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Metagame USUM Pure Hackmons

I feel as if the best utility prankbonder is Goggles Mlop, being immune to 1/3 moldy moves and spore is too valuable to say no to (i see why gold uses it for ng) while I can see kart being good (spore immunity without needing an item thus leaving room for sash) mlop is just so good.
goggles mlop is definitely not the best prank dbonder.

#1, it's goggles

i am not saying that goggles is not a good item. it is good. using it on mlop however doesn't work well because mlop is very frail. 64/94/96 defenses make this thing effectively a glass cannon. most mons would want a sash, and especially since you're prank dbond. you probably want sash anyways to tank a hit, do something, and then dbond them.

#2, it's mlop

mlop is a mon that normally is mmy food. i like the mon a lot myself mlop isnt really suited for this. your one moldy move immunity is moongeist, which i will give to you. however, you are supereffective weak to photon, and even with a sunsteel resist, you end up dying to most sunsteelers (hp kart, hp mmx, hp anything tbf) i will say i guess you are prank dbond so this doesnt really mean anything, but i will then ask you this: why mlop?
you could have chose something like kartana, mmy, xerneas, so i dont really know why
you also mention spore immunity is good, and kart does it without needing an item and can run sash, why dont you just run that? you also dont elaborate on "mlop is just so good"

the only "niche" i see for this mon is IF you are sash and IF your opponent has mmy and IF you just so happen to catch them by surprise with a dbond
 
SAMPLE KILLER6700

:sm/mamoswine: :sm/celesteela: :sm/sableye-mega: :sm/mewtwo-mega-x: :sm/blissey: :sm/blissey:
do you dislike the samples? do you think that ransei is a dicatator? look no further than the sample killer 6700! with this team you will instantly win upon facing any of the samples, hax aren't real. no shade towards the council and this also says absolutely nothing about the quality of the samples i just thought it would be fun.


the team members
:sm/mamoswine:


Mamoswine @ Air Balloon
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Atk / 0 Spe
- Baton Pass
- Shore Up
- Spikes
- Aromatherapy / Pursuit

mamoswine was the first member i included on this team, and it was kind of a no brainer to add it. no guard appears 3 times on the samples, and i couldn't just slap on mcoat maud and call it a day because you get goobed if you're switching in and even if you are in you have to play mindgames which could lead to you losing. i originally had espeed and pursuit on this guy so it could trade itself with innards against child of night stall, however i later realised i could just do this on stag. aromatherapy is nice for the scald mbro on eyeos stall, because it can tank a hit from sthief, but you can also go pursuit to trap mgar on kyurem white offense.
:sm/celesteela:


Celesteela @ Leftovers
Ability: Magic Bounce
Level: 99
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Will-O-Wisp
- Shore Up
- Topsy-Turvy
- Baton Pass

bounce celesteela is how i was able to make this team work, but it's also the team's biggest flaw. defensive bouncer is very important here because it allows you to sit on defensive mons and pivot on them to get mmx in, but unfortunately mamoswine just doesn't cut it due to its lack of bulk and weakness to water and anchor shot. i tried cteaming the samples a while ago, and at the time i was using bounce zygarde and then a prankster steel, and because that takes up 2 slots i wasn't able to make the team work. upon re-attempting i realised steela could compress the role of a prankster steel and defensive bouncer (and arceus answer) into one slot, but unfortunately this comes at the cost at being vunerable into flinches from ash gren and crits from surge mmy, hence why i said it's the team's biggest weakness.

:sm/sableye-mega:

Sableye-Mega @ Focus Sash
Ability: Shadow Tag
EVs: 252 HP / 252 Atk / 252 Def / 151 SpA / 252 SpD / 252 Spe
Brave Nature
- Menacing Moonraze Maelstrom
- Searing Sunraze Smash
- Extreme Speed
- Rapid Spin

this guy looks stupid at first, but once you realise what it does you'll understand that it's vital for this team to work. a stag ghost is vital on this team because it allows you to trap mold mmx and then use rapid spin to make sure rocks are off, and it offers much off what innards would do (killing diancie on diamancie and an mmx on mmx spam). sableye was chosen because of the bup jolly mmx on mmx spam, and because cfzs are broken you can still kill what you want it to. 151 special attack evs is so you don't kill mmx, which i did so you can rapid spin against mold mmx after mmm though now that i think about it it doesn't matter because you can just kill it with rapid spin.. another thing i forgot to mention when talking about why this guy is so important is that you can force the opponent to trade it for innards on child of night stall, mamo could also do this but it takes up more move slots and you'd be playing a 50 50 between espeed and pursuit.

:sm/mewtwo-mega-x:

Mewtwo-Mega-X @ Expert Belt
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Photon Geyser
- Spectral Thief
- Play Rough
- V-create

there isn't much to say about this guy. you break every single fat sample, you have steela pivotting you in, and sableye removes innards for you. against mmx spam you will also sack this guy to get stag in on an mmx, and because of this i changed pfists to sthief so they can't just innards you. idk if expert belt is the correct choice of item, but you don't actually need an item so who cares.

:sm/blissey:

Blissey (F) @ Safety Goggles
Ability: Innards Out
EVs: 252 HP / 252 SpD / 252 Spe
Gentle Nature
IVs: 0 Atk / 0 Def / 0 SpA
- Will-O-Wisp
- Shore Up
- Stealth Rock
- Topsy-Turvy

:sm/blissey:

Blissey (F) @ Shed Shell
Ability: Innards Out
EVs: 252 HP / 252 Atk / 252 SpD
Sassy Nature
IVs: 0 Def / 0 SpA / 0 Spe
- Will-O-Wisp
- Shore Up
- Baton Pass
- Spectral Thief

they're innards what can i even say. vs mmx spam you will throw both at the first mmx you see, vs gold's team you will throw one at mmx and the other at hp kartana once it sets up, vs kyurem white offense you ill throw the topsy one at gira o and the other at kyw, vs ash ketchum offense you will throw one at pika and the other at mmx, vs diamancie you will throw one at imp and the other at mmx, vs stag mgyara stall you will throw the shed shell one at imp, and vs child of night dtall you will throw one at imp again. innards is broken. the sets are also larp but they do their job so who cares.


what to do vs each team + replays
ignoring hax you should always win into all of these if you don't misplay, however these match ups aren't so one sided to the point where you can just do anything, and you'll have to follow my instructions below though you could probably figure out what to do in these match ups by yourself.
mmx spam:

mamoswine walls deo s, and steela walls slaker. you will use both innards on an mmx, and kill the third one with stag. to get stag infront of the third mmx, you need to sack your own mmx and make sure you don't kill innards with it (by clicking sthief). steela walls one of the mmx but unless you have chipped it so you know which one it is you shouldn't be trying to wall any mmx with steela.

https://replay.pokemonshowdown.com/gen7purehackmons-2521338059-xn8ly6ce033nt82lh0hu76iibtavbtipw

you basically see this gameplan here however my opponent lead an mmx whilst i lead stag after something died so i didn't have to sack my own mmx.


gold's team:

mamo answers bunny. throw shed shell innards at mmx. for kartana switch to steela, if they clicked anything other than spore you will know whether they are huge power or mg. if it's mg, stay in or baton into mmx. if it's huge power, you can stay in until they set up, and once they set up you want to go to an innards or stay in if they're burned. for mmy, go steela and pray you don't get crit, or if you have burned hp kart you can wall mmy with innards. if the mmy crits your innards, try wall it with steela or the other innards if it's still alive (and pray you don't get crit) and save the innards who got crit as a sack for mmx if you haven't already killed it so you can then switch stag into it. if you don't need stag for mmx, getting it infront of innards is also a possibility.

https://replay.pokemonshowdown.com/gen7purehackmons-2521351702-h5njovr11j7vfyh8w8ms9n6739e2f5vpw
i played this kinda wrong by not keeping steela on full health but who cares


kyurem white offense:

mgar and deo s are walled by mamo. arc is walled by steela. throw safety goggles innards at gira-o and shed shell innards at kyuw. coma mmy is walled by steela. mmx infront of arc also means you get to kill it, or gira o comes in meaning you can save an innards for someone else i guess. getting mmx infront of non set up sash broken kyuw can also have the same effect.

https://replay.pokemonshowdown.com/gen7purehackmons-2521268198-s4halwqwhhueguxcb8mcmhg7g18yoqnpw


pika team:

if mold mmx comes in switch to sableye. if it still has sash click mmm and finish it off with rapid spin, if its sash is broken just kill it with rapid spin otherwise you're risking killing it with an mmm crit which would leave rocks up. you're always going to kill pika with shed shell innards. from that point, either try wall mmx with steela and wall gren with topsy innards, or do it the other way around using innards on mmx and walling gren with topsy steela. both methods can lose to hax in their own way. if you wall mmx with steela you can risk getting goobed by icicle spear turns, but this only matters if you're switching into it. as for gren, trying to wall it with steela means you can get goobed by a dark pulse flinch. i cba to figure out whoch one is statistically better. anyways you want to be in on steela most of the time because it scares gren and mmx coming in, and you can also baton on stuff to try get your own mmx in (who they can't wall).

https://replay.pokemonshowdown.com/gen7purehackmons-2521274578-d7iga5uhtasp352filuamdqbwvxpa2jpw
got a game against ransei himself


diamancie:

throw innards at mmx and imp, sack mamo into diancie and then kill it with sableye, sit on defensive mons with bounce, get mmx in whenever possible, ggwp.

