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

Metagame USUM Pure Hackmons

I wanted to suggest some of my own sets.



:Scizor-Mega:
Scizor-Mega @ Fire Memory
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Shell Smash
- Multi-Attack
- Ice Hammer

- Pretty standard selfproof set, I have seen it a lot and I it can do pretty well in battles but overall is a bit mid due to lack of power




:Sableye-Mega:
Sableye-Mega @ Flame Orb
Ability: Wonder Guard
Level: 1
Hardy Nature
IVs: 0 HP / 0 Atk / 1 Spe
- Psycho Shift
- Substitute
- Pain Split
- Curse

- Very good progress maker and overall annoyance against stuff like passive WG mons or offensive mons that cannot hit it, struggles to HO though.



:Rayquaza-Mega:
Rayquaza-Mega @ Focus Sash
Ability: Triage
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Oblivion Wing
- Tail Glow
- Moongeist Beam
- Giga Drain

- Does really well against HO, it can even sweep entire teams with rocks support, struggles to stuff it can't hit for big damage. Mgeist can be switched to Photon to hit stuff like Maudino better and Giga can be swapped with Secret Sword for Chansey.



:Mewtwo-Mega-Y:
Mewtwo-Mega-Y @ Focus Sash
Ability: Parental Bond
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Moongeist Beam
- Shell Smash
- Freeze-Dry
- Photon Geyser

- Good sweeper that does not need rocks to deal with sash and is not afraid of Zyg, Moonblast can be an alternative for Freeze Dry if you would rather lose to Zyg to deal with Gyara and Gren better.

:Mewtwo-Mega-Y:
Mewtwo-Mega-Y @ Focus Sash
Ability: Dazzling
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Shell Smash
- Light That Burns the Sky
- Photon Geyser
- Moongeist Beam

- Another sweeper MMY set but this one can break walls as well while being immune to priority, which can be a good surprise tool against a lot of HO teams.



:Lugia:
Lugia @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 30 HP / 0 Atk
- Heal Order
- Reflect
- Baton Pass
- Haze

- Just wanted to say I prefer Reflect over Willo for the consistency and not being ruined by Psy Terrain

:Lugia:
Lugia @ Safety Goggles
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- King's Shield
- Encore
- Shore Up

- Lugia is mostly known for its stag sets, so I think it would be right to add it to the setpedia as well. Works well against passive WGs that don't have a shed shell and some offensive mons that can't kill it in time.



:Kyurem-Black:
Kyurem-Black @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Sunsteel Strike
- Sacred Fire
- Freeze-Dry
- Shell Smash

- I think Sacred Fire is better since you won't be hitting basically any wall for good damage with Moongeist (does not even do 50% to Celesteela), and it is a roll to kill Kartana (60% to OHKO).



:Ho-Oh:
Ho-Oh @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Shore Up
- Sacred Fire
- U-turn
- Spectral Thief

- Min attack is optimal to not kill Innards Blissey with U turn which can be a big deal in a lot of games and Goggles is preferred since you already have a switch move.



:Heracross-Mega:
Heracross-Mega @ Focus Sash
Ability: Parental Bond
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Sacred Sword
- First Impression
- Sunsteel Strike
- Spectral Thief

- OHKOs and survives a lot of stuff while not needing rocks like Pbond Mgar, Deo S, MMY and Kartana. Can also OHKO stuff with rocks support like Arc and Slaking even after an Evoboost.



:Ferrothorn:
Ferrothorn @ Shed Shell
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Spore
- Recover
- Haze
- Anchor Shot

- Spore immune Zyg C/Steelix with stab Anchor shot, not much else to say.



:Deoxys-Attack:
Deoxys-Attack @ Focus Sash
Ability: Mold Breaker
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Menacing Moonraze Maelstrom
- Stealth Rock
- Rapid Spin
- Light That Burns the Sky

- Suicide lead that can OHKO Imp Chansey from full HP that does not fear random Bounce mons. Bounce is a very good alternative.



:Electrode:
Electrode @ Air Balloon
Ability: No Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Fissure
- Gastro Acid
- Sing
- Stealth Rock

- Self proof NG user on a mon that isn't used much.



:Raticate-Alola:
Raticate-Alola @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Parting Shot
- Aromatherapy
- Shore Up
- Stealth Rock

- It really isn't all that good but if people wanna use it, why not include a sensible set in the setpedia.



:Mawile:
Mawile @ Mawilite
Ability: Simple
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Extreme Evoboost
- V-create
- Play Rough

- Okay sweeper with a lot of bulk and power.
What about mold breaker Deo speed?
 
hello i'm here and i'm pretty sure this team is bad but i just like to use mega beedrill but i'm honestly going to ask is this team good https://pokepast.es/625659b8511770b6
I'm not a huge fan of HP MBee I often run it MG but ig it could work, PBlades is bad when TArrows exists, MAud and MGar 's sets are cool, Lunala is walled by most dark types and it doesn't like running MMM CFZ when it can hold Lunalium Z. It should also get ShellSmash to die faster. PDon set is pretty weird, Drought is bad, moves are ok if you give it Smash over SFire/Tarrows, I think you could make it MG. I'm not used to WG Gigas but ig it’s ok-ish, but you'd almost always prefer Slak.
Finally idk if it’s supposed to be a kind of balance or HO but in both case it lacks a mon (respectively PrankHaze or Innards Out Blob)
 
Sample Teams
(Most offensive <---> Most defensive)

:blissey::mewtwo-mega-x::mewtwo-mega-x::mewtwo-mega-x::slaking::deoxys-speed:
MMX Spam Hyper Offense by sussyamongusdrip

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

:giratina-origin::gyarados-mega::mewtwo-mega-x::mewtwo-mega-y::kartana::chansey:
Altrove by AV Cosmoem

:darmanitan-zen::blissey::gengar-mega::greninja-ash::gengar-mega::arceus:
CLOCKUP FLOWERS by Akira 153

:yveltal::gyarados-mega::necrozma-dawn-wings::blissey::zygarde-complete::swampert-mega:
Trick-or-Treat Yveltal Balance by AV Cosmoem

:groudon-primal::zygarde-complete::mewtwo-mega-x::slaking::slowbro-mega::chansey:
Huge Power Primal Groudon Balance by NToTheN

:diancie-mega::scizor-mega::chansey::meloetta::doublade::mewtwo-mega-x:
Diamancie Revamped by Eyeos

:slaking::chansey::muk-alola::slowbro-mega::zygarde-complete::mewtwo-mega-y:
Substitute Harvest Slaking Semistall by sussyamongusdrip

:chansey::meloetta::celesteela::zygarde-complete::gyarados-mega::slowbro-mega:
Shadow Tag Gyarados Stall by Eyeos

:chansey::groudon-primal::celesteela::audino-mega::mewtwo-mega-x::greninja-ash:
Z Pdon + No Guard Greninja Offense by NToTheN

:Gyarados-Mega::Audino-Mega::Mewtwo-Mega-X::Chansey::Steelix-Mega::Lunala:
Power Trip Gyarados + Ice Shard Leppa MMX Balance by NToTheN

:Shedinja::Zygarde-Complete::Type-Null::Chansey::Audino-Mega::Rayquaza-Mega:
Shedinja Semistall by aerobee

:greninja-ash::articuno::skuntank::steelix-mega::slaking::swampert-mega:
Z-Lovely Kiss Greninja Baton Pass by aerobee

:steelix-mega::type-null::audino-mega::zygarde-complete::slowbro-mega::blissey:

Anchor Shot Audino + Scarf Imposter Stall by aerobee

:chansey::gengar-mega::mewtwo-mega-x::mewtwo-mega-x::mewtwo-mega-x::chansey:
Dual Magic Guard Triple MMX Hyper Offense by Bahamut

:greninja-ash::audino-mega::mewtwo-mega-x::chansey::doublade::lunala:

MMX + Lunala Balance by NToTheN

:groudon-primal::groudon-primal::groudon-primal::groudon-primal::groudon-primal::sceptile-mega:
Primal Groudon Spam by aerobee

:mewtwo-mega-y::mewtwo-mega-x::deoxys-attack::solgaleo::gyarados-mega::mewtwo-mega-y:
Smash Mega Gyarados Psychic Terrain Hyper Offense by aerobee

:chansey::lopunny-mega::gengar-mega::mewtwo-mega-x::diancie-mega::deoxys-attack:
No Guard Lopunny Hyper Offense by Bahamut

:gengar-mega::mewtwo-mega-x::muk-alola::meloetta::groudon-primal::chansey:

PBond Gengar + Bounce PDon Offense by NToTheN

:audino-mega::blissey::doublade::mewtwo-mega-x::slaking::zygarde-complete:
Zenith Mode by Ransei

:diancie-mega::scizor-mega::chansey::meloetta::doublade::mewtwo-mega-x:
Diamancie Balance by Eyeos

Changelog:
February 10, 2024
  • Changed HP EVs to 248 on BP sample Greninja

August 12, 2024

November 2, 2024
  • Moved Z-Lovely Kiss Fullpass team to legacy
  • Moved Anchor Shot Mega Audino stall to legacy
  • Added Stag Gyara Stall to samples
  • Added Sub Harvest Slaking Semistall to samples
  • Added Z Pdon + No Guard Gren to legacy
  • Added Power Trip Gyara + Ice Shard MMX to legacy
  • Added Shedinja Semistall to legacy
November 5, 2024
  • Fixed EVs in Stag Gyarados Stall by Eyeos
  • Fixed a few teams not linking to author account correctly
December 28, 2024
  • Moved Dual Magic Guard Triple MMX Hyper Offense to legacy
  • Added Zenith Mode to samples
  • Reordered the sample teams to better reflect how offensive/defensive each team is
February 9, 2025
  • Moved MMX + Lunala Balance to legacy
  • Added Trick-or-Treat Yveltal Balance to samples
April 2, 2025
  • Moved Primal Groudon Spam to legacy
  • Moved aerobee's psychic terrain HO to legacy
  • Moved No Guard Lopunny HO by Bahamut to legacy
  • Moved Pdond Gengar + Bounce PDon Offense to legacy
  • Moved Zenith Mode to legacy
  • Moved Diamancie to legacy
  • Added MMX spam hyper offense to samples
  • Added gold's Lopunny + psyterrain HO to samples
  • Added Altrove by samples
  • Added CLOCKUP FLOWERS to samples
  • Added Huge Power Primal Groudon Balance to samples
  • Added Diamancie revampled to samples
April 3, 2025
  • Fixed moves on Lopunny + Psyterrain HO
Um idk what I'm doing but i would like to submit my team to be a sample team I've gotten to rank 70 on ladder with it
https://pokepast.es/0e505d8f29795ac9
 
hello i'm here and i'm pretty sure this team is bad but i just like to use mega beedrill but i'm honestly going to ask is this team good https://pokepast.es/625659b8511770b6
To be completely honest, this could use a few changes, but it isn’t bad at all. You have clear improofs (save for Groudon-Primal), sets are mostly decent, and while Beedrill-Mega is an interesting pick, it isn’t that off-meta.

