Format Discussion Metronome Battle

Here is my team




1583127881699.png

Aerodactyl-Mega @ Weakness Policy
Ability: Defiant
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave Nature
- Metronome

1583127977327.png


Victini @ Starf Berry
Ability: Harvest
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Metronome

Not a big reason to pick these two. Mega Aero has good stats and it can stack a lot of boosts with Defiant and Weakness Policy. Victini can stack boosts with multiple harvested Starf Berries, stalling a few turns with Dynamax. Even though that sounds nice in concept, All the time Victini is kept at high hp all the battle, or it drops fast without triggering the berry or it doesnt accomplish anything with the boosts, so in practice this set is bad, but i wanted to share it.


BONUS:

Chansey (F) @ Eviolite
Ability: Color Change
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Relaxed Nature
- Metronome

Change your Normal typing for ... probably ... a better defensive typing... for one attack. Not really good, but you might have some fun with it.
 
Here is something I’ve been experimenting with:

UM CHALICE (Slowbro-Mega) @ Weakness Policy
Ability: Ice Scales
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metronome

CONSUME THE C (Slowbro-Mega) @ Weakness Policy
Ability: Ice Scales
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metronome

Mega Slowbro is a great mon in metronome battles due to its physically bulky stats spread and decent typing. I tried using ice scales to patch up Slowbro’s lackluster Sp.def, and it works pretty well. Although I don’t know how much worth it is over something like competitive or magic bounce.

Here is a replay of Mega Bro tanking some supereffective special hits and striking back.
https://replay.pokemonshowdown.com/gen8metronomebattle-1072157226

Also, I propose we change the BST Limit to 630 so we can play around with a few more mons that barely didn’t make the cut.
2CDA62C2-D76C-48FE-804A-F7D2449F8BA8.jpeg
 
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Ivy

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hiei-q I do use Color Change sometimes on things with nice stat layouts but terrible typing (worse than chansey, who's best off Impostering anyways), such as Diancie. It's pretty novel!
fwqef I'm a bit wary of that, since the other BST raise turned out to create a rather centralizing monster in m-venu. These seem less useful overall, but still, not a whole lot of reason for or against it.
 
Please Ban (Moltres) @ Choice Specs
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet Nature
- Metronome

Rock Slide (Moltres) @ Choice Specs
Ability: Storm Drain
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Quiet Nature
- Metronome

This Moltres combo made me quite some results. Only weakness is rock (or spread water/electric attacks). The special attack buffs are very handy too!
 
It's come to this... Here's my ability tier list/viability ranking/what have you. I figured now was the best time to act while I could. I went by a rough basis of what has good effects/reliability/performance in practice. The criteria isn't really set in stone and it's not ordered by viability, especially in the lower tiers. Some placements of less common abilities are more on the theorymon side rather than the current state of the ladder. I decided to leave my vague descriptions in since I had them from the start and probably based my opinions off them subconsciously.

It's an imperfect start and I'm just throwing it out there. Hope I didn't miss anything. Comments and feedback are welcome; it takes different views to get the whole picture.
EDIT: Added Adaptability to C, Hunger Switch to D- (Aura Wheel shouldn't be callable but I think it'd reset type)
EDIT 2: This is not to say that this is a perfect ranking of what (not) to use. Some abilities work better in different circumstances or with different mons, and not everything can be summed up in just good and bad. Anything can happen in Metronome and I believe the meta can still be pushed further. Try for yourself (3/18/2020)
EDIT 3: Shield Dust is better than Inner Focus and Magma Armor. I have probably changed my opinions, but I'll leave the list as is for now. (5/11/2020)

S Rank: Almost always useful, relevant, and reliable on anything. (good+)
  • Mirror Armor
  • Defiant
  • Competitive
  • Magic Bounce
  • Mold Breaker/Turboblaze/Teravolt
A Rank: Makes noticeable contributions (good)
  • Intrepid Sword
  • Dauntless Shield
  • Download
  • Storm Drain
  • Lightningrod
  • Ice Scales
  • Comatose
  • Neutralizing Gas
  • Serene Grace
  • Shield Dust
  • Full Metal Body
  • Poison Point
  • Magic Guard
  • Power Spot
  • Friend Guard
  • Analytic
  • Imposter
B Rank: Can be useful but not as much, could have flaws (good-)
  • Flower Veil
  • Plus/Minus
  • Delta Stream
  • Sap Sipper
  • Flash Fire
  • Levitate
  • Pixilate/Aerilate/Galvanize/Refrigerate
  • Simple
  • Tinted Lens
  • Prism Armor
  • Technician
  • Sheer Force
  • Flame Body
  • Effect Spore
  • Harvest
  • Shell Armor/Battle Armor
  • Mummy
  • Magician
  • Static
  • Intimidate
  • Motor Drive
  • Scrappy
  • Super Luck
  • Unaware
  • Thick Fat
  • Soundproof
  • Bulletproof
C Rank: Generally ok
  • Bad Dreams
  • Anger Point
  • Victory Star
  • Compoundeyes
  • Sweet Veil
  • Aroma Veil
  • Water Bubble
  • Drought
  • Drizzle
  • Innards Out
  • Normalize
  • Fairy Aura
  • Electric Surge
  • Neuroforce
  • Punk Rock
  • Tough Claws
  • Limber
  • Overcoat
  • Poison Touch
  • Stench
  • Oblivious
  • Contrary
  • Inner Focus (outclassed by Shield Dust)
  • Ice Face
  • Disguise
  • Shields Down
  • No Guard
  • Wandering Spirit
  • Misty Surge
  • Adaptability
C- Rank: Generally bad
  • Speed Boost
  • Dancer
  • Damp
  • Cute Charm
  • Big Pecks
  • Hyper Cutter
  • Berserk
  • Infiltrator
  • Pickpocket
  • Pastel Veil
  • Color Change
  • Telepathy
  • Beast Boost
  • Soul-Heart
  • Aftermath
  • Moxie
  • Psychic Surge
  • Gooey/Tangling Hair
  • Long Reach
  • Keen Eye
  • Weak Armor
  • Rivalry
  • Magma Armor (outclassed by Shield Dust)
  • Own Tempo
  • Skill Link
  • Steely Spirit
  • Strong Jaw
  • Iron Fist
  • Mega Launcher
  • Guts
  • Liquid Voice
  • Reckless
  • Persistent
  • Early Bird
  • Wonder Skin
  • Cotton Down
  • Prankster
  • Synchronize
D+ Rank: Niche but usable/wantable (available at start of battle, hard counter)
  • No Ability (beats Trace)
  • Illusion (beats Imposter)
  • RKS System (locks type, Steelvally)
  • Dazzling/Queenly Majesty (beats Prankster)
  • Cloud Nine/Air Lock
  • Dark Aura
  • Unburden
  • Receiver/Power of Alchemy
  • Flower Gift
  • Ripen
  • Unnerve
  • Shed Skin
  • Pickup
  • Symbiosis

D- Rank: Niche strategy/low occurrence, not great use
  • Forecast
  • Mimicry
  • Stall
  • Slow Start
  • Stalwart
  • Propeller Tail
  • Grass Pelt
  • Defeatist
  • Aura Break
  • Corrosion
  • Swift Swim
  • Chlorophyll
  • Shadow Shield
  • Sand Rush
  • Slush Rush
  • Sand Force
  • Gale Wings
    • Priority Sky Attack/Fly?
  • Flare Boost
  • Rattled
  • Klutz
  • Quick Feet
  • Sand Veil
  • Liquid Ooze
  • Leaf Guard
  • Light Metal
  • Heavy Metal
  • Tangled Feet
  • Healer
  • Aura Break
  • Snow Cloak
  • Sticky Hold (only affects Magician/Bug bite/Pluck)
  • Water Compaction
  • Steam Engine
  • Steadfast
  • Overgrow/Swarm/Blaze
  • Hydration
  • Merciless
  • Surge Surfer
  • Sturdy
  • Hunger Switch
E rank: Outclassed/alternative options. Not really a rank of its own, I guess. They could be placed about the same or lower, and there are probably some niche cases of being better.
  • Water Veil (Water Bubble)
  • Hustle (Intrepid Sword)
  • Toxic Boost (Intrepid Sword)
  • Marvel Scale (Dauntless Shield)
  • Clear Body/White Smoke (Full Metal Body)
  • Rock Head (Magic Guard)
  • Steelworker (Steely Spirit)
  • Battery (Power Spot)
  • Insomnia/Vital Spirit (Sweet Veil)
  • Torrent (by Water Bubble)
  • Multiscale (by Shadow Shield)
  • Filter/Solid Rock (Prism Armor)
  • Immunity (Pastel Veil)
  • Heatproof (Water Bubble, D-)

F Rank: Meh (irrelevant)
  • Illuminate
  • Arena Trap
  • Shadow Tag
  • Magnet Pull
  • Multitype
  • Stance Change
  • Triage
  • Run Away
  • Anticipation
  • Ball Fetch
  • Regenerator
  • Natural Cure
  • Screen Cleaner
  • Honey Gather
  • Mountaineer
  • Forewarn
  • Wimp Out
  • Emergency Exit
  • Suction Cups
  • Rebound
G rank:
  • Solar Power
  • Schooling
???:
  • Frisk
  • Trace
 
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It's come to this... Here's my ability tier list/viability ranking/what have you. I figured now was the best time to act while I could. I went by a rough basis of what has good effects/reliability/performance in practice. The criteria isn't really set in stone and it's not ordered by viability, especially in the lower tiers. Some placements of less common abilities are more on the theorymon side rather than the current state of the ladder. I decided to leave my vague descriptions in since I had them from the start and probably based my opinions off them subconsciously.

