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Metagame USUM Pure Hackmons

No if you cant 1v1 imp why do you setup? just to show your sets to your opponment? unless youre like hp kart that can do untankable damage in one turn.
if imp is dead/they don't have imp then you can set up without worry
I might exaggerated here but what I think it should be is 2 imp being common and no imp being wield. but Idk enough about building to say that if 4 slots are enough for a strong team.
double imp shouldn't be common and no imp shouldn't be weird, no imp has shown to be good by impless teams succeeding since like forever, double imp takes up too many slots to be worth running commonly even if i think it should be messed around with
Which means Im taking about technically the usual ways of improofing is not safe. plates are arguably strong, especially when you have 2 impostors which is why I said we need 2 imp. Impostor is usually a consumable powerful hp trading (or just sash and life trading here) machine, and effectively doing damage is the prerequisite.
usual improofing methods (plates/memory) are secure enough vs most imps and while dual imp does fix this by letting you run more niche items easier it still means you lose to uncommon wg sweepers (e.g. pdon, mgyara) and these aren't common enough to tech for without losing out on more important mus. dual imp does somewhat punish looser improofs though it's tough to make work given you have to give up multiple slots for what's typically a somewhat redundant mon.
No, like how I have said, if everyone prep for a thing it will certainly be a less odd for it to win in actual games, but the fact that everything have to prep for it make it good.
imp definitely still is good i'm not trying to argue it's bad, though i feel like it's not as good as you're saying it is if you have proper counterplay for it. like i said in the previous post imp is definitely more constraining in the builder though in game innards is better which i value more
 
if imp is dead/they don't have imp then you can set up without worry
This means nothing but you auto lose into imp
double imp shouldn't be common and no imp shouldn't be weird, no imp has shown to be good by impless teams succeeding since like forever, double imp takes up too many slots to be worth running commonly even if i think it should be messed around with
impless team succeeded, but double imp can succeed better. This shows nothing but "it turns out good team exist in a 7ph when neither you and your opponment runs double imp" as double imp is rare. And double imp imo is the best way to actually utilize imp
usual improofing methods (plates/memory) are secure enough vs most imps and while dual imp does fix this by letting you run more niche items easier it still means you lose to uncommon wg sweepers (e.g. pdon, mgyara) and these aren't common enough to tech for without losing out on more important mus. dual imp does somewhat punish looser improofs though it's tough to make work given you have to give up multiple slots for what's typically a somewhat redundant mon.
Uncommon wg sweepers is uncommon for some reasons. Most common one is because they are bad. Mgyara lose to common rkillers like pixilate and fimp and mach punch and everything, while pdon is weak to fissure. dual imp punish lose improof, have great advantage into stall as you have infinite pps and wont be caught on switching turns when you run out of pp as stall is main thing imp is not quite good into, and "multiple slots for what's typically a somewhat redundant mon" not at all. As I said imp is somewhat a consumable mon.
imp definitely still is good i'm not trying to argue it's bad, though i feel like it's not as good as you're saying it is if you have proper counterplay for it. like i said in the previous post imp is definitely more constraining in the builder though in game innards is better which i value more
you didn't reply to my reasoning and rather you just repeated what you said in the previous post. And I still doubt on the difference "in builder" and "in game" as they shouldn't make big difference. If it does that only means your play and build style cares more about sth and less about sth else which doesn't help on your claim that imp isn't as great as I said
 
Important Cores
I just find that having a corepedia will be as helpful as setpedia when I was trying to build yesterday so Im gonna post the cores that I think its gonna be important here.

Double Wonder Guard
This is Obviously important if you want to have a consistent no guard switch in.
Examples:
:Audino-mega:/:meloetta: + :kartana:/:scizor-mega:/:Swampert-mega:
Sample team:
https://pokepast.es/9369a50fd0e3775e

:Gyarados-Mega: + :Necrozma-Dawn-Wings:
Sample team:
https://pokepast.es/de64362d12a6a050

:Slowbro-mega:/:Celesteela: + :Muk-Alola:
Sample team:
https://pokepast.es/c1927b3d3a017edc


