I was worried this meta would be just stupid broken. But so far, nothing has been a real issue besides Eternamax... with a base stat of 1125.... Okay, okay, I get this is Hackmons without the rules, but come on, that's not even a Pokemon. Surely you can make an exception for banning the only G/Dyna/max form available (One that boosts the normal stat changes to max pokemon), and one that looks soooo dumb. So dumb.
Anyway, here's a simple team that seemed to have an easy time with most of the meta, I just kept winning until I got past 1300... I'm guessing that's mostly just because no good players were around at time:

Regieleki @ Mental Herb
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Taunt
- Octolock
- Thousand Arrows
- Magnet Rise
Kartana @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Wood Hammer
- Close Combat
- Flip Turn
Zygarde-Complete @ Sitrus Berry
Ability: Arena Trap
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shore Up
- Belly Drum
- Sunsteel Strike
- Thousand Arrows
Dialga @ Heavy-Duty Boots
Ability: Sturdy
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Court Change
- Core Enforcer
- Taunt
- Recover
Calyrex-Shadow @ Focus Sash
Ability: Mold Breaker
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Astral Barrage
- Photon Geyser
- Moonblast
- Shell Smash
Zacian-Crowned @ Assault Vest
Ability: Contrary
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- V-create
- Fleur Cannon
- Superpower
- Sunsteel Strike
..and i didn't realise this was the end of the month. Oh well.
Anyway, here's a simple team that seemed to have an easy time with most of the meta, I just kept winning until I got past 1300... I'm guessing that's mostly just because no good players were around at time:






Regieleki @ Mental Herb
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Taunt
- Octolock
- Thousand Arrows
- Magnet Rise
Kartana @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Wood Hammer
- Close Combat
- Flip Turn
Zygarde-Complete @ Sitrus Berry
Ability: Arena Trap
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shore Up
- Belly Drum
- Sunsteel Strike
- Thousand Arrows
Dialga @ Heavy-Duty Boots
Ability: Sturdy
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Court Change
- Core Enforcer
- Taunt
- Recover
Calyrex-Shadow @ Focus Sash
Ability: Mold Breaker
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Astral Barrage
- Photon Geyser
- Moonblast
- Shell Smash
Zacian-Crowned @ Assault Vest
Ability: Contrary
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- V-create
- Fleur Cannon
- Superpower
- Sunsteel Strike
I wasn't really forced to adapt much. But i guess i should have been using huge power over gorilla tactics, etc. Still, the team worked as intended.
Regieleki is a busted wonder guard user due to its speed and typing. Against unprepared opponents, it can easily 6-0. Taunt/magnet rise deals with most things that could have touched you, but since no one really can assume your ability, you can usually get away with Octolocking immediately. Octolock is a permanent trapping move, which also comes with the benefit of continually dropping the opponent's def/spdef after every turn, all from just one use of the move... So glad this isn't a common move. It doesn't hit ghost types, but it does allow you to break everything else as eventually, they'll be at -6. -6 defences and still trapped. Thousand arrows is the least resisted move in the game and it hits the other electric type wonderguard users
Kartana is your simple attacker, outspeeds most things and gets a strong hit off. Gorilla tactics+choice scarf of course makes you both banded and scarf at the same time. I only ever press sunsteel strike as it hits everything and beats down most wonderguards, but cc gives you a dynamax boosting option, woodhammer is just there for powerful stab (Probably least useful), and flip turn is just in case your opponent relies on trapping/walls.
Zygarde on paper is unstoppable, and sometimes it does work that way. It's a trapper that can belly drum and kill just about anything, with sunsteel strike (again) to kill wonderguard/unaware, etc, and then thousand arrows for that coverage. Shore up lets you stay healthy and at neutral you live basically everything except the strongest ice moves and OHKOs.
Dialga is kinda just my random support, but it still works well. Sturdy and the support moves basically mean it's always useful somehow and is a OHKO spam check. Being slow with core enforcer lets you do decent damage whilst also removing annoying abilities and crippling most strategies. Taunt is so you don't get set up on and can sack Dialga to bring in your sweeper, court change + boots is of course just the best answer to all opposing hazards.
Calyrex is just a turn 1 sweeper. Set up a shell smash, dynamax so you can't be phased. Too easy. I will mention though that +2, psychic terrain boosted, max mindstorm from this monster still doesn't OHKO Eternamax. But what can you do when you're playing against the virtual embodiment of cheating? It still tends to beat entire teams of them even without the +2 OHKO, and +3 with terrain will improve things..
Zacian is also another reliable sweeper with the basic contrary deal. Fleur cannon for those defensive mons and the occasional ghost/dark wonderguard, superpower/v-create is all the boost you need, and sunsteel (AGAIN?) is an answer to most problematic Pokemon and a good stab option.
Regieleki is a busted wonder guard user due to its speed and typing. Against unprepared opponents, it can easily 6-0. Taunt/magnet rise deals with most things that could have touched you, but since no one really can assume your ability, you can usually get away with Octolocking immediately. Octolock is a permanent trapping move, which also comes with the benefit of continually dropping the opponent's def/spdef after every turn, all from just one use of the move... So glad this isn't a common move. It doesn't hit ghost types, but it does allow you to break everything else as eventually, they'll be at -6. -6 defences and still trapped. Thousand arrows is the least resisted move in the game and it hits the other electric type wonderguard users
Kartana is your simple attacker, outspeeds most things and gets a strong hit off. Gorilla tactics+choice scarf of course makes you both banded and scarf at the same time. I only ever press sunsteel strike as it hits everything and beats down most wonderguards, but cc gives you a dynamax boosting option, woodhammer is just there for powerful stab (Probably least useful), and flip turn is just in case your opponent relies on trapping/walls.
Zygarde on paper is unstoppable, and sometimes it does work that way. It's a trapper that can belly drum and kill just about anything, with sunsteel strike (again) to kill wonderguard/unaware, etc, and then thousand arrows for that coverage. Shore up lets you stay healthy and at neutral you live basically everything except the strongest ice moves and OHKOs.
Dialga is kinda just my random support, but it still works well. Sturdy and the support moves basically mean it's always useful somehow and is a OHKO spam check. Being slow with core enforcer lets you do decent damage whilst also removing annoying abilities and crippling most strategies. Taunt is so you don't get set up on and can sack Dialga to bring in your sweeper, court change + boots is of course just the best answer to all opposing hazards.
Calyrex is just a turn 1 sweeper. Set up a shell smash, dynamax so you can't be phased. Too easy. I will mention though that +2, psychic terrain boosted, max mindstorm from this monster still doesn't OHKO Eternamax. But what can you do when you're playing against the virtual embodiment of cheating? It still tends to beat entire teams of them even without the +2 OHKO, and +3 with terrain will improve things..
Zacian is also another reliable sweeper with the basic contrary deal. Fleur cannon for those defensive mons and the occasional ghost/dark wonderguard, superpower/v-create is all the boost you need, and sunsteel (AGAIN?) is an answer to most problematic Pokemon and a good stab option.
..and i didn't realise this was the end of the month. Oh well.
Last edited: