Metagame Nature Swap

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In Nature Swap, Pokemon's Nature will swap its affected base stats around, this allows some Pokemon to approach differently than usual depending on their nature. For example, A Gentle nature Corviknight will have 105 Sp. Defense and 85 Defense, and Hasty Nature will make it have 105 Speed and 67 Defense. Furthermore, Nature no longer reduces its stat by 10% in Nature Swap.

Banlist:
Clauses: Species Clause, Sleep Clause, Evasion Clause, OHKO Clause, Endless Battle Clause, Dyanamx Clause
Pokemon: Blissey, Calyrex-Ice, Calyrex-Shadow, Chansey, Cloyster, Dialga, Eternatus, Genesect, Giratina, Giratina-Origin, Groudon, Ho-Oh, Kyogre, Kyurem-Black, Kyurem-White, Landorus-Incarnate, Lugia, Lunala, Marshadow, Melmetal, Mewtwo, Naganadel, Necrozma-DM, Necrozma-DW, Palkia, Rayquaza, Reshiram, Solgaleo, Xerneas, Yveltal, Zacian, Zacian-Crowned, Zamazenta, Zamazenta-Crowned, Zekrom, Zygarde
Ability: Power Construct, Arena Trap, Shadow Tag, Moody
Moves: Baton Pass

:chansey: :blissey:
With an Impish Nature, they become incredibly difficult to KO. Blissey was previously banned in Generation 7 after it has proven to be a terrifying wall, so I follow suit without any chance of seeing it in practice. Blissey also takes advantage of Heavy-Duty Boots well.

:melmetal:
Do you like getting flinched by Double Iron Bash? No? That's why Melmetal's banned since it will be doing just that with a Hasty Nature while being reasonably bulky for something very fast with its plenty of resistances.

:cloyster:
Cloyster will be a horrifying sweeper with a Lonely Nature once it pulls off a Shell Smash. Generation 8 also introduced Heavy-Duty Boots, meaning that it doesn't have to worry about entry hazards as much as before. Therefore Cloyster is banned before testing any water because it's just not worth the risk.

I don't think I need to explain why Pokemon in Ubers are banned. The same goes for abilities.

Threatlist:
:magearna: Magearna, already an outstanding Pokemon with its fantastic type combination with excellent coverage and versatility, benefited greatly from Nature Swap with Timid Nature granting it a better speed stat, Hasty or Naive could work but Timid doesn't take any of it bulk away and can boost its speed further with Shift Gear. Magearna also gets Trick, Stored Power, and Draining Kiss in Gen 8, making checking Magearna more difficult than before.

:regieleki: On the one hand, Regieleki can wreak havoc with a Jolly Nature coming off from a whooping 200 Special Attack on top of having Transistator to boosts its firepower further. On the other hand, it's no longer as fast as before and Regieleki's coverage is still underwhelming that it remains an easy prey for Ground-types. So that really depends.
 
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:sm/stakataka:
61 HP / 211 Atk / 131 Def / 53 SpA / 101 SpD / 13 Spe
Stakataka @ Choice Band
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Stone Edge
- Superpower

Gen 7 Nature Swap moment... Yeah, Trick Room teams were common due to Stakataka back then. Will post more later.
 

In The Hills

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Just a small post for now but glad this meta is back :D
Bulky flying types!!
:ss/salamence::ss/dragonite::ss/tornadus-therian::ss/zapdos::ss/moltres:
Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Flamethrower
- Wish
- Roost
- Defog

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Dragon Tail
- Defog
- Roost
- Body Press / Heal Bell

Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Hurricane
- Knock Off
- U-turn
- Defog

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Discharge / Volt Switch
- Roost
- Heat Wave
- Defog

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 116 Def / 144 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Flamethrower
- Roost
- Scorching Sands / U-turn

Bulky Flying types in this seem pretty cool in general, there's a lot of fun options to utilize. Salamence, Dragonite and Tornadus-T in particular interest me, especially Salamence which looks like it'd be a great physical blanket check. Moltres and Zapdos are pretty much just better versions of their current OU sets that utilize their hefty SpA stat to become even bulkier. Not sure whether they'll hold up, but they seem fun nonetheless.