No guard+mbounce
The point is you can let the mbouncer solve opposing no guard users as well as impostor.
Examples:
:Lopunny-mega:/:Mewtwo-mega-y:/:Deoxys-speed:/:Pheromosa:/:aerodactyl-mega: + :Kyurem-White:/:Kyurem-Black:/:Celesteela:/:Yveltal:

Sample team:
https://pokepast.es/41aaa410ec71be40

Impostor + Magic Guard
This is kind of new but as nowadays a lot of the teams are too reliant on the innards to solve everything, most notably Impostors, so here we can punish them by the impostor+mguard pursuit combo. Also it does well into stall and balance as impostor provides infinite pps while magic guard provides hazards immunity so you can ultimately stall them out in a lot of the cases.
Examples:
:Chansey:/:Blissey: + :Gyarados-Mega:/:Yveltal:/Mguard pursuit users

Spore + Trap ( +Knock/Trick)
Basically you work around the items. Given that everymon have 1 item slot, meaning they can't bring safety googles and shed shell in the same time, so they will fall for one of the spore/trap users, given the two things are naturally strong, combining them together will give you extra advantages.
Examples:
:Kartana:+:zygarde-complete:
Sample team:
https://pokepast.es/314756d305b52267
WIP
 
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- I don’t rly see how you justify running MBee here
- Haze here's weird I'd recommend hazards/king’s shield
- isn’t it Sunsteel>Photon ? Not sure tho
- Why topsy turvy ? Why not Pursuit or a set up move ?
- Why SEruption on a defensive set ?
- The set looks weird but I didn’t test it, makes you rly weak to Sash (MG) spec Thief

And on such a balance I'd recommend Zygod (or other) prank haze or at the very least Imposter
 
- I don’t rly see how you justify running MBee here
- Haze here's weird I'd recommend hazards/king’s shield
- isn’t it Sunsteel>Photon ? Not sure tho
- Why topsy turvy ? Why not Pursuit or a set up move ?
- Why SEruption on a defensive set ?
- The set looks weird but I didn’t test it, makes you rly weak to Sash (MG) spec Thief

And on such a balance I'd recommend Zygod (or other) prank haze or at the very least Imposter
do agree with most of these complaints tho they are insistent on running beedrill so i wouldn't bring that up, i'll give my thoughts on how i'd change the team

- bee shouldn't be thousand arrows as it doesn't ohko pdon before smash (tbf you do outspeed pdon even after it clicks smash) and means you can't run a good mguard pdon set with an improof, i'd change it to sacred fire to annoy kart and lets you run heatran/pdon to improof the mguard pdon as well as bee
- maud should be spectral > haze, haze doesn't really do anything as you either hardwall moongeist sweepers or you lose to them without much in between and you can at least annoy misc mons by denying setup
- pdon should be sunsteel > photon, running photon means you get walled by misc dark types and it doesn't hit anything noteworthy for it to be worth running
- timid is very questionable here i'm not exactly sure why it isn't a different nature, you don't hit any noteworthy speed benchmarks afaik and you just lower your damage output for basically no reason, make it naughty as you 2hko zygod with freeze dry and mind blown nukes everything even without plus nature
- topsy's very questionable yeah, i can't think of a reason why you'd want it over something else, i'd go pursuit though smash might be worth considering as you already have mguard pdon for innards
- make pogre heatran or wg pdon for reasons i said earlier, i'd go heal/defog/rocks/filler though pivot/lava plume are probably the best options, also run shed shell to not lose to stag
- change the mmy set, it isn't really improofed, leaves you hardwalled by various darks which is very bad for a harvest mon, and your setup is super unreliable. tbh i'd change it to something like photon/moonblast/earth power and you can run various abilities with this set (pbond/no guard (swap earth power for fissure)/dazzling/mguard (swap moonblast for light of ruin)/sniper?! (swap moonblast for fleur cannon) likely some others too) though i'd change maud to melo to improof mmy better, melo can have the same moves as maud
- do not add zyg here please. this isn't balance anyways and idt zyg is worth using much outside of balance/semistall/stall (which are archetypes i don't like much anyways), i think the other members give more utility than zygod anyways

might be overlooking something though these are my thoughts on the team. also play oras ph if you wanna make bee good it does stuff there
 
