Metagame Frantic Fusions (New resources @ Post #387)

Thank god for these bans, I'm glad people realized how cheap ogerpon hearthflame mask was. I literally just fused it with regular ogerpon (yes that works) and it would easily sweep teams who thought unaware was their answer to sweepers.
 
wait, 8 of them just got banned, we banned weavile, zama was banned from start, same with urshifu, Iron Valiant and Iron Hands are both banned, Bax is banned, Anni-ape is banned, Stakeout and Unburden are banned. When everything just gets +30 to their defenses and regen/other great abilities, standard "wall breakers" won't cut it (especially considering we also banned weather comps for being "too offensively strong" e.g, it broke regen cores)
I'm teambuilding chill out for a second lol
 
Honestly, walled by GTusk and Dozo, and Alolomola for that matter

I can literally post for any "offensive set" on this page, and guarenteed it's either been banned or doesn't actually break the Regen core
:great tusk:
252+ Atk Adaptability Basculegion (Quaquaval) Aqua Step vs. 0 HP / 4 Def Tornadus-T (Great Tusk): 296-352 (79.7 - 94.8%) -- guaranteed 2HKO
I don't think being 2HKOing by something qualifies as a wall for that something...

252+ Atk Adaptability Basculegion (Quaquaval) Aqua Step vs. 252 HP / 252+ Def Tornadus-T (Great Tusk): 228-272 (52.5 - 62.6%) -- guaranteed 2HKO
Even Max defense won't save you!

:dondozo:
252+ Atk Adaptability Basculegion (Quaquaval) Close Combat vs. 252 HP / 252+ Def Slowking (Dondozo): 186-220 (36.9 - 43.6%) -- guaranteed 3HKO
This is BEFORE a Swords Dance, and max defense. Let's see about after...

+2 252+ Atk Adaptability Basculegion (Quaquaval) Close Combat vs. 252 HP / 252+ Def Slowking (Dondozo): 370-436 (73.4 - 86.5%) -- guaranteed 2HKO
Dozo needs to switch out before it gets 2HKO'd, and the Quaquaval can SD again for even more power.

:alomomola:
252+ Atk Adaptability Basculegion (Quaquaval) Close Combat vs. 252 HP / 252+ Def Diancie (Alomomola): 204-242 (38.2 - 45.3%) -- guaranteed 3HKO
Similar calcs for Dondozo and Alomomola, but Alomomola has less attack so Quaquaval can freely set up and then sweep.

In short, the things you mentioned are not true walls.
 
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:dondozo:
252+ Atk Adaptability Basculegion (Quaquaval) Close Combat vs. 252 HP / 252+ Def Slowking (Dondozo): 186-220 (36.9 - 43.6%) -- guaranteed 3HKO
This is BEFORE a Swords Dance, and max defense. Let's see about after...

+2 252+ Atk Adaptability Basculegion (Quaquaval) Close Combat vs. 252 HP / 252+ Def Slowking (Dondozo): 370-436 (73.4 - 86.5%) -- guaranteed 2HKO
Dozo needs to switch out before it gets 2HKO'd, and the Quaquaval can SD again for even more power.
I haven't played the ladder since the weavile ban but I imagine that dondozos run unaware? In that case SD wouldn't break it but Choice band could.
 
MANAPHY, HEARTHFLAME MASK, SNEASLER, WALKING WAKE, IRON MOTH, AND GHOLDENGO HAVE ALL BEEN BANNED
RIP Manaphy, I had a feeling this was coming. Man was thing strong, you can give it an actual ability and take its stats in whatever direction you wanted. rest/talk + take heart with Hisui Goodra was awesome bulky set up beast while T-Therian + Tail glow hits like a truck after 1 turn of set up.
I thought Gengar SF was better than Iron Moth. Didn't run into moth a ton. When I did it was strong but manageable. Walking wake is a pain with nineties being better than torkol. Also Gold ban means hazard stacking teams are kinda dead. But id rather good as gold be banned because Gold fusions that didn't have good as gold were fun to use.

