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Metagame USUM Pure Hackmons

NONE of the surges are in oras
sry for one liner here's a team https://pokepast.es/2b4c3af79976d158 (fun triple mmy team that did pretty well on ladder)
Although none of the surges are in oras, the terrains other than psychic terrain are in oras, and this is what I said in my post ("Misty terrain was in oras, but not misty surge".) . Misty terrain and electric terrain actually could have some use to counter sleep, and misty terrain could actually be decent possibly, and would also counter poison heal a little bit. Depending on how they work, misty terrain might also be a possible replacement for aromatherepy if it unstatuses pokemon with status, although it wouldn't synergize with teams that rely on status (or it might only prevent moves from getting status on you pokemon, not healing statused pokemon, I'm not sure but electric terrain wakes up pokemon, although safeguard doesn't heal statues pokemon and I'm not sure which it would be similar to and am too lazy to test it).

(edit) Misty terrain doesn't cure status in gen 6 and also doesn't prevent confusion in gen 6 (but does prevent confusion in gen 7), so it's not a chatter spam counter and doesn't replace aromatherapy, but it still might be usable in some situations
 
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TL;DR: New balance change incoming - Innards is buffed, all hits from multihit moves are included when dealing Innards damage.

Obviously this change is going to have massive ramifications on the meta as moves like Beat Up, while still useful for breaking sashes, can't be used to manage Innards mons anymore.
Well this is interesting information indeed, while it seems that Innards is being "Buffed" i'd be more inclined to say Innards while likely remain the same just a slightly more annoying blob, because beat up was used very little outside of some MMX spam's from my knowledge and some Random's barely improofed teams while on paper this seems like a major change its likely not gonna change much but a few more MG team imo Edit:What im saying is this means people will being to use valuable tools and not some multi hitting move that can't break half of the WG roster and is a waste of a move slot.
 
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W all my teams no longer lose to that dumb pika team. Interested on if this will stop beat up mmx. Time to reveal my 7th mguard diancie set (or just use a kart or smth boring):
Diancie mega :diancie-mega:
Naughty nature
Pursuit
Light of ruin
Photon geyser
Shell smash
Sash or lorb if ur cool
Ima make a quick reply to this and make it more structured when Im able to :Houndoom-Mega: Im pretty sure this just walls you entirely + you lose into a good stag slaking set, and not to mention the pokemon itself is entirely invaluable and can be replaced by something more useful and beneficial to ANY team structure I would rather have something valuable and beneficial to the team structure I have then use some hard to fit and otherwise poor typing mon (Quad weak to sunsteel sucks) would not suggest using Mdiance outside of like ORAS PH or Natdex OU
 
Ima make a quick reply to this and make it more structured when Im able to :Houndoom-Mega: Im pretty sure this just walls you entirely + you lose into a good stag slaking set, and not to mention the pokemon itself is entirely invaluable and can be replaced by something more useful and beneficial to ANY team structure I would rather have something valuable and beneficial to the team structure I have then use some hard to fit and otherwise poor typing mon (Quad weak to sunsteel sucks) would not suggest using Mdiance outside of like ORAS PH or Natdex OU
Mhound is the proof. Also who is stag slak? Usum is only challenge now i will never run into one. The post was kinda a joke with that set, but not use mega diancie outside of oras ph or ndou??? It’s rly good. Light of ruin mguard sets are good if u make them good (unlike this one), pixilate is pretty good, and u could prob make some goofy anti-meta sets aswell. U only say don’t use it in usum if u haven’t used it in usum.
 
prankster
on offense

prankster is a pokemon ability that boosts all of the user's status move's priority by 1 stage. this means moves like encore or taunt now usually moves first.

prankster is best utilized with disruptive status moves on slow mons. prankster is best used as a disruptor, anti setup, or support on any given team.

  • encore: incredible at invalidating setup, pairs well with protect moves and destiny bond
  • destiny bond: 1 for 1 trade vs another mon. notably it goes through sash. best case scenario is you kill one of their mons as you get brought to sash and then dbond the next guy that comes in. but just killing a threatening guy on the field is good enough and makes it sorta comparable to innards in a way. note that you should be minspeed (or at least dont invest into spe) if you run prankbond so you can move second on turns youre not clicking prankbond and always threaten it
  • taunt: you can taunt a lot of stuff to deny setup or spore or whatever. probably not too valuable compared to other options on here for beating offense though
  • sleep: put your opponent to sleep with +1 priority. sleep being sleep is contingent on sleep turns and either your opponent's item or the hands of rngsus but when it works it really works.
  • haze/topsy: instantly remove all their setup. better on more defensively oriented pranksters, which unfortunately arent the best right now
  • subpass: its subpass. pass sub to guys that cant sub and win the game. certain things become a lot more oppressive with 4 moveslots behind a sub, like wg sweepers (dont need to run plate or memory) or illusion. pairs well with sleep moves
  • hazards: probably the worst option prankster can use. its fine but you can also just use a fast mon and do the exact same thing
  • other random niche moves: copycat, swords dance/tail glow, parting shot, glare, healing wish/lunar dance, etc. theres a lot of shit you can run, go wild

:sv/tyranitar-mega:
DISTORTED HEAVEN (Tyranitar-Mega) @ Focus Sash
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Brave Nature
IVs: 0 Spe
- Haze / Taunt / Topsy-Turvy / ???
- Destiny Bond
- Encore
- Knock Off

its slow so the dbond is threatening and koff does reasonable damage to psychics. kind of passive against defensive shit though, which brings us to...
:sv/kartana:
Kartana @ Focus Sash
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 64 Spe
Adamant Nature
- Encore / Spore
- Sunsteel Strike
- Destiny Bond
- Swords Dance

use encore or spore on their setup guys to setup on them and kill the switchin with +2 sunsteel. 64 spe evs is the lowest it can go before getting outsped by zygarde

:sv/muk-alola: :sv/ferrothorn: (or whatever guy you want)
Muk-Alola / Ferrothorn / ??? @ Black Sludge / Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Lovely Kiss / Spore
- Substitute
- Baton Pass
- Heal Order / Encore
subpass! prankster sleeping them before subpassing eliminates a lot of otherwise reasonable counterplay. as a bonus you can improof cfz spammers and you dont have to dedicate your entire team to baton pass.

