Metagame Relay Race [LCotM] [Regieleki and Terapagos unbanned!]

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Approved by KaenSoul and Chessking345. Banner by Mozonite.

What are the rules of Relay Race?
The effects of the move Baton Pass are triggered upon manually withdrawing a Pokémon from battle. This means that stat changes, Substitutes and certain status effects (Taunt, Leech Seed, Curse, Aqua Ring, etc.) will be transferred to the incoming team member.

To clarify the premise, the effects of BP do not trigger when a Pokémon faints, nor do they trigger when using pivot moves like U-Turn, Volt Switch, Flip Turn, Parting Shot, Shed Tail, Teleport and Chilly Reception, or the forced switches of Roar, Whirlwind, Dragon Tail, Circle Throw and Red Card. These moves and items function as they do in standard play and forfeit any stat increases, but may yet prove invaluable for eliminating any number of the opponent’s strategies intended to trip you up.

Can your team avoid the pitfalls laid out by the opposition and come together to achieve victory in the Relay Race?

Council Members
:slakoth: VannAccessible (Leader)
:Dunsparce: Sandwiches42
:Corviknight: InkyDarkBird
:dhelmise: Anchor9
:sylveon: sockperson

Clauses
Standard OMs, Terastal Clause, Sleep Moves Clause

Pokémon
  • :annihilape: Annihilape
  • :arceus: Arceus
  • :Archaludon: Archaludon
  • :baxcalibur: Baxcalibur
  • :calyrex-ice: Calyrex-Ice
  • :calyrex-shadow: Calyrex-Shadow
  • :chien-pao: Chien-Pao
  • :chi-yu: Chi-Yu
  • :deoxys: Deoxys
  • :deoxys-attack: Deoxys-Attack
  • :dialga: Dialga
  • :dialga-origin: Dialga-Origin
  • :Enamorus: Enamorus
  • :eternatus: Eternatus
  • :flutter-mane: Flutter Mane
  • :Giratina: Giratina
  • :Giratina-origin: Giratina-Origin
  • :gouging fire: Gouging Fire
  • :groudon: Groudon
  • :Ho-Oh: Ho-Oh
  • :iron bundle: Iron Bundle
  • :koraidon: Koraidon
  • :kyogre: Kyogre
  • :kyurem-black: Kyurem-Black
  • :kyurem-white: Kyurem-White
  • :Landorus: Landorus
  • :lugia: Lugia
  • :lunala: Lunala
  • :magearna: Magearna
  • :mewtwo: Mewtwo
  • :miraidon: Miraidon
  • :necrozma-dawn-wings: Necrozma-Dawn-Wings
  • :necrozma-dusk-mane: Necrozma-Dusk-Mane
  • :ogerpon-hearthflame: Ogerpon-Hearthflame
  • :Ogerpon-Wellspring: Ogerpon-Wellspring
  • :Palafin: Palafin
  • :palkia: Palkia
  • :Palkia-origin: Palkia-Origin
  • :rayquaza: Rayquaza
  • :reshiram: Reshiram
  • :Shaymin-Sky: Shaymin-Sky
  • :skeledirge: Skeledirge
  • :sneasler: Sneasler
  • :Solgaleo: Solgaleo
  • :Spectrier: Spectrier
  • :Ursaluna-Bloodmoon: Ursaluna-Bloodmoon
  • :Urshifu: Urshifu
  • :Urshifu-Rapid-Strike: Urshifu-Rapid-Strike
  • :zacian: Zacian
  • :zacian-crowned: Zacian-Crowned
  • :zamazenta-crowned: Zamazenta-Crowned
  • :zekrom: Zekrom
Abilities
  • :dugtrio: Arena Trap
  • :glalie: Moody
  • :cacturne: Sand Veil
  • :gothitelle: Shadow Tag
  • :articuno: Snow Cloak
  • :blaziken: Speed Boost
Items
  • :bright powder: Bright Powder
  • :kings rock: King's Rock
  • :razor fang: Razor Fang
Moves
  • :Qwilfish-Hisui: Acupressure
  • :kommo-o: Clangorous Soul
  • :houndstone: Last Respects
  • :Mudkip: Mud-Slap
  • :swampert: Muddy Water
  • :Zoroark: Night Daze
  • :Falinks: No Retreat
  • :primarina: Perish Song
  • :pidgey: Sand Attack
  • :Cloyster: Shell Smash
  • :koffing: Smokescreen
  • :Lilligant-Hisui: Victory Dance
  • :Volcarona: Quiver Dance
Pokémon
  • :Ogerpon-cornerstone: Ogerpon-Cornerstone
A rundown from the Bulbapedia page states that “Baton Pass switches out the user, passing all temporary stat stage increases and decreases on to the Pokémon that replaces it in battle. Baton Pass also passes some volatile status conditions, namely confusion, getting pumped, escape prevention, Ability suppression, seeding, Curse, Substitute, Ingrain, Power Trick, Heal Block, Perish Song, Magnet Rise, and Aqua Ring.”