Anyway, back to regen stall because that didn't get banned (YEAH!!!) and im feasting on the salt right now. Don't adapt, just keep the scrub quotes coming.
 
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I can literally post for any "offensive set" on this page, and guaranteed it's either been banned or doesn't actually break the Regen core
If you're having a lot of trouble with breaking through Regenerator sets, then why not try to slot a physical wallbreaker on your team?

I'll use :zapdos-galar:+:lycanroc-dusk: as an example here, but there are other good options available that play similarly.

:ss/zapdos-galar::lycanroc-dusk:
Lycanroc-Dusk (Zapdos-Galar) @ Choice Band
Ability: Tough Claws
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- Stomping Tantrum / Thunderous Kick
- U-turn
NEW STATS: 90/154/106/98/106/127

This set has definitely been posted before, but I'm using it here to help get my point across.
GZapdos provides amazing physical power, which just so happens to be very useful against Regen users. Even with neutral hits, GZapdos can deal heavy damage to whatever happens to be in its way.

Here are some calcs I've ran against some Regen users I've seen in the tier.
Vs. :meloetta:+:tornadus-therian:
252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Tornadus-Therian (Meloetta): 318-375 (78.7 - 92.8%) -- guaranteed 2HKO
From full HP, Meloetta is a guaranteed 2HKO with maximum HP and Defense investment.

252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Tornadus-Therian (Meloetta): 318-375 (78.7 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock
After taking damage from Stealth Rock (or other prior chip damage), Meloetta is put into OHKO range. Any damage taken past this results in a much more likely (or even guaranteed) OHKO.

Vs. :goodra-hisui:+:slowbro:
252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Slowbro (Goodra-Hisui): 528-624 (145 - 171.4%) -- guaranteed OHKO
GZapdos doesn't have any trouble OHKOing HGoodra, even with maximum defensive investments.

Vs. :great-tusk:+:tornadus-therian:
252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Brave Bird vs. 252 HP / 252+ Def Tornadus-Therian (Great Tusk): 464-548 (106.9 - 126.2%) -- guaranteed OHKO
Brave Bird is a guaranteed OHKO on Great Tusk with maximum defensive investment.

252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Tornadus-Therian (Great Tusk): 232-274 (53.4 - 63.1%) -- guaranteed 2HKO
If you're locked into CC, you can still pick up a 2HKO on Tusk.

Vs. :alomomola:+:diancie:
252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Diancie (Alomomola): 280-330 (52.4 - 61.7%) -- guaranteed 2HKO
GZapdos always 2HKOes Alomomola from full HP to 61.8% HP, and picks up a guaranteed OHKO if Alomomola is at or below 52% HP from prior damage. Anywhere between 62% and 52% HP gives GZapdos a chance to OHKO it.
 
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If you're having a lot of trouble with breaking through Regenerator sets, then why not try to slot a physical wallbreaker on your team?

I'll use :zapdos-galar:+:lycanroc-dusk: as an example here, but there are other good options available that play similarly.

:ss/zapdos-galar::lycanroc-dusk:
Lycanroc-Dusk (Zapdos-Galar) @ Choice Band
Ability: Tough Claws
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- Stomping Tantrum / Thunderous Kick
- U-turn
NEW STATS: 90/154/106/98/106/127

This set has definitely been posted before, but I'm using it here to help get my point across.
GZapdos provides amazing physical power, which just so happens to be very useful against RegenVesters. Even with neutral hits, GZapdos can deal heavy damage to whatever happens to be in its way.

Here are some calcs I've ran against some Regen users I've seen in the tier.
Vs. :meloetta:+:tornadus-therian:
252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Tornadus-Therian (Meloetta): 318-375 (78.7 - 92.8%) -- guaranteed 2HKO
From full HP, Meloetta is a guaranteed 2HKO with maximum HP and Defense investment.