Thoughts on unbanning Marshadow in this? It gains nothing from this metagame concept and there seems to be so many tools for both offensive and defensive teams to handle it, as its speed tier is far less desireable now, and it can't really break past bulkier mons. With the loss of its signature Z move this gen I think it's at the very least worth testing it out in the metagame
-1 252 Atk Life Orb Marshadow Spectral Thief vs. 252 HP / 252+ Def Salamence: 74-87 (18.7 - 22%) -- possible 5HKO
252 Atk Life Orb Marshadow Spectral Thief vs. 252 HP / 252+ Def Multiscale Dragonite: 55-65 (14.2 - 16.8%) -- possible 6HKO
252 Atk Life Orb Marshadow Spectral Thief vs. 252 HP / 252+ Def Dragonite: 109-130 (28.2 - 33.6%) -- 1.2% chance to 3HKO (if not at full)
252 Atk Life Orb Marshadow Close Combat vs. 252 HP / 252+ Def Tangrowth: 153-181 (37.8 - 44.8%) -- guaranteed 3HKO
252 Atk Life Orb Marshadow Spectral Thief vs. 252 HP / 252+ Def Toxapex: 105-125 (34.5 - 41.1%) -- guaranteed 3HKO (142 Def Toxapex

These were just a few mons off the top of my head, I'm sure there's quite a few that can wall it easily. Don't really need to look far as to how offensive teams are able to overwhelm Marshadow here plus im tired so I'm not gonna go into it, but i for sure think marshadow is worth testing out in this meta. Regardless if we do or not, it's super exciting to see this meta return
 
Glastrier @ Life Orb
Ability: Chilling Neigh
EVs: 252 Atk / 252 Spe
Hasty Nature (+speed, -defense)
- Icicle Crash
- Close Combat
- Heavy Slam
- Crunch
Physical Spectrier with actual coverage! Seems like a solid mon overall.

:ss/tangrowth:
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Careful Nature (+Spdef, -Spatk)
- Knock Off
- Power Whip
- Earthquake
- Body Slam
I don't like how it just doesn't die.

:ss/togekiss:
Togekiss @ Heavy-Duty Boots
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature (+Atk, -Spatk)
- Extreme Speed
- Play Rough
- Drain Punch
- Aerial Ace
Hustle with high attack and espeed is very cool but often misses. Really good when it hits though.

:ss/aggron:
Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 252 Spe
Hasty Nature (+Speed, -Defense)
- Head Smash
- Double-Edge
- Earthquake
- Superpower
180 speed with head smash is kinda crazy. Alternatively, you could go for 180 attack head smash. If you're weird, 180 spatk with good coverage.

:ss/volcarona:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature (+Defense, -Spatk)
- Roost
- Defog
- U-turn
- Will-O-Wisp
Ok but why is fire/bug actually not a bad defensive type? Anyway this is similar to how moltres is used. Pretty decent.

:ss/kyurem:
Kyurem @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 Def
Jolly Nature (+Speed, -Spatk)
- Dragon Dance
- Icicle Spear
- Substitute
- Roost
You can only use one of your attacking stat and do whatever you want with the other. This is gonna be very versatile.
 
:ss/flareon:
Flareon @ Choice Specs
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Scorching Sands
- Hyper Voice
Ok, so hear me out. Flareon now has a MASSIVE base 130 SpA, which is boosted even further by the specs, and...
252+ SpA Choice Specs Flareon Scorching Sands vs. 252 HP / 4 SpD Toxapex: 186-220 (61.1 - 72.3%) -- guaranteed 2HKO

:ss/espeon:
Espeon @ Life Orb
Ability: Magic Bounce
EVs: 252 SpA / 252 Spe
Quiet Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Dazzling Gleam
- Hyper Voice
Hehe...
252+ SpA Espeon Psychic vs. 252 HP / 252 SpD Toxapex: 180-212 (59.2 - 69.7%) -- guaranteed 2HKO










TL;DR: The eeveelutions are B R O K E N
 
New toys!

Cursola @ Focus Sash
Ability: Weak Armor / Perish Body
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Stealth Rock
- Shadow Ball
- Curse
- Filler

Cursola @ Life Orb
Ability: Perish Body
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Shadow Ball
- Earth Power
- Ice Beam
- Calm Mind / Burning Jealousy / Power Gem / Giga Drain / etc.

Stats: 60 / 95 / 50 / 145 / 30 / 130

Cursola never had the tools to succeed as a special wall, but I think it has what it needs to be a dedicated lead or an all-out attacker. The former sets up rocks, blocks Rapid Spin with its typing, and Curses itself to death to block Defog and dissuade setup. An offensive set, while it wishes it had a second STAB, can make use of Cursola's expansive special movepool (and, potentially, Calm Mind).


