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Metagame USUM Pure Hackmons

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!!
I love how well this team demonstrates the biggest reason that stall is not real, and to add on to this, in the meantime preventing yourself building some kind of mamoswine typesht to counter this team I made those 3 extra packs with a little bit more than 3 minutes

https://pokepast.es/2b752c780c81ec99
https://pokepast.es/afb297e575f47bee
https://pokepast.es/7838c9d8c1fa0198

Also the lack of appearance of such teams is exactly why some people have been having hallucination about the viability of stall teams in this meta with free 200 bp moves that ignores your ability
in the mean time the fact that some, or actually, a lot of the mordern offense can't beat zenith mode or even whatever it takes is pretty concerning, why are we losing to "the worst archetype". Saying this because I realized prank reflect zyg nearly 6-0 the original team

also some quick tips about building and piloting brainless spam teams
usually prank bond would be very useful as a glue, and guess what is more useful? another prank bond. In this case since we are targeting on st*ll which is realistically an bad archetype we don't really need that but it would work when the meta heals

make sure you fuk imp up. In the case of deoa its very simple, impostor just die to nearly everything, and if used for scouting purpose we still have our huge power pursuit being that nuclear button. But if its not deoa, sometimes a defensive atrap set would worth it even on an offensive mon, JUST for that impostor.

spam might not be a great archetype but its definitely strong enough to be considered when team building, it's the most effective and extreme example of the chaos and the unpredictability of this tier. Saying stall is uneffective because spam exist and beats it isn't a real argument, but I believe that we can at least see how those factors I mentioned made this an extremely unindeal place for stalls to live.
 
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Time to bring back a topic we all know any love: Ranting about Wonder Guards and Mega Audino's viability.
:sm/audino-mega:

To preface, the Pure Hackmons room and Pure Hackmons Discord have recently gotten a ton of conversations regarding Mega Audino, and I've even seen outrageous claims, personally, saying that Mega Audino is S rank. I was planning on writing this post for a while, but I've finally found time to write it. Ransei this one's for you.
​

To start off, there are some claims I will not be supporting. They've been brought up multiple times, and I don't understand why.

"Arceus vs. Mega Audino"
:sm/arceus:

Many people have been debating these two in prior months, less now, but I do want to get it straight that, while these two are Wonder Guards, they serve completely different functions. Comparing them would be comparing an apple to an orange, two distinct fruits, that have not much in common. Arceus is most known for it's set, known as "Tauntceus", a fast sweeper Wonder Guard set (and probably the only viable sweeper Wonder Guard set), that aims to Taunt Wonder Guards from using moves like Whirlwind, Topsy Turvy, Spikes, Defog, etc. It was first debuted in CLOCKUP FLOWERS, with Toxic Spikes support, aiming to annoy Wonder Guards from being able to heal from Toxic Spikes with Recover, use Aromatherapy to cure the entire team, or Defog to remove Toxic Spikes. This is countered by any Normal-type Wonder Guard with a type that resists Fighting, (Meloetta, Mega Audino, etc.), with Magic Coat. Nowawdays, Magic Coat is usually run on Mega Audino or Meloeta, and that pretty much 1v1s most of the Arceus. However, as these two Wonder Guards specialize in different roles, I do not think they should be compared directly. I do think Arceus does its job better, but this is subjective and can not really be compared.

"Mega Audino's Passiveness"
:sm/audino-mega:

This is Ultra Sun Ultra Moon Pure Hackmons. As much as you'd like to not believe it, every defensive Wonder Guard is passive, no exceptions. They also all struggle from 4MSS (4 Moveslot Syndrome), where they all want Shore Up, Defog, Aromatherapy, Spikes/Stealth Rock, Whirlwind, Topsy Turvy/Haze/Spectral Thief, Magic Coat, Parting Shot/Volt Switch/Baton Pass/U-Turn, and an attack. Obviously, they can't fit all that and become incredibly passive. This has no exceptions, so it should not target Mega Audino alone. I've seen people say this, and I don't understand why, as this affects all defensive Wonder Guards.

"X is better than Y on Z"
:sm/meloetta:
This is probably dumbest of all arguments, people say this randomly with absolutely no supported evidence. I've heard stuff like "Meloetta is better than Mega Audino on offense" or "Zygarde-Complete is better than Mega Audino on offense". Ordinarily, people bring two completely different things together and it makes zero sense. Meloetta and Mega Audino function similarly enough—I will go over the differences later on in the post. Sometimes this statement works when people have reason, but I have yet to see someone make a statement with reason.
​

As for the things I would like to get into, I have definitely missed some arguments/counterarguments from people who have been supporting Mega Audino. I know Ransei has been saying that some of us have been blatantly disregarding his points, and I want to make it clear that I did not mean to ignore any points on purpose, I likely forgot them. Feel free to tag me in this thread or Discord (you can find me on the Pure Hackmons Discord), with anything you want me to address.

Mega Audino's typing complements other Wonder Guards
:audino-mega:
While true, complementary typings are nothing new, and can be found with experimentation in the teambuilder. There are countless combinations you can make, and some pair well more than others. This does not mean, in any way, shape, or form, mean that Mega Audino is solely, the only Pokemon, that's typing is so strategically good, it can overlap and wall things amazingly. Other type combinations definitely exist, such as Alolan Muk and Slowbro-Mega , speaking from a balance point of view. Balance inherently has the issue of being unable to check all the breakers in the format in 3 slots, hence why it is more unviable than stall (which gets 6 slots to deal with the many breakers) or offense (it clicks buttons). Ignoring that point, however, Mega Audino is not the only one who can do this.

Mega Audino is a mixed bulk Wonder Guard
:zygarde-complete: someone deadass thinks this LMAO
Yeah someone said that Mega Audino is a mixed bulk Wonder Guard. This is not true, it can not take physical attacks as well as it can take special attacks because of Huge Power being a humongous damage amplifier. Mega Audino is historically known to be only a special-defense Wonder Guard, and while it can tank physical hits like a +2 Sunsteel Strike from Kyurem-White, it's worth nothing that guy is a fraud.

Mega Audino's typing is the best
:ariados: (by now u know im putting random guys here)
The "best" typing is very subjective, some people like Water/Ground, some like Water/Fairy, but Mega Audino's Normal/Fairy is up there. However, I personally do not think its typing is the best in specifically this metagame. Normal/Psychic considerably does better into many more things, and the Psychic resist from being part Psychic is very important. Meloetta uses this to its advantage by taking less on average from Photon Geyser, and while it can't take many, it can also take an occasional physical Photon Geyser. Meloetta, as a primary example, trades Mega Audino's Poison weakness from a Bug and Dark weakness. On paper it's more weaknesses, but some are quite irrelevant. For example, Knock Off, which has been brought up is rarely seen in USUM PH, aside from an occasional occurense from a stall team. Pursuit, which is problematic, hasn't seen much recent usage, despite being a good move. Notable users like Ash Greninja and Mega Gyarados have considerably dropped in usage, and the main users it should worry about include things like Slaking that can slot it in, though it usually prefers some form over coverage instead, like a CFZ, V-Create, or Plasma Fists. Attack Order is nonexistent. First Impression, Beat Up, and Power Trip should not be arguments because they are usually run on physical Pokemon, like Mega Mewtwo X, and leaving Meloetta on an unscouted Mega Mewtwo X is plain stupid. U-Turn is probably the 2nd most common of these moves, but it has a chance of not being used as it is usually hard to fit, and can also be Baton Pass, Volt Switch, or Parting Shot (Teleport doesn't work in USUM). As for Mega Audino's poison weakness, it's only concern is Mega Gengar, except that is a major weakness. Mega Gengar often runs STAB Sludge Wave which can do a lot to Mega Audino. Mixed Mega Mewtwo Y has been brought up but I do not know any good sets that hit Meloetta but not Mega Audino.

tldr; maud sux use melo :)

e@7/6: tldr;

 
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I'm tired of arguments, here are some potentially underrated stag/atrap sets

:sm/gengar-mega:
Fast setup trapper (Gengar-Mega / Greninja-Ash / Lopunny-Mega) @ Focus Sash / Leppa Berry
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Encore
- Shell Smash / Substitute / Extreme Evoboost
- Moongeist Beam / Knock Off / Sunsteel Strike / Shore Up / Strength Sap
- Photon Geyser / Baton Pass

I have used this gar in Smurf, pretty fun set and it's not even like very bad. This does suck into offense as in a lot of situation the best chance you will get is on some slaking or stupid arceus or in some cases close combat / espe mmx. Can't really beat diancie if you are thinking about that. on the other hand stag encore is DESTRUCTIVE on those defensive mons. For grenash it can obviously sht on a lot of the photon users, on the other hand it's bulk doesn't always allow it to just come in and eat the moongeists like nothing. Lop is even more fake as there are hardly any case where a non ghost type mon slower than lopunny clicks moongeist. The latter 2 are here mainly because only one gar seems lonely.

:sm/arceus:
Normalize Sweeper (Arceus) @ Spooky Plate
Ability: Normalize
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Shell Smash
- Photon Geyser
- Judgment
- Taunt / Spore / Shore Up / Strength Sap

found this gem in the 2023 setpedia. I swear to god, if big mguard lo don will get usage in 2026 again will this thing not. Pretty straight forward and although non self proof is def an issue, the fact that absolutely any ghost types will do the proof, including the trapper above that can actually use this as a setup folder makes that up in some ways. for the power issue I can say you have spec theif immunity and +2 252+ SpA Normalize Arceus Photon Geyser vs. 252 HP / 252 SpD Audino-Mega: 273-322 (66.5 - 78.5%) -- guaranteed 2HKO Soooooo
Against offense you still have big Spore

:sm/Scizor-Mega:
Wonder Guard Sweeper (Scizor-Mega) @ Fire Memory
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish / Adamant Nature
- Shell Smash
- Sunsteel Strike
- Multi-Attack
- Taunt / Strength Sap / Shore Up / Spore

Essentially kart but with taunt over spore, turning it from a HO solution that lose to any sunsteel wall ever to sth similar to arceus. Sap can also be used to beat bulky offense harder

And no this is not larping, I do know that the Bold make it reminds people of that sussy post but this is not larping
 
Personal WG VR (not associated with overall council)

WGs are some of the trickiest mons to rank, not gonna lie, so some of these rankings are pretty loose. I'm too lazy to explain why every single mon is where they are, but ping me on Discord or something if you have a quick question about somethings rank (maybe don't if it is about mega audino, that discussion seems to be going nowhere). I have not seen personal VRs in a while so I would love to see other peoples opinions here

A Rank

A++

:Audino-Mega:

A+

:Kyogre-Primal: Kyogre-Primal

:Arceus: Arceus

:Kartana: Kartana

A

:Meloetta: Meloetta

:Scizor-Mega: Scizor-Mega

:Sableye-Mega: Sableye-Mega

:Hoopa-Unbound: Hoopa-Unbound

:Ho-Oh: Ho-Oh

A-

:Muk-Alola: Muk-Alola

:Celesteela: Celesteela

:Swampert-Mega: Swampert-Mega

:Heatran: Heatran

:Slowbro-Mega: Slowbro-Mega

:Gyarados-Mega: Gyarados-Mega

:Ferrothorn: Ferrothorn

:Greninja-Ash: Greninja-Ash

:Oranguru: Oranguru

B Rank

B+

:Slaking: Slaking

:Regigigas: Regigigas

:Groudon-Primal: Groudon-Primal

:Necrozma-Dawn-Wings: Necrozma-Dawn-Wings

:Houndoom-Mega: Houndoom-Mega

:Gyarados: Gyarados @ Gyaradosite

:Yveltal: Yveltal

:Darkrai: Darkrai

:Solgaleo: Solgaleo

B

:Mewtwo-Mega-Y: Mewtwo-Mega-Y

:Mewtwo-Mega-X: Mewtwo-Mega-X

:Umbreon: Umbreon

:Blissey: Blissey

:Charjabug: Charjabug

:Dialga: Dialga

:Darmanitan-Zen: Darmanitan-Zen

:Volcanion: Volcanion

:Cresselia: Cresselia

B-

:Bisharp: Bisharp

:Type-Null: Type: Null

:Raticate-Alola: Raticate-Alola
 
SAMPLE KILLER 6702
(i'm sorry it looks so weird on mobile)

:sm/mamoswine: :sm/celesteela: :sm/deoxys-attack: :sm/pikachu-alola: :sm/yveltal: :sm/heatran:

sample killer6700 was a beautiful piece of art. not only was it masterfully crafted to destroy every sample, but it also caused lots of metagame growth. sample killer6700 was so good that the metagame had to warp around it, leading to the creation of teams like the sample killer killer6700, the sample killer killer killer6700, the sample killer killer killer killer6700, the sample killer killer killer killer killer6700, and the sample killer killer killer killer killer killer676700. unfortunately, the dystopian council made new samples to intentionally make these teams redundant, thus reducing the quality of the metagame. there are also other conspiracy theories surrounding our dystopian council, like the removal of aerobee's full bpass team, the third best team in the game, but that's a topic for another day. anyways, we have lived in dark times due to the samples update, and i'm sure you have all found it all tough, but worry no longer as the sample killer6702 has now been created!!!

i will say that this was fun to make like last time, but it was also a lot more challenging. i think the samples may simply be more varied in mons than last time, and i have had to run weirder sets as a result. i would also like to say thank you to dumbass33 (idk your smogon name, sorry), IReallyDontKnowlol2, PenultimateToast, and ReSolaris for helping me test and get replays. like last time, there are some cases where you can lose to haxs technically, but who cares, it's good enough. i have nothing more to say, so here is the peak.

