Format Discussion Metronome Battle

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Desolate Land/Primordial Sea: I don’t think this ability is banworthy. It is a permanent 50% boost to Fire/Water moves and Immunity against Water/Fire. It might seem strong when the opponent happens to block your super effective moves with the immunity and retaliate with a boosted STAB, but that does not happen very often. What I’m trying to say is that the ability is pretty situational. Sure, it’s an impactful ability that can also support a teammate on the field, but I don’t think it comes even close to the other banned abilities like Cursed Body and Protean. If this is unbanned, I think we can expect to see a wider variety of sun/rain teams.
[...]
This is why Desolate Land is banned:

P-DON (Camerupt-Mega) (M) @ Scope Lens
Ability: Desolate Land
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome

HAUNTS ME (Camerupt-Mega) (F) @ Expert Belt
Ability: Analytic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- Metronome


Seriously, though. Camerupt-Mega is slow as crap, so it's practically GUARANTEED to get Desolate Land up. And then you can just say bye bye to almost anything that would be super effective against it, creating the world's stupidest tank. If DL and PS were banned, weather-negating abilities like Cloud Nine would be a vital part of the meta.
 
This is why Desolate Land is banned:

P-DON (Camerupt-Mega) (M) @ Scope Lens
Ability: Desolate Land
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome

HAUNTS ME (Camerupt-Mega) (F) @ Expert Belt
Ability: Analytic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- Metronome


Seriously, though. Camerupt-Mega is slow as crap, so it's practically GUARANTEED to get Desolate Land up. And then you can just say bye bye to almost anything that would be super effective against it, creating the world's stupidest tank. If DL and PS were banned, weather-negating abilities like Cloud Nine would be a vital part of the meta.
Again, the ability is pretty situational. Sure you may think it’s overpowered when the camerupts happen to block all of the water moves fired off at them and retaliate with a sun-boosted heat wave, but the ability isn’t nearly as consistent as abilities like Defiant/Competitive, Magic Bounce, Flame body, Flower Veil, Friend Guard, etc. which you can expect good use of in nearly every game. Yeah Desolate Land Double Camerupt should be pretty solid but I don’t think it is banworthy strong. It’s not that hard to take down with neutral hits.
 

Ivy

resident enigma
is a Forum Moderatoris a Community Contributoris a Smogon Discord Contributor
So, with a little experimentation, I've found that Normalium Z is really not worth the quickban it received at the start of the generation. The most important thing to consider here is the fact that any status move called by it is simply the regular status move—applying any Z-effects (like omniboost from Z-Conversion) is skipped entirely. In essence, the Z-Metronome is only useful as a one-time trick up the sleeve for a somewhat better chance at a 100+ BP damaging move to finish off one foe, and in doing so, it still sacrifices the item slot that could run something more broadly applicable. Not to say it's useless, as this can indeed come in the clutch, but it's certainly far from deserving the hasty removal it faced, in my opinion.

Now, since this is a Showdown-specific wacky format with an unrated ladder, the regular suspect process can't really be observed. Instead, I'm planning to hold at least two suspect tournaments in either the Tours Plaza or Other Metas rooms from which the winners will get exclusive voting rights. Normalium would be unbanned for these. Look forward to more news on this shortly.
 
Has any thought been given to enforcing Species Clause in this meta? It's not a power level issue exactly, but it does make matches less interesting when so many people are just bringing two identical Pokemon, and it's in keeping with the meta's theme of variety.
 
Has any thought been given to enforcing Species Clause in this meta? It's not a power level issue exactly, but it does make matches less interesting when so many people are just bringing two identical Pokemon, and it's in keeping with the meta's theme of variety.
There’s really no such thing as synergy in this metagame, so I think people are prone to use two copies of what they think is the best mon. Sure it might make games a little more interesting, but I don’t think it is necessary at all.
 

Ivy

resident enigma
is a Forum Moderatoris a Community Contributoris a Smogon Discord Contributor
There is some valid synergy, like Flower Veil and Delta Stream teams. Usually you end up putting the defining ability on a tankier member and let the other be more specialized, reaping the benefits with an ability of its own on top of that.
 