:sv/shuckle:
Shuckle @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Encore
- Haze
- Destiny Bond
- Baneful Bunker
too passive and doesnt actually do anything but stopping setup and occasionally cheesing a kill. i know that firsthand because i used to run sets like these on monotype but in my defense its monotype

:sv/kartana:
Kartana @ Focus Sash
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sticky Web / Stealth Rock
- Spore
- Destiny Bond
- Spectral Thief
its a lot less obvious why a set like this is bad, but basically after you setup hazards you really never threaten anything if it doesnt straight up lose to spectral and you get 500 sleep turns in a row since unboosted nonstab spectral doesn't hit very hard (252+ Atk Kartana Spectral Thief vs. 252 HP / 252 Def Kyurem-White: 118-139 (25.9 - 30.6%) -- guaranteed 4HKO), doesn't make progress the same way something like koff does, and has relevant immunities. additionally, none of the moves meaningfully do anything vs bulky teams (which relegates it to a dead slot/surprise improof if your opp turns their brain off). also it loses to every magic bounce guy
:sv/aegislash:
Aegislash @ Focus Sash
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Toxic Spikes
- Spikes
yeah
 
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:sv/kartana:

FROSTBITTEN (Kartana) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Wood Hammer
- Flare Blitz / Pursuit / Volt Tackle / Spore / Pursuit . Spectral Thief

Edit: I have decided to come and adjust to post as I don't like at how I portrayed the set, or how I worded any of it. Anyways originally I said Kartana doesn't always NEED Pursuit it's a highly valuable tool to catch all those pesky Innard out mons that, could threaten your breakers late game especially versus fatter teams.
 
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:sv/kartana:

FROSTBITTEN (Kartana) (F) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Wood Hammer
- Spore
This has to be trolling.

First, I formatted the calcs, they are just a blob of text and are borderline unreadable. Please format your calcs next time. While on mobile, calcs will look weird, but I'm on my laptop right now and they are just smushed together.

  • 252+ Atk Kartana Wood Hammer vs. -2 252 HP / 252 Def Groudon-Primal 313–369 (77.4 – 91.3%) — guaranteed 2HKO
  • +2 252+ Atk Kartana Wood Hammer vs. 252 HP / 252 Def Groudon-Primal 312–367 (77.2 – 90.8%) — guaranteed 2HKO
  • +2 252+ Atk Kartana Wood Hammer vs. -2 252 HP / 252 Def Groudon-Primal 625–736 (154.7 – 182.1%) — guaranteed OHKO
  • 252+ Atk Kartana Wood Hammer vs. 252 HP / 252+ Def Kyogre-Primal 428–506 (105.9 – 125.2%) — guaranteed OHKO
  • 252+ Atk Kartana Wood Hammer vs. 252 HP / 252 Def Mewtwo-Mega-X 219–258 (52.6 – 62%) — guaranteed 2HKO
  • 252+ Atk Kartana Wood Hammer vs. -2 252 HP / 252 Def Mewtwo-Mega-X 438–516 (105.2 – 124%) — guaranteed OHKO
  • +2 252+ Atk Kartana Wood Hammer vs. -2 252 HP / 252 Def Mewtwo-Mega-X 874–1030 (210 – 247.5%) — guaranteed OHKO

Yes, you're looking at this right I bring to you set up Magic Guard Kartana WITHOUT pursuit because what the hell is that hitting?

Magic Guard Pursuit catches Innards Out Chansey :chansey: / Innards Out :blissey: off guard, with Kartana :kartana: having a high enough attack to likely OHKO or do a lot of damage, even if the Innards Out Pokémon isn't switching out.

  • 252+ Atk Kartana Pursuit (40 BP) vs. 252 HP / 0- Def 0 IVs Blissey: 659-776 (92.2 - 108.6%) -- 50% chance to OHKO
  • 252+ Atk Kartana switching boosted Pursuit (80 BP) vs. 252 HP / 0- Def 0 IVs Blissey: 1317-1550 (184.4 - 217%) -- guaranteed OHKO
Chansey :chansey: has a even lower raw defense stat, so it will OHKO.

Pursuit is critical to the set as without it, you click buttons while they switch into another Pokémon that eats up the hit.

As for the calcs, they don't prove much. Some Pokémon are -2 in the calc, which is likely from Shell Smash being used twice. These calcs do not consider the fact that these are 99% of the time also Focus Sash, knock Kartana :kartana: down to its Focus Sash, tank a hit, and kill.

Additionally, Kartana 2HKOs a Primal Kyogre :kyogre-primal: a majority of the time, and certainly after Stealth Rocks or Spikes are set.
  • +2 252+ Atk Kartana Sunsteel Strike vs. 252 HP / 252 Def Kyogre-Primal: 195-230 (48.2 - 56.9%) -- 91.8% chance to 2HKO
  • +2 252+ Atk Kartana switching boosted Pursuit (80 BP) vs. 252 HP / 252 Def Kyogre-Primal: 209-246 (51.7 - 60.8%) -- guaranteed 2HKO after Stealth Rock
  • +2 252+ Atk Kartana switching boosted Pursuit (80 BP) vs. 252 HP / 252 Def Kyogre-Primal: 209-246 (51.7 - 60.8%) -- guaranteed 2HKO after 1 layer of Spikes
Switching in a Primal Kyogre into a Kartana is a questionable move that almost no one would do.


makes :Kyogre-Primal: go cry in its silly ocean!
...
 
Why I think 3+ Innards Out Stall is unviable
I just want to be clear that these are just my opinions based on my experience on the meta.
Innards Out stall is one of the best forms of stall, because it allows stall to be able to check strong, almost unwallable breakers more easily. This includes stuff like Protean Moongeist Beam Sunsteel Strike + Ice/Fairy coverage MMY :mewtwo-mega-y:, and many more that while a lot of Wonder Guards such as Celesteela :celesteela:, Ferrothorn :ferrothorn:, Kyogre-Primal :kyogre-primal:, and more soft-check, they do not necessarily beat this in the long run after chip such as hazards or after setting up a few Shell Smashes. This lead to Innards Out on stall teams being used more frequently recently, and people have started to experiment with multiple Innards. However, I would just like to state what I think of Innards Out stall containing 3 or more Innards Out.
In my opinion, full stall teams look something like:
(:kyogre-primal:-:scizor-mega:-:registeel:-:chansey:-:chansey:-?)
They contain 2 Wonder Guards, often changed around with different stall variations. Next is usually 2 filler slots needed that allow a stall team to function. Here, Registeel represents Prankster Haze, but you can also use other mons for that set. Magic Bounce is also really dominant on stall teams. My main point is after the two Wonder Guards, stalls often want 2 more support options. These support options can be a Prankster Haze mon, Magic Bouncer, or even a 3rd Wonder Guard mon that softchecks more things. Arguably, even with all that, this is a lot of role compressing going on. This leaves at max 2 more slots flex slots. People have recently began using these two as Innards Out mons, but they can be other utility such as a 2nd Imposter or a breaker if attempting semistall, though both of these are less commonly used today.

With that, role compressing even further would struggle into many more things and create more issues. At 3 Innards, there is only room for one more flex slot, which either means giving up Magic Bounce or Prankster Haze, two important aspects of stall teams. This is justified with having 3 sacs for offensive mons, but I think this is the maximum role compressing that can be done before being unviable. 4 Innards leaves no rooms for Magic Bounce or Prankster Haze. 5 Innards only has one 1 Wonder Guard. This keeps going on and on, and at the end, having 2 sacs compared to 4 sacs is less as good, we need to keep in mind that further role compressing can knock out the other core aspects of stall teams.


Was told this was a little confusing, apologies.

The post title is when I think we can all agree that a number of Innards is unusable. I'm pretty sure everyone with some decent experience/knowledge of this meta understands that. However, 3 is when things start to get weird with the role compressing. On paper it sounds usable, and definitely is probably usable with a well-structured team, but I want to clarify this is when I think things get too crazy.

theres my two cents and https://www.smogon.com/forums/threads/alias-megathread.3676993/post-10967408 here is my completely unrelated petition to make some aliases, go check it out, leave a like

:sm/amoonguss: - aidan amoongus
(always mycelium maxxing)
​
 
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Hello Everyone! Today I bring you, a silly little team I made :Beedrill-Mega: - :Blaziken-Mega: - :Marshadow: - :Dialga: - :Groudon-Primal: - :Salamence-Mega:In case you haven't noticed, this team is not like a serious team and take into consideration this team is simply made to as Ransei said, "[10:11:38] Garde Mystik: I think the team quite captures the spirit of Hackmons" and that's exactly what I tried to accomplish!

Now, obviously this team is not really meta VIABLE but it is SILLY as the random Innards can catch you off guard. (On a side note a full HP Innards Mega Salamence can KO a full hp Huge Power Kartana :D) Desolate Land Mblaze is like, a BH thing but I wanted to use it in PH! Now clearly as stated already, this is an "Anti-Meta" team that is pretty mid but there is SOME merit's, which are like. that there somewhat hard hitters? I really wouldn't suggest, using this team outside of friendlies your highly unlikely you will win.

:sv/jirachi:- Viola ~ Lunala
 
Hello Everyone! Today I bring you, a silly little team I made :Beedrill-Mega: - :Blaziken-Mega: - :Marshadow: - :Dialga: - :Groudon-Primal: - :Salamence-Mega:In case you haven't noticed, this team is not like a serious team and take into consideration this team is simply made to as Ransei said, "[10:11:38] Garde Mystik: I think the team quite captures the spirit of Hackmons" and that's exactly what I tried to accomplish!

Now, obviously this team is not really meta VIABLE but it is SILLY as the random Innards can catch you off guard. (On a side note a full HP Innards Mega Salamence can KO a full hp Huge Power Kartana :D) Desolate Land Mblaze is like, a BH thing but I wanted to use it in PH! Now clearly as stated already, this is an "Anti-Meta" team that is pretty mid but there is SOME merit's, which are like. that there somewhat hard hitters? I really wouldn't suggest, using this team outside of friendlies your highly unlikely you will win.

:sv/jirachi:- Viola ~ Lunala
If it’s anti meta where’s the dhelmise
 
Hello Everyone! Today I bring you, a silly little team I made :Beedrill-Mega: - :Blaziken-Mega: - :Marshadow: - :Dialga: - :Groudon-Primal: - :Salamence-Mega:In case you haven't noticed, this team is not like a serious team and take into consideration this team is simply made to as Ransei said, "[10:11:38] Garde Mystik: I think the team quite captures the spirit of Hackmons" and that's exactly what I tried to accomplish!

Now, obviously this team is not really meta VIABLE but it is SILLY as the random Innards can catch you off guard. (On a side note a full HP Innards Mega Salamence can KO a full hp Huge Power Kartana :D) Desolate Land Mblaze is like, a BH thing but I wanted to use it in PH! Now clearly as stated already, this is an "Anti-Meta" team that is pretty mid but there is SOME merit's, which are like. that there somewhat hard hitters? I really wouldn't suggest, using this team outside of friendlies your highly unlikely you will win.

:sv/jirachi:- Viola ~ Lunala
where's my goat shedinja :psycry:
 
How to know if your team is bad
A recap on basic team buliding rules
So as we can see in the previous like 10 pages, this thread is filled with random teams that's either extremely mu fishy or just straight up weak, yet people never tell them why those are bad, making such things happening over and over again. As the one of the meanest user in this community I see a justified reason for me to make a whole post about criticizing and I'm not throwing away my shot
Before this we can talk about how to define bad teams. Clearly we can know some of the teams are bad, like 6 delta stream base rayquaza without a single moldy move or gastro acid. They are obviously bad because there happens to be strictly better picks, like in this case mega rayquaza. Although that's not the only problem, that's one that can help us filter out the vast majority of the technically legal teams. but what about the rest of them? take an example of full spam teams, they are clearly terrifying and thank to the nature of pure hackmons, they don't really have a insurmountable counter. But are they really best kind of teams? I would say no, which is due to the statement I'm about to make: The strength of a team is depending on how mu dependent it is. To be more specific, that should be under the assumption of pilots on both side being smart enough to not throw. This should have been pretty self exlpainatory but sadly people don't seem to get it. The thing is in general pokemon games, we say a team is strong if it wins games right, and to make it win games it should not be auto losing. And with that in mind, we can start on talking about how do we know its bad
Method 1: Checklist building
(stupid classic ironic and useful in this metagame)
So a easy way to do this is check if your team is gonna lose to the very top tier threats. clearly your team is not gonna do well if a impostor chansey is gonna straight up sweep your whole team right. This is like the nth term test for converegence for infinite series, you can't tell if your team is good by that, but you might can tell your team is bad. I'll list some classic and unignorable threats and some guide on what should you do if your team failed to beat them
This is like not some fundamental flaw in your team's structure, but they are just too relavant in the game that you have to prep for them specifically. So just try to alter your sets to make sure you have some solution to them at some point. I might create an more how to beat impostor some day(if it happens its prob like gonna be "technically you have those ways...")
If you have trouble fighting them I'll assume that you are playing some kind of balance/bulky offense as for HO it's not really a problem. If you are using balance try to rebuild your team because balance sucks. For bulky offense try to either fit in a magic guard pursuit user(magic guard can have synergy with a lot of things, such as focus sash for a near gareeteed game saving chance, or toxic orb/flame orb for status absorbing, as well as recoiling moves like mind blown and light of ruin
Mold breaker would absolutely do the job but it's kind of a waste, in gen 7 you have 3 moves and 3 cfzs that ignores ability, thus bypassing wonder guard, which would be sunsteel strike, moongeist beam, photon geyser and their cooresponding z moves, and given all 3 moves have 100 bp and the cfzs come with 200 bp they should usually be enough for the wonder guards. If you have problem facing specific ones try to utilize the combo of 2 or 3 moldy moves on the same mon.
First of all if you find yourself reading this don't feel like its the end of the world, no guards are WAYYY more strong then people claim they are. usually wonder guard + magic coat would be sufficient, but I still recommend you to have either an innards out user or a second wonder guard user in the back. For more offensive teams like hard ho try to have a fake speed user or have a offensive magic bounce user, especially the setup ones. either ways you can't really switch them in safely, but you should have been keeping enough offensive pressure to not let them consistently come up easily.

