Metagame SM Ubers Sets Discussion

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Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Flash Cannon
- Calm Mind

Pain Split and/or volt switch is boring af. Just watching those moves...
but cm is a good option especially against stall :^D

Most of users have posted about the moveset so check those out and
if you want to see CM magearna in action then check this out:

[Gen 7] Pokebank Ubers replay: Allistaair vs. parivard☎☀ - Pokémon Showdown
 

shrang

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Interesting thing to think about:

Metagross @ Metagrossite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Explosion
- Meteor Mash
- Bullet Punch
- Earthquake / Stealth Rock

This thing differentiates from Solgaleo in the way that it's supposed to be used on HO as like an offensive Xerneas check that can stop (most) Supportceus from using Defog by blowing itself up (kind of like Lando-T on gen 6 Webs). There's actually a lot of things that Mega Metagross has over Solgaleo. The aforementioned Explosion is one of them. Metagross can also set up Stealth Rock, which gives it some utility, and you can even use this as a suicide lead if you see fit (which can limit opposing Deo-S's and stuff). It also has Bullet Punch for priority, so you can still pick off weakened things like Deo-A and what not. Its typing, just like Solgaleo's, is very good vs Psyspam, which kind of annoys HO. With Mega evo speed buff, you can now outspeed stuff that really annoys Solgaleo without having to use Protect, like your base 99s - LO Yveltal has to resort to Sucker Punch, which actually can't kill a 100% Mega Metagross, even after 1 SR switch. CB Yveltal still OHKOs with Sucker Punch though.

Obviously, the major downside to this thing is the fact that you have to run a Mega evolution for this thing, which you'd rather use on something like Mega Gengar or Mega Salamence. It's also not as bulky as Solgaleo all-round, so you still have be careful around GeoXern. Still, it's still something to consider if you've got an HO team that is more Xern weak. The team I was trying to build around had SD Ghostceus, which along with P Don was really iffy in checking GeoXern.
 

Solgaleo @ Psychium Z
Adamant / Jolly Nature
- Sunsteel Strike
- Zen Headbutt
- Work Up
- Earthquake / Flare Blitz

...With Zen Headbutt base, Shattered Psyche reaches 160 BP, and after Psychic Terrain, STAB, and the +1 from Work Up it does pretty frightening damage, cleanly OHKOing Primal Groudon, Ho-Oh, defensive Arceus-Water and Arceus-Ground, defensive Primal Kyogre, and max Defense Zygarde pre-transformation. ...

Have some calcs. These all assume Psychic Terrain is active:

+1 252+ Atk Solgaleo Shattered Psyche vs. 248 HP / 56+ Def Groudon-Primal: 390-460 (96.7 - 114.1%) -- 81.3% chance to OHKO
+1 252+ Atk Solgaleo Zen Headbutt vs. 4 HP / 0 Def Ho-Oh: 367-433 (103.6 - 122.3%) -- guaranteed OHKO
+1 252+ Atk Solgaleo Zen Headbutt vs. 172 HP / 0 Def Kyogre-Primal: 367-433 (95.5 - 112.7%) -- 75% chance to OHKO
+1 252+ Atk Solgaleo Shattered Psyche vs. 252 HP / 200+ Def Arceus-Water: 442-522 (99.5 - 117.5%) -- 93.8% chance to OHKO
+1 252+ Atk Solgaleo Shattered Psyche vs. 252 HP / 252+ Def Zygarde: 424-499 (100.9 - 118.8%) -- guaranteed OHKO
+1 252+ Atk Solgaleo Shattered Psyche vs. 252 HP / 252+ Def Zygarde-C: 424-499 (66.6 - 78.4%) -- guaranteed 2HKO
You slashed Jolly, but all the calcs are with Adamant, and they hinge on it for that matter. You also didn't mention Jolly in your set description! Is this really a set that offers that kind of freedom with the choice in Nature?
If you have any ideas for Jolly, even if they're super niche, I'd still be curious!