:ninjask::Mr. Mime::vaporeon::Scizor::Zapdos::espeon:
Baton Pass is a historically controversial move, to the point where it has been banned in standard play in every Generation since the third. The ability to transfer buffs and Substitutes between team members is understandably viewed as game breaking. However, the premise of this OM explores an environment where the effects of Baton Pass are a known constant every time a Pokemon is withdrawn from battle. These mechanics become an anticipated element of the game which can be prepared for, countered and even exploited. You may find Baton Pass a blessing or a hinderance, depending on the situation.

:Serperior::Okidogi::porygon2::Slowking-galar::Excadrill::kingambit::dragapult:
Offensive boosting your way to victory is certainly the most straightforward route to win the race, but will it be enough when your opponent is trying to do the same?

:zamazenta::Alomomola::Goodra-Hisui::torterra::gholdengo::kommo-o:
Defense is not to be underestimated. Consider passing some defensive boosts along to help your team, or maybe some hefty Substitutes to shield them. You can pass extra passive healing with Aqua Ring. Shell Armor can help protect you from crits. Gholdengo’s Good as Gold uniquely can help protect the team from status and phazing. You could even consider recruiting a Soundproof-mon to defend the team from sound moves like Boomburst or Roar, trying to get at you from behind your Subs.

:Clefable::Dondozo::Toxapex::Clodsire::ting-Lu::Hydrapple::mimikyu:
Is Unaware ignoring any kind of opposing stat changes sufficient to defensively contain opposing stat boosts? What about phazing, in the cases of Haze, Roar, Whirlwind, Dragon Tail or Red Card? Will they make the opponent’s efforts fruitless or will they find themselves overwhelmed?

:Malamar::hatterene::reuniclus::Corviknight::krookodile:
As long as you’re passing boosts along, why not go all in? Stored Power and Power Trip are powerful moves in this meta, as any accrued boost passed to their users only serves to add an additional 20 BP to the move. It all adds up, even potentially letting them bypass Unaware.

:whimsicott::galvantula::Trevenant::Pecharunt::deoxys-speed::Golurk:
Is creating a full boost passing chain team even worth it if every member of your team becomes afflicted with Leech Seed? What if the whole team’s ability is suppressed with Gastro Acid? Or are constantly losing a quarter of their health due to Ghost-type Curse? Taunt and Confusion also become much more disruptive, as these effects cannot be shaken off by manually switching.

:Landorus-therian::slither wing::Toxtricity::hatterene::Zapdos-galar::Decidueye-Hisui::Tentacruel:
If stat boost passing is everywhere, why not also try debuffing the opponent? Are physical attackers doomed to impotence when Intimidate affects the whole team? Moves like Lunge, Skitter Smack, Snarl, Mystical Fire, Thunderous Kick, Triple Arrows and Acid Spray’s drops become especially potent when transferred between teammates.

:ogerpon-cornerstone::meowscarada::Gallade::Samurott-Hisui::Salamence:
With defensive boosting and stat debuffing so prevalent in the meta, critical hits become a very valuable asset for offense as a countermeasure. High crit rate moves like Ivy Cudgel, Flower Trick, Leaf Blade, Psycho Cut, and Night Slash are invaluable. Most notable of all, Focus Energy is passed along the relay as well, providing a heightened crit chance for your whole team.

:Incineroar::Zapdos::primarina::Slowking-Galar::Cyclizar:
With these negative statuses and stat drops in mind, pivot moves like U-Turn, Volt Switch, Flip Turn, Parting Shot, Chilly Reception and even Shed Tail gain new utility to remove such negative effects, but using them also forfeits any accrued stat raises and places the user back at square one.

:ditto::espathra::manaphy::darkrai::iron valiant:
What if the opponent attempts to copy or steal your boosts with Imposter, Opportunist, Heart Swap or Psych Up? How would you respond then?

:Gliscor::glimmora::samurott-Hisui::ting-Lu::ribombee::Araquanid:
In an environment where switching is especially incentivized, good old-fashioned hazards might be a solid way to restrict the opponent.
Q: “How do I play Relay Race?”
A: “Relay Race is the Leader’s Choice pick located under the OM of the Month tab on Showdown!

Q: “Why is Taunt passed between Pokémon?”
A: “Taunt cannot be Baton Passed on cartridge on Gen 9 by virtue of being unable to use status moves while Taunted. However, in Gen 7, Taunt is categorized as a status move passed between teammates when using Z-Baton Pass, which bypasses Taunt. This is the precedent cited for Baton Passing the Taunt status within Relay Race, despite not being a Gen 7 OM.”

Q: “Do Eject Pack and Eject Button trigger Baton Pass?”
A: “Yes, they do. The items qualify as manual switching as they bring up the selection screen, as opposed to phazing, which does not. Here is an example in action.
This has all kinds of interesting meta ramifications, as these items can be used to grab momentum once per game, at the cost of an item slot.”

Q: “Why are the accuracy drop moves banned?”
A: “Under the OM premise, stat drops are not removed upon switch out, so accuracy dropping moves fall under the umbrella of the Evasion Clause. Thus, these moves are disallowed in order to avoid uncompetitive strategies.”