It's an imperfect start and I'm just throwing it out there. Hope I didn't miss anything. Comments and feedback are welcome; it takes different views to get the whole picture.
EDIT: Added Adaptability to C, Hunger Switch to D- (Aura Wheel shouldn't be callable but I think it'd reset type)
EDIT 2: This is not to say that this is a perfect ranking of what (not) to use. Some abilities work better in different circumstances or with different mons, and not everything can be summed up in just good and bad. Anything can happen in Metronome and I believe the meta can still be pushed further. Try for yourself

S Rank: Almost always useful, relevant, and reliable on anything. (good+)
  • Mirror Armor
  • Defiant
  • Competitive
  • Magic Bounce
  • Mold Breaker/Turboblaze/Teravolt
A Rank: Makes noticeable contributions (good)
  • Intrepid Sword
  • Dauntless Shield
  • Download
  • Storm Drain
  • Lightningrod
  • Ice Scales
  • Comatose
  • Neutralizing Gas
  • Serene Grace
  • Shield Dust
  • Full Metal Body
  • Poison Point
  • Magic Guard
  • Power Spot
  • Friend Guard
  • Analytic
  • Imposter
B Rank: Can be useful but not as much, could have flaws (good-)
  • Flower Veil
  • Plus/Minus
  • Delta Stream
  • Sap Sipper
  • Flash Fire
  • Levitate
  • Pixilate/Aerilate/Galvanize/Refrigerate
  • Simple
  • Tinted Lens
  • Prism Armor
  • Technician
  • Sheer Force
  • Flame Body
  • Effect Spore
  • Harvest
  • Shell Armor/Battle Armor
  • Mummy
  • Magician
  • Static
  • Intimidate
  • Motor Drive
  • Scrappy
  • Super Luck
  • Unaware
  • Thick Fat
  • Soundproof
  • Bulletproof
C Rank: Generally ok
  • Bad Dreams
  • Anger Point
  • Victory Star
  • Compoundeyes
  • Sweet Veil
  • Aroma Veil
  • Water Bubble
  • Drought
  • Drizzle
  • Innards Out
  • Normalize
  • Fairy Aura
  • Electric Surge
  • Neuroforce
  • Punk Rock
  • Tough Claws
  • Limber
  • Overcoat
  • Poison Touch
  • Stench
  • Oblivious
  • Contrary
  • Inner Focus
  • Ice Face
  • Disguise
  • Shields Down
  • No Guard
  • Wandering Spirit
  • Misty Surge
  • Adaptability
C- Rank: Generally bad
  • Speed Boost
  • Dancer
  • Damp
  • Cute Charm
  • Big Pecks
  • Hyper Cutter
  • Berserk
  • Infiltrator
  • Pickpocket
  • Pastel Veil
  • Color Change
  • Telepathy
  • Beast Boost
  • Soul-Heart
  • Aftermath
  • Moxie
  • Psychic Surge
  • Gooey/Tangling Hair
  • Long Reach
  • Keen Eye
  • Weak Armor
  • Rivalry
  • Magma Armor
  • Own Tempo
  • Skill Link
  • Steely Spirit
  • Strong Jaw
  • Iron Fist
  • Mega Launcher
  • Guts
  • Liquid Voice
  • Reckless
  • Persistent
  • Early Bird
  • Wonder Skin
  • Cotton Down
  • Prankster
  • Synchronize
D+ Rank: Niche but usable/wantable (available at start of battle, hard counter)
  • No Ability (beats Trace)
  • Illusion (beats Imposter)
  • RKS System (locks type, Steelvally)
  • Dazzling/Queenly Majesty (beats Prankster)
  • Cloud Nine/Air Lock
  • Dark Aura
  • Unburden
  • Receiver/Power of Alchemy
  • Flower Gift
  • Ripen
  • Unnerve
  • Shed Skin
  • Pickup
  • Symbiosis