252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Tornadus-Therian (Meloetta): 318-375 (78.7 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock
After taking damage from Stealth Rock (or other prior chip damage), Meloetta is put into OHKO range. Any damage taken past this results in a much more likely (or even guaranteed) OHKO.

Vs. :goodra-hisui:+:slowbro:
252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Slowbro (Goodra-Hisui): 528-624 (145 - 171.4%) -- guaranteed OHKO
GZapdos doesn't have any trouble OHKOing HGoodra, even with maximum defensive investments.

Vs. :great-tusk:+:tornadus-therian:
252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Brave Bird vs. 252 HP / 252+ Def Tornadus-Therian (Great Tusk): 464-548 (106.9 - 126.2%) -- guaranteed OHKO
Brave Bird is a guaranteed OHKO on Great Tusk with maximum defensive investment.

252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Tornadus-Therian (Great Tusk): 232-274 (53.4 - 63.1%) -- guaranteed 2HKO
If you're locked into CC, you can still pick up a 2HKO on Tusk.

Vs. :alomomola:+:diancie:
252 Atk Choice Band Tough Claws Lycanroc-Dusk (Zapdos-Galar) Close Combat vs. 252 HP / 252+ Def Diancie (Alomomola): 280-330 (52.4 - 61.7%) -- guaranteed 2HKO
GZapdos always 2HKOes Alomomola from full HP to 61.8% HP, and picks up a guaranteed OHKO if Alomomola is at or below 52% HP from prior damage. Anywhere between 62% and 52% HP gives GZapdos a chance to OHKO it.
I was testing the exact same set lol. Its pretty much just sneasler but slower and a little less powerful and with a different secondary stab. The gholdengo ban makes strong fighting types able to break a lot of stall cores now.

Some other fighting types that could work include slither wing and great tusk
 

KaenSoul

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While I don't agree with the bans, I can see why most of them happened, Gholdengo (and GaG itself) could have stayed but they were having a quite centralizing effect on hazard removal (only reliable and viable removal was Spinner + Flamigo, usually Tusk) making Hazard stack teams too dominant so is a fair decision.
I disagree with Iron Moth and Manaphy being banned, never found Moth to be all that dangerous as the numerous Regen Vesters could handle it well, outside Meloetta who is kinda bad because of the uturn weakness. Manaphy was a good wallbreaker that couldn't do much against offensive teams without a lot of support, it deserves another chance, but can wait until DLC2.
The bans are fine overall but don't think there was a need for such a large sweep right before leaving ladder, as it will become harder to adapt to the new format as games will be harder to find without a ladder.
 
MANAPHY, HEARTHFLAME MASK, SNEASLER, WALKING WAKE, IRON MOTH, AND GHOLDENGO HAVE ALL BEEN BANNED
Good. Good.

Anyway, here are two of the most successful nightmare sets I thought of:
Ambipom (Garchomp) @ Life Orb
Ability: Skill Link
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Scale Shot
- Earthquake
- Stone Edge
Stats: 108/155/111/95/101/130 - BST of 700

Yeah, this shit just wins me games. For Free. Sometimes I don't even click Swords Dance. Scale Shot STAB off 155 ATK, and now you outspeed everything. GGs.
Kingambit (Bisharp) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Low Kick

Stats: 65/158/130/75/91/82 - BST of 601

Kingambit... Did you lose weight? Have you been hitting the gym? Dang, you look as swole as a Pseudo Lege- Oh God, You've just Swords Danced. No, stop trying to Sucker Punch me. I'm not clicking an attack. I swear.
 
just do gambit + diancie, if you want to keep supreme overlord.
82 speed is really fucking slow for this metagame and not worth giving up 37 in both defenses.
If you've played OU you know that Kingambit's biggest trait is not its blistering speed. STAB 158 ATK supreme overlord is nuts. If you're that worried about speed, I run it with sticky web.

