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Format Discussion Metronome Battle

Go sign up for the Metronome: Steel 'Mon Run Tournament, where all Steel Pokemon are legal (besides 5) and Tera Stellar is banned.
 
The end of Worlds has shown a sneak peek at some new mons in the Champions regulation update coming September 9th, including Z-Megas and particularly Mega Lucario Z introducing a new ability はどうのぼうご/"Aura Guard", which is basically better Fluffy without the Fire weakness but still halving contact damage, and also Absol-Z gets Sharpness which is worse than Magic Bounce.

So that's pretty neat to potentially drop a new mechanic mid-tournament.
 
I think "Aura Guard" is going to be huge in Metronome. The Fire weakness on Fluffy is a massive drawback and basically restricts me to using Fluffy on Fire resists only (the last mon I tried Fluffy on was Mega Chandelure, and that did fix some of its bulk problems). "Fluffy" being freed for all mons is going to absorb a lot of damage, even on Fire-weak mons like Mega Venusaur.
 
(Basically) Physical Ice Scales? That could be neat. I hope my golurks will stay good, since I am a noted Hyper Offense enjoyer.
Fluffy/Aura Guard is specifically for contact moves. Within the Metronome pool there are 4 special contact moves (Draining Kiss, Grass Knot, Infestation, Petal Dance) and otherwise 80% (187/234) of physical moves make contact.

Fur Coat is physical Ice Scales and was evaluated to be fairly dominant around the Fluffy/Fur Coat suspect retest in February 2022.
 
The difference between physical and special damage in Metronome really isn't that much. Sure, there are more physical moves, but their average base power is weaker and few of them are spread moves. Contact moves on average are even weaker still, and only one of them is a spread move. You also need to consider type matchups; filtering out all Normal and Fighting type moves, you end up with outright fewer contact moves than special moves that can be used to damage Ghost types via Metronome. To demonstrate this, I've updated my version of the Metronome spreadsheet to include CONTACT columns. Here are the important parts:

Physical sum: 17354.26
Special sum: 14066.625
Contact sum: 13038.51
TYPESUMPHYSICAL SUMSPECIAL SUMCONTACT SUM
Bug1061.625786.625275643
Dark1334.251173.5160.751098.5
Dragon1529.75708.75821539
Electric2023.875817.251206.625717.25
Fairy75181670131
Fighting1866.571662.572041572.57
Fire2614.75843.251771.5748.25
Flying1314.5825.75488.75699.75
Ghost949669280440
Grass2705.8751365.3751340.5882
Ground1253900.75352.25441.25
Ice1365.65740.15625.5461.15
Normal4621.543166.5414552060.04
Poison1340.75546794.75375
Psychic19093701539300
Rock1126.5878.5248340.5
Steel1196.5876.5320716.5
Water2456.75942.751514872.75
TOTAL31420.88517354.2614066.62513038.51

Vs. Ghost
Physical sum: 13701.3375
Special sum: 12313.5
Contact sum: 10435.4
TYPESUMPHYSICAL SUMSPECIAL SUMCONTACT SUM
Bug530.8125393.3125137.5321.5
Dark2668.52347321.52197
Dragon1529.75708.75821539
Electric2023.875817.251206.625717.25
Fairy75181670131
Fighting0000
Fire2614.75843.251771.5748.25
Flying1314.5825.75488.75699.75
Ghost18981338560880
Grass2705.8751365.3751340.5882
Ground1253900.75352.25441.25
Ice1365.65740.15625.5461.15
Normal0000
Poison670.375273397.375187.5
Psychic19093701539300
Rock1126.5878.5248340.5
Steel1196.5876.5320716.5
Water2456.75942.751514872.75
TOTAL26014.837513701.337512313.510435.4

Here's the ratios of contact to special damage that each monotype takes, in descending order:
Dark: 106.39%
Steel: 102.83%
Psychic: 102.68%
Normal: 101.29%
Rock: 100.26%
Ice: 99.32%
Dragon: 94.67%
Fire: 94.32%
Electric: 92.56%
Grass: 91.74%
Water: 91.31%
Ground: 89.64%
Bug: 85.62%
Fairy: 85.00%
Ghost: 84.75%
Flying: 84.43%
Poison: 83.67%
Fighting: 79.94%

As you can see, most types take more damage overall from special moves, with mostly only Fighting-weak types taking more from contact moves. Psychic is a bit of an oddball here, taking more from contact than special despite resisting Fighting, but I suppose this is because Dark is a primarily physical contact type in Metronome. With only two special attacks that can be called, Dark's contact-to-special damage output ratio is 630.36% (compare to Fighting's 770.87%). At the other end of this list are the rest of the Fighting resists, with Ghost almost at the bottom. Ironically, Fighting itself receives the absolute least benefit from using Aura Guard instead of Ice Scales because of its Psychic and Fairy weaknesses. However, the most important takeaway from this is that even at its most optimal, Aura Guard is only very slightly more effective than Ice Scales, so I don't think it should be quick-banned.