Hatterene @ Leftovers / Life Orb
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Psyshock
- Draining Kiss / Dazzling Gleam
- Mystical Fire

Stats: 57 / 29 / 95 / 136 / 103 / 90

Hatterene isn't slow as shit any more! Not that 90 is a jaw-dropping speed tier or anything, but at least it comfortably outspeeds, like... walls. Anyways, it's up to its old tricks, nothing much to dwell on here. If you're feeling especially frisky, you can run an Adamant set with Play Rough, Power Whip, and Psycho Cut.


Pincurchin @ Focus Sash / Terrain Extender
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rising Voltage
- Scald
- Spikes
- Toxic Spikes / Memento

Stats: 48 / 15 / 95 / 91 / 85 / 101

Pincurchin's stats still aren't good, but it now has the ability to conceivably outspeed something and make use of its... unique movepool. What I put in that set is pretty much what you're working with.


Polteageist @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Shell Smash
- Shadow Ball
- Stored Power
- Giga Drain

Stats: 60 / 65 / 65 / 134 / 70 / 114

At +2, Polteageist now outspeeds everything except priority. Otherwise, it does exactly what it already did.


252+ SpA Choice Specs Transistor Regieleki Thunderbolt (200 SpA) vs. 248 HP / 8 SpD Eviolite Chansey: 321-378 (45.6 - 53.7%) -- 41% chance to 2HKO


Slowbro-Galar @ Life Orb
Ability: Quick Draw
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Psychic
- Sludge Bomb
- Flamethrower

Stats: 95 / 30 / 95 / 100 / 70 / 100

Unlike standard Slowbro/Slowking, Galarian Slowbro doesn't need to sacrifice one of its defensive stats to get a Speed boost. And now that G-Bro's revenge killers are forced to invest in Speed, rather than bulk, Quick Draw could actually turn it into a bit of a nuisance.


Moltres-Galar @ Leftovers
Ability: Berserk
EVs: 252 Spa / 252 Spe
Naive Nature
- Nasty Plot
- Fiery Wrath
- Hurricane
- Roost / Substitute

Stats: 90 / 85 / 90 / 100 / 90 / 125

Galarian Moltres gets a solid speed tier while keeping its respectable bulk elsewhere, meaning that its Nasty Plot set is even more threatening. This is definitely one I'm excited to see.


Runerigus @ Focus Sash
Ability: Wandering Spirit
EVs: 252 Atk / 4 Def / 252 Spe
Hasty Nature
- Stealth Rock
- Taunt
- Poltergeist
- Curse / Toxic Spikes / Destiny Bond / Will-o-Wisp

Stats: 58 / 95 / 30 / 50 / 105 / 145

Runerigus's lead set is a lot like Cursola's, except it trades the offensive prowess for a better Speed tier, typing, and support movepool. Since it gets Taunt, it doesn't have to run Curse to block Defog.

Runerigus @ Life Orb
Ability: Wandering Spirit
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Earthquake
- Poltergeist

Stats: 58 / 145 / 95 / 50 / 105 / 30

This is the Runerigus set that dishes out damage. Not as bulky as baseline Runerigus, but Ground/Ghost is a really solid set of STABs. Could see use on a dedicated TR team or as a stand-alone sweeper. Maybe.


Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Stealth Rock
- Rapid Spin
- Steel Beam
- Earth Power

Stats: 110 / 50 / 60 / 135 / 65 / 88

Okay, last dedicated lead set, I promise. The innovation over standard Excadrill here is that Steel Beam is now a self-KO move with respectable damage output; also, it isn't gimped by Intimidate any more. Really, though, I would recommend Runerigus or Cursola for this job -- they can already KO the relevant Magic Bouncers with Ghost STABs, so Mold Breaker isn't strictly necessary. Still, I can't not give the 'drill a shout-out.


Bewear @ Leftovers
Ability: Fluffy
EVs: 252 HP / 252 Def
Bold Nature
- Body Press
- Toxic
- Rest
- Roar / Sleep Talk

Stats: 120 / 80 / 125 / 55 / 60 / 60

In Gen 7, this Bewear set would have pretty mediocre offensive presence. Now, though, it can use Body Press to keep the pressure on even without offensive investment. I wouldn't call it great, but I'm liking its calcs a lot.