Ivy

resident enigma
is a Forum Moderatoris a Community Contributoris a Smogon Discord Contributor
Formalizing the Normalium Z retest here. Reasoning is as described in my previous post; additionally, the item was permitted in the Battle Spot Special 15 and hardly even saw use there (albeit largely due to much more pressing issues like Cursed Body Gengar).

The suspect tour dates will be tomorrow, Monday, October 7th 4PM EST, and Friday, October 11th 9:30AM EST. These tournaments are to be held on the Smogtours server in the Lobby room as an actual PS single elimination tournament (not a regular live tournament due to the Normalium unban); the winner and finalist will receive exclusive voting rights.
 
Has any thought been given to enforcing Species Clause in this meta? It's not a power level issue exactly, but it does make matches less interesting when so many people are just bringing two identical Pokemon, and it's in keeping with the meta's theme of variety.
It could change up the meta a bit, though nothing's as defining as the past dominators of the meta for now. At least Pokestar Black Door can sub in for land shaymin.

Desolate Land: I actually forgot Camerupt was a thing, though it's still a bit like Storm Drain where you stop water moves until you're dead. It does have its advantages like blocking spread moves and boosting Fire. Good thing Mega Scizor never ran around with primordial rain. As for counters Delta Stream would work too and it helps that it's already a decent strategy. Air Lock does have its own use in nullifying Delta Stream though. Just thoughts going around.

Normalium Z: Good news in all. At first I thought it would be funny if the winner didn't use Normalium Z or get affected by it, then I realized that would have meaning for its unban.

Here are some calcs. I don't know what the average Z-move power is but I think there's a good chance you get something on the higher end. As it is now you can't tell what original move you got out of Z-Metronome on PS which is unfortunate information loss.
252 Atk Shaymin Breakneck Blitz (100 BP) vs. 252 HP / 252+ Def Shaymin: 66-78 (16.3 - 19.3%) -- possible 6HKO
252 SpA Shaymin Breakneck Blitz (200 BP) vs. 252 HP / 252+ SpD Shaymin: 131-155 (32.4 - 38.3%) -- 97.9% chance to 3HKO

252 Atk Shaymin Breakneck Blitz (100 BP) vs. 252 HP / 252+ Def Alakazam-Mega: 86-102 (27.3 - 32.4%) -- guaranteed 4HKO
252 Atk Shaymin Bloom Doom (Wood Hammer|190 BP) vs. 252 HP / 252 Def Alakazam-Mega: 267-315 (85 - 100.3%) -- 6.3% chance to OHKO
252+ SpA Alakazam-Mega Shattered Psyche (Psychic|175 BP) vs. 252 HP / 252+ SpD Shaymin: 282-333 (69.8 - 82.4%) -- guaranteed 2HKO

Double digit numbers are pretty good, and multipliers make those even better. Too bad you can't run Weakness Policy for power on both sides, but I can see use with Defiant/Competitive or having it on a partner with Storm Drain/Lightningrod that accumulates boosts over time for a big hit. Still not sure what I'd like to use it on, a generic idea in mind is some kind of mixed attacker that isn't hurting for an item slot. In practice I feel like anything could be something. Either way it's nice to add an option, even if it arrives at the generation's close. I hope in Gen 8 Normalium Z will act like the unused gems/Berserk Gene do, item banned but the actual function is still available for use in an illegal/custom meta.

-----
For a change of pace I did a personal challenge a while ago, used good old Simple Shaymin but lowered my level every time I won. There were a lot of close battles and chokes, even the ordinary Mega Gengar/Alakazams were OHKOing and Clefables were tanking Petal Dances with ease. Level 74 is my stopping point, it could be pushed further but I was just being carried by boosts or the occasional suicide and got tired. Apparently my stats are still higher than a level 100 with 0 IVs and EVs. I know the level has something to do with the damage calc too, but yeah all your performance just declines. I think this shows how enduring bulky statboost strats can be with RNG on your side.