D- Rank: Niche strategy/low occurrence, not great use
  • Forecast
  • Mimicry
  • Stall
  • Slow Start
  • Stalwart
  • Propeller Tail
  • Grass Pelt
  • Defeatist
  • Aura Break
  • Corrosion
  • Swift Swim
  • Chlorophyll
  • Shadow Shield
  • Sand Rush
  • Slush Rush
  • Sand Force
  • Gale Wings
    • Priority Sky Attack/Fly?
  • Flare Boost
  • Rattled
  • Klutz
  • Quick Feet
  • Sand Veil
  • Liquid Ooze
  • Leaf Guard
  • Light Metal
  • Heavy Metal
  • Tangled Feet
  • Healer
  • Aura Break
  • Snow Cloak
  • Sticky Hold (only affects Magician/Bug bite/Pluck)
  • Water Compaction
  • Steam Engine
  • Steadfast
  • Overgrow/Swarm/Blaze
  • Hydration
  • Merciless
  • Surge Surfer
  • Sturdy
  • Hunger Switch
E rank: Outclassed/alternative options. Not really a rank of its own, I guess. They could be placed about the same or lower, and there are probably some niche cases of being better.
  • Water Veil (Water Bubble)
  • Hustle (Intrepid Sword)
  • Toxic Boost (Intrepid Sword)
  • Marvel Scale (Dauntless Shield)
  • Clear Body/White Smoke (Full Metal Body)
  • Rock Head (Magic Guard)
  • Steelworker (Steely Spirit)
  • Battery (Power Spot)
  • Insomnia/Vital Spirit (Sweet Veil)
  • Torrent (by Water Bubble)
  • Multiscale (by Shadow Shield)
  • Filter/Solid Rock (Prism Armor)
  • Immunity (Pastel Veil)
  • Heatproof (Water Bubble, D-)

F Rank: Meh (irrelevant)
  • Illuminate
  • Arena Trap
  • Shadow Tag
  • Magnet Pull
  • Multitype
  • Stance Change
  • Triage
  • Run Away
  • Anticipation
  • Ball Fetch
  • Regenerator
  • Natural Cure
  • Screen Cleaner
  • Honey Gather
  • Mountaineer
  • Forewarn
  • Wimp Out
  • Emergency Exit
  • Suction Cups
  • Rebound
G rank:
  • Solar Power
  • Schooling
???:
  • Frisk
  • Trace
Great list. Good to see Speed Boost/Prankster in C since many players spam them even tohugh having speed advantage is not a big issue. Speaking of Speed advantage, did anyone tried mixing speed boost with King's Rock? Sounds pretty bad though
 
Great list. Good to see Speed Boost/Prankster in C since many players spam them even tohugh having speed advantage is not a big issue. Speaking of Speed advantage, did anyone tried mixing speed boost with King's Rock? Sounds pretty bad though
I tried this with 2 Ampharos. It took about 2-3 turns to start outspeeding. I barely saw any flinches, but speed actually mattered. Speed is good if you are lucky and get good moves that let you kill without facing a counterattack and lead into a 2v1, or being able to strike first in the endgame when both fighters are in the red. At that point I'm pretty sure you have a higher chance of winning the game. In theory a 2v1 should make King's Rock even likelier, but a 10% is a bit fishy. It still always has a chance to proc throughout, and doesn't get screwed over by the opponent getting Agility or something unlike King's Rock alone.

Pros of speed: Moving first, powers up a few moves (stored power/power trip/electro ball/bolt beak/fishious rend). Speed boost beats any speed changes the opponent may get
Cons: If they are slow already you get basically nothing directly. Worse gyroball on both ends. You don't get to burn a free Taunt turn. Loses to perish. Speed boost loses if the enemy runs Speed boost too. Trick Room makes you go last, but lets you win in Perish.

Through all this, I found that the true power of Speed Boost allows you to get 4 free hits. The best user is probably a slow and powerful tank, otherwise there's no real benefit. On one turn you underspeed and each mon hits after the enemy, then you boost ahead and each mon hits again at the beginning of the next turn, without the opponent even getting a chance to act. The strongest moment is when you cross the x-axis of underspeeding to outspeeding between turns. I have to give credit to that Rattled set posted a while ago. Maybe a stronger item would be Normalium Z to capitalize most on this one-turn window.

To sum it up, Speed Boost/King's Rock/Razor Fang doesn't give the most reliable or helpful results, but it has the potential to bend the odds slightly in your favour. It doesn't work all the time, but it's noticeable when it matters. The best/worst part is that you don't even consider speed as a threat until your 1 hp mew is ready to kill with a +6 hit but has to hope the next hit isn't an attack, and you can't do anything about it. Such is metronome. Don't use +Speed natures though.

Some replays:
https://replay.pokemonshowdown.com/gen8metronomebattle-1081784755 - outspeeding matters at the end
https://replay.pokemonshowdown.com/gen8metronomebattle-1081782940 - mAmpharos vs mVenusaur
https://replay.pokemonshowdown.com/gen8metronomebattle-1081786919 - Struggle Bug wins
https://replay.pokemonshowdown.com/gen8metronomebattle-1081877855 - another venusaur
https://replay.pokemonshowdown.com/gen8metronomebattle-1082403878 - winning without speed boost
https://replay.pokemonshowdown.com/gen8metronomebattle-1082426401 - optimal victory
 
