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Wo-Chien Sux!
After many different set ideas, team builds, resets, and mental health breaks from trying to wrok with it, I think I finally have a team that's decent, and where Wo-Chien has a niche set that isn't just directly outclassed by Meowscarada/Zarude, and also isn't just slapping Regen on a defensive mon (I wanted something a bit more creative and exciting than that). Please don't take this the wrong way and think it's a good mon tho.

https://pokepast.es/9d14c1697a8e8244

Wo-Chien has very good special bulk, but a terrible defensive typing, making it struggle to use it's bulk effectively. by Inheriting Bulletproof from Chesnaught, it becomes immune to many relevant moves, namely Aura Sphere, Focus Blast, Weather Ball and Sludge Bomb. I will also mention Pollen Puff (Bomb move, for some reason) since that's a 4x it blocks, but I doubt it will ever come up. Most notably, this means Wo-Chien can wall almost every Mega Launcher mon, resisting Water and Dark, and being immune to the Fighting coverage. In most matchupt tho, it's just a water resist Knocker, and Spiker, which is still good.

Physically Defensive Metagross takes on the other half of the meta, beating almost all physical mons pretty effectively. Standard Garg Naci Inheritor, but Heavy Slam is also a powerful STAB since Metagross is so heavy. Purifying Salt also negates his Ghost weakness. This also serves as the teams main Comfey Inheritor check, as Priority Draining Kiss is otherwise hard to deal with.

The team's main game-plan revolves around these two. It plays a lot on chip damage from hazards and Helmet, putting things in range of the team's Scarfer and strong priority mons to pick off weakened enemies. Get up hazards early pivot Metagross frequently on U-Turn mons. The team runs 2 Ghost-types to Spinblock, and don't be afraid to go to them on Spinners, even if it might mean sacking one. Just try to keep the one more relevant for the matchup. By nature of the team, there's a lot of pressure on the defensive core to check multiple threats in individual slots, so if you think you need to, just stay in and sack a mon to weaken an offensive threat so they can't setup and sweep safely. As long as you keep the chip going, you should be okay.

Speaking of the 2 Ghosts, in the Chi-Yu video, you talked about never seeing Gholdengo do so little damage, so now we have a strong one. Steely Spirit Flash Cannon is as strong as Make it Rain, and Steel Beam is a 210 Base Power nuke. Flash Cannon neutrally does around 80% to most offensive threats from what I've seen (252 SpA Steely Spirit Gholdengo Flash Cannon vs. 0 HP / 4 SpD Sneasler: 238-282 (79 - 93.6%) -- guaranteed 2HKO), so this is kind of the range you want things at after chip.

Finally dipping my toes into one of the meta's more popular mons, we have Zoroark. This one serves as more of a wallbreaker, with Boomburst being really strong, and Psychic Noise preventing defensive mons from healing. This is your main way of dealing with most opposing Naci Inheritors, among others. Even if you lose the 1v1 vs something like Naci Dusclops, that's fine. Again, you just want things weak for the teams other cleaners. Hex is secondary STAB, but you mainly deal with Purifying Salt mons, and the team runs no status, so this can be replaced with something like Overdrive if you feel like, or Snarl to hit opposing Zoroark, or even Encore or Nuzzle for some utility. Honestly pretty flexible slot. The 32 HP means you always live Banded Aqua Jet from Banded Adamant Adaptability Urshifu, and OHKO it with Boomburst. Minor EV change to make it slightly easier to handle, and Urshifu is a big threat to this team.

Great Tusk fills out the team in a very similar manner to what he does in OU. Hazard control, good physical bulk, and strong attacks. The team has no Ground immunity, and the only resist is Wo-Chien, so this serves as your check to things like Garchomp in a lot of scenarios. Technician Triple Axel blows up most opposing Ground types. the Speed EVs outspeed 110s after Rapid Spin, so things like Latios and Ogerpon have a harder time Checking this.