-=WIP=-
everything after this line is still in construction
spore setup sweeper

cores as a threat
(mmx) Spam
i love this one as a quality checker. If you don't think a random mmx spam infront of you would be a playable mu it's probably some speed tier or power issues, as else you would be out trading. This is also why stalls are bad because not a single stall team user can confidently say I dont fear a mmx spam mu

anything above+mguard pursuit user
if your solution to everything above is only relying on innards out then the combination of mguard pursuit and anything above would be destructive, yes innards is strong and yes mguard pursuit is a specific prep, but innards is strong enough to make it a justified threat. solution is try to play around, like have pivot move on innards out mon or use more specialized solution for those above(like innards zyg-c for no guards). Innards is never a bad ability tho if you can fit it in do it

some random evoboost spam
again this should be a problem for some ho, the best way ofc is to punish them with impostor, but its usually a hard job for ho to fit that in, so try to play more carefully and out setup their setup. Also you can still have something like whilwind or heart swap on those who might be a setup folder if you really have to

hard stall teams
Sometimes you actually find yourself struggling against stall teams, which are known to be fake. Luckily it's actually true that they are fake, and there are some easy ways to beat them. the most important thing is still to deal with the impostor which people usually seems to be ignoring. essentially impostor is a random mon with a ton of extra bulk, and for breaking stall, you have to find a way to break through it just like how you have to break other ones, and whats more, the impostor's utility to scout sets are even more critical. In general it's what the stalls relys on, so make sure you can punish it hard every time it tries to scout. With some prep it should be easy, and given how important impostors in general are this shouldn't be a hard job to fit sth like that in. On the other hand, a lot of things against offense still works against stall, due to the fact that against offense you usually want to land an OHKO on whatever is there to do damage, but against defensive pieces a 2HKO would be enough. So cfzs, spores, trapping mons would still work. Stall is essentially a kind of mu fish, and to beat them just out fish their mu fish. And this paragraph is a lot longer than others not because stalls are hard to deal with, but because I hate stalls and people are overrating it and not knowing what to do against it.
there should be more

extra checklist for pure hackmons:
BAD moves, abilities, and mons do exist. Don't use sth and expect it to work because it looks cool, its a crucial game, most of the cool things are just outclassed. Niche for tons of stuff are tiny, so if you can, dont bother to use them

method 2: there should be a method 2 Ill add it when I remember what it is
​
 
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How to know if your team is bad
A recap on basic team buliding rules
So as we can see in the previous like 10 pages, this thread is filled with random teams that's either extremely mu fishy or just straight up weak, yet people never tell them why those are bad, making such things happening over and over again. As the one of the meanest user in this community I see a justified reason for me to make a whole post about criticizing and I'm not throwing away my shot
Before this we can talk about how to define bad teams. Clearly we can know some of the teams are bad, like 6 delta stream base rayquaza without a single moldy move or gastro acid. They are obviously bad because there happens to be strictly better picks, like in this case mega rayquaza. Although that's not the only problem, that's one that can help us filter out the vast majority of the technically legal teams. but what about the rest of them? take an example of full spam teams, they are clearly terrifying and thank to the nature of pure hackmons, they don't really have a insurmountable counter. But are they really best kind of teams? I would say no, which is due to the statement I'm about to make: The strength of a team is depending on how mu dependent it is. To be more specific, that should be under the assumption of pilots on both side being smart enough to not throw. This should have been pretty self exlpainatory but sadly people don't seem to get it. The thing is in general pokemon games, we say a team is strong if it wins games right, and to make it win games it should not be auto losing. And with that in mind, we can start on talking about how do we know its bad
Method 1: Checklist building
(stupid classic ironic and useful in this metagame)
So a easy way to do this is check if your team is gonna lose to the very top tier threats. clearly your team is not gonna do well if a impostor chansey is gonna straight up sweep your whole team right. This is like the nth term test for converegence for infinite series, you can't tell if your team is good by that, but you might can tell your team is bad. I'll list some classic and unignorable threats and some guide on what should you do if your team failed to beat them
This is like not some fundamental flaw in your team's structure, but they are just too relavant in the game that you have to prep for them specifically. So just try to alter your sets to make sure you have some solution to them at some point. I might create an more how to beat impostor some day(if it happens its prob like gonna be "technically you have those ways...")
If you have trouble fighting them I'll assume that you are playing some kind of balance/bulky offense as for HO it's not really a problem. If you are using balance try to rebuild your team because balance sucks. For bulky offense try to either fit in a magic guard pursuit user(magic guard can have synergy with a lot of things, such as focus sash for a near gareeteed game saving chance, or toxic orb/flame orb for status absorbing, as well as recoiling moves like mind blown and light of ruin
Mold breaker would absolutely do the job but it's kind of a waste, in gen 7 you have 3 moves and 3 cfzs that ignores ability, thus bypassing wonder guard, which would be sunsteel strike, moongeist beam, photon geyser and their cooresponding z moves, and given all 3 moves have 100 bp and the cfzs come with 200 bp they should usually be enough for the wonder guards. If you have problem facing specific ones try to utilize the combo of 2 or 3 moldy moves on the same mon.
First of all if you find yourself reading this don't feel like its the end of the world, no guards are WAYYY more strong then people claim they are. usually wonder guard + magic coat would be sufficient, but I still recommend you to have either an innards out user or a second wonder guard user in the back. For more offensive teams like hard ho try to have a fake speed user or have a offensive magic bounce user, especially the setup ones. either ways you can't really switch them in safely, but you should have been keeping enough offensive pressure to not let them consistently come up easily.
spore setup sweeper

cores as a threat
(mmx) Spam:i love this one as a quality checker. If you don't think a random mmx spam infront of you would be a playable mu it's probably some speed tier or power issues, as else you would be out trading. This is also why stalls are bad because not a single stall team user can confidently say I dont fear a mmx spam mu
anything above+mguard pursuit user
if your solution to everything above is only relying on innards out then the combination of mguard pursuit and anything above would be destructive, yes innards is strong and yes mguard pursuit is a specific prep, but innards is strong enough to make it a justified threat. solution is try to play around, like have pivot move on innards out mon or use more specialized solution for those above(like innards zyg-c for no guards). Innards is never a bad ability tho if you can fit it in do it
some random evoboost spam
again this should be a problem for some ho, the best way ofc is to punish them with impostor, but its usually a hard job for ho to fit that in, so try to play more carefully and out setup their setup. Also you can still have something like whilwind or heart swap on those who might be a setup folder if you really have to
there should be more