https://replay.pokemonshowdown.com/gen7purehackmons-2521340851-au7tq3lb4jmeg7aatme2k0qsrnq013npw


stag mgyara stall:
sit on defensive mons with bounce, pivot mmx in to click buttons, and when imp comes in throw shed shell innards at it. mbro is kinda annoying because it has scald, and it can tank a hit from mmx to scald or rocks but eh you should be fine.

https://replay.pokemonshowdown.com/gen7purehackmons-2521347184-w1wi1jgke55xx61b7kav4fysbvq5badpw

game against eyeos himself. i forgot to add aroma when i played this but it's fine because he didn't get the burn.


child of night stall:
sit on all the defensive mons with bounce and pivot mmx in. because of innards, you need to be very mindful with mmx, and you need to get sableye infront of innards to click espeed and force a trade so mmx is free to win.

https://replay.pokemonshowdown.com/gen7purehackmons-2521255643-6vxqllsux4vaerw76t4lvfgp3ddn7ywpw


paste and conclusion
https://pokepast.es/4d681d6873ea1b88

paste is above, not like you will ever use it because there is no way to consistently face the samples. making this was a lot of fun, though the only thing i have proven is how bad the format is wilted rose emoji. anyways thank you for reading, i will leave some replays of my cteaming well known teams with 2 mons as a bonus + the pastes for those cteams.


bonus
zenith mode:

https://replay.pokemonshowdown.com/gen7purehackmons-2520763729-tsikitdb4if11ukutsg13x5awo72t0dpw

https://pokepast.es/e1cb11f0762d7045

bounce doublade walls everyone and pidgeot is selfproof whilst havng no walls. harvest slak would also work. this one was way too easy LMAO.


pika team:

https://replay.pokemonshowdown.com/gen7purehackmons-2521133059-v44e6j9hn3jff8he5t1dfp52et7ojampw

https://pokepast.es/c163d6bda2b857c5

this team is really weak to steels, which this cteam puts on full display. lunala was chosen over anoher ghost because ransei dislikes it gas pump emoji.


diamancie:

https://replay.pokemonshowdown.com/gen7purehackmons-2521172204-d0og9x4g9ct4r77ndy67vyhbvyofgmgpw

https://pokepast.es/ba4acf38fd9dda13

resolaris unfortunately didn't play this out but you get the idea. this heatran walls and eventually kills literally everyone except mmx, and you just throw innards at mmx.​
 
some replies I wanted to get out of the way
Real gamers know that the best MG Slak set is Mind Blown+Sparksurfer+Oceanic+Pursuit smh. Anyways, I do very much appreciate seeing more usage of Slaking that isn't just "oh STAB HP fakespeed" or "oh HarvSlak," because I've seen some people saying that Slaking is only good with HP/Harvest, and all the other sets are much worse, and I cannot tolerate this slander.
innards and wg are worth consideration
I feel as if the best utility prankbonder is Goggles Mlop, being immune to 1/3 moldy moves and spore is too valuable to say no to (i see why gold uses it for ng) while I can see kart being good (spore immunity without needing an item thus leaving room for sash) mlop is just so good.
arceus and sawsbuck are right there dude
 
I've been writing some analysis semi-recently for hackmons.com but that site doesn't have the best reach so I thought I'd just leave some here.
These are kinda for beginners but there's probably some good nuggets for others too. TXT files available. Everyone who helped me with qc and editing on these are rad.


Deoxys-Speed No Guard Lead
Deoxys-Speed @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sheer Cold
- Sing
- Stealth Rock
- Entrainment

Flex Slots:
Sheer Cold can be switched for Fissure
Entrainment can be switched for Sticky Web, Baton Pass, Magic Coat, Trick, Gastro Acid or Taunt
Focus Sash can be switched for Choice Scarf

Credits:
epictoastokay and ansonisthebest on Discord


Description:
Deoxys-Speed is the premier No Guard suicide lead currently and is extremely useful on Offense and Hyper-Offense teams to force hazards up, break sashes or bring down non-sashed offensive Mons or non-WG defensive Mons. However, it is near-useless against bulky teams without variation in the set as it is easily beaten by 2 non-OHKO-move weak Wonder Guards and is threatened by Magic Bounce users in general (provided the opponent plays well). It is also susceptible to priority due to its frailty as well as being threatened by opposing scarfed attackers, particularly Parental Bond attackers.


Usage Tips:
Most of the time you will be leading with Deoxys-Speed if you have it. The exceptions are against stall teams and opposing teams with Deoxys-Speed in which case you will prefer bringing in a counter to Deoxys-Speed. Deoxys-Speed is extremely easy to play as it follows an extremely simple flow-chart.

If your opponent has an offensive Mon on the field (which you are certain isn't Choice Scarf) just click Sing, then hazards. If they are still asleep click your OHKO move to hopefully break their sash or kill them. There is practically never a reason to sacrifice something to keep Deoxys-Speed safe as it is preferred that it dies quickly to maintain momentum. The exception to this is against offensive teams where you may want to save Deoxys-Speed to use as a late-game cleaner.

If your opponent has a defensive Mon in you must play slightly more carefully. This is because many Wonder Guards carry Magic Coat which, worse-case scenario, will allow them to bounce back your hazards then put you to sleep which is extremely unideal. Rest assured however, this situation is unlikely unless you play quite poorly. Note that against bulkier teams you are more likely to run into Magic Bounce which is similarly unideal. This is circumvented by Entrainment/Gastro Acid which will allow Deoxys-Speed to threaten WG's with Sheer Cold and force them out. Entrainment is generally preferred as it fares better against Magic Bouncers and Magic Coat WG's as you will just gain their ability instead of only losing your own.

A very common interaction with Deoxys-Speed is the infinite switch game when the opponent has 2 WG's. This is another reason why hazards are so valuable on this set as you can continually threaten them out with Entrainment forcing them to switch and thus, take hazard damage. Note that the opponent has the ability to make you use all your OHKO-move PP if you play badly enough.

The customization available on Deoxys-Speed is extremely wide as it can changed to fit basically any offensive team. Sticky Web can aid greatly as it basically prevents your opponent from making offensive progress without using a turn setting up or using priority. Baton Pass allows you to scout if your opponent switches (I.e you can use it if you are against Kyurem-White to see if they double switch) as well as providing a neutral move against WG if your set lacks an ability nullifying move. Magic Coat helps against bulkier teams and in No Guard lead mirror matches. Gastro Acid just acts as an alternative to Entrainment which persists after a Baton Pass and doesn't give the opponent a potentially useful ability in certain edge cases. Taunt is another tool against bulkier teams as it forces WG's out and is a more reliable way to shut down most common hazard removal or attempts to heal. Fissure can be used in place of Sheer Cold to hit Ice types (mainly Kyurem-White) and Ground-weak WG's as well as having the slight benefit of being 10% more accurate when your ability is removed.

Focus Sash can be swapped for Choice Scarf which will allow Deoxys-Speed to outspeed many setup sweepers even after they Shell Smash . This is extremely useful as you can just put them to sleep, OHKO them etc. Choice Scarf is especially strong in tandem with Trick as you can use it to neuter WG's and effectively become a regular Deoxys-Speed afterwards. Finally, it is not recommended but you can swap your ability from No Guard to Mold Breaker to guarantee hazards against even Magic Bouncers, only being stopped by Magic Coat WG's.

There are certain teammates that Deoxys-Speed loves having as they cover it's weaknesses well. Most importantly, you want teammates that can cover your crippling weakness to Parental Bond. Notably, Yveltal resists Moongeist Beam and can Pursuit trap or Knock Off Parental Bond Gengar. However, this is still not foolproof as they could predict your switch and ruin your day with Ice Beam. Other examples include Normal types that can switch in on Moongeist Beam very safely and use the free turn to setup (Arceus, Slaking etc.). Again, there is still a possibility that they predict such a switch and use Sacred Sword or Focus Blast on the switch.

While none of them come close to the dominance of Deoxys-Speed it is still worth while to note the alternatives to Deoxys-Speed (note that these are alternatives for Deoxys-Speed's role as a suicide lead, not as its role as a No Guard user). Pheromosa can be used for it's strong U-Turn which can deal valuable chip to opposing offensive Mons. Mega Aerodactyl can be used as it is Fissure immune, resists Normal and Aerilate FakeSpeed and similarly fast, however it is Stealth Rock weak meaning you can't bring it in too often. Mega Lopunny was extremely popular for a period of time as it acts as a Moongeist Beam (and thus Parental Bond Gengar) switch-in while still being relatively fast. Still, in the current meta it is just slightly too slow, being outsped by MMY which is extremely common. Finally, Mega Sceptile is Spore-immune and fast enough but is weak to even more common priority moves (Ice Shard, Pixilate FakeSpeed, Triage Mega Rayquaza) and thus isn't ideal. Despite these flaws, each of these No Guards are worth considering in place of Deoxys-Speed.


Counters and Checks:
Because of Deoxys-Speed's important place in the meta, most teams will have at least a soft answer to it. First and foremost is having 2 Wonder Guards with one of them having Magic Coat. As mentioned previously, this shuts down Deoxys-Speed as you can't make any progress and they can drain your PP. Also mentioned is Magic Bounce which is similarly annoying. However, your opponent needs to predict practically every turn quite well to fully beat you with only a Magic Bouncer and a WG as you do have the option of clicking your OHKO and eliminating the Magic Bouncer.

