Metagame Multibility

Do you have any context/examples to provide? It isn't very productive to just say "x is broken" and not put in any effort to explain why you think so. There are no absolutes, so if you truly believe an element is banworthy it's on you to try and prove it.
i think i didnt download the game but my corv got one shoted by a +2 landorus-base body slam not stabbed. life orb + sheer force + *2 atk + tinted lens + 85 pow not stabbed shouldnt kill my corv, makes no sense.
 
After playing for some time, here are some noteworthy things:

Knock off gives you the impression you lose that ability for the game, just like with an item, but that's not the case.

Weather and type immunity abilities are too prominent, making stall way too strong without drawbacks...


Some sample stall sets:

1633260317528.png


Toxapex @ Prankster (Should be banned)
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Toxic
- Scald
- Recover

Maybe the most disgusting combo to exist, should be banned.



Clefable @ Magic Guard/Dauntless shield
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
EVs: 248 HP / 8 Def / 252 SpD
Bold/Calm Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Thunder Wave/filler
- Soft-Boiled



Blissey (F) @ Magic Bounce
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Aromatherapy
- Teleport
- Soft-Boiled



Ferrothorn @ Primordial Sea
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Thunder Wave/filler



Hippowdon @ Water Absorb
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Toxic
- Stealth Rock
- Slack Off
- Whirlwind/earthquake



Corviknight @ Flash Fire
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Body Press
- U-turn
- Roost
- Defog

Very strong now that "magnet pull" is banned


Mold breaker can be a good alternative, but is easily chipped down by hazzard and status. Magic Guard and Regenerator are also very viable:

Best counter on top of my head:

1633260886331.png


Gengar @ Black Sludge / Levitate / Regenerator / Filler
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Substitute
- Shadow Ball
- Sludge Bomb

Decent sets/counters:

1633260339683.png


Moltres @ Magic Guard
Ability: Flame Body/pressure
EVs: 252 HP / 252 SpA / 4 Spe
EVs: 252 Hp / 4 SpA / 252 Spe
Modest/Timid Nature
IVs: 0 Atk
- Roost
- Toxic/will o wisp
- Flamethrower/mystical fire
- Scorching sand/Extrasensory/hurricane

252+ SpA Moltres Extrasensory vs. 252 HP / 4 SpD Toxapex: 138-164 (45.3 - 53.9%) -- 44.5% chance to 2HKO
252+ SpA Moltres Hurricane vs. 252 HP / 4 SpD Toxapex: 142-168 (46.7 - 55.2%) -- 69.1% chance to 2HKO





Excadrill @ Regenerator
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Swords Dance/stealth rocks
- Iron Head



Heatran @ Regenerator
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Flash Cannon
- Earth Power/Protect/toxic/stealth rocks
 
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Moltres @ magicguard
Ability: Flame Body
EVs: 248 HP / 216 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Scorching Sands
- Overheat
A neat set I've been using on ladder recently, Magic Guard acts as boots but better while keeping Flame Body for all your physical attacker-stopping needs. Overheat provides reliable high damage even without investment and nukes Sun+Chlorophyll mons that it walls, and the rest is self-explanatory.
 
After playing for some time, here are some noteworthy things:

Knock off gives you the impression you lose that ability for the game, just like with an item, but that's not the case.

Weather and type immunity abilities are too prominent, making stall way too strong without drawbacks...


Some sample stall sets:

View attachment 375712

Toxapex @ Prankster (Should be banned)
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Toxic
- Scald
- Recover

Maybe the most disgusting combo to exist, should be banned.



Clefable @ Magic Guard/Dauntless shield
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
EVs: 248 HP / 8 Def / 252 SpD
Bold/Calm Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Thunder Wave/filler
- Soft-Boiled
unaware toxapex is better imo, and clefable magic bounce is also better imo.
why : toxapex unaware is able to ignore the boost of others pkm while prankster has to haze - recover when my unaware can scald - recover, u see the point ?
for clef : it's way better for set up, nothing can dmg you and you cant be taunt/toxci.
 
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Dumping a few teams I've been having fun with on the ladder recently, enjoy! (click on sprites for teams!)