What's a good reason to run this over loaded dice technician roaring moon?
STAB Earthquake and overall better coverage. Also the option to run Chainchomp type shit and run fire blast over stone edge.
 
just do gambit + diancie, if you want to keep supreme overlord.
82 speed is really fucking slow for this metagame and not worth giving up 37 in both defenses.
If you've played OU you know that Kingambit's biggest trait is not its blistering speed. STAB 158 ATK supreme overlord is nuts. If you're that worried about speed, I run it with sticky web.


What's a good reason to run this over loaded dice technician roaring moon?
STAB Earthquake and overall better coverage. Also the option to run Chainchomp type shit and run fire blast over stone edge.
 
Probopass
:bw/probopass:+:Orthworm:
Stats: 60/55/181/90/163/56
This eats earth for breakfast! Yes, a 4x weakness to fighting is really bad, but there are only two great fighting types: Galarian Zapdos (:zapdos-galar:) and Great Tusk (:great tusk:), and Zapdos-Galar is usually choice-locked. Besides that, you have a water weakness, but since there is no Walking Wake (:walking wake: nor Manaphy (:manaphy:), then this is a lesser problem. This can serve as a paralysis spreader and good teammates for it include Gengar (:gengar:) as well as Zapdos (:zapdos:). You could also pair it with a Regen core and Dusclops (:dusclops:) to bring a sort of hazard stack back. I think this might be the only time Probopass is viable alongside Gengar, so take advantage of it! You can get around the lack of reliable recovery via wish support from Alomomola (:alomomola:).
Orthworm (Probopass) @ Leftovers
Ability: Earth Eater
IVs: 0 Atk
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
- Stealth Rock
- Thunder Wave
- Body Press/Taunt
- Volt Switch
Moves
This set aims to spread paralysis while setting rocks to punish switching. Volt switch is what makes Probopass work as a pivot after it spreads paralysis and gets rocks up, allowing it to switch into a flying type such as Galarian Zapdos. This is complimented with its low speed, which makes sure it takes the damage for the switchin. Body Press does a ton of damage to Steel, Rock, Ice, Normal, and Dark types, and doing major chip damage to non-resists. Taunt can serve to block defog as well as stopping set-up sweepers.
Set Details
252 HP EVs is to make Probopass as tanky as possible, and this is complemented with 4 defense EVs and 252 SpD EVS. 0 attack IVs and a Bold Nature is due to body press using the defense stat, and lowers Foul Play and confusion damage to a minimum. Earth Eater is to have a ground type immunity and heal when it takes a ground type move, and Leftovers is here for even more recovery.
Usage Tips
You should use this set as a hazard setter and pivot, to to its low speed and access to Volt Switch. It checks special and physical attackers such as Dragonite, Roaring Moon, Cinderace, Hoopa without Focus Blast, and some more. It should volt switch on its checks if there is no Great Tusk, otherwise you can set up Stealth Rock and then switch into Zapdos (either kind works). Be careful of checking offensive mons with water or fighting coverage, as they will do serious damage.
 
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If you've played OU you know that Kingambit's biggest trait is not its blistering speed. STAB 158 ATK supreme overlord is nuts. If you're that worried about speed, I run it with sticky web.
I imagine their point is that Bisharp is just outclassed hard by Kingambit if you're adding a slow bulky mon as its fusion. Barraskewda (Kingambit) for example is stronger, faster, and significantly bulkier than Kingambit (Bisharp) so there is very little reason to run the latter unless you already have Kingambit being used for something and basically need another one

Kingambit (Bisharp) Stats: 65/158/130/75/91/82 - BST of 601
Barraksewda (Kingambit) Stats: 100/165/135/75/97/84 - BST of 656
 
Quick question have you played the tier?
:tyke:
yes

Let's be totally honest, this was banned because Tail Glow could break Regen Cores, not because it was a valid regenvest set.
you have such a hate boner for regenerator that you can't even say something thats right, tail glow manaphy was one of the WORST sets against regen cores. hoodra resists stab and manaphy has to use ice beam, while it can be thunderbolted to death. or vs a-muk, which doesn't even resist but can still knock, then poison it.

basically I still think you can't make teams that can overpower regen cores and that shows a big problem in your team building. you also seem to not be innovative nor look outside the box for strong pokemon. instead you go here to hate on something that isn't even that broken. is regen annoying? sure. but first find out how to actually beat it before you decide its oppressive. I hate imposter in bh as much as you do regen here, but I know its counters.
 
