• Smogon Premier League is here and the team collection is now available. Support your team!

Metagame SV Pokebilities AAA

Can we ban Cincinno or at least put it up for a sus?
I think it's crazy that Intimidate Pecharunt is forced to recover on any hit (Even bullet seed!) Lest it just drops to rock blast the next time it comes in. It also has a crazy high chance to just crit through intimidate. It's an approximately 20% chance to get at least one crit per 5 hits, which just lets it invalidate intimidate mons . The only pokemon on the VR who resist Cincinno's trifecta of attacks are Iron Crown, Cobalion and Jirachi. Jirachi and Iron Crown are vulnerable to knock off or getting chipped by uturn, Cobalion needs to run regen in order to not get worn down due to no recovery and all three need defensive investment to avoid the 2hko from Bullet Seed.
Something like Technician Mamoswine is similarly threatening to a lot of physically defensive walls but is much slower and struggles versus bulky waters, which lets it be played around despite being enormously threatening (although only some Bulky Waters work, Rotom wash takes 42 min from technician rock blast with 4 hits and thus is a very shaky switch in).
Even stall struggles to switch in, for example in Lavender's Regen Chomp stall you only have to decide between clicking triple axel for Chesnaught and Garchomp, or clicking rock blast to demolish everything else.
Their forre balance has no switch in to rock blast, Sasha's double regen stall has Chesnaught be the only switch in to rock blast, making it dicey if that gets removed with taxel or by another mon it's supposed to check (Woger or maybe lured in by Hamurott)
That being said, I don't like Chesnaught as a Woger counter.
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 252+ Def Chesnaught in Heavy Rain: 174-205 (45.7 - 53.9%) -- 46.9% chance to 2HKO
252+ Def Chesnaught Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 160-189 (53.1 - 62.7%) -- guaranteed 2HKO
252+ Def Dondozo Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 102-120 (33.8 - 39.8%) -- guaranteed 3HKO

SD Woger can muscle through you with just Cudgel, and your Body Press doesn't put it in range of Dondozo's Body Press usually and Pecharunt dies to +2 Cudgel with minimal chip due to being corrosion.
To be *fair* Cincinno is weak to Stamina users, like Mamo, but I totally understand where you're coming from. Every time I've faced one when I'm not running Stamina, if I don't pilot EXTREMELY carefully around it it just tears apart my team with Protean Rock Blast.

As for Woger, I honestly think Woger is a bigger problem than Cincinno, as if you don't have a water immunity or a VERY bulky water resist, it basically has free reign to tear apart your team however it sees fit and has a very wide movepool to choose from (especially considering its primary STAB in Ivy Cudgel is both non-contact AND has a high crit rate), all the while being faster than a boatload of threats and having its own water immunity (eat your heart out Alo).
 
Ogerpon-W at least has to get sequencing right vs Desolate Land mons - MANY of which shrug off its Grass-STAB and secondary coverage. Cincinno has counterplay with Stamina, but those stray hits from Rock Blast / Bullet seed aren't being completely invalidated like Cudgel would be against desolate land mons, yknow.

All that said, with how overcentralizing Corviknight and Pecharunt are (even moreso than Gen 6 Aegislash or Gen 3 Skarmory tbh), banning an honest breaker that gives teams a fighting chance to break through these Pokemon is not the way forward. We should be focusing more on unbans to Pokemon like Roaring Moon or Gholdengo, which can help check Cincinno while allowing for greater diversity in the metagame by also helping against Pecharunt / Corviknight.
 
Ogerpon-W at least has to get sequencing right vs Desolate Land mons - MANY of which shrug off its Grass-STAB and secondary coverage. Cincinno has counterplay with Stamina, but those stray hits from Rock Blast / Bullet seed aren't being completely invalidated like Cudgel would be against desolate land mons, yknow.

