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Metagame Pure Hackmons

Has there been any discussion on the possible viability of Arboliva? I was looking for something for Spore and also Last Respects, and Arboliva is naturally immune to both, also Moongeist Beam
Hi! One thing to address is that the weakness to Fire (Pdon weakness) and Fighting will always be problematic. Furthermore, it also has relatively too much weakness as a WG without much stat spread to back it up. It’s stat however, does make it usable as a slow pivot Ability Shield WG, but it’s sad how terrible its bulk is, which means it doesn’t do much against Neutralising Gas users even if they don’t have any other Flying/Fire/Fighting/Ice coverage which is unlikely. Arboliva can’t do anything against any NGas users under Magic Room or when your item gets Cgased unlike the likes of WG MAudino and Wetceus which can absorb hits and PSong back. Immunity to Spore is nice tho. For dealing with Spore, GrassCeus is better for that role.
Usually a Good as Gold or Magic Bounce mon like Slaking covers Spore and Last Respects while having the bulk.
Hope this helps!
 
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Hey remember that team I submitted awhile back? Yea it's outdated now so I'm posting the updated version, not to submit this time but just as a showcase. Currently I really enjoy how the team plays so I don't see it changing too much in the near future. Anyways, the changes.

https://pokepast.es/287ab1a6697bf9ca

:sm/kartana:
Kartana @ Ability Shield
Ability: Huge Power
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Flower Trick
- Headlong Rush

Kartana is unchanged and remains as the primary breaker and sweeper of the team. Same as before, really hard to stop once everything is set up.

:ss/zamazenta:
Zamazenta @ Safety Goggles
Ability: Shadow Tag
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Corrosive Gas
- Taunt
- Burning Bulwark
- Soft-Boiled

Also remains unchanged for the most part, tho it's now safety goggles as ashield was useless on it (if opp is ngas I don't need to cgas them) and tera is dark to block prank and cgas on photon.

:sm/arceus-dark:
Arceus-Dark @ Ability Shield
Ability: Magic Bounce
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Teleport
- Haze
- Soft-Boiled
- Heal Bell

On darkceus, I chose to replace tidy up with heal bell to lean more into support. This honestly really helps the team as it can now shrug off burns and toxic once tspikes are cleared. This also helps darkceus go from a GaG hard counter to now a bulky support mon like it really should be.

:sm/slaking:
Slaking @ Ability Shield
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Knock Off
- Soft-Boiled
- Tidy Up
- Shed Tail

Given that I took tidy up off of darkceus, I needed to put my removal somewhere else. And given that cgas on slaking was useless, I just tossed it on slaking. Otherwise unchanged.

:sm/ludicolo:
Ludicolo @ Ability Shield
Ability: Wonder Guard
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Whirlwind
- Spikes
- Parting Shot
- Soft-Boiled

Now this is the main change I made with the team. While maud was good, there was one primary issue with it: it was sunsteel weak. This made the team really weak to wg kart with collision course. With ludicolo, the team now easily walls Kart and even gets a sunsteel resist. Ludicolo over grasseus to wall ng. Set is the same as before.

:ss/calyrex-shadow:
Calyrex-Shadow @ Focus Sash
Ability: Neutralizing Gas
Tera Type: Fighting
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Astral Barrage
- Secret Sword
- Fiery Wrath

Same as before, nothing to add here.

While most of the changes are minor, they do go a long way in making the team feel better to play, atl imo.

Gameplan remains the same, remove ashield as necessary before setting up kart/calys to sweep. In general the team is very consistent as the wgs can wall most important mons and zama's forced progress is great at pushing the battle forward. And then once kart or calys is set up, the sweep is almost impossible to stop. This team has continued to bring me great success, getting me to 10th on ladder at one point. It's overall a very consistent team that I really enjoy.

Also for the pdon matchup the plan is generally to deny it magic room as kart can ohko with HP up. I will admit it's not good, but a lot of people don't seem to realize that and get pdon killed. And then once it's revived, kart ohkos in magic room as well.

I will continue to shill kart + stag cgas and there's nothing anyone can do about it. It's honestly a very strong team style and it gets two wild card slots for free. If you dislike this team, go ahead and build another one off of that kart + stag core. I promise it will not disappoint (not legally binding).
 