I have a sweep team right here, I have tested it, used S Rank abils, and here I am. Alright, here goes nothing.
TEST BATTLES (losses dont count):
https://replay.pokemonshowdown.com/gen8metronomebattle-1084689391 (Decent battle, forfeit lol)
https://replay.pokemonshowdown.com/gen8metronomebattle-1084691997 (Thank goodness I missed the Sheer Cold otherwise i would have got rekt)
https://replay.pokemonshowdown.com/gen8metronomebattle-1084698976 (Shinotype (shiny+monotype) team standed no chance, 2-0 ez)
https://replay.pokemonshowdown.com/gen8metronomebattle-1084703961 (lol why is there only shuckles? anyways managed to take down the first shuckle easily, second shuckle was a bit of a problem)
THE TEAM:
giphy (11).gif

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome
giphy (12).gif

Obstagoon @ Expert Belt
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Metronome
Ok so let me just explain the Sableye. This team can counter alot of things, like webs or toxics, because of Sableye-Mega's magic bounce abil. Obsta can sweep the team only if the metromove it uses is SE against the opponent. Too bad obsta is super weak to fighting and it would get OHKO'd probs if it were to be hit by one. Mold Breaker is useful in this case, since it can be protected against harmful abils from the team. Both abils are S rank from doipy's abil rankings and I think this a good team in general.
OTHER THINGS:
This team would also probs get hit by fairy type moves that metro can use, and oh boy I checked weaks, they are both weak to fairy, what sort of nonsense is this?!
Also good against Psychic, Fighting, Normal and Ghost moves cuz they are immune to them.
Additionally the team is good against countering, since it resists moves and also Magic Bounce is on the team.
That wraps up my explaining, feel free to rate this. Also if you consider this a good team please like. ^-^
 
I have a sweep team right here, I have tested it, used S Rank abils, and here I am. Alright, here goes nothing.
TEST BATTLES (losses dont count):
https://replay.pokemonshowdown.com/gen8metronomebattle-1084689391 (Decent battle, forfeit lol)
https://replay.pokemonshowdown.com/gen8metronomebattle-1084691997 (Thank goodness I missed the Sheer Cold otherwise i would have got rekt)
https://replay.pokemonshowdown.com/gen8metronomebattle-1084698976 (Shinotype (shiny+monotype) team standed no chance, 2-0 ez)
https://replay.pokemonshowdown.com/gen8metronomebattle-1084703961 (lol why is there only shuckles? anyways managed to take down the first shuckle easily, second shuckle was a bit of a problem)
THE TEAM:
View attachment 230897
Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome
View attachment 230898
Obstagoon @ Expert Belt
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Metronome
Ok so let me just explain the Sableye. This team can counter alot of things, like webs or toxics, because of Sableye-Mega's magic bounce abil. Obsta can sweep the team only if the metromove it uses is SE against the opponent. Too bad obsta is super weak to fighting and it would get OHKO'd probs if it were to be hit by one. Mold Breaker is useful in this case, since it can be protected against harmful abils from the team. Both abils are S rank from doipy's abil rankings and I think this a good team in general.
OTHER THINGS:
This team would also probs get hit by fairy type moves that metro can use, and oh boy I checked weaks, they are both weak to fairy, what sort of nonsense is this?!
Also good against Psychic, Fighting, Normal and Ghost moves cuz they are immune to them.
Additionally the team is good against countering, since it resists moves and also Magic Bounce is on the team.
That wraps up my explaining, feel free to rate this. Also if you consider this a good team please like. ^-^
Mega Sableye with both a mega stone and Magic Bounce is a waste. There are two ways you could make it better:
  1. Give Mega Sableye an item that's actually useful.
  2. Give the mega stone to a regular Sableye, then give it a one-use ability like Intimidate or Download.
 
Mega Sableye with both a mega stone and Magic Bounce is a waste. There are two ways you could make it better:
  1. Give Mega Sableye an item that's actually useful.
  2. Give the mega stone to a regular Sableye, then give it a one-use ability like Intimidate or Download.
Thanks for the helpful advice, I'll try doing number 1 and number 2 respectively for different battles, then see if either is better.
1:
Gave the sableye expert belt and then tested a battle.
https://replay.pokemonshowdown.com/gen8metronomebattle-1084726648 (managed to deal great damage to aboma but i sadly failed to destroy it)
2:
Changed the Sableye to a regular Sableye, gave it Intrepid Sword, and then tested a battle.
https://replay.pokemonshowdown.com/gen8metronomebattle-1084729813 (intrepid sword was useful cuz it defeated pajantom in a good way)
Ok, so I think #2 was more good than #1, so here's the new team:
Sableye @ Sablenite
Ability: Intrepid Sword
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome

Obstagoon @ Expert Belt
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Metronome

Rip counter btw.
 
^
Can't believe people are telling me that I could have already used Mega Sableye.
If you are one of them, stop it.
 