All that said, with how overcentralizing Corviknight and Pecharunt are (even moreso than Gen 6 Aegislash or Gen 3 Skarmory tbh), banning an honest breaker that gives teams a fighting chance to break through these Pokemon is not the way forward. We should be focusing more on unbans to Pokemon like Roaring Moon or Gholdengo, which can help check Cincinno while allowing for greater diversity in the metagame by also helping against Pecharunt / Corviknight.
...Or punish Cinccino with Chesnauth/Kommo Flame Body and Rocky Helmet if hits you with a Triple Axel.
 
ELECTRIC TERRAIN TEAM
1000073668.jpg

Slowking G is the Best solid electric terrain setter. Besides giving you a special attack boost with Hadron Engine, the strongest Future Sight, and disrupting weather teams, it has great longevity with Regen. It has Terrain Extender because the team needs it.
Iron Hands Surge Surfer doubles its speed, ignores Fluffy thanks to Punching Glove, and also receives an attack boost. If you don't have Volt Absort or at least a healthy Ground-type like Great Tusk, it can sweep your team. Other options are very fast Choice Scarf users.
Corvy with fire immunity is to annoy Heatran, who is an important thread on my team.
Iron Crown Beads of Ruin + Special Attack boost is very dangerous. It destroys the vast majority of the metagame except for other Steel/Psychic mons and Goodra H AV.
Ogerpon, as always, is useful for breaking up weather teams. Spikes and Encore are essential when you encounter obvious counters to Ogerpon, such as Clodsire. Low Kick is for Goodra and Heatran's Desolate Land.
Tank Chomp Fluffy is the team's physical def.

My team's obvious weaknesses are other Quark Drive Pokemon like Iron Hands, which can easily destroy my team. In those cases, it's best to sacrifice my Slowking G.
 
Ogerpon-W at least has to get sequencing right vs Desolate Land mons - MANY of which shrug off its Grass-STAB and secondary coverage. Cincinno has counterplay with Stamina, but those stray hits from Rock Blast / Bullet seed aren't being completely invalidated like Cudgel would be against desolate land mons, yknow.

All that said, with how overcentralizing Corviknight and Pecharunt are (even moreso than Gen 6 Aegislash or Gen 3 Skarmory tbh), banning an honest breaker that gives teams a fighting chance to break through these Pokemon is not the way forward. We should be focusing more on unbans to Pokemon like Roaring Moon or Gholdengo, which can help check Cincinno while allowing for greater diversity in the metagame by also helping against Pecharunt / Corviknight.
I struggle to see Cincinno as an honest breaker due to the fact that it is so utterly devoid of switches. Stamina mons would much rather have another ability and Pecharunt is forced to recover the second it takes any damage, leaving a free switch for the opponent, lest it get 2hko-d by rock blast on the switch. Even something such as specially defensive heatran is forced out on account of how it gets ohko-d by rock blast from full. Additionally, I fail to see how Corviknight and Pecharunt are so unbreakable otherwise. Pecharunt is incredibly passive to any steel type, easily is knocked by what it walls leaving it vulnerable to hazards, and corrosion Pecharunts deeply miss the defensive boost from an ability leaving it much easier to break through. Corviknight's lower bulk makes it struggle to be a reliable physical wall without fluffy and struggles to keep hazards off consistently unless it beats your hazard setter (but we freed gapdos so free punish right there). SD Hamurott breaks through both, SD Chomp is immensely threatening to both unless it is WBB but even +2 scale chunks it hard and combined with Rough Skin recoil leaves Corv very weak if it uturns out to a Revenge killer, and corv doesn't threaten chomp very much so there is the looming threat of getting a second SD. SD Lando also heavily wears Corviknight down albeit not being as good into levitate pecharunt. Taunt on your physical attackers also makes it much easier to deal with, preventing healing and defog. Ace pressures both solidly, with HJK chunking WBB Corviknight and 2hko-ing with a life orb. SD crawdaunt immensely weakens Fluffy corv and kills all other variants. Banded similarly puts immense pressure on Fluffy Corv. SoR Tinkaton makes it dicey for either of them to recover an attack off due to encore, and +2 Giga does a surprising amount to Corviknight. Woger and Rock Oger similarly put immense pressure on both. Mienshao with lorb and SoR deals huge damage to Corv with HJK and knock off chunks Pecharunt for over half, with the added bonus of being intimidate immune. Magic guard cobalion pressures Corv with volt switch or CC, while killing Pecharunt with Steel Beam. Mixed kommoo or physical can put pressure.
Onto mons not on the VR
Iron hands beats Corviknight and if you drop Ice Punch for EQ pressures Intimidate Pecharunt and Tpunch hits Pecharunt hard (Supercell/Wildcharge could be considered since you kill Fluffy corv at +2 with it anyways which pressures levi Pecharunt even more)
There's numerous mixed attackers or slow attackers who tear these apart, such as Mamoswine. Lucario 2hko-s both Corv and Pecharunt with DrainPunch/Mash, retaining a powerful extreme speed to ward off revenge killers. Iron Frauder does a lot to corv if you run SoR stone edge. Lycanroc-dusk hits both super hard with Rocky payload Stone edge backed up by Tough Claws boosted accelerock. Metagross has decent defensive utility and can 2hko corv with tpunch. Infernape could be mixed, physical, special, Mguard volcanion is pretty scary with the added bonus of messing with mola