Next are the offensive threats to Deoxys-Speed which take advantage of it's minimal bulk. The most common of which is Scarfed Parental Bond Mega Gengar which will outspeed you with the scarf and KO you with Moongeist Beam. Nicher Parental Bond threats include MMY and Deoxys-Attack both of which require more careful play on your part. These threats can be circumvented with using the Choice Scarf set and OHKO'ing them outright. What can't be circumvented is priority coming from strong attack stats. The most mainstream of which is Slaking's FakeSpeed set which will KO you easily, Shadow Sneak's coming from MMX and Huge Power Ghosts like Marowak-Alola and First Impressions coming from MMX, Mega Heracross and Pheromosa.

One particular counter worth noting is Magic Bounce Mons which resist one of the two main OHKO moves (Kyurem-White/Black, Yveltal etc.) which are sets made specifically to beat most Deoxys-Speed sets. They are immune to your Sheer Cold and will bounce back your hazards, ability nullification etc. These can be beaten by running the other OHKO move. The exception to this is Articuno which you will not be able to beat without Horn Drill which we heavily advise against running.

FakeSpeed RKiller Slaking
Slaking @ Lum Berry
Ability: Huge Power
EVs: 248 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Fake Out
- Extreme Speed
- Sunsteel Strike
- Extreme Evoboost

Flex Slots:
Extreme Evoboost can be swapped for any of the following: Shell Smash, Pursuit, V-Create or Plasma Fists
Nature is interchangeable, either Jolly or Adamant is fine
Item can be Focus Sash, Leppa Berry or Chople Berry

Credits:
gloomstalker and pito1 on Discord for contributions to variants and other editorial things.

Description:
Slaking is the premier Priority user in the meta, able to Revenge Kill practically all non-WG sweepers after they Shell Smash. Left unchecked, Slaking will Extreme Evoboost and will easily blow past opposing Offense teams. However, it still has issues breaking bulkier teams as it usually doesn't carry any notable coverage and is thus walled by all common physical walls.

Usage Tips:
Slaking can be utilized in a multitude of ways. First and foremost is as a priority clicker, being able to easily pick off most frail Mons with ease by utilizing its monstrous 160 Attack and STAB FakeSpeed. This is extremely useful against common No Guard's and fast but frail attackers like Deoxys-Speed, Deoxys-Attack, Pheromosa and more. Secondly, as mentioned in the description it can be used as a physical sweeper by simply clicking Shell Smash or Evoboost and killing things. Due to the nature of Slaking it is quite easy to find opportunities to setup with it as you can click your setup on the turn your opponent switches out their offensive Mon (because they are afraid of getting FakeSpeeded).

One of the biggest strengths of Slaking is just its sheer threat level. If you predict just a single switch (i.e switching Slaking in while they switch in their MMX), your opponent will be practically forced to switch because of how strong Slaking can be. This means you can very easily get clean double switches while using Slaking. If you don't think your opponent is mind-gaming on that level you can affirm their fears by clicking FakeSpeed against them and either killing them or bringing them to low enough HP that hazards will finish the job on their next switch in.

Slaking also has decent set variability as its item and half of its moves are relatively customizable. The general consensus for its item is Lum Berry to prevent WG's that wall it burning it and thus neutering it but there are other options. Focus Sash guarantees setup if your team has good enough hazard control, Leppa Berry lets you muscle through even the bulkiest of Wonder Guards and Chople Berry can aid greatly in the Arceus matchup. Note that if you choose to run Leppa Berry you will have to eliminate Imposter before setting up with Slaking as if Imposter gets to +6 no Improof except Innards can save you. While Evoboost is generally preferred, Shell Smash can also be useful as you have a better Imposter matchup and its much harder for your opponent to mind-game you into wasting your setup potential. Finally, while Slaking's main role is clicking FakeSpeed, you can run a multitude of things instead of Fake Out to improve your matchup into whatever Mon you want.

There is a world of customization available with Slaking's coverage as it can run practically any physical move with a decent enough Base Power. The most coverage attainable is on 4-Attack sets which forgo setup in exchange for more utility or coverage. The most notable moves are as follows; Plasma Fists to hit bulky Waters and Flyings (MBro, Celesteela, POgre, Yveltal etc.), Pursuit to catch offensive Mons on the switch out as well as Meloetta which is becoming more and more popular, V-Create or Sacred Fire to hit Steels which otherwise wall Slaking and finally, Close Combat to hit the aforementioned Steels as well as having a better Arceus matchup.

Finally, it is pertinent to mention that Regigigas acts as a pretty 1-1 sidegrade for Slaking, trading 40 Base HP for 10 extra defense points and a huge 45 point boost in Special Defense. While the decision may seem lopsided towards Regigigas as their offensive stats are identical, the HP difference plays quite a large factor as it enables Slaking to safely OHKO most mid-tier Innards (Xerneas, Giratina-Origin, Lunala, Kyurem-White etc.) safely. Consider the choice wisely as there is no definitive correct choice.

Checks and Counters:
As mentioned previously, with the correct play your opponent can waste your Evoboost use and Slaking will be unable to do much against basically all Sunsteel walls for the rest of the game. Next, although Slaking has an insane Attack stat, there are still random offensive Mons which will live either its FakeSpeed combo or its Sunsteel. The most notable of this is that Jolly Slaking will not KO MMX with FakeSpeed and will then get KO'd back. While Adamant fares slightly better it is still far from a guaranteed kill. For this reason, you will need to apply some sort of chip on MMX's and other similarly bulky offensive Mons.

While Slaking physical defense is good its special defense leaves something to be desired at a meager 65, meaning if you aren't FakeSpeed you will lose to most MMY sets and you have a tough matchup against Triage MRay which out-priorities you and deals heavy damage with Oblivion Wing back. On the topic of MMY, PsySurge teams will mostly stop Slaking in its tracks as it is unable to use FakeSpeed under Psychic Terrain which means it is mostly neutered unless it manages to setup. As well as this, PsySurge typically carries many strong special attackers, which as mentioned previously, Slaking does not deal especially well with. It goes without saying but you also must play around Innards as you are strong enough that any move you use will OHKO minimum defense Innards.

As with all Mons you should never assume Slaking can OHKO everything at +2. For example, a +2 Jolly Slaking will never OHKO Wonder Guard Arceus sans hazards and will either a) die if Slaking is Shell Smash as Arceus outspeeds after a Shell Smash and will OHKO with Fighting Judgment or b) take 50% if Slaking is Evoboost which will leave it susceptible to dying to other streams of damage. Ghost types (specifically Gengar) are an issue because they can't be FakeSpeeded and may hit back with either a strong special Fighting move like Secret Sword or Focus Blast or an OHKO move.

Finally, as mentioned in the opening statement, Slaking generally has a lot of trouble breaking bulky teams as it basically only has 2 moves it can change to coverage unless you forgo ESpeed or Sunsteel which is not advised (though this barely matters as non-STAB random coverage won't break bulky teams unless you bring the exact coverage required). The most utility you will get out of Slaking is potentially killing a Steel like Celesteela with surprise factor. Still, this is unlikely as they will likely scout you with Imposter first.


Bonus: SelfProof Marshadow
Marshadow @ Ghost Memory
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Spore
- Close Combat
- Shell Smash
- Multi-Attack

Description:
This Marshadow is relatively niche as it lacks both the speed and power to break into the mainstream. However, it fulfills a very specialized role of being a Self-Proof sweeper that has the capability to hit basically everything in the game. Still, one must carefully consider if this Marshadow set is the best fit on any given team.

Usage Tips:
You can use this Marshadow the same as most other sweepers, try find a way in by switching it in on something passive or predicting a switch. From there, Spore everything (except Kartana) and hope for decent sleep turns. Due to its phenomenal STAB's there is little that resists both of its attacking moves. Like with most niche offensive Mons, Marshadow really prefers having rocks or other hazards up as it will miss crucial damage thresholds without them.

Do not expect Marshadow to consistently OHKO any defensive Mons at just +2, you must be prepared to setup to +4 or in some extreme scenarios, +6. Marshadow is not susceptible to the most common priority (FakeSpeed Slaking), but does not deal well with random SSneak and Aeri/Pixilate FakeSpeed. Still, if those threats are taken care of, Marshadow has the capability to fully sweep a team as it can't be stopped by even Imposter. Thus, if you want to use Marshadow, consider using it on a team which desperately needs a Wallbreaker but also can't fit an Improof for one.

Counters and Checks:
As mentioned previously Marshadow has serious power issues meaning that you will lose to almost every common Wonder Guard 1-on-1 if your sleep luck isn't good enough. This problem is exemplified with the rise of Magic Coat and Spectral Thief on Wonder Guards, both of which will immediately neuter Marshadow. Finally, as is the case with all offensive Mons, you must play carefully around Innards.


 

Attachments

I would like to say that Imo, Fake Out+Extreme Evoobost Slaking is turbo dogshit because you're essentially combining two decent sets into one mid to ass set, and making you into fodder for any defensive team ever. Secondly, coverage moves on Slaking are very strong because HP Slak's coverage will just kill whatever you're targeting, making it very effective at targeting specific weaknesses for your team.
 