:heatran::toxapex::tornadus-therian::landorus::gengar::regieleki:
First team I built after Multibility was announced as OMotM, funni strong man goes boom while hyperactive basketball cleans up the mess. Build is super weak to ghost types so you could possibly replace Gengar with any dark type, but it is so broken that I personnaly am keeping it anyway. Regieleki outspeeds scarfed / boosted 100 base speed.

:regieleki::cloyster::blacephalon::aerodactyl::weavile::dragapult:
Pretty simple yet effective dual screens team. Aerodactyl worked surprisingly well in conjunction with Eleki's support, shoutouts to chlo for this great idea! Team is relatively easy to understand and to pilote, sadly loses to Prankster Haze and Unaware spam in most cases. Blacephalon's spread boosts speed on a kill, but you may as well run more classic one. I wouldn't recommend using Beat Up on Weav here for obvious Explosion reasons, but Low Kick also works fine over Bite.

:hatterene::marowak-alola::cresselia::stakataka::porygon2::golurk:
Probably my favourite team, Steelworker Stak hits like a truck while Maro-A is still an absolute beast under Trick Room here. This version of the team loses to most Aqua Jet users including Urshifu and Daunt, but considering the amount of strong Trick Room sweepers fooling around such as Aegislash and Sirfetch’d you can basically modify it at will. You may even use Persistent Cress as CAP abilities seems to work perfectly fine here, if you ain't afraid of Taunt users. It is interesting to note that Poltergeist reveals the opposing mon's ability, so... Yeah, use ghost types.

That's all for today, have fun with these teams :blobnom:
 
unaware toxapex is better imo, and clefable magic bounce is also better imo.
Mind saying why?
Pex already has Haze, so the only usecase would be for switching into a Pokemon with a massive offensive boost already, which would be a scenario like “thinking Garchomp has a tank set, but it’s actually a set up sweeper”. I really wouldn’t give up priority on Haze, Toxic, or Recover just to have some insurrence on a misplay.
As for Clefable, I think it’s better having both of its best defensive options. Magic Guard making Clefable surprisingly hard to break on its own when you can’t chip it with indirect damage, and Unaware prevents set up sweepers from setting up in its face and breaking past its bulk without indirect help. And Dauntless Shield plays a similar role, but isn’t as great of an option as Magic Guard.
 

Isaiah

Here today, gone tomorrow
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i think i didnt download the game but my corv got one shoted by a +2 landorus-base body slam not stabbed. life orb + sheer force + *2 atk + tinted lens + 85 pow not stabbed shouldnt kill my corv, makes no sense.
Well, if their Landorus-Base is Sheer Force + Tinted Lens, then it can't carry a Life Orb. That makes the calc this:

+2 252 Atk Life Orb (Life Orb = Sheer Force) Tinted Lens Landorus Body Slam vs. 252 HP / 252+ Def Corviknight: 164-192 (41 - 48%) -- guaranteed 3HKO

Even if your Corviknight has 0 Defense EVs...

+2 252 Atk Life Orb Tinted Lens Landorus Body Slam vs. 252 HP / 0 Def Corviknight: 224-265 (56 - 66.2%) -- guaranteed 2HKO

I'm not really sure how your Corviknight got OHKOed by the Landorus, honestly. The only way I could make that a possibility was to give Corviknight 0 HP and Defense IVs in the calc and make it have a minus Defense nature:

+2 252 Atk Life Orb Tinted Lens Landorus Body Slam vs. 0 HP / 0- Def Corviknight: 286-338 (93.4 - 110.4%) -- 62.5% chance to OHKO

But if that's your case, then you should really consider using IVs on your Pokemon (and not using a nature that compromises its defensive utility).
 
i think i didnt download the game but my corv got one shoted by a +2 landorus-base body slam not stabbed. life orb + sheer force + *2 atk + tinted lens + 85 pow not stabbed shouldnt kill my corv, makes no sense.
Maybe Landorus was running Galvanize for some reason?
+2 252+ Atk Life Orb Galvanize Landorus Body Slam vs. 252 HP / 252+ Def Corviknight: 429-507 (107.2 - 126.7%) -- guaranteed OHKO