Guys, is this team any good?
Helped me out a lot, check out the replays to see it in action.
Aerodactyl-Mega @ Weakness Policy
Ability: Defiant
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome

Deoxys-Attack @ Focus Sash
Ability: Intrepid Sword
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome

Replays:
https://replay.pokemonshowdown.com/gen8metronomebattle-1085049843 Had a tough time with the banette, after that it was just cleaning up lol

https://replay.pokemonshowdown.com/gen8metronomebattle-1085052870 This is the shortest battle I’ve ever seen, 100% SKILL lol


https://replay.pokemonshowdown.com/gen8metronomebattle-1085054047 Just a casual match lol
 
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Guys, is this team any good?

Aerodactyl-Mega @ Weakness Policy
Ability: Defiant
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome

Deoxys-Attack @ Focus Sash
Ability: Intrepid Sword
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome
Good team! Sections below is my opinions.
Defiant and Weakness are a good combo, to say the least. This may counter a lot of things, like Tickle or Growl. You may never know when you get these moves, to say the least. The only thing: why isn't this mon a mon with high stats?
D. Attack has the highest attack stat in the entire game (If you don't count M. Heracross, Kartana and M. Mewtwo X). Intrepid Sword alongside is a good combo, But why not a pokemon with Low Attack stat? Then you could just power it up with W. Policy or any attack raising item.
This is actually a really good Metronome team to work with. However with my suggestions above, you might be able to make it even more better!
142.png
(sorry could not find a mega aero sprite)>>>
795.png
(better stats, good speed)
-
386a.png
>>>
523.png
(low atk, good speed+weakness policy if needed)
Pheromosa @ Weakness Policy
Ability: Defiant
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome

Zebstrika @ Weakness Policy
Ability: Intrepid Sword
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome
 
Good team! Sections below is my opinions.
Defiant and Weakness are a good combo, to say the least. This may counter a lot of things, like Tickle or Growl. You may never know when you get these moves, to say the least. The only thing: why isn't this mon a mon with high stats?
D. Attack has the highest attack stat in the entire game (If you don't count M. Heracross, Kartana and M. Mewtwo X). Intrepid Sword alongside is a good combo, But why not a pokemon with Low Attack stat? Then you could just power it up with W. Policy or any attack raising item.
This is actually a really good Metronome team to work with. However with my suggestions above, you might be able to make it even more better!
View attachment 231000(sorry could not find a mega aero sprite)>>>View attachment 231001 (better stats, good speed)
-
View attachment 231002>>>View attachment 231003(low atk, good speed+weakness policy if needed)
Pheromosa @ Weakness Policy
Ability: Defiant
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome

Zebstrika @ Weakness Policy
Ability: Intrepid Sword
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome
Thnx for the tips, pheromosa looks interesting. But I’ll keep deo-a since It’s a great MIXED attacker, which is a bless in a meta like this. Will think about pheromosa tho, and btw don’t use electric types as a weakness policy, you wanna get the boosts...
 
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Thnx for the tips, pheromosa looks interesting. But I’ll keep deo-a since It’s a great MIXED attacker, which is a bless in a meta like this. Will think about pheromosa tho
Agree 90% to your opinion.
-
Changing the abil for my Obsta! Keep or change back?
Obstagoon @ Expert Belt
Ability: Dauntless Shield
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lax Nature
- Metronome
 
Back, dauntless shield is only good on m-vena or m-Hera imo
Ok, changing it back.
Sableye @ Sablenite
Ability: Intrepid Sword
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome

Obstagoon @ Expert Belt
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Metronome
 
Another team ready for action, is this a good team?
Heracross-Mega @ Choice Band
Ability: Dauntless Shield
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome

Colossoil @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome
Also did some battles :P
https://replay.pokemonshowdown.com/gen8metronomebattle-1085072800 (Battle ABSOLutely sucked, why bring an lc+nfe+monotype to a team?! still won anyway.)
https://replay.pokemonshowdown.com/gen8metronomebattle-1085075762 (Extreme luck, KO'd the units)
https://replay.pokemonshowdown.com/gen8metronomebattle-1085149274 (For some odd reason the fighting type moves helped me out in this battle plus the only type disadvantage the opposing team had was fighting which i could pull off easily)
https://replay.pokemonshowdown.com/gen8metronomebattle-1085150862 (About 2/4 of the battles here before this one are luck based so here's another one uwu)
 
Another team ready for action, is this a good team?
Heracross-Mega @ Choice Band
Ability: Dauntless Shield
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome

Colossoil @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome
Also did some battles :P
https://replay.pokemonshowdown.com/gen8metronomebattle-1085072800 (Battle ABSOLutely sucked, why bring an lc+nfe+monotype to a team?! still won anyway.)
https://replay.pokemonshowdown.com/gen8metronomebattle-1085075762 (Extreme luck, KO'd the units)
https://replay.pokemonshowdown.com/gen8metronomebattle-1085149274 (For some odd reason the fighting type moves helped me out in this battle plus the only type disadvantage the opposing team had was fighting which i could pull off easily)
https://replay.pokemonshowdown.com/gen8metronomebattle-1085150862 (About 2/4 of the battles here before this one are luck based so here's another one uwu)
Thanks for the tip!
Yw, but I recommend putting either choice band for raw power or choice specs for mixed capabilities on the colossoil, since that usually comes in more clutch then life orb
 
I recommend putting either choice band for raw power or choice specs for mixed capabilities on the colossoil, since that usually comes in more clutch then life orb
Ok, I'll do that now.
Heracross-Mega @ Choice Band
Ability: Dauntless Shield
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Metronome

Colossoil @ Choice Specs
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Metronome
since choice band was already taken by Hera-Mega i decided to give Colossoil specs.

https://replay.pokemonshowdown.com/gen8metronomebattle-1085213913 Aight, belly drum finally hit for the lord of Arceus. A single breaking swipe managed to kill them both.
He (probably) didn't notice I had Choice Band on my Heracross, so that made my attacks even more powerful.

-Edit: Me and my dumb brain decided to double post and get my posts merged together. WOW.
 
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Let's talk dynamax for the 500th reply. I was put in a spot where dynamax came across my mind, and that got me thinking a bit.

I've warmed up to dynamax a bit, being the only sure thing in Metronome battle. Most of the time, one won't go for it, rather choosing to roll moves and advance the battle. Dynamax has a much different role compared to its use in the pokemon games; when using Max Guard, you immediately lose all momentum for the next 3 turns. You'll usually get two Guards off, possibly three, or even none if you want to take some hits while asleep or something. It's not something to throw out at random, but could be a good save against an incoming 2-turn move. This scenario happened to me today.

(EDIT: 2 turn moves are a threat unless they're choiced, lol. Another factor to consider)

https://replay.pokemonshowdown.com/gen8metronomebattle-1090038235
On turn 6, Dusclops begins to uproar, putting Skymin in a fatal state. Now on Turn 8, the big decision was to dynamax Shaymin-Sky or not in a hope to survive. Technically this decision should've been made on Turn 7, but I got lucky and Skymin lived the turn.

There are 4 ways this could've gone.
No dynamax on Shaymin-SkyDynamax on Shaymin-Sky
Targets ShayminShaymin-Sky gets an attack off and livesShaymin-Sky loses 3 turns and lives
Targets Shaymin-SkyShaymin-Sky gets an attack off and diesShaymin-Sky loses 3 turns and lives

In the end, I went for the dynamax, Dusclops targeted landmin, and Skymin ended up dying next turn. It bought landmin a bit more time to live, and I would've won if I rolled an attacking move. That's the way it went, and there's not much to say about the actual fight. But that moment shows something I appreciate, the true heart of Gen 8. You're able to make a choice that directly impacts the battle. I like dynamax, and it's not quite useless because of its defensive utility and availability. You always have the option (unless you pick a mega) to guarantee survival for a turn, if you're willing to suffer the harsh consequences. Megas not being able to max is more a result of national dex's existence than Metronome, but I appreciate that it ends up adding a bit of balance that way.

Overall, I think Dynamax is pretty balanced and a nice addition to the game. It's more on the weaker side, but that's not so bad to keep luck in the forefront. Still, there are 'optimal' times to max out around endgame, like to not explode while in an inevitable Perish Song victory, or leaving the enemy to succumb to poison. It probably isn't needed when playing for fun, but I could see these RNG-proof strats being used on ranked. Personally, I prefer having the slim chance to make a comeback, but people might like being less susceptible to being RNG screwed on the other side of things. All assuming that you're not just mashing Metronome. It's hard enough to remember to mega evolve turn 1 as is. Speaking of megas...


https://replay.pokemonshowdown.com/battle-gen8metronomebattle-1090044783
Also today, I saw this guy mega evolve his Mega Alakazam.

https://replay.pokemonshowdown.com/gen8metronomebattle-1090046468
So I tried it for myself... yeah, you can mega evolve mega Pokemon. I swear that I remember trying this, knowing it worked ingame, and finding that it didn't work. Maybe it changed at some point, or it was my b. The funny thing is that this is probably worse than just using a base forme, because Imposters can get your mega stats on top of a free +2 (if slower).

EDIT: You'd think with all the vanilla sets running megastones on megas that this would have come up before if it was possible. As said below, there are probably some scenarios where you want to be usable at base/not mega evolve immediately like not triggering Defiant.