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Hey remember that team I submitted awhile back? Yea it's outdated now so I'm posting the updated version, not to submit this time but just as a showcase. Currently I really enjoy how the team plays so I don't see it changing too much in the near future. Anyways, the changes.

https://pokepast.es/287ab1a6697bf9ca

:sm/kartana:
Kartana @ Ability Shield
Ability: Huge Power
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Flower Trick
- Headlong Rush

Kartana is unchanged and remains as the primary breaker and sweeper of the team. Same as before, really hard to stop once everything is set up.

:ss/zamazenta:
Zamazenta @ Safety Goggles
Ability: Shadow Tag
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Corrosive Gas
- Taunt
- Burning Bulwark
- Soft-Boiled

Also remains unchanged for the most part, tho it's now safety goggles as ashield was useless on it (if opp is ngas I don't need to cgas them) and tera is dark to block prank and cgas on photon.

:sm/arceus-dark:
Arceus-Dark @ Ability Shield
Ability: Magic Bounce
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Teleport
- Haze
- Soft-Boiled
- Heal Bell

On darkceus, I chose to replace tidy up with heal bell to lean more into support. This honestly really helps the team as it can now shrug off burns and toxic once tspikes are cleared. This also helps darkceus go from a GaG hard counter to now a bulky support mon like it really should be.

:sm/slaking:
Slaking @ Ability Shield
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Knock Off
- Soft-Boiled
- Tidy Up
- Shed Tail

Given that I took tidy up off of darkceus, I needed to put my removal somewhere else. And given that cgas on slaking was useless, I just tossed it on slaking. Otherwise unchanged.

:sm/ludicolo:
Ludicolo @ Ability Shield
Ability: Wonder Guard
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Whirlwind
- Spikes
- Parting Shot
- Soft-Boiled

Now this is the main change I made with the team. While maud was good, there was one primary issue with it: it was sunsteel weak. This made the team really weak to wg kart with collision course. With ludicolo, the team now easily walls Kart and even gets a sunsteel resist. Ludicolo over grasseus to wall ng. Set is the same as before.

:ss/calyrex-shadow:
Calyrex-Shadow @ Focus Sash
Ability: Neutralizing Gas
Tera Type: Fighting
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Astral Barrage
- Secret Sword
- Fiery Wrath

Same as before, nothing to add here.

While most of the changes are minor, they do go a long way in making the team feel better to play, atl imo.

Gameplan remains the same, remove ashield as necessary before setting up kart/calys to sweep. In general the team is very consistent as the wgs can wall most important mons and zama's forced progress is great at pushing the battle forward. And then once kart or calys is set up, the sweep is almost impossible to stop. This team has continued to bring me great success, getting me to 10th on ladder at one point. It's overall a very consistent team that I really enjoy.

Also for the pdon matchup the plan is generally to deny it magic room as kart can ohko with HP up. I will admit it's not good, but a lot of people don't seem to realize that and get pdon killed. And then once it's revived, kart ohkos in magic room as well.

I will continue to shill kart + stag cgas and there's nothing anyone can do about it. It's honestly a very strong team style and it gets two wild card slots for free. If you dislike this team, go ahead and build another one off of that kart + stag core. I promise it will not disappoint (not legally binding).
What does Zamazenta do that Regieleki wouldn't do better
 
What does Zamazenta do that Regieleki wouldn't do better

zamazenta is the fastest thing that isn't regieleki that is also bulkier than regieleki, which does help you live a little longer I suppose, but the tradeoff is that you get to lose the 1v1 to taunt regieleki 100% of the time as opposed to 50%. I'm wondering what calcs would actually make this come into play because from experience the team really thuds into taunt eleki
 
Ye Zama is really there for the increased bulk, which does let it tank hits much better than eleki. Honestly not the worst thing when its purpose is to come in multiple times into various wgs, some which may be offensive.
 
Hey remember that team I submitted awhile back? Yea it's outdated now so I'm posting the updated version, not to submit this time but just as a showcase. Currently I really enjoy how the team plays so I don't see it changing too much in the near future. Anyways, the changes.

https://pokepast.es/287ab1a6697bf9ca

:sm/kartana:
Kartana @ Ability Shield
Ability: Huge Power
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Flower Trick
- Headlong Rush

Kartana is unchanged and remains as the primary breaker and sweeper of the team. Same as before, really hard to stop once everything is set up.

:ss/zamazenta:
Zamazenta @ Safety Goggles
Ability: Shadow Tag
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Corrosive Gas
- Taunt
- Burning Bulwark
- Soft-Boiled

Also remains unchanged for the most part, tho it's now safety goggles as ashield was useless on it (if opp is ngas I don't need to cgas them) and tera is dark to block prank and cgas on photon.