BRING BACK SAMPLE HATE

:blissey::mewtwo-mega-x::mewtwo-mega-x::mewtwo-mega-x::slaking::deoxys-speed:
not awful but your anti offense is somewhat lacking (fakespeed slak + deo-s isn't enough) and your plans into scarf gar/hp normals are very lacking imo. ofc you do usually decimate fat though that goes for most spam teams out there. probably should go

:chansey::lopunny-mega::kartana::mewtwo-mega-y::mewtwo-mega-x::kartana:
pretty outdated team idt should be samples anymore. your plan into imposter is very shaky (the team's improofing seems to mainly be innards/sash, innards is obviously unreliable and relying on sash to improof with your only hazard control being mg defog is very shaky as well. mmx set is hella mid and the hp kart set is straight up bad especially on this team (ice shard sssless kart on psysurge is insane what are we even doing)

:arceus::giratina-origin::deoxys-speed::kyurem-white::gengar-mega::mewtwo-mega-y:
honestly this team can stay. i'd make a few changes personally but i don't see much reason to take this off of samples when it's definitely the best one

:pikachu::greninja-ash::mewtwo-mega-x::steelix-mega::mewtwo-mega-x::audino-mega:
worst sample team of all time??? pika's mid i've explained why in an earlier post (link), though i wanna talk about the rest of the team. wg sweeper gren might be the worst mon ever, photon does 30 at most to everything and you want like 20 coverage moves, plus you die to fimp which is hella good on stag and mmx. evoboost mmx is also just not it tbh, you're always walled by random shit and other setup mons have more draws over mmx anyways, plus your improof is very shaky because you want to sack mlix in order to bring pika in. mlix is fine but requires good positioning which new players likely can't do effectively. overall idk how this team is even on samples besides ransei team nepotism this is so bad man

:diancie-mega::scizor-mega::chansey::meloetta::doublade::mewtwo-mega-x:
everyone knows this team is ass. team autoloses to stall cause mmx dies to innards (or stag if you're into that) and diancie cannot break. team also has a bad mu vs offense because your anti offense is pixilate diancie and scarfless imp. i don't know what this is supposed to beat besides balance which already loses to everything as is. also loses to arc on preview cause your hazard control sucks and melo gets taunted to death.

:chansey::meloetta::celesteela::zygarde-complete::gyarados-mega::slowbro-mega:
probably the best stall team you can get vs opposing fat, though a lot of offensive mons nowadays break this team which i care about more. mg pdon, a good amount of mmx sets, sunsteel/geist + 1 smashers, etc all give this team a tough time. also there's another stall team on samples that represents modern stall much better (and is just better in general imo) anyways

:chansey::blissey::sableye-mega::kyogre-primal::celesteela::zygarde-complete:
team looks unoptimized tbh but optimize it and it's fine. might need an update but i don't mind this being on samples much

i think a lot of these teams are very outdated (most are from phpl or even earlier), and it shows with how many flaws they have. it doesn't feel like a case of "you can't cover everything", most of the bad mus i mentioned are far too common to simply ignore. i don't think most of these teams work well as samples nowadays, the structures are mostly outdated and represent teams from a meta that simply isn't around anymore. do better
 
SAMPLE KILLER KILLER6700
​
Are you worried about your SAMPLE getting SAMPLE KILLED 6700? Do you live in fear of shadow tag sableye + dual magic bounce? Does the existence of dual wisp innards cause you mental distress? If so, know there is a solution. There is a break in the clouds of your torment. Welcome, the SAMPLE KILLER KILLER6700!!!!

Who cares about 2-mon cteams? We've moved onto 1 mon cteams!

ok so you're immune to every attack except -sss -mmm -photon, out of those you resist two and mmm does very little and there are no searing shot immunities and nothing can heal and you can't get pp stalled and you never die to innards.


https://pokepast.es/ba14963cb535a995


paste is above, not like you will ever use it because there is no way to consistently face the SAMPLE KILLER6700!. making this was a lot of fun, though the only thing i have proven is how bad the format is wilted rose emoji. anyways thank you for reading gas pump emoji


got a game versus Yourself himself ty goat

https://replay.pokemonshowdown.com/gen7purehackmons-2532165214-va5boe9ok152feg27j89tore2wvuw3fpw

Cteaming stuff is fun, we should do more of this in the future.
 
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SAMPLE KILLER KILLER6700

Are you worried about your SAMPLE getting SAMPLE KILLED 6700? Do you live in fear of shadow tag sableye + dual magic bounce? Does the existence of dual wisp innards cause you mental distress? If so, know there is a solution. There is a break in the clouds of your torment. Welcome, the SAMPLE KILLER KILLER6700!!!!

Who cares about 2-mon cteams? We've moved onto 1 mon cteams!

ok so you're immune to every attack except -sss -mmm -photon, out of those you resist two and mmm does very little and there are no searing shot immunities and nothing can heal and you can't get pp stalled and you never die to innards.


https://pokepast.es/ba14963cb535a995


paste is above, not like you will ever use it because there is no way to consistently face the SAMPLE KILLER6700!. making this was a lot of fun, though the only thing i have proven is how bad the format is wilted rose emoji. anyways thank you for reading gas pump emoji

got a game versus Yourself himself ty goat

https://replay.pokemonshowdown.com/gen7purehackmons-2532165214-va5boe9ok152feg27j89tore2wvuw3fpw

Cteaming stuff is fun, we should do more of this in the future.
BTW if you are running the SAMPLE KILLER 6700 and want to not auto lose to the SAMPLE KILLER KILLER 6700, just run STag PDon! Searing Shot does fucking nothing (252 SpA Heatran Searing Shot vs. 248 HP / 252 SpD Groudon-Primal: 69-82 (17.1 - 20.3%) -- possible 5HKO) and once PDon is in there is literally nothing that Heatran can do. There is no escape. Try as hard as you like, to escape the sins of your past, Heatran. But they will always find you. And you will not escape again. Not after (252 Atk Groudon-Primal Thousand Arrows vs. 252 HP / 252+ Def Heatran: 520-616 (134.7 - 159.5%) -- guaranteed OHKO) Your body will be torn to ribbons by the rain of arrows, each one a testament to your many crimes. I call this, the

SAMPLE KILLER KILLER KILLER 6700

https://pokepast.es/4a9c4044dd6475fd

Screenshot 2026-02-03 2.42.14 PM.png
 
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Are YOU worried about your SAMPLE KILLER KILLER6700 being killed by your opponent's SAMPLE KILLER KILLER KILLER 6700? Do YOU have nightmares of a big bad pdon coming and OBLITERATING your poor little heatran with its tarrows? Are YOU in need of a permanent solution to this STag pdon threat? Then look no further than the Sample KILLER KILLER KILLER KILLER 6700!!!!!!

https://pokepast.es/f635c897ce3efff0

As you can see, this team clearly walls the SAMPLE KILLER KILLER KILLER 6700252 Atk Groudon-Primal Struggle vs. 252 HP / 252+ Def Cosmoem: 42-50 (14.4 - 17.2%) -- possible 6HKO, leaving you no further reason to fear it.

And, it comes with an added bonus of not having to choose any particular move or even think about the battle! All u gotta do is click a button that isnt ff! How cool is that!!!!!!
 
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Are YOU worried about ur SAMPLE KILLER 6700 being SAMPLE KILLER KILLER 6700ded, ur SAMPLE KILLER KILLER 6700 being SAMPLE KILLER KILLER KILLER 6700ded, ur SAMPLE KILLER KILLER KILLER 6700 being SAMPLE KILLER KILLER KILLER KILLER 6700ded????? Well say hello to the SAMPLE KILLER KILLER KILLER KILLER KILLER 6700!!!!! That kills the SAMPLE KILLER KILLER 6700-SAMPLE KILLER KILLER KILLER KILLER 6700??? https://pokepast.es/84024d7a3d16531e

1 mon cteams that cteam 3 teams are the only way forward
EDIT: i couldn’t be bothered to cteam sample killer 6700 or all the samples, maybe someone could try and do that all in one mon, or u could just add ur own heatran and change some things to still cteam samples. Also i thought it was kinda funny that i could beat 2 earth gods and cosmic energy with a single cicada that could only have 2 moves and no item (i gave it kings rock, heal order and defend order coz u know why) EDIT 2: U could change out defend/heal order for kings shield if u felt like it
 
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Do your fears go beyond the SAMPLE KILLER KILLER KILLER KILLER KILLER 6700? Do you wish to vanquish not only the SAMPLE KILLER KILLER KILLER KILLER KILLER 6700 but also the SAMPLE KILLER KILLER KILLER KILLER 6700, the SAMPLE KILLER KILLER KILLER KILLER 6700, the SAMPLE KILLER KILLER 6700, AND the SAMPLE KILLER 6700? Are you tired of bold text yet? If you said yes to anything other than the last question, you will be intrigued with the introduction of the

SAMPLE KILLER KILLER KILLER KILLER KILLER KILLER 676700!!!!!!!!!!!!

It samples! It kills! It beats the SAMPLE KILLER KILLER KILLER KILLER KILLER 6700 but also the SAMPLE KILLER KILLER KILLER KILLER 6700, the SAMPLE KILLER KILLER KILLER KILLER 6700, the SAMPLE KILLER KILLER 6700, AND the SAMPLE KILLER 6700 with just 3 slots!

As my good friend ZeldaFan1 would say:
Don't miss out on your chance to be a [[BIG SHOT]]
Access the power of the
SAMPLE KILLER KILLER KILLER KILLER KILLER KILLER 676700 today!