​


the team

:sm/mamoswine:

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

there is FOUR deo s on the samples, aswell as an ng mgar and a loppuny, so mamo actually does a lot. like last time, the reason i didn't just slap on mcoat maud and call it a day is 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 could explain the moves, but it would probably be redundant. mamo was the first team member i added, and also the only guy to stay throughout all versions of the team, so whoooooo we love mamo!!!!

:sm/celesteela:

Celesteela @ Leftovers
Ability: Magic Bounce
Level: 99
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Milk Drink
- Heal Order
- Topsy-Turvy
- Baton Pass

this set looks incredibly larp at first glance, but i can explain. i needed a magic bouncer that was immune to spikes (due to mold deo s on con's team), a slow pivot, and an arceus answer. this is the result. for a large period of time whilst making the team, this guy had will-o, and it was probably the team member carrying the most weight out of anyone. after the addition of team member 6 however, it had a lot of weight took of its shoulders, which is a good thing bc this guy's bulk could be annoying at points. it still does stuff tho, mainly answering arceus, sitting on defensive mons, and pivoting.

:sm/deoxys-attack:

Deoxys-Attack @ Focus Sash
Ability: Shadow Tag
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Fake Out
- Let's Snuggle Forever
- Soul-Stealing 7-Star Strike
- Menacing Moonraze Maelstrom

there's a team with 3 mmx, which is obviously a huge problem. my solution to this was originally fake out/dascent maero, but that guy can get unlucky with rolls. i still ran it anyways as i wanted another 2 moves slots to run genesis supernova and ice hammer for triage mray on con offense, but i found another answer for triage mray, so i switched to this deo a. fake out is to break an mmxs' sash, and then you can kill it with one of 3 cfzs. sash is necessary for the mmx on gold's team that's paired with surge and the shell smash mmx on the mmx spam. fake out is also just nice for getting free chip on guys, mainly deo s. you will also use it to kill innards against the innards stalls. it's a nice set.

:sm/pikachu-alola:

Pikachu-Alola (M) @ Light Ball
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- Sunsteel Strike
- Plasma Fists
- Icicle Spear
- Volt Switch

pika is your breaker you will use against the stall teams. i find it kinda crazy that you only need 2 coverage moves to break 3 stall teams, but that's besides the point. if you're wondering why it's a pika and not an mmx or whoever, it's for the electric stab. the electric stab allows pfists to ohko mbro. it also gives you volt switch, which lets you make nice middle grounds, which is especially helpful to avoid killing innards. said innards can be trapped and killed with either deo a or the next team member. pika relies quite heavily on being pivotted in by your magic bouncers. idk what more to say about it.

:sm/yveltal:

Yveltal @ Black Glasses
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Shore Up
- Pursuit
- Icicle Spear
- Storm Throw

yvel probably isn't one of the most significant team members here, but it's very useful in specific match ups. against mamo stall, you can trade yvel for the innards with defense evs, allowing pika to break after stag kills the other innards. against con offense, you wall both the mmy and the triage mray. you can use it to check gira-o on kyuw offense. storm throw is mainly just there bc i had an extra slot. it lets you win fast into con offense, and it's just an extra something for arc. it can also function as an answer for the mmy on gold's team, tho you have multiple other guys for it who don't get hit by spore, so that's kinda just whatever. you also trap melo on eyeos stal, which wasn't intentional, but it's cool.

:sm/heatran:

Heatran @ Safety Goggles
Ability: Shadow Tag
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Impish Nature
- Will-O-Wisp
- Shore Up
- Topsy-Turvy
- Spectral Thief

this is THE guy. this slot was originally just an innards, and that version of the team had many issues, but everything clicked into place after i added this set. it answers slak on mmx spam, mg kart and hp kart on gold's team, mmy on gold's team, kart on anson's team, slak on anson's team, hoopa on con offense, and kyuw on kyuw offense. this is like the bulk of what you'll face, and the other teamates who check stuff are more so just covering for the guys heatran doesn't get. to make it even better, the guys heatran checks can't even switch out on you. will-o is also just nice to have for making progress in general. i had hp mgyara instead of hp yvel originally, but i was able to change it bc heatran gave me a wg kart answer, meaning the spikes immunity let it properly answer triage ray, meaning i could drop the stag maero with inconsistent rolls and replace it with deo a. GOOD MON.

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

mamo walls deo s. heatran traps and kills slak. for the mmxs, you want to trap them and kill them with deo a by clicking fake out into any cfz. to get deo a infront of an mmx, sack one of steela, pika, or yvel, but make sure that steela is the last one you sack. if you see an mmx click shell smash, switch to steela. the shell smash mmx is the ng one, who steela walls. a lot of the time deo a just ends up infront of an mmx without you having to sack something anyways. you should try get fake out chip on deo s if you can.

https://replay.pokemonshowdown.com/gen7purehackmons-2652399981

this shows what i'm talking about, tho i didn't end up having to sack something for every mmx i killed.
mamo walls bunny. for either kart, go heatran. for mmy, go yvel probably. steela and heatran could answer mmy aswell, but you risk photon crits. for mmx, just sack like pika or steela to get stag deo a in. be mindful to keep sash if mmy is alive or surge is up bc you won't be able to fake out mmx, but you don't have to if mmy is dead, and you could probably try get more kills with deo a. this one's easy tbh, you'll be fine.

https://replay.pokemonshowdown.com/gen7purehackmons-2652397522?p2
mamo walls deo. for slak, go heatran. for mgar, go yvel. for kart, go heatran. for mmx, sack steela and then kill it with deo a. notice how beating anson's team is the simplest fuel pump emoji.

https://replay.pokemonshowdown.com/gen7purehackmons-2652352447
mold deo s is kinda bs, the only advice i can give is to not let yourself lose to para, and try annoy it with deo a. your arceus answer is steela. yvel is your answer to mmy and mray, but it also really annoys your opponent in general once hoopa is gone. your hoopa answer is heatran, just be mindful of spikes. for kart, probably just go a magic bouncer and baton into stag. this is the least flowchart-y mu of them all, but if you follow this general advice you should most likely be fine.

https://replay.pokemonshowdown.com/gen7purehackmons-2652392836?p2
mamo walls deo s and ng mgar. go yvel for gira-o. steela walls arceus. go heatran for kyuw. coma mmy is kinda just whatever, just don't let mamo's balloon pop, and don't let mmy put anyone in critical range.

https://replay.pokemonshowdown.com/gen7purehackmons-2652403211?p2
pika kills everything, as long as you don't let it die to innards. to deal with innards, trap the min def one with deo a, and kill the other with pursuit yvel. sit on defensive mons with your magic bouncers, and then pivot pika in to either go for kills or try trap innards. pika's improof is heatran, which is a bit sketch, but you'll be fine.

https://replay.pokemonshowdown.com/gen7purehackmons-2652407404?p2
very similar to mamo stall. pika kills everyone, just don't let it die to innards. to deal with innards, trap and kill it with deo a. sit on defensive mons with your magic bouncers, and then pivot pika in to either go for kills or try trap innards. pika's improof is heatran, which is a bit sketch, but you'll be fine.

https://replay.pokemonshowdown.com/gen7purehackmons-2652532538?p2
it's like the last 2, but there's no innards, so your life is even easier. just sit on defensive mons with your magic bouncers, and then pivot pika in to click buttons until you win. the option to pursuit melo is also there.

https://replay.pokemonshowdown.com/gen7purehackmons-2652425189-dwuw13xyogq6tjna1o7mlywh0bdt395pw?p2

at the time, i forgot that ice hammer lowers your speed, so the stag mgyara knocked off my pika's light ball after i killed zyg. i also thought that imp did more to my heatran than it actually did, so rather than going to heatran, i sacked all my guys.. i still managed to win even despite all that, so that should tell you that you'll be fine.

conclusion + paste

https://pokepast.es/87a829660e0902d9
​
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 me cteaming well known teams with 2 mons as a bonus + the pastes for those cteams.
​
what this guy said ^

bonus

i would do the bonus section again, but i'm not sure what teams i should do, so i will edit the post to add the bonus section if anyone gives me some team suggestions. that's about it, bye bye.​
 
You Already Know Bro
https://pokepast.es/62af80445681cb81



​
Yes we're doing this again. Anyways allow me to introduce you to the Sample Killer Killer 6702. This time you don't need imprison, fun. Checkmate Yourself next time don't make it 6/0d by a single Pokémon with 3 moves.




Anyways to make this slightly higher quality, I'm going to attach https://pokepast.es/aa9cf40c099aba18 which is an interesting team that would frankly be better off without the final member. However, it is very fun Double V-Create and also features a pokemon to make Mamoswine instantly implode (moongiest gengar). Would I load this team on ladder? No it's 6/0d by arc lmao. Yvel is such cope.

There is also https://pokepast.es/dcb68d25122ea16a this team which peaked rank one while ladder still existed. Is it good? No it's 6/0d by MG kartana lmao. iirc I ran into Ransei running mg flare blitz kartana, outplayed with imposter, and then the SECOND mg flare blitz kartana impacted my team. Fun to use mono-nfe though, some people would say use Charjabug but that still loses to flare blitz. Primsea charjabug when?

My final gift is https://pokepast.es/2f6ff872c63e386d. It is huge power spam masquerading as not huge power spam. It is still not good. Clip your friends by pursuit trapping the innards, bluffing MB Kyu-B, and OHKOing through sash. Like the title suggests it loses instantly to 2 imposters. The greninja set is also bad.





thank you for listening it has been a good larppost lhursday and I hope to see you all inventing new sample killer killer killer killer killer killers.
 
Are YOU tired of your SAMPLE KILLER 6702 being SAMPLE KILLER 6702v2d? Well look no further than the SAMPLE KILLER 6704!!! https://pokepast.es/981ef2960b4d65db This team DEMOLISHES that pesky RESHIRAM :reshiram:in only 1 turn!!! With: :sv/banette-mega:

:rotom-fan:
SAMPLE KILLER 6704 Killer: https://pokepast.es/f784e2eed306124b

Are you tired of your reshiram being ohkoed by that pesky banette? Well I have a solution for you. This rotom fan is completely immune to fissure, as it is a flying type, and cannot be hit by ground type moves. To counter this banette's fissure attack, which is a ground type move, and can hit rotom fan for super effective damage because rotom is a flying type, I gave it the air balloon item, preventing ground type attacks from hitting rotom. Because rotom is an electric type, and is weak to ground, I could not simply give rotom the wonder guard ability to be immune to that little doll's fissure attack, and sturdy would not work, as banette could simply exist, whereas it is unknown whether sturdy exists before banette uses its fissure attack, so rotom might not have the sturdy ability. Levitate doesn't have this problem, because it is obvious that rotom is levitating just by looking at it. To counter Banette's fissure attack, I gave rotom the move "magnet rise". This move allows rotom to go into the air, preventing the move, fissure, which this banette will most likely run, from hitting. To ensure maximum air time, I gave rotom telekinisis, as a way to ensure that no pokemon is hit by fissure, as if a pokemon is hit by fissure, it could be rotom, which is weak to fissure due to being an electric type. I gave rotom fly, as not only is it a flying type move, which gets the same type attack bonus due to rotom being a flying type and fly being a flying move, it also allows rotom to dodge any possible fissures, which are super effective against rotom, due to it being a flying type. Lastly, sky drop was a critically important move to add, as without it, the pokemon would be on the ground, and thus volnerable to fissure. With sky drop, this is a non-issue, as while sky drop is active, both pokemon will be in the air, unable to be hit by fissure, which would be a problem, as if a pokemon is hit by fissure, the pokemon hit by fissure could be rotom. This would result in a loss, since rotom is the only pokemon on the team. As a bonus, sky drop also disables the opponent from attacking. This is necessary, as if the opponent attacks, they could use fissure, and if rotom gets hit by fissure, rotom would die, and lose.



Edit: I just realized that I put flying type instead of electric type a bunch of times, but it's fine, I'm keeping it because it's funny
 
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i wanted to make a post about the samples to lay out my issues with them, as generally people still don't like samples and i think people stopped talking about them bc they don't think it's worth fighting over them rather than bc people are happy with them. i have nothing better to do on the other hand and i would genuinely like to see better resources, so there you go. of course i've seen the council say stuff like "what are we supposed to replace them with? submissions were hypocritical and a joke." in which they have a point to an extent, but i'll go more into that later. that also doesn't eliminate the fact that current samples have serious issues anyways. I'm not the best at articulating my thoughts, but i tried my best. made this post whilst listening to nier replicant's and nier automata's goated osts.

:chansey: :lopunny-mega: :kartana: :mewtwo-mega-y: :mewtwo-mega-x: :kartana:

the team was made in 2024, and i think it's outdated. this team really struggles into faster leads. something like a deos is easily clicking sleep and rocks, and it very easily could sweep if it wasn't for innards who isn't even stopping it from clicking said sleep and hazards and switching out anyways. there's other questionable elements too, for example the ridiculous amount of sleep which is far from necessary on about half of these mons and thus hinders the team's consistency. keep in mind that the team was also made by the rng god gold0987, if you where around when gold played you absolutely know what i'm talking about.. also surge mmy and shard kart is a bit counter intuitive, gold used prank > mg on his kart too so imagine if this sample was faithful lol. imp is shaky too, mg kart helps a bit in the event of hazards going up until the imposter copies said mg kart, but tbf the team isn't entirely at fault here and rather just this type of ho. team isn't horrible anyways, just definitely not sample worthy atp. team hasn't done stuff outside of gold using it, that was also a whileeeee ago and the metagame looks very different now.