At the moment, all I can think of is using Jolly to match the one Jolly Groudon set (which doesn't even run enough speed to beat Solgaleo anyway as it's trying to bulk up its SpD to beat Xerneas, but hey, maybe someone really doesn't care about Xerneas and is running a max speed Groudon).

Jolly Solgaleo would also only need 200 Speed EVs to beat a base 90 like Groudon at their maximum potential (base 90s hit 306 at max and 200 EVs would let Jolly Solgaleo hit 307, in case anyone wanted exact numbers), which would mean Solgaleo could run just a tiny bit more bulk (unless there's something for which a Jolly base 97 would need max speed).
 
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Psychic hits physically defensive Pokémon, and Psystrike hits everything else.
What Pokemon is Psychic hitting that Psystrike doesn't already KO just as fast? Timid Psystrike 2HKO's Primal-Groudon after stealth rocks, as does Psychic. I suggest running Ice Beam, which OHKO's Zygarde and Yveltal after rocks.
252 SpA Life Orb Mewtwo Ice Beam vs. 132 HP / 0- SpD Yveltal: 328-387 (76.9 - 90.8%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Mewtwo Ice Beam vs. 252 HP / 0 SpD Zygarde: 608-717 (144.7 - 170.7%) -- guaranteed OHKO
 
What Pokemon is Psychic hitting that Psystrike doesn't already KO just as fast? Timid Psystrike 2HKO's Primal-Groudon after stealth rocks, as does Psychic. I suggest running Ice Beam, which OHKO's Zygarde and Yveltal after rocks.
252 SpA Life Orb Mewtwo Ice Beam vs. 132 HP / 0- SpD Yveltal: 328-387 (76.9 - 90.8%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Mewtwo Ice Beam vs. 252 HP / 0 SpD Zygarde: 608-717 (144.7 - 170.7%) -- guaranteed OHKO
Good point
 
Mewtwo @ [item=life orb]Life Orb[/item]
Ability: [ability=pressure]Pressure[/ability] / [ability=unnerve]Unnerve[/ability]
EVs: 252 SpA / 252 Spe
Nature: Timid / Modest
- [move=psystrike]Psystrike[/move]
- Ice Beam / [move=psychic]Psychic[/move]
- [move=focus blast]Focus Blast[/move] / [move=aura sphere]Aura Sphere[/move]
- [move=shadow ball]Shadow Ball[/move]

Basically a mixed attacker that doesn't need to invest into Attack, Psystrike allows it to hit things that normally wall special attackers, and its other moves allow it to hit everything Psystrike cannot.
252 SpA [item=life orb]Life Orb[/item] Mewtwo [move=psychic]Psychic[/move] vs. 152 HP / 44 SpD Groudon-Primal: 59.6 - 70.1% -- guaranteed 2HKO
252 SpA
252 SpA [item=life orb]Life Orb[/item] Mewtwo [move=psystrike]Psystrike[/move] vs. 172 HP / 0 Def Kyogre-Primal: 69 - 81.2% -- guaranteed 2HKO
252 SpA [item=life orb]Life Orb[/item] Mewtwo [move=psystrike]Psystrike[/move] vs. 184 HP / 28 Def Xerneas: 55.3 - 65.8% -- guaranteed 2HKO
252 SpA [item=life orb]Life Orb[/item] Mewtwo [move=shadow ball]Shadow Ball[/move] vs. 0 HP / 4 SpD Solgaleo: 68.1 - 80.7% -- guaranteed 2HKO
252 SpA [item=life orb]Life Orb[/item] Mewtwo [move=focus blast]Focus Blast[/move] vs. 4 HP / 0 SpD Arceus: 86.3 - 102% -- 93.8% chance to OHKO after Stealth Rock
252 SpA [item=life orb]Life Orb[/item] Mewtwo [move=focus blast]Focus Blast[/move] vs. 132 HP / 0- SpD Yveltal: 51.6 - 60.7% -- guaranteed 2HKO
252+ SpA [item=life orb]Life Orb[/item] Mewtwo [move=aura sphere]Aura Sphere[/move] vs. 132 HP / 0- SpD Yveltal: 37.7 - 44.6% -- guaranteed 2HKO after Stealth Rock
252 SpA [item=life orb]Life Orb[/item] Mewtwo [move=ice beam]Ice Beam[/move] vs. 252 HP / 0 SpD Zygarde: 144.7 - 170% -- guaranteed OHKO