hello everyone i now have a new team and i still always run mbee but please be completely honest on whats wrong with the team and how i can improve it and this is in no way a sample submission https://pokepast.es/23c5f940fe73e4a6 so no one need to test it but feel free to do so
you dont really need a scarf on mbee its already very fast, scarf doesnt make it to be able to rkill tons of foes. I can see youre willing to ohko mmx with dascent, but its not really hitting anything else through. I will recommend a life orb set with vcreate that hits hard enough through netural non wg foes. The advantage of mbee comes with its typing, giving it access to stab bug and ability to absorb tspikes, along with fairy resistance, or in other words, able to be a soft check of pixilate diancie.
Here is a recommended set
Beedrill-Mega @ Life Orb / Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Sunsteel Strike
- V-Create
- U-turn
- First Impression / Shadow Sneak / Toxic Spikes / Spore
the rest of the team doesn't really make sense, seemingly youre just putting the cool sets together, but thats not really how you build a team
first you want sth to improof our mbee for it can't always vcreate into impostor, and as Im using the spore set, I decided to add a torb mguard here with a pivoting move to form a volt turn core with mbee

Beedrill-Mega @ Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- U-turn
- Spore
- V-create
- Sunsteel Strike

Unown @ Toxic Orb
Ability: Magic Guard
IVs: 0 Atk

Unown

Unown

Unown

Unown

And because I have a volt turn core here, hazards will be important, and here Im gonna add tspikes first to utilize mbee's ability to absorb tspikes

Beedrill-Mega @ Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- U-turn
- Spore
- V-create
- Sunsteel Strike

Unown @ Toxic Orb
Ability: Magic Guard
IVs: 0 Atk

Unown
IVs: 0 Atk
- Toxic Spikes

Unown

Unown

Unown

And here we know mgar is a great tspikes setter for its offensive pressure and ability to absorb tspikes itself and uturn resistance and every niche it have, but the biggest one of absorbing tspikes is able to be done by beedrill, we can free mgar and get sth better here. I want sth special for the flying types not only are able to be immune to tspikes, but also resisting uturn. Sheer cold would be my choice here for flying type is naturally weak to ice.
now looking upon the non ice weak flying types,
(/ds mod=gen7, flying type,!weak ice:
Articuno, Celesteela, Charizard, Delibird, Ducklett, Fletchinder, Gyarados, Ho-Oh, Mantine, Mantyke, Moltres, Oricorio, Pelipper, Skarmory, Swanna, Talonflame, Wingull)
we can see the only relevant ones being Articuno, Celesteela, and Ho-Oh, and 2 of the 3 are 4 times weak to stealth rock, and celeseteela lose to v-create, we can actually consider changing the tspikes to sr as we dont nessessarily HAVE to utilize the posion typing.
Beedrill-Mega @ Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- U-turn
- Spore
- V-create
- Sunsteel Strike

Unown @ Toxic Orb
Ability: Magic Guard
IVs: 0 Atk

Unown
Ability: No Guard
IVs: 0 Atk
- Stealth Rock
- Sheer Cold

Unown

Unown

Unown

now if we take a closer look at the potential wg checks for mbee, we can find most of them being either fire water or electric types, which a lot of are weak to rocks, the remaining notable ones are pdon, heatran, mswampert, dialga, pkyorge, and the rock weak ones are mhoundoom and hooh. We can find them either being weak to ground or grass(expect for hooh but 252 Atk Life Orb Huge Power Beedrill-Mega Sunsteel Strike vs. 252 HP / 252 Def Ho-Oh: 133-157 (31.9 - 37.7%) -- guaranteed 2HKO after Stealth Rock, so just do some double switch and you'll be fine) so our choice should be clear.

Beedrill-Mega @ Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- U-turn
- Spore
- V-create
- Sunsteel Strike

Unown @ Toxic Orb
Ability: Magic Guard
IVs: 0 Atk
- Pursuit (no reason not to bring pursuit)

Unown
Ability: No Guard
IVs: 0 Atk
- Stealth Rock
- Sheer Cold
- Fissure
- grass move / Sing / Taunt / util move

Unown
Ability: Levitate

Unown
Ability: Levitate

Unown
Ability: Levitate
Now on one hand we need to set rocks up on our opponments side, on the other hand we need good hazard control as mbee is weak to rock too. A defog or mbounce will be useful here

ok Im tired ill add up the teambuilding process later but I ended up with ts
https://pokepast.es/51489617ae6a1ab9
hf
 
mamoswine

:sm/mamoswine:

this mon is good. definitely not the psychosis induced hallucination ntothen says it is. atp i think everyone knows what the point of it is, use its typing and a balloon to wall most forms of no guard, but it still isn't thought very highly of because people think "all it does is wall no guard and so it's a waste of a teamslot". i don't think this is true however. magic bounce is extremely important on stall and against opposing stall teams idt having mamoswine compared to something else hinders you that much, not having a great mu into opposing mbouncers is kind of a non issue when you have shed shell imp and potentialy innards in the back and you are still fine into most defensive mons who run hazards or status. other magic bouncers are also not great walls to offensive mons themselves, zygarde the most common one only really walls taunt arceus and some non huge power physical attackers like wg kartana and because of its bulk can switch into shit to scout but you have imp for this and depending on the team it doesn't matter too much anyways, and imo walling no guard is more valuable. no guard is really silly in that it can force hazards, chip and mons to sleep which allows for teamates to break and magic coat is not a great solution because you have to be in on the coat mon and actually clicking coat which is highly exploitable by a competant player and leads to games being decided by mind games which are not in your favour. stopping rocks from going up reliably also means rock weak teamates become better options, in paticular ho-oh that mon is really solid with both prank and wg ignoring that rocks weakness.

:ho-oh: :audino-mega: :mamoswine: :chansey: :chansey: :blissey:
team i made recently with mamoswine. synopsis is basically you have 2 innards for the big guys or random things you don't have an answer for, mbounce mamoswine for defensive hazard or status guys and to prevent no guard from pulling any bullshit and wg ho-oh and maud who are good at dealing with "smaller stuff" and ho-oh benefiting from mamoswine blocking rocks. i have had quite a bit of success with this team in friendlies tho you will kind of have to take my word for it because i lack replays, but with the nature of stall it is obvious how most games will pan out on preview and most of the non stall teams i have seen recently have had negative match ups into this team just because it isn't very likely they will carry 3 pokemon the team cannot handle and atp in the meta no guards are not prepping for mamoswine although it could definitely be a possibility. idrk how the stall mu works, i played 2 games vs stall one of them my opponent lost because they sold insanely hard but it seemed winnable to begin with and the other my opponent couldn't be bothered to play by 100 turns but it was looking like it'd be a tie, you'd have to ask like child of night or someone bit when you have 2 innards, shed shell imp and an mbouncer with koff and hazard i don't think it could go terribly wrong. also goobs a lot of the samples winning automatically into all except for i think the stalls and mmx spam (which is winnble as long as you manage to innards the correct 2 mmx) and gold's team (which is a win once you innards huge power kartana, yes you have to worry about mg kart but you have a lot of room considering ho-oh and imp amd if you get any chip on huge power kartana it's wraps.

note: a lot of these games mamoswine des nothing over a regular bouncer but it goes to show that having it isn't a huge disadvantage in those games. all of these are games vs real people in friendlies or room tours but i see no reason why this couldn't go something like 45-0 on ladder like my other stall.

https://replay.pokemonshowdown.com/gen7purehackmons-2486855031-0t0xigleht7hqxstnps67ptp9eoqss6pw kyurem white offense which gets absolutely goobed on preview thanks to mamoswine and you don't even need either of the 2 innards.

https://replay.pokemonshowdown.com/gen7purehackmons-2486989226-yeox88u2tw856hwcui3nnfcxef7u4njpw
pikachu team, the only guy who wins is huge power mmx who dies to innards and you have a spare who you will probably use on mold mmx bc of rocks though it also bullies ash gren so this mu is an instant win.

https://replay.pokemonshowdown.com/gen7purehackmons-2486995695-cchgi2pkr1ljdvfkxhp2hk2l8gbw7rwpw
diamancie, one guy who wins and there's 2 innards so it's pretty obvious what happens. unrelated to the post but PLEASE remove diamancie i do not think this is a good team at all nevermind a sample, loses to every defensive team ever because mmx dies to.innards/stag and diancie loses to every sunsteel resist ever and loses to offense because all you have is evio imp and non fake out diancie and melo isn't coat.

https://replay.pokemonshowdown.com/gen7purehackmons-2486948603-v09ei6r4k290teptshtq8n74yodq9d2pw
i already explained how the mu vs gold's team works, and it's in the mamoswine player's favour, but this replay was really cursed tho i still won.

https://replay.pokemonshowdown.com/gen7purehackmons-2489506428-7mgc01dt4uex2tq39xxrh075lyl70edpw
sort of generic offense where there's 2 guys (kyurem black was crabhammer ) who win and both die to innards. there's an mg kart but the one innards is max def and the other is scarf baton so yeah.

https://replay.pokemonshowdown.com/gen7purehackmons-2487387990
stall game i mentioned earlier where my opponent sold.

https://replay.pokemonshowdown.com/gen7purehackmons-2487364622
game vs ho that was closer then it should of been due to protean mmy coming in after ho-oh lost its health from alakazam but they were probably multiple different ways i could gotten around that situation anyways. in that game i broke its sash with ho-oh, got rocks up and traded mamoswine for innards to prevent defog.

https://replay.pokemonshowdown.com/gen7purehackmons-2487434819
game vs what i think is called bulky offense. mmx is an obvious innards sack and the other guys don't really do much, not much to say about this replay but it adds to my point.

thank you for reading and hopefully you are now a mamoswine glazer like me. also not this is not a sample submission because submissions aren't open plus i cba to top ladder and i'm going to have to delete another post so i can stay on 67 posts.
 
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:Meloetta: Sample testing 2 :Meloetta-pirouette:
Well we aren’t taking more samples and the only sample worthy team is already added but I spent months on this so idc. I have 8 teams instead of 9 like last one but most of the new teams suck so uhhhhhhh. Also I didn’t get first since there’s only 2 team I could realistically push with. All teams are rated using the Meloetta scale™ and no team will be looked at by the council because the only one that could be a sample already is one. If this ever happens again I’m limiting every user to 1 sample submission only to stop the spam of teams that happened so please only submit stuff if you did extremely well with it like topping ladder or an insane win streak or tournament wins.

https://pokepast.es/0e66bf49c0dc226a Second best team. It’s quite good but it’s horribly unoptimized. Firstly the mmy is an mmy for pretty much no reason since you have 0 attacks that use attacking stats so deo s is just better here since it doesn’t speed tie other mmy and is faster then deo a. The only reason this could be mmy is surprise factor but this is a sample team so surprise factor is useless. Kyurem black does do nice things for the team but it definitely shows be Kyurem white instead since I’m clicking special attacks 90% of the time. The rest of the team is standard good pokemon no real complaints besides I want recovery on blissy. Overall one of the 2 teams I would actually recommend using.

:Meloetta: :Meloetta: :Meloetta: :Meloetta: :meloetta: :meloetta: :meloetta: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: 7 Meloettas™/10

https://pokepast.es/03906cc4ab7e9a28 this is not a good team. Honestly even do its called offence killer it loses horribly to ho since mmx clicks photon for free since celest can’t do anything to actually stop it from fishing for crits and gengar kills everything here eventually since muk has horrible recovery and raw ice beam does 25. Lovely kiss muk is really cool because it doesn’t absolutely nothing in most games. You have 2 mons with shell smash and the rest of the team does nothing with sub. On top of that because of how sleep works most of the time nothing happens when u actually land a kiss (if you miss you die instantly to any pokemon with an attack stat) since 1 turn sleep obviously do nothing to help u progress but 2 turns let you get a baton pas right? Well they wake up on the turn you baton passed so your sub gets broken and nothing happened. So if you want to make progress with muk you need to land lovely kiss and then get 3 turn sleep to get 1 shell smash which odds are you’re just going to get innards anyways. There’s also the first of the long line of magic guard users that can’t beat blissy since your only physical attack on your mmx is pursuit. You’re not killing even min defence blissy as the magic guard of the team 252 Atk Mewtwo-Mega-X Pursuit (40 BP) vs. 252 HP / 0- Def 0 IVs Blissey: 623-733 (87.2 - 102.6%) -- 18.8% chance to OHKO (max def takes 16%). In conclusion this team really wants literally everything to go right for it to function properly and even then you’re going to lose to imposter anyways since nothing is imp proofed properly.

