Metagame Nature Swap

The problems I see with it are:

252+ Atk Choice Band Stakataka Gyro Ball (150 BP) vs. 4 HP / 0 Def Kartana: 232-273 (89.2 - 105%) -- 31.3% chance to OHKO
252+ Atk Stakataka Stone Edge vs. 252 HP / 4 Def Shuckle: 248-294 (101.6 - 120.4%) -- guaranteed OHKO
252+ Atk Stakataka Zen Headbutt vs. 0 HP / 0 Def Kommo-o in Psychic Terrain: 346-408 (118.9 - 140.2%) -- guaranteed OHKO

All of its offensive checks cant really switch in and scouting around the 211 Atk Gyro Ball is very hard. Psychic Terrain Staka makes it even scarier due to the priority block and removing its sturdiest offensive check in Kommo-o.
I think the thing keeping Staka alright at the moment is its always going to take a hit to set up TR, and its ohkod by stray earthquakes or fighting coverage now. But there's sometimes where I see a Staka come in after a KO and its going to take multiple lives.
Should have specified that my experience was with Trick Room Staka.
 

Also, lets talk about Stakataka. Its a very powerful mon, can run Hasty + SR to be a very fast suicide lead, but the set you're much more likely to see will be Lonely Stak with either Trick Room or CB, to nuke through teams while still having some semblance of defensive strength. It can also pair well with Psychic Terrain to buff its Zen Headbutt to dodge priority and KO fighting "checks" like Kommo-o. Its threatening enough that even weaker lure sets like Gentle + Block + Toxic may offer some merit. What do you guys use to deal with this mon? Im especially interested in checks that can fit onto offensive squads.
I've run a variation of Pidgeons's Bewear set; it can take hits from any set and damage sets with Drain Punch (while being much more useful for damaging Hasty sets can still put a dent in a Lonely set) and use Bulk Up to boost itself further. It's not the most offensive mon as running Bold makes its punches weaker and does nothing for its speed, but it can be a great switch in to stop the stak.

I've also experimented with Mega Slowbro who doesn't mind Gyro Balls much, but bro has to use Slack Off to recover, and Stakataka can output enough damage to make healing futile.

I've also seen a few Sturdy Aggrons around to get people to predict a Rock Head Smash but surprise them with a sturdy EQ that can take care of them, although Rock Head Aggron is much more common.

Other than that, TSM-Virgil's post sums up the other ways to go against Stakataka that I've seen (other than Tangrowth who can get a leech seed up, protect, and then switch to a tanky mon to get regenerator back). Stakataka's a force to be reckoned with, and, while I admire how this mon's found a solid spot for itself, I don't like seeing it on the other side of my team :P
 
I don't think the patch is working as well as needed. For some reason, it isn't affecting every pokemon. My team had two members that had their EVs messed up: Araquanid and Diancie. Coincidentally, those two are RU.
 

dhelmise

banend doosre
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I don't think the patch is working as well as needed. For some reason, it isn't affecting every pokemon. My team had two members that had their EVs messed up: Araquanid and Diancie. Coincidentally, those two are RU.
it has nothing to do with tiering, and the fix will be live soon
 
Once again, this meta has returned
My oh My have i missed it

Time to bring back the Meme God of Pokemon
No one shall escape his power

Shuckle @ Weakness Policy
Ability: Sturdy
EVs: 252 Def / 252 Spe
Naive Nature
- Power Trick
- Earthquake
- Stone Edge
- Knock Off

20 / 10 / 230 / 10 / 5 / 230

That newly found 230 speed stat allows it to outspeed almost the entire unboosted meta (Mega Aggron and Mega Steelix), and speed tie a +2 speed boosted base 115 speed mon, combined with a {usually} safe Power Trick thanks to Sturdy, giving Shuckle a 559 attack stat. Knock Off and Stone Edge gives Shuckle an amazing coverage, only being unable to hit Fighting types for neutral damage, which is what Earthquake is for, having a combined neutral coverage on everything except Grass and Fighting types.

The insane 559 attack stat is enough to 1 shot almost everything, and with the Weakness Policy boost, it can 1 shot everything that isn't a dedicated physical wall, or bulky ground types.