If it was Tinted Lens, it must have been a crit.
+2 252+ Atk Life Orb Tinted Lens Landorus Body Slam vs. 252 HP / 0 Def Corviknight on a critical hit: 369-437 (92.2 - 109.2%) -- 56.3% chance to OHKO
 
Shuckle @ prankster
Ability: Contrary
EVs: 248 HP / 132 Def / 128 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Infestation
- Sticky Web
- Encore

now imagine someone comes with defog
 
:moltres:
Moltres @ magicguard
Ability: Flame Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Flare Blitz
- Brave Bird
- Defog / U-turn / Curse
- Roost

Same MG Moltres stuff as other people recommended, but Flare Blitz and Brave Bird are stronger and more reliable (don't forget Moltres has a decent base 100 attack.)

:kyurem:
Kyurem @ Dauntless Shield
Ability: Pressure
EVs: 52 HP / 204 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Body Press
- Substitute
- Roost

+1 204 Def Kyurem Body Press vs. 252 HP / 252+ Def Blissey: 352-416 (49.2 - 58.2%) -- 97.7% chance to 2HKO

Good stallbreaker, Body Press let's it break past Blissey and levitate Heatran. While not a reliable defensive check to the mons in the following calcs due to Kyurem's susceptibility to hazards, it's still worth mentioning that this set does have the bulk to check them in a pinch.

252+ Atk Barraskewda Close Combat vs. +1 52 HP / 204 Def Kyurem: 164-194 (40.5 - 48%) -- guaranteed 3HKO

252 Atk Technician Weavile Triple Axel (40 BP) (3 hits) vs. +1 52 HP / 204 Def Kyurem: 165-198 (40.8 - 49%) -- approx. 3HKO

252 Atk Life Orb (LO in place of SF) Aerilate Landorus Body Slam vs. +1 52 HP / 204 Def Kyurem: 125-148 (30.9 - 36.6%) -- 62.2% chance to 3HKO

Also notably let's it keep Substitute up against Corviknight:

0 Atk Corviknight Brave Bird vs. +1 252 HP / 204 Def Kyurem: 67-81 (14.7 - 17.8%) -- possible 6HKO
252+ Def Corviknight Body Press vs. +1 252 HP / 204 Def Kyurem: 98-116 (21.5 - 25.5%) -- 0.4% chance to 4HKO
 
Primordial Sea and Desolated Land limits teambuilding, you must have either one of these abilities to cancel out the other. It also renders Ice and Sand teams useless.
I wish these 2 abilities would get banned as I’m sick of seeing these 2 ruin þy teambuilding by forcing me to have one of those:
 
Primordial Sea and Desolated Land limits teambuilding, you must have either one of these abilities to cancel out the other. It also renders Ice and Sand teams useless.
I wish these 2 abilities would get banned as I’m sick of seeing these 2 ruin þy teambuilding by forcing me to have one of those:
Primordial Sea can be walled by most bulky water types, and desolate land can be walled by most bulky fire types. A common counter for these types of weather is delta stream which you can put on corv or even mandibuzz to cancel out weather and pivot out. Just a reminder that water absorb and flash fire are a thing. If you knock out the usually frail mons using harsh weather, you can use hail and sand as much as you like. In conclusion, l2p there are many counters to harsh weather.
 
Primordial Sea can be walled by most bulky water types, and desolate land can be walled by most bulky fire types. A common counter for these types of weather is delta stream which you can put on corv or even mandibuzz to cancel out weather and pivot out. Just a reminder that water absorb and flash fire are a thing. If you knock out the usually frail mons using harsh weather, you can use hail and sand as much as you like. In conclusion, l2p there are many counters to harsh weather.
Personally, I totally understand where you're coming from as there are counters to it, with the main two being Delta Stream and the other weather. Despite this, I agree with the original point that they should be banned.

There is a good argument for counters to it, but the issue isn't that harsh weather is undefeatable, the issue is that it is too centralising. A player is forced to have at least one counter or the other harsh weathers, but more importantly, it makes other weather almost completely pointless. I paraphrase what you wrote: "if you knock out the...mons that using harsh weather, you can use hail and sand...". Well that becomes a little more difficult if they bring it in strategically and switch out again. It's not difficult to avoid taking too much damage.

