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Approved by OM Leaders, special help from the best OM leader, April
Doubles OM Megathread
This is a megathread for Doubles variants of our existing permaladder OMs!
These Doubles variants are tiered independently of their singles counterparts, as the needs of a doubles metagame can vary wildly compared to a singles metagame with the same premise. Because of the more hands-on approach necessary, these metagames are going to have a somewhat stunted release. Be patient, and if you're a council member or experienced player interested in helping out, reach out to zoe, April, or a member of OM Staff!
DOUBLES OM INDEX Almost Any Ability: Playable! Balanced Hackmons: Playable! Godly Gift: Under Construction! Mix and Mega: TBA STABmons: TBA Shared Power: TBA
Species Clause: A player cannot have two Pokemon with the same National Pokedex number on a team. OHKO Clause: A Pokemon may not have the moves Fissure, Guillotine, Horn Drill, or Sheer Cold in its moveset. Evasion Moves Clause: A Pokemon may not have either Double Team or Minimize in its moveset. Endless Battle Clause: Players cannot intentionally prevent an opponent from being able to end the game without forfeiting. Ability Clause = 2: Prevents teams from having more than two Pokémon with the same ability Sleep Moves Clause: Bans all moves that induce sleep as a primary effect, such as Hypnosis. (also bans Yawn)
Arena Trap
Comatose
Commander
Contrary
Costar
Dancer
Huge Power
Illusion
Imposter
Innards Out
Orichalcum Pulse
Moody
Neutralizing Gas
Parental Bond
Prankster
Pure Power
Serene Grace
Shadow Tag
Simple
Soul-Heart
Stamina
Steam Engine
Water Bubble
Wonder Guard
OHKO Clause: OHKO moves are banned (i.e. Fissure, Guillotine, Horn Drill, Sheer Cold)
HP Percentage Mod: HP is shown in percentages
Endless Battle Clause: Forcing endless battles is banned
Species Clause: Limit one of each Pokémon. (e.g. you cannot use both Arceus-Ghost and Arceus-Fairy on the same team)
Sleep Moves Clause: Sleep-inducing moves are banned. This excludes self-inflicted sleep.
Evasion Clause: Evasion abilities, items, and moves are banned (e.g. Sand Veil, Bright Powder, Double Team)
Species Reveal Clause: Pokemon have the correct sprites in battle and on the UI.
Terastal Clause: Pokemon cannot Terastallize
Arena Trap
Comatose
Contrary
Costar
Gorilla Tactics
Huge Power
Illusion
Innards Out
Libero
Magnet Pull
Moody
Neutralizing Gas
Orichalcum Pulse
Parental Bond
Protean
Pure Power
Rattled
Shadow Tag
Stakeout
Stamina
Water Bubble
Wonder Guard
After You
Baneful Bunker
Belly Drum
Burning Bulwark
Clangorous Soul
Decorate
Dire Claw
Electro Shot
Filet Away
Follow Me
Hyper Drill
Last Respects
Lumina Crash
No Retreat
Photon Geyser
Quash
Quiver Dance
Rage Fist
Revival Blessing
Rising Voltage
Shed Tail
Substitute
Shell Smash
Tail Glow
(Credit to Snaquaza for the original concept, jasprose and yuki for letting me take over the thread and continuing to lead this project, and in the hills for the artwork)
Welcome to Partners in Crime. This is a doubles-based metagame with the twist that you share your ability and moves with your active partner. This means that you are able to use any of the moves available to both of your active Pokemon, i.e. up to 8 moves will appear on the move select screen. Additionally, this means both of your active Pokemon will have each others' ability in addition to their own.
I'd also like to take the time to specially mention Instruct for his continued work for us. His work is absolutely exceptional, and, without everything he's done and the amount of things he's fixed when we were live during Gen 8, none of this would have been possible without him.