As for changes, I first would make Lunala hold Lunalium Z over Quick Claw. This will give you a 200 Base Power Z-Move while also blocking Trick, and will also free up the slot currently taken by Menacing Moonraze Maelstrom. In this slot, I would suggest running Shell Smash. I would also recommend replacing one of Photon Geyser or Light That Burns The Sky with Moonblast. This will allow you to hit most Dark-types that would otherwise wall you, such as Yveltal or Gyarados-Mega.

Next, Groudon-Primal. This in my opinion is the set that can use the most work. With your current set, you could change Thousand Arrows into Shell Smash. Fire and Ground hit very similar defensive targets (such as Steelix-Mega and Doublade), and your set could use the extra power provided by Shell Smash. I would also recommend you think about turning Drought into either Huge Power or Magic Guard.

If you go with Magic Guard, you could change Sacred Fire into Mind Blown, and then you would have a sweeper that is well-known for being rather difficult to wall. Regardless of the route you decide to go with, you will need a better improof. Regigigas might work in a pinch, but if you run a different Wonder Guard like Incineroar, Ho-Oh, or Houndoom-Mega, you would be able to better handle an opposing Imposter Chansey or Blissey transformed into your Groudon-Primal. Ho-Oh and Incineroar would probably run defensive sets with Spectral Thief, I’m thinking probably Spectral Thief / recovery / U-Turn or Parting Shot / fourth move of your choice. Houndoom-Mega is what I personally run to Imposter-proof the Magic Guard set, and I’ve found that adriancosmoem’s Choice Scarf set works rather well for me.
billions must doom (Houndoom-Mega) @ Choice Scarf
Ability: Wonder Guard
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blue Flare
- Menacing Moonraze Maelstrom
- Toxic Spikes
- Trick

Full credit goes to adriancosmoem for this set

Of course, please take these suggestions as just that- suggestions. I have my own biases in teambuilding, and something that works well for me might do badly for you, and vice versa. I would recommend you experiment, and see what works for you. Overall, the team really is not bad!

Um idk what I'm doing but i would like to submit my team to be a sample team I've gotten to rank 70 on ladder with it
https://pokepast.es/0e505d8f29795ac9
I get it- Shedinja is a really funny Pokemon. If you want to have fun with a full Shedinja team, go right on ahead! Nobody is saying you can’t have fun in this format (after all, Pure Hackmons is perhaps best known for its freedom).

However, I need to be completely honest with you on something- if you are submitting a team to be a sample, this needs to be a serious team, ideally designed in such a way that a new player could pick it up and start playing + learning USUM Pure Hackmons with it. This is just not the kind of team that should be a sample. Shedinja is well known for being the worst Pokémon ever ranked in USUM, and you would have a difficult time at best justifying a single Shedinja on a team. With entry hazards, burn from Will-O-Wisp / Scald / Steam Eruption / Searing Shot, and especially the Mold Breaker moves (Sunsteel Strike, Moongeist Beam, Photon Geyser, and their Z-Move upgrades), Shedinja has a very difficult time doing much of anything in the average serious game.

Please do not think that I am questioning how well your team has done for you- I believe you when you said you hit 70th on ladder with this team. The problem with this achievement is that ladder is very inconsistent. We have had teams as wild as Deoxys spam and FullPass getting extremely high on ladder. Ladder teams are also very different from tournament teams- if you want a good example of what you could bring to ladder and would also do well in a tournament, I would suggest looking at the sample teams Altrove by adriancosmoem and Lopunny + Psychic Terrain Hyper Offense by gold0987.

I’m not questioning the success you have had with this team, and if you want to keep having fun with it, then do that! Nobody is saying you cannot have fun on ladder with a Shedinja team. This team is great if you want to have fun on ladder, but as a sample team, it has several fundamental flaws that can’t be easily fixed that hold it back.
 
hello i'm here and i'm pretty sure this team is bad but i just like to use mega beedrill but i'm honestly going to ask is this team good https://pokepast.es/625659b8511770b6
hi, as you are being honest, I'm gonna be honest too. So this team is not good, and the sets on their own on the last 3 mons are very bad. I will recommend you to play gen 6 pure hackmons as beedrill is really a big thing there, but in gen 7 its mostly outclassed by pheromosa as a no guard uturn user, and huge power mbee can potientially be sth but still its not really good. I can build you a team with mbeedrill that can beat the ladder tho if you want.
https://pokepast.es/d1183dd7bd95678d
so sth like this can beat the ladder.
modified from https://www.smogon.com/forums/threads/gen7-pure-hackmons-going-positive-innards-out-hazard-stack.3757712/
 
Last edited:
Sample Submission: The MASSIVE Team

The Comp


https://pokepast.es/6007952853f5ef62
:deoxys-speed:
Deos serves as the team's suicide/anti lead. You lead with it pretty much every game. It's extremely self-explanatory, set up rocks for chip/sash, taunt or mcoat against hazards or sleep or anything else, memento out for momentum.

RIP deos. You die literally every single game. o7

:groudon-primal:
Pdon is useful for taking care of every steel, which can help kart or slaking to sweep. It also hits really damn hard. That'll be a running trend. Sacred fire over v-create as it doesn't appreciate the speed drop and given that it's HP v-create would be overkill for the vast majority of things anyways. Extremely straightforward mon.

:kartana:
Kartana, surprisingly, hits really damn hard. Just a standard set, nothing tanks +2 SSS and anything that might gets slapped by pdon or mmx. Shard for zygod, very normal set overall.

:mewtwo-mega-x:
Mmx, like everything else here, hits really damn hard. Cc also helps with steels and sneak is good as priority against ghosts. Given that it's mmx, tho, its coverage options could be swapped with just about any physical moves and it'll be good. Sash can also help it revenge or just panic button in case of emergency.

:slaking:
Slaking is the final HP mon which, as stated above, hits really damn hard. It serves as the team's main priority abuser, where mmx and kart use it for specific targets, slaking can use it as its main attack. Shell smash is chosen over sd for two main reasons: one, it's useful if slaking has to use sunsteel strike on something that otherwise outspeeds it; two, all the other attackers have it and it's funnier like this. Slaking gives better matchups into deos and opposing shell smash abusers as fakespeed shuts those down easily.

:chansey:
It's Chansey.

Piloting

I'ma be blunt, this team has as little nuance to it as a team can possibly have. The entire game plan is pure "fuck it we ball", just suiciding deos for rocks and trying to get something to sweep. Some useful interactions are that pdon beats prankster reflect steelix/aggron at +4 and slaking can ohko deos with espeed. Other than that, this team is extremely straightforward.

Matchups

While this team is extremely and utterly foolproof (its held together by duct tape and sheer insanity), it does have a couple of bad matchups. Prankster reflect steels, while I haven't encountered any so far, are an issue on paper. Really the main matchup is psyterrain ng, which I would say isn't too bad of a bad matchup but it's also a sample team. It's not unplayable by any means, but it's extremely harsh. Other than that, this team does fine into most stuff.

Why this should be a sample

First off, this team is extremely easy to pilot. Everything about using it is extremely intuitive and yet effective. It also presents solutions to just about every unexpected issue for a new player. Most of the time this ends up being a moldy move, but it still has its moments. From mcoat deos to fakespeed slaking, the team would allow new players to experiment with what works and what doesn't in certain matchups. Overall, I think this team is quite good for exploring the meta and seeing what it has to offer.

Why this shouldn't be a sample(?)

This team is quite possibly too easy to pilot. I do have concerns that this team could come with the stereotypes of ph being a simple meta and not adequately prepare new players for the complexity of the meta. Also goddamn that psyterrain ng matchup is annoying. However, overall, I think this could be a cool introductory team for people to use.
this auto lose to impostor once chansey is dead while you have no good switch in against almost everything if they double switch impostor into any offensive mon, and lose to imp+imp/imp+evoboost/imp+mguard and all such combo. I do admit this is good on ladder but unimproofed ho like this shall not be what the new players will be using


-----------------------Im bored so look below if you want to see rage bait---------------------------------------
guys stop spamming random sample submissions. Samples should be those that can represent the meta and can teach the new players about how to play this meta, especially when pure hackmons have tons of new mechanics like CFZs, and the meta is completely new to them. Thus we shall not have those teams with a weak (yes I am saying innards is a weak improof) or even no improof as sample teams, as a team that auto lose to the most imporant thing in the meta is clearly not good. And please include at least 4 relatively common mons in your team, as you want the new players to know who are the main characters. I do not know how the council will rate the teams, but clearly teams like this or 6 shedninjas will not be considered. Yet I am not in the council, so I will stop here.
 
Last edited:
yay dual scarf offense fits all of these
tbf that is better than those I was primarily targeting on in my post and I will say that is a viable sample submission, just try to fit in some hazards control especially when you have 3 sash in your team. And mray is not actually really improving mgar and that kart. If I am you I would have a prank bond mbro or just an egg on the kart#2 slot but Im not you so you can do whatever you want. And that actually does a good job on showing how offense works to some extent, but triage mray is actually kind of wield especially when you have 2 scarf user already. Try smash slak mabye im not good at building. After all I am no one but a random ladder enjoyer
 
ok but in testing i always taunted them before they could set hazards up, anti hazarded them or just blew them up before they could click hazards
also triage mray is really good because a lot of teams have answers for mgar and mray can break things that mgar can't, also mray beats priority and ash gren sorta aligns but doesn't play the same role

but i definetely agree that the hazards are pretty annoying when they come up
 
i do think balance teams are better for samples though, here's a random balance team that i like using
NDW HYPER OFFENSIVE BALANCE
:necrozma-dawn-wings:-:meloetta:-:mewtwo-mega-y:-:kartana:-:slaking:-:beedrill-mega:
​
not going to go into teambuilding process or bother to use correct grammar for this one because it's not that important, i played like 15 games or something with this and it seems good but be warned that it hasn't been completely tested. however i will provide a brief explanation of all the mons

:necrozma-dawn-wings: a good offensive wg improofed by sthief melo, it also has 5 moveslots so that's pretty cool, also it improofs mbee
:meloetta: improof to ndw and mmy as well as defogger. this mon is also really annoying with core+sthief
:mewtwo-mega-y: cool rocks setter that eyeos destroyed me with once
:kartana: same kart i used in dual scarf offense, hard to improof but mbee usually gets the job done assuming they only have one imp
:slaking: fakespeed sthief slak is really good into the meta currently, however it's also hard to improof
:beedrill-mega: fun ng improofed by ndw, also a good webs setter

as long as no one uses double imp you should be fine, it also has 4 relatively common mons and hazard removal
 
Last edited:
i do think balance teams are better for samples though, here's a random balance team that i like using
NDW HYPER OFFENSIVE BALANCE
:necrozma-dawn-wings:-:meloetta:-:mewtwo-mega-y:-:kartana:-:slaking:-:beedrill-mega:
​
not going to go into teambuilding process or bother to use correct grammar for this one because it's not that important, i played like 15 games or something with this and it seems good but be warned that it hasn't been completely tested. however i will provide a brief explanation of all the mons

:necrozma-dawn-wings: a good offensive wg improofed by sthief melo, it also has 5 moveslots so that's pretty cool, also it improofs mbee
:meloetta: improof to ndw and mmy as well as defogger. this mon is also really annoying with core+specthief
:mewtwo-mega-y: cool rocks setter that eyeos destroyed me with once
:kartana: same kart i used in dual scarf offense, hard to improof but mbee usually gets the job done assuming they only have one imp
:slaking: fakespeed sthief slak is really good into the meta currently, however it's also hard to improof
:beedrill-mega: fun ng improofed by ndw, also a good webs setter

as long as no one uses double imp you should be fine, it also has 4 relatively common mons and hazard removal
balance is bad in general why is it good for sample
ok we usually call this kind of thing offense + this is better than your dual scarf imo
 
Personal VR Post-HPL II
like i said in my semis winpost (where i won using imo the best usum team i built this tour, https://pokepast.es/fd56631229247192) vrs hella outdated due to the phpl meta shift towards almost exclusively offense/ho/some bo teams. hpl has shown that this meta is relatively stable even though there is definitely still some development to be made, especially in the cleaners that people are picking-i think setup multihit/pbond users, mguard sweepers, and naturally fast non-scarfers are all underused. im intending for this to be used as a source of opinions for a potential future vr update, still its def based a lot on my own personal perception of the meta. mons are ordered within tiers, wg vr is not separate and factored into main rankings
S RANK
S
:blissey: Blissey
S-
:chansey: Chansey
A RANK
A+
:mewtwo-mega-y: Mewtwo-Mega-Y
:slaking: Slaking
:aerodactyl-mega: Aerodactyl-Mega
:gengar-mega: Gengar-Mega
:regigigas: Regigigas
:kartana: Kartana
:mewtwo-mega-x: Mewtwo-Mega-X
A
:yveltal: Yveltal
:arceus: Arceus
:groudon-primal: Groudon-Primal
:pheromosa: Pheromosa

A-
:audino-mega: Audino-Mega
:deoxys-speed: Deoxys-Speed
:zeraora: Zeraora
:lunala: Lunala

:zygarde-complete: Zygarde-Complete
:gyarados-mega: Gyarados-Mega
:meloetta: Meloetta (:oranguru: Oranguru)
:muk-alola: Muk-Alola
B Rank

B+
:diancie-mega: Diancie-Mega
:celesteela: Celesteela

:rayquaza-mega: Rayquaza-Mega
:deoxys-attack: Deoxys-Attack
:slowbro-mega: Slowbro-Mega
:scizor-mega: Scizor-Mega
:giratina-origin: Giratina-Origin
:doublade: Doublade
:kyogre-primal: Kyogre-Primal
:houndoom-mega: Houndoom-Mega
:marowak-alola: Marowak-Alola
:alakazam-mega: Alakazam-Mega
:lopunny-mega: Lopunny-Mega
:ferrothorn: Ferrothorn
B
:Solgaleo: Solgaleo (:necrozma-dusk-mane: Necrozma-Dusk-Mane)
:greninja: Ash-Greninja
:kyurem-white: Kyurem-White
:ho-oh: Ho-oh

:sableye-mega: Sableye-Mega
:necrozma-dawn-wings: Necrozma-Dawn-Wings
:aggron-mega: Aggron-Mega (:steelix-mega: Steelix Mega)
:heatran: Heatran
:hoopa-unbound: Hoopa-Unbound
:swampert-mega: Swampert-Mega
:kyurem-black: Kyurem-Black
:sceptile-mega: Sceptile-Mega
:registeel: Registeel
:metagross-mega: Metagross-Mega
B-
:articuno: Articuno
:banette-mega: Banette-Mega
:guzzlord: Guzzlord
:type-null: Type: Null
:necrozma-ultra: Necrozma-Ultra
Barely viable nonsense
:bisharp: Bisharp
:heracross-mega: Heracross-Mega
:weavile: Weavile
:excadrill: Excadrill
:pidgeot-mega: Pidgeot-Mega
:pikachu: Pikachu
:zekrom: Zekrom
:giratina: Giratina
:landorus-therian: Landorus-Therian
:reshiram: Reshiram
:aegislash-blade: Aegislash-Blade
:umbreon: Umbreon
:lugia: Lugia
:regice: Regice

in hindsight i probably should have added a c rank just like how in hindsight building mmx spam in hpl 1 would have annihilated the entire meta

 
hi, as you are being honest, I'm gonna be honest too. So this team is not good, and the sets on their own on the last 3 mons are very bad. I will recommend you to play gen 6 pure hackmons as beedrill is really a big thing there, but in gen 7 its mostly outclassed by pheromosa as a no guard uturn user, and huge power mbee can potientially be sth but still its not really good. I can build you a team with mbeedrill that can beat the ladder tho if you want.
https://pokepast.es/d1183dd7bd95678d
so sth like this can beat the ladder.
modified from https://www.smogon.com/forums/threads/gen7-pure-hackmons-going-positive-innards-out-hazard-stack.3757712/
thanks this is the new team https://pokepast.es/b25d9a000a3ea9fa for gen7 ph
 
Last edited:
Stall building guide​





Introduction​

Hello, I like Stall. I have been playing and making stall teams for PH USUM for about a year now, but it has sadly grown stagnant. This is why I want to make this guide: to help newer players make their own creative teams. Diversity is a strength, and as such, having more players play the archetype will surely push it forward to even greater heights than it is currently.

(I categorize Stall as a team that mainly does damage passively and shall treat Semi-Stall as normal Stall.)




Generally, you can start building a team with any mon, but I think it is good to start with arguably the most important part of a stall team; the Wonder Guards (WG for short). Basically, every stall team should have at least two Wonder Gurads that are NOT weak to the ground or ice type so they can block the moves Sheer Cold and Fissure, which are really common. Having only 1 is not enough due to users of said moves commonly having ways of removing your ability, so you should have at least 2 that you can switch around with. Also, since you are playing Stall, you can have 3 or 4 Defensive WGs, but that's kind of pushing it. The sweet spot is usually 2 so you can fill your other 4 Pokémon slots with more diverse abilities.

:Audino-Mega: Audino-Mega -Immune to Moongeist Beam and only weak to Steel and Poison. Usually used to wall special attackers, as it is not common for them to run Steel or Poison moves, with the exception of Mega Gengar, who sometimes uses it. To stop setup sweepers, it usually runs a recovery move, Spectral Thief, and then two supporting moves of your choice, like Heal Bell, Defog, or Stealth Rocks.

:Ho-Oh: Ho-Oh -Extremely bulky special wall that resists Steel, making it capable of walling certain physical threats, but not most. It absolutely needs Magic Bounce as support for it due to its 4X weakness to stealth rocks, and defog on another WG is also ideal. Commonly uses Spectral Thief and Sacred Fire. Safety Goggles are usually its item.

:Gyarados-Mega: Gyarados-Mega - Mega Gyarados resists every single Moldy move and is decently specially bulky, but it is weak to a lot of common coverage moves, like Fighting, Bug, Fairy, Grass, and Electric. With so many weaknesses, it is not commonly used on Stall but can sometimes work. Usually used to wall Special attackers, and it has a wide array of abilities it can use, such as Spectral Thief, Knock Off, Pursuit, and others.

:Meloetta: Meloetta - Works pretty much the same as Mega Audino, but it is weak to Dark and Bug type, while also being much more vulnerable on the physical side, making it a bit worse at doing its job of walling Special threats.

:Muk-Alola: Muk-Alola - Very good special wall that is only weak to ground, which means it is weak to Fissure. Because of this, it is usually used in teams with 3 WGs so the other two can wall Fissure users. Sometimes it runs Air Balloon as its item, but only on teams that really dislike dealing with No Guard. Usually runs Spectral Thief, Knock Off, Pursuit.

:Slowbro-Mega: Slowbro-Mega -The bulkiest Physical wall in the gen 7. It is weak to Bug, Dark, Electric, Ghost, Grass though which makes it a bit hard to wall certain mons. Loves to run WIll O Wisp + Whirlwind, Scald, and sometimes Spectral Thief.

:Oranguru: Oranguru - Same as Meloetta.

:Celesteela: Celesteela - Steel type Physical wall that isn't weak to Fighting or Ground, and is not 4x weak to Fire, which can come in handy sometimes. Usually runs WIll O Wisp + Whirlwind.

:Ferrothorn: Ferrothorn - Similar to Celesteela, but it is weak to Fighting and 4x weak to Fire in exchange for being immune to Spore. Runs similar sets to Celesteela.

:Scizor-Mega: Scizor-Mega - Similar to Celesteela, but it is 4x weak to Fire while not being weak to Electric. Runs similar sets to Celesteela as well as U turn.

:Swampert-Mega: Swampert-Mega - Physical Wall that is only weak to Grass and only resists Sunsteel Strike, making it a subpar Physical Wall. Usually runs Spectral Thief or WIll O Wisp + Whirlwind.

:Kyogre-Primal: Kyogre-Primal - Similar bulk to Ho-Oh, but it is not weak to Rock. In exchange, it is weak to Grass and only has Water stab, which makes it worse against Kartana. Usually runs Spectral Thief and Steam Eruption or Scald

:Sableye-Mega: Sableye-Mega - For the most part, walls Pokemon that cannot hit it due to its unique typing, but it should only be run in 3 WG cores where the other two can actually wall Special and Physical attackers. Mostly runs supporting moves like Hazards, Heal Bell, and so on.

Honorary Sturdy mentions

:heatran: Heatran - General Wall, but is not that bulky (usually used to stop Huge Power Kartana). Usually runs Lava Plume.

:Doublade: Doublade - Extremely bulky Physical Wall that uses Eviolite and usually runs Will O Wisp + Spectral Thief

You can, of course, use other Pokémon outside of this list, but there is a reason they are the most commonly used. Firstly, all of them are not weak to ground or ice moves (Except the Sturdy Pokemon, but they are an exception). Secondly, all of them have a great bulk. They can take hits from strong Pokémon and live. Third, most of them either resist or are immune to (or are bulky enough to take on) the 3 most used moves in the format: Moongiest Beam, Sunsteel Strike, and Photon Geyser, which all have the secondary effect of ignoring abilities, which means WG will not stop them.

WGs usually work in cores, where 1 is a physical wall and the other is a special wall, but this isn't always necessary, as you can have 1 of them be for utility instead, for example.

After choosing your 2 WGs, you will have to choose their item and moves. Defensive WGs basically only run 2 items, Safety Goggles and Shed Shell. Spore is a huge threat, so Safety Goggles are basically a must-have item on at least 1 Pokémon, usually on Special Walls. Shed Shell is used to counter trapping moves and abilities that can be deadly to passive Pokémon.

Onto which moves you should use, there is a lot to consider, but I have made a list of moves that are commonly used on passive WGs.

(Any self-healing move, such as Recover) - Basically, every WG (and realistically EVERY Pokemon on your team) should have a way to reliably heal themselves.

Defog - You should have at least 1 WG with this move to remove hazards

Aromatherapy/Heal Bell - Highly recommend having on at least 1 WG to remove harmful Status conditions

Stealth Rocks, Spikes and Toxic Spikes - Used to punish switching

U-Turn/Baton Pass/Parting Shot - Used to pivot around your Pokémon

Toxic - Used to deal passive damage

Will-O-Wisp - Used to deal passive damage and cripple Physical attackers, but only has an 85% hit chance

Spectral Thief - Used to stop Setup Sweepers, but is unreliable against other WGs

Roar - Used for stopping Setup Sweepers and phasing out Pokemon, but is ineffective against Ingrain and Magic Bounce

Haze - Used to stop Setup Sweepers, but is a bit unreliable

Lava Plume/Scald - Both have a 30% chance to burn the opponent and they deal damage (used by fire/water types)

Sacred Fire - 50% chance to burn the opponent and does direct damage (used by fire types)

Knock Off - Item removal and it deals damage (used by dark types)

Circle Throw - Usually used on bulky WGs to ward off Normal type Sweepers such as WG Taunt Arceus

Audino-Mega (F) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 30 HP
- Soft-Boiled
- Aromatherapy
- Spectral Thief
- Defog

Doublade @ Eviolite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Spectral Thief
- Recover
- Will-O-Wisp
- Magic Coat

Swampert-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave Nature
- Spectral Thief
- U-turn
- Shore Up
- Stealth Rock

Gyarados-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Knock Off
- Recover
- Defog
- Spectral Thief

Ferrothorn @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Baton Pass
- Defog

Scizor-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- U-turn
- Heal Order
- Toxic Spikes
- Defog

Ho-Oh @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Shore Up
- Sacred Fire
- U-turn
- Spectral Thief

Celesteela @ Shed Shell
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roar
- Shore Up
- Will-O-Wisp

Muk-Alola @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spectral Thief
- Aromatherapy
- Shore Up
- Knock Off

Heatran @ Shed Shell
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Lava Plume
- Recover
- King's Shield
- Defog

Slowbro-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roar
- Shore Up
- Will-O-Wisp

Meloetta @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Spe
- U-turn
- Defog
- Spikes
- Soft-Boiled

Sableye-Mega @ Darkinium Z
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Careful Nature
IVs: 0 Spe
- Spectral Thief
- Shore Up
- Magic Coat
- Parting Shot

Sableye-Mega @ Flame Orb
Ability: Wonder Guard
Level: 1
Hardy Nature
IVs: 0 HP / 0 Atk / 1 Spe
- Psycho Shift
- Substitute
- Pain Split
- Curse


Despite the name "Passive WG", you really shouldn't just let your opponent keep hitting you unless you are trying to waste their PP. Because of this, on at least 1 of your Special and Physical wall WGs, you should have at least 1 way of stopping Setup Sweepers (Pokémon that use Setup moves such as Shell Smash).




Although WG Pokémon are very important, you will probably want other abilities on your team as well. On Stall, the three most popular abilities to use other than WG are Magic Bounce, Prankster, Fur Coat, and Imposter.

Magic Bounce (MB for short) - One of the best abilities to use on Stall and against Stall. Passive damage is actually a big problem for Stall, but MB can help a lot against it as it bounces back a lot of Status moves. Similarly, since Stalls' primary way of dealing damage is Passive damage, MB can also be extremely difficult to deal with, so bring some ways of dealing with it. Magic Bounce can also be a great way to Imposter Proof your Pokémon.

Prankster (Prank for short) - Also a very good ability to use on stall, it is used to stop Setup Sweepers by using (priority) Haze.

Fur Coat - A pretty good way of stopping big Physical Threats. They usually run sets that are identical to Passive WGs but should always use moves that can stop Setup Sweepers.

Imposter (Imp for short) - Almost exclusively used by Chansey and Blissey. "As soon as the user comes into battle, it transforms into its opponent. Broadly, the target's appearance (including form), types, Ability, stats, and moves are copied; the user retains its HP and level." Chansey and Blissey are considered by many to be the best Pokémon in the format due to this Ability (alongside Innards Out). If you can fit it, I highly recommend having one Imposter Pokémon on your team as it can basically perform any role you give it, and is the best Pokémon for scouting the opponents' sets. Common items used on it are Shed Shell, Choice Scarf and Safety Goggles. Imposter is also a big threat to Stall so be sure to Imposter Proof (Improof for short) your own team. This can be quite hard for newer players to do, so don't be afraid to ask for help from others. I won't get too into it here but the gist is that you should have an answer to every Pokémon on your team.

https://pokepast.es/c4c7d83b7deb1ee9

You can see here that Imposter basically can't do anything (except with ,Chansey but it isn't too big of a deal). You can see if it turns into any Pokémon on my team, I can just switch around my team to not let it do anything. For example, if it turns into Celesteela, I can just switch between Zygarde and Ho-Oh since both of them are immune to Will O Wisp, making Imposter at most a waste of time and not at all a threat. You don't have to go this far with your improofing, but it is nice to have in longer games. Just make sure you don't struggle to much into it and you should be fine.

Blissey @ Shed Shell
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Roar
- Baton Pass
- Shore Up

Chansey @ Eviolite
Ability: Imposter
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Serious Nature
IVs: 0 Spe
- Anchor Shot
- Whirlwind
- Perish Song
- Spikes

:Slowbro-Mega: Slowbro-Mega - Great physical wall that resists both Psychic and Steel

(Honorary mentions)

:Steelix-Mega: Steelix-Mega - Kinda worse Slowbro since it is weak to Fighting type attacks

:Solgaleo: Solgaleo - 4x resists Psychic and 2x resists Steel but I have not really used it.

:Zygarde-Complete: Zygarde-Complete -Zygarde is one of the bulkiest mons in the meta and you should have a good reason for not using it as your bouncer.

:Steelix-Mega: Steelix-Mega -Resists Photon and Sunsteel, but has much lower special defense and slightly lower defense than Zygarde.

:Aggron-Mega: Aggron-Mega - Basically the same as Steelix, but is mono Steel typing


(Honorary mentions)

:Heatran: Heatran - Used to counter certain Kartana sets, such as Huge Power, by using Lava Plume or Sacred Fire

:Magneton: Eviolite Magneton - Basically a worse Heatran due to needing to hold Eviolite

:Zygarde-Complete: Zygarde-Complete - One of the best walls in the meta by far and shuts down very many offensive Pokemon by itself

:Slowbro-Mega: Slowbro-Mega - More geared to walling physical threats than Zygarde as well as taking Searing Sunraze Smash and Light That Burns the Sky a bit better.

:Ho-Oh: Ho-Oh - One of the best special walls in the meta but it absolutely needs Magic Bounce support for it to work.

:Lugia: Lugia - Mainly used to wall Photon Geyser users that can't hit it super effectively but otherwise isn't too useful.

:Ferrothorn: Ferrothorn - Has some very nice resists and, unlike other common Prankster Pokemon, can run Shed Shell over Safety Goggles since it is naturally immune to Spore. Mainly used to wall certain sets of Kartana, MMY and others.

(Honorary mentions)

:Kyogre-Primal: Kyogre-Primal - Same as Ho Oh but does not need Magic Bounce support as bad (has not been tested much)

:Blissey: Blissey - Walls close to every offensive special attacker in the game but has a nasty weakness to Secret Sword and it cannot wall basically any Physical threat.


Zygarde-Complete @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Haze
- Thousand Waves
- Heal Order
- Reflect

Lugia @ Safety Goggles
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Heal Order
- Reflect
- Baton Pass
- Haze

Steelix-Mega @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Haze
- Shore Up
- Reflect
- Thousand Waves

Ho-Oh @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Haze
- Light Screen
- Baton Pass

Ferrothorn @ Shed Shell
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Spore
- Recover
- Haze
- Anchor Shot


Slowbro-Mega @ Shed Shell
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Scald
- Roar
- Shore Up
- Stealth Rocks

Steelix-Mega @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Spectral Thief
- Shore Up
- U-Turn
- Thousand Waves

Magic Bounce Pokémon can use a wide variety of moves to great success, but they usually run moves similar to Passive WGs. It is also common to use trapping moves such as Anchor Shot or Thousand Waves to trap and kill Imposter Pokémon. There really isn't a "common" MB set, but generally, it should be able to heal and somehow do passive damage to opponents.





After adding at least 2 WGs, an MBer, an Imp, and Prank Pokemon, you will likely have 1 or 2 slots left to fill. Here, you can get really creative and put basically whatever you want on your team.

Shadow Tag (Stag for short)

Innards Out

Harvest

Imposter


Now, you may think that is a small number of abilities to choose from, which, to be fair, it is, but all of them have a wide variety and roles that can be used.

Shadow Tag Pokémon are commonly used to trap threats to your team, like passive WGs who can get rid of your hazards or cure status, or just generally offensively threatening Pokémon.

Lugia @ Safety Goggles
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- King's Shield
- Encore
- Shore Up


Groudon-Primal @ Choice Scarf
Ability: Shadow Tag
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Trick
- Thousand Arrows
- V-Create
- Menacing Moonraze Maelstrom

Innards Out can be really nice to have on a team, as it is basically a get-out-of-jail-free card that you can use almost whenever. If the opponent has a Pokémon that is hard for you to deal with, just sacrifice Innards Out Chansey to it. There are some ways of countering Innards Out Chansey, like Magic Guard Pursuit, so watch out for stuff like that.

Chansey @ Choice Scarf
Ability: Innards Out
EVs: 252 HP / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk / 0 Def / 0 SpD
- Trick
- Taunt
- Baton Pass
- Shore Up

Harvest is a pretty unique ability that is almost exclusively used with the item Leppa Berry and CFZ (Crystal Free Z-Move)s. It can be a bit difficult to Imposter Proof these sets so be careful. Besides that, they can be extremely powerful sweepers that are very hard to stop for certain teams.

Slaking @ Leppa Berry
Ability: Harvest
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Recover
- Substitute
- Extreme Evoboost
- Searing Sunraze Smash


Giratina-Origin @ Leppa Berry
Ability: Harvest
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature
IVs: 0 Atk
- Menacing Moonraze Maelstrom
- Clangorous Soulblaze
- Light That Burns the Sky
- Extreme Evoboost


Dialga @ Leppa Berry
Ability: Harvest
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Searing Sunraze Smash
- Substitute
- Clangorous Soulblaze
- Recover




Besides all of what I have mentioned so far, you can use basically anything else, this is just what is commonly used. Go wild. But, to help you, I want to talk a little more about the threats you will be facing.


I have already mentioned No Guard (NG for short) + OHKO (One Hit KO) move sets, but I will clarify a bit more about how they work. The best NG sets will have ways to punish WGs like Sing, Gastro Acid, and Stealth Rocks, which can be very annoying to face against. I don't really have more tips to face these, so good luck.

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

Mewtwo-Mega-Y @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Stealth Rock
- Fissure
- Zap Cannon
- Photon Geyser

The other biggest threat to Stall is Huge Power (HP for short) Pokémon. Mainly Kartana and Mewtwo-Mega-X (MMX for short). These sets can cleanly OHKO even some of the bulkiest Pokémon in just one hit after using a boosting move. It is very hard to deal with them because if they have the right coverage moves, they can always beat you. This is why having 2 or more Physical Walls on your team is crucial, just make sure they don't share type weaknesses. Huge Power sets come in a huge (pun intended) variety, so I will just put like, three of them as an example, as there are truly too varied to realistically display.