The team lacked a Fire resist up to this point, and the 2 main defensive mons are weak to it. I debated a bulky water, but to avoid the team being to passive (and to avoid doubling up on something like Quaquaval Gyarados from Ting-Lu team) I went with Banded Palafin. This is just a regular ass Palafin, as he's useless otherwise. This is the lead most games, as you want him activated ASAP, and a lot of other common leads can't really threaten him too much, meaning he can usually Flip Turn, but hard switch if necessary. Banded Jet Punch does what it always does, revenge-killing and late-game cleaning. The Ice-Punch slot is another flex slot. The 3 Water moves are most likely all you'll ever click. Do whatever you want here.
sashimi9999
Adaptability Urshifu is the biggest one I've run into. Banded 2HKO's entire team with the right move. can go Jolly on Palafin to guaranteed outspeed it (Wave Crash will do 50 min), but this leaves Jet Punch weaker in every other matchup. Tusk lives any hit besides Crabhammer and can do a good chunk with EQ, and EQ into Mach kills after some chip. Zoroark outspeeds and Kills with Boomburst, and lives Banded Jet, so can always check it if you keep it at full.

In a similar vein, Banded Sneasler, tho Metagross has an easier time dealing with this usually. Usually Pivot Meta for Helmet Chip, and go into a Ghost if they lock into CC (Banded CC can 2HKO Metagross). In general, really strong physical attackers that can overwhelm Metagross can be a bit of a problem, but the standard gameplan is usually pivot Metagross into something that revenge kills the threat.

Cyclizar mons are always annoying to deal with, and with this team, you always have to make the 50/50 of whether they're clicking Spin or U-Turn/Knock. I usually like Gholdengo, as it's relatively safe, unless you really need your Scarf in the matchup. It also depends on what the Cyclizar Inheritor is, as it could be literally anything, and it can always just do whatever it wants. They're also on almost every team. The biggest problem one I ran into was Ting-Lu. You really gotta just try to keep pressure on these things, Knock them if you can, and try to keep them as low as possible. If they're Assault Vest and not Boots, it's a bit easier, as stacking Spikes makes them much easier to deal with, and if you get those up, just try to always keep them up. We have 2 Ghosts for a reason.

These are the main ones. By nature of Inheritance, it's impossible to think of or answer every possible threat, but the team went 13 and 1.

Lastly, Defog. It's pretty uncommon, but hazard control the team can't answer can be a bit harder to deal with. Metagross beats most Defoggers, or at worst, pressures them with Salt Cure, so the sequence usually ends with them low when they switch, and Rocks up.
sashimi9999
Add Enamorus to threatlist. Offensively, Life Orb Moonblast and Flamethrower do a lot to the team, and Magic Guard let's it ignore most of what the team wants to do. How to handle it: Gholdengo and Zoroark offensivly check it by outspeeding and OHKOing it. Metagross and Palafin can both live a hit and OHKO back with Heavy Slam and Wave Crash respectively. Wo-Chien lives a Moonblast and can Knock the Life Orb to reduce it's damage output. Tusk outspeeds if it has a Spin boost and OHKO's with Triple Axel Mostly, whatever it comes in on, you kinda just have to stay in and hope you're healthy enough to deal with it.

Couple more replays cause why not:
https://replay.pokemonshowdown.com/gen9inheritance-2424785409-lu5omj95g7qbnfxxli9ip9j3gi4d7efpw
https://replay.pokemonshowdown.com/gen9inheritance-2424789317-fmr24tw249qxx5ni56xmuds9kpjlvx3pw
https://replay.pokemonshowdown.com/gen9inheritance-2424803774-pl68w7lg5gv68yitx2lybxoa7dpxpykpw
When do you want to play for DPP OU Summer Seasonal?
darkman64
darkman64
Hello, gm -4, I'm usually free between 11pm and 2am on weekdays and on weekends I can work most of the day from 5pm onwards. On weekends I can't work between 6pm and 7pm.
Gjaku
Gjaku
Let's schedule for Friday 11 PM -4
darkman64
darkman64
Works for me
Hey o/ we're up for DPL finals, I'm GMT -4. Sunday would be best for me, free in the morning and after 3pm. lmk if there's a Sunday time that'd work for you or not
gen 2 open , -5, can play most weeknights after work or more freely on weekend
flameingpigey2
Same here, wouldn’t mind getting it done tonight even I can be on in 15 or so
Hey, we're paired for BW Mono Open. I'm gmt-4 and free weekdays after 6pm or weekends after 10am. Let me know a time that works.
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