Format Discussion Metronome Battle

So I was having a nice night getting ready to wind down, until I was nerdsniped by this thread claiming Metronome is the prime way to reverse engineer Showdown RNG seeds and predict every random outcome of a battle.


(Also before that, I found out Metronome is in a team tour which was also interesting and kind of led to finding this but wasn't really related directly.)

Notably there are some varied takes on how it would affect the Metronome Battle meta, from having no effect to breaking everything. Like most dichotomies, the true answer is neither yet lies somewhere between the two, though you can probably figure for yourself which side it falls more towards just by thinking about what Metronome gameplay is. But personally I wanted to see it for myself because it sounded neat.

So based on the instructions in the video, I played around for a while locally to get a feel for how the calls work, and you can see the fruits of my efforts with a proof of concept replay on main here kind of predicting stuff like this: https://replay.pokemonshowdown.com/gen9metronomebattle-2271400207

(Fun fact: There are 581 Metronome eligible moves as of the current end of Gen 9.)

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Also I just want to show Azumarill getting the clutch win in this demonstration, even though I didn't press tera to change the outcome at all.

Putting together my rambling thoughts overall:

It's a fun party trick when it works. I don't think it really affects much for this format in practice but in theory maybe it does something.

Firstly it takes 2 turns to get enough info to work with, which is sometimes enough for the match to be decided anyway. I specifically set up the optimal conditions of having no speed ties and every mon actually getting an action for this to work out too.

The added effects of speed ties on random calls are very undocumented, which could also be said for many other interactions in the doubles format as I discovered on the fly, but speed ties especially seem to add a ton of frame advancements everywhere, which I believe includes when Intrepid Sword procs, which causes many edge cases that I just didn't want to bother with accounting for. Also mons can change speeds mid match and you have to account for that too.

In this test battle I was lucky to have a very simple T1/T2 to calc calls off of simple attacks and buffs/debuffs. Immediately after on T3 spread moves kind of messed me up, and I didn't really know what RNs are tied to proc chances or other things that could affect future outcome orders (though target choice seems pretty clear).

Maybe if you put in a lot of time in you could figure more patterns out, but even I don't think it's worth it, because there's just not that much to do other than show off and mess with people on ladder, if you have the time and correctly get the calls from the first 2 turns right. Ultimately the outcome is still mostly decided from the start of the battle.

Technically you do have one possible influence on the battle of pressing tera or Normalium Z or mega evolution at one point, but to actually take advantage of it you need to give up on pressing that button until you know it can matter, which by turn 2 may be too late. So there's already an explicit tradeoff you make by going this route to affect the battle later, by giving up a turn 1/2 tera to not affect the battle earlier, and running Normalium Z/a mega stone arguably doesn't make up for the item slot on its own either.

You also need to be able to predict future calls accurately too and the amount of future future calls that will be affected which I also would not want to bother with. Ultimately I just feel like the potential return on the outcome of a single game is too low for the effort put in, compared to just playing more games in the same time. But if there is ever a point that someone does manage to actually take advantage of this information to influence the outcome of an arbitrary metronome battle in practice, then I would respect the effort at least.

Even if you have a bot simulate the battle from that seed, you also can't account for the enemy's exact set or when they will press whatever button they have unless they already did it, and if we ever reach the point of Metronome 20XX where everyone is perfectly predicting each other then neither player will have pressed their button anyway. This was actually kind of similar to a thought experiment I had in Gen 8 with dynamax once.

So as of now I would say the "counterplay" is basically just having any speed ties involved, or Imposter, or something like Quick Claw or King's Rock that adds a unrevealed random call until it procs to throw people off, or just not bothering at all.

tl;dr I want to sleep. But I also wanted to figure out what this all means in practice. In conclusion I think this is neat and funny but probably won't practically affect anything, feel free to prove me wrong though with another example or anything I'm missing. Hopefully now you have a more informed idea of what this all means for Metronome Battles, because I don't know where to start with anything else. Maybe Showdown will do something about it and render this all irrelevant anyway before it even matters again. Who knows? These are interesting times. Even just Metronome (the move) getting a spotlight for something is nice and noteworthy enough for me.

Also the smogon dex description seems to be up, looking good.

EDIT: Expanded on the possible point that you could have to give up the impact of an earlier turn 1/2 tera just to potentially get something out of a tera later if you want to have an informed impact on the battle's outcome with this exploit, which is pretty timely to bring up regarding the recent question.
Yeah, this is an interesting prospect. I think there is some advantage to be gained for good strats people already use like Weakness Policy sets that wait to Tera, especially for teams that aren’t using something like Dauntless Shield to pop Mirror Herbs early. I think there’s a lot of potential for Normalium Z in particular to utilize this, but rather awkwardly, the best users of Normalium Z are the ones least suited to waiting a few turns, and holders of Normalium Z can’t Terastallize. I think having one HO mon like Intrepid Sword Mega Heracross or Download Blacephalon and one support mon like Friend Guard/Power Spot Type: Null would be the best way to try that.

If you were going to employ this RNG manipulation strategy, I think it you might as well program a bot to do it automatically, since Tera/Z timing is otherwise the only thing a bot doesn’t know when to do.

I’d never considered using this technique in Metronome battle, but I had thought about it before. The real formats to try this kind of thing in are formats with randomized team generation. If you’re player 1, then your team was generated first, so with six randomly chosen species of data, it seems pretty feasible to reverse engineer the battle’s seed and not only be able to predict RNG outcomes for the rest of the battle but also have full knowledge of your opponent’s sets. A format like Hackmons Cup practically gives you 6*4 metronome calls worth of RNG on top of the species, ability, item, EV, and IV randomization. With that much info and knowledge of your opponent’s lead species, it might even be feasible to guess the seed as player 2.
 
Happy new year and good fortune to all! Quite a bit suddenly happened right before 2024 ended, over the last page. Notably the teambuilder now featuring a links to this thread and also a Smogon dex page that you can also find under the Formats listing, with a whole description that I'm copying in here just to have an update on this topic.

Overview​

The main premise of Metronome Battle is one of tomfoolery and jest: you simply click Metronome with your two Pokémon and hope you survive longer.

Resources​

Metronome Battle is a Custom Game-based Unofficial Metagame in 2v2 format. Pokémon are only allowed one copy of the move Metronome each. Teambuilding is often a choice between stall, hyper offense, Flower Veil, Imposter, and various other fun pairings. Pokémon above 625 bst, Steel-types, residual healing, guaranteed passive damage, Pressure, and other centralizing mechanics are barred from use.

Also there was a whole RNG exploit that technically affects all of PS and is still up in the air if it stands to be fixed or if cart is actually just as broken, but it is potentially practical to use in Metronome Battle by nature which accidentally added some depth in theory. Most of my thoughts are covered in the last post of last page and start of this one, but I will add on that other counterplay can include not knowing if a speed tie actually exists for certain and other hidden rolls through abilities like Poison Point. Honestly the threat of the timer or getting bored will probably work for most people too, unless someone really does work out a bot for this.