extra checklist for pure hackmons:
BAD moves, abilities, and mons do exist. Don't use sth and expect it to work because it looks cool, its a crucial game, most of the cool things are just outclassed. Niche for tons of stuff are tiny, so if you can, dont bother to use them

method 2: there should be a method 2 Ill add it when I remember what it is
WIP​
I feel like if you have 4 or 5 improofed pokemon, then the last ones can be made more powerful at the expense of not being improofed outside of an innards out blissey, as having a sweeper that is hard to counter seems like a good idea to me, and you can just not send it out before they reveal the ability of their high hp mons, and although it would be ideal to have 6 improofed pokemon, since it would be much easier to play, I feel like it's possible to have a pokemon that can trap imposter to counter it so that you don't need to worry about improofing, or just don't use that pokemon for the matchup, which I think is worth it if it is much better for every other matchup, and you can use prankster destiny bond or innards out as a makeshift improof anyway, or use it on their imposter when they transform into a different pokemon so that your unimproofed sweeper can safely sweep. Another thing that I think should be part of a good team is role overlap, as if you only have one counter to a pokemon, they can easily take it out with preparation for that pokemon or an unexpected stag/cfz user or innards, although this is probably easier said than done.
 
how (double) innards stall works and why i glaze it so much

:sm/chansey: :sm/chansey: :sm/blissey:
​
i made a discord poll asking whether i should make this post. i intentionally removed the no button bc i was gonna make it anyways and the amount of people that would have voted no would look bad, but only 4 people voted yes anyways which is pretty telling. anyways idc here is some PEAK even if you don't realise it.

1. stall's big problem and how (double) innards fixes it

huge power is really not easy to answer, i don't really need to explain why but i'm going to anyways. when you have mons with the attack stat of mmx and kartana launching stab moves that go through wonder guard, you're gonna need resists to answer them, but between cfzs and coverage moves you can't really answer them that reliably. there's other guys that are difficult to answer defensively, like harvest, but huge power is definitely the most common. stall has other issues but i think this is the main one, and this is where innards out comes in. innards out allows itself to trade with any physical attacker, and once problematic breakers are removed your team can actually answer the rest fairly consistently. personally i find it to be rare that a team has more than 2 breakers, and 2 innards gives you enough team slots to fit everything you need which is why i think it's the sweet spot. innards blobs also are solid special walls granted you don't end up trading one, and they can support you in other ways with utility moves and trick.

2. what the rest of the team looks like

with 2 innards, you have 4 slots left to build your team. these should basically be the same on every team: 2 wgs, an mbouncer, and imposter. you have 2 wgs bc of entrainment/gastro ng. you have magic bounce to block status and hazards obviously, but i think there's a bit more to it than that. defensive mons can't really make progress into magic bounce, and fat is made up of defensive mons, so you want bounce for the opposing fat. a fat team with bounce has the advantage against a fat team without bounce, and taking the rare games where pp stalling can occur out of the equation, 2 fat teams with bounce should generally tie. fat in this context is stall or balance with the offensive mons out of the equation, and bc balance doesn't have more breakers than you have innards it'll basically always be that way. i've never seen someone explain this the way i have here, but this is why i believe mbounce is mandatory on stall. as for imposter, i shouldn't really need to explain. scouting is of course insanely valuable bc you won't often know the oppenent's set to know what properly answers it, imp can exploit poorly built teams, generally just be a cop out sometimes, and give you more longevity. back to the wgs and bounce, i suppose i should talk about what those mons actually should be. unlike huge power breakers which require you to run specific abilities (fur coat and/or prankster) to begin to answer them, you're fine just answering most other stuff with wg or bounce. a physical wg (like steela) is still ideal tho to deal with some of the weaker physical attackers like idk slak or sometimes pdon or something. your bouncer could be someone like zygarde or mamoswine, who don't actually wall much per say but still offer useful traits. everyone outside of that is just going to be special walls. pogre and ho-oh are also really cool bc not only do they function as special walls with their zpecial bulk and sthief, but also sort of like physical wgs with their sunsteel resist. although idk if many people would agree with me if i called them mandatory, mcoat wgs are also extremely nice to have. the main reason is that ng can be troublesome without them, but they're also a good way to answer arceus aswell. obviously your mons should be improofed aswell, and you want to fit utlility (defog, hazards, and aroma), but i won't go in depth there bc i never intended for this to be a team building guide anyways.

3. how well does it work and what issues does it face?

double innards stall isn't perfect, no teams are, but i've found far more success with it than anything else. the thing is tho is that it's hard to properly quantify success. i think most people would agree that ladder gxe and elo isn't that telling. any remotely competant team was capable of reaching 90 gxe and 1700 elo and whatever bc the vast majority of games were against timmy with manetric and shedinja, and actively avoiding competant players/playing in dead hours was a very viable strategy. i'm not going to use this as an arguement to support innards stall as i would just be contradicting myself, but for the few who do value ladder i will say mamoswine stall went 31-0 with the fastest 90 gxe on the ladder and i got 93.8 gxe with child of night's pogre stall except i replaced steela with another innards. tours don't happen frequently and we haven't had one for a while, but regardless the general opinion around them is that they revolve around fishing and aren't that telling. for our case here, innards stall (and especially double innards stall) has only been used among a few players who don't even participate in the team tours. friendlies are fine imo as all the games will be against competant players and no one cares enough to fish, but unless i saved and kept the replay of every friendly i've played (which i have not done) you kinda just have to take my word for it that double innards stall does well in them. so yeah, i can't necesarily prove that claim, but there is something else i can talk about in relation to it, and i'm gonna try link it to the topic of innards stall's flaws aswell. simply put, i don't think there's much of a skill ceiling to playing innards stall and majority of matchups are decided on preview. i'm not going to explain the specifics of that, but it's relevant here bc this means you can look at other teams and gain an idea of how well it will preform, and the amount of teams i see that struggle into double innards stall is unreal. you've probably seen me say "mamo stall food" in phcord a lot, which i'll admit is annoying but it does tell you what i'm trying to get at. double innards stall does have a few flaws, but really i don't think they're that problematic compared to most usum teams. the first is magic guard. you would assume mg pursuit is really problematic, but it's not that common and your innards can tech for it via defense evs and/or scarf baton (which aren't even that harmful to have) so in practice it almost never matters. mg breakers are also even rarer and they need perfect coverage so it's fine. it's also possible for imp to deal with them. another issue is what if they have more breakers than you have innards? my answer to this is that it's simply just not very common at all. it's plausible if you run 1 innards, but most teams will struggle against 2. from playing double innards stall i found this only really came up against triple mmx which had a brief surge in popularity but then stopped appearing. there are some mons who can force an undesirable trade against innards, like pursuit slaking or stag, who could in theory be threatening if paired with 2 breakers but i've also never seen it happen. the final thing that could potentially be an issue is no guard. if used well no guard can force sleep and hazards, which may lead to your opponent being able to break your team when they otherwise couldn't. well this is according to child of night atleast. it sounds plausible but i can't recall this ever happening to me, tho tbf i do pay ng a lot of respect in the builder. all of my teams have an mcoat wg, which gives me the ability to properly play around it, and i run lum mcoat pursuit sableye aswell which i shouldn't need to explain. there's also mamoswine, where people say "oh it's bad no guards could easily go out of there way for it", YET IT ALWAYS WORKS AND NOBODY EVER PREPS FOR IT. tbh this section was a bit silly but i think you get my point.