...In the current metagame, anyway. If Steel types were unbanned, certain Steel dual-types would take surprisingly quite a bit more damage from contact moves than special moves, compared to mono-Steel. The obvious ones are 4x Fighting-weak types like Dark/Steel and Rock/Steel which each take about 126% more damage from contact than special, but even a few types that don't stack a contact weakness like Fire/Steel and Water/Steel have a higher contact-to-special ratio than pure Steel, and most notably, Dragon/Steel takes a whopping 116.57% more damage from contact moves than special moves. Goodra-Hisui would likely be the strongest Aura Guard user, as the reduction in contact damage in conjunction with its typing would actually make it bulkier than Aura Guard Registeel, despite Registeel's defensive stats looking objectively better on paper (and indeed, even accounting for typing, Registeel is bulkier than Goodra-Hisui without any abilities).
 
Hey it's been a while, I've been backreading and noticed we were considering a Ghost ban at some point. I wanted to just say, if we do we should at the very least suspect test normalize after. Tera Normal Choice Specs/Band Normalize Mega Drampa would become insane without Ghost or Steel types to check it, and would have to be tested
 
That being said I DO think Ghost and Tera Ghost should recieve the same treatment as the Steel Type. Whether that means unlifting the ban on steel or banning ghost is beyond my current knowledge, but the fact is that Ghost is the best defensive type in the game when factoring in the random nature of the moves, moreso than Steel is.
 
Could we ban Shedinja+Power of Alchemy? I had a guy use it for Tera poison sturdy shedinja which was not fun
I think it would be better to just ban Sturdy or Shedinja entirely. It doesn’t have any real use other than enabling Sturdinja cheese. The Power of Alchemy/Receiver strat is very inconsistent, though. It’s just not as good as standard teams. I think Brightpowder is more of a problem, and even that isn’t really banworthy in my opinion.
 
The problem with Sirfetchd is that you are sacrificing your stats, your item, and your ability to essentially just get a 1.5x damage boost on all your moves. The Power Spot ability can already do this with a 1.3x damage boost, and Choice Band/Specs can already do this for 1 stat.
 
The problem with Sirfetchd is that you are sacrificing your stats, your item, and your ability to essentially just get a 1.5x damage boost on all your moves. The Power Spot ability can already do this with a 1.3x damage boost, and Choice Band/Specs can already do this for 1 stat.
I'm not in it for a good Pokemon, I think always critting is fun
 
I will say as a user of Stick Farfetch'd on my first team ever (before they called it the Leek) the allure of guaranteed crits is real but generally impractical these days compared to just pumping raw Attack. But also it is pretty cathartic and more memorable when your outs actually get played, and I feel like winning against the double Magearna meta at -2 offenses may be one of the most impactful recorded showings of Farfetch'd carrying, with its signature Cut finisher to boot.

1791731758323.png


(Fortunately I actually linked this replay in this thread, because most of my Gen 7 bookmarks did not carry over across computers at some point.)
Crits: That takes me back to my first team. With mine I only committed with 1 Farfetch'd and used super luck for 100%. Hopefully Sirfetchd can revive the dream. This is my most clutch classic crit Farfetch'd replay. Everything has to line up in place, but when it does...

Speaking of double Magearna, the Steel 'Mon Run finals (thread also contains the semifinals) have recently concluded with cchang21 winning with using one team of double Weakness Policy Flame Body Magearna the whole way through, royally representing the past age of Metronome Battles. I will also shout out finalist lcalvexx for other varied teams, representing post-Gen 7 mons like Hisuian Goodra and Z-A megas like Skarmory and Excadrill alike, as well as Electric Surge/Seed strats that actually affected quite the procs in semifinals game 5 vs Lectrys with Spore, Terrain Pulse, and Thunderbolt all being used while relevant.

https://replay.pokemonshowdown.com/gen9doublescustomgame-2695766328
1791732592969.png


I may be considering going over all the replays sometime this week (if not later today) and listing out all the mons by usage like the past Welcome to Metro Nome tournament (and also maybe monthly stats while I'm at it), but did just want to highlight this as a unique set and interactions I noticed. If nothing else I do recommend checking out the last 4 finals replays as they do get pretty close. Lastly thanks to everyone that showed up and InkyDarkBird for being the main proposer behind this tournament. My role as being requested as the required cohost ended up mostly involved in beta reading the intro and also running the bracketmaker/tags, which is kind of unneeded now because he actually earned a badge right after semifinals. As a first time cohost, this was pretty much just as new an experience to me too.



