Metagame Inheritance

Iv been doing quite well on the ladder with this rain team i made. i found weather abuse can break through stall matchups as they ignore unaware abilities. specs modest keldeo hydro pump can rain can 2hko suicuine variants lol and chansey is scared to switch in. gengars a very reliable lead, being a fast mold breaker that can block rapid spin. koko is just solid on its own, as is eruption spam. i think this team might struggle with some trick room teams or priority spam team (which i havent even seen). if i was struggling against trick room i might chuck protect on celesteela to stall out turns. let me know what you think.

Swampert @ Swampertite
Ability: Drizzle
EVs: 252 Atk / 252 Spe
Adamant Nature
- Rain Dance
- Power-Up Punch
- Waterfall
- Earthquake

Keldeo @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Focus Blast
- Surf
- Ice Beam

Celesteela @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Roost
- Hurricane
- Defog
- U-turn

Tapu Koko @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Thunder Punch
- Sucker Punch
- Swords Dance

Latios @ Fightinium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Skill Swap
- Taunt
- Focus Blast

Gengar @ Focus Sash
Ability: Mold Breaker
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Flamethrower
- Taunt
- Stealth Rock
 
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Dumping a whole bunch of sets I've been running the last week, though some of these are already common (or at least should be).
->

Garchomp @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Extreme Speed

This, or Haxorus donating to Garchomp, is a set everyone should fear. Mold Breaker Earthquake is pretty devastating, but Thousand Arrows outright lack of immunity might just make Zygarde better than Haxorus. Garchomp can run basically any item (or Garchompite) from any donor of Dragon Dance, so be really careful when you see Garchomp. This belongs in A+.

->

Tapu Koko @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Thunder Punch
- Earthquake

A little bit weaker with some small recoil (about 11.5% weaker), but once you're burned you're a Knock Off pinch switch-in, as well as never losing Attack to a Scald, nor can you be Poisoned or put to Sleep. Probably bigger than that is the addition of Earthquake and Close Combat to your coverage.

->

Alakazam @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Focus Blast

Could be optimized, this is just a Pokemon that hits really REALLY hard while also stuffing priority (I finally ran into a Lucario Lopunny, that was fun) and setting up Psychic Terrain for Unburden.

->

Latios @ Psychic Seed
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Energy Ball
- Flamethrower

Unburden and weather-boosting abilities are cancer. They're stretching anything north of semistall too thin to effectively deal with slower playstyles. Well, I guess I can't be entirely certain of that because Zeraora and Tapu Koko exist and either one basically solos any team on Offense that doesn't outspeed them, but it seems like a logical step forward to me. Slow down the outright pace offense has to keep (Literally, people were telling me in chat to just run Water Absorb Ghost-types) and stuff that could shine like Simple CM Azelf will get a chance.

Anyway, the most common inheritor I see is probably Keldeo, so I picked something that outspeeds +2 Keldeo (because that's how Offense has to build right now). If you get forced out you lose your Speed which can suck, and you don't get Dragon STAB, but you get field-boosted STAB in Psychic and Slurpuff provides pretty good coverage. I switched to Slurpuff from Drifblim for Grass coverage after +1 Psychic in Terrain didn't OHKO a Swampert.

->

Beedrill-Mega @ Beedrillite
Ability: Blaze -> Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- U-turn
- Earthquake
- Flare Blitz

Tired of being instagibbed by Scarf Chandelure (you basic bitches), I wanted to run one of my favorite Pokemon: Mega Beedrill. A quick search for Pokemon that learned both Gunk Shot and U-turn took me to Infernape for the coverage (which again, can easily be optimized for team comp), though Primeape is an option for Defiant before you Mega. Gunk Shot can 2HKO Suicune without Rocks if they're not running max Defense, and that 30% chance to poison is on par with Scald, but of course its accuracy is awful. I'm a fan of running similar coverage like EQ/FB, because there's a lot of Pokemon that can swap immunities on the fly. Celesteela could be immune to Fire one game and Electric the next. Don't get hard walled (though Beedrill can always U-turn out) because you were going for maximum coverage on a single Pokemon.