:Meloetta: :Meloetta: :Meloetta: :Meloetta: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: 4 Meloettas™/10

https://pokepast.es/2dc24f33d8e39efa third best team but that’s not really all that impressive. You run into the problem where nothing really wants to fight any wg at all pretty much besides kart but nothing really stops mmx from clicking photon and getting a kill whenever it switches in. There’s also 3 focus sash on this team and 0 hazard removal or prevention which obviously sucks. The prank kart really does nothing if the opponent knows what’s coming since it can’t exactly switch in on anything and there’s about à million walls for it. You have pretty much a 0% chance to actually win vs stall since ur kart is ur only breaker and unless they have literally nothing for it you lose. Having 3 moon users suck since ur not doing anything to Meloetta and if you see muk on team preview forfeit immediately you have 1 pokemon to deal damage to that thing. It’s good into ho I will say that much. Having 4 mons faster than deo s helps you a lot in that mu. Overall its usable but I don’t recommend this at all

:Meloetta: :Meloetta: :Meloetta: :Meloetta: :meloetta: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: 5 Meloettas™/10

https://pokepast.es/0e505d8f29795ac9
https://replay.pokemonshowdown.com/gen7purehackmons-2471331221-vb4q6b3ii3w49jcmlno6xwj946bf9wnpw

:shedinja: :shedinja: :shedinja: :shedinja: :shedinja: :shedinja: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: 6 shedinjas/10

https://pokepast.es/dd48917ee214bbe7 this is already on the samples so not really any reason to talk about it. It’s the best team for sure do so that’s good.

:Meloetta: :Meloetta: :Meloetta: :Meloetta: :meloetta: :meloetta: :meloetta: :meloetta: :meloetta: :meloetta pirouette: 9 Meloettas™/10

https://pokepast.es/c207893b07b864d8 this is like pretty dam bad. It’s first 4 mons are pretty standard sets and do ok but the rest make the team so bad omg. This is the second magic guard that got walled by blissy with Groudon 252+ Atk Groudon-Primal Sunsteel Strike vs. 252 HP / 252 Def Blissey: 303-357 (42.4 - 50%) -- 0.4% chance to 2HKO (ur not hitting the 0.4) and it’s the fakest imp proof ever 252 SpA Earth Plate Groudon-Primal Judgment vs. +1 252 HP / 252- SpD Groudon-Primal: 272-324 (38 - 45.3%) -- guaranteed 3HKO (the +1 is eviolite) 252 SpA Groudon-Primal Mind Blown vs. 252 HP / 252- SpD Groudon-Primal: 128-151 (31.6 - 37.3%) -- 86.3% chance to 3HKO. Gigas got a total of 0 kills overall. Even in its strongest possible state it does the same damage as huge power slack after an evoboost which is way easier to get and slacking gets to do things outside of evoboost. It’s not good you’re basically running a 4 mon team in a lot of games.

:Meloetta: :Meloetta: :Meloetta: :Meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: 3 Meloettas™/10

https://pokepast.es/784ca8ca5a13e58d this team sucks. If you want an example of how bad this team is let me show you the lobunny imp proof. You may think cuno traps and kills it right? Well you forgot that lobunny can sing then setup 3 layers of spikes and once they’re done they just gastro you and you lose stag and so your “imp proof” is imposter getting 3 layers of spikes for free. Cuno does absolutely nothing on this team besides technically not losing to no guard but in reality no guard sets rocks and then you lose instantly to kart since raw sunsteel does 50% to bisharp. This feels like it wants to be an ho team but cuno kills all your momentum whenever it in. You have no innards and terrible walls so ho is bad mu. You have 0 stall breakers besides ray if somehow the moon wall isnt running magic coat and it’s also not running spectral and it’s also not running anything else that can take ray 1v1. Hell even ball probably wins vs this since again all ur walls suck. Team no good.

