Metagame Last Will

Take Azelfie

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#1
Approved by Uselesscrab and Chloe.
playable here


S/O Pipotchi

What if every Pokemon could put up a fight even till its dying breath? Well in Last Will your Pokemon will and will be able to pull off some last ditch moves which could ultimately changed the tide of the match.

Rules:

Mechanic: Every Pokemon will use the move in their last moveslot before fainting in battle only if they can normally perform the move (such as not being able to use Stealth Rock under the influence of Taunt.)
Clauses: Standard OU
Super Move Clause - You may only have two Pokemon with the moves: Blast Burn, Hydro Cannon, Frenzy Plant, Hyper Beam, Giga Impact, V-Create, Explosion
Bans: OU Banlist
Endeavor - always gets a kill unless you are a Ghost-type

Strategy:
The main strategy will be able to take advantage of moves that have too much drawback in a regular match but have no serious drawbacks now. Some examples would be using a move that has a recharge time after its use like Hydro Cannon or Blast Burn. All of the suicidal moves are great options to like Explosion, Healing Wish, and Memento all give the user a turn of momentum and without the cost of sacrificing a Pokemon just for the move. Finally there are a lot of supportive options that could be used within the last slot as well like hazards so the opponent can't Defog them the turn they are set up or the opposite, remove any hazards last second so the next Pokemon can come in safely.

Q&A:

Q:
What if a Pokemon faints because of passive damage (Burn, Stealth Rock, etc.)?
A: That Pokemon will still use its "Last Will" regardless of how it faints.

Q: How will Destiny Bond / Grudge work if used as the "Last Will?"
A: (Hopefully) These moves will not have their normal properties and it simply fail. If it is unable to be coded that way they will be banned.

Q: Can I remove hazards with my Last Will?
A: Yes but only through Defog, Rapid Spin will not work.

Q: Do Choice Items prevent me from using my Last Will?
A: Yes unless you are locked into the fourth move itself. Even though the Pokemon could technically use the move if it was itemless, it is stopped by Choice Band, etc. "Encore" like effect.
 
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#3
Giga Impact and Hyper Beam are going to absolutely rule this meta. I mean, there's Explosion that you really need to worry about, but aside from that, many threats are now everywhere as well. Blast Burn, Hydro Cannon, there's a lot of ways or this to become broken.

Also Endeavor. Quickban now because if the opponent died and uses Endeavor, this essentially kills the opponent as well...
http://replay.pokemonshowdown.com/dragonheaven-gen7lastwill-29781 Here's a tested version.
 
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#5
What about Pain Split/recovery moves in the fourth slot? Or if a Pokemon somehow lives long enough to get down to 0 PP on that slot and then dies, does it still use that move successfully, or does it fail for "There was no PP left for the move!", or might it possibly use the move in slot 3 or even Struggle?

Metal Burst spam is another one to watch out for, nearly as deserving of a ban as Endeavor is, and slightly more so than Counter/Mirror Coat.
 
#6
SadisticMystic has a point with Pain Split/Recovery. Recover would essentially make the Pokemon immortal because every time it dies-half it's health would heal. If it had a sitrus Berry, then 3/4 would heal after death.

Actually berries in general. How would they work? 'If it's under 1/4 of their health, it heals by half' would it still heal? EDIT: Berries do not work, or at least Aguav on Pansage doesn't. http://replay.pokemonshowdown.com/dragonheaven-gen7lastwill-29785
 
#7
What about Pain Split/recovery moves in the fourth slot? Or if a Pokemon somehow lives long enough to get down to 0 PP on that slot and then dies, does it still use that move successfully, or does it fail for "There was no PP left for the move!", or might it possibly use the move in slot 3 or even Struggle?

Metal Burst spam is another one to watch out for, nearly as deserving of a ban as Endeavor is, and slightly more so than Counter/Mirror Coat.
Recover does not work-so assumingly other healing moves wouldn't either. Pain Split shall be tested.. http://replay.pokemonshowdown.com/dragonheaven-gen7lastwill-29786
 
#11
I can't seem to load the simulator on dragon heaven, can someone test u-turn's and volt switch's behavior ? Because it seems that you take the damage AFTER using the last slot's move (which explain why recover didn't work, try to test it again but do some damage the fainting pokemon prior)

Could mean than a pokemon can take a OHKOing hit, then u-turn out to a wall like Chansey, effectively dodging the attack.
 
