Mewnium Z can finally be obtained through the Pokémon Bank. So, could Mew carve itself a niche as Psychic Terrain setter and make Psychic once again a bit obnoxious to face?
It's a damn shame that the actual Z-move doesn't benefit from the damage boost of the terrain it induces. It's not much for team support as you can't run it with terrain extender, it's single use, and tapus are all over the meta to overwrite your terrain.Mewnium Z can finally be obtained through the Pokémon Bank. So, could Mew carve itself a niche as Psychic Terrain setterand make Psychic once again a bit obnoxious to face?
I think that it could set up well for late game sweeps, either with Mew or any of Psychic's strong potential sweepers. But yeah, Tyke is right, it would only be effective if you were to take out the opponent's terrain setters so that you could get some use out of your 5 turns.Mewnium Z can finally be obtained through the Pokémon Bank. So, could Mew carve itself a niche as Psychic Terrain setterand make Psychic once again a bit obnoxious to face?
I mean I agree with everything the others said, but I can only see this being the most useful as a way of preventing sucker punch spammers. Otherwise it can probably make some strong gimmicks on psychic.Mewnium Z can finally be obtained through the Pokémon Bank. So, could Mew carve itself a niche as Psychic Terrain setterand make Psychic once again a bit obnoxious to face?
Only really feeling z conversion and z belly drum's impact.... Z-celebrate on starters precludes the use of mega stones, and while the eevees get stored power the only ones a good position to use it with celebrate are espeon and maybe sylveon.Thoughts on Normalium Z, anyone? Considering it allows for some extreme sets in this meta such as (Z-Happy Hour Greninja, Jirachi, Gyarados, Snorlax), (Z-Belly Drum Azumarill), (Z-Celebrate Eevees & starters), (Z-Splash Gyarados & others), (Z-Conversion Porygon-Z), etc.. I feel like it deserves some more discussion at least. For example, Greninja is already a highly capable (maybe even broken) Pokemon and it can literally just sweep through some types like Psychic and Ground when it has Z-Happy Hour.![]()
It will be interesting to see how psychic teams will change now, will people just try to fill Hoopa-U’s shoes with a another wallbreaker or switch the playing style completely?rip Unbound
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The main reason why Meloetta wasn't very common on Mono Psychic teams in both ORAS and SM pre-Mega Gross + Unbound ban was due to its main role, being the best ghost check, being filled by Unbound (who could also break through ghost cores with one STAB Dark Pulse with a Specs set unlike Meloetta which needs Dazzling Gleam to get past Mega Sableye) with the only saving grace it had being the Ghost immunity and a slightly better speed tier.
252 SpA Choice Specs Hoopa-Unbound Dark Pulse vs. 252 HP / 144+ SpD Sableye-Mega: 171-202 (56.2 - 66.4%) -- guaranteed 2HKO
252+ SpA Choice Specs Meloetta Shadow Ball vs. 252 HP / 144+ SpD Sableye-Mega: 102-120 (33.5 - 39.4%) -- guaranteed 3HKO
252 SpA Choice Specs Meloetta Dazzling Gleam vs. 252 HP / 144+ SpD Sableye-Mega: 184-218 (60.5 - 71.7%) -- guaranteed 2HKO
There are much more things that Unbound hits harder than Meloetta that are significant but I'm not gonna list any other calcs because otherwise I'll be here all day lol. With Unbound recently getting banned, I could see Meloetta's usage rising by tenfold.
On the first page, second post of forum, scpinion says that Mawilite remains banned.will Mega-Mawile be quick-banned right away, or will it have a chance in the metagame before a decision is reached?
Beedrill definitely isn't going to want to run more than one Bug move, as the coverage provided by Knock Off and Drill Run is too good to pass up. Drill Run will 2HKO Magearna and will do about 35-40% on Toxapex, meaning that if Tox isn't close to full health it cannot switch in.On the first page, second post of forum, scpinion says that Mawilite remains banned.
But on the note of Beedrilite being released, I'm looking forward to trying a more Hyper Offensive Poison team rather than Balanced. Mega-Beedrill, with its amazing speed tier that's able to outspeed scarfed base 80s by literally 1, can put out some major damage with a massive 150 base Atk paired with Adaptability.