->

Zeraora @ Focus Sash
Ability: Mold Breaker
EVs: 64 HP / 192 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Glare
- Taunt
- Thunder Punch

Everyone should be familiar with Druddigon suicide leads by now. This spread lives Skill Link Rock Blast from Archeops and safely sets up Rocks. Beware Pokemon that will drop you to Sash on turn 1 and then spin away your Rocks while KOing you turn 2. I've done it before and it makes HO's life WAY harder. This applies to any suicide lead, which is one of the reasons that Shuckle is so goddamn good at it.

->

Diancie-Mega @ Diancite
Ability: Sturdy -> Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Play Rough
- Knock Off
- Earthquake

I feel like the only Megas I see at this point are Swampert, Sableye, and occasionally an AteSpeeder or Mawile. Magic Bounce can just about shut down stall (turns out there's really not great defensive movepools with anything that gets Mold Breaker, unless you wanna run Mega Ampharos which is... Not good), and mixed 160 Attacking stats backed by 110 Speed (I might try Rock Polish some day) is extremely threatening. I've run boosting moves before, but I keep coming back to Donphan. Head Smash is absolutely devastating, and the recoil can even be your own little Memento, weakening a check for a sweeper. I ran Earth Power with no investment for a bit, but I personally like EQ more. Sky's the limit for a Mega as good as Diancie, we're just stuck where we are (which is ironic for the diamond pixie).

->

Stakataka @ Chople Berry
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Earthquake

I haven't done a lot of digging for Rockers since I started again, but that's in part because Stakataka has been so good. Negating some of your 4x weaknesses is really really good on a Pokemon as bulky as Stakataka. You know what's not fun? Trying to break Kecleon Stakataka while it slaps you around and shuffles its weaknesses. Gyro Ball on the slowest competitively viable Pokemon is as dangerous as it ever is, and you can even use it to outrun Marowak-A in Trick Room under almost any circumstance. Seriously, Marowak doesn't fall under 27 Speed until it's at -5.

->

Raikou @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flamethrower
- Earth Power
- Volt Switch

Freely passable Magnet Pull would be hilariously broken in a different metagame.

->

Keldeo @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Focus Blast
- Ice Beam
- Agility

Probably my single favorite set I've used this month. Feraligatr's coverage is just barely shy of perfect, but it does have Agility which lets me threaten opposing Offense. I was running this as my sole weather/Unburden check until I noticed that Unburden and Swift Swim are free to suicide mons and get the speed necessary to sweep my team with literally no input while I still had to set up Keldeo. Run Keldeo with rain support and watch stuff get deleted in front of Scald; Keldeo can also run Adaptability from Dragalge to get Hydro Pump, but the lack of power on your coverage as well as LO recoil from all moves makes me think that Sheer Force is the way to go.

Fuck Swift Swim.
 
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Dumping a whole bunch of sets I've been running the last week, though some of these are already common (or at least should be).
->

Garchomp @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Extreme Speed

This, or Haxorus donating to Garchomp, is a set everyone should fear. Mold Breaker Earthquake is pretty devastating, but Thousand Arrows outright lack of immunity might just make Zygarde better than Haxorus. Garchomp can run basically any item (or Garchompite) from any donor of Dragon Dance, so be really careful when you see Garchomp. This belongs in A+.

->

Tapu Koko @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Thunder Punch
- Earthquake

A little bit weaker with some small recoil (about 11.5% weaker), but once you're burned you're a Knock Off pinch switch-in, as well as never losing Attack to a Scald, nor can you be Poisoned or put to Sleep. Probably bigger than that is the addition of Earthquake and Close Combat to your coverage.

->

Alakazam @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Focus Blast

Could be optimized, this is just a Pokemon that hits really REALLY hard while also stuffing priority (I finally ran into a Lucario Lopunny, that was fun) and setting up Psychic Terrain for Unburden.