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Stall is very strong in this tier unquestionably, but rather than complaining about the king, let's talk regicide.

With Regenstall cores (which seem to be the most common on the ladder), it is usually the case that one half handles the physical hits and the other half the special hits, case in point special attackers barely exist in this tier because Regenvest H-Goodra and Unaware Blissey exist. Not much getting through on the special side that hasn't been banned yet. Great Tusk and H-Goodra seems to be a common two man stall core.

The solution, of course, is not to try. Perhaps we should experiment further with mixed attackers. Been testing the following on the ladder to some success, especially against bulkier compositions.

Crawdaunt (Kommo-o) @ Throat Spray
Ability: Adaptability
Tera Type: Dragon
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Clangorous Soul
- Flamethrower
- Clanging Scales

The passive nature of regen cores makes it relatively easy to set up, especially with screen/wish support which is in ample supply. Great Tusk usually folds to +1 Clanging Scales never mind +2, and H-Goodra/Unaware Blissey crumble to Close Combat. Mega Luvdisc gets 2HKO'ed in its most specially defensive variants, and that's doing jack all to a special attacking dragon anyway.

I am sure those more experienced in the tier could come up with better examples of mixed attackers, just wanted to raise the possibility.
 
Stall is very strong in this tier unquestionably, but rather than complaining about the king, let's talk regicide.

With Regenstall cores (which seem to be the most common on the ladder), it is usually the case that one half handles the physical hits and the other half the special hits, case in point special attackers barely exist in this tier because Regenvest H-Goodra and Unaware Blissey exist. Not much getting through on the special side that hasn't been banned yet. Great Tusk and H-Goodra seems to be a common two man stall core.

The solution, of course, is not to try. Perhaps we should experiment further with mixed attackers. Been testing the following on the ladder to some success, especially against bulkier compositions.

Crawdaunt (Kommo-o) @ Throat Spray
Ability: Adaptability
Tera Type: Dragon
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Clangorous Soul
- Flamethrower
- Clanging Scales

The passive nature of regen cores makes it relatively easy to set up, especially with screen/wish support which is in ample supply. Great Tusk usually folds to +1 Clanging Scales never mind +2, and H-Goodra/Unaware Blissey crumble to Close Combat. Mega Luvdisc gets 2HKO'ed in its most specially defensive variants, and that's doing jack all to a special attacking dragon anyway.

I am sure those more experienced in the tier could come up with better examples of mixed attackers, just wanted to raise the possibility.
this gets super owned by unaware scream tail but I've seen it like once or twice. this is an example of innovating instead of complaining.
 
Wowwww, love the saturation of offensive mons bans, making play less creative, making stall even less challengable than before, and making the meta less fun. Because this meta had to be more defense based. To address the decisions, my opinions
Sneasler is wise, as well as Ogerpon-H.
Prehaps Manaphy as well, but we will see.
Cress, SAC, and Regenerator should have been banned and implemented, respectively.
Walking wake should have not been banned.
Gholdengo I agree with.
Iron Moth I also agree with.
This meta does not seem to be balanced, which needs to change.

Agreed, I get hit with stall teams almost every game at this point, and Cress getting Regenerator from Glowking is not fun. At least Toxapex is banned… never mind, if I have to say, “at least Toxapex is banned, that’s an upside”, and that is the only upside I can think of off the top of my head, it’s not healthy.