Tiering History
Date​
Action​
03/10/2025​
Meta created with initial banlist.
04/05/2025​
04/07/2025Terastal, Ogerpon-Wellspring, Skeledirge and Perish Song quickbanned.
04/19/2025No action on Serperior.
Regieleki and Terapagos unbanned.

Resources
> Sample Teams
> Early Viability Rankings
> OM Discord
 
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Early Viability Rankings
Note: This VR represents the early meta and is very likely to change.

S-Tier:
S+ Rank:

:Gholdengo: Gholdengo

S- Rank:
:Hatterene: Hatterene
:Corviknight: Corviknight
:Trevenant: Trevenant
:Pecharunt: Pecharunt
:Dragapult: Dragapult
:Ogerpon-Cornerstone: Ogerpon-Cornerstone
:Samurott-Hisui: Samurott-Hisui

A-Tier:
A+ Rank:
:Serperior: Serperior
:Clefable: Clefable
:Alomomola: Alomomola
:Cyclizar: Cyclizar
:Landorus-Therian: Landorus-Therian
:Kingambit: Kingambit
:Ting-Lu: Ting-Lu
:Excadrill: Excadrill
:Toxapex: Toxapex
:Zamazenta: Zamazenta

A Rank:
:Garganacl: Garganacl
:Slowking-Galar: Slowking-Galar
:Gliscor: Gliscor
:Darkrai: Darkrai
:Ogerpon: Ogerpon

A- Rank:
:Heatran: Heatran
:Manaphy: Manaphy
:Clodsire: Clodsire
:whimsicott: Whimsicott
:Roaring Moon: Roaring Moon
:Kommo-O: Kommo-o
:Glimmora: Glimmora
:Kyurem: Kyurem
:Primarina: Primarina
:Iron Crown: Iron Crown
:Cinderace: Cinderace
:Quaquaval: Quaquaval

B-Tier:

B+ Rank:

:Deoxys-Speed: Deoxys-Speed
:Malamar: Malamar
:Brambleghast: Brambleghast
:Araquanid: Araquanid
:Great Tusk: Great Tusk
:Espathra: Espathra
:Moltres-Galar: Moltres-Galar
:Haxorus: Haxorus
:Zapdos-Galar: Zapdos-Galar
:Dondozo: Dondozo
:Salamence: Salamence
:Iron Moth: Iron Moth
:Weavile: Weavile

B Rank:
:Goodra-Hisui: Goodra-Hisui
:Okidogi: Okidogi
:Chandelure: Chandelure
:Gallade: Gallade
:Tinkaton: Tinkaton
:Skarmory: Skarmory
:Meowscarada: Meowscarada
:Latias: Latias
:Latios: Latios
:Ditto: Ditto
:Torterra: Torterra
:Iron Treads: Iron Treads
:Weezing-Galar: Weezing-Galar
:Ribombee: Ribombee

B- Rank:
:Murkrow: Murkrow
:Inteleon: Inteleon
:Mimikyu: Mimikyu
:Iron Valiant: Iron Valiant
:Tentacruel: Tentacruel
:Incineroar: Incineroar
:Spidops: Spidops
:Moltres: Moltres
:Chesnaught:Chesnaught

C-Tier:


C+ Rank:
:Reuniclus: Reuniclus
:Muk-Alola: Muk-Alola
:Veluza: Veluza
:Basculegion-F: Basculegion-F
:Blissey: Blissey
:Garchomp: Garchomp
:Dragonite: Dragonite
:Porygon2: Porygon2
:Ninetales: Ninetales

C Rank:
:Raging Bolt: Raging Bolt
:Grimmsnarl: Grimmsnarl
:Zapdos: Zapdos
:Galvantula: Galvantula
:Mudsdale: Mudsdale
:Noivern: Noivern
:Espeon: Espeon

C- Rank:
:Vileplume: Vileplume
:Krookodile: Krookodile
:leavanny: Leavanny
:Ninetales-Alola: Ninetales-Alola
 
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:sv/dragapult: @ Scope Lens
Ability: Clear Body / Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Shadow Ball
- Fire Blast / Hydro Pump / Thunder

Pass this / other offensive dragons / fires / grasses a focus energy is going to be fucking crazy. No drawback drakes is going to be very difficult for balance teams to deal with.

:sv/raging-bolt: @ Scope Lens
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 20 Atk
- Draco Meteor
- Zap Cannon
- Thunderclap
- Thunderbolt

Defog + Zap Cannon / other inaccurate moves = profit (probably cheese but idk it sounds funny)
Alternatively pass accuracy buffs
 
I suspect Perish Song will be very strong though a bit of a double edged sword since it basically always (outside of you or your opponent dying first, or your opponent being Soundproof) KOs both players Pokemon. I can't think off the top of my head if there's a better way to clear your own perish song without self-KO (edit: u-turn).