EDIT: Added Ice Beam to set
Hi! I noticed that set is the standard one from Smogon Dex, the only thing that change is Shadow Ball over Fire Blast, and its a rly bad change because with shadow ball u only hit hard Tapu Lele and Lunala, and nothing more, Fire Blast gives u coverage for Scizor and other stuff that are back on this metagame, Shadow ball its a bad choice too for Lunala, because most Lunala run Choice Scarf and the other thing that shadow ball can KO its Deoxys but Deoxys is much faster and kills mewtwo with Knock Off first.
 
Meta has gotten kinda stable after a while and I thought I'd share some spreads/mons that have been successful for me so far.


Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Toxic
- Skill Swap/Trick Room

Bronzong is pretty slept on rn due to Celesteela being released and gaining popularity, but Zong is still a good pick that provides the ever-needed Xern check and SR. Great utility value with Toxic and the option of SS or TR, being able to check Mence and help your MU vs offense respectively. Loses some momentum against Ferro and you get bopped by Yveltal/Lunala but you need checks all of those things on a team anyways so it's not too much opportunity cost, especially since it allows for an open slot on Pdon.


Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge

This is a really cool mon that is more useful than it looks. Being able to check Groundceus, Darkceus, Zygarde etc. is ridiculously useful, and this thing can also put a huge dent into your foe. It's crazy strong with Grassy Terrain and is very threatening with TR up since it outslows almost everything other than Ferro. Fun to use with TR Zong and has been one of my faves.


Yveltal @ Darkinium Z
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Oblivion Wing
- U-turn
- Sucker Punch

This has been a blast to use and has a chance to OHKO most mons after Rocks damage with Z-Dark Pulse. Z-Sucker Punch is also very useful since this set can usually lure Blissey on stall by bluffing to be scarf or something like that, and then kill it with Z-SP. *Z-SP is not a priority move btw so you don't have to rely on your opp to use an attacking move. U-Turn is nice to gain momentum and is good to just get out of there after you blow your crystal.


Darkrai @ Darkinium Z
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Focus Blast
- Sludge Bomb

Rai fell off after ORAS due to the Dark Void nerf, but this thing doesn't really need it most of the time and it's really great to use since Klefki is almost nonexistent at this point in time. Similar to the Yveltal concept except Rai can setup and put bigger holes in the opponent. Z-NP is also nice if the opp is running Webs or your speed somehow gets lowered. *Z-NP removes all negative stat changes. This puts in work after your weaken your opponent's team a little bit and are able to get rid of the Deo-A/anything they have to outspeed you. You can honestly run whatever coverage moves you want on this thing, but this is what I found to work the best. Ekiller is a fun thing to use in conjunction with this mon as they threaten mons on both sides of the defensive spectrum.


Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Slack Off
- Ice Beam
- Toxic
- Iron Defense

This thing is great vs offense and supplies Mence/Pdon/Ekiller/Luke checking role that every team needs. This thing does absolute jack against Stall and some balances so be aware of that as you use it. Fun, easy, and simple mon to use.
 

shrang

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More fun with obscure Z moves:

Togekiss @ Normalium Z
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
- Encore / Yawn
- Nasty Plot
- Air Slash
- Fire Blast / Dazzling Gleam

Both Encore and Yawn yield you +1 Spe from Normalium Z, which is pretty cool. I personally prefer Encore as it gives you immediate set up opportunities if you happen to bring it in vs slow Primal Gdoudon P Blades or something like that, but Yawn can also force a switch to give you an NP boost, although they might just attack you and do a ton of damage. +2 Air Slash with 60% flinch rate is evil shit (which you're getting with your free switch should you manage to get it). Fire Blast lets you hit those annoying Magearnas and Bronzongs and Solgaleos, but Dazzling Gleam gives you a better way to hit Yveltal and Dark types, which is kind of needed this metagame, especially on a Fairy type. You might even be able to run more bulk on this Togekiss and run Z-Bestow, which gives you +2 Spe, but it really does nothing, even though the extra Spe is nice.