252 Atk Choice Band Buzzwole Close Combat vs. 252 HP / 252+ Def Fluffy Bewear: 190-225 (42.7 - 50.6%) -- guaranteed 3HKO after Leftovers recovery


Glastrier @ Life Orb
Ability: Chilling Neigh
EVs: 252 Atk / 4 Def / 252 Spe
Hasty Nature
- Swords Dance
- Glacial Lance Icicle Crash
- Close Combat
- High Horsepower

Stats: 100 / 145 / 30 / 65 / 110 / 130

Nothing's ever wanted to take a +2 Glacial Lance, but now that Glastrier has base-130 Speed, they're gonna have to. Bulky Water-types can still eat one, but not comfortably, and Special attacks aren't going to do much damage.

+2 252 Atk Life Orb Glastrier Glacial Lance vs. 248 HP / 252+ Def Buzzwole: 341-403 (81.7 - 96.6%) -- 62.5% chance to OHKO after Stealth Rock

Maybe a priority user is in order.


Apparently Glastrier doesn't get Glacial Lance! It's probably still okay, but not such a huge improvement over something like Weavile to make it a serious threat.
 
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Glastrier @ Life Orb
Ability: Chilling Neigh
EVs: 252 Atk / 4 Def / 252 Spe
Hasty Nature
- Swords Dance
- Glacial Lance
- Close Combat
- High Horsepower

Stats: 100 / 145 / 30 / 65 / 110 / 130

Nothing's ever wanted to take a +2 Glacial Lance, but now that Glastrier has base-130 Speed, they're gonna have to. Bulky Water-types can still eat one, but not comfortably, and Special attacks aren't going to do much damage.

+2 252 Atk Life Orb Glastrier Glacial Lance vs. 248 HP / 252+ Def Buzzwole: 341-403 (81.7 - 96.6%) -- 62.5% chance to OHKO after Stealth Rock

Maybe a priority user is in order.
Sadly, Glastrier doesn’t get Glacial Lance—only the rider forms of Calyrex get the signature moves. Your best ice stab is icicle crash, which is certainly alright, but not nearly as good.
 

Moltres-Galar @ Leftovers
Ability: Berserk
EVs: 252 Spa / 252 Spe
Naive Nature
- Nasty Plot
- Fiery Wrath
- Hurricane
- Roost / Substitute

Stats: 90 / 85 / 90 / 100 / 90 / 125

Galarian Moltres gets a solid speed tier while keeping its respectable bulk elsewhere, meaning that its Nasty Plot set is even more threatening. This is definitely one I'm excited to see.
Galarian Moltres also does NOT get Roost. It lacks any form of healing outside items or Rest.
 
araquanid-totem.gif


Araquanid @ Choice Specs
Ability: Water Bubble
EVs: 252 HP / 4 Def / 252 SpA
Rash Nature
IVs: 0 Atk
- Sticky Web
- Surf
- Bug Buzz
- Giga Drain

Araquanid now sports 132 special attack which is enough to 2 hit KO Defensive Blissey with choice specs surf

252+ SpA Choice Specs Water Bubble Araquanid Surf vs. 252 HP / 4 SpD Blissey: 376-444 (52.6 - 62.1%) -- guaranteed 2HKO
 
Here are some fun ones I have been playing with:

Regirock @ Choice Band
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
-Stone Edge
-Earthquake
-Hammer Arm/Superpower
-Ice Punch

Regirock now boasts a base 200 Attack stat, while still retaining a respectable 80/100/100 bulk. Coupled with a Choice Band, this thing hits like a truck, and has very good coverage in Rock/Ground/Fighting/Ice. Sturdy also means you get at least one high powered hit off. You can also use this with Regice as well.

Persian-Alola @ Leftovers
Ability: Fur Coat
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature
-Knock Off
-Toxic
-Parting Shot
-Skitter Smack/Snarl

I find this set very fun. Essentially, Persian sports a base 115 Defense stat, which is then doubled by Fur Coat. It is a great switch in for physical attackers, while also being able to punish special attackers that are being switched in, with either Knock Off, Toxic, or Skitter Smack/Snarl. It also isn't completely a sitting duck for set up, as Parting Shot allows it to pivot (and being a bulky slow pivoter is always nice). Only downside is the lack of reliable recovery, but Leftovers helps somewhat.
 