In the long run going forward, there's going to be plenty of Legends Z-A news to speculate about throughout 2025 up to its release. Hopefully there's some strong mon additions, or even items/abilities if the game actually has them, but any moves or mechanical changes probably won't matter if the [Gen 9] format remains the same. Either way, nothing is known about the game currently and that probably won't change until at least Pokemon Day. Personally I would be fine if they focused on a completely different gameplay genre though, like more of a city sim or playing around with different combat styles like PLA, but you just know there's going to be Pokemon Home and Gen 10 compatibility eventually while this franchise still lives on.

Back to the main monthly topic though, here are the usage stats for December 2024 to end off the year.

https://www.smogon.com/stats/2024-12/gen9metronomebattle-1630.txt
https://www.smogon.com/stats/2024-12/moveset/gen9metronomebattle-1630.txt

The battle count went down by a bit to 28122. Overall it's recovered well since the dip of Showdown being down in May 2024 though.

December 2024: 1630-weighted top 10 + last month positions:​

#1: Mega Heracross (no change) :heracross-mega:
#2: Pecharunt (#4) :pecharunt:
#3: Mega Venusaur (#5) :venusaur-mega:
#4: Blissey (#2) :blissey:
#5: Mega Ampharos (#3) :ampharos-mega:
#6: Ting-Lu (no change) :ting-lu:
#7: Mega Sableye (no change) :sableye-mega:
#8: Dusclops (#20) :dusclops:
#9: Type: Null (#8) :type null:
#10: Mega Abomasnow (#31) :abomasnow-mega:

Overall, there were more and less changes than I thought at both ends of the list. Ting-Lu is still hanging around #6 again (still favouring Simple/Weakness Policy but dropped off in viability ceiling to 74), keeping Sableye company (notably Sableye has been at #7 for 5 months now/since August 2024). Venusaur has rebounded in both weighted and raw usage since its fall from grace, though it still lags behind Pecharunt despite a raw usage lead, and Heracross ultimately managed to end 2024 on top, despite only barely taking its first #1 finish in 2024 last time in November.

Meanwhile in the latter half, Dusclops and Mega Abomasnow (Good as Gold having barely higher usage over Primordial Sea, seems to favor tera Ghost over Grass) have dug themselves out from pretty deep, though as minmaxed meta veterans they're no strangers to the top 10. In terms of the ongoing hippo/bot watch, Rotom-Wash makes #20 this time while Wishiwashi is at #19 and the other mons (Snorlax, Swampert, Regice, etc.) are spread in the places between, though I did notice Roaring Moon made #17 with 638 raw uses (counted from the moveset file) as a notable dark horse, right above Necturna. Other than that, a few mons still punch above their usage as usual like Iron Hands, Guzzlord, Pokestar Giant, Aurumoth, and Mega Banette again, though the border kind of blends around that point.

Not much else to highlight in particular, though I saw Rhydon at #39 which is kind of interesting, right above both Sirfetch'd (which I tried to use in December with Stellar but felt it was still too frail) and Mega Alakazam with its classic high uses/low weight among casual players. Also, the latest CAP Shox made its usage stat debut, and it actually made it to #74 with 65 uses, which is actually better than most surrounding mons with triple digit uses. Dhelmise is in a similar position at #58 with 91 uses... apparently it's been running Choice Band and mostly Mind's Eye/Refrigerate with Venusaur. Not what I would have ever guessed, but speaking of Mind's Eye, Porygon2 (#35) and Mega Kangaskhan (#37) seem to be making solid use of it as well.

Though I've previewed the moveset file a bit already, the viability ceilings (the highest GXE of the users that used a mon) will still serve well enough to cover the rest of the meta. Starting off, the bonkstall duo of Dusclops and Type: Null retain their lead from last month at 84, not as absurd but still a pretty strong lead. While Type: Null is more definitively Friend Guard aligned, Dusclops actually has its ability slot more closely split between things like Power Spot and Magic Bounce.

After that, Mega Venusaur is alone at 82 (Magic Bounce still a high secondary pick), followed by Mega Heracross (the usual sets lead, but I just want to point out 6% Aerilate usage right over 5% Sword of Ruin) and Mega Gallade (Defiant/Choice Band, tera Ghost) at 81. Gallade seems to lead with the thematic Gardevoir teammate pick, but also has a fair amount of Heracross and Venusaur usage which the former probably hit the ceiling with.

Next up is a three-way stall tie for 80 between Pecharunt (still Ice Scales but Weakness Policy gained a majority over Kee/Maranga Berry, with Mirror Herb probably comboed with Pickup over both too), Imposter Blissey (Mystery Berry actually gained a visible 11% usage, 56% Ghost/35% Stellar tera (I assume most Stellar usage is the bot but I don't know), and also only 26% of teammates are other Blissey (I assume most other teammates are also the bot)), and Mega Slowbro with a suspiciously specific Lightning Rod/Power Herb/Tera Stellar all with >50% usage majority. I assume this is just the influence of one particular lucky player, which goes to the potential weighted influence these ceiling players can have, but also it was paired with Pecharunt so maybe it carried some games too.

Lastly to round out to a nice 10 mons, the next highest viability ceiling is 78 with Mega Sableye (Bright Powder and Lum Berry finally beating Sablenite in usage), Mega Pinsir (Aerilate/Choice Band recovering compared to last month), and Mega Aerodactyl (Pickup/Mirror Herb). This time there were 7 mons within a ceiling of 80, which is still pretty a remarkable performance continuing from last month. Thanks for your reading.
 
Not much else to highlight in particular, though I saw Rhydon at #39
That’s me! I was trying to make Rhydon work on various teams last month, though apparently my usage of this one is what shines through the most by far
:heracross-mega: :rhydon:
Big Horn Energy (Heracross-Mega) (F) @ Mirror Herb
Ability: Defiant
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Metronome

Fat butch (Rhydon) (F) @ Eviolite
Ability: Intrepid Sword
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome

It’s… OK. You would think the abilities would make more sense swapped around, and you’d probably be right, but I was trying to find a way to give it a better matchup into Imposter by putting Intrepid Sword on the slower mon. That didn’t really help much the like 2 times I did run into Imposter, so it’s probably better to just give up on that matchup entirely and swap the abilities. Near the end of the month I pivoted to using Sword of Ruin on Heracross since Rhydon has defense to spare, which sort of helped.

In other news, remember this?
On the topic of to-be-implemented mechanics, Mirror Herb should actually be substantially stronger than it is. It’s supposed to wait until certain intervals (after almost all switch-in related events, after moves, and probably somewhere in residuals? Needs more research) to actually activate, only then copying all the boosts it’s tallied up. For example, Mirror Herb vs. double Intrepid Sword should copy a total +2 Attack, not just +1. In the silliest case scenario, double Intimidate @ Mirror Herb vs double Defiant should result in each Mirror Herb copying a total +8 (capped at +6) Attack, while the Defiant Pokemon get a measly net +2 each. I’m currently trying to get this right on PS, but it needs more than just research. The event structure to support this kind of behavior isn’t really there, so I pretty much have to fix a bunch of other things at the same time in order for Mirror Herb Intimidate to really scare Defiant back into whatever hole it crawled out of after Opportunist’s de facto ban.
2 years later and I’ve finally gotten around to doing this refactor for Mirror Herb’s sake, and I indeed fixed a bunch of other things at the same time. Admins are still not quite back yet from the holidays to review the pull request, but this could finally go through some time this month, so Mirror Herb might get a considerable buff soon.