Roaring Moon @ Life Orb
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Jaw Lock
- Iron Head
- Tailwind
- Protect
The idea behind these 3 is to make use of Torkoal's Drought to activate Lilligant's Chlorophyll and Roaring Moon's Protosynthesis. When in sun, Roaring Moon's Protosynthesis is active for both of your Pokemon, allowing their highest stat to gain a free 1.3x multiplier. In this case, Roaring Moon's Attack and Lilligant and, thanks to its 9 Def IVs, Torkoal's Special Attack are raised. Chlorophyll then gives your Pokemon 2x Speed, letting them dominate the board.
What happens if Gastro Acid, Skill Swap, Entrainment or any similar move is used?
Since you don't actually have your partner's ability, your normal abilities will be taken into account. This means Skill Swap and Entrainment will swap the normal abilities of the user and the target and also change the shared ability for the partner, but Gastro Acid will suppress all abilities as per the nature of the move.
What if the two Pokemon have the same ability?
The ability won't stack, and thus nothing special will happen.
What happens if both Pokemon know the same move?
It will only appear once. PP reduction works as normal, only being deducted from the user's slot.
How does Mimic work?
Mimic will fail if not used by the Pokemon that originally learns it.
What happens when abilities overlap? (eg. Refrigerate and Pixilate)
Effects are applied in a random order.
What happens when your partner switches out?
You are able to use the move of a partner that is switching out as the movesets are updated at the start of the next turn. As speed and turn order are determined dynamically, whatever abilities are active on the field at the time the move would be used will be in effect. If you start the turn with a Prankster Pokemon such as Whimsicott on the field, and switch it out while the partner uses a status move, it does not gain priority. If Whimsicott were to switch in while the partner is using a status move, it does gain priority.
What happens with abilities that work upon switching in?
When a Pokemon switches in, it first uses its native ability followed by any innate abilities obtained from the partner. Then the partner then uses its new innate ability acquired from the Pokemon switching in. In situations where there is more than 1 Pokemon switching in, then abilities will be activated in order of speed.
What happens when your partner faints?
After your partner faints, it's abilities will be nullified, but you can still use its move if you chose to use a move of your partner that particular turn. Afterwards you can't use its moves anymore.
What happens when you only have one Pokemon left?
Then you'll only have one ability in effect and only be able to use your own moves.
How do choice items and Assault Vest work?
Unlike how this used to work, Instruct has been able to fix this interaction. Now the partner will not be locked into the same move as the choice-locked user, and will still have access to status moves even if the partner has an Assault Vest. Choice-locked Pokemon that use a partner's move can effectively break the choice-lock by having the partner switch to a replacement that does not have the move you are locked in to.
Trace, Imposter and Transform used to be banned, why aren't they anymore?
Thanks to Instruct, these are now fixed. Effectively only the Pokemon that originally has this ability will use it. Logically speaking, Trace will copy the opposing Pokemon's original ability, and then that will be shared with the partner. In the same vein, Imposter and Transform cause the user to transform into the opposing Pokemon, and will only take and share the original ability. As transforming also replaces your moveset with the target's, only this new moveset will be shared meaning you will not have 12 moves.
Why is there no Sleep Clause?
We feel there is more than adequate counterplay to a lot of the sleep ideas present in the game with a lot of the top Pokemon and some of the best teams all having more than enough to handle it. More information on this decision can be found here.
Playability: Partners in Crime is available to play on Pokemon Showdown via ladder or challenges
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This is probably not the ideal pair for it, but Anger Point with a good support partner seems like it could be very good in Balanced Hackmons Doubles.
Rayquaza-Mega @ Life Orb
Ability: Anger Point
Tera Type: Dragon
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Glacial Lance
- Extreme Speed
- Dragon Ascent
Arceus @ Leftovers
Ability: Prankster
Tera Type: Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Follow Me
- Taunt
- Quick Guard
- Flower Trick
Also, Mean Look + Normalize Entrainment on a team of all ghosts is fun on low ladder (but unfortunately I couldn't find a good way to beat Follow Me, so it's not really a viable strategy).