Leech Seed and Curse will both be very strong considering when stacked you''ll be doing ~37% of your opponents teams' health per turn. Magic Guard will be a must if they stay (especially against Curse, Leech Seed is at least removed with Rapid Spin)

Imprison is also fairly rare distribution wise, but could easily be used to delete any counter play (if you opponent wants to rapid spin away your hazards/leech seed? Switch into your spinner and deny them the chance. Recovery? Switch into your corresponding matching recovery). Notably, Imprison denies your opponent the one true counterplay to these options, other pivot moves (u-turn, volt switch, flip turn), allowing you to reap the full benefits of those moves (removing those statuses) while denying your opponent the ability to rid themselves of those status conditions.
 
Trapping moves like block and infestation look like the most alarming strategies at first sight, for obvious reasons. That, alongside the numerous ways of hindering the opponent's chain, makes me think that being able to reliably end your own chain will be crucial in this metagame.
On a side-note, I'm immediately captivated by a Terastilized Ogerpon's ability of easily adding stat boosts to a chain every time it switches in, especially since it gets access to moves that interact really well with the meta, like u-turn, leech seed and taunt. :Ogerpon-Wellspring: Wellspring looks quite interesting for bulkier teams that'd like to spam unaware, but :Ogerpon: Teal Mask's free speed boost is probably going to be the most effective (and maybe even problematic).
 
Trapping moves like block and infestation look like the most alarming strategies at first sight, for obvious reasons. That, alongside the numerous ways of hindering the opponent's chain, makes me think that being able to reliably end your own chain will be crucial in this metagame.
On a side-note, I'm immediately captivated by a Terastilized Ogerpon's ability of easily adding stat boosts to a chain every time it switches in, especially since it gets access to moves that interact really well with the meta, like u-turn, leech seed and taunt. :Ogerpon-Wellspring: Wellspring looks quite interesting for bulkier teams that'd like to spam unaware, but :Ogerpon: Teal Mask's free speed boost is probably going to be the most effective (and maybe even problematic).

Absolutely, the Ogerpons look to be top-tier options, even after considering their auto-boosts on entry, post-Tera. (Mudsdale and Zamazenta do similar stuff with Defense too, FYI.)

While Tera use is committal, their access to Ivy Cudgel alone should be valuable as well, with the crits letting them break through opposing defensive boosts and debuffs, on top of having many nice utility options in Focus Energy, Swords Dance, Trailblaze, Leech Seed, U-Turn, Spikes, Knock Off, and Spiky Shield (good for stalling Perish Song turns). Even their pre-Tera abilities may prove useful. Water Absorb blocks Flip Turn, leaving Primarina stuck with its Perish Song, while Sturdy can be used in tandem with Red Card to delete an opposing team’s boosts.

————

I’m curious to see if the community deems Terastalization a good fit for this format, in general. I’m usually anti-Tera personally, but I can see its merits here, examples being Ghost-Tera preventing trapping and more freely allowing Curse use, Dark-Tera on Unawares to blank Stored Power / Power Trip, Ground-Tera to block Volt Switch, Fairy-Tera to prevent Dragon Tail, etc.

————

I neglected to post a preliminary Watchlist for the tier, as I would like that to evolve organically through community discussion, and eventual ladder testing, but I’ll throw one out there that did not get brought up in our Discord discussions of the format:

:sv/ribombee:

Sticky Web is already strong in standard play, but in RR, the speed drop gets passed and further compounded every time non-Grounded mon (or those lacking HDB) hits the field. Yikes!
 
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:sv/kingambit: @ Leftovers
Ability: Defiant
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head

:sv/empoleon: @ Leftovers
Ability: Competitive
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Flash Cannon
- Roost
- Roar

with the likely increased use of stat drops, defiant & competitive seem like they have great potential to take advantage of intimidate or snowball off of sticky web

:sv/corviknight: @ Leftovers
Ability: Mirror Armor
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Defog
- U-turn
- Roost

in a similar way corv's mirror armor may see great use, although I don't believe it works off of webs

____


:sv/Cyclizar: @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 Spe
Tera Type: Fairy
Jolly Nature
- Shed Tail
- Rapid Spin
- Knock Off
- Taunt

shed tail is in an interesting position, as pivot moves do not trigger the BP effect yet shed tail still gives the substitute.

____


weirdly enough baton pass itself might have a use as a way to bypass trapping while keeping boosts
 
weirdly enough baton pass itself might have a use as a way to bypass trapping while keeping boosts
Baton Pass actually mainly looks good as a slow pivot move that passes boosts - here are some sample Baton Pass abusers:

:SV/Alomomola:
Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn / Scald / Chilling Water
- Baton Pass
- Wish
- Protect

For those who like both passing Wishes and keeping the boost chain up.

:SV/Gliscor:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Normal
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- Swords Dance
- Knock Off
- Facade
- Baton Pass

Gliscor is notably not the fastest thing ever, so it can take a hit, Poison Heal its HP back later, and slow pivot boosts now. Like Swords Dance boosts!

:SV/Hatterene:
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psychic Noise / Mystical Fire
- Baton Pass

A slow pivot with Magic Bounce looks downright nasty, especially one that can add boosts to the chain.
 
Great... another meta where Corv will be on every team.