->

Latios @ Psychic Seed
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Energy Ball
- Flamethrower

Unburden and weather-boosting abilities are cancer. They're stretching anything north of semistall too thin to effectively deal with slower playstyles. Well, I guess I can't be entirely certain of that because Zeraora and Tapu Koko exist and either one basically solos any team on Offense that doesn't outspeed them, but it seems like a logical step forward to me. Slow down the outright pace offense has to keep (Literally, people were telling me in chat to just run Water Absorb Ghost-types) and stuff that could shine like Simple CM Azelf will get a chance.

Anyway, the most common inheritor I see is probably Keldeo, so I picked something that outspeeds +2 Keldeo (because that's how Offense has to build right now). If you get forced out you lose your Speed which can suck, and you don't get Dragon STAB, but you get field-boosted STAB in Psychic and Slurpuff provides pretty good coverage. I switched to Slurpuff from Drifblim for Grass coverage after +1 Psychic in Terrain didn't OHKO a Swampert.

->

Beedrill-Mega @ Beedrillite
Ability: Blaze -> Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- U-turn
- Earthquake
- Flare Blitz

Tired of being instagibbed by Scarf Chandelure (you basic bitches), I wanted to run one of my favorite Pokemon: Mega Beedrill. A quick search for Pokemon that learned both Gunk Shot and U-turn took me to Infernape for the coverage (which again, can easily be optimized for team comp), though Primeape is an option for Defiant before you Mega. Gunk Shot can 2HKO Suicune without Rocks if they're not running max Defense, and that 30% chance to poison is on par with Scald, but of course its accuracy is awful. I'm a fan of running similar coverage like EQ/FB, because there's a lot of Pokemon that can swap immunities on the fly. Celesteela could be immune to Fire one game and Electric the next. Don't get hard walled (though Beedrill can always U-turn out) because you were going for maximum coverage on a single Pokemon.

->

Ninjask @ Focus Sash
Ability: Mold Breaker
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Glare
- Taunt
- Protect

Everyone should be familiar with Druddigon suicide leads by now. Normally, not carrying any attacking move is dangerous when Magic Bounce can be hidden around a corner, but Mold Breaker is extremely powerful. Beware Pokemon that will drop you to Sash on turn 1 and then spin away your Rocks while KOing you turn 2. I've done it before and it makes HO's life WAY harder. This applies to any suicide lead, which is one of the reasons that Shuckle is so goddamn good at it.

->

Diancie-Mega @ Diancite
Ability: Sturdy -> Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Play Rough
- Knock Off
- Earthquake

I feel like the only Megas I see at this point are Swampert, Sableye, and occasionally an AteSpeeder or Mawile. Magic Bounce can just about shut down stall (turns out there's really not great defensive movepools with anything that gets Mold Breaker, unless you wanna run Mega Ampharos which is... Not good), and mixed 160 Attacking stats backed by 110 Speed (I might try Rock Polish some day) is extremely threatening. I've run boosting moves before, but I keep coming back to Donphan. Head Smash is absolutely devastating, and the recoil can even be your own little Memento, weakening a check for a sweeper. I ran Earth Power with no investment for a bit, but I personally like EQ more. Sky's the limit for a Mega as good as Diancie, we're just stuck where we are (which is ironic for the diamond pixie).

->

Stakataka @ Chople Berry
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Earthquake

I haven't done a lot of digging for Rockers since I started again, but that's in part because Stakataka has been so good. Negating some of your 4x weaknesses is really really good on a Pokemon as bulky as Stakataka. You know what's not fun? Trying to break Kecleon Stakataka while it slaps you around and shuffles its weaknesses. Gyro Ball on the slowest competitively viable Pokemon is as dangerous as it ever is, and you can even use it to outrun Marowak-A in Trick Room under almost any circumstance. Seriously, Marowak doesn't fall under 27 Speed until it's at -5.

->

Raikou @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flamethrower
- Earth Power
- Volt Switch

Freely passable Magnet Pull would be hilariously broken in a different metagame.