#12
Z-moves make this meta much more interesting. Instead of wasting a moveslot on something otherwise unviable (Hyper beam clones, etc), you can slap a Z-crystal on and get two nukes for the price of one!
Sample set:
Serperior @ Normalium Z
EVs: 252 SpA / 4 SpD / 252 Spe
Ability: Contrary
Timid Nature
- Leaf Storm
- Hidden Power [Ground] / [Fire]
- Giga Drain / Dragon Pulse
- Hyper Beam

Pretty much standard, Z-Hyper Beam is run in OU to beat stuff like Mvenu etc and now you can kill things like MPinsir which try and revenge you.

On another note, Belly Drum sweepers are going to be "fun" to deal with. Looking at you Azu, with your guaranteed kill.
 
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#13
I fave a feeling mons who can eat hits while dealing them out will be good.


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Brick Break
- Lunge/Leech Life
- Power-Up Punch/Bulk Up
- Thunder Punch

And having moves who beat the types that beat them will also work well; thunder punch for flying types who hit for 4x against Buzzwole.
 

Take Azelfie

More flags more fun
#14
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#15
Ey This meta sounds cool

- Set-up sweepers would not be that good as when they'll KO a Pokemon they'll have to take their last will.
- Hazard setting can be done easily and high Base Power moves will be appreciated along with some cool status moves like Memento.
- Sturdy Pokemon get two guaranteed hits and hazard setters (as to break Sturdy) and removers (to protect Sturdy) will gain viability.
- Raw Power is appreciated in this meta.
- Ghost-type Pokemon would be good and might be found in most the teams because of their key Normal immunity.
- Substitute could be a good move in this to take powerful hits.
- Before this meta came out I used to put all the important moves in the earlier slots


Masquerain @ Focus Sash
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe or EVs: 252 SpA / 252 Spe
Bold / Rash Nature
IVs: 0 Atk
- Tailwind
- Sunny Day / Rain Dance
- Air Slash
- Sticky Web

Could be a lead (or even mid-lategame to get fast in getting your last will and win), has Intimidate, guaranteed Sticky Web (Dont need to set that in the normal turns) before fainting and can follow up with Tailwind for being the fastest and Sunny Day / Rain Dance as a choice for your weather. Masquerain could be intentionally made frail as well so that it KOes fast enough for the teammates to get the most out of the field conditions.


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

A hard hitter, gets even better under Sun (could be paired with Mega Charizard Y) Recommending Band instead of Scarf to get maximum damage output as Scarf can KO others but will also have to take up their Last Will move. V-Create is a powerful move and that combined with Choice Band does a lot of damage.



Slaking @ Choice Band / Life Orb
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Sucker Punch
- Fire Punch
- Giga Impact

Slaking doesn't have to worry about its ability, it can net a KO in almost every battle. Choice Band Giga Impact hits really hard.


Pyukumuku @ Rocky Helmet
Ability: Innards Out
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Light Screen / Reflect
- Memento

Pyukumuku is another potentially good lead. Its main job is to pacify and allow the Pokemon of your team to take hits with ease. Memento forces a switch out or makes the foe incapable of dealing a lot of damage on the next turn. Your next Pokemon can then set up a Sub or go all out attacking.


Gigalith @ Rockium Z
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stone Edge
- Iron Head / Stealth Rock
- Earthquake
- Explosion

Gigalith uses high base power moves to grab a KO or two and can set up rocks if the team doesn't have any setter and the Attack stat is quite high as well. Sturdy gives it two guaranteed hits unless there are hazards on the field.


Porygon-Z @ Choice Specs / Normalium Z
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Shadow Ball
- Ice Beam
- Hyper Beam

Hyper Beam with 135 Special Attack, Choice Specs and Adaptibility hits really hard, it can be used in the battle before fainting as well but gotta be careful to not throw it away on a Ghost type. It can even go for Z-Hyper Beam if any other teammate isn't using a Z-Move.


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

Mega Charizard Y has a sky high 159 Special Attack stat, combined with Draought and high base power moves. In Last Will, it shouldn't really be worrying about the Rock weakness. It would get a guaranteed Blast Burn. It should just get in, get a KO or two and faint

The key would be to get +1 Pokemon (in terms of not fainted Pokemon) which'd help win the battle
There would be stall mons to take these hits as well with Healing Wish or moves like that as their Last Will so they might be a threat but its too early to say that.
 