4. surely that's too good to be true? why doesn't it get much usage? shouldn't people prep for it more?

well as i think you would have gathered from the third section, it's not easy for most teams to prep for double innards stall. add that on top of how little usage it gets, and that's why i think it gets such little prep. but then there's the question of why does it get such little usage, and i don't really know how to answer it. maybe it's bc people don't have much experience building double innards stall themselves, and the only well known double innards stall has mamoswine on it which turns them away? maybe it's people's lack of experience with stall in the format in general? maybe people just don't find it fun to play with how crazy this format is? i actually don't know. it makes me feel a little insane. nobody else seems to think of double innards stall as highly as me, so that's why i wrote this post. i would love if someone actually responded to what i'm saying here. idk what else i could talk about, so i'll leave it here. thanks for reading if you did get this far, and goodbye.
 
Stall in Ultra Sun Ultra Moon Pure Hackmons!

For a long while now, USUM Pure Hackmons has been really hyper offense oriented, with little to no variation in many teams so I am making a breakdown post of stall teams. I made in USUM when it had a ladder. This is going to be one of my more structured posts, as this is an informational post and not a biased or personal post. Without any further delay, let's get this started!


(More to come at some point likely)


Team: Stag Lugia Stall :Lugia: - :Muk-Alola: - :Celesteela: - :Slowbro-Mega: - :Zygarde-Complete: - :Blissey:

The first team of this team dump is one of two to three Stag Lugia Perish Trap teams.

:SV/Lugia:
IN BLOOD YOU ATONE (Lugia) (F) @ Safety Goggles
Ability: Shadow Tag
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- King's Shield
- Perish Song
- Shore Up
- Encore

This is kinda your average stag perish trap Lugia set, it traps and encores the opponent into favorable moves, letting it safely click Perish Song before switching out and repeating when opportunities show themselves.


:SV/Muk-Alola:
THEIF! SINNER! (Muk-Alola) (F) @ Safety Goggles
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Aromatherapy /
- Baton Pass
- Shore Up
- Spikes

This is your average Wonder Guard Alolan Muk, it provides utility and switches in on a few different Pokemon to set up spikes and remove status conditions from your team.

:SV/Celesteela:
FEEL THE SHAME! (Celesteela) (F) @ Shed Shell
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Shore Up
- Defog
- Roar

Celesteela is our second Wonder Guard and a sunsteel strike resist. Like AMuk, Celesteela is capable of switching into a few different Pokemon to cripple them with Will-o-Wisp or force them out with Roar, but Steela has a shed shell so it doesn't get trapped by an Imposter Lugia, letting you pivot out safely.

:SV/Slowbro-Mega:
INCARCERATION! (Slowbro-Mega) (F) @ Safety Goggles
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Stealth Rock
- Shore Up
- Haze

Up next is Slowbro mega, our prankster Mon and rocks setter. While Slowbro has low special defense, I choose it because we already have a good special wall and Steela can switch into some special moves. If you’re really worried about Special attackers like Mega Gengar or Mega-Mewtwo-Y, you can put spectral thief on AMuk. Getting back to Slowbro,it has a high physical defense and resists Photon Geyser and Sunsteel Strike, letting it threaten a scald burn on physical attackers like Slaking, Mewtwo-Mega-X, or Kartana.

:SV/Zygarde-Complete:
ILLEGAL TREASURE! (Zygarde-Complete) (F) @ Shed Shell
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
- Anchor Shot
- Rapid Spin
- Shore Up
- Toxic

Now, this Zygarde set might seem odd at first glance, but this set is actually one I got from Child of Night. It uses toxic to pressure any Wonder Guard that is not immune to poison, but toxic also puts many other Pokemon onto a timer. Anchor shot + Minimum attack traps Innards and stalls them out with toxic. Rapid spin gives you hazard removal that doesn’t remove the hazards you set.

:SV/Blissey:
PIRACY IS NO PARTY (Blissey) (F) @ Shed Shell / Choice Scarf
Ability: Imposter
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Toxic Spikes
- Anchor Shot
- Perish Song
- Whirlwind

Lastly we have Imposter shed shell blissey, which is a viable tool to scout opposing teams and check opposing threats. You can use either a shed shell,or choice scarf depending on what you prefer, the pokepaste has shed shell Blissey, but it can easily be changed to be scarf.

Many thanks to ANinjaDude for helping me with this post! Also thanks to Yourself for giving me the idea, to make this post!
 
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https://pokepast.es/80603bcaefc7c632: updated favorite set of high ladder box
eyeos said "meloetta" and refused to elaborate or send a pokepaste, so thats what i put
if you reached 1500 and want to share a set, send it to HartetheWooperIII on showdown
idk if this is the post I should be replying to for this but: https://pokepast.es/ec6f964d302ad9ca
this was I set I cooked up at 1300 elo, and it carried me to my first 1400 elo and my first 1500, though it's kinda bad and the set I built around for 1600 is probably more known to people I've played recently (stag slowbro). The set originally used sunsteel strike because I didn't like waiting for a leppa berry.

Now I show my team that used this pokemon: https://pokepast.es/d31afab5f6240243

(Not my first team that used this set, I don't have it anymore) Basically, I realized one day that harvest exists while laddering. I don't remember much about my original team, but I'm pretty sure it had a drought dialga on it. While making one of my revised versions of the team, I added a minimize beedril with wonder guard, but I think greninja is better for this role, and it's also good because it can improof unlike mega beedrill. This also lets me fit both power trip, for damage, and substitute for passing. You may notice that my arceus has no healing, which is probably an issue but the team still works. I had wishpass maud at some point, as well as darknuim z maud at some point, but I am not using them so that I can fit stealth rock and because I like baton pass on baton pass teams. pdon and gengar don't require passing, and they were each chosen for different reasons. Pdon is for being extrememly hard to wall and gengar is because one time I lose to someone with a lot of innards pokemon. As for mmx, idk, it's also hard to wall, but maybe I should use ltbts over sacred fire. I think I may have chosen it so that I only have one unimproofed sweeper.