Incidentally, this tournament talk actually brings me to another tangent I had planned once upon a time about the unbanning of Normalium Z and its unique nature as an item, but didn't get around to it because Champions didn't actually reintroduce Z-moves yet and I ended up basically being on an unofficial hiatus. But today is actually a rather relevant time to talk about this though, because the tournament to "retest" Normalium Z happened 7 years ago on this day and a lot of history around this time went unrecorded because of their short natures.


Nowadays it's a pretty unimpactful item, but Normalium Z was originally banned under initial Metronome rules in 2018, for what I can only imagine is its unparalleled power to call offensive Z-moves, raising up most weak moves into a 100 BP move and raising most other offensive moves to almost double their powers still. Yet Z-Metronome may have the most unwieldy limitations of any item with how it can only be used once and has no effect when rolling a status move, being the most gambling-type item in a gambler's metagame, while also locking a mon out of other general generational mechanics like dynamax and Tera. Z-Moves may have perfect accuracy, but can also still be wasted on hitting into immunities and losing other beneficial secondary effects or attributes like spread damage.

There are some niche use cases that could make it a hypothetical game changer like turning Explosion into Breakneck Blitz or breaking through a Taunt on the same turn you get Taunted (but not afterwards because you can't open the Fight menu), but the whole idea behind Normalium Z is that you have to call your shot ahead of time and you only get one chance to make good use of it, unlike Dynamax or Tera which can be used defensively/reactively and persist longer than 1 turn with more impact. However, if one could predict the future, and/or play in a world where RNG abuse is still possible, then Normalium Z could be one of the most important items for player control because it's one of the few ways to add a button to press that would notably affect the RNG.

But that future did not come to pass, and so Normalium Z ended up being rather forgotten and taken for granted in the depths of history.

(Also ingame you actually get to see what original move you called from Metronome before it becomes the Z-move, unlike PS which only shows the Z-move name, which I think is more fun to know though doesn't really affect the outcome of the game.)

But back in 2019, there were a few posts in the thread asking about unbanning Normalium Z in January and August (after change of ownership), because it was there, and finally Ivy ended up proposing a retest tournament (because back then Gen 7 Metronome was still an unrated format, so you couldn't really have suspect reqs with no ladder).


Now there were 2 scheduled (you had to be there live) tournaments mentioned there and the one I linked above was "Live Tour 2". Live Tour 1 ended up being cancelled because there were only 2 signups, myself and TheJ3estPenguin (who would not appear in the 2nd run). The main impact of this first tournament on October 7 was that I think I registered the "doipy hooves" username on Showdown to play officially, but apparently did not save any public replays and I have potentially forgotten the password of off the top of my head.

1791735775253.png


Back to the tournament that actually did happen on October 11 2019, there were a few posts leading up to it but no context on how it actually went down, so I figure I would write out some of my sparse memories from 7 years ago as some kind of record.

- The first tournament's time would have fit well after school for me, and the second tournament I want to say was before school, but was actually later than I thought based on the time. I can't imagine skipping school for the tournament and I also didn't have the means to play mid-class, so I can only assume I was either sick or had a late start or break period or something. So this was pretty close to fit in because the 2nd tournament only even got 3 signups in the end too.

- I believe there was a bit of uncertain time waiting on everyone to move from smogtours to main and hoping we still had the minimum 3 people, but it ended up working out somehow.

- I think the actual tournament ended up being a round robin with @Yuiichi at least going 2-0 against the other players to win definitively, as noted by the title. I want to say I went 1-1 but don't want to shade Aloopuriza because I have very little recollection of playing those 2 battles. Technically the winner got exclusive voting rights but I think the participants and Ivy present in the chat all agreed Normalium Z was fine, because I don't think it actually ended up doing anything. Like I believe I might have been the only one who actually brought Normalium Z and used it once with Landorus-T and it was a wasted move, but this is all anecdotal and neither other player seems to be recently active to ask if they would remember more.

In the end, Normalium Z didn't actually get unbanned until around a month later on November 22 2019, a week after SWSH's official release, making the first time Normalium Z was playable on the Gen 8 public ladder ironically after Gen 7's time had passed. It was a rather sparse time for not very much gain, but it was never done before and fun in some regard.