Oh, and once that’s done, I’ll put in another very minor buff for Mirror Herb (and Opportunist) by implementing this weird recent find:
Mirror Herb and Opportunist can copy the increase in critical hit ratio from Dragon Cheer (see cartridge footage).
  • Mirror Herb / Opportunist can't copy Focus Energy.
  • When Dragon Cheer is copied, if the original target of Dragon Cheer was a Dragon-type, Opportunist will copy +2 in critical hit ratio.
  • If the Pokemon is already at 3 stages of critical hit ratio from Dragon Cheer, Opportunist will announce itself, but not attempt to copy any more.
  • Psych Up can copy the Opportunist-copied Dragon Cheer critical hit boosts.
Dragon Cheer is the only move in the move data dumps that has a value of 8 in the first element of the StatAmps column. So I imagine that's what is causing it to behave like other stat boosting moves that Opportunist can take advantage of.

0 = no stat change
1 = Attack
2 = Defense
3 = Special Attack
4 = Special Defense
5 = Speed
6 = Accuracy
7 = Evasion
8 = Critical hit rate
9 = Omniboost (Attack, Defense, Special Attack, Special Defense, Speed)
Honestly, though, that will probably be a nerf for Mirror Herb, not a buff. +1 critical hit ratio is nice and all, but popping a Mirror Herb for that before rolling Earthquake/Bulldoze/Brutal Swing/Sandsear Storm into double WP Ice Scales Pecharunt will definitely happen to someone, and it won’t feel good for them.
 
Just hit the 1500s on Metronome ladder with a team with Shox on it, and used the team below from 1400 to 1500s:
Screenshot_20250104-021108.png


:SV/Shox:
Shox @ Mirror Herb
Ability: Magic Bounce
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome

:SV/Pecharunt:
Pecharunt @ Weakness Policy
Ability: Ice Scales
Tera Type: Stellar
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Metronome

Shox has great bulk and Pecharunt-like offences (went Brave on Shox to shore up its worse Attack stat). Being slower than Pecharunt and therefore winning Perish Song wars against it helps. Tera Ghost Shox on Turn 1.

Yes, you can blame me for a lot of last month's Shox activity on the Metronome ladder.

Mainly having free time during dead hours (and therefore laddering during said hours) helps.
 
Hey guys. I'll take this time to talk about this tier, from my perspective, since I left it and came back a few weeks ago.
1736732478728.png

I just cracked top 300. Yippee...

:Pecharunt: :choice band:
K (Pecharunt) @ Choice Band
Ability: Good as Gold
Tera Type: Stellar
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome


:ting lu: :clear amulet:
Trojan (Ting-Lu) @ Clear Amulet
Ability: Unaware
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome
^ This is the duo that did it for me. Before this, I tested out a duo of Imposter Blissey + Unaware Glastrier, but after realizing that Blissey isn't that great and Pecharunt/Ting-Lu offer more bulk, this was the better option for me.


Now, this tier to me is honestly pretty restricting. Personally, I feel as though the numerous Imposter, Flower Veil (at least, earlier in the laddering), Mega Heracross, Pecharunt, and Ting-Lu are just kinda... boring now. Like sure, every now and then, there comes the meta teams. And I respect the grind of wanting to peak the ladder. But at some point, it gets really boring seeing the same dudes over, and over, and over again. So with that, let me raise some ideas for meta shifts that may or may not happen (kinda like the rise of Mega Camerupt and Regirock a few years back).
__________________________________________________________________________________________________________________________ FLAME BODY
This is a stupid ability. It allows you to burn 30% of all contact moves that hit you. If you are to pair this with a bulky pokemon like Glastier, Pecharunt, or Ting-Lu, this suddenly turns into an ability that procs on A LOT, of moves. Like... most physical moves already make contact, so this just makes things even easier for you.

TINTED LENS
Okay, now Intrepid Sword is pretty good. Defiant and Competitive are also, pretty good. But what if... instead of those abilities, we have Tinted Lens?? While unconventional, Tinted Lens deals neutral damage to every non-immunity in the game, no matter what happens. What this means in practice is say I were to use a Cross Poison on Pecharunt.
+1 252+ Atk Choice Band Heracross-Mega Cross Poison vs. 252 HP / 252+ Def Pecharunt: 31-37 (8.1 - 9.7%) -- possibly the worst move ever
252+ Atk Choice Band Tinted Lens Heracross-Mega Cross Poison vs. 252 HP / 252+ Def Pecharunt: 42-50 (11 - 13.1%) -- possible 8HKO
^ That right there, is an extra 4% worth of damage. It seems small, but every % counts in this meta. 1% is the difference between life and death, so I would recommend investing into this ability as a way to always deal solid damage every turn.


INNARDS OUT
The most exotic of everything I mention today. Okay just picture this though...
+1 252+ Atk Choice Band Heracross-Mega Fire Lash vs. 252 HP / 0- Def 0 IVs Wobbuffet: 613-722 (104.9 - 123.6%) -- guaranteed OHKO
^ A decently powerful neutral attack, in exchange for a KO. While seen a bit in the past, this ability has fallen out of favor, due to the prevalence of abilities like Defiant, Good as Gold, and the sort. But the very thought of having a super high HP, low defense Pokemon completely shatter the hopes and dreams of that Mega Heracross is just too good to pass up man. Best used on mons like Drifblim and Wobbuffet.


MUMMY
Now what if we had no ability? This is Neutralizing Gas, but only on contact moves. Like Flame Body, this ability is kinda nuts if used properly. It doesn't do well against a lot of strats like Intrepid Sword or Imposter, but aside from that really... you have free reign to toss around useless abilities to Pokemon that kinda want their ability.

:sv/avalugg:
Now, this is the peak of "all in". A mon so physically bulky, and yet so specially frail. This would probably be the best user of Flame Body, with a tera type of something like Rock or... something? To make your special bulk not seem so terrible. Maybe Tera Dragon, ironically, to be resistant to most special types (water, grass, electric, and sometimes fire)

:sv/Drifblim:
As said before, this is the Innards Out fella. A 150 base HP stat is ludicrous, but its got some pretty lackluster defenses (44 Defense, 54 Special Defense). Innards Out is INCREDIBLY risky of a strat, relying on your opponent having strong mons to KO, but... yk. It is a mon with a niche.
__________________________________________________________________________________________________________________________ That's all I got for y'all. I'll post anything I find, and test out the stats I talked about in this post. Huzzah for top 300, and bye bye folks.
 