->

Keldeo @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Focus Blast
- Ice Beam
- Agility

Probably my single favorite set I've used this month. Feraligatr's coverage is just barely shy of perfect, but it does have Agility which lets me threaten opposing Offense. I was running this as my sole weather/Unburden check until I noticed that Unburden and Swift Swim are free to suicide mons and get the speed necessary to sweep my team with literally no input while I still had to set up Keldeo. Run Keldeo with rain support and watch stuff get deleted in front of Scald; Keldeo can also run Adaptability from Dragalge to get Hydro Pump, but the lack of power on your coverage as well as LO recoil from all moves makes me think that Sheer Force is the way to go.

Fuck Swift Swim.
I don't really like ninjask when scarf skill linkrock blast archeops exist.I would use zeraora for that slot.Give zeraora 64hp and it's all good.
 
http://replay.pokemonshowdown.com/gen7inheritance-841689628

This is what I meant, by the way. I suicide Alakazam to set up Psychic Surge for Unburden Latios. No input, just pressing buttons for a win. With the higher speed boost I'm free to Calm Mind to +2 and guarantee I live the Shadow Ball barring a crit. Getting a favorable Download still would have failed to do the job, because Raikou isn't strong enough. Latios with Stealth Rocks isn't strong enough to guarantee an OHKO with Shadow Ball here, and that was calced with +1 Adaptability which hits harder than +2 Download. I had to calc out Chandelure's Special Attack just to get an OHKO with Rocks.

This is not fun and it is not conducive to competitive or creative teambuilding. I know the ladder hasn't even been updated to reflect the Murkrow ban yet, but I promise that this chokes the metagame far worse than stall ever did.

http://replay.pokemonshowdown.com/gen7inheritance-839222766

Here's a replay of this team beating Murkrow stall. Again, Garchomp for A+, add Ursaring to Koko's donors.
 
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Pigeons

pidge pidge
is a Forum Moderatoris a Tiering Contributor
AG Circuit Champion
It's near the end of the month so it may be too late to do anything, but I thought I'd once again make a post addressing what people seem to think the main issues are in the current metagame to get some discussion started.


Unburden
I think Unburden is the element I've seen most people voicing concern about. Sceptile!Landorus-T and other users of the ability are incredibly difficult for offense to deal with: they can typically shrug off a priority move or two after a terrain seed boost (and Psychic Terrain negates this entirely) and easily outspeed and ko the majority of offensive Pokemon. While balance and stall are relatively safe against this because they run Unaware, offense does not have the same luxury and as a result Unburden is incredibly oppressive. I've heard some people say this is responsible for stall also being problematic to an extent, because offense needs to prepare so much for Unburden it can't afford to run the breakers that would be needed to properly pressure stall. While I'm unsure if Unburden has this effect, there's no denying it's very difficult for offense to deal with and may be an unhealthy part of the metagame.


Chansey
Some people, myself included, still think stall could be problematic in the metagame. While there hasn't been much time to judge since the Murkrow ban, I think stall is still an incredibly centralizing playstyle requiring niche countermeasures to be properly beaten. Since I've used the playstyle a ton thus far, I think it's reasonable to say Chansey is the most unhealthy part of stall at the moment. It checks basically every special attacker even without Haze, Prankster sets can inherit Taunt + Metal Burst from Sableye or Light Screen from Illumise which make getting past with setup still an incredibly difficult task. I think a Chansey ban also has minimal collateral damage: plenty of other counterplay to special attackers exists that isn't quite as oppressive and Chansey manages to be. You often see people running Knock Off on special attackers just for this Pokemon, which is a testament to the huge influence it has on the metagame. While it's difficult to say for sure yet, I think Chansey is something that should be discussed as a potentially broken Pokemon.


Magnet Pull
I've expressed my opinions on Magnet Pull before, but after this month I feel even more strongly about it than before. Knock Off on Pokemon that Steel-types switch into has become incredibly common, and it's pretty hard to justify as competitive given that once your Shed Shell gets knocked there's almost nothing you can do to prevent your Steel-type from getting trapped. I still feel like this is unhealthy given how central Steel-types are to the metagame, but there may be bigger concerns at the moment.

As a final note, I'm sure everyone has spent a lot of time working on / polishing teams over the month, so if you have any teams you feel are particularly good feel free to submit them as samples! I'll try and update those sometime after this month ends. Thanks to everyone who participated in Inheritance this month, hopefully we can win omotm again soon!
 