I have played exactly two games of AAA Doubles but it is a very fun format, so here are some opening thoughts/sets ive made
Iron Hands @ Assault Vest
Ability: Ice Scales
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Fake Out
- Volt Switch
- Wild Charge
- Drain Punch
ice scales is obviously broken, this is not a crazy take, outside of that though hands seems like a stellar pokemon for this metagame. regen is probably really good but i could also see something like intim or even triage bdrum
i love this guy. espeed hits hands really hard and is great speed control for all the chien paos/fmanes running around item could honestly be whatever i just chose clear amulet for intim immunity.
Moltres-Galar @ Sitrus Berry
Ability: Prankster
Tera Type: Fairy
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Tailwind
- After You
- Fiery Wrath
- Taunt
stole this set from LovelyLuna lmao but also prankster is just rlly rlly rlly good. you can make anything into tornadus. goltres is cool because its really bulky and its also immune to prankster taunt from the opponent. taunt denies tailwind from enemies and after you is good for TR
Tinkaton (F) @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 152 SpD / 104 Spe
Jolly Nature
- Fake Out
- Knock Off
- Gigaton Hammer
- Foul Play
this is another regenvest set i made, tinkaton seems pretty decent for this metagame since it's capable of switching into specs hadron engine fmane and not getting 2hkod (this set doesnt have tera types yes i know)
chien pao seems like one of the best pokemon in the metagame. i chose band + tactics because i wanted to see the funny number but ice spinner to clear hadron terrain is great utility to have. also ban gorilla tactics
this isn't a commentary on this set in specific i think it's pretty ass actually but i moreso wanted to bring up hospitality as a whole. hospitality is REALLY good, maybe even one of the best abilities in the format, it's literally free healing.
https://pokepast.es/c1218f518df23309 - There are a bit of bums here, the base idea is broken enough that it doesn't really matter but you'd definitely want Raging Bolt > Regieleki, maybe a different Sword of Ruin threat or something in the Volc slot. Dragonite being able to click with both STABs is really nice and aooreciates Ground-types but all the Ground-types feel like a different level of fraudalent.
https://pokepast.es/c4eb3c5c13c0b0f0 - Ice Scales Hands is hilarious but this is probably better when you add a better wincon and run something like Intimidate Iron Hands + Hospitality Incineroar. Corv is a really nice Tailwind pivot since it also beats some of the scarier offensive types you can use.
https://pokepast.es/d0429b33d34019a7 - This might thud hard into Ice Scales haven't tested yet but that Smearle set is really dumb, Prankster After You is like priority that ignores priority blocking so you get to bypass faster tailwind, trick room, psychic terrain, etc. Someone had to build double Hadron Bolt anyway that mon is a delete button.
https://pokepast.es/8ac70acb255ff327 - Sniper Shifu in rain & Sharpness Iron Boulder seem kinda stupid but this team also doesn't have testing yet, I expect rain to be a very strong weather. Surging Strikes is probably the only move you ever click so it could be a little awkward.
Individual sets I want to try: Choice Specs Fur Coat Flutter Mane - Can probably make it ridiculously bulky like in the early vgc days, dish out infinite attacks with hospitality and redirection support. Pixilate Deoxys - Extreme Speed helps OHKO Dragonite in the mirror and even the fattest Raging Bolts with Tera Fairy. It doesnt thud nearly as hard to priority blocking because its naturally fast and uninvested Psycho Boost should still put in numbers. Even more nice when it can probably click Icy Wind or Taunt or something crazy, Prankster Transform Mew - Kind of says it all lmao, Coaching, Tailwind, Will O Wisp, etc are really good moves, thank god this thing doesn't get After You. Lightning Rod Magearna - Raging Bolt is all the rage right now so Im interested in trying Lightning Rod Fairy-type and Magearna seems like the most flexible for it, can be an annoying Trick Room Encore support, can be evil Shift Gear taking advantage of the free boost Raging Bolt gives. Triage Belly Drum Iron Hands - glhf
I think tiering descisions were done really well, with a format as chaotic as AAA doubles you'd expect everything to be broken, but the only things I find immidietely concerning are Prankster and Unseen Fist as of right now, FurScales & Gorilla Tactics jump out as potentially insane but I'd like to see more of them when this actually has a meta pictured. Raging Bolt is probably exagerrated I think teams have a lot of flexibility in which counterplay they add for it.