No, Avalugg will still be a horrible Pokemon because there are 196 special moves and only 275 physical moves. It is worse than Pecharunt in almost every way besides the Attack and Defense stat.

Flame Body and Tinted Lens are definitely interesting, though. I remember I stopped using Poison Touch a while back due to it being too slow to damage the opposing Pokemon, however a burn would instead reduce the damage Heracross-Mega does to my Pokemon. Tinted Lens could be useful, but is doing relatively 1.3333x more damage on only resisted hits worth it? Pecharunt only has 4 weaknesses, after all.
 
Out of curiosity (and with a bit of ego), I checked the usage stats and saw that Aurumoth shot up between November and December; while I can't attribute this to myself, I have been using it on my main team which I wanted to show:

Aurumoth (M) @ Mirror Herb
Ability: Tinted Lens
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature
IVs: 30 HP
- Metronome

Pecharunt @ Mirror Herb
Ability: Power Spot
Tera Type: Stellar
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet Nature
IVs: 30 HP
- Metronome

(i'll be real i have no idea how to add the sprites and i'm too lazy to find a guide)
Now, this certainly is not the best team one can run, but I've been consistently in the 1300's-1400's and have gotten to top 30 or above on occasion, so I'd say it's doing pretty well. Tera Stellar is just in the event that I misclick, but I always go for Tera Ghost on Aurumoth.
Honestly I'm not sure on what the consensus on Power Spot is, but you can feel the boost when Aurumoth gets a high-power move, especially STAB. This was an idea I had since around the start of the current generation, which I got from one particular Gen 8 Metronome team of Abyssal Bot's on rom.psim.us: Power Spot Cresselia and Normalize Choice Band Mega Kangaskhan. It should be obvious what that entails; the latter was often bringing down mons to under half with just one attack. Of course using such a team for this generation would be a death sentence for your ranking, and I honestly think that's a shame.

I've had several major revisions before arriving at this current iteration:
  1. Precursors from a very long time ago had Iron Valiant with Ice Scales and another mon with Power Spot, such as Ting-Lu and Tapu Fini(??).
  2. Eventually I settled on Mega Sableye as the Power Spot mon, and then after that I switched from Iron Valiant to Aurumoth as the offensive mon due to the latter's much better overall bulk while still having similar attacking stats.
  3. After playing for a while, I felt that Ice Scales wasn't necessary; patching up Aurumoth's middling special bulk was nice, but I figured giving it more offensive power would be better, so I changed to Download (having played without Ice Scales for a while now, I can say that it takes most neutral special hits comfortably). I believe this was after I swapped out Mega Sableye for Pecharunt, as I felt the former ended up being too passive (which is weird, considering the two have similar offenses); its allure to me was mostly being able to win almost all Perish Song situations, but that didn't happen enough to the point where I favoured Pecharunt's Toxic immunity (which freed up Lum Berry for Mirror Herb, according to my personal preferences) and usable speed.
  4. I got the idea to use Tinted Lens after many a game where Aurumoth would hit a big move, only for it to be resisted. Download activating Mirror Herb also was a significant hindrance at times, so I decided to test out Tinted Lens since just over a week ago, I want to say (can you tell I make my decisions on a whim?). What a coincidence with the discussion right above.
Tinted Lens doesn't come into play every single game, but it is satisfying to do 40-50% on a "resisted" move now and then. I did have ideas for some other abilities I could run for Aurumoth, but this team is definitely my go-to for the time being.
I probably had more to say, but I can't think of anything right now. Just wanted to toot my own horn a little, and I hope to reach 1500's eventually. If I see you on the ladder, hi :)

Sirfetch'd (which I tried to use in December with Stellar but felt it was still too frail)
I've also tried it; just swapped out the Aurumoth from the team above, with Ghost Tera. It feels like a 50/50 whenever I play with it, but it's fun when it gets the right hits. Also used Sniper for a bit, but always critting was definitely better than doing greater damage on more frequent, but not guaranteed, crits.
 
I don't know if I should be worried, but looking at the 1760 stats rather than the 1630 stats for December reveals a very concerning statistic.
https://www.smogon.com/stats/2024-12/gen9metronomebattle-1760.txt
1737323215726.png


No Pokemon has hit more than 50% usage in 1760 weighted nor 1630 weighted stats for the entire year besides Pecharunt.

Should we ban Pecharunt and ban Flower Veil? I certainly don't want a Venusaur-Mega Flower Veil spam metagame again, but Pecharunt is arguably the best defensive wall because it doesn't need to use Ghost Terastalization and it is performing too well.
 
idk why people are complaining about this so much. the best mons are gonna be the best mons, pecha is centralizing sure but it's not like it's dominating and winning every single game. it's just a very good and easy to use mon and we shouldn't ban it cause the meta's a little boring and people want to arbitrarily shake things up.
 
idk why people are complaining about this so much. the best mons are gonna be the best mons, pecha is centralizing sure but it's not like it's dominating and winning every single game. it's just a very good and easy to use mon and we shouldn't ban it cause the meta's a little boring and people want to arbitrarily shake things up.
Except the problem is that Pecharunt is a combination of the two best legal types in the metagame, an extremely high defense stat, and passable offenses. Because of these qualities, double Pecharunt teams can best take advantage of Tera Stellar. For single Pecharunt teams, Pecharunt allows its partner to use Tera Ghost, which is highly important for Pokemon with poor typings such as Heracross-Mega, Ting-Lu, Iron Hands, etc.

What makes Pecharunt different from Cofagrigus and Dusclops is its bulk, Poison as its secondary typing, and passable offenses. Its bulk is higher than Eviolite Dusclops and Cofagrigus, Poison type makes it only crippled by Burn, and 88/88 offenses are higher than both Cofagrigus (besides SpA) and Dusclops by a few decent base points.
 
Except the problem is that Pecharunt is a combination of the two best legal types in the metagame, an extremely high defense stat, and passable offenses. Because of these qualities, double Pecharunt teams can best take advantage of Tera Stellar. For single Pecharunt teams, Pecharunt allows its partner to use Tera Ghost, which is highly important for Pokemon with poor typings such as Heracross-Mega, Ting-Lu, Iron Hands, etc.

What makes Pecharunt different from Cofagrigus and Dusclops is its bulk, Poison as its secondary typing, and passable offenses. Its bulk is higher than Eviolite Dusclops and Cofagrigus, Poison type makes it only crippled by Burn, and 88/88 offenses are higher than both Cofagrigus (besides SpA) and Dusclops by a few decent base points.
yeah, this is all stuff we know and the main reasons why pecha is very good. the case you have to make though is that pecha is broken enough to be banworthy, and so far i've not really seeing that. it's obviously a very good mon, but wanting to ban is because it's really good instead of it actually being broken or over centralizing is strange to me. you're welcome to make the case that pecha is actually banworthy beyond stating what makes it so good or pointing at usage stats; you need to explain why these qualities make pecha oppressive.
 
