way too susceptible to priority, which isn't a good thing with how offensively slanted the ladder is and how powerful a lot of the priority is.
Plus, Omastar's Abilities are pretty useless. Levitate at least lets me switch in on slow Ground types.
-Zapdos inheriting from Clefable. People never see this coming, and often don't figure it out until it uses Moonlight. Sometimes not even then. It's a fantastic Unaware wall, and in particular is "no, Mega Pinsir" in a box, which is worth its weight in gold. Its vulnerability to weather effects is a bit of a problem, though.
I also experimented a bit with Chansey inheriting from Xatu, which I think would actually be really cool if you could combine Defog with Magic Bounce. Alas, that is illegal. Still, it has Night Shade, recovery, pivoting, and some utility moves. It's not bad.
This exact set got posted like twelve hours ago, except with Substitute over Return. Kind of weird really, seeing as how I'm pretty sure it was a non-entity in April/May.Ive been using this for a while. Its a little risky, but it can be a 6-0 if used correctly and predictions are solid.
Diancie (Slurpuff) @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Drain Punch
- Return
It plays exactly the same as Slurpuff, but with better attack and defenses at the cost of a little bit of speed.
Alright, so I feel like the main focus is on the inheritors (and understandably so) but I feel like there are a bunch of Pokemon that are excellent donors, for more than one Pokemon, so I've decided to highlight some of them in this post. Understand please, that most of these WILL be offensive Pokemon, as I am mostly an offensive player. Feel free to suggest others.
Ability: Gale Wings
Notable Moves: Will-O-Wisp, Brave Bird, Acrobatics, Flare Blitz, Roost, U-Turn, Steel Wing, Swords Dance, Substitute, Bulk Up, Return, Frustration
Explanation: The thing that makes Talonflame such a great donor is Gale Wings. Priority Brave Bird (or Acrobatics if you run a Berry set) allows it to revenge kill or even sweep exceptionally well. It also allows for items that boost power (such as Choice Band or Sharp Beak) as a Scarf is unnecessary for slower Pokemon because of the priority.
Good Receivors: Landorus-Therian, Skarmory, Staraptor, BraviaryAbility: Delta Stream
Notable Moves: Outrage, Dragon Claw, Dragon Ascent, Dragon Dance, V-Create, Extremespeed, Earthquake, Aqua Tail, Crunch, Dragon Pulse, Draco Meteor, Air Slash, Ice Beam, Thunderbolt, Fire Blast, Flamethrower, Waterfall, Surf, Overheat, Focus Blast, Energy Ball, Stone Edge, Dragon Tail, Swords Dance, Earth Power, Iron Head, Brick Break
Explanation: Mega Rayquaza is a great donor for a lot of Pokemon. With solid boosting moves, and a wide movepool on both sides of the physical/special spectrum, as well as an ability that lowers damage taken from Ice, Electric, and Rock type moves (not to mention it cancels out every other weather) makes it a good fit for a variety of Pokemon (most of all birds, who appreciate the added resistances/neutralities from Delta Stream). Many Pokemon appreciate inheriting from this monster that created a new tier (it literally broke ubers lmao, and it makes other Pokemon excellent as well).
Good Receivors: Tornadus-Therian, Landorus-Therian, Charizard (especially ones that Mega evolve), Aerodactyl, Salamence, Gyarados, Zapdos, Articuno, Moltres, SkarmoryAbility: Protean
Notable Moves: Shadow Sneak, Sucker Punch, Fake Out, Thunderbolt, Ice Beam, Flamethrower, Fire Blast, Shadow Ball, Brick Break, Rock Slide, Grass Knot, Power-Up Punch, Nasty Plot, Recover, Magic Coat, Aqua Tail, Foul Play, Drain Punch, Fire Punch, Ice Punch, Knock Off, Low Kick, Thunder Punch, Stealth Rock, Thunder Wave
Explanation: Kecleon has an excellent ability in Protean, and an amazing movepool to abuse it with, once again on both the physical and special fronts. It was always held back by its crap speed and attacking stats, but now it can gift its ability and movepool to another worthy Pokemon. With its priority moves playing ype mindgames with the opponent, it is an excellent donor to a variety of Pokemon. It also has a decent support movepool, including Thunder Wave, Rocks, and Magic Coat, as well as Recovery, and ability to boost.