Slaking @ Lum Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Extreme Evoboost
- Sacred Fire
- Extreme Speed

Mewtwo-Mega-X @ Focus Sash
Ability: Pure Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- V-Create
- Photon Geyser

Groudon-Primal @ Focus Sash
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Thousand Arrows
- Ice Shard

Even though Harvest is commonly used on Stall, it is at the same time one of the hardest things for Stall to deal with. There is basically no way to chip it down if they have a recovery move, no way to PP stall it as they have infinite PP and so on. Sadly, the best way of dealing with them is to use Innards Out Chansey or Blissey. You can try to poison them with Toxic and delay their progress with Phazing moves such as Roar, but if they have countermeasures to these, there is basically nothing you can do to stop Harvest Pokémon from destroying your team. Refer to earlier Harvest section for common Harvest sets.

(I will lump offensive Magic Guard and WG Pokémon in here since they are both pretty easy to play against if you are prepared, they can be quite tricky if you are not. Have some way to hit Magic Guard Pokemon with direct damage and WG Pokemon with Status, or just phaze them out.)

Another very big threat to Stall is something that every threat so far commonly uses, which is CFZ moves. Moves with such high base power that also ignore abilities can be hellish to play around, and you will often have to sacrifice less Important Pokémon to stop threats that use CFZ. For clarity, Light That Burns the Sky (LTBtS for short), Searing Sunraze Smash (SSS for short), and Menacing Moonraze Maelstrom (MMM for short) are the CFZ that ignore abilities. CFZ are one of the main reasons to have Ghost and Psychic immune Pokémon on your team, as even if you resist these moves, they will often times still deal huge amounts of damage. CFZ can be used on basically any Pokémon, so be sure to scout your opponents' sets whenever possible, preferably with Imposter.

This may sound a bit silly, but Normalize Gengar can be a threat to Stall. Common ways of dealing with it are Trick and MB.

Gengar-Mega @ Spooky Plate
Ability: Normalize
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Entrainment
- Judgment
- Moongeist Beam
- Shell Smash

Lastly, I would like to mention that Offensive threats are far from the only ones you should worry about. Other Stall can be a very tough matchup if you are not prepared, and Balance as well, to a lesser extent. Stall is a numbers game, and you should always have more than your opponent and find ways to spend fewer resources than them at any given moment. PP stalling is a legitimate strategy I have had to use in MANY games, and you may be forced to do so as well, so play smart and use your resources when needed. Using things like Status and Hazards is a great way of slowly chipping away at your opponent, but it is also very useful against Stall, so be prepared.

Anyway, there are, of course, other threats that I failed to mention, but USUM PH just has so many that I don't think I could ever list them all.



Before getting to the end of this post, I just wanted to mention a huge part of team building that I cannot help you with. Playtesting is extremely important, and in my eyes, without it, a team is considered bad. Pay attention in your games and see where your team is struggling, and try to find ways to fix flaws in your team, rewatch your matches if you have to.



Alright, well, that's basically it. I will leave you with some of my own Stall teams here and some replays with them, but the rest is up to you. I hope to see more Stall on Ladder in the future!

https://pokepast.es/d42f8cac6ba3229a - Big Bird Stall By me
https://pokepast.es/c4c7d83b7deb1ee9 - The first Ho-Oh Stall team (Fav) By me
https://pokepast.es/c41e223c12e69b23 - Big Bird Stall 2 By me
https://pokepast.es/886914c01dbe340d - prank ho-oh + mbounce heatran by Yourself
https://pokepast.es/cdc3d10ab966cc68 - No attacks? With attacks? by Eyeos
(I may be a bit biased towards Ho-Oh)


https://replay.pokemonshowdown.com/gen7purehackmons-2446141622-nmt9ps72qii9w62njuxpw97ywdf0cjcpw
https://replay.pokemonshowdown.com/gen7purehackmons-2443443343-h6bh7fdojcu59cwbb5jn1ipi06jt0xspw
https://replay.pokemonshowdown.com/gen7purehackmons-2301275538-uvkr7u4iso2air8v6hsv01k7p61v7w6pw
(I am the person using Stall in these replays, just on alts)
 
Last edited:
Stall building guide​




Introduction​

Hello, I like Stall. I have been playing and making stall teams for PH USUM for about a year now, but it has sadly grown stagnant. This is why I want to make this guide: to help newer players make their own creative teams. Diversity is a strength, and as such, having more players play the archetype will surely push it forward to even greater heights than it is currently.

(I categorize Stall as a team that mainly does damage passively and shall treat Semi-Stall as normal Stall.)





Generally, you can start building a team with any mon, but I think it is good to start with arguably the most important part of a stall team; the Wonder Guards (WG for short). Basically, every stall team should have at least two Wonder Gurads that are NOT weak to the ground or ice type so they can block the moves Sheer Cold and Fissure, which are really common. Having only 1 is not enough due to users of said moves commonly having ways of removing your ability, so you should have at least 2 that you can switch around with. Also, since you are playing Stall, you can have 3 or 4 Defensive WGs, but that's kind of pushing it. The sweet spot is usually 2 so you can fill your other 4 Pokémon slots with more diverse abilities.

:Audino-Mega: Audino-Mega - Usually used for either utility or walling special threats

:Ho-Oh: Ho-Oh - Special Wall

:Gyarados-Mega: Gyarados-Mega - Resists every Moldy Move but is weak to a lot of common coverage

:Meloetta: Meloetta - Special Wall but is weak to some coverage

:Muk-Alola: Muk-Alola - Special wall that is weak to ground

:Slowbro-Mega: Slowbro-Mega - Extremely bulky Physical Wall

:Oranguru: Oranguru - Same as Meloetta

:Celesteela: Celesteela - Physical Wall

:Ferrothorn: Ferrothorn - Physical Wall immune to Spore

:Scizor-Mega: Scizor-Mega - Physical Wall

:Swampert-Mega: Swampert-Mega - Physical Wall

:Kyogre-Primal: Kyogre-Primal - Special Wall

:Sableye-Mega: Sableye-Mega - Walls Pokémon with only Photon Geyser as their Moldy Move

Honorary Sturdy mentions

:heatran: Heatran - General Wall but is not that bulky (usually used to stop Kartana)

:Doublade: Doublade - Extremely bulky Physical Wall that uses Eviolite

You can, of course, use other Pokémon outside of this list, but there is a reason they are the most commonly used. Firstly, all of them are not weak to ground or ice moves (Except the Sturdy Pokemon, but they are an exception). Secondly, all of them have great bulk. They can take hits from strong Pokémon and live. Third, most of them either resist or are immune to (or are bulky enough to take on) the 3 most used moves in the format: Moongiest Beam, Sunsteel Strike and Photon Geyser, which all have the secondary effect of ignoring abilities, which means WG will not stop them.

WGs usually work in cores, where 1 is a physical wall and the other is a special wall, but this isn't always necessary, as you can have 1 of them be for utility instead, for example.

After choosing your 2 WGs, you will have to choose their item and moves. Defensive WGs basically only run 2 items, Safety Goggles and Shed Shell. Spore is a huge threat, so Safety Goggles are basically a must-have item on at least 1 Pokémon, usually on Special Walls. Shed Shell is used to counter trapping moves and abilities that can be deadly to passive Pokémon.

Onto which moves you should use, there is a lot to consider, but I have made a list of moves that are commonly used on passive WGs.

(Any self-healing move, such as Recover) - Basically every WG (and realistically EVERY Pokemon on your team) should have a way to reliably heal themselves.

Defog - You should have at least 1 WG with this move to remove hazards

Aromatherapy/Heal Bell - Highly recommend having on at least 1 WG to remove harmful Status conditions

Stealth Rocks, Spikes and Toxic Spikes - Used to punish switching

U-Turn/Baton Pass/Parting Shot - Used to pivot around your Pokémon

Toxic - Used to deal passive damage

Will-O-Wisp - Used to deal passive damage and cripple Physical attackers, but only has an 85% hit chance

Spectral Thief - Used to stop Setup Sweepers, but is unreliable against other WGs

Roar - Used for stopping Setup Sweepers and phasing out Pokemon, but is ineffective against Ingrain and Magic Bounce

Haze - Used to stop Setup Sweepers, but is a bit unreliable

Lava Plume/Scald - Both have a 30% chance to burn the opponent and they deal damage

Sacred Fire - 50% chance to burn the opponent and does direct damage

Knock Off - Item removal and it deals damage

Audino-Mega (F) @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 30 HP
- Soft-Boiled
- Aromatherapy
- Spectral Thief
- Defog

Doublade @ Eviolite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Spectral Thief
- Recover
- Will-O-Wisp
- Magic Coat

Ho-Oh @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Shore Up
- Sacred Fire
- U-turn
- Spectral Thief

Celesteela @ Shed Shell
Ability: Wonder Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roar
- Shore Up
- Will-O-Wisp

Muk-Alola @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spectral Thief
- Aromatherapy
- Shore Up
- Knock Off

Heatran @ Shed Shell
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Lava Plume
- Recover
- King's Shield
- Defog

Slowbro-Mega @ Shed Shell
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roar
- Shore Up
- Will-O-Wisp

Meloetta @ Safety Goggles
Ability: Wonder Guard
EVs: 252 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Spe
- U-turn
- Defog
- Spikes
- Soft-Boiled

Sableye-Mega @ Darkinium Z
Ability: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Careful Nature
IVs: 0 Spe
- Spectral Thief
- Shore Up
- Magic Coat
- Parting Shot

Sableye-Mega @ Flame Orb
Ability: Wonder Guard
Level: 1
Hardy Nature
IVs: 0 HP / 0 Atk / 1 Spe
- Psycho Shift
- Substitute
- Pain Split
- Curse


Despite the name "Passive WG", you really shouldn't just let your opponent keep hitting you unless you are trying to waste their PP. Because of this, on at least 1 of your Special and Physical wall WGs, you should have at least 1 way of stopping Setup Sweepers (Pokémon that use Setup moves such as Shell Smash).




Although WG Pokémon are very important, you will probably want other abilities on your team as well. On Stall, the three most popular abilities to use other than WG are Magic Bounce, Prankster, Fur Coat, and Imposter.

Magic Bounce (MB for short) - One of the best abilities to use on Stall and against Stall. Passive damage is actually a big problem for Stall, but MB can help a lot against it as it bounces back a lot of Status moves. Similarly, since Stalls' primary way of dealing damage is Passive damage, MB can also be extremely difficult to deal with, so bring some ways of dealing with it. Magic Bounce can also be a great way to Imposter Proof your Pokémon.

Prankster (Prank for short) - Also a very good ability to use on stall, it is used to stop Setup Sweepers by using (priority) Haze.

Fur Coat - A pretty good way of stopping big Physical Threats. They usually run sets that are identical to Passive WGs but should always use moves that can stop Setup Sweepers.