This set is shut down hard by priority since it usually relies on the first sturdy hit to stay alive, so its best as a late or mid game cleaner/sweeper




A few calcs covering some of the Walls/Bulky Defensive Pokemon I've seen...
Comment a set that i may have missed that you want me to test Shuckle against


Specially Defensive Tangrowth
252 Atk Shuckle Knock Off (97.5 BP) vs. 252 HP / 28 Def Tangrowth: 133-157 (32.9 - 38.8%) -- 99.8% chance to 3HKO
+2 252 Atk Shuckle Knock Off (97.5 BP) vs. 252 HP / 28 Def Tangrowth: 265-312 (65.5 - 77.2%) -- guaranteed 2HKO

No Defense investment Mega Garchomp

252 Atk Shuckle Earthquake vs. 4 HP / 0 Def Garchomp: 177-209 (49.4 - 58.3%) -- 98.8% chance to 2HKO
+2 252 Atk Shuckle Earthquake vs. 4 HP / 0 Def Garchomp: 354-417 (98.8 - 116.4%) -- 93.8% chance to OHKO

Bold 252 Defense Salamence
+1 252 Atk Shuckle Stone Edge vs. 0 HP / 252 Def Salamence: 488-576 (136.3 - 160.8%) -- guaranteed OHKO
-1 252 Atk Shuckle Stone Edge vs. 0 HP / 252 Def Salamence: 218-258 (60.8 - 72%) -- guaranteed 2HKO

Impish 252 Defense HP Vaporeon
252 Atk Shuckle Stone Edge vs. 252 HP / 252+ Def Vaporeon: 172-204 (37 - 43.9%) -- guaranteed 3HKO
+2 252 Atk Shuckle Stone Edge vs. 252 HP / 252+ Def Vaporeon: 343-405 (73.9 - 87.2%) -- guaranteed 2HKO


Relaxed 252 HP Defense Alola Persian
252 Atk Shuckle Stone Edge vs. 252 HP / 252+ Def Persian-Alola: 168-198 (50.2 - 59.2%) -- guaranteed 2HKO
+2 252 Atk Shuckle Stone Edge vs. 252 HP / 252+ Def Persian-Alola: 333-393 (99.7 - 117.6%) -- 93.8% chance to OHKO

Physically Defensive Metapod...Why not
252 Atk Shuckle Stone Edge vs. +6 252 HP / 252 Def Metapod: 146-174 (48 - 57.2%) -- 88.7% chance to 2HKO
+2 252 Atk Shuckle Stone Edge vs. +6 252 HP / 252 Def Metapod: 288-342 (94.7 - 112.5%) -- 68.8% chance to OHKO
 
I haven't had too much time to ladder yet, but people are already complaining about Stakataka so I thought I'd share a set that doesn't really care about Stakataka or physical attackers as a whole.


Bewear @ Leftovers
Ability: Fluffy
EVs: 248 HP / 252 Atk / 8 Def
Bold Nature
- Drain Punch
- Toxic
- Rest
- Baby-Doll Eyes / Pain Split / Filler

I present: budget Fur Coat Giratina. In case it wasn't immediately obvious, 120 / 125 physical bulk with an ability that halves damage from contact moves is pretty ridiculous. Having to use Rest for recovery is an obvious downside, but that hardly matters when almost no physical attacker even 4hkos you. Drain Punch helps with that issue, 80 Attack isn't enormous but it's still enough to threaten Stakataka or Steelix. There's not much to say in words about this Pokemon so I'll just leave a list of calcs that illustrate how ridiculous bulky this thing is.

vs Lonely Stakataka
252+ Atk Choice Band Stakataka Gyro Ball (125 BP) vs. 248 HP / 252+ Def Fluffy Bewear: 150-177 (33.8 - 39.9%) -- 29.1% chance to 3HKO after Leftovers recovery

vs Lonely Aggron
252+ Atk Choice Band Aggron Earthquake vs. 248 HP / 252+ Def Bewear: 141-167 (31.8 - 37.6%) -- 0.2% chance to 3HKO after Leftovers recovery

vs Adamant Mega Gardevoir
252+ Atk Pixilate Gardevoir-Mega Return vs. 248 HP / 252+ Def Fluffy Bewear: 164-194 (37 - 43.7%) -- 99.5% chance to 3HKO after Leftovers recovery

vs Hasty Mega Heracross
252 Atk Heracross-Mega Close Combat vs. 248 HP / 252+ Def Fluffy Bewear: 158-188 (35.6 - 42.4%) -- guaranteed 3HKO