In other Smogon news, CAP 38 is shaping up to be a mini-Uber (inspired by Eternatus), and so far they've decided on a Grass/Poison type with Flower Veil which I have to point out for the Flower Veil representation, and also a potentially faster Mega Venusaur at best or so with how it's looking for the need to outspeed. And in general PS news, with all the talk of bots lately, I just want to say that if things ever get to the point of a robot uprising with the fate of all Smogon and Showdown on the line, out of any PS format to challenge the bots, I would stand my ground with Metronome Battles. Thanks for your reading.
 
Hello, everyone. The Metronome: Steel 'Mon Run Tournament has been concluded, and I've compiled a spreadsheet containing the usage and winrates of every Pokemon in the tournament.

https://docs.google.com/spreadsheets/d/1HgoeRDynbOufX2ORs-gV4RpItiD9Ag_sHrPMINEPcao


I honestly do not think that Steel Pokemon are that strong (aside from the 5 banned ones). However, the 2 outliers seem to be Magearna and Stakataka, each of them having a 68.54% and 62.5% winrate with 13.48% and 4.85% usage.

If you played in the tournament, please give your thoughts about how powerful you think Steel Pokemon are and/or Tera Stellar.
 
As a semifinalist in the Steel Run tour:

I strongly believe the Steel Run tour was absolutely clogged with Steel-types mostly due to new toy syndrome, and that definitely makes the Steel-types look not so broken all tour. We are going to need a true suspect test to completely resolve whether Steel deserves to be unbanned. Not enough brave souls were trying Mega Golurk, for starters, even though it did not do too shabbily the few times it showed up. I must admit I was not one of those brave souls.

Perhaps one of the most prominent things balancing Steel-types is that it actually looks like the best Steel-types have worse offences (for comparable bulk) than the best Ghost-types. If you want comparable offences to Mega Golurk, you have to be the brave soul trying the frailer Mega Excadrill (which actually didn't do too badly either). I kept spamming Steel-types with great mixed offences and prominent leans in one offensive stat like Metagross and Magearna. Note that both of their highest offensive stats are less than 140, while pairing them with a Tera Steel partner that breaks 140 and has good mixed offences such as Baxcalibur and Mega Ampharos was all too easy.

I initially thought going in that Steel would absolutely skew the ability meta. I tested Tinted Lens to get consistent damage onto Steel mons (but not Ghost mons), then found that proccing shockingly rarely in my replays. Huge super-effective moves still mattered more in games. It's possible that Steel is still massively skewing the ability meta...in the form of Flame Body. Time to see how often that procced.

I'm of the firm opinion that Tera Ghost is the lower-variance Tera type than Tera Steel. The last turn in the game that lost me my semi-final match, my Tera Steel Baxcalibur used Explosion and took out every single remaining mon, losing me the game. Partners exploding occurs often enough that Tera Ghost allowing automatic survival (unless the exploder has Scrappy, Mind's Eye, or an -ate) is a deceptively good aid.

The traditional Tera Ghost partners of natural Steel-types still do well as Tera Steel mons, so stat sticks like Mega Ampharos, Mega Heracross, and Baxcalibur stay just as relevant in the unbanned Steel meta as in the current Metronome meta. I like keeping Tera Steel in the unbanned Steel meta as a wrench in team optimization.

Oh yeah, it turns out that frailty really does matter, Gholdengo went sub-50% despite its phenomenal defensive typing, and Kartana did even worse. Both reflect my initial testing with these mons against myself.