In conclusion, I think harsh weather limits a lot of viable playing options and in turn we are seeing the same few mons with it over and over again. If you haven't prepared for it? It may become a challenge to defeat. If you're using any normal weather abilities? Your team is suddenly at an enormous disadvantage.

I also vote to Ban Harsh Weather.
 
Personally, I totally understand where you're coming from as there are counters to it, with the main two being Delta Stream and the other weather. Despite this, I agree with the original point that they should be banned.

There is a good argument for counters to it, but the issue isn't that harsh weather is undefeatable, the issue is that it is too centralising. A player is forced to have at least one counter or the other harsh weathers, but more importantly, it makes other weather almost completely pointless. I paraphrase what you wrote: "if you knock out the...mons that using harsh weather, you can use hail and sand...". Well that becomes a little more difficult if they bring it in strategically and switch out again. It's not difficult to avoid taking too much damage.

In conclusion, I think harsh weather limits a lot of viable playing options and in turn we are seeing the same few mons with it over and over again. If you haven't prepared for it? It may become a challenge to defeat. If you're using any normal weather abilities? Your team is suddenly at an enormous disadvantage.

I also vote to Ban Harsh Weather.
You out here voting like it's a suspect test. Harsh weather isn't broken at all imo. You can easily build a team without thinking about weather and still go well against weather. The things that check weather such as delta stream, and flash fire/water absorb are still just great sets that happen to check weather. These sets will continue to be great even if harsh weather was banned. What i'm saying is you never really need a dedicated harsh weather check, let alone your own harsh weather user because they are countered by common sets
 
https://pokepast.es/2d85e1264c837b3c
I can showcase my horrible team for this discussion!
For weather: Hail and Sand are blocked my both my walls. the Zoltz are kind of a problem, that has to be solved (at this time) by proper play. Lmao, good luck me.
Barraskewda is blocked by both my walls + defeated by Pangoro. Venusaur is not ohkoed by anything 100%, but if it's not at +2 both Slowbro and Corviknight can put a HUGE dent on it. Blissey is there to sponge any attack and pivot to Raichu, who (even if modest) will outspeed. I'm not comfortable enough to use it modest, since I can outspeed many more things when timid.
252 SpA Raichu-Alola Psychic vs. 0 HP / 4 SpD Venusaur: 236-282 (78.4 - 93.6%) -- guaranteed 2HKO
YES, i do need chip on Venusaur to kill it, but it can be done wither by rocks, by Blissey, or by Pangoro even if both it and Raichu rolled the minimum.
252+ Atk Pangoro Drain Punch vs. 0 HP / 0 Def Venusaur: 76-90 (25.2 - 29.9%) -- guaranteed 4HKO
Of course Giga Drain is always behind the corner, but oh well. Raichu, if it comes at the same time of Venusaur, can set up on its face and ohko at +2.
252+ SpA Venusaur Earth Power vs. 0 HP / 0 SpD Raichu-Alola: 206-244 (78.9 - 93.4%) -- guaranteed 2HKO

Gengar and Pangoro help with the stall matchup a lot. Pangoro's speed evs are there to be absolutely sure that you're going to outspeed Clefable (and technically 61 base mons that put 4 speed evs, but that is unnecessary and I am going to change that asap)

The team has a kinf of harsh time against Zeraora since both walls are weak to electric. Can't remember anything else at the moment, but there are some mons that can absolutely nuke me, especially since i'm not a good player.
Is this a good team? Nah, i don't really think so, but it's vaguely decent enough for me to go up to 1200.

Last thing. I'd rather see Venusaur and Barraskewda every 3 teams than have all the weathers free. If you ban the harsh ones, you have to ban all of them or they are going to be even more centralizing. Orrible stuff, in my eyes.
 
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i've been messing around with a few niche sets and i've found a few fun ones to play around with.


Victini @ Super Luck
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- Focus Energy

i thought of this while searching for a middle ground that could act as a wallbreaker but wouldn't get shit on by offensive playstyles, and this is what came up. it has respectable bulk and base 100 speed so it's not necessarily slow or frail by most means, but has enough power to dent basically anything in the metagame bar prankster haze pex which still takes a decent amount from zen headbutt. notably, it's completely unaffected by intimidate, unaware, dauntless shield, or defensive boosts in general after focus energy. 100% crit v-create/bolt strike nets ohkos or 2hkos on pokemon such as fully defensive mew, clef, zapdos, mandibuzz, pex, blissey, corv, etc, with usually just a small amount of chip required for ohkos. watch out for flash fire, though.