I'm curious as to how well a Fell Stinger set may work on Poison. Fell Stinger boosts the Atk of Mega Beedrill by +3 when it KOs a mon with this move. I'm mainly focusing on Poison because I feel Mega Beedrill isn't really needed on Bug when it has Mega Scizor and Mega Pinsir. I'm not too experienced with Poison, I mainly use it from time to time for fun on on ladder or in tours. Looking at this set, I get straight up walled by mons like Magearna and Toxapex, but this is basically a rough draft of what I might try at the start. I could possibly use Drill Run but that's for a later date on a different team.![]()
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Poison Jab
- Knock Off
- Fell Stinger
Here's a few simple calcs against a few common bulky mons:
252 Atk Adaptability Beedrill-Mega X-Scissor vs. 252 HP / 0 Def Muk: 248-292 (59.9 - 70.5%) -- guaranteed 2HKO
252 Atk Adaptability Beedrill-Mega X-Scissor vs. 252 HP / 232+ Def Slowbro: 268-316 (68 - 80.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Adaptability Beedrill-Mega X-Scissor vs. 252 HP / 80+ Def Slowbro-Mega: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO
252 Atk Adaptability Beedrill-Mega Poison Jab vs. 252 HP / 172+ Def Zapdos: 170-200 (44.2 - 52%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Adaptability Beedrill-Mega X-Scissor vs. 252 HP / 0 Def Jirachi: 194-230 (48 - 56.9%) -- 90.2% chance to 2HKO after Stealth Rock and Leftovers recovery
Here's some calcs after a Fell Stinger boost:
+3 252 Atk Adaptability Beedrill-Mega Poison Jab vs. 252 HP / 252+ Def Toxapex: 130-153 (42.7 - 50.3%) -- 41% chance to 2HKO after Stealth Rock and Black Sludge recovery
+3 252 Atk Beedrill-Mega Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 157-185 (51.6 - 60.8%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
+3 252 Atk Adaptability Beedrill-Mega X-Scissor vs. 252 HP / 112 Def Sableye-Mega: 364-430 (119.7 - 141.4%) -- guaranteed OHKO
+3 252 Atk Adaptability Beedrill-Mega Poison Jab vs. 252 HP / 240 Def Mantine: 484-570 (129.4 - 152.4%) -- guaranteed OHKO
+3 252 Atk Adaptability Beedrill-Mega Poison Jab vs. 120 HP / 136+ Def Alomomola: 452-532 (90.2 - 106.1%) -- guaranteed OHKO after Stealth Rock
+3 252 Atk Adaptability Beedrill-Mega Poison Jab vs. 240 HP / 216+ Def Mandibuzz: 348-410 (82.6 - 97.3%) -- guaranteed OHKO after Stealth Rock
You get the picture.
The second half of calcs, of course, are only possible if you pull off a KO w/ Fell Stinger. Still, I'm looking forward trying to out this set in the meta and hope for the best. Let me know what you guys think! Again, I'm not very experienced with Poison so all criticisms, good and bad, are welcome!
EDIT: Man, I don't know how to do a proper quote on this... My first time trying, rip.
As far as suspects go, the only noticeable threat that I could see put on the table for mentioning currently is Greninja. Since the banning of the various major threats of the SM metagame has been occurring, Greninja has only grown in potential for being a go to monstrous Pokemon in both of its types. Protean is still an incredibly powerful ability that gives Greninja an unpredictability that some types, such as Ground or Flying, have trouble coping with. Pairing that with its speed tier and movepool that can hit most anything, is essentially why it can prove to be so dangerous in Monotype. Until it can shift the metagame and become noticeably broken, such as with Hoopa-U, it most likely won't come up on the slate as an actual suspect for a while. The best way to gauge if Greninja has become suspect-worthy is through the Winter Seasonal and the upcoming Monotype Open. If Greninja sees high usage just as how the previously banned Pokemon have, than you can be sure that discussion focused on its suspect will arise.DISCLAIMER: The following are conversation starters, I am not listing any opinions whatsoever, I am simply curious about these topics.