With December coming to an end, I think I'll post my team that peaked at second on the ladder. It started with me trying to build around the Pidgeot set I posted earlier, which softens traditional special walls with knock off. I like to think I got creative by not using any sets that appear on the suggested donors list, so enjoy.

Pidgeot.gif
Thundurus_Therian.gif
Magearna.gif
Buzzwole.gif
Chansey.gif
Gengar.gif

https://pokepast.es/a572e6c1ecc4fcfc
Pidgeot @ Pidgeotite
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Grass Whistle
- U-turn/Moonblast
- Knock Off
- Hurricane

Thundurus-Therian @ Life Orb
Ability: Sheer Force
EVs: 8 HP / 148 Def / 252 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Rock Polish
- Ice Beam
- Earth Power/Flamethrower

Magearna @ Shed Shell
Ability: Levitate
EVs: 248 HP / 124 Def / 136 SpD
Calm Nature
- Dazzling Gleam
- Wrap
- Recover
- Perish Song

Buzzwole @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Low Kick
- Morning Sun
- High Horsepower/Megahorn
- Will-O-Wisp

Chansey @ Eviolite
Ability: Regenerator
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature
- U-turn
- Knock Off
- Defog
- Foul Play/Toxic

Gengar @ Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Sludge Wave
- Shadow Ball
- Energy Ball/Ice Beam

I went over the benefits of Whimsicott!Pidgeot on post #689, and wanted to pair it with a strong special attacker to capitalize on the assault vests and eviolites that Pidgeot removes. Cranidos!Thundurus does just that. It outspeeds any scarf 110's after rock polish (hi Archeops) while ignoring webs, letting it clean easily against offense. The defense EVs let it survive an extra seismic toss, act as a Mega Pinsir check, and set up more easily (surviving a play rough from Mawile!Koko). Flamethrower vs earth power decides whether you hit electric-immune Pex or Celesteela.

The defensive core is pretty standard, but with some donor twists. Chimecho!Magearna checks everything defensive Mag is supposed to (PsySurge MegaZam, head smash spammers, unburden) with a perish-trapping twist. It keeps setup sweepers like Vivillon or Comfey inheritors from getting out of hand, and can also trap pesky poison healers without u-turn. Rapidash!Buzzwole is a physical wall that can turn around and switch into specs eruption from Torkoal mons. How many defensive pokemon can say that? It wisps physical breakers, and I use high horsepower to punish Mega Mawiles and Alolawaks that try and set up past your wisp (but megahorn is a stronger STAB option). Tornadus-T!Chansey is typical regen Chansey, and for this team it serves as a reliable defogger and slow pivot (especially against other sheer force mons).

Frillish!Gengar is something that I didn't expect to work but ended up sticking around for me. I hated rain teams, since specs Keldeo pressured Chansey and Mega Swampert can break Buzzwole if it gets an early boost. I also needed speed control for thing like Koko, and an emergency check to bellyspeeders. Gengar patches these holes. It outspeeds and OHKOs Swampert in rain, while being immune to anything Keldeo does that scares Chansey. I guess ice beam can be used if you don't care about Pert, but I don't recommend it. Trick is a last ditch option against a boosted bellyspeeder (since this team has no unaware) or a boosted Koko that carries sucker punch. Against teams where the speed control is unnecessary, it can screw over a fatmon or something that needs a boost to be effective.

So there you have it. Finding a team that can put up a fight against both bulky and offensive archetypes isn't easy in inheritance, but I think this squad does it. Of course, you can't pack a check everything in this meta, which is why it's so great. My all time least favorite set to face was Volcarona!MegaZardY, since it can boost past Chansey unless it runs toxic and doesn't care about the rest of my team after a single QD. Other problems include rain teams that include Koko (they seriously pressure Gengar) and bulky teams with Emolga!Celesteela that has u-turn (trick it a scarf to have any chance at winning). Regardless, the team served me well, and hopefully its fun and unique sets can be useful to others as well.
 

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