Maybe, but the confusing bit is Bide works w Metronome unlike Metal Burst. Idk if it works that way ingame, but if it does I guess it's just a weird mechanic on GF's partProbably related to metronome not counting as an attack.
Maybe, but the confusing bit is Bide works w Metronome unlike Metal Burst. Idk if it works that way ingame, but if it does I guess it's just a weird mechanic on GF's partProbably related to metronome not counting as an attack.
The way Metal Burst is currently coded in PS! means that it never works as a called move. I know that you can't call Counter or Mirror Coat, and you can't use Me First on Metal Burst, but you can apparently use Assist, Copycat or Mirror Move on Metal Burst, so someone should try in the actual game to see whether it succeeds (obviously you need to test in a Doubles battle so that the two Metal Burst users have damage to reflect).I've noticed that I've never seen Metal Burst called via Metronome do anything, even when you get hit by both opponents. If it's in the callable move list I figure it would be usable, so maybe it's a mistake or has something to do with Metronome attacks.
All other Mega Pokemon seem perfectly balanced in this, and it'd be great to be able to actually test these mons out on the ladder since as far as i know they were banned without any testing at all.
This meta existed in a very similar way, ever since the end of Gen 5, beginning of Gen 6, played with a smaller crowd. It was just never official as it is now. The 600 BST cap was there to block most megas, which were a reckoning force back then.In the 630-640 range you start getting things like the M-Zards, M-Blaziken, M-Aggron, Ash Greninja, M-Gyarados, M-Sceptile, M-Swampert, etc some of which I feel would be a little too intense to suddenly bring into the meta, which is why I feel 625 would be a good starting point.
we metrollnomin' (Kartana) @ Assault Vest
Ability: Hustle
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Metronome
they hatin' (Heracross-Mega) @ Assault Vest
Ability: Hustle
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Metronome
I saw that team once, it's viable but I rekt it with my air ballon heatran + lando t set
My suggestion is to lower the time limit on move selections. You can only use Metronome so there's no reason for anyone to need to take their time making a move. Metronome Battles should have the smallest time limit. But I think it's like 150 seconds, while VGC only has 60 seconds and they actually have to think about their moves unlike here. I'd suggest lowering it to a minute or 40 seconds.
What are some good Pokémon and sets to use in Metronome battles?
Well the last usage stat records are from April but they're mostly accurate aside from the bans. You have the steels for resists (Celesteela, Scizor, heatran, genesect), the min max attackers (heracross, gengar), maybe the balanced stats like the mythicals and the pokestars, and bulky picks like mega Slowbro from earlier in the thread that can get strong with Competitive + Weakness Policy. If you read this thread there are a lot of good sets around that made it big on ladder. Basically just use steels if you want to get good, or something else if you want to have fun with it. Typing is a big deal.
As for sets there's basically 2 sets you can run in metronome battles. Max speed for hitting first or min speed for perish song. For optimal ability you probably want one that makes you immune to a super effective type, preferably one that draws moves so you can multitask with the partner. Magic Bounce is very strong too and works on anything.
But in the end the real advice is: if you know that you can use any pokemon, any ability, and max out your EVs, you will be better than the people who are still using vanilla Mew and Snorlax on ladder. Anything goes once you learn that fact really.
https://www.smogon.com/stats/2018-04/moveset/gen7metronomebattle-0.txt
Well the last usage stat records are from April but they're mostly accurate aside from the bans. You have the steels for resists (Celesteela, Scizor, heatran, genesect), the min max attackers (heracross, gengar), maybe the balanced stats like the mythicals and the pokestars, and bulky picks like mega Slowbro from earlier in the thread that can get strong with Competitive + Weakness Policy. If you read this thread there are a lot of good sets around that made it big on ladder. Basically just use steels if you want to get good, or something else if you want to have fun with it. Typing is a big deal.
As for sets there's basically 2 sets you can run in metronome battles. Max speed for hitting first or min speed for perish song. For optimal ability you probably want one that makes you immune to a super effective type, preferably one that draws moves so you can multitask with the partner. Magic Bounce is very strong too and works on anything.
But in the end the real advice is: if you know that you can use any pokemon, any ability, and max out your EVs, you will be better than the people who are still using vanilla Mew and Snorlax on ladder. Anything goes once you learn that fact really.
https://www.smogon.com/stats/2018-04/moveset/gen7metronomebattle-0.txt
I looked through the stats. Why do a lot of these have 0 EVs for some or all of the stats?
Thanks man! That's really useful!
The big challenges for me are the optimal abilities and items to use. Like, which abilities would work best on which Pokemon? It may be easy for figuring out what types they should go to (Flash Fire goes to Steel, Scrappy goes to Normal, Corrosion goes to Poison and No Guard goes to Rock because the best Rock moves have a chance to miss), but it's hard to figure out what specific Pokemon they should go to. Do you have any advice?
As for items, it's kind of hard to know which ones to use. I could use a Lum Berry to remove status conditions, or I could use a berry to heal me or boost a stat. I could use Weakness Policy or maybe a Choice item. I could use a Life Orb to boost the damage output of all my attacks, but that has recoil damage unless I have Sheer Force, but is Sheer Force even worth it since it removes secondary effects and is it better to use over a different ability. You see what I mean?
I never realized how much strategy Metronome required.
No no no man, the STAB barely matters (for teambuilding). As in the name it's just a bonus that's even harder to make use of effectively in Metronomes, so imo it shouldn't be a big factor in your ability or mon choice. It is great to get a STAB move in battle though.
Corrosion and No Guard will matter much less in most battles (unless you get OHKO'd) than an ability that gives you a full immunity to a ton of moves. Scrappy may be nice for taking on Sableye and other ghosts, but it's less worth it after the Pokestar Spirit ban. The best abilities on a pokemon are either a super defensive ability like Magic Bounce or the type immunities, or something to boost your offense like Defiant/Competitive. There's other ok ones like Tinted Lens or the -ate abilities, but these are the most common and can provide the most effect if you're playing to win. Moves are a big deal. For specific mons you can just look at their type here. Scizor doesn't like fire so put on Flash Fire. Celesteela is flying type so you could have one with Delta Stream or Lightningrod or something to cover that up.
As for items, the healing items are banned so that's a start. You probably want a Choice item most of the time, as they provide a strong boost from the beginning with almost no drawbacks (just miss out on 2 turn moves). A Lum Berry/Mental Herb works if you want some minor protection from some crippling effects like poison or Taunt, or a Weakness Policy if your type has a lot of weaknesses and your mon can take the hits. If all else fails, a BrightPowder/Scope Lens/Quick Claw has a minor effect, but it's always going to be there. I feel the stat boosting berries would activate too late in the battle to make a strong effect, but you could have a fun comeback with a lucky Starf Berry proc. They aren't doing anything for a while though.
Now this is the optimal, tried and true advice that gets you to the top of the ladder. The most important thing is to have fun with the meta, talk to random people on ladder, and use whatever and see if it works.
Some pokemon prefer to run minspeed for perish song/trick room, but otherwise it’s probably just negligence.
I hear a lot about minimum speed for Perish Song. Why does minimum speed matter?
How are the Power items viable at all? If it's going last you want (rarely advantageous beyond perish song), they're outclassed by Lagging Tail.Power items (very niche but they halve speed so super slow mons are guaranteed to move last which is good for Perish shit)