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I don't know if I should be worried, but looking at the 1760 stats rather than the 1630 stats for December reveals a very concerning statistic.
https://www.smogon.com/stats/2024-12/gen9metronomebattle-1760.txt
View attachment 706132

No Pokemon has hit more than 50% usage in 1760 weighted nor 1630 weighted stats for the entire year besides Pecharunt.

Should we ban Pecharunt and ban Flower Veil? I certainly don't want a Venusaur-Mega Flower Veil spam metagame again, but Pecharunt is arguably the best defensive wall because it doesn't need to use Ghost Terastalization and it is performing too well.
That is frankly quite alarming. Note the average weight per team is 0.007. That indicates that this data represents the very tippy top of high rated usage in Metronome battle. Looking at the corresponding moveset data for that month, those Pecharunt are running ~83% Ice Scales WP. It is also its most common teammate at 38%. That means a solid 20% of all the best performance in the meta is double Pecharunt teams, and those are basically all double Ice Scales + Weakness Policy. Considering that there are only two other species that even appear on >20% of teams within spitting distance of 1760, and Pecharunt is the most common teammate of one of them, I think its safe to say Pecharunt has been unusually successful at reaching and maintaining high win rates.

I agree that something should probably change, but it doesn’t necessarily need to be a Pecharunt ban. I think Ice Scales is honestly an absurd ability and Pokémon that are already an incredible fit for the meta like Pecharunt and Ting Lu get so much value out of it that it usually does better against opposing Weakness Policy and Mirror Herb than Unaware does. That said, I think Pecharunt is far and away the main abuser of Ice Scales, as Ting Lu sees much more variety in its abilities and other users are hardly even worth mentioning. In short, I don’t think Ice Scales is truly broken without Pecharunt, and I’m not sure Pecharunt is broken without Ice Scales. This is not anywhere on the level of Shedinja being utterly unviable without Sturdy and vice versa, though.

I think enough has been said already about what makes Pecharunt so strong, but I’d like to point out that besides Sturdinja, there is only one Pokémon banned from Metronome that is neither Steel type nor over 625 BST, and that Pokemon is Pokestar Spirit. Spirit has 100/100/100/100/100/100 stats and a Ghost/Dark typing, making it remarkably similar to our friend Pecharunt. It was banned for being what Pecharunt is now: the obvious best choice for any role not taken by Choice Band Mega Heracross, Flower Veil Mega Venusaur, Imposter Blissey, or Eviolite Dusclops, while competing with and even outperforming those teams on the ladder*. I say we unban Pokestar Spirit and see how it compares to Pecharunt. Pecharunt has an arguably better stat spread and typing than Spirit, especially given that Ice Scales is allowed.

*Well, okay, this isn’t entirely true. Pokestar Spirit was banned when the steel type ban was only a Steel/Ghost ban, so it was outperforming things like Magearna, Celesteela, and Pokestar MT. That doesn’t mean Pecharunt isn’t as good as Spirit, though. On the contrary, I think if Pecharunt had existed back in gen 7 Metronome, it might have gotten banned too. Hell, Pecharunt and Spirit existing at the same time back then might have been enough to get ghost types blanket banned.

Edit: I forgot to mention that I don’t see what Flower Veil has to do with this. The only thing that made it oppressive before was Toxic Chain, which is banned now.
 
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I am someone who is new to the format, playing only for one month, but I did get multiple different teams to above 1400 all on fresh accounts over the holidays. I can share my thoughts on the meta/game.

First of all, I also wanted to mention if it is worth making a discord for this. Would be nice to have a chat to talk about this format. I am not a big forum user myself but I appreciate all the work in this forum and its fun to see compiled usage stats outside myself going through the index of stats manually. Doesn't have to be an officially linked one, and I didn't want to make it since I am not a common user on the forums even though I've played various formats for years, but I think for a chill gamemode like this a casual chat like a discord might be well suited.

Regarding Pecharunt: I am usually not someone pro banning things. There will always be "the best option" to use in a meta. This gamemode has an entire type banned, with many abilities and there are still clear winners. I also think "x% usage in x elo" is slightly arbitrary. Would 49% usage be unproblematic suddenly because it is 1% less? idk not my vibe, but if something should be banned then it should not be Pecharunt.

Regarding ice scales: Definitely the "problem" especially when paired with high defense mons. I ran a team with one Pecharunt one mega Veno, both with ice scales and I climbed even faster than the 2x Pecharunt team, two different accounts at different times of day. Before banning an entire mon, this is def worth considering since the ability itself seems very unfun/stally.

Re Flower-Veil: I may have only played this format more-invested recently, but I was around for Toxic Chain and played more casually then. No idea why this was even brought up now, and I think the Pecharunt ban convo itself is a bit unserious when the original post mentions banning this ability before ice scales due to a hypothetical follow up meta.

Re Pokestar-Spirit: Unban could be cool. As far as I understand, a lot of bans happened in older gens, might be worth seeing how things play out. How are bans/unbans decided btw?

Re Blissey: While we are on the topic of meta/the game, I think Blissey is unfun. If we are randomly talking about things that are not fun, what is everyone's opinion on Blissey. Teambuilding is the only thing you control in this mode, and facing Blissey just feels like meh, and I also think it discourages some types of teams.

Re Stats: I'm curious if the 1760s stats are actually appropriate for this gamemode since I think they represent an unrealistic ceiling. Would be interested to see what people think.

Anyway, happy to discuss all this stuff, I'll probably try a few more creative teams and see how those go.
 
Imposter Blissey does potently well against offensive teams (e.g. double Mega Heracross, double Glastrier, double Mega Ampharos) and glaringly poorly against stallier teams (e.g. double Pecharunt, Type: Null + Dusclops). It's a match-up fish, and I dare say its best match-ups are getting rarer and rarer.

Regular Blissey is a liability in this meta (at least IMO) due to its poor physical defense.
 
Imposter Blissey does potently well against offensive teams (e.g. double Mega Heracross, double Glastrier, double Mega Ampharos) and glaringly poorly against stallier teams (e.g. double Pecharunt, Type: Null + Dusclops). It's a match-up fish, and I dare say its best match-ups are getting rarer and rarer.

Regular Blissey is a liability in this meta (at least IMO) due to its poor physical defense.
Mhm, was just curious what people's feelings on it are, just as a vibe based thing, because to me it's prob the team I like playing against the least, even though most teams I've ran are on the slower side. Not a winrate thing, more of just vibes based feel.