Good Receivors: Latios, Infernape, Azelf, Gengar, WeavileAbility: Protean
Notable Moves: Spikes, Toxic Spikes, Taunt, U-Turn, Shadow Sneak, Water Shuriken, Dark Pulse, Night Slash, Waterfall, Surf, Hydro Pump, Grass Knot, Ice Beam, Gunk Shot, Low Kick, Extrasensory, Rock Slide, Acrobatics
Explanation: Similar to Kecleon, it has Protean and a wide movepool. It also has access to both sets of Spikes, Taunt, and U-Turn to make the Receivors a great lead and pivot.
Good Receivors: Latias, Infernape, Hawlucha, Weavile, Floatzel (Fite me irl >:I its fast, cute, and has decent attack), Starmie, NoivernAbility: Adaptability/Justified
Notable Moves: Extremespeed, Dark Pulse, Psychic, Flash Cannon, Aura Sphere, Vacuum Wave, Bullet Punch, Close Combat, Crunch, Dragon Pulse, Nasty Plot, Calm Mind, Swords Dance, Bulk Up, Earthquake, Stone Edge, Poison Jab, Blaze Kick, Drain Punch, Iron Tail, Ice Punch, Thunder Punch, Zen Headbutt
Explanation: One of the best Pokemon to inherit from, period. With every single bloody boosting move (yeah I know it doesnt, but it gets the most common 4 <.<) and a very wide movepool, as well as Adaptability for everything that wants it and Justified for the Megas that wish to nab a boost before evolving, it is a premiere donor, with plenty of viable Receivors, and is something you will see being inherited from on the ladder.
Good Receivors: Latias, Latios, Glalie (especially Mega), Altaria (especially Mega), Pinsir (Mega), Hydreigon, Infernape (It's good with everything :D although tbh, I actually use Adaptability Infernape in AAA and its pretty good), Bisharp, Toxicroak, TerrakionAbility: Unaware
Notable Moves: Scald, Recover, Stockpile, Toxic, Earthquake, Infestation, Yawn, Stone Edge
Explanatio: This is a defensive Pokemon that can gift its amazing Ability to stop set up sweepers to other bulkier Pokemon. Unaware halts non-Moldy set up abusers, and it also has reliable recovery, the most annoying move ever (Scald), and status in Toxic and Yawn.
Good Receivors: Suicune, Regirock, RhydonAbility: Intimidate
Notable Moves: Quiver Dance, Bug Buzz, Air Slash, Ice Beam, Energy Ball, Scald, Shadow Ball, Giga Drain, U-Turn, Roost, Toxic, Tailwind, Sticky Web, Haze, Defog, Substitute
Explanation: Normally never even thought of because of its horrible typing and below average stats all around, it makes a good donor with a decent ability and wide movepool for multiple purposes. Intimidate can buy set up opportunities or check physical attackers, and Quiver Dance turns it into a sweeper. With decent coverage, many Pokemon can inherit from it. It also has a good support movepool,including Defog, Haze, Sticky Web, Tailwind, and U-Turn. It can also form a good VoltTurn Intimidate spam core with something inheriting from Mega Manectric.
Good Receivers: Suicune, Scizor, Durant, Regirock, Slowbro (especially MegaAbility: Primordial Sea
Notable Moves: Water Spout, Scald, Origin Pulse, Thunder, Ice Beam, Signal Beam
Explanation: Primal Kyogre is a good donor, as it counters Desolate Land/Delta Stream users by removing their weather. Water Spout and Origin Pulse hit insanely hard even from nonstandard users because of Rain giving a pseudo-STAB. Thunder and Ice Beam round out your coverage forming he famous BoltBeam combo, and Thunder has 100% accuracy in Rain.
Good Receivors: Starmie, Gengar, Rotom-WashAbility: Multiscale
Notable Moves: Dragon Dance, Outrage, Dragon Claw, Earthquake, Fire Punch, Thunder Punch, Iron Head, Extremespeed, Aqua Tail, Steel Wing, Stone Edge, Waterfall, Ice Punch, Superpower, Hurricane, Thunder, Surf, Draco Meteor, Dragon Pulse, Ice Beam, Flamethrower, Fire Blast, Roost, Focus Blast, Aqua Jet
Explanation: Dragonite has an excellent ability in Multiscale that allows you to set up, and a wide movepool on both sides of the spectrum. Perfect for other Dragons, -ateability users, and Rain abusers.
Good Receivors: Latias, Latios, Altaria (especially Mega), Zapdos, Moltres, Articuno, Infernape ( :^) ), Rotom-Wash/Heat/Frost/Fan, Salamence, Garchomp
Obligatory shoutout to Sableye who would have undoubtedly been on this list had he not been banned.