vs Naughty Araquanid
252+ Atk Choice Band Water Bubble Araquanid Liquidation vs. 248 HP / 252+ Def Fluffy Bewear: 144-170 (32.5 - 38.3%) -- 1.8% chance to 3HKO after Leftovers recovery

vs Hasty Mega Mawile
252+ Atk Huge Power Mawile-Mega Play Rough vs. 248 HP / 252+ Def Fluffy Bewear: 170-204 (38.3 - 46%) -- guaranteed 3HKO after Leftovers recovery

vs Hasty Golem-A
252+ Atk Choice Band Galvanize Golem-Alola Double-Edge vs. 248 HP / 252+ Def Fluffy Bewear: 114-135 (25.7 - 30.4%) -- 1.5% chance to 4HKO after Leftovers recovery

vs Hasty Metagross
252 Atk Choice Band Metagross Zen Headbutt vs. 248 HP / 252+ Def Fluffy Bewear: 126-150 (28.4 - 33.8%) -- 97.3% chance to 4HKO after Leftovers recovery

vs Brave Sceptile
+2 252+ Atk Sceptile Leaf Blade vs. 248 HP / 252+ Def Fluffy Bewear in Grassy Terrain: 142-168 (32 - 37.9%) -- 79.7% chance to 4HKO after Leftovers recovery and Grassy Terrain recovery


These are some calcs against strong sets and sets people posted in this thread. Even stupidly powerful supereffective hits fail to 2hko Bewear which is pretty insane. Anything weaker will be doing next to nothing, so it's easy to see how Bewear can handle the majority of physical attackers. It'd be a bit rash to suspect / quickban something so soon after the ladder went up, but this does seem just a bit ridiculous to me in terms of how difficult to break it is.

On a different note, I brought up the idea of nature reveal in the OM room and thought I'd bring it up here. I think a mechanic similar to donor reveal in Inheritance or typing reveal in Camomons is worth considering for this meta. As it is, there's no way to know what set you're opponent is running on each Pokemon, which results in a lot of 50/50 scenarios that are highly unpleasant in my opinion. This meta's mechanics very easily allow a Pokemon to switch between being a physical attacker and a special one, which means it's incredibly easy for a Pokemon to bypass its checks. While that is partly the premise of the meta, it's also extremely annoying in battles. If my check to Mega Steelix is say, Bold Landorus-T, special sets while almost always successfully lure Landorus-T in. This makes counterplay to any given threat much more difficult considering reliable checks to Pokemon that can be extremely powerful on either end of the spectrum is pretty much impossible. I'd argue the lack of reveal lowers the overall skill required in the meta, since there's no real way to tell what set an opponent is running until it's too late. I don't think a measure like this would be as necessary as it is in Inheritance or Camomons, but I do think it would increase playability a bit.
Kartana can force out a majority of Stakatakas because of its access to Fighting moves. Special Kartana can handle it with Vacuum Wave. For physicsl variants, if unboosted, Stakataka won't be able to take out a healthy Kartana, and Sacred Sword gets the job done.

Bulletproof from Kommo-o stops Gyro ball from working and resists Stakataka's Stone Edge.

A Power Trick Shuckle can come in on Stakataka's Trick room, set up and revenge kill it.

Stalling out Stakataka's TR with Protect somewhat helps.

Thats my experience when dealing with Stakataka in this meta.
Vs. Power Trick Weakness Policy Shuckle
252+ Atk Shuckle Earthquake vs. 252 HP / 252+ Def Bewear: 115-136 (25.9 - 30.6%) -- guaranteed 4HKO
+2 252+ Atk Shuckle Earthquake vs. 252 HP / 252+ Def Bewear: 230-271 (51.8 - 61%) -- guaranteed 2HKO

Honestly, i have to say, I'm impressed...
Definitely a force to be reckoned with
I'd recommend maybe bulk-up as a 4th move, as a way to further increase the physical bulk, and offensive threat
 
Hello people, this is my first post on any forum so I will try to make it a good one.
First off here is the team I have been using, This is for looking at the team support I have on the mons that I will be posting about.
Diancie @ Diancite
Ability: Clear Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Power Gem
- Calm Mind

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 148 Def / 104 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Scald

Tangrowth @ Leftovers
Ability: Regenerator
EVs: 252 HP / 124 Def / 132 SpD
Careful Nature
- Power Whip
- Knock Off
- Synthesis
- Leech Seed

Blacephalon @ Life Orb
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Psychic
- Mind Blown

