• Follow our Instagram!
  • Curious about what we're currently doing about bots? Check out the latest updates from staff in this thread.

Metagame USUM Pure Hackmons

hello i have a new team i need honest thoughts on this team so be completely honest and at lest tell me what needs fixing https://pokepast.es/4d081598957f8454
first of all balance sucks. And mbee doesnt need sash as in most cases its not gonna act as a game saver anyways especially when your team lack strong hazards control. The maud+mbro core isnt bad but not when it is a fc mbro... And no moldy gigas is ??? plus i dont really like smash slak/gigas but they should be fine as long as you plan to actually improof them. and this team lack a overall speed control
wip
 
Me.

Anyway, I have a team. Before the reapers come for me, no, it is probably not a sample submission (though honestly it might be able to be maybe).
Welp, let's get into it.

https://pokepast.es/804fe814daba5760

So...I don't remember how to do the fancy formatting, so this is gonna be a wall of text to explain the team. I guess.

PDON: It's my PDon set, the STag one. TArrows is the big dumb STAB button that does exactly what you think it does, and also dunks on low ladder. If this team is run in higher ladder, TArrows can probably be switched for another move like SSS or MMM or something. V-Create is the very stupid big STAB move, that is the main button to do stuff. I experimented with Sacred Fire for a better Sash Kart MU, but then I added MGar and that was no longer a issue. LSF is the move that kills MMX and MRay and MNec(If anyone uses it) and other mons weak to Fairy. It also looks very funny to use. Trick ensures that I can do something once PDon kills a MMX or something, and lets it do something to bulky mons. Improofed by both WG mons on the team, if SSS is used over TArrows, the Improof is weakened, but not gone, and if MMM is used, MAud is the Improof.

MAUD: It's the rat. What else to say. I could see Magic Coat over Rocks for a better Impostor matchup, and better matchups into NG, but rocks are really good, and I could not find a spot anywhere else for it, so I just put it here. Safety Goggles because fuck Spore, but I could maybe see a Z move to serve as a Trick sponge, but idk. If you make the second WG mon also support, then it should probably go there. Also, because I have space here, if a Mon is not Innards or a Blissey, run 248 HP EVs to take slightly less from percentage damage like rocks.

KART: I could maybe see a moveset change on this thing, mainly Ice Shard, because I have not used it VS a Zygarde for a while now. Whatever move you choose, make sure the Improof with MAgg stays true. Mainly a Innards check, but it also seems to have a tendency to be a win-con in longer games. I have no clue why, but it works. Sunsteel because duh. Wood Hammer because without it MPert just kinda walls the entire team, plus it hits Slowbro and MGyara and what not. Ice Shard is meant for Zygarde, but it has not happened for a while, so idk. Shell Smash for Shell Smash reasions. Sash because duh.

POGRE: I don't know, but it seems to work. If any Mon would be changed, it would probably be this one, but it does do its job. Steam Eruption is to kill that one Mold Breaker Shift Gear SSap PDon, Bug Buzz to hit Melo and all that stuff, Moongeist because...d u h, and Shell Smash because...d u h. I could see a support WG mon going here, but I don't know. I just don't know. Sash ensures MMX doesn't just eat you alive in one turn.

MAGG: WHY DO PEOPLE PUT MLIX OVER THIS WTF. Anyway, it is bulky, it is a Steel type, it is resistant to Ice and Grass (Unlike some mons) and resists all the stuff Steel does. Core Enforcer for Harvest, and it also can technically chip Sash mons. Haze because you can't spell PrankHaze without Haze. Reflect because I have missed Will-o-Wisp one to many god-damn times. Shore Up because it is the powerhouse of the cell. Goggles because fuck Spore, but this one should probably stay.

MGAR: This is canonically the ghost of Gigas after the horrible accident. Scarf PBond Moongeist is the button clicker VS Kart and MMX and MMY(sometimes) and Deo-S and all the other mons it sounds good into. Searing Shot I have not used very much, so I would not be surprised if it is changed to some other move because Kart dies anyway. It is mainly for Scizor, but PDon generally catches that. Ice Beam for Zygarde and MRay. U-Turn seemed so cool, but I have not really ever had the chance to use it because WG catches me so much with it, so I could see Trick here as well.