Imposter (Imp for short) - Almost exclusively used by Chansey and Blissey. "As soon as the user comes into battle, it transforms into its opponent. Broadly, the target's appearance (including form), types, Ability, stats, and moves are copied; the user retains its HP and level." Chansey and Blissey are considered by many to be the best Pokémon in the format due to this Ability (alongside Innards Out). If you can fit it, I highly recommend having one Imposter Pokémon on your team as it can basically perform any role you give it, and is the best Pokémon for scouting the opponents' sets. Common items used on it are Shed Shell, Choice Scarf and Safety Goggles. Imposter is also a big threat to Stall so be sure to Imposter Proof your own team. This can be quite hard for newer players to do, so don't be afraid to ask for help from others. Imposter Proofing is very complicated, so I sadly won't be explaining it here.

:Zygarde-Complete: Zygarde-Complete - General Wall (most used MB Pokemon)

:Steelix-Mega: Steelix-Mega - Physical Wall

:Aggron-Mega: Aggron-Mega - Physical Wall


(Honorary mentions)

:Ferrothorn: Ferrothorn - Mostly a Physical Wall

:Heatran: Heatran - General Wall

:Zygarde-Complete: Zygarde-Complete - General Wall (most used Prankster Pokemon)

:Slowbro-Mega: Slowbro-Mega - Physical Wall

:Ho-Oh: Ho-Oh - Special Wall

:Lugia: Lugia - Physical Wall

:Ferrothorn: Ferrothorn - Mostly a Physical Wall

(Honorary mentions)

:Kyogre-Primal: Kyogre-Primal - Special Wall

:Blissey: Blissey - Special Wall


Zygarde-Complete @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Haze
- Thousand Waves
- Heal Order
- Reflect

Lugia @ Safety Goggles
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Heal Order
- Reflect
- Baton Pass
- Haze

Steelix-Mega @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
- Haze
- Shore Up
- Reflect
- Thousand Waves


Slowbro-Mega @ Shed Shell
Ability: Fur Coat
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roar
- Shore Up
- Will-O-Wisp

Magic Bounce Pokémon can use a wide variety of moves to great success, but they usually run moves similar to Passive WGs. It is also common to use trapping moves such as Anchor Shot or Thousand Waves to trap and kill Imposter Pokémon. There really isn't a "common" MB set, but generally, it should be able to heal and somehow do passive damage to opponents.





After adding at least 2 WGs, an MBer, an Imp, and Prank Pokemon, you will likely have 1 or 2 slots left to fill. Here, you can get really creative and put basically whatever you want on your team.

Shadow Tag (Stag for short)

Innards Out

Harvest


Now, you may think that is a small number of abilities to choose from, which, to be fair, it is, but all of them have a wide variety and roles that can be used.

Shadow Tag Pokémon are commonly used to trap threats to your team, like passive WGs who can get rid of your hazards or cure status, or just generally offensively threatening Pokémon.

Lugia @ Safety Goggles
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- King's Shield
- Encore
- Shore Up


Groudon-Primal @ Choice Scarf
Ability: Shadow Tag
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Trick
- Thousand Arrows
- V-Create
- Menacing Moonraze Maelstrom

Innards Out can be really nice to have on a team, as it is basically a get-out-of-jail-free card that you can use almost whenever. If the opponent has a Pokémon that is hard for you to deal with, just sacrifice Innards Out Chansey to it. There are some ways of countering Innards Out Chansey, like Magic Guard Pursuit, so watch out for stuff like that.

Chansey @ Choice Scarf
Ability: Innards Out
EVs: 252 HP / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk / 0 Def / 0 SpD
- Trick
- Taunt
- Baton Pass
- Shore Up

Harvest is a pretty unique ability that is almost exclusively used with the item Leppa Berry and CFZ (Crystal Free Z-Move)s. It can be a bit difficult to Imposter Proof these sets so be careful. Besides that, they can be extremely powerful sweepers that are very hard to stop for certain teams.

Slaking @ Leppa Berry
Ability: Harvest
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Recover
- Substitute
- Extreme Evoboost
- Searing Sunraze Smash


Giratina-Origin @ Leppa Berry
Ability: Harvest
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Mild Nature
IVs: 0 Atk
- Menacing Moonraze Maelstrom
- Clangorous Soulblaze
- Light That Burns the Sky
- Extreme Evoboost


Dialga @ Leppa Berry
Ability: Harvest
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Searing Sunraze Smash
- Substitute
- Clangorous Soulblaze
- Recover




Besides all of what I have mentioned so far, you can use basically anything else, this is just what is commonly used. Go wild. But, to help you, I want to talk a little more about the threats you will be facing.


I have already mentioned No Guard (NG for short) + OHKO (One Hit KO) move sets, but I will clarify a bit more about how they work. The best NG sets will have ways to punish WGs like Sing, Gastro Acid, and Stealth Rocks, which can be very annoying to face against. I don't really have more tips to face these, so good luck.

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

Mewtwo-Mega-Y @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Stealth Rock
- Fissure
- Zap Cannon
- Photon Geyser

The other biggest threat to Stall is Huge Power (HP for short) Pokémon. Mainly Kartana and Mewtwo-Mega-X (MMX for short). These sets can cleanly OHKO even some of the bulkiest Pokémon in just one hit after using a boosting move. It is very hard to deal with them because if they have the right coverage moves, they can always beat you. This is why having 2 or more Physical Walls on your team is crucial, just make sure they don't share type weaknesses. Huge Power sets come in a huge (pun intended) variety, so I will just put like, three of them as an example, as there are truly too varied to realistically display.


Slaking @ Lum Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Extreme Evoboost
- Sacred Fire
- Extreme Speed

Mewtwo-Mega-X @ Focus Sash
Ability: Pure Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- V-Create
- Photon Geyser

Groudon-Primal @ Focus Sash
Ability: Huge Power
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Sunsteel Strike
- Thousand Arrows
- Ice Shard

Even though Harvest is commonly used on Stall, it is at the same time one of the hardest things for Stall to deal with. There is basically no way to chip it down if they have a recovery move, no way to PP stall it as they have infinite PP and so on. Sadly, the best way of dealing with them is to use Innards Out Chansey or Blissey. You can try to poison them with Toxic and delay their progress with Phazing moves such as Roar, but if they have countermeasures to these, there is basically nothing you can do to stop Harvest Pokémon from destroying your team. Refer to earlier Harvest section for common Harvest sets.

(I will lump offensive Magic Guard and WG Pokémon in here since they are both pretty easy to play against if you are prepared, they can be quite tricky if you are not. Have some way to hit Magic Guard Pokemon with direct damage and WG Pokemon with Status, or just phaze them out.)

Another very big threat to Stall is something that every threat so far commonly uses, which is CFZ moves. Moves with such high base power that also ignore abilities can be hellish to play around, and you will often have to sacrifice less Important Pokémon to stop threats that use CFZ. For clarity, Light That Burns the Sky (LTBtS for short), Searing Sunraze Smash (SSS for short), and Menacing Moonraze Maelstrom (MMM for short) are the CFZ that ignore abilities. CFZ are one of the main reasons to have Ghost and Psychic immune Pokémon on your team, as even if you resist these moves, they will often times still deal huge amounts of damage. CFZ can be used on basically any Pokémon, so be sure to scout your opponents' sets whenever possible, preferably with Imposter.

This may sound a bit silly, but Normalize Gengar can be a threat to Stall. Common ways of dealing with it are Trick and MB.

Gengar-Mega @ Spooky Plate
Ability: Normalize
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Entrainment
- Judgment
- Moongeist Beam
- Shell Smash

Lastly, I would like to mention that Offensive threats are far from the only ones you should worry about. Other Stall can be a very tough matchup if you are not prepared, and Balance as well, to a lesser extent. Stall is a numbers game, and you should always have more than your opponent and find ways to spend fewer resources than them at any given moment. PP stalling is a legitimate strategy I have had to use in MANY games, and you may be forced to do so as well, so play smart and use your resources when needed. Using things like Status and Hazards is a great way of slowly chipping away at your opponent, but it is also very useful against Stall, so be prepared.

Anyway, there are, of course, other threats that I failed to mention, but USUM PH just has so many that I don't think I could ever list them all.



Before getting to the end of this post, I just wanted to mention a huge part of team building that I cannot help you with. Playtesting is extremely important, and in my eyes, without it, a team is considered bad. Pay attention in your games and see where your team is struggling, and try to find ways to fix flaws in your team, rewatch your matches if you have to.



Alright, well, that's basically it. I will leave you with some of my own Stall teams here and some replays with them, but the rest is up to you. I hope to see more Stall on Ladder in the future!

https://pokepast.es/d42f8cac6ba3229a - Big Bird Stall
https://pokepast.es/c4c7d83b7deb1ee9 - The first Ho-Oh Stall team (Fav)
https://pokepast.es/c41e223c12e69b23 - Big Bird Stall 2
(I may be a bit biased towards Ho-Oh)


https://replay.pokemonshowdown.com/gen7purehackmons-2446141622-nmt9ps72qii9w62njuxpw97ywdf0cjcpw
https://replay.pokemonshowdown.com/gen7purehackmons-2443443343-h6bh7fdojcu59cwbb5jn1ipi06jt0xspw
https://replay.pokemonshowdown.com/gen7purehackmons-2301275538-uvkr7u4iso2air8v6hsv01k7p61v7w6pw
(I am the person using Stall in these replays, just on alts)

https://replay.pokemonshowdown.com/gen7purehackmons-2446141622-nmt9ps72qii9w62njuxpw97ywdf0cjcpw
Look Familiar?

Scenes like these are happening all over the ladder, right now!‍

You could be next.

That is unless you make the most important decision of your life.(*snap*)

Prove to yourself that you have the strength and the courage to win.

Join...the wall breakers.

Become part of an elite peacekeeping force.

See exotic new sets.

And spread Managed Democracy througout the ladder.

Become a hero.

Become a legend.

BECOME A WALLBREAKER.

learn more:
 
Post hpl VR with sets​
Pokemon will be ranked in descending order; there is no divide in viability inbetween ranks. There is no differentiation in offensive and defensive Pokemon.