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Volt Switch
- Roost
- Heat Wave
- Defog

Lucario @ Fightinium Z
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Close Combat
- Earthquake
I am not going to post about all of them just the attackers, but I just though that looking at the support I have would give a better idea on how the mons play.
What am I asking, I guess I am asking if the nature swap community if these are good ideas.
DIANCIE
This Diancie set is pretty straight forward in concept, turn Diancies massive 160 base attack into 160 base speed. This leaves it with speed even higher than mega aerodactyl and mega alakazam. It loses diamond storm as a viable option but power gem is good enough and it also benefits from calm mind as a bonus. Moonblast is good stab and earth power deals with steel types effectively. It functions as the main revenger of the team but can be adapted into late game sweeper if necessary.
BLACEPHALON
Swap 127 attack for 107 speed, a 20 point speed boost is pretty nice and with Blacephalons power behind it it can wall-break a lot of defensive threats to my team. Fire blast is the main stab while inaccurate its power is immense, good for a wall-breaker. Psychic is for coverage against rare Pokemon such as toxapex and tentacruel. You could go for a hidden power to deal with this sets bane of tyranitar however you cannot use hp fighting because of the fact that legendaries have 3 perfect ivs in gen 7. hp water or grass could work but I would rather use mind blown, as this can be used as a last ditch effort to wall-break something that is stalling your life orb.
LUCARIO
I admit it this one sucks, kind of, 115 speed is nice but this team really needed some priority so lucario functions somewhat like e-killer arceus . Most of the Pokemon that learn e speed don't fit on my team as they have 4x ice weaknesses and the others don't benefit from nature swap. This is where I ask for your help, if you could suggest a Pokemon that would fit on this team and can use strong priority attacks that would really help, Thanks in advance.
 
Here is a list of the best pokemon of every type for this metagame -IN MY OPINION- (I don't have tried to use so much of them, I'll use all of them one by one, then I can do a better comparison, and build good sets and teams. I accept all your opinions as well)

(Sorry again if I'm bad in English) (This list is still in progress and calculating, I'll keep adding pokemon when I have the chance)

ninjask.gif

Ninjask:
61/160/45/50/50/90
Ninjask is such a good pokemon for this metagame, gain a lot with speed boost, sword dance and focus sash. Obviously priority attacks are a good threat, but Psychic terrain doesn't affect Ninjask so... Idk, I need to think something.

Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Brave Nature
- Leech Life
- Night Slash
- Aerial Ace
- Swords Dance

+2 252+ Atk Ninjask Leech Life vs. 0 HP / 0 Def Tapu Lele: 424-501 (150.8 - 178.2%) -- guaranteed OHKO

+2 252+ Atk Ninjask Aerial Ace vs. 216 HP / 0 Def Araquanid: 540-636 (163.1 - 192.1%) -- guaranteed OHKO

+2 252+ Atk Ninjask Leech Life vs. 4 HP / 0 Def Kartana: 312-367 (120 - 141.1%) -- guaranteed OHKO

+2 252+ Atk Ninjask Aerial Ace vs. 248 HP / 8 Def Tapu Fini: 222-262 (64.7 - 76.3%) -- guaranteed 2HKO after Leftovers recovery
A good Stealth Rock Setter as a partner and breaks all opposites focus sash, so Ninjask can sweep.

61/90/45/160/50/50
Here is a good Ninjask for a TrickRoom team, (Is good without Trickroom with Speedboost and protect) I know is crazy thinking about a Ninjask in a TrickRoom team, but Ninjask has a good special movepool and infiltrator is a good ability against screens teams and substitutes.

Revenge Killer Special Ninjask

Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 252 SpA / 252 Spe
Quiet Nature
IVs: 0 Atk
- Bug Buzz
- Hidden Power [Fighting]
- Shadow Ball
- Protect/Giga Drain

Trick Room

Ninjask @ Ghostium Z
Ability: Infiltrator
EVs: 252 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Bug Buzz
- Hidden Power [Fighting]
- Shadow Ball
- Giga Drain

252+ SpA Ninjask Shadow Ball vs. 0 HP / 4 SpD Tapu Lele: 198-234 (70.4 - 83.2%) -- guaranteed 2HKO

252+ SpA Ninjask Never-Ending Nightmare (160 BP) vs. 0 HP / 4 SpD Tapu Lele: 396-466 (140.9 - 165.8%) -- guaranteed OHKO