:deoxys-speed: :gengar-mega: :kartana: :mewtwo-mega-x: :chansey: :slaking:

i'm not very educated on smogon rules, but it doesn't really sit right with me that a team made by a guy that got banned for You Know What is a sample. outside of that, the team is like fine i guess.. this mgar gimmick feels pretty reliant on suprise factor when the team is a sample. some of the improofing is shaky, mmx is lorb with 3 prio moves for some reason. the issues aren't as huge as other samples, but i still see fail to see what makes the team so great. i don't recall playing against it ever, ask other active high level players and they will prob tell you the same thing. it didn't even get any grand ladder results. so like again, it's not a bad team, but it's not really sample worthy either, and there's also the first thing i said.

:deoxys-speed: : :rayquaza-mega: :mewtwo-mega-y: :arceus: :kartana: :hoopa-unbound:

everyone is a shell smash special attacker, 2 of these guys being wg sweepers who improof the rest. i find this to be quite dubious. this means you generally just lack burst damage and are quite reliant on clicking smash, and special walls can just show up and often hinder huge chunks of your team. having 2 wg smash sweepers is also just unfortunate in its own right bc wg smash sweepers just aren't great, being slightly above mid at best. arc works best with tspikes, which isn't present. hoopa is honestly just close to bad, and idk if improofing a singular mmy justifies its inclusion, especially with there already being an arc. mold hazard setting lead + an mg defog kart is counter intuitive. my last issue is less a fault of this team, and more so just blobless sash spam ho teams, but we're really really weak to setup multihitters. they just kill everything after setting up, with the counter play post setup essentially just being triage mray, but if they have evoboost you're just fucked bc they set up easily on your guys who lack burst damage and then you can't rkill it. all teams have issues, and idt that multihitter issue is detrimental by itself, but this adds up along with the other issues which are the team's fault and actually affects the team's overall quality. im yapping but anyways idt it's sample worthy.

:arceus: :giratina-origin: :deoxys-speed: :kyurem-white: :gengar-mega: :mewtwo-mega-y:

this one was made by the absolute goat, aerobee, so you can't expect me to say too much bad about it. this is not glaze btw, he really is the goat. anyways, the team is solid, you can definitely load it and win games. i do think there's a couple issues tho. this team generally lacks power output which is a bit unfortunate. our hazard game is very good and this helps fix the issue, but kyuw still has it quite bad regardless. me and other people have also often found that coma mmy often just ends up being nothing more than a guy who clicks a couple cfzs. also, the meta respects ng and tauntceus a lot more than when the team was made, but ofc the sets are still good. anyways, i think this explains why the team doesn't dominate like it once did, but it's still solid and top 2 samples at worst. i think this should defo be kept, at least for the time being.

:ho-oh: :audino-mega: :mamoswine: :chansey: :chansey: :blissey:

oh hey it's my team. i'm prob gonna be bias here, and feel free to call me out on it if you want, but i think it's fine. the only thing this team does "wrong" in the sense of the flaws of the other samples i've pointed out is mamoswine. in an ideal world where people were good at the game, it's true that ngs could prep for mamo and the team would suffer. there's also just other stuff that whilst rare, is disliked by mamo, like hp pursuit and stag. this is all on paper anyways. any time i use this team, it works wonders, tho i suppose another double innards stall is still better. i never submited the other one i used at the time (pogre/sableye/zyg) tho bc it was too similar to con's stall. anyways, i think this is at worst top 2 samples, even with mamo on it. this is just bc double innards stall is wonderful. it can be cteamed easier than the average team, but i've found it to have a similar level of consistency to offense against the overall metagame. i also like don't think i could make a stall with more obvious plays, and for a sample that is nice. a new player that isn't bad should be able to pick this up fairly easily, and at least it should be easier than any other stall or whatever. funny mamoswine also attractive or something. imo it should stay, unless con stall goes, in which case replace it with the pogre/sableye/zyg double innards stall (which got 93.8 gxe btw!!!!!)

:chansey: :meloetta: :celesteela: :zygarde-complete: :gyarados-mega: :slowbro-mega:

tbf it's not bad given it was made in 2024, but still idt it should be a sample. the counterplay to perfect coverage, especially huge power, isn't the best. ofc with good play, idt it's unreasonable. imp is there, certain mons should deny offensive mons from coming in which is nice if you position well, and you might win first with hazards, status, and stag mgyara, but surely this is a lot to ask from a newer player? especially considering the fact that this team needs to manage burns and poison. i think this kind of outplaying was easier back when balance was dominant too. also, idt the amount of overlapping weaknesses is helping here. melo and mgyara are both aiming to be similar kinds of special walls, except they're both weak to bug. mbro and steela both want to check physical photon and sunsteel, yet they share an electric weakness. there's also just a plethera of other shared weaknesses which aren't a huge deal by themselves, but can add up to be quite annoying, e.g fairy with zyg and mgyara and the multiple weaknesses that mbro and mgyara share. all in all, i don't think the team itself does too much wrong, but the fact there are problems as well as this type of stall's age + difficulty for newer players makes me not really want to see it as a sample. i also forgot to mention that the team hasn't really done anything in a while. bobsican had some success with it towards the end of ladder, but like wowwwww competent stall piloted by a good player does well on ladder???? mind blowing. eyeos hasn't ran it in ages to my knowledge.

:chansey: :blissey: :sableye-mega: :kyogre-primal: :celesteela: :zygarde-complete:

i'm not much of a fan tbh. the sets are sooo unoptimised leading to worse match ups that are completely avoidable. for example, pogre lacks circle throw and zygarde is toxic/rapid spin/anchor shot. this means that the wg kart answer is either innards or speed tying with imp. circle throw pogre or topsy turvy zyg fixes this. also, the arceus counterplay is going zyg and clicking toxic, which can lead to bounce really fucking you over. again, circle throw pogre and topsy turvy zyg fix the issue. the sableye set also makes me sad. it's the mcoat guy, but it has no attacks and no defog, leaving the team vunerable to taunt ngs. also, a lot of sableye's appeal to me is the stab pursuit and ability to freely run lum berry thanks to its ghost typing (and just being a hard wall kinda mon), and these 2 things provide more room to outplay ng. con stall lacks both. steela also really annoys me here. i get why it's here, with sableye you have some sort of capacity to play around ltbts mmx beyond just innards, and it can serve as an extra special photon answer. i have 2 problems with it however. the first is that we're triple wg, and the second is that one of the wgs is pogre. as it's the third wg, you really have to ask yourself whether it justifies itself over a second innards. the answer i've came to is no. yes, steela + sableye sometimes beats some mmx, but so would a second innards. i've also found the team to be just fine into special photon with a second innards, so the defense to it i've seen is just "oh but it's better into mmx spam." fair enough? idk if one uncommon playstyle is worth it when double innards is generally better everywhere else, but sure. the triple wg vs second innards debate is more subjective, but with my other issue i find it harder to see the defense there. a big aspect of steela's purpose is the fact it's a sunsteel wall, but here it shares an electric weakness with pogre, so it's checking the same sunsteel guys. this makes it even less justifiable over a second innards, and also we could also just be a scizor who does the exact same thing you want it to do here without the elec weakness. i do feel like this is especially harmful when you only have 1 innards, but i'm struggling to articulate my point. again anyways, my point about about making steela a second innards can be ignored if you want as that's more subjective, but if the team is to stay a sample i think the sets absolutely need optimising and steela should probably become scizor. also please don't use the ladder defense, it's a competent stall ran by a good pilot so ofc it will do well on ladder.

the other issues with the samples

the samples are made up of 5 hyper offenses and 3 stalls. there should be a lot more variety here. not including semistall is fair enough bc it doesn't see usage anymore, but where are balances and offense teams? balance is viable, and offense is the best playstyle in the game. this defo needs fixing.

"oh but people submitted bad teams"

you're not wrong, but at the same time the submissions are closed for months and months at a time with them opening for like a month and everyone only getting one submission. this just lowers the opportunities to recieve good submissions significantly imo, and even if you disagree i really think we should leave them permanently open anyways. i'm guessing they're closed bc the council doesn't have the time to test? just don't test everything then. there's no reason to test a team that clearly won't make it onto samples. if people spam submissions too much, add back the once a month limit. this is also weird bc i've never heard of another format having them closed permanently.

another point i want to make is that i think we're too strict on replacing teams. for example, lag=bad submitted going positive. eyeos pointed out valid flaws with the team, but at the same time, surely it's still better than like gold's team in modern day? and in that case, i don't see why going positive wouldn't replace gold's team. the samples get better this way, and hopefully over time you'd recieve better and better submissions until you're not replacing teams for having genuinely serious flaws. that's just my thought process anyways.

conclusion

if council read this, i hope you see that i'm making this bc i genuinely care rather than just for the sake of hating like past immature me used to do. i hope you atleast consider what i've said too. thanks for reading if you got this far, this took a while to write bc im on xbox. bye bye <3
 
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Whatevs my thoughts on the sample rn when there's nothing to do with USUM PH (also as a reply to Yourself)
1. MMX Spam (Yourself definitely missed this one)
I've never seen this team be4 in any place from low ladders to tours lol. But tbfh 3 HP is too situational and lack consistency. Stall definitely can win this (right)

2. Gold's team
tbh agreed it is outdated since the meta changed a lot but keep in mind that it's still a good sample in terms of an introduction to stuffs for newbies instead of like giving advice such as: "Just run PBond Scarf MGar to finish em).
team hasn't done stuff outside of gold using it
Cleary Gold didn't even use it since like early 2025s (or cuz of his retirement lol) but imo still a fun team to use :)

3. Rain's team
a team made by a guy that got banned for You Know What is a sample
I mean still it's not like it shouldn't be there and it's their work so ima still respect the team. If I'm a newbie I'd definitely use this sample because it doesn't contain any like "too complex" or old stuffs (*ignores No Guard Deos*) and it's a fun team to use lol
it's not really sample worthy either
Agreed. All the cons are already in Yourself's post above

4. CoN's
Tbh the power that this team has is already enough to be a sample, nothing to say much about this team because I think is fine? No?
arc works best with tspikes
huh since when or did I miss a "Arceus needs MGar's treatment" post?
everyone is a shell smash special attacker, 2 of these guys being wg sweepers who improof the rest
Common CoN I'd say so not gonna talk about this :)

5. Aerobee's sample
Agreed to Yourself that this is one of the best samples when the Dual NGs are annoying enough to leave the rest for others. The Kyruem-White is already good since like Wryd started to promote it right (:?

6. The Mamo Stall
Tbh the first time I saw this team it's kind of a revolution to Stall teams. It's really good if you know how to utilize every Mons in the team so imo it is fine to stay in the samples unless there's another weird Stall team coming
(which got 93.8 gxe btw!!!!!)
ReSolaris: GXEs aren't important

7 (8). The Normal Stalls (STag MGyara & Pogre)
Nothing to say much since they've been staying there long enough for ppl to know it well in depths. Tbh it could still win the meta stuffs rn because there's nearly like 80% a way to deal with something that it encounters.
bobsican had some success with it towards the end of ladder, but like wowwwww competent stall piloted by a good player does well on ladder???? mind blowing. eyeos hasn't ran it in ages to my knowledge.
true and back in 2024 my fear of facing Bobsican in ladder only ends after like 3 months when I actually understand the meta back then (atm you can still lose to that Stall lol cuz it's good trust)

Anyways this post of ANinjaDude covers some of the sample lol

9. The rest of the post
the other issues with the samples

the samples are made up of 5 hyper offenses and 3 stalls. there should be a lot more variety here. not including semistall is fair enough bc it doesn't see usage anymore, but where are balances and offense teams? balance is viable, and offense is the best playstyle in the game. this defo needs fixing.

"oh but people submitted bad teams"

you're not wrong, but at the same time the submissions are closed for months and months at a time with them opening for like a month and everyone only getting one submission. this just lowers the opportunities to recieve good submissions significantly imo, and even if you disagree i really think we should leave them permanently open anyways. i'm guessing they're closed bc the council doesn't have the time to test? just don't test everything then. there's no reason to test a team that clearly won't make it onto samples. if people spam submissions too much, add back the once a month limit. this is also weird bc i've never heard of another format having them closed permanently.

another point i want to make is that i think we're too strict on replacing teams. for example, lag=bad submitted going positive. eyeos pointed out valid flaws with the team, but at the same time, surely it's still better than like gold's team in modern day? and in that case, i don't see why going positive wouldn't replace gold's team. the samples get better this way, and hopefully over time you'd recieve better and better submissions until you're not replacing teams for having genuinely serious flaws. that's just my thought process anyways.

conclusion

if council read this, i hope you see that i'm making this bc i genuinely care rather than just for the sake of hating like past immature me used to do. i hope you atleast consider what i've said too. thanks for reading if you got this far, this took a while to write bc im on xbox. bye bye <3
So to make it clear it's just because the sample submissions aren't too good (in terms of both quality and quantity) and I think in order to make a good sample rn you really need like creativity or stuffs. Personally I think the samples standards of PH aren't too clear so that people actually try to make/post their team lol.

In conclusion, I think that the problem of those samples are because we didn't get the whole point of what a "PH sample" should be right (:? (Or am I the outdated one here ;-;)

:bombirdier: What a bad day to post :V
 
5. Aerobee's sample
Agreed to Yourself that this is one of the best samples when the Dual NGs are annoying enough to leave the rest for others. The Kyruem-White is already good since like Wryd started to promote it right (:?
I didn’t promote kyurem white that much and I definitely did not start it’s usage spike. When I was yapping about it being good I was kinda bad so take what I was saying back then with a grain of salt. Kyurem white is like fine but it’s not really a good mon imo.
 