So...that's it. If anyone would like to tear this team apart in a reply, be my guest. So...uh...not sure how to end this.

https://pokepast.es/4c86b8ef49eb4c22 How did this get here.
I am hitting a mental roadblock. I have zero clue what to put on the Mega Gengar, because it feels like it just presses Moongeist like 90% of the time, and the other 3 moves are almost never used. Searing Shot only does anything Versus MSiz, Ferro, and Cele, but unless they have Shed Shell, PDon already eats all three of those mons alive. Ice Beam doesn't kill Zygarde well enough, and doesn't do much outside of Zygarde. And while U-Turn seems so good to try and catch shit like incoming Melo or Ash Gren or MGyara, they almost never actually do it, and it is almost never worth the risk of using it when they could just go into a different WG mon to eat a Moongeist. The problem is Improofing, as always. I would probably run Sludge Wave if I could, but MAud needs to be able to Improof. As well, Normal types in general kinda suck to deal with, because if I tech in Secret Sword, it doesn't do much damage anyway to something like a Arceus or a Regigigas. And, as I am not gonna live whatever they throw at Gengar, I only have a chance to kill them on the switch. So, what the hell should I put on the Gar?

(Also, if anyone wants to review the team, be my guest)
 
I am hitting a mental roadblock. I have zero clue what to put on the Mega Gengar, because it feels like it just presses Moongeist like 90% of the time, and the other 3 moves are almost never used. Searing Shot only does anything Versus MSiz, Ferro, and Cele, but unless they have Shed Shell, PDon already eats all three of those mons alive. Ice Beam doesn't kill Zygarde well enough, and doesn't do much outside of Zygarde. And while U-Turn seems so good to try and catch shit like incoming Melo or Ash Gren or MGyara, they almost never actually do it, and it is almost never worth the risk of using it when they could just go into a different WG mon to eat a Moongeist. The problem is Improofing, as always. I would probably run Sludge Wave if I could, but MAud needs to be able to Improof. As well, Normal types in general kinda suck to deal with, because if I tech in Secret Sword, it doesn't do much damage anyway to something like a Arceus or a Regigigas. And, as I am not gonna live whatever they throw at Gengar, I only have a chance to kill them on the switch. So, what the hell should I put on the Gar?

(Also, if anyone wants to review the team, be my guest)
I think you should change the Gengar to some breaker set or like ng gar or change the mon completely as I feel like you don't have anything solid for bulky WGs right now. You could also free up a slot by making pogre into WG Kart and chaning the MG kart to something else? Some hazards couldn't hurt either but idk how to fit that, maybe on the ng gar if you decide to try that?
 
I think you should change the Gengar to some breaker set or like ng gar or change the mon completely as I feel like you don't have anything solid for bulky WGs right now. You could also free up a slot by making pogre into WG Kart and chaning the MG kart to something else? Some hazards couldn't hurt either but idk how to fit that, maybe on the ng gar if you decide to try that?
Wouldn't NG Gar struggle into WG the same if not more then the current Gar? You more or less only have one moveslot to work with as coverage, as the other three are more or less forced to be Smash Moongeist Sheer Cold/Fissure, and you can only catch so many WG mons with only one move. With Zap Cannon, WG Normals are still a issue, which is the same as before. I have considered WG Kart, but it being so frail as a WG mon keeps turning me away, along with the fact that if Kart dies for any reason, because I would no longer have a Scarf Gar, NG suddenly stands a good chance of running me over. Also, a problem that I have with the Kart now, and would still have is Improofing. I really would want a Fire move on Kart, but then the Improof falls apart if Aggron is chipped down too much. And if I run the solution of Fire Memory + Multi-Attack, then I no longer have a Sash, which Kart really needs.

Just to make it clear, I am thankful for suggestions. I asked for them, after all. I have found that the best way for me to discover better options is to try and argue against them, and if I cannot, then it is probably a better option.
 
Wouldn't NG Gar struggle into WG the same if not more then the current Gar? You more or less only have one moveslot to work with as coverage, as the other three are more or less forced to be Smash Moongeist Sheer Cold/Fissure, and you can only catch so many WG mons with only one move. With Zap Cannon, WG Normals are still a issue, which is the same as before. I have considered WG Kart, but it being so frail as a WG mon keeps turning me away, along with the fact that if Kart dies for any reason, because I would no longer have a Scarf Gar, NG suddenly stands a good chance of running me over. Also, a problem that I have with the Kart now, and would still have is Improofing. I really would want a Fire move on Kart, but then the Improof falls apart if Aggron is chipped down too much. And if I run the solution of Fire Memory + Multi-Attack, then I no longer have a Sash, which Kart really needs.

Just to make it clear, I am thankful for suggestions. I asked for them, after all. I have found that the best way for me to discover better options is to try and argue against them, and if I cannot, then it is probably a better option.
Okay the point about NG gar is fair and I didn't think too much about the NG MU. As for the Karana improof problem, there is no easy way to say this but if you want to run a fire move and have it be improofed by a WG that does not lose to fissure, you will have to run Ho Oh with a +Def nature... Prankster Ho Oh could also maybe work but you will have to run Flare Blitz over V create. Empoleon is the only other WG mon that really works but that thing sucks and it loses to Fissure. If you really wanna fit the WG Ho Oh maybe making Gengar into a Bounce mon would be good, but the the team looks very different atp so the choice is up to you. I don't really see any other solution here though unless you wanna run a some weird stuff like WG zyg or Pdon to improof the kart lol

I do think you should consider switching up the Gengar slot into something else even if you don't change the Kart set.
 
Last edited:
I am hitting a mental roadblock. I have zero clue what to put on the Mega Gengar, because it feels like it just presses Moongeist like 90% of the time, and the other 3 moves are almost never used. Searing Shot only does anything Versus MSiz, Ferro, and Cele, but unless they have Shed Shell, PDon already eats all three of those mons alive. Ice Beam doesn't kill Zygarde well enough, and doesn't do much outside of Zygarde. And while U-Turn seems so good to try and catch shit like incoming Melo or Ash Gren or MGyara, they almost never actually do it, and it is almost never worth the risk of using it when they could just go into a different WG mon to eat a Moongeist. The problem is Improofing, as always. I would probably run Sludge Wave if I could, but MAud needs to be able to Improof. As well, Normal types in general kinda suck to deal with, because if I tech in Secret Sword, it doesn't do much damage anyway to something like a Arceus or a Regigigas. And, as I am not gonna live whatever they throw at Gengar, I only have a chance to kill them on the switch. So, what the hell should I put on the Gar?

(Also, if anyone wants to review the team, be my guest)
When in doubt, CFZs are broken (especially stoked sparksurfer) trick is solid and even stuff like encore can occasionally save games.

As a one-liner hater I will now post some random teams.
https://pokepast.es/39439224d446fe6b

this is the updated version of a team I'll post later. Basically groudon beats wg kart which ladder spams and muk beats other guys ladder spams so its cool except you lose to fissure so celesteela. MMY does silly things like fail to 2hko meloetta and make me consider being iron plate or something. Big fist plate imp !!! because people try to greed smashes with arc and also the entire team loses to arc and I didn't feel like using coat. This was the result of me trying to build b*lance in 2025. Don't worry about taunt tspikes gengar just forfeit if muk's balloon pops.
Also beat dual kartana and won a roomtour!

https://replay.pokemonshowdown.com/gen7purehackmons-2484215396

splodge that wasnt a true 50/50 at the end, if mmx got innarded i could always go imposter and force either a speed tie with kartana or go celesteela on deo forcing mindgames around if i attack kart or not and if i lose those i can still go for speed tie wincon. bliss never dies to chans either. I had outs if I failed that mindgame like I failed every other one (staying in on kart to spectral thief was truly a play of all time especially when sunsteel -> sss killed something anyways)

https://replay.pokemonshowdown.com/gen7purehackmons-2484225890

random ladder replay because funny.

https://pokepast.es/a7ba5582bd7a4581

The original. Ok so your fastest pokemon is adamant MMX but you have TRIPLE huge power priority to try to make up for it (It doesn't). It's pretty much the same except instead of any hazard you have defog muk which is terrible everything taunts you for free. Cool yveltal though ladder will always press mgb with gengar so hardswap and pursuit (they always stay in so you end up taking 3 beams). It's mid but it's ladder so I got like 1500 with this in an hour and a half while also doing schoolwork.

https://pokepast.es/7dc1782f94699bab

N said try 4a mmy. I tried it, it was ok but not really good (mmx is very sad). The scizor is also really bad because the improof is yvel but they just turn and then ???. Cool 6 though leppa ltbts mmx does fry your core because it fries every core.

https://pokepast.es/ddcb39adf4c6452f

This isn't worthy of an explanation. Please don't use it.

That's all folks!
 
Last edited:
Okay the point about NG gar is fair and I didn't think too much about the NG MU. As for the Karana improof problem, there is no easy way to say this but if you want to run a fire move and have it be improofed by a WG that does not lose to fissure, you will have to run Ho Oh with a +Def nature... Prankster Ho Oh could also maybe work but you will have to run Flare Blitz over V create. Empoleon is the only other WG mon that really works but that thing sucks and it loses to Fissure. If you really wanna fit the WG Ho Oh maybe making Gengar into a Bounce mon would be good, but the the team looks very different atp so the choice is up to you. I don't really see any other solution here though unless you wanna run a some weird stuff like WG zyg or Pdon to improof the kart lol

I do think you should consider switching up the Gengar slot into something else even if you don't change the Kart set.
https://pokepast.es/8225533756795a0a