:ss/pelipper: :ss/ferrothorn: :ss/mantine: :ss/barraskewda: :ss/garchomp: :ss/tornadus-therian:
I've been using this rain team on ladder which makes use of Mantine's massive 140 spatk to spam fully accurate Hurricanes and boosted Hydro Pumps under rain. The other mons are pretty classic for rain teams though it's a shame Barraskewda and Tornadus can't run +attack or +speed nature because otherwise, one of their key stats is lowered. Anyway Mantine's Hydro Pump under rain is only outdamaged by specs Keldeo's Hydro Pump or Band Urshifu-Rapid-Strike's Surging Strikes both under rain. With 478 speed under rain and the ability to break through every common water immunity, Mantine is absolutely terrifying and can almost sweep full health teams from preview.
 
:ss/pelipper: :ss/ferrothorn: :ss/mantine: :ss/barraskewda: :ss/garchomp: :ss/tornadus-therian:
I've been using this rain team on ladder which makes use of Mantine's massive 140 spatk to spam fully accurate Hurricanes and boosted Hydro Pumps under rain. The other mons are pretty classic for rain teams though it's a shame Barraskewda and Tornadus can't run +attack or +speed nature because otherwise, one of their key stats is lowered. Anyway Mantine's Hydro Pump under rain is only outdamaged by specs Keldeo's Hydro Pump or Band Urshifu-Rapid-Strike's Surging Strikes both under rain. With 478 speed under rain and the ability to break through every common water immunity, Mantine is absolutely terrifying and can almost sweep full health teams from preview.
Wow. Nice job. This Team sounds insane. Can I have the full Sets, please?
 
Wow. This Team sounds insane. Nice job. Can I have the full Sets, please?
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def
Careful Nature
- Defog
- Roost
- U-turn
- Hydro Pump



Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Gentle Nature
- Spikes
- Leech Seed
- Knock Off
- Power Whip



Mantine @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
IVs: 0 Atk
- Hurricane
- Hydro Pump
- Ice Beam
- Roost



Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Careful Nature
- Flip Turn
- Liquidation
- Close Combat
- Poison Jab



Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Draco Meteor
- Toxic
- Earth Power



Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Calm Nature
- Defog
- Nasty Plot
- Hurricane
- U-turn
 
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def
Careful Nature
- Defog
- Roost
- U-turn
- Hydro Pump



Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Gentle Nature
- Spikes
- Leech Seed
- Knock Off
- Power Whip



Mantine @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
IVs: 0 Atk
- Hurricane
- Hydro Pump
- Ice Beam
- Roost



Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Careful Nature
- Flip Turn
- Liquidation
- Close Combat
- Poison Jab



Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Draco Meteor
- Toxic
- Earth Power



Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Calm Nature
- Defog
- Nasty Plot
- Hurricane
- U-turn
Thanks. :)
 
Hey y'all, idk if this was an oversight or if there is a specific reason for this, but why is Lugia allowed? Legendary & Uber status aside, its stats allow it to be beefy enough to survive most hits with multiscale, and the 154 sp. def that can be allocated to sp. atk or speed allow it to be very powerful wallbreaker that can be hard to take down.
 
Hey y'all, idk if this was an oversight or if there is a specific reason for this, but why is Lugia allowed? Legendary & Uber status aside, its stats allow it to be beefy enough to survive most hits with multiscale, and the 154 sp. def that can be allocated to sp. atk or speed allow it to be very powerful wallbreaker that can be hard to take down.
Yeah, that was an oversight, my mistake. I will add it to the banlist now.
 
Lugia being unbanned almost gave me a stroke thanks for the fix

Anyway like most OMs at some point you lose to Trick Room and get angry and then hours later build a Trick Room team. Being able to rearrange stats on a lot of the big TR threats is game-changing and Gen 8 has gifted us with a ton of crazy good Pokemon to abuse it with.

Here's a team I made not long ago and I've had some fun testing with it, there's a lot of bonkers abusers for this playstyle right now.

:steelix:
Steelix @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Mild Nature
IVs: 0 Atk / 0 Spe
- Dark Pulse
- Earth Power
- Flash Cannon
- Substitute
Steelix has nuts Special Attack after you factor in Sheer Force + LO, making it an ideal breaker. Did you know Steel/Ground/Dark is practically perfect coverage? It's also the only good special types Steelix has. Substitute is immensely helpful against passive Pokemon and gives you some wiggle room outside of TR, especially as a safe move against potential double-switches.