Have there been attempts to do one imposter Bliss instead of a double with anything outside hera (like a slower team)? I haven't noticed a positioning standard in many teams I've faced (as in a certain pokemon always being first or second) so I assume there aren't too many attempts on it (and the only hera bliss I saw was the one I ran at some point). It's weird because stats show Bliss is Bliss partner only 1/4th of the time, with hera being the next most ran at like 15%, but after that the percentages get so small it seems like random non-representative teams
 
Have there been attempts to do one imposter Bliss instead of a double with anything outside hera (like a slower team)? I haven't noticed a positioning standard in many teams I've faced (as in a certain pokemon always being first or second) so I assume there aren't too many attempts on it (and the only hera bliss I saw was the one I ran at some point). It's weird because stats show Bliss is Bliss partner only 1/4th of the time, with hera being the next most ran at like 15%, but after that the percentages get so small it seems like random non-representative teams
I remember trying Glastrier + Imposter Blissey for a time. It was decent, but Shox + Pecharunt got me the highest on the ladder so far (better than my offensive teams) and consistently gets into the 1400s, unlike Glastrier + Imposter Blissey.
 
Going off of Lectrys's team I hit 1500 with Pecharunt and Veno

1737578656725.png


1737578679001.png

nut (Pecharunt) @ Weakness Policy
Ability: Ice Scales
Shiny: Yes
Tera Type: Stellar
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metronome

1737578640136.png

bean (Venusaur-Mega) (F) @ Mirror Herb
Ability: Magic Bounce
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metronome

This team was used from 1400 to 1500. I hit 1450 a few times using some variants of this (before falling back down), one with banded ice scales regirock over veno which also felt good but too vulnerable to status. I can probably compile all teams I've used if there is interest.

Edit: had to edit post since images were broken
 
(i'll be real i have no idea how to add the sprites and i'm too lazy to find a guide)
(You can type :sv/pokemon: to get a 3D model, replace sv with other gens like rs for different sprites or just :pokemon: for a minisprite).

Happy to see appreciate seeing more active discussion going on to start off 2025 and the different breadths of analysis people are bringing up. I think it's interesting to see how the recent posts over the last month may have been relevant to influencing some of the major shifts in January's stats, which I feel goes to show popularity/trend-based the meta can ultimately seem, but that might just be me.

(After all, Pokestar Spirit was technically still usable for years yet got no usage because it was supposed to be banned. I think that says something about people and the honour system. Or more of the fact that despite being banned, someone decided to still try to use it anyway through an oversight with cosmetic forms in the process, so maybe it more says something about how even the most unpredictable things will happen eventually.)

Also this is kind of late, but the RNG manipulation trick ended up getting patched.
Re Pokestar-Spirit: Unban could be cool. As far as I understand, a lot of bans happened in older gens, might be worth seeing how things play out. How are bans/unbans decided btw?

Re Stats: I'm curious if the 1760s stats are actually appropriate for this gamemode since I think they represent an unrealistic ceiling. Would be interested to see what people think.

Anyway, happy to discuss all this stuff, I'll probably try a few more creative teams and see how those go.
To be honest, suspects are really more just a matter of enough public opinion/discussion and up to Ivy to officially decide on in the end.

I feel like the 1700s are around where you might see the #1 ladderers at, which I see as kind of similar to viability ceilings in terms of more representing what might peak with a good streak which could be for a number of different reasons. For example, in the 1760 stats for this month Shox is #9 despite having 230 raw uses. It's interesting to point out in that sense and I appreciate the observation, but I personally see the 1630s as more representative of the general state of the ladder around ~1300 ELO and more varied to look at.



https://www.smogon.com/stats/2025-01/gen9metronomebattle-1630.txt
https://www.smogon.com/stats/2025-01/moveset/gen9metronomebattle-1630.txt

The battle count went down a bit again to 26046 but is still relatively alright.

January 2025: 1630-weighted top 10 + last month positions​

#1: Pecharunt (#2) :pecharunt:
#2: Mega Heracross (#1) :heracross-mega:
#3: Mega Ampharos (#5) :ampharos-mega:
#4: Mega Venusaur (#3) :venusaur-mega:
#5: Blissey (#4) :blissey:
#6: Ting-Lu (no change) :ting-lu:
#7: Aurumoth (#31) :aurumoth:
#8: Mega Slowbro (#11) :slowbro-mega:
#9: Glastrier (#22) :glastrier:
#10: Mega Sableye (#7) :sableye-mega:

Quite a bit of shakeups to be noticed, with shuffles and upsets all around. First things first, to start off 2025, Pecharunt has made it to an undisputed first in both raw and weighted usage after its recent spotlights here, cleanly surpassing even Heracross (8669 to 8395 in the moveset file). It seems like quite a bit of Venusaur's raw usage that's been chasing after Heracross has shifted over to Pecharunt instead (Venusaur is at 6071 now). Based on the moveset file, Ice Scales is pretty much the prime ability at 54%, though the Power Spot set mentioned above is at a fair second/24% which can also be seen with the prevalence of Aurumoth itself. The top half has mostly shuffled around otherwise, with Ting-Lu still hanging in 6th, but it's a pretty interesting sign of a greater change in sentiment from the recent discussions.

Meanwhile, Aurumoth is a dark horse that's also been getting some revitalized discussion recently from justindoes above with the idea of Tinted Lens, which is indeed the primary set it's represented with. This is actually Aurumoth's debut in a proper top 10, though technically it's appeared in one of these once before according to a search, but only in October 2020's 9 days worth of SWSH DLC2 stats. It's a good effort arguing for Tinted Lens, which is an ability I was pretty fond of with Shaymin back in the Steel days, and perhaps it has a new place in this particular meta. Speaking of SWSH DLC2, Glastrier has also returned as a white horse, and surprisingly Aerilate seems to lead on it with some kind of double Glastrier strategy involved. As mentioned earlier in this post and thread, Shox is actually doing pretty well for itself at #25 even with 1630-weighting, and Rotom-Wash is at #19 in terms of the bot watch, barely beating out Mega Gengar.

Going over the moveset file, the viability ceilings (highest GXE of any user of a mon) are pretty representative of the meta too, so may as well get right into it. Starting off at 84 we have Mega Slowbro (Ice Scales/Lightning Rod, Weakness Policy and Power Herb is still here for some reason), and Hisuian Zoroark who has so many abilities and items listed that I don't really know what to say other than Good as Gold/Mind's Eye and Choice Specs/Mirror Herb are in the lead, and its primary teammate is Mega Sableye I guess.

Following up is a five-way tie at 82 with Mega Heracross (mainly Pecharunt teammate), Mega Ampharos (Plus/Minus leading), Mega Camerupt (Storm Drain/Choice Specs with mainly stall partners like Ting-Lu/Pecharunt/Slowbro/Regirock...), Iron Hands (running Weakness Policy/Flower Veil with Venusaur? Pickup Mirror Herb with Ting-Lu? Ice Scales? Lots going on. I'm not sure if Flower Veil Iron Hands is a new thing or not, so I'll just note that specific phrase here for reference at least), and even just Magic Bounce/Absolite Mega Absol played straight with Diancie/Dragonite teammates. I'm really not sure what to say about that, considering it's placed #99 otherwise, but I guess it got a good run for itself.