:sm/arceus-dark:
Arceus-Dark @ Ability Shield
Ability: Magic Bounce
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Teleport
- Haze
- Soft-Boiled
- Heal Bell

On darkceus, I chose to replace tidy up with heal bell to lean more into support. This honestly really helps the team as it can now shrug off burns and toxic once tspikes are cleared. This also helps darkceus go from a GaG hard counter to now a bulky support mon like it really should be.

:sm/slaking:
Slaking @ Ability Shield
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Knock Off
- Soft-Boiled
- Tidy Up
- Shed Tail

Given that I took tidy up off of darkceus, I needed to put my removal somewhere else. And given that cgas on slaking was useless, I just tossed it on slaking. Otherwise unchanged.

:sm/ludicolo:
Ludicolo @ Ability Shield
Ability: Wonder Guard
Tera Type: Dark
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Whirlwind
- Spikes
- Parting Shot
- Soft-Boiled

Now this is the main change I made with the team. While maud was good, there was one primary issue with it: it was sunsteel weak. This made the team really weak to wg kart with collision course. With ludicolo, the team now easily walls Kart and even gets a sunsteel resist. Ludicolo over grasseus to wall ng. Set is the same as before.

:ss/calyrex-shadow:
Calyrex-Shadow @ Focus Sash
Ability: Neutralizing Gas
Tera Type: Fighting
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Astral Barrage
- Secret Sword
- Fiery Wrath

Same as before, nothing to add here.

While most of the changes are minor, they do go a long way in making the team feel better to play, atl imo.

Gameplan remains the same, remove ashield as necessary before setting up kart/calys to sweep. In general the team is very consistent as the wgs can wall most important mons and zama's forced progress is great at pushing the battle forward. And then once kart or calys is set up, the sweep is almost impossible to stop. This team has continued to bring me great success, getting me to 10th on ladder at one point. It's overall a very consistent team that I really enjoy.

Also for the pdon matchup the plan is generally to deny it magic room as kart can ohko with HP up. I will admit it's not good, but a lot of people don't seem to realize that and get pdon killed. And then once it's revived, kart ohkos in magic room as well.

I will continue to shill kart + stag cgas and there's nothing anyone can do about it. It's honestly a very strong team style and it gets two wild card slots for free. If you dislike this team, go ahead and build another one off of that kart + stag core. I promise it will not disappoint (not legally binding).
Really strong team!
Just one thing in mind. Stacking 3 Fighting weaks and one Photon weak without any way to prevent HP MMX from outright sweeping if you don't commit tera early is especially dangerous in the MMX MU. A standard HP MMX with Photon, Collision Course, CGas, *Coverage Move* can certainly cause chaos against this team especially because this team doesn't have a Taunt user that can prevent Regi from RBlessing MMX for another chance to sweep.
If you have Headlong Rush on Kart just for Don, I would recommend JPunch.
Anyw, solid team.
 
I played this format a few weeks ago with this team https://pokepast.es/58958e1cc146da05

The latest itteration is https://pokepast.es/0e2bf41d10027d77
One noticeable issue here is a general lack of item removal, with the only option being pdon who doesn't really have a lot of longevity for that role (it needs to cgas and then bitter blade and it really wants to lose HP to clangorous soul and lorb). Also, the team has a really bad matchup into ngas darkceus (pot meet kettle, ik) as once it's behind a sub and victory danced up there's not a lot you can do. The hazard removal on this team is also lacking as it gets blocked by every mandatory wg, which isn't good for a bulkier team. Remember to set teras.

For more nitpicky set commentary, espeed on gigas isn't doing much, and pdon really prefers magic room over cgas. Clangorous soul is just objectively worse than shell smash as well.

I think there's decent ideas and structure here, but there's also really big flaws with this team. Good luck!
 
I played this format a few weeks ago with this team https://pokepast.es/58958e1cc146da05

The latest itteration is https://pokepast.es/0e2bf41d10027d77
I don't like ClangSoul because of the HP cost making it really hard to click repeatedly, especially with LO, but with something like Leftovers+Victory Dance or Goggles+Shell Smash it could be very scary.

Mortal Spin isn't a great choice for hazard removal because of WGs, and Tidy Up also has the benefit of removing Sub(very important because of Shed Tail/BPass teams), so I'd consider swapping that out.

I don't know if I'd use Arceus-Ghost as your Ghost mon there over like Calyrex-Shadow, and it needs Improofed in some form or fashion, either by a MBounce/GaG Normal, a WG Arc forme, or a WG Grass like Ludicolo or Kartana.
 