Kommo-o @ Regenerator / Magic Bounce
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish / Relaxed Nature
- Stealth Rock
- Drain Punch / Draco Meteor
- Toxic / Draco Meteor / Counter
- Taunt

this has a pretty unique set of resistances and pretty good physical bulk that by itself would already make it worth using, and in this metagame its utility is boosted by the fact that it has inherent access to bulletproof which allows it to check a select few pokemon like gengar and blacephalon. notably, it completely shuts down barraskewda and is a fairly consistent in-between switchin for venusaur as it resists its grass stab and is completely immune to sludge bomb.


Corviknight @ Delta Stream
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Brave Bird / Body Press
- Defog
- U-turn
- Roost

i don't know why this has gone so overlooked as it has only been mentioned once in this thread, but this thing eats hits like crazy. because it was neutral to begin with, delta stream turns its ice and rock neutralities into resistances which allows it to check a plethora of strong attackers. its ability to cancel any kind of weather makes it a consistent switchin to most physical attackers as well as weather abusers in the metagame, allowing it to check the likes of barraskewda, venu, aerilate mons like lando/aerodactyl, most ice types - the list goes on. other than that it pretty much does normal corvi things.


Tapu Bulu @ Grass Pelt
Ability: Grassy Surge
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Horn Leech
- Leech Seed
- Whirlwind / Toxic
- Synthesis

honestly i think most people forgot this ability existed and it's even less relevant now that there's dauntless shield, but it is notable in the fact that crits don't bypass grass pelt like they do with +1 defense. i thought it was a fun set but realistically it's not too special.
 

KaenSoul

FuegoAlma
is a Forum Moderatoris a Community Contributoris a Tiering Contributoris a member of the Battle Simulator Staff
Some random stuff i have been using
:Excadrill:
Excadrill @ galvanize
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rapid Spin / Facade

This is a nice wallbreaker to destroy clef, random ground weak levitate users and Corvi
+2 252 Atk Galvanize Excadrill Rapid Spin vs. 252 HP / 252+ Def Corviknight: 188-222 (47 - 55.5%) -- 74.2% chance to 2HKO

:Talonflame:
Talonflame @ magicguard
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Swords Dance
- Roost
- Flare Blitz

Speed boosting abilities are broken, strong priority is important (but psychic terrain counter this so whatever).
Talonflame hits hard thanks to high base damage moves, this scares the sweepers giving you a chance to set up SD and kill some stuff as long as they dont have heatran or flash fire steels.
 

shnowshner

You've Gotta Try
is a Pre-Contributor
Braved my fear of laddering today and was able to make a squad I'm super pleased with. I feel like it manages to cover a lot of scary threats right now both in practice and on paper. Wish I had more time to play but it can't hurt to make a constructive post like I normally enjoy doing and drop the team. It's like super basic but really solid overall and hopefully can serve as a good launchpad for some people to toy around with.

:corviknight:
Corviknight @ voltabsorb
Ability: Pressure
EVs: 220 HP / 68 Def / 220 SpD
Careful Nature
- Roost
- Defog
- U-turn
- Brave Bird

This was my starting point as I wanted a surefire answer to Regieleki. Since most Grounds either get owned by Refrigerate coverage or are more lacking in longevity, Volt Absorb Corviknight is a great way to stuff Refrigeleki and gain free momentum from U-Turn. You also handle some other Electrics well and in general just wall out a lot of things.

:heatran:
Heatran @ Levitate
Ability: Flash Fire
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Flash Cannon

This was originally Water Absorb but I switched to Levitate as it solidified my matchup against most other Heatran and some problematic Grounds. The Magma Storm/Taunt combo is perfect at shutting down slower fat mons and annoying pivots like Pink Blobs, Slow Twins, Corv, and since Heatran can often bait in Grounds you can clear the path for the rest of the team to run wild. Earth Power and Flash Cannon are good neutral coverage moves to throw out if you don't want to risk a Magma Miss or need to get damage off. I like playing aggressively with this to wear down and eliminate the opponent one-by-one and overall Heatran is absolutely fantastic. The last slot is pretty customizeable, I did want Flash to nail Fairy types since they're annoying but you could easily throw on something else. Don't ask about the EVs I don't know either other than he bulk.