Initial thoughts - BH Doubles
https://pokepast.es/8bf9baf080583413 - This is outdated because clas quickly banned Hyper Drill (goat), makes the tier much more playable. I went for brainless Hyper Offense with double ate Extreme Speeds, double Dragon Energy, SoR Koraidon, etc.
Tier is much harder to figure out so I haven't built anymore, but I'm interested in Psyterrain Trick Room with HoopaU & Dragon Maw Ampharos (s/o ANinjaDude). I think Trick Room has a lot of options that iyt wouldnt usually have because every opposing Pokemon will be 252 Speed anyway.
I think set up has a lot of potential with Simple, maybe +4 Mega Ray with Ate Espeed, or +4 Unecro with Dragon Energy and Expanding Force. Could explore Victory Dance Clear Amulet Koraidon or something of the like.
Pixilate Espeed Diancie sounds strong considering the amount of Fairy-weaknesses a team can accumilate. Though I also think Steel Spam can be really strong with Steely Spirit and resisting stuff like Mega Ray, Caly-I, Unecro, etc. They have a lot of possibilities for sets.
Concerns: I think Prankster is still quite broken even with After You and Follow Me banned, it invites Encore and Imprison speed tie shenanigans which feel extremely toxic. Gale Wings Tailwind is fine, but having priority on all the other evil moves feels like too much. I haven't played against Imposter yet but I can't imagine it makes for very fun gameplay, I imagine it just hasn't been explored enough to get much more than being on the watchlist.
Prankster is banned in AAA Doubles now!! I'll release the votes when they wrap up but we also voted on Raging Bolt which did not get banned, but we'll revisit it in the future c:
Prankster ended up being voted over Mew, the main abuser, due to a lot of other Pokemon having similarly oppressive move combinations, mainly Tailwind and Encore, as well as After You abusers being similarly prevalent and oppressive, making the ability itself the problematic element rather than any of the individual abusers.
This is probably the most contencious Pokemon in the tier, it has been voted on and many I've talked to seem veryconcerned about Hadron Engine Rising Voltage being legal. I'm in the minority that believes Raging Bolt is fine. It is huge offensive powercreep, dwarfing even Miraidon when it comes to damage output, but tenough realise how insane the defensive counterplay we've gotten is. So here's a post with the reasonable Raging Bolt answers I've discovered.