​
https://pokepast.es/10a8826dfd87502a

Here's a basic how to guide:

you beat the sample killer 6700 by using heatran as usual,
you beat the sample killer killer 6700 by leading rayquaza and clicking earthquake, which is a 93.8% roll but if you miss it you just eq again,
you beat the sample killer killer killer 6700 by leading rayquaza and clicking operetta,
you beat the sample killer killer killer killer by leading rayquaza and clicking menacing moonraze maelstrom,
you beat the sample killer killer killer killer killer by leading rayquaza and clicking stormshards.




Even better, you can theoretically beat ALL of these teams AT ONCE with only 3 mons! Simply leverage your Heatran to beat the sample killer 6700, your rayquaza to stag and kill the pdon that kills your first heatran, and don't get outplayed (if you get consistently outswitched your opponent can get hazards up, chip down rayquaza, and you lose). The way to prevent this would of course be to simply use a magic bounce that can take on Mamoswine to block rocks, but since it isn't strictly needed I didn't strictly include it.

Have a great day, and happy cteaming! I think I just said killer more than the average DBD streamer.

To make this not entirely focused on meme cteams I've been using https://pokepast.es/1f660029d7a52578 and https://pokepast.es/ba83d2bcf9695633 recently and the mmy version is just outright outperforming mmx.

https://replay.pokemonshowdown.com/gen7purehackmons-2528877345 pika team gets fried

I also tried https://pokepast.es/3f3960fde64213dd and can comfortably say that Rockinium Z is not Groudon's best item.

https://replay.pokemonshowdown.com/gen7purehackmons-2514714677

it would be really silly if anyone could make a 1-2 mon cteam for these teams :lickylicky: to spice things up
 
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Monotyping In PH because ladder is really that bad

I understand that rightclicker and perhaps some others have already done this. However, it's still really funny and I was pretty sure that no one had done this so far so we're introducing monoflying stall.

https://pokepast.es/32af9dc4e6d10d01

Here's one of my takes on monoflying stall. You desperately need volt absorb (even though ladder will randomly have electric CFZs, you can predict Xurkitree or whatever to have it and then play accordingly) which is actually really funny on mons like Yveltal because you hardwall ng gar. You also have 0 mons who give a shit about fissure or tspikes or spikes so those moves are essentially dead slots. As a downside you basically need to run articuno and rocks will slaughter you if they ever go up. The style is, obviously, pretty bad (it's monotype) but you can still score wins because it's double innards stall so it's broken.

https://replay.pokemonshowdown.com/gen7purehackmons-2532187220

beating no guard zap cannon dialga + huge power plasma fists slaking


https://replay.pokemonshowdown.com/gen7purehackmons-2531289469-ek9i10x6m1gbb60fkh5nsa5qda6ait2pw

beating the worst sample

https://replay.pokemonshowdown.com/gen7purehackmons-2531975831
https://replay.pokemonshowdown.com/gen7purehackmons-2531978730
https://replay.pokemonshowdown.com/gen7purehackmons-2531983845
https://replay.pokemonshowdown.com/gen7purehackmons-2532672451
beating random ladder unplayers

https://replay.pokemonshowdown.com/gen7purehackmons-2532675803

beating bad slop offense

I'm not done going for peaks with this team (currently 1450 LMAO) but it's worth dumping rn because we have literal council leaders dropping useless oneliners. This applies to you too rightclicker. At least put some effort into your slop.

please no oneliners :3
 
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We really should nuke this thread....
BUT before we do, we have some
HIGH LOW QUALITY AMOONGUSLOP!!!!!

:sm/unown::sm/giratina-origin::sm/blissey::sm/mewtwo-mega-x::sm/xerneas::sm/kyurem-black:

In a nutshell, AMOONGUSLOP evolved off of a singular team built around two major ideas.
Generation 7 Pure Hackmons often revolves two major playstyles that are the only relevant playstyles - offense and stall. Stall is generally more difficult to pilot, so I was more inspired to build offense. As such, I built around two core concepts

- Innards Spam

- Leppa

Innards is an amazing ability that can be spammed on offense mons that are generally more frail, and Leppa Berry is great for reusing CFZs that famously only have 1 PP.

Below is a list of all my variations, more to come. I also included explanations.
:groudon-primal::giratina-origin::blissey::mewtwo-mega-x::xerneas::kyurem-black:

The original with Extreme Evoboost Moldy PDon :groudon-primal: which hits a lot of stuff. Catostrapika hits a lot including Celesteela :celesteela: and Slowbro-Mega :slowbro-mega:.

:kyogre-primal::giratina-origin::blissey::mewtwo-mega-x::xerneas::kyurem-black:

Same as original, but replaced with Huge Power Kyogre :kyogre-primal:. Not so much a meme, Kyogre :kyogre-primal: is not expected much as a attacking guy except for the one Smash Zap Plate Judgement self-proof set. Huge Power Searing Sunraze Smash hits stuff that isn't expecting it. This thing actually has a decent attack at 150, which I decided to utilize.

:diancie::giratina-origin::blissey::mewtwo-mega-x::xerneas::kyurem-black:

Just a meme. Simple lets you get to +4 and then you Mega Evolve for stats and Magic Bounce.

:groudon-primal::giratina-origin::blissey::mewtwo-mega-x::xerneas::kyurem-black:

Original with Innards Xerneas :xerneas:.

:kyogre-primal::giratina-origin::blissey::mewtwo-mega-x::Xerneas::kyurem-black:

HP POgre :kyogre-primal: with Innards Xerneas :xerneas:.

:mewtwo-mega-x::giratina-origin::blissey::mewtwo-mega-x::Xerneas::kyurem-black:

Many people have been not scouting random physical attackers such as (Kartana :kartana:, MMX :mewtwo-mega-x:, etc.) and just chucking Innards at them. MG MMX works as an Innards baiter and helps eliminate Innards easily. There is no Innards Xerneas version of this however because it is hard to imposter proof MG mons.

:kartana::giratina-origin::blissey::mewtwo-mega-x::Xerneas::kyurem-black:

Same as MG MMX but with Kartana :Kartana:. It is Explosion because Imposter is annoying and you can just explode before it can come in.

:shaymin-sky::giratina-origin::blissey::mewtwo-mega-x::xerneas::kyurem-black:

Just bad LMAO
 
ok now i see why people want usum ladder removed these people are psychotic
They'd still be psychotic even with ORAS over USUM, the same goes for all the dogshit sets on ladder. Those aren't created by the format, they're merely flavored by it.

Now, to move to a more productive topic, let's discuss my man Slaking. Got a problem? Slaking can and will solve it. It can be Innards, Magic Guard, Huge Power, Wonder Guard, and more. It can sweep teams, revenge mons, spam CFZs, change your tires, file your taxes, and do it all twice on Tuesday. Slaking can run any coverage move in the game, has STAB Extreme Speed, has bulk to spare, the HP to tank stuff like MMY Innards from full, the SpA to run mixed CFZs to snipe would-be walls, and the speed to be an immense threat with webs support or at +2. Evoboost 3a Slaking can pick and choose what beats it, and with even a little bit of support or tactical play, it can easily shred offense when given a single turn. 4a Slaking can also rip apart stall in a number of ways, such as fitting on coverage moves that shred through their WGs, using MG+Pursuit to remove Innards to let a different mon clean them up, or just being the different mon with HarvSlak(though HarvSlak is bad, so don't use it). You can viable run Liquidation, Thousand Arrows, Plasma Fists, Close Combat, Play Rough, Knock Off, and more, as coverage on your HP/Sweeper Slakings, and your opponent doesn't know what you have until you click it.

Now, you might be wondering, what is the point of all of this, am I just going to stream of consciousness yap about Slaking? The answers to those questions are respectively; I'm getting to it, and no. The primary goal of this post is to get people to consider alternative sets for Slaking, and maybe even use Slaking more on their teams.

The first thing that I would like to mention is how effective MG Slaking is, and I would like to request Magic Guard be added to the list of abilities on the VR.

The main reason to use MG Slaking over a different MG pokemon is that Slaking is a very versatile mon, and you can adapt the set to do anything you need, while also having good bulk. The main thing it has over other MGs like Deo-A and MMY are its bulk, which lets it run things like Extreme Evoboost sets, while still being able to punch through walls with CFZs or coverage, and destroy Innards. The main thing it has over Kartana as a MG is its bulk(again), and the ability to actually run mixed sets. It's also a better user of Spectral Thief, because it can't have buffs stolen back from it. This does come at the cost of not having a Spore immunity however, so you should decide accordingly. In addition to this, it also can run general-use tools like Extreme Speed, allowing you to snipe weakened offensive threats like NG users(specifically, Mosa, Deo-S, MMY, and MLop), general offensive threats like Smash users, and the sort, while also keeping Pursuit to punish Innards hard, and the capacity to tech in whatever you need for the situation.

The big reason to use MG Slaking over other Slaking sets is the reason I originally used it on my Slaking spam team: its checks are vastly different from other Slaking sets, and it can remove walls for your other physical threats like Kartana, MMX, Deo-A, Mosa, Slaking, etc.

Overall, I think that MG Slaking is an underrated pokemon that combines both anti-offense and stallbreaking capabilities quite neatly.

The second thing that I would like to bring up is that I feel that Slaking is an S- tier threat, and others agree, so I would like to nominate Slaking to S- on the VR, and Regigigas to A+, because I think Gigas is one subrank below Slaking.