Jynx @ Normalium Z
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid / Modest
- Lovely Kiss
- Nasty Plot
- Ice Beam
- Psyshock

Kind of like Z-Hypnosis Darkrai, but with a MUCH better sleep move (75% is almost as good as old Dark Void, while giving +1 Spe). Get a sleep and NP up. Jynx is kind of on the weak side, which is kind of bad, but you get more switch-in opportunities with Dry Skin. You can pivot to Jynx from P Don and pivot back as a minimum, and can also switch into Waterceus, provided you don't switch into Toxic. Being frail as shit is kind of bad, since Ekiller/Yveltal/Sneak/BP ALL OHKO you, so you can run this late game when you've taken those out, or you can run this on good old Psychic Terrain.
 
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Can any one tell me if this set is okay pls?

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 56 Atk / 252 SpA / 144 SpD / 56 Spe
Mild Nature
- Fire Blast
- Dragon Pulse
- Precipice Blades
- Rock Polish
 
Note: I have only tried this set on webs so far.

Landorus-Therian (M) @ Dragonium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Outrage
- Explosion

Pretty straightforward set. In ORAS, giratina-o was the only defogger that was able to defog reliably against lando but now we have Dragonium Z to deal with it. Toxic can be used instead of explosion if you wanna try it on something other than webs. Also does some solid damage to zygarde and m-mence.

Some notable calcs:

252+ Atk Landorus-Therian Outrage vs. 0 HP / 252 Def Giratina-Origin: 388-458 (87.9 - 103.8%) -- 25% chance to OHKO

252+ Atk Landorus-Therian Outrage vs. 80 HP / 0 Def Salamence-Mega: 394-464 (112.2 - 132.1%) -- guaranteed OHKO
-1 252+ Atk Landorus-Therian Outrage vs. 80 HP / 0 Def Salamence-Mega: 262-310 (74.6 - 88.3%) -- guaranteed 2HKO

252+ Atk Landorus-Therian Outrage vs. 252 HP / 252+ Def Zygarde: 310-366 (73.8 - 87.1%) -- guaranteed 2HKO after Leftovers recovery
 
Solgaleo @ Life Orb
Ability: Full Metal Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant/Jolly Nature
- Sunsteel Strike
- Wild Charge
- Earthquake
- Morning Sun/Crunch

Here's my take on the most efficient Solgaleo set I've tried thus far.

Adamant nature outspeeds neutral base 90s and support Arceus formes running less than 36 speed EVs. A Jolly Nature can be used to speed tie with Timid Lunala and other Solgaleo running the same nature, and guarantee outspeeding Choice Specs Kyurem-W.

Suffice to say, with the given coverage moves, Solgaleo can overcome its regular switch ins, like Kyogre, Ho-oh, Primal Groudon, and Arceus-water (with a bit of chip damage).

Relevant Calculations:
252+ Atk Life Orb Solgaleo Earthquake vs. 248 HP / 8 Def Groudon: 216-255 (53.5 - 63.2%) -- guaranteed 2HKO
252+ Atk Life Orb Solgaleo Sunsteel Strike vs. 4 HP / 0 Def Arceus: 208-246 (54.4 - 64.3%) -- guaranteed 2HKO
252+ Atk Life Orb Solgaleo Wild Charge vs. 248 HP / 248+ Def Kyogre: 226-268 (56 - 66.5%) -- guaranteed 2HKO
252+ Atk Life Orb Solgaleo Wild Charge vs. 252 HP / 240+ Def Arceus-Water: 190-224 (42.7 - 50.4%) -- 92.6% chance to 2HKO after Stealth Rock
252+ Atk Life Orb Solgaleo Earthquake vs. 244 HP / 0 Def Shuca Berry Dialga: 139-164 (34.5 - 40.7%) -- guaranteed 3HKO after Stealth Rock (2HKO after Shuca berry is consumed).

