Metronome Battles

Ridaz

PS! Battle Explosions Developer
is a Battle Server Administratoris a Community Leaderis a Programmer
Community Leader
#1
Welcome to Metronome Battles.

This has been a thing since back in the Shoddy Battle days, where people would use Pokemon with the move metronome to battle and pray the RNG is on their side, so let's bring that back with some small twists here and there.

Keep in mind that this is a 2 Vs. 2 format.

So yes, the only thing you need to do is use metronome in battle. That's it.

Rules
Basically you can use almost any mon (yes, even nonstandard Pokémons like CAPs, Pokéstar Studio, and Missingno.), as long as:
  • It has a BST of 600 or lower;
    • Mega Pokémon count and you can use them right from the beginning or mega evolve them, as long as it still respects the 600 BST rule
      • Ex.: Sableye → Mega Sableye is allowed but Latios → Mega Latios is not
    • Pokémon that transform mid battle are also included in this rule
  • The pokémon only has the move Metronome;
    • This includes Pokémons that cannot learn the move
    • There should only be 1 slot for metronome and the rest empty
  • Max EVs are 252 & the max IVs, 31

Restrictions
Here's what is not allowed:
  • Items:
    • Healing items (Leftovers, Black Sludge...)
    • Berserk Gene
    • Rocky Helmet
    • Assault Vest
    • Normalium-Z
    • Mawilite
    • Medichamite
    • Abomasite
    • Kangaskhanite
  • Abilities:
    • Healing abilities (Grassy Surge, Poison Heal, Rain Dish...)
    • Harming abilities (Iron Barbs, Rough Skin, Cursed Body)
    • Weather abilities (Snow Warning, Sand Stream, Desolate Land, Primordial Sea)
      • Delta Stream, Drought and Drizzle are NOT banned!
    • Wonder Guard, Fluffy, Fur Coat, Stamina, Huge Power, Pure Power, Moody, Cursed body, Pressure, Protean
    • Sturdy + Shedinja
    • Dry Skin
    • Rain Dish
    • Harvest + Jaboca / Rowap Berry
  • Pokémon:
    • Steel / Ghost Pokémon (Kitsunoh, Aegislash...)
    • Magearna
    • Pokestar Spirit
Stuff you should keep in mind:
Due to a change in generation 7 mechanics, one cannot physically use another move while Choice locked into the first. For example, a Choice Band user locked into Metronome calls a two-turn move like Dig: trying to actually use Dig on the next turn results in a failure, because the game expects only another Metronome. So, for simplicity's sake, Choice items disable the linking mechanic.

This is how your Pokémon should look like in the teambuilder:
Code:
Xx Korosu xX (Meloetta-P) @ BrightPowder
Ability: Levitate
Happiness: 0 (Happiness is relative)
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Metronome
That should be basically it. Now smash that metronome button and go have fun.
 
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#2
Ah good ol' Metronome battles. Quick question tho; is Harvest + Leppa Berry fine? When me and friends do Metronome battles we use that to prevent boring struggle wars.
 
#6
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
 

Kalalokki

the time for spooks
is a Smogon Social Media Contributoris a Battle Server Moderator
#10
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
You can't use Metronome if you hold an Assault Vest
 
#11
You can't use Metronome if you hold an Assault Vest
That's the whole point of those sets lol. Take advantage of their gargantuan Attack stats with guaranteed Struggles. It's been a meme within the "shitmons" meta for some time.

also Ridaz you straight copied my linked choice lock glitch description and didn't even remove the Linked references!!
 