Here you can see my winning replays for each level and some losses of note I saved.
100: https://replay.pokemonshowdown.com/gen7metronomebattle-982673202
99:https://replay.pokemonshowdown.com/gen7metronomebattle-982675605
98: https://replay.pokemonshowdown.com/gen7metronomebattle-982694059
97:https://replay.pokemonshowdown.com/gen7metronomebattle-982707708
96:https://replay.pokemonshowdown.com/gen7metronomebattle-982714171
95: https://replay.pokemonshowdown.com/gen7metronomebattle-983251444
94: https://replay.pokemonshowdown.com/gen7metronomebattle-983256509
93: https://replay.pokemonshowdown.com/gen7metronomebattle-983259779
92: https://replay.pokemonshowdown.com/gen7metronomebattle-983268086
91:https://replay.pokemonshowdown.com/gen7metronomebattle-983272834
90:https://replay.pokemonshowdown.com/gen7metronomebattle-983276602
89:https://replay.pokemonshowdown.com/gen7metronomebattle-983279239
88:https://replay.pokemonshowdown.com/gen7metronomebattle-983283064
87: https://replay.pokemonshowdown.com/gen7metronomebattle-983285499
86:https://replay.pokemonshowdown.com/gen7metronomebattle-983299146
85:https://replay.pokemonshowdown.com/gen7metronomebattle-983861271
84:https://replay.pokemonshowdown.com/gen7metronomebattle-983862505
83:https://replay.pokemonshowdown.com/gen7metronomebattle-983870328
82*:https://replay.pokemonshowdown.com/gen7metronomebattle-983875539
81: https://replay.pokemonshowdown.com/gen7metronomebattle-983876873
80: https://replay.pokemonshowdown.com/gen7metronomebattle-983881759
79: https://replay.pokemonshowdown.com/gen7metronomebattle-983886432
78: https://replay.pokemonshowdown.com/gen7metronomebattle-983891302
77:https://replay.pokemonshowdown.com/gen7metronomebattle-983901868
76:https://replay.pokemonshowdown.com/gen7metronomebattle-983902768
75: https://replay.pokemonshowdown.com/gen7metronomebattle-983912680
74:

losses
https://replay.pokemonshowdown.com/gen7metronomebattle-983863571 - claw
https://replay.pokemonshowdown.com/gen7metronomebattle-983859985 - choke
https://replay.pokemonshowdown.com/gen7metronomebattle-983865759 - tackle
https://replay.pokemonshowdown.com/gen7metronomebattle-983867263 - resigned
https://replay.pokemonshowdown.com/gen7metronomebattle-983868672 - pranked
https://replay.pokemonshowdown.com/gen7metronomebattle-983871189 - fat egg
https://replay.pokemonshowdown.com/gen7metronomebattle-983872548 - fake out
https://replay.pokemonshowdown.com/gen7metronomebattle-983873544 - psych up**
https://replay.pokemonshowdown.com/gen7metronomebattle-983874168 - choke2
https://replay.pokemonshowdown.com/gen7metronomebattle-983875294 - turn1
https://replay.pokemonshowdown.com/gen7metronomebattle-983884973 - pain
https://replay.pokemonshowdown.com/gen7metronomebattle-983889738 - not even
https://replay.pokemonshowdown.com/gen7metronomebattle-983908803 - one only
https://replay.pokemonshowdown.com/gen7metronomebattle-988221666 - last try choke

*This replay already had an asterisk when I copied it
**I just realized this guy hit me with a super effective Judgment... More reason to go Flame Plate over Charcoal I guess.
 
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I see the Metronome battles are back, and thus I have resurfaced. I also have a new build that I think is pretty strong all be it risky as all heck. Pretty simple, but has already done some pretty scary things in a couple matches I have tested it on. So basically you just take 2 Mega Alakazam's and slap choice specs on them. Then give one plus and one minus. Mine start the battle at around 1,100 special attack each. From there is it just a spin of the wheel to get a special attack based move, but when it hits lol.

Anywho, very glad to see the format back, and I will be happy to once again help populate it. Cheers!
 