252+ Atk Life Orb Solgaleo Crunch vs. 0 HP / 252 Def Giratina-Origin: 205-244 (46.4 - 55.3%) -- 69.5% chance to 2HKO
252+ Atk Life Orb Solgaleo Crunch vs. 0 HP / 0 Def Shadow Shield Lunala: 286-338 (68.9 - 81.4%) -- guaranteed 2HKO

252+ Atk Life Orb Solgaleo Sunsteel Strike vs. 252 HP / 120+ Def Lugia: 161-191 (38.7 - 45.9%) -- 85.9% chance to 2HKO after Stealth Rock and Leftovers recovery
 
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Krauersaut

h.t.d.t.
is a Top Social Media Contributor Alumnus

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 68 Atk / 188 Def
Impish Nature
- Recover
- Will-o-Wisp
- Foul Play
- Sucker Punch

The turn of the generation wasn't kind to Sableye; it faces large competition for any team's mega slot, let alone to be the team's Ghost type. Not only that, the once standard Stall mould of teams faces massive pressure from Lunala, theoretically necessitating either a mon without recovery as a dedicated check (see: Tyranitar, Muk-Alola, Yveltal to an extent) or a mon that further heightens the inherent weakness to Mega-Gengar (Arceus-Dark, Arceus-Normal). This set aims to mitigate a team's Lunala weakness, as well as add utility all around. Due to the mostly theoretical nature of Lunala's threat to a given defensive team, I believe that by a series of soft checks as well as pressure, Lunala can be dealt with without needing one of the aforementioned 5 mons, which force you to leave your team sub-optimally open to other mons like Kyogre-Primal, Yveltal and Ho-Oh.

I personally believe Sucker Punch to be absolutely superior to Fake Out this gen, as there is a distinct lack in suicide lead Deoxys-Attack/Speeds, and an abundance of Ghost types. Protect is always nice for just about every situation, but the two are interchangeable depending on the team they find themselves in. Sucker Punch allows Sableye to consistently check Deoxys-Attack, and pick off weakened Gengar-Megas.

A few notable calcs:

68 Atk Sableye-Mega Sucker Punch vs. 4 HP / 0 Def Gengar-Mega: 170-204 (64.8 - 77.8%) -- guaranteed 2HKO
68 Atk Sableye-Mega Sucker Punch vs. 0 HP / 0 Def Deoxys-Attack: 440-522 (182.5 - 216.5%) -- guaranteed OHKO
68 Atk Sableye-Mega Sucker Punch vs. 0 HP / 0 Def Lunala: 316-376 (76.1 - 90.6%) -- guaranteed 2HKO

68 Attack EVs allows this^ to become an OHKO after Stealth Rocks and one layer of Spikes, and still maintain its defensive prowess:

252 Atk Earth Plate Arceus-Ground Earthquake vs. 248 HP / 188+ Def Sableye-Mega: 120-142 (39.6 - 46.8%) -- guaranteed 3HKO
252+ Atk Life Orb Arceus Shadow Force vs. 248 HP / 188+ Def Sableye-Mega: 114-135 (37.6 - 44.5%) -- guaranteed 3HKO

You can also cheese a Giratina-O from <30%. That's fun.
 

Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
I'm interested in the reasoning of how Arceus-Dark somehow makes your team inherently weak to Gengar in comparison to other Arceus formes. If Arceus-Dark makes you more inherently Gengar weak the same can be said for any Arceus not named Ghost or Ground I guess... Very strange wording used there if I'm totally honest. The set itself is a bit of an ORAS throwback(Jibaku used it in SPL I believe, I had it on the team I used in my one and only UPL game ;w;), but nonethless has a defined purpose now. Cool stuff.
 

Krauersaut

h.t.d.t.
is a Top Social Media Contributor Alumnus
Agreed; as said in PS Chat, I definitely worded that bit poorly. It's rather a given that Gengar is the bane of non-Ground support Arceus formes; I believe that any Arc-typing that is vulnerable to coverage commonly seen on Gengar enhances any given weakness to it. Arceus-Dark in particular, as a mon that also functions as a Yveltal check, can get U-turned out of into a Focus Blast for the easy OHKO (70% of the time). All this being said, it was a little badly worded part of the post that I don't believe interferes with the main point of the post, highlighting what I believe should be the new standard Sableye set.
 

Fireburn

BARN ALL
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0 Atk Groudon-Primal Precipice Blades vs. 248 HP / 252+ Def Sableye-Mega: 135-159 (44.5 - 52.4%) -- 17.2% chance to 2HKO
0 Atk Groudon-Primal Precipice Blades vs. 248 HP / 168+ Def Sableye-Mega: 142-168 (46.8 - 55.4%) -- 70.7% chance to 2HKO

You should just use max Defense honestly - if you can't get Lunala into KO range without Attack EVs then you need to reconsider your teambuild, or just use Alolan Muk who is actually a total boss on defensive teams and walls the crap out of Lunala. Sucker Punch is fine but there is no need to use all those Attack EVs, considering its not even enough to kill 75% Gengar lol
 
These sets?

Yveltal @ Choice Specs
Ability: Dark Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Oblivion Wing
- Sleep Talk
- Heat Wave

Arceus-Water (Arceus-Electric) @ Zap Plate
Ability: Multitype
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Defog

Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Origin Pulse
- Thunder
- Blizzard

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Transform

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 48 Atk / 144 Def / 68 SpD
Sassy Nature
- Earthquake
- Lava Plume
- Stealth Rock
- Substitute

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Return
- Dragon Dance
- Dragon Claw
 

overdose

formerly charizardfan49
Hello there, and today I would like to present a set that slays all stall teams with little team support. Without further ado:




Sigilyph @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Air Slash
- Roost
- Psyshock

Sigilyph is able to wall most all stall teams when its checks are removed. Its counters, being few on stall teams, are clefable, muk, magearna, and tyranitar. Luckily all of these counters are trapped and heated by dugtrio. This means that sigilyph is free to sweep. Here are a few replays show casing the power of sigilyph once its counters are removed. I have chosen the 2 most popular stall teams as of right now.


http://replay.pokemonshowdown.com/gen7ubers-524147671 vs Allistaair Stall
http://replay.pokemonshowdown.com/gen7ubers-524151662 vs Hack SPL Week 2 Stall
 

Fireburn

BARN ALL
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Hello there, and today I would like to present a set that slays all stall teams with little team support. Without further ado:




Sigilyph @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Air Slash
- Roost
- Psyshock

Sigilyph is able to wall most all stall teams when its checks are removed. Its counters, being few on stall teams, are clefable, muk, magearna, and tyranitar. Luckily all of these counters are trapped and heated by dugtrio. This means that sigilyph is free to sweep. Here are a few replays show casing the power of sigilyph once its counters are removed. I have chosen the 2 most popular stall teams as of right now.


http://replay.pokemonshowdown.com/gen7ubers-524147671 vs Allistaair Stall
http://replay.pokemonshowdown.com/gen7ubers-524151662 vs Hack SPL Week 2 Stall
<Fireburn>are you
<Fireburn>battling against yourself
<charizardfan49>yes i am fireburn

That's...not how replay evidence is supposed to work...
 

shrang

General Kenobi
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
Shrang has more fun with weird Z move sets:

Kyogre @ Icium Z
Ability: Drizzle
EVs: 180 HP / 252 SpA / 76 Spe
Nature: Modest
- Calm Mind
- Origin Pulse
- Blizzard
- Thunder

Another one of shrang's weird ass sets, but a fun lure. You do like 80% to support Primal Groudons and flat out OHKO more offensive ones. Once P Don is out of your way, +1 Origin Pulse (either in rain or not) hurts just about everything. Pair this up with things that love to see Primal Groudon gone, like pretty much the entire metagame, but especially shit like Scarf/GeoXern, Magearna, Eleceus, THEGODFIRECEUS.


Lugia @ Flyinium Z
Ability: Multiscale
EVs: 4 Def / 252 SpA / 252 Spe
Nature: Modest
- Calm Mind
- Aeroblast
- Earth Power / Psyshock
- Roost / Psyshock

This thing is actually surprisingly strong with a Z move. Z-Aeroblast OHKOs offensive Yveltal most of the time, which means you can lure it for stuff like Lunala. Use on like hazard control offense teams (so stuff like Cloyster/Excadrill) with Lunala for double Multiscale/Shadow Shield and you can clutch kill a bunch of things that threaten your offense team.
 

overdose

formerly charizardfan49
Since I took a major L with my last post, Im going to try and redeem myself here :D



Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 144 HP / 252 SpA / 112 Spe
Mild Nature
- Rock Polish
- Precipice Blades
- Fire Blast
- Hidden Power [Ice]

This is a standard special primal-groundon set foregoing the standard dragon pulse for hidden power ice. This allows you to grab the KO on salamence-mega while also dealing decent damage to giratina-o. Running this set on an offensive team makes your team more weak to xerneas as ekiller + pdon can't kill a 2+ xerneas. This means that your team must have some other resist or form of priority to handle xerneas well (think ray, lucario). EVs are so at +2 you outspeed common salamences who are at +1. This set was also used by Lord Outrage vs Edgar week 3 of SPL

Relevant Calcs and Replays:

252+ SpA Groudon-Primal Hidden Power Ice vs. 80 HP / 0 SpD Salamence-Mega: 352-416 (100.2 - 118.5%) -- guaranteed OHKO
252+ SpA Groudon-Primal Hidden Power Ice vs. 0 HP / 0 SpD Giratina-Origin: 160-190 (36.2 - 43%) -- guaranteed 3HKO
http://replay.pokemonshowdown.com/smogtours-gen7ubers-240941 (Turn 11)
 

Xern LOL (Solgaleo) @ Leftovers
Ability: Full Metal Body
EVs: 252 Atk / 56 SpD / 200 Spe
Jolly Nature
- Sunsteel Strike
- Substitute/Crunch
- Earthquake
- Stone Edge

This is a Solgaleo set I've been working on lately. It's built to outspeed max+ 90s like Groudon by as little as possible, while functioning as an offensive check to GeoXern after a little chip. Sub helps with prediction while crunch hits Lunala and other psychics for a shitload.

+2 252+ SpA Xerneas Focus Blast vs. 0 HP / 56 SpD Solgaleo: 300-353 (72.2 - 85%) -- guaranteed 2HKO
252 Atk Solgaleo Sunsteel Strike vs. 184 HP / 28 Def Xerneas: 344-408 (78.3 - 92.9%) -- 37.5% chance to OHKO after Stealth Rock

252 Atk Solgaleo Earthquake vs. 152 HP / 0 Def Groudon-Primal: 152-180 (40.1 - 47.4%) -- 51.6% chance to 2HKO after Stealth Rock


Xern LOL (Mewtwo) @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psych Up
- Psystrike
- Focus Blast/Fire Blast
- Ice Beam

This is a Mewtwo set I've used to great success on Psysash HO in conjunction with Deoxys-A and Tapu Lele. One of the problems the team has is dealing with just how much of setup fodder Lele can become; it doesn't threaten anything greatly and a lot of stuff switches in on it because its weak af. My team needed a game-ending stop to GeoXern, so Mewtwo does this: Psych Up copies the Geomancy boost while leaving Mewtwo with 1 HP and then psychic terrain prevents mewtwo from being revenge killed via ESpeed or other priorities. Even when it doesn't get to copy a Xern, this spread leaves Mewtwo as a speedy wallbreaker for Deoxys-A to clean everything up.
+2 Mewtwo hits like a goddamn truck.