Honestly, in my opinion all this yapping and arguments for and against the samples feels redundant and burnt out, if your not a fan of a sample or think it doesn't properly represent the meta game contact the council, to me if feels like people are complaining about samples or finding every small issue and complaining about it. When it's alot easier to just bring up the issues get council aware and await to see what they think, because after all that's apart of councils job is making sure the samples are not only good but also are properly representing the meta game. I mean while community engagement is good, negative engagement such as continuously arguing and fighting over samples time and time again with no actual progress towards a solution is pointless, the post by Yourself actively brings up and mentions the issues while some issues mentioned is more or less nitpicking in some ways they do actually bring up some good arguments, without nitpicking the whole entire time, while I felt like they could have also compared the flaws to the strengths Each sample has to actively show which ones have more flaws then strengths to keep it from feeling like needles nitpicking but the post also doesn't truly feel like reading another reused sample hate post either which I like personally, then again at the end of the day I am NOT usum council I am simply voicing my thoughts on all this.
 
Honestly, in my opinion all this yapping and arguments for and against the samples feels redundant and burnt out, if your not a fan of a sample or think it doesn't properly represent the meta game contact the council, to me if feels like people are complaining about samples or finding every small issue and complaining about it. When it's alot easier to just bring up the issues get council aware and await to see what they think, because after all that's apart of councils job is making sure the samples are not only good but also are properly representing the meta game. I mean while community engagement is good, negative engagement such as continuously arguing and fighting over samples time and time again with no actual progress towards a solution is pointless, the post by Yourself actively brings up and mentions the issues while some issues mentioned is more or less nitpicking in some ways they do actually bring up some good arguments, without nitpicking the whole entire time, while I felt like they could have also compared the flaws to the strengths Each sample has to actively show which ones have more flaws then strengths to keep it from feeling like needles nitpicking but the post also doesn't truly feel like reading another reused sample hate post either which I like personally, then again at the end of the day I am NOT usum council I am simply voicing my thoughts on all this.
The reason that people are saying stuff publicly is because they don't have faith in the council to make good decisions regarding the samples. The people believe that the council needs public pressure in order to solve the problem.
 
For all y'all in the PH discord complaining about me saying that people don't trust the council, please note how I am not the person saying to change the samples, and have not voiced an opinion one way or the other, I have simply said why I believe that people are making it a public thing instead of handling it quietly. If you cannot handle me saying that some people other than me might not trust y'all, that is not my problem.

Also, I just want to say that from what I've seen, you aren't actually defending your choices.
You're going "well actually we understand the meta better than you do, so all of these flaws in teams are irrelevant," while not addressing that some of the points brought up by Yourself aren't small nitpicks, but issues with how the team functions as a whole, and how well it functions, not just "small nitpicks" as ransei has put it.
You're going "oh well we're only picking teams with ladder metrics," while ignoring that the USUM ladder was abysmal in quality (not that the ORAS one is better in my experience), and also not picking Going Positive, which had a good ladder result.
You're saying "oh if you disagree with ladder being a good judge of teams, your opinion is worthless" without addressing the fact that myself and others feel like ladder is not a useful metric because of its declining quality. You are simply saying that ladder is good because it is ladder, and therefore it must be the only important metric.

Not to mention on top of all of this, most of the complaints I'm seeing from our Glorious Tier Leader are targeted at me, whether he recognizes it or not. Please note that I have not called for a change in samples for ages, so all you are doing is making up things to get angry about. You are doing a disservice to Yourself and to the community by getting mad at me for things other people are doing.

As for the things like "oh you're acting like you know better than the council" that are being thrown at me, I have a simple rebuttal. I don't think I know better than the council, I think I'm more grounded in reality than the council. CoB has not played in anything other than HPL, where he went 2-3, and has been somewhat absent from the community for a while. No hate to him, but I don't think he has as good of a handle on the meta as he used to. Eyeos I actually trust, but I can't trust him to be persuasive enough for the issues I have elsewhere. Ransei and CoN, I do not trust you to be in touch with the meta or to make decisions that accurately reflect the state of the tier. CoN, I personally believe you got council because you were good, but mainly because you just agreed with everything Ransei said. I do not trust you to make independent decisions. Ransei, I believe you are out of touch with the meta, for a couple of reasons. First of all, I think you idolize the past too much. I think you overrate multiple pokemon simply because they were good, and you are highly reticent to change your mind about a pokemon because you think that because something was good at one point, it must still be good. I think the best example is MMX vs Kart or Slaking, I view MMX as a worse HP user than Kart or Slak because those two have other useful traits, but you always defended MMX with arguments that boiled down to "well it's MMX, so it can't be bad." Secondly, I believe that you put too much stock in ladder. You treat tours as worthless for determining the meta, and you only use ladder as your yardstick for how good a team is, despite ladder declining in quality. Look at the tail end of the ladder, most of the good players had quit, and most of the people at top of ladder were random goobers, and you could peak ladder just by beating the midladder people using Contrary Rayquaza. I think you feel too strongly that a team must have XYZ ladder results, or that these ladder results are sacred and untouchable, even if the meta has shifted since the ladder results were achieved, or even if you never played a good player while laddering.

To summarize this last wall, I'm saying what I've felt for a while, but I'm trying to say it diplomatically: I do not have faith in half of the council's capabilities to accurately assess the meta, and I do not have faith in the same half of the council to make good choices with regards to samples, as we have seen them choose to not remove a sample that basically everyone agreed was bad, simply because of the council's poor evaluation of what makes a good sample team.

Anyways, before my post gets deleted and I get infracted for attacking people or whatever (which is not the point of the post), I want to reiterate my statements. First of all, I am not in any way connected to this most recent call for fresh samples, so treating Yourself like me is unbecoming of our supposedly esteemed council. Second of all, you are all tilting at windmills with regards to "oh some people don't trust the council" or whatever. Sure, I might not trust the council, and I might be the one saying here that it is what I consider to be the most likely explanation for why this is a smog post instead of something on discord or what have you, but that does not mean you can simply attack me to silence the point. I am not the only one to not trust you to make the right calls when it comes to samples, nor am I the only one to have voiced this lack of trust. Please focus your energy on actually making yourself trustworthy instead of just bashing me for posting a protest team to sample submissions. (a team Eyeos played for one game, and didn't use correctly)

If you take nothing else away from this post that will likely get me banned, take this away: please engage honestly, openly, and in good faith with Yourself, he has a genuine desire to see the best for this tier. Please do not take his calls for a change in samples as a personal attack, because it isn't, it is a belief that the samples do not appreciate the state of the tier, and a desire to change that. Please be willing to accept that ladder is not everything. Anyways, take care.
 
If you take nothing else away from this post that will likely get me banned, take this away: please engage honestly, openly, and in good faith with Yourself, he has a genuine desire to see the best for this tier. Please do not take his calls for a change in samples as a personal attack, because it isn't, it is a belief that the samples do not appreciate the state of the tier, and a desire to change that. Please be willing to accept that ladder is not everything. Anyways, take care.
does that mean i can run splintered stormshards on my regular braviary
 
hey guys can you help improve this team :)
https://pokepast.es/f7f1b988999b9e9f
you don't need guillotine, use sing instead, but deos also isn't improofed, so I would probably use a sheer cold (fissure might fail sometimes but you can still use it), zap cannon set with two other moves, probably spikes, sing, toxic spikes, stealth rock, entrainment, maybe on zeraora. This lets mammoswine improof. Flame body is bad and you should probably use magic bounce or fur coat or prankster or sturdy, gastro acid is probably outclassed by a variety of moves including u-turn, core enforcer, encore, will-o-wisp, and reflect, rocky helmet and metal burst are not very good, and you should replce them with something like lum, shed, goggles, or leftovers, and metal-burst should be replaced with healing. I don't think the extra bulk and power to power trip granted by extreme evoboost is worth it, especially without leppa berry, as after a haze, whirlwind, or spectral thief, you can't do much, so you should replace that with shell smash and power trip with something like ice hammer, tarrows, wood hammer, pursuit, flare blitz, spore, or sss (I see the idea of spectral thief+power trip, but shell smash and a different coverage allows kartana to sweep more consistently, you can keep the original set if you really want to). I don't think mammoswine is threatening enough for the team, and I would prefer to change it for either kyurem form and make it a sweeper set (usually kyurem-white, not kyurem-base), as they could help the team apply more offensive pressure, though then you wouldn't be able to improof zap cannon or fissure, so you would have to remove that. Giving chansey baton pass would probably also greatly help the team by giving you better momentum, and possibly preventing pursuit trapping. Band mmx seems to me to be a large momentum sink, as many pokemon could set up on it after you chose a move, and I would probably replace it with a leppa berry cfz set. Zygarde is a little questionable, but I won't recommend a different mon because the team would be extremely different, and it might help you against weaker sweepers that would usually beat most offensive mons. There are probably many more changes you should make, but that's just what I think you should do.
 
noticing one sample is notably almost absent from the discussion on sample quality
anyways heres an updated version of it: https://pokepast.es/6fcb18f52f71558b
1791429213279.png

i would like the council to replace the old mmx spam with this on the next sample update that inevitably happens after the non-council members storm the palace of versailles
THE UPDATES:
:blissey:
final gambit>whirlwind and bpass on bliss allows blissey to force trades vs special attackers like non-mixed mmy and wg taunt arc while still retaining some pivot utility. it also frees up a moveslot for taunt which is able to stop wg recycle evoboost spammers from stalling you out if if theyre the last mon and taunt has general utility of pressuring slow defensive walls and ngs.
:mewtwo-mega-x: (pure power 1)
no idea why i didnt use the mmx that kills everything (ltbts lsf moonraze sunsteel) on the og team. threatens ohko on damn near every mon in the game and can even force out evio imp lead with pure power +atk -def lsf. bust through their defenses and get them stuck in a bad position. something something mini mnms tube
:mewtwo-mega-x: (pure power 2)
2nd pure power mmx is changed to photon sunsteel cc espeed because it has pretty good 3-move coverage, fits sash, and still fits a 2nd espeed on the team which is just nice to have sometimes. this combo hits most mons on offense teams anyways besides occasional megabro/doublade. def mmx you wanna swap out most to cteam stuff tho photon bug fire ice or sunsteel elec fire ice mmx are good choices if you suspect more defensive stuff
:mewtwo-mega-x: (bounce)
3rd mmx is changed from ng to bounce sweeper bc ng offers little that pure power cant do besides ohkoing heavily boosted sweepers (bounce mmx has spectral anyways and team is agressive enough to outpressure them most of the time) and bounce is really useful for blocking hazards and fast sleep; you turn what would otherwise counter your sash spam strategy into free momentum for yourself. other 3 moves are coverage built around spectral, sunsteel cc spectral hits a decent amount of stuff and smash lets you clean/break while letting you outrun the hazard setters/sleepers you just trolled
seriously everyone falls for this guy thinking its the og mmx spam with no bounce maybe that wont happen anymore after this team floods every usumph roomtour
:aerodactyl-mega:
deos is replaced with mega aero bc maero can tank pbond and fakespeed better (both pose threats to your somewhat frail mmx squad, and you can set hazards by threating them with ohko). loss in speed doesnt really matter because you have fakespeed regi to counter deos and pheromosa leads anyways. sing>taunt now that you have bounce mmx to help proof and the fact that you want hazards more vs offensive teams (where sing helps more) than vs defensive teams (where taunt helps more). unless scarfed imp lead should switch out of you anyways, sleep/speedtie odds are against imp thanks to sash and you do not want to risk imp vs mmx spam. therefore imp sleeping your dactyl and mmxs isnt a huge deal
:mozart:
mozart supports mmx with funky fresh classical beats. mozart has a good mu into ashgren hoopa-u and mgyara who listen exclusively to gangsta rap and dont have the musical depth to appreciate such masterful compositions. yveltal listens to symphonic metal so he isnt countered by this. muk dies to fissure. listen to mozarts fire 100 ok sign symphonies today and catch him LIVE this SATURDAY in FARGO, NORTH DAKOTA
:regigigas:
slaking is replaced with regigigas because of gigas' better special bulk which is better bc you cant really innards special guys all too well and it better helps you combat the aforementioned pbonders. pursuit>boosting because you don't really need to boost with this guy to clean the majority of teams and pursuit has great utility in removing threats such as deo-s, mmy, gengar, innards (if facing a stall where you dont need gigas to revenge), prank megabro, low health stuff, and more.