Rounding off to a nice 10 mons, at 80 there's the main meta of Pecharunt (whose primary teammate is actually Heracross, followed by Pecharunt and Aurumoth), Mega Venusaur (Flower Veil and Magic Bounce both at ~36% usage, also with a main Pecharunt teammate), and Imposter Blissey (Ghost tera still around 58% usage, Stellar fell a bit to 24%, Mystery Berry only 3%). With that, that's 10 mons within a ceiling of 80, which I think is a new record and the newest highest point that I've stopped at, following up from 8 and 7 mons in the last 2 months. Is this a sign of a new age of parity, and/or has Pecharunt found a meta role of splashable teammate like prime Ting-Lu? Either way, thanks for your reading, and feel free to share your thoughts/personal experiences as always.
 
There's a lot to say but I guess let's start off with this.

Hit 1500 on another account (inspired by a Ting-Lu team someone shared with me). Not as consistent as my last team, but was still pretty good (played from around 1350 to 1500).
image 1500.png


1738624409678.png

Zhongli (Regirock) @ Covert Cloak
Ability: Ice Scales
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome

1738624486181.png

Sigewinne (Blissey) @ Leppa Berry
Ability: Imposter
Shiny: Yes
Tera Type: Stellar
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome


Some comments, especially regarding Regirock, I think the mon is underrated. I actually tested it quite a bit last month too, and was a bit surprised to see little mention in stats post even though it went from the 43rd spot to top 25 without the actual raw number changing much. There are many small variants of the set above I have had success with. Ice scales Rock with choice band partnered with Pecha got to 1450 multiple times, and I even tried Ice Scales tera grass with flower veil Veno which did really well as well. In general ice scales pairs well with this mon's great physical bulk, and I think there is a lot to be explored with it. Overall, I love using Regirock and I think it can find a spot in the meta that I think most people are ignoring right now (it's not better than Ting-Lu probably, but for sure has much less usage than it deserves).

I don't think we are close to anything like a suspect test or ban yet, but I do think it's interesting to see how Ice Scales teams are evolving. I think clear amulet, and especially covert cloak are great items for ice scales mons, especially due to making the double pickup matchup a bit better. I'm sure there will be more new teams innovated, and I think there are a lot of underexplored mons, as recent rises like Shox (and hopefully Regirock now) have shown. I do think there is something notable about the influence of these forums on ladder as well: I noticed a few people picked up my Pecha/Veno team. I faced that team quite a bit, compared to a team that someone shared with me involving Ting-Lu and no Pecha (that hit 1500 quite easily, idk if they want the team shared here so I won't type more), that wasn't shared on here, and thus saw little representation.

I do believe Pecha is the strongest mon, but there are many unique teams that can still see play, and hit top of ladder (quick nod to aggressive double pickup teams doing really well into ice scales weakness policy from what I've seen). I hope people continue sharing their fun and unique teams here, because it's honestly really enjoyable to just que up and play fun and creative combinations.
 
Ok so I'm making another post with a few updates. A friend helped me set up a bot for large scale testing. If anyone is interested in testing minor differences between two teams or anything like that please let me know. That said I will try to not just have it running constantly as I do not want to spam the ladder, because unlike hippobotas, I can only change teams manually.

Speaking of teams, double Ampharos with plus/minus specs is actually much much better than I originally thought (and I thought it was pretty good). Bot broke 1500 in just a few hours of running it during the stress test (including facing double bliss and double pecha quite often). Thanks to pyuk for our discussion on it!

hunter 1500.png


Instead of just dumping a single team, especially since this one is not really fully mine, I made a pokepaste with many of my teams - some are for fun (not that good), while others can be good ladder options and inlcude teams I've posted here before. Note certain sets may not be optimal or are slightly outdated, but many of these I just que for fun. Sorry for the bad formatting, didn't know how else to separate teams in pokepaste.

https://pokepast.es/02f52a4119093361

The ampharos team the bot used is at the top of that list, and there are some really fun teams I enjoy such as the Bungus Family (inspired by the old sample team). Intimidate Sableye turning into mega after is also something I think may have a nice niche but needs more testing. Has overall good matchups and is very cheesy into double bliss leaving them with an objectively worse mon (obviously need to hard stop running it though if a single person on ladder is running defiant at the same time as you). Anyway, many of the more niche teams on there are not as good ladder options as some of the better ones posted in this forum, but they can lead to a fun metronome session most of the time imo.

That's all for now. I hope we can get a room or a discord or something but it looks like there isn't much interest. Maybe a sub room in OM chat or something could work? Not sure how the details for something like that work.

Edit: Fixed some typos
 
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Hey guys. So I am here with a quest: Make an entirely NEW Top 10 for this metagame. I know it sounds ridiculous, given the extreme popularity of every regular top 10 Pokemon. AND I'm making a post about this, so people could quite honestly just not use anything. But if there's anything I know about this tier, it's that people test things out every now and then. I wanna test out something new as well, so I give you the following Top 10 Pokemon, in no particular order.
:Abomasnow mega::Pinsir mega::Gardevoir mega::deoxys attack::Dhelmise::regirock::gigalith::Gengar mega::volcanion::goodra:
__________________________________________________________________________________________________________________________
1. :SV/Abomasnow Mega:
Now I do want to preface this by saying, all of these mons have probably seen a Top 10 usage before, or at least Top 100. Now in the beginning of me playing this tier, I used things like Wishiwashi-School and Mega Camerupt. This is because they are some of the more bulky mixed bulk options, which also got some firepower behind them. Now let's assume all 3 of these guys are against a Mega Heracross Choice Band Body Slam, for the calcs purpose.
+1 252+ Atk Choice Band Heracross-Mega Body Slam vs. 252 HP / 252 Def Camerupt-Mega: 236-278 (68.6 - 80.8%) -- guaranteed 2HKO
+1 252+ Atk Choice Band Heracross-Mega Body Slam vs. 252 HP / 252 Def Wishiwashi-School: 197-232 (67 - 78.9%) -- guaranteed 2HKO
+1 252+ Atk Choice Band Heracross-Mega Body Slam vs. 252 HP / 252 Def Abomasnow-Mega: 228-269 (59.3 - 70%) -- guaranteed 2HKO

^ The difference in bulk between these 3 is not too far apart, but it is noticable enough to make a difference in battle. Then you add in the fact that it's only 8 stats lower in offenses than Wishiwashi School form, it's literally just better than all of these. It's also got the same amount of special bulk, so it's pretty good as just a Wishiwashi School type mon. Oh, and it's the same speed as Wishiwashi-School as well. Optimization is real folks.
As for how to use it... most people, myself included, are opting for a set with Primordial Sea/Well Baked Body/Flash Fire to get rid of the 4x weakness to Fire. Items aren't very diverse, being Weakness Policy, Mirror Herb, Band, Normalium Z, and like Specs. The item choice isn't what matters here, but the abilities do. Past the abilities that make you immune to Fire, you can use something like Friend Guard or Unaware as a niche method to aid your partner. Or my favorite option: Flower Veil.
2. :SV/pinsir mega:
Okay so why in the world would you use this over the much, MUCH stronger Mega Heracross, who ALSO has better bulk to boot? Because it's faster. Now normally, speed doesn't matter at all. However, with Mega Heracross being a thing, outspeeding it as an offensive option is pretty damn important. That and, Pecharunt is even faster than it at base 88 speed. So then there's this guy: 155 Attack and 105 Speed, with okay 65/120/90 bulk. Its ability Aerilate is probably the best way to use it. Given it's faster than Mega Heracross, has natural STAB for its ability, AND Mega Heracross is quad weak to Flying? Yes please. Now let's say we face a Pecharunt. How much are we losing for using Mega Pinsir instead of Heracross?
252+ Atk Choice Band Heracross-Mega Crunch vs. 252 HP / 252+ Def Pecharunt: 192-228 (50.5 - 60%) -- guaranteed 2HKO
252+ Atk Choice Band Pinsir-Mega Crunch vs. 252 HP / 252+ Def Pecharunt: 170-200 (44.7 - 52.6%) -- 25.8% chance to 2HKO