:tapu-bulu:
Tapu Bulu @ triage
Ability: Grassy Surge
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Horn Leech
- Wood Hammer
- Stone Edge
- Swords Dance

Fantastic Triage abuser as it can cancel out Tapu Lele's own terrain and threaten with Horn Leech. Wood Hammer is still there as a nuke move and so you don't have to worry about getting priority shafted by a known Terrain user coming in or cheeky Dazzling mons. Stone Edge hits Flying types that want to switch in, not as good as CC is in general but you have enough ways around Steels anyhow. Still CC is a great option to get past Corv and Ferro so I would recommend it if those two give you trouble. Again, don't ask about EVs: I did want to outspeed any uninvested Bulu and Heatran however so there's a bit of thought there.

:landorus-therian:
Landorus-Therian (M) @ regenerator
Ability: Intimidate
EVs: 248 HP / 120 Def / 140 SpD
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Toxic

Regen defensive Lando is gross AF I shouldn't need to explain this. Rando SpDef for whenever you might need it as Intimidate + Regen makes you pretty well off versus Physical mons.

:toxapex:
Toxapex @ prankster
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic Spikes

Another disgusting mon. Toxic Spikes are great for this team as it's generally pretty fat and slow outside of Triage Bulu and Eleki, so if you can get them up and remove problematic Poisons types it's a very good way to wear the opponent out. Even one layer is good as this meta is rather void of HDB and Leftovers. Also, something had to replace Knock Off. Toxic itself is a good option and you could justify Sludge Bomb to fish for status and nail Bulu + rando Grasses/Faries alike.

:regieleki:
Regieleki @ refrigerate
Ability: Transistor
EVs: 252 Atk / 96 SpA / 160 Spe
Naughty Nature
- Volt Switch
- Extreme Speed
- Body Slam
- Thunderbolt

Excellent Speed control that does great damage versus neutral targets and packs both priority and para-spreading Body Slams which compliment its Electric STAB. 160 Spe is enough to outpace any random <=95 Spe Scarfers you could randomly come across (I.E. running Scarf Lele to block Priority and be fast, which sounds uper underrated IMO as anti-meta tech): a set with uninvested Speed works too so your Special Attack is better, but the STAB + Transistor boost does most of the work for you so I felt it was worthwhile. This set forgoes Rapid Spin as it's not really needed, and I was worried that Grounds might adapt to Regieleki by running Dazzling to become immune to ESpeed, thus leaving me with a rather miserable Attack to fight them off with. The paralysis chanceon Body Slam is sooo good too, as it lets Eleki make meaningful progress against a lot of checks that don't particularly mind it's damage output. I do wonder about this thing's health in the tier, I personally have had little issue fighting it but it's a very polarizing mon as once the doors are opened there's little you can do. Great late-game wincon with surprising mid-game utility if you get lucky with paralysis.

Corviknight @ voltabsorb
Ability: Pressure
EVs: 220 HP / 68 Def / 220 SpD
Careful Nature
- Roost
- Defog
- U-turn
- Brave Bird

Heatran @ Levitate
Ability: Flash Fire
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Flash Cannon

Tapu Bulu @ triage
Ability: Grassy Surge
EVs: 232 HP / 252 Atk / 4 SpD / 20 Spe
Adamant Nature
- Horn Leech
- Wood Hammer
- Stone Edge
- Swords Dance

Landorus-Therian (M) @ regenerator
Ability: Intimidate
EVs: 248 HP / 120 Def / 140 SpD
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Toxic

Toxapex @ prankster
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic Spikes

Regieleki @ refrigerate
Ability: Transistor
EVs: 252 Atk / 96 SpA / 160 Spe
Naughty Nature
- Volt Switch
- Extreme Speed
- Body Slam
- Thunderbolt

I don't know what's in store for the future in terms of bans but I wouldn't mind if weather-setting abilities + weather speed-boosting abilities were axed. Desolate Land and Primordial Sea are pretty fun Abilities to play with, and even prime abusers like Skewda and Venu aren't completely unstoppable, even if a tad frustrating and very restrictive IMO, so getting rid of the problematic part would be fine by me.
 