1791428164842.png

^these are gas btw
REPLAYS:

hpliii vs cscl. pursuit breaks otherwise hard to kill prank megabro, 2 espeeds were crucial for taking out kings shield gren (respect the tech but you have 2 darks just use goat maero bro) and specthief mbounce>fissure ng clutches up vs evoboost yve which ig is one mu where specthief is better
https://replay.pokemonshowdown.com/smogtours-gen7purehackmons-967365
hackmons haven round robin vs cheese (the player). pursuit gigas espeed mmx and bounce mmx all put in lots of work and those sets were critical to the sweep

https://replay.pokemonshowdown.com/smogtours-gen7purehackmons-975313
i checked the scouter i literally only have these 2 replays they do show off the importantance of the changes i made really well but still
whatever its mmx spam we all know its the perfect usumph team anyways riiiight

HOW TO CTEAM MMX SPAM:

(team weaknesses section)
while mmx spam is more resilient to cteaming than most other usumph teams it still has major weaknesses that are pretty tricky to deal with.
:blissey: :blissey: :kyogre-primal:
1st things 1st if you have an innards stall with enough innards to remove your 2 pure power mmx and a sunsteel wall like scizor, megapert, or hell maybe even prank zygod you can just win the game, though mmx spam user can bluff purepower on bounce mmx or double to slak to pursuit an innards.
:rayquaza-mega:
more difficult to deal with is triage mega rayquaza, it is an underrated mmx spam shredder that can clean easy when hazards are up and can be extremely annoying with owing healing off hazard chip and its sash almost always being intact. most of the time it takes out more than 1 mon which can be devastating for a team built on making trades like mmx spam. to help deal with it run innards mmx, icicle spear on a pure power sash mmx, or priority blockers like psysurge/dazzling
:deoxys-speed:
mold hazard setters are pretty annoying as they bypass mbounce and are really good at shredding your sashes/spreading para and sleep. they can also shut down your maero with taunt or spore. your best bet against these guys is a regi lead to force the fakespeed/pursuit 50/50, this is why i typically lead regi when i see a deos or phero on preview. fast sleep in general was awful for old mmx spam, bounce helps a ton with that but the team is still somewhat inherently weak to it
:chansey: :chansey:
multiple imp is the final major weakness and in my opinion is the most damning. you can only innards one imp and are forced to use alternate methods such as beating it down with multiple pure power guys or no guarding it, which is very unreliable if your sashes are down and can easily lose you the game. plus being forced to throw innards at imps in any scenario leaves you vulnerable to stuff such as runaway evoboost sweepers and priority. theres really no way to build around it too, unless if you somehow find a way to proof mmx spam without innards or slap on multiple innards blisseys thus making you too passive into other stuff
tldr;
:blissey: :blissey: :blissey: :blissey: :blissey: :blissey: solos

HE SAYS MNMS I SWEAR
 
noticing one sample is notably almost absent from the discussion on sample quality
anyways heres an updated version of it: https://pokepast.es/6fcb18f52f71558b
View attachment 868543
i would like the council to replace the old mmx spam with this on the next sample update that inevitably happens after the non-council members storm the palace of versailles
THE UPDATES:
:blissey:
final gambit>whirlwind and bpass on bliss allows blissey to force trades vs special attackers like non-mixed mmy and wg taunt arc while still retaining some pivot utility. it also frees up a moveslot for taunt which is able to stop wg recycle evoboost spammers from stalling you out if if theyre the last mon and taunt has general utility of pressuring slow defensive walls and ngs.
:mewtwo-mega-x: (pure power 1)
no idea why i didnt use the mmx that kills everything (ltbts lsf moonraze sunsteel) on the og team. threatens ohko on damn near every mon in the game and can even force out evio imp lead with pure power +atk -def lsf. bust through their defenses and get them stuck in a bad position. something something mini mnms tube
:mewtwo-mega-x: (pure power 2)
2nd pure power mmx is changed to photon sunsteel cc espeed because it has pretty good 3-move coverage, fits sash, and still fits a 2nd espeed on the team which is just nice to have sometimes. this combo hits most mons on offense teams anyways besides occasional megabro/doublade. def mmx you wanna swap out most to cteam stuff tho photon bug fire ice or sunsteel elec fire ice mmx are good choices if you suspect more defensive stuff
:mewtwo-mega-x: (bounce)
3rd mmx is changed from ng to bounce sweeper bc ng offers little that pure power cant do besides ohkoing heavily boosted sweepers (bounce mmx has spectral anyways and team is agressive enough to outpressure them most of the time) and bounce is really useful for blocking hazards and fast sleep; you turn what would otherwise counter your sash spam strategy into free momentum for yourself. other 3 moves are coverage built around spectral, sunsteel cc spectral hits a decent amount of stuff and smash lets you clean/break while letting you outrun the hazard setters/sleepers you just trolled
seriously everyone falls for this guy thinking its the og mmx spam with no bounce maybe that wont happen anymore after this team floods every usumph roomtour
:aerodactyl-mega:
deos is replaced with mega aero bc maero can tank pbond and fakespeed better (both pose threats to your somewhat frail mmx squad, and you can set hazards by threating them with ohko). loss in speed doesnt really matter because you have fakespeed regi to counter deos and pheromosa leads anyways. sing>taunt now that you have bounce mmx to help proof and the fact that you want hazards more vs offensive teams (where sing helps more) than vs defensive teams (where taunt helps more). unless scarfed imp lead should switch out of you anyways, sleep/speedtie odds are against imp thanks to sash and you do not want to risk imp vs mmx spam. therefore imp sleeping your dactyl and mmxs isnt a huge deal
:mozart:
mozart supports mmx with funky fresh classical beats. mozart has a good mu into ashgren hoopa-u and mgyara who listen exclusively to gangsta rap and dont have the musical depth to appreciate such masterful compositions. yveltal listens to symphonic metal so he isnt countered by this. muk dies to fissure. listen to mozarts fire 100 ok sign symphonies today and catch him LIVE this SATURDAY in FARGO, NORTH DAKOTA
:regigigas:
slaking is replaced with regigigas because of gigas' better special bulk which is better bc you cant really innards special guys all too well and it better helps you combat the aforementioned pbonders. pursuit>boosting because you don't really need to boost with this guy to clean the majority of teams and pursuit has great utility in removing threats such as deo-s, mmy, gengar, innards (if facing a stall where you dont need gigas to revenge), prank megabro, low health stuff, and more.

View attachment 868540
^these are gas btw
REPLAYS:
hpliii vs cscl. pursuit breaks otherwise hard to kill prank megabro, 2 espeeds were crucial for taking out kings shield gren (respect the tech but you have 2 darks just use goat maero bro) and specthief mbounce>fissure ng clutches up vs evoboost yve which ig is one mu where specthief is better
https://replay.pokemonshowdown.com/smogtours-gen7purehackmons-967365
hackmons haven round robin vs cheese (the player). pursuit gigas espeed mmx and bounce mmx all put in lots of work and those sets were critical to the sweep

https://replay.pokemonshowdown.com/smogtours-gen7purehackmons-975313
i checked the scouter i literally only have these 2 replays they do show off the importantance of the changes i made really well but still
whatever its mmx spam we all know its the perfect usumph team anyways riiiight

HOW TO CTEAM MMX SPAM:
(team weaknesses section)
while mmx spam is more resilient to cteaming than most other usumph teams it still has major weaknesses that are pretty tricky to deal with.
:blissey: :blissey: :kyogre-primal:
1st things 1st if you have an innards stall with enough innards to remove your 2 pure power mmx and a sunsteel wall like scizor, megapert, or hell maybe even prank zygod you can just win the game, though mmx spam user can bluff purepower on bounce mmx or double to slak to pursuit an innards.
:rayquaza-mega:
more difficult to deal with is triage mega rayquaza, it is an underrated mmx spam shredder that can clean easy when hazards are up and can be extremely annoying with owing healing off hazard chip and its sash almost always being intact. most of the time it takes out more than 1 mon which can be devastating for a team built on making trades like mmx spam. to help deal with it run innards mmx, icicle spear on a pure power sash mmx, or priority blockers like psysurge/dazzling
:deoxys-speed:
mold hazard setters are pretty annoying as they bypass mbounce and are really good at shredding your sashes/spreading para and sleep. they can also shut down your maero with taunt or spore. your best bet against these guys is a regi lead to force the fakespeed/pursuit 50/50, this is why i typically lead regi when i see a deos or phero on preview. fast sleep in general was awful for old mmx spam, bounce helps a ton with that but the team is still somewhat inherently weak to it
:chansey: :chansey:
multiple imp is the final major weakness and in my opinion is the most damning. you can only innards one imp and are forced to use alternate methods such as beating it down with multiple pure power guys or no guarding it, which is very unreliable if your sashes are down and can easily lose you the game. plus being forced to throw innards at imps in any scenario leaves you vulnerable to stuff such as runaway evoboost sweepers and priority. theres really no way to build around it too, unless if you somehow find a way to proof mmx spam without innards or slap on multiple innards blisseys thus making you too passive into other stuff
tldr;
:blissey: :blissey: :blissey: :blissey: :blissey: :blissey: solos

HE SAYS MNMS I SWEAR
I literally already did this ;-; now it’s a 3 way ;-;
 
Hello players. It's been over 7 months since USUM Pure Hackmons sample submissions last opened. We've been missing a ladder but this format has still been active nevertheless. With it has came further explorations and the opportunity for it to partake in another Hackmons Premier League Tournament. We've heard your requests for samples to be replaced. Given the length of time it's been, the continuous activity of the format, ongoing demands, and the most recent Hackmons Premier League having ended days ago, the USUM Pure Hackmons council has considered now to be a good time to re-open up sample submissions.

Read below before making a sample submission:
1) We want sample teams that have strongly demonstrated consistency in the overall metagame, even despite its flaws.
When it comes to looking into teams for Gen 7 Pure Hackmons, the very most important thing to understand is that 100% of teams in this metagame have major flaws that can be spotted and pointed out. How severe those flaws are is something that can only be found through extensive practice with the team against a strong variety of players and the teams they use. The teams we want are ones that have been able to properly demonstrate and have clear evidence for their success in a large number of games. This doesn't mean the team has to be good in all cases. A team being good in all cases is simply not possible in Ultra Sun and Ultra Moon Pure Hackmons. We just need teams players can keep using over time and find those teams still being able to help them in many circumstances.

2) We want sample teams that serve as accurate reflections of the overall metagame.
Sample teams are designed to serve as introductions to the metagame for newer players who may want to pick it up. It is better to have teams that provide a good indication behind what types of Pokémon and strategies represent the metagame very well than to have teams that are filled with obscure Pokémon and strategies that are overly difficult to replicate the effectiveness of in an average team a new player would like to build later on.

3) Although we don't want teams to be overloaded with obscure Pokémon and strategies, having a few gimmicks on these teams is perfectly fine and even encouraged.
Innovation is a core part of teambuilding philosophy in Ultra Sun and Ultra Moon Pure Hackmons. This is a metagame where long-term success almost requires a player to come up with strategies on their own that other players may not be able to pick up on right away. Try your hand at having some unique things involved. This isn't a requirement for teams to become sample teams, but is a way to make sample teams look more interesting and compelling, especially to new players who want to jump into the metagame.

4) We want teams other players have been able to have success with.
There's no better way to prove a team would be great as a sample other than to succeed with your own team and then witness evidence of other players being able to have great success with your team as well. It's even better if the users of your team are relatively new or newish to the metagame. This shows that other players can successfully make your team work and that it'll be able to help serve as a good introduction to the metagame. These teams have the greatest potential to genuinely help the people sample teams are designed for.

Additional Note: It's perfectly fine if a player has to make adjustments to the team in order to help against a specific threat they're encountering. Ultra Sun Ultra Moon Pure Hackmons is a metagame where 0% of teams are able to prepare for anywhere near 100% of the overall threats in the metagame, no matter what moves, items, abilities, or Pokémon the team consists of. If someone plays long enough, there will be circumstances where a player has to change a Pokémon, a move, an item, or an ability in order to help them against a threat they are dealing with more frequently as of late. This will always be the case. Ultra Sun and Ultra Moon Pure Hackmons is a metagame that has players often modifying teams and/or rotating between multiple different teams in order for them to be most successful. Sample teams are meant to form a good base, an inherently great structure. Them being easily adjustable is also perfectly fine. If a player does not modify these teams, they should still be fine in many circumstances, but if they make small, periodic adjustments over time, the base of the team should still be able to carry them forward.

Additional Note 2: The above also means that these teams don't necessarily have to be fully optimal. If anything I'd prefer if some teams have things that can be pointed out for newer players to fix, because tampering with the teambuilder is a must for one to truly advance in Ultra Sun and Ultra Moon Pure Hackmons. Noticing things that can be changed in the teambuilder and making those changes will help newer players grow. This is a point more unique to Ultra Sun Ultra Moon Pure Hackmons. If these teams can still follow everything that makes them great, them being fully optimal is really not so important. Teams do not need to be fully optimal in order to perform great in this metagame. They can still perform great. They can still help newer players. They can still provide powerful demonstrations of how this metagame works at its core. They can still do everything right. Please do not expect teams should be perfect in a metagame where no team is ever going to be perfect even if EVs, IVs, abilities, moves, Pokémon, and natures are fully optimized. It should only matter if the lack of optimization makes a very clear and significant impact on the overall performance of the team. To put it bluntly, "If it works, it works."

Additional Note 3: Still make your teams fully optimal if you want, but please don't come barking at us to fix what isn't really broken in practice. The lack of optimization should only ever be a concern if the differences are proven to be so greatly detrimental to the team that its success is noticeably hampered.

5) We want teams people actually want to use.
It does not matter how good a team is if nobody actually wants to use it. It's been one of the biggest problems we've had with sample teams over the past couple of years but isn't something that's understood enough. A sample team cannot help someone if they decide they don't want to use it. The teams new players do pick up are more likely to help them learn and advance in the metagame even if they are fundamentally mid or poor teams. If possible, have the teams consist of Pokémon and strategies that are more interesting for players to use. If your team looks like something that would bore newer players to death or scare them away from the metagame, it does not make for a good example of what a sample team should be.
In order to properly address the concerns made about sample teams, here are the policies that are to be enforced.