Focus Blast MGar looks so dogshit, but I think it actually works. It always 2HKOs Arceus, as well as Gigas and Slaking, and after a Smash it always kills (Unless the Arceus is +SpD, in which case it is a roll, but who the hell runs +SpD Arceus). Now, I am thinking that the team would want another Magic Guard Mon, or some way of getting hazards because Magic Coat on MAud is looking better and better. Maybe a MMY? Idk.
 
https://pokepast.es/8225533756795a0a

Focus Blast MGar looks so dogshit, but I think it actually works. It always 2HKOs Arceus, as well as Gigas and Slaking, and after a Smash it always kills (Unless the Arceus is +SpD, in which case it is a roll, but who the hell runs +SpD Arceus). Now, I am thinking that the team would want another Magic Guard Mon, or some way of getting hazards because Magic Coat on MAud is looking better and better. Maybe a MMY? Idk.
Scarf Pbond Mgar MU is looking a bit rough, MG MGyara could maybe work as it punishes MGar very hard with pursuit if it chooses the wrong move against it, and it isn't getting OHKOd by Bug Buzz if you get a guess wrong anyway (or just revenge kill to be safe I guess)

252+ Atk Gyarados-Mega switching boosted Pursuit (80 BP) vs. 252 HP / 252 Def Gengar-Mega: 300-354 (92.5 - 109.2%) -- guaranteed OHKO after Stealth Rock

You could also go the old fashioned Choice Band Pursuit Mega Gyara to always get that OHKO and get very good rolls on most Innards mons even if they are max defense. Having a trick mon also doesn't hurt




You could go doubne NG with a scarf Deo S as a rock setter and general nonsense but I don't think you can fit hazards on any of your mons + have it fix your breaking problem. Any core of Steel WG (with shed shell) + Normal WG wall your entire team which is very bad since that's like the most common defensive double WG core.
 
imp sweep.gif
>"imp sweep.gif"
>no gif
what did he mean by this
Again people are still hella underestimating impostor...
from discussions on discord i feel like you've overrated imposter imo even if it is still really good. tbh all your team needs for imp prep is a general game plan into imposter, as long as it's sturdy enough to not fall apart too easily you should do fine into imp, but from you talking on discord you've said every mon needs to selfproof (tbf your definition of selfproofing is rather lax as you're ok with misc sash sweepers that can ohko imp) which hasn't felt like the case whenever i play against imp and i'm sure other people can back me up on this. ofc imp does still demand careful prep i'm not going to deny that, but the amount of prep it requires feels less than what you say is needed.

idt this is what you mean but i'd like to talk about this anyways, imp's usage is lower than it likely should be though fitting imp onto teams requires somewhat awkward teambuilding concessions i don't like to make personally at least. you usually have to sacrifice either more reliable anti offense or breaking power in order to fit imposter, and while the benefits of imp can sometimes be worth it i find it isn't worth using enough to slot it over something else a lot of the time imo.

conclusion innards > imp oh yeah baby let's go
 
>"imp sweep.gif"
>no gif
what did he mean by this
this means pretend that you see a gif of imp sweeping


but from you talking on discord you've said every mon needs to selfproof (tbf your definition of selfproofing is rather lax as you're ok with misc sash sweepers that can ohko imp) which hasn't felt like the case whenever i play against imp and i'm sure other people can back me up on this. ofc imp does still demand careful prep i'm not going to deny that, but the amount of prep it requires feels less than what you say is needed.
i never said every mon have to selfproof, rather i said every setup mon should selfproof. the reason is pretty obvious. When i say imp is overpowered and underrated i mean we should see 2 imp per game averagely and that should have been the situation you are preping for on your team. I dont think i have to explain how usage doesnt mean the strength of a mon especially when we dont have a lot of good data. the primal concept of impostor chans is already very overpowered: A copy of you with 250 hp and with access to eviolite. Technically speaking there's no way of actually self proofing, the current ways like using plate judgement or hidden power is still not 100% safe as imp can also change to those. This is beyond normal criteria so its definitely > innards. Plus you have to actually sack a lot of thing to prep for imp and as a lot of the teams are currently doing unsafe prep for it, the underusage is pushed to a new level
 
:xerneas:
UR --> B-

:sm/xerneas:
Xerneas @ Leppa Berry
Ability: Innards Out
EVs: 252 HP / 252 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 0 Def / 0 SpD
- Shell Smash
- Moonblast
- Searing Sunraze Smash
- Menacing Moonraze Maelstrom