In my opinion and my experience, Slaking is one of the best and most versatile pokemon in the tier, and I think that its place on the VR should reflect such. It might be slower than MMX or Kartana, but it sports an incredibly punishing priority option that makes it a very scary pokemon for offensive structures lacking Psychic Terrain. In addition to this, Slaking is still incredibly good at punishing fatter structures, because HP Sunsteel hits insanely hard, and Slaking can fit coverage for anything that would dare try to check it. In addition to Extreme Speed meaning offense has to be cautious of the sloth, and Sunsteel+coverage making stall sweat, Slaking can still run unorthodox strategies and sets effectively. As mentioned above, MG Slaking is a very versatile set, capable of either going fully offensive, being a setup sweeper, doing a bit of both, or doing its own thing entirely, and I think that's emblematic of Slaking as a whole. HP 4a is incredibly hard to wall, while HP Espeed can rip through offensive teams; Innards can keep up offensive pressure while still being able to trade with No Guard; MG can swiss army knife its way through whatever you need it to, whether that be Innards, common walls to your other mons, or weakened offense teams, while also having the potential to be a late-game sweeper that can just click Evoboost and win; WG has serious bulk, that can combine with Evoboost to be both an early-game RKer, and a late-game wincon, and I feel like that's just scratching the surface of Slaking's capabilities.

Overall, I think that each one of Slaking's sets is independently very threatening, and would be a B+ set at worst, but when you combine all of them, and add in how disparate the counterplay to each set is, I think that it more than makes the case for Slaking to S-.

P.S.: I will be back with some more VR noms later, and possibly a team to make Eyeos play, for the content.
 
You can viable run Liquidation
Uhhh......no?

LIST OF MONS THAT ARE TARGETS FOR SLAKING LIQUIDATION

- Primal Groudon:
252 Atk Huge Power Slaking Liquidation vs. 248 HP / 252 Def Groudon-Primal: 488-576 (121 - 142.9%) -- guaranteed OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 248 HP / 252 Def Groudon-Primal: 260-306 (64.5 - 75.9%) -- guaranteed 2HKO
You will notice that TArrows is somewhat competing with Liquidation, as most of the mons hit by Liquidation are also hit by TArrows. Keep this in mind. Liquidation kills, TArrows always 2HKOs, and with some chip it can kill.

- Ho - Ho
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Ho-Oh: 334-394 (80.2 - 94.7%) -- guaranteed 2HKO
252 Atk Huge Power Slaking Plasma Fists vs. 252 HP / 252+ Def Ho-Oh: 394-464 (94.7 - 111.5%) -- 68.8% chance to OHKO
BTW without +Def PFists always kills, and Liquidation still doesn't. Unlike Liquidation, PFists actually hit a chunk of mons, including Celesteela, Ho - Oh, POgre, MBro, AshGren, MGyara, and I guess Lugia. Keep this in mind.

- Steelix Mega
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Steelix-Mega: 168-198 (47.4 - 55.9%) -- 82.4% chance to 2HKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252+ Def Steelix-Mega: 178-210 (50.2 - 59.3%) -- guaranteed 2HKO
TArrows wins, and also Tarrows hits MAgg as well, while Liquidation only hit Steelix. As well, you probably should not be trying to break with a move like this anyway, as Sacred Fire is another move that is actually viable which hits both MAggron and MStellix harder.

- Diancie Mega
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252 Def Diancie-Mega: 320-378 (105.2 - 124.3%) -- guaranteed OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252 Def Diancie-Mega: 340-400 (111.8 - 131.5%) -- guaranteed OHKO
Doesn't matter.
(Also PFists does 61-73% WTF)

- Heatran
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Heatran: 298-352 (77.2 - 91.1%) -- guaranteed 2HKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252+ Def Heatran: 632-748 (163.7 - 193.7%) -- guaranteed OHKO
No

- Aerodactyl Mega
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252 Def Aerodactyl-Mega: 380-448 (104.3 - 123%) -- guaranteed OHKO
252 Atk Huge Power Slaking Plasma Fists vs. 252 HP / 252 Def Aerodactyl-Mega: 446-526 (122.5 - 144.5%) -- guaranteed OHKO
How did Liquidation almost not kill bro has 80 HP and 85 Def

- Houndoom Mega
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Houndoom-Mega: 334-394 (94.3 - 111.2%) -- 68.8% chance to OHKO252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252+ Def Houndoom-Mega: 354-418 (100 - 118%) -- guaranteed OHKO
LMAO

- Marowak Alola
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252 Def Marowak-Alola: 320-378 (98.7 - 116.6%) -- 93.8% chance to OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252 Def Marowak-Alola: 340-400 (104.9 - 123.4%) -- guaranteed OHKO
When you don't even kill Marowak guarenteed

- Excadrill
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 0 Def 0 IVs Excadrill: 816-960 (192.4 - 226.4%) -- guaranteed OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 0 Def 0 IVs Excadrill: 862-1016 (203.3 - 239.6%) -- guaranteed OHKO
Fake ass Mon anyway

- Mamoswine
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Mamoswine: 360-424 (84.9 - 100%) -- 6.3% chance to OHKO
This is the one and only Mon I found that Liquidation hits that PFists or TArrows doesn't hit, and it doesn't even always kill. Bruh

- Entei
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252 Def Entei: 380-448 (87.5 - 103.2%) -- 25% chance to OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252 Def Entei: 402-474 (92.6 - 109.2%) -- 56.3% chance to OHKO
Finally, some counterplay to Burn Up

So, that is what Liquidation can hit. Let's see what TArrows can hit:

LIST OF MONS THAT ARE TARGETS OF THOUSAND ARROWS AND ARE ALSO NOT HIT BY LIQUIDATION
- Gengar Mega
- Muk Alola
- Aggron Mega
- Doublade
- Volcanion
- Necrozma Dusk-Mane
- Solgaleo
- Dialga
- Metagross Mega
- Beedrill Mega
- Bisharp
- Magearna
- Mawile (Why is this in the VR WTF)

...uh...that is quite a few. Compare this list to the Liquidation version and:

- Mamoswine

So, is Liquidation viable?


NO
The only reason to ever run Liquidation is if these criteria are met:
1) Your team gets wrecked by PDon in a way that you need it dead in one turn instead of 2
2) Ho - Oh is a issue and you cannot run Plasma Fists for some reason
3) You cannot run TArrows
4) You need to be able to beat PDon and Ho - Oh in a single slot and don't care about anything else

Just run TArrows or Plasma Fists. Plasma Fists is actually good, and TArrows outclasses Liquidation on every Mon other then PDon.

Thank you for reading my TED talk.






(BTW yes I know that +Atk would make Liquidation turn more or those chance to OHKO into OHKO's, but I personally like +Spe when not running a stat boosting move, which it seems like this would be a four attack Slaking. TArrows still outpaces it.)
 
First of all, MBee is not hit by TArrows, and Ho-Oh is not hit by it either, so it should be added alongside Mamo.
Second of all, if you are improofing on WG Dialga, then TArrows is not a viable option.
Third of all, a couple of the mons on that list of TArrows but not Liquidation shouldn't be there. AMuk you just Sunsteel, and MGar is almost never WG, so you can just click Liquid into Liquid on it(or whatever other move you want).
Fourth of all, Liquidation can let you compress some of the benefits of Ground and Electric into one slot, and you specifically hit multiple very common mons in one slot. For instance, Sacred+Liquidation hits MSciz, PDon, Ho-Oh, Celesteela, MDoom, Kartana, and Heatran, which are all common WG users and Sunsteel walls. The only Sunsteel walls this misses out on that I can think of are Dialga(Rare), Volcanion(Bad), and POgre(Unfortunate to miss out on, but pretty easy to cover with rest of team). You could also run like PFists+Liquidation and only miss out on MSciz and Kart.

TLDR: The compression of hitting most mons that TArrows hits, while also sniping Ho-Oh in one slot is worth it with what is currently ran.
 
I have gone through the most recent posts in this thread to remove formatting and delete one-liners.
There have been several instances of consecutive poor quality posting in this thread, make better quality and effort posts that are productive and legible. There are also constant one-liners and double posting, you know who you are.
Further poor posting can be met with infractions.
 
Uhhh......no?

LIST OF MONS THAT ARE TARGETS FOR SLAKING LIQUIDATION

- Primal Groudon:
252 Atk Huge Power Slaking Liquidation vs. 248 HP / 252 Def Groudon-Primal: 488-576 (121 - 142.9%) -- guaranteed OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 248 HP / 252 Def Groudon-Primal: 260-306 (64.5 - 75.9%) -- guaranteed 2HKO
You will notice that TArrows is somewhat competing with Liquidation, as most of the mons hit by Liquidation are also hit by TArrows. Keep this in mind. Liquidation kills, TArrows always 2HKOs, and with some chip it can kill.

- Ho - Ho
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Ho-Oh: 334-394 (80.2 - 94.7%) -- guaranteed 2HKO
252 Atk Huge Power Slaking Plasma Fists vs. 252 HP / 252+ Def Ho-Oh: 394-464 (94.7 - 111.5%) -- 68.8% chance to OHKO
BTW without +Def PFists always kills, and Liquidation still doesn't. Unlike Liquidation, PFists actually hit a chunk of mons, including Celesteela, Ho - Oh, POgre, MBro, AshGren, MGyara, and I guess Lugia. Keep this in mind.

- Steelix Mega
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Steelix-Mega: 168-198 (47.4 - 55.9%) -- 82.4% chance to 2HKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252+ Def Steelix-Mega: 178-210 (50.2 - 59.3%) -- guaranteed 2HKO
TArrows wins, and also Tarrows hits MAgg as well, while Liquidation only hit Steelix. As well, you probably should not be trying to break with a move like this anyway, as Sacred Fire is another move that is actually viable which hits both MAggron and MStellix harder.