:Meloetta: :Meloetta: :Meloetta: :Meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: 3 Meloettas™/10

https://pokepast.es/9a228a7210cc03e7 the final team and it’s like ok I guess. I didn’t test this one as much as the others since sample testing closed while I was using it. The third of the holy trinity of magic guards that lose to blissy 252 Atk Beedrill-Mega U-turn vs. 252 HP / 252 Def Blissey: 253-298 (35.4 - 41.7%) -- guaranteed 3HKO. Mmx should probably be kart but it’s fine as it is. My problem with this team is that it’s not really good at anything it’s just ok (besides beedrill that just sucks) there’s not really a switch in to mmx and it has a lot of potential ways in (scarf locked mmy, beedrill, blissy, kyorge) so it kinda forces innards which isn’t the best when ur imp proofs are not all that good +2 252+ Atk Huge Power Slaking Sunsteel Strike vs. 252 HP / 252 Def Kyogre-Primal: 235-277 (58.1 - 68.5%) -- guaranteed 2HKO 252 SpA Parental Bond Mewtwo-Mega-Y Photon Geyser vs. 252 HP / 252+ SpD Kyogre-Primal: 141-168 (34.9 - 41.5%) -- guaranteed 3HKO. Overall it doesn’t have huge flaws but it doesn’t really have anything that it really excels at so it’s fine.

:Meloetta: :Meloetta: :Meloetta: :Meloetta: :meloetta: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: 5 Meloettas™/10

So that’s all of em I guess. Idk what else to say other then make better teams cus this mostly sucked one of the only 2 good teams is also the oldest sample submission so that kinda shows that in general submissions have been getting worse and worse. Do better you all get

:Meloetta: :Meloetta: :Meloetta: :Meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: :meloetta pirouette: 3 Meloettas™/10
 
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mamoswine

:sm/mamoswine:

this mon is good. definitely not the psychosis induced hallucination ntothen says it is. atp i think everyone knows what the point of it is, use its typing and a balloon to wall most forms of no guard, but it still isn't thought very highly of because people think "all it does is wall no guard and so it's a waste of a teamslot". i don't think this is true however. magic bounce is extremely important on stall and against opposing stall teams idt having mamoswine compared to something else hinders you that much, not having a great mu into opposing mbouncers is kind of a non issue when you have shed shell imp and potentialy innards in the back and you are still fine into most defensive mons who run hazards or status. other magic bouncers are also not great walls to offensive mons themselves, zygarde the most common one only really walls taunt arceus and some non huge power physical attackers like wg kartana and because of its bulk can switch into shit to scout but you have imp for this and depending on the team it doesn't matter too much anyways, and imo walling no guard is more valuable. no guard is really silly in that it can force hazards, chip and mons to sleep which allows for teamates to break and magic coat is not a great solution because you have to be in on the coat mon and actually clicking coat which is highly exploitable by a competant player and leads to games being decided by mind games which are not in your favour. stopping rocks from going up reliably also means rock weak teamates become better options, in paticular ho-oh that mon is really solid with both prank and wg ignoring that rocks weakness.

:ho-oh: :audino-mega: :mamoswine: :chansey: :chansey: :blissey:
team i made recently with mamoswine. synopsis is basically you have 2 innards for the big guys or random things you don't have an answer for, mbounce mamoswine for defensive hazard or status guys and to prevent no guard from pulling any bullshit and wg ho-oh and maud who are good at dealing with "smaller stuff" and ho-oh benefiting from mamoswine blocking rocks. i have had quite a bit of success with this team in friendlies tho you will kind of have to take my word for it because i lack replays, but with the nature of stall it is obvious how most games will pan out on preview and most of the non stall teams i have seen recently have had negative match ups into this team just because it isn't very likely they will carry 3 pokemon the team cannot handle and atp in the meta no guards are not prepping for mamoswine although it could definitely be a possibility. idrk how the stall mu works, i played 2 games vs stall one of them my opponent lost because they sold insanely hard but it seemed winnable to begin with and the other my opponent couldn't be bothered to play by 100 turns but it was looking like it'd be a tie, you'd have to ask like child of night or someone bit when you have 2 innards, shed shell imp and an mbouncer with koff and hazard i don't think it could go terribly wrong. also goobs a lot of the samples winning automatically into all except for i think the stalls and mmx spam (which is winnble as long as you manage to innards the correct 2 mmx) and gold's team (which is a win once you innards huge power kartana, yes you have to worry about mg kart but you have a lot of room considering ho-oh and imp amd if you get any chip on huge power kartana it's wraps.