I see the Metronome battles are back, and thus I have resurfaced. I also have a new build that I think is pretty strong all be it risky as all heck. Pretty simple, but has already done some pretty scary things in a couple matches I have tested it on. So basically you just take 2 Mega Alakazam's and slap choice specs on them. Then give one plus and one minus. Mine start the battle at around 1,100 special attack each. From there is it just a spin of the wheel to get a special attack based move, but when it hits lol.

Anywho, very glad to see the format back, and I will be happy to once again help populate it. Cheers!
I think special attacks are too rare compared to physical attacks for this to be practical. I've done 4 games so far and rolled a total of 2 special attacks between them.

If it's going to work, though, Xurkitree might be a safer bet. Arguably better defensive typing, only two points less in base special attack -- 9 stat points in play -- and a generally more optimised stat distribution for Metronome because it doesn't have so much BST invested in Speed. (You lose sp def, but the HP difference alone makes up for that.) Gengar's typing also makes it a good option if you want mostly the same stat distribution as Alakazam.

EDIT: Mega Ampharos works pretty well too. You lose 50 points of SpA compared to Alakazam (1059 vs 1109), but you get two STABs to hit harder with, much better defenses and a still-respectable attack stat for when the strategy doesn't pan out.
 
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I see the Metronome battles are back, and thus I have resurfaced. I also have a new build that I think is pretty strong all be it risky as all heck. Pretty simple, but has already done some pretty scary things in a couple matches I have tested it on. So basically you just take 2 Mega Alakazam's and slap choice specs on them. Then give one plus and one minus. Mine start the battle at around 1,100 special attack each. From there is it just a spin of the wheel to get a special attack based move, but when it hits lol.

Anywho, very glad to see the format back, and I will be happy to once again help populate it. Cheers!
I think special attacks are too rare compared to physical attacks for this to be practical. I've done 4 games so far and rolled a total of 2 special attacks between them.

If it's going to work, though, Xurkitree might be a safer bet. Arguably better defensive typing, only two points less in base special attack -- 9 stat points in play -- and a generally more optimised stat distribution for Metronome because it doesn't have so much BST invested in Speed. (You lose sp def, but the HP difference alone makes up for that.) Gengar's typing also makes it a good option if you want mostly the same stat distribution as Alakazam.

EDIT: Mega Ampharos works pretty well too. You lose 50 points of SpA compared to Alakazam (1059 vs 1109), but you get two STABs to hit harder with, much better defenses and a still-respectable attack stat for when the strategy doesn't pan out.
Haha yeah, the strategy is quite risky and often doesn’t work well but it absolutely demolishes teams when it does work. Here is a replay of Xurkitree’s destructive power:
https://replay.pokemonshowdown.com/gen7metronomebattle-841195995

Currently I would recommend Mega Ampharos for this strategy because more bulk means more opportunities and the sheep already has more than plenty of Special Attack. Here is a replay of Mega Ampharos in work:
https://replay.pokemonshowdown.com/gen7metronomebattle-988474872
 
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I think special attacks are too rare compared to physical attacks for this to be practical. I've done 4 games so far and rolled a total of 2 special attacks between them.

If it's going to work, though, Xurkitree might be a safer bet. Arguably better defensive typing, only two points less in base special attack -- 9 stat points in play -- and a generally more optimised stat distribution for Metronome because it doesn't have so much BST invested in Speed. (You lose sp def, but the HP difference alone makes up for that.) Gengar's typing also makes it a good option if you want mostly the same stat distribution as Alakazam.

EDIT: Mega Ampharos works pretty well too. You lose 50 points of SpA compared to Alakazam (1059 vs 1109), but you get two STABs to hit harder with, much better defenses and a still-respectable attack stat for when the strategy doesn't pan out.
Haha yeah, the strategy is quite risky and often doesn’t work well but it absolutely demolishes teams when it does work. Here is a replay of Xurkitree’s destructive power:
https://replay.pokemonshowdown.com/gen7metronomebattle-841195995

Currently I would recommend Mega Ampharos for this strategy because more bulk means more opportunities and the sheep already has more than plenty of Special Attack. Here is a replay of Mega Ampharos in work:
https://replay.pokemonshowdown.com/gen7metronomebattle-988474872
Great advice guys, I threw it together quick and just ran if for a few hours. I had some pretty good fun with it, but I think these changes might be a good call. I am interested in trying it now with a little more survivability. I only went with Mega Alakazam at first because he was the first mon I thought of when thinking of monster level Sp Attk lol.