- Diancie Mega
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252 Def Diancie-Mega: 320-378 (105.2 - 124.3%) -- guaranteed OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252 Def Diancie-Mega: 340-400 (111.8 - 131.5%) -- guaranteed OHKO
Doesn't matter.
(Also PFists does 61-73% WTF)

- Heatran
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Heatran: 298-352 (77.2 - 91.1%) -- guaranteed 2HKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252+ Def Heatran: 632-748 (163.7 - 193.7%) -- guaranteed OHKO
No

- Aerodactyl Mega
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252 Def Aerodactyl-Mega: 380-448 (104.3 - 123%) -- guaranteed OHKO
252 Atk Huge Power Slaking Plasma Fists vs. 252 HP / 252 Def Aerodactyl-Mega: 446-526 (122.5 - 144.5%) -- guaranteed OHKO
How did Liquidation almost not kill bro has 80 HP and 85 Def

- Houndoom Mega
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Houndoom-Mega: 334-394 (94.3 - 111.2%) -- 68.8% chance to OHKO252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252+ Def Houndoom-Mega: 354-418 (100 - 118%) -- guaranteed OHKO
LMAO

- Marowak Alola
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252 Def Marowak-Alola: 320-378 (98.7 - 116.6%) -- 93.8% chance to OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252 Def Marowak-Alola: 340-400 (104.9 - 123.4%) -- guaranteed OHKO
When you don't even kill Marowak guarenteed

- Excadrill
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 0 Def 0 IVs Excadrill: 816-960 (192.4 - 226.4%) -- guaranteed OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 0 Def 0 IVs Excadrill: 862-1016 (203.3 - 239.6%) -- guaranteed OHKO
Fake ass Mon anyway

- Mamoswine
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252+ Def Mamoswine: 360-424 (84.9 - 100%) -- 6.3% chance to OHKO
This is the one and only Mon I found that Liquidation hits that PFists or TArrows doesn't hit, and it doesn't even always kill. Bruh

- Entei
252 Atk Huge Power Slaking Liquidation vs. 252 HP / 252 Def Entei: 380-448 (87.5 - 103.2%) -- 25% chance to OHKO
252 Atk Huge Power Slaking Thousand Arrows vs. 252 HP / 252 Def Entei: 402-474 (92.6 - 109.2%) -- 56.3% chance to OHKO
Finally, some counterplay to Burn Up

So, that is what Liquidation can hit. Let's see what TArrows can hit:

LIST OF MONS THAT ARE TARGETS OF THOUSAND ARROWS AND ARE ALSO NOT HIT BY LIQUIDATION
- Gengar Mega
- Muk Alola
- Aggron Mega
- Doublade
- Volcanion
- Necrozma Dusk-Mane
- Solgaleo
- Dialga
- Metagross Mega
- Beedrill Mega
- Bisharp
- Magearna
- Mawile (Why is this in the VR WTF)

...uh...that is quite a few. Compare this list to the Liquidation version and:

- Mamoswine

So, is Liquidation viable?


NO
The only reason to ever run Liquidation is if these criteria are met:
1) Your team gets wrecked by PDon in a way that you need it dead in one turn instead of 2
2) Ho - Oh is a issue and you cannot run Plasma Fists for some reason
3) You cannot run TArrows
4) You need to be able to beat PDon and Ho - Oh in a single slot and don't care about anything else

Just run TArrows or Plasma Fists. Plasma Fists is actually good, and TArrows outclasses Liquidation on every Mon other then PDon.

Thank you for reading my TED talk.






(BTW yes I know that +Atk would make Liquidation turn more or those chance to OHKO into OHKO's, but I personally like +Spe when not running a stat boosting move, which it seems like this would be a four attack Slaking. TArrows still outpaces it.)
I few month ago I have suggested a break my team thread for pure hackmons and no one answered me now ts is all over the place
this is not gonna be a one liner im gonna re introduce the idea of break my team later when I got time
 
I HATE THIS THREAD I HATE THIS THREAD I HATE THIS THREAD I HATE THIS THREAD

miscellaneous meta thoughts

:sm/Mewtwo-Mega-X:
fimp ltbts is the one good mmx set everything else is usually mid. strong prio + being able to nuke anything in one hit are both insanely valuable, for example in this game after houndoom died there wasn't much stopping me from just clicking ltbts twice and nuking 2 mons for free. other sets don't really have as much flexibility as this one, good vs offense because of strong fimp and ltbts is just good vs everything. i don't like other sets much because they either struggle more when breaking if you drop ltbts or are worse into offense if you're dropping fimp.

:sm/meloetta:
definitely the best special wall wg but my main problem with it is that it wants 5 moves a lot of the time. you need healing, really want all of mcoat for ng/arc, specthief to actually check mons, bpass for pursuit, and defog for hazard control (plus defog + mcoat is just good in general). obviously you can't fit that so you have to sacrifice something, usually i end up dropping defog. still like it more than maud though cause maud just doesn't check mmy that well (the main special threat you'd like to check), and while pursuit/u-turn weaknesses do suck i'd much rather take weaknesses to those rather than taking 70 from +2 mmy photon (also run specthief on your audinos)

:sm/arceus:
in a bit of a weird spot rn. while it can be extremely scary with proper support + lack of prep, a lot of teams are prepping for it rn (prep isn't too difficult either) and its flaws are becoming more apparent. wouldn't call it bad though, if it can get hazards up it can be extremely difficult to stop once its checks are gone, plus it offers nice role compression as well (wg sweeper, geist switch in, sunsteel/geist check). harvest and maybe prank/support wg should probably be experimented with

:sm/groudon-primal::sm/lugia::sm/zygarde-complete::sm/arceus:
perish trap honestly isn't bad. wouldn't call it great but probably underrated nowadays, you can actually remove a good amount of mons plus if you fit hazards you can get those up very reliably as long as you trap the right mon. not great vs stronger setup sweepers though, requires a decent amount of support if you want to trap things reliably and justifying the teamslot is somewhat difficult. still think it should be used more (same with stag in general, idk why people stopped using it)

:sm/lopunny-mega:
midlord 5000. ng sets are trash unless you're scarf because you just lose to mmy and like half the point of ng is to be speed control, and everybody's running mcoat nowadays so you're bad into wgs. scarf is ok cause you bait mmy and get to click fissure into it, though it's nothing more than ok. huge power is fine though it's not something i'd run much, should be mentioned on the vr though
 
I told you I'd be back, and guess what, I'm back. I'm here to tell you why I think Zygod is overhyped and is not as good as people say it is. In other words, I would like to nominate Zygod to drop to A-.

Now, you might be saying to yourself, "But Ninja, Ransei says that Zygod can just invalidate many pokemon, and it beats all these physical threats and yada yada yada." My answer to that is that these are the beliefs of an old man, whose judgment is clouded by visions of past glory. Zygod is a fine defensive pokemon, but it has multiple weaknesses, and the current meta is not kind to those weaknesses. First of all, we've seen a lot of CFZ spam mons rise, which is not something that Zygod likes to handle, because Zygod's entire thing is being bulky through having a fuck ton of HP, and that is cancelled out by the fuck ton of BP that CFZs have. Second of all, the types of teams that are viable are not what Zygod likes to see, for multiple reasons.

First up is Offense, which Zygod can fit on, as a Prankster mon, but not as the same sort of Prankster, and it certainly isn't the only pokemon that can do this, nor is it a required role on these Offense structures. It doesn't see a massive surge in viability from Offense becoming more viable, rather, it sees the opposite. It is simply not a great piece on these structures in my experience, and with how good Offense is, that translates to a hit to Zygod's viability. Combine that with most offenses packing insanely hard-hitting mons like HP Kart, HP Slak, ClangSoul Tina/Ray/KyuW/etc, NG mons, multi-CFZ Psychics like MMY, HP MMX, Deo-A, etc, and this is not the sort of thing that Zygod likes to deal with. It just can't out-bulk things, and most Offense teams will end up either punching through it, or grinding it down. To summarize this section, Zygod is just another replaceable, non-essential pokemon on Offense, and a victim of Offense, and the rise in Offense hurts it accordingly.

Secondly, we have Balance. Balance is a topic that is hotly debated in the PH room, in the thread here, and in the PH Discord. Some people maintain that Balance is still a viable archetype, but in my opinion(and the opinion of most I've talked to), Balance is dead, and Offense is dancing on its grave. Zygod was a classic Balance pokemon, that was able to leverage its bulk to help anchor defensive cores, but it doesn't matter how good it is at anchoring a team if the team itself is never going to be good. I don't really have anything else to say here, because the entire discussion of "is Balance dead" is for a different time, but I believe that with the death of Balance, Zygod has lost one of, if not its largest homes.