#16
If a pokemon is taunted, can it use status moves upon fainting? If a Pokemon uses a momentum move (U-turn) do they actually survive? I assume not.

Something that's not outright explained in the OP.... when a mon actually chooses to use Explosion, it executes the move twice. This is basically a return to gen 4 Explosion. That being said, it should be obvious that Mega Glalie is a huge threat, as it can ohko everything that isn't a quad resist, and I'm not really exaggerating. With this along with things like Banded Victini running around this metagame seems really offensive, with few setup sweepers. Fast mons with Focus Sash will be common so they can net a kill without dying in return. Hazard control could end up becoming suicide Scarf Spinners that can simply be sacked against non-ghost types to guarantee a spin.

Metal Burst abuse seems ok but not broken. Being able to retaliate against any attack is great, but it can be played around by weakening the opponent first a little. It helps that nearly everything that learns Metal Burst is decently bulky and less prone to being OHKO'd. Honestly it seems like nothing compared to the ability to fire off a banded V-create upon death, which nukes pretty much everything as hard as Metal Burst would, doesn't rely on how much damage you've taken, and isn't a wasted moveslot otherwise.

I think suicide leads will be interesting in this metagame cause they will be able to set up hazards, then use Trick Room/Memento/Whatever on their dying breath. Trick Room setters in particular seem amazing, since they can get up Trick Room on the turn they faint, leaving the rest of the team as many turns as possible to turn the tables on the offense that will be omnipresent in this metagame. Alternately, use Stealth Rock on your dying breath so you immediately get momentum and leave them no turns to Rapid Spin or Defog.
 
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#17
If a pokemon is taunted, can it use status moves upon fainting? If a Pokemon uses a momentum move (U-turn) do they actually survive? I assume not.

Something that's not outright explained in the OP.... when a mon actually chooses to use Explosion, it executes the move twice. This is basically a return to gen 4 Explosion. That being said, it should be obvious that Mega Glalie is a huge threat, as it can ohko everything that isn't a quad resist, and I'm not really exaggerating. With this along with things like Banded Victini running around this metagame seems really offensive, with few setup sweepers. Fast mons with Focus Sash will be common so they can net a kill without dying in return. Hazard control could end up becoming suicide Scarf Spinners that can simply be sacked against non-ghost types to guarantee a spin.

Metal Coat abuse seems ok but not broken. Being able to retaliate against any attack is great, but it can be played around by weakening the opponent first a little. It helps that nearly everything that learns Metal Burst is decently bulky and less prone to being OHKO'd. Honestly it seems like nothing compared to the ability to fire off a banded V-create upon death, which nukes pretty much everything as hard as Metal Burst would, doesn't rely on how much damage you've taken, and isn't a wasted moveslot otherwise.

I think suicide leads will be interesting in this metagame cause they will be able to set up hazards, then use Trick Room/Memento/Whatever on their dying breath. Trick Room setters in particular seem amazing, since they can get up Trick Room on the turn they faint, leaving the rest of the team as many turns as possible to turn the tables on the offense that will be omnipresent in this metagame. Alternately, use Stealth Rock on your dying breath so you immediately get momentum and leave them no turns to Rapid Spin or Defog.
For the status and U-turn issue, no and no. For the first, Taunt still takes effect unless it wore off in previous turns and U-turn only does damage. As for using explosion twice, that actually completely works because he used explosion and the move took it's effect-but then Last Will made him use explosion again. Pretty broken for Pokemon who tank the first but that's how it works.
 
#18
I fave a feeling mons who can eat hits while dealing them out will be good.


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Brick Break
- Lunge/Leech Life
- Power-Up Punch/Bulk Up
- Thunder Punch

And having moves who beat the types that beat them will also work well; thunder punch for flying types who hit for 4x against Buzzwole.
Your Buzzwole set is good, yeah, but as for the flying types that beat it, thunder punch works-except I see that you have Leftovers, an item that is designed to help keep Pokemon alive. Even considering the meta, this is a bit of a waste. Also, Banded Thunder Punch works better and, if you do use the band, swap out PuP/BU for Superpower.
 
#19
Or it couldve been re6cover failing because the Pokemon still had "full health" maybe have it come in on a scratch or spike then test it. If it does work then could you put a clause on moves that activate via death?

Also keep up the great post guys!
As for the recover failing due to full health, I tried that as well but recover still failed. We did the same battle but with different mons, and the recover failed even when I was dead and used my Last Will second.
 