While we wait for the new megas to release, I figured we should discuss some things during this downtime:
Next Suspects:
Obviously Celesteela, magearna and Tapu Koko have been looked at by the community quite a bit. However some people think that there need to be suspects done on these mons because they are "Too OP," and, "Render my team useless." It would be interesting if we could discuss some nice checks or even counters to these powerful mons, or just speculate about some future suspects (i.e Marshadow).
Z-Moves on powerful sweepers:
Tyke already talked about this for a bit, but I have fiddled with some Z-sets as well and found some very useful sets that can potentially make some mons a little more viable. An example is Z-mirror move Honchkrow, which can be used for endgame sweeping and make better use of superpower. There are clearly more useful sets than this, but that is up to you guys to discuss.
Mega Beedrill and other new/veteran mons that may come soon:
Mega-Beedrill will obviously shift the meta for both bug and poison quite a bit, but what about the other megas that haven't been released yet? How would they fit into the new meta? I honestly want to know what you guys will think about the future of the lower tier types once all the megas are released.
I hope these eventually spark an interesting conversation for the thread while we wait for Mega-Bee.
It's very easy for (chatroom) players to complain about something like koko or celesteela when their team isn't prepared, or they themselves aren't prepared; they aren't insurmountable mons to face. While celesteela can be annoying, the biggest trick is figuring out what set it is and what evs its running, then dealing with it from there. It does have an option to run all 4 major ev spreads (physical/special attacker or physical/special wall), but once it's determined, the majority of teams can deal with all of the sets. On the other hand, I could see magearna having a suspect in the future. It has a really strong movepool, typing, ability, and bst spread with the options of either trick room, or boosting with either calm mind or shift gear. It's a great z-move user to start up its boosting or to work as a wallbreaker, and can easily sweep an opposing team after the 1-2 big opposing threats are taken care of. Worth being looked at a bit more, but I don't feel like writing a dissertation right now much like esteemed user Tyke would ;).Next Suspects:
Obviously Celesteela, magearna and Tapu Koko have been looked at by the community quite a bit. However some people think that there need to be suspects done on these mons because they are "Too OP," and, "Render my team useless." It would be interesting if we could discuss some nice checks or even counters to these powerful mons, or just speculate about some future suspects (i.e Marshadow).
I think z-moves are a very exciting factor in the gen7 metagame. The majority of players don't utilize them as much as they could be aside from common/obvious sets such as z-conversion, or z-belly drum. A lot of the example sets (not all obviously) that people have been posting in places like the creative sets thread, actually do work well in application, and not just on paper. The key factor is to treat z-attacks as a wallbreaker in of itself, giving more power than a choice band/specs would do (for a single move) without having to be locked into just one move. That being said, choosing a mon as your z-move user can be tricky as you're effectively giving up an item slot, and you need to carefully choose the move you're using the z-attack off of, which can require a fair amount of calcs or testing to see if its even worth running. There are also several minor factors about z-moves that many players don't know. For example, you can use a z-status move through taunt, or use any z-attack even if you're encored to another move. I've also heard that z-moves ignore confusion, but I haven't tested that myself. Also remember that z-moves do 25% damage through protect, which in the correct moment, can win a match for you. Unfortunately, normal type z-moves aren't turned into respective types of -ate abilities, so I wouldn't bother trying those sets. (rip z-hyper beam pixilate)Z-Moves on powerful sweepers:
Tyke already talked about this for a bit, but I have fiddled with some Z-sets as well and found some very useful sets that can potentially make some mons a little more viable. An example is Z-mirror move Honchkrow, which can be used for endgame sweeping and make better use of superpower. There are clearly more useful sets than this, but that is up to you guys to discuss.
I agree, Genesis Supernova Mew is scary, especially for Poison teams that lost Alola Muk because once Mew sets up one Rock Polish, Scarfed Gengar gets outsped and Scolipede would need to get lucky with 2 protects (which can be completely negated if Mew predicts that and sets up ANOTHER Rock Polish).I've been dying to make this post for over a week now, but I really didn't want to until after my seasonal battle. And since we're talking about Z-moves anyway, here's an awesome set I've been using to ridiculous success.