Finally, we have Stall, which is the archetype where Zygod is the most valued, and is the least replaceable. The biggest draw I've seen for using Zygod on stall is its ability to be a Magic Bounce mon that has some serious staying power. It can probably run a Prankster set too, but in my experience with Stall(I'm new to stall, so I'd need Eyeos Child of Night ReSolaris to fact-check me here), MBounce is much more important on Stall than Prankster, because Prankster fills the same sort of "anti-setup" role that things like Innards and Imposter fill, and as such, Prankster isn't necessarily vital. MBounce on the other hand, is a lot more important, especially with Rocks-weak mons like Ho-Oh, Yveltal, and Volcanion(Fraud) being used on Stall. Zygod is one of the best MBounce mons for this role, but even with that, it is not without its limitations. It is my belief that Stall ultimately is the most fragile archetype, and the one that is easiest to hard-counter. I think that Stall is still viable, mind you, but that the most extreme parts of the HO-Stall spectrum are the most fragile in this regard, because they are one-dimensional. Balance is less easily counter-teamed in my experience, but it has other issues dragging it to the bottom, so it will be left out of this discussion. HO is less easily countered than Stall is in USUM PH, simply because it's harder to fully counter CFZs than it is to just run multiple mons that can hit the entire stall team for SE. In addition to this, there are only two other defensive mons above A-, Maud and Melo, and I think that Zygod should be dropped to where the rest of its stall and defensive brethren are, A-. There is already precedent for stall-specific pokemon being limited to A- at best, and I think Zygod is no different. To summarize my thoughts on the matter of Stall and Zygod, I believe that while Zygod is very good on Stall, and Stall is viable, there are issues holding back both Zygod and Stall as a whole, which hurts Zygod's viability heavily.

To tie this all up into one neat package, the summary overall is that 1) while Zygod might be good in a vacuum, the balance of power between team archetypes has shifted towards the archetype that Zygod is not very good on, and is the weakest to, and 2) The rise in viability and overall usage of Stall is not of a viability boost for Zygarde to stay in A+.
 
I told you I'd be back, and guess what, I'm back. I'm here to tell you why I think Zygod is overhyped and is not as good as people say it is. In other words, I would like to nominate Zygod to drop to A-.

Now, you might be saying to yourself, "But Ninja, Ransei says that Zygod can just invalidate many pokemon, and it beats all these physical threats and yada yada yada." My answer to that is that these are the beliefs of an old man, whose judgment is clouded by visions of past glory. Zygod is a fine defensive pokemon, but it has multiple weaknesses, and the current meta is not kind to those weaknesses. First of all, we've seen a lot of CFZ spam mons rise, which is not something that Zygod likes to handle, because Zygod's entire thing is being bulky through having a fuck ton of HP, and that is cancelled out by the fuck ton of BP that CFZs have. Second of all, the types of teams that are viable are not what Zygod likes to see, for multiple reasons.

First up is Offense, which Zygod can fit on, as a Prankster mon, but not as the same sort of Prankster, and it certainly isn't the only pokemon that can do this, nor is it a required role on these Offense structures. It doesn't see a massive surge in viability from Offense becoming more viable, rather, it sees the opposite. It is simply not a great piece on these structures in my experience, and with how good Offense is, that translates to a hit to Zygod's viability. Combine that with most offenses packing insanely hard-hitting mons like HP Kart, HP Slak, ClangSoul Tina/Ray/KyuW/etc, NG mons, multi-CFZ Psychics like MMY, HP MMX, Deo-A, etc, and this is not the sort of thing that Zygod likes to deal with. It just can't out-bulk things, and most Offense teams will end up either punching through it, or grinding it down. To summarize this section, Zygod is just another replaceable, non-essential pokemon on Offense, and a victim of Offense, and the rise in Offense hurts it accordingly.
cfz spams are viable but on the other hand it gets a lot harder for you to improof your own mons which is a somewhat ignored issue smh. offense is indeed good but zygarde can also be an offensive piece with trap+psong or no guard+ohko moves or even innards out and prank bond. And zygarde is not a replaceable mon by any means. You cant find another mon with this level of bulk, and the typing which is usually ignored is actually pretty good, for you have only dragon and ice and fairy weaknesses, while best move for ice is a 90 bp move, dragon type moves are easily blocked by any wonder guard , on top of that cl soulblaze give you an extra boost besides the huge damage, making you even harder to improof your mon especially in offense teams, fairy seems to be way more concerning due to the good coverage and ability to hit on dark type wgs which tend to be a rather good choice as wg, the fact that fairy have only lsnf, light of ruin, prough and moonblast being common viable choices hurts a lot, for the bulk of zygarde can tank a lot of unboosted hit by those and immediately hit back with a fissure. Pixilate diancie sucks into imp and wgs

Secondly, we have Balance. Balance is a topic that is hotly debated in the PH room, in the thread here, and in the PH Discord. Some people maintain that Balance is still a viable archetype, but in my opinion(and the opinion of most I've talked to), Balance is dead, and Offense is dancing on its grave. Zygod was a classic Balance pokemon, that was able to leverage its bulk to help anchor defensive cores, but it doesn't matter how good it is at anchoring a team if the team itself is never going to be good. I don't really have anything else to say here, because the entire discussion of "is Balance dead" is for a different time, but I believe that with the death of Balance, Zygod has lost one of, if not its largest homes.
i never thought and never will say balance is good, those who know me will find me sticking to ho/offense/bo since 2024, I dont quite know about this part but I don't really know why are we judging a mon by how common it is in the team types and weight the team types, like first of all team types are ambiguous in ph, how would you call a full innards team when they have smash mmy and stuff? and mons aren't really being sticken to specific team types, for example no one stop you from running no guard shell smash meloetta or smash pass maud
Finally, we have Stall, which is the archetype where Zygod is the most valued, and is the least replaceable. The biggest draw I've seen for using Zygod on stall is its ability to be a Magic Bounce mon that has some serious staying power. It can probably run a Prankster set too, but in my experience with Stall(I'm new to stall, so I'd need Eyeos Child of Night ReSolaris to fact-check me here), MBounce is much more important on Stall than Prankster, because Prankster fills the same sort of "anti-setup" role that things like Innards and Imposter fill, and as such, Prankster isn't necessarily vital. MBounce on the other hand, is a lot more important, especially with Rocks-weak mons like Ho-Oh, Yveltal, and Volcanion(Fraud) being used on Stall. Zygod is one of the best MBounce mons for this role, but even with that, it is not without its limitations. It is my belief that Stall ultimately is the most fragile archetype, and the one that is easiest to hard-counter. I think that Stall is still viable, mind you, but that the most extreme parts of the HO-Stall spectrum are the most fragile in this regard, because they are one-dimensional. Balance is less easily counter-teamed in my experience, but it has other issues dragging it to the bottom, so it will be left out of this discussion. HO is less easily countered than Stall is in USUM PH, simply because it's harder to fully counter CFZs than it is to just run multiple mons that can hit the entire stall team for SE. In addition to this, there are only two other defensive mons above A-, Maud and Melo, and I think that Zygod should be dropped to where the rest of its stall and defensive brethren are, A-. There is already precedent for stall-specific pokemon being limited to A- at best, and I think Zygod is no different. To summarize my thoughts on the matter of Stall and Zygod, I believe that while Zygod is very good on Stall, and Stall is viable, there are issues holding back both Zygod and Stall as a whole, which hurts Zygod's viability heavily.
stall is fundamentally flawed due to the fact of existence of cfzs and the access to every move in the game for every piece of mon, stall is basically a impostor centered archetype thats very based on the mu like I said a million times already. And stop asking me on discord why are you saying against zygarde youre supposed to support it, like its nothing personal (which should have been so fuking obvious) and I want to find the truth. stall is close to inviable and sucks, and zygarde is indeed a huge part of it but it doesnt really matter atp.
To tie this all up into one neat package, the summary overall is that 1) while Zygod might be good in a vacuum, the balance of power between team archetypes has shifted towards the archetype that Zygod is not very good on, and is the weakest to, and 2) The rise in viability and overall usage of Stall is not of a viability boost for Zygarde to stay in A+.
zygarde is good in a vacuum and out of a vacuum. the meta hardly changed since 2025
 
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https://pokepast.es/10a8826dfd87502a

Here's a basic how to guide:

you beat the sample killer 6700 by using heatran as usual,
you beat the sample killer killer 6700 by leading rayquaza and clicking earthquake, which is a 93.8% roll but if you miss it you just eq again,
you beat the sample killer killer killer 6700 by leading rayquaza and clicking operetta,
you beat the sample killer killer killer killer by leading rayquaza and clicking menacing moonraze maelstrom,
you beat the sample killer killer killer killer killer by leading rayquaza and clicking stormshards.




Even better, you can theoretically beat ALL of these teams AT ONCE with only 3 mons! Simply leverage your Heatran to beat the sample killer 6700, your rayquaza to stag and kill the pdon that kills your first heatran, and don't get outplayed (if you get consistently outswitched your opponent can get hazards up, chip down rayquaza, and you lose). The way to prevent this would of course be to simply use a magic bounce that can take on Mamoswine to block rocks, but since it isn't strictly needed I didn't strictly include it.

Have a great day, and happy cteaming! I think I just said killer more than the average DBD streamer.

To make this not entirely focused on meme cteams I've been using https://pokepast.es/1f660029d7a52578 and https://pokepast.es/ba83d2bcf9695633 recently and the mmy version is just outright outperforming mmx.

https://replay.pokemonshowdown.com/gen7purehackmons-2528877345 pika team gets fried

I also tried https://pokepast.es/3f3960fde64213dd and can comfortably say that Rockinium Z is not Groudon's best item.

https://replay.pokemonshowdown.com/gen7purehackmons-2514714677

it would be really silly if anyone could make a 1-2 mon cteam for these teams :lickylicky: to spice things up
Ngl i feel like this coulda been done alot easier. U rly need a whole other mon just for my jask??? I cant be bothered to post another sample killer tho. Someone else should tho-this needs to continue till v10 is a thing
 
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