252+ SpA Ninjask Bug Buzz vs. 0 HP / 0 SpD Tapu Bulu: 196-232 (69.7 - 82.5%) -- guaranteed 2HKO after Grassy Terrain recovery

252+ SpA Ninjask Bug Buzz vs. 4 HP / 0 SpD Kartana: 453-534 (174.2 - 205.3%) -- guaranteed OHKO

252+ SpA Ninjask Hidden Power Fighting vs. 252 HP / 4 SpD Stakataka: 336-396 (103 - 121.4%) -- guaranteed OHKO

252+ SpA Ninjask Shadow Ball vs. 40 HP / 0 SpD Mawile-Mega: 117-138 (46.6 - 54.9%) -- 65.2% chance to 2HKO

252+ SpA Ninjask Never-Ending Nightmare (160 BP) vs. 40 HP / 0 SpD Mawile-Mega: 233-275 (92.8 - 109.5%) -- 56.3% chance to OHKO

Ninjask is so weak against stealth rock, so a good defogger like Empoleon is a good choice.

accelgor.gif

Accelgor:
80/70/40/145/60/100
If you swap Accelgor SpA and Spe, is such a good special attacker, and is still faster, with unburden can outspeed many of the Pokemon in this metagame. Same as Ninjask, priority attacks are a good threat, but Tapu Lele is a good partner for Accelgor.

Is too a good Threat against Stakataka, focus sash and focus blast, can resist being 1 hit KO, Kill Stakataka and get speedy with unburden. If you are afraid of miss the focus blast, you can use HP Fighting

Accelgor @ Focus Sash
Ability: Unburden
EVs: 4 HP / 252 SpA / 252 Spe
Quiet Nature
IVs: 0 Atk
- Bug Buzz
- Hidden Power [Fighting] / Focus Blast
- Giga Drain
- Sludge Bomb

252+ SpA Accelgor Focus Blast vs. 248 HP / 252+ SpD Aggron: 612-724 (178.4 - 211%) -- guaranteed OHKO

252+ SpA Accelgor Hidden Power Fighting vs. 248 HP / 252+ SpD Aggron: 308-364 (89.7 - 106.1%) -- 37.5% chance to OHKO

252+ SpA Accelgor Hidden Power Fighting vs. 252 HP / 4 SpD Stakataka: 312-368 (95.7 - 112.8%) -- 68.8% chance to OHKO

252+ SpA Accelgor Focus Blast vs. 252 HP / 4 SpD Stakataka: 616-728 (188.9 - 223.3%) -- guaranteed OHKO

252+ SpA Accelgor Focus Blast vs. 40 HP / 0 SpD Mawile-Mega: 163-192 (64.9 - 76.4%) -- guaranteed 2HKO

252+ SpA Accelgor Focus Blast vs. 4 HP / 0 SpD Kartana: 748-882 (287.6 - 339.2%) -- guaranteed OHKO

Also, in this metagame, Tapu Lele is commonly used as 70/85/75/130/95/115 and that means.

252+ SpA Accelgor Sludge Bomb vs. 0 HP / 0 SpD Tapu Lele: 244-288 (86.8 - 102.4%) -- 18.8% chance to OHKO

Seeing the results, a good Stealth Rock setter as a partner is a good option too, and obviously Tapu Lele for the Psychic terrain.

Now I realize Accelgor needs a defog partner as well, or the stealth rock breaks the focus sash, Empoleon is a good option as a setter and as a Defogger. Or Scizor is a good defogger too.

buzzwole.gif

Buzzwole

crustle.gif

Crustle

escavalier.gif

Escavalier

heracross-mega.gif

Heracross-Mega

scizor-mega.gif

Scizor-Mega

shuckle.gif

Shuckle

beedrill-mega.gif

Beedrill-Mega

golisopod.gif

Golisopod

salamence.gif

Salamence

kommo-o.gif

Kommo-o

goodra.gif

Goodra

garchomp-mega.gif

Garchomp-Mega

dragonite.gif

Dragonite

latios-mega.gif

Latios-Mega

bisharp.gif

Bisharp

honchkrow.gif

Honchkrow

hydreigon.gif

Hydreigon

persian-alola.gif

Persian-Alola

sableye-mega.gif

Sableye-Mega

umbreon.gif

Umbreon

ampharos-mega.gif

Ampharos-Mega

magnezone.gif

Magnezone

tapu_koko.gif

Tapu-Koko

florges.gif

Florges

togekiss.gif

Togekiss

sylveon.gif

Sylveon
 
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Jaajgko

I will disband the soccer club
is a Tiering Contributor Alumnus
Did someone manage to build a good trick room team ? I've tried many builds but none of them worked
 
Did someone manage to build a good trick room team ? I've tried many builds but none of them worked
Idk why but, I think a special Mega-Lopunny can do a good work in a trick room team, 65/136/95/135/96/54 can be used as a mixed attacker as well, High Jump Kick, Fake Out, Ice beam and maybe Thunderbolt for Celesteela.
 