1743592193926.png

Corviknight @ Leftovers
Ability: Mirror Armor
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

With this set, not only can Corv bounce back stat drops, it can also make moves like Stone Edge and Fire Blast more accurate with Defog.

Also, Contrary needs to be banned. There's no real counterplay, and the main abusers of the ability (Serperior, Enamorus) have additional moves such as Leech Seed and Moonblast respectively that limits counterplay even more.
 
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:sv/malamar:
It’s probably too gimmicky to be reliable, per se, but how do we feel about Malamar? Contrary can come in handy, and Topsy-Turvy (reverses all stat changes) seems like it could enable some interesting strategies.
 
How does ingrain work with this? is switching still possible due to the baton pass effect? If so, it could be a valuable asset for teams to avoid phasing. Also, clef and HDB are going to run all over this meta lol.

Lilligant-Hisui (F) @ Wide Lens/Heavy-Duty Boots
Ability: Hustle
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ingrain
- Victory Dance Swords Dance
- Close Combat Axe kick (maybe?) or Leaf blade
- Ice Spinner

Edit: Electrode-Hisui could be good due to being immune to perish song (courtesy of soundproof) and leech seed. Brambleghast gets a whirlwind immunity as well as access to spin and curse and leech seed
 
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no retreat is banned
Thank you, guessing you could endlessly stack omni-boosts then.

Anyways
:sv/cyclizar:
Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel/Ghost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Shift Gear
- U-turn/Substitute
- Knock Off
- Dragon Tail/Rapid Spin/Taunt
Cyclizar has a unique set of tools for this metagame, which is pretty fitting since it helped get Shed Tail banned in regular gameplay.
Basically, the only highest amount of stats you can get with legal moves currently is Belly Drum, but Shift Gear is second with a speed boost and no drawbacks too. And Cyclizar is the best (legal as Magearna is banned) passer of Shift Gear. Its fast and it has regenerator, so it can pass shift gear multiple time.
Honestly the rest of its moves are filler.
U-turn is for when you specifically want to break your baton pass chain, whether its because of Perish Song or Leech Seed.
Substitute can be used like even better Shed Tail.
Knock Off is always a good option, especially with Red Card.
Dragon Tail can be used to break your opponent’s chain.
Rapid Spin can remove Leech Seed, but is primarly used for removing hazards.
Taunt prevents moves like Sword Dance and Calm Mind from being used, so it can prevent chains.
How does ingrain work with this? is switching still possible due to the baton pass effect? If so, it could be a valuable asset for teams to avoid phasing. Also, clef and HDB are going to run all over this meta lol.

Lilligant-Hisui (F) @ Wide Lens/Heavy-Duty Boots
Ability: Hustle
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ingrain
- Victory Dance
- Close Combat
- Ice Spinner
Victory Dance, for obvious reasons, is banned.
Also probably not a good idea to use Close Combat in this Meta unless you have Contrary.
 
kind of shocked victory/quiver dance are banned especially when belly drum isn't
I think Belly Drum gets a pass because of the drawback being bigger and because Quiver/Victory dance have defensive + speed buffs. Half your HP is no joke in a meta where Leech Seed and Curse stay with you. Also those defensive and speed boosts matter a lot, especially for Stored Power Trip strategies.

On another note
:sv/araquanid: :sv/ninjask: :sv/decidueye-hisui:
Decidueye-H is typically not a good Pokemon. It has a busted signature move but it’s extremely hard to use it since its so slow and has exploitable weaknesses. On the vast majority of other Fighting types, Triple Arrows would make them at least OU and possibly Ubers.
However this OM is much kinder to Decidueye. For starters, stat changes are always passed. That means that means your +6 speed gets passed to Decidueye. It also means that Sticky Web causes a vortex of speed drops every time the opponent switches in. With either or both support, Decidueye has an easier time outspeeding the opponent.
This can also be done on typical Trick Room Pokemon like Ursaluna, which is true, but Decidueye has an extra advantage in Triple Arrows. A common strategy would be to stack defensive boosts. The counterplay to this is more passive. With Triple Arrows, you can be more aggressive while countering them. Triple Arrows has a high critical hit chance and a 50% chance to drop Def (which gets passed too).
This means that if you get into a stat buff war, Decidueye is likely to win because of higher crit chances (can be guaranteed easily with Focus Energy and Scope Lens) and Defense drops. Said Defense drops and Flinch chance also help Decidueye fight against common Unaware Pokemon.

Oh and cherry on top is that Decidueye is a Grass type with Scrappy, so Intimidate and Leech Seed don’t affect it.
 
I feel like clefable is really broken. Not Unaware, just clefable. cosmic power is one of the most threatening boosting moves in the game, and clefable getting access to that in tandem with stored power and unaware is absolutely absurd. When partnered with ghold and hatt to stop phasing and perish song shenanigans, it is really difficult to remove the boosts or even do meaningful damage. I overall think unaware is healthy and necessary (at least for now), but clefable just seems like too much to me (even though it is honestly really fun to use). I know its only day 1 and I can't exactly call for a ban but it should probably at least be watched.
 