Assault Vest Ice Scales
Iron Hands @ Assault Vest
Ability: Ice Scales
Tera Type: Grass / Fire
EVs: 4 HP / 136 Atk / 4 Def / 248 SpD / 116 Spe
Adamant Nature
- Fake Out
- Drain Punch
- Wild Charge
- Volt Switch / Heavy Slam
Ice Scales is easily one of the best abilities available, regardless of Raging Bolt or not. the special offense in the tier is heavy thanks to Flutter Mane, Beads of Ruin, Gholdengo, etc so having a Pokemon or even two that can act as a stopgap for them is insane. Neutral Tera Iron Hands for example doesn't get 2hkod by Life Orb Hadron Engine Raging Bolt, and two Life Orb Draco Meteors barely manage over 50%. This Pokemon is INSANE. God forbid you have Hospitality and Drain Punch healing beyond that. Other calcs vs major threats include: Not getting 2hkod by SFLO Flutter Mane and Beads of Ruin Deoxys Expanding Force, and Life Orb Beads of Ruin Ursaluna-Bloodmoon Earth Power. Not to mention getting 4HKOd by something as insane as Beads of Ruin Landorus, You can also just drop AV and act as a stopgap to all the special attackers as long as you have good support. Here are the calcs:
252+ SpA Life Orb Hadron Engine Raging Bolt Draco Meteor vs. 4 HP / 248 SpD Assault Vest Ice Scales Iron Hands: 142-168 (31.5 - 37.3%) -- 84.1% chance to 3HKO
252+ SpA Life Orb Hadron Engine Raging Bolt Rising Voltage (140 BP) vs. 4 HP / 248 SpD Assault Vest Ice Scales Tera Fire Iron Hands in Electric Terrain: 199-234 (44.2 - 52%) -- 14.1% chance to 2HKO
252+ SpA Life Orb Hadron Engine Raging Bolt Draco Meteor over 2 turns vs. 4 HP / 248 SpD Assault Vest Ice Scales Iron Hands: 213-252 (47.3 - 56%) -- not a KO
252+ SpA Hadron Engine Raging Bolt Draco Meteor over 2 turns vs. 4 HP / 248 SpD Assault Vest Ice Scales Iron Hands: 163-193 (36.2 - 42.8%) -- not a KO
252+ SpA Hadron Engine Raging Bolt Rising Voltage (140 BP) vs. 4 HP / 248 SpD Assault Vest Ice Scales Tera Fire Iron Hands in Electric Terrain: 153-180 (34 - 40%) -- guaranteed 3HKO (4HKO with Hospitality)
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252 SpA Life Orb Sheer Force Flutter Mane Moonblast vs. 4 HP / 248 SpD Assault Vest Ice Scales Iron Hands: 183-216 (40.6 - 48%) -- guaranteed 3HKO
252+ SpA Life Orb Beads of Ruin Ursaluna-Bloodmoon Earth Power vs. 4 HP / 248 SpD Assault Vest Ice Scales Iron Hands: 195-230 (43.3 - 51.1%) -- 4.7% chance to 2HKO
252 SpA Beads of Ruin Deoxys Expanding Force (120 BP) vs. 4 HP / 248 SpD Assault Vest Ice Scales Iron Hands in Psychic Terrain: 190-225 (42.2 - 50%) -- 0.4% chance to 2HKO
252 SpA Deoxys Psycho Boost over 2 turns vs. 4 HP / 248 SpD Assault Vest Ice Scales Iron Hands in Psychic Terrain: 333-394 (74 - 87.5%) -- not a KO
252 SpA Choice Specs Beads of Ruin Flutter Mane Dazzling Gleam vs. 4 HP / 248 SpD Assault Vest Ice Scales Iron Hands: 135-160 (30 - 35.5%) -- 29% chance to 3HKO
Like LOL???