Last edited:

Kalalokki

the time for spooks
is a Smogon Social Media Contributoris a Battle Server Moderator
#12
That's the whole point of those sets lol. Take advantage of their gargantuan Attack stats with guaranteed Struggles. It's been a meme within the "shitmons" meta for some time.

also Ridaz you straight copied my linked choice lock glitch description and didn't even remove the Linked references!!
252+ Atk Hustle Kartana Struggle vs. 252 HP / 252 Def Slowbro-Mega: 60-71 (15.2 - 18%) -- possible 6HKO
252+ Atk Hustle Heracross-Mega Struggle vs. 252 HP / 252 Def Scizor-Mega: 73-87 (21.2 - 25.2%) -- 0.1% chance to 4HKO

Both of these are pretty good in this meta but I can't say it's the worst strategy I've seen. The question is if this should even be a strategy in the first place.
 

martha

yeet
is a member of the Site Staffis a Smogon Social Media Contributoris a Community Leaderis a Contributor to Smogonis a Smogon Media Contributor
GP Co-Leader
#16
kill me used Skull Bash!
But there was no PP left for the move!
(This is not a bug, this is really how it works on the 3DS; try it yourself if you don't believe us.)
I was more referring to how it repeated three times when other 2-turn attacks don’t do that and reset to Metronome after.
 

Ridaz

PS! Battle Explosions Developer
is a Battle Server Administratoris a Community Leaderis a Programmer
Community Leader
#17
Stuff you should keep in mind:
Due to a change in generation 7 mechanics, one cannot physically use another move while Choice locked into the first. For example, a Choice Band user locked into Metronome calls a two-turn move like Dig: trying to actually use Dig on the next turn results in a failure, because the game expects only another Metronome. So, for simplicity's sake, Choice items disable the linking mechanic.
Then again, what happened here was more severe than that
 
#19
Fun team I've been using. a slight twist on the classic Mews, as they are instead Manaphy.
50% WEED (Manaphy) @ Weakness Policy
Ability: Defiant
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Metronome

50% SEA (Manaphy) @ Weakness Policy
Ability: Competitive
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Metronome

Defiant, Competitive, and Weakness Policy really stack up boosts a lot of the time.

also with every post in this thread I'm gonna keep calling out ridaz for copying my Linked text verbatim!
 
#21
gengarr (Gengar-Mega) @ Choice Specs
Ability: Flame Body
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Metronome

chanseyy (Chansey) @ Eviolite
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Metronome

Chanseys weak af but tanks everything, so how do we do damage with it? Poison/Burn ticks of course.
 

Jrsmash9

jrsmash that timer
#23
What’s with all the complex bans? Can you just put a list of all banned abilities and avoid unessacary complex bans. Like does honedge and dryskin + drizzle really need banned. Why are some weathers banned and others not. Also you have banned raindish twice.
 
#24
Two things.
1. So, any Pokémon can have any non-banned ability?
2. Are CAP Pokémon legal?
Yes and yes.
What’s with all the complex bans? Can you just put a list of all banned abilities and avoid unessacary complex bans. Like does honedge and dryskin + drizzle really need banned. Why are some weathers banned and others not. Also you have banned raindish twice.
Agree, Dry Skin should just be banned entirely. Admittedly Honedge would probably not be overpowered on its own but it's easier to just group it in with all Steel/Ghost-types. Weathers that deal consistent damage every turn i.e. sand are against the spirit of the meta. Primordial Sea and Desolate Land, while they don't deal passive damage, were ruled too OP due to the ability to nullify Fire or Water attacks entirely.
The one valid complex ban I can see is Sturdinja, but even that will die to a stray Clamp, poison, Struggle, etc.
 

Jrsmash9

jrsmash that timer
#25
Yes and yes.

Agree, Dry Skin should just be banned entirely. Admittedly Honedge would probably not be overpowered on its own but it's easier to just group it in with all Steel/Ghost-types. Weathers that deal consistent damage every turn i.e. sand are against the spirit of the meta. Primordial Sea and Desolate Land, while they don't deal passive damage, were ruled too OP due to the ability to nullify Fire or Water attacks entirely.
The one valid complex ban I can see is Sturdinja, but even that will die to a stray Clamp, poison, Struggle, etc.
Is there an even valid reason to ban healing abilities? Desolate and Primordial are the same as flash fire and storm drain except they benefit everyone on the field.
 

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