Very solid Innards on offense, STAB Fairy + Moldy CFZ makes this perhaps the most proactive Smash sweeper Innards (alongside Gira-O) after a Shell Smash. You don't KO Mewtwos from full with hazards up but if you didn't get yours up in kind then you fucked up somewhere. Ironically, you can occasionally leverage your bulk (even with min. EVs) to take a hit and set up when necessary

Posted a couple Xerneas offenses here, also have another in my builder that I haven't tested

Example replays
https://replay.pokemonshowdown.com/gen7purehackmons-2357444225
https://replay.pokemonshowdown.com/smogtours-gen7purehackmons-879013
https://replay.pokemonshowdown.com/gen7purehackmons-2356852023
+ quite a few where it successfully does normal Innards things

e: don't want to spend too much effort on this but there was some discussion in the Discord so, Xerneas' Innards profile is less desirable than Lunala/Gira-O. However, Fairy's pretty nice for 2HKOing Yveltal/Gyarados unboosted and dying to HP MMX Photon (and preventing things from randomly midgrounding Photon vs you). Compared to Moongeist/Photon + 1 sweepers this results in an overall more consistent attacker as well, since you don't have to pick vs. hitting opposing Muk and Meloetta (Ho-Oh you should just outplay vs with your Stealth Rock setter)
 
Last edited:
i never said every mon have to selfproof, rather i said every setup mon should selfproof.
close enough :lickylicky:

still an exaggeration imo, haven't felt the need to have every sweeper beat the imp version of itself like ever. again only a sturdy gameplan is needed to win against imp, you don't gotta have every offensive mon beat imp 1v1 or whatever.
When i say imp is overpowered and underrated i mean we should see 2 imp per game averagely and that should have been the situation you are preping for on your team.
imp is good yeah but 2 imp per game on average is far too high imo, this implies either every team should be carrying imp which is just false or multi-imp structures should be used more and while they are probably worth experimenting with i don't think they should be used enough to bring the average use of imp above 1 imp per game. you should prep for imp on every team aside from tour teams vs opponents who don't bother with imp obviously, though this also feels like the case with innards and even then innards feels much more impactful in game than imposter in my experience.
I dont think i have to explain how usage doesnt mean the strength of a mon especially when we dont have a lot of good data.
do agree, ladder isn't the most reliable when it's mostly filled with mid level players and tournaments have a pretty small sample size all things considered. felt worth bringing up though
Technically speaking there's no way of actually self proofing, the current ways like using plate judgement or hidden power is still not 100% safe as imp can also change to those.
do agree with hidden power as there isn't really a downside to switching your hidden power type to whatever has any level of usage, though plate judgment requires giving up eviolite/scarf/to a lesser extent shed shell which doesn't feel worth it for a mu fish. maybe justifiable in a tour environment though even there you'll likely have better options to beat misc wg smashers anyways instead of plate/memory imp.
This is beyond normal criteria so its definitely > innards. Plus you have to actually sack a lot of thing to prep for imp and as a lot of the teams are currently doing unsafe prep for it, the underusage is pushed to a new level
again disagree, while imp is vastly more constraining in the builder compared to innards, if you do that prep (which keeping a balance of beating imp and having a good team isn't too difficult assuming you know what you're doing) imp isn't as rewarding in game which i value more highly.
 
still an exaggeration imo, haven't felt the need to have every sweeper beat the imp version of itself like ever. again only a sturdy gameplan is needed to win against imp, you don't gotta have every offensive mon beat imp 1v1 or whatever.
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.
imp is good yeah but 2 imp per game on average is far too high imo, this implies either every team should be carrying imp which is just false or multi-imp structures should be used more and while they are probably worth experimenting with i don't think they should be used enough to bring the average use of imp above 1 imp per game. you should prep for imp on every team aside from tour teams vs opponents who don't bother with imp obviously, though this also feels like the case with innards and even then innards feels much more impactful in game than imposter in my experience.
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.
do agree with hidden power as there isn't really a downside to switching your hidden power type to whatever has any level of usage, though plate judgment requires giving up eviolite/scarf/to a lesser extent shed shell which doesn't feel worth it for a mu fish. maybe justifiable in a tour environment though even there you'll likely have better options to beat misc wg smashers anyways instead of plate/memory imp.
first of all my disclaimer is
the primal concept of impostor chans
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.
again disagree, while imp is vastly more constraining in the builder compared to innards, if you do that prep (which keeping a balance of beating imp and having a good team isn't too difficult assuming you know what you're doing) imp isn't as rewarding in game which i value more highly.
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. let me know if you think I have to explain on this point as im gonna skip the reasoning here as its too long and should be obvious
 
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
 
Last edited:
- 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.
 
Last edited:
Back
Top