252+ SpA Hadron Engine Raging Bolt Draco Meteor vs. 4 HP / 248 SpD Ice Scales Iron Hands: 163-192 (36.2 - 42.6%) -- guaranteed 3HKO
252+ SpA Life Orb Hadron Engine Beads of Ruin Raging Bolt Rising Voltage (140 BP) vs. 4 HP / 248 SpD Ice Scales Iron Hands in Electric Terrain: 198-233 (44 - 51.7%) -- 13.3% chance to 2HKO
252 SpA Choice Specs Beads of Ruin Flutter Mane Dazzling Gleam vs. 4 HP / 248 SpD Ice Scales Iron Hands: 204-240 (45.3 - 53.3%) -- 34% chance to 2HKO
252 SpA Life Orb Sheer Force Beads of Ruin Flutter Mane Moonblast vs. 4 HP / 248 SpD Ice Scales Tera Grass Iron Hands: 182-215 (40.4 - 47.7%) -- guaranteed 3HKO
252+ SpA Life Orb Beads of Ruin Ursaluna-Bloodmoon Blood Moon vs. 4 HP / 248 SpD Ice Scales Tera Grass Iron Hands: 226-267 (50.2 - 59.3%) -- guaranteed 2HKO
252+ SpA Life Orb Beads of Ruin Ursaluna-Bloodmoon Hyper Voice vs. 4 HP / 248 SpD Ice Scales Tera Grass Iron Hands: 109-129 (24.2 - 28.6%) -- 98.2% chance to 4HKO
This isn't even a guaranteed 2HKO:
252 SpA Deoxys Expanding Force (120 BP) vs. 4 HP / 248 SpD Ice Scales Iron Hands in Psychic Terrain: 214-253 (47.5 - 56.2%) -- 83.6% chance to 2HKO
Landorus-Therian @ Assault Vest
Ability: Ice Scales
Tera Type: Flying
EVs: 104 HP / 184 Atk / 20 Def / 72 SpD / 128 Spe
Adamant Nature
- Stomping Tantrum
- Tera Blast
- Rock Tomb
- U-turn
This is another approach to VestScales, double immunity, speed control, and overall stronger with 145 Attack and STAB Tera Blast. Landorus-T has less exploitable weaknesses so the calcs can look much funnier, often taking three Beads of Ruin Expanding Forces from Deoxys and Choice Specs Adaptibility Beads of Ruin Dazzling Gleams from Flutter Mane. These are a mouthfull to say because you need so many multipliers stacked to break these behemoths down. Beads of Ruin ICE BEAM from Kyurem is eaten, this combo is insane and helps a team withstand Raging Bolt as long as they aren't outplayed.
252+ SpA Life Orb Hadron Engine Beads of Ruin Raging Bolt Draco Meteor over 2 turns vs. 104 HP / 72 SpD Assault Vest Ice Scales Landorus-Therian: 308-364 (89.2 - 105.5%) -- 29.7% chance to 2HKO
252+ SpA Life Orb Hadron Engine Raging Bolt Draco Meteor vs. 104 HP / 72 SpD Assault Vest Ice Scales Landorus-Therian: 155-183 (44.9 - 53%) -- 30.5% chance to 2HKO
252+ SpA Life Orb Hadron Engine Beads of Ruin Raging Bolt Rising Voltage (70 BP) vs. 104 HP / 72 SpD Assault Vest Ice Scales Tera Flying Landorus-Therian in Electric Terrain: 289-341 (83.7 - 98.8%) -- guaranteed 2HKO
-1 252+ SpA Life Orb Hadron Engine Raging Bolt Rising Voltage (70 BP) vs. 104 HP / 72 SpD Assault Vest Ice Scales Tera Flying Landorus-Therian in Electric Terrain: 144-172 (41.7 - 49.8%) -- guaranteed 3HKO (Snarl or Parting Shot)
252 SpA Choice Specs Adaptability Beads of Ruin Flutter Mane Dazzling Gleam vs. 104 HP / 72 SpD Assault Vest Ice Scales Landorus-Therian: 99-117 (28.6 - 33.9%) -- 0.9% chance to 3HKO
252 SpA Life Orb Sheer Force Beads of Ruin Flutter Mane Moonblast vs. 104 HP / 72 SpD Assault Vest Ice Scales Landorus-Therian: 133-157 (38.5 - 45.5%) -- guaranteed 3HKO
252 SpA Beads of Ruin Deoxys Expanding Force (120 BP) vs. 104 HP / 72 SpD Assault Vest Ice Scales Landorus-Therian in Psychic Terrain: 103-122 (29.8 - 35.3%) -- 22.9% chance to 3HKO
252 SpA Deoxys Psycho Boost vs. 104 HP / 72 SpD Assault Vest Ice Scales Landorus-Therian in Psychic Terrain: 122-144 (35.3 - 41.7%) -- guaranteed 3HKO
252+ SpA Life Orb Ursaluna-Bloodmoon Blood Moon vs. 104 HP / 72 SpD Assault Vest Ice Scales Landorus-Therian: 123-146 (35.6 - 42.3%) -- guaranteed 3HKO
You get the picture
What else an you do? No matter how good Ice Scales is, being required to have it on every team as the only Raging Bolt answer is absolutely questionable. A major thing teams are already doing right now is:
This one is simpler to explain, Deoxys can significantly weaken Raging Bolt for its teammates by minimising Rising Voltage's damage output and straight up disabling Thunderclap, as well as forcing massive damage on its own, 2hkoing Raging Bolt with Expanding Force and just straight up deleting something as bulky as Flutter Mane with Psycho Boost.