A lot of mixed attackers can lure in and remove these physical walls, Adaptability Hydro Pump from Samurott hisui 2hko-s without a boosting item or investment and only costs you a moveslot + naive nature to make corv think twice about coming in. Crawdaunt can run sflo with crunch, liquidation, dark pulse, and whatever you want last with pulse 2hko-ing corv with no investment. Mixed gren is scary and imo the best set, Mixed mguard zap is scary to both, Future Sight support wears corv down and scares pecha out.

I think it's just plain misinformation to say Cincinno is what gives teams the ability to break through these mons. There's plenty of mons who do well in weakening both to near death while also not dying themselves, and quite a few who can go mixed and break both. You can also abuse Corv uturns with helmet chip of your own which really adds to wear it down, and Pecharunt can be worn with hazards considering how many of the mons it checks wield knock off. In fact, I see it as defensively teams being hard pressed to fit what checks to the countless offensive threats. Many threats that go mixed just completely melt through even stall, and certain niche threats force certain mons (ie Mamo forcing stamina or a bulky water like mola), vastly limit the options more defensively oriented teams have. A lot of set up sweepers are threatening to teams lacking a solid unaware wall, as these defensive mons struggle to threaten them with meaningful damage and the mons that do have pivoting are often lacking in Regen, meaning that the damage they take to sustain the pivot needs to be healed off the next time they come in. This is also apparent with Regenvesters, with common regenvesters like Reuniclus, Hoodra, (my fav Lu), lacking pivoting and thus while tanking hits well can be worn down or muscled through by set up sweepers while also not forcing the sweeper out by bringing a revenge killer in.

Gholdengo should not be unbanned, it would require Tusk and Treads to run scrappy or mold breaker to not get endlessly spin blocked by Dengo and it would mean that Corviknight anchored teams would be completely suffocated by hazards. Gholdengo is as much as a Cincinno check as Jirachi is, except it has poorer physical bulk and would be an incredibly annoying breaker in its own right.

I can't see how Roaring Moon would be a healthy addition to the metagame, Fluffy ddance sets can invalidate Zamazenta, Tusk, and Chesnaught as checks while also using Corviknight as setup fodder. Regular attack booster SoR would actually hugely boost the usage of Corviknight, as SoR attack booster acro smashes Tusk, zama, and chesnaught. Other resists like Cobalion would be pressured by EQ and Lu is shut down by taunt.

On account of pokemon that are banned I do question why Manaphy was banned. Was Psea set up + rest that restrictive?
 
I struggle to see Cincinno as an honest breaker due to the fact that it is so utterly devoid of switches. Stamina mons would much rather have another ability and Pecharunt is forced to recover the second it takes any damage, leaving a free switch for the opponent, lest it get 2hko-d by rock blast on the switch. Even something such as specially defensive heatran is forced out on account of how it gets ohko-d by rock blast from full. Additionally, I fail to see how Corviknight and Pecharunt are so unbreakable otherwise. Pecharunt is incredibly passive to any steel type, easily is knocked by what it walls leaving it vulnerable to hazards, and corrosion Pecharunts deeply miss the defensive boost from an ability leaving it much easier to break through. Corviknight's lower bulk makes it struggle to be a reliable physical wall without fluffy and struggles to keep hazards off consistently unless it beats your hazard setter (but we freed gapdos so free punish right there). SD Hamurott breaks through both, SD Chomp is immensely threatening to both unless it is WBB but even +2 scale chunks it hard and combined with Rough Skin recoil leaves Corv very weak if it uturns out to a Revenge killer, and corv doesn't threaten chomp very much so there is the looming threat of getting a second SD. SD Lando also heavily wears Corviknight down albeit not being as good into levitate pecharunt. Taunt on your physical attackers also makes it much easier to deal with, preventing healing and defog. Ace pressures both solidly, with HJK chunking WBB Corviknight and 2hko-ing with a life orb. SD crawdaunt immensely weakens Fluffy corv and kills all other variants. Banded similarly puts immense pressure on Fluffy Corv. SoR Tinkaton makes it dicey for either of them to recover an attack off due to encore, and +2 Giga does a surprising amount to Corviknight. Woger and Rock Oger similarly put immense pressure on both. Mienshao with lorb and SoR deals huge damage to Corv with HJK and knock off chunks Pecharunt for over half, with the added bonus of being intimidate immune. Magic guard cobalion pressures Corv with volt switch or CC, while killing Pecharunt with Steel Beam. Mixed kommoo or physical can put pressure.
Onto mons not on the VR
Iron hands beats Corviknight and if you drop Ice Punch for EQ pressures Intimidate Pecharunt and Tpunch hits Pecharunt hard (Supercell/Wildcharge could be considered since you kill Fluffy corv at +2 with it anyways which pressures levi Pecharunt even more)
There's numerous mixed attackers or slow attackers who tear these apart, such as Mamoswine. Lucario 2hko-s both Corv and Pecharunt with DrainPunch/Mash, retaining a powerful extreme speed to ward off revenge killers. Iron Frauder does a lot to corv if you run SoR stone edge. Lycanroc-dusk hits both super hard with Rocky payload Stone edge backed up by Tough Claws boosted accelerock. Metagross has decent defensive utility and can 2hko corv with tpunch. Infernape could be mixed, physical, special, Mguard volcanion is pretty scary with the added bonus of messing with mola

A lot of mixed attackers can lure in and remove these physical walls, Adaptability Hydro Pump from Samurott hisui 2hko-s without a boosting item or investment and only costs you a moveslot + naive nature to make corv think twice about coming in. Crawdaunt can run sflo with crunch, liquidation, dark pulse, and whatever you want last with pulse 2hko-ing corv with no investment. Mixed gren is scary and imo the best set, Mixed mguard zap is scary to both, Future Sight support wears corv down and scares pecha out.

I think it's just plain misinformation to say Cincinno is what gives teams the ability to break through these mons. There's plenty of mons who do well in weakening both to near death while also not dying themselves, and quite a few who can go mixed and break both. You can also abuse Corv uturns with helmet chip of your own which really adds to wear it down, and Pecharunt can be worn with hazards considering how many of the mons it checks wield knock off. In fact, I see it as defensively teams being hard pressed to fit what checks to the countless offensive threats. Many threats that go mixed just completely melt through even stall, and certain niche threats force certain mons (ie Mamo forcing stamina or a bulky water like mola), vastly limit the options more defensively oriented teams have. A lot of set up sweepers are threatening to teams lacking a solid unaware wall, as these defensive mons struggle to threaten them with meaningful damage and the mons that do have pivoting are often lacking in Regen, meaning that the damage they take to sustain the pivot needs to be healed off the next time they come in. This is also apparent with Regenvesters, with common regenvesters like Reuniclus, Hoodra, (my fav Lu), lacking pivoting and thus while tanking hits well can be worn down or muscled through by set up sweepers while also not forcing the sweeper out by bringing a revenge killer in.