As a last note, I believe the only Steel mons banned from the Steel Run tour that I believe deserve to stay on that list until we suspect test them down are Melmetal and Doublade. I personally find the Steelixes and Mega Scizor to have too unbalanced base stat spreads and not enough bulk on both sides to deserve their initial bans. Think problems similar to Kartana, except Kartana has overall better mixed offences and noticeably worse special bulk than Mega Scizor.

~~~~~

On an unrelated note, all my attempts to abuse Aura Guard so far on ladder have ended with frustratingly many games where the part where it does not boost offences matters. Despite defensive boosts comparable to Ice Scales in how often those boosts matter, it seems like Fur Coat granting defensive boosts against roughly 1.25x the moves of both was truly the thing pushing it into ban territory.
 
Hey guys! After ~5 months, I’ve finally hit the #1 spot on the ladder! It’s been an incredible journey.

85680.jpg


I want to highlight the best teams I’ve used and the most effective strategies. Many of these are further optimized versions of the teams I shared a few months back Here.


Here are the top 5 teams I used most during my climb:


New Flower Veil Balance: Compared to my previous build, which featured Slowbro and Mega Venusaur, I’ve taken a completely different approach. I’m now highlighting Guzzlord’s HP as a key resource; plus, its role as a mixed attacker, combined with the Mirror Herb + Simple, makes it far more flexible. Necturna is a better Flower Veil user, overall stats are comparable to Mega Venusaur’s, but the Ghost typing offers a significant advantage. The only real weaknesses are facing an opponent with an Intimidate lead (which is quite rare) or going up against hyper offensive teams. I believe the "double Grass" Flower Veil archetype is vastly underrated.

:Guzzlord: :Necturna:



Golurk Slop: I spent a good amount of time refining this build after Chandelure was banned. Having three immunities thanks to Golurk is incredibly powerful, so I decided to add Desolate Land to add another immunity. (With a total speed of 140 speed, you can actually end up slower than a min speed Venusaur or a 252- speed Glastrier, a detail that can sometimes be crucial for winning weather wars or ensuring you move last after a Perish Song.) I then tested various abilities for the second Golurk. Looking for a more defensive answer to "hard stall" teams. I gave the Desolate Land Golurk a Poison Tera type and experimented with defensive abilities on the other Golurk, such as Magic Guard, Defiant, and Sap Sipper. In the final version, I opted for Sap Sipper to gain as much immunity as possible, combined with a Stellar Tera type and a Mirror Herb, making it as versatile as I could. Briefly, the strategy involving the two Tera options is:

Plan A: Use the Stellar Tera on the second Golurk to maximize damage output.
Plan B: Use the Poison Tera on the first Golurk to minimize the risk of being poisoned.

I enjoyed playing this team and flowcharting out its flow, also the "double Tera" concept likely sparked several other wild ideas.

:Golurk-Mega: :Golurk-Mega:



Ho Pure: This team is probably the fastest for farming games. It hasn't changed much from the previous version; the goal is to use the Ghost Tera on Heracross and fish for an immediate KO using Mega Absol’s Z-move. Having two Ghost types adds a bit more resilience to the team. It’s very much a "Win or Die" setup, while the double Ghost typing might give you a few extra turns, it’s the least consistent team of the bunch
(though definitely one of the most fun to play!).

:Heracross-mega: :Absol-Mega-Z:



Aura Stall: Naturally, a stall variant had to be included! It might look a bit like a "troll" build, but it has carried me past the 1400 rating several times. The strategy centers entirely on protecting Dragalge; with Friend Guard and Aura Guard, it’s practically impossible to go down in the early turns. A super-effective hit triggers the Weakness Policy, allowing to start dealing serious damage. I chose Cosmoem over Dusclops because it has higher HP (and, theoretically, one extra point in its defensive stats), making it the perfect, resilient Pokémon to invest your Tera into. Mega Dragalge has the highest Special Defense among Poison types, which makes it an ideal partner for Aura Guard and a Weakness Policy. The team’s main weaknesses are indirect damage like: Magma Storm, Leech Seed, etc.. and setups utilizing Mirror Herb can also be quite annoying. This team is underrated; we need more people to believe in the potential of Cosmoem!

:Cosmoem: :Dragalge-Mega:



Ampharos Slop: This is the big one. With this team I hit #1 on the ladder. It might look like a soup of previous strategies, but with Ampharos, the ultimate goal is to out-tank the opponent while dealing more damage. How do you pull that off? Well, by employing different game plans depending on the team you’re facing:

Plan A: The standard approach involves using Tera Stellar on the second Ampharos. Thanks to Weakness Policy, good as gold, and Friend Guard, ampharos essentially becomes a "raid boss." This doesn't sacrifice offensive pressure, as the first Ampharos runs Choice Specs, ensuring significant damage. (The WP Ampharos is also built with min Speed to ensure it moves last, making it much easier to trigger the Weakness Policy.)

Plan B: This plan is for stall-oriented matchups. You use Tera Poison on the first Ampharos, which combined with the second Ampharos's GaG provides excellent resistance to passive damage.

This team reminds me a lot of the original "double Chandelure" strategy, but without the "double Ghost" element, it feels much fairer and more balanced. In my opinion, it’s hands down the best team out there right now.
JK, this team is completely busted!

:Ampharos-mega: :Ampharos-mega:



Lastly, I want to thank everyone in this community. This wonderful community has given me so many ideas for creating new teams and strategies.
Am I done with Metronome battle? Who knows! That’s all for now, but... I’ll be back soon...
 
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