I've defended SV PH ever since the beginning of PHPL. And now I tell you, sadly, this meta for once, hurts to play.

Team: Warriors. (I went 16-0 with this version, even running GTon Hammer over Spore on Darkceus to throw a Bounce MAudino off guard)

Replays:
Why did I make this?
Initial Warriors found it hard to deal with Ability Shield Bounce mons. Decided to make a few changes, and instead of explaining the full team, I will only explain the key changes from Warriors 1.

Notes:
  1. If you can’t make progress on the turn, may it be set up or hazards when they click Revival Blessing, you misplayed.
  2. Impostor Blissey is not as good as you think.

Broken Things in the current meta (aside from NGas and Ability Shield):
  • Spore
  • Victory Dance
  • Power Trip

:Arceus-Water:
Arceus-Water @ Ability Shield
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 30 HP / 0 Atk
- Corrosive Gas
- Perish Song
- Revival Blessing
- Lunar Dance


Here, we have a Tera Grass Wetceus, its job is to improof Darkceus with Spore, with the addition of CGas, the Impostor will then fail to hit any WG of yours, forcing it to switch, afterwards, Impostor reverse sweeping by copying your Darkceus is no longer an issue.


:Kartana:
Kartana @ Ability Shield / Life Orb / Expert Belt
Ability: Shadow Tag
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Knock Off
- Close Combat
- Gigaton Hammer / Sunsteel Strike
- Tidy Up / Gigaton Hammer


This mon has one purpose, by that, I mean, actually only one. Knock Off the Ability Shield from the opponent Magic Bounce mon so Darkceus can sweep without the fear of Spore bouncing back when you lose your Goggles (trust me, it got CGased many times), heavily punish Bounce MAudino or Ting Lu every time it comes in.

I also made lots of things Tera Grass so I don’t lose to Spore sleep turns.


So what made this meta hurt to play for me?
With this addition, there isn’t any real Darkceus walls anymore (screw you for inventing it Bread Sandwich :changry:), and with careful positioning, nothing can deny a full on Darkceus sweep with the help of GAG and STAG, not to mention WG Kartana is a S tier Offensive WG (really rare in a meta like this) which can sweep games saw if opponent doesn’t run a WG that resists Sunsteel and packs Perish Song.

All that’s left right now to soft check Darkceus (tbh you can run Gigaton Hammer over Spore on it LOL) is this:
IMG_1271.jpeg


Audino-Mega @ Ability Shield
Ability: Magic Bounce
Tera Type: Fairy
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Haze
- Moonblast
- Milk Drink
- U-Turn / Flip Turn / Baton Pass / Teleport / Parting Shot / Baton Pass

To beat this MAudino, simply run the Stag Kartana with Sunsteel Strike and Gigaton Hammer as shown above. It easily forces them to pivot out with health lost.


This meta is saddening.
+prunyy: curiosity killed the cat as they say

Anyways love y’all for reading toward the end. :eeveehide:
Bai :D
 
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SVPH Personal VR
Sorry for double posting.

S:
:Kartana:
Wonder Guard (S), Huge Power (A+)
, Shadow Tag (B+)

:Regieleki:
Wonder Guard (S), Shadow Tag (B-)


S-:
:Arceus-Dark:
Neutralizing Gas (S-)



A+:
:Groudon-Primal:
Neutralizing Gas (A+)

:Rayquaza-Mega:
Neutralizing Gas (A+)

:Arceus-Water:
Wonder Guard (A+)

:Mewtwo-Mega-X:
Huge Power (A+), Wonder Guard (A-)

:Audino-Mega:
Magic Bounce (A+), Wonder Guard (A-)

:Arceus:
Good as Gold (A+), Neutralizing Gas (B), Magic Bounce (B)


A:
:Calyrex-Shadow:
Wonder Guard (A)

:Arceus-Grass:
Magic Bounce (A), Wonder Guard (A-)

:Slaking:
Good As Gold (A), Magic Bounce (B+)



A-:
:Blissey:
Impostor (A-)

:Marshadow:
Neutralizing Gas (A-)

:Arceus-Fighting:
Magic Bounce (A-)

:Giratina:
Magic Bounce (A-)


(Every rank below is alphabetically ranked)

B+:
:Lopunny-Mega:
Neutralizing Gas (B+), Wonder Guard (B)

:Ludicolo:
Wonder Guard (B+)

:Regigigas:
Good As Gold (B+)


:Ting-Lu:
Magic Bounce (B+)