Gholdengo should not be unbanned, it would require Tusk and Treads to run scrappy or mold breaker to not get endlessly spin blocked by Dengo and it would mean that Corviknight anchored teams would be completely suffocated by hazards. Gholdengo is as much as a Cincinno check as Jirachi is, except it has poorer physical bulk and would be an incredibly annoying breaker in its own right.

I can't see how Roaring Moon would be a healthy addition to the metagame, Fluffy ddance sets can invalidate Zamazenta, Tusk, and Chesnaught as checks while also using Corviknight as setup fodder. Regular attack booster SoR would actually hugely boost the usage of Corviknight, as SoR attack booster acro smashes Tusk, zama, and chesnaught. Other resists like Cobalion would be pressured by EQ and Lu is shut down by taunt.

On account of pokemon that are banned I do question why Manaphy was banned. Was Psea set up + rest that restrictive?
I don't know, bro, but lately the use of Chesnauth and even steel mons like Regen Forretress has been rising. I wouldn't rule out that it's because they're looking for a solid answer to Cincinno, but they are not mons that only counter one specific Pokemon..
It's too early to see how the metagame develops.
What if other abilities appear in top 10 mons?
Corvy, for example, could abuse stamina with Power Trip sets and screen support?
 
Last edited:
I don't know, bro, but lately the use of Chesnauth and even steel mons like Regen Forretress has been rising. I wouldn't rule out that it's because they're looking for a solid answer to Cincinno, but they are not mons that only counter one specific Pokemon..
It's too early to see how the metagame develops.
What if other abilities appear in top 10 mons?
Corvy, for example, could abuse stamina with Power Trip sets and screen support?
Chesnaught dies to Taxel and Forretress takes huge damage scouting the move
252 Atk Choice Band Technician Cinccino Triple Axel (120 BP) (3 hits) vs. 252 HP / 252+ Def Chesnaught: 446-530 (117.3 - 139.4%) -- guaranteed OHKO
252 Atk Choice Band Cinccino Helping Hand Rock Blast (5 hits) vs. 252 HP / 252+ Def Forretress: 210-255 (59.3 - 72%) -- guaranteed 2HKO after Leftovers recovery
I wouldn't call those a solid answer to Cincinno considering how they risk so much for switching in.

Stamina corv would need to run Bulk Up to make power trip stronger, agility to outspeed threats, and then power trip so you have 1 free slot which presumably goes to roost. Additionally, that set doesn't even shrug off attacks that well without screens.
252 Atk Choice Band Cinccino Helping Hand Rock Blast (5 hits) vs. 248 HP / 252+ Def Stamina Corviknight: 149-181 (37.3 - 45.3%) -- guaranteed 3HKO

Stamina corv being a good switch under screens doesn't nullify the fact that it is an enormous threat to fatter teams and that's not even talking about how Corv would most likely prefer an ability that would improve its match up vs special attackers such as Volt Absorb over stamina that helps Corv take attacks that it already boosts up against.
 
Chesnaught dies to Taxel and Forretress takes huge damage scouting the move
252 Atk Choice Band Technician Cinccino Triple Axel (120 BP) (3 hits) vs. 252 HP / 252+ Def Chesnaught: 446-530 (117.3 - 139.4%) -- guaranteed OHKO
252 Atk Choice Band Cinccino Helping Hand Rock Blast (5 hits) vs. 252 HP / 252+ Def Forretress: 210-255 (59.3 - 72%) -- guaranteed 2HKO after Leftovers recovery
I wouldn't call those a solid answer to Cincinno considering how they risk so much for switching in.