We want sample teams that have strongly demonstrated consistency in the overall metagame, even despite its flaws.
Ladder was a great method we previously used in order to test how good sample submissions were against other players, because if a team struggled more against average players, it did not matter if they were able to have great matchups against some more notable players. The fact was, the team still struggled against average players, the majority, meaning the team was not actually effective in the overall metagame. Not only this, the best of players tend to easily be able to adapt around a particular team fishing for them in order to be able to beat the team. What you end up having through this is a team that's not good against average players or even newer players AND a team that's not great against notable players, thus a bad team. Not only that, almost anyone new to the metagame who picked up a sample team was using it primarily for the ladder, so if it was bad against average players on ladder, it would be bad for every new player who picked it up, even if it could beat the very best of players in the metagame once or twice. (Also to be real with you, due to the nature of this metagame, you can easily beat the best of players in this metagame in a few games with absolute complete slop, please do not mistaken this as the team being good. If it struggles against the average playerbase overall, it is slop. Not actually good.)

Unfortunately, we no longer have the ladder, so demonstrating consistent effectiveness in a team has been made more difficult. These current rules are made to reflect the lack of a ladder.

1) DO NOT submit a sample team in this metagame without you having at least a dozen (12+) replays of your own games with compelling evidence supporting the effectiveness of your team. These replays should be of you using the team against a variety of different teams and different players in order to show that your team works very well against the overall metagame. If you avoid this your sample submission will be completely ignored.

2) Your team needs to have several replays of other players making it work as well. Have other players try out your sample team submission against other players in the metagame in order to see if they can make it work. Save replays for them, and then share them off as well. Like with rule 1, there needs to be a good variety of players and teams the sample submission faces itself against.

3) The replays should be of at least overall decent quality. Do not intentionally fish for overwhelmingly positive matchups, teams you know are weaker, or entry level players of the metagame in an attempt to farm them for replays of your team's success. We aren't strictly looking for every replay to be against a high level player, but if there's a clear pattern of these replays having overwhelmingly positive matchups or being against entry level players of the metagame, your submission may be dismissed.

4) Provide an explanation for how your team works, what makes it work, and why it would make a great sample. Use the above hidetag explaining what we want for a sample team as a guideline. This is pretty straightforward.
Here's an example of what a sample team submission should look like:
Hello! I would like to propose for Zenith Mode to be made a sample. There's a pokepaste link on the Pokémon icons.
:audino-mega::blissey::doublade::mewtwo-mega-x::slaking::zygarde-complete:
Zenith Mode (a.k.a. Z-Mode) (PS Database Link) (RMT)

Why would your team make a great sample?
Zenith Mode would make a great sample due to it serving one of the best reputations in this metagame's history. It has accomplished reaching 29-0 on the ladder, from 1475 elo to the ladder's peak at 1747, while simultaneously making the highest GXE on the ladder at the time at 93.9%. It later went on to help another player top the ladder despite them being relatively new at the time. This shows not only its success but its ability to make other people successful. When made an RMT, it ended up winning RMT of the Year for Other Metagames in 2024. Despite the team having been made in late 2024, it has been able to keep up with USUM Pure Hackmons metagame over a year later, during its last months as a permaladder, and since the permaladder has been removed. It's still showing success today by giving other players the ability to reach 10-0 in friendlies against other players in the current version of the metagame.
Screenshot 2026-10-08 10.54.22 AM.png

The Ultra Sun and Ultra Moon Pure Hackmons metagame has not made any significant changes since late 2025 that would make Zenith Mode ineffective as a team and it's quite difficult for the metagame to be changed to such manner due to the way the team was built (see: What makes your team work?)

While Zenith Mode demonstrates consistency in the metagame, please don't expect it to win nearly every single game. No team in this metagame can accomplish this.

The combination of Pokémon in Zenith Mode itself also makes for an accurate reflection of the USUM Pure Hackmons metagame and what it's about. It features some of the most premier defensive Pokémon of the metagame (Mega Audino and Zygarde-Complete) as well as some of the most premier offensive Pokémon in the metagame (Mega Mewtwo X and Slaking). These Pokémon and their sets help to give newer players an understanding of both offensive Pokémon and defensive Pokémon in the USUM Pure Hackmons metagame. Additionally, Zenith Mode having Imposter Blissey is a huge bonus, since not only is Blissey a definitive top rank Pokémon in the USUM Pure Hackmons metagame, its Imposter ability allows for newer players to see and observe many sets other people use in the metagame, allowing them to learn more about what types of sets are effective as they keep using the team. The combination of Mega Audino, Doublade, and Zygarde-Complete can also help players scout opposing moves, since they can each switch into a lot of attacks.

While Zenith Mode has multiple staple Pokémon, it also brings in innovation. Sturdy Doublade is a set that to my knowledge hasn't been effectively used prior to this team's existence and the effectiveness of it is something Zenith Mode has shown better than possibly any other team could. This Doublade was added because it was necessary for the team to remain in good structure. It's a Pokémon who helps show that you sometimes do need to innovate in order for a team you're using to be at its most effective. As far as I'm aware, Zenith Mode was also the debut of Huge Power Leppa Berry Extreme Evoboost FakeSpeed Slaking, a set that became more prominent and even used to help with major forum team tournament games later on. Slaking was given Huge Power Leppa Berry Extreme Evoboost with Fake Out and Extreme Speed because Zenith Mode otherwise lacked a useful sweeper and strongly reliable revenge killer. I also just thought of Huge Power Extreme Evoboost to be fun and overpowered in general.

With all the aforementioned factors in mind, Zenith Mode is a perfect example of a team that should be sample because it completely follows all 5 points a sample team should ideally follow.
I accidentally left Mega Mewtwo X as Naughty Nature midway through my ladder run upon changing its set from Spooky Plate Judgment to Choice Band First Impression. This makes the Mega Mewtwo X not at its absolute most optimal but still incredibly great. It's not a big deal due to its ability to still handle nearly any special attacker in the metagame under the right circumstance and the special attackers it does struggle against being possibly handled by Mega Audino, Zygarde-Complete, or Imposter Blissey. This Mega Mewtwo X being Adamant instead of Naughty Nature also doesn't make much of a difference against special attackers it does struggle against when it does not want to switch out. I've never witnessed it make serious dent to the effectiveness of the team and I'd rather just leave the team as it is to capture the moment where it topped the ladder with the highest GXE in the metagame, as well as find something sticking out for newer players to adjust and change, since being able to adjust teams is highly important to learning this metagame. Helping players engage with the teambuilder in some way gives the team some additional benefit.
There's plenty of replays to go around demonstrating this team working effectively in the metagame. Here's some groups of them:
My own replays:
https://replay.pokemonshowdown.com/gen7purehackmons-2523216874-58nnbg2x1efbp11ve9n1tsyyloalhrrpw?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2622813471
https://replay.pokemonshowdown.com/gen7purehackmons-2622790946?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2622786141
The post linked below is filled with additional replays consisting of compelling evidence that demonstrates the success of the team. Many of them are from 2025 or early 2026, but I wouldn't be too stingy on the dates because the metagame's progression has been slow since the ladder's removal in early 2026, the effectiveness of a genuinely great team lasts a lot longer than most notable players assume, and there's still evidence of Zenith Mode being effective to this day.
There's also additional replays in the post above the link above.

Replays of other people's success:
https://replay.pokemonshowdown.com/gen7purehackmons-2642454472
https://replay.pokemonshowdown.com/gen7purehackmons-2642448050
============================================================
Yourself went 10-0 in friendlies with Zenith Mode just months ago, here's replays for 8 of those games.
https://replay.pokemonshowdown.com/gen7purehackmons-2654189736
https://replay.pokemonshowdown.com/gen7purehackmons-2654217536-8ujpk9xv81pwglenn251uityuo34s5rpw?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2654231275
https://replay.pokemonshowdown.com/gen7purehackmons-2654281623
https://replay.pokemonshowdown.com/gen7purehackmons-2654694513-sxmmpdfoo6drsdkbmyb3hehd4erkj0dpw
https://replay.pokemonshowdown.com/gen7purehackmons-2654738819-1vqri8w8md3slyi2l2x8yfixn4s088epw
https://replay.pokemonshowdown.com/gen7purehackmons-2655122208
https://replay.pokemonshowdown.com/gen7purehackmons-2655136993
How does the team work? Why does it work?
Zenith Mode is a balance team designed to carry Pokémon who serve as the biggest blanket answers to as much of the USUM Pure Hackmons metagame as possible. Lemme explain in some more detail:
:audino-mega: Mega Audino, who is arguably the most definitive Wonder Guard in the metagame, helps to fend off No Guard + OHKO moves while significantly filtering out the moves that could easily trample this team over, while the moves it is weak to can be fought off by it teammates without too much of a hassle oftentimes.
:blissey: Blissey, being one of the best Pokémon in the metagame, can transform into anything, which helps with scouting sets and helping the team benefit from support moves opponents carry, or even punishing opponents when they have offensive Pokémon active during a moment where their team cannot handle fighting their own Pokémon.
:doublade: Doublade serves as a secondary answer to opposing No Guard + OHKO move Pokémon, since 1 Wonder Guard usually is not enough for most teams unless they are paired with an Innards Out user. It also imposterproofs both of this team's physical giants, Mega Mewtwo X and Slaking, while serving as an overall extreme physical wall that gives any physical attacker without proper coverage a hard time.
:mewtwo-mega-x: Mega Mewtwo X is the biggest nuke of the metagame and can massively threaten almost anything through sheer power alone when given a Choice Band. Choice Band is also more useful in this team specifically since the defensive Pokémon may support it when it's vulnerable and the lack of offensive Pokémon puts more pressure on this Mega Mewtwo X to do catastrophic amounts of damage in order for Zenith Mode to be more successful.
:slaking: Slaking is arguably the best revenge-killer in the metagame and can just wipe the floor through most offense-oriented strategies. Fake Out + Extreme Speed solos most of the very premier offensive threats in the metagame and Extreme Evoboost helps completely sweep through these sorts of teams when applicable.
:zygarde-complete: Zygarde-Complete is the biggest wall in the game and can will easily give most offense Pokémon without proper coverage or extreme measures in their offensive strategies a terrible time compared to... anything other wall in the game really. It also provides the team great support with Reflect and can win a 1v1 against surprisingly high amount of offensive sets.

Zenith Mode is also heavily synergetic. All 6 of these Pokémon work amazingly with each other in order to cover up for each other's flaws and weaknesses. For example, Mega Audino is paired with multiple switch-ins to Sunsteel Strike and Poison-type moves, Blissey can cover up for what Mega Audino, Doublade, or Zygarde-Complete can't do with their support or Mega Mewtwo X and Slaking can't do with their offenses, Doublade has Zygarde-Complete and potentially Mega Audino to help cover up for its weaknesses, both Slaking and Mega Mewtwo X have Doublade and potentially Zygarde-Complete to help imposterproof them so their potential to do catastrophic damage isn't hampered by an opposing Pokémon being able to transform into them, Slaking can revenge-kill and sweep what Mega Mewtwo X cannot, Mega Mewtwo X with its coverage can break most of what Slaking cannot, and Zygarde-Complete's weaknesses, can often be potentially handled by any of its teammates since preparing against Zygarde-Complete is more demanding than preparing for almost any other Pokémon in the metagame.

tl;dr
Screenshot_20261008_121231_Discord.png


This team is great.
Your sample submission doesn't have to be formatted like the example nor does it have to be written on the level of explanation or feats shown in it. Just don't be lazy with your post. Explain how your team works, why it works, and why it would make a great sample. Show at least a dozen replays of you succeeding with it and add in replays of other people succeeding with your team as well. The example above goes above and beyond what I'm expecting but you still need to put in the work to earn a chance of your team being represented. I'd advise to not worry so much about how old the replays are, especially if they're from late 2025 or later, since the metagame hasn't changed so dramatically that teams which were effective back then are for the most part ineffective now. I'm also not asking that you go on a 12-0 or some type of massive streak. These things help to give your team a higher chance of becoming a sample, but all I'm asking is for you to provide evidence that your team works and can keep working. There's no guarantee that your sample team will be approved upon following the requirements. This is just the minimum.

Sample submissions will be open for a while. The time period is currently indefinite. Teams we decide to make as samples will be made sample before the submissions process ends.

With all that being said, we're making a few changes to our current samples as of this post. The changes go as follows:

+
:audino-mega::blissey::doublade::mewtwo-mega-x::slaking::zygarde-complete:
Zenith Mode (a.k.a. Z-Mode) (PS Database Link) (RMT) by Ransei has been added.

-
:chansey::lopunny-mega::kartana::mewtwo-mega-y::mewtwo-mega-x::kartana:
Lopunny + Psychic Terrain Hyper Offense by gold0987 has been removed.

|
:arceus::giratina-origin::deoxys-speed::kyurem-white::gengar-mega::mewtwo-mega-y:
White Kyurem Hyper Offense by aerobee has been re-classified as Hyper Offense.

Additionally, there's been quite a number of problems with the way these demands have been approached as of recent and even throughout the seasons of our previous sample submissions. It has kept derailing this thread. In order to fix this up, I'll be laying down new rules for posts on concerns about sample teams that they must follow or they'd be otherwise at risk for deletion. It won't be this post, since it's already big enough. It'll be in the future.

Lastly, the council is currently working on updating the Viability Rankings. Expect changes to the Viability Rankings within the next couple of weeks or sooner.