:Yveltal:
Wonder Guard (B+)

:Zamazenta:
Wonder Guard (B+), Shadow Tag (B)

:Zoroark-Hisui:
Wonder Guard (B+)


B:
:Aerodactyl-Mega:
Shadow Tag (B)

:Eternatus:
Regenerator (B), Wonder Guard (B-)

:Ferrothorn:
Wonder Guard (B), Magic Bounce (B-)

:Muk-Alola:
Wonder Guard (B)

:Sableye-Mega:
Wonder Guard (B)


B-
:Ogerpon-Hearthflame:
Wonder Guard (B-)

:Ogerpon-Wellspring:
Wonder Guard (B-)


:Palkia-Origin:
Wonder Guard (B-)

:Zacian:
Shadow Tag (B-), Wonder Guard (B-)

:Zeraora:
Shadow Tag (B-)

If I missed anything, let me know. I did not put a single No Guard because basically everything can be a surprise No Guard.
 
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Ok this thread is way too dead. Stop saying we need NGas to win in this meta. It's good but definitely not REQUIRED.
TEAM LINK: Semi-stall
I have been testing yet another team because I still have hope for this meta (WHY???)
It went 13-0.

Here are some replays I saved (I didn't save all)
ABreadSandwich, ABreadSandwich again, Resolaris, R8Spike

Beedrill-Mega @ Black Sludge
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Trick
- Taunt
- Toxic Spikes
- Knock Off

Stole this set from ORAS Pure Hackmons. Most WG (except Taunt Regi) struggles into it. WG mons like Wetceus and Grassceus HATE this mon. Trick allows it to get rid of unwanted Ability Shields from WG or any mon that you struggle to beat (ex. MAudino) and forces residual damage into it, while Knock gets rid of Bounce AShield and also Knocks Calyrex-S. TSpikes is broken and most teams that lack a Poison type would struggle to get rid of it for the whole game given 3 of my mons have Taunt. Won multiple games by just Taunting and then relying on Toxic to chip them down.

Arceus-Water @ Ability Shield
Ability: Wonder Guard
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Soft-Boiled
- Perish Song
- Revival Blessing

Soft Don check and your standard AShield WG. Nothing to explain here.

Arceus-Grass @ Fist Plate
Ability: Magic Bounce
Tera Type: Ice
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Haze
- Judgment
- Soft-Boiled
- Tidy Up

This set is a diabolical DarkCeus and GAG Arceus or Slaking hard check. Grass typing checks Spore, Fist Plate Judgment ensures it could never be Tricked by mons that "support" the Darkceus sweep. Haze can be used when they have set up way too much boosts on their GAG, Tidy Up also acts as a hazards remover.

Regieleki @ Choice Scarf
Ability: Comatose
Tera Type: Flying
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Sleep Talk
- Revival Blessing
- Magical Torque
- Blazing Torque

RevBless, I pretty much never use this because most of the times, MBee and Grassceus should be relatively healthy. This is a safety precaution in case I lose too much mons (misplay) and also acts as a safe switch if they Bounce the TSpikes.

Mewtwo-Mega-X @ Ability Shield
Ability: Huge Power
Tera Type: Ice / Normal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Ice Shard / Fusion Bolt
- Sacred Sword
- Bone Rush
- Taunt

Shard is to check NGas MRay, you can run Fusion Bolt if you're not afraid of that ig. Bone Rush is for SubPass Regi that could be annoying for this team to deal with otherwise. Taunt is to shut down WGs from Reviving mons / Tidying Up to reset progress. I thought of running Photon but without CGas, it can't do much to AShield WGs, which if I do run that, it would be hard for a semi-stall team to improof.

Regieleki @ Ability Shield
Ability: No Guard
Tera Type: Ice
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Gastro Acid / Soft Boiled
- Spikes
- Sheer Cold

Again, Taunt shuts down many AShield WGs, I have ran Soft Boiled a lot on this asw for longevity, Gastro Acid is usually the go-to-option because the AShield WG for opponent usually either gets shut down by Taunt or the AShield has already been tricked by MBee. Setting up Spikes is relatively easier thanks to its ability to threaten OHKO to the best Bouncers in Sheer Cold (Audino-Mega, Slaking, etc.), which makes progress easier.

I am tired so I apologize I didn't make much of an effort to make this thread look good.
LASTLY,
I EMPHASIZE, Stop saying we need NGas to win in this meta. It's good but definitely not REQUIRED.
Development for this meta is still possible. I see.

:D
Thanks for reading.
 
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