-----
Here's hopes for ranked battles to return, smash that like button on the suggestion if you want to show support. The 2nd threadniversary is coming up soon. Having a ladder could both increase quality of games and expand the playerbase. The current unranked system is nice to find games and play for fun, but it's hard to evaluate strength without consistency. You get in games quickly, but they're based on completely random matchmaking. I found a random kid's gameplay video a while ago, learned that you can go in with 0 EVs if you don't type or click anything in that section, and watched an uninvested team play against some real teams. I guess what I'm saying here is that adding rankings would make the game more competitive and grant more measurable insight on the meta. Ratings themselves are kind of just winstreaks and you can go from 1000 to 1500 and back, but it'd be nice to fight on a fair playing field more often.
 
Last edited:
Let's talk dynamax for the 500th reply. I was put in a spot where dynamax came across my mind, and that got me thinking a bit.

I've warmed up to dynamax a bit, being the only sure thing in Metronome battle. Most of the time, one won't go for it, rather choosing to roll moves and advance the battle. Dynamax has a much different role compared to its use in the pokemon games; when using Max Guard, you immediately lose all momentum for the next 3 turns. You'll usually get two Guards off, possibly three, or even none if you want to take some hits while asleep or something. It's not something to throw out at random, but could be a good save against an incoming 2-turn move. This scenario happened to me today.

https://replay.pokemonshowdown.com/gen8metronomebattle-1090038235
On turn 6, Dusclops begins to uproar, putting Skymin in a fatal state. Now on Turn 8, the big decision was to dynamax Shaymin-Sky or not in a hope to survive. Technically this decision should've been made on Turn 7, but I got lucky and Skymin lived the turn.

There are 4 ways this could've gone.
No dynamax on Shaymin-SkyDynamax on Shaymin-Sky
Targets ShayminShaymin-Sky gets an attack off and livesShaymin-Sky loses 3 turns and lives
Targets Shaymin-SkyShaymin-Sky gets an attack off and diesShaymin-Sky loses 3 turns and lives

In the end, I went for the dynamax, Dusclops targeted landmin, and Skymin ended up dying next turn. It bought landmin a bit more time to live, and I would've won if I rolled an attacking move. That's the way it went, and there's not much to say about the actual fight. But that moment shows something I appreciate, the true heart of Gen 8. You're able to make a choice that directly impacts the battle. I like dynamax, and it's not quite useless because of its defensive utility and availability. You always have the option (unless you pick a mega) to guarantee survival for a turn, if you're willing to suffer the harsh consequences. Megas not being able to max is more a result of national dex's existence than Metronome, but I appreciate that it ends up adding a bit of balance that way.

Overall, I think Dynamax is pretty balanced and a nice addition to the game. It's more on the weaker side, but that's not so bad to keep luck in the forefront. Still, there are 'optimal' times to max out around endgame, like to not explode while in an inevitable Perish Song victory, or leaving the enemy to succumb to poison. It probably isn't needed when playing for fun, but I could see these RNG-proof strats being used on ranked. Personally, I prefer having the slim chance to make a comeback, but people might like being less susceptible to being RNG screwed on the other side of things. All assuming that you're not just mashing Metronome. It's hard enough to remember to mega evolve turn 1 as is. Speaking of megas...


https://replay.pokemonshowdown.com/battle-gen8metronomebattle-1090044783
Also today, I saw this guy mega evolve his Mega Alakazam.

https://replay.pokemonshowdown.com/gen8metronomebattle-1090046468
So I tried it for myself... yeah, you can mega evolve mega Pokemon. I swear that I remember trying this, knowing it worked ingame, and finding that it didn't work. Maybe it changed at some point, or it was my b. The funny thing is that this is probably worse than just using a base forme, because Imposters can get your mega stats on top of a free +2 (if slower).

-----
Here's hopes for ranked battles to return, smash that like button on the suggestion if you want to show support. The 2nd threadniversary is coming up soon. Having a ladder could both increase quality of games and expand the playerbase. The current unranked system is nice to find games and play for fun, but it's hard to evaluate strength without consistency. I found a random kid's gameplay video a while ago, learned that you can go in with 0 EVs if you don't type or click anything in that section, and watched an uninvested team win a match against some real teams. I guess what I'm saying here is that adding rankings would make the game more competitive and grant more measurable insight on the meta. Ratings themselves are kind of just winstreaks and you can go from 1000 to 1500 and back, but it'd be nice to fight on a fair playing field more often.
Weakened defensive pokemon appreciate dynamax because you can keep them in battle a bit longer, making them take quite more hits so your other pokemon isnt double targetted all the time for the rest of the battle. Sometimes this situation arises naturally because one of your pokemon got many attack and special attack drops so its attacks are almost worthless.

Another use of dynamax is escaping partial trap damage, and keep some key ability in the game that benefits the partner, like Plus/Minus or Volt Absorb/Storm Drain

As for megas, i dont find them quite viable. Any stat boosting ability can be replaced by a choice item, except dauntless sword. Maybe you can try dauntless sword mega sableye or mega manectric for safe intimidate against defiant/competitive.
 

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