Stamina corv would need to run Bulk Up to make power trip stronger, agility to outspeed threats, and then power trip so you have 1 free slot which presumably goes to roost. Additionally, that set doesn't even shrug off attacks that well without screens.
252 Atk Choice Band Cinccino Helping Hand Rock Blast (5 hits) vs. 248 HP / 252+ Def Stamina Corviknight: 149-181 (37.3 - 45.3%) -- guaranteed 3HKO

Stamina corv being a good switch under screens doesn't nullify the fact that it is an enormous threat to fatter teams and that's not even talking about how Corv would most likely prefer an ability that would improve its match up vs special attackers such as Volt Absorb over stamina that helps Corv take attacks that it already boosts up against.
There's also the fact that non-Fluffy Phys Def Corv just, frankly, isn't that good at taking attacks.

Saying to just run Stamina Corvi which completely wastes one of the best mons in the format (or just stamina in general which is a niche at best ability) or risk getting mowed over by a mon that ISN'T EVEN SLOW LIKE MAMOSWINE is a bit absurd.

I'll have to play around with Cincinno myself for a bit to get a better feel for if it's actually problematic, but from my recent matches with it... yeah Cincinno is a bit nasty to say the least.
 
Saying to just run Stamina Corvi which completely wastes one of the best mons in the format (or just stamina in general which is a niche at best ability) or risk getting mowed over by a mon that ISN'T EVEN SLOW LIKE MAMOSWINE is a bit absurd.
Except that it's not a corvy in a defensive context, but an offensive one.
 
Helping hand is for technician boost

Then it literally doesn't help defensive teams?
That's a good question. This metagame is very tough on defensive teams. Samurot H, any quark drive team, Breloom, etc...
But if, for example, Cincinno leaves in favor of defensive teams, the next one is Samurot H (pransterk Copycat is popular now). Although I don't know if the metagame will be the same as normal AAA.
 
Random stuff I had fun with that had a fairly decent win streak

Tyranitar @ Choice Band
Ability: Sand Force
Tera Type: Rock
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Earthquake
- Stone Edge
- Ice Punch
The sand force boost stacked on top of band makes it so knock off is nearly impossible to switch into and eq one shots toxapex

Quaquaval @ Mystic Water
Ability: Anger Shell
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Step
- Triple Axel
- Close Combat
- Swords Dance
This thing has enough health to live at least 1 neutral hit from most mons and that plus either sd or aqua step can get out of hand quickly especially with moxie and torrent combining somewhat decently with anger shell
 
I was having fun just messing around using silly mons till I found this crazy sleeper pick

Moltres-Galar @ Heavy-Duty Boots
Ability: Lightning Rod
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Wrath
- Air Slash
- Nasty Plot
- Shadow Ball

the idea behind this is you send it in to bait in electric types for the lightning rod boost, then since most electric types wont have many other good options to deal with it they can either switch allowing you to get a nasty plot up OR hit you with a weaker move and hopefully get berserk to activate. if does correctly this thing shreds through most teams easily with a bit of early game support
 
my first pokeabilities-aaa team

Alo-Dra-core+choice-wallbrakers+setup-wallbrakes

Talonflame @ Life Orb
Ability: Magic Guard
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance

Jolteon @ Choice Specs
Ability: Hadron Engine
Tera Type: Electric
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Alluring Voice
- Thunderbolt
- Shadow Ball

Alomomola @ Rocky Helmet
Ability: Fluffy
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Wish
- Scald
- Ice Beam

Samurott-Hisui @ Choice Scarf
Ability: Sword of Ruin
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Aqua Cutter
- Sacred Sword
- Flip Turn

Goodra-Hisui @ Assault Vest
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Draco Meteor
- Flash Cannon
- Knock Off
- Thunderbolt

Iron Crown @ Booster Energy
Ability: Beads of Ruin
Tera Type: Steel
EVs: 84 HP / 172 SpA / 252 Spe
Timid Nature
IVs: 20 Atk
- Tachyon Cutter
- Psyshock
- Focus Blast
- Calm Mind
 
New team drop, been playing around with Cincinno with this balance team and- yeah the thing is pretty damn gross with banded Protean. Its biggest weaknesses are things that outspeed (scarf mons, things like Meow and Cinderace) and prio. If you can switch it in however on the right threats, it is an asbolute monster. This thing 2HKOs non-intimidate/tablet defensive Corvi. It also has near perfect coverage with BS/RB and Axel, giving you a free moveslot for either Uturn, Knock, even something cheeky like Super Fang, Encore, Tidy Up, etc.