1759013225522.png
1759013466851.png

Metagame Definer tier

:Chansey:Chansey (Impostor)

S tier

:Chansey:Chansey(Innards Out)

:blissey:Blissey (Impostor)

S- tier

:blissey:Blissey (Innards Out)

:Mewtwo-mega-x:Mewtwo-mega-x(Huge Power)

:Slaking:Slaking(Huge Power)

:Regigigas:Regigigas(Huge Power)

A+ tier

:Mewtwo-mega-y: Mewtwo-mega-y(Innards Out)

:Mewtwo-mega-y: Mewtwo-mega-y(Shadow Tag/Arena Trap)

:Mewtwo-mega-y: Mewtwo-mega-y(No guard)

:Zygarde-Complete: Zygarde-Complete(Prankster)

:Zygarde-Complete: Zygarde-Complete(Arena Trap/Shadow Tag)

:Gengar-Mega: Gengar-Mega(Parental Bond)

:Slowbro-Mega: Slowbro-Mega(Wonder Guard)

:Slowbro-Mega: Slowbro-Mega(Fur Coat)

:Slowbro-Mega: Slowbro-Mega(Prankster)

:Steelix-Mega: Steelix-Mega(Prankster)

:Groudon-Primal:Groudon-Primal(Huge Power)

:Groudon-Primal:Groudon-Primal(Shadow Tag/Arena Trap)

:Mewtwo-Mega-x:Mewtwo-Mega-X(Shadow Tag)

A tier

:Audino-Mega:Audino-Mega(Wonder Guard)

:meloetta:Meloetta(Wonder Guard)

:Deoxys-Attack:Deoxys-Attack(Huge Power)

:Deoxys-Attack:Deoxys-Attack(Psychic Surge)

:Mewtwo-Mega-y:Mewtwo-Mega-y(Psychic Surge)

:Mewtwo-Mega-Y:Mewtwo-Mega-y(Protean)

:Gyarados-Mega:Gyarados-Mega(Wonder Guard)

:Gyarados-Mega:Gyarados-Mega(Magic Guard)

:Greninja-Ash:Greninja-Ash(Wonder Guard)

:Greninja-Ash:Greninja-Ash(No Guard)

:kartana: Kartana(Wonder Guard)

A- tier

:Gyarados-Mega:Gyarados-Mega(Magic Bounce)

:Deoxys-Attack: Deoxys-Attack(Protean)

:Muk-Alola: Muk-Alola(Wonder Guard)

:Kartana: Kartana(Huge Power)

:Gengar-Mega: Gengar-Mega(No Guard)

B+ tier

:Gyarados-Mega:Gyarados-Mega(Prankster)

:Lunala: Lunala(innards Out)

:Mewtwo-Mega-Y: Mewtwo-Mega-Y(Comatose)

:Yveltal: Yveltal(Magic Guard)

:Yveltal: Yveltal(Magic Bounce)

:Mewtwo-mega-x: Mewtwo-mega-x(Shadow Tag/Arena Trap)

:Pheromosa: Pheromosa(No Guard)

:Pheromosa: Pheromosa(Shadow Tag/Arena Trap)

:Arceus:Arceus(Wonder Guard)

:Necrozma-Dusk-Mane:Necrozma-Dusk-Mane(Huge Power)

:Deoxys-Speed: Deoxys-Speed (No Guard)

B tier

:Deoxys-Attack: Deoxys-Attack(Magic Guard)

:Necrozma-Dawn-Wings: Necrozma-Dawn-Wings (Wonder Guard)

:Groudon-Primal: Groudon-Primal(Mold Breaker)

:Kyogre-Primal: Kyogre-Primal(Wonder Guard)

:Gengar-Mega: Gengar-Mega(Magic Guard)

B- Tier

:Gyarados-Mega: Gyarados-Mega(Huge Power)

:Marowak-Alola:Marowak-Alola-totem(Huge Power)

:Kyogre-Primal: Kyogre-Primal(Posion Heal)

:Gyarados-Mega: Gyarados-Mega(Posion Heal)

:Mewtwo-mega-x: Mewtwo-mega-x(Magic Guard)

:Lunala: Lunala(No guard)

:Kartana: Kartana(Magic Guard)

:Mewtwo-mega-x: Mewtwo-mega-x(No Guard)

:Deoxys-Attack: Deoxys-Attack(No Guard)

C+ tier

:Mewtwo-mega-y:Mewtwo-mega-y(Huge Power)

:Rayquaza-Mega: Rayquaza-Mega(Aerilate)

:Necrozma-Dawn-Wings: Necrozma-Dawn-Wings (No Guard)

:Necrozma-Dawn-Wings: Necrozma-Dawn-Wings (Magic Guard)

:Mewtwo-mega-x: Mewtwo-mega-x(Wonder Guard)

C tier

:Kartana: Kartana(No Guard)

:Gengar-Mega: Gengar-Mega(Queens Majesty/Dazzling)

:Mewtwo-mega-x: Mewtwo-mega-x(Innards Out)

:Mewtwo-mega-x: Mewtwo-mega-x(Physics Surge)

:Mewtwo-mega-x: Mewtwo-mega-x(Harvest)

:Zygarde-Complete: Zygarde-Complete(Fur Coat)

:Deoxys-Speed: Deoxys-Speed (Mold Breaker)

:Deoxys-Attack: Deoxys-Attack(Mold Breaker)

C- Tier

:Rayquaza-Mega: Rayquaza-Mega(Triage)

:Lunala: Lunala(Magic Guard)

:Kartana: Kartana(Magic Bounce)

F Tier

:Shedinja: Shedinja(sturdy)

:Entei: Entei(Wonder Guard)



N/A Tier(N/A stands for No Aura)

Completely No Aura compared to Marowak-Alola-Totem

Note for myself:

:solgaleo: Solgaleo(Huge Power)

:solgaleo: Solgaleo(No Guard)

:solgaleo: Solgaleo(Innards Out)

:necrozma-Dusk-mane: Necrozma-Dusk-Mane (Huge Power)

:Necrozma-Dusk-Mane: Necrozma-Dusk-Mane (No Guard)

:Necrozma-Dusk-mane: Necrozma-Dusk-Mane (Magic Guard)

:Necrozma-Dusk-mane: Necrozma-Dusk-Mane (Harvest)

:Zygarde-Complete: Zygarde-Complete(Magic Bounce)

:Gengar-Mega: Gengar-Mega(Shadow Tag/Arena Trap)

:Mewtwo-Mega-Y: Mewtwo-Mega-Y(Wonder Guard)

:Mewtwo-Mega-Y: Mewtwo-Mega-Y(Magic Guard)

:Groudon-Primal: Groudon-Primal(Magic Guard)

:Groudon-Primal: Groudon-Primal(No Guard)

:Groudon-Primal: Groudon-Primal(Wonder Guard)

:Rayquaza-Mega: Rayquaza-Mega(Shadow Tag/Arena Trap)

:Rayquaza-Mega: Rayquaza-Mega(Magic Guard)

:Rayquaza-Mega: Rayquaza-Mega(No Guard)

:Gyarados-Mega: Gyarados-Mega(No Guard)

:Gyarados-Mega: Gyarados-Mega(Arena Trap/Shadow Tag)

:Yveltal: Yveltal (Huge Power)

:Yveltal: Yveltal (Posion Heal)

:Yveltal: Yveltal (No Guard)

:Yveltal: Yveltal (Arena Trap/Shadow Tag)

:Greninja-Ash: Greninja-Ash (Magic Guard)

:Greninja-Ash: Greninja-Ash (Shadow Tag/Arena Trap)

:Greninja-Ash:Greninja-Ash(Huge Power)

:slaking: Slaking(Harvest)

:slaking: Slaking(Wonder Guard)

:regigigas: Regigigas(Harvest)

:regigigas: Regigigas(Wonder Guard)

:Giratina-Origin: Giratina-Origin (Innards Out)

:Giratina: Giratina (Innards Out)

:Giratina: Giratina (Magic Bounce)

:Giratina: Giratina (Prankster)

:Giratina: Giratina (No Guard)

:aerodactyl-mega: aerodactyl-Mega (No Guard)

:aerodactyl-mega: Aerodactyl-Mega (Shadow tag/Arena Trap)

:diancie-mega: Diancie-Mega (Pixilate)

:diancie-mega: Diancie-Mega (No guard)

:diancie-mega: Diancie-Mega (Magic Guard)

:diancie-mega: Diancie-Mega (Harvest)

:diancie-mega: Diancie-Mega (Shadow tag/ Arena Trap)

General VR without sets:
(disclaimer: this have no help in your team building and im writing this only because I want to waste my time)
my-image.png


fraud is those you should not consider while teambuilding but better look out for if they appear in your opponments team. Blacklist is basically useless mons that smh appears often
 
Last edited:
Post HPL II VR​
View attachment 774286View attachment 774287

(with abilities (possibly with sets in the future) AND overall!)
(technically my 6th new project while I have 5 unfinished)


Pokemon will be ranked in descending order; there is no divide in viability inbetween ranks. There is no differentiation in offensive and defensive Pokemon.

With sets:
Metagame Definer tier
:Chansey:Chansey (Impostor)

S tier
:Chansey:Chansey(Innards Out)
:blissey:Blissey (Impostor)

S- tier
:blissey:Blissey (Innards Out)
:Mewtwo-mega-x:Mewtwo-mega-x(Huge Power)
:Slaking:Slaking(Huge Power)
:Regigigas:Regigigas(Huge Power)

A+ tier
:Mewtwo-mega-y: Mewtwo-mega-y(Innards Out)
:Mewtwo-mega-y: Mewtwo-mega-y(Shadow Tag/Arena Trap)
:Mewtwo-mega-y: Mewtwo-mega-y(No guard)
:Zygarde-Complete: Zygarde-Complete(Prankster)
:Zygarde-Complete: Zygarde-Complete(Arena Trap)
:Gengar-Mega: Gengar-Mega(Parental Bond)
:Slowbro-Mega: Slowbro-Mega(Wonder Guard)
:Slowbro-Mega: Slowbro-Mega(Fur Coat)
:Slowbro-Mega: Slowbro-Mega(Prankster)
:Steelix-Mega: Steelix-Mega(Prankster)
:Groudon-Primal:Groudon-Primal(Huge Power)
:Groudon-Primal:Groudon-Primal(Shadow Tag/Arena Trap)
:Mewtwo-Mega-x:Mewtwo-Mega-X(Shadow Tag)

A tier
:Audino-Mega:Audino-Mega(Wonder Guard)
:meloetta:Meloetta(Wonder Guard)
:Deoxys-Attack:Deoxys-Attack(Huge Power)
:Deoxys-Attack:Deoxys-Attack(Psychic Surge)
:Mewtwo-Mega-y:Mewtwo-Mega-y(Psychic Surge)
:Mewtwo-Mega-Y:Mewtwo-Mega-y(Protean)
:Gyarados-Mega:Gyarados-Mega(Wonder Guard)
:Gyarados-Mega:Gyarados-Mega(Magic Guard)
:Greninja-Ash:Greninja-Ash(Wonder Guard)
:Greninja-Ash:Greninja-Ash(No Guard)

A- tier
:Gyarados-Mega:Gyarados-Mega(Magic Bounce)
:Deoxys-Attack: Deoxys-Attack(Protean)
:Muk-Alola: Muk-Alola(Wonder Guard)

B+ tier
:Gyarados-Mega:Gyarados-Mega(Prankster)
:Lunala: Lunala(innards Out)
:Yveltal: Yveltal(Magic Guard)
:Yveltal: Yveltal(Magic Bounce)
:Pheromosa: Pheromosa(No Guard)
:Pheromosa: Pheromosa(Shadow Tag/Arena Trap)
:Arceus:Arceus(Wonder Guard)
:Necrozma-Dusk-Mane:Necrozma-Dusk-Mane(Huge Power)

B tier
:Greninja-Ash:Greninja-Ash(Huge Power)

B- Tier
:Gyarados-Mega: Gyarados-Mega(Huge Power)
:Marowak-Alola:Marowak-Alola-totem(Huge Power)

C+ tier
:Mewtwo-mega-y:Mewtwo-mega-y(Huge Power)

C tier

C- Tier

D Tier

F Tier
:Shedinja: Shedinja(sturdy)
:Entei: Entei(Wonder Guard)

N/A Tier(N/A stands for No Aura)
Completely No Aura compared to Marowak-Alola-Totem
I would like to know what voices in your head made you forget to rank Kartana.