Well, that is an upside, then they stayed on the spree of banning (mostly) offense mons.

Final Opinion: This meta needs fixing, and it’s even more broken then before Pult’s ban. At least Pult had priority weaknesses to give it (admittedly limited) counterplay. Stall is much harder to take down, and is just generally unfun and not engaging to play against it it’s current state.
TLDR: What was broken got broken even more.
Yup, I completely agree with you, they banned a lot I MEAN a lot of offensive mons and just left the defensive mons, they also banned the damp rock and the heat rock which weakened the weather teams and offensive playstyles mainly. Also these bans just made defense stronger, we either need regen ban(preferred) or single ac.

All teams I see now are just slap on 4 regen mons a unaware mon and some kinda filler.The teams sometimes even have 2 unawares, they are rare tho. The other teams depend on the choice mon/s to predict mostly and since there are 4 regen mons it's kinda hard.

Also, speaking of unaware it's completely balanced according to me but not when paired with 2-4 regen mons. If u had thought to break the regen core using set up, nope you can't (except moldy).Also these teams have a form of phazing atleast on one mon. Then there is unaware set up which is just almost impossible to beat unless u have one yourself or have phazing. (Also I'm talking abt stuff like CM+iron defense+recovery or smth like cm+wish protect.)

Speaking of which another way to break stall, our lovely hazards. BUT NOPE the opponent prob has magic bounce which they will switch in most cases, even if u manage to get hazards don't worry the opponent probably has atleast 1-2 forms of hazard removal.

Conclusion: We need either regen ban/SAC or think abt unbanning some offensive mon(ex wake, isn't that broken)which have gotten less broken after the home mon additions and bans on other mons.
 

hidin

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id just like to chime in as TL to stop deraling the thread about regenerator; the ones that argue about it are just refusing to innovate and try to actually use teams that beat the cores, and the ones who argue about it not being broken keep on talking about a moot argument. me and council have tried to make this format as customizable and creative as possible, and while that comes with the annoying possibilities such as regen hoodra / tusk / etc paired with an unaware and mbouncer, that comes with some very strong wallbreakers who easily smash through them, like gapdos, sflo + any strong special mon, ogerpon-wellspring, kommo-o, roaring moon, dragonite, and many, many more. yall literally have a man (Tankey6ia) who uploads sets daily that have good breaking power! you have the options to break through common defensive cores that are more flawed than this thread makes it out to be, and until you guys realize this i dont want to hear anymore complaining about the ability. please stop with this and actually have fruitful meta discussion from now on

and yes i ladder this tier often dont hit me with any dumb question, like why do you think i lead this meta?
 
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Hoopa
:sv/Hoopa:+:ribombee:/:frosmoth:
Stats: 80/123/75/173/147/101
Shield dust allows it to not be forced away by Dragon Tail, and also allows it not to be paralyzed by Zapdos fused with Lycanroc-Midnight. This also has great special attack allowing it to set up on Zapdos and then break through regen walls such as Goodra-Hisui and Alomomola. Riombee is chosen as it gives the highest speed. If you don't care about speed and want sheer wallbreaking, you can do Frosmoth.
Ribombee (Hoopa) @ Focus Sash
Ability: Shield Dust
IVs: 0 Atk
EVs: 4 Def / 252 SpA / 4 Spe
Timid Nature
- Psyshock/Psychic
- Focus Blast
- Shadow Ball
- Nasty Plot
Inteleon
:sv/ogerpon-wellspring:+:inteleon:
Stats: 80/141/100/91/112/140
This set aims to increase Ogerpon's pure power to its limit. With sniper increasing the power of critical hits, it can deal serious damage with Ivy Cudgel. Yes its stabs get walled by Goodra-Hisui, but you can use Low Kick to hit steel types now that Gholdengo's gone. You can run either a recovery move to improve longevity or swords dance to hopefully sweep.
Inteleon (Ogerpon-Wellspring) @ Wellspring Mask
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Ivy Cudgel
- Power Whip
- U-turn
- Swords Dance/Synthesis
 