Let me know if there are any questions or concerns about this. Alright everyone, let's get rolling!
 
yo sampie submission https://pokepast.es/342df330d43a8d9a (updated) https://pokepast.es/897bbd44eebbba34
innards spam is easy for newer players to use. trade innards and you have guys that can do a lot of damage and kill with innards, its simplifies game and trading is very simple.

shard kart is not needed anymore, zyg usage has dipped and team can prob break / annoy zyg other ways. dia was dropped, as it was looking to stop mg gyara who is not a thing anymore. mg suit kinda just wins but its honestly not preventable with the structure and dia wasnt gonna help a trapped innards. those u gotta just accept the L and move on but they have not been as popular thus changes

1791675064247.png

peaked like 1670 idk dont have that screenshot

https://replay.pokemonshowdown.com/gen7purehackmons-2353207402-98pp3jw5jyfsuk7tl4dhp5wjhdbr275pw vs Koen
https://replay.pokemonshowdown.com/gen7purehackmons-2346971389-eia30gv2yj4pjoekpobqu80ajnox8ywpw vs Child Of Night
https://replay.pokemonshowdown.com/gen7purehackmons-2333661608-9t00uob0m4krpny7e40n308gupobxvwpw vs Lag
https://replay.pokemonshowdown.com/gen7purehackmons-2305712385-rltv83qa9r8uurbqvgnmdms9iyopd0hpw vs Bullsht
https://replay.pokemonshowdown.com/gen7purehackmons-2300638836-6o9mgsb9f4pvvd7ll90qdpyefgs3rocpw another one vs Bullsht
https://replay.pokemonshowdown.com/gen7purehackmons-2341998763-v3o1wek88w0eirfrw2ax2kgko551eqdpw?p2 vs random high ladder guy
more to come
https://replay.pokemonshowdown.com/gen7purehackmons-2696614705-odr884e2qu5lqr7xy29r7roie0oeb70pw siphonaptera (Mod)(ez)
 
Last edited:
Hello players. It's been over 7 months since USUM Pure Hackmons sample submissions last opened. We've been missing a ladder but this format has still been active nevertheless. With it has came further explorations and the opportunity for it to partake in another Hackmons Premier League Tournament. We've heard your requests for samples to be replaced. Given the length of time it's been, the continuous activity of the format, ongoing demands, and the most recent Hackmons Premier League having ended days ago, the USUM Pure Hackmons council has considered now to be a good time to re-open up sample submissions.

Read below before making a sample submission:
1) We want sample teams that have strongly demonstrated consistency in the overall metagame, even despite its flaws.
When it comes to looking into teams for Gen 7 Pure Hackmons, the very most important thing to understand is that 100% of teams in this metagame have major flaws that can be spotted and pointed out. How severe those flaws are is something that can only be found through extensive practice with the team against a strong variety of players and the teams they use. The teams we want are ones that have been able to properly demonstrate and have clear evidence for their success in a large number of games. This doesn't mean the team has to be good in all cases. A team being good in all cases is simply not possible in Ultra Sun and Ultra Moon Pure Hackmons. We just need teams players can keep using over time and find those teams still being able to help them in many circumstances.

2) We want sample teams that serve as accurate reflections of the overall metagame.
Sample teams are designed to serve as introductions to the metagame for newer players who may want to pick it up. It is better to have teams that provide a good indication behind what types of Pokémon and strategies represent the metagame very well than to have teams that are filled with obscure Pokémon and strategies that are overly difficult to replicate the effectiveness of in an average team a new player would like to build later on.

3) Although we don't want teams to be overloaded with obscure Pokémon and strategies, having a few gimmicks on these teams is perfectly fine and even encouraged.
Innovation is a core part of teambuilding philosophy in Ultra Sun and Ultra Moon Pure Hackmons. This is a metagame where long-term success almost requires a player to come up with strategies on their own that other players may not be able to pick up on right away. Try your hand at having some unique things involved. This isn't a requirement for teams to become sample teams, but is a way to make sample teams look more interesting and compelling, especially to new players who want to jump into the metagame.

4) We want teams other players have been able to have success with.
There's no better way to prove a team would be great as a sample other than to succeed with your own team and then witness evidence of other players being able to have great success with your team as well. It's even better if the users of your team are relatively new or newish to the metagame. This shows that other players can successfully make your team work and that it'll be able to help serve as a good introduction to the metagame. These teams have the greatest potential to genuinely help the people sample teams are designed for.

Additional Note: It's perfectly fine if a player has to make adjustments to the team in order to help against a specific threat they're encountering. Ultra Sun Ultra Moon Pure Hackmons is a metagame where 0% of teams are able to prepare for anywhere near 100% of the overall threats in the metagame, no matter what moves, items, abilities, or Pokémon the team consists of. If someone plays long enough, there will be circumstances where a player has to change a Pokémon, a move, an item, or an ability in order to help them against a threat they are dealing with more frequently as of late. This will always be the case. Ultra Sun and Ultra Moon Pure Hackmons is a metagame that has players often modifying teams and/or rotating between multiple different teams in order for them to be most successful. Sample teams are meant to form a good base, an inherently great structure. Them being easily adjustable is also perfectly fine. If a player does not modify these teams, they should still be fine in many circumstances, but if they make small, periodic adjustments over time, the base of the team should still be able to carry them forward.

Additional Note 2: The above also means that these teams don't necessarily have to be fully optimal. If anything I'd prefer if some teams have things that can be pointed out for newer players to fix, because tampering with the teambuilder is a must for one to truly advance in Ultra Sun and Ultra Moon Pure Hackmons. Noticing things that can be changed in the teambuilder and making those changes will help newer players grow. This is a point more unique to Ultra Sun Ultra Moon Pure Hackmons. If these teams can still follow everything that makes them great, them being fully optimal is really not so important. Teams do not need to be fully optimal in order to perform great in this metagame. They can still perform great. They can still help newer players. They can still provide powerful demonstrations of how this metagame works at its core. They can still do everything right. Please do not expect teams should be perfect in a metagame where no team is ever going to be perfect even if EVs, IVs, abilities, moves, Pokémon, and natures are fully optimized. It should only matter if the lack of optimization makes a very clear and significant impact on the overall performance of the team. To put it bluntly, "If it works, it works."

Additional Note 3: Still make your teams fully optimal if you want, but please don't come barking at us to fix what isn't really broken in practice. The lack of optimization should only ever be a concern if the differences are proven to be so greatly detrimental to the team that its success is noticeably hampered.

5) We want teams people actually want to use.
It does not matter how good a team is if nobody actually wants to use it. It's been one of the biggest problems we've had with sample teams over the past couple of years but isn't something that's understood enough. A sample team cannot help someone if they decide they don't want to use it. The teams new players do pick up are more likely to help them learn and advance in the metagame even if they are fundamentally mid or poor teams. If possible, have the teams consist of Pokémon and strategies that are more interesting for players to use. If your team looks like something that would bore newer players to death or scare them away from the metagame, it does not make for a good example of what a sample team should be.
In order to properly address the concerns made about sample teams, here are the policies that are to be enforced.

We want sample teams that have strongly demonstrated consistency in the overall metagame, even despite its flaws.
Ladder was a great method we previously used in order to test how good sample submissions were against other players, because if a team struggled more against average players, it did not matter if they were able to have great matchups against some more notable players. The fact was, the team still struggled against average players, the majority, meaning the team was not actually effective in the overall metagame. Not only this, the best of players tend to easily be able to adapt around a particular team fishing for them in order to be able to beat the team. What you end up having through this is a team that's not good against average players or even newer players AND a team that's not great against notable players, thus a bad team. Not only that, almost anyone new to the metagame who picked up a sample team was using it primarily for the ladder, so if it was bad against average players on ladder, it would be bad for every new player who picked it up, even if it could beat the very best of players in the metagame once or twice. (Also to be real with you, due to the nature of this metagame, you can easily beat the best of players in this metagame in a few games with absolute complete slop, please do not mistaken this as the team being good. If it struggles against the average playerbase overall, it is slop. Not actually good.)

Unfortunately, we no longer have the ladder, so demonstrating consistent effectiveness in a team has been made more difficult. These current rules are made to reflect the lack of a ladder.

1) DO NOT submit a sample team in this metagame without you having at least a dozen (12+) replays of your own games with compelling evidence supporting the effectiveness of your team. These replays should be of you using the team against a variety of different teams and different players in order to show that your team works very well against the overall metagame. If you avoid this your sample submission will be completely ignored.

2) Your team needs to have several replays of other players making it work as well. Have other players try out your sample team submission against other players in the metagame in order to see if they can make it work. Save replays for them, and then share them off as well. Like with rule 1, there needs to be a good variety of players and teams the sample submission faces itself against.

3) The replays should be of at least overall decent quality. Do not intentionally fish for overwhelmingly positive matchups, teams you know are weaker, or entry level players of the metagame in an attempt to farm them for replays of your team's success. We aren't strictly looking for every replay to be against a high level player, but if there's a clear pattern of these replays having overwhelmingly positive matchups or being against entry level players of the metagame, your submission may be dismissed.

4) Provide an explanation for how your team works, what makes it work, and why it would make a great sample. Use the above hidetag explaining what we want for a sample team as a guideline. This is pretty straightforward.
Here's an example of what a sample team submission should look like:
Hello! I would like to propose for Zenith Mode to be made a sample. There's a pokepaste link on the Pokémon icons.
:audino-mega::blissey::doublade::mewtwo-mega-x::slaking::zygarde-complete:
Zenith Mode (a.k.a. Z-Mode) (PS Database Link) (RMT)

Why would your team make a great sample?
Zenith Mode would make a great sample due to it serving one of the best reputations in this metagame's history. It has accomplished reaching 29-0 on the ladder, from 1475 elo to the ladder's peak at 1747, while simultaneously making the highest GXE on the ladder at the time at 93.9%. It later went on to help another player top the ladder despite them being relatively new at the time. This shows not only its success but its ability to make other people successful. When made an RMT, it ended up winning RMT of the Year for Other Metagames in 2024. Despite the team having been made in late 2024, it has been able to keep up with USUM Pure Hackmons metagame over a year later, during its last months as a permaladder, and since the permaladder has been removed. It's still showing success today by giving other players the ability to reach 10-0 in friendlies against other players in the current version of the metagame.
View attachment 868923
The Ultra Sun and Ultra Moon Pure Hackmons metagame has not made any significant changes since late 2025 that would make Zenith Mode ineffective as a team and it's quite difficult for the metagame to be changed to such manner due to the way the team was built (see: What makes your team work?)

While Zenith Mode demonstrates consistency in the metagame, please don't expect it to win nearly every single game. No team in this metagame can accomplish this.

The combination of Pokémon in Zenith Mode itself also makes for an accurate reflection of the USUM Pure Hackmons metagame and what it's about. It features some of the most premier defensive Pokémon of the metagame (Mega Audino and Zygarde-Complete) as well as some of the most premier offensive Pokémon in the metagame (Mega Mewtwo X and Slaking). These Pokémon and their sets help to give newer players an understanding of both offensive Pokémon and defensive Pokémon in the USUM Pure Hackmons metagame. Additionally, Zenith Mode having Imposter Blissey is a huge bonus, since not only is Blissey a definitive top rank Pokémon in the USUM Pure Hackmons metagame, its Imposter ability allows for newer players to see and observe many sets other people use in the metagame, allowing them to learn more about what types of sets are effective as they keep using the team. The combination of Mega Audino, Doublade, and Zygarde-Complete can also help players scout opposing moves, since they can each switch into a lot of attacks.

While Zenith Mode has multiple staple Pokémon, it also brings in innovation. Sturdy Doublade is a set that to my knowledge hasn't been effectively used prior to this team's existence and the effectiveness of it is something Zenith Mode has shown better than possibly any other team could. This Doublade was added because it was necessary for the team to remain in good structure. It's a Pokémon who helps show that you sometimes do need to innovate in order for a team you're using to be at its most effective. As far as I'm aware, Zenith Mode was also the debut of Huge Power Leppa Berry Extreme Evoboost FakeSpeed Slaking, a set that became more prominent and even used to help with major forum team tournament games later on. Slaking was given Huge Power Leppa Berry Extreme Evoboost with Fake Out and Extreme Speed because Zenith Mode otherwise lacked a useful sweeper and strongly reliable revenge killer. I also just thought of Huge Power Extreme Evoboost to be fun and overpowered in general.

With all the aforementioned factors in mind, Zenith Mode is a perfect example of a team that should be sample because it completely follows all 5 points a sample team should ideally follow.
I accidentally left Mega Mewtwo X as Naughty Nature midway through my ladder run upon changing its set from Spooky Plate Judgment to Choice Band First Impression. This makes the Mega Mewtwo X not at its absolute most optimal but still incredibly great. It's not a big deal due to its ability to still handle nearly any special attacker in the metagame under the right circumstance and the special attackers it does struggle against being possibly handled by Mega Audino, Zygarde-Complete, or Imposter Blissey. This Mega Mewtwo X being Adamant instead of Naughty Nature also doesn't make much of a difference against special attackers it does struggle against when it does not want to switch out. I've never witnessed it make serious dent to the effectiveness of the team and I'd rather just leave the team as it is to capture the moment where it topped the ladder with the highest GXE in the metagame, as well as find something sticking out for newer players to adjust and change, since being able to adjust teams is highly important to learning this metagame. Helping players engage with the teambuilder in some way gives the team some additional benefit.
There's plenty of replays to go around demonstrating this team working effectively in the metagame. Here's some groups of them:
My own replays:
https://replay.pokemonshowdown.com/gen7purehackmons-2523216874-58nnbg2x1efbp11ve9n1tsyyloalhrrpw?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2622813471
https://replay.pokemonshowdown.com/gen7purehackmons-2622790946?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2622786141
The post linked below is filled with additional replays consisting of compelling evidence that demonstrates the success of the team. Many of them are from 2025 or early 2026, but I wouldn't be too stingy on the dates because the metagame's progression has been slow since the ladder's removal in early 2026, the effectiveness of a genuinely great team lasts a lot longer than most notable players assume, and there's still evidence of Zenith Mode being effective to this day.
There's also additional replays in the post above the link above.