As you can see, I can make somewhat offensive teams, they just aren't good. My balance teams are also not good, but I have less to compare them with since no one uses balance. (also, I am bad at remembering to use cfzs outside of harvest when making teams even though I'm an usum ph main, and the way I teambuild also leads me to build teams for a long time, and I try to add pokemon that have synergy, but end up not adding offensive pokemon because none of them feel particularly synergetic with what I make)
 
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Dual Prankster stall

(this isn't dual prankster stall btw)

:Gengar-Mega::Kartana::Muk-Alola::Meloetta::Zygarde-Complete::Slowbro-Mega:

This is one of my more recent teams, aiming to slowly break through the opponent's team by stalling, then getting a chance to break through with one of the two defensive pokemon. You may be wondering why this is called dual prankster stall when it doesn't use dual prankster, nor is it a true stall team. Well...


1781119703775.png

https://replay.pokemonshowdown.com/gen7purehackmons-2626060477

So, I did make this post just to make fun of windysnivy_ calling this team dual prankster stall (not trying to hate on him at all, I just thought this was funny), but I'm actually gonna talk about the team now

Slowbro-mega: So, I've had decent success with perish trap slowbro, even though people keep saying it's bad, but I realized that it is actually bad, because everyone already knows about it and I can't play around their strong coverage as easily anymore. Thus, I designed a new, much more unoriginal set to actually counter phycial attackers. Spectral thief and will-o-wisp are useful for decreasing damage output and taking the stats from pokemon like kartana and mmx. Some downsides I noticed are that it still isn't a consistent counter to hp kart (though if you get a burn you can fully counter it), and it doesn't do anything to harvest slaking, unlike the perish trap set, which absolutely cooked it. No guard kartana is also a problem, especially since I can only revenge kill it like 33% of the time, so my best way to beat it is with gengar. I have thought about poison heal, prankster, wonder guard, or perish trap, but fur coat is good here for walling coverage moves such as plasma fists from mmx and leaf blade from kartana.

Muk-alola: In my opinion, alolan muk is very underrated right now. It can counter the majority of mmy sets, since tarrows, sss, and earth power are all not very common on mmy. It also counters many other moongeist beam and photon geyser users for a similar reason and can do things like dealing around 70 to mmy or gengar with pursuit, or probably bringing deoxys-attack to it's focus sash, and it can also damage deoxys speed over time.

Meloetta: the reason I chose this meloetta set is because it's what I used to beat tauntceus on my perish trap slowbro team, and my next best counter would be my offensive pokemon. I gave it this attack stat to not kill innards out blissey, but if I wanted to avoid a kill on chansey I could probably use oranguru (which isn't on the vr for some reason). spikes is to give it something to do and to deal damage with circle throw as well as when pokemon switch in, and darknuim z is good so that it can fully improof gengar. Meloetta can also use circle throw to get rid of pokemon like kyurem white with sunsteel strike, psychic terrain mmy without attack order, and other attackers that decide to stay in on it but can't beat it in one hit.

Gengar: Okay, so focus blast is optional, but I like it for its damage against slaking, though aura sphere (which I use like sometimes when I play with this team), ice beam, freeze dry, searing shot, or even volt switch might be better choices since they are more accurate (though I wouldn't want a bug type move so that meloetta can improof). Gengar is the main way for me to get rid of pokemon offensively, and works to discourage sweepers from switching in, due to the risk of dying immidiately. Gengar's moveset was chosen because moongeist beam it its best attacking move, trick is good for distrupting stall, which it usually does less against, focus blast can hit pokemon like slaking and arceus, which most players don't expect to be covered in gengar's coverage, and sludge bomb is to hit mega audino and poison foes.

Zygarde-complete: Zygarde complete is still amazing at taking care of most sweepers, especially since zygarde counters are less common, and the other four defensive pokemon can often deal with them. Even if they can deal with zygarde, gengar or kartana can switch in depending on if zygarde could get a haze off or not, and threaten a ko with a multihit move or spectral thief. reflect is important for surviving cfzs, which many pokemon rely on as a counter to zygarde.

Kartana: Kartana is my revenge killer, and is also my only sweeper. I chose it because a lot of people switch their innards into kartana, thinking that it will have hp sss. Wood hammer is suprisingly good for sweeping, beating pokemon like mega gyarados and doing more damage than sss to primal groudon, and spectral theif is my only way to revenge kill. I'm not sure who, but someone told me pursuit would be pretty useless on the kartana, and I agree, as trapping innards isn't really a priority due to the lack of sweepers, so I replaced it with wood hammer, winning me the next game I used it because my opponent tried to counter with mega gyarados. (apparantly I don't have the replay, but it was against viola lunala)

Weaknesses: This team probably has many weaknesses, but some notable ones include sunsteel strike no guard sweepers such as solgaleo, dusk main, kartana, lucario, and metagross, which I can basically only counter with gengar or meloetta, or gamble with kart, harvest slaking and regigigas, which can't break my team, but can pp stall me, and huge power kartana, which slowbro can counter, but not consistently, especially if it sets up without slowbro in. Defensive teams can also be pretty bad for me if they wall both offensive pokemon, but I can basically play stall then. However, I don't have aromatherapy for some reason (because I didn't have space) so they actually kinda cook me with statuses. a solution could be to use aromatherapy over pursuit or parting shot on muk.

Replays (I don't save many replays)
https://replay.pokemonshowdown.com/gen7purehackmons-2621433036
https://replay.pokemonshowdown.com/gen7purehackmons-2626060477
 
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Screenshot 2026-06-11 120708.png

Stall in Ultra Sun Ultra Moon Pure Hackmons roomtours!

Also known as "Hell no, I want to enjoy my roomtours and load zenith mode as a joke, not instantly lose the game!"


Well now you can

Introducing the STALL ANNIHILATOR 6700

CERTIFIED CHILD OF NIGHT GOOBER

This team is very simple to use. If you are in a roomtour and your opponent is 'Child of Night', 'Yourself A', 'Gay Cats', or you scout that they're using stall, simply fire up the team and click ready. The team is perfectly optimized to be entirely selfproof unless your opponent gets up hazards, which is very difficult to do when you are spamming huge power CFZs every turn. Optimally you are using one CFZ every two turns and the other turns are spent switching for momentum/because you ran out or spamming photon as to not waste PP. Or fainting. you will faint a lot. get used to it.

You may have questions such as "What if they don't load stall"? After all, Child of Night is known for loading Zeus the Ruin HO which would totally 6/0 this with pbond mhera. The answer is who cares? You already did what's right, and struck fear into the hearts of stall players worldwide. I have also been told that loading Zeus the Ruin HO might still lose if you 'swap innards on hera' or something idk maybe run pbond steam on one of them if u really hate CoN.

If you, too, hate seeing roomtours take thirty minutes just so you can lose on preview, or don't enjoy the use of pokemon like "chargabug" ??? "mamoswine" ??? or "gligar" ???, take up the mantle, load the STALL ANNIHILATOR 6700, and force people to run things that actually end games.