Are Fillet Away and Belly Drum being allowed oversights?
Belly Drum Regen Slowking is awesome

:sv/malamar:
It’s probably too gimmicky to be reliable, per se, but how do we feel about Malamar? Contrary can come in handy, and Topsy-Turvy (reverses all stat changes) seems like it could enable some interesting strategies.
Malamar is actually the only thing in the game with Suction Cups, so if you want to snowball stat boosts and create an unphasable object, uhh..here y'go.
 
This is one fun, quirky little meta! It gives me Loser’s Game vibes, haha.

Thank you to everyone who supported Relay Race for the April OMotM and to the coding staff for implementing it on Showdown! Also, thanks to Mozonite for the banner! It captures the spirit of this meta perfectly. <3

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Council and Balance

Thanks to Clas and Sawkasm for joining me on the tiering council.

In the coming days, I intend to expand the council by two members, for a total of five, preferably recruiting high ladder players and community members active in discussion either here or on Discord. After getting some more feedback from you fine folks, we can get to balancing with some more conclusive experience and opinions. Please PM me if you’re interested in serving on the Relay Race council!

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Early thoughts: As expected, the name of the game is accruing boosts while denying, invalidating, or stealing the opponent’s. There are a LOT of strats to try. Or you can just go for more traditional options; Hazard stacking is underprepared for, as is raw offense. (I got absolutely rolled by what appeared to be a pretty standard OU Rain team, oof.)

Games can quickly snowball if you get caught off guard and one side has accrued massive boosts, so there’s always a need for contingencies as to not auto-lose. For instance, phazing and Perish Song limit boost chains’ effectiveness, while Unaware/Sturdy/Mimikyu + Red Card can break an established chain ready to sweep you. I also saw a Murkrow, who wields Prankster Haze, which even affects Dark types since Haze targets the field

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What’s good and what’s TOO good?