+2 252 SpA Mewtwo Psystrike (Psychic Terrain) vs. 152 HP / 0 Def Groudon-Primal: 370-436 (97.6 - 115%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Mewtwo Psystrike (Psychic Terrain) vs. 184 HP / 28 Def Xerneas: 562-663 (128 - 151%) -- guaranteed OHKO
+2 252 SpA Mewtwo Psystrike (Psychic Terrain) vs. 4 HP / 0 Def Arceus: 475-559 (124.3 - 146.3%) -- guaranteed OHKO
+2 252 SpA Mewtwo Psystrike (Psychic Terrain) vs. 248 HP / 0 Def Ho-Oh: 607-715 (146.2 - 172.2%) -- guaranteed OHKO
+2 252 SpA Mewtwo Ice Beam vs. 0 HP / 0 SpD Giratina-Origin: 444-524 (100.6 - 118.8%) -- guaranteed OHKO
+2 252 SpA Mewtwo Ice Beam vs. 248 HP / 8 SpD Giratina: 378-446 (75.1 - 88.6%) -- 6.3% chance to OHKO after Stealth Rock
+2 252 SpA Mewtwo Ice Beam vs. 248 HP / 8 SpD Yveltal: 448-528 (98.4 - 116%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Mewtwo Ice Beam vs. 252 HP / 0 SpD Lugia: 306-360 (73.5 - 86.5%) -- 87.5% chance to OHKO after Stealth Rock
 
I dont think Mewtwo Psych Up works, because on this metagame with sash u are exposed to Hazzards ( Who set up without hazzards) and u are exposed to priority like Extreme Speed or Sucker Punch, the idea isn't bad and its old, to be honest there's a spread that make mewtwo survive moonblast after SR but priority its a danger and u cant only solve that problem with Tapu Lele cuz terrains can get nullified.
 

Fireburn

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Darkrai @ Firium Z
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Focus Blast
- Incinerate

Here's a bit of trivia most people don't seem to know - Darkrai actually gets a Fire move! The bad news, it's Incinerate. The good news is Darkrai can combine it with a Z-Crystal to actually get some use out of it, and at +2 it will completely destroy Magearna and Klefki, two mons that are otherwise big pains for Darkrai to deal with, and other Steels such as Celesteela and Mega Scizor will also crumple if you need it. While it's less good at sweeping overall than the Darkinium set, the lure potential of Incinerate can be useful for specific partners such as CM Arc and Xerneas.

e: Siggu pointed out you could use Fightinium Z instead, which while it won't OHKO Magearna it still does a ton of damage (76-90) at +2 and still OHKOes Klefki while having more general usage, and you can use the free moveslot for Sludge Bomb.


Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Roar
- Recover

Roar is a pretty interesting option on Calm Mind Arceus-Dark over Refresh if you already have a way to either beat stall or otherwise deal with status. Roar allows Arceus-Dark to check other Calm Mind Arceus-Dark, since you can simply set up alongside them and phaze them out to avoid a Calm Mind war, and it serves the dual purpose of preventing Xerneas from setting up on Arceus-Dark. It is also helpful against Darkrai since it may try to use Darkceus as a setup target, and if you have Stealth Rock support Roar will really ruffle Ho-Oh's feathers. You have less flexibility against bulkier teams overall without the ability to heal off Toxic, but you can potentially try to work around this by getting Arceus-Dark burnt. This works best with hazard support to wear down things like Ho-Oh and Magearna that would otherwise bother this set.
 
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