Edit: Already played a few games with Xurkitree and can feel a positive difference. Good call.
 
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Haha, a lot of people I go against seem to use mega-alakazam. It isn't actually very good here tho, since it has abysmal defense and its high speed isnt too useful. Pokemon that are minmaxed to be fast attackers generally get rekt.

Also I just noticed a problem with the main page. It says the harvest + jaboca/rowap berry combo is banned, but I just played a game with that set. https://replay.pokemonshowdown.com/gen7metronomebattle-989286832 It doesn't really matter that it is not banned tho, since that set is not that good.
 
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Okay, so I knew Imprison existed, but wow.... Just feels lame even on the winning side. Would be neat if there was a way to disable some of the less fun metronome possibilities. I mean getting haxed is one thing, but taunt/imprison/disable/explosion/self-destruct/momento all feel against the spirit of the format. I understand how some people would want to keep these so it still feels more random and that added level of risk to the game, but jeez lol.

https://replay.pokemonshowdown.com/gen7metronomebattle-989807117

Haha, a lot of people I go against seem to use mega-alakazam. It isn't actually very good here tho, since it has abysmal defense and its high speed isnt too useful. Pokemon that are minmaxed to be fast attackers generally get rekt.

Also I just noticed a problem with the main page. It says the harvest + jaboca/rowap berry combo is banned, but I just played a game with that set. https://replay.pokemonshowdown.com/gen7metronomebattle-989286832 It doesn't really matter that it is not banned tho, since that set is not that good.
I was under the impression that all healing items were supposed to be banned actually.
 
Okay, so I knew Imprison existed, but wow.... Just feels lame even on the winning side. Would be neat if there was a way to disable some of the less fun metronome possibilities. I mean getting haxed is one thing, but taunt/imprison/disable/explosion/self-destruct/momento all feel against the spirit of the format. I understand how some people would want to keep these so it still feels more random and that added level of risk to the game, but jeez lol.

https://replay.pokemonshowdown.com/gen7metronomebattle-989807117



I was under the impression that all healing items were supposed to be banned actually.
I disagree. Imprison (and explosion, taunt, etc) IS the spirit of the metagame. It’s literally metronome battles. You get moves drawn from metronome. It is not a “random move drawer except annoying ones are banned” battles. It’s metronome battles. Yes it sometimes feels bad when you win/lose with it, but just move on and keep spamming.
 
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737373elj

Banned deucer.
My usual team.

Ampharos-Mega (M) @ Weakness Policy
Ability: Competitive
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet Nature
- Metronome

Gengar-Mega (M) @ Weakness Policy
Ability: Competitive
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature
- Metronome
It was fun at first but then the metagame started evolving to kill Pokemon like Alakazam and Gengar so its started to lose more often now.
Still, quirky team. Alakazam is better over Amphy though.
 
I disagree. Imprison (and explosion, taunt, etc) IS the spirit of the metagame. It’s literally metronome battles. You get moves drawn from metronome. It is not a “random move drawer except annoying ones are banned” battles. It’s metronome battles. Yes it sometimes feels bad when you win/lose with it, but just move on and keep spamming.
It is like you didn't even read what I said. I understand there are people who will feel differently I just disagree with you. It isn't fun losing to your own move and winning because of a lame gimmick like that doesn't feel rewarding to me. If you wanna use that excuse then we should bring Steel types back, all healing items should be unbanned and there should be no BST cap. That would make it truly in the spirit of Metronome battles. Not, ha you can't pick the things that help combat the RNG anymore.

My usual team.

Ampharos-Mega (M) @ Weakness Policy
Ability: Competitive
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet Nature
- Metronome

Gengar-Mega (M) @ Weakness Policy
Ability: Competitive
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature
- Metronome
It was fun at first but then the metagame started evolving to kill Pokemon like Alakazam and Gengar so its started to lose more often now.
Still, quirky team. Alakazam is better over Amphy though.
I actually like Mega-Ampharos over Mega-Alakazam here. Ampharos has more defense and better attack state. The typing is arguably better too.