Maybe we should have a viability ranking for donors as well to give newer players an idea of who is good to inherit from to get them started? Anyway, I hope you found this useful, and feel free to recommend any corrections/additions. Cheers n_n
I should help out. People need useful infos like this to get into the meta.
Ability: Aerilate
Notable moves: Dragon Dance, Return, Frustration, Double Edge, Facade, Crunch, Defog, Draco Meteor, Dragon Claw, Dragon Pulse, Dragon Tail, Earthquake, Fire Blast, Flamethrower, Hydro Pump, Hyper Voice, Iron Tail, Outrage, Stone Edge, Roost, Refresh, Thunder Fang, Wish, Zen Headbutt
Explanation: One of the main reasons it got banned from OU is its Aerilate ability, good stats, wide movepool and a boosting move in Dragon Dance that makes it extremely difficult to revenge kill. Now you can give your pokes Aerilate and abuse its wide movepool. It also got Roost as a recovery move and Wish for support.
Good recipients: Landorus T, Salamence, Skarmory
Ability: Refrigerate
Notable moves: Return, Frustration, Double Edge, Crunch, Explosion, Earthquake, Facade, Ice Shard, Iron Head, Switcheroo, Taunt, Spikes
Explanation: Doesn't have as many moves as other -ate users, but Refrigerate is a good ability to abuse for Ice types. It also grant you the most powerful move in the game, which is Refrigerate Explosion.
Good Recipients: Weavile, Mamoswine, Kyurem-N
Ability: Fairy Aura
Notable moves: Geomancy, Moonblast, Focus Blast, Flash Cannon, Psyshock, Thunderbolt, Thunder, Aromatherapy
Explanation: One of the main use of Xerneas in Ubers is using its signature move, Geomancy, combined with Power Herb to sweep a team with +2 in Special Attack, Special Defense and Speed. Fairy types that are Specially oriented benefits this the most.
Good Recipients: Togekiss, Gardevoir
Edit: Added some pokes
Ability: Sheer Force
Notable moves: Fire Blast, Earth Power, Focus Blast, Ice Beam, Shadow Ball, Sludge Wave, Thunderbolt
Explanation: Nidoking have Sheer Force ability, making it boost its wide movepool and make it doesn't have a Life Orb recoil. Most of them are specially based though.
Good recipients: Gengar
Ability: Arena Trap
Notable moves: Earthquake, Sucker Punch, Stone Edge, Final Gambit, Rest, Toxic, Hone Claws
Explanation: Arena Trap makes it one of the best things when it comes to killing a poke, making it guaranteed, no escape. It doesn't have a wide movepool, but it has Final Gambit for killing any high HP wall instantly.
Good recipients: Landorus T, Zygarde, Swampert (I use this), any poke with base HP>150
Ability: Poison Heal
Notable moves: Earthquake, Knock Off, Swords Dance, Roost, Ice Fang, Stone Edge, Stealth Rock, Toxic, Taunt, U-turn
Explanation: Poison Heal is a great ability that makes you immune to status and recover 12.5% health every turn, equal to two turns of Leftovers recovery. This makes it a good wall against many pokes.
Good recipients: Uh... Most bulky pokes I guess. There are may of them
the donor clause makes it so you can only have two protean users max on a team
"- OU Clauses and the Donor Clause. This prevents two or more Pokemon on a team inheriting from the same evolutionary line."
One thing I have to say about this is (and I know you didn't really said it like that but) if we were to ban Protean, M-Gyarados and M-Charizard X, what would there be to stop stall from being overpowered? M-Medicham gets easily stopped by Mega-Slowbro and M-Gardevoir and Stallbreaking Hoopa are stopped by (Unaware) Registeel. Mold Breaker taunt can't help you either because Prankster is a thing.
It is possible that I'm completely wrong and that I'm having worries for nothing and if that is the case, someone please explain. Protean, M-dos and Zard X are all things that stall can't handle well, but imo stall is even with those threats a pretty viable playstyle. Protean is unpredictable but manageable and M-dos and Zard X both ask for a dedicated counter. I'm not saying you can easily put together a stallteam that is going to counter every single threat in the metagame. What I am saying is if you ban those 3 things it will result in just that making stall easily the most viable playstyle.
Again, I may be wrong, but I'm just having concerns just like you and I wanted to put that out there. Also, that Gardevoir set is very cool, I didn't even know there was a move called Wring Out until I faced your team.