For laughs make it MMX or something idk bro I'm just getting this out here because I like watching people run two deranged teams in roomtours, not mbounce wg innards imp slop mirrors. You can change the coverage.

UPDATE

yeah it can sometimes beat normal teams too https://replay.pokemonshowdown.com/gen7purehackmons-2629943833 shoutout Viola ~ Lunala ^﹏^ for loading stall and then tricking me a scarf once i loaded into pbond gengar to ensure id never lose :heart:



in conclusion


DEOXYS IS MUCH FASTER AND CAN CFZ HIS OPPONENTS!!1!1!!1!!
 
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View attachment 840194
Stall in Ultra Sun Ultra Moon Pure Hackmons roomtours!

Also known as "Hell no, I want to enjoy my roomtours and load zenith mode as a joke, not instantly lose the game!"


Well now you can

Introducing the STALL ANNIHILATOR 6700

CERTIFIED CHILD OF NIGHT GOOBER

This team is very simple to use. If you are in a roomtour and your opponent is 'Child of Night', 'Yourself A', 'Gay Cats', or you scout that they're using stall, simply fire up the team and click ready. The team is perfectly optimized to be entirely selfproof unless your opponent gets up hazards, which is very difficult to do when you are spamming huge power CFZs every turn. Optimally you are using one CFZ every two turns and the other turns are spent switching for momentum/because you ran out or spamming photon as to not waste PP. Or fainting. you will faint a lot. get used to it.

You may have questions such as "What if they don't load stall"? After all, Child of Night is known for loading Zeus the Ruin HO which would totally 6/0 this with pbond mhera. The answer is who cares? You already did what's right, and struck fear into the hearts of stall players worldwide. I have also been told that loading Zeus the Ruin HO might still lose if you 'swap innards on hera' or something idk maybe run pbond steam on one of them if u really hate CoN.

If you, too, hate seeing roomtours take thirty minutes just so you can lose on preview, or don't enjoy the use of pokemon like "chargabug" ??? "mamoswine" ??? or "gligar" ???, take up the mantle, load the STALL ANNIHILATOR 6700, and force people to run things that actually end games.

For laughs make it MMX or something idk bro I'm just getting this out here because I like watching people run two deranged teams in roomtours, not mbounce wg innards imp slop mirrors. You can change the coverage.

UPDATE

yeah it can sometimes beat normal teams too https://replay.pokemonshowdown.com/gen7purehackmons-2629943833 shoutout Viola ~ Lunala ^﹏^ for loading stall and then tricking me a scarf once i loaded into pbond gengar to ensure id never lose :heart:



in conclusion


DEOXYS IS MUCH FASTER AND CAN CFZ HIS OPPONENTS!!1!1!!1!!
https://replay.pokemonshowdown.com/gen7purehackmons-2632581536 gg
 
wait, what does charjabug do that other pokemon can't do better? is it there functionally or because its funny
There technically is a niche for it. If I had to compare it to something, it would be Swampert because their typing is used in similar ways. Sunsteel resists that are not steel type (that also don't have many weaknesses). The difference is that Swampert can hold an item and is only weak to grass, while Charjabug has to carry Eviolite and is weak to Rock and Fire, which is much worse. The one thing Charjabug has over Swampert are its overall defensive stats on the physical side, which are a decent bit higher. This gives it its niche, besides the unique typing. This higher bulk comes into play.... sometimes? It takes less than half from +2 Adamant Huge Power Slaking which usual Sunsteel resisting WGs can't do, but I think that's about it. It's not horrible, but there is usually very little reason to use it over basically any other physically defensive WG. On the team I use it, it is technically better than Swampert since you would have double Grass weak WGs otherwise, but I mostly use it for fun.
 
A slow bulky Sunsteel resist that's not a Steel-type and isn't weak to Ground seems nice and all until you notice that it still has a weakness overlap with regular Steel-type WGs anyways (namely Fire), so at that point it's fair to wonder why to use it over any of Ferrothorn, Mega Scizor or Celesteela.

Over M-Scizor and Ferro, one could argue that having a x2 Fire weakness instead of a x4 one lets it have more room for error when withstanding Fire coverage, and not being weak to Electric is a niche to have over Celesteela, but being weak to Stealth Rock while still having the same mixed bulk as Ferrothorn in exchange of an item slot seems like quite the opportunity cost, and is clearly worse in more matchups than the tried and true alternatives. Realistically I'd only picture Charjabug as some gimmicky improof for some Glare user with Thousand Arrows, but just using a Poison Heal or Magic Bounce mon would fill the same role more effectively.
 
hey its aidan here and i havent really focused of usum ph recently or ph at all. however, here are some cool sets i made/stole in the past month or so

1782592739394.png

Greninja-Ash (M) @ Leppa Berry
Ability: Teravolt
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Stoked Sparksurfer
- Steam Eruption
- Spikes
this guy is really cool, mold steamer annoys many things and sparksurfer helps spread para vs teams that hate it. leppa is cool so if your opponent has lum innards that switched into you, you can still para it. +2 stab steamer or +4, hell if your opp lets you get to +6, annoys most of the relevant wgs nowadays. +2 2hkos arc and +4 ohkos with a decent roll. unfortunately, he's a pain in the ass to impproof, unless you run some shitter like zekrom or mowtom, you really cant impproof him. lum innards is prob fine since imp doesnt run leppa usually with topsy but i dislike losing lum that early in the game. your best bet is probably sacking and hopefully winning the speed tie vs. imp, and going into a rkiller like hp fimp mmx or hp espeed slak
  • +2 252 SpA Greninja-Ash Steam Eruption vs. 252 HP / 252 SpD Arceus: 282-333 (63.5 - 75%) -- guaranteed 2HKO
  • +4 252 SpA Greninja-Ash Steam Eruption vs. 252 HP / 252 SpD Arceus: 424-499 (95.4 - 112.3%) -- 75% chance to OHKO
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Mewtwo-Mega-X @ Leppa Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Volt Switch
- Light That Burns the Sky
- Close Combat
- Photon Geyser

this is like the standard hp leppa mmx set but with volt switch. volt switch is cool because it lets you gain momentum off innards without killing it if you predict the switch and go into a mg pursuit guy like kartana (or another mmx) to trap and kill innards. this is probably impractical but it's probably decent

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Diancie-Mega @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Shell Smash
- Light of Ruin
- Head Smash
- Moongeist Beam

nothing really new, but mixed mdia goes crazy and especially if you give it mg. mixed lor and head smash are perfect stabs for him along with a shell smash to boost offenses and speed. 4th is a moldy move for wg, but you can probably run sunsteel or photon or whatever.

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Audino-Mega @ Light Clay
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Light Screen
- Reflect
- Parting Shot
- Shore Up

screens ho usum ph trust
 
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