Hoopa
:sv/Hoopa:+:ribombee:/:frosmoth:
Stats: 80/123/75/173/147/101
Shield dust allows it to not be forced away by Dragon Tail, and also allows it not to be paralyzed by Zapdos fused with Lycanroc-Midnight. This also has great special attack allowing it to set up on Zapdos and then break through regen walls such as Goodra-Hisui and Alomomola. Riombee is chosen as it gives the highest speed. If you don't care about speed and want sheer wallbreaking, you can do Frosmoth.
Ribombee (Hoopa) @ Focus Sash
Ability: Shield Dust
IVs: 0 Atk
EVs: 4 Def / 252 SpA / 4 Spe
Timid Nature
- Psyshock/Psychic
- Focus Blast
- Shadow Ball
- Nasty Plot
Inteleon
:sv/ogerpon-wellspring:+:inteleon:
Stats: 80/141/100/91/112/140
This set aims to increase Ogerpon's pure power to its limit. With sniper increasing the power of critical hits, it can deal serious damage with Ivy Cudgel. Yes its stabs get walled by Goodra-Hisui, but you can use Low Kick to hit steel types now that Gholdengo's gone. You can run either a recovery move to improve longevity or swords dance to hopefully sweep.
Inteleon (Ogerpon-Wellspring) @ Wellspring Mask
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Ivy Cudgel
- Power Whip
- U-turn
- Swords Dance/Synthesis
Doesn't Goodra-H very commonly carry Knock Off?
 
Jirachi
Cosmic Power Sweeper

:bw/jirachi:+:diancie:
Stats: 100/125/137/125/137/112
This could be a funny cosmic power sweeper with Life Dew, Stored Power, Cosmic Power, and Aura Sphere hitting everything except the atrocious Sableye, which is outclassed by many other Prankster users. It could switch in against a non-threat such as Alomomola and start to set up in front of it, not fearing Whirlpool due to Life Dew.

Diancie (Jirachi) @ Leftovers
Ability: Clear Body

IVs: 0 Atk
EVs: 252 HP / 252 SpA / 4 SpD
Timid nature
- Life Dew
- Stored Power
- Cosmic Power
- Aura Sphere/Thunder Wave
Other Options
You could run Calm Mind instead of Aura Sphere to boost your special attack as well, but that leaves you hard walled by Dark Types. If you have a problem with speedy threats, you can run Thunder Wave to slow those down.
Checks and Counters
:sv/kingambit:
Any dark type if you do not run a fighting type move can block your Stored Power and set up on you to sweep. Kingambit in particular can threaten you with Kowtow Cleaves.
:sv/blissey:/:sv/chansey:
The premier special walls of the tier, they could block any attempt at Stored Power through their insane special bulk. They could slow you down with Thunder Wave or deal damage with seismic toss.
:sv/goodra-hisui:+:slowbro:
This could end your sweep with Dragon Tail forcing you to switch in another mon, and is a great special wall, tanking a ton of Stored Powers.
Filter Support/Wall
:sv/jirachi:+:revavroom:
Stats: 100/129/122/113/116/122

Yes, it has worse defensive stats than Diancie, but to make up for that, it has Filter to lower the damage of super effective moves. This could work as a stealth rock setter and paralysis spreader. It has Healing Wish to support teammates such as SFLO Roaring Moon for it to be able to sweep twice. The exact moves depend on if your team is more stall or more (non-hyper) offensive.
Revavroom (Jirachi) @ Rocky Helmet
Ability: Filter
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Healing Wish
- Stealth Rock
- Iron Head
- Life Dew
Revavroom (Jirachi) @ Rocky Helmet
Ability: Filter
EVs: 252 HP / 4 Atk / 252 Def
Jolly Nature
- Wish
- Protect
- Iron Head
- Thunder Wave
 
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