:qwilfish-Hisui::overqwil::malamar: I was willing to give this move a shot at legality because it’s unreliable, but naw man, combined with our Baton Pass mechanics, Acupressure is dumb for the same reasons as Moody, and is the sole remaining option for either raising evasion or lowering accuracy. 1 evasion boost and you can be cooked with zero recourse.
Banning Acupressure has no collateral damage and I only need to see this kind of pain once:
https://replay.pokemonshowdown.com/gen9relayrace-2334020791
:Slowking-galar::slowbro: Belly Drum is a strong boost option that was passed over for a quickban due to the HP halving effect rendering it 1 or 2 use cases per team, making it quite committal and susceptible to phazing. However the Slow-family has Regenerator, and thus can pass BD multiple times per game, so this has become an issue worth looking at.
Unaware was also thought to be counterplay, but if Belly Drum is passed to a mon with Mold Breaker, the most popular option being Excadrill, you can bypass Unaware and win games on the spot.
On the other hand, Belly Drum gives physical attackers recourse against Intimidate looping and being an offensive option that can reliably outpace defensive boosting. I’d like to hear people’s thoughts if Belly Drum itself is too problematic to keep for the format, or just the users that can set it up multiple times per game.
:landorus-therian::incineroar::zamazenta::Mudsdale: May as well discuss Intimidate and the corresponding defense auto-boost options here, because it’s partially why I’m hesitant to go straight for a full BD ban. I don’t want to see physical attackers as a whole totally neutered to obscurity.
Since attack drops are passed to the whole team, Landorus and Incineroar have great utility in debuffing the whole opposing team on switch in, and both matchup well into the omnipresent Dengo. Less reliable options: Zam can pass an auto-defense boost once, but is better offensively, and Stamina users like Mudsdale can achieve this effect multiple times per game, by tanking hits on switch in.
:veluza: Veluza and its signature move Fillet Away escaped a QB for the same reason as Belly Drum, despite functionally being Shell Smash. Unlike Slowking, Veluza is very frail, so it is more one and done, but it also natively gets Stored Power and Mold Breaker to bypass Unaware, so I could see it being very particularly strong if piloted well.
This is mostly hypothetical as I haven’t seen much use of it yet at higher ladder, leaning ok for now. I’ll need to see more to know if it’s actually unhealthy.
:ogerpon-wellspring::ogerpon::Inteleon::samurott-hisui::roaring moon: Some have called out Focus Energy as a particularly strong strat for bypassing defensive boosts and debuffs like Intimidate, and boosting both sides of offense in one slot. Auto-crit moves are rare, and phazing has ample counterplay, be it with Gholdengo, Hatterene, Taunt, Substitute, Soundproof, Suction Cups, Guard Dog, etc.
Your main counterplay to Focus Energy is to simply out-offense it, but Goodra-H is a solid pick due to having Shell Armor, great defensive typing, special bulk, Curse, Acid Armor, Dragon Tail, Steel STAB for Fairies and even options to hit Gholdengo like EQ and Flamethrower. Goodra lacks recovery but can run ChestoRest, or can be supported with Wish or Aqua Ring to decent effect,
The meta is in its infancy, but in theory, other Shell Armor-mons like Lapras, Torkoal and Samurott-Johto could serve in similar roles, as well.
:Corviknight::hatterene::Clefable: :Malamar: Stored Power and Power Trip are really good, as any accrued stat boosts of any type make your move stronger, potentially letting you bypass Unaware. Thankfully this strat is quite telegraphed and takes time to set up, giving the opponent ample time to react to it. Unaware + Tera Dark or Haze are good contingency. Since Power Trip has no immunities, it is the better of the two.
Corv is the best Power Tripper by virtue of having bulk, recovery and good typing while Hat and Clef are the best Stored Power mons for having Fairy STAB to nail Dark types and the immense utility of Magic Bounce/Unaware, and being immune to Dragon Tail.
:primarina::Meloetta::dewgong: Perish Song needs to be prepped for in the builder, as it is unsurprisingly the best option at both distributing boosting chains and forcing progress, even getting past Magic Bounce. The best users of Perish Song by far are mons able to pair it with pivoting moves to remove the effect on their own team, making an otherwise double-edged sword into a weapon with little drawbacks. Without one or two of Gholdengo, Soundproof, or your own pivot move, a Perish Song user is sure to KO 1 or 2 members of your team.
Primarina and Melotta also match up well into Kommo-O, who basically needs to Steel-Tera to be able to stand up to their SE STABs. Mel can also take on Gholdengo due to its Shadow Ball immunity and nice special bulk. I’ve even seen Dewgong, which nails both Kommo-O and Electrode with STAB Ice Beam.
I feel like Perish Song is a concept worth exploring in this format, but having it on the same set as a pivot move is concerning. I’d like to hear more peoples’ thoughts here to get a clearer picture.
:espathra: I haven’t used if myself yet, but it’s been doing work high ladder. Speed Boost may be banned but Espathra has another ability and one amazing for this format: Opportunist, letting it copy opposing boosts while also boosting with self with Calm Mind or Agility and then wrecking shop with Stored Power I imagine it’s Tera dependent to bypass Dark types.
:skeledirge: Skeledirge is a nice ball of traits and stats highlighted by Torch Song, a boosting solo attack that hits through Substitute, being the only viable Unaware Mon with access to Roar, Will o Wisp, Curse in conjunction with recovery and bulk, and the choice of Ghost STAB between Shadow Ball or Hex. Curse on it is great because it naturally threatens Gholdengo, Hatterene, and the Magic Guard mons, who do not want to switch in to it.
It’s not hard to see why Dirge is doing well in this format, it has everything going for it.
:Pecharunt: Like Skeledirge, Pecharunt is a bulky Ghost with access to both Curse and recovery, and STABs that threaten Dengo, Hat, Clef and Reuniclus. It also has Parting Shot to drop the opposition’s stats and shed its own teams’ negative afflictions, but taking it a step beyond with Pecharunt is Malignant Chain, which will confuse anything it poisons.
Since confusion is Baton Passed, this can easily generate free turns for Pecharunt’s team and win games on the spot.
:serperior: Serperior is particularly strong due to having the powerful Contrary + Tera combo, it can go Stellar for attack and sp attack boosts while attacking, as well as inverting opposing stat drops, or a different type to change its coverage and mitigate its defensive Grass type vulnerabilites. Add in having Leech Seed, Gastro Acid, Glare, Substitute and Dragon Tail and Serp is all around good.
:Malamar: Malamar’s typing and stats may be sub-par but it has some amazing tools to do work in this meta, including Contrary for physical sets and Suction Cups for special CM sets that deny phazing. The best selling point for Mala is Topsy-Turvy for just being generally disrupting to opposing chains. It’s common high ladder.
:gholdengo: Ole reliable Gholdengo. He’s on the banner for a reason!
This guy is your meta glue and likely the most important mon of the format. Not the best boost passer by any means, and Make It Rain receives a nerf by passing the drop, but Nasty Plot exists and does just fine, and GaG is a phenomenal ability for the format, letting Dengo be immune to Roar, Whirlwind, Perish Song, Leech Seed, Topsy-Turvy, Curse and Gastro Acid. It also spin blocks just like always and its Steel typing lets it set up Subs easy to pass as it resists Dragon Tail.
:Cyclizar: Cyclizar has a bunch of nice traits that let it do work high ladder, including high speed in conjunction with Regenerator, Substitute and Shed Tail (which both passes a Sub and eliminates negative afflictions, Rapid Spin for both hazard control, Leech Seed and speed boost passing, Shift Gear, U-Turn for Perish Song, Dragon Tail, Knock Off. Really nice mon.
:ribombee::Araquanid: Sticky Web I found personally underwhelming, at least at this point, as it’s easy to make a team of bulky boosters that give zero damns about speed drops, or otherwise just loading up on HDB and Ground immune-mons. Still, it has great potential on offense teams limiting opposing offense.
Whether or not we want to keep Terastallization in the format was always going to be a community driven debate.
I personally generally dislike Tera for being too volatile, but I’m finding that I actually enjoy it here. It has many fun and interesting use cases here, be it Super STAB for breakers, Defensive counterplay like Dark Tera + Unaware for the Power Moves, Ghost Tera for Curse and Rapid Spin blocking, Fairy Tera to deny Dragon Tail, etc.
Share your thoughts on Tera!
 