^ Well turns out, we are missing a lot of damage. And as mentioned earlier, Mega Heracross is bulkier than Pinsir. However, this guy is still really good. Would invest in Mega Pinsir stonks soon. Meta will be shifting following March and beyond.
3. :SV/gardevoir mega:
"So not only is he recommending me a worse Mega Heracross, but a worse Mega Ampharos as well? No thanks."
Wait, wait, wait. Just hear me out on this one. They have the same Special Attack of 165, AND this guy is faster! Like with Mega Heracross, Speed do be important as of late. And fortunately, we can use Pixilate on this guy to have a similar effect to Aerilate Mega Pinsir. Though Pixilate Normal moves are resisted by Pecharunt, you trade this for a super effective move into Mega Heracross AND Mega Ampharos. These are the 2 main offensive things in the tier, so having a fast special attacker to wack them is pretty nice. However, the trade-off is that this guy is a lot frailer than Mega Ampharos on the physical side of things, and its barely specially bulkier.

4. :SV/deoxys attack:
Mega Heracross has 185 Attack. This guy has 180 Attack. This guy also has 180 Special Attack. AND 150 Speed. It's likely faster than most of the meta relevant things you see, and stronger too. Mega Heracross and Mega Ampharos combinations are known to end games when they call moves of their favorable stat buff, so why not just have both options? Unfortunately, such offensive prowess comes with, the worst bulk you'll ever see. 50/20/20 bulk is MAYBE going to live 2 attacks maximum, so using this guy is very risky.
252+ Atk Choice Band Heracross-Mega Cut vs. 252 HP / 252 Def Deoxys-Attack: 199-235 (65.4 - 77.3%) -- guaranteed 2HKO
^ For godsake, it takes 77% from CUT. The move with 50 BASE POWER. However, it is still VERY powerful. So much so that it could even get away with both offensively methods used by Mega Heracross and Ampharos. And a little secret for you...
252+ Atk Choice Band Heracross-Mega Body Slam vs. 252 HP / 252 Def Deoxys-Attack with an ally's Friend Guard: 253-298 (83.2 - 98%) -- guaranteed 2HKO
^ A Friend Guard partner makes it survive 3-4 hits instead of 2. Though if need be, you could simply use Sturdy and live 1 of anything.
5. :SV/dhelmise:
Dhelmise has 131 Attack, and is a Ghost Grass type. It's got roughly the same bulk as Necturna, and has 1 more stat in Special Attack. So why do people use Necturna? Not sure, maybe they just don't like Dhelmise. But Ghost Grass typing is really useful. It means you have a Flower Veil partner that's NATURALLY got Tera Ghost, probably the most popular Tera Type in the tier. It is kinda slow, but neither is the comparison to it. Whatever you use Necturna for, this guy does better, assuming its speed doesn't matter.
6/7. :SV/regirock: :SV/gigalith:
These 2 fill much of the same role: Bulky Rock type. Rock is a good type in this tier, because it procs Weakness Policy about as often as Grass types, and has resistances to Normal and Flying--which are both pretty common offensive typings. Gigalith is nowhere near as bulky as Regirock, yes, BUT it is stronger. Like, a lot stronger. 135 Attack is low, until you think of it in a broader light. It's stronger than Dragonite. It's pretty far from Landorus-Therian levels of power, and it definitely shouldn't try to be more powerful. Although, Ice Scales and the like are pretty good for it.
8. :SV/gengar mega:
Now let's try the special side of things. 170 Special Attack and ghost type naturally. This thing is even stronger than Mega Ampharos/Gardevoir. And faster too. It's got 130 speed, so it's faster than most things. Sounds like a recipe for amazing things. But it's got 65 Attack, which kinda sucks, but it's better than nothing. But 60/80 physical bulk isn't good. It's got pros and cons to it, and it's pretty solid imo. Imagine if Mega Gengar had actual bulk to it. Very scary idea imo.
9. :SV/volcanion:
Such a downgrade man. 130 Special Attack instead of 160-180? It's not weak tho. only 5 points weaker than Chi-Yu. And even though Chi-Yu itself isn't really common, its ability is. Beads of Ruin on this guy is honestly pretty powerful, as are things like Analytic, Competitive, and Choice Specs. 80/120/90 bulk is solid as well, and it's got the same Attack as Ting-Lu. Just gotta put things in perspective man.
10. :SV/goodra:
Last thing on the list. This is the special wall. And while special walls aren't very common, keep in mind that special attackers do exist. Having something to taken them on is pretty valuable man.

252+ SpA Choice Specs Mold Breaker Ampharos-Mega Moonblast vs. 252 HP / 252 SpD Tera Normal Goodra: 121-143 (31.5 - 37.2%) -- 83.5% chance to 3HKO
252+ SpA Choice Specs Mold Breaker Ampharos-Mega Moonblast vs. 252 HP / 252 SpD Regice: 96-114 (26.3 - 31.3%) -- guaranteed 4HKO
^
It's like a 6% differential. And Goodra is stronger. I think this thing is going to see an increase in usage overtime. We just need to wait.
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TLDR; At the end of the day, it's all just opportunity cost. Why use X when Y is stronger, bulkier, faster? People think that the best things are just the most balanced in what they can do, and while true, other things exist. Typing and stats play into how good something is. Bug-Fighting is a pretty bleh type defensively, but Mega Heracross got 185 Attack and 80/115/105 bulk to compensate. Same with Mega Ampharos--165 Special Attack and a better 90/105/110 bulk baseline than everything stronger. All of these mons have usage in Metronome Battles, so they aren't bad. Pretty sure something like Regirock even made the top 10 usage charts one month. But yea. I personally will see to it that I make every single combination of mon that these guys can have, which is... 100 teams. JUST to see how good everything is, and what their perks are. It takes more than word of mouth and a few calcs to see how good something is, especially since the calcs are not likely to happen. But it's for reference purposes. Comparing 1 moves likelyhood of KOing to another gives you an understanding of what stronger and weaker hits can accomplish damage wise.
See y'all when the first guy is done :3
 
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