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Focus Blast
- Rock Polish
By god this set really just isn't fair in the metagame right now. Double Dance Mew is a ridiculous threat for multiple reasons. First, 100 / 100 / 100 bulk is just crazy. Mew sets up on pretty much anything that isn't using super effective coverage. Like Double Dance Landorus-T, you don't need to set up twice. However, Psychic teams have one of the best utility Pokemon in the game: Deoxys-S. Dual screens support allows Mew to almost always set up twice freely while even sometimes getting a third turn if necessary. Furthermore, this assumes your opponent chooses to stay in and attack Mew. People always expect the utility set or stallbreaker set. Mew can bluff sets so easily that it gets more opportunities to set up. Special attackers often switch into Mew expecting to soak up a Will-O-Wisp or Taunt, but then they find out that Mew literally got a free turn, and nothing in the game can OHKO Mew with screens up, so it gets another turn. Pivots such as Gastrodon and Pelipper also come into Mew very often, and that really opens up the possibility of three free turns. Using this set is just so easy. Set up dual screens with Deoxys-S, bring Mew into a physical attacker or a wall to bluff a utility or stallbreaker set respectively, and just sweep. It's literally A B C.
Unfortunately, as you can probably tell, this set is walled by Psychic-types and Mega Sableye. There's really not much I figured could be done about this. The problem is that Focus Blast is by far the best coverage option, as all other attacks lack power against Dark- and Steel-types. Dropping Nasty Plot makes Mew struggle because it really doesn't have much power without being at least +2. Dropping Rock Polish leaves it weaker to offense, although with the help of Dual Screens Deoxys-S, this is a much more viable option if you really hate losing to Mega Sableye (be aware Calm Mind sets will set up on you anyway unless you use Dazzling Gleam).
Has anyone else been trying out Genesis Supernova? Let me know your thoughts on the set too! It needs support in the form of dual screens and a Mega Sableye check, but other than that it's really been amazing! Psychic did lose Hoopa-U, but this is such an amazing set and I've never loved playing HO Psychic more.
Flying Defensive Core:
+2 252 SpA Mew Focus Blast vs. 252 HP / 4 SpD Skarmory: 290-342 (86.8 - 102.3%) -- 93.8% chance to OHKO after Stealth Rock
+2 252 SpA Mew Genesis Supernova vs. 252 HP / 16+ SpD Mantine: 339-399 (90.6 - 106.6%) -- 43.8% chance to OHKO
+2 252 SpA Mew Psychic vs. 252 HP / 192+ SpD Zapdos: 298-352 (77.6 - 91.6%) -- guaranteed 2HKO after Leftovers recovery
Normal Eviolite Core:
+4 252 SpA Mew Focus Blast vs. 252 HP / 0 SpD Eviolite Chansey: 418-494 (59.3 - 70.1%) -- guaranteed 2HKO
+4 252 SpA Mew Focus Blast vs. 252 HP / 0 SpD Eviolite Porygon2: 454-536 (121.3 - 143.3%) -- guaranteed OHKO
Stall Water:
252 SpA Mew Genesis Supernova vs. 252 HP / 4 SpD Unaware Quagsire: 357-420 (90.6 - 106.5%) -- 43.8% chance to OHKO
+2 252 SpA Mew Psychic vs. 40 HP / 208+ SpD Lanturn: 330-388 (82.2 - 96.7%) -- 62.5% chance to OHKO after Stealth Rock (Terrain)
+2 252 SpA Mew Psychic vs. 252 HP / 0 SpD Azumarill: 442-522 (109.4 - 129.2%) -- guaranteed OHKO
+2 252 SpA Mew Focus Blast vs. 252 HP / 252+ SpD Empoleon: 312-368 (83.8 - 98.9%) -- 31.3% chance to OHKO after Stealth Rock
+2 252 SpA Mew Psychic vs. 120 HP / 252 SpD Alomomola: 459-541 (91.6 - 107.9%) -- guaranteed OHKO after Stealth Rock (Terrain)
+4 252 SpA Mew Genesis Supernova vs. 252 HP / 180 SpD Slowbro-Mega: 369-435 (93.6 - 110.4%) -- guaranteed OHKO after Stealth Rock