:marowak-alola:
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Swords Dance
- Earthquake
Horrifyingly powerful. Swords Dance isn't always needed but against some really fat stuff it is nice KO insurance. Most of the time you're free to just click Flare Blitz. Shadow Bone > Poltergeist because you already hit hard enough and I'd rather the 100% hit rate on an HO team like this instead of losing valuable Trick Room turns on a miss, but there's not much harm in running the latter.

:stakataka:
Stakataka @ Focus Sash
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 Def
Lonely Nature
IVs: 0 Spe
- Gyro Ball
- Stone Edge
- Trick Room
- Earthquake
Gyro Ball is ungodly powerful and only gets stronger as you rack up Beast Boosts. Sash lets it get up Trick Room in a pinch. I didn't think a boosting item was needed as Stakataka is more of a sweeper once the big problems are out of the way, and with 211 Base Attack and a move that's very often 150 BP it'd be pretty redundant. The utility Sash provides is way more useful IMO.

:hatterene:
Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 76 HP / 180 Def / 252 SpA
Lax Nature
IVs: 0 Atk
- Trick Room
- Calm Mind
- Dazzling Gleam
- Psychic
Hatterene is a godsend for hard TR since it essentially has Mental Herb and provides hazard control in one, while itself being threatening after a Calm Mind. Bulkier set with +Def since nothing else helps and CM boosts SpDef anyhow. If I can I like to CM before Trick Room if given the opportunity. Not too sure on the item but a second Sash didn't settle with me right, so I went with Leftovers, though second sash or even helmet to provide additional chip damage isn't a bad idea.

:slowbro-galar:
Slowbro-Galar @ Quick Claw
Ability: Quick Draw
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spe
- Trick Room
- Belly Drum
- Shell Side Arm
- Liquidation
This is pretty much disaster insurance. If your opponent has something in front of you that your team cannot outspeed or survive, Skillbro has a shot at getting the jump on them. Also serves as a secondary TR setter and potential sweeper that works both in and maybe out of TR. Liquidation is mostly there as a catch-all for Steels since EQ leaves you hard walled by certain Pokemon and you really lack good Fighting or Fire coverage on the physical side. This does make Ferro an issue sadly, so Drain Punch could work as well.

:carbink:
Carbink @ Mental Herb
Ability: Sturdy
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Misty Explosion
- Stealth Rock
- Body Press
Very good setter and lead. Can get rocks up, annoy with Body Press, and provides safe switch-ins and chip with Misty Explosion (chip is good for other sash, sturdy, multiscale, not so much raw damage). Pretty bulky too and most things can't KO it through Sturdy or deny Trick Room thanks to Mental Herb. Steelix, Marowak, and Stakataka are so strong on their own that this having very little power or longevity isn't a problem: Carbink only needs to be alive long enough to set up for its team and can then boom.


These teams are really strong and I think a lot of builds will struggle to get past them, however with Nature Swap being so customizable there are ways around. Funnily enough opposing fast Marowak are a huge issue for TR, as they can bypass Sturdy and Sash with Bonemerang while still hitting insanely hard. If you struggle with TR that can help a whole ton. Of course there's a lot of variety these teams can employ and a Sashed Ground-Immune setter wouldn't fear Marowak at all.

No matter the case I feel that if you're not accounting for Trick Room in some way you're going to be at a severe disadvantage as they are devastatingly powerful and become practically impossible to stop if they get enough KOs in time.
 
Ive managed to ladder to the top, and theres one mon that has hard carried me that hasnt been mentioned yet Pyukumuku
Pin on Pokémon Sun & Moon

Handtrap (Pyukumuku) @ Choice Scarf
Ability: Innards Out
EVs: 252 HP / 252 Spe
Hasty Nature
IVs: 0 Atk / 0 Def
- Pain Split
- Recover
- Taunt
- Mirror Coat

This set should probably be tested before someone makes a stall with it, it can switchin to any attack to die and kill the opposing threat, and if it doesnt get ohkod then painspit will go first and drag the opponents health into innards out range. This pokemon is justba nightmare to play around for opponents and requires no skill other than identifying the opposing wincon.

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Shuckle @ Liechi Berry
Ability: Sturdy
EVs: 4 HP / 252 Def / 252 Spe
Naive Nature
- Knock Off/Steel Roller
- Stone Edge
- Earthquake
- Power Trick

One trick pony and gimmicky set, with 230 speed and 230 attack still with a speed increasing nature, shuckle can sweep through teams with a Leichi Berry attack boost, setting up with a power trick, sacrificing its defences to get hit and activate sturdy and the Leichi Berry.
 
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