Stakataka is quickbanned-

Reasoning: this mon is too much for the metagame. It has no real switchins and despite its seemingly "weakened" defenses it still finds opportunities to set up trick room every single game. It can use Steelium, Rockium, Groundium, and Psychium-Z to get around its checks and "counters" and nothing that fits onto offensive teams can switch into it despite being able to revenge it. CB is a hugely destructive set that also fits onto Trick Room teams, and Psychic Terrain Staka is also devastating. Air Balloon and Berry sets make it even harder to offensively revenge kill, ohkoing the pokemon attempting to revenge it. The number of mons that can switch into Stakataka are small enough to be counted on one hand, and the holes it punches encourages the meta to consist of either trick room (which more often than not comes down to the Staka speed tie) or full stall, and its appearing on 40-50% of teams. And all of this doesnt take into consideration its Beast Boost, leaving you unable to sack mons to it in order to bring in soft checks- or its ability to run speed and take out mons aiming to chip it before it sets up. It really is an all-round menace that dominates the meta right now, Im sure everyone can attest to its power and reliability. Sadly its counters are also only viable on TR and stall teams, which compounds the issue.

This mon is super centralizing and needs a quick decision to be made before it warps the whole meta.
tagging The Immortal to implement pls
 
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We are all aware of how borked mega mawile can be correct?

Jawbreaker (Mawile-Mega) @ Mawilite
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Play Rough
- Iron Head
- Swords Dance
- Fire Fang

Please tell me this has already been quickbanned and I just didnt see it
 
We are all aware of how borked mega mawile can be correct?

Jawbreaker (Mawile-Mega) @ Mawilite
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Play Rough
- Iron Head
- Swords Dance
- Fire Fang

Please tell me this has already been quickbanned and I just didnt see it
sadly, 125 speed isnt quite as amazing here as it would be in OU. still seems like a pretty nice set though!
 
I think we should suspect test Aegislash. It seems to have a stat problem in that of the natures and being forced to run a non boosting nature hurts it. At the same time we could also ban King's Shield as that in my opinion is what made it so busted in the first place.

KokoLucha looks even better in this meta.

Lucha Libre (Hawlucha) @ Electric Seed
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Brave Nature
- Acrobatics
- High Jump Kick
- Swords Dance
- Stone Edge

This set, even with the speed being lowered, unburden still gives it a ton of speed allowing it to outspeed mainly what it needs too honestly. 118 base attack isn't too shabby on a +2 speed +2 attack lucha.

Koko Puffs (Tapu Koko) @ Choice Scarf
Ability: Electric Surge
EVs: 32 HP / 252 SpA / 4 SpD / 220 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Ice]
- Thunderbolt
- Dazzling Gleam
- Volt Switch

This set is crept for base 110s which allows me to run modest and swap SPATK with ATK. This allows me to hit harder and I chose the choice scarf to attempt to retain that lost speed.
 
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For the user curious about my team, this is the team that I used to reach Top 5 on the ladder. It is a TR Offensive team. It will be outdated soon when the ban for Staka gets implemented but feel free to get inspiration. Now I need to find another TR setter to use.

Stack Attack (Stakataka) @ Focus Sash
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Stone Edge
- Earthquake

Maw Maw (Mawile-Mega) (F) @ Mawilite
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 0 Spe
- Play Rough
- Power-Up Punch
- Thunder Punch
- Ice Punch

Gear Waifu (Magearna) @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpA
Gentle Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Focus Blast
- Flash Cannon

Paper Machete (Kartana) @ Focus Sash
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Sassy Nature
IVs: 0 SpD
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off

Spaceman Sam (Araquanid-Totem) @ Choice Band
Ability: Water Bubble
EVs: 252 HP / 252 Atk / 4 SpD
Naughty Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Crunch
- Mirror Coat

Genki Girl (Diancie) @ Focus Sash
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Moonblast
- Power Gem
- Hidden Power [Fire]

(I'll explain later since I have an errand to do and if you want to PM me details about the team. Feel free. If you want to punch holes and say this is a bad team, you are free to do so.)
 