#20
Potential Bans, Ridiculous threats and clauses I've seen so far:
Healing Move clause: Healing moves such as Recover cannot revive users when used as a Last Will.

Banned moves: Endeavor, because it OHKO's the opponent. There are 7 pokemon that have scrappy and endeavor, so all those seven can instantly KO any Pokemon upon death and basically destroy strategies.

Pokemon Threat: Scrappy Endeavor users: see above.

Move Threat: Z-Hyper Beam and Giga Impact. Since it's a Last Will move, they make excellent revenge killers and most likely aren't facing a ghost type. The amount of damage that can be done is absolutely tremendous in this meta, not factoring in STAB and items. Choice Spec/Band it, and Explosion doesn't seem as bad. Speaking of which...

Move Threat: Explosion. Without the whole 250 damage thing, Explosion is already broken enough in this meta. With a Last Will, a user can essentially use explosion twice. Why is this so bad? For one, whatever took the first explosion will nearly certainly not take the second. For two, it breaks through sashes and sturdy as well. For three, double explosion allows some Pokemon to rule over this met.a In fact, another user even pointed this out.

Metal Burst depends on the opponent attacking to be efficient-and a powerful attack at that-hence it's absence here. Trick Room, Memento, et cetera aren't here because of Taunt, which can easily stop them.
 
#21
So uh...

Checkmate (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Shadow Claw
- Reversal

Dugtrio now gets better at trapping. Since it easily dies, have fun taking a Banded 200 BP move, especially if you didn't outspeed and took a Banded STAB Earthquake before taking the Reversal.
 
#22
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave / Toxic
- Play Rough
- Fairy Lock

(Set taken/modified directly from analysis page. Edit it all you want.)

Upon getting KO'd, Klefki traps the opponent for a turn. You are then free to go into something that can KO the opponent immediately and remove an important threat, or a sweeper that can use the trapped foe as setup fodder and go for game.
 
#23
So uh...

Checkmate (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Shadow Claw
- Reversal

Dugtrio now gets better at trapping. Since it easily dies, have fun taking a Banded 200 BP move, especially if you didn't outspeed and took a Banded STAB Earthquake before taking the Reversal.
Another possibility is to send in your Dugtrio to trap right after they kill your Truant Durant that runs Entrainment in slot 4, so that you can Protect-stall anything they have bar Z-moves. Only problem is, Dugtrio's movepool doesn't offer anything like Acupressure that would give it a chance of sweeping through multiple members of a team even in the face of their last wills, and Trapinch certainly doesn't.
 
#24
Golem-Alola @ Life Orb
Ability: Galvanize
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Frustration
- Stone Edge
- Earthquake
- Explosion

Glalie-Mega @ Glalitite
Ability: Refrigerate
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Frustration
- Freeze-Dry
- Earthquake
- Explosion

Minior @ White Herb
Ability: Shields Down
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Stone Edge
- Acrobatics
- Explosion

Landorus-Therian (M) @ Choice Band
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Explosion

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

Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Trick / Hidden Power [Fire]
- Memento

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Stone Edge
- Memento

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

Necrozma @ Leftovers
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Dark Pulse
- Psyshock
- Prismatic Laser

Porygon-Z @ Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tri Attack
- Thunderbolt
- Ice Beam
- Hyper Beam

Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Double-Edge
- Brave Bird
- Giga Impact

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Frenzy Plant

Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- Ice Beam
- Hydro Cannon

Rampardos @ Focus Sash
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Hammer Arm
- Earthquake
- Head Smash

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

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Dazzling Gleam
- Earth Power
- Healing Wish


For some reason I like Trick Room and Explosion, so I made a Trick Room + Explosion team:
Golem-Alola @ Life Orb
Ability: Galvanize
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Frustration
- Stone Edge
- Earthquake
- Explosion

Glalie-Mega @ Glalitite
Ability: Refrigerate
Happiness: 0
EVs: 4 HP / 252 Atk / 252 SpA
Serious Nature
IVs: 0 Spe
- Frustration
- Freeze-Dry
- Earthquake
- Explosion

Gigalith @ Choice Band
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Stone Edge
- Superpower
- Explosion

Victini @ Choice Band
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- V-create
- Bolt Strike
- Trick
- Trick Room

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

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Zen Headbutt
- Hammer Arm
- Iron Head
- Explosion


Edit: Destiny Bond and Grudge doesn't work
http://replay.pokemonshowdown.com/dragonheaven-gen7lastwill-30028
 
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