:ss/Landorus-Therian:
Landorus-Therian (M) @ Dauntless Shield
Ability: Intimidate
EVs: 252 HP / 164 SpD / 92 Spe
Careful Nature
- Stealth Rock
- U-turn
- Earthquake
- Smack Down
Is your team having trouble getting past Levitate Heatran, and it doesn't quite has room for a frail attacker like Zydog, and would rather have something more general purpose?
Well with this Landorus-T set, such troubles can be alleviated. Having Dauntless Shield, Landorus-T effectively has x2.4~ (1.5/0.67) the physical bulk, which is pretty huge. Not only will physical attacks bounce right off of it, but it's harder to play around with things like switching or having Defiant, as Landorus-T keeps the +1 Defense from Dauntless Shield. Because of its titanic bulk physically, you can put the EVs/Nature you'd get from regular defensive Landorus-T, and put it into SpD. This is where Landorus-T becomes a great answer to Heatran too. With 164 SpD and Careful Nature, Landorus-T is able to survive handle Magma Storm from Specially Defensive Heatran.
0 SpA Heatran Magma Storm vs. 252 HP / 164+ SpD Landorus-Therian: 123-145 (32.1 - 37.9%) -- guaranteed 3HKO after trapping damage
Possible damage amounts: (123, 124, 126, 127, 129, 130, 132, 133, 135, 136, 138, 139, 141, 142, 144, 145)
The Special Bulk also lets Landorus-T tank a Scald from Slowbro, +1 Tapu Koko Dazzling Gleam, a Volcarona's Fire Blast 74.2% of the time, and a Tinted Lens Slowking-G's Sludge Bomb, just to name a few things and give an idea of the bulk bracket it is in.

Speaking of which.
:ss/Slowking-Galar:
Slowking-Galar @ Tinted Lens
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Psychic/Psyshock
- Scald/Slack Off
- Nasty Plot/Toxic/Future Sight
A pretty solid Toxapex answer. It's Poison typing makes it immune to Poison in most cases and lets it soak up Toxic Spikes. What makes it even better is the fact that it doesn't really care about common Toxapex partners. With Tinted Lens and Nasty Plot, Slowking-G's STABs can rip past most defensive cores with the exception of ones with Jirachi and Bronzong (and Bisharp as well, but isn't all that strong with the whole Knock Off being nearly useless and Dauntless Shield being an intimidate that doesn't proc Defiant. Additionally Toxapex pretty much shutting Bisharp down with Prankster Haze). Due to its Psychic typing, pretty good SpA and SpD, and being immune to Poison, Toxapex can't stay in to Haze you or try for Scald Burns. But it can't just switch into something like Heatran or Corviknight, since Tinted Lens Psychics at +2 that well and can't do much in return. Slowking-G can really put a lot of pressure with this set against most teams.
 

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:ss/Blissey: Unaware is now restricted! :ss/Skarmory:


In only a few days of play, Unaware has established itself as an extremely reliable tool for stopping setup from making consistent progress over the course of a battle. Used primarily on bulkier teams such as semistall and stall, Unaware users like Blissey and Skarmory can be difficult to break in a meta where there are no items like Life Orb to provide additional damage amplification. While there are certainly merits to being able to prevent setup from making a clean sweep, the council believes there exists otherwise sufficient counterplay to offensive threats in the metagame even without Unaware being present. Note also that this is a restriction and not a full ban: Pokemon who naturally get Unaware such as Clefable and Quagsire will still be able to use it as their base ability in conjunction with any other legal "multibility".​




Tagging Kris for implementation.
 