I still can't wager whether or not I think it's ban-worthy, it's VERY strong, the best wallbreaker in the tier by far imo with how little counterplay there is for it (the vast majority of Stamina users are weak to one of its moves, and Hatt is not bulky enough). I don't think a suspect test would be a bad thing by any means, at least to gauge the rest of the community's opinion on it.

As an aside, a quick little explanation of the team (I'm having way too much fun building teams for this metagame can you tell?). Ogerpon-Ronk is meant to revenge kill setup threats with Sturdy and overwhelm opponents' checks to Cincinno by overloading on Rock damage. I actually am really enjoying defense max speed Tusk with BPress and WA. It's shockingly tanky and a complete counter to Hamurrot. Grassy Surge Alo is actually kinda gas, not only does it power up Cincinno and Ogerpon's Grass STABs and give Ogerpon's Grassy Glide Prio, but gives extra healing to Tusk, Hands and even can help bring Ogerpon-Ronk back to 100 for Sturdy (as well as by wish passing), while ALSO removing opponent's terrains AND give free leftovers recovery to Alo which can be really big. Hell, it even reduces Earthquake damage to help Hands tank. Very underrated!

Real fun team, recommend checking it out. Has been working wonders for me at the top of the ladder :)

Cinccino @ Choice Band
Ability: Protean
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Rock Blast
- Knock Off
- Triple Axel

Alomomola @ Rocky Helmet
Ability: Grassy Surge
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Body Slam
- Wish
- Scald

Ogerpon-Cornerstone (F) @ Cornerstone Mask
Ability: Rocky Payload
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Spikes
- Grassy Glide
- Swords Dance

Corviknight @ Leftovers
Ability: Well-Baked Body
Tera Type: Flying
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Defog
- Brave Bird
- Roost

Iron Hands @ Assault Vest
Ability: Regenerator
Tera Type: Fighting
EVs: 4 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Close Combat
- Fake Out
- Earthquake
- Volt Switch

Great Tusk @ Leftovers
Ability: Water Absorb
Tera Type: Ground
EVs: 252 Def / 4 SpD / 252 Spe
Jolly Nature
- Body Press
- Knock Off
- Rapid Spin
- Stealth Rock
 
can someone please explain to me why heracross doesn´t have guts and why my kommo-o still loses a 3rd of its health while using clangerous soul even tho it´s magic guard?

Corviknight @ Light Clay
Ability: Prankster
Tera Type: Flying
EVs: 252 HP / 56 Def / 200 SpD
Sassy Nature
IVs: 0 Spe
- Reflect
- Light Screen
- Taunt
- U-turn

Salamence @ Lum Berry
Ability: Aerilate
Tera Type: Dragon
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Double-Edge
- Temper Flare

Heracross @ Flame Orb
Ability: Dazzling
Tera Type: Bug
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Trailblaze

Kommo-o @ Life Orb
Ability: Magic Guard
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Clangorous Soul
- Taunt
- Drain Punch
- Shadow Claw

Skeledirge @ Leftovers
Ability: Earth Eater
Tera Type: Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off

Toxtricity @ Throat Spray
Ability: Refrigerate
Tera Type: Electric
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Shift Gear
- Overdrive
- Boomburst
- Drain Punch
 
can someone please explain to me why heracross doesn´t have guts and why my kommo-o still loses a 3rd of its health while using clangerous soul even tho it´s magic guard?
Heracross does have guts, it just might not show up on the tool tip.
Clangorous Soul still costs HP even with magic guard.
 
Back
Top