Gryphon827

I COULD BE BANNED!
A band set with that Nature would suck imo, bad speed tier and bad typing + not that good Defenses means it just can't find that many opportunity es to come in and not outspeed in most walla really suck
well, I was just doing the exact same calculations that he did. In reality, he would not run band so that he could trick room. Also, "not that good defenses?" 131/109? PFFFFFFFFFFFFFFFFFFF
 

Gryphon827

I COULD BE BANNED!

What do you guys use to deal with this mon? I'm especially interested in checks that can fit onto offensive squads.
From what I've learned from this thread, Landorus-T is actually a very powerful counter, being able to 1-shot him without any boosts in attack.
 
so as this meta has shown time and time again , some mons are much more viable when their base stats are placed in other spots,

Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Strength Sap
- Sludge Bomb
- Giga Drain
- Stun Spore

I have been using this vileplume. It is a nice physical wall , it also happens to be the bulkiest mon that carries strength sap , especially after moving its base 110 spa into its defense stat with impish nature. Its pretty solid especially when dealing with stuff like araquanid, physical wishiwashi and even the swole. Its pretty decent from what I have been using of it and I suggest at least trying it out to see its effectiveness.



Also I liked to bring to attention a glitch I have happened to notice. I'm not sure if it may just be visual and not actually affecting the mons actual stats in dmg calculation, but it seems that though evs no longer have to be put in the negative stat it seems that when u put evs into the positive , the same amount of evs go into the negative. I noticed this on a few mons but the clearest one was with my charizard y. I used a naïve nature to give it base 115 spe which it got properly in battle giving it 361 base spe. However upon looking at its sp.def it also happened to have 299 sp.def (which is base 100 with max evs on a neutral nature). I'm not sure if its just me or maybe its just a visual issue but I just felt this needed to be brought to attention as it may make mons slightly bulkier or faster than they were meant to be
 
Also I liked to bring to attention a glitch I have happened to notice. I'm not sure if it may just be visual and not actually affecting the mons actual stats in dmg calculation, but it seems that though evs no longer have to be put in the negative stat it seems that when u put evs into the positive , the same amount of evs go into the negative. I noticed this on a few mons but the clearest one was with my charizard y. I used a naïve nature to give it base 115 spe which it got properly in battle giving it 361 base spe. However upon looking at its sp.def it also happened to have 299 sp.def (which is base 100 with max evs on a neutral nature). I'm not sure if its just me or maybe its just a visual issue but I just felt this needed to be brought to attention as it may make mons slightly bulkier or faster than they were meant to be
I think I noticed this glitch too when I swapped the defense and spdef stats on my ferrothorn. It no evs in defense but still was able to reach 330 defense with base 115? And I'm pretty sure it isn't a visual glitch, since it was still taking physical hits pretty well.
 
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Meme master presents: anti shuckle lead

Rampardos @ Choice Scarf
Ability: Mold Breaker
EVs: 252 SpA / 224 SpD / 32 Spe
Timid Nature
IVs: 0 Atk
- Earth Power / Ancient Power
- Ice Beam
- Fire Blast / Flamethrower
- Thunderbolt / Surf

Tbh he wont get a whole lot done other than counter leading a shuckle, and this completely requires them to have a naive nature, but its funny and it works. This is enough speed to hit 616 which beats shuckle, but if you want to get technical you can look at what you'd need to beat setup sweepers and all that, i cant be bothered. Btw this is coming off unboosted 229 special attack so you'd better hope you've got super-effective coverage if you plan on attacking other pokemon than shuckle
 
Just throwing out here but Pipotchi if you want to ban something, next time it'd be better if you suspect it first or something, rather than quickbanning it with not really much discussion or warning. Don't get me wrong, I'm fine with Stak ban since it's pretty clear what it does to the meta (near-guaranteeed 150 BP STAB gyro ball with 211 attack is clearly overpowered, not to mention it outspeeds nearly everything in TR and has the bulk to take priorities). But if you keep handling the meta this way, I'm afraid we'll have unnecessary bans and too much bans is bad for the meta (see Shared Power).

After Stakataka, there's no mon that rivals it's power, that's why if there will be a possible ban, suspect it first next time.
 

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