Leroy Jenkins (Salamence) @ noguard
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Dual Wingbeat
- Iron Tail
- Dragon Rush

remember when the anime was dead set on convincing us that dragon rush was the best dragon type move? Ya know, iron tail with a less helpful secondary effect? well it turns out that fixing its acc still doesn't cover it- between refrigerate regilecki and the tapus, most people have an easy answer, and im considering droping flying stab for fire blast just to deal with ferrothorn. it is fun when it does work, but i'll probably have to make some adjustments
 
In normal game, a Choice Band will actually boost all physical moves by x1.5 instead of just boosting your own Atk stat. This distinction is actual important as it means a move like Body Press is boosted by Choice Band.
Does Gorrila Tactics boost the BP of physical moves or your attack?
Granted, this wouldn't matter too much since Dauntless Shield exists and I don't think their would be any Pokemon that would use Body Press with other non-utility physical moves.
 
More theorymoning woo



Venusaur @ Desolate Land
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Solar Beam
- Sludge Bomb / Earth Power / Earthquake / Sleep Powder
- Growth

I am fascinated by self-contained weather abusers, and think Venusaur may be the best of the bunch, especially due to its ability to threaten bulkier teams with Growth, access to Weather Ball, and good stats. This set hits 518 speed, has 328 special attack with Growth to boost quickly, and a plethora of good attacking moves highlighted by Weather Ball.




Blissey @ Magic Bounce / Regenerator
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
IVs: 0 Atk
Calm Nature
- Seismic Toss
- Soft-Boiled
- Thunder Wave
- Teleport

Blissey now has a much clearer niche over Chansey by being able to run a second ability. Magic Bounce is very welcome on stallier teams, while Regenerator allows Blissey to Teleport more freely on BO teams.


Zapdos-Galar @ Gorilla Tactics / Tough Claws
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Acrobatics
- U-turn
- Stomping Tantrum

Similar to its Standard form, but now it can run recoilless 110 BP (if this counts as itemless) Flying STAB.
Apparently that's not how Acrobatics will work.



Blacephalon @ Magic Guard
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mind Blown
- Shadow Ball
- Psyshock / Knock Off
- Calm Mind / Substitute

No recoil Mind Blown is back in another Meta, and if you manage to get one kill, it gets even more powerful.



Noivern @ Aerilate
Ability: Infiltrator / Frisk (would Frisk work on the "item" ability? If so that could be an interesting niche)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- U-turn
- Switcheroo

And so is Aerilate Boomburst.



Talonflame @ Magic Guard
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance / U-Turn
- Roost

Talonflame can now use priority Brave Bird more than one turn in a row, and not worry about Stealth Rock/Sandstorm/Rocky Helmet/etc. breaking Gale Wings unexpectedly. It's still a little weak, and can't switch in safely, but priority is always fun. It can also run Adamant and still outpace 110 base speed mons.



Magnezone @ Turboblaze
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Body Press

I think Steels will be really strong in this meta, and Magnezone can eliminate the majority of them easily, especially with Turboblaze bypassing random Volt Absorbs and Sturdies.



Skarmory @ Teravolt
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird / Body Press
- Spikes
- Roost
- Whirlwind / Defog / Iron Head

Speaking of Steels, Skarmory has the niche (along with Mew) of being bulky, having access to recovery, and spikes, meaning it can afford to run Teravolt to set spikes against Magic Bouncers.



Tapu Koko @ Transistor / Adaptability
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost

Tapu Koko can run super strong Thunderbolts, or pretty-strong Thunderbolt and Dazzling Gleam, while avoiding recoil and U-Turning/Roosting freely. This can dance all over slower teams.



Tapu Bulu @ Triage
Ability: Grassy Surge
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Horn Leech
- Close Combat
- Stone Edge / Darkest Lariat
- Swords Dance

Tapu Bulu gets Triage Horn Leech for the same power as Life Orb thanks to Grassy Terrain, but with no recoil. It's still not getting past Corv, but +3 priority can mess things up.



With so many mons wanting a second ability, I think Choice Scarf will have more of a surprise factor and allow you to get more KOs than expected. Also, how will Trick work against mons with two abilities? Will it fail? If so, that takes away another tool that offense has against stall.
Can't believe you didn't mention this:

Toxtricity @ Galvanize
Ability: Punk Rock
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Boomburst
- Sludge Bomb
- Hex
- Shift Gear

Galvanize gives toxtricity STAB Punk Rock boosted boombursts.
 

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