Replays of other people's success:
https://replay.pokemonshowdown.com/gen7purehackmons-2642454472
https://replay.pokemonshowdown.com/gen7purehackmons-2642448050
============================================================
Yourself went 10-0 in friendlies with Zenith Mode just months ago, here's replays for 8 of those games.
https://replay.pokemonshowdown.com/gen7purehackmons-2654189736
https://replay.pokemonshowdown.com/gen7purehackmons-2654217536-8ujpk9xv81pwglenn251uityuo34s5rpw?p2
https://replay.pokemonshowdown.com/gen7purehackmons-2654231275
https://replay.pokemonshowdown.com/gen7purehackmons-2654281623
https://replay.pokemonshowdown.com/gen7purehackmons-2654694513-sxmmpdfoo6drsdkbmyb3hehd4erkj0dpw
https://replay.pokemonshowdown.com/gen7purehackmons-2654738819-1vqri8w8md3slyi2l2x8yfixn4s088epw
https://replay.pokemonshowdown.com/gen7purehackmons-2655122208
https://replay.pokemonshowdown.com/gen7purehackmons-2655136993
How does the team work? Why does it work?
Zenith Mode is a balance team designed to carry Pokémon who serve as the biggest blanket answers to as much of the USUM Pure Hackmons metagame as possible. Lemme explain in some more detail:
:audino-mega: Mega Audino, who is arguably the most definitive Wonder Guard in the metagame, helps to fend off No Guard + OHKO moves while significantly filtering out the moves that could easily trample this team over, while the moves it is weak to can be fought off by it teammates without too much of a hassle oftentimes.
:blissey: Blissey, being one of the best Pokémon in the metagame, can transform into anything, which helps with scouting sets and helping the team benefit from support moves opponents carry, or even punishing opponents when they have offensive Pokémon active during a moment where their team cannot handle fighting their own Pokémon.
:doublade: Doublade serves as a secondary answer to opposing No Guard + OHKO move Pokémon, since 1 Wonder Guard usually is not enough for most teams unless they are paired with an Innards Out user. It also imposterproofs both of this team's physical giants, Mega Mewtwo X and Slaking, while serving as an overall extreme physical wall that gives any physical attacker without proper coverage a hard time.
:mewtwo-mega-x: Mega Mewtwo X is the biggest nuke of the metagame and can massively threaten almost anything through sheer power alone when given a Choice Band. Choice Band is also more useful in this team specifically since the defensive Pokémon may support it when it's vulnerable and the lack of offensive Pokémon puts more pressure on this Mega Mewtwo X to do catastrophic amounts of damage in order for Zenith Mode to be more successful.
:slaking: Slaking is arguably the best revenge-killer in the metagame and can just wipe the floor through most offense-oriented strategies. Fake Out + Extreme Speed solos most of the very premier offensive threats in the metagame and Extreme Evoboost helps completely sweep through these sorts of teams when applicable.
:zygarde-complete: Zygarde-Complete is the biggest wall in the game and can will easily give most offense Pokémon without proper coverage or extreme measures in their offensive strategies a terrible time compared to... anything other wall in the game really. It also provides the team great support with Reflect and can win a 1v1 against surprisingly high amount of offensive sets.

Zenith Mode is also heavily synergetic. All 6 of these Pokémon work amazingly with each other in order to cover up for each other's flaws and weaknesses. For example, Mega Audino is paired with multiple switch-ins to Sunsteel Strike and Poison-type moves, Blissey can cover up for what Mega Audino, Doublade, or Zygarde-Complete can't do with their support or Mega Mewtwo X and Slaking can't do with their offenses, Doublade has Zygarde-Complete and potentially Mega Audino to help cover up for its weaknesses, both Slaking and Mega Mewtwo X have Doublade and potentially Zygarde-Complete to help imposterproof them so their potential to do catastrophic damage isn't hampered by an opposing Pokémon being able to transform into them, Slaking can revenge-kill and sweep what Mega Mewtwo X cannot, Mega Mewtwo X with its coverage can break most of what Slaking cannot, and Zygarde-Complete's weaknesses, can often be potentially handled by any of its teammates since preparing against Zygarde-Complete is more demanding than preparing for almost any other Pokémon in the metagame.

tl;dr
View attachment 868703

This team is great.
Your sample submission doesn't have to be formatted like the example nor does it have to be written on the level of explanation or feats shown in it. Just don't be lazy with your post. Explain how your team works, why it works, and why it would make a great sample. Show at least a dozen replays of you succeeding with it and add in replays of other people succeeding with your team as well. The example above goes above and beyond what I'm expecting but you still need to put in the work to earn a chance of your team being represented. I'd advise to not worry so much about how old the replays are, especially if they're from late 2025 or later, since the metagame hasn't changed so dramatically that teams which were effective back then are for the most part ineffective now. I'm also not asking that you go on a 12-0 or some type of massive streak. These things help to give your team a higher chance of becoming a sample, but all I'm asking is for you to provide evidence that your team works and can keep working. There's no guarantee that your sample team will be approved upon following the requirements. This is just the minimum.

Sample submissions will be open for a while. The time period is currently indefinite. Teams we decide to make as samples will be made sample before the submissions process ends.

With all that being said, we're making a few changes to our current samples as of this post. The changes go as follows:

+
:audino-mega::blissey::doublade::mewtwo-mega-x::slaking::zygarde-complete:
Zenith Mode (a.k.a. Z-Mode) (PS Database Link) (RMT) by Ransei has been added.

-
:chansey::lopunny-mega::kartana::mewtwo-mega-y::mewtwo-mega-x::kartana:
Lopunny + Psychic Terrain Hyper Offense by gold0987 has been removed.

|
:arceus::giratina-origin::deoxys-speed::kyurem-white::gengar-mega::mewtwo-mega-y:
White Kyurem Hyper Offense by aerobee has been re-classified as Hyper Offense.

Additionally, there's been quite a number of problems with the way these demands have been approached as of recent and even throughout the seasons of our previous sample submissions. It has kept derailing this thread. In order to fix this up, I'll be laying down new rules for posts on concerns about sample teams that they must follow or they'd be otherwise at risk for deletion. It won't be this post, since it's already big enough. It'll be in the future.

Lastly, the council is currently working on updating the Viability Rankings. Expect changes to the Viability Rankings within the next couple of weeks or sooner.

Let me know if there are any questions or concerns about this. Alright everyone, let's get rolling!
First of all, why did you delete my post exactly?

For everyone that wasn't watching the thread, I made a post asking for all samples that did not meet the rules for submission laid out here to be removed because clearly they aren't fit to even be considered for the position of sample. Don't go saying "oh I was going to make a post about the correct way you're supposed to format sample complaints" because you specifically said that wasn't this post.

Second of all, there's about 10 different things I want to go into here, but I was not going to until you ticked me off.

1) The first thing is that Zenith Mode does not meet MULTIPLE of your requirements set out in this post, so it should be summarily removed from samples.
a. It does not have at least 12 high-quality replays. You posted as far as I can tell, 14 replays in your example submission. This, This, and This replay are not high-quality, which drops you under the 12 replay requirement. The first linked replay the opponent had to leave early, so is not able to be counted. The second replay is not a high-quality replay because the opponent misplayed and lost a nearly 100-0 game. Because of that, this second replay does not count as high-quality. The third replay is vs PenultimateToast using a Sand Stream Aerodactyl. This is not representative of the meta, so therefore it cannot count as a high-quality replay. Now, because of the impossibly high standards you have set, Zenith Mode cannot be counted as a submission and therefore should be summarily disregarded.
b. To quote your rules for submitting a team
"(Also to be real with you, due to the nature of this metagame, you can easily beat the best of players in this metagame in a few games with absolute complete slop, please do not mistaken this as the team being good. If it struggles against the average playerbase overall, it is slop. Not actually good.)"
Zenith mode is demonstrably unable to handle the average competent player because of its overreliance on two Innards-vulnerable pokemon to make any form of progress, and its reliance on a series of fundamentally flawed defensive pokemon to keep from being overran. Because of this, Zenith Mode should be disqualified.
c. Zenith Mode does not serve as an adequate representation of the metagame. Balance is probably the weakest archetype in 7PH, and Zenith Mode is a balance team built to beat balance teams. It does not have the tools to break through current stall teams or wall current offense teams, so it should be disregarded because of this.
d. This last part is purely subjective, but I don't think Zenith Mode is a team that people want to use. It doesn't have the flashy extreme offensive capabilities of a HO, nor does it have the honestly pretty damn cool defensive techs that stalls use. It is just a generic team, and that is not what a new player is going to reach for. Because of this, I believe that Zenith Mode should be disregarded.

2)
The second thing I would like to discuss is that your requirements are quite frankly, blatantly excessive. The amount of time it will take any person to get over a dozen replays of them playing vs multiple high-level opponents using multiple different teamstyles is excessive. That alone creates a massive barrier to entry. The second barrier to entry is that you have to get multiple other people to use your team and win, while meeting the same arbitrarily defined "replay quality" standards. This is even more time-consuming, because not only do you have to find people who are competent at the game, and are willing to play multiple games vs you, but you also need them to play multiple different types of teams, but you also can't have them use more than maybe 1 teamstyle or team you have a very strong matchup into, otherwise your submission will be disregarded because it "appears to be rigging replays" or however you wish to phrase this. In addition, you also need to get other people who are willing to use your team for no benefit to themself and win convincingly against multiple opponents. This creates a massive barrier to entry that will bar quality teams from being considered simply because their builders did not have the time to spend multiple days curating a list of replays that meets your arbitrarily defined standards.

3) The third thing I want to discuss is that you have not clearly defined what exactly things like what gimmicks are, what "strongly demonstrated consistency" means, what "being a good reflection of the metagame" entails, or what "being a team other people will want to use" looks like. To put it plainly, you have placed a list of conditions a team must meet without providing exact definitions or examples. This is an immediate red flag to me, because not only does it mean that the community doesn't know what to look for in their own teams, but also because these exact same tactics of vague, deliberately left up-for-interpretation laws and wordings are used in the real world by the establishment to oppress the people. I am not saying you will do so, but the fact that it could be done, and the lack of transparency on decisions raises alarm bells in the minds of myself and anyone else that is similarly distrusting of authority at large. Any vague language in the responsibilities, methodologies, or processes undertaken by the establishment will be used against the people, and I am seeing a large amount of vagueness here. I am not accusing you of intentionally wording things this way to give yourself the freedom to arbitrarily reject any sample you do not personally like, but the fact that the rules are vague enough for this to be a possibility is quite frankly unacceptable. Please provide clarification and exact definitions and delineations.

4) The fourth thing I want to discuss is that you are grandfathering in every sample and making them exempt from having to prove themselves as good. This is a problem because as I have pointed out above, there is a massive barrier to entry for new teams to be submitted and be considered. Because of this massive barrier to entry, it is vanishingly likely that there will be enough teams to replace the current samples, meaning that the samples that the community does not think are good will stay as samples for no good reason.

5) The fifth thing I want to discuss is that you seem to be mistaking apples for oranges just because both are fruit. Or, in this case, misconstruing "providing valid criticism and concerns about how a team will not fare into a large swath of the meta" with "nit-picking just to nit-pick." These are two very different things, and should be treated as such. I do fully agree with the statement that "this is Pure Hackmons, so no team can truly have no bad matchups," but this idea should not take precedence over a team needing to be able to have a good matchup spread overall. The council and community needs to recognize that there is a substantial difference between going "oh this team loses to specifically innards Yveltal+Smash MG Kartana+WG Zap Plate Articuno" and going "this team loses to any team with a Steel resist and 1 Innards." One of these is a nit-pick about a niche matchup, the other is pointing out a broadly applicable weakness that could crop up when playing vs Offense, Balance, or Stall. Normalize having discussions about the difference in severity of different weaknesses of teams.

6) The sixth thing I would like to discuss is that you have been accusing me of trying to "go actively trying as hard as possible to tear it down without a good reason or a solid solution" behind my back, which is not only quite rude, but also quite untrue. I am not trying to tear anything down, I was trying to demonstrate the gap between the quality, or lack thereof, of the current samples, and the requirements to be even considered for being a sample. I was trying to draw attention to the fact that the requirements you have set forth are entirely too high to be reasonable, especially when compared to the previous samples and the effort, or lack thereof, put into their submissions. I even actively corrected myself when I was informed I made a mistake, and not only came back and removed my complaint, but also specifically mentioned that I had made a mistake, and owned up to it. I didn't try to hide away my mistake, I stood up and said with my full chest that I fucked up and do apologize. Does that seem like the actions of someone trying to destroy things for no reason to you? Because to me, that does not seem like the actions of someone trying to destroy everything just because, that seems like the actions of someone who is trying to help bring the community into the future, not tear it down.

I know i promised 10 things, but it's a Friday night and I want to do things other than this tonight, so I'll leave you with this.

Edit: I just remembered a massive problem: Ransei has, intentionally or not, left a loophole that lets him disqualify ANY sample submission he wants to without any reason: The "people must want to use it" section is purely subjective, and he can use it to unilaterally remove any sample submission he does not want to be a sample because him saying "I don't think people will want to use this" is unfalsifiable.
 
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