note: a lot of these games mamoswine des nothing over a regular bouncer but it goes to show that having it isn't a huge disadvantage in those games. all of these are games vs real people in friendlies or room tours but i see no reason why this couldn't go something like 45-0 on ladder like my other stall.

https://replay.pokemonshowdown.com/gen7purehackmons-2486855031-0t0xigleht7hqxstnps67ptp9eoqss6pw kyurem white offense which gets absolutely goobed on preview thanks to mamoswine and you don't even need either of the 2 innards.

https://replay.pokemonshowdown.com/gen7purehackmons-2486989226-yeox88u2tw856hwcui3nnfcxef7u4njpw
pikachu team, the only guy who wins is huge power mmx who dies to innards and you have a spare who you will probably use on mold mmx bc of rocks though it also bullies ash gren so this mu is an instant win.

https://replay.pokemonshowdown.com/gen7purehackmons-2486995695-cchgi2pkr1ljdvfkxhp2hk2l8gbw7rwpw
diamancie, one guy who wins and there's 2 innards so it's pretty obvious what happens. unrelated to the post but PLEASE remove diamancie i do not think this is a good team at all nevermind a sample, loses to every defensive team ever because mmx dies to.innards/stag and diancie loses to every sunsteel resist ever and loses to offense because all you have is evio imp and non fake out diancie and melo isn't coat.

https://replay.pokemonshowdown.com/gen7purehackmons-2486948603-v09ei6r4k290teptshtq8n74yodq9d2pw
i already explained how the mu vs gold's team works, and it's in the mamoswine player's favour, but this replay was really cursed tho i still won.

https://replay.pokemonshowdown.com/gen7purehackmons-2489506428-7mgc01dt4uex2tq39xxrh075lyl70edpw
sort of generic offense where there's 2 guys (kyurem black was crabhammer ) who win and both die to innards. there's an mg kart but the one innards is max def and the other is scarf baton so yeah.

https://replay.pokemonshowdown.com/gen7purehackmons-2487387990
stall game i mentioned earlier where my opponent sold.

https://replay.pokemonshowdown.com/gen7purehackmons-2487364622
game vs ho that was closer then it should of been due to protean mmy coming in after ho-oh lost its health from alakazam but they were probably multiple different ways i could gotten around that situation anyways. in that game i broke its sash with ho-oh, got rocks up and traded mamoswine for innards to prevent defog.

https://replay.pokemonshowdown.com/gen7purehackmons-2487434819
game vs what i think is called bulky offense. mmx is an obvious innards sack and the other guys don't really do much, not much to say about this replay but it adds to my point.

thank you for reading and hopefully you are now a mamoswine glazer like me. also not this is not a sample submission because submissions aren't open plus i cba to top ladder and i'm going to have to delete another post so i can stay on 67 posts.
mamoswine could maybe go in c though i wouldn't give it anything higher than that. easy to cteam by running misc offensive moves (magma storm especially), and being unable to run shed shell means you just lose to stag (which should be used more btw, a bit awkward to fit tbh though it's worth it imo)

it's probably workable now tho i think a good amount of that is just people not varying the ngs they run even if alternate options aren't much worse than fissure zap cannon sets as well as the lack of stag recently, i feel like the inconsistency locks it to c rank hell for all of eternity
 
I see a small niche for mamoswine though not large B at the most and more likely B-. It has some good uses mamoswine does have a relatively good match up vs the most common of hazard spreader deo S, the heavy steels plus THE WALL, NGengar. The most problematic is probably arc because I would think it be hard to fit a Ability ignoring move maybe Sun but that's a stretch but even then the most common hazard spread set as only bulldoze so it could still stall it out. But besides beating Nguard sets and Hazard spreaders, I can't fully see it doing much of anything better then that. Don't get me wrong it's a great niche but if that's all it has I can't fully see myself using it
 
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