252 SpA Deoxys Expanding Force (120 BP) vs. 252 HP / 4 SpD Raging Bolt in Psychic Terrain: 234-276 (51.5 - 60.7%) -- guaranteed 2HKO
252 SpA Deoxys Psycho Boost vs. 0 HP / 4 SpD Flutter Mane in Psychic Terrain: 255-300 (101.5 - 119.5%) -- guaranteed OHKO
252 SpA Deoxys Psycho Boost vs. 252 HP / 0 SpD Ogerpon in Psychic Terrain: 342-403 (93.9 - 110.7%) -- 62.5% chance to OHKO
252 SpA Deoxys Expanding Force (120 BP) vs. 0 HP / 0 SpD Tera Water Urshifu-Rapid-Strike in Psychic Terrain: 322-379 (94.4 - 111.1%) -- 62.5% chance to OHKO
252 SpA Tera Psychic Deoxys Psycho Boost vs. 4 HP / 248 SpD Ice Scales Iron Hands in Psychic Terrain: 444-524 (98.6 - 116.4%) -- 93.8% chance to OHKO
I really like Hearthpon as a redirector because it resists both Rising Voltage and Flutter Mane's Moonblast, also has its own sneaky nuke in Ivy Cudgel. Still bulky enough to eat something like Sword of Ruin Surging Strikes on the physical side while being a soft special eater, mainly because of its favourable match ups into the common guys. Here are some calcs of her girlbossing all over the place
252+ SpA Hadron Engine Raging Bolt Draco Meteor vs. 184 HP / 116 SpD Ogerpon-Hearthflame: 297-351 (85.5 - 101.1%) -- 6.3% chance to OHKO
252+ SpA Life Orb Hadron Engine Raging Bolt Rising Voltage (140 BP) vs. 184 HP / 116 SpD Ogerpon-Hearthflame in Electric Terrain: 269-318 (77.5 - 91.6%) -- guaranteed 2HKO
252+ SpA Life Orb Raging Bolt Draco Meteor vs. 184 HP / 116 SpD Ogerpon-Hearthflame: 290-343 (83.5 - 98.8%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ SpA Raging Bolt Draco Meteor over 2 turns vs. 184 HP / 116 SpD Ogerpon-Hearthflame: 335-397 (96.5 - 114.4%) -- 90.6% chance to 2HKO after Grassy Terrain recovery (Very close with extra recovery thanks to Spiky Shield)
252 SpA Life Orb Sheer Force Flutter Mane Moonblast vs. 184 HP / 116 SpD Ogerpon-Hearthflame: 125-147 (36 - 42.3%) -- 92% chance to 3HKO after Grassy Terrain recovery
252 SpA Choice Specs Adaptability Flutter Mane Moonblast vs. 184 HP / 116 SpD Ogerpon-Hearthflame: 147-173 (42.3 - 49.8%) -- guaranteed 3HKO after Grassy Terrain recovery
252 SpA Adaptability Flutter Mane Shadow Ball vs. 184 HP / 116 SpD Ogerpon-Hearthflame: 166-196 (47.8 - 56.4%) -- 35.5% chance to 2HKO after Grassy Terrain recovery
252 SpA Beads of Ruin Gholdengo Shadow Ball vs. 184 HP / 116 SpD Ogerpon-Hearthflame: 163-193 (46.9 - 55.6%) -- 19.1% chance to 2HKO after Grassy Terrain recovery
252 SpA Deoxys Expanding Force vs. 184 HP / 116 SpD Ogerpon-Hearthflame: 135-159 (38.9 - 45.8%) -- guaranteed 3HKO after Grassy Terrain recovery
252+ Atk Sword of Ruin Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 184 HP / 8 Def Ogerpon-Hearthflame on a critical hit: 309-369 (89 - 106.3%) -- 22% chance to OHKO
20+ Atk Hearthflame Mask Ogerpon-Hearthflame Horn Leech vs. 0 HP / 4 Def Urshifu-Rapid-Strike in Grassy Terrain: 330-390 (96.7 - 114.3%) -- 81.3% chance to OHKO
20+ Atk Hearthflame Mask Ogerpon-Hearthflame Ivy Cudgel vs. 0 HP / 0 Def Flutter Mane: 273-322 (108.7 - 128.2%) -- guaranteed OHKO