I would also like to show that Lunala is a pretty diverse mon and should have more sets listed and stop this post being a one-liner. (ok this is more of a crackhead lunala sets showcase than a personal vr nom but whatever)

:sm/lunala:
Lunala @ Lunalium Z
Ability: Adaptability
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Tail Glow
- Moongeist Beam
- Photon Geyser
- Light That Burns The Sky

My personal favourite set. After a Tail Glow, this nukes almost everything in the tier barring Alolan Raticate and specially defensive Pranksters with Stealth Rock up. The reason I use this over NFW (Necrozma-Fraud-Wings) is so it isn't dead weight into offense, as it outspeeds MMY (and some other mons) with Sticky Web up, while NFW doesn't. The extra bulk is also nice. Psychic/Ghost is also a pretty nice offensive type into offensive mons, so you don't always need to set up (but unfortunately, even with rocks up it doesn't always OHKO MMY without the Z-move (252+ SpA Adaptability Lunala Moongeist Beam vs. 252 HP / 252 SpD Mewtwo-Mega-Y: 348-412 (83.6 - 99%) -- 75% chance to OHKO after Stealth Rock).

:sm/lunala:
Lunala @ Lunalium Z
Ability: Tinted Lens
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Shell Smash
- Moongeist Beam
- Photon Geyser
- Light That Burns the Sky

Similar to the set above, except with Shell Smash so it isn't reliant on Sticky Web to outspeed things. This set runs Tinted Lens over Adaptability as not running Tail Glow makes it not OHKO as many resisted mons even with Z-moves, but unfortunately it no longer OHKOs as many neutral hits without a Z-move, like Not-a-fraudino (I already know that the people will disagree with me) and Arceus.

:sm/lunala:
Darktrix's favourite set (Lunala) @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Haze
- Roost
- Reflect
- U-turn

Inspired by Yourself, this is a much different set, being defensive over offensive like the others. This set takes advantage of Lunala's resistance to Photon Geyser, immunity to Normal and Fighting moves, and overall solid bulk on both sides. It works as a decent soft check to MMX not running coverage for it (252+ Atk Huge Power Mewtwo-Mega-X Sunsteel Strike vs. 252 HP / 252 Def Lunala through Reflect: 136-160 (28.4 - 33.4%) -- 0.1% chance to 3HKO) and Slaking. Unfortunately it is 4x weak to Moongeist and Dark moves, which does limit its capability as a wall.

:sm/lunala:
Lunala @ Leppa Berry
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Extreme Evoboost
- Moongeist Beam
- Roost
- Destiny Bond

I've saved the weirdest (and sheistest) for last. This does seem like a very weird set at first, but there is some reasoning to it. With Prankster, it can click Evoboost before getting attacked, and Calm nature allows for calcs like 252 SpA Expert Belt Protean Mewtwo-Mega-Y Moongeist Beam vs. +2 252 HP / 252+ SpD Lunala: 365-437 (76.3 - 91.4%) -- guaranteed 2HKO. Even without +SpA, +2 Moongeist still OHKOs most offensive mons. Roost is for longevity, and I chose Destiny Bond over coverage so it can always trade with an offensive mon it can't beat, instead of only chipping certain targets.
 
I would like to know what voices in your head made you forget to rank Kartana.

I would also like to show that Lunala is a pretty diverse mon and should have more sets listed and stop this post being a one-liner. (ok this is more of a crackhead lunala sets showcase than a personal vr nom but whatever)

:sm/lunala:
Lunala @ Lunalium Z
Ability: Adaptability
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Tail Glow
- Moongeist Beam
- Photon Geyser
- Light That Burns The Sky

My personal favourite set. After a Tail Glow, this nukes almost everything in the tier barring Alolan Raticate and specially defensive Pranksters with Stealth Rock up. The reason I use this over NFW (Necrozma-Fraud-Wings) is so it isn't dead weight into offense, as it outspeeds MMY (and some other mons) with Sticky Web up, while NFW doesn't. The extra bulk is also nice. Psychic/Ghost is also a pretty nice offensive type into offensive mons, so you don't always need to set up (but unfortunately, even with rocks up it doesn't always OHKO MMY without the Z-move (252+ SpA Adaptability Lunala Moongeist Beam vs. 252 HP / 252 SpD Mewtwo-Mega-Y: 348-412 (83.6 - 99%) -- 75% chance to OHKO after Stealth Rock).

:sm/lunala:
Lunala @ Lunalium Z
Ability: Tinted Lens
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Shell Smash
- Moongeist Beam
- Photon Geyser
- Light That Burns the Sky

Similar to the set above, except with Shell Smash so it isn't reliant on Sticky Web to outspeed things. This set runs Tinted Lens over Adaptability as not running Tail Glow makes it not OHKO as many resisted mons even with Z-moves, but unfortunately it no longer OHKOs as many neutral hits without a Z-move, like Not-a-fraudino (I already know that the people will disagree with me) and Arceus.

:sm/lunala:
Darktrix's favourite set (Lunala) @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Haze
- Roost
- Reflect
- U-turn

Inspired by Yourself, this is a much different set, being defensive over offensive like the others. This set takes advantage of Lunala's resistance to Photon Geyser, immunity to Normal and Fighting moves, and overall solid bulk on both sides. It works as a decent soft check to MMX not running coverage for it (252+ Atk Huge Power Mewtwo-Mega-X Sunsteel Strike vs. 252 HP / 252 Def Lunala through Reflect: 136-160 (28.4 - 33.4%) -- 0.1% chance to 3HKO) and Slaking. Unfortunately it is 4x weak to Moongeist and Dark moves, which does limit its capability as a wall.

:sm/lunala:
Lunala @ Leppa Berry
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Extreme Evoboost
- Moongeist Beam
- Roost
- Destiny Bond

I've saved the weirdest (and sheistest) for last. This does seem like a very weird set at first, but there is some reasoning to it. With Prankster, it can click Evoboost before getting attacked, and Calm nature allows for calcs like 252 SpA Expert Belt Protean Mewtwo-Mega-Y Moongeist Beam vs. +2 252 HP / 252+ SpD Lunala: 365-437 (76.3 - 91.4%) -- guaranteed 2HKO. Even without +SpA, +2 Moongeist still OHKOs most offensive mons. Roost is for longevity, and I chose Destiny Bond over coverage so it can always trade with an offensive mon it can't beat, instead of only chipping certain targets.
I would like to know what voices in your head made you forget to list no guard luna there.
Lunala @ Lunalium Z / Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Fissure / Sheer Cold
- Photon Geyser / Light that burns the sky
- Shell Smash

No more suffer from yveltal and alola muk
pretty self explained set



Also I did not forget kartana I just havent decided where should the sets go yet
 
hi, it's ptoast. haven't seen much meta discussion lately (tho with hpl ending recently i'm expecting a bit more) so i'm here to talk about pbond sweepers, as i really only see pbond on scarfers nowadays and i think pbond sweepers have a decent amount of potential right now.

:xy/diancie-mega:
Diancie-Mega @ Focus Sash
Ability: Parental Bond
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Shell Smash
- Sunsteel Strike
- Moongeist Beam
- Moonblast
i love this guy. sunsteel geist fairy coverage so you're really only walled by wg arc/slak and kyogre/ho-oh, pbond to ignore sashes, and you can take prio if needed due to your typing. broken as fuck mon go use her

:xy/gengar-mega:
Gengar-Mega @ Focus Sash
Ability: Parental Bond
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Moongeist Beam
- misc coverage 1
- misc coverage 2
easier to wall but in return you don't have to worry about espeed even if you're on sash, and you're easier to proof. don't like this guy as much as pbond diancie cause of how easy it is to wall (most geist walls will end up walling him) but he isn't bad in my opinion either. go use him he's cool

i feel like there's other unexplored options out there, though i haven't messed around with them at all so i can't say for sure.
 
hi, it's ptoast. haven't seen much meta discussion lately (tho with hpl ending recently i'm expecting a bit more) so i'm here to talk about pbond sweepers, as i really only see pbond on scarfers nowadays and i think pbond sweepers have a decent amount of potential right now.

:xy/diancie-mega:
Diancie-Mega @ Focus Sash
Ability: Parental Bond
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Shell Smash
- Sunsteel Strike
- Moongeist Beam
- Moonblast
i love this guy. sunsteel geist fairy coverage so you're really only walled by wg arc/slak and kyogre/ho-oh, pbond to ignore sashes, and you can take prio if needed due to your typing. broken as fuck mon go use her

:xy/gengar-mega:
Gengar-Mega @ Focus Sash
Ability: Parental Bond
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Moongeist Beam
- misc coverage 1
- misc coverage 2
easier to wall but in return you don't have to worry about espeed even if you're on sash, and you're easier to proof. don't like this guy as much as pbond diancie cause of how easy it is to wall (most geist walls will end up walling him) but he isn't bad in my opinion either. go use him he's cool

i feel like there's other unexplored options out there, though i haven't messed around with them at all so i can't say for sure.
the biggest problem for such nukes are that they are hard to proof, especially when they are a sweeper which means having not a self proof is bad, and relying on innards to improof is not a good idea
 
hi, it's ptoast. haven't seen much meta discussion lately (tho with hpl ending recently i'm expecting a bit more) so i'm here to talk about pbond sweepers, as i really only see pbond on scarfers nowadays and i think pbond sweepers have a decent amount of potential right now.

:xy/diancie-mega:
Diancie-Mega @ Focus Sash
Ability: Parental Bond
EVs: 248 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Shell Smash
- Sunsteel Strike
- Moongeist Beam
- Moonblast
i love this guy. sunsteel geist fairy coverage so you're really only walled by wg arc/slak and kyogre/ho-oh, pbond to ignore sashes, and you can take prio if needed due to your typing. broken as fuck mon go use her

:xy/gengar-mega:
Gengar-Mega @ Focus Sash
Ability: Parental Bond
EVs: 248 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Moongeist Beam
- misc coverage 1
- misc coverage 2
easier to wall but in return you don't have to worry about espeed even if you're on sash, and you're easier to proof. don't like this guy as much as pbond diancie cause of how easy it is to wall (most geist walls will end up walling him) but he isn't bad in my opinion either. go use him he's cool

i feel like there's other unexplored options out there, though i haven't messed around with them at all so i can't say for sure.
Pbond mgar mentioned

:sm/gengar-mega:
Gengar-Mega @ Focus Sash
Ability: Parental Bond
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Sludge Wave / Bug Buzz
- Aura Sphere
- Shell Smash

This is the set I generally like to run as it's pretty much unwallable except by either meloetta or maud of your choice (or normal/flying but no one uses that), although that does make it more obvious which move you're running on preview. I think pbond mgar has especially great synergy with pursuit mg to remove hazards and innards. Overall, mgar can be an extremely potent endgame sweeper if it's allowed to set up once its checks are removed.
 
Back
Top