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I think the main issue with considering tiering action on each of the problematic elements is that normal offensive teams that don’t even utilize the Relay Race mechanic can defeat them. Pokemon such as Darkrai, Excadrill, and Muk-Alola can easily defeat defensive setup teams due to them having favorable matchups into Gholdengo, Clefable, Hatterene, Whimsicott, and Slowking/Slowbro.
 
Here are some other strategies I came up with that are interesting (would need to test however)
:sv/Trevenant: :sv/alomomola:
Trevenant has the unique trait of being a Ghost type that has access to Ingrain and Leech Seed. Alomomola is a Pokemon with Aqua Ring and only one with Regenerator.
Ingrain + Aqua Ring gives you 1/8th healing in a single turn. Add Leech Seed and you are healing massive amounts of HP passively and making yourself hard to kill. Trevenant is ideal for this most because its the only Pokemon with a Ghost typing and Ingrain, making it the only Pokemon that can pass ingrain. Alomomola is also idea because of Regenerator and Flip Turn, although would otherwise need Shed Shell to pass any Ingrain passed to it.
Trevenant also has the additional advantage of Harvest too. You could also have a Psuedo Moody that can be passed with Ingrain. You also get Ghost Curse, which honestly sounds like a better strategy.

:sv/Deoxys-Speed:
Deoxys-Speed is the fastest Pokemon available and its not even close. You can use it multiple ways which I’m surprised aren’t utilized. With Recover, Cosmic Power and Taunt, you can boost your bulk, heal off any direct damage, and prevent Haze, Perish Song, and opposing boosters. You can also pass Agilities and Nasty Plots, Teleport in the off chance you’re hit with a Perish Song, and Knock Off Red Cards.

:sv/Manaphy:
Honestly surprised Manaphy or Tail Glow are legal. Manaphy has 100/100/100 bulk and Tail Glow is the fastest way to increase SpA. Simply passing Tail Glow boosts relatively easily is great value. You also have Take Heart, Heart Swap, Aqua Ring, Haze, and Stored Power.

:sv/Whimsicott:
Cotton Guard is normally overlooked, but here instant +3 Def is pretty good for both Body Press and Stored Power abusers. Whimsicott additionally has Prankster Taunts, Prankster Leech Seed, Prankster Switcheroo, and a fast U-turn too. Grass/Fairy also make Whim immune to Leech Seed and Dragon Tail.

:sv/Meowscarada: :sv/Skeledirge: :sv/Quaquaval:
Surprised to see the Paldea starters aren’t discussed as much when they fill pretty good roles.
Meowscarada is probably the least useful since its only unique trait it brings to the table is Flower Trick. It has Leech Seed, Taunt, and Knock Off, so still very useful, but besides Flower Trick tons of Pokemon have this.
Skeledirge is the most surprising. Having Unaware is amazing in this metagame both defensively and offensively too. It also has Ghost typing to prevent trapping, and Torch Song too, so while it dishes out damage you snowball your SpA that can be passed to other teammates.
Quaquaval is very similar, but instead of Unaware and SpA, you get Moxie and Aqua Step. You also get Flip Turn, Taunt, Knock Off, Roost, etc.

:sv/Haunter:
Oh and btw where is the discussion around Mean Look and Block? Perish Trapping is now significantly easier with trap moves being passable. Use Mean Look or Block, switch out to a Perish Song or Ghost Curse user, and make sure you have a pivot move user (perferably Teleport or Chilly Reception) to remove your own Perish Song before everyone dies (optional, if you use Perish Song over Ghost Curse).
Additionally you can use Mean Look, then have a team of set up mons that can easily go uncontested since your opponent can’t switch in most scenarios.
Fully expected Perish Song or Mean Look to at least be on the watchlist.

This only applies to Gen 2-4 actually. Mean Look and the like won't keep your opponent trapped forever when switching out. Neither will Infestation.

:sv/dudunsparce:
Very much a meme Pokemon, but the Dudunsparce line is the only line with Serene Grace Ancient Power. A more reliable set probably would be Coil with Rattled. The idea isn’t for Dudunsparce to sweep itself, but stack boosts easily since it has pretty good bulk and can get several boosts. Oh and it has Glare too.

:sv/thundurus:
Hey anyone else remember the Swagger spam from Gen 5/6?
Well its weaker in the base game for sure, but here escaping confusion is harder and makes ever turn a massive risk. More of a cancer strategy than something legit though.

:sv/Swalot: :sv/weezing-galar: :sv/excadrill:
Btw Gastro Acid supresses abilities and ability surpression gets passed on switch, meaning you pretty much bypass GaG, Bounce, Unaware, and Shell/Battle Armor until your opponent faints or uses a pivot move.
Neutralizing Gas and Mold Break probably more reliable options. Weezing itself is a bit more useful this meta thanks to Clear Smog, Haze, and Defog.
 
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