+1 20+ Atk Hearthflame Mask Tera Fire Ogerpon-Hearthflame-Tera Grassy Glide vs. 0 HP / 0 Def Flutter Mane in Grassy Terrain: 294-346 (117.1 - 137.8%) -- guaranteed OHKO
+1 20+ Atk Hearthflame Mask Tera Fire Ogerpon-Hearthflame-Tera Ivy Cudgel vs. 252 HP / 252+ Def Magearna: 444-524 (121.9 - 143.9%) -- guaranteed OHKO
+1 20+ Atk Hearthflame Mask Tera Fire Ogerpon-Hearthflame-Tera Ivy Cudgel vs. 0 HP / 4 Def Raging Bolt: 182-215 (46.5 - 54.9%) -- 66% chance to 2HKO
I've saved the best one for last, it's much nicher and will be harder to fit onto teams, but is definitely the most effective at shutting down Raging Bolt.
Immunity Abilities
I won't do sets because I'm a bit tired (2 hours in) and trying to condense the options into one set would hurt. a Lightning Rod Fairy-type is the simplest way to do this, Flutter Mane and Magearna can get away with this, the latter even acting as a set up threat with Shift Gear Stored Power. Volt Absorb on Pokemon that lack recovery like Incineroar also works well, notably doesn't nullify your own Raging Bolt or Iron Hands if both are on the same field as well. The most interesting one though is Levitate. Earth Eater is probably a great ability on Incineroar and Magearna because Ground-types are espeially valuable, and being able to continue acting as a nuasence in their face is incredibly nice. Levitate seems like a worse Earth Eater because you don't get any recovery, BUT, Rising Voltage is only 140 BP on grounded targets. Incineroar will be taking 50-60% and then ruining it with Parting Shot, and it'll feel like a tickle if you're going for Assault Vest Incineroar.
This is of course only looking at defensive counterplay, the reason Raging Bolt is legal and Miraidon isnt is largely because of the great difference in speed tiers, something as slow as Great Tusk or Landorus-T can immidetly presure Raging Bolt on offensive teams. Its mediocre speed tier finds itself getting slammed by Flutter Mane, Weavile, and faster Dragon-types, as well as the Ursaluna forms and Magearna when going for Trick Room. I think this in combination with the options for defensive counterplay help Raging Bolt find a place in the tier, though its still absolutely one of the single best Pokemon available and can act as a potent wincon when paired with powerful physical attackers. I'm interested to see how the metagame develops around Raging Bolt, what counterplay people are thinking of I may have missed, or if Raging Bolt as a Pokemon will evolve to better handle these threats.
this doesnt seem to include costar, Dancer, Moody, Shadow Tag. There may be other things but i havent checked, only look at the abilities. also im not the biggest fan of how some of it is formatted but that's whatever
this doesnt seem to include costar, Dancer, Moody, Shadow Tag. There may be other things but i havent checked, only look at the abilities. also im not the biggest fan of how some of it is formatted but that's whatever