The jaboca/rowap berries are harming items, but is a similar concept to harming abilities other than that they aren't as easily re-usable.
Oh, I guess I didn't watch the video closely enough. It looked like you were healing from it when I watched it real fast, but maybe I just wasn't paying close enough attention.
 
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GOOD catch lighthouse. Jaboca/Rowap is interesting. You could simulate it with Pickup but its full potential with Harvest is pretty cool, a reusable unique berry that activates on an opponent's action, like the Kee/Maranga but offensive. The fact that you have to commit to one category definitely keeps it in check, 1/8 on every hit would probably outpace the actual damage. Still it can get pretty good, I went for a dual Rowap team after seeing some special spread moves hit both my guys and it paid off here. I feel like this one might get fixed sooner than later for slipping through the validator updates. You also get occasional perks like a big Natural Gift (that still harvests) and whatever Fling does.

Minmax is funny. Malakazam is actually kind of better now than back in the steel meta. Still you can't deny Mampharos has its priorities in order. For some reason you can use both of one Plus/Minus to get the boost, not much of a difference on a teambuild. I guess if you had 2 tracers and traced both of one ability you're less screwed.

The way I see it Metronome is Metronome, the move is about calling other moves. It has its faults as do all of us but we're all here for it. Even in the early days when PS was still in beta and Mind Blown was a thing, it was still more than less possibilities. If Imprison never existed then we wouldn't personally know the pains of the present. It's like if you're in the actual meta and getting hit by an OHKO move in real life, probably more likely to happen too. I'm just rambling but not every game will be a good game but its just a game, tomorrow is another day.

Remember to hit up the Metronome suspect tour tomorrow/tonight at 9;30 am EDT, the first one was cancelled for inactivity so hopefully this time is more flexible for people. I think just unleashing Normalium Z to the wild could work too, though its potential wouldn't be as measured without a ladder, unlike the steels topping the ranks.
 
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If you wanna use that excuse then we should bring Steel types back, all healing items should be unbanned and there should be no BST cap. That would make it truly in the spirit of Metronome battles. Not, ha you can't pick the things that help combat the RNG anymore.
Lol, what? It makes sense to not ban any moves drawn from metronome battles because we are using the move metronome. How does unbanning anything else relate to it. Well, I agree that we just see it differently so let’s stop arguing. Sorry if you felt ignored.

I also agree that Mega Ampharos should be better because there are a lot of physical moves in this meta and Mega alakazam has pretty bad defense.

Btw, when are tour signups opening? Sorry I couldn’t participate in the last one because it was an inconvenient time for me.
 
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Lol, what? It makes sense to not ban any moves drawn from metronome battles because we are using the move metronome. How does unbanning anything else relate to it. Well, I agree that we just see it differently so let’s stop arguing. Sorry if you felt ignored.

I also agree that Mega Ampharos should be better because there are a lot of physical moves in this meta and Mega alakazam has pretty bad defense.

Btw, when are tour signups opening? Sorry I couldn’t participate in the last one because it was an inconvenient time for me.
I didn't mean for it to seem like I was trying to argue, just stating I already knew people would disagree. I just see it on the same lines of banning steal and healing items. I would see removing un-fun metronome possibilities as just a way to improve the fun of the format. I.E. Dying to a move because it killed me, but because it made me unable to use the one move I came to use.

I guess I am more disappointed with how Taunt/Imprison/Disable work as they just take away the ability to roll more metronomes and that feels against the spirit of the meta to me.

Speaking of Mega Ampharos tho, this game was pretty clutch and I feel like it also totally showcases not only its superiority to Mega Alakazam in general, but how many times I survived physical hits in this fight that Alakazam wouldn't have been able to. Ignore my idiotic ramblings to myself since my opponent never wanted to respond to anything I was saying lol. Also to note is I survived my first taunt here lol. (if you are wondering what is up with my nicknames just choose switch sides on the replay :))

https://replay.pokemonshowdown.com/gen7metronomebattle-990599514
 
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